Game of the Year 2016: My Top Three
It's been a long road for Game of the Year and 2016 in general, but we finally made it to the top three! In case you missed it, there were a ton of other games I loved this year that I wrote about in a post I called "Very Good Games".
And one last thing before we close this out: thanks for reading!
#3. Hyper Light Drifter
This year, no single moment compared to the rush I got from my first chain-dash in Hyper Light Drifter. There's a primal satisfaction to the accelerating timing it demands, as each flash of pink and teal raises the pressure of the impending button press. Eventually I learned that it's not that good in combat and it's only one of many means of survival, yet it was at that precise moment that the game won me over.
I say this without exaggeration: Hyper Light Drifter is a visual masterpiece. Fans and Kickstarter backers have been drooling over screens for years now, and the reality seems to have even exceeded expectations. Environments overflow with lightly muted colors and all kinds of mystery, like enormous Evangelion-inspired beasts, esoteric symbols, and ruins of a civilization long since past. Animation is beautifully handled frame-by-frame, highlighting the tension in each action and closing off with a shimmer of vibrant neon.
It's not an easy game by any means, but success becomes its own reward. Every battle is a fury of bullets and blades with far more dead bodies than dead air. I found myself often getting lost in the chaos, only realizing a room was clear when my darting eyes couldn't find anything new to shoot at. What's unusual, though, is that I didn't find the boss fights to deliver the same sense of exhilaration as the average encounter along the way, but as a capstone to a difficult journey, they work well enough. Maybe I should just be grateful I was never tempted to chuck a controller.
Hyper Light Drifter is enthralling, both in its hectic gameplay and its unwordly atmosphere. I know without a doubt that I'll be back for another shot at deciphering what the hell happened to this world.
#2. Kirby: Planet Robobot
If you've ever daydreamed about what you'd do with your own giant super robot, Kirby: Planet Robobot is a game you need to play. I mean this in the best way possible: it seems like the game was designed by a 6 year old with complete creative authority.
"Give it a giant drill! No, saw blades! Give it flamethrowers! Make it transform into a car! AND a jet!"
Yep, those are all things you can do, and it owns!
The heart of Kirby games has always lied in their diverse power-ups: fire, ice, spark, hammer, bomb, and dozens of others. This time, the sizable set of abilities is doubled by applying not just to Kirby, but his huge, face-shaped armor suit. If Kirby gets a sword, his mech gets two massive beam-sabers. If Kirby gets a jetpack, his mech transforms into a jet! Discovering all of the ways these forms could be used was a joy that lasted me the entire length of the game.
With so many power-ups there's a staggering number of game mechanics at play, which HAL Laboratories take full advantage of in the level design. Whether its a puzzle requiring a certain power-up, a rare boss or ability, or simple visual flair, each stage has some kind of "gimmick" to separate it from the last. Ideas reappear only seldomly, and not without being somehow altered and built upon. Sometimes the game even pretends to be something else entirely, like the shmup style stages that utilize the "Jet" version of the robot armor, or the auto-scrolling stages in the "Wheel" armor. All of this leads to a collection of stages that feel memorable and worth revisiting.
Between its game design and its vast possibility-space, Planet Robobot executes on its concept almost as perfectly as I can imagine. I know Kirby isn't the top Nintendo franchise for most people, but given the run the series is having right now, I'm starting to seriously question how long my little pink creampuff will go underappreciated!
#1. VA-11 HALL-A
VA-11 HALL-A is a visual novel that sounds extremely good in theory - just read its tagline: "cyberpunk bartender action." You play as Jill, who works at a bar called Valhalla in a futuristic city of perpetual darkness, poor people, robots, androids, and most of all, strife. It operates pretty differently as a video game, though. It's often assumed that gameplay exists for the sole purpose of fun, but even for a visual novel, VA-11 HALL-A's simple mechanics took me more than a few drinks to warm up to. Kinda' like in real life, the process of mixing "Brandtinis" and "Bleeding Janes" isn't especially exciting after the first few times, and almost everyone visiting the bar seems to have way more going on in life than you. I just wasn't seeing how it came together. It took some time and careful thought, but by the end of the game it had shaped into something incredible.
It's all thanks to the bar's atmosphere that I stuck around at all, and man, did they nail it. First and foremost, this soundtrack is phenomenal. What woud otherwise be your average cyberpunk setting becomes a wondrous dystopia thanks to Garoad's deft, moody composition. Its implementation is sharp, too. Instead of having music set to match each scene, you're handed complete control over the playlist while on duty. There's a palpable realism to incidentally having serious talks over loud, upbeat music, or joking during an ominous buildup. It helps to give Jill some believable agency as a bartender, too. You can always decide what drink to serve, how strong to mix it, or what music you want to play, but not who comes in that night or what to talk about. Details matter, and the developers at Sukeban Games were paying careful attention.
While Jill herself doesn't seem to bring much nuance to the story (...at first), the rest of the cast handily pick up the slack. The pixel-based character portraits are surprisingly expressive and go a long way in realizing the game's zany, reference-loaded dialog. Dorothy is a definitive fan favorite - she's an android that was specifically engineered to have weaker emotional responses to things that humans often find traumatizing. This trait colors every one of her conversations with typical humans, especially once you figure out that she's a sex-worker. Her career is almost completely inconsequential to her and she LOVES to tease people about it, so the scenes that ensue whenever she meets someone new at Valhalla are pretty entertaining, to say the least. In general, though, Sukeban Games have a firm grasp on how to both play into tropes and subvert them, which allows them to hit their punchlines without compromising any drama during more serious scenes.
My favorite part about VA-11 HALL-A is how much of the narrative the player is trusted to piece together. For a visual novel there's suprisingly little exposition - almost none, actually! It's basically all conversations, and not even ones explicitly about current events. Your only glimpse at what's happening outside of the bar is limited to what you happen to hear, what you choose to read in the news or on shitty forums, and most importantly, what connections you can draw between them. It's amusing to talk to some of the bar's customers, for sure, but your impression might completely change when you realize what they're up to before they stop in or finish their last drink.
The way in which VA-11 HALL-A dismantled my first impression continues to impress me. As the credits rolled it made perfect sense that the bartender would feel less interesting than the guests she serviced. Maybe it shouldn't feel "fun" to Jill when she mixes a drink for a grumpy customer. Maybe it makes sense that a struggling bartender wouldn't have the clearest picture of the "what's" and "why's" of her city's politics. None of that is crucial to finding happiness anyway. VA-11 HALL-A highlighted aspects of life that I don't usually give a second thought to, in a way that feels uncommonly literary for a video game. It's probably not going to be a game for everyone, but to those that seek it out, the narrative at work is nothing short of intoxicating.


















