The first Memento Mori game came out in 2008, and until about six months ago it was one of those games that sat in my Steam library unplayed and unnoticed. When I found out I’d be reviewing the second one, I thought I’d do the fair thing and give it a playthrough, so that I could truly give Memento Mori 2 the thoroughly researched review that it deserved. As it turns out, I think I would have been better off if I hadn’t, because maybe then I wouldn’t have noticed some of the blaring flaws with this frequently confusing and inconsistent game.
The title of best point-and-click game goes to an instalment in a much loved franchise that involves literally just pointing and clicking (as it should, I suppose), but that has managed to evoke such emotion that past games have brought me to tears.
The award for Best Strategy Game of 2013 goes to:
It may surprise you to learn that during the rare moments when I’m not gaming and/or getting deeply emotionally invested in the lives of fictional characters, I’m a psychology student. Apart from leading to many “hilarious” jokes about me psychoanalysing my friends one day, my interest in psychology means that when I saw that Daedalic’s 2011 title Edna & Harvey: The Breakout was set in an asylum, I was cautiously optimistic. It’s not often that mental illness plays a role in games (explicitly, anyway), and when it does it’s usually used as an offensive way of explaining why a bunch of goons are flailing wildly at your face, so I hoped that this might be a fun change that I could really get behind. When I actually started playing, however, I became a little glad that the optimism had only been cautious.
Forced is a very interesting and innovative take on what would initially appear to be an isometric dungeon-crawler. Instead, it is an adventuring puzzle game with a focus on dynamic gameplay, accommodating for 1-4 players. Each level can be completed solo or with a team, though an inconsistent difficulty level and technical issues taint the experience in either avenue. Damned if you do…
Who’d have ever thought that a desk job could be so simultaneously exciting and terrifying? To be perfectly honest, a 9-to-5 (well, 6, in this case) desk job would probably be right at the bottom of my list of things to make games of, way down there with managing a lemonade stand and going on a daily paper route. Papers, Please, however, takes a premise that is unpromising at first glance and manages to come through with one of the most memorable titles of 2013.
Quantic Dream games are like Tommy Wiseau’s The Room. You end up liking them for their weird, unintentional shenanigans that make the game hilarious while trying to be a serious piece of art. I wish this was the case for Beyond: Two Souls. David Cage has taken a few steps forward but even more steps back when it comes to the interactive-movie-game- genre-thing they are going for. I’ll have to keep comparing Beyond to Quantic Dream’s last game, Heavy Rain because the whole time I played Beyond, I was just waiting for that hilarious “JASON” moment. It never came.