Top Ten of 2010 – No. 9-7

So let’s continue our look at my Top Ten games of 2010. I’m releasing them in irregular-sized chunks but it really comes down to when I get a chance/inspiration to do some writing. Again, these are games that I’ve played this year and that were released this year.

You can read the first part here.

9. LIMBO

LIMBO

LIMBO - It's a bit creepy.

I’ve already written about LIMBO at great length and to be entirely honest, there’s not much more I’d say. I’ll give you a few choice quotes, but I think I covered it the first time:

“What’s so great about the opening section is just how bleak and scary it is. There is a genuine feeling of trepidation and fear of what is to come. Normally I’d be quite critical of things like hidden insta-death traps but […] the checkpointing is forgiving and the nervous trial and error nature of the game just made sense within the context of the story.”

Hopefully you didn’t miss the half-price deal Microsoft put out on New Years’ Eve. If you did, never mind eh? You should still buy it.

8. VVVVVV

This is a bit of a surprise (late) entry in my Top Ten. I’d played the demo months ago and really enjoyed it but I didn’t get around to buying it until I was trying to think of things that would run nicely on my netbook. For the record, it runs beautifully.

VVVVVV

VVVVVV - Yes, it's tough.

Created by indie developer Terry Cavanagh, you play as Captain Viridian, tasked with rescuing your 5 crew members (can you guess what letter all their names start with?) after your ship runs into a few inter-dimensional issues. Drawn in a super-simple but incredibly charming retro style you only have three controls available to you: Left, Right and the ability to flip gravity. There is no jump button. With this limited move set you must navigate the “open world” map (open in as much as you can pretty much go wherever you want), flipping the gravity to navigate obstacles and avoid danger.

And boy, is there a lot of danger! The graphics aren’t the only old skool gaming feature here. VVVVVV is a tough game; brutally so, but as with the best of the genre you keep trying because you know it is possible, despite how it appears the first few hundred times you attempt a particularly tough section (SPOILERish: As an example, Veni Vidi Vici is probably the toughest section in the whole game).

You will die a lot; in the 4ish hours it took me to complete the main game, I died some 2200 times (that’s over 500 times an hour!) but a bit of nimble finger work and perseverance should see you right in the end! It’s important not to understate this: VVVVVV is beautifully designed. It features some of the best, most intelligent level design I’ve seen in a long time.

Try the demo, and then buy it. Please.

7. Halo: Reach

I like Halo. At their best, they provide small doses of bombastic, unpredictable chaos against an epic space opera backdrop. At their worst, they’re sluggish, repetitive corridor shooters with little to make it stand out from the hordes of other FPS games. How many games can get some levels so right (The Silent Cartographer) and others so wrong (The Library) over the course of just one game?

Clearly, I’m not your typical Halo fan; I’ve never really got into its highly competitive multiplayer component and I think each successive campaign has been better than the last (that’s right, I thought Halo 2’s campaign was better than Halo’s). Each game was fun while it lasted but none of them left me feeling genuinely excited.

Except Reach.

Halo Reach’s campaign is spectacular. I believe my good friend Mr Binks described it like a Halo: Best of album, and I only wish I had been smart enough to come up with the analogy first because it is absolutely spot on. Gone is the repetitive corridor trudging. In its place, the campaign is stuffed to the gills with the bits that we all love about Halo; fighting out in the open, pitched battles in confined spaces and set piece after epic set piece.

Halo: Reach

Halo: Reach - Very Noble

The guns feel as good as, if not better than they’ve ever felt and whilst I’m not a fan of the trademark low gravity movement style, the controls feel tight and responsive.

My main criticism of Reach and to be fair, it covers all the Halo games to date, is the story. And to be clear, it’s not that I think the story is bad. From what I can gather, there’s a very exciting, engrossing sci-fi tale being woven here. It’s just that it’s told so badly. Whilst I’m sure I could tell you what’s going on minute to minute, the over-arching story is a vague mish-mash of seemingly unrelated events. I know it’s epic and exciting, I just don’t know why it’s epic and exciting. There is a wealth of depth and background to the story but it’s never introduced in an effective way. A recent article on EG pretty much sums it up for me.

Halo: Reach

Halo: Reach - From dooown tooown!

Reach is also the first of the series where I’ve really got into the multiplayer. It might just be because it’s the first Halo game I bought at launch (and hence large numbers of my XBL Friends List were playing it) but I just found myself drawn to it. Add Firefight mode into the mix and you’ve got an incredibly compelling package.

With their final game in the series, Bungie have perfected the Halo formula and I for one, will definitely “Remember Reach“.

This Week in Gaming #2 – LIMBO

I had hardly any time to play games last week. It’s been a bit of a mad one, but I don’t think I could recount what I’ve actually done.

I’m currently sitting (at the time of writing this first draft anyway) on a train to Köping in Sweden. We’re going to a wedding tomorrow, a Swedish-Irish wedding no less! …

And now we’re on our way back! That’s about how much time I had to do any writing. For the record, it was a great wedding (congratulations to Ulrika & Paul) but I don’t think I’ve ever had such a stressful journey as this one – I will be very glad to be home…

I also played the Kane & Lynch 2 demo last week but having it all as one post started to turn it into a bit of a monster so I’ll be posting that separately, later.

Anyway, onto the main bit of gaming I did last week:

LIMBO (XBLA, Xbox 360)

Finished off LIMBO, yay! As reviews and players alike have mentioned, it is rather on the short side, perhaps 3-4 hours in length. For my money though it’s a fantastic 3-4 hours and well worth the 1200MS (roughly £10) price tag.

The game can be broadly divided into three different environments. What’s so great about the opening section is just how bleak and scary it is. As I mentioned last week, I love how wonderfully tactile the game is. This (along with the clever use of sound and pad rumble) really helps sell the idea that you’re just a fragile little boy and that anything can (and will) kill you; there is a genuine feeling of trepidation and fear of what is to come, something I find very few games manage to achieve.

Normally I’d be quite critical of things like hidden insta-death traps, but in this instance I think it actually added something to the experience (and I quite enjoyed it when the game made me jump)! This is something that in other games would be incredibly frustrating and seemingly unfair of the developers to do but it’s handled well here; the checkpointing is forgiving and the nervous trial and error nature of the game just made sense to me within the context of the “story” – we are (presumably) in limbo after all!

Unfortunately by the time you reach the third area, the oppressive, suffocating atmosphere that is so striking in the opening section is somewhat lost and it becomes almost exclusively about the puzzle-solving. This isn’t necessarily the game’s undoing as the puzzles remain fantastically devious throughout, but it is a real shame that this feeling can’t be maintained all the way through to the credits (especially considering how short the experience is).

For the completionists among you, the game also features hidden collectables and they’re tied directly to the achievements. I loved how the achievement descriptions actually provide clues as to their location; a great little touch. I’ve still got quite a few to find!

For those of you who scoff at the idea of paying around £10 for 3-4 hours of quality entertainment, I’d probably wait for it to be Deal of the Week. For everyone else; it’s chuffing brilliant – buy it now!

This Week in Gaming #1 – Part 2

And here’s the rest of stuff I’ve played this week:

Medal of Honor (Xbox 360, Multiplayer Beta) – The most ‘beta’ version of any (released) beta I’ve played, so much so that I was surprised that EA had thought to release it in this condition.

The controls and movement were pretty standard (read: a lot like COD:MW2) but shooting however felt a bit inaccurate and unresponsive. Most of my (many) deaths went as follows: 1) walk/run around the map, 2) see a momentary flash of red from the damage indicator, 3) see your player character on the floor, dead.

Every single time I got killed, there was an obvious freeze between catching the first bullet (seeing the damage indicator) and then suddenly being on the floor; it almost felt like the game lagged every time I died. And it did happen every single time. It made for a very uncomfortable, awkward experience.

On the plus side, it looked quite nice (after one respawn, my gun texture decided to not appear, leaving a bright, white gun taking up space on the screen). Hopefully the Beta version will get an update before the game releases, otherwise it could be rather damaging to sales.

Lucidity (XBLA, Demo) – A nice little puzzle game from the LucasArts team that did the Monkey Island 1 update. You steer little Sofi on her ceaseless march through a beautiful dreamscape, utilising various puzzle pieces (abilities) to navigate over, under and round danger.

It looks lovely, the animations are beautiful and there seems to be plenty of challenge and replay value, but I found the controls to be quite fiddly considering there are so few buttons and the way of holding and selecting new puzzle pieces left me feeling a little confused. One for a rainy day and excess MS points perhaps?

Lazy Raiders (XBLA, Demo) – A puzzle game where you rotate the world to move the eponymous lazy tomb raider, Dr. Diggabone, around the map. Rotating the map is fast and responsive, perhaps a little too responsive actually as I found myself getting a little dizzy and disoriented during some of the more frantic moments.

Axel & Pixel (XBLA, Demo) – I’ve played Samorost (which apparently is completely unrelated to A&P, I was surprised to learn) and while this idea worked fine as a little interactive curio on the web, I really couldn’t get into this offering on XBLA. It felt like a point & click adventure minus the thinking and when you consider that I’ve also been playing Monkey Island 2 this week with it’s great puzzles, unforgettable characters and hilarious dialogue… Well, there’s not a lot more to say is there?