I'm glad 2013 is over, and still glad to be tuning into you guys. We all held onto our butts and made it through.
Over the break I bought a variety of games and novels so that I have a small stockpile of things to consume over the next few months, but over the break Spelunky was the only game I was really into. Spelunky gets 2013 GOTY, maybe GOTY for any year ever. I've been thinking out a blog discussing my 5 favorite games from the last generation and I'm pretty sure Spelunky would squeak into that list.
My real GOTY was Brothers: A Tale of Two Sons. Smarter people than me have elaborated wonderfully the reasons why that game was so profound for many of us, namely Drew Dixon at GameChurch in their GOTY write-up. Brothers is the first game I've played in a long time, maybe ever, that made me feel like the mechanics were essential to the story they were telling. Despite being an action adventure platormer Brothers never felt gamey in the way people often use the term when discussing story driven games. Like, "The Last of Us has such an incredible story, but these gamey parts remind you that you're playing a video game, slap it on easy and plow through to enjoy the better parts..." or "Bioshock Infinite's story is amazing, but you know these gamey parts aren't always hot, you just gotta shoot all the cops and get through to the important stuff..."
The game design and story are so interlinked and dependent on one another that Brothers will remind you that you're playing a video game, but in the best ways possible. Brothers is the perfect example of what games can do that other mediums can't, and it's an incredible show of mechanics being an essential part of a story driven game. I thought the controls were going to be a gimmick and what I found instead was quite enlightening. And all of that says nothing of the great visuals, solid pacing, complete lack of fluff & fat, and the total dedication to a personal story in a strikingly expressive world.
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