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Joe’s Top Ten Games of 2008 – Part One

Posted by Joe Keiser

The official mandate has come down from the top—that it is December, and we all write about games, so we all have to pick some arbitrary number of them that we enjoyed above all others this year. I am taking on this task in the way of our forefathers, using their traditional number (10) and order (from great to most greatest). Games were chosen for this list using a highly scientific list of criteria, including but not limited to dopamine levels, blood alcohol content, coin flips, and the rate at which the number of in-game explosions approached infinity. Today is #10-#8.

 


10. Fable 2

I played Fable 2 during a two-week period in which I saw some significant real-life difficulties, so the game’s emotional moments, being fiction, didn’t resonate as strongly with me as they did with others. But that doesn’t mean I didn’t appreciate the risks the game took or the choices it forced the player to make. Yet while it went further than most games, it still didn’t go far enough, with punishment for doing the right thing in the face of temptation still being too easy to make up for later. But the game play was there; Fable 2’s shallow but broad mechanics encouraged experimentation while making sure there was always something new to try.

 


9. Mother 3

Yeah, this is a recent fan translation of an old GBA game. I don’t need to explain it, you know all about it already. The translation itself shamed some professional efforts, as it was flavorful but didn’t diminish any of the game’s most affecting moments. And the game itself was fantastic—it floated several candid depictions of loss on a sea of outrageous absurdity, a combination of themes that you’ll recall was loved by your college English professor. It’s easy to see why Nintendo opted to not bring this out in the States, as Mother 3 has a combination of themes and content that makes it almost impossible to market. But it was that combination that made Mother 3 one of the most unique and powerful titles in recent memory.



8. Spore

I feel like a lot of people didn’t really understand what Spore was trying to do, and why it was one of the year’s best games. Complaints like that most of the game modes weren’t fleshed out or complex enough were ridiculous—forcing players to figure out a whole new complicated set of interconnected rules every few hours isn’t a learning curve, it’s a learning Everest. Spore took the correct approach by instead being the first few hours of four very good games, staying put in the early periods that encourage playfulness and experimentation. Instead of throwing new rules at you, Spore throws out endless waves of surprising, often beautiful new content. The space phase is worth playing solely for this reason, as who knows when you’ll trip over your next tuxedo walrus? I often play games just to see what new art will be on the next screen. Spore is the king of games for this type of player.



Related Articles:

Joe's Top 10 Games of 2008 - Special Jury Prizes
10 Games Nadia Played Instead of Working: The World Ends With You, Super Smash Bros Brawl
Bob's Top 10 of 2008 in No Particular Order: Audiosurf, Braid, Grand Theft Auto IV
Derrick's Top 13 Games of 2008 -
Part 1, Part 2, Part 3
What Amber Didn't Play in 2008
Time Magazine's Top 10 Games of 2008


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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia's prized possession is a certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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