On this channel, we’ve ranked games. We’ve ranked
franchises. We’ve ranked quests. We’ve ranked characters. However, that’s no longer enough
for us. We’ve gone mad with ranking power, to the point that we are now ranking entire
years. If you aren’t careful, we’ll rank you next. Yes, today, we are ranking every single year in
the entire history of video games. We’re starting with 1972 and we just closed out 2022, making for
exactly 50 years, so clearly it’s our destiny to make this list at this very moment. Also, it’s
your destiny to watch it. We’re in this together. We will more fully discuss 1972 when
we get to that entry, but nailing down a definitive starting point for gaming
is almost impossible. There isn’t even agreement on what counts as the first video game.
For instance,the phrase “the first video game” used to be applied toSpacewar!, developed in 1962
by Steve Russell and several others. ThenTennis for Two, designed by William Higinbotham in
1958, started getting the attention.Even earlier, though,OXOwas created by A.S. Douglas in 1952,
andAlan Turing and David Champernownewrote the code for a chess game called Turbochamp in
1948...before any computer could actually run it. We could say that gaming started in any
of those years, but then we’d end up covering a lot of completely empty years, during which
nothing happened in the industry, leaving us with a lot of very boring entries. Starting with
1972, however, ensures that every year on this list contains at least one notable development.
Speaking of years – we’ll be “speaking of years” for the entirety of this list, but you get the
idea – we’ll do our best when it comes to release dates. We’ve done our research and deferred to
whichever source we felt was most likely to be correct, but we still had to make a few judgment
calls. Also, we’ve gone with the earliest release dates, which means that if something came out
in 1996 in Japan but not until 1997 in the West, we’re covering it in our 1996 entry. After all,
we aren’t ranking these years in terms of how good they were for one specific country; we’re
ranking them in terms of what happened overall, and it’d be rather strange to talk
about the history of video games and disregard what was happening in Japan.
How exactly are we ranking these years, you ask?Well, we created a formula to help us
track the high points and low points of the industry from 1972 throughto today. Well,through
to “when we finished writing this script.” On the negative side of the ledger, we
consideredmajorconsole and software flops, scandals, tragedies, and games that had an
average critical reception of 30% or lower. On the positive side of things, we looked at important
hardware, landmark games, non-game developments that changed the industry, and games with an
average critical reception of 90% or higher. We also took into account the total video-game
revenue for each year. We are not financial experts – don’t loan us money, because we
will waste it – so we deferred to Pelham Smithers Associates, who had the most complete and
comprehensive data. That’s about it for the rules, but we do have some notes for you to keep
in mind as you watch. We know you won’t keep them in mind, and you’ll yell at us in
the comments because you skipped this part, but you can’t fault us for trying.
First, as usual, we are focusing on the original release of games, rather than
ports or remasters. There’s really no other option unless you want to hear about Doom,
Resident Evil 4, and Skyrim in every entry. Second, we are going to try to keep things as
light as possible. We are well aware of the mass shootings, murders, and other atrocities that
either get blamed on or are related in some way to video games. We took these – and many other awful
things – into account. In our actual entries, though, we are going to try to keep discussion
of real-world horrors to an absolute minimum. Finally, we simply cannot discuss everything
that happened in any given year. We tried to cover as much as we could, but many things
will end up being left out simply because we have other things to talk about. We took
all major events and releases into account, don’t worry, but if we discussed all of
them, this list would take 50 years to watch. Actually, wait, 50 years? Now that I think about
it, if we’re counting both 1972 and 2022, then that’s not 50 years; that’s 51 years. False alarm,
everyone, sorry; I suppose it’s not destiny that we make this list after all. Still, we’ve done
the intro now, so we might as well keep going. Let’s rank ‘em.
I’m Ben and I’m Peter from TripleJump, and this is Every Year
in Video Gaming Ranked from Worst to Best. #51: 1994
Right, we’re starting with a placement that surprised us as well. And, certainly, when you’re
detaching your personal feelings from things and just seeing where the metrics take you, you can
end up in some very unexpected places. Sometimes a lot of really great games happen to release in
a year that is otherwise not notable. Sometimes a lot of really bad ones release in a year that
you remember fondly. And sometimes, Sega shoots itself in both feet and both hands, and then
blindfolds itself and walks directly into traffic. We’re not sure Sega had a strategy in 1994 beyond
“do whatever Nintendo isn’t doing.” Sadly for Sega, what Nintendo “wasn’t doing” was launching
a bunch of high-profile flops in the same year. The Sega Channel, the 32X, and the Saturn were
all, to be as polite as possible, “ahead of their time.” The more honest explanation is that
they were “ahead of anyone’s interest,” and this marked the start of the company’s decline. They
weren’t out of the hardware conversation just yet, but they were certainly on the way down. At the
time, that was a major blow to gaming in general. This was also the year of a number of
games that are commonly spoken of as being among the absolute worst: Shaq Fu, Hotel
Mario, and Zelda’s Adventure. Admittedly, we found it difficult to find definitive proof
of the release date for Zelda’s Adventure, as though all documentation of its creation
has self-destructed in order to protect us, but it certainly feels like it belongs in the
worst-ranked year, doesn’t it? 1994 alsohas one of our earliest games with an average
review score of 30% or less: DreamWeb. We here at TripleJump Towers have thoroughly failed
to make any sense out of this one, which evidently sought to combine the story of Highlander
with a parable about the seven deadly sins, in the form of a graphical adventure game with
digitized nudity. It’s possible that DreamWeb is a misunderstood masterpiece. It’s also possible
that we live in the dream of a sleeping baby, though, so it’s probably not worth worrying about.
No year is all bad, of course. Humble beginnings were laid for future successes in the form of The
Elder Scrolls: Arena, King’s Field, and X-COM: UFO Defense. Existing genres were brought to
new heights with Tekken, Donkey Kong Country, Super Metroid, and Mother 2, or EarthBound if you
want to get “1995 in the West” about this. Oh, and something called the PlayStation launched at
the very end of the year in Japan. That might be worth keeping an eye on. Fortunately for it
and everyone else, better years are ahead. #50: 1979
Where does an industry go after a worldwide hit like Space Invaders?
In 1979, one year after that game’s release, there was no clear answer to that question. Its
popularity alone seemed to change the landscape, and more companies than ever wanted a chance to
demonstrate their own creativity and innovation to appreciative audiences who...alright,
let’s not put on airs; more companies than ever wanted money and saw video games as a
method for making it, but few of them really knew how to do that. Near the very bottom of
the pile, perhaps surprisingly, was Nintendo, whose Radar Scope flopped hard, shifting only
around one-third of its measly stock. The company had only recently entered the video-game
scene and already it seemed as though they didn’t have a clue what made games popular in the first
place. In fact, Radar Scope is the earliest “Big Flop” we have on our entire list, but don’t
worry; the game will be back, better, and completely unrecognizable in a couple of years.
On the subject of games that would return in better form, Sega gave the world Head On in
1979. Namco realized that that game would have been much better with fruit and gave us Pac-Man
a year later, and we’ll certainly get to that one. Speaking of Namco, we also gotGalaxian, which
was essentially a flashier take on Space Invaders and which would eventually return to arcades in
sort-of-remake sort-of-sequelGalaga. All of which means that a lot of placesetting was happening in
1979, but there was very little forward momentum. The Microvision released, at least. That’s
usually thought of as the first handheld console with interchangeable cartridges, but
the cartridges themselves housed the games; the Microvision itself was basically a
shell that did little on its own. Still, it was the earliest proper attempt at making
“handheld gaming” a thing, so kudos for that. The most important game of the year was
probably Asteroids, which was...sort of alright. Players use a tiny spaceship to blast
away at hulking space rocks. The asteroids each break several times into smaller pieces, making
the screen more crowded and allowing players to manage their own difficulty, to an extent. It
was a success, certainly, and it’s every bit deserving of love, but after Space Invaders, just
about anything would have felt like a step down. #49: 1991
With the impressive debut of new hardware the previous year, 1991 more or
less coasted on the quality of its games. And with the year’s low placement on this list, those games
must represent one big pile of sh...ovelware. And, indeed, just look at all of these stinkers:The
Legend of Zelda: A Link to the Past, Super Castlevania IV, Final Fantasy IV, Road Rash...
...wait, those are all really good. Okay, well, it must have been PC games that were dragging
things down then. Let’s take a look at some of the absolute plops that people were stuck with there.
Hmm...Lemmings, Another World, Neverwinter Nights, Civilization...right...well, I’m sure the arcades
were struggling then. Wait, Street Fighter II?? Why on Earth is this year ranking so low?
Well, 1991 had a lot of truly excellent, revolutionarygames. But it was dragged down by
a number of high-profile misfires. In terms of software, the crowning turd in the waterpipe
was Action 52, a legendarily awful NES game that retailed for $200. That’s around $424.51
today. Think of all the unfortunate children who saved their allowance for literal months just
to buy one of mankind’s greatest atrocities. Then there was a pair of CD-based consoles that
were crapped out to mass derision at the very end of the year: Sega’s Mega-CD and Philips’ CD-i.
Seriously, if you both had waited just a few weeks, 1991 could have soared so high! Granted,
it’s a bit tough to nail down a singular release date for the CD-i; commercial versions existed
prior to this but, as far as we can tell, the first consumer versions were released in
1991. Now imagine the poor kid who got burned by Action 52 and then decided that CD technology
must have been where the real fun was, so he saved up for a CD-i next. Whoever they were, I hope
INTERPOL is keeping a very close watch on them. One of the major positives for the year
was the debut of Sonic the Hedgehog, appearing in a game that was...like...60% good.
For him, that represents a massive success. Sonic promised gamers around the world that Sega was
here to stay! He then very quickly tripped on his shoelaces and knocked all of his own teeth
out, but still...good start. We’re putting the blue blur in this year’s positives column, but
if you’d prefer to think of it as a negative that one of gaming’s most enduring punchlines
made his debut here...well...I can’t blame you. #48: 1973
If you were a video game fan in 1973, you were probably quite bored. Fortunately, you
weren’t a video game fan in 1973 because the industry as we know it had only been around since
the previous year, and also you probably weren’t born yet. In fact, 1973 is the only year on our
entire list for which we couldn’t name a single landmark game. Games came out, yes, but nothing
of any real importance, and certainly nothing that rivaled the significance of the previous
year’s Pong. In fact, Midway released Winner, which was basically Pong. Williams released Paddle
Ball, which was basically Pong. And Atari released Pong Doubles, which was basically Pong with
a little extra Pong in the middle as a treat. If you played an arcade game in 1973, you were
very likely playing some variation of Pong, which is understandable. Nobody can look at two paddles
hitting a ball back and forth and immediately think, “I know; I’ll make Uncharted.” It takes
time for ideas to evolve and, impressively, they’d evolve rather quickly. For now, though? This was
a year during which Pong was no longer a novelty, but nobody had yet decided what would come next.
Atari’s Space Race also released this year. To clear up one misconception, this is often referred
to as the first racing video game, which would indeed be innovative, but we don’t think that’s
an entirely accurate claim. It’s quite clearly not in line with what we’d expect a racing game
to be – meaning that its influence isn’t as large as it might seem at first – and the Magnavox
Odyssey already had Wipeout the year before. Oh, Atari also released Gotcha, in which one
player pursued another through a constantly shifting room. It was, so far as we can tell,
the very first overhead maze game, which would eventually give rise to the immortal Pac-Man.
Being 1973, it wasn’t entirely clear what the game was meant to be about, but the advertising
flyers implied that it was about a man chasing a woman and attempting to corner her. I’m probably
reading too much into that, of course. Then again, players controlled the game by manipulating two
pink rubber breasts on the front of the console so, no, I’m not reading too much into that,
and the game is just disgusting. Well done, Gotcha. You’re the earliest game on our
list to fill us with utter revulsion. #47: 1983
Yes, it’s the year of the video game crash. Like Icarus,
Atari flew too close to the sun. And by that, I mean that Atari manufactured more copies of
their games than there were consoles to play them and then wondered why they had so many left
over. Come to think of it, that’s nothing like Icarus. The kid was stupid, but not that stupid.
The games themselves – namely E.T.: The Extra Terrestrial and the Atari 2600 port of Pac-Man –
were released in 1982, but Atari didn’t truly feel the pinch of the unsold stock until the following
year, and the industry felt it right alongside them. Video games at this point were still viewed
as a passing fad by the public at large. Then Atari – the biggest company in the business –
had two high-profile flops, and everyone took a big step back. Developers became wary of taking
risks. Players bought fewer games. Arcades and other establishments reduced their purchasing.
Growth didn’t just slow down; it tanked. The industry had hit $42 billion in revenue the
previous year, but thanks to the video game crash of 1983, revenue wouldn’t hit the same amount
again until 1993. It wouldn’t exceed that amount until 2000. People today sometimes debate the
severity of the crash, claiming that it wasn’t as significant as others claim, but when you
put it into sheer financial perspective, with things taking anywhere from one to two decades to
recover, that is a serious blow. The crash mainly affected North America, yes, but North America
represented a massive portion of the market. Nintendo debuted its Famicom this year, but
it was reluctant to send the console West for exactly this reason. If you ever wondered why the
NES had such a slow and tentative rollout outside of Japan, that’s why. It wouldn’t hit America
until the end of 1985. It wouldn’t hit Europe until a year after that. It wouldn’t hit Australia
until 1987. And this was because Nintendo – like every other company –worried that the Western
market had already burned itself out. Exporting consoles is expensive. In another timeline,
Nintendo kept the Famicom firmly within Japan, leaving the industry-wide recovery on
hold even longer...if it recovered at all. 1983 is now a distant, cautionary tale. Still,
we can focus on some of the smaller positives that the year brought us. The original
Mario Bros., Manic Miner, Bomberman, Nobunaga’s Ambition, Dragon’s Lair...all of
those games offered exciting glimpses of the future. It just wasn’t all that certain,
at the time, that there would be a future. #46: 1976
1976 represents the very first time that industry revenue peaked, hitting
$25 billion before decreasing again for the next few years. It wouldn’t hit these levels again
until 1980. On the more positive side of things, 1976 is also the earliest year for which we
have identified more than one landmark title, andthey couldn’t be more different. If anything,
that proved that games were starting to chart new territory rather than simply trying to
chase each other’s successes. One of them marked a turning point for arcade games,
and the other marked one for home games. The breakout hit in arcades was...erm...Breakout,
in which players attempted to clear entire screens of bricks with just a ball and a paddle. It
was an addictive high-score game that relied on mechanical mastery. It also inspired one of
the first book-length works of games criticism, Pilgrim in the Microworld. It
wouldn’t come out until 1979, but the fact that Breakout inspired critical
analysis at all speaks volumes. Well, one volume. On the home-gaming side of things, we gotColossal
Cave Adventure, which inspired video games beyond number and set a new standard for depth. Unlike
most games up to this point, which focused on a single screen or a repeating gameplay loop,
Colossal Cave Adventure offered variety at every turn, puzzles to solve, and a text parser which
was marginally more cooperative than an angry cat. Still, it sparked the imaginations of many fans
who would go on to develop titles of their own, and references to it are still working
their way into games released today. Another interesting development was Sega releasing
Road Race, which in turn was rereleased in the same year in motorcycle-themed variants. One
of these was Fonz, a tie-in to American sitcom Happy Days. This was one of the very first
licensed video games, and it offered the firm assurance that they would alwaysbe terrible.
On the subject of driving games, Death Race, a game in which players plowed over little
human characters, sparked what is probably gaming’s first controversy over violence. We also
gotNürburgring 1,which was, so far as we can tell, the earliest driving game played from a
first-person perspective. Atari ripped it off the same year and called it Night Driver,
which is much less obscure.I suppose after four years of Pong being cloned, Atari decided to start
practicing theft as opposed to experiencing it. We understand where you’re coming from,
Atari, but that doesn’t make it right. #45: 1978
When it comes to video games, it can be argued that a number of
notable things happened in 1978. It can just as easily be argued that only one notable
thing happened...but it was one of the most notable things that would ever happen.
On the less-invasive side of things, Video magazine debuted “Arcade Alley,” the
first recurring video-game column in a non-trade publication. This was the start of modern
games journalism, and it’s been all downhill from there.We alsosaw the arcade debut of two
companies that would eventually become titans. Konami released Block Game, about which little
information survives. Depending on the source, it was either a Breakout clone or a dominoes
game. Nintendo released Computer Othello. Little information about that survives as well
but at least we know it was...y’know...Othello. But you don’t care about that. Nobody cared about
that. All anybody cared about was Space Invaders. Taito’s Space Invaders was the most important
thing to happen to video games yet and, at the time, it seemed like the game towards
which the entire industry had been building. Space Invaders was insanely popular, becoming
the highest-grossing game in Japan, the U.S., and the U.K. by the following
year. It marked the very start of what we now call the golden age of arcades.
In one way, it was a simple score attack game, but everything about it gripped players
in ways they’d not previously experienced. The primitive soundtrack increased in tempo as
the game progressed, providing a real sense of rising tension. The game sped up as more aliens
were shot, a limitation of the programming that accidentally created the difficulty curve. And
the spritework on the aliens was immediately iconic in a way that almost no other game had
even attempted to be. These weren’t just things to shoot; these were identifiable and memorable
enemies, and everybody wanted to be the one who managed to blast them all out of the sky.
Space Invaders was a cultural phenomenon, and it pushed the medium forward in a way that
few games have ever managed to do. It wasn’t just “better” than the other games available; it
was evidence that this young artform had so much capacity to surprise and inspire. And that’s
not exaggeration, it’s been cited by Shigeru Miyamoto and Hideo Kojima as being one of their
earliest inspirations. Space Invaders wasn’t just a fun way to spend a few coins; it was the
promise of excellent games for decades to come. #44: 1993
1993 suffers largely from the fallout of a pair of video games released in 1992. How’s that
for unfair? We won’t hear about 1992 for a while, because that was a great year that didn’t have to
face the consequences of its own actions. Sort of like Saturday-night me, with a belly full of
Domino’s. That’s a problem for Sunday-morning me to deal with. Sucks to be that guy!
Thanks to those two games, this year saw the start of the United States Senate hearings on video game
violence. Those would eventually give rise to the ESRB, a ratings board for American releases, and
other regions around the world would establish similar practices of their own. That in itself
is not a bad thing at all. Grandma probably feels a bit better knowing that she won’t buy little
Timmy a game full of exploding heads for his 10th birthday, for instance, and content warnings help
us understand what we’re getting ourselves into when we pick up a new game ourselves. The problem
was that this marked an official start to an era in which video games continue to be blamed for
horrific acts that certainly have different root causes, with those causes remaining completely
unaddressed. From mental health issues to easily procured deadly weapons, focusing society’s ire
on video game violence prevents us from having discussions about actual problems and finding
solutions that might...y’know...work. I myself have played Mortal Kombat, for instance, and I’ve
ripped out no more than three or four spines in my entire life. It’s clearly not the games!
Interestingly, while 1993 will be remembered for vilifying video games and gamers, it was
also full of releases that expanded minds, demonstrated great creativity, and moved
the medium significantly forwards as an art form. Myst, The 7th Guest, and Secret of Mana all
built fascinating universes and explored them in surprising new ways. NBA Jam, Virtua Fighter, and
Star Fox took well-established genres and launched them to new levels of excitement and engagement.
Day of the Tentacle set a new standard for writing and voice acting in graphical adventure games.
Mega Man X took standard platformer conventions and placed them into a larger, more explorable
framework, full of hidden goodies and upgrades. All of these represented huge steps forwards
not just in terms of spectacle, but in terms of intelligence, imagination, and innovation.
...right, also, there was Doom, but I’m trying not to bolster their argument here. Let’s focus
on the brainier stuff and not...the bits of actual brain that Doom Guy was splattering all
over the walls. It was still very good though. #43: 2021
COVID-19 shook the world in 2020, but its effects in gaming were even more fully
felt in 2021. Nobody knew quite how long the pandemic would affect working conditions,
let alone daily life, which left release dates unmet and developers struggling to adjust
to what was becoming a more difficult world. It wasn’t without highlights, but after
several years packed so full of highlights that we couldn’t possibly list them all, there’s
not nearly as much here. Resident Evil Village was probably the closest thing to a universal
favorite, taking the action of the Resident Evil 2 remake, the atmosphere of Resident Evil 4, and
the first-person perspective of Resident Evil 7, and then had a nine-foot-tall woman
step on them until they became one. Pac-Man 99 was a fun diversion. It Takes Two
was a surprisingly good co-op game. Returnal was an addictive roguelike adventure. Kaze and the
Wild Masks was a great Donkey Kong Country game, especially since nobody bothers to make Donkey
Kong Country anymore. Similarly,Record of Lodoss War: Deedlit in Wonder Labyrinth was a great
Castlevania game, especially since nobody bothers to make Castlevania anymore. Also, if you can
explain the title to me, I’ll know you’re lying. And there wasMetroid Dread, which...well, people
werehappy to have a new Metroid game, so they all agreed to pretend that just about every previous
Metroid game wasn’t much, much better than this. It wasn’t the best year for new releases, but
it was a rather good year for ports and remakes. Tony Hawk’s Pro Skater 1+2, Sea of Solitude:
Director’s Cut, Capcom Arcade Stadium,Oddworld: Soulstorm, and many others brought older
games back into our homes, which was welcome, since we weren’t allowed to leave. This
goes double for Super Mario 3D World, with the Bowser’s Fury bonus game that feels
like a glimpse of an open-world Mario game to come. Of course, we aren’t counting ports and
remakes, so these games aren’t doing 2021 any favors overall, but they’re worth noting.
Bringing down the average were two rightful punching bags. eFootball 2022 was Konami’s
latest attempt to see if they could make money from a game that wasn’t worth playing. And
Balan Wonderworld was Yuji Naka’s interactive resignation from the games industry. I’m joking,
of course; Square Enix wrestled creative control away from the man and then refused to take
his name off the game. On the bright side, Yuji, whatever you do next is going to be
seen as one hell of a step up. Oh, oh no. #42: 1972
This is it, the year that started it all. Sort of. If you really squint. But not
really. So, right, we promised you an explanation, and you’re going to get one. 1972 was not the
first year in which video games existed. That’s a fact. It does, however, mark the first year in
which video games as we know them existed. This is when video games went from being impressive
experiments to being...well...an industry. 1972 laid firm groundwork for every year to follow.This
due to two innovations that happened to land in the same year: onein arcades, and one in homes.
The early emissary of the arcade landscape was none other than Pong. This was not the first
arcade game; Nolan Bushnell and Ted Dabney released Computer Space the previous
year. Computer Space, in our opinion, is the better game. It’s a more involved
experience that relies on players mastering tricky movement to either blast enemy spacecraft
or each other, depending upon the version of the game. It was impressive. Maybe not when compared
to Rocket League or something, but when compared to...y’know...nothing, it was quite revolutionary.
Computer Space, however, was nowhere near the hit that 1972’s Pong was. Pong was entirely reaction
based, with controls that were simple to master, which was a better fit for a public that didn’t
have years of video game experience yet. (And which was also probably rather drunk, as the
Pong prototype was originally installed in a tavern.) Computer Space struggled to sell around
1,500 cabinets, but Pong quickly sold 8,000. Home gamers – not that there had been any prior to
1972 – got to experience the very first console: the Magnavox Odyssey. The Odyssey used cartridges
that tweaked the system’s internal programming, and most of what the Odyssey could
do was built right into it. “What the Odyssey could do” amounted to moving
different kinds of digital paddles around, but it was an impressive achievement, and it came
with screen overlays and physical materials to make each game feel different. The Odyssey isn’t
likely to be anybody’s favorite console today, but your favorite console – whatever
it is – owes it a debt of gratitude. Granted, both of these developments happened in
the United States, leaving the rest of the world to play catchup later, but there was no doubt
that revolution was afoot and, five decades down the line, it’s impressive just how much of
an impact these two innovations had. They were the Adam and Eve of video gaming. eFootball
2022 is Cain and Balan Wonderworld is Abel. #41: 1999
Let’s put the good news up front, shall we? Resident Evil 3: Nemesis was the first sign
of the series beginning to flag a bit, but it was still good. Also, it arrived in tandem with Silent
Hill, which followed in Resident Evil’s footsteps with a brainier, more philosophical approach
to the horror. What an exciting new series! I’m sure this one will be around forever and ever.
Tony Hawk’s Skateboarding – or Tony Hawk’s Pro Skater, if you wanna get transcontinental about
this – set a new precedent for sports games. I know you get mad when we call skateboarding a
sport, but other people would get made if we didn’t call it a sport, so go easy on us. Jeez,
let me move on to something easier to describe, like Shenmue, which...right, I’ve played
Shenmue and I still don’t know what it is. Maybe I’ll call it a sport, too, just to annoy you.
We also got great games such asSuper Smash Bros., Crazy Taxi, Ape Escape, System Shock 2, and Mario
Golf. Look, our writer really loves Mario Golf, and he threatened to quit if
I didn’t let him include it, so let’s politely nod and never speak of it again.
Otherwise, though, 1999 was very rough. Strictly speaking, the “biggest” hardware release was
the 64DD, an add on for the Nintendo 64 that Japan never bothered exporting. It was such a
flop that they may have considered deporting it instead. There was a small highlight in the form
of the Wonderswan, which was Nintendo’s first true competitor in the handheld space, as it managed
to grab 8% of the market. That’s...not much, but it’s an impressive amount to steal back
from Nintendo. When the Wonderswan qualifies as a hardware highlight, though,
you’re in rather rocky territory. 1999 was also the year that brought us
Superman: The New Superman Adventures, better known as Superman 64, which was every
terrible tendency of licensed video games rolled into one, and then jammed directly into your eye.
Most heartbreaking for a certain subset of gamers was “Chainsaw Monday,” a massive downsizing of
Sierra Online that resulted in the abrupt halt – in mostcases permanently – of the developer’s many
popular series, including Quest for Glory, King’s Quest, Space Quest, Police Quest, Quest Quest,
Chex Quest, Quest of the Delta Knights...sorry, lost the thread a bit there, but you get the
idea. The heyday of graphical adventure games had come to an end and, a few modern revivals
aside, things have never been quite the same since. When Prince suggested partying like it
was 1999, he must not have worked at Sierra. #40: 1984
The year between the video game crash and the Western debut of Nintendo’s
Famicom was a largely quiet one for gamers outside of Japan. A number of developers, particularly in
the West, closed their doors and left the industry behind entirely. Many others were extremely
reluctant to take risks, seeing for the first time how truly fragile success could be. Atari
even delayed the release of its 7800 console, which it had already announced, on the grounds
that they weren’t sure the industry would survive long enough to warrant mass production.
See, companies have this weird thing in common: They like making money and they dislike
losing it. Super strange! It’s certainly nothing I understand or could explain, but it at
least provides a reason that developers became, almost overnight, far more selective about where
they were willing to invest their resources and release their products. The overriding sentiment
was that the industry was waiting to see what happened before they shoveled more money
into what might turn out to be a furnace, and the result was a rather quiet year overall.
As such, Orwell was right; 1984 isn’t a year most of us would choose to live in. Those whowere
around, however, got at least a few interesting releases to keep them busy. Boulder Dash, Karate
Champ,King’s Quest, and Punch-Out!! are mainly notable in retrospect for the number of much
better games that they inspired, but they each still deserve a bit of credit in their own right.
Ditto 1942. The game, not the year. Frankly, if we were including that “year in gaming” on our list,
we’d put it dead last as nothing came out at all. 1984 also saw the release of one of the most
popular video games in history...though you’d be forgiven if you didn’t notice it. This was
Tetris, designed by Alexey Pajitnov and released solely in the USSR for the Electronika 60, a
Soviet-manufactured computer. Interestingly, the Electronika 60 wasn’t capable of displaying
graphics as we know them, and the blocks were made from text characters. Probably should
have called it Textris, then, Alexey! Of course, Tetris wouldn’t truly make an impact
on the industry until 1989, when Nintendo bundled it with its revolutionary handheld. In 1984, it
was just an oddity, and nobody was even sure that there’d be an industry at all. It was a quiet
year. Fortunately, 1985 would be much noisier. #39: 1975
As with many of the earliest years of the industry, 1975 isn’t
where you’ll find many innovations. Instead, you’ll find just a few that ended up having
a massive impact. Also, as with many of the earliest years of the industry, it was Pong that
led the way. Though the game was several years old at this point, and other arcade games were
unquestionably more impressive, Pong was still a massive success and arcades were flooded with
imitators. What Atari did in 1975 was, finally, release a version of the game for the home
market. Of course, the “home market” barely existed just yet, and Atari struggled to catch the
interest of manufacturers or distributors. Yes, at this early stage, “selling hardware to video
game fans” was a radical concept, and Atari had to rely on Sears to release the first official
home Pong console, under the “Tele-Games” name. Magnavox beat the company into homes with the
Odyssey, but Atari making Pong available may have officially cemented the home market
as a concept, turning those who enjoyed pumping a few coins into arcade cabinets now
and then into lifelong consumers. Elsewhere, other advances were happening around the
periphery, with hobbyists learning to program and developing exciting new games of their own.
pedit5 was what we’d call a dungeon crawler today. It was developed by Rusty Rutherford, making use
of the University of Illinois Urbana-Champaign’s computer system...which was an inappropriate
use of school resources. The game was deleted repeatedly by administrators, leaving Rutherford
to restore it over and over again. dnd– sometimes said to have originated in 1974, but it’s
unclear – was another dungeon crawler, but it is credited with introducing one of gaming’s most
enduring innovations: boss fights. Oh, and ripping off Dungeons and Dragons. So it introduced
two of gaming’s most enduring innovations. Another important game was Taito’s Western Gun
– released as Gun Fight in North America – which featured the first person-to-person combat
between recognizably human characters. It’s fair to say that that idea caught on. Also, in
1975, the industry hit $15 billion in revenue, more than doubling the previous year, which is
a rate of growth that would never happen again. I know that it’s easy to dismiss this
by saying “smaller numbers are easier to double,” and that’s correct, but the rate
of growth was undoubtedly impressive. Also, I dunno, I’d be pretty happy with $15 billion,
personally. Maybe I’m too easy to please. #38: 1985
To put the video game crash into sharp perspective, in 1985, industry
revenue was the lowest it had been since 1974. You know...when there was almostno industry at all.
Things would, however, start to turn around now, and it’s all thanks to a little grey box
called the Nintendo Entertainment System. Nintendo did not export its Famicom, as the
company was no longer comfortable pitching whatever it had into the global market and
hoping for the best. Instead, they spent two years refining and reworking the technology into
something that they felt would be more actively palatable to Western audiences, and they ensured
that the refined system, the NES, would launch with a strong lineup of games, leaving most of
the less impressive ones right where they were in Japan. Nintendo essentially pioneered the act
of game localization as we know it. Things weren’t simply translated; they were tweaked, altered, and
sometimes removed entirely. The company understood that it couldn’t leave luck to heaven; it had to
make an active effort to ensure that its products were in line with what Western gamers would want.
The result? Super Mario Bros., basically. That game had a then-unprecedented three-year
development cycle, with Shigeru Miyamoto and Takashi Tezuka leading production on what would
not only be Nintendo’s killer app, but would be the industry’s killer app. The game was designed
to be more fun, more impressive, longer, deeper – quiet back there – and more memorable than
anything that had come before. That was incredibly cocksure – I said quiet – but, miraculously, they
succeeded. Super Mario Bros. was exactly the shot in the arm that gaming needed, and it immediately
sparked a level of competition from other developers and console manufacturers that simply
hadn’t existed before. Also, Nintendo made literal tons of cash, which they probably liked, too.
The year – and every childhood, and most of the money – belonged to Nintendo, without question,
but there were still worthwhile games coming out of other companies. Konami gave us Gradius, Sega
gave us Space Harrier, Atari gave us Paperboy, Capcom gave us Ghosts ‘n Goblins, and all
of those are great...but they also seemed pedestrian compared to Super Mario Bros., which
felt like exactly what it was: a bridge to a much brighter future for gaming as a whole.
Oh, also the Master System came out. Somebody might have bought one, but I
haven’t been able to verify that fact. #37: 1986
1986 was a fairly quiet year as far as innovations went, but it wouldn’t have felt that way. The
NES was still fresh and was singlehandedly – and rapidly – revitalizing the Western market. Looking
back, it’s easy to just glance over the new games and say, “Yes, they were good.” But for gamers at
the time, especially young ones, they weren’t just good. They were thrilling, they were more varied
and exciting than ever before, and everyone of them was a little magical portal into entirely
new worlds...where everything was made of little squares, yes, but still! 1986 basically coasted
on its software, but that software went a long way towards cementing video game systems as
household staples. If you didn’t own an NES by the end of 1986, it didn’t just mean that you had
different hobbies; it meant that you were missing out on an entire wave of popular culture.
What’s more, for the first time since 1982, the year saw an increase in industry revenue
rather than a decrease. The industry had not yetrecovered,but it was, at least, recovering. As
this was due in large part to the NES – seriously, most of the “industry revenue” at this point
was “company revenue” for Nintendo– it’s no surprise that most of the important
games were released for thatconsole. Castlevania, Dragon Quest, Adventure Island,
Metroid, and Kid Icarus offered enough on their own to keep gamers busy, but Nintendo had to go
and release The Legend of Zelda as well. Boy, that company really doesn’t get enough credit
for inventing the backlog. Cruel, cruel people. Arcade fans got some nice new toys, too, such as
Bubble Bobble and Out Run, and PC owners got an early attempt at a comedy-heavy video game thanks
to Space Quest. It was far from the best adventure game anybody had played, but it was genuinely
funny, which was impressive in itself. Also, the sequels were much better, thank goodness.
Elsewhere, though, fans of Sega’s Master System – okay, sorry, I tried to say that with a straight
face, I really did. [Ahem.]Victims of Sega’s Master System were introduced to a character
designed to go toe-to-toe with Mario and break Nintendo’s newfound stranglehold on the industry.
I’ll give you a hint: He’s blue, he has spines, he’s a hedgehog, his name is Sonic, and I’m lying
because it was actually just Alex Kidd and nobody cared. We already covered Sonic’s debut in entry
#49, anyway. You’re so easy to fool, I swear! #36: 1974
Everyone knows rock attained perfection in 1974. It’s a
scientific fact. But what of video games? Well, the industry crossed $5 billion in revenue
for the first time, which is significant, but developers were nowhere near perfecting
video games. Still, the quality was increasing. For instance, Pong might have been a fair enough
approximation of tennis, but Taito’s Basketball had actual human players in it. Whether or
not these are the first humans in video games is debatable; without question, humans had at
least been represented in games by this point, so Taito’s real achievement was making them
recognizably human. Even then, their arms are three times the length of their legs and they
have heads like toasters, but, still. Elsewhere, Speed Race(released under two different names,
Racer and Wheels, the following year in North America) looks and plays much like what top-down
racing games would become for years to follow. Then there was Spasim, one of the very first 3D
games ever created. Its programmer, Jim Bowery, is well aware of how many other games followed
in its footsteps, and in 2001 he even offered a bounty to anyone who could prove the existence
of “a multi-player 3D virtual reality game prior to Spasim.” I’d love to collect that bounty
by pointing out the existence of 1973’s Maze, and it’s almost certainly true that Maze preceded
Spasim, but the development timeline of that game is far hazier. Some sources claim that
Maze wasn’t a “proper game” until 1974, when it was renamed Maze War, so I’ll follow
the historians’ lead on this and credit both Spasim and Maze as the parents of modern-day
first-person shooters. Congratulations; your children will grow up to be awful.
Both of those games were passion projects, however, and not commercial products, meaning
that the one true landmark title of 1974 was Atari’s Tank, best known today for opening each
episode of Cowboy Bebop. It’s a very simple game that sees two players engaging in head-to-head
vehicular combat and it’sstill quite fun, which explains why we keep seeing variations on the same
idea today. It was a hit for Atari and it would later inspire some of their most successful home
releases as well. In fact, we owe the game our gratitude for firming up Atari’s standing in the
burgeoning industry ahead of its first console, and helping the company to establish what home
gaming would look like moving forwards. In other words: Tanks...for everything.
#35: 2022 As years go, 2022 has been somewhat
bland. Usually, this would be a bad thing, but considering the couple of years
that came before, I think we’re all just relieved to have had a bit of stability.
The game on everyone’s lips was, of course, Elden Ring, the gorgeous open-world RPG by
FromSoftware that had everyone and their dog vying to become the Elden Lord. If you were one
of the five people who weren’t playing Elden Ring, it’s likely you’ll have been diving head-first
into one of several hotly anticipated sequels, such as Horizon Forbidden Westor God of War:
Ragnarök, or one of the many, many remasters, ports, or remakes that 2022 sent our way.
Not everyone was pleased about all of these rehashings though, and developer, Naughty
Dog, caught a huge amount of flack from the public for remaking The Last of Us, a game
which, at the time, was only nine years old. Opinions remain divided on whether the improved
visuals were worth the $70 price tag. In our writer’s opinion, absolutely bloody not.
The number of good games released in 2022 were far outweighed by the disappointing
ones, and despite being hyped into oblivion, players came away feeling short changed by
everything from the Saints Row reboot to Gotham Knights, and Pokemon Scarlet and Violet.
As the world began to go somewhat back to normal, gamers found it much easier to come by hardware
that had previously alluded them. The Xbox Series X and PlayStation 5 were still selling out
almost as quickly as they were being stocked, but certainly towards the end of the year, it became
less of an ordeal to get hold of the consoles. There was also good news for PC gamers, who saw
the prices of major components like GPUs falling due to the resolution of supply chain issues
and declines in the stock and crypto markets. If 2022 was the year of anything though,
it was the year of the acquisition. Zynga, the American studio behind Farmville, was bought
by Take-Two Interactive for $12.7 billion, and Sony acquired Halo and Destiny developer,
Bungie, for $3.6 billion, but perhaps the biggest upset was Microsoft’s announcement that
they intend to buy recently-disgraced company, Activision Blizzard. Should the acquisition
be approved by international regulators, it will be the largest in video game
history, and will grant Microsoft the rights to a plethora of franchises.
By this point, we should probably just accept Microsoft as our new
overlords and be done with it. #34: 1989
You know, if 1989 gave rise to nothing other than the Game Boy, it would have been a very
important year. It was the first handheld to truly become a worldwide sensation, owing in huge part
to all of the lessons Nintendo had learned from localizing its Famicom for the Western market. The
company understood that high-quality software was crucial to long-term sales as opposed to a quick
financial rush. Nintendo wanted the Game Boy to actually stick around and to become a staple
of pockets, just as the NES was now a staple of living rooms. Of course, nobody actually
had pockets large enough to hold a Game Boy, but theintention was good. So were the games, with
Tetris singlehandedly justifying the purchase. Additionally, Capcom was hitting its stride
as well, with the release of...well...Strider, as well as Final Fight, both of which helped
cement the developer as a rising star and which are among the best games of the era. Capcom
also released DuckTales for the NES, perhaps the first truly great licensed game. As far as I’m
concerned, it was also the last! Oh, I’m on fire today. This was the same year that Konami released
Teenage Mutant Ninja Turtles, or Teenage Mutant Hero Turtles if you want to get“unreasonably
threatened by the word ‘ninja’” about this. Sega was experimenting with games that
might not have paid immediate dividends, but which did prove that the company was more
confident in experimenting as time went on. There was Wonder Boy III: The Dragon’s Trap, which was
a non-linear side-scrolling adventure featuring transformations, RPG elements, and collectibles.
There was Herzog Zwei, a real-time strategy game during a time when those were not commonplace,
especially on consoles. And there was Phantasy Star II, which is now considered to be one of
the best RPGs of its day. Considering the RPG landscape in 1989, that only says so much,
but it’s an impressive accolade nonetheless. Computer gamers experienced some seminal titles
of their own, including SimCity,Prince of Persia, and Pipe Mania. Yes, you once had to pay to own a
copy of the hacking minigame that you hate. These were lawless times. The PC Engine took a stab at
a mascot of its own with Bonk’s Adventure – known as PC Kid in Europe, where we insisted on
having the worst name for everything all of the time – though Bonk obviously didn’t do
for that console what Mario did for the NES, and the age of malformed caveman heroes was
short-lived. Maybe that’s a good thing, actually. #33: 1995
The PlayStation made its Japanese debut at the end of the previous year,
but 1995 was the year in which Sony made it very, very clear that they weren’t just entering
the console market out of curiosity; they were coming out swinging. Sadly for Sega,
this coincided with the very first E3, during which attendees witnessed a public execution. Sony
deliberately and expertly cut the legs out from under the Saturn’s Western debut, and the company
set its sights on Nintendo next. Of course, theatrics and pricing wars only mean so much;
good hardware needs good software, and though 1995 was far from the PlayStation’s best year in that
regard, it was still a pretty good one. Suikoden, Wipeout, Rayman, and Twisted Metalwere among
some of the console’s early highlights. The quick success of the PlayStation can’t
be overstated, as this got the understandable attention of longtime Nintendo developers, who
would quickly begin making moves to put their long-running series on Sony hardware instead.
In the years to come, Square would move Final Fantasy and Dragon Quest there, Capcom would
move Mega Man X, Konami would move Castlevania, and the fewer games that Nintendo fans could
count on getting, the more curious eyes would turn Sony’s way. Those, of course, were still
developments yet to come, so we aren’t counting them here, but the point is that Sony gained a
lot of ground with the PlayStation’s debut, and the momentum would not slow for a very long time.
None of which is to say that Nintendo was showing signs of slowing down just yet. Some of the
best games of the year were found on their juggernaut SNES, including Yoshi’s Island,
Panel de Pon, Terranigma, Tales of Phantasia, and Chrono Trigger. Additionally, they launched
the Satellaview in Japan, which introduced online gaming and downloadable titles into millions
of homes. They also launched the Virtual Boy, however, which introduced glass and red plastic
into millions of landfills. Speaking of which, Tiger’s R-Zone debuted that year as well.
Boy, people really thought that the future would be bright crimson and black, didn’t they?
So, yeah, there was great hardware making waves and some pretty lousy hardware pulling down the
overall average, including Atari’s Jaguar CD, which was essentially the last gasp of what
had once been a classic company. Atari didn’t die with the Jaguar, though its quality of
life was certainly never very high after this point. That’s a little sad. Let’s dip back
into Atari’s glory days for a bit then, shall we? #32: 1977
1977 was a year with a lot of small successes and two major ones. In terms of hardware, this was the
year of the Atari 2600. The system allowed games to be fully loaded onto cartridges, as opposed to
using cartridges to simply manipulate the software of the console itself, as the Odyssey did. This
freed up developers to do...well...anything at all, as long as the 2600 could actually run it.
The sky was the limit, and the console gave rise to waves of third-party developers who could now
make games for the growing industry without having to also create hardware. Not all 2600 games
were great, of course, but the system ushered in a new and significant era of creativity. The
games also looked far better than anything the Odyssey could have produced, showing how far
the technology had advanced in just five years. The other big success was Zork. Zork was
heavily inspired by Colossal Cave Adventure, and it similarly inspired hobbyists and massive
nerds to dabble in programming for themselves, but it also went on to become one of home
gaming’s earliest smash success stories. It was an “indie darling” before there was even
an indie scene. It wouldn’t see a commercial release until a later version, called
Zork I, was released by Infocom in 1980, but the game was already making waves through
informal distribution networks before then. It even became a series of its own. We certainly
got sequels to games released before 1977, but very few of them could have been
said to have launched entire franchises. Still notable but less immediately influential
were the Color TV-Game 6 – marking Nintendo’s earliest dalliance with consoles, though still
a tentative one – and the Apple II, which was not designed for games but which would eventually
give rise to some truly enduring ones, and which provided budding young developers with their
first taste of home computing and programming. This is also the year that Atari cofounder Nolan
Bushnell opened the first Chuck E. Cheese’s Pizza Time Theatre in San Jose, California. It
was a notable event in arcade history, as it provided dedicated space for fans to
visit and experience a vast array of cabinets, as opposed to just finding one or two at various
pubs or restaurants. Video games, in other words, were finally becoming enough of a draw
themselves; they no longer had to rely on other things being the main attraction. Of course,
“pizza” and “singing mice” probably helped. #31: 1997
It was the best of times, it was the worst of times. Actually; this is
neither the first nor last entry on this list, so that’s not true. Sorry, Dickens. Sorry!
Shouldn’t have brought you into this at all, really. Point is, this was a year in which
some good stuff happened, but some really crap stuff also happened, and overall it’s
kind of a wash. (There you go, Charles; that should have been your opening sentence!)
The odds are good that if you’re into classic video games at all, at least one of your
favorites either released in 1997 or was a sequel to something released
in 1997.GoldenEye 007, Oddworld: Abe’s Oddysee, Diablo, Gran Turismo, Klonoa: Door
to Phantomile, Castlevania: Symphony of the Night, and Dungeon Keeper were all instant classics,
and their reputations have only grown since. Final Fantasy had an especially strong
showing, with Final Fantasy VII and Final Fantasy Tacticsboth hitting shelves. Also,
two legendary franchises got their start here: Grand Theft Auto and Fallout. They’d both
get much bigger,and they’d also get better, but each of those games made a huge impact, and it
was clear that they would lead to great things. In both cases, that was correct...for the most part.
And yet it was also a year of misfortune. Let’s point and laugh at the game com, Tiger’s
attempt at a handheld to rival the Game Boy, which ended up instead rivaling flesh-eating
bacteria for how much anyone wanted it. The reason we’re going to point and laugh and get
it out of our systems now is that1997’s other tragedies are not deserving of mockery.
The first is that Gunpei Yokoi was struck and killed by a motorist, resulting in an
untimely death for one of gaming’s earliest visionaries. Yokoi was instrumental to the
development of the Game & Watch and Game Boy, and was still actively developing new
hardware when he died. (The Wonderswan, his final project, would be released posthumously.)
The second is that an episode of the Pokémon anime contained flickering visuals that resulted in the
hospitalization of almost 700 children in Japan, with some remaining hospitalized for weeks.
Nintendowas not responsible for this – they didn’t make the anime – but the companywas
tied closely enough to the property that their shares dipped significantly and Nintendo
president Hiroshi Yamauchi had to issue a statement that the games did not use the same
flashing effects seen in the television show. There was a lot of unfortunate darkness in
this year that was otherwise pretty great. #30: 1981
Prior to 1981, major advances in gaming had some breathing room.
The Odyssey had a five-year head start before the Atari 2600 started kicking it out of homes. Pong
had four years of intermittent dominance before Breakout further evolved the arcade experience,
and Breakout itself had two years before Space Invaders blew it away. Next, Space Invaders had
two years before Pac-Man gobbled it up. But in 1981, the very next year, Donkey Kong barreled its
way onto the scene. Gone were the days of slow, small innovations; things were changing every year
from this point forwards, and they were changing in great number. All because, in 1981,everyone
fell in love with a gorilla. Not...in that way. Come on, you know what I meant.
Pac-Man stayed on top financially, but attention was turning to Donkey Kong, which
introduced...well, Donkey Kong, and also Mario, who would go on to essentially define video
games well into the 1990s. The fascinating thing is that the entire game was born from
misfortune...and therefore both the Donkey Kong and Mario franchises were as well. After
Nintendo failed to shift nearly as many Radar Scope units as it had manufactured – remember
that one? – the company tasked Shigeru Miyamoto and Gunpei Yokoi with creating a better game that
could run on the same hardware. The idea was that unsold Radar Scope units would be reconfigured
to run whatever the two young men created, and maybe the company could make its money
back. Had they failed, Nintendo might have pulled out of video games altogether. They
did not fail, of course, and both men became industry superstars in their own right in the
years to come. All anybody knew at the time, however, was that Donkey Kong was the new
king, and he was more than happy to collect the world’s tribute in form of pocket change.
This was not the only important debut, though it was certainly the most momentous
one. Other important new series includedUltima, Wizardry, and Castle Wolfenstein. And
there were more high-profile hits as well, including Frogger, Galaga, Tempest, and
Defender...which was so popular that it got a sequel, Stargate, in the very same year.
Things were picking up speed in 1981, and notably so. The technology was still primitive, but with
the introduction of so many enduring classics and new series, things were finally starting to
look a lot more like what we’d recognize today. #29: 1988
Because the PC gaming market is more dispersed, it’s sometimes tough to look
at one year and see innovation after innovation landing in quick succession, the way we’d often
see in arcades or on consoles. But 1988 saw a pair of major titles from Interplay that are worth
taking note of. There was Battle Chess, which was an early word-of-mouth hit that introduced
a new generation of fans to chess in general, removing the abstraction from the game and
replacing it with well-animated cartoon violence, just as God intended. Then there was Wasteland,
a post-apocalyptic RPG with pitch-black humor, punishing difficulty, and a harrowing look at
familiar locations razed by nuclear war. We’d end up revisiting similar ideas to even better
effect in the company’s later Fallout series. And, of course, Nintendo was riding high.
To give you some idea of just how high, the company debuted Nintendo Power, a long-running
magazine that contained hints, tips, previews, cheat codes, and reviews...which wouldn’t be
notable aside from the fact that subscribers were basically paying to receive video game
advertisements. That was one hell of a trick on Nintendo’s part, and it’s not one that any
other company really managed to pull off again. Really, it was Nintendo’s fans who were best
served in 1988. Ninja Gaiden made its debut in arcades and on the NES in the same year, showing
that developers realized the importance – and profitability – of covering both bases. Mega
Man 2 set a new standard for action games, and it did so by basically being Mega Man 1
again, only good. Also,we got a great sequel to Super Mario Bros., but it wouldn’t have been
the same sequel for everybody. In the West, it was the reworked version of Super Mario
Bros. 2, and in Japan it was the smash hit Super Mario Bros. 3. By this point, the
portly plumber was officially gaming’s brightest star...but was that about to change?
Maybe, because with the release of the Mega Drive, Sega was finally ready to bring its real mascot
into homes. Yes, you waited patiently for him, and now he’s arrived at last, the one
true rival that would shake Nintendo: Altered Beast, the beast which is altered.
Yeah, Sega’s strategy of “calling everything a mascot and hoping for the best” wasn’t really
working. The Mega Drive was here, and it was impressive, but it wasn’t a smash hit out of the
gates and, as we’ve seen, Sonic certainlytook his sweet time showing up. I thought he was
supposed to be quick, that guy. What a fraud. #28: 1982
1982 was a year of major debuts and a pair of high-profile sequels,
continuing the industry’s upward trajectory, though the seeds of the following year’s
video game crash were sowed here. Obviously, we’ve already discussed that in the entry for
1983 – a year which itself probably deserves to be buried in the desert – but it’s worth noting
that the cracks were starting to show here, however strong 1982 might have been otherwise.
And it was indeed strong otherwise. Atari launched the 5200, which fell massively short of the
2600’s sales, but which brought newer technology to consoles and cemented the company, for the
time being, as the standard for home gaming. The ColecoVisionmade its debut, and though it
didn’t loosen Atari’s grasp, it did become a classic console in its own right. It even
launched with a pack-in version of Donkey Kong, which looked great for the time
and was a major selling point. Arcades saw the debut of huge games such as
Jungle King, though it was quickly renamed Jungle Hunt to avoid legal entanglements with
Tarzan. For a man raised by apes, he certainly is litigious. There was alsoDig Dug, Burger Time,
Pole Position, and Q*Bert, which is one hell of a strong lineup of unique ideas. Gamers had more
variety than ever, and, as we now know, things were really just getting started. We got sequels
to popular games as well, such as Donkey Kong Jr., Ms. Pac-Man, and probably some other games that
didn’t rely on exploring the family trees of established characters. Seriously, we were this
close to getting a game about Frogger’s Auntie. Home gamers were blessed with Pitfall! It
wasn’t David Crane’s first game, but it was definitely the one that positioned him as one
of the industry’s earliest superstars. Pitfall! was easily the most impressive platformer yet
released, and it provided a sense of exploration that was unrivaled on consoles up to that point.
It looks a bit primitive today, yes, but its influence was massive. Speaking of massive, Koei
released what might be the first eroge game, Night Life, inventing an exciting new genre!
The game featured explicit images of...right, I’ve just read the rest of this sentence and I’m
not comfortable saying any of it out loud, so let’s wrap this up. Point is, things were riding
high in 1982! Shame that it was followed by 1983. #27: 1987
It will come as no surprise to hear that Nintendo was still dominating the home market in 1987, but
we should at least spend some time acknowledging just how great a year it was for arcade games.
That, after all, was an area in which Nintendo had far less of a presence, and other companies
could develop their own identities with interesting and influential releases that didn’t
have to fit onto a dinky little NES cartridge. Sega, for instance, was still unsuccessful at
getting anyone on Earth to buy a Master System, but the company continued to crank out arcade
hits, such as Shinobi and After Burner. Konami set the bar for co-op games with Contra and
Double Dragon. And Capcom released Street Fighter...but it was the crap Street Fighter,
so let’s check back in later for the sequel. PC games as well were striking out in impressive
new directions, particularly in the field of graphical adventure games. Maniac Mansion was a
brilliant horror-comedy that literally no human being ever finished without a hint book.
Police Questoffered a striking innovation of its own by not being any fun. And Leisure
Suit Larry in the Land of the Lounge Lizards innovated in ways that we can’t discuss
if we’d like to keep this video monetized. 1987 also saw the debut of the PC Engine – or
TurboGrafx-16, if you want to get “Simon Miller photoshopped into a 1980s wardrobe” about this –
though it wouldn’t hit the West until 1989. And, when it did, it wasn’t all that much of a hit.
Still, it was very impressive hardware for the time and it had a pretty decent library
of games as well, earning it a dedicated following that exists to this day. It couldn’t
hold a candle to the NES in terms of sales but, at this point in time, literally nothing could.
Because, yes, the NES continued to offer the best games of the era. Mike Tyson’s Punch-Out!! was
perhaps the first celebrity-licensed game worth playing, andFinal Fantasy was...I mean, it was
Final Fantasy. Anyone who hears those two words will know immediately how important they are. Add
to those a litany of strong sequels – Zelda II, Castlevania II, Dragon Quest II, too – and that
was still just the tip of the iceberg. It was Nintendo’s last truly unchallenged year at the
top, but they absolutely made the most of it.
#26: 2013
God, 2013 had some great stuff. Can’t we just focus
on that? There were so many excellentreleases in 2013 that I feel my icy heart melting. Is
this what the scientists call...happiness? 2013 gave us great games all around. Shin Megami
Tensei IV is the best game in that renowned series. The Wonderful 101 briefly discovered
a reason for the Wii U to have a touch screen. Assassin’s Creed IV: Black Flag remembered that
the series was supposed to be vaguely historical, yes, but it was also meant to be fun.Additionally,
we had a slew of games that explored some of the industry’s most important questions. BioShock
Infinite asked, “What if the main character could breathe outside?” The Tomb Raider reboot asked,
“What if this series were good again?” Papers, Please asked, “What if great games could
make us miserable?” Flappy Bird asked the same question that everyone asked about Flappy
Bird, and our answer was 17. This was also the year of Guacamelee!, The Stanley Parable,
Lego City Undercover, and The Last of Us. However, 2013 was the year that had the largest
number of contenders for worst game ever made, with a whopping – and reeking – five games:
Aliens: Colonial Marines, Ride to Hell: Retribution, Double Dragon II: Wander of
the Dragons, and two games that don’t have colons in their titles but definitely came
out of one: the Kinect kerfuffle Fighter Within and the always-online disasterpieceSimCity.
Then there was the massive disappointment of the Ouya, a crowd-funding success that, in all
honesty, seemed poised to do well. The rise of small developers and the rapid embrace of indie
games suggested that a console built aroundthose thingsshould have been a hit. And yet, it was
the precise opposite of a hit: It was the Ouya. The problem was twofold. First, the fact that
indie games were on the rise proved that they already haddistribution on Nintendo, Sony,
and Microsoft hardware, to say nothing of PCs, and a dedicated console wasn’t necessary.
Second, the Ouya wasn’t all that great in itself, suffering from poor UI, poor performance, and
a poor controller. On the bright side, though, it doubled as an incredibly handy doorstop.
Right, okay, I feel better now. My heart has frozen over again, just the
way I like it. Thanks, Ouya. #25: 2020
Ah, 2020, a year that basically just happened but still
feels like a lifetime ago. Here’s hoping this entry moves a little more quickly than the year
actually did. The odds are good that 2020 sticks in your mind as a difficult year for at least one
very good reason, and you may actually have dozens of very good reasons. In some ways, however, it
was a great year for video games. (I suppose it had to be a great year for something...)
The big news was, of course, the COVID-19 pandemic, which ruined...well, everything, really.
More than six million people have lost their lives to it and, as of this writing, that number is
still climbing, which is absolutely horrifying. We’re only looking at video games for this
list, however, and it is a fact that lockdowns, quarantines, and isolations led to an uptick
in industry revenue. One of the world’s biggest accounting firms, PricewaterhouseCoopers,
estimated industry growth for 2020 at 10%. That’s bigger than it sounds, as other industries
saw sharp decreases in revenues, such as movie theaters, which plummeted 71%. Simply put, people
were buying and playing more games. And those people were, basically, buying and playing Animal
Crossing: New Horizons, which sold more than 31 million units by February 2021. The safe island
paradise of that game arrived at exactly the time that fans needed it most. Also, you haven’t
been back to check on your villagers since, so I’m sorry to report that they now hate you.
It was also a year of great games such as Half-Life: Alyx, The Last of Us Part II, the first
0.0004% of Final Fantasy VII’s remake, and...well, I’ve also got Cyberpunk 2077 written here, but
that obviously belongs in the “negatives” column; it and Warcraft III: Reforged duked it out to see
who could disappoint the largest number of fans. COVID-19 also made it difficult for gamers to
enjoy the newest releases, as severe console shortages affected the PlayStation 5 and Xbox
Series X Slash Series S, a problem that is still not fully resolved. Once again, Nintendo’s timing
couldn’t have been better; having the Switch already on shelves made it a much easier purchase.
This year, multiple stories of sexual misconduct and harassment were also brought to light at
major companies and events, including Ubisoft, Evo, and Insomniac. Let me be very clear
that “things being brought to light” is an inherently good thing. It does make us feel
quite terrible, however, to know how much of our money was given to companies that were
treating entire classes of people appallingly. #24: 1992
Nine years after the video game crash, 1992 represents a year in which gaming had finally
found its footing a second time. Industry revenue wouldn’t match its pre-crash peak until the
following year, but things were feeling more like...well...an industry again. Games were
also being taken more seriously than they ever had before, for better and for worse. Nintendo had
ushered the medium into a new era of credibility, Sega was nipping at its heels (which continued
driving innovation on the part of both companies), and the entire year was full of true
classics from just about every corner. With attention comes controversy, however, and
controversy indeed sprung from a pair of games released late in 1992. Mortal Kombat took the
sturdy template established by Street Fighter II and added the ability to rip your opponent
apart with lovingly rendered gore. Night Trap intended to put the “killer” in “killer app” for
the Mega CD, inviting both vampires and murderers into your home in glorious full-motion video.
Both games horrified parents and politicians, who were worried that they would expose
children to...all of the same things children already been seeing in films for decades.
It wasn’t all scantily clad slaughterhouse fun, of course. Virtua Racing was only horrific if
you were afraid of oversized polygons. Kirby’s Dream Land was only horrific if you thought
about it for a while. Sonic the Hedgehog 2 was only horrific if you knew that the tendency
to introduce new friends for Sonic with each game would eventually give rise to Charmy Bee.
We also saw the release of games that may not have been the first in their genres, but which
directly inspired legions of imitators and gave rise to far greater things. Wolfenstein 3D did
it for first-person shooters, Dune IIdid it for real-time strategy games, Alone in the Dark did
it for survival horror, and Super Mario Kart did it for the end of lifelong friendships. It
was a good year, and the controversy that sprung from Mortal Kombat and Night Trap
wouldn’t quite rear its head until 1993, leaving this year to place impressively well.
Ultimately, 1992 was when a lot of people took notice of video games, whether
that was out of intrigue or fear. The industry earned a lot of new fans, but
it would soon also make a lot of enemies. #23: 2014
2014 was a year of significant ups and downs. Whether or not the good
outweighs the bad may come down to whether or not you belong to a marginalized group in gaming. As
we’re trying to keep things positive, just know that we’ve indeed taken the horrendous toxicity
that reared its head in 2014 into account, and if you’d rank this year lower than we did as a
result, we wouldn’t blame you at all. Even outside of that, there was plenty to get angry about.
Sonic Boom: Rise of Lyric in any given year would probably deserve the most venom. Sega
entrusted its most valuable IP to a new company, forced that company late in development to aim for
a Wii U release, and then rushed that company to finish making it as quickly as possible. The
only wise thing Sega did with Sonic Boom was release it in the same year as Dungeon Keeper,
which EA released as an exciting new way to get hold of people’s credit card numbers. Sonic
Boom certainly hasn’t been forgotten as the misguided mess that it was, but Dungeon Keeper
ensured that Sega wasn’t the only company in the crosshairs that year. Which was worse? Well, do
you prefer your game to be crawling with bugs or with microtransactions? There’s no right answer.
Elsewhere, P.T. was a remarkably confident vision of a horror game that...never actually came
out. Five Nights at Freddy’s was a new kind of spooky experience that...wore out its welcome
incredibly fast. The Elder Scrolls Online was a huge success that...convinced Bethesda to
make an online version of Fallout. Good lord, this whole year just gives with one hand and rips
your eyeballs out with the other, doesn’t it? There were a few other bits of goodness that
didn’t come with corresponding horribleness, at least. Alien: Isolation was precisely the game
that Alien fans always wanted. Shovel Knight would be supported for years with incredible content
updates. South Park: The Stick of Truth was one of the most genuinely funny games ever made.
Also, Nintendo found success with its new line of Amiibos, little figurines that, allegedly, could
unlock content in various games. We say allegedly because nobody took them out of their boxes, so we
have to take Nintendo’s word for that. Also, Geoff Keighley launched The Game Awards, which quickly
became an annual hub of gaming announcements and celebration. Almost as quickly, E3 started dying
off, and Keighley soon picked up the slack with Summer Game Fest. I’ll give him credit for that;
the man’s timing really couldn’t have been better. #22: 1980
With the dawn of a new decade, gaming took a massive step forwards. So massive
that it might indeed represent the precise year during which gaming could no longer possibly
be seen as a fad or a quirky hobby; it was an industry, an artform, and a defining facet of
modern life. And we owe all of that to Pac-Man. Pac-Man, like Space Invaders a few years
prior, was clearly the best game that had yet been released. It was colorful, addictive,
and bursting with personality. It’s simple by today’s standards, of course, but it remains an
enduring favorite thanks in large part to that simplicity. It’s deep enough to encourage mastery,
yet direct enough that everybody can understand it. The story of a man with jaundice attempting
to eat food off the ground before he gets ripped apart by ghosts proved to be urgently relatable
to people all around the world, and it gave the industry its first true mascot, who still remains
inextricably linked with gaming as a whole. Pac-Man was certainly the biggest success
story in 1980, but it wasn’t the only one. Atari released vector-based tank game
Battlezone, which was one of the most visually pioneering games yet. Space Panic
is often cited as the very first platformer, though it doesn’t feature jumping. (That
wouldn’t become part of the formula until next year’s Donkey Kong, which also introduced
a replacement for Pac-Man as gaming’s mascot.) Adventure on the Atari 2600 gave console owners
a glimpse at open-world fantasy games to come, Rogue invented a completely new genre that
wouldn’t truly be appreciated for another few decades, and Mystery House was the
first game from Roberta and Ken Williams, who would eventually give the industry some of
its most defining graphical adventure games. Oh, and there was new hardware, too! Good lord,
1980 was busy. Home gamers met the Intellivision, which got its proper launch this year, after
a small test release in 1979. It was a rousing success and left gamers salivating for whatever
console Mattel would produce next. That turned out to be the HyperScan in 2006, for the record;
sorry to get your hopes up. And Nintendo launched its first hardware success with five varieties of
the Game & Watch, shifting around three million units and quickly establishing the company
as a major force in handheld gaming. And they did it with a game that was just called Ball.
Let’s see somebody repeat that success today. #21: 1990
1990 was probably the first truly exciting year for video game hardware.
Previous years saw some great and important consoles, to be sure, but they tended to just sort
of...happen. Rarely did something feel both like an evolution of what we’d seen and an exciting
promise of what was still to come. And yet, 1990 had two bits of hardware that fit that
bill: Nintendo’s Super Famicom – known in the West as the SNES – and Sega’s Game Gear.
In retrospect, the Game Gear fulfilled very little of its immense promise. At the time,
though, the idea of a full-color handheld was an appealing one. Yeah, Atari had its Lynx
the previous year, but you’d have gotten beaten up for playing that in public. The
Game Gear was much cooler. It wasn’t great; it ate batteries like they were sweets, and
it would have siphoned its power directly from your body if it could have, but it was still an
important step forwards for handheld technology, with games that could have been even better
than those on the Game Boy. They weren’t better, but they could have been...so...that’s something.
The SNES, of course, competed directly with Sega’s Mega Drive, and helped define the 16-bit era with
great games such as Super Mario World and F-Zero. Super Mario World is even the earliest game on
this list to have an average review score higher than 90%. Not half bad, Nintendo! Keep it up and
this Mario guy might actually go places. The NES slash Famicom wasn’t quite forgotten about yet,
either, with Dr. Mario and Fire Emblem becoming landmark titles in their genres. That’s “puzzle
games” and “hot anime skirmishes,” respectively. Arcade games were continuing to experiment and
push technological boundaries with games such as Pit-Fighter, which used digitized actors, and
Smash TV, which didn’t use digitized actors but was instead good. Then there was G-LOC: Air
Battle, which had an innovative 360-degree, full 3D world. LOC stood for “loss of
consciousness,” so the game was also innovative for suggesting that playing it could injure you.
PC gamers received some true classics as well, including Wing Commander, Commander Keen, and
Railroad Commander. Sorry; Railroad Tycoon. It was also the year of The Secret of Monkey Island,
which is often considered the high-water mark for graphical adventure games. It’s not, of
course; that honor goes to its 1991 sequel, in which Guybrush grows a little beard.
Still, this one’s alright, I suppose. #20: 2006
When you think 2006, you think “Wii.” Yes, the stinking puddle of rancid wee that was Sonic
the Hedgehog. I’m joking. Seriously, though, the game is terrible. It was Nintendo’s Wii,
however, that made the biggest impact this year, being the only home console by Nintendo to break
the sales records set by the NES. The Wii itself would eventually be unseated as the company’s
most successful home console by the Switch but, until then, the Wii reigned supreme.
It didn’t have the greatest specs or most of the best games, but the Wii was less about
impressing people than it was about encouraging them to have fun, which it absolutely did. It
launched with Wii Sports, which did a perfect job of helping players to understand the
appeal of the hardware and, as time went on, the system accumulated a number of party games
and fitness apps that made it a must-buy for families and a staple of friendly gatherings.
Yes, hardcore gamers had plenty of other places to get their fix, but this was the first time
that Grandpa and Little Susie could feel equally comfortable playing the same system, and
that went a long way towards generating public interest. It was a daring experiment
for Nintendo, and it paid off, as it’s the fifth best-selling home console to this day. Not
bad for a system designed around shaking long, vibrating plastic toys at each other.
Actually, maybe I just worked out the appeal... That system released at the very end of the year,
so it wouldn’t truly start building up its library until 2007. That’s okay, however, because plenty
of other consoles and developers were keeping us busy with great games. 2006 marked the debut of
Bully, Saints Row, The Elder Scrolls IV: Oblivion, Gears of War, Just Cause, Okami,Persona 3,
and La-Mulana. Nintendo’s DS got New Super Mario Bros., which, like the Wii, appealed in
particular to gamers who yearned for the days of fun-loving simplicity. It also got Cooking
Mama, which single-handedly taught Peter the meaning of the word “waifu.” The Game Cube even
got to take a final bow with The Legend of Zelda: Twilight Princess, which also launched on the
Wii. It was a great game on both consoles, especially for Zelda fans who always wished that
the series would be dark, empty, and miserable. #19: 2019 Only four games averaged higher than 90% in 2019,
which...isn’t many, but none of them scored less than 30%, which helps a lot...though we do
think that WWE 2K20 probably deserved to. That game’s negative reception was so loud that you can
still hear the echoes, if you close your eyes and concentrate. The game was plagued by glitches,
including an amusing one that prevented WWE 2K20 from working once we entered the year 2K20.
But let’s focus on the positive. Beat Sabergave us one of the best rhythm games ever, Disco Elysium
gave us a scummy, gritty mystery to untangle, the reimagined Resident Evil 2 gave us one
of gaming’s greatest horror experiences, and Sekiro: Shadows Die Twice gave me a
sadness that has yet to dissipate. Other highlights that we wish performed just a bit
better were Control, Outer Wilds, Baba is You, and Tetris 99. All of that was great, and the year
was indeed great! Until Google dropped the Stadia, the most recent Big Flop on our entire list, onto
our collective heads like a gigantic bird poo. If any company had the means to disrupt gaming
in a new and exciting way, it was Google. Google instead decided to sink millions of dollars into
a system that did not work, then quickly ignore it and shut down its development studio around 14
months later. Cloud gaming almost certainly will be the way of the future, but the Stadia tried to
do too much out of the gate and then gave up the moment that it ran into any difficulty whatsoever.
Also, as if to remind us all of the downsides of a digital future, Nintendo ceased supporting the
Wii Shop Channel, and any WiiWare and Virtual Console games became unavailable from that point
forwards. That’s unfortunate, of course, but the real problem was that additional shutterings were
yet to come, meaning that owners of the DSi, 3DS, WiiU,PSP, Vita, and even PS3 would eventually
lose access to their digital libraries as well. Some of those decisions were reversed, for now
at least, but digital storefronts are only good for the industry as long as the relevant companies
choose to keep them around. The moment they don’t, we all lose our games, and that is terrifying.
Meanwhile, Microsoft fans who can still download their Xbox 360 games on their brand-new Series
X are mocking us ruthlessly. And rightly so. #18: 2003
After two years of legendary software, 2003 had an interesting idea: “What if we kept the great games
coming, but also released heaps of terrible ones?” The result was...well, a year that wasn’t as good
overall. And so, admittedly, gamers got plenty of critical darlings and popular favorites to enjoy
for years to come. Silent Hill 3, Star Wars: Knights of the Old Republic, Viewtiful Joe, Mario
& Luigi: Superstar Saga, Beyond Good & Evil, Shin Megami Tensei III: Nocturne...and even
both Wario WorldandWarioWare, ensuring that we were boxed in by Wario on both sides, just as
we’d always wanted. But the real step forwards in 2003 was the proper standalone release of Steam.
Launched by Valve, Steam revolutionized PC gaming and, in many ways, gaming overall. There are
valid reasons to criticize the service, yes, but it’s much easier to see the benefits
that it’s brought to gamers and developers around the world. It made it easier for small
teams to release their games widely and it gave indie developers their largest audiences ever.
Steam also has a catalogue so expansive that, no matter your preferred genre or what you look
for in a game, you’ll find it here, along with several variants that star enchanted anime
bunny girls. Who could ask for anything more? Alas, we got more, which drags the average
down severely. The biggest hardware flop was the N-Gage, which made the mistake of
thinking that anyone would want to play video games on their phones. The idiots! In
fairness, it had some big-name game support from the likes of Splinter Cell, Tony Hawk,
The Sims, Worms, The Elder Scrolls, Rayman, and Crash Bandicoot. What a lineup! On a
related note, what a waste of a lineup! On the software side of the rubbish heap, we
had four frequent contenders for the title of Worst Game Ever. There was Big Rigs: Over the
Road Racing, which broke new ground as a game that had to have the “game” part patched into
it later. Batman: Dark Tomorrow and Tomb Raider: The Angel of Darkness had the innovative idea to
turn things that people loved into things that people hated. Then there was Drake of the
99 Dragons, in which you’ve got 99 dragons but a drake ain’t one. It took a brand-new
character that nobody liked and inserted him into a game that didn’t function. And it bombed!
I swear, gamers are just impossible to please. #17: 2009
If you want a year full of great games...well, you could do better than 2009. But,
still, the games that we got were good! Batman: Arkham Asylum shocked the world by being a
Batman game that didn’t make you wish you’d have been gunned down in an alley. It set a new
precedent for superhero games, which is good, because the previous precedent was
just a paper bag full of dog sick. Elsewhere, Bit.Trip: Beat combined rhythm action
with Breakout. Just Dance got us all up and moving in ways we...probably shouldn’t have been moving.
Demon’s Souls brought the world one step closer to comparing everything to Dark Souls. The Beatles:
Rock Band thrilled those who always hoped to see the band appear in video games, but disappointed
everyone who had hoped that John Lennon would have made his debut in a metroidvania about
finding enlightenment. Infamous and Prototype did that “Spider-Man pointing at Spider-Man” thing
before it was cool. And Nine Hours, Nine Persons, Nine Doors essentially invented
escape rooms, weaving a story that you’ve spent 14 years pretending to understand.
The biggest success story wouldn’t truly become a success for a while: 2009 marked the first
public release of Minecraft. This was also the year that...well, a lot of you will hate us for
pointing it out as anything other than a negative, but 2009 made the world take notice of
phone gaming. There were games available for many years before this, but it’s fair to
say that, prior to Angry Birds, mobile gaming never had a smash success on this level. It was
preceded on phones – just barely – by Canabalt, an endless runner that found itself with an
enthusiastic audience of high-score chasers, and it would also become a hit. Developers
were starting to crack the “correct” way to make a phone game, and the industry has
been more than happy to cash in ever since. The year also gave us a plop trifecta: We got
Worst Games Ever classic Rogue Warrior, and future Worst Games Ever classics Leisure Suit Larry: Box
Office Bust and Stalin vs. Martians. In fact, we will commit to playing both of those games if this
video gets to ten million views. If it doesn’t, we’ll...continue the show and just play some
other things instead. The stakes are quite low, I admit. But come on. We worked hard on this
video. Give us the ten million views, please. #16: 2012
2012 has a strong argument for being the overall best year for indie
releases. Even if you disagree with that, there’s no denying that the year was pivotal in terms
oftheir mainstream acceptance. This year gave us the brilliantly violent – and self-critical
– Hotline Miami. It gave us what might be the cleverest puzzle platformer ever made in Fez.
FTL: Faster Than Light was an anxiety simulator, and a great one, which puts you in a spaceship and
ensures that everything that can go wrong will go wrong at the worst possible time. Spelunky got its
first proper public release and made everyone who played it feel like they were very bad at video
games. And Retro City Rampageoffered pixelized hijinks in a nostalgic NES-era style.
That’s a darned good selection, and larger publishers and developers kept us busy
as well. Borderlands 2, Dishonored, and Spec Ops: The Line are all highlights of their genres. Fire
Emblem Awakening and Kid Icarus: Uprising promised exciting new eras in their respective series...and
one of those new eras actually happened! Telltale’s The Walking Deadhit new heights
in emotional storytelling, and Journeyhit new heights in minimalistic storytelling. Also,Gravity
Rush is the best game that you will eventually get around to playing one day, you promise.
In short, it was a rather good year, but it was marred by one high-profile failure and one easily
forgettable one. The most obvious was the Wii U, the 17th-best selling home console in
history...which, okay, sounds good, but when it’s from a company known for rocketing
towards the top of that list, that understandably qualifies as a failure. The Wii U had potential
that no developers – Nintendo included – seemed interested in exploring. It set the stage for
the far-more-successful Switch but, at the time, it seemed like Nintendo had lost its magic touch.
Then there was Infestation: Survivor Stories. There had been terrible games before. There had
been controversial games before. But rarely were games this terrible and this controversial
at the same time. The game came under fire for its bugginess, its predatory monetization,
features that were held hostage until enough people bought the game, customer info being
stolen, a development team that used slurs on official forums, and more. Infestation: Survivor
Stories probably doesn’t deserve a slot on Worst Games Ever, but we’ll gladly discuss it if we
ever launch a show called Worst Developers Ever. #15: 2018
Your personal feelings on 2018 will likely come down to just how much
you care about big-budget triple-A games, as the real highlights were elsewhere. Of
course, we did get a few of those, and what we got was great! Super Smash Bros. Ultimate,
Spider-Man, and God of War took established series and gave us their biggest, most-polished
games yet. There was also Red Dead Redemption 2, which brought along some controversy about
excessive crunch and overworked employees. “Overworked employees” is not worth a good game,
but at least it was a good game. Fallout 76, which launched the same year, had similarly
horrific working conditions behind it, and was not a good game. Fallout 76 did substantial damage
to both the Fallout brand and Bethesda as a whole. If you were open to smaller titles
with exciting new ideas, though, then you were better served. Tetris Effect gave
us what might be the best version of the game ever. 2018 also blessed us with Moss, Subnautica,
Dead Cells, Minit, and Return of the Obra Dinn, all of which provided interesting spins
on established formulas, and absolutely all of which are going to be on somebody’s
list of favorite games ever. Two releases in particular – Celeste and Iconoclasts – also
managed to weave deceptively dense, moving stories that you owe it to yourself to experience. Both
games are brilliant, both games are important, and both games prove that even seemingly familiar
trappings can pop with new life when there’s real passion behind the games being made.
“Passion” is probably the right word to describe 2018, actually. Not all of the
games were perfect, and of course not all of them will appeal to everybody. But what
was here tended to come from places of love, with real feeling and personality behind them.
Which is why you’d think that this would be a great year for something like the PlayStation
Classic, but Sony made very sure to strip every ounce of love and care out of what should
have been an easy homerun. It’s as though the company tried to provide the worst possible
way to experience one of history’s most famous game libraries, and the mini-console justifiably
flopped. On the bright side, retailers are still practically giving them away just to get rid of
them, and, statistically speaking, at least two of your friends know how to hack it. Let them.
They’ll give you a better product than Sony did. #14: 2015
In many ways, 2015 saw us firmly in a new generation of
gaming. (But you still had to use your hands, like a baby’s toy.) Games were becoming
bigger and more spectacular, certainly, but just as important was the fact that they
were becoming more moving and more impactful. This willingness to experiment emotionally was on
display throughout 2015, in manydifferent ways. It was bleak and contemplative in Everybody’s
Gone to the Rapture. It was playful and morally challenging in Undertale. It was philosophical
and unnerving in Soma. It was full of character and personality in Life is Strange. Even
Axiom Verge conceals a story of loss and longing. Games were growing up, in other words.
Were there exceptions? Of course! We’ll list a few for you right now, as we certainly can’t
pretend that everythingwas emotionally charged. Traditional gaming experiences were still
everywhere, and they were no less celebrated. This was the year of Fallout 4, The Witcher
3: Wild Hunt, Rocket League, and Bloodborne. Two games released this year do tend to come up
in conversations about the worst games ever made, but it’s only really fair to count one of them.
Alone in the Dark: Illumination was, basically, a classical bad game. The right kind of bad game.
It had big ideas and real ambition, but it bungled them thoroughly, becoming laughable where it
should have been terrifying and frustrating where it should have been challenging. We salute you,
Alone in the Dark: Illumination, as a game that manages to be bad in exactly the correct ways.
We do not salute the other one, Tony Hawk’s Pro Skater 5, in any way, for any reason. It was not
a labor of love; it was a desperate grab at some money, as Activision’s licensing agreement with
the Bird Man himself expired at the end of 2015, so they released a product as quickly as possible.
I can’t even call it “a game,” because most of the game wasn’t ready in time for release; players
got it later as a massive patch. The disc itself wasn’t worth the ink that was printed on it, and
Activision tarnished both their own name and the name of a classic franchise for the sake of
a few quick bucks. I hope it was worth it, Activision, because you made the worst
kind of bad game: the kind without a soul. #13: 2007
2007 is another year that gets by on the overall strength of
the games released, and we’ll get to those in a moment. Another thing that 2007 has
going for itis the fact that...well...it didn’t really feature any big screwups. No
major scandals, no massive hardware flops, no industry-shattering legal battles...any real
“damage” done was temporary and relatively minor, making it far easier than usual to focus
exclusively on how healthy things were. Revenue hit $68 billion, a new high, and it
would only grow from here. We tried to find something to complain about – you know us;
of course we did! – but we had to concede that things were really quite good. 2007 isn’t
likely to be anyone’s favorite year overall, but a quick look back brings a lot of
smiles and impressively few grimaces! Console and PC gamers alike received a steady
stream of excellent titles, such asThe World Ends with You, Crackdown, Crysis, S.T.A.L.K.E.R.:
Shadow of Chernobyl, Etrian Odyssey, Pac-Man Championship Edition, and Super Mario
Galaxy. On top of those, we saw excellent debuts for franchises that would quickly become
all-time favorites, including Assassin’s Creed, Uncharted, BioShock, The Witcher, and Mass Effect.
That’s more than enough for anyone, right? Right. And we’d have happily moved along if it weren’t
for Valve just plopping a whole mess of other great ones into our laps with The Orange Box.
In a gesture of shocking productivity – not to mention generosity – fans received a collection
featuring Half-Life 2 and both of its “episodes.” Nice enough, but it also came with Team
Fortress 2 – one of the best multiplayer games in history – and Portal – perhaps the very best
puzzle game in history. Oh, and PC gamers got an extra playable level for Half-Life 2 called Lost
Coast, as well as a Valve-themed reskin of Peggle. On top of all that, Gabe Newell himself would
come over and walk your dog three times a day whenever you were on holiday. Okay, that
is an exaggeration, but not much of one. We will say that the PlayStation 3 wasn’t shifting
quite as many units as Sony would have liked. It was the sixth best-selling console of the year,
yes, but with only six consoles on the market, that wasn’t quite as nice as it sounds. Still,
when the worst news of the year is that a very wealthy company made less money than expected,
it’s hard to feel too down in the dumps. #12: 2010 The year we make contact. In other words,
the year we...Kinect? Yes, unfortunately, the world’s least beloved peripheral landed
with a thud in an otherwise wonderful year. The Kinect isn’t just “a bad idea,” though; it
was Microsoft’s most public failure. (Aside from maybe...Bob? Actually, you don’t remember
Bob, which probably proves the point.) So, what happened? Well, Nintendo had given
the world the Wii Remote, which swept popular culture by making gaming more accessible to the
layperson. Sony took one look at that and said, “I can do the same thing and make it work better.”
Microsoft took one look at it and said, “I can do the same thing and make it not work at all.”
The Kinect was notoriously finicky, alternating between misidentifying movements and failing
to notice them altogether. Admittedly, most of the problems with the Kinect came down to its
software, as there’s only so much that hardware can do when the games are poorly coded and awfully
designed. Regardless, that’s the Kinect’s legacy; it was a big, expensive add-on that could
only play simple games, and it played them all terribly. Anyone who was playing their games
on something other than Microsoft’s newest spycam, however, was enjoying a seriously excellent year.
Fallout: New Vegas, Donkey Kong Country Returns, Super Mario Galaxy 2, Blur, Metro 2033, Mass
Effect 2, and Red Dead Redemption were all massive, immediate classics. The indie scene gave
us Super Meat Boy, Limbo, and Bit. Trip Runner. Then there were slow burns like Nier, Xenoblade
Chronicles, and Radiant Historia, all of which took some time to find their audiences but, once
they did, those audiences were forever grateful. 2010 even saw the debut of two of the most
polarizing games ever made: Heavy Rain and Deadly Premonition. Visit the internet for longer than,
say, 11 seconds, and you’ll see people loudly singing the praises of both at the same time that
others are mocking them; the fact that both sides are able to make valid arguments speaks volumes
about just how interesting these games are. Only one game released all year failed to break
the 30% mark on Metacritic, and that was Deca Sports Freedom. It was a Kinect exclusive, which
you...probably could have assumed, to be honest. #11: 2016
2016 was a...tough year, I think we can all agree on that much. And those
of us who attempted to take solace in video games were probably a little disappointed.
Yes, of course, there were great games, and we’ll get to some of those, but it was overall
a rather empty year, full of disappointment and unmet promises. In fact, “unmet promises” was
basically a game design philosophy for both Mighty No. 9 and No Man’s Sky. In the case
of the latter, they simply promised too much and then spent the next half decade trying to
make good on things. In the case of the former, they barely promised anything, still came up
short, and then declared thatit was better than nothing. Oh well. At least a new Resident Evil
game will make us happy! Oh. Oh, no. No, it won’t. At the very least, you were well served if you
enjoy games that are a little more contemplative. Firewatch, Stardew Valley, The Witness, Oxenfree,
and one of the best Kirby games, Planet Robobot, all brought a touch of welcome peace and
quietude to difficult times. Then again, even Kirby wasn’t immune to the frustration,
being as his game involved climbing into a gigantic robot and smashing the living
hell out of everything around him. Elsewhere, gamers were rightly pleased with the
rebooted Hitman, even though Square Enix did everything its power to make everyone hate it
by releasing it episodically and requiring an internet connection for literally no reason. Stop
telling us that we need to be online to track our progress, you big liars. Another reboot came with
Doom which, miraculously, tracks your progress just fine without an internet connection.
That’s a miracle, right Square Enix? It must be a miracle, isn’t that right, Square Enix?!
Uncharted 4: A Thief’s End was obviously great, and Tokyo Mirage Sessions ♯FE was both a
great swansong for the Wii U and a great way of tiding everyone over for Persona
5. Unless you lived in Japan, where you got both this year...you lucky, lucky people.
Though Nintendo’s Switch still wasn’t out and the echo of the Wii U’s death rattle haunted us
all, the company itself had a really good year, not least because of two unexpected hits that
banked on nostalgia:Pokémon Go and the NES Classic Edition. Both made it clear that everyone
still wanted to give Nintendo money; Nintendo just had to...y’know...make stuff. Fortunately,
they’d realize that for themselves soon enough. #10: 2011
This is where the real Dark Souls begins. See? There it is, right
there! That alone should make 2011 the #1 year on Ben Potter’s list of all-time greats,
but Mr. Potter is nothing if not humble, so he allowed us to take other aspects of the year
into account as well. That’s unfortunate for 2011, because not all of those other aspects were
great. In fact, Sony had spent 2010 laughing at Microsoft for fumbling the ball with its
Kinect, and then Sony spent 2011 fumbling its own pair of balls. ...There might have been
better ways to phrase that, but you get the idea. The most notable was the Vita, a genuinely great
little handheld that Sony supported and promoted for less time than it’s taking me to read this
sentence. The 11 years since have been a long, drawn-out death for a handheld that deserved so
much better. The Vita even launched the same year as Nintendo’s 3DS, which was massively struggling
to find its audience. This was precisely the opening that Nintendo’s handheld competitors
had been waiting for, but Sony was content to let the Vita starve quietly in the corner.
Then there was the PlayStation Network outage, which lasted for more than three weeks between
April and May, meaning that nobody could play their games online. That’s all that it meant. That
was the entire problem. Nothing to worry about at all. ...Oh, also, 77 million people had their
personal information leaked to identity thieves. Whoopsie! Yeah, it was a major problem and a huge
black eye for Sony. It resulted in legal action against the company and a major investigation.
Otherwise, there was still plenty to enjoy. 2011 gave the world Terraria, Ni no Kuni: Wrath of the
White Witch, Rayman Origins, The Binding of Isaac, Bastion, Catherine, Batman: Arkham City, Portal 2,
Orcs Must Die!, and Sonic Generations, the first of several times that everyone would cry “Sonic is
good again!” before admitting that Sonic was not good again. 2011 was also the year of The Elder
Scrolls V: Skyrim. Hopefully you were around to enjoy it then, because I don’t think they’ve ever
bothered to rerelease it. Sorry if you missed out! And, finally, this is the year that gave
us Twitch, bringing gaming into a brave new era in which nobody actually had to play anything
themselves. Think of all the time that’s saved us! #9: 2000
In the futuristic year 2000, people expected we’d have flying cars, phasers, microchips
in our brains that showed us pretty pictures, and governments that cared about us. Instead, we
got the PlayStation 2. You know what? Fair trade. Sony’s second console was by far the biggest news
of the year, though it would of course take a bit of time to establish its incredible library and
legacy. For now, tentative eyes were on Sony to see if it could maintain its excellent momentum
in the console market or if it would peter out. The PlayStation 2 is the best-selling
console of any kind ever so, right, safe to say they’ll be sticking around for a while.
The other consoles certainly had their share of great games as well, but Sony was the standout.
The original PlayStation had an excellent year, especially for RPG fans. Final Fantasy IX, Dragon
Quest VII, and Vagrant Story are highlights of the generation. The Nintendo 64 got all-time greats
Perfect Dark, The Legend of Zelda: Majora’s Mask, and Tsumi to Batsu: Hoshi no Keishōsha. You
probably know that one as Sin & Punishment, but that wasn’t until it came to the West in
2007. For now it’sTsumi to Batsu: Hoshi no Keishōsha, and we all have to deal with it.
PC gamers received The Sims and Deus Ex, and even the Dreamcast, which was not long
for this world, gotJet Set Radio and Skies of Arcadia, two games so beloved that Sega
refuses to remake them in what we can only assume is some kind of twisted revenge.
Things weren’t all great, but we can excuse most of the failures easily enough. SegaNet,
for instance, was a North American dial-up service established in support of the ailing
Dreamcast. It existed for less than a year, lost Sega lots of money, and died an unmourned
death. Then there’s Mortal Kombat: Special Forces, one of the worst games ever made, but everyone
is happy enough to pretend it never existed, so it’s not like it’s bothering anyone.
Overall, though, the most important development is that, for the first time, industry revenue
exceeded what it had been before the video game crash of 1983. Yes, it took seventeen years for
revenues to continue upward from where things had left off. To put things into perspective, the
crash occurred during the reign of the Atari 2600, and we didn’t fully recover until the
Dreamcast was on its death bed. It took a lot of work to turn things around,
but we’re glad it finally happened. #8: 2008
2008 was a boring year. No major hardware launches. No major flops.
No industry-shaking scandals. No Uri Geller suing children’s games...nothing. Revenue was growing
steadily, which was good but hardly noteworthy. 14 games scored 90% or higher, which was about
average for this point in time, and 5 games scored below 30%, which was...also average for
this point in time. 2008 was just a boring year. And yet, maybe that’s a problem with us.
People look for the peaks and valleys, and don’t take the time to admire the
rolling plains. Those are beautiful, too, even if they don’t stand out as easily. 2008
was indeed a beautiful rolling plain, populated by some of the most wonderful games ever made.
Braid was intelligent bliss. Valkyria Chronicles combined anime tropes with the horrors of
war, as well as turn-based combat with a tense third-person shooter. It was a combination
that should not have worked, and yet it stands as one of Sega’s crowning achievements.
LittleBigPlanet turned much of the design responsibility over to the players themselves,
giving them a creative playground in which to let their imaginations run wild. Bethesda
brought Fallout back to life with Fallout 3, a game that blends tragedy and atrocity
with a dry wit and brilliant brutality. Then there was a whole load of games that
offered...well, nothing is truly “perfect,” of course, but “perfection” seems to be the only
word that feels appropriate. Mega Man 9 brought us retro platforming perfection. Dead Spacebrought
us sci-fi horror perfection.Burnout Paradise brought us open-world racing perfection.Mirror’s
Edge brought us first-person parkour perfection. Or parkourfection, if you’d like to
help me in getting that to catch on. It was also a very good year for fans of the
number 4. Left 4 Dead was Valve’s incredible co-op zombie shooter. Grand Theft Auto IV was
Rockstar giving us what we already thought Grand Theft Auto had been like from the start.
And Persona 4 is a firm contender for the best JRPG ever made.2008 didn’t even have any of the
contenders for Worst Game Ever! In fact, this is chronologically the last year for which we can say
that; every year that followed had at least one. So, was 2008 a boring year? Maybe.
But if it was, long live boredom. #7: 2002
As we’ll see, 2001 was a phenomenal year for games, and 2002 retained
just about all of that momentum. Great hardware was available across the big three manufacturers,
and the quality of the games made it clear that these were exciting times indeed. Bruce Lee: Quest
of the Dragon, GoDai: Elemental Force, Legends of Wrestling II, Sneakers, Gravity Games Bike: Street
Vert Dirt...classics, all of them, and I think it’s safe to say that, if you’re a gamer today,
you have one or all of these games to thank. ...anyway, back here in reality, there really were
some excellent games released across the board, regardless of what that mountain of plops would
have you believe. Xbox fans got Tom Clancy’s Splinter Cell and Todd Howard’s Morrowind – sorry,
The Elder Scrolls III: Morrowind – which set a new precedent for the series: Every Elder Scrolls game
from this point forwards would be called both the best and worst in the series in online
arguments for years to come, with absolutely no opinions in between. I do so love the internet!
Sony fans – especially cartoon-loving Sony fans – were in Heaven with 2002’sreleases. Sly Cooper
and the Thievius Raccoonus – or Sly Raccoon, if you want to get European and far less creative
about this – boasted some gorgeous animations and an unmatched visual style. Ratchet & Clank arrived
on the scene as a great third-person shooter with platformer elements, and the series would go on
to teach children around the world about the joy of double entendres. And Kingdom Hearts combined
Square characters with Disney ones to forge new ground in impenetrable storytelling. No, I
don’t understand this series. No, you don’t understand it, either, so stop lying to yourself.
Surprisingly, it might have been Nintendo’s struggling GameCube that had the best year
for games. All-time greats such as The Legend of Zelda: The Wind Waker, the Resident Evil
remake, and Metroid Prime made their debuts, as did flawed but still wonderful releases such as
Super Mario Sunshine and Resident Evil 0. Sadly, nothing was really able to turn that console’s
fortunes around, but it wasn’t for lack of trying. In fact, Metroid fans had their single best year
ever, with Metroid Fusion releasing just one day before Metroid Prime in North America.
When do you think we’ll see two Metroid games in the same year again? I’m thinking
3091...at the soonest. Place your bets now. #6: 1996
1996 is mainly notable for the introduction of
one very important piece of hardware: the Nintendo 64. It may not have been able
to compete with Sony’s upstart PlayStation, but it had a lot to offer. It was four-player
compatible out of the box, it had a thumb stick before the PlayStation did, and its reliance on
cartridges may have bitten it in the end, but it also meant that the games loaded with lightning
speed and were less susceptible to damage. Nintendo 64 fans also got all-time greats Super
Mario 64 and Mario Kart 64...in Japan, at least. The thing is, though, that fantastic games were
coming out across the board. Whatever your console of choice, you had something great to play.
1996 gave playersTomb Raider, Crash Bandicoot, Nights into Dreams, Revelations: Persona, the
first two Pokémon games, Star Ocean, and Super Mario RPG. Were you into PC gaming instead? If so,
games likeDuke Nukem 3D and Quake kept you far too busy to worry about the console wars at all.
1996 also introduced the world to two enduring horror franchises, though they couldn’t be
more different. There was Resident Evil, which began life as a Doom-like reimagining
of Sweet Home. At least until director Shinji Mikami played 1992’s Alone in the Dark
and said, “Let’s steal that instead.” Then there was Corpse Party, which was an
atmospheric horror experience that few games have ever come close to matching. Most of the
world wouldn’t get to play the game until 2008; for now it was a project built in RPG Maker for
Japanese computers. Word traveled fast, though, and these very humble beginnings spawned a
long-running and bone-chilling franchise. If you like the icing on your cake schadenfreude
flavored, then you’re covered there as well: 1996 marked the official discontinuation of some
of the worst consoles in history: the Virtual Boy, the Mega CD, the 32X, and the Jaguar. Some sources
claim that the CD-i was officially discontinued this year as well, but it seems as though that
it might have limped on a little longer. Still, I’m happy enough to bury it in the same mass
grave. The 3DO was also discontinued. It wasn’t nearly as loathed, but it had struggled for
three years before being put out of its misery. Overall, 1996 was a wonderful
year, with the industry ushering in greatness and ridding itself of lots of
awfulness. It’s hard to complain, really. What’s that? Bubsy 3D? Never heard
of it, mate. Never heard of it. #5: 2005
Anyone with enough money can enter the console market. The true mark
of success, then, is being able to follow up your first console with another that’s worth owning.
Nintendo and Sony had both proven themselves by this point, but Microsoft’s Xbox could well have
been a lucky accident. Their second console, however, proved that it was not. The Xbox 360
delivered on the promise of its predecessor, and it did so in spades. It had a better
controller, superior online functionality, and a much higher failure rate! Okay, that
last one might not be such a good thing, but the console did remarkably well for itself,
and the Xbox Live Arcade ushered in a new era of downloadable titles on consoles, which
itself represented a massive shakeup for the industry. Downloadable games were
no longer a novelty; from this point forwards, they would quickly become the rule.
Another major development for gaming took the form of neither hardware nor software. Nor was it a
game distribution service or retailer. It was just a website. I’ll give you one hint: You’re on that
website right now! 2005 saw the debut of YouTube, which would soon become – among other, less
positive things – a place for gaming reviews, discussions, walkthroughs, and so on. It broadened
the conversation around gaming in general, giving rise to a new era of amateur journalists
and providing a worldwide platform for people to talk about what they loved. I’m joking, of
course. Everyone complained about everything. Don’t worry, though; things weren’t all
great. It was also the year of the Gizmondo, the world’s first console that was also a giant
scam. If you backed the Intellivision Amico, than you’re probably convinced that it wasn’t
the last, either. On the software side of things, we got Ninjabread Man and Lula 3D. Fortunately,
neither of them was released for the Gizmondo, or the entire planet might have been destroyed
in the resulting vortex of awfulness. With the bad games out of the way, though, we can
focus on the enormous quantities of good ones that came out in 2005. Geometry Wars: Retro Evolved,
Shadow of the Colossus, Psychonauts, Killer 7, and Resident Evil 4 would have been standout games in
any year, and brand-new franchises got their start here, quickly earning massive popularity: Yakuza,
God of War, Lego Star Wars, Nintendogs, and Guitar Hero. We also got the world’s greatest soundtrack,
which just happened to come with a game: Sonic Rush. What? It’s great! I’m dancing just thinking
about it. You would be, too, if you had any taste. #4: 2004
2004 represented a new era in handheld gaming, due largely to the release of the
Nintendo DS, the single most successful handheld console in history. The DS unseated the previous
most successful handheld console, the Nintendo Game Boy. The third most successful handheld
console, though, is an interesting challenger that might one day overtake it: the Nintendo Switch.
They are all currently holding their own against the fourth most successful handheld console: the
Nintendo Game Boy Advance. Right. So, basically, there’s no beating Nintendo here. Nevertheless,
2004 was when Sony decided to strike at them with the PlayStation Portable. It was a good product
with a strong library, but it simply could not compete. Nevertheless, the handheld wars were back
on, however briefly, and fans of both companies received great games on truly excellent hardware.
Another bit of hardware is much more interesting in retrospect than it was at the time: The Atari
Flashback. This mini console featured 20 games, was built to resemble a tiny Atari 7800, and
had controllers that were similar in style to the originals. Does that sound familiar? This
was by no means the first plug-and-play system, but it was definitely the forerunner of later
mini-consoles produced by Nintendo, Sony, Sega, and others. This was impressively
prescient for a company that had long been out of the cultural conversation.
That’s a lot of good hardware, and we can’t even scratch the surface of important games
that 2004 brought us, such as Katamari Damacy, Monster Hunter, Doom 3, Grand Theft Auto: San
Andreas, Far Cry, Fable, and Half-Life 2. The most notable title in some circles is one
that would only earn wide notice much later: Cave Story, a one-man freeware passion project
by Daisuke Amaya that would go on to inspire countless young developers and played no small
part in sparking the entire indie movement. There weren’t enough true stinkers to make a
dent in the year, with only two games hitting our below-30%threshold on Metacritic. Fear Factor:
Unleashed was actively terrible, but Ping Pals was just...pointless. It was a messaging app for
the DS, which already had a superior built-in messaging app. Ping Pals also had some minigames,
but it was more of an unwelcome obstruction to your cartridge slot than anything outright
appalling. If you do want appalling, though, check out NRA Varmint Hunter, which scored appropriately
low, but didn’t receive enough reviews to qualify for this list. You’re awful, NRA Varmint Hunter,
but you’re not notable. I think that’s even worse. #3: 1998
One major reason we worked out a scoring algorithm for this list is that...well, something like this
is inherently subjective. We did our best to take our personal feelings and nostalgia out of the
overall ranking, because if we relied on those things, we’d never be satisfied. There’s always
one year that seems like it should be lower, or a year that we personally loved that we
think should be higher. We could spend months shuffling everything around without making any
progress...and we still wouldn’t be satisfied. Everybody will consider different bits of hardware
or certain games to be more or less important than others. Some people will see some particular
controversy as a genuine tragedy, while others will see it as more of a forgivable misstep. In
short, there’s no “correct” way to do something like this; we just did our best to detach
ourselves emotionally from the overall ranking and approach each year as fairly as possible.
Having said all of that, even if we were just going by feeling alone, 1998 would have
to rank extremely high. On the PC side of things, Baldur’s Gate and Grim Fandango remain enduring
highlights of their genres, even if the commercial failure of the latter more or less marked the
end of its genre. This was also the debut of Half-Life, a series which, a quarter of a century
later, has yet to give us a part three. It’s okay. It’s fine, really. It’s not that we’re impatient.
It’s just that, you know, we will actually die one day, and we’d like to see what Half-Life 3
is like, but it’s fine. Take your time, Gabe. Console gamers had things even better, and when
things are “even better” than Baldur’s Gate, Grim Fandango, and Half-Life, you know it was a
great year. The best-reviewed game in history, The Legend of Zelda: Ocarina of Time, set the
standard for 3D adventures. Sonic Adventure wasn’t nearly as influential, but it was an impressive
step into proper 3D, and Sonic has spent every waking moment since trying to recapture even a
fraction of that game’s charm and inventiveness. Metal Gear Solid brought tactical espionage
action to the masses with a story that somebody, somewhere, understands. Horror game fans got two
of the best ever with Resident Evil 2 and Parasite Eve, and those who loved mascot platformers got
both Banjo-Kazooie and...Spyro the Dragon? I’m not sure if I’m pronouncing that right. Not familiar
at all really, but I’ve heard decent things. Also,Dance Dance Revolution hit arcades and made
it abundantly clear how out of shape we all were. What’s more, 1998 saw 17 games break
an overall review average of 90%, while only one averaged less than 30%. That’s the
best ratio in the history of video-game reviewing, and it goes to show just how spoiled for choice
we were when it came to excellent releases. Or it goes to show how few games were getting reviewed
by professional outlets. Either would explain it, but we’re near the top of this list,
so let’s accentuate the positive. #2: 2017
Some years are able to coast on an abundance of great games. Some
years are buoyed by a great piece of new hardware. 2017 soars this high on the strength of both.
The hardwarewas the Switch, which was everything fans wanted from Nintendo. It was simple,
it had a clear USP, it offered something that no other console did, and it put the
company back in the conversation. In fact, as of the writing of this script, the Switch is
the third-best-selling home console in history. Of course, it’s also a portable console,
so if we look at it like that...well, it’s also the third-best-selling portable
console in history. Impressive consistency! Not to be cynical, of course, as the Switch
deserves its incredible success, but it remains to be seen how well this approach will serve
Nintendo in the long run. In previous generations, their successful handhelds kept the company
flush with money while their less-successful consoles struggled. Will eliminating the
division between handheld and home gaming work for them or against them? We’ll find out but, for
now, the Switch was very clearly the right move. Then there are the games. Oh, lordy, the
games!Cuphead was the perfect realization of an incredibleartistic vision. Little
Nightmares was a perfect atmospheric puzzle platformer. What Remains of Edith Finch and
Hellblade: Senua’s Sacrifice duked it out to see which could provide the perfect emotional
experience...and they each took such different approaches that I’m comfortable declaring them
both winners. Super Mario Odyssey has a damned strong argument for being one of the best
3D platformers ever. The Legend of Zelda: Breath of the Wild set a new high-water mark for
open-world adventures. Nier: Automata combined heavy philosophizing with hot anime robots, just
as I’d always wished somebody would. Sonic Mania gave us the game we always wanted from that
series, and Resident Evil 7: Biohazard gave us the game we never knew we wanted from that series.
We’re still just scratching the surface. Horizon: Zero Dawn launched an exciting new series,
Hollow Knight did metroidvania better than Metroid or Castlevania ever will, and A
Hat in Time was the rare indie game with retro sensibilities that fully lived up to its
promise. We got Doki Doki Literature Club, Prey, and Night in the Woods as well, all of which
are rich and interesting enough that we could talk about them for full entries on their own.
There were so many incredible games this year, in fact, that we counted 18 of them as being
landmark titles. That’s more than we counted for any other year, and for such a recent year,
that’s a massively reassuring thing to see. 2017 also saw the debuts of PlayerUnknown’s
Battlegrounds and Fortnite Battle Royale. Do we love those games? Eh, not really. Do lots
and lots of people have lots and lots of love for those games? Absolutely. Also, they’ve
made more money than you can even dream of, and I know you can dream of a lot of money!
2017 understandably came very close to nabbing the top spot. But one other year just
managed to squeeze past it in our rankings. #1: 2001
Here it is, the best year in gaming. 2001 saw the console
debut for Microsoft, and though the 360 might have becomethe bigger hit, the Xbox was no slouch.
It managed to make an impressive...impression, even when up against long-loved Nintendo and fiery
upstart Sony. Microsoft, of course, clearly had the money to prop up the console and could have
bought as much advertising as they liked, but as later experiments have proven – Google, cough
cough – that’s not enough to make people actually want your hardware. Instead, the Xbox succeeded
thanks to an exciting new exclusive: Halo. The Xbox also included online gaming capabilities,
correctly sensing that it would be the wave of the future and impressing gamers who couldn’t help
but agree. Sega, meanwhile, gestured with futility at its online-friendly Dreamcast, which had
just spent several years famously bombing. Speaking of which, Sega bid farewell to the
Dreamcast and the console market at large, putting a button on everything with
Sonic Adventure 2. The same year, Sega ported it to Nintendo’s GameCube, ending
gaming’s longest rivalry.They also released Sonic Advance for the Game Boy Advance, which
displayed impressive business sense from Sega, because they’d finally published a new game
on a piece of hardwarethat people owned. Elsewhere, the PlayStation 2 was on fire – not
literally– with a slew of brilliant games. Fans got some of the best sequels in history
with Silent Hill 2, Grand Theft Auto III, Metal Gear Solid 2: Sons of Liberty, and Final
Fantasy X, as well as exciting new seriessuch asMax Payne, Devil May Cry, Fatal Frame,
and Jak and Daxter. If you enjoyed video games at all, the odds were very good that
the PlayStation 2 had something you wanted. That leaves us with Nintendo, which launched its
GameCube and...well, it wasn’t the hit console that the company needed, to be honest. They
supported the system with some great games, such as Animal Crossing, Pikmin, and Luigi’s
Mansion, but none of them established the GameCube as a must-have. However, Nintendo
also launched the Game Boy Advance, one of the greatest handhelds ever.
This established a new place for Nintendo in the industry; it may not have been able to
compete directly in terms of hardware anymore, but it could find different ways of bringing
content to gamers. Nintendo was no longer gaming’sguiding patriarch, but it was happy enough
to become its very creative, fun-loving uncle, and the company has leaned into that image ever since.
In short, 2001 set the precedent for what gaming looks like today, more than 20 years later. Sony
and Microsoft are still going head-to-head in battles over hardware specs, with the former
having morehomegrown exclusives but the latter leading the way in online offerings. Nintendo
is still servingas the inventive outlier, finding new niches in which to flourish while
its competitors fill the more traditional spaces. This is still the configuration that dominates
the industry today, and these three companies have held that arrangement for a longer period
than any other set of competitors ever have. This incredible year also gave us a
frankly insane 32 games that averaged 90% or higher...more than any other year.And
whereas the year 2000 exceeded the previous revenue peak of the industry, pre-crash, 2001
continued the upwards trajectory, signaling that the industry had indeed been reborn.
If you enjoy anything about gaming today, you owe it to 2001, which put everything on stable footing
again, and did so with exciting new hardware, a new set of companies at the top, and some of the
best games ever made. If you were around in 2001, I hope you enjoyed yourself. It’s not likely
that we’ll see a year like it ever again.