Announcing the 2010 Game of the Year Awards from the First Hour! We published over 60 full reviews this year, tripling our output from last year. Of course, our writing staff has grown quite a bit also. I personally beat 30 games, undoubtedly making 2010 my most productive video gaming year ever. We also played over 55 first hours, keeping up a steady pace of one a week. We have not been lacking for great games or content this year.
This isn't your normal Game of the Year awards, we cover everything from older game of the year to worst first hour, so keep scrolling all the way to the bottom! If anything, our game of the year picks are the least interesting decisions. The writers here also don't vote on the categories, instead, everyone is welcome to submit their picks as their own definitive decision.
On the first of the year, the writers here presented their predictions for 2010 in the video game industry. It was our first attempt at anything like this, and since we're primarily gamers first, writers second, and industry experts in a distant last, this was definitely more of an exercise in fun forecasting than put-your-money-down-now predictions.
Well, we can't let bad predictions go forgotten and made fun of, so here we are again. We'll quickly cover what went randomly right and what went horribly wrong, but then we'll be back again on Friday for our fourth annual Game of the Year Awards.
History lesson #1: the ancient Greeks were crazy. Sure, they essentially laid the foundation for western society, but they also worshipped more gods than anybody could possibly remember, all of whom led lives with more dramatic twists and turns than a daytime soap opera. I doubt Days of Our Lives ever featured a giant man made of rock who married his sister and ate his kids, after all.
History lesson #2: in 2005, God of War tore its way into the still-beating hearts of PS2 owners with its brutal take on Greek mythology. The game introduced us to Kratos, Spartan servant of the gods and the kind of pitiless killer that most actual Spartans probably strived to be. God of War sold bajillions of copies, spawned equally-successful sequels on the PS2, PSP, and PS3, and even had its own terrible SpikeTV special for rabid fans to embarass themselves in front of the world. Not bad for fanfiction, is it?
History lesson #3: the action-packed start to God of War II is actually responsible for the creation of The First Hour. The game certainly started with a bang, thrusting the player into an intense situation right off the bat that dropped jaws to the floor. Does God of War III have the same inspirational power?
Quick Time Events. So many games have used them to some extent in the last five years that just about every gamer has an opinion on them. Mine is that they are the worst gameplay gimmick to take the industry by storm in a long time, and I wouldn't mind seeing them all packed into a burlap sack filled with leeches and thrown into the depths of a volcano. They're tacky, they're unintuitive, and their attempts to engage players in cinematic animations backfire and break the sense of immersion one has with a game. And unfortunately for me, they're just about everywhere these days.
Two behemoths let loose in early 2005 can be thanked -- or blamed -- for the salvo of games that have featured QTEs in the last five years. The first, with a January 11 release date, was Resident Evil 4. The game was extremely well-received: it won many Game of the Year awards, offered a fresh take on the aging Resident Evil formula, and gave Gamecube owners a third-party exclusive worth bragging about. The other member of the gruesome twosome that brought us into the era of QTEs is known as God of War. Released just two months after Resident Evil 4, the game received just as many accolades and turned heads back to the PS2 as quickly as they'd been lost to the Gamecube's horror hit. Is it any wonder that the industry went in the direction it did when two such monumental successes as these both prominently featured a relatively unused gameplay gimmick?
Today we'll take a look at how the smart use of QTEs helped put these two games on the map, and watch a few examples of QTEs gone wrong. And trust me, there was a huge pool of resources for the latter.
Going to try something new this year, we're going to make some completely wild predictions that may have little base in reality. I think they're pretty self-explanatory, and hopefully at the end of the year I'll remember we did this and we can have a good laugh at how wrong we were (or be shocked at how right).
So while these are guaranteed to be wrong, they are my current feelings about the industry from hopefully a non-biased gamer's point of view. Well, non-biased until it comes to BioWare games that is.