Best of 2021

Well folks, it's that time of year again! And though we're still in the middle of a global pandemic that continues to linger because the "facts don't care about your feelings" crowd demands that the rest of us care more about their feelings than facts, and certain members of our senate are still secure in their jobs after committing treason by allowing a would-be dictator to get off scot-free after trying to stage a coup, 2021 was at least a significantly better year for gaming than 2020...there, got it out of my system, and now we can just talk about the games! It was such a good year for gaming, in fact, that I nearly decided to do a top 15 at the end instead of my usual top 10, but I decided against it. In the past few years I've gone with more concise GOTY articles: only listing the best games in 2019 and only listing the winner of each category in 2020. But this year, I wanted to return at least somewhat to form. I finally found employment in early November, so I don't have nearly as much free time as I used to, so I decided on this: I'm going to do the full lists with blurbs and everything, but I'm gonna take it easy when it comes to the length of each blurb. As the years have gone by, I've wanted this to become a bigger and bigger article each time, but in the interest of putting out the best thing I can, this year I'm not going to feel like I didn't do enough if the blurb is only a sentence or so long, even if that means the formatting looks kinda weird. In addition, this year I've added a handful of new categories as well as one new honorable mention! But before we get into it, first, let me lay out the rules here.
1): As always, only games that I both played and reviewed will be on any of these lists. It's possible, for example, that Deathloop is the 10/10 game that IGN was paid off to say it was, but I actively wanted to punish Arcane's marketing department for how often they shoved this stupid game in my face at every gaming-reveal livestream of this year! It may also be possible that Battlefield 2049 is as terrible as people are saying, but I don't do multiplayer. In addition, I played literally not one next-gen console exclusive, because the scalpers are still running rampant and I actively wish for them to starve. Beyond that, the usual "I didn't play"s apply: no sports games, no racing games, no multiplayer games, no strictly co-op games, no roguelikes, etc. Assuming you aren't reading this too far ahead in the future, a good rule of thumb is if you look at the navbar at the top of your screen and don't see a game's title listed, it isn't going to have a spot on any of these lists.
2): "This is my opinion, but if you disagree, that's ok" is the most pathetic, sniveling little wimpy thing to ever say before you put together a list of your favorite games of the year. I see it in almost every GOTY video I watch on youtube, and every time it makes me roll my eyes. Of course this is my opinion! You wouldn't be here if you didn't want to know it. But still, in the blurbs I do try to explain why item x is above item y, so if you do happen to disagree, I hope that I at least give  you the perspective you'll need to understand my decisions.
3): You should assume that there are spoilers in every single blurb. That isn't actually the case, but if you haven't played a game and don't want spoilers, if you see its name on one of these lists, it's probably best to avoid the blurb just in case. In the past I would just be super vague, and it meant that the blurbs were never good enough to describe a game's positioning on the list. I'll be keeping the "headlines" spoiler-free, but I can't promise the same for the content.
4): This year I tried something different and attempted to have any given game featured only once in a list if at all possible. There are exceptions, such as "Best Moment," but I wanted to see what would happen to my GOTY placement calculations if category points were spread out a bit more. As a result, I'm more satisfied with this year's GOTY placements than ever before!
5): Unfortunately, blogger has been really chugging during this article. I had to do all my writing in a texteditor becuase it would take upwards of 20 seconds for the platform the render my text, even if it was just a few words. Sadly, there's no workaround for pictures, so in the interest of getting this out in a timely manner, I'm forgoing picture in this article except where necessary (such as graphical discussions). It sucks, but formatting this thing took longer than the writing did. Really think about that.
6): If you like this article, maybe make an NFT of it and con some poor sucker out of their money! 

Now that that's out of the way, let's get down to business, and whether or not the huns get involved is up to you. 

THIS!!!!!!!

IS!!!!!!!!!!!!!!!




















--------------------------                                             --------------------------
The Technical Awards
--------------------------                                             --------------------------

Best Realistic Graphics
One caveat to the whole "2021 was better for gaming" argument that you'll likely notice as you move along is that while there were a ton of great indie games, there weren't very many great AAA titles. There were so few, in fact, that I don't even have the usual minimum 5 games for this list! So, instead, we're going with the top 4. But I digress. This is one of the more straightforward categories in this article, it celebrates the games that went for a realistic look with their graphical styles and succeeded. Unfortunately, this almost always means that budget is key to winning in this category, but good realistic graphics are good realistic graphics!





#4): The Forgotten City
The Forgotten City comes in at the bottom of this list for reasons that are probably self-evident if you're currently looking at the picture. The character models are just...not great. But what the game lacks in quality faces, it more than makes up for in quality spaces. That is to say, the titular city is clearly where the budget went, and it definitely shows!





#3): Far Cry 6
I would have put Far Cry 6 at the bottom if The Forgotten City had done faces better, because it runs on the same engine Far Cry has run on for ages. Of course it's going to look good! As I said, good graphics are good graphics, but I decided to place Far Cry 6 lower, given how little actual effort went into its graphical quality.





#2): Guardians of the Galaxy
Imagine a game with the same graphical ratio as The Forgotten City but a significantly higher budget, and you have Guardians of the Galaxy. The character models are good here, but they pale in comparison to the worlds you go to.





Realistic Graphics of the Year: Resident Evil: Village
There was really no contest with this one. The environments, the lycans, the faces, everything in Resident Evil: Village is pretty darn close to being uncanny. I mean, just look at it!

--------------------------                                             --------------------------

Best 2D/Isometric Artistic Graphics
Normally there's just the one category for artistic graphics. But with so many great indie titles having come out this year, I had to split them up by overall style in the interest of judging fairly. So this first new artistic graphics category belongs to the games rendered in a 2-dimensional or isometric view, and their graphics within these styles are what earn them a spot on this list.





#5): Death's Door
Despite the color pallet being a tad bit on the muted side and the visual effects tending to distract from gameplay, there's no denying that Death's Door is a good-looking game! The primary draw is that in spite of those asterisks I opened up this blurb with, the art style fits the world. It actively helps to create the atmosphere and sense of emptiness that the game boasts. So while it's not going to blow anyone away, the graphics in Death's Door carry their weight.





#4): Wife Quest
Leave it to a group of maybe 3 dudes to render a beautiful fantasy world filled with sexualized monster girls in loving detail! But really, though, I'm not normally one for pixel art, but I quite enjoyed the look of this world.





#3): Ender Lillies: Quietus of the Knights
I've often thought of doing a "Best Animation" category, but I think it would be largely redundant, as a lot of the time a good art style comes with good animation. Ender Lillies, on the other hand, is an exception. While its animation isn't the greatest, it easily sports the most creative artistic style of this year.





#2): Backbone
As I said a couple of blurbs ago, I'm not normally one for pixel art. But in the case of Backbone, the devil is in the details...literally. Not only is this particular style of pixel art gorgeous, but every area is rendered in as much detail as possible: newspapers on the ground, the silhouette of a character in a window above you at night, etc. It all comes together to make the most of the art style the developers chose. Did I mention it's gorgeous to look at? Because it is!





2D/Isometric Artistic Graphics of the Year: The Ascent
Admittedly it isn't the most unique graphical style of the year, but darn it all, I'm just a sucker for the whole Bladerunner aesthetic. Give me a world filled with dense neon colors and the implication that Japan is somehow in control of everything, and you're well on your way to the top spot in an art style category (unless you're Cyberpunk 2077). So, there's that, but The Ascent is also just the best artistic rendering of the Bladerunner aesthetic I've seen in a game. So not only does it boast a style that I always like, it does so better than its competition!

--------------------------                                             --------------------------

Best 3D Artistic Graphics
On the other side of the artistic graphics coin, we have the games that sport a 3-dimensional view and aim for a non-realistic graphical style. There can be 2D aspects or assets, but to qualify for this category, a game must have an overall 3D style. Because 3D naturally lends itself to a broader range of artistic styles than 2D or Isometric, any given game's placement on this list is dependent on how impressive the graphics are, whatever the style may be.





#5): Before Your Eyes
Sporting by far the most minimalistic style you'll see on this list, Before Your Eyes impresses not so much with the graphics themselves, but in how they're utilized. This being an incredibly linear title, every story beat is artistically framed in a way that highlights the point of the scene as best it can.





#4): Road 96
Road 96
 has the style that I find the hardest to talk about, so this will definitely be a short blurb. If I had to spitball as to why I felt it deserved this spot, I'd say that its style is unique in a way that normally wouldn't work, but the developers found a way to make it actually impressive.





#3): Demon Turf
Of all the items on this list, I think Demon Turf is the one that makes the most unique artistic choices. The whole thing is basically like an fps from the early 90's adapted as a platformer with a more modern graphical quality. For one thing, the environment is 3D and every character and enemy is 2D (just like the early Doom and Wolfenstein games). But beyond that, the whole aesthetic of each area in the game has this nostalgic feeling, as if the game is hearkening back to how beach or city levels used to feel back in the day. That's just a guess, but it's the feeling I had throughout my time with Demon Turf.





#2): Persona 5 Strikers
It's more Persona 5, what else is there to say?





3D Artistic Graphics of the Year: Kena: Bridge of Spirits
One of the major reasons I was considering doing a "Best Animation" category this year was Kena: Bridge of Spirits. Having been developed by a studio that has previously only done animation, the animation in this game obviously shines. But even discounting the animation quality, this was a game made from the ground up for the Playstation 5 to show off what its hardware can do. As a result, everything except for performance on PC shines. The lighting, the shadows, the textures, the character models, the denseness of the foliage, the draw distances, I truly mean it when I say that everything except for its performance on PC is top tier cream of the crop stuff in terms of artistic graphical quality.

--------------------------                                             --------------------------

Best 2D/Isometric Performing
Similarly to the artistic graphics category, this year I elected to split up the performance section by view. By nature, games rendered in a 2D or Isometric view aren't going to have to contend with as much as their 3D counterparts, so stable performance isn't exactly rocket science for them. However, there are still considerations to be made when deciding where any given 2D/Isometric game falls on this list, so there's still stuff to talk about.





#5): Impostor Factory
Impostor Factory and every other game by Kan Gao has so little on its plate in terms of assets that might slow down the product that it's never any wonder why they perform well. But I still wanted to have Impostor Factory on this list because I feel like he deserves any points I can justify giving him.





#4): Wife Quest
Being made by a minuscule team of people with seemingly mere pennies in terms of budget, and also given how good Wife Quest looks and feels to play, it's kind of a wonder that the team didn't have to make any sacrifices to make it run at a stable framerate. Of course, I'm not a game designer and I don't know how taxing any form of pixel art is on a system, so I could be wrong, but that's my feeling!





#3): Ender Lillies: Quietus of the Knights
What gets me about the way Ender Lillies performs is that the foreground and the background appear to move at different rates, and yet the game as a whole doesn't suffer from this. Add the whole host of particle effects the game boasts and the speed of certain bosses, and it makes the game's consistently stable framerate even more impressive. 





#2): Metroid Dread
It would be tempting to say that Metroid Dread's excellent framerate is a given, since it's a Nintendo-published game. But ever since Breath of the Wild launched in a state where framerates were constantly dropping, good performance is unfortunately no longer a Nintendo staple. But even so, Metroid Dread delivers. It's not exactly taxing on the graphical front, but what it lacks in graphical demands, it makes up for in speed of combat. Any given combat encounter happens at a breakneck pace, and if anything were to tank the game's performance, that would be it. But alas, it doesn't, and as a result, Metroid Dread comes pretty close to being the most stable 2D/Isometric game released in 2021.





Most Stable 2D/Isometric Performance of the Year: Death's Door
Just like Metroid Dread, Death's Door isn't exactly an enormous task to handle in terms of rendering its graphics, but it's significantly more of a task to handle than Metroid Dread. Obviously the graphical quality itself is better, but beyond that, there's also plenty more to render in terms of overall space and effects. Death's Door, while not a massively-sized game by any stretch of the imagination, is fairly packed and spans several different biomes. Furthermore, you may recall that when I was discussing the game's graphical style, I mentioned that the effects have a tendency to distract from gameplay. This is because the explosions and magic effects are so tremendously impactful that they tend to obscure player vision. Though this is a point against the game, it's further evidence that Death's Door is optimized exactly the way it needs to be to maintain a consistent framerate, so I can think of no better choice for the top spot in this award than Death's Door.

--------------------------                                             --------------------------

Best 3d Performing
Like with the artistic graphics, on the other side of the performance coin, we have the games that present their worlds in 3D. Unlike the subjects of the last category, any given 3D game has quite a bit more to consider when it comes to optimization. Character models are more resource-intensive, environments require far more detail, and there's movement along a whole other axis to consider, and that's just the bare-bones stuff. So the winners in this category are games that were truly given the best technical foundation for the graphical styles and levels of chaos they offered.





#5): Road 96
Road 96 more or less has players operating inside tiny little box levels throughout its runtime, so it's not like it's actually having to handle anything beyond what you can immediately see. But what compelled me to have it on its list is how it compares to other dialogue choice-heavy games, such as those from Telltale. Road 96 not only has the occasional need to make a quick dialogue choice, but it also has several, several, several minigames. Compare that to any Telltale game. They'll have one kind of minigame at most, sport an art style not as good as Road 96's, and still have frequent framerate drops. So while Road 96 isn't going to blow anyone away with basically anything it has to offer, I have to give credit where it's due and say it runs excellently for what it is.





#4): Omno
In the last blurb, I brought up Telltale Games: a company that (before it went bankrupt and refused to give its staff severance pay) put out lots of games that always came with significant technical problems despite their minuscule scope. In this blurb, I'd like to bring up the opposite side of the coin: AAA releases. How many times have AAA titles released with massive performance issues? Well, enter Jonas Manke, the sole developer of Omno: a small, but well-polished and feature-rich game in the same vein as games like Journey. As simple as this game is, it obviously doesn't have too much going on that would tax the system beyond the bare-bones 3D game aspects I mentioned in the introductory blurb for this category. But it still is worth noting (and 100% worth a spot on this list) that one guy was able to do for his game what countless AAA developers couldn't do even with year-long delays.





#3): Demon Turf
Demon Turf is unique in that it's the only game on this list that ever experiences framerate drops. It would seem like that would be an automatic disqualification, but the name of this category isn't "Best Game With Literally No Performance Problems." This whole category is about games that do the best they can with the technical payload they were given. See, there are only certain levels in which this game doesn't perform well, and those levels are the "return trip" versions of a handful of levels in the final area. The reason for these framerate drops is the snowstorm that gets added to the mix in these versions of these levels. So, you see, what performance problems this game has aren't a result of overall incompetence in designing the technical foundation, but a result of an aesthetic choice that they maybe didn't test as thoroughly. For every other level, no matter how many independently-moving npcs there are, no matter how many independently moving assets there are, no matter how many timer-based assets there are, no matter how many assets that change literally each time you jump (no matter where you are) there are, the performance is stable. So, that's why Demon Turf scores so high despite being the only winner on this list to have performance issues. 





#2): Scarlet Nexus
Stable technical performance is stable technical performance, and if the developers took technical shortcuts to get there, it doesn't matter for the purposes of this list. Were it not for Far Cry 6, Scarlet Nexus would be the single most lazily-programmed game of 2021, so numerous are the technical shortcuts they took to make the game stable...but they did succeed, so I have to begrudgingly give this spot to Scarlet Nexus, which is a bad game. 





Most Stable 3d Performance of the Year: Persona 5 Strikers
Stable technical performance is stable technical performance, and if the developers took technical shortcuts to get there, it doesn't matter for the purposes of this list. In case you've already forgotten, that was how I opened the blurb for Scarlet Nexus. The same sentiment applies here, albeit to a much lesser extent. See, Persona 5 Strikers does take technical shortcuts. For one thing, it has literal assets pop-in (such as traffic cones or the like) seconds after they should have spawned. Also, the developers didn't do much to improve the camera control from their last project: Hyrule Warriors. But here's the thing: Persona 5 Strikers has more taxing technical aspects than literally anything else on either of the two performance-centric lists. There are hundreds upon hundreds upon hundreds of enemies of varying AIs and difficulty levels each doing their own thing in any given arena, you have three npcs at your side who do their own thing until you take over them, and every single member of your party has a smorgasbord of abilities with their own animations and effects, with the main character having access to hundreds of different combinations of abilities/animations/effects. This game didn't have the same budget its parent game, Persona 5, had, but given the demanding nature of the combat paired with the demanding nature of the visual side of thing, the sacrifices made in the name of better performance are 100% acceptable. 
--------------------------                                             --------------------------

Best Controlling
Not to be confused with the Honorable Mention I always do for the game with the best control scheme, this brand new category is about how well a game controls, specifically. This isn't really the kind of thing I think about that often (except while playing Red Dead Redemption 2 or Death Stranding), but this year I played one game that controlled horribly and one that controlled so well that it prompted me to make this list in the first place. In order to qualify for this category, a game has to do exactly what you say when you say it. It can't be overly fiddly or have slight input delays due to complex animations.





#5): Ender Lillies: Quietus of the Knights
When I talk about Ender Lillies, I always say it's the definition of "tough but fair." Part of that is because, while the game commits what I consider the cardinal sin of game design (having the player take damage from touching an enemy that isn't on fire/made of spikes/etc), you have plenty of control over Lily. So if you end up running into an enemy, a lot of the time it's because you didn't get away fast enough. It isn't every time, there are definitely moments that are just plain unfair, but for the most part, you have enough control if you're on top of your game.





#4): The Ascent
All you really do in The Ascent is walk and shoot, so it's not like you have a lot on your plate. However, no matter what kind of gun you're using, you will literally always shoot in the direction you're pointing the second you decide to point there, and the character turns at the exact pace you want them to turn. A good sense of control is a good sense of control, even if it's not much of a balancing act for the game. 





#3): Metroid Dread
Unlike stable framerates, one thing you absolutely can count on Nintendo for is an excellent sense of control. These are the people who publish the Mario games, for crying out loud, of course Metroid Dread controls well!





#2): Necromunda: Hired Gun
Necromunda: Hired Gun wears its inspiration on its sleeve in all the right ways. Wanting desperately to be Doom Eternal (Right Trigger Game of the Year for 2020), the key focus of this game is freedom of mobility. It does that well on its own, but what really solidifies the game's position on this list is the grappling hook. It isn't that the grappling hook goes where you want it to go, in fact, it doesn't. But the thing is that this grappling hook always knows what you wanted to do based on where you aimed, so you literally always end up on whatever platform you were hoping to reach, so intelligent and well-designed is this system.





Control Tuning of the Year: Demon Turf
In a platformer, control is 100% the most important thing to nail. And to be honest, I think Demon Turf might have the single best sense of control of any platformer to date (including Super Mario Odyssey, which I realize is a hot take). As I implied in the opening statement for this category, I was so impressed by how well I could control Beebz that I created this category just to recognize this excellence. When you do the riskier "super jumps," if you fiddle with your left thumbstick to manipulate where you land, you'll land exactly where you intended. If you mistime a jump, you know it pretty much from the second you see the trajectory you're on and you know how to adjust your timing on the next attempt. Hell, I, a non-speedrunner, was able to beat two speedrunners and claim the world record times on the Baby Ocean and Port Manteau levels (though they easily could have reclaimed them by this point) because of how simple it is to remain in control. Demon Turf didn't just spawn this category, there's no other game that comes even close to it in terms of eligibility!

--------------------------                                             --------------------------

Best Sound Design
Sound Design is one of those things that's a little difficult to nail down and mainly gets judged on a case by case basis. At least, that's how it is for me. Anyway, let's just get to it!





#5): The Ascent
What earns The Ascent a place on this list is the quality of the gun sounds. I used a minigun for the majority of my time with this game, and despite vibration not working on my PS4 controller when plugged into my PC, it felt like it was vibrating from the sheer depth of the gunshot noises.





#4): Emily is Away <3
This is a category that Emily is Away games always nail. These games, being set in online chatrooms back in the day, always emulate computer sounds from those periods. As you type on your keyboard, what you hear is the thick, clunky sounds of old-school computer keys, and whenever you get notifications, they always come with an almost uncanny representation of what the AOL chatroom notifications sounded like. It's a simple assignment, but developer Kyle Seeley always knocks it out of the park!





#3): Wife Quest
Wife Quest's reason for being on this list is as simple as they come: the coin sounds seem like they come with serotonin embedded in them! There's just something about how crisp and rewarding the sounds of picking up coins in this game are that it just feels excellent to do it. If my memory of one of developer Pippin Games' devlogs is accurate, then I believe the sound designer's name is Daniel. If so, good job, Daniel! You singlehandedly earned Wife Quest a spot on this list and gave it some points towards GOTY!





#2): Demon Turf
The only thing really holding Demon Turf back from the #1 spot is the fact that sound effects so often don't play or cut out in the middle of playing. And that's a crying shame, because, as evidenced by the fact that it's this high up the list, the sound design in this game is phenomenal. More specifically, the sounds that play when you walk or jump on surfaces are phenomenal. Each type of surface has a different kind of sound associated with it, and some of them are so excellently designed that you can practically feel the texture of the surface. And on the PS5 version, I'd wager you literally can. I'll reiterate the example I used in my review: there are certain surfaces made of a slippery blue rubber, and the *squeakysqueaky* of the rubber communicates the texture of these surfaces so well that the brain just automatically knows what they would feel like to the touch.





Sound Design of the Year: Resident Evil: Village
Yeah, kind of predictable for a critically-acclaimed horror game to win in the sound design department, but it is what it is. To explain why it wins this category, I'd like to point to one section as an example: the level colloquially referred to as "The Dollhouse." This section is all setup and the monster doesn't appear until the very end, but it's the sound design that really sells the horror of all this buildup. The main "hub" of this level is a mannequin workshop where one mannequin resembling protagonist Ethan's wife is lying on a table, and several isolated mannequin parts hang from the ceiling. In order to progress, you have to manually take apart this mannequin that resembles your wife piece by piece. The entire time I was doing this I was holding my breath because I fully expected it to jolt up and start screaming or something. The process of removing a piece of the mannequin was slow going, and there was no music save for the sound of wooden parts clacking together overhead. There is no jumpscare in this segment, but I didn't know that, so all I could do was flinch a little and take another deep breath with every harsh-sounding scrape as I twisted an arm off or started opening the mouth with a bit of a rustic creak. This is but one example of how Resident Evil: Village utilizes sound to build dread (and I didn't even talk about how they handled the monster's sound), and I hope it adequately explains why it wins this category.

--------------------------                                             --------------------------

Best Soundtrack
Unlike most categories, Best Soundtrack and the next category are pretty much entirely subjective, so I'll basically just be describing them instead of making cases for their placement.





#10): Road 96 (Various Artists)
It's basically just a collection of original indie songs written for the game world, but I always admire that kind of effort in worldbuilding. Also, the title track, "The Road," is pretty darn good.





#9): Necromunda: Hired Gun (Olivier Zuccaro)
While the sound levels aren't exactly configured to make the most out of Olivier Zuccaro's work, it's still a 100% acceptable tribute to the Mick Gordon ost's that made Doom and Doom Eternal kick so much ass!





#8): Wife Quest (Pippin Games, Maybe "Daniel")
In my review of Wife Quest, I remarked how professionally-done the soundtrack seemed despite this being a minuscule team presumably without any access to orchestras. Presumably, every track in this game was composed with software, but I've never heard a software composition that sounded this real. So I have to give props to the team over at Pippin Games for their excellent use of whatever software they had on hand!





#7): Death's Door (David Fenn)
A note I usually start out on when writing the introductory paragraph for this category is that part of what makes a soundtrack good is how well it fits its subject matter. I normally like to bring up A Knight's Tale as an example of a bad soundtrack because the classic rock in no way fits the medieval setting. Well, Death's Door's soundtrack is an example of how to do it right. Whether you're high up on a snowy mountain or deep in the Frog King's jungle, David Fenn made sure every piece of his work fit the scenario and sounded good to boot.





#6): Backbone (Dashin and Arooj Aftab)
There's not a lot to say about Backbone's soundtrack, as good as it is. Simply put, it's an excellent noir-inspired soundtrack that elevates the sense of mystery.





#5): Ender Lillies: Quietus of the Knights (Mili)
The key draw of Ender Lillies' ost is how it elevates the atmosphere of every level. Take the bottommost area near the heart of the world's corruption, for instance. The soundtrack for this place? It's just a low droning and scattered frightened gasps. On the other hand, if you wander into the part of the map filled with mushroom witches, you might think you'd stumbled into a Harry Potter film judging from the music. It's a varied soundtrack, for sure, but the variance is always in service of helping whatever mood the game is going for in a particular moment.





#4): Impostor Factory (Kan Gao)
The day a Kan Gao score doesn't make the "Best Soundtrack" list is the day where hell freezes over. Even in the case of Impostor Factory, which isn't exactly his most memorable musical offering (partly due to the lack of Laura Shigihara singing the song that makes you cry), it still does its job: making you either feel all warm and snuggly or bawl your eyes out.





#3): Jett: The Far Shore (scntfc)
The name of the game in Jett: The Far Shore (I mean, besides that) is atmosphere. The whole game is shrouded in mystery due to the alien nature of the world and its culture. So, the soundtrack had to carry that same indomitable atmosphere. And thankfully, scntfc handles this perfectly. Moments of exploration are underscored with a pizzicato orchestra, while the most science-fictiony moments are scored with synthetic vocals. On the other hand, the more human moments are scored with actual voices wailing in the language of the world. At every corner, scntfc carries the atmosphere of Jett across the finish line.





#2): The Forgotten City (Michael Allen)
I wish I had more specific things to say about Michael Allen's excellent score, but unfortunately, all I can say is that it sounded pwetty enough to land in the #2 spot!





Soundtrack of the Year: Persona 5 Strikers (Atsushi Kitajoh)
As you may very well already know, dear reader, Persona 5 is simultaneously indomitable and inimitable in its sheer sense of Style with a capital S. The soundtrack, leaning both into jazz and funk and sung by the one and only Lyn, just makes you want to do the most embarrassing dances you can imagine. And guess what? Persona 5 Strikers is more of that! Yep, it's an entire new OST full of the same Funk with a capital F, and it features more songs sung by Lyn. When a soundtrack alone makes a game worth the price of admission, there's no contest when it comes to what ought to win this category! Personally, I hope Persona 5 doesn't go away for a long time so we keep getting more and more of these certified Bangers with a capital B!

--------------------------                                             --------------------------

Best Soundtrack Piece
As subjective as the last category was, it pales in comparison to this one! There's really no benchmark for where things go on this list, it's just my own whims and how much I liked each entry on the most basic level.





Composed by the hit in-game rebel rap group, Maximas Matanzas, Camino Revolucionario plays during the first quest on their plotline. As I tried to stealthily take out the fascist soldiers, I found myself bobbing in my chair.





This being the first song that plays after exiting the tutorial area, "Harmonious" had the unenviable task of being the player's first impression of the world, and I have to say it excels in this regard.





#8): Morgana's Castle (Wife Quest)
(sadly, no clips of the track exist on youtube that I could find). The stakes in Wife Quest aren't exactly high. Sure, a legion of monster girls are trying to have an umpteen-way with your husband, but he's a good boy who only has eyes for you, and the girls aren't going to hurt him. That being said, the track that plays in the final push before facing the dark witch Morgana does get you pumped to kick down that hussie's door and rescue your beloved.





As you listen to this, ask yourself if swinging around a giant battlefield with a grappling hook you barely have to aim, running along the walls shooting enemies at breakneck speeds, and flinging yourself towards giant foes to insta-kill them with a knife while this plays would be awesome. Spoiler alert: the answer is yes!





i wouldn't call it a complaint, per-se, but I did think the design of the final boss of Death's Door was a little on the silly side. However, because this was the track that played throughout, I didn't pay that feeling much mind.





This track plays during a sequence where you're in the home of a horribly-grieving mother, looking around the premises and asking questions that might help you get into her daughter's computer. If you listen to the track, I don't think I need to say much more to describe why it's so good, especially given the story context.





Now you can finally understand what I was talking about in this game's blurb from the last category!





We'll get to the spoilers involved with this track later on, but I want you to listen to it and keep the emotions you felt in mind.





If I were to play you this track with you having no knowledge of Persona 5 Strikers' story, what would you think the context was? Was the answer "a super important boss fight where the price of failure is the total enslavement of all mankind?" No? I didn't think so, but doesn't that boss fight sound like it would be awesome now?





Unfortunately, I need to simply point you back to spot #3 and ask you to rinse and repeat with this song. Don't worry, we'll get there.

--------------------------                                             --------------------------

Best Level Design
There's a reason this category is the second to last one in the Technical Awards section. There are several factors to consider when it comes to judging a game's level design. There's variety, visual cohesion, environmental storytelling, environmental telegraphing, the list goes on. But at the end of the day, what makes good level design is how well it services gameplay. Good gameplay in a poorly-designed level can still be fun, but most of the time this category can make or break a game.





#10): The Forgotten City
The whole of The Forgotten City takes place in one level, the city itself. With that in mind, the game needed to really knock it out of the park, and they did! This being a largely investigative game, no fanciful detour goes unrewarded, and the sheer intricacy of the city perfectly lends itself to this non-linear narrative. You and I might discover some key bit of information at different times in our playthroughs, for instance, but it will always flawlessly fit into what we already know. Though this is only a one-level game, I can't stress enough how well this level was designed.





#9): Persona 5 Strikers
I hate to keep defaulting to this, but I mean, it's more Persona 5! Of course the level design is gonna be good! In this case, however, it's less about the structure and more about the visual design. With each level taking place in the heart of some twisted individual who is only twisted due to some past trauma, a lot of effort naturally went into visual storytelling.





#8): Omno
One of the things that fascinated me the most about Omno was how well it seemed to know what "the line" was. In both its puzzles and the amount of space in a given level, developer Jonas Manke seemed to have a firm grasp of how much difficulty or space would be too much. No level was ever too large to be cumbersome to navigate, and the puzzles were just the right level of difficult to temporarily give me pause without ever having to try for more than a minute or two. So, I've gotta give credit to this solo developer for nailing the design as well as he did.





#7): Resident Evil: Village
People have described Resident Evil: Village as a horror carnival ride of sorts, ferrying the player from one type of horror to the next. Whether it's the classic monster horror of Castle Demitrescu, the "fear of uncertainty" horror of the Doll House, the germaphobic horror of the swamps, or the industrial body horror of Heisenburg's factory, every level is designed from the ground up to deliver on their assigned horror type...but there's one problem, and it's why Village is this far down the list. That last level, the factory? While the visual design is as excellent as in any other level, the way it's physically designed makes it one of the most annoying levels I played through this year. So, Village stumbles a bit at the finish line, but the rest of the level design is good enough to land it a spot on this list!





#6): Wife Quest
Wife Quest is a surprisingly large game from a team of like 3 or so guys, and when I see statistics like that, I find myself lowering the bar in my head. So, I figured that levels might be repetitive or recycle challenges and enemies, things like that. But what I found instead was a wealth of variety in all regards. Each level is completely different than the last in terms of environmental design and enemy loadouts, and perhaps most surprising of all is the fact that I was constantly surprised by the amount of brand new challenges that the devs kept throwing at me. I could rarely guess what kind of trials might be next in this game, and for the most part I was consistently pleasantly surprised!





#5): Death's Door
For Death's Door, the big thing in terms of its level design is intricacy. Much like The Forgotten City, no curious detour is for nothing. A walk down a side path could easily reward you with an upgrade to health/magic or one of the game's many collectibles. But the other big thing is the subtle way the game visually signposts where to go. It's so subtle, in fact, that I don't actually know how they do it. But most of the time I would end up exactly where I needed to go in a level simply by going the direction that looked right to me. There was clearly some control group testing or super sciency brain stuff going on at Acid Nerve, because the levels are well-designed enough that they can manipulate you into going the right way and have you think it was your idea.





#4): Necromunda: Hired Gun
Despite most levels looking same-y, the actual design has tons of variety. One minute, you're grappling your way through a subway station with hostile settlements set up in the air, the next, you're in a secret underground facility filled with poisonous plants. And what makes these various levels great in how they add to gameplay is that almost all of them act as little playgrounds for you to flex your movement skills in. Even the most cramped corridors, for instance, obviously have walls for you to hardcore parkour your way across, and on the opposite side of the spectrum, the wide open spaces provide plenty of opportunities to grapple your way up into the air then back down at an unsuspecting enemy like some kind of dirty industrial British Spider-Man. This is a game that knows what its primary gameplay loop is and what makes it fun, and the levels are all designed accordingly...well, almost all the levels. That underground facility level I described is so horrible that it takes what could've easily been the winner of this category and puts it down at #4. But still, the rest is excellent.





#3): Metroid Dread
Sure, the map layout in Metroid Dread is convoluted at best, but what's smart about the level design in this game is part of what made Death's Door so great. It's handled the exact opposite way in this game, but like Death's Door, Metroid Dread subtly hints to the player where to go next if they pay attention. But while this category's #5 winner did this with some kinds of subtle visual things, this game does it by essentially locking the door behind you at various points. Sometimes after acquiring an upgrade or using an upgrade for the first time, you'll find that some paths have suddenly become inaccessible. In such segments, you'll often find yourself boxed in with no perceivable way out. What might on the surface appear to be a frustration is actually a massive hint: the way out is in there somewhere, and it's up to you to use your mind to figure it out. This naturally guides players to spots on the map of the current area that they haven't explored yet. Some of the time, the way to progress will be in these areas. But other times, players will have to examine their maps carefully and think "maybe theres a hidden morph ball hole above this door" or something like that. By locking the player in a certain area, the game cleverly forces them to use all their knowledge about the abilities they currently have to proceed. 





#2): Ender Lillies: Quietus of the Knights
Being essentially a Metroidvania, Ender Lillies boasts a map completely stuffed with secret areas and treasures to find. And unlike some of the past couple spot-earners on this list, the reason why it earns its spot is pretty straightforward. It actually goes hand-in-hand with a particular design choice the developers made: the decision to have areas in the minimap turn from blue to yellow if you've found everything in that area. Not only does this make the process of 100%-ing the game easier to manage, it also does something similar to Metroid Dread. Ender Lillies never locks the door behind you, but by giving you a clear indication of whether or not you've seen all there is to see in a given area, it ultimately produces the same result of encouraging the player to be extra thorough and inquisitive in their search for treasure or secrets. Now, I can hear certain folks saying that this category is about level design, not design design. In Metroid Dread, the post-upgrade roadblocks were choices made for specific levels, but the area color in the minimap here is more of a stylistic choice than an intentional choice to propel the level forward, these hypothetical detractors might continue. Well, to those people, I'd once again argue that the result is the same, but that this not-exactly-level-design-centric choice makes the result better in Ender Lillies. With a gun to my head set to fire if I didn't choose who hid their secrets better between Metroid Dread and Ender Lillies, I'd be dead already. They both do equally good jobs. It's just that the added benefit of knowing exactly where I need to look instead of just a vague idea gives Ender Lillies the upper hand.





Level Design of the Year: Demon Turf
If I were lazier, I'd just say that Demon Turf emulates the platformers of old (those that were good, at least) in terms of its level design. But I'm not quite that lazy yet, and I enjoyed Demon Turf enough to want to talk about it a whole lot, so I think I'll go into a bit more detail. Firstly, there's the visual variety. Like any old school platformer, each "world" (or "turf" in this case) sports an entirely different aesthetic (i.e. desert, beach, city, etc.), which is kind of the bare minimum, but still worth noting. What's truly notable about the progression from turf to turf is the ways in which the design of the challenges provide a steady, notable, and above all else,  fair increase in difficulty. At first, you can get away with being a bit reckless in how you move, but starting in the second turf, you have to start taking the challenges seriously. Even so, in that second turf, you can still be a bit liberal with your placement of checkpoints. However, as the challenge continues to ramp up in the third turf, you both have to exhibit even more mastery of your movement and start to be more conservative with those checkpoints. Finally, in the last turf, you have to have both of these gameplay aspects completely mastered. While that may sound like it has potential for disaster on paper, another aspect of the way these levels are designed that earns Demon Turf the #1 spot is how it organically teaches you to be better. For instance, in one level, you might learn that purple surfaces prevent you from walking, so you can only move by jumping. Then, in the next level, you might see purple splotches on a wall and, without being told to, be able to read the context and know you'll stick to it vertically. Then, a couple levels from then, you might see a purple splotch on a rectangular beam, stick to it, then realize that the next purple splotch is on the next edge of the beam, forcing you to think not just about the way the surface works, but also how to use your basic abilities to get to it. It's like this with every challenge you come across, and as a direct result, while the challenge does ramp up considerably from turf to turf, the game basically paves the way for your success if you're willing to try for it. This is but the tip of the iceburg in terms of reasons why Demon Turf's level design is so great, but like I said in the introduction, I promised myself I'd be brief in my blurbs....even though I really like talking about Demon Turf. So, go read my review if you haven't already for a full list of the goodies in store for players.

--------------------------                                             --------------------------

Best Atmosphere
Atmosphere is essentially the prime technical award, hence why I always have it last. What atmosphere means in this context isn't necessarily that it's like a Denis Villaneuve film, rather that whatever the tone is, I remain immersed in the narrative, gameplay, world, whatever, for as long as possible. To achieve this, a game must be exceptional on the technical front. If there's one technical thing a game does poorly, for example, then it must do something else excellently to pick up the slack. A game with great atmosphere isn't a technically perfect game, in other words...rather, it's a game that does what it needs to in order to keep the player feeling like they're a part of the action.





#10): Necromunda: Hired Gun
Kicking off this list at #10, we have a great example of what I meant at the end of the opening statements for this section. From a technical standpoint, Necromunda: Hired Gun is quite weak. Framerate drops, missing sound effect, wiping literally all of my saved data for no reason, you name it. But it excels so excellently in its level design and visual consistency that the many bugs present didn't take me out of the action...with the exception of when I was forced out of the action by having to start the whole game over again...but you get the drift.





#9): The Forgotten City
Another example of a bit of a buggy game that still manages to earn a spot on this list, The Forgotten City mainly excels in this category due to its level design, soundtrack, and environmental graphical quality. Lead developer Nick Pearce spent a lot of his time consulting with historians while this game was being developed, all in the interest of steeping the game in historical accuracy. As a result, every nook and cranny of the titular city makes you feel like you're in the real deal. Combine that with a soothing soundtrack that sells the feel of the world, and you've got some top tier atmosphere. It's just such a shame that there's as much jankiness as there is.





#8): Impostor Factory
Any Kan Gao game relies almost exclusively on its soundtrack to develop its atmosphere, since basically all you're doing is walking and reading. Impostor Factory is no exception, and while it's not the greatest soundtrack Gao has composed, it's still great, so the atmosphere it creates follows suit.





#7): Metroid Dread
Metroid Dread earns this spot primarily because of its EMMI sections. Now, as I stated in my review, I didn't like these sections at all, but when you're stealthily avoiding an EMMI, it's exactly as intense as Nintendo intended. The combination of the EMMI's chirping sounds alongside the sudden silencing of music and ambient noise create a legitimately good horror atmosphere. However, when you inevitably get seen by an EMMI because of their erratic movement, that tension turns to annoyance. So that combined with the fact that it's a relatively small portion of the game that has this atmosphere keep Metroid Dread from rising further up this list.





#6): The Ascent
So, remember how I said "games don't need to be like Denis Villaneuve films" in the introductory statements in order to be eligible for this category? Well, The Ascent kinda is like one, what with its Bladerunner 2049-esque aesthetic and everything. It's actually kind of strange to me, I don't normally view twin-stick shooters as being atmosphere-heavy, but The Ascent nails it! I mean, it would have nailed it with that aforementioned aesthetic alone, but on top of that, it also adds immense crowd density and a collateral damage system. This solidifies the cutthroat nature of the world and, together with the excellent "cinematography" evident in every second you spend walking from objective to objective, it creates one hell of an immersive experience. 





#5): Death's Door
Because everything that's difficult has to be compared to Dark Souls nowadays, Death's Door has, of course, not been an exception. But I'd argue that, at least on the atmospheric front, the comparison is warranted in this case. Much like Miyazaki's masterpiece, Death's Door's environments are of the intimidatingly lonely variety, with the only real breaks from the loneliness being the occasional interaction with an npc who happens to be exploring the same area. But in direct contrast to how Dark Souls executes this, Death's Door emphasizes the player's isolation with music, rather than a lack of music until a boss fight occurs. My mind immediately jumps to the track that plays in the Witch of Urns' garden: a flute-heavy (I think, or maybe a high clarinet...I'm a strings person) affair that sounds like it belongs in a posh garden such as this. And while the track certainly does fit the garden setting on its own, it also in no uncertain terms establishes that it's a hostile environment. Beyond these aspects, there's also plenty of environmental storytelling to be found, but I think I've said enough on this entry for you to get the picture.





#4): Ender Lillies: Quietus of the Knights
Oddly enough, almost anything that could be said for Death's Door's atmosphere can also be said for that of Ender Lillies. Much like in the former title, the main ingredient of the game's atmosphere is the player's sense of isolation, only, in this case, you don't even get the reprieve of talking to charming npcs. So, the isolation is far denser, and the soundtrack does an equally good job of both selling the environments and enhancing the sense of hostility (even when the track includes innocent "da-da-daaa"-ing from a child vocalist). But one thing Ender Lillies has that separates it from the spot #5 winner are the backdrops you move through. Adding to the atmosphere in this game are the disturbing, ruinous environments you spend the whole runtime with.





#3): Backbone
Any noir game worth its salt had better earn a spot on this list, I'd say! So naturally Backbone is worthy! I've actually spoken at length about the aspects of the game that establish its atmosphere: the attention to detail in the pixel art, the quality of the lighting used to set the scene in this pixel art context, and the moody, brooding soundtrack. If you still need convincing, go back to the "Best Soundtrack Piece" category and listen to "I Wonder."





#2): Resident Evil: Village
Similarly to what I said in the previous blurb, any horror game worth its salt had better earn a spot on this list! Really, if you can think of something that goes into crafting excellent atmosphere, Village does it well. While there's not much in the way of a soundtrack for this game, as I've already stated, the sound design does all the heavy lifting that a soundtrack might normally do. Then there's the sheer graphical quality: the hyper-realistic character models, the flawless lighting, the spastic animations of the lycans and their cousins, it's all great. Really, Village would be a shoe-in to win this award were it not for the terrible writing and the cartoonish Call of Duty direction it goes towards the end (need I remind you, dear reader, that one of the final bosses has you fighting essentially a mech while piloting a mech yourself in the middle of the sky?). Because of the fact that Resident Evil just can't seem to shake the stupid goofiness off, a far less technically-proficient game actually takes home the bacon in the atmosphere category.





Atmosphere of the Year: Jett: The Far Shore
As we'll continue to discuss a bit later in this article, Jett: The Far Shore is far from the most technically strong game of 2021. Sure, there were some buggy games on this list, but Jett is among the least polished games of this year. So how on earth does it win the ultimate technical award? Well, it's simple: Jett aims to do one thing and one thing alone with its atmosphere, and everything it does in service to that end is top notch. The thing in question? Immerse the player in the single most alien world possible without there actually being any aliens. The made up language that the characters speak? The effort that went into the specific ambiance that comes with radio chatter? The sense of scope when you meet your first Kolos? The ritualistic wailing of actual vocalists during story moments tied to this society's religion? The cold, synthetic vocals that make up the accompaniment to the void of space? All of this, literally every technical aspect that the game nails, all of it is in service of creating as majestic and alien an atmosphere as humanly possible. And as a direct result of this, Jett: The Far Shore is the game with the best atmosphere for all of 2021!

--------------------------                                             --------------------------
The Character Awards
--------------------------                                             --------------------------

Best Character Development
I always like to start off the character awards by just taking a minute to recognize the games that handled their character development the best. Every other category in this section deals with specific characters, but with just that, it can be easy to miss the forest for the trees. So, here are the games with the best overall character development in 2021.





#5): Persona 5 Strikers
Being a spiritual successor to a critically-acclaimed game where you got to spend a mandatory 100+ hours with its cast of characters, it would've been easy for the developers of Strikers to rest on their laurels, given how well-established their roster already was. But as I said in my review, Strikers smartly spends most of its time establishing new characters and giving more screen time to the party members that didn't have as much in the base game (such as Haru). This makes the game a worthwhile successor, rather than just a run-of-the-mill Warriors-style spinoff.





#4): Before Your Eyes
I'm going to save the brunt of the character development discussion for a later category, but I'll just say that if I  didn't want to be manipulative, Before Your Eyes needed to nail its characters, and it succeeded.





#3): Guardians of the Galaxy
I'll never forget one critic's review of Avengers: Infinity War in which the reviewer wrote "even by Marvel's usual standard of serviceable mediocrity, this falls flat." I didn't agree with his opinion on the film, but that line "usual standard of serviceable mediocrity" 100% summarizes my feelings about the MCU. And while the original Guardians of the Galaxy film was absolutely better than I was expecting, not even those charming characters could make the property immune to that summarization. Well, in comes Eidos Montreal with objectively superior versions of each character and a story filled with emotional depth with characters like Drax the Destroyer, of all people! I didn't think it was possible, but  the developers proved me wrong.





#2): Impostor Factory
I don't know what you want me to say. It's a Kan Gao game, and Impostor Factory contains his greatest characters yet! End of story!





Most Thorough Character Development of the Year: The Forgotten City
I think it goes without saying that, given the game's nature, if the character development weren't superb, The Forgotten City would've been a massive flop. After all, how are you supposed to care about preventing the deaths of the city's 20-or-so inhabitants if you don't care about them in the first place? I said it in my review, and I'll say it again: If the only character in this game was Galerius, it would already be an easy shoe-in for the top spot in this category. But as it stands, it's not just Galerius, it's an entire cast of excellent characters. There's Desius, the snake-in-the-grass merchant who has the GOB Bluth effect of being such a complete slime ball that you can't help but love him. There's Equitia, the priestess, who is one of the single friendliest, most pleasant characters in any game this year. There's also Duli, the lovable man suffering from a developmental disorder who loves his doll and his best friend Galerius (because Galerius is wonderful). Then there's Georgius, the jolly Dionesian who dedicates his days to making new clothes because "if we're all going to turn into statues, we might as well look good doing it!" These are just a handful of the excellent characters you'll spend your time talking to in The Forgotten City, and I hope what I've described so far piques your interest!

--------------------------                                             --------------------------

Best Voice Actress
In recent years, finding enough people to put on either the best voice actress or voice actor list has been difficult. This year was not much easier, but I was at least able to confidently put together a top 5 for the voice actresses at least! 





#5): Megan Harvey as Sophia (Persona 5 Strikers)
For most of P5S' runtime, Megan Harvey had one job as Sophia: be cute. And would ya' know it? She accomplished that goal, solidifying Sophia as a bona-fide "pledge to protect" situation. But it's not just that. During the emotional climax of the game, Sophia makes a passionate speech about friendship (as characters in Japanese games are want to do) and awakens to her persona. Harvey's acting in this segment is much better than I would have expected, so I made sure to put her down on my shortlist of candidates.





#4): Dewa Ayu Dewi Larassanti as Kena (Kena: Bridge of Spirits)
I sincerely hope I selected the correct language cast member for this...I was having a hard time confirming whether Larassanti was the english cast member or not, because I'm evidently a huge racist. But either way, I'm just gonna go for it! In my review of Kena: Bridge of Spirits, I described the titular spirit guardian as "just delightful," and a lot of that feeling comes from Larassanti's vocal performance. Whether she's coaxing timid children out from hiding or greeting a new member of the rot joining her party, Larassanti delivers her lines in a way that's just so freaking sweet that you just can't help but love her character!  





#3): Emmanuelle Lussier Martinez as Mantis (Guardians of the Galaxy)
Unlike with most of the rest of the mainline cast, I'm not too familiar with Mantis as a character, since I didn't bother seeing the second GotG film. So all I have to go on is this game's representation. In Guardians of the Galaxy, Mantis is portrayed as a simultaneously air-headed and all-knowing being: capable of seeing every timeline in existence and knowing the circumstances which lead to the events of each one, but not so great at determining where she is or what timeline she's currently in. And Martinez brings this persona to life perfectly: expressing serious concern where warranted, aloofness when she gets an aspect of this timeline confused, and adorable adoration when talking to or about her "little fuzzy" (Rocket, to his dismay).





#2): Sophia Roberts as Equitia (The Forgotten City)
Sophia Roberts' performance as Equitia carries a lot of the same strengths that Larassanti's performance as Kena does. Like Kena, Equitia is an instantly lovable, genuinely kind person, and like Larassanti, Roberts clearly understood the assignment. An example that comes to mind is a side quest in which you help Galerius by delivering a flower to Equitia from her "secret admirer" (it can't be a public thing because ancient customs and priestesses and all that). Right after immediately recognizing that it was from Galerius, she starts talking about how pretty much everybody knows he's in love with her, and she ends this monologue with "he's a wonderful man, and my favorite person in the whole world, but he's the least subtle secret admirer I can imagine...always looking at me with those puppy-dog eyes!" and the warmth and adoration in her tone just make you feel all warm and fuzzy inside on Galerius' behalf.





Voice Actress of the Year: Sarah Burns as Elle (Before Your Eyes)
We're going to go through this in a bit more detail later, but I'll say this for now. Elle is a mother in a bit of a bad situation, and Sarah Burns earns her spot on this list by nailing the gravity of it all.

--------------------------                                             --------------------------

Best Voice Actor
Voice actor was a bit more difficult to fill up this year, especially given that I wanted to only have any given game take up one spot in a given list if at all possible, but I managed!





#5): Robert Fleet as Leonardo (Resident Evil: Village)
Leonardo is only in Village for maybe 5 minutes maximum, but I legitimately put voice actor Robert Fleet down on my short list of candidates because of how impressed I was by how he handled his handful of lines.





#4): Jon McLaren as Star-Lord (Guardians of the Galaxy)
Not only do I think Jon McLaren is a superior Star-Lord compared to Chris Pratt just on voice quality alone, but I also truly respect the effort McLaren put into the game's variety of emotions. He delivers his quips with the right degree of douchery, and when the time comes for the character to have a serious heart-to-heart with someone else, he also delivers there.





#3): Steven Kelly as Galerius/Jack Ayers as Ulpius (The Forgotten City)
While Sophia Roberts was the standout member of The Forgotten City's female cast (everyone else was great, but Roberts was just noticeably better), the male cast is largely on the same level of excellence. Literally any of them could have earned a spot on this list, so I decided to just grab the two ones I'd say were the best and have them share a spot. As much as I hate to say it, though, I'm going to have to delay the discussion of Jack Ayers as Ulpius to a later category. It's not that I'm trying to avoid spoilers, I just really want to talk about his performance in the best context possible, so just keep that in the back of your mind as you continue. For Steven Kelly's part, he just sells Galerius' infectious optimism and good naturedness, and you just want good things for him when he talks about himself.





#2): Eric Edelstein as Richard (Before Your Eyes)
If I ever need a voice actor to play the part of the stereotypically aloof, but majorly helpful in crisis situations kind of dad character, I'm looking no further than Eric Edelstein. Seriously, this guy understood the assignment when he took on the role of Richard Brynn. The earnest way he tries to explain how he got their cat's gender wrong? The equally earnest way he compliments his son by asking "how do you know so many words?!" The 100% equally earnest way he tells his wife (in response to a new piano piece she wrote) "It makes me feel like maybe if the indescribable darkness I feel can be captured that perfectly...maybe it's not so indescribable?" Edelstein nails every line, and that contributes more than you might imagine to the emotional punch of this story.





Voice Actor of the Year: Max Mittelman as Ryuji Sakamoto (Persona 5 Strikers)
Yeah yeah, we all love Ryuji, but is Max Mittelman really worthy of the prestigious honor of Voice Actor of the Year from a small outlet with maybe 5 consistent readers? Just because he once again plays a character we all love? Well, my argument is that Ryuji gets taken to new territory in Persona 5 Strikers. For one thing, his status as a comic relief character is amped up bigtime, and with it, Mittelman's performance. His sense of comedic timing and tone in this game is even better than it was in the base game. The clearest example that comes to mind is an exchange in which Ryuji laments the fact that he and the other phantom thieves don't have a harem of fangirls constantly following them around and cheering for them. At this moment, Joker has a couple of dialogue options. One of them is to do a high pitched voice and yell "eeeeeeee! Ryuji!!!!!" If you have Joker say that, Ryuji responds with an immediate "NOT YOU!" with so much force in it that you can just tell he was expecting his best friend to pull something like that! But there's also an internet famous moment where he finally drops the f-bomb in the heat of passion defending Sophia from insults, and boy can you tell that Mittelman put his back into that one! Yeah, he was playing the same character we all know and love, but he took his performance above and beyond for this spiritual successor, and he's officially my Voice Actor of the Year for 2021!

--------------------------                                             --------------------------

Lamest Character
Most of the categories in the character awards are of the positive persuasion. But with every good, well-written, well-acted character, there are unfortunately characters who are just, as the category name suggests, lame. Whether because they're stupid, they're poorly-written, they're big old wimps, or some combination of all of the above or reasons I've yet to list, every character on this list was one of the single lamest characters 2021 had to offer.





#5): Dani's Friend (Far Cry 6)
Notice that I don't even refer to this character by name, nor could I find a picture of him. That's strike 1. Strike 2 is what little he does in the story. Imagine this: you live in a fascist island nation and you've laid out the groundwork for you and your friends to escape to America. You see a bunch of soldiers oppressing people on the streets below you, all of them blissfully and fascistfully ignorant of your existence in this moment. Do you a) keep your stupid mouth shut, b) keep your stupid mouth shut, c) keep your stupid mouth shut, d) keep your stupid mouth shut, or e) scream "F*** CASTILLO" as loud as you can at the soldiers, alerting them to where your friends are and getting shot in the head and killed as a result. Dani's friend chose option e. I guess there had to be something to add tension to the game's opening couple minutes, but the fact that Ubisoft decided to try and build this tension through a character who makes decisions as stupid as this is mind-boggling.





#4): Ethan Winters (Resident Evil: Village)
Let me say this before anything else: Ethan Winters is just a normal guy. Any normal guy tossed into the kind of horrific stuff Ethan endures in this game alone (having a piece of your hand bitten off, having your whole right arm sliced off, having to free yourself from hooks suspending you by your hands by pulling the hooks up from the palm out from between two fingers, etc) would probably react even more wimpily than he does. That is to say, the fact that Ethan is a whiny little wimp isn't what lands him on this list. I can understand why he reacts the way he does sometimes. What lands him on this list are his many, many attempts to be a cool guy in the midst of this otherwise everyman experience. Ethan churns out several one-liners over the course of this game, and all of them make him lamer and lamer with each successive attempt. In a horror setting, you can either have your protagonist be a scared everyman who eventually becomes a hero, or you can have a quipping action hero. If you try to mix the two, you end up with Ethan Winters, the 4th lamest character of 2021!





#3): Midgi (Demon Turf)
Unlike with the last two entries on this list, Midgi doesn't do anything objectively wrong. He just annoys me enough to beat both of them. His stupid anime sidekick voice, the fact that the button to make him shut up doesn't work, he's just awful.





#2): Husband (12 Minutes)
I'd like to propose a little test of your memory, dear reader. I'm going to list a progression of events, and I'd like you to image everything I describe, and by the end of it, I'd like you to think about whether or not you think you'd remember what I talked about if you were the one doing it. Here goes: You (a man) meet a woman, fall in love, and start sleeping together like all the time like not a single night goes by where you aren't getting it on (odd detail to specifically call out, but bear with me). Eventually, you get a message from this woman's father (who she has long thought dead) asking to meet. You don't tell the woman you love about this, obviously (eye roll), and you go to meet this guy. When you meet this man, he tells you that you're his illegitimate son, meaning you've been raw-dogging your older sister all this time. In processing this news, your first thought is "maybe we can still make it work" instead of "oh my god eww," and your father starts attacking you for it, and in the heat of the moment, you kill him. That's it. That's the progression of events. Do you think you'd forget that? Well, the whole plot twist of 12 Minutes is that the Husband, who you play as, did go through that, and he just so happened to forget about it...Yeah, it's more the fault of this game's writer for being a far worse hack than David Cage than it is the fault of the husband character, but for being such an unbelievable incestuous idiot, he still easily earns his spot!





Lamest Character of the Year: Zoe (Road 96)
In my review of Road 96, I coined a new term: "Moral Mary Sue." We're, of course, all familiar with the standard Mary Sue character: a character who gains ultimate power by sheer plot convenience instead of earning it gradually. Well, the Moral Mary Sue is basically the same thing, except instead of gaining power by plot convenience, they gain egalitarian viewpoints. In coining this term, I pointed to Elizabeth from Bioshock Infinite as an example of this kind of character. She was raised from birth locked in a tower by a fundamentalist cult leader who runs a city where they're so racist that they worship John Wilkes Booth, only having access to whatever literature he supplies, etc. And yet, she isn't even the slightest bit racist because Ken Levine is a coward who can have a male protagonist who took part in Wounded Knee, but when it comes to women, god forbid they ever have a problematic thought! But I digress. Elizabeth had totally modern humanistic sensibilities for literally no reason, and Zoe is basically the same. The daughter of the tyrannical President Tyrak's minister of oil, Zoe was raised by someone deeply entrenched in the fascist's organizations. She likely received her education at a private school established solely for the purpose of indoctrination (as most private schools are). And yet, when we meet her, she's trying to flee the country because she just can't stand the atrocities her father and the President have committed. But she doesn't just win this category because she's a Moral Mary Sue, she also makes decisions like Dani's friend from Far Cry 6 every time she's on screen. On your first meeting, she gets you kicked out of the trailer park you're taking shelter in by "come on, duuuuuuude"-ing you into loudly playing her trombone late at night. In the next meeting, she gets herself arrested and almost gets you and the kind family secretly trying to help you cross the boarder arrested by mouthing off at a border patrol cop. In the next meeting, you find her handcuffed to a cop car, and she threatens to scream and get you arrested if you don't risk you life to break her out of her cuffs. And in the final meeting, right as you're at the finish line about to cross the border, she yodels loudly into the mountain range. In my review, I proposed a revision to Zoe's character: have her be fully indoctrinated at the start. Have her screw over multiple protagonists one after the other, gradually learning more and more about the truth of her country and the impact her poor decisions have on others as she goes along. Then, by the end of the story, she can end up exactly where she ends up at the end of the story as it exists today, but it will be earned. But sadly, all we have is the current story, and in that story, Zoe solidifies her place as the single lamest character of 2021!

--------------------------                                             --------------------------

Best Animal Character
As you'll eventually see if you even remotely know me, this category exists for one reason and one reason alone this year. The best animal character is quite specific: only non-anthropomorphic animal characters are eligible, so it's literally only the characters that are 100% animal on the whatever-it-is furry scale. 





#5): Toy Poodle (Demon Turf)
[Couldn't find a pic] It's a tiny dog that sits on your head while you perform advanced platforming maneuvers, what else is there to say?





#4): The Chinchilla (Omno)
[Couldn't find a pic] Well, it's not actually a chinchilla, but boy does it look like one. Plus, without it, I might've ended up getting lost in Onmo's world. 





#3): The Mastiff (Necromunda: Hired Gun)
Not only is the Mastiff you have by your side what we in show business call a "good boy," he's also useful for making enemies easier to see (they normally have a tendency to blend into the environments)





#2): Kammy (Guardians of the Galaxy)
Kammy serves as a more-than-effective comic relief character without even needing to say a word, which is beyond important in a game as comical as GotG.





Animal Character of the Year: Chorizo (Far Cry 6)
So now you can probably see why I came up with this category in the first place. If you know me, you know that I'm the proud owner of a paralyzed dog named Lola. Like Chorizo, she uses a wheelchair when we go on walks, though she's quite a bit bigger. Because Chorizo is, to the best of my knowledge, the first wheelie dog to ever be in a video game, I want to do anything I can to help advance the cause of wheelie dog representation! And look at him, he's such a good boy!

--------------------------                                             --------------------------

Best Love Interest
I've never been called a sexist or anything like that for doing this category, but at this point, it's become a tradition to open this category up by mentioning that this isn't a "Hottest Girls" list. Rather, this list is all about characters who fit their role as love interest the best, regardless of what form that might take.





#5): Chloe (Before Your Eyes)
Because I'm not a creep, as you can now clearly see, I meant it when I said this isn't a "Hottest Girls" list. Instead, Chloe earns her spot on this list for being a flawless foil to protagonist Benny. While Benny more or less embodies normalcy with his two loving parents and polite demeanor, Chloe embodies the outside-the-normal (I didn't think "abnormal" was quite the right word) with one parent in the grave, one parent seemingly not-that-close, and a far freer spirit than Benny's. This yin-yang scenario helps break Benny out of his shell, and in turn, this helps Benny help her. Classic love interest dynamic!





#4): Evelyn (Emily is Away <3)
It was a choice between Evelyn and the titular Emily for this spot on the list, but it wasn't a very hard one. Punk chicks beat regular old Indie ones every time!





#3): Wife (12 Minutes)
Those of you who read the Husband's blurb from "Lamest Character" might be scratching your heads right about now. Allow me to explain: the Wife wins her spot for 2 reasons. Reason #1): She's just head over heels in love with her husband and she's super supportive of him. Not only is she soooo excited to tell him she's carrying their baby (add that on top of the mental image I gave you in the husband's blurb, why don't ya), but she makes him his favorite desert and orders a onesie with his mother's name in order to break the news to him! I'd kill for a spouse like that. But Reason #2): She sets healthy boundaries. When she learns that her little brother impregnated her AND killed their father, she curses him out to the ends of the earth and basically excommunicates him from her life. I'd also kill for a spouse who knows how to set boundaries so I don't have to guess!





#2): Fernando (Wife Quest)
Because I'm not attracted to men, as you can now clearly see, I meant it when I said this wasn't a "Hottest Girls" list...although...come to think of it, even if I were, it would still prove my point...but I digress. Imagine, if you will, a spouse who gets kidnapped by the sexiest, kinkiest humanoid monsters of whatever gender this spouse prefers every single day without fail. Now, imagine these succubi/incubi are throwing themselves on your spouse, but in spite of that, your spouse always declines, saying you're the only person they have eyes for. Sound pretty good so far, right? Well, add onto that the fact that this spouse chastises you and asks you to apologize if you get too violent with the kidnappers during the rescue, and you have Fernando. Not only is he the goodest of good boys, doting over his wife even as legions of willing *cough* participants try to get his mind off her, but even as he's being rescued, he constantly pushes Mia to try and overcome her flaws......*sigh*.....why can't I have a wife who rips women limb from limb if they so much as look at me funny? Fernando doesn't know how good he has it.





Love Interest of the Year: Lenri (Impostor Factory)
[FULL CREDIT TO ARTIST hyaesia ON TWITTER FOR THIS DELIGHTFUL FANART! I CHOSE IT OVER AN ACTUAL PHOTO BECAUSE IT CAPTURES THE CHARACTERS SO WELL!  GO AND SEE WHAT OTHER ART OF THEIRS YOU MIGHT LIKE] Lenri is, by no means, a perfect human being, nor is she a perfect wife. That's not the kind of thing that earns a character a top spot on this list. What earns a character this prestigious award is being as good a love interest as possible, and what makes Lenri #1 material is just how healthily she approaches her relationship with Quincy. At around the mid-point of the story, she fails him by getting home from work progressively later and later, and it eventually gets to the point where, one morning, Quincy voices his concerns about this habit and why it bothers him. Lenri listens for a while, but then the time comes for her to head to work to handle a big important product demonstration. At first glance, her cutting the conversation short to go back to the job that caused this problem in the first place probably seems a bit cold. But after saying she needs to get going, she promises that they'll continue the conversation when she gets back. The fact of the matter is that, no matter Quincy's feelings, Lenri has an obligation on the morning this talk takes place. It would be unreasonable for her to shirk this responsibility, so to make up for having to cut things short, she demonstrates that she's heard Quincy's points and intends to continue listening to him and discussing the matter once she's handled her business. You so rarely see couples behave so healthily in entertainment, and you don't always see it in Kan Gao's work, so I have to give him credit for deciding to go down this particular route with Lenri.

--------------------------                                             --------------------------

Best Supporting Character
Often the best characters in their respective games, supporting characters tend to offer more fleshed-out personalities than the protagonists they support. By not being the eyes through which we view the world, these characters can offer different perspectives or just make us feel warm and fuzzy inside. These are the supporting characters who did the former, the latter, or something inbetween in 2021. 





#10): Philly (Far Cry 6)
...That is, with the exception of Philly from Far Cry 6, because he actually isn't a good character by any stretch of the imagination. But he is Chorizo's owner, so as a fellow wheelie dog dad, I have to give him at least a low spot.





#9): Stan and Mitch (Road 96)
Two bone-headed hillbilly robbers who wear ski masks and constantly fail their heists while screaming "STAN AND MIIIIIIIIIIIIITCH!" into the distance? What's left to talk about?





#8): Bill (Impostor Factory)
If there were a category for "Best Dad" in these end of year lists, I think Bill would pretty easily win in 2021. Not only did he step up to the plate for Lenri when she was a sickly child, but when Lenri ended up having her own sickly child, he tried to step up in the exact same way (I say tried because...well, if you played the game, you know). He's just so supportive and wonderful, and he always seems to know what to say despite his rather limited role in the story.





#7): Anatoly (Backbone)
Something about the casting of a beaver as a cab driver just makes sense. You might think a construction worker would be more fitting, but cab driver works surprisingly well. Anyway,  Anatoly the beaver is, as you may have guessed, a cab driver in Backbone's rendition of Vancouver, and he's the first guy that protagonist Howard calls when he needs a ride somewhere to do an investigation. And Anatoly, for his part, is just a swell guy who likes to imagine he's helping out with some big-big-big criminal investigation by hauling Howard around. Plus he's the kind of character who says things like "So I tells the missus if she gets any biggah she won't fit in the cahh!" which should give you an idea of the kind of simple guy he is.





#6): Mom (Chicory: A Colorful Tale)
I mean, just look at her! Your mom in Chicory is soooo precious, look at the little spectacles and the cup of tea that visually signify that she's an old lady! But beyond the look of the mom, she also serves as the game's hint system. If you get lost or don't know how to proceed, you can go to a phone booth and call her. Once you explain the situation, she responds with something to the effect of "oh, sweetie! That does sound confusing!" She'll then give you a couple gentle hints about what to do next, and if you just want to be told the answer, she'll put your dad on the line. So precious!





#5): Drax (Guardians of the Galaxy)
Take the Drax we all know and love from the MCU, make him far funnier, and give him some actual emotional depth, and you've got GotG's version of the character!





#4): Elle (Before Your Eyes)
With the amount of anxiety I feel about my dog's health, I can hardly imagine being a parent. And I can even more hardly imagine being the parent of a child who gets really sick for a while. But for as painful as it is for her, she steps up to the plate for her son. One of Benny's memories that we see is from the start of the time he had to take off from school to recover, where he's holding a handheld game and Elle, obviously not caving to the desire to just let her kid enjoy himself while he's sick, tells him that daytime is for enrichment activities. And that's before we get into the...deeper stuff, which I'm still saving for an upcoming category. But at least in this blurb I was able to provide a bit more detail about Elle!





#3): Mat (Emily is Away <3)
At the end of Emily is Away <3, you come to realize that the purpose of this game, unlike the previous titles, wasn't the girls. The point of the game was your best friend and whether or not you made the right choices with him. In my playthrough, I ended up with the ideal ending, so I don't know how it goes if you get one of the lesser ones. But in the ending I got, at least, Mat is a true bro. Early in the game, you're faced with a choice: go on an already-scheduled date with your girl of choice, or go to comfort your best friend and help him get through the breakup he literally just went through. Obviously I chose the latter because I'm a good person, and he was naturally grateful. Well, the twist at the end of the game is that your girl of choice ends up breaking up with you in the standard teenage girl "I'm just bored but I want to sound like I'm having deep thoughts" way. If you were there for Mat in his time of need, he doesn't take no for an answer, and he loads up on snacks and video games and heads out to help you through your heartache like a true bro. This whole friendship made me feel all warm and fuzzy inside, and I knew that Mat was a shoe-in for a high spot on this list because of what a great, loyal friend he is. 





#2): Ryuji Sakamoto (Persona 5 Strikers)
My younger brother refers to Ryuji as "a good boy," Youtuber ProZD refers to him as "your boy," and I refer to him as possibly the greatest best friend character in all of gaming. As cheap as it is, he basically earns this spot by default because of his role in the base Persona 5.





Supporting Character of the Year: Galerius (The Forgotten City)
Upon entering the titular city by way of a portal to Ancient Roman times from the present day, Galerius is the first character you meet. As you ask your questions and try to get your bearings, he answers patiently before offering to take you to the Magistrate to get you started on your new life. And as you've probably gathered from little pieces from previous blurbs about this game, Galerius is just a big bundle of joy, friendliness, and unfettered optimism. Take the initial conversation I just finished outlining, for instance. When asking for the year, he answers with the date on the calendar Rome was using at the time, and one of your choices to respond to that is "that doesn't help me, is it before or after christ?" To which Galerius responds with a quiet and deeply concerned "NOT SO LOUD! Look, all are welcome here, friend, but some people here still aren't over the fires last year, so they might not take too kindly to that." In this context, 7 months after the fires that Emperor Nero blamed on Rome's christians, that's one hell of a friendly gesture on Galerius' part. But even beyond that, there are also instances like the first time you restart the time loop and initiate the opening conversation with him again. When you tell him you're stuck in a time loop, he instantly believes you with basically no prodding, and he legitimately wishes you well in breaking out of the loop. Then, as you restart the loop more and more times and find more and more solutions to problems, the second you restart the loop, you can tell Galerius (who, mind you, believes you've just met) "I need you to handle some things, urgently!" to which he'll say "sounds serious! I'm listening!" As you list out the solutions to various character puzzles, he'll diligently take notes in his head, commenting "Stop x from going into y, and tell z that w is in b, then run to k and give her the q, got it!" and he'll just sprint into town as fast as he can and do everything you said. There's just not a soul that Galerius won't do his best to help, and with the kind of tragic backstory he has with the Romans, it speaks to a serious strength of character that he's as generous and kind as he is. Oh, and did I mention he and Duli (an older man with a developmental disorder from birth) are best friends, and that he made Duli a doll that he loves to play with more than anything? Gah, I just love Galerius so much, there was no contest that he was gonna be Supporting Character of the Year for me!

--------------------------                                             --------------------------

Best Antagonist
As we've seen with games like Far Cry 3, a good antagonist can elevate a game to extreme degrees. Likewise, as we've seen with games like Mass Effect: Andromeda, a bad antagonist can make a mediocre game worse. In either case, the stakes of a story are tied solely to the villain, so it's up to them to sell those stakes. Whether by being ultimately sympathetic characters dragged down dark paths or by being so despicable that you can't wait to shoot them in the face, these were the villains that carried their weight this year.





#10): Raven Beak (Metroid Dread)
It was somewhat poetic to have the villain of the concluding chapter in Samus' original tale be a chozo warlord, but the eventual revelation that he was essentially her "father" gives the story an extra sense of climactic gravitas.





#9): EMMA (Persona 5 Strikers)
It would've been bad enough if the smartphone app known as EMMA were only plotting to enslave the entire human race through the instant gratification she gives through their phones (evidently Tecmo Koei hired boomers to write this story), but she also called Sophia "worthless" and made her feel sad, so needless to say, I couldn't wait to take her down!





#8): Morgana (Wife Quest)
In the world of Wife Quest, there seems to be only one rule and one consequence for breaking it: don't try to sleep with Mia's husband or she'll maim you. Yet, despite this clear concept, the thought of getting some of that sweet Fernando lovin' just seems to be too much for the monster girls of this world. Morgana deserves some credit as a villainess, though. While most gangs of monster girls just break into Mia's farm to try and kidnap Fernando then and there, Morgana had the foresight to try kidnapping him in the dead of night and replacing him with a Fernando body pillow. You've gotta respect the ingenuity at least!





#7): Cassandra Bloodworth (Backbone)
In my review of Backbone, I challenged the reader to try and guess what kind of animal the femme fatale crime family leader in a game about anthropomorphic animals was. I then reveled in how right I was when nobody (presumably) was able to guess "Polar Bear." But it actually worked in selling how dangerous this woman is and how much power she has at her disposal. You get a real sense that you're screwed if you get caught investigating why she's having certain guests at her bar chopped up and sold as meat...it's just a shame that it turns out she's doing it because of feminism....just wait till the "Disappointments" section.





#6): The Lord of Doors (Death's Door)
The Lord of Doors is proof that the developers of Death's Door truly understand the original Dark Souls from a lore perspective. Like Lord Gwyn, the Lord of Doors is interested only in himself, specifically, in maintaining his immortality for as long as possible. So strong is his desire to avoid death that he literally banishes death itself to the cold void behind the titular Death's Door.





#5): The Corruption (Chicory: A Colorful Tale)
Normally when there's some vague dark force in an indie title, that force tends to represent depression or anxiety like literally all indie games do when their developers don't have original ideas. But the "corruption" that starts pervading the world in Chicory has more to do with the game's central premise of art and expression: the imposter syndrome that plagues all creatives to some extent. It's such a smart way of tying the core gameplay loop to an antagonist!





#4): Lady Demitrescu (Resident Evil: Village)
Though not actually in the game for very long, Lady Demitrescu leaves an impression. NO! Not for the reasons you're thinking, though they don't hurt. Rather, it's the cruelty in her elegance that caused her to stick with me. She naturally comes off as stylish, aristocratic, and almost pleasant even as she's having her daughters impale hooks through your hands. And once you escape from her clutches and find yourself hunted, one of the first places you go is down to the "wine cellar" full of all kinds of creative contraptions designed to extract the "wine." Given that Lady D is a vampire, I feel like I don't need to elaborate on what the wine cellar actually is. But by visiting this spot, the pleasant tone in her taunts as she hunts you suddenly takes on a sinister new context: if you get caught, you're likely going to be spending a lot more time in the wine cellar. It's this kind of thing that makes Lady D one of the truly standout villains of 2021.





#3): The Author of the Rule (The Forgotten City)
The Author of the Rule, much like Ryuji from Persona 5 Strikers, is actually a character that literally everybody with an education knows. Whether through studying astronomy, watching a Percy Jackson film, or watching certain episodes of The Grim Adventures of Billy and Mandy, we're all familiar with at least one of the many names the ancient world assigned to the God of the Underworld: Pluto/Hades/Osiris/Nergal/etc. What makes this particular iteration of him so special is that he ties all the ancient mythologies together with one neat bow, and as a religion major, that kind of thing is always interesting to me!





#2): The Universal Church of Truth (Guardians of the Galaxy)
Cults are perhaps the most overused villains in all of storytelling, period, and that's because they're fairly easy to come up with. The problem with most of them, though, is that they're almost never believable. Like, who actually would want to join a cult where you have to go through something horrible like losing an arm in order to join in service to the demon Azazel, for instance? Probably not enough people for this cult to pose a credible threat. But what about a cult that offers you a waking reality where you get to be with loved ones you've lost forever no matter what kind of people they were or how they might've actually died? Where once this "promise" has been shown to you, all you have to do is accept it, and it's yours? Even with the knowledge that your body would ultimately end up serving the cult and killing on their behalf, that's an offer that many, many people would accept. That's part of what makes Guardians of the Galaxy's overall villain, the Universal Church of Truth, so compelling. They've got a desirable offer, and their droves upon droves of soldiers make sense because of it. The pace at which this cult rises to power, the speed at which refugee ships fleeing the church start arriving at the galactic borders, all of it makes sense and paints this cult as a legitimate, credible threat.





Antagonist of the Year: Bembe Alvarez (Far Cry 6)
It turns out I definitely have a "type" when it comes to villains. I find myself naturally drawn to villains who are the most conniving, manipulative snakes in the grass possible. The kinds that rock the biggest s**t-eating grins as they double cross you, those kinds of villains. Throughout the arc that your interactions with Bembe Alvarez take place in, I could not WAIT to shoot him in his stupid Pete Davidson-esque face. I think the best way to describe him would be to just parrot the little blurb written about him on the world map: "It's his island, we're all just living on it." He has his hands in every piece of illegal business there is, as well as in certain pockets of military forces, and he's constantly pulling strings and manipulating people and pitting his many factions against each other in the name of profit for himself. And the kicker is that nobody on the island is powerful or brave enough to challenge him on it, not even El Presidente himself. Every mission you go on for him you end up having to contend with heavy enemy resistance, and every time you call him out on sending you into a death trap, you always get the same answer, "you made it out, didn't you?" At every turn I found myself looking over my shoulder, fully expecting Bembe to turn on me at any moment, and this combined with my sheer hatred of him earns him the top spot on this list.

--------------------------                                             --------------------------

Best Protagonist
As I always say when opening up this category, the protagonist is the pair of eyes through which we view the narrative world. They can be reliable, unreliable, questionable, it doesn't matter. In any case, they're vital to a game's story being a success. With decent enough side characters or villains, a game with a lame protagonist can be salvaged (look at Resident Evil Village, for example), but the odds aren't great. These are the 10 best protagonists of 2021.





#10): Me (Emily is Away <3)
I'm a pretty good character, if I do say so myself! But seriously, your character in EiA3 has to deal with so much needless teenager drama that he doesn't deserve, and he takes it in stride, so he deserves this spot.





#9): Samus Aran (Metroid Dread)
I try not to award too much for name recognition alone, but nonetheless, unless it's Metroid: Other M, Samus is a badass in every game she's in as well as a namesake for one of the Honorable Mentions at the end, so she wins a spot by default. 





#8): Kena (Kena: Bridge of Spirits)
Being a person tasked with guiding the spirits of the dead to help them move on to the next life, Kena is understandably an incredibly kind young woman. And that's really kind of all there is to say. As I noted in my review, the game sadly doesn't explore Kena sufficiently beyond that kindness, but she's still a delightful character to spend time with.





#7): Joker (Persona 5 Strikers)
A mere two blurbs ago I mentioned trying not to award too much for name recognition alone. And I stand by that, but what makes Joker worthy of a whole two spots above Samus Aran of all people in this category is the fact that in this particular Persona 5 outing, he has a great deal more personality than he did in the base game. The devs clearly had a lot of fun coming up with comic lines for him to say (for example, the line I mentioned when talking about Max Mittelman's performance as Ryuji), and the result is a character that stuck with me for more reasons than "I was playing as him."





#6): Peter Quill A.K.A Star-Lord (Guardians of the Galaxy)
I hate to keep making comparisons to the MCU counterparts when I talk about Guardians of the Galaxy, but especially in cases like this, it's unavoidable. Chris Pratt is, of course, amusing and likable as Star-Lord, but his version of the character is ultimately lacking in depth. Star-Lord in Guardians of the Galaxy (the game) on the other hand, is not likable as a character. However, he has likable and amusing moments, and when the story calls for it, there's actually quite a bit of heart to him. So this game's version of the character is far more fleshed out, and I found myself actively wanting to learn more about him just because of this extra layer of depth. It would've been easy to just make a Chris Pratt skin, not try at all,  and watch the money pour in from people who think Marvel movies are cinema, but developer Eidos Montreal really went above and beyond here when they didn't have to, and I have to respect both the effort and the fruits this effort bore.





#5): Howard Lotor (Backbone)
What makes Howard Lotor worthy of the mid-spot in this category is just how realistically he's written in spite of being an anthropomorphic raccoon private investigator in a trench coat. Being a private investigator (as I've already said), Howard's area of expertise includes cases like cheating husbands, husbands largely suspected of cheating, and perfectly innocent husbands who happen to be married to paranoid wives. Not exactly True Detective material. But nonetheless, he's dedicated to his work, so when a cheating husband case leads him into the bowels of the nightclub owned by infamous crime boss Cassandra Bloodworth, he risks life and limb to get in stealthily to look for the husband...and when he finds the husband having been eviscerated and chopped into little pieces down in the basement where the kitchens are, he's naturally shaken. After all, in this world, there aren't carnivores or herbivores, despite the fact that every character is an animal we all know. There's just people, and he found a person cut into pieces. So after this experience, the first things he does are throw up, drink, drink more, drink even more, and initially be too afraid for his life to investigate this case any further, like any of us might end up reacting to this kind of thing. What I've said only covers the first chapter of the game, so suffice it to say this realistic development continues throughout the runtime.





#4): Mia (Wife Quest)
Mia is, to put it lightly, a woman of action. She's married to Fernando, the most sought-after man in the whole world, after all, so she needs to be prepared to spring into action at a moment's notice in the all-too-certain event that hordes of monster girls try to kidnap him. Hell, when antagonist Morgana tries to kidnap Fernando while they're both asleep and fails by stubbing her toe and crying out, it takes all of a couple seconds for Mia to change from her nighties to her full battle getup and start her pursuit. Name the last time you were rudely awakened from sleep and did anything half that involved in mere seconds! There are arguably aspects of her personality that need therapy and reflection (I mean, she knows that Fernando will never sleep with anyone but her, and she knows that none of the monster girls will ever hurt him, so is the maiming really necessary?), but that makes her a better-developed character than most women in games like these tend to be. Props to the team at Pippin games!





#3): Alfredo (Chicory: A Colorful Tale)
When it comes to protagonists, I tend to give preferential treatment to those who were complete nobodies until the events of the game, and none fit this description more than Alfredo (or whatever the player chooses to name them) from Chicory: A Cololrful Tale. See, as you may have gathered, you don't play as the titular Chicory.  Chicory is "the chosen one" who wields the magic paintbrush that gives the world its color, and Alfredo is her janitor. Well, one day, you stumble across the magic paintbrush and, because Chicory is too depressed to do anything, you take on the herculean task of re-painting the world and fighting the corruption that eats away at it. It's a classic zero to hero kind of story, and it's a totally wholesome one on top of that!





#2): The "Oracle" (The Forgotten City)
Speaking of zero to hero stories, I can think of few stories that fit this mold better than The Forgotten City. At the start of the game, your character is one of a few things: an archeologist, a criminal on the run, a soldier, or someone who doesn't know who they are. Obviously, these origin stories imply varying levels of stamina or bravery, but none of them imply that you're some great hero. And yet, from such humble beginnings, you end up not only freeing a whole village of people from their prison, but doing so by either winning a philosophical argument against the god of the underworld or intimidating him by proving you killed his beloved wife in a previous loop. Your character literally accomplishes what no great hero in the course of all human mythology could have done, and that alone is worthy of a high spot on this list.





Protagonist of the Year: Quincy (Impostor Factory)
[REFER BACK TO LENRI'S BLURB IN BEST LOVE INTEREST FOR ARTIST CREDIT] Quincy is not just the best protagonist of the year, but also the single best character of the year, in my estimation. He's just such an imminently lovable dork, you can't help but love him if you have a soul. We'll be delving into more detail later on, but almost all of the greatest moments from Impostor Factory are because of Quincy in some way. Take, for example, the moment where Quincy asks Lenri to meet him somewhere after weeks of silence and to "dress well." Well, what Quincy meant by that was "dress for the cold," but Lenri interpreted it as "dress formally," so needless to say, she shows up completely unprepared for the cold weather. As she's complaining about the temperature, Quincy suddenly bursts out with "wait, I get it!" and proudly runs up, takes off his jacket, and puts it on her. And while poor Lenri is desperately trying to tell him she wasn't trying to get him to do that, he's too busy patting himself on the back, saying "score one for Quincy!" and practically pelvic thrusting into the air because of how "perceptive" and "smooth" he was. That's just the kind of guy Quincy is: well-meaning, a little dense, and above all else, committed to whatever he sets out to do, and that's just one of the many examples I can produce here! But for now, suffice it to say that Quincy is, as I mentioned, not only this year's greatest protagonist, but also this year's greatest character.


--------------------------                                             --------------------------
The Aspect Awards
--------------------------                                             --------------------------

Best Writing
A game's plot can be as good as it wants, but if it doesn't have good writing to back it up, it's going to fall flat. There's a reason why Kingdoms of Amalur is the namesake for the "Worst Writing" Dishonorable Mention, after all. That game had an excellent, original story, but it was bogged down by some of the worst writing I'd ever heard. So, disregarding whatever quality these games' stories might have had, these were the games that had the best writing this year.





#5): Emily is Away <3
It's always amazing to me that lone developer Kyle Seeley always manages to write teenagers 100% better than the hacks at Dontnod ever do with their terrible Life is Strange games. You never find any cringeworthy lines like "are you for cereal?" in an Emily is Away game. This time around, Seeley develops three separate characters each with their own consistent tones, and it's his best work yet!





#4): Before Your Eyes
Before Your Eyes was a risky story to tell. One wrong move in the writing, and the story would go from legitimately heartbreaking to emotionally manipulative. It was a fine line to walk, but GoodbyeWorld Games managed to make it work.





#3): Guardians of the Galaxy
There's a lot of writing in Guardians of the Galaxy, enough to ensure that any given setpiece moment will interrupt a conversation without fail. A lot of it can tend to be one-note in terms of tone, and not all of the jokes land as well as they should. But the fact that, with so much writing, most of it is consistently good is worthy of praise!





#2): Impostor Factory
I hate to keep defaulting to this, but Impostor Factory is a Kan Gao game, so what did you expect? If I had to offer a bit more commentary, I would say that this particular game has more lines that hit me in my feels than past games, and more of the humor clicks with me this time around. However, besides those little bits of humor that worked this time, Gao's particular humor style still doesn't really click with me, which keeps it from winning the #1 spot. 





Greatest Writing of the Year: The Forgotten City
An investigative, narrative-driven game like The Forgotten City lives or dies because of its writing, and lead director Nick Pearce didn't win an Australian Writers Guild award for the Skyrim mod that this game started out as for nothing! We already discussed this a bit in the opening category of the character awards, but all of this game's 20-something characters are incredibly well-written, down to the most screentime-deprived cast members. But beyond that, the specific plot points and the details that make up the truth of the game's world are all interconnected so seamlessly and cleverly that, despite the plot twist being an ultimately predictable one, it's still a good plot twist in that while the breadcrumbs are right there for you to see, you won't see them until you're looking back after you've learned the truth. It's a lot like Bioshock in that regard. 

--------------------------                                             --------------------------

Best Cutscene Direction
Originally conceived to give 2018's God of War praise in an area I didn't normally talk about, this category celebrates games where thought and vision went into the creation of their cutscenes. Given how much cutscenes seem to dominate game storytelling these days, it's an incredibly important thing to get right, and these were the games that did it best in 2021.





#5): Scarlet Nexus
Most of the time, Scarlet Nexus is lazy with its storytelling and just does the whole visual novel-style thing. However, in the handful of 10-second cutscenes we get, the action is pretty solidly choreographed and makes the game feel more like an anime, so credit where it's due. 





#4): Impostor Factory
Basically the whole game is a cutscene, and much like with Quincy as a character, a lot of this game's greatest moments are so great because of how Kan Gao chooses to frame them. He always manages to have the camera pan across a grand reveal in such a way that the emotions flow into you exactly as fast or slow as he wants, and much like with everything else, it's at its best in Impostor Factory.





#3): Kena: Bridge of Spirits
The cutscene direction in Kena: Bridge of Spirits excels largely because the developers knew how to direct these moments in a way that emphasizes the quality of the animations the best. A lot of time this means just having the camera stay in one spot and letting that animation speak for itself, but a key aspect of good direction is doing what's going to make the scene look the best, so it works in this context. 





#2): Resident Evil: Village
I have one main example to describe the cutscene direction in Resident Evil: Village, and it's a bit on the gruesome side, but it's not like I'm gonna show pictures or video or anything. Actually, I believe I've already referred to it: the part where Ethan is strung up with hooks impaled through his palms. During this cutscene, we know Ethan needs to get himself down, so when the camera angles up to his right hand and the hand starts to move, we can immediately tell that he's going to get down by pulling the hook up through his hand and out from the space between two of his fingers, so it establishes the gruesomeness before it even happens. So many horrible things happen to Ethan's hands throughout this game, and every time that kind of thing happens, it's framed in exactly the right way to make us as uncomfortable as possible. 





Cutscene Direction of the Year: Guardians of the Galaxy
Much like with Kena, the cutscene direction in Guardians of the Galaxy has mainly one focus: make the humor work as well as possible. The main example that comes to mind happens fairly early on in the game. Having just gotten out of the quarantine zone (which they weren't supposed to be in in the first place), the Guardians are confronted by police ships. Star-Lord orders Drax to hide the space llama they found so that there would be no proof of illegal activity aboard the ship if they searched. Most cutscenes in the game are in 3rd-person, but for whatever reason, this one begins in first-person. Star-Lord talks to the police chief on the ship's main terminal, smooth-talking his way out of trouble, when all of a sudden, Drax enters the field of view holding a giant box full of illegal tech and not-so-subtly whispers that there was no room for both the illegal tech and the space llama, all while the police chief looks on from the video feed. The decision to have this cutscene be in first person made that moment gut-bustingly funny, and the game maintains this focus on humor framing throughout. 

--------------------------                                             --------------------------

Best Quest
Best Quest has been out of the spotlight for several years now, simply because I haven't had the patience for RPGs as much since Doom 2016. But this year I wanted to bring the category back and just think really hard about what constitutes a quest. So, here's what I came up with!





#5): Major Persona Missions (Persona 5 Strikers)
Over the course of Strikers' runtime, Lavenza will occasionally tell you that she senses a powerful persona somewhere in a dungeon you've already visited. Your mission (if you choose to accept it) becomes to find this persona and defeat it in battle so that you can use it yourself, giving you a definite advantage against tougher enemies. Not only do these quests come with great rewards in both experience and strength, but the actual battles against these personas tend to be pretty exciting!





#4): Ymir's Speed Trials (Wife Quest)
Ymir's Speed Trials task you with getting all the way through a level within a set amount of time. Doing so requires thorough knowledge of the level and full mastery of your skill set. While these trials are never incredibly challenging, it's always a positive rush when you manage to cross the finish line in time to get your reward...which is another picture in the gallery, but so what? It's still a reward for a job well done.





#3): The Election (The Forgotten City)
This quest is more or less the culmination of many quests before it, and the objective is simple: get Galerius elected as Magistrate. It's a multi-step process where you have to set certain gears in motion across loops to make it so that the men of the city (this is ancient Rome, remember) decide to vote for him, and as someone who only wants positive things for good old Galerius, I enjoyed this quest immensely. 





#2): Chapter IV (Jett: The Far Shore)
The final chapter of Jett: The Far Shore is where the s*** really starts to hit the fan. The scout party have to raise a comm link to reconnect with the orbiting party before the end of the day, but the dreadwaves have become stronger and more frequent, and Mei has to take down a Kolos before she can even get started thinking about that! This is also the mission where the game's ever-escalating sense of science fiction wonder hits its high points, as Mei and company jett across the land fighting a new kind of creature: a sentient being made up of two columns of vertical lasers that seem to form feet originating from the sky that zap everything around them with lasers. It's all just so freaking cool, and it was a hell of a way to close out this excellent game.





Quest of the Year: Trophy Time Trials (Demon Turf)
If you aren't one to try to get on leaderboards, the trophy time trials of Demon Turf probably aren't going to be any more special to you than the ones in Wife Quest. I know that I wasn't a leaderboard person before, but as I started trying to improve my times in each level, I started to realize how many little hidden ways of doing things there were, and this stoked my curiosity. Suddenly, what was once a matter of beating a combat section as quickly as possible became "I wonder if I could just jump as high as I can, do a glide over to that pillar, then release at the exact right time to get a wall jump off so I don't have to beat this combat section to make the platform appear?" The levels in the game, as I've already alluded to, are laid out in such a way that a clever player can come up with a hypothesis and execute it if they're skilled enough, and I found the challenge and the creativity I could express in my solutions to be some of the most fun I've had all year! Did I mention I got the world records in the Port Manteau and Baby Ocean levels? Because I did.

--------------------------                                             --------------------------

Best Enemies
Unless a game is devoid of combat, gameplay can live or die off the quality of the enemies you fight within its systems. Take the original Borderlands, for example, which received critical flack for its lack of enemy variety. Sure the gameplay was polished, but you were just shooting the same braindead, contextless enemies for the whole runtime. So these were the enemy types that most impressed in 2021.





#5): Others (Scarlet Nexus)
Though there really isn't much variety in terms of "Other" types, the quality of their designs are strong enough to warrant a spot on this list all on their own. I defy you to find me monster designs more unique than these.





#4): Yaran Soldiers (Far Cry 6)
There's a decent amount of variety in terms of El Presidente's military forces, but sadly they're all kinda braindead (see my review to learn how Yara's best and brightest handle a mountain lion attacking their camp). However, I have to admit that the joy of shoving a knife through a fascist heart for rejecting Chorizo's love is satisfying enough to make up for that. 





#3): Monster Girls (Wife Quest)
I've been jiggl...s-sorry, juggling thoughts in my head as to why the hyper-sexualized monster girls of Wife Quest actually make for good enemies (because, opening joke of this blurb aside, I do believe that). What I eventually settled on, and you're going to think I'm taking the piss for this, is the fact that these enemies aren't unlike those in Halo or Doom. Any given monster girl type serves as a chess piece with their own movement styles/speed and attack styles/ranges, and surviving combat is all about meeting the monster girls in front of you on their terms and fighting them based on that. Not bad for a blurb that started like this one did, right?....right?





#2): Shadows (Persona 5 Strikers)
As with the base game, there's tons of variety in the shadows you face in the metaverse in Strikers, and this game's real-time system gives them extra factors to consider such as movement speed. Really, the only thing holding them back from the #1 spot is the fact that we've seen them before in the base game!





Enemies of the Year: The Blight (Ender Lillies: Quietus of the Knights)
Intensely varied in both design and attack style, incredibly intelligent, and more than capable of killing even a massively-buffed player, the many forms of the blight were basically a shoe-in for enemies of the year for me. Every new area introduces several new kinds of blight, some of which attack in entirely different ways than you've seen so far. Every kind challenges you in some way, and if you keep your composure during the course of a fight, you can come out on top. But if you get too cocky, you can still get the floor mopped with you.

--------------------------                                             --------------------------

Best Boss
Since the dawn of gaming, bosses have served as the occasional test of your skills, and as such, their quality is paramount to making the whole game experience work. Whether a boss exists to determine how well you've mastered a certain ability or mechanic, or whether a boss exists for the sake of a general knowledge test, they tend to make up some of any given game's greatest moments. So, these were the 2021 bosses that stuck with me the most. 





#10): Karen Travers (Scarlet Nexus)
While the gameplay in Scarlet Nexus is more annoying than fun, the final battle against Former Major General Karen Travers actually does make it somewhat exciting due to the sheer pace of it. So, that's one thing the game does well!





#9): False God Demiurge (Persona 5 Strikers)
With the exception of Okumura from the base game, bosses in Persona 5 always err on the side of excellence, and the final boss of Strikers, named "False God Demiurge" is no different. It splits the team up into groups and forces them to take on smaller enemies with varied weaknesses that a given group might not have answers for, and only once you've proved you can handle it can you start fighting the main boss again.





#8): Tiana, Queen of the Fairies (Wife Quest)
Being the first boss in the game, Tiana needed to be a fair challenge while still setting the standard for bosses to come, and she succeeds in more ways than one. For one thing, if you haven't been paying attention in combat before this point, you're going to get your ass handed to you for sure. But another thing Tiana does well is fully make you realize what kind of game this is. Up until this boss, I had been playing Wife Quest like a soulslike, when really it's more of an RPG where you're encouraged to try and get as much money as possible to get yourself the best edge. Once I learned this by failing against Tiana umpteen million times, I was able to proceed and had a much better time with the rest of the game.





#7): The Demon King (Demon Turf)
The first phase of the final battle against the demon king is sort of a randomized boss gauntlet, which I normally don't like, but like I said, it's a bit random. Bosses will fade in and out after given amounts of time, and you have to constantly fend them off, which meant adapting to situations quickly, not just going through the same bosses you've already fought. Then the second phase sees the king take on your form and your powers, which is always cool to see! So, all in  all, pretty great boss battle to end the game on!





#6): The Author of the Rule (The Forgotten City)
Though not a boss in the traditional sense, the god responsible for the golden rule is nonetheless a test of what you've learned so far. Defeating this boss is simple on paper: win a philosophical debate with him and convince him to end the golden rule. But you need to have been reeeeally paying attention to the plights of the villagers, the different interpretations of the rule, and the game's general philosophical undertones in order to do that. In this way, you literally do have to win a philosophical debate against a god....or you can just kill his wife, loop through time again, and then threaten to kill her again if he doesn't concede, but where's the fun in that?





#5): The Final Kolos (Jett: The Far Shore)
Because of how Jett handles, this boss battle is really more about the spectacle of it all than the actual moment-to-moment of the encounter, but c'est a vie! The final Kolos you come up against in this game is one that has more or less kept its distance thus far: a true gentle giant who could destroy the entire scout group if it wanted. But when this kolos accidentally gets its hands on a critical piece of technology the scouts need to establish contact with the orbiting party, there's no choice but to face the creature head-on when it comes to your camp to seek revenge for bothering it. The whole fight sees you flying around the kolos, defending your camp, and kicking your thrusters into overdrive under it to stun it. Again, if this game played better this would be even more awesome, but as it stands, it's pretty awesome on its own.





#4): The Witch of Urns (Death's Door)
Really, any boss from Death's Door could realistically end up in this spot, but I chose the Witch of Urns because she's the first major story boss you face, and she was also the first boss where I noticed the sheer quality early on. Her animations are so fluid and so clear that when she shows signs that she's about to use any one of her attacks, you 100% know it. You still have to be good enough at the gameplay to avoid these attacks, but the damage you take from this boss is never due to a lack of proper signaling. It's the definition of a tough-but-fair fight, as you need to be on your toes constantly, but it's only this tough because it demands your mastery of the in-game movement and it's designed to grade you on these terms perfectly.





#3): Chozo Soldiers (Metroid Dread)
Speaking of bosses that demand your mastery of their game's movement, we have the spot #3 winners: The Chozo Soldiers from Metroid Dread! This is a challenge you actually face multiple times throughout the game's runtime, each time taking place in a slightly different kind of arena. As the plurality of their name implies, you face two robotic Chozo Soldiers, each moving as fast as you and each adapting to your movements to try and have their shots intercept you as you move. Every time you come across this pair, you have to demonstrate that you're able to navigate the arena as swiftly as possible, no matter what form it takes, all while simultaneously fighting two intelligent foes. It's the kind of breakneck-paced boss fight that's a thrill to take part in. 





#2): The Hunter (Kena: Bridge of Spirits)
The reason the Hunter boss fight from Kena: Bridge of Spirits earns this spot is pretty much the same reason that the last two entries won their spots: she tests your ability to move within the game world. But this boss has an additional edge, which is the sheer cinematic grandeur of the experience. The fight against the Hunter takes place in a forest area, and the boss herself is a flying archer who moves far quicker than you do. So the moment-to-moment gameplay in this encounter consists of you sprinting through the trees, popping off arrows at the Hunter at every opportunity, using arrows to cancel hers out, plus dodging and follow-up attacking when she goes to ground to try physically attacking you. Despite definitely being one of the harder boss fights in this game, the Hunter is nonetheless the most fun one, and the one that feels the most awesome...even on your umpteenth failed attempt at beating her.





Boss of the Year: Ulv, The Mad Knight (Ender Lillies: Quietus of the Knights)
In my review of Ender Lillies, one of the aspects I took off points for was the boss fight against Knight Captain Julius, because his boss fight was B.S. I bring this up because the battle against Ulv, The Mad Knight, was what the fight against Julius should have been like. Ulv has, by far, one of the most varied movesets of any boss in the game spread conservatively across his multiple phases, each affording the player entirely different dodge/parry windows to memorize, and he unleashes them at an incredibly quick pace. Like a match in Super Smash Bros, you and Ulv spend the entirety of the fight switching sides of the arena as you trade blow-for-blow, and by far the best part of that in this case is that all of his moves have a decent range to them. That might sound odd to list as a positive, as a greater range means an attack can be harder to dodge if you don't gauge the range correctly, but in this case it ensures that you almost never make physical contact with Ulv like you do with Julius. If you walk too far forward you can still take contact damage, but that'll be your fault, not a fault in the boss design. Ulv was the gold standard to which I compared almost every boss in Ender Lillies, and for the reasons I've just finished listing, he's the best boss of the year for 2021!

--------------------------                                             --------------------------

Best Weapon
Weapons, being the primary way we engage with a game's systems, are understandably important. But there's more that goes into a good weapon than you might think. It has to feel good to use, but in order to feel that way, all sorts of technical details (such as audio design) have to be on point. Furthermore, a weapon must be useful. This doesn't necessarily mean it's the most powerful weapon in the game, but a truly good weapon has a use, whether that be offensive capacity or supportive benefits. These were the weapons I enjoyed using most in 2021.





#10): The Staff (Kena: Bridge of Spirits)
I''m a bit of a sucker for weapons that also serve as additional weaponry. The cane whip from Bloodborne, the pistol that turns into every other gun type from Control, those kinds of thing just hit me where I live! So, needless to say, Kena's staff, which also serves as a bow that shoots magic arrows, was right up my alley. 





#9): Silenced Sniper Rifles (Far Cry 6)
It's become a bit of a meme that the best way to win in any Far Cry scenario is to use a silenced sniper rifle. That meme, like stereotypes, is based on truth. So, while it's never a surprise that the silenced sniper rifles in a Far Cry game are fun to use, a good weapon is a good weapon. 





#8): Diana's Bow (The Forgotten City)
While there aren't many enemies to shoot with this bow, the real attraction here is the versatility of its use. Anything you shoot with this bow will turn to gold, so how will you use that? Do you have a townsperson who requests something extremely valuable in exchange for doing what you ask of them? Why not visit the farm and turn a goose's eggs to gold, then give this townsperson that? The possibilities for use are endless.





#7): The Overwhelmer (The Ascent)
I'm not normally a fan of the big miniguns in shooting games, specifically because of how much I value freedom of mobility. However, in the case of The Ascent, there's no movement penalty for using large guns, so I was all about using the minigun codenamed "the Overwhelmer!" This is largely due to the quality of the sound samples used in its firing noises. I was playing with a mouse and keyboard, not a controller, yet I could have sworn the mouse was vibrating just from the sheer quality of the gunshot sounds. It felt good to use, and it killed enemies fast, what else is there to talk about?





#6): Screw Attack (Metroid Dread)
It's kind of cheap because it's basically an instant kill on anything you touch simply by jumping, but hell, a certain Italian plumber has been getting away with that for years, so screw (attack) it! Basically, after a certain point, Samus unlocks an ability that lets her jump infinitely, and if she lands on an enemy in this mode, it usually kills them instantly. Not only is it fun to use, but it makes traversing through larger environments a lot speedier, which is always welcome in a game that requires any amount of backtracking. 





#5): The Shield (Wife Quest)
Move over, Captain America! Vibranium is nothing compared to whatever Mia's shield in Wife Quest is made out of! This thing reflects any and all attacks from any and all enemies, to the point where the best strategy for some enemies is to just hide behind your shield and let them kill themselves. Of course, in the main game, this isn't actually all the feasible because use of the shield drains your mana, but in the God Mode you unlock as a reward for beating the game for the first time, you can sweep the entire game's roster of enemies just by using this beast of a buckler!





#4): Personas (Persona 5 Strikers)
Much like Pokemon, Personas each have their own type weaknesses and type advantages. However, there's also no limit to the kinds of skills they can learn, as long as they have the space for them. So just like in the base game, in Strikers, you can fuse personas together and manipulate their skills to generate monster personas that can cover just about any enemy type. Normally, that's not my thing, but I find the whole persona system so interesting that I 100%-ed the compendium in the "Royal" version of the base game this year after completing Strikers. So, combine this compelling fusion mechanic with the new realtime combat system Strikers boasts, and you've got yourself an even better version of the weapons you're familiar with from Persona 5.





#3): Magic (Death's Door)
Magic in Death's Door has four forms: arrows, fire, bombs, and a grappling hook. That last one should be self-explanatory as to why it makes magic a good thing. For the other forms, though, it's all about their accuracy and sense of impact. Despite the game's isometric view, your spells will always go exactly where you tell them to, which makes the constant switching between magic and melee attacks flow far more smoothly than one might expect from such a humbly developed title. Furthermore, there's always a great sense of impact when these spells land (especially in the case of the bomb) due to a couple visual tricks such as ever-so-mild screen shakes. Sometimes the particle effects that help fuel this sense of impact obscure your view of the action, so it's a bit of a double-edged sword, but still fun to use and satisfying to look at nonetheless.





#2): The Western Merchant (Ender Lillies: Quietus of the Knights)
Of all the spirits you can equip in Ender Lillies, there was no spirit that I found more useful than the western merchant. Sure, there were spirits who did more damage or had better range, but the spirit of this flying crow was practically one of my mains throughout my time with the game. His use is simple: you activate him, and he flies around in the background, leveraging constant barrages of energy at whatever enemies or bosses are in front of you. In especially difficult boss fights, this effect was crucial to my success, as I could always guarantee that I was whittling the boss' health down even when I had to retreat from an attack or if I couldn't get to a faltered boss in time to deal extra melee damage. The merchant doesn't have enough uses to stay around for the full length of most boss battles, but his efforts helped me get them down to at least their final stage with staggering regularity. 





Weapon of the Year: The Grapnel (Necromunda: Hired Gun)
While guns are, of course, the main weapon of Necromunda, I found that the in-game grappling hook was actually my greatest ally. See, one of the many janky aspects of Necromunda is the fact that the entirety of the game's budget went into making the gameply as fun as possible...regardless of whether or not it makes sense. Most enemies can be one-hit-killed by grappling onto them and instigating a melee attack..and even the enemies that this can't be done to....actually can have it be done to them if you try again...so with that in mind, swooping around the battlefields with the grappling hook, constantly one-shotting everything and always landing exactly where I wanted to land (thanks to how smartly the hook was programmed) was far more of a blast than just shooting at people could ever be! Thanks for the jankiness, developers!

--------------------------                                             --------------------------

Best Established Setting
Normally I just do one "Best Setting" category, but this year I found that there was a pretty clear need for two smaller lists. Half of the items on my shortlist for Best Setting were "established" and half of them were "overarching." I'll explain what I mean by overarching when we get to that category, but for now, here's what I mean by "established": these were settings that either had given names, were self-contained enough to not really need a name, or had no specific name, but existed someplace identifiable on Earth as we know it. 





#5): Veles (The Ascent)
The corporate planet of Veles comes in at #5 mainly because, being ultimately Bladeruner-inspired, it wasn't a supremely original setting. However, the unique corporate serfdom of the planet was interesting enough for at least this spot!





#4): The Village (Resident Evil: Village)
As far as I know, the titular village doesn't have a name, but it 100% exists in Romania, hence why it's an established setting without being named. The sense of history in this village permeates every moment you spend exploring it. From the devotional-to-mother-Miranda central square, to the graveyards between the village proper and the mansion by the waterfall, to the indomitable Castle Demitrescu, there's a real sense that this village has simultaneously been in existence for eons yet exists out of time. There's an almost ancient feel to the architecture and the townsfolk, and yet the technological advancements that go on in Heisenburg's factory are noticeably more modern, perhaps even futuristic. It's as many reviewers said of the game when it came out: the village itself is a character. 





#3): Picnic (Chicory: A Colorful Tale)
While perhaps not as intricately-detailed as the village from the previous winning spot, the wonderful land of picnic nonetheless boasts a bit more creativity in its design. As the name somewhat implies, the anthropomorphic animal-inhabited land of picnic adheres to a common theme of food. The world's geographical locations are all named after food "contexts" (i.e. 'luncheon', 'teatime', 'dinners'), while all of its denizens are named after specific foods...well, except for your mom and dad, who are just "mom" and "dad", but I'll let that slide. It's all just really cute and well thought-out, and if you don't agree with me that it deserves the spot above the village, I 100% understand, and you're probably right...but my list, my rules!





#2): Necromunda (Necromunda: Hired Gun)
If this category were "MOST Established Setting" instead of "BEST Established Setting", Necromunda would win the top spot by a country mile. For you see, it's not only established in-game, but it's also based off of the popular "Necromunda" spin-off tabletop game in the much-lauded Warhammer 40k universe. I'm not a table top gamer, nor am I the kind of person who likes to collect and paint figurines for table top games, so I've literally never had any interest at all in this universe. But it's worth noting that my time with Necromunda at least made me curious! Beyond that, as someone with no knowledge of the saga and the immense lore behind it, I can't say for sure if this game's rendition of the setting speaks to a genuine love of the lore or not...but to my noob eyes, it certainly looks like it's the case!





Established Setting of the Year: The Forgotten City
As I said in an earlier category, in preparation for making this game, lead director Nick Pearce spent a great deal of time consulting with historians and other super smart people to ensure that the titular city was as historically accurate as possible for its Ancient Roman setting. But it actually goes beyond that. This city didn't just belong to the Romans. It also belonged to the Greeks, the Egyptians, and the Sumerians, with ultimate ownership changing hands as one empire rose and others fell. So, it wasn't just Roman architecture that Pearce needed to consult with folks on. He needed insight into all of these cultures, and how one culture might build upon the works of the ones that came before them in order to make the concept of this city truly come to life. As much as I harped on about not avoiding spoilers in the opening paragraph for this whole article, this is where I'm going to end this blurb for the sake of spoilers. Suffice it to say that this incredible attention to a given culture's details becomes pivotal to how the titular city cleverly hides breadcrumbs of the truth for you!

--------------------------                                             --------------------------

Best Overarching Setting
On the other side of the setting spectrum, we have the "overarching" settings. This one is a bit more straightforward in how it can be described: If the only descriptor I can think of for a setting is "the world of { game name}" or a vague reference to a setting that exists in fantasy (such as "the kingdom" or "the planet" or "the country", those are overarching settings. And these are the best ultimately vague settings of 2021!





#5): The Kingdom (Ender Lillies: Quietus of the Knights)
The Kingdom that Ender Lilies takes place in is a classic Dark Souls-inspired world on the brink of death. However, unlike those games, Ender Lillies is much more vague with its setting. But nonetheless it's a standout soulslike setting thanks to the many logs scattered throughout the world and the unique design of basically every aspect of the setting.





#4): The World of Wife Quest
Wife Quest
's world is simple, but effective. There are only two people: Mia and her husband Fernando. The rest of the world is filled with jealous monster girls who want to kidnap Fernando for the sake of his sweet, sweet love. So, the world of Wife Quest, for better or worse, is one of routine and acceptable, though broken on the daily, world relations between cultures. Hell, if we could have WW3 happen every day with the promise that no-one would actually get hurt, and doing this would let every person on Earth get the violence, jealousy, lust for power, whatever, out of their system, I'd sign the hell on for that kind of  a world! It's an ideal world for more reasons than just "I'd love to have a wife who dismembers people for slighting me", that's for sure!





#3): The World of Death's Door
If I had to give a high-level description of the world that Death's Door takes place in, I'd say that it's Dark Souls with more compassion. Like in just about any soulslike, you're tasked with taking down a handful of extremely powerful souls to achieve your goal, but unlike those kinds of games, these people who are desperate to not pass away aren't people who are greedy for power. Rather, they're a caring grandmother, a flawed but ultimately harmless king, and a simple animal trying to survive her harsh living conditions. It's a world that carries the soulslike weight of handling dark subject matter, yet it remains light and realistic enough to both not be depressing and take the subject matter seriously. 





#2): The World of Impostor Factory
All I need to say on this point is to give the same sales pitch I give to every Kan Gao game that comes out in terms of its setting: This is a world in which a certain corporation offers a unique service to elderly folks on their deathbeds: the ability to have two of the company's operatives go into their memories and rewrite their lives so that they die with one wish fulfilled..at least in their head, where it matters. This was the setting of the first game in the saga, To the Moon, and it's the same setting here in Impostor Factory. So, the setting that worked for the original game continues to hold its weight two games later. 





Overarching Setting of the Year: The Planet (Jett: The Far Shore)
When I've described the world of Jett to people, I've tended to call it "Sci-Fi with a capital S." Absolutely everything from the weather to the flora and the fauna is by far the most creative sci-fi trapping I've seen in a game since Journey to the Savage Planet in 2020 and Metroid Prime many years before even that. Weather patterns called "dreadwaves" where electronics get fried as the moon rises? Fauna that are drawn to communications equipment despite having never seen humans? Gigantic monsters reminiscent of all of human mythology? Creatures attracted to electricity despite, again, having never been exposed to humans? Sentient laser beams that form legs that come down from the sky? And above all else, somewhat-scientific explanations for all of this? Come one! There's simply no ultimately vague setting more deserving of the #1 spot than the planet on which Jett: The Far Shore takes place.

--------------------------                                             --------------------------

Biggest Disappointment
No year is free from disappointments. Even in a year as good for gaming as this one, there were still enough disappointments for me to be able to fill a full 10-item list. Whether it's a full game or just an aspect of one, these were the 10...things...that disappointed me the most in 2021. 





#10): Kena: Bridge of Spirits PC performance
Kena: Bridge of Spirits was created primarily as a showcase for the power of the Playstation 5 hardware, so needless to say, it's a monster of a graphical presentation. However, the port to PC came with a couple small, but nonetheless noticeable little hiccups in the performance department that kept it from being as good as it could have been.





#9): The Ascent technical problems
Being published by an indie studio, some degree of jank is often expected in games like The Ascent, but the unfortunate side effect of having created a game as gorgeous and fun as this is that any jankiness just hurts more to experience. It's hardly a cause for a massive loss of points, but it's definitely worthy of a spot on this list. 





#8): Scarlet Nexus plot twists
A couple years ago there was an anime on Amazon PrimeTV called "Babylon." It was the single most gripping crime drama I'd ever seen, and it centered on a single premise: what would happen if a country suddenly legalized suicide? It featured some of the most jaw-dropping "no f***ing way!" plot twists, excellent political maneuvering and double crosses, and a torture scene that had me sick to my stomach and down in the dumps for days despite having nothing happen on-screen, no screams from the victim, and only the implications of drawn dotted lines on the body and the reactions of someone forced to watch on a phone. Excellently done stuff, all around...except for the last few episodes which break away from all that entirely and instead have the world leaders spend a few days determining that if they want to determine whether or not the suicide law can be considered "good," they had to first fully define what "good" is. The last few episodes were just characters we'd never seen before debating that topic. Oh, wait, I was supposed to be talking about Scarlet Nexus, wasn't I? Oh well. I'm still salty about that, but the reason I bring this up other than to complain about Babylon is to say this: Scarlet Nexus is Babylon if it sucked from episode 2 and just kept getting worse and worse. What could have been an excellent mystery about extraterrestrial forces attacking the colonies of earth quickly spiraled downward into a convoluted web of time travel, moon colonists, and evil clones. So much wasted potential. 





#7): Ender Lillies cardinal sin
For those who don't know, what I consider to be the cardinal sin of game design is this: taking damage from making physical contact with enemies who aren't on fire, covered with spikes, or other reasonable justifications for why you'd get hurt by touching them. Ender Lillies, as good as it is, commits this sin, and it actively makes a couple boss fights unfairly hard.





#6): Wife Quest cardinal sin
Unfortunately, Wife Quest also commits the cardinal sin of game design. But what makes it earn one spot higher on this list than Ender Lilies? Well, after you beat the game for the first time, you unlock the uber-challenging extra mode that plays more like a retro game. In this mode, you don't take damage from touching enemies. So, the developers straight-up proved that they know how to generate challenge without breaking the cardinal sin, but they did it anyway in the game proper. That's a paddlin'!





#5): Jett: The Far Shore's handling
It's no exaggeration to say that Jett: The Far Shore could have been in consideration for the top spot on the GOTY list if it had just handled better. But as it stands, gameplay is a bit of a chore because of the dual problem of the controls not being great and the button prompts requiring a hold instead of a press. 





#4): Backbone final act
Backbone is another game that could have been in consideration for a high place on the GOTY list if it just hadn't tripped at the finish line. Not only does protagonist Howard suddenly get infected by an alien parasite that causes him to kill Anatoly and start spewing existential nonsense about being the void or some crap, but it turns out that the reason Cassandra Bloodworth was having her fellow creatures cut into pieces to be served as meat to the apes that rule society was so that women would never again have to kill to gain power....like, what? It's not like this game's story isn't political! Themes of classism are rampant throughout the story, but never once are women portrayed as having it particularly bad! Why Cassandra's motivation couldn't have been tied in with the rampant themes of classism, I don't know, but as a result of this lackluster ending, Backbone is a shadow of what it could have been. 





#3): Necromunda progress wiping
As I tried launching one of the later missions in Necromunda, my computer suddenly crashed. When I loaded the game back up, I found that all of my gameplay settings had been saved, but there was no longer any evidence of there ever having been a save file there. I looked through all of my local files for the game, and I could, again, see that my settings had been saved, but there were no files to indicate that I'd ever actually played the game. I ended up going through the whole game again and eventually finishing it, but it's safe to say that the constant threat of having to start all over was not a small disappointment. 





#2): 12 Minutes
Few games have seemed to have so much potential and failed as viciously as 12 Minutes. In the leadup to its release, the marketing was excellent, and it seemed like it was going to be a "Best Story" contender. But what we got instead was a frustratingly obtuse point and click adventure with nonsensical logic, and pretty much the worst story I've ever seen in a game that prides itself on its story. Seriously, this garbage story for garbage people is so embarrassingly bad that infamous hack writer David Cage would probably look at the hack writer of this game and ask him "are you sure you don't think that's a little bit ridiculous?" I didn't enjoy a...minute (hahaha)...of 12 Minutes, and while it isn't the #1 spot winner for this list, if I had to point to a game as a whole that was the most disappointing, this would be it with no contest. 





Disappointment of the Year: Far Cry 6 ending + realizations afterwards
I don't feel like talking about Far Cry 6's horrible, pointless ending, so I'll just say to look it up if you're curious. But to say that it caused a game I actually enjoyed playing to have a terribly sour taste in my mouth would be a wild understatement. Seemingly every day after I finished playing and reviewing Far Cry 6, the game would continue to do nothing but sour in my mind. The realization that Chorizo was the only aspect of the game with any passion to it, the realization that basically the entire game was nothing but a soulless cash grab with no thought put into it, and the realization that I'd basically been played for a sucker by Ubisoft just kept on eating away at the objective enjoyment I felt while playing. As I was putting together the calculations for these lists, it felt like any time I needed to bump something off to make room for a character or aspect from some other game, Far Cry 6 would be first on the chopping block, and I found myself feeling more and more glad as its overall allocated points got lower and lower as I worked. That shouldn't be a feeling I have about one of my favorite moment-to-moment gameplay experiences of the year, but it's what I felt. That's how terrible and pointless the ending of Far Cry 6 ultimately makes the whole game out to be. I'm glad that I got to play with a cute virtual wheelie dog, but Ubisoft should be ashamed of themselves for this. 

--------------------------                                             --------------------------

Most Rewarding
This is a brand new category I came up with this year, and I feel like it's pretty self-explanatory, but I'll give a brief blurb about it anyway. Basically, what I'm trying to call attention to in this category are the games that most rewarded players for actively engaging in or exploring their worlds, or even just for the simple act of playing the game. So these were the games that I felt were the most rewarding to play this year.





#10): Guardians of the Galaxy
Being a mostly linear game, Guardians of the Galaxy doesn't have many paths that aren't beaten. But the few that it does have lead to cosmetic items from the comic books that speak to a genuine love of the source material on the part of the developers, and it's always nice to come across a new outfit in a game without having to pay extra!





#9): The Ascent
In a lot of games like The Ascent, after a certain point, you start trying to avoid enemies as much as possible. In this game, however, enemies drop so much loot that it's impossible to want to miss out on a fight! Guns, health packs, you name it, you can get just about anything by charging headfirst into battle!





#8): Metroid Dread
The actual rewards in Metroid Dread (like any Metroid title) are pretty standard fare: ammo and health upgrades. But you know that pretty much from the beginning, so it's less about the rewards themselves and more about the act of having your curiosity rewarded. Metroid Dread excels at this at every turn. If you experiment with the environment, you're going to be made to feel smart for doing so!





#7): Necromunda: Hired Gun
Necromunda wears its Doom Eternal inspiration on its sleeve, and thankfully, this extends to its tendency to reward players as well! After you finish any given level, you're granted a whole bunch of different new guns with different modifications, and practically a full jewelry shop's worth of trinkets and doodads that give you small buffs. This happens every level without fail, and it happens every time you replay levels as well. It's like the developers stop you after you finish and say "hey, thank you so much for playing our game! Heres a bunch of free stuff you can play with!" I always love to see it!





#6): The Forgotten City
The Forgotten City is in a similar rewarding vein as Metroid Dread in that it isn't necessarily the rewards that make it great, it's how smart it makes you feel for trying things out to satisfy your curiosity. In an earlier category I mentioned the prospect of using Diana's bow to turn goose eggs to gold and giving those eggs to a townsperson in exchange for the information they can provide about x, but it needs to be stressed that the game doesn't tell you to do that, nor does it even hint at it. Rather, this person just asks for something valuable, so it's up to you to use your noggin and try and figure out what could be valuable enough and how to get it. And here's the real kicker: I didn't even know this was a possibility until one other reviewer pointed it out. Why? Because my own curiosity lead me somewhere else, where I was able to get what I needed without even asking this person for it in the first place! No matter what you do, if you're trying things out and seeing what works, the game will reward you for it.





#5): Wife Quest
Being a decidedly old-school kind of game, Wife Quest is filled to the brim with secret treasure chests to find in every level of every world it takes you to. This way of rewarding players, however, is a little different than any we've talked about before. See, the rewards themselves aren't exactly that standout, and most of the time you don't find them by trying to sate your curiosity. Rather, it's the simple feeling of obtaining these rewards. When you open up a row of like 7 large chests, the coin sounds that follow are just so crisp and satisfying that you want to hear them again. So, finding these chests becomes more of a "feeling" kind of reward than an actual one. But beyond what you find in levels, the game also rewards you with two new game modes after you complete it for the first time. So, suffice it to say that this is one of the single most rewarding games that came out in 2021, and from a studio of maybe three people, no less!





#4): Demon Turf
There are essentially two major ways that Demon Turf rewards players for not just rushing through the game: the unlockables and the leaderboards. By completing side objectives, you earn different kinds of candy that can be spent in exchange for cosmetic items such as different color hair or clothes, pets that sit on your head, and mods that give you certain buffs like faster movement. And the leaderboards reward players who invest the time to become extra-familiar with a given level's layout and maximize all of their skills to try and beat the level as swiftly as possible with proof of their hard work. Hell, in the time since reviewing the game and me writing this blurb, I've obtained two actual world records on two of the levels in this game, so thoroughly does it reward a skilled player who pays attention to things! But there's actually one final reward to talk about, and that's your reward for reaching 100% completion. Once you've done absolutely everything there is to do, you're rewarded with one final super-hard set of platforming challenges set in a vault where the ground is made up of gold coins, and if you beat all these challenges, you're rewarded with a God Mode. The fact of the matter is the Demon Turf is one of the reasons I even thought to do this category this year, so naturally it's gonna earn a pretty high spot!





#3): Resident Evil: Village
It feels a little cheap to have Village up this high, given that a survival horror game kinda needs to be rewarding in this way to work, but I mean, they could've easily not done it well! Being, as I said, a survival horror game, ammo is scarce, as is pretty much every resource you might need. So, it's really as simple as this: taking the time to carefully explore the environments rewards you with the tools you need to survive. Like I said, a little cheap because the game simply wouldn't work if that weren't the case, but whatever. 





#2): Death's Door
Taking your time when rooting through the many environments of Death's Door yields two major things: seeds and health/mana upgrades. The upgrades can eventually make it so that you take more hits before dying or have more uses with your spells before you have to start dealing melee damage again, while the seeds give you more possible health refills if you find yourself in a tight spot. Given that there's a fixed amount of both of these, having a good time in Death's Door is contingent upon taking at least a bit of time to truly engage with the word. You can also find collectible items that can open up new secrets as well as some new weapons that can be obtained by solving puzzles, if you're into those kinds of things (I am), but suffice it to say that the way the game primarily rewards you is more than enough for the second place spot on this list. 





Most Rewarding Experience of the Year: Ender Lillies: Quietus of the Knights
I 100%-ed Ender Lillies, but that wasn't the original plan when I was playing it. Rather, I just went through the plot, occasionally stopping to smell the roses. However, then I got near the final boss of the game, and I happened to pick up an item that gave me an extra healing "prayer" (think of it like an Estus Flask in Dark Souls), and I immediately thought, "wait, you can get that?" From there, I started scouring the world for extra charms and spirits I could equip, and I have to say, my final loadout going into the final boss was largely made up of useful things I found while reaching that 100% completion. You never know what you're going to find when you pick up an item on the ground. Some items contain major buffs, some contain minor buffs, some just make certain actions more convenient. What you use is going to depend on your play style, but you never really know what your play style is going to be until you've looked everywhere and know what items you want to equip! I literally don't think I would have even beaten Ender Lillies without taking time to let it reward me for exploring its world, and my experience was made all the better because of the unpredictability of the rewards it gives you. Earlier I said that Demon Turf was one of the reasons I even decided to do this category this year, but Ender Lillies was the main reason. It is, as you now know, the most rewarding experience of 2021!

--------------------------                                             --------------------------

Best Moment
We've come at last to my favorite category for every single year! The Best Moment category is always fun for me because I get to gush about the moments in gaming that really stuck with me for whatever reason, and I get to do so completely unhindered. With that in mind, I know this whole article has been a landmine for spoilers, but there's nowhere where this is more true than in this category. You have been warned! These are the moments in gaming for 2021 that were my absolute favorites.





#10): The Election (The Forgotten City)
On the day in which you arrive in the titular city, it happens to be time to decide who the next Magistrate will be. In the running are Sentius (the current Magistrate), and Malleolus, his opponent who believes the golden rule is make believe. However, influence events correctly and you can make it so that Malleolus drops out of the election and Galerius takes his place. From there, your quest becomes to get Galerius elected. If you love this character like I do, it should go without saying that getting to see the best character in the game elected as Magistrate is satisfying!





#9): Encountering the first Kolos (Jett: The Far Shore)
After the introductory chapter, you find yourself in a mountain valley on the surface of this mysterious new planet, prepared to help the team establish their home base on top of a nearby peak. However, as preparations are underway, a type of fauna in this world known as a "Kolos" appears. It makes itself known slowly by emerging from behind a mountain in the distance, and as it reveals more and more of itself, it proves to be significantly larger than any of the nearby mountains. Never since the original God of War trilogy has there been a more epic sense of scope introduced over the span of a couple seconds, and it sets the stage for further jaw-dropping moments over the course of this narrative.





#8): The Dollhouse Reveal (Resident Evil: Village)
The entirety of your time in the doll house is all about setup. You're trapped in a creepy basement with no weapons and no ambient noise, and you find yourself jumping at shadows expecting the scary stuff to happen at any moment. It's a lot like Amnesia: The Dark Descent in that way. For the vast majority of this level, there's nothing to really worry about, but a first-time player doesn't know that, and Capcom was clearly counting on that being the case. Part of what makes the eventual reveal so great and so lauded by literally everyone (including the impossible-to-please Yahtzee Croshaw) as one of the best horror segments of all time is the way it forces you to brace yourself for what you (wrongly) believe is coming. It seems like it's going to be clear: people call this level "the dollhouse", there are dolls everywhere in the house area before you get trapped, the villain of this segment is a doll, and you spend all your time while trapped tinkering with mannequins. Clearly this is a setup for a weeping angels kind of thing where you get perpetually jump scared by mannequins who move when you aren't looking, right? That's certainly what I thought. So when the actual monster appeared: a giant, writhing, greasy, deformed, demonic blob of barely recognizable infant features letting out the most disturbing screeches ever, my blood froze, and I spent a second just too terrified to make Ethan move. When I regained control of my faculties, I was legitimately running from this thing because of how scared I was by it. I can't think of a better horror setup and payoff than this one off the top of my head.





#7): Breaking the last Promise (Guardians of the Galaxy)
I've made vague references to being surprised by the heart I saw in Guardians of the Galaxy throughout this article, and this moment is one of the many moments that made me feel that way. Towards the end of the campaign, Star-Lord's not-confirmed-but-highly-suspected-to-be-his daughter, Nikki, remains trapped as the current figurehead of the universal church of truth, having been preyed upon by the church's usual leader due to the shock of having recently watched her mother die. Being a heavily traumatized 12-year-old child, she believes in her "promise" more than anyone, so desperate is her wish to be with her mother again. But the fate of the galaxy rests on this young girl being able to reject the promise and come to terms with her trauma, and that becomes the responsibility of Star-Lord to try and make happen. Let's be clear: while a superior version of the character, this game's version of Star-Lord kind of comes off as a massive douchebag. So it becomes all the more touching when he's able to get on Nikki's level as someone she believes to be her father (and as someone who has done nothing but be shocked and disturbed by the prospect up until now), acknowledge her suffering, and give her a pep talk about how he can't force her to reject the lie, but he knows she's strong enough to do it. My heart was legitimately touched by this, and it's another reason why I will die on the hill of "Chris Pratt's version is a joke."





#6): Rescuing Fernando and Credits (Wife Quest)
The ending and credits sequence for Wife Quest is basically the exact payoff that players needed! Basically, once you've rescued Fernando, you get to watch him and Mia go on just..the cutest of cutest of cute dates in all the environments you traveled through on your journey as they gradually make their way back home to their humble farm. Honestly, just getting to finally rescue Fernando and watch Mia give him a kiss probably would have been enough, but for a game like this, where so much is said about the love between these people, getting to actually watch these people be in love with each other (as the monsters you've spent the full game maiming just boil with jealousy) is a reward that just makes the whole experience so much sweeter!





#5): The Truth (Impostor Factory)
If I had to nail down a protagonist for Kan Gao's games, it would probably be one of the two scientists at the forefront of the action: Dr. Neil Watts. Neil serves as a vector for Gao's sense of humor, which never quite clicks with me, so his role in these stories has always been the slightest bit lacking. Fastforward to Impostor Factory: a game that features none of the staple characters from a Kan Gao game. You get to watch an entirely separate love story in an entirely different setting, and fall in love with entirely different characters. But then, the truth is revealed: these characters whose love you've been invested in are none other than Neil's parents, and the whole game is basically Neil utilizing his knowledge of his company's memory-based technology to posthumously give his mother (who died when he was little) and father (who had to raise him without the love of his life) the life they never got to live. Not only does this whole game give an otherwise borderline annoying character some undeniable humanity, but from this point, we actually get to see the wonderful future he envisioned as his parents' best life. We get to see Lenri and Quincy watch their son get married and have children, we get to see them send their grandchildren off to college, and we even get to see them watch their grandchildren get married and start lives of their own. And all the while, we know it's not the life that Lenri or Quincy actually had, but we get to see two souls in need of a break get to have one last hurrah before fading into the afterlife forever. Oh, and all the while, we get to hear "A Reality Somewhere," which I referenced in the "Best Soundtrack Piece" section.





#4): Traveling (Impostor Factory)
In the "Best Love Interest" section, you may recall me mentioning a brief argument between Lenri and Quincy that Lenri has to cut short to go to work, but promises that they'll continue discussing later. Well, this argument actually results in her being late to the big demonstration she was supposed to head. As she pulls up into work, she finds that a coworker had to take her place in using the technology, and, as she sees his body being hauled off, realizes that she would be dead were it not for her husband raising his concerns. So she rushes home, abandoning work entirely, bursts through the door, and tells Quincy "I want to travel the world with you." For the first time in her life, she allows herself to do the things she always wanted but never allowed herself to do, all because of how healthy this couple's relationship is. We're then treated to a cutscene of this couple seeing all the wonders of the world, all the while with Quincy being the lovable dork he is (think "covering Lenri's eyes while viewing Michelangelo's David" kind of lovable dork). It's just so, so lovely.





#3): The True Story (Before Your Eyes)
In order to accurately describe this moment, I first need to give a bit of setup, so bear with me. In Before Your Eyes, you play as Benjamin Brynn, a person who has recently passed away. Your soul is fished out of the water of the afterlife by a wolf in a boat who promises to bring you before the gatekeeper of paradise, but that he needs to know your story so that he can give you a proper sales pitch to convince the gatekeeper to let you in. So, the game is basically just Benjamin (or Benny, as he's usually called) reliving his past and us getting to know who he was. He started out trying to be a concert pianist as a child, but he was rejected from music school and ended up getting sick and having to stay home from school for a year. In this time, he took up art as a skill, and as he aged, he became an accomplished artist who was able to give his mom some of the nicer things she never got to have. Then, one day, his mom passed away, and he spiraled into a deep depression. Eventually, however, through hearing the piano song his mom wrote again, he was able to put all of his passion into one final piece in dedication to her. From there, we have our setup, and the wolf begins putting together his grand oratory retelling of Benny's life, only, the sentient birds around the boat gradually start saying the word "liar" at increasingly high volumes. After briefly losing his temper, the wolf tells us this means we've been lying to him, and the story isn't true. So he once again asks Benny/us to tell his story, but this time, the real one. If you were paying attention to that blurb, you may already know where this is going, because, as the wolf more or less says: "healthy kids don't have to stay home for an entire year." The whole first half of the story is true, but Benny didn't survive whatever illness kept him at home. That's not the moment I'm talking about here, all of that was just the setup to get where we're going with this discussion. While sick, Benny was given a typewriter and asked to write about what he wanted to do when he got better. So, as we re-live this particular part of Benny's life, we see that the story, exactly as the wolf had begun practicing, was written in this moment. Benny had made up a story about the life he thought he would live if he got better. It begins with "Benjamin Brynn was born in a loving home filled with loving parents in a quaint village by the sea" (remember that). After writing this story, he hands it off to his parents, but his mom is oddly silent about it for a long time while his dad reassures him that she loved it. At this point, we return to Benny's spirit and the wolf, having just come across the gatekeeper, and the wolf asks Benny to tell his story one more time. This brings us to one last visit to Benny's past. His mom walks into his room and tells him that she loved his story, but wasn't too much of a fan of the version of Benny that served as its protagonist. So she offers to read him her version of the story, based on the child she's known for all 11 years of his life. And the story goes thusly: 
"Benjamin Brynn was born into an ordinary home to an ordinary mother and father in a small town by the sea. His mother was a composer, or, at least that's what she dreamed she'd be. So, when her own dreams didn't pan out, she began to dream for him. But then, when he was just 11 years old, he got sick, and was forced to stay inside for an entire year. And in that year he began to worry that he hadn't lived enough, so he made up a story, of the great life he thought he wanted to live, which only made him forget the great life he already had. How he had filled a new home with light and joy and promise. How he met a girl, his neighbor, who felt all alone in the world, and made her feel okay again. And how, even when he was sick, he still gave his parents hope. How he reminded them of exactly who they were, after they had almost forgotten. So when he knew he was going to go, he was okay, because he'd already lived a great life. A full life. And he was everything he needed to be. Just as he was."
If you want to know why Sarah Burns won my Voice Actress of the Year award for her role as Benny's mom, you can feel free to look up the ending on youtube and listen to the sheer love in her voice as she reads this story. Her performance combined with the music and the heartwarming, loving message she's trying to give her son made me bawl my eyes out straight into a horrifically violent nosebleed, so impactful was this moment. I was getting teared up just listening to it again while I was transcribing it in that last paragraph. After this moment, where Benny remembers the love he was surrounded with in life, the gatekeeper lets him through, and he passes on into paradise.





#2): Quincy's Surprise (Impostor Factory)
Remember when I was talking about Quincy as a character and I mentioned him giving Lenri his jacket, then being too busy celebrating how smooth he was to notice she was saying she wasn't trying tot get him to do that? That happened right before the moment in question. See, before this moment, Lenri had turned down Quincy's declaration of love, saying that she would always be too absorbed in her work, so she wouldn't be able to travel the world like he always wants to do. Then, he leaves for a long, long time until he finally calls her and asks her to meet him and to "dress well" (resulting in the aforementioned "smoothness" celebration). So, donned with Quincy's jacket, Lenri follows him up a flight of stairs and finds models of all the wonders of the world waiting for her, all made from crude materials like pizza boxes and whatnot. Being the hopeless romantic that I am, I found myself internally squealing and letting out frequent, static "d'aww"s. It's just SO cute, just so so so cute I can hardly stand it. So, Quincy takes Lenri through a "tour" of these wonders, remarking how he built each of them ("I had to eat soooo many pizzas to make this one!"). At the end, he and Lenri end up on a park bench nearby resuming their conversation from before Quincy left to embark on this endeavor, and he uses this grand gesture as a way of saying it doesn't matter if she is, as she says, "like the sky, only getting to view the wonders of the world from afar." Why? Because, in Quincy's corny lovable dork words, "maybe I can be the Earth to your Sky?" So, with all of this, Lenri finally allows herself to break down one of her walls and accept Quincy's embrace...I swear, if Kan Gao doesn't have a girlfriend, there's no hope for any of us!





Moment of the Year: The Canon Ending (The Forgotten City)
Assuming you're able to get the author of the golden rule to abolish it and free all the townsfolk from the underworld, you end up back in modern times and manage to get out of the ruins with Al. While Al is boarding up the trap door that leads to the ruins, you meet back up with Charon and have the opportunity to talk a little bit more about how things went down the way they did. Once you're done, Charon does her duty and ferries you back to civilization, whereupon we skip ahead in time by a fair amount. After the timecard vanishes, you find yourself walking through a museum exhibit all about the ancient cultures that were represented in the titular city and see Al at the end of the corridor. He welcomes you and makes some brief conversation about what you've been up to all this time, then mentions that there's a bit of a surprise for you waiting, so you should go ahead and enjoy the exhibit. You barely get five steps into the exhibit before a familiar bald head turns around and calls out to you as their "old friend." It turns out to be none other than Galerius, of all people! When you ask him what he's doing here, he mentions that when Charon went to ferry all the townspeople back to reality, she dropped them off in the modern age instead of ancient Rome, and that the gang is basically all here! So after you finish catching up with Galerius, you get to wander through the museum and see what everyone you've gotten to know and love over the course of this game has been doing since being dropped in the 21st century. It's such a joyous experience: all the good people have had good things happen and all the bad people aren't there because bad things ended up happening to them...well, Desius is still here, but you get to give him advice like "invest in DVDs", so there's still justice in the world! But by far the greatest part of this meet and greet is when you catch up with Ulpius at the end of the hallway before the atrium. Remember when I said you were going to have to wait to hear my reasoning for giving Jack Ayres part of a spot on the Best Voice Actor category? Now it's time to explain it. See, a necessary step in reaching this ending is preventing Ulpius from committing suicide. At the time, he's gotten himself locked in debt bondage and the love of his life has gone missing, so after watching him jump off a cliff in the first loop, your task becomes finding a way to stop him. When you meet back up with him in this ending, he properly expresses his gratitude. He starts talking about how he and his girlfriend have finally been able to open that little vineyard they always dreamed of opening and how they spend every evening drinking their wine and watching the sunset. "I see this wonderful world with all its beauty, and I just keep thinking...what if I'd lost hope?" He tells you, as "One Night Awaits Everyone" plays in the background. He continues to talk about how much he would have missed out on had he gone through with making the terrible mistake he planned to make, and his final words to you are "Thank you...I...wouldn't be here without you." I was already on the verge of happy tears by the time I reached Ulpius, but this line is what finally drove me over the edge. Jack Ayres clearly understood the assignment, as the specific lengths of the pauses, and the feeling that he's going to start choking up at any moment all come together to really make the true meaning of that line: "I wouldn't be here without you" hit right between the eyes. For a moment, he wasn't just a character. He was a suffering person who I got to help out of a terrible situation, and because of my work, he was getting to live the life he could only dream of having as a servant in debt bondage. But even that isn't the end of this moment's goodness. After talking with Ulpius, all there is left to do is meet up with Al in the atrium, where you're overlooking a crowd of other museum goers just talking amongst themselves. Persephone appears by you and Al and you catch up with her for a bit, and after bidding her farewell, she asks you "one more thing...do you remember all those golden statues scattered around the city?" And when you answer yes, she responds, "good, because they remember you!" as the camera once again turns around to the crowd of museum-goers below you, now giving you thunderous applause. You didn't just save the handful of people you met, you saved the god-knows-how-many people who had been enslaved in the city across all of time: A feat no hero of legend had ever been able to accomplish! I've known since I got this ending that there could be no other choice for Moment of the Year 2021!

--------------------------                                             --------------------------
The Big Picture Awards
--------------------------                                             --------------------------

Most Unique
Innovation is an aspect that isn't as common as it used to be in gaming. Don't get me wrong, unlike what folks like Yahtzee Croshaw think, games don't have to be innovative to be good, and just because a game is innovative doesn't automatically make it good, but it's still a much rarer thing these days than it used to be. So every year, I like to take this time to point out the games that I thought pushed the envelope in interesting ways. These are the most unique games of 2021.





#5): Before Your Eyes
Before Your Eyes has, by far, the most unique method of interaction with its story that I've ever seen: it uses your webcam to track when you blink, and blinking causes the story to skip ahead, regardless of whether you're ready or not. It's fitting given the subject matter, but I can see it being annoying if you play with that mode on.





#4): Chicory: A Colorful Tale
Of all the zen-and-chill-out games I've played, I don't think I've ever played one that mixed its chill-out mechanics with legitimate boss fights. Chicory is a first in that regard, and when you combine that with the creativity of its hint system, you've got one of the year's more creative titles.





#3): The Forgotten City
What makes The Forgotten City a standout title in terms of its creativity is specifically its choice of subject matter. This is the first time I've seen a game create such a historically and culturally-informed narrative in such a convincing way. I've always called BS on people who say "Assassin's Creed teaches history," so this may very well be the first ever game I've played that boasts such a clear dedication to historical accuracy





#2): Road 96
What Road 96 achieves is arguably one of the biggest achievements of the year: it's a roguelike that doesn't feel like a roguelike. The story always progresses consistently, and the randomness of the events actually works in the narrative's favor! I've heard things like that said about roguelikes such as Hades, but this is the first time I've experienced that kind of thing personally, so kudos to Road 96!





Most Unique Experience of the Year: Jett: The Far Shore
There was no other choice for Most Unique Experience of the year. It's not even close. From the culture of its people, to the flora and fauna of the planet, to the whole lexicon of ritualistic terms, to the made up language the characters speak, everything about the world of Jett is created from the ground up to be as alien and mysterious as possible, and the result is a game that more than gets by on that alone despite some issues with gameplay!

--------------------------                                             --------------------------

Best Developer
Needless to say, a game simply cannot exist without a developer behind it. Sometimes these developers give in to greed and overmonetize their games. Sometimes they create legitimate works of art. Sometimes they're well-meaning, but don't actually put out good products. In any case, these 10 developers were the ones whose games stuck with me and whose passion was most clear!





#10): Kyle Seeley (Emily is Away <3)
Kyle Seeley, developer of the Emily is Away saga, is a bit of a one-trick pony, but boy can this pony trot! He just has such a clear grasp of how to craft top-tier nostalgia for people my age, so I always feel connected to his games, and this year's latest offering is no exception.





#9): Greg Lobanov and Friends (Chicory: A Colorful Tale)
All you have to do is look at any given frame of Chicory to know that its developers loved what they were making. That would've been good enough, but the fact that the game itself is quite good as well just makes my heart feel warm! I always love to see a passion project that goes well.





#8): Jonas Manke (Omno)
Speaking of passion projects and my love of seeing them go well, it's kind of a crap shoot if passion projects from solo developers land with me or not. Enter Jonas Manke, the sole developer of Omno. His excellent eye for puzzle design and restraint in scoping his project makes Omno a truly, truly impressive piece of work!





#7): GoodbyeWorld Games (Before Your Eyes)
The team at GoodbyeWorld Games couldn't have been more clearly invested in the story they wanted to tell. As I've alluded to a couple of times, if this narrative hadn't been handled as carefully as possible, it could have easily entered the realm of the emotionally manipulative. However, the team clearly dedicated a great deal of time making sure that all their emotional beats were justified and executed in such a way that they never felt like they were looking at their watches waiting for you to cry.





#6): Superbrothers (Jett: The Far Shore)
From what I understand, Jett: The Far Shore was in development for a not insignificant amount of time, and if that's the case, then I can tell what the majority of that time went into. Superbrothers was focused on crafting a science fiction experience like no other, and all you need to do is pick up Jett for a couple minutes to realize that they succeeded in their goal. Unfortunately, this came at the cost of some technical and gameplay shortcomings, but I have to admire them for so flawlessly accomplishing what they set out to do.





#5): Acid Nerve (Death's Door)
Let's face it: anyone can make a soulslike. It's been proven time and again to the point where the market is now flooded with this subgenre of games! But to make a seriously good soulslike that understands what makes their gameplay and worlds so good? That takes talent, and normally it takes a group of more than a handful of people. Yet Acid Nerve's skeleton crew managed to put out Death's Door, the single best soulslike in ages (maybe the best one, but the jury is still out on that).





#4): Modern Storyteller (The Forgotten City)
As many already know, The Forgotten City started out as a mod for The Elder Scrolls V: Skyrim, which was solo-developed by lead director Nick Pearce. After that mod ended up winning an Australian Writers Guild award for the quality of its story and writing, Pearce assembled a small team of developers and founded a brand new studio, Modern Storyteller, to attempt to bring that mod to the next level as a standalone game. He and his skeleton crew worked for (I believe) five years on this project, consulting with historians and other experts along the way. As a result of these many years of hard work and dedication, the team at Modern Storyteller developed what has become something of a cult classic in 2021!





#3): Pippin Games (Wife Quest)
Somewhere down in Brazil, there's a team of three, maybe four friends who presumably make games in their spare time with minimal budget and maximum passion. That team is, of course, Pippin Games, the group behind this year's most hidden of hidden gems, Wife Quest! For those who don't know, Wife Quest currently goes for around $6 on Steam, and last time I checked, the official Pippin Games facebook page has less than 10 followers. Both of these things are crying shames. For one thing, Wife Quest is worth far more than $6, and these passionate, talented folks are objectively deserving of more attention. Not only are Pippin Games basically giving this game out for a far cheaper price than they needed to, but for your money, you get perhaps the best value-for-money proposition of 2021. If a developer is so proud of their game and so in love with the experience they've crafted that they're willing to put less food on their tables so that cost won't be a barrier to entry for potential players, they're a developer worthy of a high spot on this list even if their game isn't as good as this one ended up being.





#2): Fabraz (Demon Turf)
Fabraz had quite a task on their hands in making Demon Turf, but you could be forgiven for not automatically knowing what I mean. There's not much immediate, obvious history to be found if you look Fabraz up, but if you were to look up the game's publisher, Playtonic, you might find that they were responsible for a platformer that came out a couple years ago to almost universal critical panning, especially given that the game in question was the result of a kickstarter campaign that more than made its money back. The game in question was none other than Yooka Laylee. Promised to be a platformer from some of the developers who worked on Banjo Kazooe, Yooka Laylee was largely criticized for being old-school in all the wrong ways, so suffice it to say that Playtonic would face a great deal of scrutiny if they tried to develop another game. So, with the responsibility handed off to Fabraz, the responsibility of putting out an actual high-quality platformer was also handed off to them. Demon Turf is the result of this no-doubt high-stress environment, and I have to say...if this team is so talented that a game as excellent as Demon Turf is their first attempt produced in a high-stress environment, I can't wait to see what they can do on subsequent, lower-stress attempts!





Developer of the Year: Kan Gao (Impostor Factory)
If you put a gun to my head and forced me to tell you who I'd label as the most consistently good storyteller in the game industry, the first thing I'd say is "what the hell, dude, I would've told you that without the gun to my head!" and the thing I'd say after that is "Kan Gao, duh!" From To the Moon to Finding Paradise to this year's offering, Impostor Factory, Gao has done nothing but outdo himself with every game he puts out. He's seemingly always thinking about how he can up the ante. To the Moon experienced almost unheard of indie success as a tearjerking love story. Finding Paradise succeeded in telling a far more deep story at the expense of some of the lovey dovey aspects of its predecessor. And Impostor Factory combines the best aspects of both games: telling by far the sweetest love story Gao has every told in a way that also gives us something to think about when it comes to how we spend our time on this earth. While Gao does have a handful of people working alongside him on these projects, the final results are always unmistakably his work from the music to the characters to the sense of humor that almost never clicks with me. I'll consistently tell you (whether you threaten to shoot me or not) that Kan Gao is the best storyteller in this industry, and this year, he's also the best developer.

--------------------------                                             --------------------------

Best Story
With our transition to the "Best Story" category, we come to one of the penultimate categories before the Honorable Mentions and the final GOTY list. There are two ultimate sides to making a game experience good: story and gameplay. One side can make a game good without the other side pulling its weight, but a game is ultimately at its best if both sides coalesce. These were the games with the best stories to tell in 2021!





#10): Persona 5 Strikers
Persona 5 Strikers does tell a pretty standard JRPG story about some seemingly realistic evil actually being the work of a malevolent god, but at the very least, as with the base game, we get to experience this tried and true narrative structure with a cast of characters we love!





#9): Backbone
Like the previous spot winner, Backbone has the unglamorous task of trying to tell a unique story in a pretty predictable genre: the anthropomorphic animal mystery genre. Oh, certain types of animals are being murdered and sold as meat? Hmmm...I wonder what kinds of animals might be responsible? But nonetheless, Backbone succeeds in making this plot as believably "human" as a plot like this can possibly be.





#8): Wife Quest
I believe I speak for anyone interested in this hobby when I say that we all know the saying "your princess is in another castle." Even for people my age, who never played the original Mario games, the sentiment behind this sentence is nonetheless a thing that's easy to understand. Well, Wife Quest makes a similar statement, but with an important twist. See, the statement Wife Quest makes is "your prince is in another castle." But unlike the games of yore that inspired it, Wife Quest justifies its runaround treatment of the player by making it so that it's not just one villain who wants the main character's love interest, but rather a whole cabal of villains all waiting their turn!





#7): Chicory: A Colorful Tale
Indie games have something of a reputation for literally always being about mental health. At first it was an incredible way for smaller developers to talk about hard to talk about subject matter, but as the years have gone by, so many indie games take this route that it's basically just indie developer shorthand for "I didn't know what to make the game about." Chicory, on the other hand, actually decides to base itself around a character having to deal with a character going through a depressive period. It centers its story about how to be a good friend while still having healthy boundaries, and if there's one aspect of mental health that actually doesn't get talked about enough, that would be it. 





#6): Emily is Away <3
The year is "High School Back in My Day." I weigh approximately 50-60 pounds less and I actually enjoy spending time socializing with other people, so naturally I'm on Facenook (not a typo) all the time after school. Kidding aside, this is more or less the premise of Emily is Away <3. You play as a high school student in the throngs of senioritis, and you spend your days chatting with your friends Emily, Evelyn, and Mat. Because this is high school, needless drama ensues because of course it does, and it's up to you to navigate through this drama and come out with as many friendships intact as possible. It's the kind of story people live through every day, but it's still a good, well-written one.





#5): Guardians of the Galaxy
It starts off as a pretty standard day for the titular Guardians: with a little bit of contraband retrieval in a restricted area that ends with them in police custody. But before too long, what starts out as a heist gone wrong grows into an epic intergalactic journey to save the entire galaxy from an evil cult that would enslave all life: a journey full of monsters, aliens, and telepathic Russian dogs. Just another day in the life of a superhero!





#4): Jett: The Far Shore
The holy books of the people in Jett tell of a planet more suitable for habitation 1000 years worth of space travel away. This planet is their divine right, as evidenced by the presence of "the hymnwave," a mysterious signal that beckons to these people from the planet in question. But what is the hymnwave? Is the planet truly as habitable as the author of these books declares? These are the questions that a scout group about to undertake the first ever voyage to the source of the hymnwave seek to answer. You play as Mei, a devotee of the holy book's author, and a member of the scout team for the unique insights your devotion will lend you in navigating this new world. Upon arriving at the planet after 1000 years in cryo sleep, you and the other scouts venture forth into the world to try and establish the beginnings of a colonization effort. The planet is mostly as the holy book describes, but many, many secrets lie in waiting. 





#3): The Forgotten City
"The many shall suffer for the sins of the one": this is the foreboding message inscribed on the walls of the titular city: a pocket of Ancient Rome seemingly separated from the empire and filled with golden statues seemingly running from some unknown terror. But that isn't where the story begins. You play as an average joe in modern times who wakes up on the banks of the Tiber River in Italy one day with basically no memory of how he got there, and only a mysterious woman named Karen to fill him in on the details. After agreeing to head into some nearby ruins to look for a man who had evidently woken up on the same riverbank not long before you, you find him not only dead from suicide, but also much further along in age and turned completely to gold. Beside him is a tablet with a warning: there's no escape if you go through the portal to the past. But because this is a game, you find said portal and end up nearly 2000 years in the past, in a version of these ruins now bustling with life (though still filled with terrified-looking golden sculptures). Upon your arrival, you're brought to the local Magistrate, who is eager to explain the "golden rule" to you. He repeats the foreboding message I opened this blurb with, and explains that what this means is that if even a single person in this city commits a single sin, everybody will be turned to gold. The many statues that litter the marketplace and living quarters serve as the proof that this threat is real. After explaining the rule to you, the Magistrate makes a confession: it was him who opened the portal, but he doesn't remember doing it. This can only mean that somebody in the city is about to break the golden rule, necessitating him performing the ritual to open the portal and start a time loop in the first place. From there, he grants you permission to enter any home and ask any question of any of the citizens, and tasks you with determining who is going to break the golden rule, and stopping them from doing it. Doing so will mean that the portal will never have opened, and you'll be thrown back to your time. So you set out into the city to meet all of its people, learn what makes them tick, and determine once and for all who is going to be the death of all of his/her neighbors...if you dare to tell me that that isn't one of the coolest story concepts of all time, I'm going to call you a liar!





#2): Before Your Eyes
I basically already laid out the entirety of the story for Before Your Eyes in the Best Moments section, so I'll refer you back to that!





Story of the Year: Impostor Factory
A young man named Quincy arrives at a mansion at night in the middle of the pouring rain, having been invited to a shindig. However, he doesn't really remember why he was invited, or why he even showed up. Upon entering the mansion, he meets a woman named Lenri, who seems suspiscious as all get-out. After some unrelated shenanigans involving a time loop and a couple murders (and I know you don't believe me when I say "unrelated" shenanigans, but trust me), Lenri once again appears and, with a snap of her fingers, makes people disappear and reappear. If you've been reading all the blurbs about this game, you're likely scratching your head. It's because all of this is basically the setup to the actual story. When Quincy is understandably confused by the godlike power Lenri just demonstrated in front of him, she brings him to a doorway and says it will all make sense if he goes through it. As he goes through it, it becomes clear that basically this whole thing is a simulation, but the answers he was looking for were, in fact, on the other side. As he continues to make his way through the space beyond the door, he begins to witness Lenri's life: her sickly childhood, her early abandonment of any kinds of adventure in favor of trying to leave a mark on the world, and of course, the moment a lovable dork named Quincy came and sat next to her in the library in college. He sees the life he and Lenri lived: their sweetest moments, their travels across the world, the unthinkable tragedy they faced when Lenri became pregnant, and, being a sickly person, it was clear that a choice was going to have to be made. He sees that choice ultimately turn out ok, but at the cost of their son growing up with several developmental disorders including an inability to walk. He sees the moment their son, at maybe age 10 maximum, passed away in his arms. And he sees how Lenri is using this simulation to try and make everything right. That's just one facet of this story, so you may still be scratching your head, but I think that's a pretty good summary.

--------------------------                                             --------------------------

Best Gameplay
On the other side of the equation, we have gameplay. Games as a medium ultimately exist for the sake of their moment-to-moment gameplay, but always benefit from a strong story. However, as I stated in the introductory blurb for Best Story, one side isn't necessary for the game as a whole to be good. So, with that in mind, these were the games that boasted the best gameplay experiences in 2021!





#10): The Ascent
I'm not normally a fan of twin-stick shooters, but The Ascent is really something special in its genre. Not only does the shooting just feel really good to do, but the game controls excellently, and the action is fast paced enough to never make the act of just holding down the fire button get stale.





#9): Wife Quest
Wife Quest is a fairly standard retro sidescrolling hack-and-slash game, but it brings to the table a fair amount of extra trappings. For one thing, it features an excellently-balanced magic system that gives the player a lot of freedom in their moment-to-moment decisions. But in addition to that, it also features a tangible, visible sense of progression as you upgrade Mia's abilities.





#8): Kena: Bridge of Spirits
Don't be fooled by Kena's Pixar-esque graphical style. What might appear on the surface to be a game intended for kids is actually a lot more difficult than you might expect. If I had to give a brief summary of the gameplay experience, I would have to be the most stereotypical critic of all time and say that it's akin to something like Dark Souls. You don't really have much in the way of damage upgrades, so survival in Kena is contingent on knowing the game's systems and mastering your timing.





#7): Ender Lillies: Quietus of the Knights
Gameplay in Ender Lillies can, if you really really think about it, be compared to that of a deck-building card game. Over the course of the game, you gain access to many, many spirits (which serve as your attacks) and trinkets (which serve as your buffs). You have two separate loadouts of three spirits each, and your ability to equip trinkets is determined by the amount of "slots" a trinket takes up. So, in this way, before setting off into the world from a rest area, you build up a "deck" of sorts to try to give yourself the best edge possible against unknown odds. It's a bit of a convoluted way to get to the point, but the point is that what makes the gameplay in Ender Lillies so strong is the sheer variety of playstyles you have at your disposal, and how far you can take any given playstyle if you know how to use it well enough.





#6): Metroid Dread
As I write this, I haven't sat down to 100% determine whether what I'm about to say is true or not, but I'm going to say it anyway: Metroid Dread may very well be the fastest-paced 2D game I've ever played. Whether in boss battles or totally normal enemy encounters, it seems like you're always hitting just about every button on your joy-cons as quickly as you possibly can, not out of desperation, but out of knowledge earned through experience. As a fan of fast-paced gameplay ever since Doom 2016, I never really think about 2D experiences in these terms, but Metroid Dread has shown me that with the right developers, gameplay can reach unprecedented heights even if there's no z-axis to move along.





#5): Necromunda: Hired Gun
Given that my Game of the Year for 2020 was Doom Eternal, it perhaps stands to reason that I would also enjoy Necromunda, a game that basically rips off my 2020 GOTY in every aspect except the setting. That's kinda all there is to it: Necromunda, though obvious in its influences, is a respectable recreation of those influences. Were it not for the jank that accompanied its limited budget, I daresay Necromunda could have climbed even higher on this list.





#4): Resident Evil: Village
As somebody who values sense of control above most aspects of gameplay, it might make zero sense that I'd place Village this high up on this list. After all, if Jett: The Far Shore didn't come out this year, I might say that Village was the worst controlling game of the year. But unlike in Jett, that lack of handling comes with a sense of purpose in Village. Ethan Winters is just some guy, so of course he's not going to be able to keep every type of gun focused on their targets 100% of the time. Even if he was a hardened veteran, having the kind of control that twitch shooters have wouldn't have been ideal for a horror game. So, not only does it make sense that your ability to control Ethan would be a bit substandard from a lore perspective, but the game also makes it work by having basically every enemy be slow enough so that it doesn't matter. Sure, you're going to be struggling to line up your shots, but at the same time, enemies move slowly enough and change up their movements at a conservative enough rate that you're at least not going to miss your target entirely most of the time. That might seem like I'm damning the game with fake praise, but this actually helps keep the balance between entertainment and desperation just where it needs to be as well.





#3): Demon Turf
In my review of Demon Turf, I referred to it as perhaps the single greatest platformer I've played in years, and that includes the likes of Super Mario Odyssey. I've already spoken about the game's incredible sense of control in an earlier category, but it bears repeating that few games this year felt as good just to move around in as Demon Turf did. It didn't matter whether I was just going through a level for the first time or whether I was restarting a level within the first few seconds for the fiftieth time in a row because I'd already screwed up my strategy to get a better time on the leaderboards. Every single solitary second I spent with Demon Turf was a second that felt good. In fact, were it not for the supremely weak combat system, I'd say it would easily be a shoe-in for the top spot. 





#2): Death's Door
If Acid Nerve demonstrated anything in their efforts going into Death's Door, it's that they truly understand what makes a soulslike good. Combat in Death's Door, like that of any soulslike worth its salt, is swift, responsive, challenging, skill-based, and most importantly, fair. You are absolutely not going anywhere in this game if you aren't, as the adage goes, "git-ing gud," but unlike a lot of games where this adage gets tossed around, "git gud" really is the answer, not just a cop out to say you didn't bang your head against the brick wall enough times. When you die in Death's Door, you can almost always understand exactly why and account for it in your next attempt. The bosses are especially good examples of this principle in action. When I was fighting the Witch of Urns, for instance, I ended up dying towards the end of the fight because one of her attacks suddenly took on a secondary effect that caused more projectiles to fly out. When I finally beat this boss, it was because I had committed that change in attack styles to memory and actually adjusted my movements accordingly. This took a bit of practice, but I was never failing because the boss was unfair, I was just not adapting as smoothly as I could have been. So, needless to say, Death's Door is the good kind of challenge, and it's definitely deserving of a spot this high up this list.





Gameplay of the Year: Persona 5 Strikers
It has always been a testament to Persona 5 that it remains one of my favorite games of all time despite having a gameplay style that I really don't click with all that much (turn-based combat). Strikers, on the other hand, takes the strategy-centric combat of the base game, adopts it for a classic Warriors style 1-vs-1000 gameplay loop, and takes the whole concept of persona usage to its logical conclusion. Gameplay in Strikers is, hands down, the fastest-paced gameplay offering of 2021, beating Metroid Dread by a hair simply because of the added scope. In any given moment during a battle, you'll be knocking hordes of enemies up into the air with persona abilities like Sauron and those soldiers in the prologue to The Fellowship of the Ring, having all party members leap into the center of the arena from wherever they are to beat up on one big enemy, swinging around lamp posts to swirl nearby enemies around, leaping up on top of dangling debris to knock it down, leaping up to high spots then kamikaze-ing into a cone of damage on the ground, unleashing ultimate moves once you've filled up a gauge, and so, so much more. The chaos of battle makes it more than a little difficult to actually play with strategy in mind, and little details tend to get lost in the shuffle, but if you're like me and you don't really mind that, then I daresay Persona 5 Strikers might be the most well-crafted pure gameplay experience of 2021 for you, like it is for me!

--------------------------                                             --------------------------
Honorable Mentions
--------------------------                                             --------------------------
And with that, we come once again to the Honorable Mentions section! As I always make a point of saying, this isn't your standard kind of honorable mentions dealio. Rather than being a space for games that didn't make the cut for the GOTY list, this is actually more of a space for categories that didn't make the cut to be their own, full lists. Either that, or it's for categories that I could do full lists for, but either I couldn't be bothered or its too much of a tradition to have them be honorable mentions at this point. As always, this section comes with a few DIShonorable mentions as well, so let's get started with the first honorable mention, the one that I always start this section off with!





Samus Aran award for Strongest Female Character
Named after the original strong female character, the Samus Aran award recognizes the...female...character...that was the strongest...yeah, it's pretty self-explanatory, but it's also one of the original Honorable Mentions that I came up with in the first year I did them, so I've been doing this bit for years upon years and eventually you run out of creative ways to introduce the award. Without further ado, the winner of the Samus Aran award for Strongest Female Character is...





Mia (Wife Quest)





Yeah, there's commentary to be made about how maiming women who touch your husband isn't exactly the healthiest way of showing your displeasure, and Mia is definitely strong in a way that the Bechdel test would frown on, but I mean, come on! She's practically a heroine of myth with the lengths she goes to and the challenges she overcomes for the sake of her true love. 2021 was more full of candidates than most prior years, but at the end of the day, I still believe that Mia stands head and shoulders above them all.

--------------------------                                             --------------------------

Gears of War award for Most Raw Fun
Another one of the classic Honorable Mentions from back in the day, the Gears of War award for Most Raw Fun is a place for fun games that aren't necessarily all that polished to shine. While "Best Gameplay" focuses on a bit more of an objective analysis of a given game's systems, this Honorable Mention eschews all of that in favor of just focusing on the sheer fun factor. And the 2021 winner of the Gears of War award for Most Raw Fun goes to...





Demon Turf





This one will probably come as no surprise given how much I've talked about trying to get on the leaderboards. There's just no way I could possibly have grinded my way up to not one, but two #1 world records in a game if it wasn't worthy of this award! The game lacks some technical polish, and the combat sections are pretty weak, but as I've been hammering home throughout this article, it just feels so doggoned good to play every second you play it, so for me, there was no other game worthy of this prestigious Honorable Mention.

--------------------------                                             --------------------------

Undertale award for Biggest Surprise
I tend to have a pretty good idea of what genres I like and what genres I don't like, but every now and then, when I try t expand my horizons, I find something I really enjoy that I otherwise might not have given a second thought to. This is the purpose of the Undertale award for Biggest Surprise. Undertale looked like the kind of bleep bloop indie garbage I wouldn't touch with a 10-foot pole when it came out back in 2015. But what happened when I believed its critical reception and gave it a shot? It won my GOTY, beating The Witcher 3 of all games. That's how critical expanding your horizons can be to your quality of life. And the winner of this year's Undertale award for Biggest Surprise is...





Wife Quest





When I found Wife Quest on steam one day, it was because I was looking for a suitable new entry in my long-running "yes, I went there" series where I play a cringey looking anime dating simulator (or other suitably cringey-looking games), have a laugh, and tell you if that laugh is worth your money. From the look of the game, it appeared to at least be competently made and free of actual X-rated material, so I bought it wholly expecting to laugh at it the whole time. What I found instead was a legitimate hidden gem, a game with a ton of heart and passion behind it, one of my absolute favorite games of 2021, and by a country mile, the biggest surprise of the year. 

--------------------------                                             --------------------------

Hyper Light Drifter award for Actual Honorable Mention Game
This is actually a brand new Honorable Mention that I came up with this year, and it serves as just the slightest bit of a spoiler for the GOTY list at the end. In its year, Hyper Light Drifter barely missed out on the #10 spot on the GOTY list thanks to Uncharted: A Thief's End, and I really thought it deserved to be recognized, but my hands were tied at the time. Well, this year I decided I would reserve an Honorable Mention to actually be what people think of when they think of one: a spot reserved for a game that didn't make the final cut, but that I think deserves a special shoutout nonetheless. And the first ever recipient of the Hyper Light Drifter award for Actual Honorable Mention is...





Necromunda: Hired Gun





It hurts that a game I had such a great time with couldn't end up making the final cut, but *vague gesturing* you can't just wipe out all evidence of a guy's progress at one of the penultimate missions and still be called a GOTY contender. In any case, I've been talking at length about how Necromunda is a respectable Doom Eternal clone, and I've also spoken at length about its technical shortcomings. While it is, by far, the least polished game of 2021, it still deserves recognition for the fact that it was my choice for the Gears of War award before Demon Turf came along, if nothing else!

--------------------------                                             --------------------------

Spec Ops: The Line award for Most Important Game
Named after a first-person shooter that calls into question the ethics of militant nationalism and American interventionalism by having the player fight against American troops in Dubai, the Spec Ops: The Line award for Most Important Game celebrates the games that have something to say and say it well. Sometimes a game wins this for being an important discussion about some aspect of mental health, sometimes a game wins this for its color commentary on social issues. One thing is always certain: the winner of this award is, as the title of the honorable mention implies, important. This year's recipient of the Spec Ops: The Line award for Most Important Game is...





Before Your Eyes





The ultimate message of Before Your Eyes is one that I don't think we think about enough. Sure, we'll have games or films that come with messages like "everyone is special," but rarely do we see a message like "everyone is special to someone." In fact, not since It's a Wonderful Life have we seen this kind of message delivered as effectively as it is in Before Your Eyes. As the credits rolled and I tried desperately to keep the nosebleed I'd sobbed my eyes out into under control, I couldn't help but take the message of the game to heart: that if I died tomorrow, it would, of course, be tragic...but regardless of what kind of mark I'd left on the world, I'd left plenty of marks on my friends and loved ones. I think we'd all be a little happier with what we have if we took this sentiment to heart.

--------------------------                                             --------------------------

Kingdoms of Amalur award for Worst Writing in a Game
Now it's time to go through our DIShonorable Mentions! Starting us off, we have the award that celebrates the game with the worst writing of the year! Winning this award doesn't necessarily mean the game in question is bad overall, just that the writing is bad...though the odds probably aren't in your favor if you win this award in the first place...but anyway! The 2021 winner of the Kingdoms of Amalur award for Worst Writing in a Game goes to...





Scarlet Nexus





It's like anime writers either don't know the meaning of the word "restraint" or Japanese culture is as opposed to people telling their bosses "no" as I've been lead to believe. Scarlet Nexus is a writhing abomination of disparate tones, subplots, and power of friendship BS. And that's just the story writing! The dialogue is even worse! Let me read you the kind of monologue you can expect to hear in this game: "Oh, I heard that the son of chairman Joe Sumeragi is transferring to our unit this year! Oh, that guy over there is Yuito Sumeragi...I wonder if he's related to chairman Joe Sumeragi. If Yuito Sumeragi is the son of Joe Sumeragi, then he must be the son of Joe Sumeragi (and brother of Kaito Sumeragi) that is joining our unit this year! That's gonna be interesting because Kaito Sumeragi (son of Joe Sumeragi and brother to Yuito Sumeragi who is the other son of Joe Sumeragi) is the leader of our forces, the forces that Yuito Sumeragi, son of Joe Sumeragi and brother of Kaito Sumeragi, other son of Joe Sumeragi, is joining. Sumeragi." That was only barely an exaggeration, I DON'T HAVE THOSE CHARACTERS' NAMES MEMORIZED BECAUSE I WANT TO! I've played lazy games, but there are no lazy games more infuriatingly lazy than lazy Japanese games, they're an entirely different breed of lazy. Just horrible, horrible writing.

--------------------------                                             --------------------------

Borderlands award for Most Yawn-Inducing Game
Definitely more indicative of a game's quality than the previous DIShonorable Mention, this award points and tries to laugh at the game that was the most boring in the current year, but ultimately fails because it's too bored to find the energy to even laugh. In 2021, the Borderlands award for Most Yawn-Inducing Game goes to...





Scarlet Nexus





Let's say you're playing an anime game that's all about super special psychic powers and badass alien designs. In such a situation, are you hoping to see that kind of stuff actually happen? Or are you hoping to just watch the characters blankly emote while they read their lines over a still image of the action? There are so many cutscenes filled with minutes upon minutes upon minutes of dialogue (literally every line of which is bad), that the vast majority of your time with Scarlet Nexus will be spent sitting in your chair being bored out of you skull as you watch the F-grade visual novel play out. So lazy. So friggin lazy.

--------------------------                                             --------------------------

Brink award for Worst Game of the Year
I'm sure this final DIShonorable Mention needs no introduction, so without further ado, the Brink award for Worst Game of the Year goes to...





12 Minutes





Whereas Scarlet Nexus at least has some good gameplay moments, not a moment of 12 Minutes is pleasant. Every second spent trying desperately to piece this horrible story together (from frustrating trial-and-error that would be more at home in a 90's LucasArts point and click adventure game) is a second where your curiosity is actively punished. Make a wrong move, and you have to start all over again, and nothing you think of ever works. Leave the pocket watch the cop is here to get on the table and hide in the closet so that when the cop breaks in, he'll see it, take it, and leave? Nope, that doesn't work. How about flicking the light switch once so that when the cop flicks it a second time he gets electrocuted into unconsciousness? Yeah, that makes sense and is totally how reality works! In a timeloop game, trial and error based on curiosity is a critical factor, and 12 Minutes punishes you for daring to think outside the box by forcing you to go through the whole gameplay loop again if you don't reach the exact conclusion that the developer had in mind. And that's before we get into this hack job of a story, where the main character just forgets that he's been sleeping with his sister and he killed their father. Whoopsie! Forgetful me, I guess! Geoff Keighley should be ashamed of himself for nominating this game for Best Narrative at the game awards. Personally, I hope we never again are graced with this hack writer's bad gameplay and story ideas. Go back to Quantic Dream where you belong, as far as I'm concerned.

--------------------------                                             --------------------------
Top 10 Games
--------------------------                                             --------------------------
Folks, it's now time for the moment you've all been waiting for, the reason you're even here in the first place: the GOTY list for 2021! As always, I'm going to start this off with a note about how I come to my conclusions for placement. Ultimately it's my decision where any given game goes (for example, my empirical system placed Mass Effect: Andromeda as GOTY in its year because of the amount of times I'd played it, which was absolutely not going to happen), but these systems I've come up with serve as an excellent guide for me, and most of the time I don't have to change things around too much. It all starts with a game's score when I review it: only games that score a 7.0/10 or higher are eligible. Then, on top of that score, I add additional points based on factors like how many times I replayed it, if I 100%-ed it, how great the value-to-money proposition is, etc. to create a "raw value." This typically gives me my first look at how the GOTY list in a given year will turn out by the end. Once I'm done with all my reviews for the year, I start making decisions about placements on all the lists you just got through reading, and depending on where a game or an aspect of a game places on those lists, the game earns additional "category" points (winning spot #1 on a list with 10 items earns 10 points, spot #2 earns 9, etc) with only the highest winning spot earning a given game points in a particular list, so if a game has two characters on the "Best Side Character" list, for instance, it'll only earn points for the higher of the two spots. Once all the category points are totaled and added to the raw scores of their respective games, the first draft of the GOTY list positionings are created, and I make edits if I feel they're necessary. But this year, as with most years, I was satisfied with how the ordering turned out. Or, I should say I was satisfied enough. See, as I've already said, this year was so good for games (especially compared to 2020) that I was thinking about doing a top 15 instead of a top 10. But in the end, I decided against it. There were five more games that I would consider GOTY list material, but having an extra five spots would sort of cheapen the definitiveness of this list. Keep that in mind going forward, and know that while these 10 games were the absolute cream of the crop, anything I've given a recommendation to this year is certainly worth your time and money. So, without further ado, dear readers, I present the top 10 Games of 2021!






#10): 





I wasn't kidding in an earlier blurb when I said that if Jett just handled better, it could be in consideration for a high spot on the GOTY list. Furthermore, it wouldn't be an exaggeration to say that it's the single most grippingly atmospheric sci-fi exploration game I've played since Metroid Prime. It also wouldn't be an exaggeration to say that it's perhaps the most creative sci-fi title...maybe of all time. That's just the kind of game Jett is, an experience that constantly provokes honest feelings with descriptors akin to absolute hyperbole. As I've already made a point of saying, the actual gameplay in Jett is pretty weak, but the point of the game is the sense of wonder and scale, and the mystery that awaits behind every new mission. I mean, really, when was the last time you played a science fiction game where one of the native fauna on an alien planet was a set of vertical laser beams coming down from the clouds as if they were two pairs of legs? Jett is a game that knows how awesome it is, and every reveal it does shows this confidence at work. But beyond the game's confidence in its atmosphere and creativity, it also displays great confidence in its scope. See, the ending of the story is...shall we say, far from a resolution? It's a resolution in the sense that Mei and team's objective has officially been completed, but it leaves basically every other directive in the grander goal unexplored. In less competent hands, this ending would have smacked of lack of budget or laziness. But as it stands, it leaves the player in exactly the state I imagine Superbrothers intended: Wanting much, much more, but ultimately satisfied. That may sound like nonsense, but I do mean it. As the credits rolled, I found myself disappointed that I didn't get to see the grander narrative come to a conclusion, but at the same time, I was satisfied with the grand sights I got to see, and I was satisfied in the knowledge that, regardless of how much more I wanted to know, I had, in essence, been told a complete story. So, what kind of game is Jett: The Far Shore? It's a game that constantly provokes honest feelings with descriptors akin to absolute hyperbole, a game that radiates entirely earned confidence in the world and narrative it crafts, and a game that serves as just the tip of the iceberg of this year's overall quality by coming in at spot #10! 





#9): 






My experience with the long-running Metroid saga is perhaps a bit different from most people. My introduction to the saga was actually just playing as Samus in Super Smash Bros. Melee, then the full Metroid Prime trilogy not long afterwards. I attempted to play the 3DS remake of the second Metroid game, Metroid: Samus Returns, but I found the 3DS too inhospitable to my poor old man fingers for the kind of fast-paced gameplay that remake demanded. So, in essence, Metroid Dread was my first time playing a "classic" Metroid game. As such, I both went into the experience without any significant expectations and without being prepared for any classic design decisions that might end up wearing me down. Thankfully, the latter result of going into this basically blind was nothing more than something I came up with as I wrote this blurb to try and add a bit of buildup to my ultimate opinion...meaning, there were no classic design decisions that might end up wearing me down. It's clear to even someone like me, with no history at all with 2D Metroid games, that Metroid Dread is absolutely excellent and stands out among its peers. Part of it might just be my brief time with Metroid: Samus Returns, but first and foremost, Metroid Dread takes the parry and riposte combat style of that remake and tightens it up for the switch in a way that actually makes it super easy for my poor old man fingers! That alone would have been enough to make Metroid Dread a standout title in 2021, but as it turns out, the game also boasts some of the best combat encounters and puzzle design of the year as well! Part of what made my initial Metroid experiences so great was the sense of tension they came with (aside from Smash Bros, but you probably already guessed that). In transitioning from a 3D to a 2D space, I wondered whether or not this game would be able to carry the same sense of tension as the Prime trilogy. It turned out that the answer was yes, but just in a different way. Metroid Dread is constantly showing the player how unwelcome they are in this world, whether in the form of unexpected boss fights from which there is no escape or extended puzzle segments where it's easy to feel like the game has trapped you. In those aforementioned boss segments, you've likely already fought them in a less-confined space before, so your only hope is to re-adjust yourself to their attack patterns in your current arena. In the puzzle sections, on the other hand, the only way to get out is to realize that there is a way out in the first place and start using your brain and sating your curiosity. In either scenario, the tension is thick and the only way to progress is to hunker down and try to get through it. Metroid Dread is not only a worthy Metroid game to a casual like me, but also, once again, basically a piece of the tip of the iceberg for 2021!





#8): 






Much like with Metroid Dread, my experience with the long-running Resident Evil series is also quite different from most people's. My first Resident Evil game was Resident Evil 5, which I didn't finish, and I believe longtime fans will probably understand why I didn't pick up any other Resident Evil titles after that. As a concept, it's just always been too silly for my tastes. It's not like Village is free from that silliness, but when I was seeing all the marketing material, it at least looked like it might not be so silly that it would distract from the horror, and I was...mostly right, until the game went 100% Call of Duty on me toward the end. But with time, I found that more hilarious than distracting. But enough about my story as it relates to this franchise, let's talk about Village itself. Literally every reviewer who has ever reviewed this game has had the same thought: it's essentially a carnival ride of classic horror ideas, and I don't disagree. You go from the Dracula-inspired castle of the lovely and horrifying Lady Demitrescu to a more modern P.T.-esque setting in the Dollhouse to a more gross-out kind of horror experience in the swamps before finally landing in Heisenburg's factory, a claustrophobic setting that leans heavily into industrial body horror. You're allowed to go through these areas at a nice brisk pace, getting a satisfying share of each horror type as you go along, and the result is a horror experience that isn't always scary if a given biome's style doesn't creep you out, but one that never gets stale and always has something new to offer. The gameplay, while slightly hindered by design, nonetheless consistently makes combat encounters tense even when facing just a small handful of enemies. What's more, the game makes use of whatever environment you're in to make these encounters pack as much of a horror punch as possible. In Lady Demitrescu's castle, enemies might crawl out from under holes in the bottom of the creaking cells of the wine cellar. In Heisenburg's factory, you never know which of the hundreds of experimental mechanoid zombies is going to spring to life at a given moment. In the dollhouse there are no enemies, as they would cheapen the setup for the monster. Every area uses its style to its advantage in making combat encounters as creepy as possible. There's been some amount of conversation surrounding the game's director commenting that they made the game this way because people thought the last game, Biohazard, was too scary. Having never touched Biohazard, I can't speak on that myself, but I can understand some of the criticism levied at Village if it's indeed the case that the previous title was scarier. However, for someone who has only ever played one of the sillier entries in the franchise, I'd say this horror outing more than pulled its weight in the "make me want to play with the lights on" department, and all of this combined makes it, as you may have already guessed, one of 2021's finest offerings! 





#7): 







The original Persona 5 was one of those games that I was legitimately sad to finish. Even after the prerequisite 100+ hours I spent fighting evil in the metaverse with the phantom thieves, I never wanted it to end. I played the original game twice, and after finishing Strikers, I even went out and got the "Royal" version, which adds an additional 10-20 hours on top of that prerequisite 100+, so fierce is my love of this world and these characters. So, suffice it to say that when a spiritual successor was announced for the switch, but in a more action-packed gameplay style, that was a day 1 buy for me! And as you can tell by the fact that it came in at #7 on my GOTY list, it was well worth my trust! Where to begin? Well, I suppose with the gameplay! Persona features a magic system based around elements (such as fire) and width (does it hit one enemy or several), a natural fit for its native turn-based combat structure. But Strikers adapts this system for real-time 1-vs-1000 combat excellently simply by adjusting that width aspect to be varying types of area-of-effect attacks. Attacks that would have simply struck one enemy are now a narrow-but-long rectangular AOE attack, meaning that you're still hitting plenty of enemies at once like you expect to do in a Warriors-style game, but you're hitting them in a way that closely mimics the effect of the attack in the base game. On the other hand, multi-enemy attacks are now more akin to traditional circular AOE attacks. In this way, similarly to how you'd select which attack to use in the base game depending on the amount of enemies on screen, in Strikers, you make these decisions based on enemy positioning. If you've got a bunch of enemies standing in a single-file line, then you should choose you attack based on the specific style of AOE it boasts. But more importantly than the gameplay in Strikers is the cast of characters we know and love! It would've been enough if Strikers had simply just put the cast of Persona 5 back in front of us again and said, "here, have a field day," but they go above and beyond the call of duty instead. Rather than just feed us what certain critics have taken to calling "'memberberries," Strikers smartly divides the majority of its screentime between all-new characters and the specific characters from the base game that didn't get nearly as much screentime or development as the others. When the game isn't focusing on these characters, it spends what little screentime is left giving us more of what we know and love about the rest of the cast. We get more of Ryuji's patented righteous indignation, more of Futaba's sometimes cringeworthy dork-isms, more of Makoto's well-meaning but bossy older sister-esque lectures, and of course, more reminders that Sae was the one grown woman character that Atlus looked at and thought "nah, letting her hook up with this teenage boy would be weird...his homeroom teacher and a literal alcoholic, on the other hand...". But now I'm just rambling. Strikers is a spiritual successor to Persona 5 that succeeds for more than just being that, and that's worth a spot on the GOTY list any day! 





#6): 








If, at the end of 2020, you'd shown me a picture from any given moment of Wife Quest and told me it was going to win my #6 spot on the GOTY list for 2021, I would've asked you if the covid had gone to your head. Hell, even if you'd told me it was a passion project from a group of like three dudes in a foreign country who were practically giving it away based on the monetary value vs amount charged ratio, I would've probably stopped you early in that sentence and said, "oh, yeah, suuuuuure, I've gotcha, it's a 'passion' project!" And I think you can hardly blame me based on the current state of steam! Half of what's on there is just porn at this point, so if you shoot me a passion project from a group of dudes where the implication of one of the words in the name of the game is that there's some hanky-panky going on, I'm naturally going to assume the worst. But starting now, I'd like to start saying that we should be a bit more open-minded about games like Wife Quest, where things seem like they might be perfect for one of my patented "yes, I went there" articles on the surface. Wife Quest didn't win the Undertale award for Biggest Surprise for nothing, dear reader. As a game, it's a bit of a Susan Boyle experience. Remember Susan Boyle? She was that one contestant on Britain's Got Talent or whatever variation of that show it was, and from the get-go, the judges were laughing at her and rooting against her, but after she finished singing her rendition of "I Dreamed a Dream," all the judges apologized and voted for her to go to the next round unanimously. Just like in that scenario, it's not just that I was wrong, it's how wrong I was. How much do the major AAA developers charge for their buggy, repetitive, release-now-fix-later dumpster fire game experiences? $60? $70? $120 is you're Ubisoft/Activision and your hubris is matched only by your ability to sexually harass women? Wife Quest is an objectively better product than just about anything most AAA developers have put out in years from a gameplay, story, and variety perspective, and do you want to know how much it costs? $6. Literally 10x less MINIMUM than the con artist suits at the head of Far Cry 6 or Star Wars: Battlefront want to charge you for an incomplete game that you have to pay more for in microtransactions once you start! Now, I'm towards the end of this blurb and I haven't really spoken at length too much about the specifics of Wife Quest and why it deserves this high a spot on the GOTY list. But I think the sheer quality for money comparison between this game and anything the AAA developers have put out in a long time is worthy of a spot on this list all on its own, and Wife Quest serves as a great reminder. It's a reminder of many things, but the big thing is that we don't need Rockstar to put trillions of dollars and dozens of overtime work hours into making horse testicles shrink in the cold when a great, close to GOTY-winning game can be made by three-to-four friends in Brazil with nothing but passion. Oh, as I'm writing this, I'm realizing I STILL haven't spoken at length about why Wife Quest deserves this spot...well, go out and buy it and figure it out for yourself!





Well folks, we've reached the top 5, and you know what that means. While every game on this list obviously gets a wholehearted recommendation from me, the next 5 games were the true cream of the crop, the top of the top, and I wish I had a third rhyme for that, but they're also just the 5 games that most blew me away in 2021!





#5): 









Memory bias is a powerful thing. There are two games that I've played in order to calm myself down from medical scares with my paralyzed dog, Lola. The first was Maneater, a horribly unpolished but nonetheless distracting game that helped me through a time when, thanks to the "professional" guidance of an emergency vet, I thought I was going to have to put Lola down. The second was the #5 spot winner in this list, Ender Lillies: Quietus of the Knights, which I played to get my mind off the fact that Lola had just had a leg amputated. Ender Lillies is an objectively good game, and I think it would've found its way onto this list even if this year had been free from scares, but there's just something about the fact that it helped me stay sane in a troubled time that makes it feature much more prominently in my mind. Despite its ultimately dark overtones, the twisted design of its enemies, and its not-insignificant challenge level, Ender Lillies remains a kind of soothing experience to play. Perhaps it's the fact that, despite that aforementioned dark/twisted factor, the game's aesthetic comes across almost like a storybook. Perhaps it's the variation between music box-esque soundtrack pieces and jovial fantasy themes. Perhaps it's as simple as the buttery smoothness of the animations combined with their degree of separation from the game's backgrounds. Whatever way you slice it, Ender Lillies is a challenging game that doesn't frustrate. On this note, the whole mix-and-match aspect of the game's trinket and spirit mechanics grants the player an extra layer of agency to wield in the face of a particularly difficult boss or gauntlet of enemies. Normally I'm not really the kind of gamer who enjoys micromanaging, hence why I no longer have as much patience for RPGs as I used to. But I legitimately spent a great deal of time just trying out different trinket and spirit loadouts, seeing what felt best to use and what would give me the most versatility in any given combat encounter. In fact, I think it's fair to say that, for me, the act of trying to optimize my gameplay ended up even more fun than the gameplay itself, which was already great. There's just so much variety spread out amongst the spirits: different animations, different speeds, different amounts of damage, different amounts of uses before hitting 0, different ranges, different attack angles (for long-ranged spirits), and different levels of AI (the western merchant automatically targets the nearest enemy, while one of the variations of the witches only hits the nearest target in the direction you're facing). But even beyond the many factors to consider for combat, certain spirits can actually help you out in traversing the world! In order to reach 100% completion, for instance, you have to cross a gigantic hole in the ground that leads to the level below you and reach the other side in order to grab an important item. The game doesn't tell you this, but the secret to crossing this sizable gap is clever usage of certain skills that launch you up slightly into the air and/or cause you to keep from falling for a second. At every point, Ender Lillies challenges the player on their skill, but it rewards players who diligently engage with its systems. It's far from a perfect game, as it does commit what I consider to be the cardinal sin of game design, but for my money, it's one of the 5 single greatest games of this year! 





#4): 










As I said in my review, Death's Door was a game that was "cautiously" on my radar leading up to its eventual release. Sure, from all the previews, it seemed like it might end up being up my alley. But on the other hand, the look of some of the environments lead me to believe that there was the slightest possibility of it being a roguelike. The roguelike, being developer shorthand for "I'm either too incompetent or don't have enough of a creative vision to design levels myself" (and I won't hear a single word of argument to the contrary), ruins a game experience in such a way that only a supremely good gameplay loop (such as that of last year's spot #10 winner, BPM: Bullets per Minute) can even remotely salvage it. But not only did Death's Door not turn out that way, it also turned out to be the best soulslike of the past few years, and it may also be the best one of all time, though as I've said, the jury is still out on that. Similarly to Ender Lillies, Death's Door is an incredibly challenging game that manages not to frustrate. Part of how Death's Door manages this is by avoiding the cardinal sin that Ender Lillies committed. This ensures that literally every bite-sized bit of challenge is challenging because of clever design and clever encounter escalation pace, all the while avoiding any challenge as a result of cheap tricks. When you come up against a particularly hard fight in this game, the fight is the way it is because the section was clearly play-tested and the developers determined that the way they turned up the hot water in the pot they're boiling you in is sufficiently hot to keep you on your toes, but not so hot that it'll just kill you outright or make you jump ship. That alone would've been worth consideration for a spot on this list, but what is it exactly that makes Death's Door worthy of a meager 3 spots away from the prestigious title of my GOTY for 2021? Well, how about we talk a little more about level design? I've been referring to this game as a soulslike thus far, but the discourse surrounding it tends to deviate between that and metroidvania. Taking the game as a combination of those two genres and focusing on the side I haven't really talked about, when you first set out on your journey, you notice a lot of "things" in the world that you don't have the ability to interact with at the moment. Most of these eye-catchers have a sheen of a particular color that flashes about once every other second. Like it or not, you're going to run into these roadblocks, and you'll unconsciously take note of the look of the roadblock, the color it shines, and (roughly) where you found it. So, when you eventually unlock the ability required to get through a given roadblock and are given a roadblock that looks exactly the same to practice on, you'll have a rough, but not definitive roadmap of the places you can now get to with your new powers. Similarly, the rewards you get for going to these hitherto unexplored areas of the map are always helpful in a gradual way: you have no way of knowing if you're going to get a new seed to grow health restoration flowers, a fraction of a new health crystal, or a fraction of a new mana crystal. Yet, not knowing what reward lies in wait for you doesn't negate the fact that you will benefit from gaining it! So, that was just a brief discussion of a category that this game held its own in, so imagine how long I could talk about the other categories it takes some kind of trophy home for? Death's Door is inarguably the biggest indie darling of 2021, and while it isn't my personal favorite indie game of this year, every time I see it win an award like that, I think, "yep, that fits!"





I don't know if I've ever actually talked about it, but I legitimately love reading through/watching top 10 lists at the end of the year. It's seriously one of my favorite times of year for that reason alone. But nothing is as deflating to me as getting to the #1 spot and finding that it's shared between two games/films/albums/whatever. That, to me, sort of cheapens the experience. Why am I bringing this up here, just before I reveal spot #3? Because it was legitimately difficult to not give GOTY to all 3 of the following games. They're all so worthy of the title for such different reasons, and due to the nature of lists like these, if something comes in spot #3 or spot #2, they naturally are viewed as ultimately inferior to spot #1. I don't want that to be the case this year, so while I stand by the order I chose to set these games in (thanks to my empirical system), I want you, the reader, to understand that if spot #3 or #2 had been favored more by my empirical system and had gotten GOTY with the math involved, I'd also stand by those decisions. These next three games are all GOTY in my heart, but I like these things to be as definitive as possible, so here we go!





#3): 











My younger brother sums up the Kan Gao game experience extremely well when he refers to it as something you go to to get through in one sitting and then feel sad about your life for a few days. That's been the story with every mainline offering from Gao and his studio through the years, ever since To the Moon all the way back in 2011. In fact, To the Moon was the first game to ever provoke a legitimate emotional response from me. To this day, just hearing the opening piano riff of "Moonwisher" makes me have to try my hardest to keep from tearing up. The unforgettable, bittersweet love story of Johnny and River, two people living a happy life together in spite of some of the difficulties in communication and understanding that come from River being on the Autism spectrum and from Johnny's memory loss from his childhood, is, as I've literally just stated, unforgettable. But as unforgettable as it is, that second descriptor, "bittersweet" is just as applicable. For as much as I cried through the credits after seeing Johnny and River hold hands for the first time in this reality as Johnny finally gets his wish and makes it to the moon, there was still the knowledge in the back of my head that this never happened. In reality, River died believing that the man she loved had forgotten the reason she fell in love with him. In reality, Johnny didn't have his brother Joey by his side all his life, because their mother accidentally backed over him in her car one day. None of the immense happiness that came from the protagonists changing Johnny's memories on his death bed actually happened. Keep that in mind for a bit. Just like with To the Moon, Gao's next offering, Finding Paradise was one that sat with me for days, but for different reasons. With this sequel, Gao wasn't trying to tell a tear-jerking love story anymore, rather, he was trying to tell a story about, as the title suggests, finding paradise in the life you already have. Much like Benny from this year's Before Your Eyes, Colin didn't have a specific wish to be granted, just a desire for the emptiness he felt on his death bed to go away with as little as possible being changed. And it was only when the protagonists reached the end of their journey and traversed through all of Colin's memories that he remembered the parting words of his dear imaginary friend Faye, that he needed to find joy in the moment and never regret the past. That brings us to what I stand by as my #3 choice for GOTY, in spite of its relative lack of content: Impostor Factory, the sequel to both Finding Paradise and To the Moon. I won't mince words, for my money, Impostor Factory is Kan Gao's magnum opus, a game that marries the strengths of both of its predecessors: crafting an even sweeter, even more tear-jerking love story than the one in To the Moon, while also making the player contemplate the life they already have. But what's more, Impostor Factory also challenges the conclusions I jumped to at the end of my time with To the Moon. Yes, it's a fact that the ending is bittersweet. Johnny died essentially believing a lie, and it was great for him, but it wasn't true. Impostor Factory challenges the ultimately negative tone of this statement through its story, wherein we learn that the whole game is just series protagonist Neil Watts trying to posthumously give his mother, who died when he was a child, the best life she could have ever asked for. There is no negativity in this endeavor, just a son's love that's so strong that he bends reality itself inside of memory manipulation software to make it so that his mother could see him get married and have a beautiful life of his own. So, just by existing, Impostor Factory reads through my ultimately "that's so sad" attitude about the ending of To the Moon, shrugs its shoulders, and calmly asks, "is it, though? If a beautiful life didn't actually happen, but it meant the world to someone who has passed, isn't it a wonderful thing?" I simply couldn't have been more in love with Impostor Factory if I tried, and I have to give Kan Gao the due credit he always deserves every time he releases a new game. And if I liked the spot #3 winner this much, you know there's nowhere to go but up as we continue to the runner up, and then to GOTY. 





#2): 












Have I already mentioned that I have not one, but two world records in Demon Turf? Because I do. I beat the times of two separate speedrunners to get them, so I'm pretty proud of that! But I think it should go without saying that if I, someone who never ever tries to get good times on leaderboards, played through some of these levels enough times to be able to beat two professional speedrunners and win two world records, then the game itself is pretty solid. Well, I haven't been calling it "the single greatest platformer I've played in literal years" for nothing! Demon Turf is everything that a platformer should aspire to be, with the obvious exception of its combat mechanics, which could use a bit of tuning up. But in all the ways that platformers typically matter, my statement stands. The act of moving through the world is the epitome of easy to learn, but hard to master. Anyone can pick up the controller and make it through levels assuming they pay attention, and as I said in my review, the game tutorializes every new challenge well enough that any joe schmoe can make it through even the harder late-game challenges. So, though difficult, Demon Turf isn't a game where easy to learn, hard to master serves as gatekeeping. Rather, it means that those who want to be the best have to really work for it. In order to succeed on the leaderboards for this game, you have to be paying attention to literally every piece of every level and be thinking about every kind of jump and ability you have to try and come up with hypotheses to trim down your times. To give you an example of what I mean, I got my second world record by doing all the things I did to get my next best time in that level, but at the very beginning, I alternated between two abilities to quickly roll to the far side of the start of the level, then quickly switch to the grappling hook to pull myself up to a hidden grapple point at the very specific angle required to be able to skip past the first of two in-air grapple points, grab the second one, and make it to the next platform. This actually took me maybe 20-25 attempts, because assuming I got this step right, I still had to nail every step of the rest of my strategy down to the millisecond of my new time goals, or else I would actually get a worse time than I'd already gotten. People who do speedruns (meaning: cheating) are all too familiar with this feeling, but the difference is that I actually had to master the game's mechanics, not master my knowledge of places I could fall through the world or squeeze myself on a surface in such a way that I get cannonballed to the end of the level. It was the same story with my original world record, and it's the same story with every level I've managed to claw my way to #2, #3, #4, all the way to #10 on. Like anyone else who pays attention, I was able to beat Demon Turf just by playing it and learning as it wanted me to. But what was truly rewarding about the experience was the countless hours I spent restarting levels within mere seconds after starting because I'd already screwed up a potential new record within that time. Part of that is due to a point I've been hammering home at in this article: the sheer act of playing Demon Turf is an incredibly fun feeling, so having to restart levels over and over again WAS frustrating at times, but I literally always went into that frustration with an overwhelming internal message of "just one more try" because of how good even screwing things up felt to do. Another aspect of the game that made the significantly harder challenge of getting through the leaderboards the most rewarding part of the game is, to be honest, the fact that the game is small enough that there aren't too many speedrunners making the prospect of getting a record hopeless. You don't look at the leaderboards and see too many people getting levels done in 6 seconds. There are a handful of them, of course, but I'm not a speedrunner and I beat one of them in two levels (eat my dust, Nitro!). So please believe me when I say that even if you don't aim for the #1 spot like I did, if you really put in the time and the effort, you ARE going to see yourself in a high spot on the leaderboards one day. I know I've spent...pretty much legitimately all of this blurb talking about nothing but leaderboards, leaderboards, and more leaderboards. But dear reader, you know by this point that I never care about that kind of thing, and yet I've spent over 1000 words talking about how fun and fulfilling the experience of engaging with this system is. Doesn't that, as I've already said, more than speak to the quality of the game enough? With the amount of time I've sunk into Demon Turf and the amount of times I've given it the fullest recommendation to anyone who dared to ask me for those, it might be a bit of a surprise that it doesn't win the #1 spot. Unfortunately, in my empirical system, having a weak combat system and several technical problems that actively interfere with everything that makes the platforming great will do that to a game. But I think that just serves as an even bigger indication of Demon Turf's overall quality. If it won the runner-up spot to GOTY with huge problems like those, imagine how significant a landslide it would have won GOTY in had the developers just taken a bit more time before releasing the finished product! But alas, that didn't happen, and there was one game that I played more times from start to finish. There was one game that I felt was far more special to me by a country mile than even this bona-fide masterpiece.  And the game that, for the aforementioned reasons and many more, beats Demon Turf for the Right Trigger Game of the Year for 2021 is...











Game of the Year: 




















With the exception of Death's Door, literally every game in my top 5 could have won an award for "most snubbed game on every person's GOTY list." I've heard one person put Ender Lillies on their top 10 list, nobody I follow has mentioned Impostor Factory, I've heard Demon Turf get only an honorable mention from The Completionist, and while I've seen three outlets mention The Forgotten City (one as their GOTY, one as their runner-up GOTY,  and one as just one of the slots), I'm yet to see most of the outlets I normally follow even give it the bare-bones #10 space. The Forgotten City seemed to have its moment as an indie darling, only to have the vast majority of people toss it aside in favor of flashier indie titles such as Kena: Bridge of Spirits (which is a good game, but still). Thus, it falls to me to pick up the slack and let you know why this snubbing is a crime and why this game is, in my humble opinion, the best game to come out of 2021. If I had to boil down my thoughts to a simple sentence, I believe it would be "more than any other game this year, I wish I could experience this game for the first time again." With most good mystery stories, I feel like this is probably a thought many people have, but never before have I felt it as deeply as I do when it comes to The Forgotten City. Its story, its characters, the many secrets and philosophical quandaries it deals with, I wish I could forget it all and experience it all again for the first time. But let's talk about this in a bit more detail. I'm going to take a page from YouTuber Skill Up (who was actually the one whose recommendation lead me to this game in the first place) and say that what's going to turn people off of this game isn't necessarily the fact that it's more story-heavy than gameplay-heavy, nor is it the fact that the game is rather small. Rather, if you looked at the character models in pictures I've used for related blurbs and kind of recoiled in disgust, that's likely what will turn you off of the game. You spend a lot of your time looking at these character models in dialogue sections, so if you really don't like looking at them, you may have a less-than-ideal time. The same might obviously be said of the fact that this is a narrative-driven game, but I legitimately feel that the story and characters on display here might be good enough to hold the interest of someone who prioritizes gameplay first...after all, I've basically been one of those people since Doom (2016) came out. Hell, I'm the kind of person who gave Doom Eternal my GOTY award last year, and I enjoyed this almost entirely actionless game enough to grant it the same award, so if you're looking at the prospect of this time loop mystery and thinking you might not have fun with it, take my recommendation and just give it a shot! So now that we've addressed what might end up holding you back from liking The Forgotten City, let's delve deeper. The Forgotten City is, simply put, the most well-designed mystery game I've ever played. Period. End of story. You and I will likely have had entirely different fist-time experiences depending on where we went first, who we talked to first, which leads we chose to follow first, etc. The game doesn't force you down any particular path to reach its conclusion. Rather, it lets you go where your curiosity and gut feeling guides you, and no matter where that may be, you become armed with a certain bit of knowledge as a result. It seems like no matter what order you do things in, the developers knew to account for the knowledge that you may or may not have in the given moment. For instance, one aspect of the world when you arrive is that the Magistrate's second daughter is missing. Having played the game a couple times, I knew where she was, but in a recent re-playing of the game, I found that by sticking around and talking to her rude sister towards the beginning, you actually unlock a hitherto unknown side quest that leads you to the exact same place that I had reached just by doing other side quests and pursuing other leads. Seriously, the game has seemingly endless ways of getting you to the end just by having you do what you want. And this whole concept of doing what you want applies to basically every aspect of this masterpiece. Right from the get-go after stepping out of the portal to the past, you're able to do pretty much whatever you want to do, and it seems like whatever you want to try, the game has a way of acknowledging your curiosity and answering your questions. A common thing I've seen reviewers mention doing is wondering if the golden rule is even actually real in the first place. So, after being informed about it, they go into the next room and steal all the Magistrate's money, only to have the screen shake, an ominous voice declare "the many shall suffer for the sins of the one!" and certain golden statues awaken with golden bows in hand, hunting down the denizens of this city. I know that for me, I remembered the reason why I would be sent back to my own time if I stopped the golden rule from being broken, and I wondered, "hmm...so maybe if I do...THIS" before breaking the golden rule in a particular way. And you know what? The developers were two steps ahead of me, and by doing this, I had unlocked a secret ending! Literally no matter what you want to do, if you do it, the developers seem to have an answer for it (suck it, 12 Minutes, that's how you do a time loop puzzle if you aren't a hack)! Another way that the game rewards your curiosity-driven experimentation is in how it rewards your use of the golden bow when you get one. As I've already stated, one way you can get a thing you need is by bribing a certain citizen with "something valuable," which could be the local goose's eggs, turned to gold by your bow. But it's not just those eggs that can be turned, it's basically anything in the game world. Are there vines leading all the way up a pillar? Turn them to gold and you may now find them climbable, and there may be treasure up on top! Why there would be treasure there, I don't know, but it's still a great reward. Are you thinking, "surely it isn't a sin to encase a person in gold if it doesn't kill them?" Well, people can be turned to gold, so why don't you try it and find out? Tired of Desius being a snake in the grass? Well, why not shoot his wares and make them unsellable...actually, I haven't tried that myself, but can't you see how many opportunities there are for, as Desius puts it, "having the Midas touch with none of the drawbacks"? It's just so, so, so cleverly-designed for players who truly engage with it. But that's not even the biggest draw of the game! In case it isn't already obvious, I fell in love with this game for its characters and story. The goodest of good boys Galerius, the endearingly opportunistic Desius, the total ancient instagram influencer Fabia, the jolly drunkard greek Georgius, the would-be-harmless-in-any-other-setting Duli, the stoic but loyal Horatius, the imminently passionate Vergil, the caring closeted christian Octavia, the gruff but responsible Rufius, the ancient Ben Shapiro type Malleoulus, the heartwarming priestess Equitia, the troubled but hopeless romantic Ulpius, I could go on but I'll leave it there. Every single character in this game is, if not lovable, at least charming enough or hatable enough to be just as strong. And across the board, their writing is uniformly excellent. An example that comes to mind is an exchange with Octavia just before Ulpius commits suicide in the first loop. You're having a delightful conversation with her when she has a sudden (and in this context, damning) slip of the tongue where she references "god" instead of "the gods." After promising her that her secret is safe with you, Ulpius reaching the ledge, and you trying and failing to reason with him, one of your dialogue options with Octavia is to say "that didn't break the golden rule, what does that mean?" And she, with clear existential devastation in her voice, responds, "it means whatever god made the rule, it isn't mine." It's such a well-written section that both speaks to her immense sense of compassion for her friend Ulpius and the legitimate devastation she feels in now seeing for a fact that she's at the mercy of an unfamiliar god. To give another example, take Horatius, the legionnaire. After talking with him about the legion's practice of decimation (killing one-in-ten men at random if even one man in a platoon is suspected of forming a mutiny), you have the option of saying that, where you come from, that would be considered a war crime. Horatius is flabbergasted by this term: "war crime," it's an unthinkable kind of term to him, as in war all law goes out the window. He rails against this before closing the conversation with a frustrated snort and saying "'war crime', honestly!" Horatius isn't a bad person, but this exchange solidifies just how seriously he views the power and strength of will he must have as a soldier of the most powerful army in the world. Or, for a really small example, at the end of one of your initial conversations with Fabia, she tells you "I like your teeth! They're so shiny!" I didn't liken her to an ancient instagram influencer for no reason, she's the rare case of a person who was born before her time rather than after it. And all of this is just the character interactions that don't necessarily have anything to do with the overarching narrative. Apart from just being a cool concept, The Forgotten City also does an excellent job of leaving little crumbs of the plot twist for you to stumble across. It's ultimately a predictable plot twist, but as I said in my review, what makes a good plot twist isn't unpredictability, it's the 20/20 hindsight factor that makes you realize that the truth was right in front of you the whole time. The Forgotten City embraces this ideal fully, basically having the truth be clear as daylight but undetectable until after you've gotten to the point where your character learns it. At that point, what might otherwise have been a bit of a disappointing twist becomes a "wait, so that means, hold up!" moment where you play over all of the knowledge you've obtained so far and one-by-one the lightbulbs go off and the pieces come together. And it's basically only uphill in its quality from there. Now burdened by the terrible secret of the city, the narrative becomes about preparations to undergo a truly herculean task that force you to truly master the loop and set up elaborate mousetraps to proceed. And again, this isn't difficult to do, you'll reach this point and know how the mousetrap needs to be set up just by playing the game and letting your curiosity guide you. I could literally write a whole book containing my thoughts on The Forgotten City, but I think the greatest way to describe it would be to say that I haven't played something this special all year. As an interactive work of art, The Forgotten City truly embraces its interactive nature by weaving a story told through the act of you just existing in this world and posing what questions you may have in the form of actions. The game then answers in kind, and this back and forth dance of curiosity and discovery forms one of the single greatest interactive narrative game experiences of all time. The fact that director Nick Pearce and his team of maybe 3 people maximum were able to put out something of such staggeringly incomparable quality speaks volumes about not just the passion, but the talent and vision that this team has, and I personally look forward to forking over however much money they want for their next endeavor the second it comes out. The Forgotten City is a must-try experience, a criminally unrepresented indie gem, and the first indie game since Undertale in 2015 to win this award. The Forgotten City wins the prestigious honor of The Right Trigger Game of the Year for 2021. My sincerest congratulations to Nick Pearce and the team over at Modern Storyteller. You truly earned this!





And with that, 2021 comes to a close. The first game I'll be reviewing for 2022 is going to be Halo: Infinite, so look forward to that, and here's hoping we have an even better year for gaming ahead of us!

No comments:

Post a Comment

Thoughts? Questions? Think I'm full of it?