10 AA Games That Aren't Like ANY OTHER GAME

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(bright tones) - [Falcon] The Mid-budget game. For a while, it seemed like these things were extinct. Boy, we're starting off like a nature documentary today. The mid-budget game. For a while, it seemed like they were going extinct. No, but for a while, it seemed like they had just the huge budget AAA games or no budget indies and that was it. The AA game was a staple of previous gaming eras, but we're starting to see a lot of change in the industry fast. Hi, folks, it's Falcon, and today on Gameranx, 10 AA games that aren't like any other games. Starting off with number 10, it's "Remnant: From the Ashes" one and two. Speaking of Souls likes, the "Remnant" games can easily be pigeonholed into Souls with guns, but that doesn't quite accurately describe just how unusual these games are. Yes, it's a good way to get people in the door, and the basic combat probably could be described as Souls-like, you got a combat role, rechargeable healing items, but there's a lot more going on in these games, like the environments, they're randomly generated, which is already unusual for a third person shooter, especially 'cause these are not rogue likes. They're not live service games either. They can be played offline, even though there is a major online component. You can team up with multiple people if you want, but the raw meat of them lies in the secrets and the side quests that randomly appear. Entire stories, bosses, and areas might not appear for you the first run through an area. The second game really pushes hard in this direction. One player's experience in an area may be wildly different from others. I'm talking about completely different starting points, different dungeons, objectives, bosses, and then there's secrets, which the game is full of them, and they're usually a lot more elaborate than your standard Souls game, like secret doors. There's hidden puzzles to solve or extremely cryptic clues to follow that'll lead you to something that feels kind of like an ARG at times. They're just really unusual games that really work despite all the experimentation. (gunshots) (characters grunting) At number nine is "Call of Juarez: Gunslinger." Sometimes AA studios try to go big and it fails spectacularly, like when Techland tried to step it up to the big leagues with "Call of Juarez: The cartel." To call that game a bomb would be a huge understatement, but the devs managed to bounce back with this AA game masquerading as an indie. After how dower and dull "The Cartel" was, it would be easy to assume that all the spark was gone from the studio, but "Gunslinger" proves otherwise. It's a first person shooter with a novel twist that it's all presented as a tall tale being told at it's saloon. This allows the game to have some fun with the setting by throwing a bunch of enemies at your character, including some over the top set pieces that the guy goes back on later. Or funny little asides where you start off somewhere, the guy realizes he's getting something wrong and then it transforms in the game, it's really clever, the storytelling device, and the storytelling flourishes as well as the visual flourishes really give the game a bunch of life. And that doesn't mean it's just your standard FPS game. There's still innovations beyond that, like the sense of death mode where if you're about to die and you've got this meter filled up, the game gives you a chance to dodge left or right to avoid getting shot. The duals are a highlight too. These Western standoffs are still my favorite version of this classic Western trope. It's just complex enough to keep things interesting and it's very tense, and unlike "Red Dead Redemption," it happens often enough that I don't forget the controls when it happens. AA games can be a lot of things. Sometimes they're indies trying to go big, sometimes they're big developers slumming it and just having fun, and that's what "Call of Juarez: Gunslinger" is. (gunshots) (gunshots) And number eight is "Chorus," which may be a perfect example of a AA game. It's the kind of game that's only possible in that space. It's so ambitious, too ambitious and visually impressive to be an indie, but it's scope limited enough that it's not on the level of full blown AAA experience. It's one of those games that immediately makes sense, but the genre's pretty hard to nail down. It's an arcade space shooter that's also an open world RPG, and there's just nothing quite like it out there. Instead of zones, you explore different sectors of space, fighting bandits, doing side quests for locals, and upgrading equipment. It's all stuff that'd be perfectly normal in a fantasy RPG, except it's set in space and has a very weird story about some religious cult trying to take over the universe. It's a game that's very self-serious and it can maybe be a turnoff based on that, but the actual gameplay is very fun and surprisingly varied for what it is. You'd think the space battles would get samey after a while, but they do try to mix things up with these varied quest objectives and new enemies, and there's even dungeons in a space game. It's very weird, but it really works. (tense music) (ship firing lasers) And number seven is "Solar Ash," the original hyperlight drifter was one of the bannermen from the Indie renaissance. It's practically the prototypical indie game. It hits all the cliches, the pixel graphics, its very stylized challenging, gameplay, opaque story. It had it all and it delivered on all that stuff. It took five years for them to develop a follow-up, but it's a big step up. It definitely keeps the weird story and stylized visuals stuff, but instead of pixel art, Solar Ash" goes for a fully 3D adventure set in massive open environments. If you take the gameplay of "Jet Set Radio" and "Legend of Zelda" and throw in a little "Shadow of the Colossus" here and there, then you're starting to approach what this game is like. It's sort of an exploration game, sort of a platformer, sort of a roller skating game. It's all over the place, but it really is good. It's very satisfying to control, very intuitive. It's one of those games that takes a ton of familiar ideas, throws 'em into a blender, and they come out the other side as a weirdly coherent thing that you don't recognize as those pieces put together, but rather a whole. (tense music) And number six is "Aliens: Dark Descent." Another staple of the AA is the licensed game. When licensed games started to disappear, so did the AA, and that's not a coincidence, but in the past few years, the movie game has come back in a big way, both for better and for worse. At the worse end, you get "Skull Island: Rise of Kong" or "Lord of the Rings Gollum," but they've been some pretty massive bangers lately, like "Robocop: Rogue City," which is highly derivative, but a ton of fun. Usually these types of games are like that and they stick to what works, but "Aliens: Dark Descent" is a weird one that some people like, others are more cold on, but everyone admits it's unique. Instead of being an FPS or a third person game, it's a tactical squad based strategy game, and the closest analog I can compare it to is "XCOM," but "XCOM" it's not. The basic format is there where you have a central base, you research upgrades, expand facilities, train soldiers who you send out on missions, but the way it plays out is very different. The environments are not randomly generated, they're predefined and massive, so going through each one can take a very long time. While you're completing objectives and looting resources, aliens constantly hunt you and as they become more aware of your presence, they get more and more aggressive. So each mission is a race against time, trying to do what you can before your soldiers get too weak or start having mental breakdowns where you lose control over them. It's hard to describe what makes this one feel so different, but take it for me, I've played a lot of tactical games and this one is very different from most of them. - [Character] They're heading our way. - [Character] Eat that. - [Character] Bring 'em down. (gunshots) It broke. - [Character] Come on, team. - [Falcon] And number five is "Biomutant." Now, unique doesn't always equal incredible or anything, which is unfortunately the case for "Biomutant." This is a game I wanna like, 'cause it's so strange and ambitious, but it's just not that good. It did try, you play as this furry, little critter in a strange post-apocalyptic open world. There's combat, looting, and points of interest finding, but how it all works is very unusual compared to your standard open worlds. Starting from the character creation screen, you know it's gonna be a weird one and it never really stops being odd. I mean, literally to the point of head scratching a lot of the time. The story is basically nonsense in presentation. There's this weird faction system. I still don't really understand. I don't know. Probably the only standard thing about the game is the combat system, and even then, it has this unusual combo system slapped onto it. It's one of those rare games that got a wide release and in theory looks like it could be an accessible open world game, but it's just so relentlessly strange in every way. Most of the games on this list managed to work despite being as weird as they are, but this one unfortunately doesn't really. And number four is a "Jusant," I think. I may be saying it wrong. I actually don't know French at all, so don't think that, you know, I'm the arbiter of how to say that word, but "Life is Strange" developer Dontnod could have easily stuck with the golden goose, but instead they've moved on to create one of the most eclectic game libraries from any developer. Their newest, "Jusant," (Falcon pretending to speak French) is also easily their most unique. Clearly inspired by games like "Aiko," this game has the stark art style and mysterious environments you'd expect from something inspired by that. But the actual gameplay is very different. It's a climbing game, like that's primarily what you're doing. The way it works is fantastic too. Instead of just clinging to a wall, you actually manually control the climb. Each handhold has to be gripped onto individually, so you actually have to think about where you're going and what you're doing, and it's not automated like in most games. There's a stamina meter as well, and to keep from falling, there are pinions you can strike onto the rock and take a rest or create new directions to go. It's an extremely elegant system that's never too punishing. It keeps you on your toes without disrupting the quiet, mysterious vibes. (tense music) And number three is "Sifu," is a unique blend of martial arts combat and this aging mechanic that I've never seen anywhere else. It was developed by a company called Slow Clap, and every single time you die in this game, you're resurrected, but you also age. And it's not just cosmetic, it changes the gameplay. You become stronger, but it becomes easier to kill you. I mean, it's a really unique system, and the combat, it's really fluid and smart. You can master a bunch of moves, combos, counters, et cetera, and it's much more than a typical beat 'em up experience, but it's really that layer of the age mechanic on top of that. I mean, this is a real testament to the potential of AA games, in my opinion. "Sifu" is great. And number two is "Lost in Random." Published under the EA originals program, this bizarre adventure action card hybrid, it's kind of hard to pin down. At first glance, you probably think it's something like "Psychonauts," but you would be way off. The closest I can think of is "Kingdom Hearts: Chain of Memories," or maybe like "Phantom Dust." The meat of the game plays in the combat, where you roll a die, it tells you how many points you can spend, which is used on cards that do things like give you weapons or weaken the enemy. It's a bizarre combat system that takes some time to get used to, let's say. (characters yelling and grunting) And even when you do understand it, it's still a little mind boggling. Like dice rolls play into everything in this game, from buying things in stores to getting through these longer board game style combat segments. It a very odd game that somehow is also longer and more story heavy than you'd assume. (dramatic music) And finally, at number one is "Divinity: Dragon Commander." I've seen some people try to characterize "Baldur's Gate 3" as AA, but I don't see it. Yeah, Larian wasn't the biggest on the block before the game came out to rave reviews, but it was still a game that cost well over a hundred million dollars to make, and it's filled with celebrity voiceovers and the graphics are extremely polished and high quality. To me, the defining feature of a AA game is it having a mid-budget, and a hundred million isn't mid-budget. All of Larian's previous games, however, I'd say fair game. Easily the weirdest of their quasi-indie phase was "Dragon Commander," this mind-boggling hybrid of an RTS and war game and a choose your own adventure. The basic gameplay is you cruised around in this big airship, settle disputes between your various advisors, and make decisions that affect the outcome of the story, get into a romance with, among other things, a literal skeleton, and then fight RTS battles where you can directly intervene in the action as a dragon. It's one of the weirdest games I've ever seen, and that's saying something, but all these random elements do somehow come together and make sense. You may not like the game for other reasons, like the RTS stuff isn't the most balanced, but it's so weird, I can't help but respect this one. (cannons firing) - [Character] Okay, who took an arrow? (cannons firing) - [Falcon] Couple of bonus games for you, first is "Geist," the bonus section great opportunity for some older games. "Geist" came out on GameCube, it was published by Nintendo, but probably isn't as well remembered as other Nintendo-backed AAs for the system, like say "Eternal Darkness." What's weird is it starts off as a pretty standard FPS, but it's a ghost game. To progress through the story, you gotta possess hapless victims and solve little puzzles to progress, and it's a pretty legitimate, unique twist on the "Half-life" FPS formula. Finally is "Stubbs the Zombie in Rebel Without a Pulse," another failed game by former Halo developers on this list, "Stubbs" is a game where you play as a zombie. You're slow, but if you can get at those juicy brains, then you've added another member to the zombie hoard. It's a game more about causing chaos than coming up with a strategy, and that makes the combat feel really unique. Everything else about the game is very weird too. It's set in the '50s sci-fi utopia filled with goofy humor and gags. It's just all around strange and became a cult classic for a good reason. It is kind of janky and awkward to play, but if you can get past that, it's one of the most unusual and interesting action games out there. And that's all for today. Leave us a comment, let us know what you think. If you like this video, click like. If you're not subscribed, now's a great time to do so. We upload brand new videos every day of the week. Best way to see them first is, of course, a subscription, so click subscribe. Don't forget to enable notifications. And as always, we thank you very much for watching this video. I'm Falcon, you can follow me on Twitter @FalconTheHero, and we'll see you next time right here on Gameranx.
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Channel: gameranx
Views: 764,089
Rating: undefined out of 5
Keywords: unique games, unique ps4 games, unique ps5 games, unique pc games, unique nintendo switch games, unique xbox games, different single player games, best single player games, gameranx, falcon, Games That Aren't Like Any Other Games, video games, gaming culture, AA games list, AA games vs AAA games, AA games 2023, AA Games online, Single A games, best aa game, unique AA games
Id: VtBpbU2MwE0
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Length: 15min 16sec (916 seconds)
Published: Tue Dec 19 2023
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