The Top Ten Most Overrated Games of All Time and What You Should Play Instead (Part 2)

Here we are, Part 2, hopefully in a more reasonable timeframe. I’m continuing counting down my top ten most overrated games of all time and listing antidote games that do what the overrated games are doing, but better. Let’s get right into it!

Number 5: Metroid

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Told you more Nintendo games were coming. Now there’s no way to deny how important the original Metroid is, it expanded what a platformer could be with its non-linear, interconnected world and myriad of upgrades that were needed to progress in the game. But damn it, that doesn’t mean we have to pretend it aged well. Metroid laid a great foundation, but the house is absolutely not up to code. The endless stretches of identical looking rooms with no map make navigating the game a nightmare, the control is too clunky for the game’s high difficulty level and starting at the first room of the game with 30 health (out of a possible 800 by the end of the game) are crippling flaws. I’ll give it a pass on the password issue, since the original disk-based version had saving. There are plenty of NES games that are much more playable today, to say nothing of later games using the Metroid formula. This hasn’t stopped people from acting like the original Metroid is the timeless classic that later games in the series are, and that’s why I’m putting it on this list. It deserves appreciation and respect, but you don’t have to pretend none of its flaws exist just because it came first.

Instead You Should Play: Super Metroid

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Here it is, the game you remembered the original Metroid as. Super Metroid takes the formula from the original game and fixes everything wrong with it. A fun to explore world with a map, excellent controls, a balanced difficulty level, worldwide saving. Plus great new abilities that the game uses to their fullest, great boss fights, and one of the most iconic emotional moments in gaming. Super Metroid is everything the first game wanted to be, the seeds of potential that the first one planted sprouted and produced one of the best series in all of gaming. There’s even a remake of the original Metroid using the elements from Super Metroid, which I considered for this position, but using a remake didn’t feel right. But whatever your preference is in that area, there are Metroids out there that will give you exactly what you remember from the original game and require much less nostalgia filtering.

Number 4: Secret of Mana

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Yeah, this is what I was talking about when I mentioned those supposed action-RPGs that may as well be turn-based. In the 90s, any RPG that wasn’t literally turn-based would be labeled a Zelda-style game, and that’s what I went into Secret of Mana expecting. Yeah, that’s not what I got. My sword needing to recharge after every swing and magic attacks freezing everything on the screen while they connect (and this includes bosses freezing you to get in their unavoidable attacks) was not my idea of Zelda. But genre preference isn’t my only reason for putting Secret of Mana on here. You have a three-person party in the game, with the option of co-op play. But if you don’t have two friends you can summon to your side whenever you want to play, you’re going to have to deal with the AI, and dear God. Now, I understand that a hyper-competent companion AI in a SNES game wasn’t a realistic request, but my issue is that the game puts the responsibility on you for the AI characters dying. And this is one of those RPGs where bringing a party member back from the dead is a huge pain in the ass early in the game. You can swap which character you control, but there will always be two vulnerable, AI-controlled characters during fights if you’re in single-player. Oh, and you not only have to individually level up several different types of elemental spells, the game sucker punches you by basically requiring you to have maxed out several elements to beat one of the last bosses. The grinding I endured when I got there… never again. Secret of Mana simply does not deserve the praise it gets, there are so many better RPGs on SNES. But for the antidote, I decided to go with the three-person party theme…

Instead You Should Play: Ys VIII: Lacrimosa of Dana

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There are a lot of great things about this game, but for the purpose of being an antidote to Secret of Mana, I’m going to focus on the combat. Like Secret of Mana, Ys VIII is an action-RPG where you have three party members fighting at once, which you can freely switch between at any time with the other two being AI-controlled (there’s no co-op option, but that allows for the single player mode to be better balanced). However, the CPU-controlled characters have greatly increased defense and can’t be knocked out while the computer is controlling them, because the game isn’t a complete asshole. And the combat, it’s night and day. Fast action game-style combat where every attack is avoidable, you can combo enemies, link in special moves, dodge and parry, even activate something like Bayonetta’s “Witch Time” mechanic. This is what an action-RPG should be, and modern action-JRPGs thankfully seem to be adopting this style as a whole. The fourth generation was a golden age for many genres, but action-RPGs are doing much better in the present.

Number 3: Metal Gear Solid 3: Snake Eater

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I’m still in a dream, and I want to wake up and get the Metal Gear I loved back. I’m not talking about the universally acknowledged monstrosity that modern Konami has turned Metal Gear into, I’ve felt this way ever since Metal Gear Solid 3 was first released. After loving the first two console Metal Gear Solid games and the Game Boy Color one for their fast-paced stealth gameplay and insane stories, Metal Gear Solid 3 messed everything up and the series never recovered, although MGS3 remained the low point until Konami really went demonic. The story was much simpler than the previous games with a one-dimensional main villain, zero dimensional bosses, and far fewer plot twists with the one the game presented as its biggest being insultingly obvious. But the gameplay was worse. Fast-paced stealth? Yeah, screw that, now we have to tip toe up behind enemies to avoid alerting them and worry about our supplies so that we can micromanage camouflage and recovering health, with long load times for the menu we constantly need, of course. And we lose the radar from the earlier games while at the same time getting much more open environments that the overhead camera is absolutely not suited for. I just want the old Metal Gear back.

Instead You Should Play: Metal Gear Solid 2: Sons of Liberty

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Well, this should have been pretty easy to guess after what I wrote above. Metal Gear Solid 2 is one of my favorite games of all time, and one of the most unfairly bashed in its heyday. Raiden not being Snake doesn’t change that the gameplay of the Metal Gear series, which is at its peak in MGS2, with fast paced stealth that still gives you real options (as opposed to “do you want to use the camouflage that the game demands on this specific texture or be handicapped?” in a certain later game). The story doesn’t give a shit about realism, and that’s exactly how it should be, and it doesn’t hinder it at all when it wants to be philosophical. The fact that this game never got a faithful sequel saddens me to this day, and I can only hope that by some miracle Death’s Stranding turns out to play like this (not like we have any gameplay information to prove it won’t). Easily the best game of 2001, and the fact that people nitpicked it to death while giving a pass to… never mind, we’ll get to that in a bit.

Number 2: The Legend of Zelda

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I’ve had this issue in articles before, the Zelda and Metroid series parallel each other so well in their early days that it’s hard to think of unique things to say about one after covering the other. The original Zelda is an incredibly important game that laid the foundation for an incredible series, but the house is nowhere near up to code and if you go into that basement known as the second quest, you’re as good as dead. The original Zelda has barely any puzzles, control that is too stiff for the level of difficulty, obnoxiously scarce resources, and cheap “do something in a random place with no indication” roadblocks that try to pass themselves off as puzzles. It not holding your hand does not make up for all of this, it does not even come close. When I first played this game (with the very much needed help of a guide) I assumed that I was just bad at it since I was still fairly inexperienced with adventure games. When I came back to it years later, I realized that it was actually just not well designed. This led to some pretty strong feelings towards it, and it was actually my pick for the most overrated game of all time for a good number of years, before a certain game (I feel like I’m trying to hide Wily or Sigma being the final boss of a game by refusing to name it) took that spot.

Instead You Should Play: The Legend of Zelda: Breath of the Wild

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I was originally going to put A Link to the Past in this spot, but I decided to try something different (if you want the ALttP writeup, go to the Super Metroid one and replace every mention of Metroid with Zelda). For all my issues with Breath of the Wild, there’s no way to deny that it completely annihilates the original Zelda at everything the latter game is praised for. More freedom, more non-linearity, way more open world to explore. This game was clearly made to please the people who loved the original Legend of Zelda, and while there are some parts that weren’t done as well (the original Zelda had way more dungeons and I don’t remember your sword breaking) it unquestionably obliterates the original game in pretty much category that gets it so much praise. Now just please fix the weapon durability and lack of dungeons so I can feel confident in the future of my second favorite series.

Number 1: Mega Man X

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Well, what can I say? People change. After a while you have to come to terms with what the games you played as a kid were really like, even if it means having an unpopular opinion. Yes, there was a time when I thought the control, level design, boss fights, secrets, and aesthetics in this game were enough to earn it all the praise it absorbs, but after REALLY taking a long look at it, you realize… you’re not buying this, are you?

The Real Number 1: Grand Theft Auto III

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Yeah, I know, this was a really, really obvious pick. I’ve actually called this my pick for the most overrated game of all time in previous articles. But I am not going to pretend I have a different pick just to surprise people… not for longer than it takes to set up a joke, anyway. Well, I think this is where I should lay it all on the line and tear into Grand Theft Auto III as much as I can and try to thoroughly explain why I hate this game so much.

Basically, the game has a similar decent structure but completely unsafe building issue to the original Metroid and Zelda. But this game isn’t from the 80s, it’s from 2001 and it’s not the first game in its series. Yes, it was the first 3D one, but many of its issues are unrelated to that (although some certainly are). The game not only has an appalling lack of checkpoints, it is actually designed so that even the meager checkpoint you do get is worthless. Die during a mission? You wake up at the hospital and have to drive back to the mission. Except you lost pretty much everything (all your weapons and money), so what you really have to do is load your save, which may be even farther away, since there are only three save points in the entire game. And you’ll have to drive to one after every mission, so even more pointless trekking back and forth. A Retry option would have made this game so much better, but nope, you’re going to spend exponentially more time driving to missions than actually playing them. Also, there’s no full map. Yes, you get a mini-map to guide you to missions, but I hope you never have to visit a gun store or Pay ‘n’ Spray after the one time the game points out the location of a single one to you. You’re also treated to the worst lock-on system I have ever seen in a game. Winning a firefight is nearly impossible, you’ll be quickly shot to death while the camera has a seizure and all of your bullets miss. The driving controls aren’t as bad, but they’re still lacking considering how easy it is to get caught on objects or get flipped over. And let’s talk about the hidden packages. They are the codifier for the worst type of collectable in all of gaming, tiny objects that could be hidden ANYWHERE in an open game world. And they aren’t even confined to masochistic 100% runs in GTAIII, if you want simple quality of life features like being able to restore health at save points, you’re going to need several of them.

Now, some people dismiss these issues by saying you’re really supposed to ignore the missions and enjoy causing chaos with no other objective. I have two responses to that. One, if a game puts in the amount of content and effort into its story mode that Grand Theft Auto III did, and it turns out the game is at its most fun when you ignore it, that is an abject failure on the developer’s part. Two, even this is held back by the awful controls and ultra-strict penalties for dying. And you’re going to need to find a lot of those hidden packages if you want good chaos tools without playing the story. I get it, being able to kill any character in a 3D game was mind-blowing at the time, but that doesn’t change that GTAIII is a genuinely bad game. Innovation can’t replace quality, at least not in the long term, and while the sequels to GTAIII fixed some of my many issues with it, several others remained for no reason. I genuinely think the lack of demand for Grand Theft Auto to fix its issues held the series and genre back for years. It took until Grand Theft Auto IV in 2008 for the gaming community (not reviewers, they still worshipped it) to finally say that the sandbox emperor had no clothes. Not that anyone admitted that about the prior GTA games. Thankfully, the sun was about finally rise and eliminate the shadow GTAIII cast on its genre…

Instead You Should Play: Saints Row 2

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Yep, this was also pretty predictable if you’ve read my past articles. But like my pick for most overrated game of all time, just because it’s predictable doesn’t mean Saints Row 2 hasn’t earned its spot. Saints Row 2 is incredibly similar to the PlayStation 2 Grand Theft Auto games, in most circumstances a game so similar would be a shameless rip-off. But Saints Row 2 had the radical, groundbreaking idea of making the gameplay style good. Almost every single issue I mentioned about GTAIII is fixed. Solid control in every area, checkpoints, a fully functional map, the hidden package equivalents are still there but at least the gameplay doesn’t depend on them in any way. This means you can enjoy the over-the-top story, massive gameplay variety, content packed quest, and all the senseless chaos you want without crippling flaws holding you back at every turn. Saints Row 2 is what Grand Theft Auto always should have been, and between it and the backlash against Grand Theft Auto IV, the genre finally evolved into what it had the potential to be. Saints Row 2 is not only an antidote to Grand Theft Auto III, it cleansed its entire genre of GTAIII’s illness. It earns the number one spot on its list as much as GTAIII earned its number one spot.

So, there you finally have it, my ranked picks for the top ten most overrated games of all time and the antidotes to their flaws. I’m very relieved to finally be finished, see you next time for an article that hasn’t been hanging over me for almost two years.

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An Odyssey That Will Take Your Breath Away

Ever since those six seconds of footage in the Switch reveal trailer, I was incredibly hyped for Super Mario Odyssey (and endlessly gloated about how “Super Mario Switch” was a real game and not a tech demo as Nintendo tried to claim). I’ve wanted to write an article entirely dedicated to it for a while now, but ended up waiting until my second playthrough so that I could have maximum clarity on my feelings for it. It’s not like I could have had a review of it ready for launch day. Of course, after waiting this long and having already said that it lived up to my hype in the most anticipated games of 2018 article, I can’t just spend a few thousand words raving about it. I need a hook for this article. And during my second playthrough, it came to me. Last year there were two extraordinarily well-received games released in my two favorite game series, both of which weren’t my first choice for the series’ direction. And while I loved one of these games, the other left me very conflicted. These games are, of course, Super Mario Odyssey and The Legend of Zelda: Breath of the Wild. Why did two games that seemed so similar in basic concept, both in series I adore, turn out so differently for me? Well, that’s what this article will attempt to answer.

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Spoilers: Mario wins this time.

Let’s start with Breath of the Wild, since as always, I like getting the negative out of the way first. Now despite me labeling this “the negative,” I’d like to clarify that I absolutely do not think BotW is a bad game. Putting all fears and associations aside, I’d have to say the Breath of the Wild is my pick for the second-best game of 2017, and that was a very, very good year. If it had actually made either its 2015 or 2016 release targets, it would have deserved to be my game of the year. There are things BotW does better than any other game I’ve played, the absolutely massive open world is better and more intricately designed than I would have thought something that big could ever be. Being able to climb almost any surface and safely jump/glide from any height in a game of this scale feels incredible and earns the game the “open air” label Nintendo gave it. Tricks with game mechanics that you should logically be able to do almost always worked, even when they wouldn’t in most games. The rune powers are used to great effect in the many, many, many micro-dungeons, and the game is gigantic. It took me over 100 hours to do everything in the game I felt was worth doing.

So why am I conflicted? There are two major issues. One is that for everything the game did better than I thought possible, there was a design choice I hated and felt almost betrayed by the inclusion of. Breakable weapons are the biggest factor, I really, really hate excessive resource management. How the game can give you infinite quickly regenerating bombs, but no truly permanent melee weapon boggles my mind, and it added a constant, unnecessary level of stress. This made the somewhat clunky menu worse, since you are forced to constantly switch weapons. Climbing was much slower than it needed to be and rain disabling it was ridiculous. It felt like there was a civil war going on during the game’s development over whether to make quality of life the goal or the mortal enemy, and neither side decisively won.

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Why why why why why WHY!?

My other issue is a more subjective one, or at least it counting as a negative is. Even with all the problems I mentioned above, Breath of the Wild is probably the best open world game I have ever played. But that isn’t what it should be, or at least not the only thing. It is a Zelda game, and as a Zelda game it fell short in many areas. I don’t want 50 different equippable weapons that have nearly identical functions, I want 10 unique items used in countless ways for puzzles and combat. Breath of the Wild only had five or so things that felt like genuine Zelda items. I want full dungeons, 120 tiny ones is a nice bonus, but it isn’t worth the five “real” ones being so short and de-emphasized. I don’t want to worry about collectables and stats and weapon durability, Zelda should be about level design. I should never dread having to explore a new town or area because I’m already overwhelmed. Breath of the Wild is clearly an exceptional game, but I feel it is noticeably lacking as a Zelda game, and games of that type are much rarer than the open world games BotW takes inspiration from. Until the next Zelda is announced and fixes my major issues, there is a cloud of fear hanging over this exceptional game.

I realize that my opinion is not a divine proclamation, and clearly many people really, really liked having such a non-linear and exploration-focused Zelda. I know that pleasing every fan every time is an impossible request, but I feel Breath of the Wild went too far in one direction. I’m not asking for every Zelda to be 90% dungeon style gameplay like Skyward Sword, but there has to be a compromise, right? Could a game find a balance where even if it wasn’t my very first choice, it left me feeling fully satisfied and secure about the franchise’s future, while still giving people with different priorities than me what they wanted? Is that even possible?

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Mario can do anything.

Yep, it absolutely is. Super Mario Odyssey is the first sandbox-style Mario game since 2002, as opposed to the linear platformers that are my preference. At its official reveal during the Switch’s formal debut, the trailer made it clear that the game would be far more focused on exploration than the recent 3D Mario platformers. While this somewhat disappointed me, it wasn’t like I didn’t enjoy the previous sandbox Mario games, and there was no indication that Mario’s ability to jump could break. I decided to have faith in the game, even with my conflicted response to Breath of the Wild when it was finally released. I eagerly awaited seeing more of Super Mario Odyssey, and counted the days until E3 when we were certain to get one of Mario’s signature greatly improved second trailers.

Would posting the entirety of Jump Up, Super Star!’s lyrics be excessive padding? Yeah, probably. But suffice to say, Super Mario Odyssey’s E3 2017 trailer was one of the best video game trailers I have ever seen. The game’s main new feature was revealed, Mario’s ability to possess enemies and objects ranging from goombas to a hyper-realistic T-rex that I’ve dubbed “Yoshi Senior”. And seeing extended gameplay demonstrations revealed that the non-linear levels were full of small sections containing classic style linear Mario platforming. My hype skyrocketed, I felt a sense of wonderful anticipation for a game that I hadn’t felt in years.

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And this isn’t even Yoshi’s final form!

I won’t go into too much detail about how fantastic Super Mario Odyssey is, there are plenty of reviews that will do that for me and you’ve had months to experience it for yourself. A colossal amount of content, constant variety with new things to possess in each level, 50+ mini-stages that play in my preferred Mario format, creative and beautiful settings with a huge amount of aesthetic variety, a staggering amount of things you can do with Mario’s partner Cappy even without possessing anything, and of course Mario’s signature perfect control and exceptional level design. But what I want to really praise Super Mario Odyssey for in this article is how it managed to balance two styles of Mario game and please everyone (well, every sane person).

Super Mario Odyssey has fully explorable levels, with secrets literally everywhere (they actually put in invisible coins to let you know when you had reached an area that didn’t have a moon hidden somewhere in it). Mastering the jumping system gives you an incredible amount of freedom and makes exploring every corner of every level enjoyable. A fast travel system and levels that put more of an emphasis on being deep than being sprawling means you never feel like you’re wasting time walking to a different area. The many forms Mario must take to find every Power Moon means your generous jumping abilities don’t make platforming challenges trivial. Levels have story missions that make them play out like the linear 3D Mario games, before opening up the entire level for exploration. And your reward for exploration may be a linear platforming mini-level. Super Mario Odyssey doesn’t feel lacking regardless of whether your prefer linear or sandbox style platformers.

Now despite this, Super Mario Odyssey isn’t my favorite Mario game and wouldn’t have been my very first choice. But that leads to another thing it does much better than Breath of the Wild. While Breath of the Wild’s decisions have me holding my breath for the next Zelda to address my issues and assure me that the series hasn’t been harmed in the long term, Super Mario Odyssey does the opposite and fills me with hope. Mario games often come in pairs, and with how successful SMO was, I’m expecting the next 3D Mario to essentially be Odyssey 2. Now Super Mario Galaxy 3 would probably be my preference if I was given the choice, but… there’s a possibility. The second Mario game in a pair is usually better, and if Super Mario Odyssey 2 is a better game and improves in the right ways, it just may manage to make a Mario formula I like better than the SMG games. Maybe if we cut down the number of worlds but made the linear platforming areas you found longer, long enough to pass for Super Mario 3D Land stages, we could actually have a hybrid that I like better than the linear Mario formula. It’s not guaranteed, but I never would have even contemplated it before Super Mario Odyssey. A game giving me that kind of hope, having that kind of potential, is something truly special, and a sign of just how masterfully designed Super Mario Odyssey is.

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Mario has the whole world open to him.

So, despite how similar Super Mario Odyssey and The Legend of Zelda: Breath of the Wild seem in many ways, they also gave me an almost opposite reaction. Again, I’m not saying BotW is a bad game, in fact with a few changes (full dungeons in exchange for the map being Skyrim sized instead of double Skyrim sized, no more breakable weapons) a direct sequel could be one of my favorite Zeldas. The game was great and could provide a great foundation, but there is also a risk of there being long term damage. Super Mario Odyssey, however, is both an exceptional game and something that made me optimistic and excited about the influence it could have on my favorite gaming series of all time, and that’s something that truly deserves to be described as taking my breath away.

The Elements of Gameplay

In my previous article, I dissected the meaning behind several essentially identical terms used to judge games, terms that I hate.  I condensed them under the label of “soul,” and argued that if a game actually had a soul, it would be its gameplay.  I realized that just labeling the real important part of a game as gameplay could sound kind of like the copout I accused the term soul of being.  What exactly is gameplay, anyway?  Well, I’ve actually given that quite a bit of thought, and pinpointed five clearly defined (if often subjective in terms of quality) parts of a game that combine to form that seemingly sacred concept of gameplay.  I’ll be going over each one, so let’s start putting together this Megazord known as gameplay!

Control

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Let’s start with something simple, but vital to every game, arguably the primary thing that defines something as a video game.  Control is one of those things where it being good means you never think about it.  You’re not thinking about the controls when you’re steering an airborne Mario past obstacles or circle strafing demons as Doomguy, but if those games had bad controls you sure as hell would be.  Control is the link between the game and the player, good control adds more to immersion than all the graphical touches and flavor text in the world.  Bad control, on the other hand, will haunt a game no matter how much it excels at the other elements of gameplay.  Control sets the tone for a game: some of the other elements have to be designed entirely around the controls.  One game’s perfect control could ruin a different game, and that could easily go both ways.  Control is the vehicle that the other elements of gameplay ride in, and if it crashes, the entire game goes up in smoke.

Content

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You’re playing a modern retail game that does everything perfectly.  You’re completely absorbed by the gameplay, the first two hours made you fall in love and you can’t wait to see what’s next… CREDITS!?  I think we’ve all felt the painful sucker punch of an unexpected credits sequence.  No matter how a good a game is, er, was, if your $60 purchase ends after two hours it’s probably going to lower your opinion of the experience.  Content is probably the most objective element of gameplay: the amount of levels, missions, secrets, etc. in a game can’t be changed by someone’s opinion.  The objective nature of both what content is and how much an individual game has makes this a simple but important factor when it comes to gameplay.  While content doesn’t really affect the core gameplay experience directly, the truth is quantity does matter to some extent, and I think how long you get to enjoy a game is pretty important.  I mean, what are you going to do after you finish a game, just start it over again?  Wait, maybe you will…

Replay

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I debated on whether to combine this element with the above.  It was tricky because while content and replay serve a nearly identical function, the abundance of one often leads to the lack of the other.  These two elements are the only ones on the list that can almost totally replace each other.  Replay value is the other side of content’s coin.  Content is how much you get out of a game before the credits roll, replay value is whether you want to go back and play the game again after that happens.  The line can blur at times, what does going back to earlier levels for a better rank, with the option to do it before or after you beat the game, count as?  What about looking for secrets needed to unlock the real final level/ending after you saw the first ending?  How the hell do you define when a multiplayer game is being replayed?  Replay can also have a purer form, however.  A truly great game will be fun to play again and again even if you’ve seen everything in it.  If you feel compelled to go back to a completed game again and again over the years, it has truly achieved great replay value.  Replay value is what makes a game immortal, how can it not be part of a game’s soul?

Challenge

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If Content and Replay can make up for each other, Challenge completely inverts that and must fight with itself to reach the correct balance.  A game being too easy makes it boring and pointless.  A game being too hard makes it frustrating and stressful.  To have great gameplay, a game has to use the spice known as difficulty and the sweetener known as mercy in just the right amounts, creating just the right amount of Challenge.  Checkpoints should be placed thoughtfully, difficulty spikes and breathers have to show up at the right times, puzzles have to take effort to solve without throwing the player into a pit of despair that only looking up the solution can rescue them from.  The game must somehow appeal to players of different skill and experience levels in the same package.  A game’s difficulty level may not be the most subjective quality about it, but whether it’s the RIGHT difficulty level is going to cause fistfights.  This is where Challenge versus cheapness comes into play, and games should make sure they only rely on challenge, no matter how many people online define cheapness as “any challenge above my personal skill level.”  If you thread the needle just right, however, you’ll contribute something to gameplay that adds a dimension to the experience which other artistic mediums can’t compare with.

Design

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And now we arrive at what I personally consider to be the most important part of gameplay.  I was originally going to call this element Level Design, but in addition to preferring that every element was one word, there are a few genres where that name wouldn’t fit.  Level design is mostly a cosmetic feature in genres like fighting games or Tetris-style puzzle games, after all.  In the end, there are a lot of terms you could use for this element depending on the genre.  Level design, fighting engine, competitive balance, course layout, it goes on.  At its core, this element is a game’s unique and personal layout, the thing that makes an individual game that specific individual game.  You could mess with the other elements in a game and it would be a variant or fragment of the same game, but Design makes it a new game. All of the other elements are intimately connected with design in every aspect.  The most subjective element when it comes to quality by far, Design is truly the core of the soul, the thing that defines the individual.  Whether it’s designing the level, placing enemies, balancing combat, thinking up puzzles, or deciding how far to go with realism, Design is the most important part of gameplay and by extension the most important part of game.

By Your Powers Combined

So there we have it, the five parts of a game that I believe make up that ideal known as gameplay.  Whether you want to think in terms of Power Rangers/Captain Planet/Avatar/My Little Pony or whatever, they have been assembled and Gameplay, the soul of a game, has been formed.  So, if you ever want to argue with someone bashing your favorite game for lacking “soul,” you can use gameplay as a counterargument, and you can use these elements to define gameplay.  Maybe I’ll write something about the anti-elements at some point, but for now I’ve said all I want to.  See you next time, and remember that gameplay puts the soul in console, wait, gameplay is the only consoulation for… no, don’t be con-souled about the soul of… never mind, just go.

 

Retrospective: The Legend of Zelda – Part I

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Welcome to the first in a sporadic series of retrospectives I’m planning on doing. Considering that The Legend of Zelda: Breath of the Wild releases today, it seems only fitting that I start with the Zelda franchise. This is, by no means, a complete look back on the entire series. While I do plan a follow-up in the future to round out the remainder of the series, as of right now I’ve only played through many but not all of the Zelda games. In addition to the ones listed below, I’ve also managed to play Skyward Sword and A Link Between Worlds. So, given the fact that I’ve played what could potentially be considered the first half of the Zelda franchise – a bit less, honestly – I figured I might as well cover my thoughts on the franchise’s early days in honor of its latest release. Continue reading

Retronaissance’s Most Anticipated Games of 2017

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Well, 2016 is almost over, and while there were some great games released, I mainly just want this year to end and to focus on the future (or gaming’s future, anyway).  Thankfully, 2017 in gaming fills me with a sense of true optimism (as opposed to forced hope) that I haven’t had in a long time, lots of series that haven’t had an entry (or a satisfying entry) in years are returning and while Nintendo has a lot less representation on this list than my ones from previous years, things should Switch on that front very early in the year.  So, let’s hurry up and get our focus to the new year.  I’ve decided to handle games from previous lists that got hit by delays with a rule that games can only appear on my lists twice, so Zelda won’t be showing up this time.  Let’s get this started!

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