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Well-Rendered's Games of the Generation #19: Final Fantasy XIII

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Final Fantasy XIII, Square Enix/Square Enix (2010)

For a blog dedicated to narrative through gameplay, it seems contrary to place a game almost universally condemned for a lack of interactivity on a list of games of the generation.


But what I did not convey in the last entry is something that I hope will become clear as the rest of the instalments emerge: that these are my twenty favourite games, not the ones I consider either the most influential or the best. And by that entirely subjective metric, this strange tale of branded fugitives makes the list.

Final Fantasy XIII's crowning achievement is not its fluid battle system, but rather its soundtrack and art direction, which conspire to create one of the most dazzling and unique worlds gaming has ever seen.


The Final Fantasy series has never been afraid of colour, but XIII makes full use of a rainbow palette across a breathtaking array of environments, from the acidic sunlit jungle of the Sunleth Waterscape to the windswept plain of the Archylte Steppe to the neon underground prison to which our heroes are shuttled at the beginning of the story.

As impressive as the creative flair with which these places are created is the attention to detail, particularly in regard to the design of the characters and enemies. Fang and Vanille, two outlaws from the wild expanse of Gran Pulse, speak in soft Australian accents and are clad in tribal dress accented with intricately carved beads. The hundreds of enemies are all wildly imaginative, from the barnacle-covered Jabberwocky and the bizarre Munchkin to the vast Adamantoise. Not once is there a sense of repetition or homogeny during the battles.


Ah, the battles. Final Fantasy XIII eschews turn-based tactics in favour of a fast-paced real-time battle system in which the player controls only one of the three characters on screen, indirectly issuing orders to the other party members by shifting battle roles, or "Paradigms". While many fans (myself included) missed the micromanagement of earlier iterations, this system nevertheless rewards forward planning.

While earlier games allowed the less thoughtful player to simply distinguish between black and white magic, Final Fantasy XIII creates four distinct casting roles, two of which were purely tactical. While Synergists buff their party with speed spells, improved luck and resistances to certain attacks, the Sabouteurs erode enemies' defenses and created weak points where once there were none. One Paradigm Shift later, and the Synergist can become a Medic to heal the party's wounds while the Sabouteur may become a Ravager, casting destructive spells that blast the enemies' health to nothing.


The other roles, Commando and Sentinal, balance the mix with physical power and resiliance respectively. Determining when to switch roles and whom to include in each party (for not every character is equally adept at each task) is what gives the game its challenge.

It is a shame then, that Final Fantasy XIII takes so long to give the player the freedom to make mistakes. The first twenty hours of the game consist of a regimented march through Cocoon without any choice as to which characters you control. Beautiful though its environments are, corridor-like level design all but robs them of their power in the first third of the game.


One of this generation's greatest artistic failings has been the proliferation of beautiful worlds that serve as little more than backdrops for the action. While FPSs have been by far the worst culprits in this regard, seeing an RPG fall into this trap is worse due to the genre's reliance on exploration and discovery. Final Fantasy XIII does eventually give the player the opportunity to traverse the world with their choice of fighters, but with the exception of the Archylte Steppe, the environments do not open up to accommodate the improved gameplay.

Player choice is also restricted in regard to character development. Though the Crystarium might look like a web, it actually offers a very linear path through each character's skills and strengths. It's almost impossible not to create a balanced party with a defined role for each member, so the satisfaction of successfully doing so is greatly reduced. Compared to the licence board of Final Fantasy XII, which offered the player almost total freedom to make huge tactical errors that they'd have to spend hours grinding to compensate for, and it's clear that XIII erred too greatly on the side of caution.


But though these failings keep the game from greatness, Final Fantasy XIII stands out for me as delivering one of the most striking, well, fantasy worlds of the generation. With creativity more than matched by the standard of the execution, there is little to match this game in terms of big-scale, over-the-top artistry. Other games may use interactivity and exploration to far better effect in terms of world-building, but as someone who loves art and design, particularly within the fantasy genre, Final Fantasy XIII is a feast for the eyes, ears and imagination.



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Well-Rendered's Games of the Generation #18: The Elder Scrolls IV: Oblivion

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The Elder Scrolls IV: Oblivion, 2K Games/Bethesda Game Studios (2006)

For me, the last console generation began in a dank prison cell not far outside the walls of Cyrodiil's Imperial City.


Never having been a PC gamer, the sheer size and depth of Oblivion's world astounded me. Never before had I been able to run freely around such a vast map, going where I pleased, talking to any character that interested me and becoming the hero I wanted to be.

The plot - portals to the Hell-like land of Oblivion have been opening across Cyrodiil - is standard fantasy fare, but what makes the game fun is the fact that not only can you ignore it, but that you can take on hundreds of other quests of your choosing, each one shot through with equal parts high fantasy pomp and dark humour.



Wander off the beaten track, find an abandoned homestead, discover a secret note and follow its lead to discover what happened to the family that once lived there. Kill a person in cold blood and awake to find an invitation to join the Assassin's Guild. Enroll in the Arcane University and become a powerful Mage. Learn to pick locks and move without sound so you can loot every dungeon in the land.

Though the graphics show their age today, at the time the open map and the enormous draw distances were mind-boggling. The technical feats were made all the more exciting by the fact that everything the player can do is intriguing and fun. The game makes an unspoken promise early on that every single tiny element in the game is worth your time, and never breaks it.


My affection for this game is very much rooted in nostalgia, and nothing since has quite matched the child-like excitement I felt when I first stepped out of the Imperial sewers and into the countryside. The moment my journey through Oblivion began was the moment I went from being a teenager with a console in my bedroom to an adult who made time for quality, epic, experimental gaming as my primary hobby, and I have never looked back.

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Well-Rendered's Games of the Generation #17: Lara Croft and the Guardian of Light

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Lara Croft and the Guardian of Light, Square Enix/Eidos Interactive/Crystal Dynamics (2010)

This game's clever co-operative puzzle-platforming is unmatched by anything else this generation.


The plot, in which Lara and Totec, the titular Guardian of Light, make their way through a booby-trapped temple to bring down a vengeful Aztec god, is unimportant. What matters to me is the way in which the players need to interact with each other in order to complete the quest.

Totec is equipped with a shield and a spear, which he can not only use to attack enemies and defend himself against them, but also help Lara traverse the environment. By throwing spears into wooden surfaces, Totec can effectively build bridges for his companion. He can also lift her up on his shield so she can reach higher ledges.

For her part, Lara can use her grapple as a tightrope for Totec or use it to abseil while he holds it steady. Both characters can also use their equipment to interact with the environment, by throwing spears at switches and using the grapple to move objects.



The moves are simple to learn, so the challenge comes from deducing when and how to deploy them across the game's fourteen levels. Alongside platforming staples such as timed runs and trap avoidance are ever-more-complex physical puzzles which require both players to work together in order to solve them.

The only game that I've played that's come close in terms of three-dimensional co-operative puzzling is Portal 2's charming multiplayer, but I prefer Lara Croft and the Guardian of Light because the characters have a tactile physicality that Portal 2's first person perspective does not afford its metal protagonists.

Being able to dangle a friend over a precipice or balance them above my head to help them reach a switch made me feel more like I was playing with my friend - rather than just on the same screen - than any other couch-co-op game this generation. I just don't derive the same satisfaction from dashing through a hail of gunfire to pick up a downed buddy that I do from working together to get an enormous ancient mechanism working.


Crystal Dynamics' custodianship of Tomb Raider has been characterised by good judgement. When the series' complex grapple puzzling reached its apex in the Beneath the Ashes DLC, they made the wise decision to retire it from the Tomb Raider series rather than lean on it until it broke.

But there were still some good puzzles left in that length of metal rope, even if they couldn't carry a full-scale release, and I'm so grateful Crystal Dynamics put the effort into crafting them into this small but perfectly formed adventure.


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Well-Rendered's Games of the Generation #16: Uncharted 2: Among Thieves

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Uncharted 2: Among Thieves, Sony Computer Entertainment/Naughty Dog (2009)

Spoiler alert

There are two things I really love about Uncharted 2: Among Thieves. The first is its spectacular rendering of an ersatz Kathmandu, which brings back a lot of memories of the time I visited the (real, not war-torn) city back in 2007.


The second is its treatment of Chloe Frazer, who has the distinction of being one of the few women in a video game who is allowed to show sexual interest in a man without being either fetishised or punished as a result.

Generally, sexuality in a female character is synonymous with either a dehumanising availability or a malevolent power. In the former camp we have the disposable topless prizes of Grand Theft Auto, Gears of War and Heavy Rain, while in the latter stand the bikini-clad dominatrices of Prince of Persia: Warrior Within, Dante's Inferno and Soul Calibur, whose sexualised appearance and manner signify them as a threat.


Even comparatively well-written women such as the protagonists of Fear Effect and Bayonetta use their sexuality as a weapon to dupe or destroy their male adversaries, with the former receiving punishment for their troubles.

Of course, there are plenty of non-sexualised women in video games, and some of them are even allowed to be protagonists, but their lack of sexual desire and behaviour makes them safe. If you remove certain games from the mix (the oeuvres of Naughty Dog and BioWare, for example), the medium's overall message is that female sexuality is to be either abused or feared, and only those women who exhibit none are to be trusted.


Chloe Frazer's attraction to Nathan Drake is a major plot catalyst; it's her desire to be with him rather than the sniping Harry Flynn that leads the two of them off in search of Marco Polo's lost fleet. Her desire is made clear to us very early on when she knocks on the door of his hotel room and - the two are ex-lovers - initiates sex.

He likes her, she likes him, they have incredible chemistry, and if it wasn't for the international warlord racing them to the treasure, they might have lived happily ever after. But not only does Zoran Lazarević's arrival mean Chloe has to pretend to switch sides to keep Nate safe, it also brings another old flame back into his life.


Journalist Elena Fisher is on Lazarević's trail when Nate and Chloe run into her, and the reunion makes the contrast between the two women clear; not just in terms of their own personal differences, but the effect they each have on Nate.

The series' writer Amy Hennig makes use of non-playable characters to highlight certain aspects of Nate's personality, and nowhere is this clearer than the scenes he shares with his two love interests in Uncharted 2. While Chloe, a committed and cocksure underworld dweller, brings out his more mercenary tendencies, the more moral Elena brings him back down to earth.


The eventual resolution of the triangle sees Nate return to Elena, but it's because he loves her, not because Chloe doesn't deserve him.

In a lesser game, Chloe's early seduction of the hero and her apparent side-switching would foreshadow trechery, instead of just being understandable behaviour (because Nate is dishy and/or her life is in danger). In Uncharted 2: Among Thieves, these actions don't prevent her fighting to bring down Lazarević or save Elena's life, and why should they?

At the end of the game, she is neither forced to repent her wicked ways nor change who she is to get the man. When he admits that he loves someone else, she accepts it with good grace. "My turn to walk away," she says. "But admit it... you're going to miss this arse."



Well-Rendered's Games of the Generation #15: BioShock

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BioShock, 2K Games/Irrational Games (2007)

Despite its RPG-lite elements and the supernatural plasmids that fly from the player's fingertips, BioShock is a plain old shooter, and a pretty pedestrian one at that.


This goes to show that a great environment can make the difference between a disposable experience and an unforgettable one. Rapture, an art deco underwater city envisioned by objectivist madman Andrew Ryan, is a visually arresting combination of 1920s architecture, marine imagery and menacing decay.

Ryan's vision was that of a world where mankind could fulfil their scientific, artistic and capitalist potential unfettered by religion or the state. Rather than an individualist utopia, what results is a hell where people driven mad by ambition (and lack of sun, presumably) distort their bodies with plasmids in an attempt to make themselves as fast, strong, perceptive or destructive as they can possibly be. The act of "splicing" with these genetic modifiers pushes the user closer to complete insanity, and it's these unhinged addicts whom the player has to kill.


To do so, they need to do quite a bit of splicing themselves. Participating in the act that brought about the fall of the city means the gameplay supports, rather than detracts from the sense of place (which is more that can be said for this year's beautiful but flawed Infinite).

There is a solid narrative in BioShock with a gut-wrenching metafictional twist that only a video game could deliver, but it's still only there to provide a path through the city. In other narrative media, the story must take precedence over the setting and visuals for the work to have significance and weight. In games, this isn't the case. They are the one medium that can afford give its worlds the time and space to speak for themselves.

There are few worlds more deserving of that than Rapture.


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Well-Rendered's Games of the Generation #14: Tomb Raider

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Tomb Raider, Square Enix/Crystal Dynamics (2013)

Although I am enormous fan of the Tomb Raider series, I enjoyed this year's reboot for reasons that have nothing to do with Tomb Raider.


For a start, the motion-captured protagonist was immensely fun to control. She felt satisfyingly heavy to control and interacted believably with her environment. The action was tactile and fun, making the exploration hugely enjoyable rather than a chore. I liked the fact that she was a woman, and looked like one. Never have I felt more like I was controlling a person, rather than a video game character.

The environments were impressively diverse for a game set entirely a single island. Many of them, particularly the abandoned bunkers and the beach, reminded me of the ex-MOD wastelands and abandoned warships that marked the naval port landscape where I grew up.


The things I loved about TombRaider series up until this point (lots of puzzles and minimal combat) weren't really present in this game, to the point where it didn't feel like a Tomb Raider game at all. But that didn't stop me massively enjoying it, being thrilled by the ending or playing it three times in a row as soon as I got it home..





Well-Rendered's Games of the Generation #13: XCOM: Enemy Unknown

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XCOM: Enemy Unknown, 2K Games/Firaxis Games (2012)

Here's why I don't like strategy games:

  • They don't end.
  • They don't have stories.
  • They make me feel stupid.
  • I find their reward loops too compelling.

In other words, I lack the patience and willpower to enjoy them, and prefer to stick to games where I can pretend to be a wizard/explorer/starship commander, wandering freely around a fantasy world not worrying about the long-term consequences of my actions.


And yet XCOM: Enemy Unknown draw me in. This was partly due to the near-future alien invasion aesthetic and the way I could customise each member of my squad and give them names like "Karl Bloodfountain" (Assault) and "Caesar Sparklefart" (Medic), but mostly it was because the game was simply so good that even someone as unenamoured with the genre as myself could enjoy it.

Since I'm not a connoisseur of strategy games, there's nothing to touch the two months I spent saving Earth from an extraterrestrial onslaught. Not once in the last eight years have I felt the kind of tension that enveloped me when a precariously-placed sniper took aim at the Chryssalid about to impregnate my last medic.


I'm not looking to convert to Strategology. Although I'm well aware that if I was willing to put the time in I'd find similar games to enjoy, right now I'm perfectly happy with my normal roster of action, adventure and role-playing games.

But if you have an aversion to the genre for the same reasons I do but are still wondering whether you'd like a job as Commander of the XCOM project, here's why I think you just might:

  • It ends! Either you defeat the aliens or they take over the Earth.
  • Though the narrative's pretty thin, you can't help but get attached to your squad. Not only can you name them and choose their hair, but when they die their names are etched upon a Memorial Wall that exists for the sole purpose of making you feel guilty for that time you left them at the mercy of a Muton.
  • It's more about risk management than playing chancellor. It's definitely not easy, but it won't make you feel stupid for forgetting to invest in the cotton trade or not knowing what a square formation is.
  • Ok, the reward loop is mightily compelling. Half the game takes place in your underground base and the other half on the battlefield, so all the goodies you work to unlock in one half can be deployed in the other, giving you an almost never-ending dopamine drip. If you have an addictive personality, this game is not safe.
But if you really wanted to be healthy, you'd go outside. Don't do that. It's Christmas! Play XCOM.


Well-Rendered's Games of the Generation #12: Gears of War

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Gears of War, Microsoft Studios/Epic Games (2006)

The first I, like most people, heard about the Xbox 360's first big shooter, it was in a cinema as a preposterously burly man ran through a darkened cave to the melodramatic tones of Gary Jules'Mad World, the emo cover of the Tears for Fears song that had made Christmas #1 in the UK three years earlier.


The juxtaposition of post-Schwarzenegger brawn with an angst-ridden song about social alienation and psychological breakdown was irresistible. Though it looks like a blunt instrument, Gears of War actually maintains a deft balance between strong art direction, a sharp, character-driven script and extreme violence.

The first and most influential of the generation's uniformly grey post-apocalyptic worlds, Gears of War may have a grim aesthetic legacy but its original vision was both pure and powerful. Sera was once a beautiful and prosperous world, but it was built on shakey foundations, both literally and figuratively. Mankind's achievements were fuelled by a potent (and glowy) energy source called "Imulsion", but in the process of mining it they awakened the Locust, a race of insect-like monsters living in vast colonies underneath human cities.


This simple plot is a sturdy frame for the action, in which gruff Marcus, sensitive Dom, cynical Baird and entertainingly moronic Cole stomp around Sera slicing through hoardes of Locust with chainsaws. The combat is gory, tactile and fast while the one-liners flow as thick and fast as the viscera.

While these are fun on your own, they're best enjoyed with a companion, and Gears of War makes my list because of the happy memories I forged playing it with the person who would eventually induce me to write this. The strong characterisation, hyperbolic violence and frequent beer breaks make it the perfect co-operative experience, proof that a game about severed limbs and bursting heads can give you the same feeling as a mug of cocoa and a hug.





Well-Rendered's Games of the Generation #11: The Elder Scrolls V: Skyrim

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The Elder Scrolls V: Skyrim, Bethesda Game Studios/Bethesda Softworks (2011)

I reviewed Skyrim for GodisaGeek back in 2011. Here's what I had to say:

Fans of fantasy often cite mythology, symbology or history as reasons why they spend their free time immersed in fictional worlds instead of, you know, going outside. I know I do. But although there’s truth in that, at the heart of the matter is the desire to remove yourself entirely from the real world, and get lost somewhere altogether more lonely and dramatic. It’s hard to think of a game that makes it as easy to do that as Skyrim. [...] It isn’t quite perfect, but if you want to play it, you’ll want to turn a blind eye to its eccentricities for the sake of staying immersed in its enormous, snowy world.

I could explain what gives the game this power, but I'd be repeating myself. Instead, I refer you to the full review and Andy Kelly's Other Places video of the gameworld, below.




Well-Rendered's Games of the Generation #10: Deus Ex: Human Revolution

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Deus Ex: Human Revolution, Square Enix/Eidos Montreal (2011)

In most media, science fiction stories often suffer from placing concept ahead of character. Because the genre - which also goes by the name of speculative fiction - is devoted to the exploration of ideas through alternative and future universes, this is not surprising. It is difficult to deliver compelling character-driven narratives when characters must necessarily exist as representatives of certain demographics or viewpoints.


This is a problem because in most narrative media, empathy is required for a story to have any impact because the reader/viewer/listener is a passive participant whose only way in is through the characters. 

In video games this is not the case. A player can be wordlessly inserted into a world and set free to explore it at their own pace, absorbing its details without having to be strapped into a windowed carriage and forced to watch events from the outside. Because of this, games are an ideal delivery mechanism for science fiction, since they don't need narratives at all.


Deus Ex: Human Revolution has a narrative, but it is one which is subtly seeded through a intricately detailed world that it is up to the player to explore. Eavesdropping on conversations, hacking into e-mails and watching news reports all contribute to an understanding of a turbulent future where biomechanical augmentations throw everything humanity once understood into question.

The incredible art direction uses a future renaissance aesthetic to create a parallel between the events in the game and all periods of world history where technological advancements have threatened the status quo as the currency of power shifts.


At the heart of the story is the question of whether augmentations should be regulated, and if so, by whom. There is no right answer because the point of the game is not to deliver a lesson, rather present the player with a vast and complex scenario and allow them to make up their own mind.

There are few science fiction worlds that have captivated me as much as Deus Ex: Human Revolution, in any media. It demonstrates the potential for video games to transport players to complex, multi-faceted science fiction universes that do not rely solely on linear narrative to communicate ideas. I hope it is not the last of its kind.

*     *     *     *     *

Lest we forget that this list is ordered according how much I loved the games, not just how good they are, I'd like to remind you (lucky you) of my affection for for a) Frank Pritchard (I like programmers) and b) the incredible fan-art people have been inspired to produce for this game. To this end, here's a Character Select article I wrote about Frank and fan-fic, a Well-Rendered post about sexy Frank fan-art and a longer piece about the value of fan-art that touches on the Icarus theme running through Deus Ex: Human Revolution.






Well-Rendered's Games of the Generation #9: The Walking Dead: Season One

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The Walking Dead: Season One Telltale Games/Telltale Games (2012)

The zombie apocalypse is probably the most over-used of video game settings because it provides an excuse for players to gun down thousands of enemies in morally unambiguous abandon. They're zombies! They don't even feel pain. The mechanics of ripping thorugh mindless bodies are so seductive that the devastation such an infection might cause to individuals and society as a whole has been left largely unexplored.


Thank goodness then, for The Walking Dead, which uses player choice to bring Robert Kirkman's comic book series to life and throw the player into the midst of the emotional fallout from the apocalypse. By limiting gameplay to pointing and clicking, The Walking Dead renders the player (as escaped convict Lee) relatively helpless, or at least as helpless as any normal person would be in the face of such horror.

As a consequence, the "action" concentrates on the choices Lee must make in order to keep himself and Clementine, a small girl he meets at the beginning of the story, alive. The characters they encounter throughout Season One's five episodes run the gamut from disturbingly opportunistic to hopelessly traumatised, and it's in the dilemmas that Lee faces in order to keep the peace between them that the game's "conflict" lies.


When they aren't trying to decide which of five starving people are most deserving of two morsels of food, the player must use their ingenuity to solve puzzles using found objects in much the same way that they might were the scenario real. 

Its horror is existential, not visceral, which gives it far more in common with the player's daily life than an action game might. Still, the oppressive bleakness of the narrative and the apparent hopelessness of Lee and Clementine's situation - even the best-case scenario is grim - makes the game more compelling, not less, because every moment of levity sparkles in comparison.

I was completely devastated by the ending The Walking Dead (and wrote a spolier-filled piece about why for GodisaGeek), but as ever I would rather be shaken to the core and feel alive then enjoy a good ride but ultimately feel nothing.




Well-Rendered's Games of the Generation #8: Bayonetta

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Bayonetta, SEGA/Platinum Games (2010)

Before the last generation began, I had a lot of time on my hands. Time to cover every inch of my bedroom walls with postage-stamp sized images of my heroes and embellish the spaces between each one with stickers and sequins. Time to hand-stitch song lyrics onto my denim jackets. Time to play fighters.


Learning to play a good fighter is like learning to play a musical instrument. You can muddle along by learning the basics, but to get the most of it you have to retrain your mind and your muscles to execute complex rhythmic commands. Games are unlike other artistic media in that they withhold content from you if you do not devote the time to uncovering it. In an open-world game, this may be a story hidden in diary entries that are hidden around the world. In a fighter, this content is what your character can actually do, and to discover it, you must learn to control them.

In Bayonetta, your character can perform a mind-boggling array of moves with her disproportionately long limbs, arsenal of demonic weapons and magic hair, and it'll take a fair number of playthroughs before you're fluent in them. I know this because I have played Bayonetta many times despite my gaming time having been significantly reduced since the heady days of full-time education and 8-hour Soul Calibur marathons. Bayonetta's moves are so imaginative and so satisfying that they make learning them worthwhile even for the seriously time-poor.


There are other reasons to love Bayonetta (which I went into in my Character Select article on the game), but as one of the only fighters I've played "properly" since the generation began, it holds a special place in my heart and the parts of my brain responsible for forming muscle memory.



Well-Rendered's Games of the Generation #7: Red Dead Redemption

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Red Dead Redemption, Rockstar Games/Rockstar San Diego (2010)

I'll start this post with a massive oversimplification: when it comes to the driving force behind their art, Europe has history, America has geography.


The scale is equal. While Europe has undergone constant power shifts for millennia, America's vast, unconquerable landscape is as much an inspiration and a mystery to today's artists as it was once to the first pioneers. No game has expressed the harsh magnificence of the American landscape quite like Red Dead Redemption, an open-world epic set in the last days of the Old West.

Much of the game is spent alone and on horseback, riding across dusty prairies, sun-scorched desert and snowy mountains in pursuit of your wife and son, held hostage by your former employers.


Red Dead Redemption is so vast and detailed that it could never have been published on the previous generation's consoles. There are plenty of games that have been released during this generation (and appear on this list) that could have been released on less powerful machines because it is their design, not their execution, which makes them what they are.

This is not the case for Red DeadRedemption. It is a vast, pixel-perfect rendering of a time and place with which we all feel familiar, and while there may be a solid story underpinning your journey through it, Red Dead Redemption's triumph is in execution.



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We interrupt our regularly scheduled broadcast for the following announcement:

Image taken from thenovellife.com.

I have started a tumblr. As a person who uses the internet, I see cool stuff all the time, and while I'm able to write something interesting about some of them, the majority have slipped by undocumented. Until now.

I'm pretty sure tumblr is mostly of interest to other people who have tumblr and are looking for things to put on their tumblr, so if that's you please head to my tumblr.

Well-Rendered's Games of the Generation #6: Portal

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Portal, Valve Corporation (2007) 

Spoiler alert

Portal, as I have said many times before, is a brilliant metafictional twist on the entire puzzle genre in which the lab rat gets the better of the scientist.


I have discussed the metafictional aspects of the game indepth in my Character Select article on GLaDOS, so rather than retread old ground I will briefly explain why it is the original game rather than the larger Portal 2, that makes this list (Spoilers! Portal 2 is not on this list).

Firstly, Stephen Merchant as Wheatley greatly dented my enjoyment for Portal 2. He has an incredibly distinctive voice which yanked me out of the fiction of the game every time Wheatley spoke. Celebrity voiceovers* should be used with restraint if at all, particularly in worlds that are supposed to be so removed from our own. If I gave marks out of ten on Well-Rendered, Merchant's involvement would have pushed Portal 2 from an 9 to an 8.


Secondly, the reason I love Portal so much is the way the player slowly realises that there is a world behind the test chamber that they're not seeing and the thrill they get when they finally break through. There can be no such reveal in Portal 2, and while the latter game is probably a better overall package (the puzzles are peerless), it can never compete with the first in terms of uniqueness or memorability.

Portal is one of the few games that game me nightmares. The claustrophobic horror of the test chambers pushed down on me long after I'd stopped playing because a puzzle game had never before asked me to empathise with the wordless avatar endlessly bashing themselves against the walls of the levels. The thrill I had when I smashed those walls down can never be matched because it's been done, and Portal was the game to do it.


*The worst culprit for this by far is Fable III, which blew a large chunk of its budget on A-list actors for bit-parts, including Stephen Fry, John Cleese, Ben Kingsley, Naomie Harris, Zoë Wanamaker and Simon Pegg. I can just about forgive these because they are all actors, which is more than can be said for Jonathan Ross.





Well-Rendered's Games of the Generation #5: Fallout 3

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Fallout 3, Bethesda Game Sutdios/Bethesda Softworks (2008)

I know I sound like a broken record, but the one thing a video game can do that no other narrative medium can is give you a world and let you explore it however you want in order to draw your own conclusions. The most intense experience I have had of doing exactly this is in Fallout 3, Bethesda's post-nuclear follow up to Oblivion.


Set in 2277, 200 years after the "Great War" in which the United States was reduced to barren rubble following all-out nuclear war, Fallout 3 sets you loose in the "Capital Wasteland", which was once Washington D.C. While some humans still roam the wasteland as bandits and others live above ground in makeshift towns such as Megaton (built, of course, around an unexploded nuclear warhead that the residents now worship), you grew up in Vault 101, one of many such nuclear bunkers scattered around the country. 

When your scientist dad (played by a cuddly Liam Neeson) leaves Vault 101 under mysterious circumstances, you decide to leave and explore the wasteland for yourself. Thus begins a quest across a sparse, hostile world filled with mutants, robots, savages and the decaying remains of those who have tired to carve out a living on the land before you. It was the remnants of the wastelanders' lives that inspired me to write this piece for The Escapist back in 2010, in which I talked about narrative through level design, particularly way in which you can learn about people through the homes that they build for themselves and the objects they surround themselves with.


While Oblivion and later Skyrim gave us lush, fertile worlds filled with cosy homesteads and imposing castles, Fallout 3 shows the ingenuity of people who refuse to be dragged down by the apparent hopelessness of their situation. While some people raise families in tiny dwellings filled with salvaged toys and books, others have formed large, powerful communities such as Rivet City, an entire society inside an aircraft carrier. During the course of the game, the Lincoln Memorial can become home to liberated slaves, slavery once again being a common - and lucrative - practice.

The Fallout series takes place in an alternative universe with a timeline that diverged from our own shortly after the second world war, which means that culture, aesthetics and design are retro-futuristic. The result is a darkly humourous cross between The Jetsons and Mad Max, in which wholesome Americana struggles to shine through grime and anarchy. It is a coherent world with a strong visual and (a)moral identity based on a solid science fiction premise, and in no other medium would I be able to immerse myself in it so comprehensively.



Well-Rendered's Games of the Generation #4: Mass Effect 2

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Mass Effect 2, BioWare/Electronic Arts (2010)

I'll settle for "writer" now that I've reached the age where rock stars die, but my number one lifetime ambition has always been "starship captain" (number two being "rock star", obviously). The Mass Effect series has done a pretty comprehensive job of letting me live out that fantasy, but it's Mass Effect 2, which casts the player in the role of outlaw on a mission to recruit the galaxy's strongest, smartest, weirdest, and sexiest loners, that really stratched the itch.


The first and last games in the series may have been excellent science-fiction RPGs that gave the player a spaceship, a gang of intriguing companions and a vast galaxy to explore, but the Mass Effect formula is at its most potent when it puts them outside the establishment. This is because its greatest asset is its universe, the species within it, and the way they are all trying to assert themselves while keeping hold of their identity and history. As Commander Shepard of Earth's Systems Alliance, the player views the "aliens'" predicaments from an outsider's perspective as they nobly balance humanitys's concerns with the greater good of the galaxy, but in Mass Effect 2 they operate from within a dark underworld that subtly infiltrates every planet, culture and society they encounter.

Cerberus, the shadowy pro-human organisation who resurrects Shepard following an unfortunate accident at the beginning of the game, tasks him or her with tracking down a crew of hand-picked mercenaries and gaining their loyalty before launching an attack on the Collectors, a race of insect-like creatures who are abducting humans. Cerberus' leader, the Illusive Man, doesn't try too hard to win Shepard over to his way of thinking, he just wants the job done (for now), so it's up to the player to decide what to make of mission, Cerberus' motives and everything they see along the way.


Well that's one reason Mass Effect 2 is the best game in the series. The other is the focus on character and relationships. While I love science fiction, it's more for the situations it can create for characters than for the concepts themselves. The Mass Effect series tells its stories through characters, but while in the first game these characters were awfully well-behaved and ready to educate you about their race and its history through carefully-rehearsed monologues, Mass Effect 2 simply contains more interesting characters whose predicaments are so intriguing that you don't realise you're receiving exposition as you talk to them. (I go into this in more detail in this article on Salarian scientist Mordin Solus.)

Brilliantly, the entire structure of the game is built upon character: the success of the final mission depends on the strength of the relationships you have built with your crew. Each of the characters, from damaged test subject Jack to genetically-perfect Miranda to peerless assassin Thane, has a problem they need your help with, and while you don't have to do so in order to progress (though it greatly increases their chance of surviving the final mission), you end up caring about them an awful lot more if you do.


Almost half of the game takes place aboard the S.S. Normandy, an Alliance vessel re-built by Cerberus for Shepard. Each of the characters carves out their own niche on the ship - Miranda has a tidy office, tech genius Tali hangs out in the engine room and Mordin makes himself at home in the lab - while Shepard has a cosy cabin which the player can gradually fill with souvenirs from their travels (again, I go into this in more depth in the Escapist article on video game living spaces). In this way you get to know them in their own environment and thus get a better sense of them than you would if they all bunked down in identical berths.

Then there's the romance options, of course. Critics have, perhaps rightly, bemoaned the slight awkwardness of some of these, but given that the focus of the game is on character and relationships, I thoroughly appreciated the opportunity to take my relationship with one of the characters to the next level. Romance is also used in the game to illustrate the sometimes fraught relationships between the galaxy's races, and what is and isn't taboo. Though Mass Effect 2 came in for not entirely unfair criticism for its omission of a homosexual romance option (something that was rectified in the next game), it explores diversity in different ways, which I discuss in this article on interspecies romance in the game.


But though it is objectively brilliant, this is a list of favourites, and Mass Effect 2 scores so highly because it let me be a starship captain for a few weeks. Sometimes I play games for the challenge, other times for the story, and occasionally I play because I want to learn something. But every now and again I just want a little escapism and wish fulfillment, and no game has given me more of this than Mass Effect 2.




Well-Rendered's Games of the Generation #3: Deadly Premonition

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Deadly Premonition, Access Games/Rising Star Games (2010)

Game-ruining spoiler warning

There are games that set out to rewrite the rulebook on how interactive narrative works, and there are games that learn from everything that has gone before and push the medium forward yet further.

And then there are some games that are so unlike anything that has gone before that it is possible to imagine that while their creators have read enough Wikipedia to learn what a "Video Game" is, they have never actually got as far as playing one.


Deadly Premonition, a Twin Peaks-style murder mystery in the sleepy American town of Greenvale, is one such game. Though the protagonist is one FBI Agent Francis York Morgan, the player is cast in the role of Zach, his invisible friend. Or at least that's what you're led to believe for the first few hours, but it eventually turns out that Zach is the main character, who created York as a kind of avatar for himself following severe childhood trauma at the hands of the supernatural entity responsible for the murder that brought him to Greenvale in the first place. Zach, then, effectively conrolls York in much the same way as the player does. I go into this in more depth in this Character Select article on Francis York Morgan.

This narrative conceit, or versions of it, is not unheard of in gaming, but it is executed by Deadly Premonition with the bravado of a game with far more resources, or at least an experimental indie PC title with nothing to lose. To have it unfold in a budget survival horror game is a surreal, dislocating experience. Its creator SWERY (with whom I once conducted a slightly awkward interview through email and a tired translator) has explained that his goal with the game was to create a town in which players would want to live, which goes some way towards explaining the apparently back-to-front game design in which all the actual action (shooting, running, driving etc) is so bad you can't help wondering how the game even made it to release, while at the same time the dialogue is endlessly brilliant, creative and strange.


There aren't really any objective reviews of the game because it's so divisive, but for a slightly more rounded overview that re, this famous 10/10 review of the game by Destructoid's Jim Sterling comes highly recommended. I don't know if I would love Deadly Premonition any more or less if the action was better and I don't care: it's terrible and it's one of my absolute favourite games of all time.


Well-Rendered's Games of the Generation #2: The Last of Us

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The Last of Us, Naughty Dog/Sony Computer Entertainment (2013)

Spoiler warning

The "Games of the Generation" series is a list of favourites, so I was initially puzzled that the number two slot ended up being occupied by the most depressing game I've ever played. In fact trying to figure out quite why I love it so much despite how miserable it makes me has been the primary cause of the delay in publishing this piece, so I really hope it's worth it.

The Last of Us, like fellow downer The Walking Dead (#9 on the masochist's list of recommended weekend activities), is a story about a shady man and an innocent girl making their way across America after a zombie apocalypse. But while The Walking Dead is a tale set in a world without hope, The Last of Us puts you in charge of humanity's only hope: a young girl whose genetic code might just hold the cure for the Cordyceps infection that's ravaged the planet.


In The Walking Dead you must do all you can to ensure the survival of little Clementine on the basis that it's the right thing to do. She's an innocent child who deserves a shot at life, and it's your job to ensure she gets it by whatever means necessary. In The Last of Us, you're a mercenary who needs to get Ellie to a resistance group (the Fireflies) who might be able to turn her immunity into a vaccine, even though extracting the crucial tissue will kill her. The terrible twist is that your character, Joel, decides at the 11th hour that he'd rather slaughter thirty people - including perhaps the last brain surgeon in existence - and sacrifice humanity's last chance for redemption rather than let Ellie die.

After he's rescued Ellie from the people who were trying to rescue the world, Joel lies to her, saying that she was one of many people immune to infection and that because there has never been any success synthesising a vaccination, the Fireflies have now given up. He drives her to the only sanctuary they have left, a walled town protected by his brother Tommy where they can live out the rest of their lives as the human world gradually fades away.


Joel's decision to kill several doctors, scientists and resistance fighters in order to remove Ellie from their care is wrong on a basic utilitarian level: however deserving of life she may be, her death could have meant salvation for millions, even billions of others. The player might want to believe that rescue is what Ellie would have wanted or that the likelihood that a vaccine would prove impossible to synthesise would mean that the attempt isn't worth the sacrifice, but they can't.
Firstly, neither Joel nor the player has reason to believe that Ellie would have wanted rescue. Right before they reach the hospital where the doctors are waiting for her, Joel tells Ellie that there's still a chance to turn back, but she declines, referring to the terrible things she's seen and done to get that far, concluding "It can't be for nothing". Granted, she doesn't know she'd have to die for the experiment to work - one of the last things she says to Joel before she's knocked unconscious prior to the surgery is that she'd like him to teach her to swim "once this is all over" - but her determination that her life should mean something means the player can't pretend she'd have chosen not to go through with it if she'd had all the facts.

Then there's the fact that the (now late) surgeon was in fact confident of his chances of a successful synthesis, as explained in an entry into his log that the observant player can find as they search for Ellie in the hospital.


The decision also makes no sense as a loving gesture because, as resistance leader Marlene points out (before Joel shoots her), by denying Ellie a painless death in her sleep at the hands of the doctors, he is opening her up to the likelihood a violent or slow one later on, preceded by a life of hardship. Sure, Marlene has a vested interest and it's not like Ellie actually wants to die, but she knows how hard her life is, how hard everyone else's is, and how hard they all lives will continue to be. At the very end of the game, right before they enter the town, Ellie reveals not just her survivor's guilt, but also, implicitly, her loneliness. Depressed by the futility of their slow, painful journey across America and traumatised by the horrors she's witnessed and the lives she's had to take, she recounts the death of her best friend to Joel before expressing her heartbreak and exhaustion: "I'm still waiting for my turn."

It's hard to control a character whom you know is going to do something terrible, so when I replayed this game I did so trying to find the good in Joel's decision. I couldn't, but what made me come back a third time and (eventually) write this article is how understandable his actions are, and how poignantly they are conveyed to the player. Joels' characterisation begins with a prologue set right at the beginning of the outbreak that concludes with his daughter being shot at point-blank range by a soldier who is just following orders.



From where Joel stands at the end of the game, there's not much difference between soldiers who would kill a child to preserve one kind of order and a resistance group who would do the same to bring about another. However noble though the intentions of each authority figure may be, they come at the price of individual life and liberty: Sarah never got to show that she wasn't infected, Ellie never got the choice to sacrifice herself. When Marlene uses her final breaths to try and reason with him, he tells her that she doesn't have the right to decide Ellie's fate. He may be right, but he fails to realise that in destroying Ellie's one opportunity to change the world, he's taking away her choice just as much as Marlene tried to do.

Joel's reasoning may be flawed, but then people will come up with any reasoning they need to in order to justify decisions they make for emotional reasons. Where The Last of Us excels is in making the player empathise with him to the extent where they can understand - if not condone - his decision. It's not so much that Ellie fills the hole Sarah left when she died (although that is a factor), more that she helps Joel begin to recover from his loss.


Joel is so severely traumatised by Sarah's death (and, it is hinted, the dehumanising events of the intervening years) that he is unwilling or unable respond emotionally to anyone until about two thirds of the way through the game, when Ellie confronts him about wanting to be rid of her. She's right: her perceptiveness and curiosity disarms him and threatens to disturb feelings that he is not ready to confront, as evidenced by the way in which he warns her against mentioning Sarah. But just as Ellie is about to ride into the sunset with Tommy he decides that he will take her to the Fireflies after all.

This decision symbolises that for once, he would rather feel alive, no matter how painful that might be, than feel nothing. Because it was Ellie who prompted this change, he can't let her go when someone threatens to take her away, and he isn't ready to continue on his own. Although the ending has received reasonable critism (there's a fair summary on Forbes by Carol Pinchefski), the game is still deft enough to make you understand why it happens.


Ellie's character arc is no less significant (I wrote about it in my article about violence in the game, and her backstory as explored in the prequel DLC Left Behind warrants its own article), but it's Joel's that makes the game so important for me. Stories are worth telling even when they end terribly, just as painful lives are worth living because the alternative is either not telling them... or not living.

The fact that games challenge you to accomplish something means that you are almost invariably given a reward for accomplishing it - an assurance that your time has been worthwhile - but The Last of Us ends with you having made the world significantly worse than it was before. I don't think of video games as a metaphor for life, but they are the only activity that involves you pretending to be someone else and carrying out actions that do not have a pre-determined outcome, and just as people tend to believe that their life has a purpose and act accordingly, so video games tell you that your character has one too.  
 
 
The Last of Us does the opposite, and it's consequently one of the most devastating games I've ever played, even more so than The Walking Dead, because at least that game lets you feel like you might have made a positive difference. It's not that I enjoy feeling like that (there's a reason The Last of Us isn't #1), more that I find exploring the idea cathartic given that for the most part fiction tries desparately to make us feel the opposite. 

Well-Rendered's Games of the Generation #1: Uncharted 3: Drake's Deception

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Uncharted 3: Drake's Deception, Sony Computer Entertainment/Naughty Dog (2009)

I probably should have written a proper article for this post. It would have been nice to reward your patience, at the very least.


But this is all you're getting.  

Uncharted 3: Drake's Deception is #1 because of all the games released for consoles over the last seven years, it's the one I've enjoyed most. The story is a big part of this, but I've already written an article about why and I would rather not repeat myself.

What an inglorious end to this project! A project, I now realise, I probably should not have started because, with the exception of this piece about Chloe Frazer, it hasn't prompted me to write anything new that I care about. Sure, I've written plenty in the past about many of these games,* but that's exactly it, I've written those articles already, I don't have anything else interesting to say. Reminiscing about the fun you had with something sounds like a good idea when you're planning it, but in reality all you end up doing is writing about yourself.


So it's with great relief that I put this list to bed. I hope that you've enjoyed reading it a little more than I have enjoyed writing it, and rest assured that it will be the last foolhardy list project I ever embark on for Well-Rendered.**

*Articles by me about these games that are actually worth reading:

Uncharted 3: Drake's Deception
The Last of Us
Deadly Premonition (also here)
Mass Effect 2 (also here)
Portal
Tomb Raider (also here, here and here)
The Elder Scrolls IV: Skyrim
Fallout 3
Deus Ex: Human Revolution
Bayonetta
The Walking Dead

**I'm going to finish the Final Fantasy VII one because I'm actually enjoying it. Also, I told Jamie I would finish it, and he knows where I live.
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