10. Year Walk
Year Walk is creepy, cold, and quiet. All descriptors I avoid when I pick games to play, but somehow I ended up playing it. Everything’s weird and unintelligible, and I think that’s fitting for a game that’s more a thematic piece than a game. Its puzzles are simple and often clever. They’re really a means to uncover the next piece of disturbing imagery. That I actually finished it is shocking, considering I usually avoid horror games. Nevertheless, I was lost in its bleak little forest and I have no regrets.
9. Ridiculous Fishing
Ridiculous Fishing caught me for a six hour marathon. I almost never play a game for that long unless I’ve got a deadline to hit. The art style is simple, the goals are simple, and the narrative is simple, but the design builds to an amazing crescendo, mirroring its titular, three-step process. It has a satisfying combination of depth and frenzied, reflex-based design. It’s also just damn fun.
8. The Wolf Among Us: Episode 1: Faith
I loved almost all of Telltale’s The Walking Dead season 1. The writing in particular. But I’m not a huge fan of zombie fiction. Don’t get me wrong, there’s definitely ways to make something as rote as zombies interesting, but it’s something I’ve been exposed to a lot in my life. I don’t read a lot of comics, so I had no idea what the Fables comics were about going into The Wolf Among Us. Now, I’m working my way through them to get my fix while I wait for episode 2.
The first episode blends Telltale’s penchant for writing and a group of surprising characters in an almost noire, detective story. That made the dialogue/interrogations do what L.A. Noire could never do for me. They made me theorize and analyze like all good detectives do. It’s perfect for Telltale’s structure and it’s clear they can pull off a good, plodding mystery. I’m eager to see what’s next.
I admire how clean, smart, and simple Gunpoint is, and I’m jealous it’s only Tom Francis’ first game. Of course the writing is witty and punchy, but what I wasn’t expecting how kinetic the pacing feels. It reminds me of Mark of the Ninja, a game I herald as having incredibly fluid design. Like Mark of the Ninja, Gunpoint rewards you having a plan before attacking, and that’s just how I like to play games.
6. The Stanley Parable
It’s difficult to describe why I think The Stanley Parable is so brilliant. For me, it was the subversive way it approached free will. As I played I started to connect the dots, I started to question a lot of things about the game, and all of it felt intentional, carefully crafted to dig into my head. And at some point, it froze me in deep, almost philosophical thought. I’ve never had that happen to me in a game. If that was the goal, then it worked.
The way Antichamber undoes everything I thought I knew about video games seduced me. It didn’t just feel fresh, it tickled my brain, and made me adjust my thinking to its own logic. Some games let us explore beautiful worlds that suck us in. Its puzzles had the same effect. Nothing this year replicated the euphoria of finally understanding it. Nothing taught me so well.
4. The Legend of Zelda: A Link Between Worlds
It’s like Dark Souls, need I say more? The Legend of Zelda: A Link Between Worlds is the first Zelda game I’ve ever finished. I finished it because the open structure, the emphasis on exploration, and the superb level design. There’s something so clean and intricate about it. It’s that elegance that quickly made it one of my favorite games this year.
3. BioShock Infinite
I’ve had a weird relationship with BioShock Infinite. When it came out, I basically left reality for 2 days. I was completely wrapped up in Booker and Elizabeth’s story. I kept thinking I heard the music of Columbia in my head. It was a week I’ll remember for a long time. A few months later, the spell wore off and I realize many of the problems I had with the game. None of them were huge, most of them were with the combat. But I think great games can have problems too, and I can’t take back my first, incredible experience with it. I wouldn’t even do it if I could. Irrational Games’ fictional world, characters, and themes stuck with me, and I think that it’s worthy enough for this list.
2. The Last of Us
The Last of Us sticks to a specific mood and nails it. Every part works in tandem to achieve a goal. It has something to say, and it’s not afraid of getting there on its own time. I admire Naughty Dog’s ability to combine a story with design that’s both interesting and touching. Sometimes I forget big-budget games can do that. Most importantly for me, it’s a game that understands its own limitations and the easy mistakes other games often make. It trusts itself and the player in ways that I’m still baffled by. It’s a stunning work.
1. Gone Home
I thought real hard about it and I can’t think of one single thing that damaged my experience of Gone Home. All I can think of is how much I adore The Fullbright Company’s first game, and how important I think it is for games as a medium. It’s a game about exploring a house. It’s mundane and personal and moving, all at the same time. I love everything about it. The characters, the soundtrack, the art style, and the design. A lot of that is because I grew up very close to where the game is set, so it easy for me to connect to, but combined with the writing and the score, the rest of it found a way to my heart too. It made me appreciate games in a new way. It’s rare and it’s special. It’s my favorite game of the year.