Goty two thousand fifteen

Undertale was the only game released this year that i played (besides the first 20 minutes of Fallout 4, which was surprisingly decent but not enough to get an endorsement) so it sort of wins GOTY for me by default.

I think the bullet hell combat makes for some fun surprises and is also a clever way to allow for a pacifist playthrough of a JRPG with random encounters without forcing your character to be a damage sponge. people like to go on about EarthBound but the main hook of the game and the staging of combat is pure classic Shin Megami Tensei and the way it turns negotiation into a universally viable approach is certainly laudable. I love that befriending and coming to understand the weird monsters instead of killing them is the encouraged approach, and it makes the typical Power of Friendship and Love Conquers All ending feel more earned than usual. It’s also cute and stylish, has good music, and doesn’t overstay its welcome.

I think if you didn’t find it funny or effective that’s understandable. The frenetic goofiness made me smile, but i could see it being grating if that’s not your cup of tea, and i agree with Felix that it’s not an especially deep game. It’s a one-trick pony and mostly works because that one trick is really neat.

I think bagging on a young creator’s first complete work for being immature and wearing its influences on its sleeves is more than a little unfair! Could do with less grumpy tut-tutting at that uppity millennial Toby Fox for trying to say something.

As for personal GsOTY that didn’t actually come out this year: i played through all of Demon’s Souls for the first time and – shocker! – found it searingly brilliant from start to finish. I’ve already beaten it a second time and i’ll probably do it at least twice more before i’m ready to put it away. Kind of hard to find anything to say about it that hasn’t already been said, and i’m trying not to compare it to its sequel(s) other than to say it has the strongest bosses of them all by far and that the level/encounter design of the Boletarian Palace areas made me nearly weep with joy.

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very sad that my computer broke and the newest system i own is a ps3 itt.

i am tempted to buy a ps4 just for just cause 3. think i sunk about 40 hours into just cause 2.

only 2015 game i played was nuclear throne.

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This really did elevate the whole beyond the fangame?? chatter

Undertale really did it for me this year. I started the game in mid-december, went through the first playthrough in a few days, and thought it was a cute game. I enjoyed the bullet hell shmup mechanics and the way it was fluent in the language of video games and had callbacks to my own personal gaming history was a nice trick.

It didn’t move me greatly, but I had enjoyed my time with it.

Then, on a trans-pacific flight I went through my second playthrough, where the game really opened up. The characters in this game are juvenile, sure, and the writing isn’t very sophisticated, but there was something very charming about engaging with the game on a pure level. I’m okay with a brief return to innocence. The ending battle was a perfect payoff to what I put into the game, the aesthetics show a real reverence for the giants that came before it, and I can always appreciate the work of a dedicated auteur.

For me, this game made me think about life and valuing relationships and the choices we make a lot more than Mother/Earthbound ever did. Everyone compares it to that series, but it gave me some serious Persona 4 vibes, too. It does a great job of world-building and the NPCs in this game are treated with love and polish that many more involved games can’t manage.

PS. MGSV was probably some of the best game mechanics and joy I’ve had in a AAA game in a long, long time, but it fell apart for me when I was asked to perform repetitive, manual tasks to advance the story.
Still haven’t beat it. Sorry, doge.

After finishing the game just now I’ll have to go with SOMA as well.

I also like Her Story and Undertale. I haven’t had a chance to try Bloodborne yet.

Played Soma and rolled my eyes a bit at the physics demo at the beginning, but It’s frictional so I’m going to give it the benefit of the doubt.

Dark has a more thorough and interesting cosmology, and the way its entire world wraps around itself is nothing short of pure genius, but Demon’s is a straight up better videogame. I actually prefer Dark because in my dotage I’m starting to prefer games that make me sit and think to games that offer knife-edge kinetics, but I can’t deny the power of Demon’s.

Also, I played Demon’s with every character archetype imaginable and utterly exhausted it before Dark even came out, so even though I preferred my experience in Dark I only played it through like one and a half times. There are real diminishing returns to Souls’ specific slowish third-person combat mechanics. I’ve got Bloodbourne sitting here and haven’t played it yet, but I’ll be interested to see how much it grabs me.

This is certainly an experience I see reiterated a lot but actually might take on a more cyclical approach, in the same way we see certain game genres rise and fall through time. Old RPGs seem to be seeing a resurgence right now where newer iterations (in the vein of Lightning Returns) are now falling off after nearly a decade of long hallway simulators with lots of stats management that saw a boom and subsequent bust from about the time of FFVII to present.

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Bloodborne’s combat gets rid of a lot of bloat at the same time codifying a lot of the fluff of Souls combat. I find that the increased pace is nice, but I also am wondering how this will work in Dark 3. Will Dark 3 be extra difficult for new comers? I don’t know. Part of me hopes that we get enemies in Dark 3 that are just as slow, but still as dangerous as pre-BB games, but part of me worries that increased player speed and reaction times will make this a difficult thing to achieve as elegantly as they once did.

I agree with absolutely all of this.

I’d highlight Nuclear Throne as well even though I played more of it in 2014 as well.

Demon’s is in a lot of ways broken as a videogame. When fighting PvE mobs, they all aggro one at a time and have the same amount of poise, so pulling them one at a time and stunlocking them to death is a universal solution to any combat situation. Most of the bosses are either pretty trivial or frustrating, leaving only a small number of good ones (Flamelurker, Tower Knight, Penetrator and False King, basically). Power weapons like Crescent Falchion are available too early and easy to find even on a first playthrough. Healing items are basically free and unlimited.

In my opinion the Souls series has gotten more rigorously balanced and consistently high quality in terms of gameplay with each subsequent entry. In Bloodborne the majority of bosses are as high-quality as False King or better; aggro, poise, healing and damage levels are carefully tuned, and in general cheesability is at a record low.

No boss has matched Maiden Astraea in the series. It hits the point of what makes a boss fight interesting: Challenge of purpose over challenge of practice always makes a fight more able to convey the world.

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I agree with broco for the most part w/r/t enemy and boss design, but note that demon’s level design is also in many ways the most surprising purely because it came first and because you aren’t necessarily expecting (for example) 2-2 to be what it is.

It’s tough for me to be objective because I played Demon’s first, and so much. Which is kind of my point - there is a learning process to these games. But, to be more mechanically precise: Demon’s is faster; poise was a failed PvP mechanic, if you care about that; there are more good bosses than you list (Astraea, Maneater, Old Monk) and fewer overall than Dark, which wears out its welcome a bit (though not near as much as Dark 2); and when it comes to level design, Dark’s and Demon’s highs are equal, but Dark’s lows are much, much lower.

Demon’s has the best bosses of any of the games if only for the diversity they present and the way they play with boss rooms as interesting extensions of the environment. I’d be more inclined to blast bosses like Adjudicator, the Storm King, or the Dragon God if they were overly frustrating, but they and others offer a degree of experimentation with their designs and emotional tenor that’s kind of hard to find in Bloodborne or Dark Souls/2. This might be the case because the team was less sure, given the initial foray into a more action-based approach Demon’s (as a sort of evolution of the King’s Field dungeon crawler mold) represented, of how far the mechanics in themselves could carry the weight of major encounters; and since then, as From has invested more confidence in the games mechanically the bosses have become more ā€œbalancedā€, but also more uniform.

(Bloodborne doesn’t particularly bother me because the mechanics are by far the most interesting to engage between any of the relevant titles, which invigorates the boss encounters in a way that I’m guessing might be absent from, or less present in, Dark Souls 3.)

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It’s going to be difficult to conceptualize something more fantastic(al) than trick weapons, to be sure.

From my experience with Dark 3, the difficulty level is about the same as when Dark came out. i.e. not very hard if you already have experience with the previous games.

Re: Demon’s Souls. I’d be hesitant to qualify it as a strictly better videogame than its successors, because its disparate elements compare differently to the other games. I think it has one of the best if not the best individual levels of the series, and it remains the most experimental and inventive, but it’s also too rough around too many edges.
Flamelurker can range from a challenging boss to an utter nightmare of frustration depending on which character class you fight him as. And the mechanical differences seem pretty arbitrary considering the wild variation in difficulty. Also fuck Maneater. That fight wasn’t balanced.

And let’s not forget the grating Tendency system. That’s the main thing I hope they revise for the rumored PS4 rerelease. Us living in euroland were playing in servers managed by Bamco, so we didn’t get to enjoy the frequent ā€œspecial tendency eventsā€ that Atlus prepared for NA players. You had to grind the tendency the hard way if you wanted to play the locked-off bits.

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I agree with diplo about the bosses. Sure it’s nice to have a bunch of big fights that engage the dodge good and hit hard parts of Souls, but that’s not completely what the game is about, is it? What makes Demon’s Souls bosses great is that they have so much personality. Like, Old Hero is one of my favorite bosses even though he’s objectively easy to beat, just for the tension of creeping around as this blind, powerful foe hunts for you. Storm King is breathtaking in both the scale of the enemy and the feeling of power you get as you blow it out of the sky. All of the world 5 bosses are very easy, but they’re excellent from conceptual and atmospheric points of view.

I don’t like the sound of every fight being like False King at all! That sounds exhausting and like it’s missing what made False King or Flamelurker stand out.

Also: Demon’s bosses have the best music. The Bonfireside Chat podcast that i’ve been listening to plays the themes of each boss as they’re discussed, and most of the Dark Souls/2 themes were SLAMMABAM STRINGS HORNS CHORAL SHOUTING but all the Demons from Demon’s had their own unique tone. Think of stuff like False Idol or Old Hero.

Cannot be stated enough how good the music of Demon’s is. The candor provided by the rough rhythms of Flamelurker or the contemplative tones of Astraea greatly contribute to how unforgettable those fights are. Should Dark 3 hit the personality and music of Demon’s, the exceptional world design of Dark 1, while iterating on the mechanical creativity of Bloodborne, it would be a masterpiece.

…

Not that such a thing would be easy, by any stretch of the imagination, mind.