I am a little late to this party, on two major fronts. Firstly, I'm aware that it is now 2013, and the END OF THE WORLD never happened. Secondly, I'm naming a game for my 2012 GOTY that I played the majority of in 2013. So, it really could be dismissed on two complete technicalities. But whatever... I received my GOTY 2012 as a Christmas present, and played a little of it before the year turned over to 2013. So it counts. Also, this is one of the first years in a while where I have played a fair number of the games that came out that year. Another plus. Up until a couple days ago, I would have named Dust: An Elysian Tail my 2012 GOTY, for it's impressive visual style, engaging narrative and incredibly well-polished gameplay that hearkens back to a time when Metroivania's required some memorization of the map and game world. Furries or not (not sure what people have against the community, to be quite honest), this is a fantastic game, that plays off of other games (Muramasa and Super Metroid mostly) without seeming like a shameless ripoff. But enough talk about the second best game of 2012. Onto the best. What might it be? Mass Effect 3 perhaps? :lol: Spec Ops: The Line This game is extraordinary, and I find it fascinating how the majority of the critics out there didn't pick up on why it even exists. It wasn't made to compete with other modern military shooters... it is a commentary on them, and how we as gamers interact with them. Extra Credits has a fantastic review on the game, which I would highly recommend watching. It gives lots of points I would never have even considered, that further illustrate why it is such an important game (notice I did not say "great"). Spoilers ahead... Why I loved (hated?) about the game was that it made me feel like a complete douchebag. It made me into the "monster" that we as gamers fight against all the time. No longer can we be considered the "hero" because we are being given choices, and because this is what we have come to expect from games, we make all the ones, as human beings in real life, we wouldn't normally make. Usually the violent ones, that we are required to undertake to forward the progression of the plot, and the attempt to reach our goal. Extra Credits' point about the moral choice sequences having ORGANIC choices, rather than binary, cut-and-dry ones like the rest of the industry sh!ts out on a yearly basis (looking at you ME3), really struck me hard. We have basically two choices in front of us, sometimes one, where we realize that all is essentially hopeless, so we should just get it over with. BUT WAIT, we can actually retain a semblance of humanity! We can make choices that are not evident, and actually try to do something about the predicament we are placed within. This, to me, made me feel even worse, because I thought, by design, the developers were forcing me to make the bad decisions, when in fact, I had the option to try and fix it (cognitive dissonance much?). "We all have a choice" as Konrad said. This, to me, illustrates exactly why games these days are becoming so formulaic and predictable. Nobody wants to step outside the game world for a moment, and truly evaluate WHY we play games. Why do we interact with these virtual worlds? The sense of heroic achievement is a major one. Save the princess, save the world, save something or someone. In Spec Ops, we drop white phosphorus on allied (but rogue) soldiers, and unbeknown to us, a large group of civilians. Innocent fvcking people who never did anything to anybody. If this were any other game, there would be a huge disconnect between the violence and ourselves as observers. But this is Spec Ops. They force you to walk, slowly, through the devastation you wreaked, and witness how much suffering weapons of war can truly cause. To think of how much pain all of those people must have been in, each time a shell was launched... it's a major punch to the gut, and really makes you wonder just how much longer we should tolerate such glorification of violence against soulless automatons representing real groups of people. I am glad that I was able to experience this game, and will likely play it again to actually try out the choice sequences in new ways. And to experience, what, for most, is a totally unfun game. Ironic. Coming from someone who loves fun games. This would have been a really bad year for games for me had these two games not come out.
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