2023 Game of the Year List
Thirteen years! That's how long some fans had to wait for the follow up to the original Alan Wake. Thirteen years of uncertainty about whether we'd ever see a sequel. Thirteen years full of glimmers of hope. Thirteen years full of periods of despair. Thirteen years of Alan Wake II prototypes being passed on. Thirteen years of those projects turning into other IPs. Thirteen years of clever little nods and Easter eggs in games like Quantum Break and Control. I was a bit more fortunate. Having never owned a 360, and only finally getting to experience the original Alan Wake on PC in March of 2014, the wait was closer to a decade for me.
But from the moment I finally played the original Alan Wake, it quickly became one of my all-time favorite games. So the wait was still excruciating. Slowly, all the signs began to point toward a sequel actually existing. Remedy bought the right to the IP from Microsoft. The Control AWE expansion heavily featured Alan and hinted that we may soon be returning to Cauldron Lake. And then, it was official: Alan Wake II would finally be coming out! Even though I was far more certain by that point, it still felt surreal.
I tried to stay away from details pre-release. I wanted to go in knowing nothing. I pretty much did. Over thirteen years, so much has changed with gaming. Playing the remaster of the original shows that. Performance capture back then was in its infancy. Holding even the remaster up to today's light shows its rough edges. The atmosphere is still phenomenal. The Pacific Northwest is fully realized. But other areas have lost their luster. Animations, particularly when it comes to the characters and their facial animations feel dated in 2023. The audio is often a bit jarring. But the charm and intriguing nature of the game is still there in full effect. There were a few things I knew about the sequel. There would be two protagonists, with Saga serving as a bridge for new players. And the game would shift to more of a survival horror genre compared to the more action-focused original. That detail created a bit of fear.
Then I got to play Alan Wake II, and any fears were quelled. I can say that every, single, little decision that was made for Alan Wake II was perfect. Switching protagonists was great. Creating more tension by making enemies and encounters fewer and far between was great. Rewarding characters for exploring by hiding weapons and various upgrades off the beaten path was great. Abandoning collecting 100 damn thermoses was great! Taking the cinematic ideas from Quantum Break multiple steps forward was great. Linking all the breadcrumbs from the Remedy Connected Universe, which really seemed to come into its own in Control, was great. The visuals, great. The effects, particularly in overlaps and with jump scares, were great. The story, which answers a few key questions while creating many, many more, was great. The subtle inclusion of humor was great, especially within such a dark and serious game. On an artistic level as a whole, it was great. The interstitial songs between chapters were great in the first game. Here they were phenomenal! They command your attention. They provide their own details about the narrative. And they all absolutely slap! It would be impossible for me to pick a favorite because they're all so varied and amazing for different reasons. The graffiti in The Dark Place was great. Coffee World was great. That one moment, that was almost cut, that feels unlike anything that has ever been in a game was simply magical!
No one does music like Remedy. Their partnership with Poets of the Fall at this point is historied. All the artists they worked with on Alan Wake II were really impressive. The chapter songs from RAKEL, Poe, and ROOS + BERG feel like they occupy a eerie space somewhere between Billie Eilish and Nine Inch Nails. Mougleta and Jaimes threw down some catchier, poppy tracks. And the Paleface song packs a punch on its own just as much as it did in game. Even more impressive, Poe really hadn't really done anything in ten years, but re-collaborated with Remedy once more. Then there's Ahti, portrayed by Finnish actor and singer Martti Suosalo, who sings the beautiful Yötön Yö in Finnish.
The game really is a love letter to Finland. There's so much Finnish charm in the characters, locations, and humor, particularly with the Koskela brothers. I've always been fascinated with the Nordic region. The beauty of the area. They're unique cultures. The music coming out of that Sweden from We Are The Catalyst and Katatonia. Comedian Ismo. Or maybe it originally stemmed from watching Conan take his show there in 2006. Regardless, Alan Wake II definitely makes me want to visit Finland. It makes me want to live there. And it makes me want to learn the language just so Ahti can't sneak any secrets by me. Perkele!
I could break down nearly any of the other qualities that make the game great, and write plenty about the finer details that make them great. I could talk about practically every single character, their actions and motives, and the theories I have about them. Since release I've been absorbed with just that. I've been reading other people's interpretations and theories. I've watch many a youtube video dissecting the entire Alan Wake universe as well as the Remedy Connected Universe. I want to go back and replay Quantum Break, and Control, and the original, and even Max Payne â having never played the originals. I'd almost rather just further explore the Alan Wake rabbit hole than play other games. That has never happened before with a game. I've played a ton of amazing games over my approximately 35 years of gaming. Both entries of The Last of Us gave me slightly similar feelings, but that was more about just exploring the themes about the somewhat concrete narratives. Here, there is so much nebulousness to the narrative. We have no clue who Thomas Zane really is. We have no clue who Ahti really is. We have no clue who Alex Casey really is. Mr Door... Tim Breaker... The Bookers... Odin and Tor... the list goes on and on. We have no clue what Alice has actually been up to. We have no clue about the resolution to Saga's story, or what she's actually capable of. We really don't comprehend the mysteries of Cauldron Lake, The Clicker, parautilitarians, and so much more. And I love the game for that. For every thing I learn, or think I know, there's an ocean of things I don't know. And they mystery has its hooks in me deep.
Every little thing feels like it has a purpose. Every detail meticulously crafted. It almost doesn't feel like a game. As the game industry has evolved, and budgets reached stratospheric level, games have become safe, predictable. In the average AAA game, you can expect missions, a bunch of side missions that may be important or may just be there to pad out the game play time. You'll hunt for collectibles that often have little-to-no purpose.
Alan Wake boldly goes in a different direction. Sure, there's still a common thread that urges you to continue, and plenty of things to seek out and collect. But none of it ever feels forced or fake. It all feels like it adds to the narrative. I could even talk about the lunchboxes or nursery rhymes for quite a bit, and the way they transcend simply being collectible and puzzles to expand on the lore as well.
I feel like I could play the game a thousand times, and find new details that lead me to new theories.
Director, Sam Lake, has gone on record saying that he was happy that the game did take thirteen years to release. And as painful as the wait was, I have to agree with him. I don't think we would have got this version of Alan Wake ten years ago, or even five years ago. It feels as if it was created at the perfect point in time as a culmination of everything that Remedy has learned since the original.
Very few games have brought me to tears. The Last of Us is really the only other AAA game to do so. But after finishing Alan Wake II, and listening to the beautiful chapter songs, I found myself tearing up. Not because of the story itself, but because I'm just so damn grateful that it exists. And so damn happy that Remedy did such an excellent job and following up and exceeding my nearly insurmountable expectations.
I could talk about this game until I ran out of air. I've tried not to delve into the story to much, or mention any spoilers. But I could easily go on about all of that stuff for days. But I wouldn't want to spoil the experience for anyone. If you have any interest in the game, or just enjoy the spectacle of gaming in general, you really should play Alan Wake II. It's a once-in-a-generation game. Perhaps a once-in-a-lifetime game.
I'm so happy it was recognized and rewarded at this year's Game Awards, taking home awards for Best Narrative, Art Direction and Game Direction. I thought it should have easily won for Best Music and Score considering how unique Remedy's approach is to incorporating music, and I figure it had an outside shot a GOTY, but it's hard to know feel so happy and proud of the team for all they accomplished.
When Geoff was asking on Twitter what the musical act should be, I, and many others, emphatically chimed in with âThe Old Gods of Asgard!â Not allowing Poets of the Fall to let it rip live was a travesty, but I know that's often the case for live performances. It was still a wonderful moment. My worry was that they wouldn't be able to coordinate everything to give the performance the love it deserved. So it was great to see everyone show up: David Harewood, Ilkka Villi, Matthew Porretta, and Sam joining in at the end, living his best life in pure elation. The smile on his face as he danced along will live rent free in my head until the day I die. I love that man, his enthusiasm, and his reckless ambition so damn much! I also enjoyed seeing people who didn't play the game react to it, utterly confused by its weirdness. Best moment in the shows history!
On Monday, the Final Draft patch comes out for Alan Wake II, which promises new content, new videos, new manuscript pages, and a different ending. It's the perfect excuse to play through the game again, which I'll plan to do after the holidays.
Please, let's not wait another thirteen years for a continuation. I don't want to be 53 when Alan Wake III comes out, which thankfully no longer feels like an if, but a when. I've got a fever, and the only prescription is more Alan Wake, and more of the Remedy Connected Universe! So until that day, I'll consume myself with fan theories, and replaying their games, and maybe finally getting around to watching a large part of the inspiration for the franchise, Twin Peaks.
Viewfinder quickly climbed to the Number 2 spot on my most anticipated list, behind only Alan Wake II, and much like Alan Wake II it not only lived up to the hype, but blew me away. It's a once-in-a-generation puzzle game, going toe to toe with greats like The Unfinished Swan, Portal, or The Witness. There is no other way to explain the mechanic than it feeling like magic. I cannot comprehend how you would make a game with that much freedom to reshape the world. If there was one game that it reminded me of, it would be The Unfinished Swan. Both did such an excellent job of introducing you to a lovely world, evolving their mechanics, and varying up their art styles throughout the experience. The game got some bad publicity upon release due to some of the voice over work, which I found to be an absurd criticism. Not once was I distracted by it. What did distract me was my childlike desire to toy around with the main mechanic. Not once could I break the game. Playing it was like watching a grandiose magic act. Every time I placed a picture, I understood what I was doing, but I could never believe it actually worked.
I think Jeppe Carlsen is one of the best developers in the industry, period. His work on Inside and Limo during his time at Playdead is well respected. But for me he really made a name for himself with his smaller project, 140. So anything that he makes will be on my radar. I really hoped Cocoon could finish in my top spot this year as well, but placing it at Number 3 isn't a slight by any means. I consider all three of the games mentioned so far to be perfect or near-perfect games (as well as the next one). The main reason that Cocoon finds its place behind the other two is because if felt somewhat safe when it came to the gameplay. The atmosphere was perhaps Jeppe's best work to date. The world was as mysterious and strange as it was beautiful. However I found the gameplay, bosses, and overall puzzle design to be a bit too simple and predictable. I really applaud the one button approach, and really appreciate Jeppe's dedication to minimalism and simplicity, but I think it may have undermined much of the Cocoon experience. As expected the puzzle mechanics did evolve nicely, and never overstayed their welcome, but I was kind of left wanting a bit more complexity. The later levels did some really cool things, but I never really found myself stumped. Again, it's hard to discredit the game because of that, because part of Jeppe's design philosophy seems to favor creating puzzle games that are extremely intuitive. While I might sound a bit more critical here, its really only because I hoped for more depth. There's another game you'll find on many peoples' Game of the Year List that is absent from mine: Super Mario Bros. Wonder â a game I actually bought after Jeppe tweeted that a mechanic from it looks oddly similar to something from 140. The reason you wonât find it on my list is similar. It just didn't have enough depth for me to find it anything other than average. Wonder just plays everything so safe, never really fully explores the clever mechanics in it, and just feels so sterile in every detail. It's the biggest, major criticism I have about practically every Nintendo title these day. Every game feels like it's weighed down by Nintendo's stubbornness to evolve. They make simple games, with simple gameplay, with simple art styles, with simple stories. Despite my desire to enjoy their output, they've become predictable and boring to me. I feel as if I've outgrown them. Thankfully I don't get that feeling from Cocoon. The only less-than-stellar thing I can say about it is that the gameplay just didn't wow me. The artistry of everything else is top-of-the-class. It feels fresh and new and unique. It's really what I'd like from Nintendo these days.
Worldless was on my radar mainly due to its look, but it wasn't until the summer when I played the Xbox demo that I decided it would be a Day 1 purchase. Due to it's somewhat turn-based combat, it's not the typical game I would play. But the presentation, platforming nature, and Metroidvania structure of it coaxed me into it. And I'm glad it did, as I had a lot of fun with it. Much like Cocoon, the world was very mysterious. The biomes looked great, and the sound design complemented the world well. The animations of the characters and enemies also really impressed. It's one of those games that is somehow tranquil in its presentation, but challenging with its gameplay. Figuring out each battle felt like a puzzle, especially when trying to efficiently battle entities so that instead of simply defeating them you could absorb them to gain upgrade abilities. There were a large variety of enemies, and every one of them felt unique. There were also a lot of mechanics. Perhaps too many for me. The controls between the two characters did take some getting used to, especially considering you had double the abilities to play with, and they felt as if they didn't always align within the control scheme, especially when it came to having specific buttons to block specific attacks, whether they were physical, magical, or star attacks. So I'm sure a lot of my struggles came from not fully understanding each ability and the benefits of all of them. Between basic attacks, heavy attacks, ranged attacks, elemental attacks, combos, blocks, parries, and buffs, there was a lot to try to comprehend. And you had to also be cognizant of the use of attacks that resulted in physical damage as opposed to filling the absorption meter. Still, I took down every foe except for the two most difficult. Even a few of the last challenging ones I took down took a lot of perseverance. I'm sure I was stuck on one or two for a few hours alone. There were a few mechanics I probably never explored enough. Sometimes a single boss would help me understand one I wasn't using. Clearly the two I faltered on just represent the blind spots I still have when it comes to the mechanics, but I didn't want to resort to help via the internet. So after hours of struggling with one â but I think getting close - and making it to the other ultimate boss who I instantly noped out on, I'll just accept that failure. As opposed to Cocoon, this game's biggest issue, at least for me, was it overcomplexity. So I'm probably sounding pretty wishy-washy right now. Damned if you do, damned if you don't. Still its hard to fault the game for my own shortcomings and unfamiliarity with the depth of a good turn-based game. It rounds out the list of the game's I thought were near-perfect this year.
Dredge snuck up on me. I don't remember how I found it. I probably saw it on Twitter. But it looked like a really cool blend of tranquil gameplay and a weird, eerie, occult story. So I put my faith in it and bought it on release day. And it turned out to be precisely what I hoped it would be. The boat upgrades provided a nice sense of progression that kept me exploring the seas to hunt down every species of fish, crab, and the aberrations. The only thing I wanted more of was cutscenes that looked like the initial Animated Trailer. The recently released DLC is the next thing on my list to play. I don't think it will be a lot of content, but any excuse to sail those seas again is fine by me.
Tchia interested me when it was announced. But so many games catch my eye that it may never have got any playtime. Thankfully it was included with PlayStation Plus, so there was no excuse to not try it. The main reason it finds itself at Number 6 is because it didn't feel as unique as the previously mentioned games. You could feel its influences, the D.N.A. of other games. You had the charming ukelele parts that felt like a more cheerful The Last of Us. There was the exploration of Assassin's Creed. The climbing of the newer Zelda entries and boat travel similar to Wind Waker. That's not to discredit Tchia, because it borrowed great things from all those games, and presented them cohesively, with a fresh coat of paint, in a beautiful world. The one thing that did feel wholly unique was the traversal. Taking over animals and objects felt very satisfying. Soaring through the skies as a bird felt just as good as tumbling across terrain as a rock. It also really nailed the sense of adventure when it came to treasure hunting by incorporating the map and photos, favoring clues instead of the blatant and obvious objective marker laden experiences that so many games choose to go with these days. I had an absolute joy completing every single thing in it, and I'm glad PlayStation Plus gave me the chance to do witness its charm.
Here's another PlayStation Plus game that I played because it was a right place, right time game. I really didn't know much about it prior to release, but upon release I was reading a lot of good things online. I love a good puzzle game. It took the Lemmings concept a wrapped it up in a tranquil yet fun experience. Some of the puzzles were pretty tough, especially the one's required to reach 100% completion. In some cases, solutions took hours. One trophy in particular, due to its vague description took me way longer than it should have, stating that you had to beat a particular level âwithout using one of the branching commands.â I bashed my head against the wall trying to figure out how I could move platforms and everyone around to do a seemingly impossible task without using any branching commands. At one point, I finally got lucky, with so many humans walking around that they bled over into other tiles where I could manipulate their paths to the exits. Once I'd beat it, I went online to see if others struggled with it. Turns out, in that level you had TWO branching commands available. So you just needed to beat it with only using ONE, which was super simple by comparison. Thankfully I wasnt the only idiot who interpreted it wrong and brute forced the harder solution. Aside from the standard levels and challenges, the boss battles were really high points as well.
Much like PlayStation Plus provided me with the last two great games, Xbox Game Pass drew plenty of my attention this year. In many cases, like with Atomic Heart, The Last Case of Benedict Fox, Ravenlok, Planet of Lana, Dordogne, Figment 2: Creed Valley, and Starfield, the experiences were middling or downright disappointing. Hi-Fi Rush was one of the exceptions. I think the best compliment I can give it is that it felt like a game from a previous generation, maybe around the PS2/XBOX or PS3/XB360 eras. It reminds me a lot of the colorful action platformers like Ratchet & Clank, Sly Cooper, and Jak. It looked great, oozed creativity, and was a ton of fun to play. Most notable though: the music. The in-house music was great, but whoever picked the licensed stuff knew my wheelhouse. From the moment early on when â1,000,000â by Nine Inch Nails came on in a boss fight, I was invested. Then there was âThe Perfect Drugâ in another battle. And âHonestlyâ by Zwan to bookend the game. But perhaps the greatest sequence came during the final stage, with âWhirringâ by The Formidable Joy. For a brief moment in time, in 2011, I was enamored with that song. But I really never got into The Formidable Joy, so I forgot about it completely. So when that invisible friend reappeared to say hello again here, I fell in love with the song all over again. The entire time it played I was in a state of bliss. And one of the first things I did then night, after I beat the game, as I laid down for bed, was listen to âWhirringâ again. That rediscovery was the colorful bow atop an already brilliant package.
9) Marvel's Spider-Man 2 (9/10)
Insomniac is my favorite developer of all time, largely in part thanks to Ratchet & Clank. I've been playing games for around 35 years now, nearly my entire life, but I wasn't always as invested in the hobby. The Ratchet & Clank franchise revitalized my enthusiasm for much of gaming. And for that reason, I will play any game they release if I own the console. The reason I can play games on Game Pass is because I bought the Sunset Overdrive Xbox One Bundle. However, Spider-Man isn't a property I care all that much about. What you see here is what you get. Spider-Man 2 is the typical AAA game, a graphically impressive game full of action and blockbuster moments. It is a spectacle. But it's also weighed down by the design ideas of what a typical AAA game should be. It is a step forward compared to the original. Peter and Miles gain a lot of fun powers. The less agile, more hulking Venom was really fun to play as briefly. The combat system has a depth to it that is engaging and fun. The portal mission early on dials the Ratchet & Clank rift mechanic up to 11, making the power of the PS5 feel like a true step forward, but sadly the idea is only seen in that one sequence. Overall, much of the game feels like a chore, merely serving up obstacles that get in the way of the main story. Do this side mission. Collect these things. Decide how to use your upgrade points. Get Gold in the Mysterium challenges. A lot of things just feel like they get in the way of me seeing the myriad of cool villains. It's not the most tedious AAA game, but when compared to the likes of something like Alan Wake II â which I played prior to Spider-Man 2 despite it coming out a week later because I was more hyped for it â it just feels so gamesy, and less artsy. The one really praiseworthy improvement is the traversal. Swinging around is always fun in a Spider-Man game. Here, new ideas like the wing suit make zipping around the city effortless. That part never gets old. Its overall excellence does make me wish I knew more about the franchise. Perhaps I'd be more impressed in that case. But because I don't, and because the AAA development cycle has ballooned to somewhat unsustainable levels, not only was I in the dark about the character teased in the ending, but I'd completely forgotten the plot and characters from the first game. Also, the Cube Suit Spider-Man glitch hit at possibly the worst point possible, when a disembodied head of Peter was seen crying over his Aunt May on her deathbed. Followed by an intense action sequence where I should have looked like a total badass in the Negative Suit, but instead I whooped ass as a small white cube until the gameplay slowed down and I found a working skin amongst a sea of white cubes. Fortunately, Miles' top tier Bodega Cat suit was unaffected, so I still got to watch that kitty whoop ass. Yeah, Spider-Man 2 is still a good game. But it's just that: a game. I'll still play Spider-Man 3. But I'm glad it's out of the way because as an X-Men fan, I'm far more excited for their Wolverine game, and hopefully another Ratchet & Clank. And if it were up to me, I'd scrap Spider-Man completely in favor of more Ratchet & Clank.
10) Horizon Forbidden West: Burning Shores (9/10)
Spoiler Alert: Since Zero Dawn, I've wanted to see a Horus in action. Here we finally got that moment, and it was great. Nothing much more needs to be said. That alone is worth the price of admission. Sure, there are cool new machines and weapons, and I could visit my local buddy, the Hollywood Sign, but let me just fight more Horuses?.. Horusi?... or is it one of those things where the plural is the singular?... One thing is for certain. I'm certainly going to miss Lance Reddick as Sylens. He was well known in the world of TV, but also a bastion in gaming. There was still so much mystery surrounding his character. I'll be curious to see how Guerrilla approaches that. Maybe they should just got the same route as Remedy and hire David Harewood who filled a role that was clearly originally going to be Lance's so well.
Jusant (8.5/10) â A charming yet simple little game about climbing a large tower, with nice art and a fun climbing mechanic, that's include in Game Pass
Bramble: The Mountain King (8.5/10) â A weird, eerie, macabre little game based on Nordic fables, that uses photorealism well, and feels like the lovechild of Little Nightmares and Hellblade. Also on Game Pass.
Solar Ash (8.5/10) â Cool, fluid traversal, drenched in a lovely style, only marred by a few gripes about the controls and framerate
Trine 5: A Clockwork Conspiracy (8.5/10) â More Trine. A beautiful fantasy world. Fun puzzle gameplay and mechanics led by Amadeus Amadeusing it up by making boxes and planks. In some cases so many abilities were added, I forgot what all I could do. As a fifth entry, its getting a bit long in the tooth, so I imagine its hard to come up with as memorable set pieces and bosses.
UVSU (9/10) â A short game jam project from Dietzribi, who made one of my favorite games of 2021, Toodee & Topdee. It's you (U) versus you (U) as you play as both the protagonist and antagonist, switching off to get to the goal, then preventing your past self from getting to the goal, then avoiding that past self then next time, and so on for multiple rounds. There's a lot that could be iterated on here, and a full game may materialize at some point in the future!
Mechstermination Force (2019) (9/10) â I found this one on Twitter. It's got some rough edges. But underneath a bit of jank is a fun little game with some really cool boss design, where you take down mechs by focusing on their weak points as they evolve through multiple phases. Creatively it reminded me a lot of one of my favorite platformers, Puppeteer. Retroactively it takes the Number 5 spot in my 2019 list, which seemed like a mediocre year overall.
The Quarry (2022) (9/10) â A campy horror choose-your-adventure game that's light on gameplay but a thrilling romp. The use of light and dark looked great and really heightened the atmosphere. It approaches uncanny valley in some instances, but overall the performances were great. My favorite game from Supermassive to date. Retroactively, it takes the Number 8 spot in my 2022 list.
Dead Space (Remake) (9/10) â If not for Alan Wake, Dead Space would be my favorite horror game. I'm not really a fan of the trend of remaking games that aren't really all that old, so I don't consider remakes for my GOTY lists. The original does rank among my Top 10 from the entire PS3 generation, and was probably a somewhere between my Number 1 and 3 game in 2008. It would probably still hold up. If I did want to check, I could simply plug the PS3 back in. If it ainât broke, don't fix it. The original isn't fresh in my mind, so I didn't notice most of the changes. But quite a bit was changed. Weapons got new tweaks and fire modes, probably for the better. But a lot of other unneeded changes were made, like giving Isaac a voice, and padding the game out by adding side quests and a security clearance system that locked upgrades and resources away until a points in the story where you gained a level of clearance. Some people may have appreciated this stuff as it fleshed out the story, but I realized I never really cared much about the story with this one. I just wanted to slice limbs off Necromorphs, which is still so unique, and just as satisfying fifteen years later. Props again to Game Pass for letting me revisit this without spending $70 for it.
1) Pepper Grinder Game
2) SCHiM
3) The Plucky Squire
4) THRASHER
5) Sword of the Sea
6) Hades II
7) Senua's Saga: Hellblade II
8) Gori: Cuddly Carnage
9) The Spirit of the Samurai
10) GREENFIELD
11) Rootown
12) Little Nightmares III
13) UVSU
14) Bionic Bay
15) Go Mecha Ball
16) Ăooo (the next game from Nama Takahashi about a bomb-laying catapillar)
17) Symphonia
18) IKARO: Will Not Die
19) Skate Story
20) PaperKlay
21) Judas
22) Clockwork Revolution
23) Phonopolis
24) ĂtĂ©
25) 30 Birds
26) Marvel's Wolverine
27) Control II
28) Black Myth: Wukong
29) South of Midnight
30) Summerhill