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Joe’s Top Ten Games of 2008 – Part Two

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, dice rolls, and the likelihood that the game contains secret spreadsheets full of crime. Today is #7-#5.

 


7. Mirror’s Edge

Mirror’s Edge isn’t perfect by any stretch of the imagination, but in terms of adding to the language of the medium it’s probably the most important of the year. Prior to Mirror’s Edge, first-person platforming pretty much didn’t work (Jumping Flash aside); now it does, and it does in a gripping way that ensures it will be badly copied by many first-person shooters to come. But the way the platforming was handled also, perhaps more than any other game ever, made the player feel like they were truly inhabiting the body of the protagonist. Mirror’s Edge has a moment, and only one, where the camera leaves the point of view of Faith. It’s the most powerful gaming moment of 2008.

 

 

6. Persona 3: FES

I clocked over 80 hours in Persona 3, a game I bought in 2007, ignored, and then bought again in FES form in 2008. You’ve heard it before, but it’s worth repeating that this, alongside Final Fantasy XII, is one of the crowning RPG achievements of the PS2-led generation. The game’s nighttime combat was intensely dangerous, forcing you to rely on pre-battle preparation, in-battle on-the-fly strategizing, and ally AI that actually worked reliably (most of the time). The daytime relationship building was characterized by fantastic writing and a variety of interesting characters to interact with. Both of the elements were integrated completely by the well-executed social link system. The end result was a tight and unified gameplay experience that was gripping and loaded with heart.

 

 

5. Fallout 3

The Capital Wasteland of Fallout 3 is, as far as I’ve experienced, the most believable game world that has ever been rendered—it’s massive, reasonably empty, palpably terrifying, and even the repetitive elements smacked of the 50s-era obsession with manufacturing. And having spent a fair amount of time in DC in my college years, seeing it shattered but still recognizable was deeply affecting, to me becoming a place I had to save. Character growth and the VATs combat system played havoc with the part of my brain devoted to twinking. The wealth of places to explore was likewise overwhelming, as 70 hours in I still hadn’t seen all there was to see in the game. Part of the reason for that was a need to move on, but there’s also a part of me that never wants to see that game end.

Related Articles:

Joe's Top 10 Games of 2008 - Special Jury Prizes, Part 1
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


+ DIGG + DEL.ICIO.US + REDDIT

Comments

Demaar said:

I've clocked in nearly 120 hours in FO3, and that's on one character and not having explored every single location there is. It's taking all my will power not to slip that disc back in the tray and starting a new character.

Persona 3 FES? Well, I still have no idea where my PS2 mem card is, so I'm still waiting on something that I NEED to buy a PS3 for.

December 15, 2008 8:08 AM

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about the blogger

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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