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Games of 2011: Superbrothers: Sword & Sworcery EP

I’ve spent a lot of time in 2011 playing games, but not a lot of time writing about them. Instead of my usual end-of-year game recommendations, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2011 posts.

iOS gamers are this year’s gaming community scapegoats. With Nintendo and Sony’s handheld platforms under siege, there’s a certain level of disdain that generally comes up when discussing the ascendancy of smartphones. “Touch controls are terrible!” they shout. “Angry Birds is a terrible game,” they whine. “The App Store is full of garbage,” they blabber.

Should anyone take a step back and look at the library of any mobile gaming platform, there’s always a lot of poorly written garbage. The DS has been predominantly shovelware and the PSP has been a graveyard for the last few years. The key, as with any system, is to find the diamonds in the rough.

There are plenty of great games available for iOS, but generally the gamers who complain are looking for a critical success: something arty, something with a stark art style, something with a deep and symbolic story. In short, they’re looking for a game that can be put on a pedestal.

Beyond all other iOS games this year, that game was Superbrothers: Sword & Sworcery EP. It won seemingly the most superlative praise of any game this year.

Kill Screen:

> It manages, with reverent deftness, to evoke and honour the influences of its creators, while simultaneously providing a multisensory experience that feels novel and groundbreaking today. A landmark achievement, it raises the bar for independent game design much as the Washington Monument did for independent obelisk design.

The Wall Street Journal:

> If Roy Lichtenstein were weaned on things like 8-bit games, “Kid A” and the iPhone, these would probably be his Benday dots. Yes, in the end, “Sword & Sworcery” is just a game, but in its own meta way it’s also a kind of pop art for the digital age.

MSNBC:

> Steve Jobs may have promised all you Apple fans some magic … but it’s the Superbrothers and company who are delivering it.

Wired:

> It’s a game that will make you believe.

Destructoid:

> Gaming doesn’t need to find its Citizen Kane, but it may have discovered its Rosencrantz and Guildenstern Are Dead without even trying.

I can vouch for it being a beautiful and absorbing game, but like many other titles I’ve played this year, it was one I failed to make much ground in. I have placed it in this list not only because it’s won widespread praise from critics and friends alike, but also because it represents that iOS can indeed have those critical-smash titles that gamers so deeply value when measuring the worth of a platform.

Superbrothers: Sword & Sworcery EP is available as a universal iOS app.

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Games of 2011: Gemini Rue

I’ve spent a lot of time in 2011 playing games, but not a lot of time writing about them. Instead of my usual end-of-year game recommendations, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2011 posts.

I’ve always been a big adventure game fan. The first serious PC games I ever dove into (Maniac Mansion, King’s Quest I and II, Space Quest III) all fell into that genre. I probably had more Sierra 5.25″ floppy disk sleeves than plain white ones.

There’s been a big resurgence in the genre as of late – which has generally been great. I hedge that with “generally” because there’s a common theme through nearly every adventure game series that has reappeared that didn’t used to be the case. Monkey Island, Sam & Max, Back To The Future, Hector, and Strongbad[1. I realize I’m probably picking on Telltale here, but seeing as they’re mostly the ones doing this revival, I’m going to allow it.] all are humor-focused games. What I’ve missed are the adventure games where the focus is storytelling, and narrative, rather than puns.

It probably comes as no surprise that the first time I fired up Gemini Rue and watched the opening – a man only referred to by his captors as “Delta-Six” has his memory erased, and seemingly not for the first time – I let out a huge sigh of relief.

Gemini Rue is one of those games that I haven’t spent enough time with yet. I have only made it through the first five chapters or so. But what I’ve seen so far reminds me so much of those old Sierra titles – the pacing, the atmosphere, the interface design. It’s a welcome reminder of some of my gaming roots.

People who fondly remember Sierra’s best work should give this one a look.

Gemini Rue is available for Windows.

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Games of 2011: Mortal Kombat

I’ve spent a lot of time in 2011 playing games, but not a lot of time writing about them. Instead of my usual end-of-year game recommendations, I’d like to tell some stories or share some thoughts about the ones that meant the most to me this year. I’ll be posting one a day until Christmas. See all Games of 2011 posts.

When it came to fighting games, I have always been more of the Mortal Kombat type than the Street Fighter type. It wasn’t the blood or the violence (although as a teenager, that was certainly a lot of fun), but more that the games felt more accessible. They took themselves a little less seriously. Or maybe it was just that I could never pull off the 360 rotations necessary for some of the Street Fighter moves.

Regardless, Mortal Kombat as a series fell on hard times after MK3 was released. Practically every title since 1997 disappointed, bloated both the gameplay and the world in which it takes place, and messed with a formula that didn’t need messing with. Weapons in Deadly Alliance? The start of a bad trend. The terrible quest mode in Deception? Laughable. The kart game that was inserted for no reason into Armageddon? Ugh. And how about the neutering of vs. DC Universe, taking what promised to be a dark gritty game and making it rated T for Teen?

The franchise has needed a massive kick in the pants for nearly fifteen years, and I am relieved to say that this year’s release of Mortal Kombat (named just that, no modifiers afterwards) is a pitch-perfect return to form.

No matter where you land in relation to fighting games, it feels like Mortal Kombat has something for you. The story mode is surprisingly well written and seamless jumps between cutscenes and battles in a pretty impressive manner. The game looks fantastic and the sound design is excellent as well. There’s a whole range of competitive modes – tournaments and online battles and such. People who like objective-based progression can find relief in the Challenge Tower, which throws 300 different challenges at the player. Those who are into unlocking things will be relieved to still find The Krypt allows unlocking of plenty of concept art and other content. And those who don’t like to take things seriously will love Test Your Luck mode, where a slot machine gives random modifiers and can make fights completely ridiculous in the blink of an eye. Broad appeal is pretty much guaranteed here.

It’s been great to see increased attention given to fighting games over the last few years, with the rise of competitive gaming and the fighting game community really carving out its place in the world. While I have nothing but respect for Capcom giving Street Fighter renewed love for the last few years, to see Mortal Kombat get such a well done revival this year sent me into sheer levels of joy. This was the fighting game I’ve been waiting for all generation.

Mortal Kombat is available for the Xbox 360 and Playstation 3.