Another Arbitrary 2008 List (Part 1)

Everyone and their mom has some “Best of 2008” or “Top 10 Games” list at the end of every year. As one famous writer once said, lists are the lazy journalist’s story. But then again, I may be working too hard. So over the next two weeks as game news slows down, I will present my random “awards” of 2008 in some fashion in no particular order. At the same time I’ll try to give some actual illuminating thoughts on each particular game.

Best Use of Time in an Original Game: Braid (XBLA)
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Jon Blow’s much anticipated game, Braid, was finally released in this summer to much critical acclaim. And while there are many elements of Braid worthy on discussion (and have been discussed to death) like David Hellman’s beautiful watercolor art or the both frustrating and exhilarating integration of narrative in Braid’s world, it’s Braid’s mixing and remixing of its central time mechanic that’s most worthy of recognition. Braid’s gameplay revolves around manipulating time to solve its puzzles, but Blow wasn’t satisfied to have just one single interesting use of time. Instead, he had each world in Braid (all 6) display their own unique take on time manipulation. Whether it was simple rewinding of past actions, creation of time dopplegangers, or time bubbles to slow anything down, Braid’s shining example of taking a single game mechanic and constantly riffing on it throughout the game is a tribute to designers everywhere.

Best Use of Time in a Port: Chrono Trigger (DS)
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Square-Enix’s re-release of its seminal 16-bit classic Chrono Trigger this year allowed any gamer over the age of 20 to wax nostalgic again. Yet beyoond simple childhood memories, replaying Chrono Trigger reminded us of the simple design lessons that made Chrono Trigger great. It’s streamlined design that never hindered players, the story and dialogue that had the right touch of levity, and its gorgeous music and artwork that gave the entire game a shiny gleam of polish. Yet perhaps the most important reminder from Chrono Trigger is how its simple story of time-traveling and causality well-integrated into the game can be one of the best motivators to move forward. Simple details like having your initial rescue of Princess Leene in 600 A.D. create the justice system that imprisons you in 1000 A.D., not opening chests in the past so they contain more powerful equipment in the future, and the continual reminders of connections from the far past to the end of time demonstrate the love and care put into Chrono Trigger.


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