Wow, can you believe it’s already been a year since Super Mario Odyssey brought perfection into our gaming lives?
Yes indeed, Super Mario Odyssey celebrates its first anniversary today.
Of the hundreds and hundreds of video games I’ve played over the course of my life, Super Mario Odyssey is easily among the very best. It stands as one of (currently) only nine games I’ve awarded a perfect 10/10, and probably its biggest competition for the title of best game of this decade is its own predecessor, Super Mario Galaxy 2 (another of my 10/10s).
How good is Super Mario Odyssey? So good that, when I beat its story and the credits started rolling, I actually stood up and gave the game a standing ovation. You might say that doesn’t make any sense, since I just completed a video game by my lonesome and it’s not the same as a theater environment where other moviegoers could join in. But that’s just how good Odyssey is. Come to think of it, I don’t know why I didn’t mention my standing ovation in my review of the game somewhere. I don’t believe I’ve done that before with a video game, so it’s worth mentioning in regards to how much I enjoyed it.
Why is Super Mario Odyssey so good? Like all the best games that don the Super Mario name, its a non-stop barrage of creative ideas. And Odyssey might just showcase this better than any other entry in the series. From the second the game begins to well after the credits roll, Odyssey presents players with insurmountable imagination. There’s not a moment in Odyssey that isn’t utterly delightful and inventive.
Super Mario Odyssey is a game that takes elements from just about all of its predecessors, and rearranges them in such ways that it constantly feels fresh and new. Whereas most games – even exceptional ones – often present you with the long and the short of their vision within the first couple of hours and then repeat those elements for longevity, Odyssey never lets up with its restless imagination. It looks back on its peerless catalogue of predecessors not just to simply rekindle fond memories of gaming’s past, but more importantly, to reinvent the very things we love about the series.
Happy one year anniversary, Super Mario Odyssey! One of the very best experiences gaming has to offer. Keep putting smiles on faces.
Full Super Mario Odyssey review can be found here.
Super Mario Party is something of a bittersweet occasion. It’s mostly sweet, mind you, as this eleventh installment in the long-running series feels refreshingly like a return to form, after the past few sequels seemed to go off the rails. Super Mario Party is, in essence, what Mario Party should be: four-player multiplayer fun. The bitterness is felt in Super Mario Party’s technical restrictions, a few unfortunate gameplay limitations, and at least one element in the main mode which feels outright unfair… even by Mario Party standards. So while Super Mario Party may be a return to form for the beloved series, its shortcomings prevent it from reaching the staggering heights it otherwise may have.
First and foremost, Super Mario Party resurrects the series’ classic gameplay (No more ‘party car’ nonsense). Four players face-off in a giant board game, where they compete to gain the most stars. In between turns a mini-game is played, with the winner of each mini-game claiming coins. Players primarily gain stars by purchasing them from Toadette on the game board, though there are a few other means of obtaining them.
Although the classic gameplay has returned, a few new twists have been made to the formula. Super Mario Party includes twenty playable characters (four of which need to be unlocked). While they may all play the same within the mini-games to keep things fair, each character now possesses their own special dice, in addition to the standard six-sided die that anyone can use.
The character specific dice are a case of risk and reward. Shy Guy’s dice, for example, is comprised of five sides of 4 and one 0, giving him a safe chance of moving a decent number of spaces, but risking not moving at all. Meanwhile, Bowser’s dice allows him to trample all over the place with high rolls of 8, 9 and 10 spaces, but also risks landing on a 1 or losing three coins (in addition to not moving). It’s an interesting twist on the Mario Party formula, with the characters who boast the biggest advantages also having the biggest shortcomings, which not only balances things a bit, but prevents the standard dice from losing its relevance.
There’s another interesting new element to the proceedings, as players can now gain allies by means of landing on a special space or using an item to summon them. These allies are comprised of any of the playable characters not currently in the session. Whoever you claim will not only add to your roll (allies can only roll a 1 or 2), but also give you access to that character’s dice. You can also gain multiple allies, which means that much more can be added to your rolls, and you can use that many more dice. There are even a few mini-games in which your allies can help out, which may seem unfair, but it’s the kind of “hate your friends” unfair that has always been associated with the series.
As for the mini-games, Super Mario Party boasts no less than 80 of them. And for the most part, it’s a pretty stellar lineup. The usual four player, two-vs-two and three-vs-one mini-games return, though the battle and dueling mini-games from the series’ oldest entries are sadly still absent. The mini-games use a variety of different play methods, whether traditional button presses, motion controls, and even games with minimal interaction (like selecting objects in one of the game’s surprisingly fun memorization games). Thankfully, very few of the mini-games feel based around luck this time around, and the motion-control implementation is top-notch (one game which sees players try to jiggle candy out of a jar is the best use of physics in a video game this year).
On the downside of the game, there is one aspect that is completely luck-based: the end-game bonuses.
Yes, the old Mario Party titles also included end-game bonuses, which could turn the tide completely at the last minute, but they were consistent with what their bonuses were. Those entries rewarded the player who won the most mini-games, landed on the most green spaces, and claimed the most coins (an odd choice, considering it usually coincided with the mini-game bonus). But in Super Mario Party, the bonuses are randomly selected, as are the number of bonuses it decides to dish out at the end of a match (usually it’s two, but every so often there will be three).
In the first game I played, I managed to snag a bonus star for winning the most mini-games, but I ended up in a close second in my second game because one of my opponents got bonuses for having an ally and for moving the least spaces (why should that even warrant an award?). It was frustrating in the old Mario Parties when your friends would steal first place in the last minute thanks to the bonuses, but at least you could somewhat strategize with the knowledge of what the bonuses would be. You could try to win the most mini-games, or aim for the most coins. But here, you have no idea what the bonuses will be until they’re dished out. If the game had to have random end-game rewards, it should at least inform players what they’ll be at the start of the game, so that they can actually try working towards earning them, instead of keeping their fingers crossed.
Aside from that (admittedly infuriating) aspect, the classic board game play style of Mario Party is at the best it’s been since the early GameCube titles. And the excellent mini-games are the most memorable since the beloved N64 trilogy. Unfortunately, there is a strange shortage of game boards to choose from at only four. Each board is fun and finds ways to stand out, but you can’t help but wish there were more.
On the bright of things, Super Mario Party makes up for the lack of boards by providing some interesting new modes, one of which – River Survival – is actually a great alternative to the classic board game setup. If classic Mario Party is all about competition, River Survival changes things up in the name of cooperation.
In River Survival, four players work together to – as the name suggests – survive river rafting by working together. All four players paddle their oars using motion controls, with the players on the left swerving the raft right, and the players on the right swerving the raft left. Players will have to pop balloons spread throughout the river to play cooperative mini-games, which will add more time to the clock upon completion. While the number of mini-games in River Survival are limited, the river itself contains branching paths, with each path providing their own challenges. So there’s still a decent sense of variety.
The other new mode is Sound Stage, which pits players in a series of motion controlled, rhythm-based mini-games as they compete for the highest score. It’s a fun and welcome diversion, but Sound Stage lacks the heft of the classic mode and River Survival. In addition to these modes, you can always choose to play a selection of unlocked mini-games.
One unavoidable aspect of Super Mario Party that might not sit well with all players is that it’s a Switch title that cannot be played in the Switch’s handheld mode. There are a few mini-games that can be played with multiple undocked Switches – which serve as cool tech demos but won’t last long – but you can’t play any of the game’s main modes in handheld form. At the very least, this is an understandable technical limitation, as the game requires players to only use a single Joycon so that it’s easier for multiple players to join in (not to mention the game brings out some creative uses in the Joycons’ motion and rumble features). But it’s obviously a limitation that won’t sit well for those who enjoy the on-the-go nature of the Switch.
A far, far less understandable restriction comes in the form of Super Mario Party’s online mode. Continuing Nintendo’s infamous trend of bizarre online decisions, Super Mario Party’s online is limited to a single mode which sees players sprint through five mini-games. Five mini-games that are on rotation from a grand total of ten.
That’s right, Mario Party finally has an online mode, but you can’t get the whole Mario Party experience with friends across the world. You’re limited to a measly ten mini-games, with only five of which being playable at a time. No board game, no River Survival, no access to the majority of mini-games.
This not only comes off as a huge downer, but also an embarrassing missed opportunity, considering Super Mario Party’s release practically coincided with the launch of Switch’s online service. Some might say that the board game matches are too lengthy, and have a higher risk of players dropping out, but I can’t see why they couldn’t limit the board games to be played with people on your friends list, and giving access to every mini-game to the broader online crowd.
For those who long for the glory days of Mario Party, Super Mario Party serves up a fitting return to form for the series. The classic board game style is resurrected and at full force – being muddled only by a lack of boards and the obnoxiously random end-game bonuses – and the additions of character dice and allies provide some meaningful change. The mini-games are varied and among the best the series has ever seen. The River Survival and Sound Stage modes provide some good versatility to the overall package. The game boasts simple-but-catchy music, and incredibly sharp, colorful visuals (it’s no Odyssey, but it doesn’t need to be). The single control option won’t be to everyone’s liking, but it’s the bafflingly restrictive online features that serve as the real party-pooper.
Super Mario Party is a whole lot of fun, and it’s great to see the series get back on track. But here’s hoping the Switch sees a Mario Party sequel in the not-to-distant future that expands on what Super Mario Party started, and isn’t afraid to take the entire friendship-ruining Mario Party experience online.
Although they’ve never produced any all-time classics in the way the primary platformers of the Super Mario series, the Mario RPGs, and the Mario Karts have, the Mario sports title may be the best example of the franchise’s unique ability to seemingly make any genre more fun simply by having its name associated with it. Even those who have no interest whatsoever in any given sport should still be able to find enjoyment out of it when it’s given a Mushroom Kingdom twist. I mean, when you add in characters like Luigi and Donkey Kong, and then throw in some crazy gimmicks and special moves, something like golf suddenly becomes a lot more interesting. Perhaps the most consistent of Mario’s sporting endeavors are his ventures into tennis. The newest entry, Mario Tennis Aces, perhaps polishes up the core gameplay more than any previous Mario Tennis title, though it does come at the expense of a relative lack of content.
Mario Tennis Aces seems to be all about refining what we’ve come to know about Mario Tennis. In this sense, the game is a roaring success. Mario Tennis gameplay has simply never felt so smooth and fluid. No matter which character you pick, the game feels great to control, with slight differences given to each character based on their weight class (don’t expect Bowser to move as gracefully as Rosalina). Mario Tennis Aces features a variety of control styles, all of which feel comfortable, though my personal preference is a Joy-con in each hand.
Different types of shots are mapped to different buttons on the controller, while combinations of those buttons (one to prepare to strike the ball, one for the strike itself) add to the mix. Should you charge a shot long enough before striking the ball, you build up energy, which can be used to slow down time, perform a quick counter-shot, and – if the energy meter is completely full – a special move. Additionally, stars appear on the court from time to time, which allow players to perform a “zone shot,” which briefly brings things to a first-person view for player’s to throw an exceptionally fast ball.
This brings me to one of the more disappointing elements of Mario Tennis Aces’ gameplay: the zone shots and character specials are more or less the same. The only difference is that the special moves come with a unique animation beforehand, and do more damage to your opponent’s racket. If a player (or the CPU) doesn’t time the ball just right after their opponent hits a zone shot or special, their racket will take damage. With enough damage, your racket will break, thus ending the game early.
It’s easy to imagine this being a divisive mechanic. On one hand, it provides a unique spin to the series, and adds a different element of strategy to the proceedings as you gain energy and plot to build up to the point of destroying an opponent’s racket. But on the other hand, it kind of makes a drastic change to the very game of tennis. But if you’re among those frustrated with the mechanic, you can always turn it off.
Though this leads to another questionable design decision for the game. While you can choose whether or not your rackets can break during a match, you cannot change the length of a match or set in a game of tennis. And, bizarrely, you can’t directly select which court you wish to play on, instead having to “deselect” stages you don’t want on the options menu, which seems unnecessarily arduous. Perhaps in another tennis game it wouldn’t be a big deal, but given the unique themes and gimmicks of Mario Tennis courts, it would make a basic level select option all the more ideal than in normal circumstances.
Thankfully, the core gameplay is so much fun, that if you’re playing multiplayer (whether online or next to a friend), you might not mind the limited options. Single player, however, does leave a bit more to be desired.
The primary single player mode in Mario Tennis Aces is an adventure mode that sees Mario on a journey to collect five power stones to stop the power of an ancient, evil tennis racket, which has taken control of Luigi, Wario and Waluigi. It’s a surprisingly humorous story mode with its wacky plot, and it features some fun RPG elements to it (Mario can gain experience points and levels, and additional tennis rackets can be obtained through optional stages). Not to mention it provides a fair bit of variety in its challenges. The downside to the story mode, however, is its severely fluctuating difficulty curve.
You would think that the stages would gradually get more progressively difficult as you go, especially seeing as this is a Mario game, and that’s an area in which the franchise usually shines. But the challenge of the story mode in Mario Tennis Aces is all over the place. You’ll go from a ridiculously easy stage to a ludicrously difficult one at any given time, with seemingly no warning as to when the difficulty is going to spike to a new high or drop to relaxing low. Two stages in particular – against Blooper and Boom Boom, of all characters – gave me a considerable challenge. The story mode does provide some solid fun in the gameplay, variety and RPG elements, but the inconsistent difficulty may be too jarring for some.
Even with these issues, however, Mario Tennis Aces is an undeniable good time. The sheer polish that exudes from its gameplay marks a new high for the series, while free play and tournament modes give multiplayer a huge amount of replay value. Add in the fact that you can not only play as series regulars like Mario, Luigi, Peach and Bowser, but entertaining newcomers like Spike and Chain Chomp, and you have one of the most distinctly ‘Mario’ of all Mario sports titles. If Nintendo and Camelot can take this core gameplay for the next entry, while refining the single player campaign and adding more play styles and customizable options, and we could have the Mario Kart 8 equivalent of Mario’s sports titles. As it is, well, the pieces are in place.
*Review based on Super Mario RPG: Legend of the Seven Stars release as part of the SNES Classic*
Since its inception in 1985, the Super Mario series has proven to be the avant garde of video games, prioritizing gameplay innovation and concepts unique to the video game medium over all else. This design philosophy has not only allowed the core platformers of the Super Mario series to consistently reinvent themselves, but has also turned its titular plumber into gaming’s renaissance man, able to adapt to seemingly any genre Nintendo decides to cast him in. Of the various “spinoff” Mario titles, Mario Kart gets the most widespread recognition, as it created the ‘kart racer’ sub-genre while simultaneously producing a series that rivals the core Mario titles in popularity. But while Mario Kart might be the most famous of Mario’s detours, the most outstanding might just be the 1996 SNES classic, Super Mario RPG: Legend of the Seven Stars, the title that sent Mario into most unfamiliar territory.
Super Mario RPG was a bold venture. A joint effort between series’ publisher Nintendo and Final Fantasy developer Square-Enix (then Squaresoft), Super Mario RPG took the characters and world of Nintendo’s flagship franchise, and merged it with the RPG genre that Square was renowned for. Though a fan-favorite today, at the time many wondered if converting the Mario series into the narrative-heavy RPG genre could work. The fact that Super Mario RPG remains one of the most beloved Mario games should be a testament to just how successful the finished product was. Its hefty reputation is well deserved.
While Super Mario RPG is a joining together of the series and genre of its title, what makes it work so well is how it both pays homage and parody to both parties involved, and turns them on their heads.
The story here is that – just as Mario is about to defeat Bowser for another daring rescue of Princess Peach (here called Toadstool, as she was known in the west at the time) – a massive earthquake hits the scene, throwing Mario, Bowser and the Princess to different corners of the Mushroom Kingdom. The source of this quake is a giant, anthropomorphic sword that has fallen from the heavens and plunged into Bowser’s castle. The sword is called Exor, and declares Bowser’s Keep to be occupied by its master, Smithy, who plans to conquer the rest of Mario’s world.
As it turns out, Smithy is already closer to world conquest than he knows, as Exor slashed through the Star Road on its descent onto Mario’s world, shattering it into seven magical Star Pieces. The Star Road is what allows people’s wishes to come true. With its power scattered into seven fallen pieces, the wishes of the denizens of Mario’s world can no longer come to light. It then becomes a race between Mario and his companions to prevent the Smithy Gang from claiming the seven Stars, which would result in the evil Smithy’s dark desires coming to fruition.
What makes this story memorable is that it both adds a serious narrative to the Super Mario series (for the first time), while still maintaining the franchise’s whimsical lightheartedness. The premise feels like it could have been pulled out of a Disney movie, and the game takes advantage of the nature of the Mario series to add a good dose of humor into the serious RPG plot.
Mario is joined on his adventure by four companions: The aforementioned Princess Toadstool is the obvious ally, but for the first time in the series, Bowser fights alongside Mario in a quest to reclaim his castle. The remaining two members of Mario’s party were original to Super Mario RPG; Mallow, the fluffy, cloud-like black mage of the group, and Geno, an otherworldly spirit occupying an action figure for its body.
It’s a memorable cast of characters. Mario is his usual, silent self, but the Princess becomes something of the ‘tough guy’ of the party after growing tired of being rescued, while Bowser steals the show as the insecure brute with a heart of gold. Meanwhile, Mallow is the kid of the group wanting to prove himself, while Geno has connections to the Star Road and is something of the Gandalf of the team (the wise, old badass). Mallow and Geno left such an impression that – although they have yet to properly appear in another game – fans still long for their return.
No matter how iconic or likable these characters are though, it wouldn’t mean much if the game they starred in weren’t great. Luckily for them, Super Mario RPG was one of the best games of the genre’s golden era, and remains one of Mario’s timeless classics.
The battle system here at first looks like the usual turn-based affair, but with some fresh changes, such as each action in battle being mapped to specific buttons (A for regular attacks, B for defense, Y for special moves, and X for items). The biggest addition Super Mario RPG makes to RPG battles is one that’s subtle, yet game-changing: Action Commands.
During battles, players have more involvement than in other RPGs of the time. During attacks, well-timed button presses can increase damage (and timing them just right during enemy attacks can reduce damage), while special moves have their own interactive elements (repeated button-presses or timing, holding a button and releasing it, etc.). It’s such a seemingly simple twist on RPG norms, but it adds so much more fun to the proceedings than simply selecting items from menus.
There are some small quibbles in that there’s a lack of on-screen directions to inform you of when to use button-presses during many actions (directions are briefly explained before certain special attacks, but others are trickier to figure out). Still, most of the Action Commands aren’t too hard to get the hang of, so nothing’s too cryptic. But if you do manage to master them, you may find that the overall adventure is a bit on the easy side, though I suppose turn-based RPGs aren’t known for brutal difficulty anyway. Still, these hardly qualify as complaints, as they never get in the way of the enjoyment of the gameplay, story, or overall fun.
Meanwhile, wandering through the overworlds is also improved over other games in the genre, with just a dash of platforming added into the mix for – you guessed it – more interactivity than you’d find in other RPGs. The game is given all the more personality when you talk to NPCs, who often put that aforementioned humor on full display. In case that weren’t enough, Super Mario RPG features a myriad of entertaining mini-games and side quests, some of which are exceptionally well hidden.
Being released at the tail-end of the Super Nintendo’s life cycle, Super Mario RPG pushed the console’s capabilities to their limits. Super Mario RPG features highly detailed environments and an isometric perspective to give the game something of a 3D quality, with character graphics that are comparable to the Donkey Kong Country sequels (one enemy monster even resembles good ol’ DK, perhaps to emphasize this).
However, the best aesthetic qualities of Super Mario RPG are in its sounds. Composed by Yoko Shinomura – famous for her soundtracks of Street Fighter II and the Kingdom Hearts series – Super Mario RPG’s score is her masterwork, encompassing a wide range of styles and emotions, and captures that distinct Mario personality while also creating an identity unique to itself. The SNES is widely regarded for the stellar soundtracks of its games, and Super Mario RPG is second only to Donkey Kong Country 2: Diddy’s Kong Quest for the title of best musical score on the platform. It’s an all-time great gaming soundtrack.
Sadly, while Super Mario RPG: Legend of the Seven Stars remains one of Mario’s most memorable adventures, it seems to be the only entry in the entire franchise that was to be a one-and-done deal. It may have influenced spiritual successors in the Paper Mario and Mario & Luigi series of RPGs – which improved on a few individual elements (Paper Mario introduced on-screen button cues during attacks) – but none of them have captured the same magic of the whole experience that Super Mario RPG did, nor have they left the same kind of unique impact on the overall Mario series.
If anything, Super Mario RPG’s isolation from the rest of the Mario series has only helped it endure as one of the most beloved entries in the franchise’s peerless history (it’s even helped inspire games such as Undertale). Here’s hoping that, someday, we might see Super Mario RPG’s legacy continue in some form. For now, however, Super Mario RPG: Legend of the Seven Stars can at least still claim to be among Mario’s greatest adventures, and one of the best RPGs of all time. A legend indeed.
It may seem a bit strange today, given that it seems to have left no long-lasting impact on the Super Mario series as a whole, but 1989’s Super Mario Land remains one of the best-selling titles in the entire series. In fact, up until the Wii re-popularized Nintendo games, Super Mario Land was the third best-selling Mario game, behind only Super Mario World and the original Super Mario Bros. Though the high sales become a bit more understandable when one remembers that this was not only Mario’s first handheld entry, but also a launch title for the Game Boy. Releasing a Mario game to launch the Game Boy was a no-brainer, and with the handheld’s seldom-approached success, it only makes sense that Super Mario Land would rack up sales numbers. And for the time, Super Mario Land was a nice introduction for the series into the handheld market, though time has revealed that Mario compromised a lot in the transition to the Game Boy’s launch.
Super Mario Land, at first glance, seems to have all the trappings of Mario titles of the time. Mario still runs and jumps across different kingdoms, collects power-ups, and rescues a princess from a villain. But it won’t take long into playing to realize that things are just a little…off.
While mushrooms still make Mario bigger (thus giving him an additional hit point), flowers grant Mario with a bouncing ball, as opposed to the more accurate fireballs of Mario norm. Perhaps more bizarrely, while stars still grant Mario temporary invincibility, the usual Mario invincibility theme (AKA the most hypnotic 18 notes in gaming history) is replaced with a rendition of the Can-Can. It turns out that the princess involved isn’t Peach (or Toadstool, as she was known in the west at the time), but Princess Daisy. And the baddie isn’t Bowser, but a much more generic spaceman villain called Tatanga.
Those are something of excusable changes, considering Super Mario Land was created by a different team than the rest of the Mario titles of the time (it was the first Mario game without direct involvement from series creator Shigeru Miyamoto). But there are other changes that are a little less forgivable.
The most noticeable is Mario’s control, which feels far more slippery and chaotic than his NES and SNES adventures. It’s not outright bad to control, but considering Mario more or less wrote the book on making fluid platform jumping, anything less than the series’ standard really sticks out. Worse still, Super Mario Land plays some dirty tricks that work against the intuition this very series created! Notably, Koopa Troopa shells explode about a second after a Koopa has been defeated. Perhaps in a home console title, where there could be a visible distinction between your standard Koopa shell and an exploding one, this might not be so bad. But with the limitations of the Game Boy, it just looks like a Koopa Troopa. And with how the series has ingrained the idea of kicking Koopa Shells into our minds, it all just comes off as a cheap stunt.
Being a Game Boy launch title, suffice to say Super Mario Land isn’t a pretty game to look at (though at the very least, the ability to play it on a 3DS – with a backlight and whatnot – means that today you can experience the game in any lighting without having to strain your eyes). Thankfully, the music is actually pretty good. Certainly not among the best Mario soundtracks, but all things considered, it’s catchy and fun.
Of course, if there’s any great limitation to Super Mario Land, it’s that it is one short game. Okay, so it shouldn’t be assumed that a Game Boy launch title would be particularly long, but Super Mario Land can be beat in a half hour…if that. At the time, Super Mario Land had the benefit of being the Mario on the go. But now, with so many other options – whether one of the meatier, contemporary Mario handheld games, or a portable re-release of one of the console classics – you don’t exactly have a lot of incentive to play Super Mario Land in their stead.
Super Mario Land is not a bad game, but retrospective has exposed it as the weakest Mario platformer. For its time, Mario on the go was an accomplishment in its own right. But despite nothing being particularly bad about it, Super Mario Land doesn’t feature any elements that weren’t considerably bettered by Mario games before and since, leaving it feeling like Mario’s most mediocre moment to contemporary eyes.
Then again, the fact that Super Mario Land unleashed Princess Daisy onto the series may just constitute an unforgivable sin.
Today is Mar. 10, which means it’s Mario Day! I had originally planned on getting a review for a certain Mario game up today, but I was unable to get it done in time (be patient, my loves). To compensate, let’s celebrate Mario Day with every Mario review I’ve written thus far (Plus one by Mr. AfterStory)!Here we go!
2017 was a meteoric year for gaming, arguably dishing out some of the best titles the medium has seen in decades. Release upon release of exceptionally crafted works of art, 2017 flipped preconceived notions of established franchises, while pushing boundaries of creativity with precariously novel IPs. While 2017 had its fair share of shade – it further cemented the toxic implementation of loot boxes and microtransactions – 2017 managed to maintain a pristine shine of quality, despite the ever growing culture of filth that has surrounded this beloved medium. PlayerUnknown’s Battlegrounds is an unpolished, yet addictive multiplayer experience that rightfully took the world by storm with its heart pounding action and unpredictable encounters. Nier: Automata, while not the underrated masterpiece fans claim it to be, is an exuberant experience with the foundation of a masterpiece, as technical and design limitations hold it back from further greatness. What Remains of Edith Finch is arguably the most diverse and entertaining walking simulator to date, with a sense of gameplay variance that is unprecedented for the notorious genre. ARMS is a surprising gem of local multiplayer goodness, crafting one of the best motion-controlled experiences to date. Seeing the release of two games that effortlessly entered my “favourite games of all-time list” and the copious amount of diversity and quality released throughout this illustrious year, 2017 will forever be remembered as the best year of the current generation, a personal favourite of mine that continuously exceeded my expectations. Without further ado, below are my favourite games of 2017.