![]() ![]() I played it through once, half-heartedly started a few more games before admitting to myself that the Creature Creator was the most fun part. Sporeĭan Whitehead: One of the year's biggest disappointments for me. Also: I didn't have a phobia of trains before, but I bloody do now. Sitting around trying to figure out new Time Trial routes has occupied a ridiculous amount of my Christmas holiday. The story's cack, the pacing's all over the place and the indoors bits are often dreadful, but it's one of the only games this year that wrote us a new mechanical dialect and did a few interesting things with it. Tom Bramwell: I only got round to playing this properly after I'd put in my games for this list, or it would be higher, because I would have voted for it. It would be great to see Capcom adopt a similar approach for the inevitable Strider reboot. Rich Leadbetter: Conceptually and technologically brilliant - I love Mirror's Edge. John Walker: Still waiting for the PC version. ![]() I very much hope for a sequel that puts the idea in a better context. Mirror's Edge captures the urgency and exhilaration of running away better than film or videogame I have ever seen before. It's at its best when you're simply free-running, in the zone, picking out routes across white city rooftops. Keza MacDonald: This is a very personal favourite. Banging through those red fire doors is probably by itself one of the highlights of the year for me. I could just kick doors open all day.Ĭhristian Donlan: So many problems but so many reasons why they don't matter. The sound and visual effects are incredible. But for sheer visceral, tactile, immersive, Pavlovian pleasure - making actions feel good to perform, in other words, which is surely as important a part of videogames as any other - it was in a class of its own this year. Oli Welsh: There's plenty wrong with Mirror's Edge - or at least, plenty that's not to everyone's taste, this being as narrow-minded and nit-picky a platformer as, say, the original Prince of Persia. Still, if games like this, Dead Space and Bad Company are what we can expect from the 'new' EA, the next few years should be interesting. Kristan Reed: Certainly one of the bravest big-budget games to emerge this year, but the occasionally flawed execution left most of us punctuating our admiration with exasperation. Kieron Gillen: I'm going to be interested to read my peers' take on why this is lovable. I've seen better stories in Dear Deirdre's Photo Casebook, though. Johnny Minkley: I lost patience with trial-and-error gaming many moons ago but as smash-joypad-on-floor frustrating as Mirror's Edge can be, there's something uniquely thrilling and uplifting about a flawless run-through, which was enough to help me through the pain of repeated failure. It's probably dirt-cheap by now, too (yep: 15 quid or so). Apart from the ones I was paid to do, this is the only Wii game I've played for more than ten hours in the whole of 2008. Tom Bramwell: Since we let the Reader 50 go first this year, I'm tempted to moan about nobody voting for this, but I'd rather tell people to buy it. Props to EA too, for not condescending to the Wii's hardware and audience the way every other third-party did - and, frankly, Nintendo itself at times.Įllie Gibson: The most pleasantly surprising game of the year, for me, and one of the few Wii titles I would rather play than eat tumours. I don't know how deep Steven Spielberg's involvement was, but even if it's purely by association he must be applauded for having a clearer understanding of the point of interactive entertainment than most game developers. I will forgive it for being a superb puzzle-action game, totally intuitive, brilliant in single or multiplayer, and making better use of physics in gameplay than any "next-gen" release I can think of. My right arm basically locked up for a week. Oli Welsh: No game in 2008 caused me more physical pain than Boom Blox. ![]()
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