Between Mega Man 10, Donkey Kong Country Returns, and Sonic 4, the big name publishers showed their interest in developing things not necessarily 3D-oriented. Even Super Mario Galaxy 2 has lots of scenes that restrict you to two dimensions. (Sonic 4 wasn't necessarily a masterpiece, and in terms of episodic content will either be a rip-off or a truly evolving, considerate series - time will tell.)
But in the indie realm, we got a kick in the butt with VVVVVV, easily one of my favorites of the year. One of the most memorable, both in terms of its sprawling Metroid-style world harmonizing with just one major mechanic, flipping your own gravity. Then we had Sleep is Death, one of the most interesting "games" (maybe game experience is a better word), and if you don't know much about it you should check it out as I don't have time to explain it's imagination-based, one-on-one interplay. Rounding off the end of the year we got Super Meat Boy, which is super-addictive, super-charming, and super-challenging. And probably a few more sprinkled here and there I forgot about.
We also saw Anthony Burch leave Destructoid. :( (With that and his monthly musings went my drive to write blog posts, apparently.)
Really, 2010 wasn't a bad year. But if anything, it went against the big budget, high-graphics sheen trend of recent years. Even Heavy Rain was regarded as a curious novelty, not the second coming.
The most touching moment for me was the story from one of the last memory items (about the guitar player and the girl on the roof)- something you could've totally ignored if you wanted to. The emotions really sink in as you think about what actually happened to that world.
"Can you ignore passable combat with lackluster visuals for interesting characters and great story? If yes, then Nier is awesome. If not, grow a pair and become someone who actually cares about game narrative."
http://www.vigigames.com/?p=1982 - on why fun shouldn't be the overriding factor for determining a game's quality, especially when we're trying to move the medium towards "emotional experiences."
http://www.vigigames.com/?p=319 - video games that have terrible elements in the service of their overall concept
http://www.vigigames.com/?p=328 - my original Fragile Dreams review
http://www.vigigames.com/?p=2052 - my top ten games of the year (Fragile Dreams is #6)
Sorry to spam the comments with this stuff, but I think the author of this post has some interesting ideas that perhaps need to be expanded on.
At first I thought that the lack of impact of games like Nier was your definition of failure. I then realized that you meant the fact that the game itself was hard to recommend and difficult to play, yet was worthwhile, that was how it failed. But I disagree that saying if 2011 doesn't learn anything from games like Nier means 2010 is a failure. There will be more Nier's in 2011, they may or may not make a bigger impact and/or actually be better games, but I don't think that one years failure is determined by the learned results in the next.
Whether or not the industry ship slows down and stops throwing away experimental cargo is not important, since that cargo floats and the smaller ships in the fleet, or roving sailors, can always pick it up. Perhaps you are overly pessimistic Kauz, games like Nier don't go as unnoticed as you think. Perhaps they do, I actually don't know. Thanks for writing this though, I enjoyed it.
anyone arguing it wasn't a bad year must be like 8-15 years old or just much easier to please thn me
So I bought it, played through the entire thing, had basically the same reaction most players did (not perfect, but worth playing if you could appreciate the style), and it remains in my small Wii game collection, next to New Super Mario and the Metroid Prime Trilogy.
I still have never read a proper review of Fragile Dreams, and I don't care to. It was what it was to me. Something beyond what a numerical score can summarize.
It was just an enjoyable game overall, and I was happy I got the chance to experience it.
Initially everything I heard about it made me angry as a fan of the series. It had a timer. If you didn't play well enough, you would need to play new game + to reach the ending. All underground in coridoors, with very limited towns and so on. Positional style of combat. Music not even close to the style of the rest of the series.
But damned if I didn't love that game for what it was. And when I look back, what it was, was a non-failure version of FF13. The plot was simple, very original and linear compared to previous games in the series, and completely sucked me in for the two playthroughs. Trying to do things better and faster so I would make it without having to play a third time was actually pretty engaging, even though i got the impression the game wanted me to keep going after I was plenty done.
Anyway, I hope you'll find just as many niche experiences in future. They can't just keep making military shooters forever and expect continuous success - fashions ALL shift eventually. People who like diverse experiences outside the mainstream, whatever that is, will always need to look a little harder to find the good stuff. We always end up dealing with more 'almost but not quite' and 'fun but too much work' games than true hidden gems. That's just how it is.
PS. if there are any current/former game testers out there please for the love of all that is good message me with ANY tips on how to make into the field.
fast foward 10 years and what do we get, grand theft horsey, mass effect 2 an "rpg" thats actually a 3rd person cover shooter, black ops, medal of honor, starcraft: facebook edition, final fantasy 13.
I have faith that we will continue to see titles that stand out from the crowd. Still, this made me feel a little sad.
If that's your idea of "brilliant storytelling", keep giving me all the fucking Halos and Assassin's Creed sequels that you can.
And yet its an experience I don't regret because the wonderful storytelling. Its seriously some of the best stuff I've ever seen in a video game. The combination of incredible facial and body animation, to the strong voice acting, to a honest-to-God script with character development that doesn't stream from JRPG melodrama or other nonsense. Sometimes Monkey or Trip(the main characters) will just give a look or a small facial gesture and you immediately know what they're feeling at the moment. And this is all before Pigsy comes in, who is totally awesome from beginning to end.
The ending sucks though, with some faux-Matrix plot twist out of nowhere, but I was interested in the story for sure. If Ninja Theory is working its storytelling prowess on DmC and Capcom can do the whole "gameplay" thing for them, I think we'll nail it!
The gameplay and backtracking in Fragile sucked, but its strengths were too great to deny.

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