The Red Herbâs Top 10 Games of 2020
Hey, fuck 2020. You might notice that many of the âBest Ofâ lists you read this year and last canât help but mention how terrible 2020 was. Thatâs because every day was like hitting a new, splinter riddled branch on our 365 day plummet off a shit-coated tree. The year brought with it a viral pandemic that served as a pressure cooker for the societal and systemic issues boiling beneath the surface of our every day life. And weâre not out of it.Â
At least one positive holds true of 2020: the games were pretty darn good. One has to wonder, though, if 2020 was the last year of what can be called ânormalcyâ for the video game industry. Now that the remainder of titles brewed in pre-Covid times are out in the wild, what will the future of gaming look like as studios shift to work-from-home and distribution models migrate to digital as the primary bread winner? What will games look like going forward?
I have no fucking clue. Weâll get there when we get there. But looking back, Iâm glad to have had such solid distractions from the stress and strife. If 2020 is any indicator for the industry going forward, then my takeaway is that games will continue to grow in prominence because of their ability to help us cope and, more importantly, stay connected.
Anyway, hereâs video games:
10. MARVELâS AVENGERS
Oh, Marvelâs Avengers. I know you expected to be on more prestigious Top 10 lists than mine. Truthfully, I debated whether or not you should be here. But I had to search my soul (stone) on this one. Really assemble my feelings. Tony Stark my thoughts (?). Hereâs the short of it: Marvelâs Avengers has a great story campaign with a surprising amount of emotional weight thanks largely to Kamala Khanâs quest to reassemble the heroes of her youth. Once the final cutscene ends, though, players were expected to take their play box of Marvel heroes, jump online, and duke it out against hordes of villains for the privilege of precious loot and level gains. It would be impossible to get bored because Crystal Dynamics was going to continually Bifrost in new quests, cosmetics, and heroes -- for free!
Except, after fans blasted through the campaign (took me a solid weekend), they found a multiplayer mode filled with repetitive fights against non-descript A.I.M Bots, a handful of dull, un-Marvelous environments (the PNW?! In a video game?! Wowwee!), and a grind for gear that became useless minutes after it was equipped. Oh, and bugs. Tons of bugs. It must be hard for A.I.M. to take earthâs mightiest heroes seriously when theyâre falling through the fucking earth every other mission.
So why the Kevin Accoladeâ˘? Of all the mistakes and underbaked ideas, Crystal Dynamics got the most important thing right: they made me feel like I was a part of the Avengers. Cutting through the sky as Iron Man; dive bombing, fists-first as the Hulk; firing gadgets at cronies as Black Widow; cracking a row of skulls with Capâs shield⌠Avengers is a brawler on super soldier serum.
The combat is crunchy and addictive, and surprisingly deep once you unlock your characterâs full suite of skills and buffs. The gear matters little. But choosing a loadout that works for you -- like ensuring enemy takedowns grant you a health orb every time or turning area clearing attacks to focused beams of hurt -- does matter. When it comes to games with disastrous launches, Avengers is the most deserving of a triumphant comeback story because, if you clear the wreckage, I think thereâs a solid game here. If I was able to spend hours playing it in its roughshod state, I can see myself digging in for the long-term once itâs polished up and given a healthy dose of content. You know...if Square Enix doesnât outright abandon it.
9. STREETS OF RAGE 4
Hereâs a fact about me: I love beat âem ups. From Final Fight to X-Men to The Simpsons, I prioritized my quarters for the beat âem up machines (and House of the Dead simply because House of the Dead fuckinâ owns). Unfortunately, Streets of Rage wasnât in arcades, and I didnât own a Genesis growing up, so I didnât get around to the series until Sega re-released as part of a collection. Though my history with the 29 year old brawler is shorter than some, the basics stand out out right away: itâs an awesome side-scrolling brawler filled with zany character designs and high octane boss fights.
SoR4 nails that simple spirit while adding an electric soundtrack, buttery smooth animations, and an art style that looks like a comic book in motion. You can button-mash your way through the game or master your timing to combo stun the shit out of bad guys. Same screen co-op is a requisite for the beat âem up genre but I have to call it out nonetheless given that it's next to obsolete these days. The story campaign is, of course, finite but a stream of unlockables and a Boss Rush Mode pad out the package nicely.
I really donât have to go on and on. Iâm on board with any game that captures the arcadey high of classic beat âem ups, and Streets of Rage 4 does it with flare.
8. RESIDENT EVIL 3 REMAKE
Resident Evil 2âs remake was my game of the year in 2019. Itâs a pitch perfect revision that captures the pulse-pounding fear of the original while beautifully updating its graphics and gameplay for modern audiences. The most striking aspect of RE2âs remake is how it expands and reconfigures the classic gameâs environments and set pieces. Capcom managed to recontextualize, and even improve on, the originalâs design while staying faithful to its tone and atmosphere.
Resident Evil 3âs remake is less successful in modifying and improving on its source material. If the game feels like it was handled by a different team than RE2R, your gamer hands have good eyes (roll with it). It was developed by a separate internal team (three different teams, in fact), but thatâs actually one of many choices mirroring its 1999 forebear. Just like the original, RE3R is a tighter (i.e. shorter) experience that launched less than a year after its predecessor. And just like the original, the game skirts away from survival horror in favor of action horror.
Unlike last yearâs remake, however, RE3R paints in broad strokes with the original material much in the same way that 2004âs Dawn of the Dead remake shared a vague resemblance with Romeroâs â79 classic. Capcom at least nails down what matters: you play as Jill Valentine, beaten and discredited after the Arklay Mountains incident, during her last escape from the zombie besieged Raccoon City. Her exit is complicated by Nemesis, a humanoid missile that relentlessly pursues her from minute two of the game. Her only chance of making it out alive is by teaming up with a gaggle of Umbrella dispatched mercenaries, including an overly handsome fellow named Carlos Oliveras that you control for a spell. But fans struggled to get over what Capcom didnât remake. Several enemies, boss fights, and a âdivergent pathâ mechanic that had you choose how best to escape the Nemesis in a pinch were omitted from the remake. Even an entire section set in a clock tower was cut. But, letâs be honest, the biggest omission is a secret ending where Barry Burton saves the day using only his beard. For real, YouTube that shit.
If you look at what the remake does instead of what it doesnât, youâll find a lightning paced action game highlighted by tense, one-on-one fights against the constantly mutating Nemesis. The tyrantâs grotesque transformations evoke the mind-rending, gut turning creature designs found in John Carpenter's The Thing. Itâs sad that Nemesis doesnât pursue you through the levels as diligently as he did in the original, or as Mr. X had in last yearâs remake, but these âarena fightsâ end up being harrowing and fun, culminating in a memorable final encounter. The remake also treats us to the best incarnation of Jill to date. Sheâs a cynical badass, exasperated at how Umbrella upended her life, and can take a plunge off of a building yet still muster enough energy to call Nemesis a bitch. RE3R also shines thanks to its snappy combat, including a contextual dodge that feels rewarding to pull off, less bullet-sponge enemies than RE2, and an assortment of weapons to get you through Jillâs Very Bad Night(s). It makes for a necessary, though shorter, companion to last yearâs stellar remake.
7. HADES
Iâm experiencing a new type of shame including a title that I havenât beaten on my Top 10 list, but I can assure you that Iâve dumped hours into its addictive death loop. Itâs probably because of my resistance to looking up any tips, but given the skill-check nature of the difficult boss fights, Iâm almost afraid the top shelf advice will amount to âdie less, idiot.â
My failings aside, Hades is brilliant. Itâs the perfect merger of gameplay and storytelling. You play as Zagreus, son of Hades, and your entire goal is to escape your fatherâs underworld domain. You pick from a selection of weapons, like a huge broadsword or spear, and attempt your ârun,â seeing how far you can make it before an undead denizen cuts you down. Itâs familiar roguelike territory, but where Supergiant separates their game from the pack is in the unique feeling of constant progression, even as you fail. With each run, not only is Zagreus earning a currency (gems or keys) that unlock new skills that make the next go a little easier, youâre also consistently treated to new lore. The fallen gods and heroes that line your fatherâs hall greet you after each death and provide a new insight into their world. The writing is bouncy and hilarious, the voice acting ethereal and alluring, and the character designs could make a lake thirsty.
Supergiantâs stylistic leanings are at their peak here. Theyâve managed the impossible feat of making failure feel like advancement. Sure, it totally fucks up other roguelikes for me, but thatâs okay. None of those games have Meg.
6. DEMONâS SOULS
Whereas Capcom takes liberties with their remakes, Bluepoint took the Gus Van Sant approach and made a 1:1 recreation of the 2009 title that launched the âSoulslikeâ genre. The dividing difference is a 2020 facelift brought to us by way of the PlayStation 5âs next-gen horsepower. Thereâs been online arguments (surprise) regarding the loss of Fromsoftwareâs visual aesthetic in translating the PS3 original in order to achieve a newfound photorealism. Itâs true, some beasties lose their surreal weirdness -- a consequence of revisiting designs without the worry of graphical or time constraints -- but the gameâs world is still engrossing, morbid, and bleakly gorgeous.
Thatâs not to say all Bluepoint did was overhaul the graphics and shove this remake out the door. No, their improvements are nuanced, under-the-hood changes that gently push the genre into the next-generation. For one, the loading times are incredible. You could hop between all five archstones in under a minute if you wanted. And this game is a best DualSense controller showcase outside of Astroâs Playroom. You can feel a demonstrable difference between hitting your sword against a wall compared to connecting it with an attacking creature. Likewise, the controller rumbles menacingly as to let you know enemies are stomping across a catwalk above you. âBetter rumblesâ was not on my wish list of next-gen features, but the tactile feedback goes great lengths to make you feel like youâre there.
Granted, sticking so closely to the original means its pratfalls are also carried over to the next-gen. The trek between bonfire checkpoints is an eternity compared to the gameâs successors, and Fromsoftware hadnât quite mastered the sword ballet of boss fights prevalent in Dark Souls. Instead, a handful of bosses feel more like set pieces where youâre searching for the âtrickâ to end it versus having to learn attack patterns and counters. Still, itâs easy to see the design blueprint that bore a whole new genre. From having to memorize enemy placements to hunting down the worldâs arcane secrets in the hopes of finding a new item that pushes the odds in your favor. Bluepointâs quality of life improvements only make it kinder (not easier) to plunge into the game, obsess over its idiosyncrasies, and begin to master every inch of it. That is until you roll into New Game+ and the game shoves a Moonlight Greatsword up your ass.
5. YAKUZA: LIKE A DRAGON
Hereâs a fact about me Iâm sure you donât know: I love beat âem ups. Streets of Rage 4 had an easy time making it on this list because it can be classified as both a âbeat âem upâ and âgood.â Hereâs another fact about me: Iâm not the biggest fan of JRPGs. Iâm told this is not because of any personal preferences I harbor, but rather due to a distinct lack of culture. Iâve made peace with that. At least my uncultured ways are distinctive.
But my disinterest in JRPGs is notable here because it illustrates how very good Like A Dragon is. Transitioning the Yakuza series from a reactive brawler (entrenched in an open-world SIM) to a full-blown turned-based RPG was risky -- especially 8 entries into the mainline series -- but it pays off explosively for Like A Dragon. Not only does the goofiness, melodrama, and kinetic energy translate to an RPG -- itâs improved by it. Beyond a new protagonist -- the instantly likable and infinitely affable Ichiban Kasuga -- weâre finally treated to an ensemble cast that travels with you, interacts with you, and grows with you. Their independent stories weave into Ichiâs wonderfully and end up mattering just as much as his.
The combat doesnât lose any of its punch now that youâre taking turns. In fact, it feels wilder than ever and still demands situational awareness as your enemies shift around the environment, forcing you to quickly pick which move will do the most damage and turn the fight in your favor. RGG purposefully made Ichi obsessed with Dragon Quest (yes, specifically Dragon Quest) as an excuse to go ham and morph enemies into outlandish fiends that would populate Ichiâs favorite series. Itâs a fun meta that never loses its charm.
This is the best first step into a new genre Iâve ever seen an established franchise make and I hope like hell they keep with it for future outings -- and that Ichi returns to keep playing hero. Thereâs plenty of callbacks and treats for longtime fans, but RGG did a masterful job rolling out the virtual carpet for a whole new generation of Yakuza fanatics.
4. GHOST OF TSUSHIMA
Sucker Punchâs dive into 13th century Japan doesnât redefine the open-world genre. But like Horizon: Zero Dawn before it, Ghost of Tsushima takes familiar components of the genre and uses them exceptionally well, creating an airtight experience that canât help but stand out. I can tell Sucker Punch mused on games like Assassinâs Creed and Breath of the Wild, tried to figure out what makes those games tick, and then brought their own spin to those concepts. You can feel it in their obsession to make traversal through the environment as unobtrusive as possible, letting the wind literally guide you to your destinations instead of forcing the player to glue their eyes to a mini-map. You can feel it in how seamless it is to scale a rooftop before silently dropping on a patrol, blade first. You can feel it in the smoothness behind the combat as your sword clashes against the enemyâs. Every discrete part is fine-tuned yet perfectly complements the whole. The game is silk in your hands.Â
The mainline story can be humdrum, though. It mirrors the beats of a superhero origin story, which isnât surprising when you account for the three Infamous titles and satellite spinoffs under Sucker Punchâs belt. But Jin Sakaiâs personal journey outshines the cookie-cutter plot. His gradual turn from the strict samurai code to a morally ambiguous vigilante lifestyle (to becoming, eventually, a myth) is a fascinating exploration in shifting worldviews. This is bolstered by the well-written side-missions dotting your quest, some of which play out in chains. Itâs these diversions about melancholy warriors and villagers adjusting to life under invasion that end up being the essential storytelling within the game. Whatever you do, donât skip a single one.
Before GoT can overstay its welcome with collectible hunting and stat-tree building, the ride is over. If you find exhaustive open-world titles, well, exhausting, Sucker Punch coded enough of a campaign to sticking the landing and not more. But if you were looking for more, the gameâs co-op Legends mode is the surprise encore of the year. It strikes its own tone, with vibrant, trippy designs, and a progression system that embarrasses other AAA titles in the space (I mean Avengers. Iâm talking about Avengers).
3. THE LAST OF US PART II
The Last of Us is widely regarded as a masterpiece. Itâs a melancholic trek through a realistic post-apocalypse, driven by the budding bond between a world-weary survivor and a would-be teenage savior. The fungal zombies and violent shootouts with scavengers were scary and exciting, but ultimately just window-dressing compared to the level of complicated, and honest, human emotion on display throughout the tale. While a segment of detractors helpfully pointed out that The Last of Usâ story isnât unique when compared to years of post-apocalyptic books, comics, and movies, that argument seems to forget that a narrative more concerned with the human protagonistsâ connections to one another instead of saving the world or feeding into a hero complex is pretty unique for games -- especially a high profile, AAA budgeted game.
Still, fans made heroes out of Joel and Ellie because of their own connection to their journey. And that connection is almost instantly challenged in the opening hours of The Last of Us Part II to heartbreaking effect. But Iâm here to tell you that any other sequel would have been dishonest to the legacy of the original game. To be given a heroâs quest as a continuation, an imagined sequel where Joel and Ellie do battle against the viral infection thatâs swept the earth, would have been a despicable cash-in. It would have been a mistake to follow-up the originalâs careful examination of human nature just to placate an audience that seems to have missed the point Naughty Dog made. The Last of Us Part II hurts. But it has to or else it wouldnât have been worth making. Itâs a slow-burn meditation on the harmful ripples revenge creates, how suffering begets suffering, and how, if we donât break the cycles of violence we commit to, suffering will come for us.
To drive this point, weâre given two distinct perspectives during the meaty (and somewhat overlong) campaign, split between Ellie Williams, the wronged party seeking revenge, and Abby Anderson, an ex-Firefly whose actions set the sequel into motion. The greatest trick Naughty Dog pulls off isnât forcing us to play as a character we hate, itâs giving us reasons to emphasize with them. It was gradual, and despite some heavy-handed moments meant to squeeze sympathy out of the player (how many times do I have to see that fuckinâ aquarium?!), I eventually came to love Abbyâs side of the story. The obvious irony being that she unwittingly walks the same path Joel did in the original.
My love for the narrative shouldnât distract from how well designed the world is. Being a King County local, the vision of a ruined Seattle strikes an uncomfortable note -- it was eerie seeing recognizable buildings overgrown with vegetation but otherwise devoid of life. Maybe the heart-wrenching story also distracts from the fact this game is, by definition, survival horror. Exploring toppled buildings in the dark, hearing the animalistic chittering of the infected, defending yourself with limited resources⌠It manages to be a scarier entry into the genre in 2020 than even RE3R. Thereâs a particular fight in a fungus covered hospital basement that easily goes down as my Boss Fight of the Year. Human enemies make for clench-worthy encounters, too, with incredibly adept AI that forces you to keep moving around the environment and set traps to avoid getting overwhelmed.
Admittedly, the subject matter -- or more to the point, the grim tone -- was tough to stomach during an actual pandemic which has happily treated us to the worst of human nature. Still, The Last of Us Part II is absolutely worth playing for its balance of mature themes and expertly crafted world, and the way it juxtaposes beauty and awfulness in the same breath.
2. SPIDER-MAN: MILES MORALES
The most impressive thing about Miles Morales is that, despite being a truncated midquel rather than a full-blown sequel, itâs a better game than 2018âs Spider-Man. Itâs not because of the instantaneous loading times or the fancy ray-tracing techniques used on the PS5 version of the game. Rather, itâs how it takes the joyride of the original game and hones it into a laser focused experience filled to the brim exclusively with highs. Like Batman: Arkham Asylum going into Arkham City, Miles starts the game off with his mentorâs best abilities and tools. From there, he discovers his own powers, his bioelectric venom strike, which ends up feeling like the missing ingredient from the first gameâs combat.
Your open-world playground -- a locale in the Marvel universe called âNew York Cityâ -- is exactly the same size as the previous installment, which helps avoid making the game feel âlesser.â But Insomniac wisely consolidated the random crimes Peter faced into a phone app that Miles can check and choose which activity to help out with. Choices like this really trim the fat from the main game and help alleviate âthe open-world problemâ where the storyâs pacing suffers because players are spending hours on end collecting feathers. This is great because Milesâ story is also great. The narrative kicks Peter out pretty early on, focusing on how Miles assumes the role of city protector, primarily focused on his new home in Harlem. Insomniac avoids retreading the same path paved by Into the Spider-Verse by telling a relatable tale where Miles defines his identity as Spider-Man. With a strong cast led by Nadji Jeter as Miles, the game lands an impactful story that weaves its own new additions to Milesâ mythos (light spoiler: I loved their take on The Prowler).
Miles Morales was pure virtualized joy from start to finish. A requirement of the platinum trophy is to replay the entirety of the game on New Game+. I didnât hesitate to restart my adventure the minute the credits were over. Everything I loved about 2018âs Spider-Man is here: the swinging, the fighting, the gadgets, the bevy of costumes. But it gave me a new element I adore and canât see Insomniacâs franchise proceeding without: being Miles Morales.
1. FINAL FANTASY VII REMAKE
I love subversive media, I do. And Square Enixâs âremakeâ of one the most beloved video games ever made subverts expectations by openly acknowledging that, yes, the original story you love exists and is consistently referenced in this game. But this is not that story. This is something..else. Because the truth is, SE could never have recreated FFVII and delivered a title that matched the Sacred Game fans created in their heads. That impossible standard is like an imagined deity, given power by feeding on raw nostalgia reinforced by years of word-of-mouth and appearances on Top 100 lists. Iâm not saying FFVII is a bad game or that fans give it too much credit. Not at all. Thereâs a reason itâs so influential -- itâs good! But memory works in a funny way over time. We have a tendency to codify our perception of a thing over the reality of it. The connection we make to certain media, especially when introduced at a young age as FFVII had been to a whole generation of fans so long ago, creates a legend in our heads. Unfortunately, itâs a legend no developer could achieve when tasked with remaking it.
So Square...didnât. Final Fantasy VII Remake has the same characters, setting, and plot beats as the first third of the original game but itâs not the same game, nor is it a remake of it in the traditional sense. Itâs something new. And I fucking love that about it.
Everything is reconfigured, including the combat. After years of trying to merge RPG mechanics with more approachable (and marketable) real-time action (see FFXV and the Kingdom Hearts games for examples), Square Enix finally landed on the perfect balance. You fully control Cloud on the battlefield, from swinging your impossibly huge buster sword to dodging attacks. The ATB gauge (no one knows what the acronym stands for -- that information has been lost to time) gradually fills up, letting unleash powerful moves. But best of all, you fight in a party, and you can switch who to control on the fly.
That may not sound revolutionary, let alone for a Final Fantasy, but each character has a completely unique feel and suite of moves. At times, it feels like playing a Devil May Cry game where you can switch between Dante, Vergil, and Nero on the fly (thatâs a free idea, Capcom. Hire me, you cowards). You can soften up an enemy with Cloudâs buster to increase their stagger meter, switch to Barret for a quick gatling barrage, and finally switch to Tifa to crush them with her Omnistrike. You can accomplish this in real-time or slow down the action to plan this out. Itâs a great mix of tactics and action that prevents the game from feeling like a mindless hack nâ slash.
What really, really works here is the character work. Each lead walks in tropes first, but the longer you spend with the members of your party, the more their motivations and fears are laid out. You end up having touching interactions with just about the whole main cast. Thereâs a small segment, after Cloud saves Aerith from invading Shinra guards, that the two make an escape via rooftop.They make light conversation -- small talk really -- but itâs exchanges like this that feel genuine, perfectly framing their characters (stoic versus heartfelt), and grounding an otherwise larger-than-life adventure.
Many bemoaned the fact that FFVIIR only revisits a small portion of the original game, but I think it was a brilliant choice -- to massively expand on areas we only got to see a little of in the original. I honestly didnât want to leave Midgar. Itâs a world rife with conflict and corporate oppression, sure, but Midgar is beautifully realized, from the slums below the plates, populated with normal people trying to make the best of life, to the crime controlled Wall Market, adorned with gaudy lights and echoing honky tonk tunes. It very well may be years before FFVIIâs remake saga comes to a close, but if each entry is paved with as much love and consideration and, yes, storytelling subversion as this introductory chapter⌠Itâll be worth the wait.












