Less obvious than last

Again, it feels good to be a rebel. But I digress. Games to honor, and all that.

Spelunky, for a lot of reasons. My main point would be the balance between what’s expected and what’s randomized, and how the randomized parts feels interesting every time. You always know what you’re after, but you have no idea of what you’ll have to encounter to get there. For years the commercial gaming industry have been pursuing different multiplayer modes as means to prolong the lifetime of a game, Yu’s take on procedural content might just provide an alternative to that.

┬áPersona 4, for sticking to its guns. Looking too deep into academia and (ironically) into reviewers’ opinions, it is easy to discern certain things that should guarantee a game being bad. There are many things about Persona 4 that I dislike, but they certainly helped make the things I did like about it feel like an achievement to get to – design by tedium might not be a wholly bad thing.

Uncharted 2 for the exact opposite reason. Making a game that does just about everything right from a technical and academically sound point of view does not make it enjoyable, apparently.

A decennium has come to an end, and for the first time of the three new decennia I have seen I feel like the Uggla song is an appropriate way of entering it. On the other hand, it might just be because I had not heard it at any of the other shifts. The future will tell.

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Posted on Jan 01/10 by Saint and filed under Meta-blog, Reflections | No Comments »