Tuesday, January 12, 2016

The Impact Factor’s 2015 Game of the Year Awards!
Article, Part 1 of 2
2015 has been an absolutely phenomenal year for games. We’ve had stellar AAA games years in the making, surprise indies that wowed, and small artistic experiences that brought something new to the world of gaming. It’s also probably my busiest year ever as a gamer. I jumped between my computer, phone, Vita, 3DS, PS3 and PS4. I played nearly 60 games total. Starting The Impact Factor back in January was a huge inspiration to sit down to play anything and everything that not only caught my eye, but the critical eyes of others too. 2015 is the year current generation consoles became a must buy. Welcome to The Impact Factor’s game of the year awards for 2015! Strap in.

It’s a real treat to once again list my favorite, and the best, games of the year. After all, making a game of the year (GOTY) list was how I started The Impact Factor. What was five last year is twelve this year. I’m sorry. I just can’t narrow it down to the standard list of ten. Believe me, I tried. The games in the #12 and #11 slots are just too good to not be represented here today.

As a scientist first and games writer/podcaster/streamer second, I’m all about full disclosure to my audience. To address the first and most pressing question: no, I was not able to play literally every single game that came out in 2015. You may notice some big exclusions, or games that made it onto many other GOTY lists.  By virtue of me actually trying to complete my Ph.D. in a non-Rip Van Winkle-esque timeline, I just can’t get around to playing all the games I want to. My list, like all lists really, are a collection of the games I thought were the best this year. My favorites. All GOTY lists are subjective and given how many exceptional games came out this year, it should come as no surprise that lists this year were so varied. So I suppose I should include an asterisk in this article’s title that reads: *based on an incomplete sampling. You can see all games that I ‘sampled’ below.
This year was the first I could share my GOTY list in more than written form! The Impact Factor podcast just recorded its GOTY talk, in which I go into more detail about my top five favorites of the year. You can find the episode below.

But without further ado, let’s get into The Impact Factor’s top 12 games of 2015! 12-7 are today, honorable mention and 6-1 tomorrow!

12. Grow Home


3D platformers are few and far between nowadays, but Grow Home gets it so right. The game is charming, whimsical, atmospheric, and fun. I finished Grow Home over the course of one night & the following morning because I couldn’t stop playing. Grow Home nails floaty physics, contrasting the powerful pull of growing large vines with the lightness and clumsiness of your lovable little robot. 2015 is the first year I can quote myself about just how much I enjoyed some of the games on this list, so I’ll let my review’s summary do the rest of the work here: “Grow Home is an unmissable experience in gaming. My time with the game was awe-inspiring and meditative. A beautiful world complements your simple objective—to fill a planet with life. Climbing your way through a growing world creates a tremendous sense of player impact. Unusual physics and controls set the foundation for creating a compelling bond between the player and the game’s robot avatar, B.U.D., the more you play. Grow Home is a game that understands what it wants to be and shows players total respect. Grow Home is a perfect, compact experience deserving of your time.” You can read my full review of Grow Home for more about what makes the game so great.

11. Life is Strange


Life is Strange does a remarkable, and almost unprecedented, job of making the ordinary extraordinary. You live the life of a teenage girl discovering who matters most in her life, who she is, and who she wants to be. With a bit of supernatural elements added into the mix to amp up the drama. To summarize it briefly: you play as Max, a senior at a high school for the arts, who discovers she can manipulate time. She uses her newly found powers to reinforce, or erode, her social bonds. More importantly, though, it’s about rebuilding her time worn friendship to her childhood bestie, Chloe. What’s most impressive and engaging about Life is Strange is its depiction of normal life. The coming of age in during a trying time and about the complicated nature of making meaningful connections. Life is Strange runs the gamut of big dramatic moments, like drug abuse and suicide, but it’s groundedness (and humanness) make its dramatic flairs feel earned. Over the course of the five episodes I grew so attached to Max and Chloe. I did everything in my power to keep the two happy and healthy, because they deserved it. A few instances of clunky dialogue aside, Life is Strange excels in every way. I loved seeing another studio, DotNod, take a shot at a genre that Telltale had seemingly monopolized. And do it so incredibly skillfully. Life is Strange was another of 2015’s big surprises.

10. Persona 4: Dancing All Night


The surprises keep rolling with Persona 4: Dancing All Night (P4D). At the start of 2015 I would have scoffed at the idea that I’d care about a rhythm slash visual novel hybrid game based off a JRPG franchise I’d never played before. Let alone that it makes my top ten of the year. But here we are, and P4D is my number ten favorite game of 2015. I was blown away by Persona 4 Golden earlier this year, and it created an insatiable hunger for more. P4D sated that hunger, surprisingly, and stood out as it’s own fantastic game. P4D does everything well. The visual novel elements are well-written, funny, and feature great animated character models (a big deal for a visual novel game). The rhythm elements are even better. Motion-captured dancers move through interesting backgrounds, songs are instantly catchy and infinitely repeatable, and the inputs are simple yet mask a complexity that appears at higher difficulty levels. The Persona team does not make bad spin-offs. Perhaps most powerfully, P4D is a game that my fiancée played while I watched. Playing through P4D with her is one of my favorite gaming memories from 2015, easily cementing the game’s placement in my top ten list. I’ll let my own words wrap this up, “ P4D exudes design confidence, showing that Atlas not only knows its world, but knows how to perfectly expand upon it. I expected P4D but to be fun, but not great. Turns out it’s exceptional.”

9. Until Dawn


Until Dawn is the best realization of a long-promised notion in games: that your choice matters and affects the outcome of the story. What an exceptional surprise and a devilishly fun game. Until Dawn had everything going against it: a troubled development (it started as a PS3 Move game over five years ago), a formulaic plot (teen slasher / supernatural horror set in a cabin in the woods), and released with almost no fanfare. As a big fan of both horror and adventure games, I had to see what Until Dawn had to offer. I was blown away. Until Dawn is so freaking fun. The characters are shallow and tropey, but knowingly so. Voice acting is exceptional. The story takes twists and turns that easily carry you through the 10 hour experience. You’re in a constant state of fear, not only because of the monsters lurking in the shadows, but knowing that every choice you make could result in the permanent death of one of the game’s protagonists. You can beat Until Dawn with everyone alive, no one alive, or anywhere in between. Until Dawn does new and interesting things with adventure game control schemes too, namely the ‘don’t move’ prompt that requires you to keep your controller perfectly still during some of the game’s most tense moments. Until Dawn is a great solo experience, was a great co-op story experience for my fiancée and I, and would also be an exceptional party game. Until Dawn is the game form of yelling at the screen during a B-horror movie: do you run or try to hide from the masked intruder? And so on. Until Dawn was another of 2015’s great surprises and easily one of the best games this year.

8. Monster Hunter 4 Ultimate



Well, here it is. The game I promised to review since March. The game I never got around to reviewing. So this will have to suffice. Monster Hunter 4 Ultimate (MH4U) is exceptional. MH4U was my first foray into the long running Monster Hunter franchise. A franchise that, while limited to a small (but passionate) following in the west, is routinely one of the biggest games in Japan. The game boils down to a couple disparate parts. You travel out into a multi-zoned map to track, find, and kill gigantic monsters to complete quests. Killing said monsters awards you with monster parts, which can be used to craft new armor and weapons. There’s a loose story, but MH4U is all about killing big things with big swords (or axes, in my case). MH4U is impressively complex and almost unfathomably content dense. Killing your targets is never a button mash fest—it’s the exact opposite. Killing these giant monsters requires problem solving, pattern recognition, and quick reflexes. Your attacks are slow, monsters do a ton of damage, and they have a large health pool. Each new fight is a puzzle, one in which your life is on the line. Combat is therefore deliberate and tense. Enemy design is great, too. MH4U is an RPG fanatic’s dream, with a wealth of systems to master, each with immense complexity. The game is also like 8+ games in one, as each weapon type makes monster encounters feel totally different. Fighting with a sword and shield is nothing like fighting with a switch axe, a bow gun, or a hammer. They each require their own skill set and approach. I played MH4U for 80+ hours and I got maybe halfway through the content. That’s if I’m being generous. MH4U took me completely by surprise. And as I’ve read online, as the most accessible Monster Hunter yet it’s a perfect place for newcomers like me to jump on board. Just writing this makes me want to pick it up again. Dangit.

7. Tales from the Borderlands


Tales from the Borderlands is the little game that could. It had a lot to prove from the outset: how could Telltale make a game set in the Borderlands universe? It also had some pretty lofty expectations to overcome. As a big fan of both Telltale and the Borderlands IP, this unusual pairing was very much a peanut butter in my chocolate kind of scenario. But I was skeptical. Tales from the Borderlands delighted in proving me wrong. The game is one of the year’s best (duh), one of the year’s funniest, and Telltale’s second best game ever (just behind The Walking Dead S1). If I were to make a list of my favorite new characters from 2015, Tales from the Borderlands would easily secure upwards of four to five slots on a top ten. Letting me speak for myself here, “Tales from the Borderlands is fresh and exciting. Telltale flourishes in their return to comedic storytelling. Original characters feel at home in the Borderlands universe and are some of the best Telltale has ever done. The writing is sharp, witty, and often laugh-out-loud funny. Decisions made in Tales from the Borderlands feel meaningful, both within the game’s self-contained plot and in the Borderlands universe at large. Tales from the Borderlands is a wild ride and a raucously good time.” Telltale also plays with their own game conventions in Tales from the Borderlands, freshening up the play experience for the first time since The Walking Dead. Fan of Borderlands or not, Tales from the Borderlands is a must play. You can check out my full thoughts on the game in my review.

Check back here tomorrow for a couple honorable mentions and #6-1!

Monday, January 11, 2016

The Impact Factor Ep. 36: Game of the Year 2015!
Podcast
Welcome to the 36th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss are joined by Justine to talk our Top 5 Games of 2015, Oculus, PlayStation, sales numbers, Life is Strange, Animal Crossing: Happy Home Designer, 2015’s best movies, San Francisco & much more!

 
For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:
www.flissofthenorthstar.blogspot.com
Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss @
thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
freemusicarchive.org/music/Indonesi…s_Compilation/
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
freesound.org/people/victorcenusa/sounds/148785/
freesound.org/people/victorcenusa/sounds/148784/
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)
freesound.org/people/Setuniman/sounds/143994/

Friday, January 8, 2016

News & Views
1/2/16-1/8/16

Welcome everyone to a very abridged News & Views! I apologize for the brevity—it’s been a busy week getting readjusted to lab work in the new year. That, and I assume a lot of video game writers are getting adjusted to working again too: not too many articles beating down my door this week.

Check out below for some great stories about the dualism of Golden Sun, a tale of a man who brought an IP back from the dead, and an argument that all stories in all media are the same.

If you follow me on Twitter you would know that this week’s The Impact Factor podcast will be delayed by a couple days. But that’s because my co-host Charles Fliss is joining me in person to do our Game of the Year 2015 discussion! So keep checking out the usual places to see when the episode drops: iTunes, SoundCloud & YouTube

Spotlight
John Yorke, The Atlantic

Worth Reading
Jake Lear, Polygon

Eddie Makuch, Gamespot

Jason Schreier, Kotaku

Willie Clark, Kill Screen

Andi Hamilton, Vice

Thursday, January 7, 2016

TIF Plays: Nuclear Throne! [5 & 6]
Gameplay

There's nothing quite like an awesome free game: like Nuclear Throne! This twin stick Roguelike shooter from Vlambeer is pretty darn great. Watch from the beginning as I learn the game's system, try to discover its secrets, and make my way towards the nuclear throne! Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!

These two are pretty special. Not only is it my first time with a PS4 camera, but I also loop the game. TWICE.



Tuesday, January 5, 2016

Distilled Descent
Review
Downwell, moppin_ (iOS)

Abstact: Downwell is a precise, fun, and compact experience. Each run is a balancing act: a chaotic dance of dodges, jumps, and monsters. Tight controls shape a wonderful and brutally challenging game. Downwell provides some of the best 2 to 3 minute play sessions you can find for smartphone. Though touch controls aren’t ideal and the game never hooked me in the way other similar titles have, Downwell is still spectacular and well-worth playing.

In a year where games got bigger, denser and more complex than ever, Downwell went the exact opposite direction. Downwell is about as distilled an experience as you can get. It must be a scary prospect for a game developer when I think about it. When you limit your game to a few simple systems and ideas, every single thing present in the final game must be perfect. It’s just like cooking—a simple dish demands perfection. Downwell is a very tasty dish.

Coming from a small indie development team out of Japan, Downwell’s premise can be boiled down (cooking pun un-intended) to one short sentence. You’re falling down a well. Yep. Of course there’s a bit more to it. A bevy of enemies lurk below, standing between you and your quite rapid descent. Each hit you take reduces your health by one. Given your severely limited health pool (4-6) you die early and often. Luckily for the player, you’re given the perfect defense: gun boots. Some enemies can be destroyed by landing on top of them. Others, marked in red, cannot. But for all enemies, you can use your gun boots. As you fall, tapping on the game’s one action button will cause your character to shoot projectiles out of its feet. Each monster killed drops gems, which act as both a scoring mechanic as well as currency (more on that later).
The quiet before the storm.
As you fall towards the bottom & exit of each level, you’re tasked with performing a few tasks. First and foremost is not dying, which is done by killing enemies before they kill you. This requires a very delicate balancing act, though. You fall fast in Downwell making it difficult to follow a set trajectory, often leading to you colliding with and taking damage from enemies. Firing your gun boots is the one and only way to slow down your fall midair. Sound easy enough? Maybe. But your gun boots only have a limited amount of ammo. Once depleted, the only thing stopping your fall is finding that safe platform in the unseen below. Landing on the ground or stomping on an enemy’s head replenishes your ammo. This results in making each and every descent a chaotic dance, balancing ammo with health with momentum.
And what a dance it is.
Along your fall you can find small rooms in the sides of the level, which contain a power-up. Each power-up transforms the projectiles your gun boots fire, changing the ammo consumption, damage and spread. Like the shotgun or laser, that is great for killing enemies but very poor at controlling your fall. Or noppy, which is the exact opposite. Each power-up you collect also does one of two other things: it increases your ammo capacity by one or restores one health. At the end of each level you’re given an option to choose a perk that strengthens your character. Like gaining the ability to suck in nearby gems, a small explosion around you when you jump, or small chance at health restoration when you land on bodies of dead monsters. Further, from the second level onward, you can visit shops. At shops you can buy items that restore health or increase ammo capacity. As you can imagine, how you use power-ups is another one of Downwell’s great balancing acts. Is it worth restoring that one point of health, even if it means replacing your burst fire with the shotgun? Should you spend your gems on a +1 health item now or hope to save up more for a +2 health item later? Each time you play Downwell you’re faced with a macrocosm of important decisions confined within a fiendish microcosm of platforming and monsters. It’s so satisfying when everything goes well.
Rooms offer a small respite. This laser health
power-up is a pretty good find.
Downwell is a Roguelike, When you die all of your power-ups are removed and you’re sent back to the beginning of the game. The only in-game progress is achieved through your collected gems, which accumulate to unlock color swaps for the game or slightly different player characters (called ‘styles’). That means each time you play Downwell everything is for that run and that run only. Each run is short, only a couple minutes long before you beat the game (haha) or die trying. Your runs usually follow the same sort of progression: avoid taking damage early, try to find the gun boot powerup you like, and restore health whenever you can. It’s also about making the right build, i.e. obtaining the power-ups and perks that suit your personal playstyle. For example, I loved using burst fire boots with the drone perk. Starting up Downwell is consistently exciting: will this be your next, great run? Or will it be an exercise in frustration as you’re overwhelmed by bats on 1-2?

Downwell nails the perfect Roguelike feeling. You never want to give up on a run because things aren’t going your way. You always feel like you are one lucky break away from this run being your best yet. Losses are never too demoralizing. No run lasts more than a few minutes, so you don’t feel like you’ve lost too much when you die. Everything in Downwell feels fair, too. I’ve played the game between 10-20 hours at this point and never once have I felt like my death wasn’t my fault. Downwell can be extremely punishing (like most Roguelikes), but you always know where and when you messed up. What makes this feeling even better is how supremely tight the controls feel. The game is impressively responsive. With enough practice you gain full mastery of all aspects of your movement. Everything is so perfectly precise. You won’t get a much better 2-3 minute gaming experience anywhere, especially not on your iPhone. Downwell distills the Roguelike platformer to its base essence and makes it work so well it stands up to its more complex counterparts.
Fast, frantic, and fun. Downwell nails
that perfect Roguelike feeling.
Design excellence aside, Downwell is simply fun to play. For 3 minutes or 30, Downwell is worth the time. For a game so simplified and perfected as Downwell it’s hard to find faults, but there are some to be found. Perhaps more a fault of my own rather than the game’s itself, the touch controls on iPhone are not ideal. I appreciated the option to hide the left, right and action buttons (the only three buttons in the game), but having your fingers on the screen still cut off crucial visual information. That, and no matter how much I tried I would still occasionally press the wrong button by mistake. For a game like Downwell, going the opposite way you’d like to, even for a second, can mean the difference between death and victory. Additionally, but unrelated to my first complaint, the supremely simplified design of Downwell does have some downsides. Namely, longevity. I’m still playing Downwell every other day or so, but I never felt hooked by the game. I want to do better and get better, but I don’t feel the urge to play for hours on end. I’ve become obsessed with a couple Roguelikes in my time. I play them constantly and when I’m not playing I’m thinking about my next run. That never happened for Downwell. I’ve only made it to the Aquifer (world 3) and I’m ok with that. I could not put Spelunky down until I beat Hell and I played Nuclear Throne non-stop over the winter break until I looped my run. I want to feel that kind of obsession and journey of self-improvement while playing a Roguelike and it just didn’t happen with Downwell.
I just wish there was a bit more to hook me.
A bit more to make me say 'just one more run.'
Still, it’s hard to argue that Downwell isn’t spectacular. It was easily some of my favorite iOS gaming in 2015 and will be a mainstay on my phone for the long run. Downwell is one succulent dish, simple or not. Go indulge a bit and give it a try.

Downwell
4/5

Friday, January 1, 2016

News & Views
12/26/15-1/1/16

Happy New Year! 2015 is done and gone, leaving some pretty big changes in its wake. The year had its up and downs, but I think I can say I came out of pretty happy. I got engaged, started and maintained The Impact Factor, reconnected with old friends, make good progress & have direction for my thesis project, and more. Here’s to hoping 2016 is even better! I know that the gaming side is already looking pretty darn great, even if only half of the announced games actually get released.

News & Views is here for you as always here on TIF. There’s no better place (probably) to find the week’s best video game writing, be they editorial, opinion, essay or otherwise! The holiday meant not a whole lot of new stuff, but still check out below for stories about uncovering the heart of one of my favorite games this year (Undertale), how The Witcher 3 understands war, and how the first 15 minutes of SOMA set up its phenomenal experience.

And of course you can check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Patrick Miller, Medium

Worth Reading
Richard Cobbett, Eurogamer

Alexa Ray Corriea, Gamespot

Matthew Gault, War Is Boring

Christopher Grant, Polygon

[game array], YouTube

With Comments
Sarah Kessler, Fast Company
This piece was too good not to include, though not strictly (or really at all) about gaming. I’ve always wondered about the people who work for these app companies. The people on the ground making this modern, connected, app-filled service-filled life so complete. Perhaps unsurprisingly, but still tragically, life is hard for the employees of this gig economy. The expectation of cheap labor is a serious problem in the US. I wish the best for everyone trying to make a living in the gig economy in 2016 and hope things can improve on the whole.
The Impact Factor Ep. 35: Gaming Resolutions for 2016!
Podcast

Welcome to the 35th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Valve, Steam, Holiday Sales, AGDQ, Tomb Raider, Final Fantasy, fashion, New Years resolutions, Nuclear Throne, Sportsfriends, Jackbox, Star Wars & more!

AGDQ Schedule

 
For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:
www.flissofthenorthstar.blogspot.com
Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss @
thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
freemusicarchive.org/music/Indonesi…s_Compilation/
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
freesound.org/people/victorcenusa/sounds/148785/
freesound.org/people/victorcenusa/sounds/148784/
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)
freesound.org/people/Setuniman/sounds/143994/