Gameological readers declare their favorite games of 2017
Games You Liked
We’ve already offered up our favorite games (and levels and independent games) of the year, and now it’s time for the best, final part of our annual year-end tradition: the Games You Liked edition of Keyboard Geniuses where Gameological readers share the works that captured their hearts and minds in 2017. So we’ve grabbed a few of our favorite responses, especially ones that veer from the year’s usual suspects, out of the many wonderful comments we received on our Games We Liked list and collected them here:
Jakeoti—Arms
I liked Arms because it was a dream fighting game and a perfect showcase for the Switch. I’m a big fighting game fan, but I’ve never been particularly good at them. Despite playing them for years, I often fumble quarter-circles and charging, let alone have the time and capability to learn comboing. Smash Bros. was my optimal bread-and-butter, but even then I found myself failing hard to the tech that devoted players were pulling off. Enter Arms, where strategy and thought are just as important as execution. While it initially looks slower-paced, diving into Nintendo’s newest original reveals a ton of depth: counterpicking arms mid-match to bring down your opponent’s strategy is satisfying, and nothing quite beats landing the perfect grab or rush when your opponent made too bold a move.
Not only is Arms a solid game on its own, it also highlights the Switch’s unique strengths. Sure, you can play the game with a traditional controller, but the feeling of punching with the separated Joy-Con is delightful. It’s also the perfect game to set up on the go. You may need to have brought some extra Joy-Con for the full effect, but standing the Switch up anywhere turns it into an Arms arcade machine. It’s one of the best ways to share the fun of the system.
SingingBrakeman—Ever Oasis
I liked Ever Oasis because it foregrounded the interdependence of life. Mainstream games tend to regard life as cheap, and that’s fair—these are just 1s and 0s, after all, not actual living beings. Ever Oasis, though, was developed entirely around the idea that life is sacred and living beings have a duty to support one another. The corruption at the heart of the game’s antagonist is the corruption of this ideal, turning average desert animals into monsters seeking to destroy one another. Life is being choked from the wilderness, thematically maintaining this sense of decay from a more communal lifestyle. The player character, saved from suffering a similar fate by his brother in an act of sacrifice, is only able to succeed in their journey by accepting outsiders, spreading their meager resources around to those with even less, and rebuilding the world’s sense of community from scratch. This game didn’t make much of a splash, but the director’s statement included in its digital manual outlining the themes that guided every aspect of its development really made an impression on me. Games don’t need to be made by a small team or exist outside the commercial mainstream to have a timely, powerful, positive message at their heart.
Captain Internet—Prey
I liked Prey because it made suspending disbelief so easy. Prey’s Talos One felt like a real place, which is no easy feat given that it’s a space station set in a parallel universe where the discovery of aliens in the late ’50s led to cooperation between the U.S. and the Soviet Union. And yet, if a space station were to be designed and built in that era and universe, it’s totally believable that it would look like Talos One. In the parts for staff, there’s geometric string art, wood-panelling, high ceilings and luxurious, room-filling gravity. In the parts for maintenance and operations, there’s little comfort and often even less gravity. And if you decide to go outside the space station, you’ll have to pack your own heater.
Prey never treats you like an idiot. It shows you its story and world, and lets you dig in further if you want but never forces you to sit there for 20 minutes while one of the characters tells you what to think. Amazingly, if you do decide you want to know more, it’s always got great answers. Want to know how they got all this food on the space station? Well, I suggest a trip down to waste processing. It’ll certainly make you think about eating the sushi.
DL—Bury Me, My Love
I liked Bury Me, My Love because it made the waiting in a mobile game meaningful. Many mobile games restrict your play by adding timers, often intended as “pain points” to encourage paying the developer some real money to remove or speed them up. In Bury Me, My Love, the waiting built into the game is optional but really is an essential part of the experience; the wait is the narrative. In it, you’re messaging back and forth with your character’s wife, Nour. She will often be “busy” doing something harrowing as she treks from Syria to Germany seeking refuge, or she’ll lose battery or signal at a time when she’s in great peril. All you can do is wait. Wait for a response notification. Wait for the result after a “ttys.” Wait to know if your wife is still safe. The wait feels real for a while, and though I’m not finished with the game, I’ve been playing for over a week, and I’m still captivated by Nour’s journey. It’s starting to wear on me, just as it would on her husband, Majd.