#I still need to draw what my playthrough of Sonic 3 looked like
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#not a poll#qsmp#qsmp eggs#poll the egg#tequilla the egg#I am and forever will be a bigger fan of watching someone play a game than playing it myself#I will sit and watch metal play games for HOURS#I did that all the time with my sister growing up#I am also absolutely dogwater at sonic games kkkkkkkkk#I still need to draw what my playthrough of Sonic 3 looked like#I suffered#anyways I wanna hang out with my brother so bad uuuugh#also rare human(ish) TQ from me#he got stuck in it again but the alure of wild kratts was too strong
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I'm curious if at this point you're good enough at writing and video editing, to get reviews out on time, and the gimmick is just held out of legacy. It feels like you could.
There is no gimmick.
This is going to be very “how the sausage is made,” meaning it’s a long post. A very, very long post. So I’m hiding it behind a “read more” tag.
I mean, I guess there kind of was a gimmick, nine years ago when I first started doing video reviews. And that’s because I originally envisioned my video reviews as the same stuff everyone else was doing at the time: older games. I didn’t have a lot of money, so it wasn’t going to be a show for new games. It was going to be whatever I was thinking of and playing at the time, which was universally going to be old games, and usually old games I’d replayed more than once. Astal, Shenmue, Klonoa, etc. Classics and oddities.
Starting with Sonic & Sega All-Stars Racing, I started doing video reviews for new games almost exclusively. I’d get a new game at launch, and from the moment it was in my hands, I’d put together a video review for TSSZ. So, it took me six weeks to put together the All-Stars Racing review. Five weeks for the Sonic Lost World review. And so on.
When I got bold enough to start doing video reviews in HD, things started taking exponentially longer. DKC Tropical Freeze, Mario Kart 8, etc. all took me around 3 months a piece. Part of that was the methods used to create HD reviews, as my crummy Roxio Gamecap HD required huge amounts of time (weeks, sometimes) to transcode footage out of their broken format in to something Sony Vegas would accept. But I also began to incorporate more artwork in to my reviews, because I wanted to utilize a talent of mine that was beginning to atrophy. It was a good excuse to draw again.
The longest video on my channel is my “How Do We Fix Sonic?” video. It’s 30 minutes and 30 seconds long, and took me 14-16 months to put together. It took more than a hundred drawings, and even some animation, something I’d never done before. It was the biggest video project I’d ever undertaken at the time.
For reference, the Sonic Mania video review I published in July is the exact same length – 30 minutes and 30 seconds. Depending on how you count, the Sonic Mania video review was put together in three months – the same amount of time it took for Tropical Freeze, Mario Kart 8, et al.
I say “depending on how you count” because Sonic Mania came out in August of 2017, in a period of time where I was homeless. I technically had a Sonic Mania video review script written by September of 2017, but we did not find an apartment to move in to until November of 2017. And, even then, when we moved in, my desktop PC was damaged – the motherboard and power supply had suffered an electrical surge when I plugged my system in to an unsafe outlet while staying at my brother’s house in the four intervening months. I spent $200+ on replacement parts and had to rebuild the whole system, something I was not keen on doing in the middle of the holiday season in an unfamiliar town, in an unfamiliar state. I’d just left my childhood home, the place I’d spent 24 years of my life in. It was a nightmare. All of this took place a year ago, and I still feel tremendously homesick. I abandoned everyone, everywhere and everything I ever knew.
So I didn’t get my system rebuilt until March of 2018, and didn’t really get to work on the Sonic Mania video until April. April to May, May to June, June to July. Three months. For a video that was the same length as the longest, most difficult video I’d ever put together for my channel.
Tristan wanted to air my video review on the TSSZ Twitch channel on the day Sonic Mania Plus was launching. I was hoping to get it out before then, but in the end, I think I only had maybe a week (or less) between finishing my video and Plus launching. So it goes.
There’s a small lie in there, however, in that Sega offered us an early review copy of Sonic Mania Plus. I recall that I was still putting the finishing touches on the original Sonic Mania video review when I had a copy of Plus sitting here on my desk.
I took a few days to myself, just to rest and recharge, before I dove head first into producing the Sonic Mania Plus video. Except that when Sonic Mania came out in August of 2017, I finished the game once as Sonic & Tails. I started files as Tails and Knuckles, but I hadn’t really played too far with them, knowing I’d need to replay the whole game multiple times for video capture purposes. When Plus came out, I was coming off a stint of having replayed Sonic Mania four times for the capture – as Sonic & Tails (with the emeralds), as Tails, Knuckles, and Sonic alone (without the emeralds). I was not actually in the mood to keep playing it.
So my playthrough of Mania Plus was… sluggish. I think the game had been out for a week by the time I’d finished it as Mighty, Ray, and done a full playthrough of Encore Mode. But, by early August I had a video review script written and production was starting to get underway on the Sonic Mania Plus video review. I had a sketch of what I thought the review would look like in the end (called a “shotlist,” which I have uploaded here) and I was starting to capture the video I needed and whatever else.
There was one problem with this: SAGE 2018. It dropped in the middle of August and upended everything I was doing. It was a tremendous undertaking. I wrote nearly 30 pages of text about 85 games in just six days. I thought I could handle it, and in a lot of ways I did, but it left me absolutely fried. On top of the growing burnout from spending now four and a half months doing two Sonic Mania video reviews back to back.
After SAGE, I was going to take a few days off, maybe a week. It ended up being nearly four weeks. That still didn’t feel like enough. It threw everything off balance.
Getting those gears turning again was a struggle. It was October now, and I had plans to do other videos for October. Halloween videos. I split my time researching potential Halloween videos with capturing the rest of my footage (a week), doing artwork (a week and a half), and getting my voice over in order (another week, as the stress was starting to get to me, and that doesn’t make for a good environment to do voice work).
I actually tried to cut corners on my video capturing. Rather than capture footage from six full-length playthroughs of Sonic Mania, I scaled things way back, hoping I wouldn’t need quite as much b-roll as I usually capture. Instead of playing Sonic Mania to completion six more times, I:
Captured one entire playthrough of Encore Mode, minus collecting the seven emeralds. I already had a completed file with the emeralds, so having two files would let me compare the endings.
Because I wanted footage of Ray and Mighty also in Mania Mode, I split one playthrough in half between them: every three levels, I would trade off. Ray would take Green Hill, Chemical Plant, and Studiopolis, then Mighty would do Flying Battery, Press Garden, and Stardust Speedway before I’d switch back to Ray again for the next three. This gave me half of the game as each character, and one complete playthrough between them.
Similarly, I needed footage of Sonic, Tails and Knuckles in Mania mode, but since I had Sonic Mania Plus on PS4 and my original review was produced using the PC version, my save couldn’t be transferred. Instead, I grinded out Blue Spheres medals until I could unlock Debug Mode, and summarily, stage select. Then I just did the same thing, but every two levels: Sonic would get Green Hill and Chemical Plant, Tails would get Studiopolis and Flying Battery, Knuckles would get Press Garden and Stardust Speedway, etc.
Unfortunately, even with being smart like that, it wasn’t enough, and in the middle of editing everything together, I still had to go back and capture footage of specific moments to fill in the gaps I was missing. The lesson is: though you’ll throw away 99% of it, you’ll never have enough b-roll captured. Never ever.
Which brings us to the end of October, me not getting to do any Halloween videos, and the final, finished Sonic Mania Plus review. This time, 20 minutes of video in four months.
Could I have been faster? I don’t know if that’s for me to say. Even though I took a month off (almost all of September), I was still struggling really hard with burnout on the Sonic Mania Plus video. I work on these videos from home, and I have an incredibly poor work-life balance as a result. Essentially, I wake up every morning, turn on my PC, and work on whatever until I go to bed. The only breaks I take are to eat, go to the bathroom, or run errands (shop for food, help babysit my nephews, etc.)
What this really means is something that’s familiar to people who have struggled with burnout, and that’s days where all you do is sit around and worry about work but not actually do any work. I’m trying to get better about this, to have hard cutoff points in the afternoon where I stop working and let myself relax, but that’s easier said than done when you relax at the same place you also work. It’s a learning process for sure.
So, like, yeah, it could have been done a few weeks earlier, but that’s assuming I wasn’t burnt out from working too hard, which means I wouldn’t have worked super hard to get to that point anyway, so no, maybe it wouldn’t have been done a few weeks earlier. I’m not a robot.
I am, however, incredibly stressed. Still stressed about moving to Nevada, stressed about being so far behind on the videos I promised to put out, stressed out about things I won’t even mention here on tumblr because they’re personal issues.
But I am going as fast as I can. I might even be going faster than is healthy for my body.
You’ll get your videos when I’m actually done with them and not a second sooner.
But for now, I need a lot of rest. It’s time for an extended rest-and-recharge session. I still have the promised Sonic Forces video to figure out, and that’ll get done eventually, but I’m running on fumes, I need to gas back up, and it’s a big, empty tank.
#questions#sonic the hedgehog#sega#sonic team#sonic mania#bltn#better late than never videogames#video review#behind the scenes#inside baseball#how the sausage is made#Anonymous
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Thoughts on Sonic Mania
This review/essay assumes that the reader has kept up with the social media releases in regards to the game, such as the reveals of Flying Battery and Stardust Speedway, the videos on the Special and Bonus Stages, gameplay videos of some zones released by Youtube accounts, and so on. However, it will not have any spoilers about zones, mechanics or things beyond this.
Everyone out there who’s already put out a review or video or whatnot on Sonic Mania has already started off by going into Sonic’s history, ups and downs and so on, so I won’t bore you with that. Everyone already knows about Classic Sonic, Sonic Adventure, Sonic 06 and Boom. There’s more interesting (and relevant) ways to do an intro for this anyway, and the 06/Boom stuff doesn’t bear repeating.
What does bear repeating, then? The fact that Sonic Mania is a very, very good game.
I’ve been a Sonic fan all of my life, starting with renting VHS tapes of both cartoons (AoStH and SatAM, not Underground) from the local Blockbuster, then eventually ending up with the PC versions of Schoolhouse and CD, and I’m willing to admit that, up until very recently, I was never particularly good at the games. As a child I always got stuck around Collision Chaos, and as I grew up and found out about emulation, I never exactly beat any of them, but it didn’t matter to me, because frankly, moving so fast, shooting through loops and the general feeling of momentum was so much fun.
The whole videogame news website meme of “Sonic was never good” thus understandably grates on me. The Sonic social media construct and everything else cracking jokes about his less-than-stellar outings and so on was cute at first, but it quickly gained that poisonous ironic tinge to it, like Sonic would never be able to step back out of the shadow of its own mistakes. Like when you see people on here or Twitter or whatever call themselves “furry trash” or “(X fandom) trash” or so on. Stop doing that. Don’t settle for acting like mediocrity.
Sonic Mania is the opposite of all of that. It feels like the freshest, most interesting, but most importantly, most earnest Sonic game in a long, long time. It was obvious to most people when the game was revealed that the game was going to be something special, and I think the hype for it only grew as time went on, even in the hearts of anyone who managed to be skeptical at first. There were no jokes, no self-deprecating wisecracks or memes, none of that. They simply stood up, head held high, and showed off gameplay after gameplay.
This game is exactly the game that Sonic has needed, now more than ever. This year in general has been great for games (between Breath of the Wild, Nier, Persona, and many other upcoming games like Mario Odyssey and the like), and Sonic Mania is another excellent chip to add to the pile. The sheer amount of passion and love for Sonic as a franchise that the developers (Taxman, Stealth, Tee Lopes and the rest of the Sonic 2 HD crew, and so on) have is palpable, and more importantly, it’s wonderful.
I have experience with Taxman’s work through the excellent Sonic CD port from back in 2011, so when I booted up the game and started a save file as Sonic and Tails, I felt right at home. Controls, as expected, feel very natural, and the physics and momentum are virtually unchanged from the CD port, which itself was already about as accurate as you could possibly get to the originals. I have the Switch version, which meant that I was primarily using the left buttons to play rather than the control stick, and while I would have preferred a normal d-pad, it worked just fine anyway.
There’s something to be said about how easy it was to pick up the game and slip into a groove. I had gone in intending to look at the same the way I had when I streamed Sonic 3 and Knuckles a while back (my first time completing that game, no less), looking at the level design and seeing how the game itself worked. Instead, I ended up getting completely sucked into each and every level I played, and I was completely enamored with the game as a result. While I could see the machine and its cogs all working together, I needed a couple days to cool off and some more time to play it after the initial rush to get my thoughts in order.
I suppose that, more than anything, is what speaks the most to the sheer quality of the game. The levels consist of a mixture of:
Recreated zones from older games, oftentimes with new mechanics or mechanics pilfered and repurposed from other games in the series
And entirely new zones like Studiopolis and Mirage Saloon, with their own unique gimmicks, setpieces and visual themes
And while it’s very easy to organize those things like that, the game itself is far more than the sum of those parts. Mania’s levels absolutely ooze with love and attention to detail, so much so that it took at least two full playthroughs for me to pick up on everything (and knowing me there’s probably more stuff I missed). The game feels like a best-of game, where it takes many of the fan-favorite or memorable things from all four of the classics (1, 2, 3&K, and CD) and mashes them together in order to get the most out of them.
Chemical Plant is probably one of the easiest examples to point to, and it’s just the second level. The second act’s arguably “major” gimmick is the chemical pools that can be altered into bouncy gel (both light blue and green), but it’s not the only gimmick the stage has on offer; there’s also sticky platforms that move on rails, pink bubbles that lift you from one area to another, as well as the classic pipes from the first act and the original zone.
That’s four different small mechanics, and I can happily say that all of them are integrated into the level design in very sensible yet surprising ways. The levels aren’t massive, but there’s still plenty to explore, and thankfully exploration isn’t quite limited to only Tails thanks to the addition of a carry ability you get when playing with Sonic and Tails.
Thankfully, the exploration never feels like it becomes the main focus (partly since the Special Stage rings are the only major thing to find, and partly because the game has a save system), and there were times during my initial playthrough where I was trying to explore but accidentally stumbled into a high-speed place, only to decide to just roll with it (hah) and see what I could find in the next section of the level I ended up in. It speaks to the heart and soul of Sonic as a game and as a character, and it’s a very, very happy feeling.
The game’s difficulty is also worth noting, mostly since it’s probably the smoothest difficulty curve I’ve ever seen in a Sonic game. I’m rather curious to hear how the developers picked the old zones to remaster that they did, since it often feels like they were chosen not just for their memorability and mechanics, but also for where they showed up in their original games. Zones like Green Hill and Chemical Plant are obvious choices; some of the ones that show up later on, when the game starts getting harder and nearing its finale, are not quite so expected, and personally are very welcome surprises.
This also goes for the bosses, which often feel like they were designed more to be interesting and engaging rather than simply difficult. None of them are all that complicated per-say, but around the end of the first third of the game, things start to become much more challenging, and by the final act everything reaches its peak.
That said, I never got a game over and actually ended my first run with my lives in the double-digits, despite having a few deaths in earlier zones and dying a few times to the final boss. I attribute this to the quality of the level design more than anything else, though. Bottomless pits are beautifully rare (aside from a couple sequences in Flying Battery, naturally), and all of my deaths were due to my own recklessness rather than unintentional crushes, spikes or enemy placement.
And best of all, the Special Stages aren’t annoying. In fact, I’d say they’re probably the best in the series, taking the best elements of the previous games’ Special Stages and mashing them together. They get tough, but still quite fair, and are rather exhilarating. The Blue Sphere bonus stages are quite nice as well, though I do kind of prefer the 3&K ones which get you shields and extra rings and lives. Mania’s bonus stages only give you a medal if you win, which counts across all saves towards unlockables, like the sound test and other, more gameplay-related specialties (which, unfortunately, can only be used in the No Save mode).
Also, have I mentioned the presentation? I talked plenty about the attention to detail in the gameplay, but the graphics! The music! Sonic Mania has catapulted itself into my top pixelart-y games ever. It is to 2D Sonic what Symphony of the Night is to Castlevania: rich, colorful, smoothly animated, and full of vibrant details and lots of foreground and background elements that are just as much fun to sniff out and spot as actual secrets in the levels. Seeing all of the goofy EGG TV things in Studiopolis, or spotting the ever-recurring Eggman face logo in various zones (stylized, of course, in the look of classic Robotnik’s face), had me smiling the whole way through.
The music, much like the rest of the game (as I keep repeating) feels like a mixture of the good of everything that came before it, and it’s often the highlight thanks to how the old zones, new zones, and their remixes/music respectively shake up the genres and moods. It’s very similar to Sonic CD’s soundtrack in that regard; the final zone’s music gave me a similar sense of foreboding that Metallic Madness’ US track did, and there’s the obvious, funkier comparisons to draw between something like Stardust Speedway and Studiopolis. And classic tunes remixed, like Chemical Plant and Flying Battery, amp things up nicely.
If there’s one aspect that I do feel like nitpicking, though, it’s the stage transitions. The game has an intro cutscene and does transitions between the acts and zones quite a bit during the first half of the game, but after a certain point things slowly start to go more of the Sonic 2 route of just going from zone to zone, with little tying them together aside from being in older classic titles. Like I said, though, it’s a nitpick, and certainly not enough to really put a damper on how good the game is.
On the whole, Sonic Mania feels like an absolutely triumphant thing, not just for Sonic fans but anyone who loves videogames. It really is like a bolt from the blue (heh), coming at just the right time to remind everyone, fans, non-fans and newbies alike, of just why Sonic was such a massive hit in the first place. By the time I finished my first run, I immediately had the urge to play it again, and the only thing that stopped me was the fact that I really needed to go to bed and get to work early the next day.
As for right now, though? I think I’m off to play through another zone or two of my current Tails run. Gotta speed!
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My Game Of The Year Top 10 List Thing, I Guess
Is this what you’re supposed to use Tumblr for? I have no idea. Anyways, here’s My Game Of The Year Top 10 List Thing, I Guess!
This list only includes games I’ve actually played that came out in 2017. I haven’t played all of the big-name games that came out this year, so here’s a list of every new game I played this year that isn’t objectively shovelware:
Android: Fire Emblem Heroes, OK Golf, Monogolf, Animal Crossing: Pocket Camp
Nintendo Switch: Fast RMX, Infinite Minigolf, Kamiko, The Legend of Zelda: Breath of the Wild, Mario Kart 8 Deluxe, Namco Museum, Picross S, Puyo Puyo Tetris, Snipperclips, Sonic Mania, Splatoon 2, Super Mario Odyssey, Super Ping Pong Trick Shot, Vroom in the Night Sky
PC: 100ft Robot Golf, Getting Over It with Bennett Foddy, Golf It!, Guts and Glory, Jackbox Party Pack 4, Pictopix, PLAYERUNKNOWN’S BATTLEGROUNDS, Project Cars 2, Tacopocalypse
Xbox One: Forza Motorsport 7
I bought a few more decent games that came out this year, but I haven’t gotten around to playing them yet, so they’re not included in the above list. I also bought a lot of old games and shovelware this year; you can check out my Backloggery here for proof. Anyway, here’s the list:
#10: 100ft Robot Golf
One of the best concepts for a game ever made. The game itself is pretty good, too. I might personally prefer the live-action cutscenes from No Goblin’s previous game Roundabout, but the anime cutscenes are also cool. My favorite mode is the one where you control four robots at the same time, trying to hit four golf balls into the same hole in a given time limit. I also really like the mech that’s controlled by five dogs, they’re good dogs.
Technically this game first came out last year, but it didn’t come to the PC until February of this year, which is when I was first able to play it.
#9: Sonic Mania
I have a couple of controversial opinions related to the Sonic series. I think that Sonic Adventure 1 is the best 3D Sonic game ever made, and I also think that Sonic Generations isn’t any better than Sonic 06. But I don’t think it’s controversial to say that Sonic Mania is a great game. The first playthrough is kind of annoying because you can’t go back and do old zones again until you beat the game. Also, you go back to the beginning of the zone, not the level, when you get a game over. And most of the deaths I had felt cheap in one way or another. But it was fun! Unlike almost every other Sonic game ever made, all of the stages are designed with going fast in mind, even the final few stages. There are definitely slow-paced platforming segments, but there aren’t very many instances where trying to go fast will hurt or kill you, so you can hold right and enjoy the great graphics and scenery flying by. I also really enjoyed the new-to-Mania zones, more than the old zones, in fact. The music in these zones in particular is fantastic, although it’s great in pretty much every level in the game.
#8: Picross S
It’s Picross, on the Switch! What more could you want? Well, a few more puzzles would be nice. There are 150 puzzles, but none of them are larger than 20x15 pixels, so I got through all of them fairly quickly. There’s also a Mega Picross mode, which is the same 150 puzzles, but sometimes the numbers of two adjacent rows or columns are combined. It’s kind of dumb. I also wish you could draw pixels on the touch screen, but the pixels do get pretty small in the bigger puzzles. Hopefully we’ll see a Picross S2, Picross S3, Picross S4, Picross S5, Picross S6, etc. in the coming months and years.
#7: Forza Motorsport 7
I have a LOT of complaints about this game.
The single player campaign sucks. I haven’t played a mainline Forza Motorsport game since 4, as I didn’t get an Xbox One until recently. Therefore, I don’t know what the campaigns were like in 5 and 6, but apparently 7 was supposed to make the campaign races feel like an actual racing series, with more realistic points distributions and all that. Great in theory, but the execution is terrible. In real racing, even the best drivers lose more than half of their races. In order to beat a series in Forza 7, you have to win every race in the series. Forza Horizon 3 did it right by not requiring you to win every race; you could finish last in every race in a championship, and you’d still beat the championship. Credits rewards are tied to the difficulty of the AI, so you want to turn it up to get more money, but then you’re more likely to lose races, which makes you want to turn the difficulty down or compensate by using a bunch of assists, like the stupid one that makes you drive as fast on the grass as on the road. There’s also no qualifying, so everybody starts in the same position every race, and the AI tends to finish in the same position every race as well. You also have to finish every race in a series before moving to the next series, which is annoying. So basically, every mechanic in single player is designed against having fun. Great!
Then there’s the progression. It’s slow, to say the least. There was controversy surrounding the VIP credits bonus, as it initially only gave you a few temporary cards that doubled your credits. However, it was updated to double your credits after every race, so that’s good. It still feels like you don’t gain credits fast enough to be able to buy and upgrade as many cars as you want, and that’s after I abused a glitch that allowed you to get infinite rewards (which has since been patched).
The game is also crash-prone, to the point of being almost unplayable on PC. The PC version has a memory leak which crashes the game after a few minutes if you look at your garage or upgrade your car. The Xbox version is more stable, but it’s still crashed a couple of times for me.
You’d think all of these criticisms would push the game off the top ten, right? But here’s the thing: multiplayer is super fun. Sure, it takes about ten minutes to get into your first race, because you always end up in a lobby where the race has just started. And sure, half the races end up in disaster because the guy behind you crashed into you at full speed at the first corner, but when you get near the front of the pack and have a good race with some other drivers, it’s a blast. I tried ghost racing for the first time the other day, and it led to surprisingly close and fun racing.
So yeah, Forza 7 is a pretty fun game, as long as you only play multiplayer.
#6: Monogolf
Decent mobile games are hard to come by these days. For a while, my go-to phone game was True Skate, but then it stopped working on my phone. Thanks, Huawei! Before that, I played Desert Golfing, but it got a bit boring after 3,000 holes. I saw Monogolf in the Google Play Store recently, thought it looked cool, and downloaded it. Now it’s my new go-to game.
Like many phone-based golf games (believe me, I’ve played a lot), you simply drag on the screen to point where you want the ball to go, and how fast it should go. The catch is that you have to get a hole-in-one on each hole. If you don’t, you lose a life. Beat as many holes as possible until you run out of lives. It’s super fun to try and beat your record, and you often do, as you’re constantly unlocking new lives. You also unlock extra level packs for reaching certain milestones.
The game’s art style is also really cool. A lot of mobile games go for the modern look, but it ends up looking cheap. Monogolf’s graphics don’t, helped by the variety of vivid colors and textures on the holes.
As far as in-app purchases are concerned, you can pay about $4.50 to unlock everything, including all of the pieces for course creation and the maximum number of lives, but everything can also be unlocked through normal playing.
I said a lot about Monogolf. The top five games are all Switch games, that wasn’t intentional, sorry.
#5: The Legend of Zelda: Breath of the Wild
Tin, why is this game not number one?
Because I liked the four games above this one better. That’s not to say Breath of the Wild isn’t a great game, because it is. And it deserves the overwhelming praise it’s gotten, too. I’ve just never been a huge fan of RPG or adventure games. Having never played more than a few hours of a Zelda game before, I expected to only play the game for a few hours just because using the Switch was a novelty at the time. However, I enjoyed it a lot more than I expected. Running around the vast open world is fun, as are the shrines. Somehow, I managed to defeat a Divine Beast before finding a single korok seed, so now there’s a korok seed permanently in the middle of my Divine Beast orbs in my inventory. I really need to go back and beat the two Divine Beasts I didn’t get so I can try out the DLC, because that skeleton bike looks super cool.
#4: Mario Kart 8 Deluxe
So this is just an updated version of Mario Kart 8, which came out three years ago. Some might say that makes it ineligible for 2017 awards, but I don’t care.
Deluxe adds several new gameplay mechanics, new characters and karts, and an updated Battle Mode. The addition of a second item box makes for an even more hectic experience than Not_Deluxe, and also adds a bit of an extra layer of strategy. Should you go for the double item box, or will someone else snatch it up, leaving you with no items? The triple boost is also nice. Deluxe adds the Inklings from Splatoon as playable characters, which automatically makes the game twice as good (this is a scientifically provable fact). The Battle Mode is also really good, although I haven’t played it that much, because regular racing is so great. Given how all of this was added on to an already-great game, Mario Kart 8 Deluxe is probably the best game in the series, and arguably the best racing game this generation (the other major contender being Forza Horizon 3).
#3: Puyo Puyo Tetris
Yes, I know this came out years ago. I imported a Vita copy back in 2015 for my PSTV that I never use. However, I’m including it in this list because it didn’t receive an English release until this year, which means that I can actually read the menus and story.
It turns out that combining two of the best puzzle games ever made creates another great puzzle game. Who would have thought? The story mode is great fun, and the story itself is surprisingly enjoyable, particularly the part where Schezo makes a bunch of innuendos. As far as the main modes go, Swap mode is objectively the best mode, as both players play both Puyo Puyo and Tetris, and do so on an even playing field. Versus mode is the next best, particularly when both players are playing the same game. Puyo vs. Tetris matches can be a bit lopsided, due to the two games having different garbage rules. Big Bang mode is alright too, particularly the Puyo version. You should avoid the Party and Fusion modes though, they’re bad.
Playing online is super fun, although most people play Tetris, unsurprisingly. Playing against someone at a similar skill level results in super tense and exciting matches, often with both players scrambling to clear enough garbage to be able to make a decent combo again. Lopsided matches do happen pretty often, though. Fortunately, you can disable matches in modes you don’t like, even in ranked mode. I usually just play Swap and Versus, although I’ll sometimes play Big Bang as well.
#2: Super Mario Odyssey
While a lot of games recently have focused on huge, expansive worlds, with various places to do things, Odyssey instead has relatively small levels with things to do EVERYWHERE. There are essentially as many moons in this game as there are korok seeds in Breath of the Wild, which means that moons are probably 50 feet apart from each other on average. There’s always something new to do that won’t take more than a couple of minutes when you go back to a particular level (unless you’ve gotten all the moons on that level, of course, but even then you might have to go back for a thing or two…). Some people have said that it feels like busy work to get all of the moons, and it is to some extent, but I found it wasn’t that difficult to get most of, if not all the moons in a level in a few-hour session or two.
New Donk City is one of my favorite levels in any video game, ever. The music, atmosphere, and level design are all so fantastic that I had fun for hours just messing around, jumping through the city and up to the top of buildings. It’s definitely the standout level of the game IMO.
Mario has probably the best movement I’ve ever felt in any video game. There are so many different things he can do that I feel like I still haven’t learned all of his abilities, even though I’ve 100%ed the game. The jump -> throw cap -> dive to cap -> jump off cap -> throw cap again -> dive to cap again mechanic is super fun to perform, and not as complicated as it sounds. It takes a couple of tries to get used to, but it’s very intuitive once you get used to it.
The capture ability is also amazing. It surprisingly doesn’t feel gimmicky at all, as each of the objects you can capture let you do the things you’d want to do in a given level. Cheep-Cheeps can let you swim more quickly, Goombas let you walk on ice without slipping around, posts let you spring up the sides of buildings, and so on. My favorite object to capture is probably the pokey thing in Bowser’s Castle that I don’t remember the name of that lets you snap to and spring up walls, although it’s also one of the more finnicky objects to use.
Overall, SMO is probably the best platformer I’ve ever played, and I thoroughly enjoyed 100 percenting it. It would be my game of the year, except I happened to like one game even more. Can you guess what it is?
#1: Splatoon 2
You probably guessed what it was.
Splatoon 2 is the only game from this year that I played for more than 100 hours. For comparison, I played one game for more than 100 hours in 2016, Forza Horizon 3, and three games for more than 100 hours in 2015: Super Mario Maker, Rocket League, and Splatoon. Super Mario Maker and Rocket League are probably two of my top ten games of all time, and Forza Horizon 3 isn’t far behind. Splatoon would also be one of my top ten favorite games, if it wasn’t for the fact that Splatoon 2 is objectively so much better.
If you’ve never played Splatoon, the goal is basically to paint the floor with more ink than the other team (also you should play it right now). It sounds silly, but it’s super fun. The ranked modes are also great, and your rank is now broken up per mode, instead of all the modes contributing to the same rank. That’s great, because now you don’t have to only play one ranked mode if you’re better at that mode than the others.
There are a bunch of new gear items, some of which are really cool. I really like the tye-dye shirt, and also the jungle hat that everyone hates. You can also wear a plant if you really want to. I need to make it as clear as possible that the visual aesthetic of this game just oozes with coolness. It’s probably the coolest game I’ve ever played.
There are several new weapon types, too. The Splat Dualies are neat because you can dash twice while firing, making yourself a difficult target. The Splat Brella gives you a shield, but it isn’t very useful in practice IMO.
The new stages feel a lot more open than the stages in Splatoon 1. Humpback Pump Track has an incredible name and is a great smaller level, while Mako Mart has a more open feel, and the supermarket design is fantastic. It’s definitely my favorite level in the series. Most of my favorite stages from Splatoon 1 have made also their way to the sequel, including Port Mackerel, Kelp Dome, Walleye Warehouse, and Moray Towers (yes, I like that map).
Splatoon 2’s single player campaign is similar to the first game’s, with the added twist that you have to use various different weapons throughout the missions, instead of just the Splattershot. This adds a lot of replay value, as you now have to beat each level with each different weapon to 100 percent (or 1000 percent) the campaign. I’m about halfway through doing this, and I intend on finishing it eventually.
Salmon Run is new to Splatoon 2, and it’s a great new mode. You have waves of hordes of enemies that want to murder you, and you have to murder them first. There are probably much better explanations of the mode available. It also makes you try out new weapons, as the weapon you use is randomly assigned at the start of each wave from a set of four weapons. My main complaint with this mode is that I wish there were more rotations with completely random weapons, as a lot of the rotations with preset weapons tend to have a lot of weapons with low firing rates, which makes the mode more difficult and arguably less fun. Also, you can only play the mode on certain days, which is kind of silly.
Splatoon 2 is one of those games that’s greater than the sum of its parts. On paper, it sounds cool, but not as amazing as it really is. I almost didn’t buy the first Splatoon, which is something I have a hard time believing now (the same thing is true for Rocket League). It’s hard to put into words why, but the finished product, with all the great gameplay mechanics and super cool style blended together, is simply amazing. It’s more fun and cool than any other game I’ve played this year, so it’s an easy choice for my Game of the Year.
Hooray!
Honorable Mentions
These are games that would probably be on the list if I had a PS4 so I could play them:
Everybody’s Golf: I like golf games, as you might have noticed by the number of golf games I’ve played this year. This is a golf game, therefore I should like it.
Gran Turismo Sport: Gran Turismo is one of my favorite series of all time. A lot of people haven’t liked the more serious mode of racing that Sport offers, but I think it’ll be right up my alley. The livery editor also looks super cool.
Wipeout Omega Collection: I really liked Wipeout HD, and this is basically that, but with an even higher definition! Also, it has the tracks from Wipeout 2048 which I haven’t seen before.
These games almost made the Top Ten, but didn’t:
Jackbox Party Pack 4: It’s fun, but JPP3 is better IMO. Don’t worry, I’ll still be streaming more Jackbox in the future.
PLAYERUNKNOWN’S BATTLEGROUNDS: I haven’t played this game much because it gives me anxiety when I play it. I really don’t like loud noises, so hearing a random gunshot after 20 minutes of silence startles me a lot. It’s also kind of slow-paced. I do like the concept more, so I’ll probably play it again soon, maybe with some music in the background.
Come back next year for my 2018 list, which will probably be the post after this one, given how little I use Tumblr!
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