When I’ve sat down to write these year-end lists in the past, I’ve usually done so with a sense of urgency that belies my intentions for them. Inspired by the industry-wide personal best of lists Giant Bomb publishes to celebrate the year that was, I envisioned mine having the same panache. In reality, my procrastination leaves me with little time to revisit my previous sentiments, and the best I can muster is maybe a cursory thought and a link to any applicable reviews (SEO!). The last couple of years, I’ve kept a thorough log of what I played, simultaneously maintaining a top ten list all the while. As such, compiling my favorite games come December isn’t hard; I just don’t leave myself enough time. But this year I’ve got a secret weapon – I’m starting early.
As always, it’s worth clarifying that these are my favorite games that I played this year, regardless of their release. If it wasn’t apparent from my intermittent posting, I don’t have a career in games media and like anyone reading this, I have limited resources available to me, chief amongst them time. As such, the games I do sit down to play are already pretty curated. Now, that doesn’t mean the games themselves are universally regarded, or that I even come to like them, but I’m usually pulling from a list of only about fifty titles. And I try not to include repeat entries, because otherwise Pokémon Sword and Pokémon Go would ALWAYS be present. With those caveats out of the way, let’s get to it!
Continue reading The Top 10 Games I Played in 2021
If someone told you that 2021 was the year they got into Housemarque, you’d assume it was because they fell head over heels for the Finnish video game developer’s newest product, the brutal, beautiful Returnal. That game is a technical showpiece for the PlayStation 5; arguably one of the hard-to-get system’s must play games from its first year on the market. And yet, I have no firsthand experience with it but this was STILL the year I got into Housemarque. So, how’d THAT happen?
Continue reading Nex Machina [PlayStation 4] – Review
Who else but Housemarque could’ve perfectly melded arcade-inspired twin-stick shoot ‘em up gameplay with class-based multiplayer, RPG character progression, and an addictive loot system? The Helsinki-based developers are after all, in their own words, the torchbearers of the classic arcade game ethos. They’ve been riffing on Asteroids since the early 1990s with their Stardust series, paid homage to Defender with Resogun, the best title to play on the PlayStation 4 at launch, and even collaborated with Eugene Jarvis, the man behind Defender and a few more of the most iconic arcade games of all time, on 2017’s Nex Machina. Fast-paced, responsive, good feeling gameplay is at the core of their best works, some of which represent my favorite games of the last couple of console generations. And now, after a few dozen hours with it, I can add Alienation to that list.
Continue reading Alienation [PlayStation 4] – Review
When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.
If I’m not mistaken, I acquired this game at the 2014 Oklahoma Video Game Expo for about a buck. That was many months ago now and I’ve yet to play it. I don’t anticipate playing it anytime soon either. It looks like a fast playing shoot ‘em up for the Atari 2600, not too dissimilar from Tempest. The player’s ship remains in the center of the screen, surrounded by about five pathways on either side. Enemy ships zoom between each side of the screen while the player attempts to stay alive by destroying or avoiding them.
Perhaps the most interesting factoid about Turmoil is the fact that it was designed by Mark Turmell. He later went on to design Smash T.V., NBA Jam, and NFL Blitz, among others. He was working for Sirius Software at the time and the game was published by 20th Century Fox. It was released in North America around 1982 on the Atari 2600. It also had releases on Atari’s line of 8-bit computers, the Commodore VIC-20 and C-64, and on MSX computers.