With so much to organize and help put together, I didn't get a chance to do my own personal Game of the Year list for 2014. It's probably for the best, as picking favorites games is very difficult for me. It's like picking fa...
Confession #1: I don't play a lot of videogames.
Confession #2: The ones I do play, I play drunk.
Huh huh. Number two do do.
Here are the games I liked the best this year, and what I was drinking when I played them.
[Enter the anti-Badger. --Mr Andy Dixon]
Note: The Wombat could be anyone -- a Destructoid community member, a gaemz jurnalizmer, even some random Dutch guy. They could be just one person or Legion. You'll probably never find...
You thought Steven Hansen's Destructoid's 2014 GOTY awards were done at three, come sambuca con la mosca? That we want health, happiness, and prosperity, rather than four (death)? We're up all night to get unlucky my friends. And to drink a bottle of Chartreuse so that our New Year's Eve vomit looks like Ecto Cooler Hi-C and the Streets of San Francisco run green with ghost spume.
I believe it was communist philosophers Groucho Marx and John Lennon who said, "The ideas of the ruling class are in every epoch the ruling ideas," and that's, like, so true! A distanced citizenry treated as targets (consumers) versus an engaged citizenry treated as co-conspirators and friendos can lead to anti-consumer practices. That's why the open nature of crowd funding and early access development has been big this year, as invested fans have helped bear titles that did not need mass market appeal. Sometimes you can use a little help from your friendos, because we're all in this together, man.
Invisible Inc. is das kapital example of Early Access success and the winner of the Steven Hansen's Destructoid's 2014 GOTY award for Best evidence that we should go full communism.It is, by a wide margin, the game I have played most this year, and it's not even "finished." And, hey, maybe it sits on the wrong side of its tekno-Cold War-era aesthetic (the English-speaking side), but that angular 2D art and XCOM-like turn-based stealth are fresher than you might think given I just used a 20-year-old game as a reference point. Seriously, though. Turn-based stealth. It's amazing.
What a ride 2014 has been, right? There's definitely been a few ups and downs for everyone, including some that wanted to get their last licks before the year closes out. Still, we got to see some pretty exciting titles released, some that delivered and others not so much. Regardless of what your feelings are of the games, you can't deny that we've had plenty to play this year. So with that, I've decided to take a shot at talking about my noteworthy, standout, and otherwise memorable games of this year.
I'm not particularly fond of doing a full ten list, even though I've got plenty to say about the year's offerings -- so I've taken a cue from John Cusack and brought things down to a nice list of five. Though five is an odd number, the shorter length will make it easier for me to focus on what really stood out as my favorites. I've also included some minor categories and other noteworthy picks from the year, as my big hope is that you'll get to see some games you might have missed, or even think of others in a new way.
So with that, here are my standout picks for games released in 2014.
[Game developer Adam Tierney took to our Community Blogs to share his short list of 2014 favorites. Want to share your own GOTY stories? Go write something! --Mr Andy Dixon]
Hey Destructoid! I'm Adam Tierney, a videogame desi...
What a wild year it's been for us gamers. In spite of all the insanity this industry inevitably attracts, when we look back on everything that has happened over the last 12 months, I think there's one thing we can all agree o...
Why do we love videogames? Some say it's the escapism, or the ability to wrap you up in a story that you get to help tell as it's being told to you. Others say it's the way they can bring friends together, or occupy your mind with interesting mechanics to master and problems to solve.
The truth is though, no one really knows why we love videogames so much. When you truly connect with something, be it a song, a movie, a game, or another person, it's not always easy to put the feeling into words. When asked "How do you know when it's love," legendary rock and roll group Van Halen responded with the unhelpful axiom "I can't tell you but it lasts forever." If Van Halen couldn't explain love, then how the heck are we supposed to?
I've long been of the opinion that the relationship between a person and a videogame is similar to the relationship between a person and another living being. It's part of why you see people fiercely defend their favorite games, like they would their friends or family. It's undeniable -- we form two way relationships with these things. I first picked up on that back when Little Computer People launched on the Commadore 64, though the idea didn't really solidify in my mind until Nintendogs was released on the Nintendo DS.
The idea of reviewing a videogame like it is a static, concrete product is similar to the idea of reviewing a person via some testing method or other wholly "objective" assessment tool. It can't ever be totally accurate. There will always be some subjectivity in there. More so, trying to diminish the importance of the personal relationship between two things, be they a game and person or a person and a person, causes you to bypass the most interesting stuff. We can't ever completely separate our unique perspectives from out assessment of videogames, so why not embrace them?
That's what we did with this year's Game of the Year Awards. While we worked to do a some analysis on why the world design, multiplayer design, mechanics, and narrative design of various games were particularly impressive in 2014, the truth is we don't really understand why we love certain games, just like we don't always understand why we love certain people. We just do. They fit with our brains and make us feel right.
Here are some of the games we loved the most in 2014. Don't forget to vote for yours!
Might be your taste makers on this webpage made a Huge™ boner and left Samurai Gunn out of its 2014 game of the year plans. Because of its mid-December 2013 release, it was left out last year, too, and should have had 2014 eligibility. And there certainly isn't a multiplayer game I've had more fun with over the course of the year than the only game trying to carry Bushido Blade's torch.
And there ain't a game that makes better use of a superfluous double consonant neither, so I am hereby awarding Samurai Gunn the Steven Hansen's Destructoid's 2014 GOTY award for Best willful misspelling in a title.
Like a real gun or a decorative katana beneath your anime tits wall scroll, the second 'n' just makes you look cooler. This is how you name a game folks (incidentally, this is how you don't name a game, for the love of my Rouroni Kenshin reverse blade replica katana).
Do you see a lazy, '90s raditude 'z' slapped on the end there? Oh hell no. You may get three bullets per life, but there ain't no god damn, highfalutin pluralization nonsense happening here on the part of developer Teknopants. No. They doubled downn. That shows grit. Character. "You pronounce every god damnn letter," it screams. And you have to, or else you're pronouncing it wrong, like when you pronounce anno (year) as ano (anus). This isn't Samurai Ass. It's Samurai Gunn. Though I wouldn't mind seeing the former. Hit me up.
The days when games were tailor made to suit the tastes of a small subset of society are over. You can no longer look at a game and know on sight who it was made for and what hardware it's running on. There are more reasons t...
Prrrbbt! My mane is all in a frizz because My Riding Stables 3D – Jumping for the Team is available in the Nintendo 3DS eShop right now. I'm doing that thing where I wiggle/shimmy my head back and forth while blowing ai...