The 10 Best Games of 2012
When Gamasutra and Game Developer staff got together to assemble this list, the mission wasn't necessarily to argue which games were the "best." Getting several very opinionated people to agree on something like this is close to impossible, especially when the task at hand is agreeing on which video games were the "best."
So this was our task: to identify the games that, to the highest positive degree, captured the interest, garnered the respect and appealed to the tastes of our veteran editorial team. That is to say, it's a pretty personal selection here. Does this selection also happen to be made up of the 10 "best" games of 2012?
Well, yeah okay, that's likely the case. So I'll just be blatantly presumptuous and call these The Best Games of 2012.
Note that we didn't bother arbitrarily ranking the games -- if your game is on this alphabetical list, it's a Game of the Year as far as we're concerned, and you're in great company.
- Kris Graft, Editor-in-Chief, Gamasutra
Dear Esther
thechineseroom
Dear Esther was a surprisingly moving experience for me. I had followed the game, and knew that it was around in some shape or form years prior, but only really played it when this year's complete makeover was finished. Arriving on the lonely island, I didn't know where to go or what to do, what my goal would be, what these abstract symbols and sparse narration even meant. That uncertainty and lack of direction fought against my intuition as a person who's played video games for most of his life. And that uncertainty is what makes Dear Esther so beautiful.

Once I accepted the fact that I'm just "here," and decided to look around (like any normal person would if they were dropped on an island, alone), is when I started to realize that Dear Esther is not so much an experiment in story, but in narrative. And it's a successful experiment. As players, we're so used to the heavy hand of the writer and designer, that we've gotten used to its weight, and when we lose that guiding hand, we're initially rather lost. But Dear Esther shows how a gentle nudge in the right direction can have more impact than a forceful push. It shows that a clear authorial vision and a unique brand of player agency can not only co-exist, but also flourish together. That gives me hope for the future of video game narrative. -- Kris Graft, Editor-in-Chief, Gamasutra
Dishonored
Arkane, Bethesda Softworks

I've always had an ambivalent relationship with first-person games. I don't like being a pair of disembodied hands made for killing. But something about Dishonored got to me -- the simple but intuitive stealth mechanics, the incredibly atmospheric machinist-mariner universe. The heart, a haunting narrator. The innovative range of abilities helped me feel more like I had more power over who my character was. I've been pretty disinterested in the genre conventions that sell in triple-A all year, but I'm happy to have been able to enjoy a game that focused so much on making its own road.
Even the game's violence is a considered, calculated symphony; every part of Dishonored is mindful. That's worth a lot to me. -- Leigh Alexander, Editor-at-Large, Gamasutra
Hero Academy
Robot Entertainment

I don't play for Hero Academy for hours, but I have played it basically every day since I bought an iPad, quite often with Kris Graft of this very web site. I like tactics games, and so does he, but we like different kind of tactics games. I tend toward the Japanese tactics games with their emphasis on style and smooth UI, where his interests are more in the hardcore XCOMs of the world. But Hero Academy quenches both our respective thirsts.
The game takes the traditional square grid, turn-based bent of tactics games like Final Fantasy Tactics, and makes it asynchronously multiplayer. But taking one turn at a time would be horrifically boring, so Robot gives you five turns that you must take. The "must" part is critical, because forcing each player to make five moves at once, with no skipping, means it's less likely that a griefing player will force his or her opponent to be the aggressor every time.
The game is also free to play, offering one balanced team to start with, and additional teams at a cost. This works well, because all the teams are quite well balanced against each other, each with strengths and weaknesses, and unique styles of play. These teams simply make the game more fun, they don't give an advantage to the player who spends. (The marked exception is the Team Fortress 2 team, which is unlocked when you buy the game for Steam, and is in definite need of nerfing.)
Robot has also smartly made inroads to China, going so far as to create a Shaolin team for the game's launch in the region, which features Shaolin monks, Taoist spellcasters, and traditional Chinese zombies.
Most importantly, the game actually allows for different tactics. Try playing the game against your game developer friends, and you may notice different trends emerge. Why are designers so aggressive? Why do programmers tend to be more methodical and defense-oriented? Who knows what the heck artists are trying to accomplish? A multiplayer game that shows you the personality of the player is a good game indeed. -- Brandon Sheffield, Editor Emeritus, Game Developer magazine
Journey
Thatgamecompany

With its previous visually-unique, dreamlike titles flOw and Flower, Thatgamecompany was clearly aiming for something in particular, but it wasn't until Journey that it seemed to really attain that. Journey bore many of the same signatures -- the lightness of air or water, a focus on introspection, for example. But it had the very specific goal of creating a cooperative online experience that was specifically about players acting with and not upon one another, while remaining at a level of abstraction that permitted meditation.
I played Journey for the first time in front of a room full of non-gamers, expecting them to carry on talking while I distracted myself. But they talked about the game without prompting, played with its symbolism. And there was a moment when everyone present stopped talking and watched. And applauded. I felt finally some of my friends understood why I do what I do. I'll never forget it. -- Leigh Alexander, Editor-at-Large, Gamasutra
Sound Shapes
Queasy Games

Integrating music-making into a game is a very tricky thing to do. In that light, perhaps the best thing I can say about Queasy Games' Sound Shapes is that within 30 seconds of understanding the way in which it wraps music around a simple platforming design, I slapped my forehead and thought, "Man, why didn't I think of that?" Of course, it only looks easy; co-creators Jonathan Mak and Shaw-Han Liem prototyped and iterated a lot before arriving at Sound Shapes' final design (see the Game Developer postmortem for more details), but their end result feels so simple, elegant, and obvious, which is a beautiful thing.
I could go on about its inspired artist/musician combinations (the Beck and Jim Guthrie/Superbrothers levels are my personal favorites), or how I adore the fact that the level editor tutorial is part of the actual game. But really, I think Sound Shapes is on our Top 10 list because it is, above all else, a triumph of design. -- Patrick Miller, Editor, Game Developer magazine
Spelunky
Mossmouth, Microsoft Studios

Remember when games were about discovery and serendipity? Spelunky's ingenious design doesn't just make those relevant again; they're its foundation. I've spent even more time watching my boyfriend play this dramatically updated version of Spelunky than I've played it myself, and I've spent a lot of time doing both.
I find myself saying that not just because it's indicative of how engrossing the game is -- when you watch someone else play, it's a tense drama of highs and lows. I'm also saying it because ever since I encountered the game this summer, I've lived in a permanent state of "wanting to play more Spelunky." It's not really possible to have played enough Spelunky, because there's always something to be gained from playing more.
It's always exciting, because it's always active. Moment-to-moment decision-making can have significant consequences. Since you can't memorize the game's layout, the only way to get further in Spelunky is to get better at Spelunky -- and that's what makes it so appealing. Knowing that if you are careful, lucky, and clever you'll not only get further, but maybe find something you've never seen before, means that there's always a reason to go back and try again. -- Christian Nutt, Features Director, Gamasutra
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http://www.youtube.com/watch?v=p6gLmcS3-NI
http://www.youtube.com/watch?v=LpFk5F-S_hI
I'd like to note that i'm not taking a side by posting this.
Her point remains valid, that women are not represented well in games generally. The same is true across all cultures, especially in the US, where she's based. Look at our Congress (a record number of women serving, to be sure, but only have 17% representation there (compared to being 51% of the population).
Her project shouldn't have been controversial in the least, but there's a small, vile minority on the internet that gets so offended that someone question the status quo that it spirals into attacks just by getting said. It's also safe to say that no one who made those attacks even bothered to look at her point. Because for every decent game that portrays a woman (say, like Alex in Half Life 2), there are a dozen Bayonettas fighting nearly naked, Princess Peaches getting trapped in castles, or pretty much anything in the Hitman series.
The fact that it's radical or abrasive to go "wait a second" is just part of the problem, a much bigger problem.
Read carefully what i said.
"(...) criticism being targeted at her."
If you want to argue about sexism in general, then talk to someone else. My point is that while a lot of things that she's saying speak directly to a lot of people, she may not be the right person to be the face of the issue of sexism in video games and the industry, because what she considers sexism tends to be far too overreaching. The reason why a lot of people got so angry at her is because Anita represents a view that all female nudity is bad and that everything that appeals to a heterosexual male is bad. This shows in the videos on her channel, or in the ones she deleted, like the Bayonetta video. The whole issue is being presented in a polarising, black and white fashion, that she stands for equality, while everyone who get angry at her are brainless trolls that treat women like objects.
From a gaming point of view, it's the difference between Bayonetta and, say, Morrigan in Dragon Age. One is most certainly caricature, and while the other has a great deal of sexuality pressed into the character, she has much more than that (opinions, personality, things that have nothing to do with the sexuality of the character).
I'd suggest watching the TEDx talk that Anita gave for a good response from her to the critics, or the interview she gave on Destructoid in response to it (http://www.destructoid.com/interview-anita-sarkeesian-games-and-tropes-v s-women-
230337.phtml).
Disagreeing with her points is perfectly valid. Discarding them because you don't like the speaker only serves to add to the black and white.
Again, read carefully.
"The whole issue is being presented(...)"
I'm talking about how the issue of the internet's response to her is presented, not how she presents her point. The rest is, again, not arguing anything i said.
1. They started out as 4chan browsers intrigued by this single image: http://static4.fjcdn.com/comments/Katawa+Shoujo+is+based+off+this+image+some+dud
e+called+_cbd31990e706045aa241ee08abdd88d9.jpg
2. They developed this game internationally, taking five years of do-overs and developer drama.
3. Regardless of opinion, 4LS' final product defied everyone's expectations, providing a surprisingly tasteful game about love, teen angst, and disabilities. This sort of subject matter still rarely gets addressed in gaming.
4. They made 4chan cry. Enough said. http://knowyourmeme.com/photos/309586-katawa-shoujo
Their efforts had all the signs of treating F2P as a simple cash grab and not a legitimate business model for success (which it most certainly is). They turned the game into a crippleware demo, at best, and at worst, managed to alienate their current and former subscribers. There are plenty of MMOs that have managed the F2P model with great success (Star Trek Online and most of SOEs catalog come to mind), so to see EA bungle it so badly shines a light on how far out of touch they are with their consumers.
The most worrying thing to me is the pain that medium titles are seeing, and how being a "disappointment" is now related more to forecasts and the expectations of a company than the actual success of a title. Darksiders II was a victim of being owned by THQ more than being a poor performing game.
Hopefully the growth of Kickstarter and top-talent developers coming directly to their customer base to build a game (ala Star Citizen or Project Eternity). Unfortunately, like any fledging market, it will only take one or two bad eggs (like, say, Black Isle) to ruin the marketplace going forward.
But it's a promising sign to see developers and gamers alike embrace the model of supporting development. Perhaps the mid-tier can find new life on efforts like this to cover part of the cost, or taking a more graduated development cycle for features and content.