100 Greatest Video Games Of All Time (20 – 1)

Hey there dudes and dudettes. This week we’ll conclude the top 100 greatest video games of all time list. I hope you’re as excited as I am to reveal the top 20. And as always, this list is my personal opinion and as such does not reflect any real statistics and it’s highly possible that you’ll disagree with me here and there. Feel free to post any comments in the comment section below, any feedback is always appreciated! Remember to follow us on Twitter and Facebook for more updates and content. Also, as a little extra to end this list I’m adding trailers for each game as well, to add some more context.

Now, let’s get this show on the road shall we?

20. Spider-Man 2

These games are adaptations of the film Spider-Man 2. The PS2, GC and Xbox versions of this game have the feature of allowing the player to free roam around Manhattan, Roosevelt, Ellis, and Liberty Islands. The home console versions were also innovative in that physics-based algorithms simulated Spider-Man’s web swinging in three dimensions, creating a new game mechanic unlike the traditional jumping or flying of previous titles. The other versions of the game feature more linear side-scrolling and platform sections.

While street thugs only have handguns, machine guns, crowbars and their fists to protect them, the super-villains and their minions have their various unique powers and weapons that they use to either steal, cause terror or defeat Spider-Man. At the end of the game, it becomes possible to unlock a warehouse in which the player can again fight thugs and villains such as Shocker, Rhino, Doctor Octopus, and an additional boss, Calypso, who is not found elsewhere in the game.

The player has the ability to choose either to go on with the storyline or swing around the city. The player can explore Manhattan, Roosevelt Island, Ellis Island, Liberty Island, and a mysterious label on the map over the water claiming “Governors Island” with a couple of side quests for the player to complete. The player can do random tasks to earn “hero points,” which must be accumulated to continue with the plot and are spent on upgrading Spidey’s skills.

While not a particularly good game (mediocre graphics, limited side missions) this was pretty good for a movie adaptation. I didn’t care much for the story or missions, but I could spend hours swinging through New York. This is certainly one of the more enjoyable games I have in my collection.

19. Jak III

Like its predecessors, Jak 3 takes place in an un-named fictional universe created by Naughty Dog specially for the games. Specifically, it is set in the New World, its time frame placing it around 300 years after the events of the first game. Jak 3 largely focuses on the Wasteland, a large desert only briefly referred to in the previous entry in the series as being completely uninhabited and inhospitable.

Spargus City, a large settlement within the Wasteland bordering the ocean, is where the game officially begins, and serves as a hub for the player, where new weapons and upgrades can be earned, and most missions are given out. Later on, the plot shifts focus to Haven City, a sprawling metropolis which was the central locale in Jak II, though the size of the area is only a fifth of the Wasteland. Some levels from the previous game are radically altered (Haven Forest, Metropolitan area) or removed entirely (like the Arena, Bazaar and farm district in Haven City), while others are added (New Haven City), branching off from Spargus and the Wasteland and Haven.

Like its predecessor, the gameplay of Jak 3 is a blend of platforming, driving, and gun combat. The player is led through the story as they complete missions, assigned by the various characters in the game. Missions can consist of anything from defeating particular enemies, reaching a specific location, or completing a puzzle. With the exception of timed or otherwise linear missions, the player is free to explore the game world as they see fit. Special machines set up around the levels also assign short, non-plot-related tasks; for some significant missions, guns are a reward for completing the task. Precursor orbs can be found in mysterious places, not after completing missions.

Cheats, made available as the player progresses, can upgrade weapons, flip the game world around into a mirror image of itself, or grant the player invincibility. After the game has been completed, the Hero Mode option is made accessible, which, when purchased, allows the player to re-play the game at a harder difficulty level. As Precursor Orb count is not reset, and the orbs are regenerated at their original locations, the player is able to regather orbs that he or she had already collected the previous time they played through the game. Collecting all 600 Precursor Orbs has some cosmetic effects on Jak’s appearance, but has no effects other than this. In H-ero Mode, Jak also keeps all twelve of his weapons.

There are some differences between Jak 3 and Jak II. Most notably are the changes undergone by Haven City . While Jak II provided the player with four different types of guns, Jak 3 expands on the concept with two additional modifications for each type, ending with a total of twelve weapons. Also, the ‘Dark Jak’ form, introduced in Jak II, which allowed the player to transform into a more powerful version of Jak, is countered by a ‘Light Jak’ form that mainly focuses on defensive abilities. As well as the hover vehicles within Haven City, Jak can drive a variety of off-road vehicles in the desert.

18. Assassin’s Creed 2   

Assassin’s Creed II is a Historical third person action-adventure video game developed by Ubisoft Montreal and published by Ubisoft for Microsoft Windows, Xbox 360, and PlayStation 3. It is the second video game installment of the Assassin’s Creed series, and is a sequel to the 2007 video game Assassin’s Creed. The frame story is set in the 21st century, with player-controlled protagonist Desmond Miles escaping from Abstergo Industries with an employee, Lucy Stillman, after being forced to relive the genetic memories of ancestral assassin Altaïr ibn La-Ahad through a machine known as the “Animus”. After escaping from Abstergo, Desmond enters a device which is more advanced than the original Animus, the Animus 2.0, and relives the genetic memories of ancestral nobleman Ezio Auditore da Firenze, who lived during the Renaissance period of the late 15th century in Italy. The player controls Ezio, who becomes an Assassin after his father and brothers are murdered by a traitor to their family. While controlling Ezio, the player can explore game renditions of Italian cities, regions, and landmarks in open world gameplay.

Assassin’s Creed II takes place in an open world with nonlinear gameplay, allowing the player to roam freely within several regions throughout late fifteenth-century Italy such as Venice, Florence, Forlì and the Tuscan countryside. The Animus 2.0, a new version of the machine of the same name present in Assassin’s Creed, provides in-game context for changes and additions to several game elements. A database is also available, providing extra historical information about key landmarks, characters and services that the player encounters. The health system has been made more dynamic, with synchronization to the Animus and causing the character to recover only from minor injuries. More grievous injuries require visiting a street-side doctor or use of medicine (which can be purchased from doctors or found on bodies). The combat system is more complex than that of its predecessor, with the ability to disarm opponents using counter-attacks while unarmed. If the player steals an enemy’s weapon, it is possible to follow up with an attack that instantly kills the enemy. Da Vinci provides the player with specialized weaponry, such as the dual hidden blades, poison blade and the miniature wheellock firearm, which are all based on schematics found in Altaïr’s Codex pages. Generic swords, cutlasses, maces, axes and daggers can all be purchased from vendors in each city or otherwise looted from corpses (some items, such as spears and brooms, cannot be acquired from vendors). In addition, players are able to purchase artwork for their villa, obtain new armor as the game progresses, and even dye Ezio’s clothing with a number of different colors. Other equipment includes larger pouches to carry more throwing knives and medicine. Six additional weapons can be unlocked by connecting a PSP with Assassin’s Creed: Bloodlines to the PS3.

17. Mass Effect 2 

This sequel of the aforementioned Mass Effect betters the original by leaps and bounds in every way, graphics, story, playability, mechanics… everything.  I was stunned playing this lengthy and immersive delight.  I couldn’t believe how great it was.  The opening sequence alone was a jaw dropper (I won’t divulge it to those who haven’t played it yet) and worth the price of admission.  The characters in this game are the best I’ve ever seen and you can choose to play a part in the lives of each and every one of them.  Not only are their stories realistic, but they are also voiced wonderfully as well… by big name actors, e.g., Martin Sheen as the Illusive Man.  What I can’t get over about this game is how EVERY scene is different from the smallest side quest (of which there are tons) to the biggest mission, each background is detailed lovingly and unique to the task at hand, which makes it a priority to finish every single one of them.  From beginning to end this massive sci-fi adventure captures your imagination.  I can’t wait for the third and final(?) installment.  This is the “Empire Strikes Back” of video games.

16. Star Wars: Knight Of The Old Republic 1 & 2  

The best of all Star Wars games by far, KOTOR 1 & 2 captured the magic of this greatest of all sci-fi franchises as no title before did.  One of the reasons is because unlike the rest, these were RPGs instead action adventures.  The character development went beyond anything accomplished prior to it.  It was also the first game that introduced the Light/Dark component in which the decisions you made during the game put you on the path of a Jedi or the evil Sith.  This game’s system is based on Wizards of the Coast’s Star Wars Roleplaying Game, which is based on the d20 role-playing game system derived from the Third Edition Dungeons & Dragons rules. Combat is round-based; time is divided into discrete rounds, and combatants attack and react simultaneously. However, the number of actions a combatant may perform each round is limited. While each round’s duration is a fixed short interval of real time, the player can configure the combat system to pause at specific events or at the end of each round. The Light/Dark alignment system tracks actions and speech—from simple word choices to major plot decisions—to determine whether the player’s character aligns with the light or dark side of the Force. Generosity and altruism lead to the light side, while selfish or violent actions will lead the player’s character to the dark side, which will alter the character’s appearance, turning their eyes yellow and their skin pale. Non-combat interaction with other characters in the game world is based upon a dialogue menu system. Following each statement, the player can select from a list of menu responses. The dialogue varies based on the gender and skills of the main character.  To me, KOTOR and its sequel are equally as good and therefore they stand together as one. 

15. Resident Evil 4  

The greatest of the Resident Evil series, the greatest survival-horror game and one of the greatest games of all time. period. RE 4 was a masterpiece in every way.  Originally intended to be a Game Cube exclusive (The GC sported the best graphics of any version… it’s the one I played it on as well) it was announced right before the release that PS2 would be putting it out as well.  The design and sheer beauty of the graphics are top of the line and set the standard for all games to follow.  They still remain among the greatest.  The player controls Leon S. Kennedy from a third-person, over-the-shoulder perspective during a mission to rescue the daughter of the President of the United States, Ashley Graham. The gameplay focuses on action and shootouts involving crowds of enemies in large open areas. The camera is focused behind Leon, and it zooms in for an over-the-shoulder view when aiming a weapon. The addition of a laser sight adds a new depth to the aiming, allowing the player to aim in various directions and easily change their placement at any time. Bullets now affect the enemies specifically where they are shot: shots to the feet can cause enemies to stumble, while shots to the arms can cause them to drop their weapons.  Another new aspect of Resident Evil 4 is the inclusion of context-sensitive controls. Based on the situation, the player can interact with aspects of their environment: kicking down a ladder, jumping out of a window, or dodging an enemy attack. There are also dynamic cut scenes, in which the player must press buttons indicated on-screen to execute actions such as dodging a falling boulder or wrestling an enemy to stay alive. These are often incorporated into the game’s many boss battles, where the player must avoid one-hit kill attacks. The Wii version expanded on this concept slightly by including a quick Wii Remote shake as a possible context sensitive action.  Capcom added new content made specifically for the PlayStation 2, which was later incorporated into the PC and Wii releases. The largest addition is Separate Ways, a minigame which revolves around Ada Wong’s involvement in Resident Evil 4 and her connection to Albert Wesker, a former member of STARS, who is now attempting to revive Umbrella. Ada’s Report, a five-part documentary, analyzes Ada’s relationship with Wesker and his role in the plot. Other unlockable content in all versions included The Mercenaries minigame, new costumes for Leon and Ashley, new unlockable weapons and a Movie Browser.  Just an incredible game.

 

14. Max Payne 2: The Fall of Max Payne   

Max Payne 2: The Fall of Max Payne is a third-person shooter video game developed by the Finnish Remedy Entertainment and produced by 3D Realms. The game is a direct sequel to Max Payne. Video game critics gave Max Payne 2 generally favorable reviews. Praise focused on its action and story, while criticism targeted its short length. Despite the positive reception, the game sold poorly.

Max Payne 2 is a third-person shooter, in which the player assumes the role of Max Payne for most of the game, but plays as Mona Sax in several levels. Initially, the player’s only weapon is a 9mm pistol. As they progress, players access other weapons including handguns, shotguns, sub-machine guns, assault rifles, long-range rifles, and hand-thrown weapons. To move the game along, the player is told what the next objective is through Max’s internal monologue, in which Max iterates what his next steps should be.

When first played, the game only offers one difficulty level that is adjusted on the fly if the game is too difficult for the player. For example, if the player’s character dies too many times, the enemies’ artificial intelligence is made less effective, while more health in the form of painkillers is made available. After completing the game once, other difficulty levels are unlocked. Two special game modes are also activated: New York Minute and Dead Man Walking. In New York Minute, the player is given a score based on the time taken to complete each level. The Dead Man Walking mode places Max in one of five scenarios, in which he must survive for as long as possible while fighting off endlessly respawning enemies.

Similar to its predecessor, Max Payne 2 allows the player to enable Bullet Time, a mode that slows down time, while still allowing the player to aim in real-time, to give the player more time to determine what they want to do. In this mode, the screen’s color changes to a sepia tone to act as a visual cue for the player. When in use, the Bullet Time meter will decrease until it is either empty or the player disables Bullet Time mode. The meter will eventually increase when not in use, but can be replenished more quickly by killing enemies. To simulate the Bullet Time effect, Max can also execute a shoot-dodge maneuver. When the maneuver is performed, Max jumps in a direction specified by the player, and although Bullet Time is activated while Max is in mid-air, this will not deplete the Bullet Time meter. The combat system has been improved for Max Payne 2; the player can now arm Max with a secondary weapon such as a grenade or Molotov cocktail, and when near an enemy, Max can hit them with his weapon as a melee attack. AI players occasionally come to Max’s aid, although their death does not affect the gameplay or story.

The film noir setting combined with a compelling story that is shown as comic panels make for a game that keeps you clustered to your chair. Not to mention the humorous references (Captain Baseballbatboy!) throughout the game make this a very good, although underestimated title.

 

13. Final Fantasy VII

The seventh (and BEST) installment in the Final Fantasy series was a groundbreaking title. Among other achievements, this game is the first in the series to use 3D computer graphics, featuring fully rendered characters on pre-rendered backgrounds. Set in a dystopian world, Final Fantasy VII’s story centers on mercenary Cloud Strife who joins with several others to stop the megacorporation Shinra, which is draining the life of the planet to use as an energy source. As the story progresses, the situation escalates and Cloud and his allies face Sephiroth, the game’s main antagonist.  Noted for its graphics, gameplay, music and story, FF VII is acknowledged as one of the greatest and most influential games of all time.  It was the first game I know that was HUGELY anticipated.  There was a line around the block when I first picked this up.  Like previous installments of the Final Fantasy series, Final Fantasy VII consists of three modes: an overworld map, field maps, and a battle screen. The overworld map is a 3D model, featuring a scaled-down version of the game’s fictional world which the player navigates to travel between the game’s locations. As with preceding games in the series, the world map can be traversed by foot, on chocobos, airship, or submarine. On field maps, characters are directed across realistically scaled environments, consisting of 2D pre-rendered backgrounds which represent locations such as towns or forests. The battle screen is a 3D representation of an area, such as a building’s interior or an open grassland, in which the player commands the characters in battles against CPU-controlled enemies. While characters are super deformed on maps, the character models are more realistic and normal-scaled in combat. Final Fantasy VII is the first game in the series to have character models with fully-rendered polygons, rather than 2D sprites. Initially, the player is restricted to exploring the city of Midgar, but as the game progresses, the entire world becomes accessible to the player. Progression through the game’s storyline is largely developed by way of scripted sequences, although pre-rendered cinematic cut scenes sometimes also advance the story.  The story was at the time, one of the most immersive and intricate that I’d ever experienced.  It set the bar for all RPGs that came after it.  None of its sequels or prequels have bettered it.  It stands on its own above most RPGs in history.  This was a mammoth game.

12. Duke Nukem 3D 

 Ah, Duke Nukem. The foul mouthed king of badassery. As a first-person shooter, the gameplay of Duke Nukem 3D involves moving through levels presented from the protagonist’s point of view, shooting enemies on the way. The environment of Duke Nukem 3Dis highly destructible; most props can be destroyed by the player. Duke Nukem 3D features a stunning array of weaponry. Weapons include the “Mighty Foot” (a basic kick attack), a pistol, a shotgun, a chain gun (similar in design to the Nordenfelt gun), a rocket-propelled grenade launcher, pipe bombs, freeze- and shrink-rays, laser trip mines, and rapid fire rocket launchers called the “Devastator”.

Other items can be picked up during play. A portable medkit allows players to heal Duke whenever they choose to. Steroids speed up Duke’s movement, as well as instantly reversing the effects of the shrinker. Nightvision goggles allow players to see enemies in the dark. The “HoloDuke” device projects a hologram of Duke that can be used to distract enemies. Protective boots allow Duke to cross dangerously hot or toxic terrain. Where progress requires more aquatic legwork, scuba gear (an aqua-lung) allows Duke to take longer trips away from air. Duke’s jetpack allows the player to move vertically.

Duke Nukem 3D is set on Earth “sometime in the early 21st century”. The levels of Duke Nukem 3D take the player outdoors and indoors through rendered street scenes, military bases, deserts, a flooded city, space stations, moon bases and a Japanese restaurant.

The game contains several humorous references to pop culture, like some of Duke’s lines that are drawn from movies like They Live, Evil Dead II, Jaws, Dirty Harry, Pulp Fiction, and Aliens; the mutated women begging “Kill me” are also a reference to the latter. The player will encounter corpses of famous characters such as Luke Skywalker, Indiana Jones, the protagonist of Doom, and a smashed T-800. During the second episode, the player can see The Monolith (from 2001: A Space Odyssey) on the Moon. The game cover itself is a parody of Army of Darkness, while Duke poses as Ash Williams.

There is little story in the game except for a brief text prelude located under “Help” in the Main Menu, and a few cutscenes after the completion of an episode. The introduction establishes that the game picks up right after the events of Duke Nukem II, with Duke returning to Earth in his space cruiser. As Duke descends on Los Angeles in hopes for a vacation, a blast rips through from unknown hostiles and critically damages Duke’s ship. While sending a distress signal, Duke learns that aliens are attacking Los Angeles and have mutated the LAPD. With his plans now ruined, Duke hits the “eject” button, and vows to do whatever it takes to stop the alien invasion…

11. Call Of Duty 4: Modern Warfare File:Call Of Duty 4 MP Screenshot.jpg

The game’s move to modern warfare introduces new weapons and technology to the Call of Duty franchise, including the M14, M4A1 carbine with SOPMOD accessories, M40A3 sniper rifle, the M203 grenade launcher, the AN/PEQ-2 target pointer for use in conjunction with night vision goggles, the MP5SD submachine gun, the AK-47 and AK-74u variant, along with new anti-vehicle weapons, such as the FGM-148 Javelin anti tank weapon and the FIM-92 Stinger hand held surface to air missile launcher. Weapons from fallen foes can be picked up to replace weapons and ammunition in a player’s arsenal. Players also have additional abilities, including a grenade launcher attachment, Claymores with tripwire-like detonation, C-4, and the ability to call in air strikes and an attack helicopter.

The gameplay of Call of Duty 4 shares several features with previous iterations of the franchise. Once again, players fight alongside AI-controlled teammates. They help during the game’s missions by providing suppressive fire, shooting enemies, and clearing rooms for entry.

A character can be positioned in one of three stances: standing, crouching, or prone; each affecting the character’s rate of movement, accuracy, and stealth. Using cover helps the player avoid enemy fire or recover health after taking significant damage, as there are no armor or health power ups. When the character has taken damage, the edges of the screen glow red and the character’s heartbeat increases. If the character stays out of fire, the character can recover. When the character is within the blast radius of a live grenade, a marker indicates the direction of the grenade, helping the player to either flee or toss it back to the enemy.

As for the campaign, you take on the role of various characters during a single-player campaign. The characters’ involvement in the plot occurs simultaneously and overlaps the events in the game. As such, the player’s perspective changes from one character to another between missions. after you beat the campaign you can unlock cheats such as unlimited ammo by collecting “enemy Intel.”

Each mission features a series of objectives; the player is led to each objective with the HUD, which marks its direction and distance. Some objectives require that the player arrives at a checkpoint, while other objectives require the player to eliminate enemies in a specified location, stand their ground to defend an objective, or plant explosive charges on an enemy installation. After the credits, a special epilogue mission is unlocked for play, featuring a four-man squad retrieving a VIP from terrorists who have hijacked an airliner. The SAS rescue the VIP and escape before the plane is destroyed.

What really made Call of Duty 4 shine was its multiplayer. Call of Duty 4 features team-based and deathmatch-based multiplayer modes on various maps. Each mode has an objective that requires unique strategies to complete. Players can call in UAV reconnaissance scans, air strikes, and attack helicopters, when they achieve three-, five-, and seven-enemy kill streaks respectively. A game ends when either a team or player has reached a predefined number of points, or the allotted time expires in which case the team or player with the most points wins. If the points are even when the time expires, Sudden Death mode is activated in which there is no re-spawning and the team who either has the last man standing, or achieves the objective first are the winners. If the player is in either of the two matches, then there is an Overtime match, in which the next team to win is rewarded the victory.

The player’s performance in the multiplayer mode is tracked with experience points, which can be earned by killing opposing players, completing challenges, completing objectives, or by completing a round or match. As the player gains experience, they advance in level, unlocking new weapons, perks, challenges, and gameplay modes. The highest obtainable level is 55, but on the console versions of the game, the player has the option to enter “Prestige” mode, which returns their level to one and removes all accumulated unlockables. This process can be repeated up to 10 times with a different insignia being given each time. I mainly chose this CoD because all the sequels are just variations to what Call of Duty 4 started.

10. Uncharted 2: Among Thieves 

The Unchartered series, starring Nathan Drake (ancestor of Sir Francis Drake) has become the signature series for the PS3.  Its unbelievable graphics and innovative design schemes are peerless.  Basically, it’s a reset of the classic title, “Tomb Raider” with a male protagonist, which, to my mind, is a great thing since that series has majorly gone downhill in the last decade or so…   The debut Unchartered: Drake’s Fortune centered mainly in the jungle.  It was gorgeous and had an interesting story, but it did suffer slightly from a few minor gameplay mechanic issues (namely the annoying axis controlling of the grenades).  The second title, Among Thieves, released incredibly less than two years later, not only took care of any technical issues, but also took the graphics five steps forward, the design TEN steps forward and the story, backgrounds and character development TWENTY steps forwards.  In every way, this game is far superior to the first.  It’s just a completely blow away game.  Not giving away too much of the plot, this game will take you from the jungles of Borneo to the snowy mountains of Tibet on an incredible quest for a magical place… all the while fighting against forces led by one of the most despicable villains you will ever encounter in a game.. The AI is incredible; the enemies act intelligently, and the characters you will be fighting WITH don’t get in your way and act on their own realistically making it feel like you’re on a real journey imbued with a sense of purpose… The runaway train scene alone (in which you jump from car to car all the while fighting maniacal soldiers) is worth the price of admission… add to this a full online Multi-player mode and you have one of the best deals in the gaming world. 

09. Halo: Combat Evolved File:Halo.jpg

As a first-person shooter, Halo: Combat Evolved has a gameplay fundamentally similar to that of its peers, focusing on combat in a 3D environment, and taking place almost entirely from a character’s eye view. The player can move around and look up, down, left or right. The game features vehicles, ranging from armored jeeps and tanks to alien hovercraft and aircraft, many of which can be controlled by the player. The game switches to the third-person perspective during vehicle use for pilots and mounted gun operators; passengers maintain a first-person view.

The player character is equipped with a damage-absorbing energy shield, in addition to hit points. The shield’s charge appears as a blue bar in the upper-right hand corner of the game’s heads-up display. When the shield is fully depleted, the player is highly vulnerable, and further damage is applied directly to the character’s health level. Critically, the shield will recharge if no further damage is sustained for a brief period.

Halo‘s arsenal consists of weapons from science fiction. The game has been praised for giving each weapon a unique purpose, thus making them useful in different scenarios. For example, plasma weapons need time to cool if fired too rapidly, but cannot be reloaded and must be discarded upon depletion of battery. In contrast, conventional firearms cannot overheat, but require reloading and ammunition. Players may carry only two weapons at once; thus, a strategy is required when using and selecting firearms.

Halo departs from traditional FPS conventions by not forcing the player character to holster their firearm before deploying grenades or melee-range blunt instruments; instead, both attacks can be utilized while a gun is still equipped, supplanting or supplementing small-arms fire. All weapons may be used to bludgeon enemies, which allows the Master Chief to silently kill opponents without alerting other nearby enemies. The Chief can also carry up to eight grenades at a time: four fragmentation and four plasma grenades each. Like the game’s other weapons, the two types of grenades differ; the fragmentation grenade bounces and detonates quickly, whereas the plasma grenade adheres to targets before exploding, sometimes with blackly comic results.

The game’s main enemy force is the Covenant, a group of alien species allied by belief in a common religion. Their forces include Elites, fierce warriors protected by recharging energy shields much like the player’s own; Grunts, which are short, cowardly creatures, usually led by Elites, and who often flee in terror instead of fighting unless an Elite is present; Jackals, which wear highly durable energy shields on their arms; and Hunters, large, powerful creatures with thick armor plates that cover the majority of their bodies.

A secondary enemy is The Flood, a parasitic alien life form that appears in three main variants. Infection Forms, the true form of the Flood, are fragile and do little damage individually, but often travel in swarms of several dozen. Combat Forms result from humans and Covenant Elites who have succumbed to the Infection Forms, and have hideously deformed bodies. Bloated Carrier Forms are the result of an aged or unused Combat Form and serve as incubators for new Infection Forms; when wounded or near a potential victim, they explode to damage other nearby life-forms and to release their spores, thus perpetuating the life cycle. Battling the Flood, Covenant and human forces are the Sentinels, robotic drones designed by an extinct race called the Forerunners. Sentinels lack durability, but use powerful beam weapons and are immune to infection by the Flood.

The artificial intelligence in Halo has been favorably received. Enemies take cover and use suppressive fire and grenades. Some enemies retreat when their superiors are killed. The player is often aided by United Nations Space Command (UNSC) Marines, who offer ground support, such as manning gun turrets or riding shotgun while the player is driving a vehicle.

So why this game instead of Halo 3 or Reach? Well, because the sequels are just variations on a theme, whereas Halo Combat Evolved revolutionized the FPS genre and created the massive fanbase for the other Halo games.

08. Red Dead Redemption File:RedDeadRedemptionGameplay.jpg

Red Dead Redemption is an open world game. Players can interact with the environment and engage in combat with enemies, using various firearms. Different breeds of horses are the main forms of transportation, which come in a variety of quality. These horses must be tamed, however, in order to use them. Swimming is not an option, as the protagonist John Marston cannot swim — he will drown if he ventures too far into deep water.

In addition to following the main storyline, players can take part in random events they encounter as they explore the West. These include public hangings, ambushes, pleas for assistance, stranger encounters, “ride-by” shootings, and dangerous animal attacks. For example, if a group of people ride into town firing guns in the air, the player can kill them, and will receive a bonus of honor and fame. Players can also take part in optional side activities including duels, bounty hunting, herb collecting, gambling, and hunting animals for pelts, meat and other various items.

Red Dead Redemption makes use of a morality system where players have the ability to gain positive or negative ‘honor’. Some of the ways to gain positive honor include taking an outlaw alive instead of killing him, or saving a kidnapped innocent. Negative honor can be gained for committing crimes including killing or robbing civilians. This works along with another system, ‘fame’, showing and governing how people react based on Marston’s honor status. If Marston has negative honor, lawmen and civilians will usually say obscenities to Marston and feel insecure around him; lawmen will even threaten to kill him next time they see him. If he has positive honor, lawmen and civilians will usually greet him and feel safe around him. As Marston’s fame and honor increase bounty hunters think twice about attempting an arrest and people turn away from his criminal behavior. Marston can, however, prevent his honor or fame from being altered with a bandana.

Combat and gunplay are major parts of the game. Gunfights in Red Dead Redemption are conducted using a third-person system. The player can take cover, target a specific person, blindfire, and free aim. Individual body parts can also be targeted, in order to take targets down non-lethally, who can then be lassoed and hogtied to capture individuals alive. When the player shoots an enemy, the game engine uniquely creates the AI reactions and movements. John Marston can choose from period-accurate weapons including revolvers, pistols, lever or bolt-action rifles, knives, explosives, lassos, mounted gatling guns, shotguns, sniper rifles and cannons.

The plot itself is pretty compelling and starts as follows. In the year 1911, John Marston, a retired outlaw formerly of a gang led by Dutch van der Linde, is taken away from his wife Abigail and his son Jack by government agents. The agents tell Marston that he will be reunited with his family if he hunts down the remaining lead members of his former gang. Left with no choice, Marston travels to the territory of New Austin to capture or kill one of his old friends, Bill Williamson, who now runs his own gang of bandits out of Fort Mercer. Marston confronts Williamson, only to be shot and left for dead outside the fort. A rancher, Bonnie MacFarlane, finds him wounded, and brings him to a doctor to be treated.

07. Gears Of War 2 

Gears of War 2 is a third-person shooter video game developed by Epic Games with lead design by Cliff Bleszinski (CliffyB). It is the second installment of the Gears of War series. The game expands technically on the previous game by using a heavily modified Unreal Engine 3 engine. The development team also brought in comic book writer Joshua Ortega to help write the plot for the game.

Gears of War 2 is a third person shooter with an emphasis on the tactical use of cover, and retains much of the same gameplay from the first game. The player, playing as either Marcus or Dominic in the campaign mode, or as any of the human or Locust characters in multiplayer mode, can only carry a pistol, one type of grenade, and two other weapons at any time, though they may swap these for weapons found in strategic locations or left by downed foes. Each weapon can be used for normal fire as well as for melee attacks; the game’s signature Lancer, an assault rifle mounted with a chainsaw bayonet, can be used to instantly kill foes. The game introduces the ability to engage in chainsaw duels should the player attempt to chainsaw an opponent also using the Lancer; the player is presented with a controller button to press rapidly to try to win the duel. Gears of War 2 rebalances the power of the existing weapons while introducing five new ones: a flamethrower, a chain gun, a mortar cannon, a “Gorgon” Pistol, and the Ink Grenade. The chain gun and the mortar are heavy weapons, forcing the player to move at walking speed while carrying it in both hands. The Gorgon Pistol is an SMG-like handgun that fires four eight-shot bursts per magazine. The Ink Grenade doesn’t damage with its detonation, but instead temporarily poisons the area it was thrown, making it very useful for driving enemies out of cover. Grenades can be planted on walls or floors as proximity traps that go off when an enemy nears, and have the ability to kill foes when they go off.

The player’s health is represented by a red “Crimson Omen” that fades onto the screen the more damage the player takes; staying out of the line of fire allows the player to recover their health. Depending on the game mode, if the player takes too much damage, they enter a downed state where they can crawl around the map to get out of battle and seek help. During this time, a fellow teammate can revive him, an enemy may brutally execute the downed player, or the player may bleed out if too much time has passed. The player can also grab a downed character and use them as a meatshield, allowing the body to absorb damage but forcing the player to use a one-handed pistol. Explosive weapons will simply destroy the character they strike. Like its predecessor, Gears of War 2 features an optional mature content filter, which, when active, makes blood appear as sparks and removes harsh language from the dialogue. Furthermore, progress towards most of the Xbox achievements for the game can be earned in either campaign or multiplayer modes.

Gears of War 2 features an upgraded multiplayer mode that allows up to ten users to simultaneously play in teams of five-on-five. Gears of War 2 includes most of the multiplayer modes, including Execution, Warzone, Annex and King of the Hill, and adds in three new modes. Guardian is a modified version of Assassination from the original Gears of War, but allows players to continue fighting after the leader has been killed, but losing the ability to respawn. Wingman splits all ten players into five teams of two, where both members of a team play as the same character. Submission, formerly known as Meat Flag, is a version of capture the flag in which players attempt to “down” an enemy controlled by the game’s AI and move its body to their team’s base or objective to earn points. The 10 maps shipped with the game originally are Avalanche, Blood Drive, Day One, Hail, Jacinto, Pavilion, River, Ruins, Security and Stasis A Halo-like matchmaking system has been utilized for the online multiplayer Players can now engage in multiplayer scenarios with any combination of human players and artificial intelligence controlled by the game, with the ability to set the AI’s intelligence level. Horde is a new co-op mode for five players, fighting off waves of attacking Locust together, with each wave becoming more difficult. Horde Mode does not feature bot support as in competitive multiplayer, and can be played alone.

Gears 2 set an extremely high standard for the sequel, Gears of War 3, which is set to release somewhere in 2011. Gears 2 is, together with the Halo franchise, the game that put the Xbox 360 on the map.

06. Batman: Arkham Asylum File:Batman stalk.png

Ah, a game that combines 2 of my passions, video games and comics. Batman Arkham Asylum is the first successful comic-to-video-game adaptation on the next-gen consoles.

Batman: Arkham Asylum is played as an over-the-shoulder, third-person perspective action-adventure game. The player controls Batman as he makes his way around the island and structures of Arkham Asylum. In addition to running, jumping, and crouching, Batman is also able to glide from heights using his cape and use his grapple gun to ascend short heights or escape to gargoyle statues. To track Joker and other enemies, the player can switch in and out of “detective mode”, which activates special visors in Batman’s cowl. In this mode, most of the game world is rendered in darker colors, but objects of interest and people are highlighted, including limited x-ray ability to detect the location of people. Special objects with which Batman can interact, either directly or using various gadgets gained over the course of the game, are also highlighted. In some sections of the game, the detective mode is augmented to detect compounds, fingerprints, and other clues, which are used to direct the player to the next location to explore.

Gadgets include the batarang, an explosive compound sprayer and detonator, grappling gun, and a frequency scanner that can be used to overload security panels. Some of these can be used both during normal exploration of the game world as well as in combat. The game world, though presented in a linear path, allows for exploration at any time, and recently-acquired gadgets can often be used to access areas that were previously inaccessible. Exploration of the world is encouraged by items and clues left by the Riddler for Batman to find; in addition to objects to be collected, some of the Riddler’s riddles require the player to seek out a certain area related to the answer to a riddle and scan it with Batman’s visor. Solving these riddles unlocks additional content for the game, including challenge levels that test the player’s skill at the game’s combat system, as well as character bios, patient interviews, and detailed character trophies. Riddles, as well as defeating foes, also yield experience points, which can then be spent on several possible upgrades to Batman’s arsenal, as well as his health and abilities, at any time.

The game uses a “Freeflow” combat system, accomplished by using three primary buttons: attack, stun and counter to emphasize the primarily physical system of combat that Batman employs. Additionally, Batman is able to use Batarangs and his Bat-Claw as supplemental combat tools that can extend combos. Countering opponents’ attacks can also extend a combo; a brief indicator is shown when playing at Easy and Normal difficulties to indicate when an opponent is ready to attack. By chaining regular and counter-attacks in combos, the player can build up a special experience point multiplier, which increases further if timed well. When this surpasses a specific threshold, the player then has access to an additional special attack that can quickly take down a single foe. Batman can take damage from his foes, and can be knocked out or killed should it fall too low; when combat is completed, Batman regains a portion of his health relative to the experience earned in combat. As the game progresses, Batman battles against opponents with knives and stun rods that require different tactics to deal with, as well as “Titans” that can be ridden on to attack other enemies. Certain enemies will also try to obtain weapons.

The player can also employ “Predator”-type tactics through stealth to tilt the odds to their favor. This includes silent takedowns by sneaking up on foes, dropping from overhead perches and snatching a foe into mid-air, or using the explosive compound to knock foes off their feet. Some areas feature sections that require the player to employ these tactics to avoid alerting Joker’s henchmen and failing to meet an objective. Harder areas, such as the “Extreme” challenge maps, put explosives on gargoyles generally used to escape out of sight, requiring players to find other means of taking down opponents with stealth.

The story of Arkham Asylum could easily be adapted into a movie as it’s quite good, and manages to capture the darker side of the DC Universe really well. The game starts with Batman escorting The Joker to Arkham Asylum. Due to a recent fire at Gotham City’s Blackgate Prison, many members of the Joker’s gang have been temporarily relocated to Arkham. As Batman accompanies the guards taking the Joker inside, the asylum’s security is overridden by Harley Quinn, allowing the Joker to escape and take control of the facility. Batman quickly realizes that these events have been part of the Joker’s plan and that the Joker had bribed a security guard to help him escape. The Joker threatens to detonate bombs scattered around Gotham City should anyone attempt to enter Arkham, forcing Batman to work alone; however, Batman is able to rely on Commissioner Gordon and other loyal guards after Batman is able to free them. Additionally, Oracle is able to guide him through the asylum over the radio. Batman is able to gain access to an adjunct of the Batcave on the island.

Batman eventually learns that the Joker is seeking a chemical called Titan that is being produced at the asylum. The compound is based on the Venom drug that gives Bane his super strength, though the Titan formula is much more potent. The Joker plans to use the Titan formula on the various Blackgate inmates to create an unstoppable army, as well as on Poison Ivy’s plants, which mutate and take over the island. He also plans to dump the Titan-production waste product into Gotham’s water supply.

Batman, after defeating several enemies, is able to return to the Batcave to create an antidote to Titan, but only has enough time to synthesize one dose before Poison Ivy’s Titan-infused plants destroy the Batcave’s computer. After destroying the mutated plant life and defeating Ivy, the Joker invites Batman to his “party”, where Batman sees the Joker holding Scarface, sitting on a throne of mannequins. The Joker then reveals that he has recaptured Gordon and attempts to shoot Gordon with a Titan-filled dart. Batman jumps in front of it, taking the injection himself. Batman attempts to resist the change, after which an upset Joker to shoot himself with the Titan gun, becoming a massive monster. In his new form, the Joker proudly displays himself to news helicopters. He tries to persuade Batman to stop resisting the Titan formula and change into a monster, saying it is the only way to defeat him. Batman refuses, and uses the antidote on himself. The Joker, amazed at his decision, attacks Batman directly. Batman defeats him by covering his glove in explosive gel and punching Joker fiercely in the jaw. The Joker reverts back to his original state and is taken back to his cell, and armed Gotham police officers slowly regain control of the asylum.

Batman then hears over a police radio that Two-Face is robbing the Second National Bank of Gotham, so he summons the Batwing and flies back to Gotham. Following the credits a metal box stamped with the word Titan is seen floating in the water of the Gotham Harbor, and a villain’s hand rises from the water and grabs the box.

This game truly is one of the masterpieces of this generation. It manages to suck people into its story through really good gameplay, fun mechanics, great fights, the stealth sequences and the amazing voice acting by none other than Mark Hamill as The Joker, and Kevin Conroy as Batman, both are tied very closely to a realistic Batman experience.

05. Metal Gear Solid 4 

Metal Gear Solid 4: Guns of the Patriots has the distinguished honor of gaining the title of best Metal Gear Solid to date. Metal Gear Solid is one of the few series’ that managed to get several games in this Top 100, which shows the extreme quality of the series and its creator Hideo Kojima. Metal Gear Solid 4 is set five years after the Big Shell incident (depicted in Metal Gear Solid 2), in 2014. The world economy is based on continuous war, fueled by Private Military Companies, which constitute the majority among nations’ armies. Snake accepts a request by Roy Campbell to terminate Liquid, with Otacon and Sunny providing mission support from the Nomad aircraft. Amazing graphics, fabulous (and abundant) cutscenes and gameplay that lets the player decide between sneaking or attacking. This game shows what can be done on current-generation hardware.

04. God Of War 

As a third-person camera game, the player controls the character Kratos in a combination of combat, platforming and puzzle game elements. The player typically has to navigate Kratos through a long series of tests, trials and mazes to reach goals.

Kratos’ main weapons are the Blades of Chaos, with secondary weapon the Blade of Artemis also being acquired. Magic is also acquired, with four different attacks being available: Poseidon’s Rage, Medusa’s Gaze, Zeus’ Fury, and Army of Hades. The relic Poseidon’s Trident is also obtained, which allows Kratos to breathe underwater. Kratos also temporarily wields the Blade of the Gods during the final fight with Ares.

A special ability called “Rage of the Gods” is also acquired, which provides temporary invulnerability and increased attack damage. It can be recharged by killing enemies.

Health and Magic upgrades – Gorgon Eyes and Phoenix Feathers respectively – are found throughout the game in chests. Six of each are needed to upgrade the Health and Magic bars respectively. Other chests found in the game, containing orbs, are marked with a corresponding color for the orbs (green, blue, and red). Green Orbs replenish health, blue orbs replenish magic and red orbs provide experience, which in turn allows the upgrading of magical abilities and weapons.

Red orbs may also be collected by killing foes and destroying certain inanimate objects. Combat includes a quick-time feature, which is initiated when the player has weakened a stronger foe and a icon (the circle button on the controller) appears above them. The player then presses the corresponding button commands appearing on screen, with success ending the battle, and failure usually resulting in damage. A “grab” maneuver is also available for use on minor foes that yields experience points in the form of red orbs.

A quick-time sex mini-game is included (an encounter with two hand maidens on Kratos’ ship). A Challenge mode (ten trials called “ Challenge of the Gods”) is also included in the bonus features, which unlocks secret costumes and behind-the-scenes videos.

Kratos is a warrior in the service of the Greek gods of Olympus. It is revealed (via a series of flashbacks) that Kratos was once a captain in the Spartan army. A fierce warrior, Kratos led his army to several victories, until finally overmatched by an invading horde of barbarians. Outnumbered and on the verge of being killed by the Barbarian King, Kratos called to the God of War, Ares. Kratos promised to serve Ares if the god would spare the Spartans and provide the power to destroy their enemies.

Ares hears Kratos’ prayer, and bonds the “Blades of Chaos” (a pair of chain blades and forged in the depths of Tartarus) to his new servant. Kratos then returns to the confrontation with the Barbarian King and decapitates his foe. A victorious Kratos then wages war against all of Greece, and eventually leads an attack on a village occupied by worshippers of Athena. Ares tricks Kratos by placing his wife and child in the village, whom Kratos accidentally kills. Although Ares intends for this act to make Kratos the perfect warrior, Kratos renounces his servitude to Ares. The oracle of the now destroyed village curses Kratos, and the ashes of his family adhere to his skin, turning it ash-white. Now the “Ghost of Sparta”, Kratos is plagued by nightmares of his horrible deed and commits to ten years of servitude to the other gods of Olympus. Eventually tired of his servitude, Kratos summons Athena, who states that if Kratos performs one final deed—the murder of Ares—he will be forgiven for the murder of his family. Athena assigns Kratos to destroy Ares because Zeus has forbidden divine intervention.

After killing the Hydra on behalf of the god Poseidon, Kratos is guided by the goddess Athena to the city of Athens, which is under siege by Ares’ minions. Kratos battles his way to Athens’ oracle, but not before also having a strange encounter with a grave digger, who encourages Kratos to continue with his task. Finding the oracle, Kratos learns the only way to defeat Ares is to locate and use Pandora’s Box, a legendary artifact which can give a mortal the power to kill a god.

Entering the Desert of Lost Souls, Kratos is advised by Athena that Pandora’s Box is hidden within a temple chained to the back of the Titan Cronos – a punishment inflicted by Zeus for Kronos’ role in the Great War. Kratos summons the Titan and climbs for three days before reaching the Temple entrance. Overcoming an array of deadly traps and an army of monsters, Kratos eventually finds Pandora’s Box. Although successful, on leaving the Temple with the Box Kratos is murdered by Ares, who is aware that his former servant has succeeded. As a group of harpies take the Box to Ares, Kratos falls into the Underworld. Kratos, however, battles his way through the underworld, and with the aid of the mysterious grave digger, who states that Athena is not the only god watching over him, escapes and returns to Athens.

Recovering Pandora’s Box from Ares, Kratos opens it and uses the power to become god-like. Despite Ares’ best efforts to destroy Kratos both physically and mentally (including being stripped of the Blades of Chaos and all magic) Kratos survives and kills his foe with the Blade of the Gods. Athens is saved, and although Athena states that Kratos’ sins are forgiven, the gods cannot rid him of his nightmares. Kratos then attempts to commit suicide by casting himself into the Aegean Sea, but Athena intervenes and brings him to Mount Olympus. As a reward for his services to the gods, Athena provides Kratos with a new set of blades and Kratos becomes the new God of War.

Great gameplay, music, , voice acting, story and the unique Greek mythology setting earned this spot a well-deserved in the top 5.

03. Goldeneye 007  File:Goldeneyeemulated4lw.jpg

GoldenEye 007′s menu system is presented as an MI6 dossier. Four save files are available to track the player’s progress through the game’s twenty missions, each of which may be played on “Agent”, “Secret Agent” or “00-Agent” difficulty settings, with higher difficulties requiring the player to complete additional and more complex objectives. M, Q, and Miss Moneypenny provide background information on the chosen mission and its goals.

Once a mission is completed, the player may either continue progressing through the story or choose to replay a previously completed level. Completing certain missions within particular target times enables the player to unlock bonus cheat options which make various changes to the graphics and gameplay, and upon fully completing the game on the 00-Agent difficulty level, an additional “007” setting allows the player to customize the challenge of any mission. When a player chooses the “007” setting, they are presented with a screen entitled ‘SPECIAL OPTIONS:’. There are four options on adjustable horizontal bars. The ‘Enemy health’ and ‘Enemy damage’ can be adjusted between 0 and 1000%. The ‘Enemy accuracy’ and ‘Enemy reaction speed’ can be adjusted between 0 and 100%.

The player’s initial weapon in most missions is James Bond’s Walther PPK, called the PP7 in-game. Most of the game’s firearms are modeled on real-life counterparts (although their names are altered), while others are based on fictitious devices featured in the Bond films, such as the Golden Gun and Moonraker laser. The weapons vary in characteristics such as rate of fire and type of ammunition used, and inflict different levels of damage depending on which body part they hit. There are no health-increasing pickups in the game, although armour vests can be acquired to provide a second health bar. Stealth is an important element of the game: in order to avoid gunfights with multiple opponents, it is advantageous to eliminate soldiers and security cameras before they spot or hear the player. Certain weapons may be powerful enough to shoot through doors and helmets but are very loud, while others incorporate suppressor or telescopic sight attachments to aid the player in killing enemies discreetly. Also, hiding behind doors and columns is often necessary.

Some gadgets from the James Bond film series are featured in the game and are often used to complete particular mission objectives; for example, 007’s in-game watch includes the laser from the GoldenEye film, the remote mine detonator from GoldenEye and Moonraker, and the electromagnet from Live and Let Die.

The multiplayer mode features all of the characters in the game, including enemies and civilians. At first, only 8 characters are available, with 25 more becoming available as progress is made through the game. A button code allows players to temporarily unlock another 31 characters, all but two of them likenesses of the programmers.

As with the selectable characters, only a few arenas are available at first, with more becoming available as progress is made in the game. There are eleven arenas and a “random” button that chooses the level randomly. The multiplayer-only arenas are: Temple, Complex, Caves, Library, Basement, and Stack. Several arenas are taken from the single player mode, with alterations such as restrictions on which sections of the map can be used – they are the Facility, Bunker, Archives, Caverns, and Egyptian.

The multiplayer mode features five general scenarios, within which options such as weapon schemes may be altered. Weapon selections in the multiplayer mode are grouped by type, such as pistols, automatics, and explosives. Other selectable weapon schemes focus on weapons not frequently found in the single player mode, such as laser guns, throwing knives or the one-hit kill Golden Gun. The “Slappers Only!” setting removes all projectiles, limiting players to hand-to-hand combat. Also, when a player slaps, it’s only viewable from the first person perspective. When viewed through the third person, the other player would seem not to be throwing a punch.

  • Normal: A basic free-for-all deathmatch mode, in which players attempt to kill their opponents as many times as possible within a set amount of time. This mode can also be played in teams of 2 versus 1, 2 versus 2, and 3 versus 1.
  • You Only Live Twice: Similar to Normal mode, except players only have two lives before they are eliminated from the game.
  • The Living Daylights [Flag Tag]: In this adaptation of the playground game “Tag”, a flag or “token” is placed in a fixed location on the map. The player who holds it the longest wins the match. A player cannot use weapons while holding the flag (although it is still possible to slap), but can still collect them to keep opponents from stocking ammunition.
  • The Man With the Golden Gun: A single Golden Gun is placed in a fixed location on the map. Players must locate and obtain the Golden Gun, which is usually capable of killing opponents with only one shot regardless of where they are hit, even if they are wearing body armor. After a player acquires the Golden Gun, others are able to see him or her indicated by a blue dot on their radar. The player with the Golden Gun is unable to pick up body armor while opponents can. The only way to obtain the Golden Gun after its removal from the spawn point is to kill the player holding it and retrieve it from where the player dropped it.
  • Licence to Kill: All attacks, including “slapping”, will kill opponents in one hit. This mode cannot be played in teams, unlike the other scenarios.

Easily one of the best shooters to date. This game set the standards for a lot of games that came after it, although not many have met them.

02. The Elder Scrolls IV: Oblivion   File:ElderScrollsOblivionScreenshot11.jpg

Oblivion incorporates open-ended (or “sandbox”) gameplay. The main quest can be postponed or ignored for as long as the player wishes to explore the expansive game world, follow side-quests, interact with NPCs, slay monsters and develop their character. The player is free to go anywhere in the realm of Cyrodiil at any time while playing the game, even after completing the main quest. The game never ends, and the player may build up the character indefinitely. The fast-travel system used in Arena and Daggerfall makes a return in Oblivion. When the player visits a location, it appears as an icon on the game world map. From then on, the player can travel to this location instantly, though the in-game time is adjusted to reflect the length of the journey. However, the player cannot initiate fast-travel if they are in combat or inside a location. The game regards the player to be in combat when a creature decides to attack the player, regardless of whether the player can see the creature or not.

Character development is a primary element of Oblivion. At the beginning of the game, the player selects one of many human or anthropomorphic races, each of which has different natural abilities and customizes their character’s appearance. A perpetual objective for players is to improve their character’s skills, which are numerical representations of their ability in certain areas. Seven skills are selected early in the game as major skills. Each time the player improves their major skills by a total of ten points, they level up; this provides the opportunity to improve their attributes. Attributes are more broad character qualities, such as “strength” and “willpower”, with minor skills within the qualities, such as “blade” or “destruction”. The game rewards the player with “perks” when the player reaches either 25, 50, 75 or 100 points in a single skill. The game’s 21 skills fall evenly under the categories of melee, magic, and stealth. Melee skills are used almost exclusively for combat and incorporate armor and heavy weapons like blades, axes, maces, and hammers. Magic skills rely on the use of spells to alter the physical world, to affect the minds of others, to injure and debilitate enemies, to summon monsters to help fight, and to heal wounds. Stealth skills allow the player to crack locks, haggle for goods, use speech to manipulate people, and apply cunning in combat (through the use of a bow or in the way of a sneak attack). The spells, weapons, and other tools such as lockpicks that a player needs to employ and enhance these skills can be purchased in shops, stolen from NPCs, or found as loot on the bodies of foes or in dungeons.

Oblivion is played in either a first- or third-person view. The player may also change the difficulty at any time from the pause menu. At all times the player is required to monitor their HUD, which provides information about the character’s health, magicka, and fatigue. Health is depleted primarily through combat and can be restored by spells, potions, or resting; the loss of all health results in death. Magicka allows for and is depleted by the use of spells; it is rejuvenated naturally over time, but it can be restored in similar ways to health. The character’s effectiveness in combat and general efficiency are functions of fatigue. In the wilderness and during quests, the player is pitted against a variety of enemies, including standard fantasy monsters (e.g., imps, goblins, ogres) and animals (e.g., bears, lions, wolves). Enemies become stronger and weapons and armor more effective as the player levels up. This game mechanic, level-scaling, was incorporated to maintain a constant and moderate aspect of difficulty. However, level-scaling, combined with the leveling system has received criticism, as it has the potential to unbalance the game; characters with major skills that increase on an involuntary basis, such as athletics (by running) or armor (by being hit in combat) can find they level too quickly, making the enemies proportionately harder than intended. Oblivion’s predecessor, Morrowind, also had a level-scaling system on creatures but kept legendary items (e.g., Umbra and Lord’s Mail) static; that is, attainable by any character of any level.

A major focus during Oblivion‘s development was to make the gameplay simpler and more balanced than it had been in Morrowind, particularly with respect to combat. The skill system is similar to Morrowind‘s, but in Oblivion there are fewer skills. The medium armor, unarmored, and spear skills are removed altogether, the short blade and long blade skills are condensed into a single blade skill, and the axe skill is merged with the blunt skill. Mastery levels, which give skill-specific bonuses when the player reaches milestone levels, were introduced in Oblivion. The combat system was revamped, with the addition of power attacks (endowed to the player with the attainment of mastery levels) and the removal of the separate styles of melee attacks present in Morrowind. Ranged attacks were changed so that hits are based on the player’s firing skill rather than the character’s numerical skill level. Spears, throwing weapons, and crossbows were removed in favor of the bow; the choice came from a desire to “get the feel of ranged weapons as close to perfect as possible” as the Havok physics engine allowed. Morrowind‘s passive block skill became an active gameplay mechanic in Oblivion: activated by a button press, it causes enemies to recoil and be left open for a follow-up attack. Enchantment as a skill by which items are imbued with special powers was not carried over from Morrowind to Oblivion; items are instead enchanted through plot-specific processes or enchantment in the Mages Guild. The ability to “forget” (discard) spells was also not included. Most of these changes were received well. GameSpot commended the strengths of the game in each area, finding the game’s melee combat “faster and smoother” than Morrowind‘s, the stealth combat “at least as satisfying” as the melee combat, and the magic combat diverse and uncomplicated.

In terms of plot, Oblivion is not a direct sequel to The Elder Scrolls III: Morrowind or any other game, though references place the plot several years after the events of Morrowind. Oblivion is set in Cyrodiil, a province of Tamriel, the continent on which all the games in the series have taken place. The plot begins with the arrival of Emperor Uriel Septim VII (voiced by Patrick Stewart), accompanied by a trio of Imperial bodyguards known as “the Blades” at the Imperial City prison. They are fleeing from the assassins of the Mythic Dawn, a Daedric cult, who just recently murdered the Emperor’s three sons. The emperor and the Blades head to the sewer that leads out of the city, using a secret entrance that by chance is located in the cell occupied by the player. The player follows the party into a series of catacombs. There, the group is attacked by the Mythic Dawn, who are staved off by the Blades. Meanwhile, Uriel Septim entrusts the player with the Amulet of Kings, an ancient artifact traditionally worn by the Septim emperors of Tamriel, and orders the player to take it to a man known as Jauffre. Immediately after the emperor gives the amulet to the player, an assassin ambushes and kills the emperor before being defeated. The sole surviving guard, Baurus, explains that Jauffre is the grandmaster of the Blades and can be found at Weynon Priory. The player then proceeds to the open world of Cyrodiil to start the adventure.

Oblivion features the voices of Patrick Stewart, Lynda Carter, Sean Bean, Terence Stamp, Ralph Cosham, and Wes Johnson. The voice acting received mixed reviews in the gaming press. While many publications praised it as excellent, others found fault with its repetitiveness. The issue has been blamed on the small number of voice actors and the blandness of the dialogue itself. While it certainly took away a lot of the game’s flair by the limited amount of voices, it’s still one of the best games ever made. I spent so much time playing this, and replaying it (which isn’t something I do very often). Awesome soundtrack too!

01. The Legend Of Zelda: Ocarina Of Time

Ah finally, the number 1 video game in my book: the amazing Ocarina of Time.  So much has been said already about this title that to add to it would seem redundant but I’ll press on anyway.  OoT has been ranked numero uno on countless “best of” lists and there is a reason for it.  When it first came out it blew people away with its numerous side quests, gorgeous graphics, and the huge expansive overworld “Hyrule Field”.  Nuts and bolts-wise, Ocarina of Time is an action-adventure game with role-playing and puzzle elements. The player controls Link from a third-person perspective, in a three-dimensional space. He primarily fights with a sword and shield; he can also use projectile weapons, bombs, and magic spells. The control scheme introduced techniques such as context-sensitive actions and a targeting system called “Z-targeting”. In combat, Z-targeting allows the player to have Link focus and latch onto an enemy or other objects. When using this technique, the camera follows the target and Link constantly faces it. Projectile attacks are automatically directed at the target and do not require manual aiming. Context-sensitive actions allow multiple tasks to be assigned to one button, simplifying the control scheme. The on-screen display shows what will happen when the button is pushed and changes depending on what the character is doing. For example, the same button that causes Link to push a box if he is standing next to it will have him climb on the box if the analog stick is pushed toward it. Much of the game is spent in battle, but some parts require the use of stealth. Exploration is another important aspect of gameplay; the player may notice inaccessible areas and return later to find them explorable after obtaining a new item.

The epic dungeons and music only add to the game’s awesomeness. My favorite part of the game was the inclusion of Epona the Horse that you acquire in the game… It was the first game I’ve ever seen that really got horse riding down perfectly…

 

Well, that concludes our top 100 greatest video games of all time. I hope you enjoyed it as much as I have, and don’t worry I have a new series in the making that you might like as well. As always, leave your comments in the comment section below.

Previous top 100 posts can be found here (39-21), here (59-40), here (79-60) and here (100-80)!

/Niels

Green Lantern comics – An introduction

With the Green Lantern movie releasing in June I thought it was time to write a bit of an introduction to the Green Lantern universe, and more specifically, the Green Lantern comics. Comics, and especially DC Comics titles, have a tendency to feature a pretty complex timeline as the continuity is often altered to correct mistakes made by the same people who made the different universes in the first place. I think we can all remember the ‘Earth 2’ and ‘crisis on infinite earths’ debacle which ended the DC multiverse for a while. Continue reading “Green Lantern comics – An introduction”

War. War Never Changes – Thoughts on Conflict and Context

War. War Never Changes – Thoughts on Conflict and Context by Joe “Shadon1010” Dillon


Every story requires conflict or there is no story, just stagnation. But the word “conflict” itself is distinct from the context that it revolves in. For example, there can be conflict in deciding if you want regular cornflakes in the morning or those with a sugar frosting, or there can be conflict in a dread cosmic entity deciding to devour all of reality. In both cases there is conflict, it’s just the context that differs.

Yet when conflict is mentioned the context is often what first springs to mind. Or rather that we have a stereotype of conflict: war. After all, battles in the media are often called conflicts these days.

Why is this relevant to games? The vast majority of game plots have war as the context as it’s something we are all familiar with even if we have never been directly involved in it. And while war as a context is all well and good, it’s the layers of context that are often placed above this that often frustrate me.

I am of course referring to the many games set in modern times, in the real world, in countries or locations we are all too familiar with. Call of Duty, Homefront, Battlefield, you know what I’m talking about.

My gripe is that because we are now all too familiar with real world wars and battles past and present, game developers and writers are resorting to the middle east country name tastefully removed template of context, such that the word “conflict” and that all too often used context are now synonymous. I can see why this is done; it makes the game easily identifiable and recognisable. If you’ve seen the Captain America trailers as of late the film is being presented for the most part as a standard war flick from the selection of shots they’ve taken, yet of course Marvel are using this technique of identification to draw people in to this story where the context is only dressed with 1940’s World War II era styling and locations, as opposed to being the entire world in which the story plays out.

Allow me to segue elsewhere. I recently completed Crysis 2, and while I thoroughly enjoyed the game despite my PC being still somewhat sore from the abuse it took, something niggled at me. Something I couldn’t initially put my finger on about a variety of things; the de ja vu, the wasted potential, the similarities.

Firstly, the setting of New York, while brilliantly rendered for certain, is so far gone of a cliché that it forced me to recall a similar game story wise: Prototype. Private Military Corporation? Check. Rampant Viral Outbreak? Check. Arsehole Commander of PMC who you kill? Check. Both set in New York. The fact that the Ceph and the mutants from Prototype had similar colour schemes did not help.

Secondly, I realised that the gameplay, as open ended as your choices were in how to approach each set piece, was all too similar to Call of Duty that I couldn’t help but wonder: If I were to show this game without spoiling the title to someone who was familiar with the Call of Duty series but not with Crysis or Crytek, could I pass it off as Call of Duty: Future Warfare? Quite possibly.

My fear is that game writers are becoming too safe in their choices of contexts such that conflict and context become synonymous, likely with this template of real world scenarios that are otherwise unchallenging and instantly recognisable. When I say conflict, this will mean “noble soldier versus third world terrorism”, rather than merely being a mechanism around which a story revolves. Conflict is required in a plot certainly, but the presence of Middle Eastern terrorists is not, nor is military bravado. It’s up to you what you put in there, but try to at least challenge the gamer with something a bit more out there. Remember Bioshock? If that wasn’t a wake up call to the industry that games can’t both be challenging in the story and the actual gameplay as well as being profitable, I don’t know what is.

This is why Crysis 2 was a minor disappointment for me, because it had all the unusual elements in place (Nanosuit, aliens etc) but chose a more pedestrian location with all too familiar characters. It had the potential for something more out there, but instead fell back on the easy option. Still, I applaud Crytek for not going full lazy and injecting the scenario of a devastated New York with those elements I mentioned, and I hope future instalments of Crysis or other series follow suit. Indeed, if I recall correctly, there was initial resistance from Activision in moving Call of Duty from its World War II roots to the Modern Warfare era, yet as a result they actually pulled off, at least in Modern Warfare 1, a solid story with great atmosphere and made untold millions. But now that setting and context has become frankly boring and if it continues to be recycled game stories that utilise it will become as stagnant as they would be without any conflict whatsoever.

Ranting aside, I have one final question. What exactly do writers have against New York?

– Joe “Shadon1010” Dillon is a wannabe writer and has actually been to New York. Despite what is required of him, he does not hate the city. Maybe one homeless person at most. That’s all.  

Nintendo to unveil ‘Wii 2’ at E3 this year

Indeed, it has been made official that Nintendo will be unveiling their new console on the E3, dubbed by fans as the Wii 2. According to Nintendo, a playable console will make its appearance there this June.

Apparently, Nintendo is planning to release their new console somewhere in 2012, beating Sony and Microsoft to a ‘next’ generation console. I said ‘next’ because the Wii 2 will feauture HD graphics, something the other consoles have had for years now. Sony and Microsoft getting anxious and biting their fingernails? I doubt it, since they already have HD graphics and both the Xbox and Playstation still have a few fertile years to go.

So, what do we know about this ‘Wii 2’? Well, not much … There is some information from ‘a reliable source’, which could be legit, or just rumours. Keep reading for a breakdown of the information gathered.

The Hardware 

Most of today’s information comes from an article published on the French website 01net.com via a story on Develop Online. As Destructoid notes, 01net was also the first to break the story on Sony’s NGP handheld in advance of that announcement. The 01net story quotes a “very reliable” source who claims to have inside information on the technology powering Nintendo’s next console. The original article was published in French, but user on the popular Gaming Age forums translated it and posted a bullet point summary. The report says the new console is codenamed “Project Cafe” internally. According to the source, the “CPU is a custom IBM PowerPC with three cores, GPU should be an ATI from the R700 family with a shader unit at version 4.1. RAM should be at least 512 MB.” These specs are fairly comparable to the Xbox 360’s internal architecture, but as Destructoid noted in its report, the 4.1 shader support would be an improvement over the 360’s 3.0 shader support. These internal similarities would also make porting titles from the 360 to this new Nintendo console a much simpler process.

Kotaku’s sources indicate the new console is powerful than other current-gen systems, but it’s unknown if that just refers to the aforementioned improved shader support. IGN’s report added one other important tidbit: its unnamed source said the system delivers full 1080p HD resolutions, which is welcome news to HDTV owners. IGN’s sources also said that the unit is fully backwards compatible with Wii software. This jibes with Develop’s claim that the unit “support[s] all Wii peripherals.” French website 01net says that GameCube backwardscompatibility is also in the plans.

The Controller

There have been rumours and a CVG report claiming the new Nintendo controller has a built-in HD screen. Today, all reports seem to indicate that the screen is a reality, but there is some question as to whether it’s HD or not. The 01net story indicated that there would be a screen, but that it would feature “sub-HD” graphics. However, it said that the screen will be a six-inch “one-touch” (as opposed to multi-touch) touchscreen.

The controller unit has been compared to “iPad with buttons” by Destructoid, but its report stresses that the screen is much less costly and doesn’t offer the same level of “power or performance” as the iPad’s touchscreen.

More conventional controller inputs surround the touchscreen: a d-pad, L and R bumpers, two triggers, and “possibly more.” The unit has a front-facing camera and will also have motion controls. However, the Wii sensor bar has been integrated into the controller, so you would only need the controller itself for Wii remote functions.

The Disc 
 

Like past Nintendo systems, the console is disc-based. In fact, Blu-ray.com has heard from a source that Nintendo is “considering” using Blu-ray (which Sony helped develop and currently uses in the PlayStation 3) as the system’s disc format.

Is this reliable?

While all the above information is unconfirmed, most of the reports we’ve seen seem to agree on most of the leaked features and specs powering the new Nintendo console. Most reports seem to concur that Nintendo is targeting a 2012 release, probably a mid-summer release in Japan and later in the year in the U.S. and western territories.

In addition, the 01net source said there was yet another “big surprise” regarding the unit and its feature set that has yet to leak, but refused to reveal it. In any case, these next few months look to be very interesting for Nintendo fans.

There is often a “feeding frenzy” mentality that develops in the wake of a story of this magnitude, so it’s entirely likely that at least some of the claims being presented are either wrong or significantly distorted.

Well, whatever it is I’m sure Nintendo will have some sort of surprise behind their backs. The E3 will be held in Los Angeles from 7 – 9th June so circle those dates on your calendar and stay tuned for more exciting news about the Wii 2.

/Niels

New releases week 17 (25 April – 1 May)

Hey there guys. Below you’ll find the new video game releases from 25 April to 1 May. Please note that this list is always subject to change and as such is not an absolute reference. Continue reading “New releases week 17 (25 April – 1 May)”

It’s Easter!

Well, not that Easter is a big thing around here. Especially since I’m not a kid anymore and not particularly Christian … However, any excuse is good to post some Easter Eggs that can be found in video games. I’m sure you all saw some, even if you didn’t know. The list below is just a small part of all the Easter Eggs in video games. I hope this post will at least make you chuckle a little bit and enjoy your Easter holidays!

First of all, World of Warcraft has A LOT of Easter Eggs. Below you’ll find a few of these witty references.

  1. Diablo I & II : The weapon “Wirt’s Third Leg” is a reference to the character of Wirt the peg-legged boy from Diablo, and his wooden leg which you could actually pick up and wield as a weapon after Wirt’s death in Diablo II.
  2. Donkey Kong: In Un’ Goro Crater, the gorillas sometimes drop an item named “Empty Barrel”, a reference to Donkey Kong throwing barrels at Mario in the Nintendo arcade game and the continued importance of barrels in the Donkey Kong Country and Donkey Kong 64 series.
  3. The Legend of Zelda: In Un’Goro Crater there is a character named Linken (Link) who has a bit of amnesia. Doing quests for Linken will help him regain his memory. He will remember a raft, a throwback to the original The Legend of Zelda where one of Link’s collectible items is a raft. One of the other items you must bring Linken is a faded photograph, which shows Linken with a female princess that is similar to Princess Zelda. Other items you find in his old rafts are a map and a compass, objects that are found in every Zelda game dungeon. If you complete Linken’s quests he will reward you with Linken’s Boomerang and Linken’s Sword of Mastery, references to Link’s trusty boomerang and the Master Sword.
  4. Dracula: The Guild Master of the Undercity is named Christopher Drakul, clearly a reference to Christopher Lee, who played the vampire lord more than any other man in film.
  5. Fight Club: There is an area in the Undercity where two NPCs named Tyler and Edward are fighting. The undead around them also have names from the movie, such as Marla and Chloe. There is also a weapon in the game named Fight Club.
  6. Forrest Gump: A dwarven fisherman named Gubber Blump can be found on the beach near Auberdine; he is a reference to both Forrest and his friend Bubba. His dialogue is similar to both characters; he introduces himself “My name’s Gubber, Gubber Blump” and later recites a list of all the different ways to cook crab.
  7. Highlander: A master swordsman named Klannoc Macleod, the Islander can be found on Fray Island near Ratchet, a reference to Connor MacLeod.
  8. Indiana Jones: During the quests in Zul’Aman you’ll encounter an npc named Harrison Jones. A reference to Harisson Ford who plays Indiana Jones. He also says ‘See you later kid’
  9. Star Trek: In Booty Bay, there is a goblin named Scooty who operates the “Transporter 3000”. Completing the quest and using the transporter takes you to Gnomeregan, where a goblin named Sprock waits on the other side, with his faction labeled as “Away Team”. Also, in Gadgetzan there is a goblin named Jhordie Lapforge who stands next to a similar Transporter which serves as the destination for the Ultra-Safe Transporter available to Engineers of the Gnomish persuasion. Finally, in Orgrimmar, the NPC Engineer’s name is Nogg, a Deep Space Nine Reference. In Oggrimmar in the Valley of Honor there is a goblin named Sovik which is reminiscent of the Vulcan Saavik first introduced in The Wrath of Khan.
  10. O RLY?: After the saying became popular among players, one of newly added Goblin Auctioneers in Booty Bay was named “O’Reely”. There is also a white owl that flies around a hut near Steamwheedle Port in Tanaris named “O’Reilly”. Furthermore, there has been added an Undead auctioneer by the name of “Yarly” in the Undercity Auction House.

Naturally there are tons more, but let’s move on to some other games. below you’ll find a couple of other easter eggs with a YouTube video or image attached to make it more clear.

The Suicidal Troll (Elder Scrolls IV: Oblivion)

Personally, I didn’t know about this one before I read it somewhere else. Apparently you’ll find him under a bridge southeast of Bravil, and you can grab “A Poorly Scrawled Note” from his body. Upon opening it in your inventory, you’ll read his final words:

Mee worst troll evurr
nobuddy pay brijj tole
me nott sceary enuf
mee gett drunc an kil sellf
troll droun

Nothing to see here (GTA: San Andreas)

Like Oblivion, GTA has always featured a massive open world that’s perfect for hiding Easter eggs in. If you’re one of those that likes exploring every nook and cranny of Rockstar’s cities, you may have flown to the top of the bridge that connects San Fierro to Las Venturas. After jetpacking to the top, the only Easter egg you’ll find is a self-defeating sign informing you that there are no Easter eggs.

The Lost Island (Just Cause 2)

It would seem that developer Avalanche Studios has a few employees that are a fan of Lost. Just Cause 2 features a very recognisable reference. There is a certain island in the game that will make your plane crash just like Oceanic flight 815. Now I didn’t quite get this reference the first time it happened to me, I thought it was some random bug. But when I went exploring I found the very famous ‘Lost hatch’. A great reference in a fun game, what more do you want?

John Romero (Doom II)

John Romero, the charismatic designer with the famous long hair, was the face of Doom in more ways than one. While Doom II was still in production, a late-night trip through the final level with “no clip” mode on revealed that someone in the Doom offices had made Romero’s role with the game a little more sinister. Although to defeat the end boss players shot at a large demon head affixed to the wall, the actual damage was being done to a graphic–unable to be seen during normal gameplay–of John Romero’s head on a stick behind it. To have the last laugh, John Romero and the sound designer recorded Romero’s voice for the demon, which said, “To win this game, you must kill me, John Romero”. However, the voice was distorted and reversed so it wouldn’t be obvious. To witness this egg in action, you must activate the no-clip cheat, as Romero did, and pay a visit to his face up close and personal. The pixelated picture winces as each bullet makes contact, until finally, after enough damage has been done, you complete the game.

The Cow Level (Diablo II)

If you’ve ever played Diablo II you know what I’m talking about, The Secret Cow Level.  This started as a joke when a rumor spread throughout the Internet about a cow that appears in the original Diablo game.   Supposedly, if you clicked on the cow a certain number of times a portal to a secret level would appear.  To shut down the rumors Blizzard created a cheat in another of their games, StarCraft, where the player could enter the text “there is no cow level” to instantly win the mission.  And in 1999, a screenshot was released showing cows fighting, which instantly revived the rumors.  When Diablo II released players discovered that the cow level was real.

Halo Dance Party (Halo: Reach)

Hidden in New Alexandria is a dance club featuring a DJing Brute and dancing grunts. Quite possibly the most random thing I ever saw … Hey, even the Covenant needs some leisure time I guess.

The Easter Bunny! (Saints Row 2)

In a game filled with randomness, this is the pinnacle of it all. There’s an Easter Bunny that you’ll find if you complete a series of events (including a visit to an island that worships Volition). The mother of all Easter Eggs, because you know … Easter Bunny, Easter Eggs … catching on yet?

There a tons more of Easter Eggs to be found in just about every game these days. Just think about the giant octopus in Assassin’s Creed II or Schrodinger’s cat in BioShock 2. If you enjoyed this and are now looking for more Easter Eggs you can always visit this website for a very extensive list of Easter Eggs found in video games. Happy Easter everyone.

/Niels

100 Greatest Video Games Of All Time (39 – 21)

Hey there guys and welcome to another part of our top 100 greatest video games of all time. As you can see, this week we’ll release # 39 to # 21. Yes, 21 and not 20. Reason for this is because I’d like to keep the top 20 as a seperate full post as I imagine that’s the part everyone is waiting for. But yeah, let’s get started then shall we? There are some really good games on the list today as we get closer and closer to the top 20. As always, this is my personal list and as such it doesn’t reflect your opinion. Feel free to leave your comments below though!

39. Tony Hawk Pro Skater 2

One of the all time HUGEST video game franchises was the Tony Hawk Pro Skater series. It was a bona fide phenomenon when it first came out, a must have for any gamer. The second installment in the series was pound for pound the best by miles (in fact, every sequel after that one started to get worse and worse). Its mix of amazing graphics, open-ended gameplay, in which the player (playing as a professional skateboarder) completes a number of missions which result in cash reward plus the ability to skate on basically ANYTHING on the screen was totally innovative. When you add to that the seemingly endless amount of tricks and combinations of tricks you could pull off and the multiple levels (my favourite was the S-K-A-T-E level where you collect the letters in that word), and trying to find the hidden tape, this game was unbeatable in terms of replayability.

38. Final Fantasy XII

Ah, Final Fantasy games never really die do they? With so many games released it’s hard to pick the best because they’re all really good. For # 38 though, I chose Final Fantasy XII.

The game takes place in the fictional land of Ivalice, where the empires of Archadia and Rozarria are waging an endless war. Dalmasca, a small kingdom, is caught between the warFile:Final Fantasy XII JAP FF12.jpgring nations. When Dalmasca is annexed by Archadia, its princess, Ashe, creates a resistance movement. During the struggle, she meets Vaan, a young adventurer who dreams of commanding an airship. They are quickly joined by a band of allies; together, they rally against the tyranny of the Archadian Empire. Final Fantasy XII received near-universally high review scores, and earned numerous “Game of the Year” awards in various categories from noted video game publications.

Throughout the game, the player directly controls the on-screen character from a third-person perspective to interact with people, objects, and enemies. Unlike previous games in the series, the player can also control the camera with the right analog stick, allowing for a 360° view of the surroundings. While in towns and cities, the player may only see from the perspective of Vaan, but any character may be controlled in the field. The world of Final Fantasy XII is rendered to scale relative to the characters in it; instead of a caricature of the character roaming around miniature terrain, as found in the earlier Final Fantasy games, every area is represented proportionally. The player navigates the overworld by foot, by Chocobo, or by airship. Players may save their game to a memory card using save crystals or gate crystals, and may use the latter to teleport between gate crystals. An in-game bestiary provides incidental information about the world of Final Fantasy XII.

Final Fantasy XII restructures the system of earning gil, the currency of the Final Fantasy games; instead of gil, most enemies drop “loot” which can be sold at shops. This ties into a new battle mechanic which rewards the player with improved loot for slaying a particular type of enemy multiple times in a row. Selling different types of loot also unlocks a bazaar option in shops, which provides items at a lower cost, or items exclusive to the bazaar.

37. Shadow Complex 

When Shadow Complex came out in 2009, it was a surprise sensation.  For only 15 bucks you could download it and play through the Xbox 360 Live network and experience one of the greatest platforming games ever made. It’s presented in what they call 2.5D format; which means the game world is fully three-dimensional, but the player can only move in two dimensions, simulating the environment of a classic side-scroller. Enemies can, however, move in any direction, and auto-aim is utilized to allow the player to fire at nearby enemies or objects both inside and outside of the 2D plane. The player can use the right control stick to aim with a laser sight. Its gameplay is reminiscent of vintage games like Castlevania yet with gorgeous graphics and sound.  In short, it is a masterpiece. The game rewards the player with experience points as they complete objectives and defeat enemies. The player can gain up to fifty experience levels, each level boosting basic attributes of the character. These experience levels grant the player skills such as improved gunfire precision or damage resistance. Special rewards such as revealing the full map and unlimited special ammo are granted at specific levels. When the player starts a new game, they will lose all the weapons and items that they have acquired, but will keep the character’s experience level and any benefits they have already received from that experience. In addition to the main campaign, a number of challenge levels, called “Proving Grounds”, are available, generally requiring the player to make it to the exit of a room using a limited set of items and health. Players are ranked based on time of completion and any scoring objectives when they complete the level. Scores and other statistics from the main campaign and the training group are tracked via online leaderboards.  All this makes the value unbeatable…

36. Need For Speed 3: Hot Pursuit  File:NFS III Hot Pursuit (PC), police pursuit.jpg

Look! Finally a racegame on the list. Need For Speed III was my first ever racegame on the PS1 and I can honestly say that I had great times playing this.

With police pursuits reintegrated into the game, Hot Pursuit’s gameplay now consists of two categories. The first encompasses standard racing, as it has been in its predecessors, The Need for Speed and Need for Speed II, in which the player is allowed to race against one (including split-screen races) or seven other racers in normal circuit racers, knockouts, or tournaments (which allow the player to unlock bonus vehicles and a bonus track). The second category is dubbed the “Hot Pursuit,” where police pursuits are included in races; the mode allows the player to select a standard sports car to race against a single opponent in a police-scattered track, and in the PC version only select a police variation of a sports car to pursue and stop all six racers before they complete their race. Completing both Hot Pursuit challenges in the PC version on every track of the game unlocks additional police sports cars.

Two modes were introduced in the game. The two-player split-screen mode allows two players to race using the same computer. The “Knockout” mode consists of 7 races with 8 racers on randomly chosen tracks, in which conditions such as selected difficulty, weather, and so on that the player has chosen before starting the race-series will apply. Each race consists of two laps where the driver who finishes last will be eliminated from the race lineup. All other drivers advance to the next round and carry on with the battle until there is only one player left, who technically wins the knockout competition. The game also supports network play through a serial port, modem, or IPX, and internet gaming through TCP/IP protocol. It also allowed spawn installations of itself to be installed on other machines.

Racing tracks are greatly varied, with settings ranging from wide desert canyons to homely countryside villages, as well as snow-capped mountain ranges. A particular track in the game is even host to a modern and intricate structure identified as the Electronic Arts development office. Most tracks contain one or more secret shortcuts which can dramatically alter the outcome of a race.

The game also boasts some fairly impressive graphics support for its time, allowing up to 1152 x 864 pixel x 16bit in-game resolution, wide screen support, car chrome effects, and slider settings for car detail and view distance. Motion-sensored controllers receive support as well, granting the players a more thorough gameplay experience by actually allowing them to “drive” the cars.

Car tuning is also introduced, allowing any car’s handling to be customized by adjusting low or high end properties for Engine Tuning and Gear Ratios, front or back Brake Balance, slow or fast Braking Speed, soft or stiff Suspension, low or high Aerodynamics as well as Rain or Racing tires. Any of these options can be modified via sliders to offer a digit-sensitive, percentage-based effect to the selected car’s overall performance. Higher-end engine and gear tuning, for example, will compromise acceleration for better tops speeds. Rear-based brake balance and slow braking speeds make for wider, drifting turns, and aerodynamics provide even higher speeds at the loss of handling.

35. Zelda: Majora’s Mask 

Majora’s Mask is the sixth installment in The Legend of Zelda series and the second using 3D graphics, the first being The Legend of Zelda: Ocarina of Time, the game’s predecessor. The game is set in Termina, an alternate version of the usual series setting of Hyrule, where the Skull Kid has stolen Majora’s Mask, a powerful ancient artifact. Under its influence, the Skull Kid causes the land’s moon to slowly fall towards Termina, where it crashes after three days. The main protagonist Link repeatedly travels back in time to the beginning of the three days to find a way to stop the moon from destroying Clock Town.File:MajorasMaskZora.jpg

The gameplay is centered on the perpetually repeating three-day cycle and the use of various masks, some of which allow Link to transform into different beings. Link learns to play several melodies on his ocarina, which have a variety of effects like controlling the flow of time or opening passages to four temples, which house challenges Link must overcome. Unlike Ocarina of Time, Majora’s Mask requires the Expansion Pak, which provides additional memory for enhanced graphics and more on-screen characters. Majora’s Mask was well received by critics, who praised the graphics and deep story.

The gameplay of Majora’s Mask expands on that of Ocarina of Time; it retains the concept of dungeon puzzles and ocarina songs, and introduces character transformations and the restriction of a three-day cycle. As in previous installments, Link can perform basic actions such as walking, running and limited jumping, and must use items to battle enemies and solve puzzles. Link’s main weapon is the sword, which can be upgraded throughout the game. Other weapons and items are available—Link can block or reflect attacks with a shield, stun enemies by throwing Deku Nuts, attack from a distance with a bow and arrows, destroy obstacles and damage enemies with bombs, and latch onto objects or enemies with the Hookshot. Magic power allows attacks such as magical arrows or spin attacks, and the use of special items.

A large part of the game revolves around masks that you’ll collect throughout the game. While most masks are limited to an optional side-quest in Ocarina of Time, they play a central role in Majora’s Mask, which has twenty-four masks total.

Unlike previous Zelda games, Link can transform at will into different creatures: the Deku Mask transforms Link into a Deku Scrub, the Goron Mask into a Goron, and the Zora Mask into a Zora. Each form features unique abilities: Deku Link can perform a spin attack, shoot bubbles from his mouth, skip on water, and fly for a short time by launching from Deku Flowers; Goron Link can roll at high speeds (and grow spikes at higher speeds), punch with deadly force, stomp the ground with his massive, rock-like body, walk in lava without taking damage, and weigh down heavy switches; Zora Link can swim rapidly, throw boomerang-like fins from his arms, generate a force field, and walk on the bottoms of bodies of water. Many areas can be accessed only by use of these abilities.

Link and his three transformations receive different reactions from non-player characters. For instance, the Goron and Zora are allowed to exit Clock Town at will, whereas the Deku Scrub is not permitted to leave by reason of his short stature and childlike resemblance. Animals also interact differently with the four forms of Link. For example, Link’s normal form receives an indifferent response from dogs, Deku Link is attacked by them, Goron Link frightens them, and Zora Link makes them chase him happily.

The final mask to be gained in the game is the Fierce Deity Mask, which can only be worn in boss battles, and makes remarkably short work of Majora’s Mask. When donning this mask, Link grows to nearly two-and-a-half times his normal height. His clothes turn white and his face appears with a type of war paint on it. The sword that Fierce Deity Link carries is a helix shape that uses magic power to fire blasts at enemies. There is a glitch in the N64 version of Majora’s Mask that allows Link to put on the Fierce Deity Mask without fighting a boss.

Other masks provide situational benefits. For example, the Great Fairy’s Mask helps retrieve stray fairies scattered throughout the four temples, the Bunny Hood allows Link to run faster, and the Stone Mask renders Link invisible to most non-playable characters and enemies. Less valuable masks are usually involved only in optional side-quests or specialized situations. Examples include the Postman’s Hat, which grants Link access to items in mailboxes, and Kafei’s Mask, which initiates a long side-quest to receive the Couple’s Mask.

34. Shenmue  File:Shenmue-snow.jpg

Shenmue is a 1999 open-world adventure video game developed by Sega AM2 and published by Sega for the Dreamcast. Shenmue borrows gameplay elements from several different genres, but largely consists of open-world adventure segments with real-time 3D battles interspersed throughout. It was the most expensive video game in its time, with a production cost of $47 million.

Shenmue takes place within Yokosuka, Japan. The four main areas of Yokosuka available to the player are detailed and offer many avenues for exploration. The Hazuki Dojo is located in a small hamlet called Yamanose, where many of Ryo’s childhood friends and neighbors live. Ryo’s childhood friends, Ichiro Sakurada and Noriko Nakamura, are also residents of Yamanose. Directly next to Yamanose lies Sakuragaoka, a slightly bigger neighborhood. There are several points of interest here, including Setsu Abe’s Candy Shop and Sakuragaoka Park. There are also several residents of Sakuragaoka that can offer assistance to Ryo in his quest to find Lan Di. They include local gossips Fusayo Mishima and Fusako Kondo, as well as Naoyuki Ito, who lends Ryo his motorbike towards the end of the game.

Dobuita, the second largest location in the game, is a busy town that boasts a wide variety of people and activities. Dobuita offerings include an eclectic and diverse selection of shops in the game, from convenience stores to specialized antique shops where valuable martial arts scrolls can be purchased. Nozomi is often found in Dobuita at her grandmother’s flower shop. There is also a red light district with several bars, restaurants, a small slot machine parlor, and a mahjong parlor. The bus service that allows Ryo to travel to Yokosuka Harbor is also located here near a tobacco shop. Yokosuka Harbor is Shenmue’s largest environment. Ryo first travels there to meet Master Chen, and eventually gets a job at the harbor to gain information on The Mad Angels, who have a large criminal influence in the area. Mark Kimberley, who eventually becomes a valuable friend to Ryo, also works at the harbor and has several run-ins with the Mad Angels. Shozo Mizuki, a homeless man who lives at the harbor, is a skilled martial artist who reveres the Hazuki style and teaches Ryo three useful techniques.
 
 The story of Shenmue begins on November 29, 1986, in the perspective of the protagonist Ryo Hazuki returning home to his family dojo to witness his father, Iwao Hazuki, battling with a tall, ominous man dressed in a green silk Kung-Fu suit known as Lan Di. He demands Iwao hand over an item known as the “Dragon Mirror”, though Iwao refuses to reveal where it is. Ryo intervenes in battle after his father is felled, but is injured by a blow from Lan Di. He then lifts Ryo from the ground and threatens to kill him with a final blow, which prompts Iwao to reveal its location underneath the cherry blossomtree. After Lan Di’s henchmen recover the mirror, he mentions a man called Sunming Zhao, who was allegedly killed by Iwao in a rural Chinese village. The two then engage in combat for the last time, as he wishes Iwao to die “as a warrior”. Lan Di finishes the fight with a deadly blow, and he and his party then leave. Iwao dies shortly after in Ryo’s arms, which fills Ryo with the desire for revenge above all else. He begins to instigate inquiries into the incident with the local people of his hometown, Sakuragaoka.

33. Super Mario World 

Starring the most recognizable character in the history of gaming, Super Mario World was the fourth in the Super Mario series and the inaugural game of the fantastic Super Nintendo console (it initially came packaged with it).  Once again, the plot involves Mario (or the constant red-headed stepchild Luigi) traversing different lands on a quest to rescue Princess Toadstool who has been kidnapped by ubiquitous Bowser.  It was a critical and commercial success, gaining a legacy and selling over 20 million copies worldwide.  Unlike previous Mario games, which take place in the Mushroom Kingdom and surrounding areas, Super Mario World takes place in a new place called “Dinosaur Land”. During the course of the game, you travel through the worlds fighting mini bosses along the way, until you finally meet Boweser and rescue the forever hapless Princess. Levels are accessed through a world map; there are nine worlds, each containing several levels, many of which have a second, secret exit. Once you finish one it unlocks a path on the map allowing you to move on to further levels. As usual, Mario must run, jump, swim, use warp pipes, collect coins (collecting 100 earns him an extra life), defeat enemies, navigate platforms, open doors and avoid other hazards to be successful. The abundant amount of secret levels makes this game infinitely re-playable. The most notable addition, however, of this classic, is the introduction of Yoshi, your adorable and sometimes maddening (he has a tendency to run away scared) dinosaur companion whom you can ride. Conveniently, Yoshi is also able to eat most enemies, which makes him extremely useful to you on your lengthy adventure.  What else can we say?  This was one for the ages.

32. Metal Gear Solid 2  File:MetalGearSolid2-Substance screenshot1.jpg

Metal Gear Solid 2 carries the title of “Tactical Espionage Action,” and most of the game involves the protagonist sneaking around avoiding being seen by the enemies. Most fundamental are the wider range of skills offered to the player. The new first-person aiming mode allows players to target specific points in the game, greatly expanding tactical options; guards can be blinded by steam, distracted by a flying piece of fruit or hit in weak spots. Players can now walk slowly, allowing them to sneak over noisy flooring without making a sound, or hang off walkways to slip past below guards’ feet. The corner-press move from the original title, which allowed players a sneak peek around the next bend is expanded to allow players to fire from cover. Other new abilities included leaping over and hanging off of railings, opening and hiding in storage lockers, and sneaking up behind enemies to hold them at gunpoint for items and ammunition. The environment also had a greater impact on the stealth gameplay, taking into account factors such as weather, smell, atmosphere and temperature.

In Metal Gear Solid 2, the enemy guards were given more advanced AI “to prevent an imbalance of power,” and unlike the original Metal Gear Solid, work in squads. They call on their radios for a strike team upon seeing the player, then attempt to flank him and cut off his escape while avoiding the player’s attacks. Often strike teams will carry body armor and riot shields, making them an even greater threat. Even if the player escapes to a hiding place, a team will sweep in to check the area. The game has a collective enemy AI, where enemy guards work together in squads, can communicate with one another, and react in a more realistic manner towards the player. The game’s enemy AI was considered one of the best in gaming for many years.

The game also expanded its predecessor’s cover mechanic, with Solid Snake or Raiden now able to take cover behind walls or objects and pop out to shoot at enemies, while the improved enemy AI allowed enemies to also take cover from the player character. The enemies would often take cover to call for backup, but during battle, they would take cover then pop out and shoot at the player or blindly throw grenades from behind their cover much like Gears Of War nowadays. Boss battles and set-pieces remain a case of finding a strategy that bypasses the defenses of the enemy. However, in a major break from action game standards, it is also possible to clear the entire game, including boss fights, without causing a single deliberate death, through use of tranquilizer guns, stun grenades and melee attacks.

31. Resistance: Fall of Man  File:Resistance gameplay.jpg

The game starts in the year 1951, with the protagonist, Sgt. Nathan Hale, on his way with a United States task force to retrieve a secret weapon that the British claim can be used against the Chimera. However, the force is quickly wiped out by a Chimeran spire attack, which infects all of the soldiers with the Chimeran virus, soon after landing in York. Hale, the only survivor, appears to be infected with the virus despite not having gone into a coma. He possesses increased strength, limited regeneration, and his irises have become gold/yellow, somewhat like the Chimera.

Hale continues on his mission, meeting and rescuing Captain Rachel Parker while escaping from a Chimeran conversion center in Grimsby. Parker then assists Hale over the radio for the rest of his mission. Hale and the British forces eventually manage to recover the secret weapon in Manchester and deliver it to one of the resistance’s headquarters in Cheshire, only to find it under attack by Chimeran forces. It is revealed that the secret weapon is actually an Angel, a Chimeran creature that British Intelligence was able to capture. The Angels are the most powerful form of Chimeran creature, thought to control the rest of the Chimera forces through some form of telepathy. The Angel attempts to enter into Hale’s mind, but he manages to resist and shoots the creature in the head with his assault rifle, killing it.

Hale continues with the war effort, assisted by Lieutenant Stephen Cartwright, a British Royal Marines Commando. The two of them eventually discover that the Chimera have established a series of metallic towers throughout Britain, all inter-connected by a series of underground power conduits. Evidence indicates that the towers were excavated, not constructed, adding more mystery as to the origin of the Chimera. After helping the resistance evacuate their last major stronghold in Bristol as the Chimera wipe it out, Hale enters the underground Chimeran tunnels and discovers that the Chimera’s main tower in Britain is located in London. Hale decides that destroying the central tower will somehow result in the total defeat of the Chimera in Britain.

The British and American forces launch one final attack against the main Chimeran tower in London. Hale manages to reach the top of the tower and destroy its central nuclear fission reactor, resulting in a massive explosion that obliterates the tower. This sets off a chain reaction along the Chimera conduit network, destroying all the towers in Britain and killing all of the Angels inside. With the Angels dead, the remaining Chimeran forces quickly die off within minutes. Britain is saved from the Chimeran invasion.

As for Hale, he is presumed to have been killed in the explosion of the main tower, and the Americans list him as killed in action. Parker is not convinced, though, and believes that Hale may have managed to survive somehow. The game’s final cutscene shows Hale alive, walking through the snow, armed with only a single grenade. Suddenly, he is intercepted by a squad of soldiers wearing unusual insignia, appearing to be some form of special forces. Hale briefly contemplates killing them as well as himself with the grenade, but ultimately decides against it. He drops the grenade and allows himself to be taken by the soldiers, flying away in a transport helicopter.

Resistance: Fall of Man is a FPS set in an alternate history. Many of its gameplay features stem from this, most notably the weapons. Some weapons are based on real weapons circa the 1950s, while some weapons are futuristically altered in accordance with the game’s storyline. Insomniac Games has combined its passion for creating exotic weapons and vehicles, such as those found in the Ratchet and Clank series, with its proprietary development engine and physics system to create unique human and Chimeran weaponry. Each weapon provides a unique play style and strategy. An example of this is found with the Auger (Chimeran). The primary fire for this weapon is simple rapid fire, but the bullets burrow through walls, actually coming out stronger on the other side, opening up a whole new level of strategy. The secondary fire creates a barrier that is resistant to all bullets but its own. In addition to the usual short- and long-range weapons, the game features several different types of grenades, with both historical and futuristic varieties. For example, one grenade, known as the Backlash grenade, is capable of creating a dome-shaped barrier, where the player can enter for cover. The barrier reflects shots from opposing Chimera. Some weapons are not available on the first play-through of the game but can be found at certain locations on replaying the game.

There are also skill points that can be earned throughout the single player game. These are awarded for certain actions that are hinted at by their titles; however, the specific details are not revealed until the skill point is actually earned. There are generic skill points that can be earned during any single level, and some that are specific to certain levels of the game. Each task is worth a different number of points which are used to unlock additional media for the game.

In addition, multiple Intel documents can be found scattered throughout each level. These give the player an insight into what has happened, is happening, and will happen.

30. Sonic the Hedgehog 3  File:Sonic3 Hydrocity.png

Ah, finally entering the top 30 video games of all time … good times.

Sonic the Hedgehog 3 (often abbreviated and officially titled in Europe and Australia as Sonic 3) is a platform game and the 4th installment in the Sonic the Hedgehog series for the Sega Mega Drive/Genesis. Sonic defeated his enemy, Dr. Robotnik; crash-landing on a floating island, Sonic encounters new character Knuckles the Echidna, and must once more retrieve the Chaos Emeralds while also working to stop Dr. Robotnik from relaunching his ship, the Death Egg.

In single player mode, the player can choose to play solo, as either Sonic or Tails, or as a team, controlling Sonic, with the AI controlling Tails, which is the default configuration. Another player may take control of Tails at any time by using a controller plugged into port 2. The object of the game is to progress through the levels. In order to completely finish the game, seven Chaos Emeralds must also be collected from the special stages.

The gameplay builds on the formula laid down in Sonic 2. Sonic and Tails are now equipped with special moves that are activated by pressing the jump button a second time while in mid air. Tails will fly if he’s out of water, or swim if he’s in water, both for a limited amount of time. In a team game, a second player can use Tails to “airlift” Sonic for a short amount of time. Both characters can gain one of three elemental shields (fire, lightning, and water) which protects against damage from that element, with Sonic gaining an additional attack from each one. If Sonic has no shield equipped, he can generate an ‘insta-shield’, giving him a split second burst of protection from projectiles and increasing Sonic’s attack radius.

Sonic 3 included more scope than any other game in the series to date: the play fields were three times larger than previous games, with multiple paths for different characters, more environmental elements with which to interact, faster maximum speeds, more end-of-level bosses, more setpieces, and more environmental effects (like depth), all without any of the framerate issues that plagued certain parts of Sonic 2.

The game introduced many staples to the series, such as an increasingly story-driven game, multiple shield types, several musical indents and themes used in most subsequent games, and introduced Jun Senoue to the series, who would later become sound director of the 3D Sonic games, lending them their signature rock-inspired soundtracks.

Each stage connects to the next, via continuation, backdrop elements or a cut scene to convey spatial relation between the levels. The game conveys a sense of existing in an interconnected geographical location, as opposed to separate, disconnected zones. With these transitions between the levels, the game developer expanded the idea initiated in the final levels of the original title and its sequel. A similar concept was used in the NES game Little Samson.

29. Final Fantasy VI 

Originally released in in America as Final Fantasy III, this game is another Super Nintendo game. Combat in Final Fantasy VI is menu-based, in which the player selects an action from a list of such options as Fight, Magic, and Item. A maximum of four characters may be used in battles, which uses the series’ traditional Active Time Battle system, or ATB, which was designed by Hiroyuki Itō and first featured in Final Fantasy IV.  In contrast to the medieval settings featured in previous Final Fantasy titles, Final Fantasy VI is set in a steampunk environment. The structure of society parallels that of the latter half of the 19th century, with opera and the fine arts serving as recurring motifs throughout the game. The fact that Final Fantasy VI is often named best the Final Fantasy game says enough: this is a must play for anyone

28. Starcraft 

StarCraft is a military science fiction real-time strategy video game developed by Blizzard Entertainment.

The story of StarCraft is presented through its instruction manual, the briefings to each mission and conversations within the missions themselves, along with the use of cinematic cutscenes at key points. The game itself is split into three episodes, one for the player to command each race. In the first segment of the game, the player and Jim Raynor are attempting to control the colony of Mar Sara in the wake of the Zerg attacks on other Terran worlds. After the Confederacy arrests Raynor for destroying Confederate property, despite the fact that it had been infested by the Zerg, the player joins Arcturus Mengsk and the Sons of Korhal. Raynor, who is freed by Mengsk’s troops, also joins and frequently accompanies the player on missions. Mengsk then begins to use Confederate technology captured on Mar Sara to lure the Zerg to Confederate installations and further his own goals. After forcing Confederate general Edmund Duke to join him, Mengsk sacrifices his own second-in-command, Sarah Kerrigan, to ensure the destruction of the Confederacy by luring the Zerg to the Confederate capital Tarsonis. Raynor is outraged by Mengsk’s true aims of obtaining power at any cost and deserts, taking with him a small army of the former colonial militia of Mar Sara. Mengsk reorganizes wFile:Zerg colony (StarCraft).pnghat remains of the Terran population into the Terran Dominion, crowning himself as emperor.

The second campaign reveals that Kerrigan was not killed by the Zerg, but rather is captured and infested in an effort to incorporate her psionic traits into the Zerg gene pool. She emerges with far more psionic powers and physical strength, her DNA completely altered. Meanwhile, the Protoss commander Tassadar discovers that the Zerg’s cerebrates cannot be killed by conventional means, but that they can be harmed by the powers wielded by the heretical dark templar. Tassadar allies himself with the dark templar prelate Zeratul, who assassinates one of the Zerg’s cerebrates in their hive clusters on Char. The cerebrate’s death results in its forces running amok through the Zerg hives, but briefly links the minds of Zeratul and the Zerg Overmind, allowing the Overmind to learn the location of the Protoss homeworld Aiur, which it has been seeking for millennia. The Zerg promptly invade and despite heavy Protoss resistance, the Overmind is able to embed itself into the crust of the planet.

The final episode of the game sees Aldaris and the Protoss government branding Tassadar a traitor and a heretic for conspiring with the dark templar. The player initially serves Aldaris in defending Aiur from the Zerg invasion, but while on a mission to arrest Tassadar, the player joins him instead. A Protoss civil war erupts, pitting Tassadar, Zeratul, and their allies against the Protoss establishment. The dark templar prove their worth when they use their energies to slay two more of the Zerg cerebrates on Aiur, and the Conclave reconciles with them. Aided by Raynor’s forces—who sided with Tassadar back on Char—the Protoss break through the Overmind’s weakened defenses and destroy the Overmind’s outer shell, but take heavy casualties in the process. Tassadar channels his own psionic energies in combination with those of the dark templar through the hull of his command ship and crashes it into the Overmind, sacrificing himself in order to destroy it.

Blizzard Entertainment’s use of three distinct races in StarCraft is widely credited with revolutionizing the real-time strategy genre. All units are unique to their respective races and while rough comparisons can be drawn between certain types of units in the technology tree, every unit performs differently and requires different tactics for a player to succeed. The enigmatic Protoss have access to powerful units and machinery and advanced technologies such as energy shields and localized warp capabilities, powered by their psionic traits. However, their forces have lengthy and expensive manufacturing processes, encouraging players to follow a strategy of the quality of their units over the quantity. The insectoid Zerg possess entirely organic units and structures, which can be produced quickly and at a far cheaper cost to resources, but are accordingly weaker, relying on sheer numbers and speed to overwhelm enemies. The Terrans provide a middle ground between the other two races, providing units that are versatile and flexible. They have access to a range of more ballistic military technologies and machinery, such as tanks and nuclear weapons. Although each race is unique in its composition, no race has an innate advantage over the other. Each species is balanced out so that while they have different strengths, powers, and abilities their overall strength is the same. The balance stays complete via infrequent patches (game updates) provided by Blizzard.

StarCraft features artificial intelligence which scales in difficulty, although the player cannot change the difficulty level in the single-player campaigns. Each campaign starts with enemy factions running easy AI modes, scaling through the course of the campaign to the hardest AI modes. In the level editor provided with the game, a designer has access to four levels of AI difficulties: “easy”, “medium”, “hard” and “insane”, each setting differing in the units and technologies allowed to an AI faction and the extent of the AI’s tactical and strategic planning. The single-player campaign consists of thirty missions, split into ten for each race.

27. Gears of War 1

Gears of War is a third-person shooter that places emphasis on using cover to avoid taking damage while strategically moving towards enemy forces. The game uses a number of weapon archetypes, but predominately featured is the Lancer, an assault rifle that has a mounted chainsaw bayonet that can be used to kill foes at close range. The player can attempt an “Active Reload” of a weapon to reload it faster and temporarily boost the damage from the gun, but failing to perform the Active Reload correctly will cause the gun to become momentarily jammed while the player’s character fixes it. When the player takes damage, the “Crimson Omen”, a red cog representing the player’s health gauge, will fade into the screen, becoming more defined with larger amounts of damage. The player can seek cover to recover their health, but if they take too much damage, they will become incapacitated. Once this occurs, a skull will fill the center void of the omen. Depending on the game type being played, the consequences will vary. If single-player career mode is being played, instant death will follow. If there is a second player, they will have to revive their fallen teammate. In multiplayer, the player will fall and be rendered useless until either revived by a teammate, executed by an enemy, or until they “bleed out,” die from blood loss.

The game features a five-act campaign that can be played alone or co-operatively with one other player. The campaign focuses on Marcus Fenix and Dominic Santiago and their efforts in the Delta Squad to wipe out the Locust forces. The players will be joined by AI teammates that will help fight the Locust. Certain sections of the campaign feature two paths that can be taken as selected by the first player. If there is a second player, their character will automatically take the other path. Throughout the campaign, the players can find “COG tags” of fallen comrades to collect. The campaign can be played at three difficulty settings in the first game. From easiest to hardest, these are “Casual”File:Gearsofwar108.jpg, “Hardcore” and “Insane”. In the second Gears of War, it can be played at four difficulty settings. From easiest to hardest, there are “Casual”, “Normal”, “Hardcore”, and “Insane”. The “Insane” difficulty is unlocked only when the game is beaten on one of the other three difficulties.

Multiplayer Gears of War features up to four-on-four competitive gameplay, with teams representing the Gears or the Locust. Matches can either be played in Ranked mode where one’s performance is tracked through leaderboards but prevents players from inviting friends or adjusting the settings of the match, or in Player mode in which a player can adjust several settings of the game and invite friends to join, but where performance in the game does not count towards tracking. Three match types were available with the game as-shipped for the Xbox 360: “Warzone” and “Execution” modes are standard deathmatch modes, with the only difference being that players must execute downed foes in Execution otherwise they will revive after a time. “Assassination” assigned each team a leader, who is the only one that can track the other team’s leader and can pick up new weapons after which teammates can then pick them up, with the goal to eliminate the foe’s leader. An Xbox 360 patch added the “Annex” mode, which is similar to King of the Hill, in which players must try to control a shifting control point for a certain amount of time to win. The PC version of Gears introduced “King of the Hill”, a mode not present in the Xbox 360 version, which uses a fixed control point but varies the conditions on which it is controlled.

Gears of War takes place on the planet Sera . A radioactive liquid called Imulsion became a highly valued power source after a scientist discovered how to use it, and the economic shockwave led to several wars between nations. The Coalition of Ordered Governments (COG) originally existed only as an obscure world-government philosophy, but it evolved into a legitimate, though minor, political party during the 79-year long Pendulum Wars. After “Emergence Day,” when the Locust began their attack on humanity, the COG were the ones who took the necessary steps to ensure the survival of human civilization, instituting martial law and taking charge of the effort against the Locust. Fourteen years later, the COG is the only human government left on Sera.

The game focuses primarily on Marcus Fenix, the main character, and Delta Squad (consisting of Jaxton Garner, Damon Baird, Augustus Cole, and Dominic “Dom” Santiago), and some side characters such as Colonel Hoffman, Anthony Carmine, Benjamin Carmine and Lieutenant Kim. Players take control of Marcus Fenix, freshly rescued by Dominic Santiago from the Jacinto Maximum Security Penitentiary where he has spent the last four years. When in co-op two player, the second player assumes control of Santiago. All four of the squad members are available for play during multiplayer games, along with Private Anthony Carmine(Gears of War 1), Private Benjamin Carmine(Gears of War 2), Lieutenant Minh Young Kim, and Colonel Victor Hoffman, in addition to the various Locust characters.

Some of the characters received voice-overs from popular culture icons. Marcus Fenix is voiced by John DiMaggio, General RAAM and many Locust creatures are voiced by Dee Bradley Baker and Augustus “Cole Train” Cole is voiced by Lester “The Mighty Rasta” Speight

26. Doom  File:Doom ingame 1.png

Doom  is a landmark 1993 first-person shooter video game by id Software. It is widely recognized for having popularized the first person shooter genre, pioneering immersive 3D graphics, networked multiplayer gaming, and support for customized additions and modifications via packaged files in a data archive known as “WADs”. Its graphic and interactive violence, as well as its Satanic imagery, also made it the subject of considerable controversy. In Doom, players assume the role of a space marine who must fight his way through a military base on Mars’ moon, Phobos, that has been overrun with demons from Hell.

At its core, the gameplay is similar to classic shooter games , presenting the player with the challenge of surviving while shooting every enemy in sight, but with its pseudo-3D first-person perspective giving environments a spatial representation that has a major effect on the level design and gameplay experience.

The objective of each level is simply to locate the exit room that leads to the next area, marked with an exit sign and/or a special kind of door, while surviving all hazards on the way. Among the obstacles are demonic monsters, pits of toxic or radioactive slime, ceilings that lower and crush the player character, and locked doors for which a keycard, skull-shaped key device, or remote switch must be located. The levels are sometimes labyrinthine and feature plenty of items such as additional ammo, health increases and other “power-ups” along the way, as well as the occasional secret areas which are not immediately obvious as a reward for players who explore more carefully. To ease navigation through the levels, a full screen automap is available and shows the areas explored to that point.

Doom is notable for the weapons arsenal available to the marine, which became prototypical for first-person shooters. The player character starts armed only with a pistol, and brass-knuckled fists in case the ammunition runs out, but larger weapons can be picked up: these are a chainsaw, a shotgun, a chaingun, a rocket launcher, a plasma rifle, and finally the immensely powerful BFG 9000. There is a wide array of power-ups, such as a backpack that increases the player character’s ammunition-carrying capacity, armor, first aid kits to restore health, the berserk pack (a dark first aid box that puts the character into berserk mode, allowing him to deal out rocket launcher-level damage with his fists and potentially splattering former humans and imps, as well as setting the user’s health to 100% if it was lower), supernatural blue orbs (named soul spheres in the manuals) that boost the player character’s health percentage by 100%, up to a maximum of 200%, nightvision, computer maps (which show every area of the level), partial invisibility, and protective suits that allows the player to survive in toxic acids.

The enemy monsters in Doom make up the central gameplay element. The player character faces them in large numbers, with the number generally increased when the higher of the game’s five difficulty levels is chosen when starting a new game. There are 10 types of monsters, including possessed humans as well as specifically hellish monsters, all which vary in many ways. The monsters have very simple behavior, consisting of either walking toward their opponent, or attacking by throwing fireballs, biting, and scratching. They will fight each other if one monster is accidentally harmed by another.

Having made the fps genre what it is today, Doom deserves its spot near the top 20.

25. Super Smash Bros. Brawl  File:SSBB Gameplay.jpg

Following its predecessors, Brawl uses a battle system unlike that of typical fighting games. Players can choose from a large selection of characters, each attempting to knock their opponents off the screen as they fight on various stages. The characters in Brawl include most of the same ones as the predecessors, such as the well-known Mario and Pikachu. Instead of using traditional health bars that start at a maximum value and lose value, Brawl characters start the game with 0%; the value rises as they take damage and may rise over 100% to a maximum of 999%. As a character’s percentage increases, the character flies further back when hit. When a character is knocked beyond a stage’s boundary and disappears from the screen, the character loses either a life, a point, or coins, depending on the mode of play. Brawl includes a function which allows players to create profiles with personalized button configurations for each control method along with their chosen username.

The characters in Brawl fight each other using a variety of attacks, that give the player a wider selection than the predecessors. Players execute each move by pressing a button in conjunction with a tilt of the control stick or a press of the D-pad, depending on the mode of control. In addition to basic attacks, characters have access to more powerful moves, known as smash attacks. Each character has four unique moves, which often cause effects besides damage to an opponent. Brawl introduces the ability to perform character-specific super attacks, referred to as “Final Smash” moves. Significantly more powerful than regular attacks, these moves have a wide variety of effects that range from nearly unavoidable blasts to temporary transformations. Final Smash moves can be performed by destroying a Smash Ball: a colorful, glowing, orb-like item bearing the Smash Bros. logo that floats around each stage every so often depending on the selection of items that were set before the start of the match.

Characters can use items ranging from projectiles to melee weapons; each has a different effect on the characters around it. Although many items have returned from previous Super Smash Bros. games, new ones have been introduced as well. Some returning items have changed appearance and function. Two varieties of items, Assist Trophies and Poké Balls, temporarily summon guest characters and Pokémon, respectively, that generally aid the summoner. They cannot be controlled by players and are usually invincible.

In addition to the standard multiplayer mode, Brawl features other multiplayer modes and options in Group mode. Special Melee, from the previous game, returns as Special Brawl. In this mode, players are able to battle in matches using special rules for a greater level of customization. Whereas previously standard options such as “Giant Melee” or “Invisible Melee” were limited to one feature per match, players may now select multiple options for a single match. Another returning game type, Tourney mode (formerly Tournament mode), enables players to create an elimination-based tournament, where up to 32 players can play, with a large number of game-controlled or human-controlled opponents. A “Rotation” feature has been introduced in Brawl, which allows up to sixteen players to compete in sequence by switching out winners or losers after each round.

24. Deus Ex 

Deus Ex is a cyberpunk-themed action role-playing game developed by Ion Storm Inc. and published by Eidos Interactive in 2000, which combines gameplay elements of first-person shooters with those of role-playing video games. The game received near-universal critical and industry acclaim, including being named “Best PC Game of All Time” in PC Gamer’s Top 100 PC Games and in a poll carried out by UK gaming magazine PC Zone. It was a frequent candidate for and winner of Game of the Year awards, drawing praise for its pioneering designs in player choice and multiple narrative paths. It has sold more than 1 million copies. Set in a dystopian world during the year 2052, the central plot follows rookie United Nations Anti-Terrorist Coalition agent JC Denton, as he sets out to combat terrorist forces, which have become increasingly prevalent in a world slipping ever further into chaos. As the plot unfolds, Denton becomes entangled in a deep and ancient conspiracy, encountering organizations such as Majestic 12, the Illuminati, and the Hong Kong Triads throughout his journey.

First published for personal computers running Windows, Deus Ex was later ported to Macintosh systems, as well the PlayStation 2 game console, the latter under the title Deus Ex: The Conspiracy. Loki Games worked on a Linux version of the game, but the company went out of business before releasing it. A sequel to Deus Ex, titled Deus Ex: Invisible War, was released on December 2, 2003, for both Windows and the Xbox video game console.

Deus Ex incorporates elements from four video game genres: role-playing, first-person shooter, adventure, and “immersive simulation”, the last of which being a game where “nothing reminds you that you’re just playing a game”. For example, the game uses a first-person camera during gameplay and includes exploration and character interaction as primary features. The player assumes the role of JC Denton, a nanotech-augmented operative of the United Nations Anti-Terrorist Coalition (UNATCO). This nanotechnology is a central gameplay mechanism, and allows players to perform superhuman feats.

A great game in my opinion, but not quite good enough to make it into my personal top 20.

23. Zelda: A Link to the Past 

Zelda: A Link to the past was the third installment in The Legend of Zelda series and a major step forward.  Its plot focuses on Link as he travels on a journey to save Hyrule, defeat Ganon and rescue the seven descendants of the Sages. It uses a top-down perspective similar to that of debut, but added mechanics and concepts to the series that have become commonplace, including multi-level dungeons and new equipment (such as the hookshot and the Pegasus Boots), as well as establishing the concept of an alternate, parallel (and sometimes far more dangerous) world.  A Link to the Past is the first appearance of what would subsequently become a major Zelda trademark: the existence of two parallel worlds between which the player travels. The first, called the Light World, is the ordinary Hyrule where Link grew up with his uncle. The second is what was once the Sacred Realm, but became the Dark World when Ganon acquired the Triforce. The Dark World is a corrupted version of Hyrule; the water is a dark, unpleasant green colour, the grass is dead, skulls replace rocks and pots, and trees have faces. People change forms in the Dark World based on their nature; without an item to prevent it (in this case, the Moon Pearl), Link turns into a pink rabbit. Each location in the Light World corresponds to a similar location in the Dark World, usually with a similar physical structure but an opposite nature (e.g. a desert in the Light World corresponds to a swamp in the Dark World, a peaceful village in the Light World corresponds to a dilapidated town of thieves in the Dark World). Link can travel from the Dark World to the Light World at almost any outside location by using a magic mirror (and back again from the same location using the portal left where he reappears in the Light World). There are also hidden warp locations throughout the Light World. This enables puzzles that exploit structural differences between the Light and Dark Worlds.  This is the game that really cemented the name Zelda as one of the premier franchises of all time.  

22. Diablo 2 

Diablo II is a dark fantasy/horror-themed hack and slash, with elements of the role playing game and dungeon crawl genres. It was released for Windows and Mac OS in 2000 by Blizzard Entertainment, and was developed by Blizzard North. It is a direct sequel to the 1996 hit PC game, Diablo. Diablo II was one of the most popular games of 2000. Major factors that contributed to Diablo II’s success include its continuation of popular fantasy themes from the previous game, and its access to the free online play service, Battle.net.

The storyline of Diablo II progresses through four acts, with each act following a more or less predetermined path and list of quests. Some quests are optional. The player assumes the role of a hero from one of five different character classes. Players fight monsters through wilderness areas and dungeons in order to level-up their character and gain better items. Combat is in real-time, and shown from an isometric viewpoint. Players also have the option of hiring one of several computer-controlled mercenaries, or hirelings, that follow the player and attack nearby enemies. A powerful boss monster awaits the player at the end of each act. Item drops, monster attributes, and most dungeon layouts are randomly-generated by Diablo II.

In addition to the four acts, there are three sequential difficulty levels: Normal, Nightmare, and Hell. On higher difficulties, monsters are stronger and are resistant to an element, experience is penalized on dying, and the player’s resistances are handicapped. A character retains all abilities and items between difficulties, and may return to a lower difficulty at any time.

Players can also create a hardcore character. In softcore, the player can resurrect their character if killed and resume playing, while a hardcore character has only one life. If killed, the character is permanently dead and unplayable, and all items and equipment on that character will be lost unless another friendly character has the “loot” icon checked.

21. Kameo: Elements of Power 

Kameo: Elements of Power is an action-adventure video game developed by Rare. Under development for 4 years, the game was released as a launch title for the Microsoft Xbox 360 video game console in late 2005. All in all this game wasn’t that good compared to other titles on this list, but it really caught my attention. Maybe because it’s the first title I bought on the Xbox 360 and I was baffled by the graphics, or maybe just the whole fantasy setting combined with the really awesome music in the game.

When Theena the Elf Queen passes down the ability to become all of the Elemental Warriors and the Wotnot Book to her younger daughter Kameo, Kalus, the first daughter, grows jealous. In an act of revenge, she kidnaps her mother, her two uncles and her aunt, then proceeds to torture them. As part of her revenge scheme, she releases the ancient curse which held the evil troll king Thorn captive by kissing him on the lower lip and unleashes his troll army upon the world. Kameo dashes to their rescue, only to be knocked unconscious and left on The Mystic’s door step. The Mystic informs her that the Elemental Warriors are now Elemental Sprites who have been captured by the Shadow Trolls. She now has to rescue and absorb the Elemental Sprites, save her family and defeat Kalus and Thorn.

After getting all of the sprites, freeing three of her family members (who also tell her more about her past, such as her really being an orphan that Solon, the Elf king found and brought back to his kingdom as well as Solon being murdered by Thorn) and making her way to Thorn’s Airship to save her stepmother, Kameo confronts the two villains and wins after knocking Kalus out with Chilla’s ice spikes. Whilst unconscious, some flashbacks occur through Kalus’ mind which reveals that The Mystic was the one behind the death of Solon and Kalus’ betrayal by tricking them into getting involved with Thorn in whatever possible way she could think of. Kalus then regains her composure and attempts to avenge her father (as well as make up to everybody else) by attacking Thorn, but is no match for a simple punch thrown by the troll. Kameo quickly catches her stepsister and then the two of them combine their powers by hugging each other. They then charge straight towards Thorn and when Kalus gets a chance, she grabs hold of his head and once again kisses the king (this time on the nose) which turns the two of them into a stone statue. Before completely turning to stone, Kalus asks Kameo to apologize to the rest of the family for what she did. Then the statue slides off of the airship.

After that happens, the ship starts to explode and fall apart and Kameo is seen falling to her doom whilst unconscious. She eventually lands on something, which (by the time that the clouds have gone by) is revealed to be the top of a small blimp that her friends stole from the trolls which is heading straight for the Enchanted Kingdom. On top of that, Theena also survived the explosion and landed next to the now awake Kameo. Once the camera is done focusing on everybody cheering down below as well as the blimp, the player then sees what happened to Kalus and Thorn. It’s revealed that the two fell to the bottom of the sea, never to be seen or heard from again. After the credits, The Mystic is seen laughing to herself.

Kameo’s main objective during the game is to return the 10 Elemental Warriors back into the Wotnot and gain the ability to become them, which she must do to progress through the game. At the beginning Kameo has the power of 3 Elemental Warriors, but these are lost during the opening battle. When the warriors were released from the Wotnot they reverted to their physical forms where they are called Elemental Sprites; in these forms they are powerless and have been captured by the Shadow Trolls. Kameo collects the warriors from the Shadow Trolls, or from her relatives when she rescues them.

The concept of playing a shapeshifter who collects more and more shapes was first used in the old Shadowcaster PC game. Kameo differs due to her ability to sprout wings, and is one of the few characters who can jump. With her hover ability she is one of the faster characters, and she the only character who can pick up items. Kameo also gains the companionship of a horse in the Badlands. You have to upgrade your warriors to unlock their full potential. You do this by collecting Elemental Fruit.

Well, that concludes this part of our top 100 list. Be sure to tune in next week when we conclude this series with a bang (Rest assured, great great games coming up next week!). And as always, feedback is appreciated and feel free to post the games you wanted in this list but didn’t find (yet).

You can find the previous post here.

/Niels

Hands-on – The Sims: Medieval

Why hello there! Today I’ll be having a look at the newest installment of The Sims. This time, The Sims go back in time to the Dark Ages.

The Sims franchise comprises of a series of extremely addictive games such as The Sims 2 and the gazillion expansion packs that were released for it. But this time, the Sims jump back in time. In The Sims: Medieval you can literally build and expand an entire kingdom. Question now is if this version of The Sims is just as addictive as its predecessors which were set in a more modern time.

Personally, I don’t have much experience when it comes to simulation games such as The Sims. I only really played The Sims 2 for a couple of hours before I got bored because it resembled real life too much … And because of that it takes a whole lot of time to actually build something nice for your Sim. Hence, I can only deliver a basic look at The Sims: Medieval.

From what I understand, The Sims: Medieval differs from other Sims games because you have to build an entire kingdom from scratch rather than just a family. You control your king or queen and you get to create all kinds of characters, called ‘Hero Sims’ such a knight, a bard, a wizard, a priest or a spy.
 
Just like any other Sims game, The Sims Medieval has you controlling people during their everyday lives. They have basic needs that must be met, though The Sims Medieval has slimmed down this aspect to only two needs, hunger and energy. Thankfully, this means you no longer have to make sure your Sims are having fun or using the bathroom. The goofy sense of humor, Simlish, character creation, and home decorating are all here as well, but that’s just about where the similarities end.

In The Sims Medieval, you don’t have the ability to take control of any Sim in the world, which is a big change from previous Sims titles. Rather, you have a set of “Hero Sims” with very specific jobs that can only be controlled if they’re directly involved in the active quest. Even though this might seem limiting, my Sims play style has always been to focus on one Sim at a time, so I didn’t really feel that constrained by this element.Each Hero Sim can be quickly selected using pre-set parameters or created from scratch in the character creator. In addition to their looks, Hero Sims each have two traits and one fatal flaw, which have a big impact on how they behave in the world, and how much of a pain they’ll be for you to control. Sims affected by Gluttony are seemingly always hungry, and have to eat at least twice as much as Sims without this flaw. While this certainly adds to the challenge, it can get pretty tiresome. The other flaws that don’t have anything to do with eating or sleeping are much easier to manage.The traits and flaws don’t always introduce a new layer of challenge, though. Some of them are pretty funny and keep the game amusing in unexpected ways. Evil Sims will stop and laugh maniacally at random times, Unkept Sims will pass gass frequently and laugh after doing so, and Sims with Weak Constitutions will vomit all over the place.One of the coolest new features that really makes The Sims Medieval stand apart from its predecessors is the use of quests and kingdom ambitions. The ambitions are broad over-arching goals that range from simply building up your kingdom to seizing power in all neighboring territories. You satisfy the ambitions by completing a number of specific, smaller quests. You can pick and choose which quests to undertake, how you will approach them, and which Hero Sims will be involved. I really enjoyed this set-up as it gave me a satisfying amount of direction while still providing me with plenty of choices to make. The quests also enabled a bit of story to form, which helped defined my characters beyond their traits and flaws.

Although I had plenty of fun playing The Sims Medieval, it’s not without its flaws. Like all Sims games before it, The Sims Medieval suffers from Sims getting stuck walking in circles or screaming and stomping their feet when someone’s in their way. The camera can also become an issue at times. You have the option to “follow” your active Sim, which is really useful, but if you’re speeding along in super time, it might take some camera finagling to be able to see your Sim behind some of the scenery. I also encountered a glitch that forced me to abandon a quest, as the Sim I was supposed to get an item from got stuck in the forest. After speeding through a few days, hoping she would free herself, I finally gave up and moved on to another quest.

The Sims Medieval also seems to be pre-primed for expansion packs, as there are a number of areas your Sims visit, but you can’t actually see, much like going off to a job in the original Sims. The forest, village, and cave are all examples of this, and given EA’s affinity for expansion packs, I can’t help but wonder if this was deliberate. However, The Sims Medieval is a very expansive game and still feels like a complete package, unlike The Sims 2 and 3, both of which removed features that had already been available in the original game, only to release them later as expansions. 

People who are used to the older Sims games will have to adjust to this medieval world. As a new player you probably will enjoy the refreshing and beautiful way this game is developed. All objects and quests fit the heavily romanticized version of the medieval world.

Though, after this pleasant aquantance with The Sims: Medieval I can’t help but think that the real fans will appreciate this game less than the modern version, where they get a ‘realistic’ reflection of real life. The Sims: Medieval is more limited in this way, even though the game is well made and still as addictive as before ….

/Niels

Love Is A Game – And Like Love, Don’t Be A Dick About It

Some Thoughts on the Dragon Age II Romance Controversies by Joe “Shadon1010” Dillon.

Relationships are funny things. Sometimes they’re stupid. Sometimes they last a lifetime. Sometimes they end in heartbreak. Sometimes they end after fifteen seconds of the okie cokie, if you know what I mean. But suffice to say that everyone who walks this earth has their own spin on relationships, that is, on both their perspectives towards being with someone and their anecdotal experiences; I certainly have plenty to say about both of those.

Romance and relationships have featured in Bioware games as far back as when I started playing them with Star Wars: The Knights of the Old Republic. Certainly they’ve cropped up in other gaming media since then but it’s pretty much a given that in Bioware games your player character is able to engage in romantic overtures or downright bow-chicka-wow-wow if you so want.

So it comes as no surprise then in Dragon Age II (hereon referred to as DA II), Bioware’s latest work and the sequel to Dragon Age: Origins, that your character, Hawke, can engage in romance and sex without you resorting to fanfiction.net, Notepad and perverse drunken fantasies. But what’s fascinating is that the player base of DA II, at least in certain circles inside that strata of gamers, made a significant outcry against the romance options. The first group complained that there was no catering to the straight gamer in the available romances, the second that the gay, lesbian and bi relationships denigrated homosexual gamers. It’s quite a rare occurrence when writing a work of fiction that you manage to piss off opposing camps at the same time and I feel sorry for David Gaider, lead writer of DA II, imaging his reaction to this controversy to be so dumbstruck even a Picard strength facepalm would not have been sufficient.

Let me establish my credentials here. I have played the game through twice, firstly as a Male Hawke who romanced Isabella, the face that crashed a thousand ships, then as a Female Hawke with Fenris, the elven Sephiroth expy with a monopoly in having a chip on one’s shoulder. I have not pursued any of the homosexual relationships, although my reasons are not out of any dislike of said sexuality, rather simply because Isabella and Fenris fit my conceptions of how I played each of my characters. Male Hawke was a rogue with a wild side but a good heart, Female Hawke was a mage who was attracted to someone who had prejudice against them as Fenris did. Simple as that.

A particular sticking point I recall being brought up more than once is that during his quests, Anders, the wannabe Che Guevara of mages, actually comes onto your character irrespective of their gender or overt sexuality. If you then turn him down, he gets a bit miffed and you earn rivalry points. That was the point of contention, that Anders disliked you for rejecting him.

Allow me a moment to be blunt here. Anders is acting like, you know, many people would when they are turned down by someone they attracted to, which is hurt, which in turn is like a fucking human being. What did you expect him to do, go “Oh, cool. Talk to you later, got a revolution to plan. White Riot, I wanna riot…”? Heaven forbid we have a character who is written three dimensionally here.

I think the problem though lies in the fact that the romance is tied into the friendship/rivalry disposition, an ironically two dimensional in game measure of a companion’s disposition towards Hawke. That measure is quantitative in that it is based on a number range of, I assume, +100 to -100 for friendship and rivalry respectively. Romance of any sort is qualitative and based on feelings and contexts. While potentially you could say that on a scale of 1 – 10 your love for someone is a 9, you can’t use the same scale to say why you love them.

Therefore, lumping in this rejection to the rivalry system suggests it to be part of the whole feeling of how your companion sees your Hawke. Yet if you think about it, Anders resentment towards you being rejected because you’ve got a thing for white hair and pointy ears and Anders disliking you because you think Jedi, I mean, mages are all scum are different things. Summing up a character’s dislike or like of your Hawke on a glorified sliding scale seems rather simplistic and, if I’m honest, unnecessary. Good writing and dialogue should be able to convey a character’s opinion on you, not a blue or red grinding bar.

The problem with the “straight gamers” crowd was apparently also with Anders overt coming on to your character and the fact that the romance options for the straight Hawke among us are limited to the queen of STDs and grand pirate wench Isabella or the meek, fragile sometimes downright annoying Merryl. Indeed, when I was playing through with Male Hawke, I thought “let’s see if I can romance Aveline” (I imagine some of you were thinking more along the lines of “let’s see if I can penetrate her armour, you know what I’m saying, HOOOOO YEAH”)

Yet, Aveline, as the first companion Hawke meets and a truly loyal, not screwed up and relatively normal individual, is, best I’m aware, uninterested in your affection. Indeed, Aveline might just be in my opinion the most alive character in Bioware’s works because she seems to have a goddamn life outside of working with Hawke. She seeks her own relationship with a guardsman, in an admittedly hilariously incompetent but somewhat touching way, and they end up married. And despite me hitting every “I ❤ you” dialogue option available she was simply not interested, and that was after I made sure I hadn’t equipped the Belt of Eternal Chastity or the Ring of the Religious Wackjob Coven on her.

I’m not sure if others had a bone to pick about this, but initially this peeved me off. Why place the romance option there if it wasn’t possible to romance Aveline? Then it hit me. That is just sometimes how things go with romance and love, which is to say, unrequited. That out of the three women available for you to try your luck with (Bethany doesn’t count you sick sick fuckers) she is most normal and mentally stable is a daring move on the writer’s part. That frustration you might have felt when stuck between picking The Whore of Bablyon meets Jack Sparrow or that sappy bumbling idiotic Welsh elven pixie? That is just a recreation of what you might feel in real life when frustrated by your own feelings and romantic emotions.

Essentially, DA II’s romance options are just that, options. Were it up to me I would de-incentivise the romances by not having an achievement tied into getting your Ron Jeremy on with the man/woman of your choosing. As I recall, Jade Empire had lesbian, gay and bi romance options and yet I have no memory of any similar controversy. But that was before the achievement age, and I wonder if some gamers who have been firebombing David Gaider’s inbox felt their brains fizzle at the lack of straight options when grinding for their achievement points.

As I said, that frustration? That might just be how real life works. Your circle of friends may not have any one attractive to you. You may desire someone who has no reciprocal interest in you. That is life. And if any of these people complaining on the internet about DA II’s romances didn’t pick up on that, well, that’s a shame. I personally was never aware it was a crime to try and make fictional characters act like real people. Sure, DA II is a fantasy, but when was the last time you conquered a lusty double-d maiden with flowing golden locks and rouge lips by slaying an evil beast in a real life bar as opposed to an RPG?

I thought not. Although when the cosplay train comes to town, that might change. Until then, be thankful for good writing, difficult choices and characters who seem alive. But never forget, it’s still a game, and that’s no excuse to troll. Save that for HotOrNot.com.

– Joe “Shadon1010” Dillon is a wannabe writer, gamer, drunkard and incomprehensible lunatic. His favourite chat up line is to try and roll d20.