2010

Minimalistic and abstract in style, open to interpretation narrative, beautifully seaming together film noir aesthetic, the German Expressionism esque art direction and style with sombre use of sound, Limbo throws the player into a unique atmosphere. The gameplay controls are refined and smooth and are complemented by the physics of the mechanics which in combination with the film grain filter lends an ethereal experience.

I deem two aspects as the most important in forming the identity of a stealth game; they are level design and the freedom of choosing to assault or not. Dishonored is a masterfully created combination of both and is thus, one of the greatest stealth games ever.

With one of the most ingenious uses of imbuing player choices into a cause-and-effect system at the centre, it's visible how the world design is such that it keeps track of every stealth choice, and displays its effects through various factors like number of rats, environmental state, NPC dialogue, severity of the plague, etc. Stealth games which are also action-adventure often tend to deviate from the central design philosophy of stealth, and tend to indulge highly in a spectacle with flashy action; Dishonored does not avoid that per se, but it definitely tries to weave around it, albeit intentionally. Despite the narrative urging towards a "correct way to play", it intelligently prioritises player freedom.

The sheer difference in experience based on my own choices of whether to kill, confront or leave alone was a revelation. The disparity between my high and low chaos playthroughs was far more than "bad/good ending", it delivered a whole new experience. While it is true that the Chaos system isn't that well conceived and complete, it serves as perfect leverage to influence the consequences of lethalities into the level designs which brings us to the meticulously crafted world of Dunwall.

Every level is superbly designed with unique pathways, routes and the player has complete liberty to achieve the target in numerous ways, with not a single method breaking the narrative harmony. Especially fantastic is Lady Boyle's Last Party with the sheer complexity of the level layers.

Coming to technical performance, the stealth mechanics are immaculate because of which there's more than enough allure to stick to stealth in combination with the astonishingly innovative ways in which magic complements either style over the unpolished FPS mechanics and slightly janky combat.

Last, but not the least, the downloadable content. Dunwall City Trials is a nightmarish mess, especially for achievement merchants, you can go ahead and skip that. The Knife of Dunwall, in particular, and the Brigmore Witches, with the assassin Daud as the playable character, are remarkable in every manner. While I do not agree with a popular sentiment of the two DLCs being better than the main game, I can definitely see why. Taking all the strengths of the original game, the DLCs script a fabulous story about Daud's quest for redemption which catapult him to the position of the best character in the series by ease. Brilliant.

Every mission of Dishonored serves as a great narrative piece and can be enjoyed and appreciated by any person alike. There's something for everyone. A consummate work of the medium and arguably the best stealth game of the past ten years.

What insight can I give about Half-Life that hasn't already been said? A groundbreaking work of superb craftsmanship that changed gaming forever. The smoothness of its movement, FPS mechanics and physics are commendable and among the best even today alongside one of the best atmospheres in video games. Throughout my three playthroughs, I felt transported to the world of Half-Life due to its impeccable immersion, experiences that I'd love to revisit. Even the most shortened list of must play video games should contain Half-Life, it's that important.

I don't really talk about video games since I don't think I'm knowledgeable or experienced enough on the medium, but I had to make an exception in this case because it's a work I'm very attached to. My growing up from the age of 8-18 involved revisiting Vice City numerous times. But upon replaying GTA: Vice City for the first time since I became an adult, it was a pleasant surprise at how well this game still holds up today, very polished and innovative in terms of world design, narrative and realism which makes the extensive research apparent.

Definitely one of the most culturally and historically significant video games for USA, Vice City is a brilliantly verite portrayal of 1980s Miami, the intensity of the crack epidemic, tension between the Haitians and Cubans (exaggerated and questionable but not baseless) and Mafia control.

Tommy Vercetti at the centre of all the conflict and drug trade is utilised to perfection. A very simple character journey, but a lot of complexities are imparted in him through subtle indications and mannerisms complemented with bravado by Liotta's emphatic voice acting performance. One of my favourite gaming characters, though nostalgia does play a part I'm sure.

Undoubtedly the most fun I've had with a game which cemented GTA as my favourite gaming franchise, at least concept wise. Vice City's depiction of Miami is one of the most dynamic gaming worlds ever.

Another notable aspect is the diversity of music integrated and meticulous detail put into the radio shows. Never a dull moment in it and one can spend long times just listening to different channels.

Not much coming from me, but GTA: Vice City is one of the greatest games ever made, the best GTA game, and one of the most notable and influential works in the crime genre. Revolutionary for its time.