
The year came and went, just as it always does, and for those of us in the gaming press, that means the requisite 'best of' lists must make their appearance.
Trust me, it's for everyone's own good.
However, with a myriad of games lying about that I still haven't played to their fullest, I'm not one for rolling out a conventional list of the best games in each genre. That's something you can find on literally any webpage and I'll leave it to you and Google to solve those differences. Instead, I've put together groups of games that surprised me in various ways, both good and bad. So if you're coming here to see Skyrim at the top of the list, or perhaps to justify your purchase of Call of Duty: Modern Warfare 3, you'll be disappointed.
Most controversial
2011 wasn't without controversial titles. We're not talking games that showed too much skin, or brought to light the subject of sex and marriage, such as Catherine. We're talking about games that had their own communities up in arms due to the very nature of how the game was created. You either liked it or you didn't.
Dragon Age II

The sequel to one of the great RPGs of this generation, Dragon Age II had quite a lot going for it. Unfortunately, instead of expanding upon the universe Origins set in motion, BioWare opted to confine the game into one large area and streamline the combat systemeffectively 'consolising' the game. Some enjoyed the simplified combat, eliminating the need to pause the game multiple times during more-elaborate combat scenarios. However, Dragon Age is the spiritual successor to Baldur's Gate, practically making elaborate combat a necessity to maintain that relevance.
Regardless of where you stand, Dragon Age II was as divisive as it could've been. Whether it was the simplified combat, samey environments or uninteresting characters, everyone disliked something about the changes. Maybe BioWare was rushed to complete the title, maybe not, but many still hold Origins as the superior game today.
Dead Island

Techland's Diablo/Left 4 Dead/Borderlands approach to a zombie game was as ambitious as it was a technical mess. There's a lot to like about Dead Island on paper: loot, hordes of zombies to kill, levelling, cooperative play, etc. However, the game was, and still is, plagued by an equally horrifying number of bugs and game-stopping glitches. The PC version was actually released with a previous, unfinished version of the game, rather than final game code. Imagine picking the game up to realise you're actually playing a game that can't be finished because it's 'not quite done yet.'
Dead Island has made several fixes to itself, but that's no excuse. Releasing a game people want to like but can hardly play is a criminal offense to gaming as a whole. At least when it's working it's pretty damn good.
Most disappointing
You don't want this to happen to your favourite franchise, but alas, sometimes there's no avoiding it. These are the games of 2011 that failed to deliver a genuinely excellent experience, despite the hype surrounding them. It hurts even more when their predecessors set them up for success, and they still tank.
Brink

What a letdown. Brink was a showcase title on the bleeding edge of technology that everyone wanted to play. Not only did it implement a great-looking parkour system and tremendous aesthetic design, but the team combat and objectives looked satisfyingly unique as well. Touting a campaign that others could join with or against you at any time, Splash Damage looked like they were on their way to crafting a grade-A shooter we'd all still be playing come the new year. How wrong we were.
We covered Brink, twice actually, and its anemic campaign was a focal point for our anger. As it turns out, there was no story in Brink whatsoever, and the multiplayer was little more than a bare-bones version of better games, like Team Fortress 2. The game can be found in bargain bins everywhere, so if that doesn't tell you anything, help yourself.
Red Faction: Armageddon

Considering my love for Red Faction: Guerrilla, I absolutely couldn't wait for Armageddon to release. Showcasing new technology, weapons and a gritty environment to play with destructive tools, Armageddon appeared to have what was needed to succeed. Little did we all know that the genius of Guerrilla wouldn't come close to being matched in this mediocre follow-up.
Alright, Armageddon isn't THAT bad, but when you're in the shadow of such a free-spirited and plain-fun game like Guerrilla, you're expected to do something similarly great. The Magnet Gun was the single most amazing thing to come from it, but even that was overshadowed by the confining underground environments of Mars. That, coupled with the repetitive enemies and ridiculous story, made Armageddon a tough game to accept. Also, there's a unicorn that shoots rainbows out of its ass. We're done here.
F.E.A.R. 3 (I'm sorry, it's actually F.3.A.R.)

My channeled hate for games that throw a number in as an acronym will never cease, but in this case there's a lot more to hate about F.E.A.R. 3. The gameplay is completely different than previous installments of the franchise. How so? Let's try ditching conventional methods of combat we've been used to and instead implement trite Call of Duty features like regenerating health. Sound great? I didn't think so.
F.E.A.R. was always about atmosphere, a decent story and its pretty excellent AI. All of that has vaporized in the sequel and... oh yeah, Monolith didn't even make this. Moving on.
Rage

Id Software is a pioneer in PC gaming, but Rage is something they should be quite ashamed of. While the PS3 and Xbox 360 version ran alright, the PC version (you know, the stuff they're know for) was released in a very broken state. After several weeks id managed to get the game working again for the majority of users, but by then it had been beaten with the console stick. What do I mean? The PC was stuck with the low-res textures of the console versions and according to John Carmack (id Software), they had no intention of releasing a texture pack to clear up the mess. Awesome.

Look closer. That's some pretty amazing stuff, right there.
Being one of the PC owners of Rage, I orchestrated my own set of violence as I wasted several hours attempting to get the game to run in a functional way. Eventually, I received a patch that allowed me to play the game, but the rest of my experience wasn't without further issues. Simply put, the game was not optimized for the PC (which is heresy for id). You couldn't even change any of your internal settings like a normal PC game until the patch hit, and even after the choices were barren. Compound that with Nintendo 64 textures, pop-in loading, one of the most surprisingly uninteresting worlds in recent memory, and you'll get a generic shooter called Rage.
Was it because Bethesda published the game and forced id to go with the console over PC version? There's no way to know for sure, but the truth is within the product, and I advise you to steer far, far away from it.
Duke Nukem Forever

There was no way this game was going to live up to the expectations set for it and everyone knew it. So we'll just leave this one here as-is. Enjoy.
Most disappointing studio

Just because you release one of the best games of the year (Skyrim, for those keeping score at home) doesn't mean you get a free pass to publish a plethora of awful titles. Brink? Rage? Hunted: The Demon's Forge? Yeah, they were all trash, and no, it doesn't matter that you didn't develop them. As a publisher, you are still putting your name behind the material and are thus just as responsible for the outcome. One excellent game does not give you a free pass, my friends.
Best comeback
Dynasty Warriors 7

The Dynasty Warriors series doesn't have the best reputation among gamers, but I'm still a guilty follower of the franchise, despite the fact I haven't been fully pleased since, perhaps, Dynasty Warriors 5. When I first heard this game was coming out I dismissed it entirely, but as the release date crept up I found myself eying the features more and more. Brand new story mode that follows the actual characters of the kingdom? Interchangeable weapons? An RPG-esque upgrade system? A brand new conquest mode? Online co-operative play for the first time? I was sold.
I hated the redesign of the characters in Dynasty Warriors 6, and only a few titles in the series had a sense of weight behind each strike of a weapon. DW7 shocked me by offering an excellent feel to the combat while keeping it addictive with upgrades and new weapons. In my review, the new take on the story mode was the star of the show and my feelings still haven't changed. All in all, Koei has done a masterful job at reincarnating a stagnant franchise and I can't wait to see what the future brings.
Gears of War 3

As some may probably know, Gears of War 2 underwhelmed me wholly. The standard campaign was riddled with contrived writing and uninteresting moments. Boss fights were practically meaningless, and the introduction to new enemies and story elements didn't impress me. Considering the embarrassing multiplayer, Gears 2 was seemingly a catalyst for the series' demise. Hopeful as I was, I just didn't see Gears 3 bringing the franchise back on track. Thankfully I was wrong.
While it does have its problems, Gears 3 is definitely the best game in the series. The four-player drop-in cooperative play is an excellent addition to the gameplay, and the fully-fleshed out character development really helped make some of the protagonists feel more real than they ever have. Epic also took the time to hone the multiplayer experience, giving us dedicated servers as well as the new Beast Mode, Horde 2.0 and a working, fun, competitive multiplayer experience. Hats go off to Epic for keeping their promises.
Mortal Kombat

Wait, wait, wait. Mortal Kombat is relevant again? You better believe it!
Most underrated
Warhammer 40,000: Space Marine

Relic always brings out the best in development when it comes to the 40k universe. Space Marine was their very first attempt at creating a third-person action 40k game and they certainly didn't disappoint. Riddled with alarming detail, every single second you're playing this game you'll marvel at the attention Relic has paid to the system. The particle effects, combat noises, voice acting, everything sounds and looks superb. It also helps that it's pretty damn fun to play as well.
I reviewed Space Marine earlier in the year and gave the game a rather generous score. Not only does it provide a satisfying campaign, but it also throws in some decent multiplayer that will keep you busy for hours. It doesn't have the longest campaign, though, and if you know nothing about Warhammer 40k, you could be put off by the game appearing to be ostensibly similar to everything else out there (which it isn't). Space Marine isn't the greatest game, but it's definitely something worth playing.
Resurgence of excellence
Resident Evil 4 HD, Metal Gear Solid HD, Shadow of the Colossus/ICO HD

While Resident Evil 4 is the only downloadable title of the bunch, the rest are also available at a wonderfully-low retail price. If you haven't had the chance to play these classic titles you owe it to yourself to pick them up. Now.
Most unfortunate name
Ceaseless Discharge (Dark Souls)

Doesn't the name say it all?
Labels: Andrew Whipple III, Brink, Dead Island, Dragon Age II, Duke Nukem Forever, Dynasty Warriors 7, F.E.A.R 3, Portal 2, RAGE, Red Faction: Armageddon, Space Marine, The Elder Scrolls V: Skyrim

On the flip side of things, you do occasionally get the rare indie game that can engender communal childish commotion over a charming idea or unique style. But with Dead Island? A single trailer was enough to propel it into stardom.
A Polish developer with a chequered past. A publisher that juggles the superb S.T.A.K.E.R. with the likes of Russell Grant's Astrology. A setting and plot reeking of cliché and originality. Yet, once that announcement trailer hit, everyone looked past all those details. That single trailer was able to cause such a massive fuss because it promised us a mature game; a game with strong emotional connections and heartbreaking violence, not just the usual blood and guts which make up countless shoddy copycats. Dead Island was so, so exciting.
The actual game is a totally different beast. It is a mature game, yes. But only because you can slice off zombie limbs in glistening HD.
Dead Island puts you in the shoes of one of four survivors, and tasks you with finding some escape from a beautiful paradise which has turned into a baneful bloodbath. Sounds familiar? That's because it is familiar. Truth be told, there is nothing in Dead Island's set-up that is remotely new or fresh; much like the zombies it portrays, Dead Island is simply a rotting, abhorrent husk of the original material it feeds off. There's nothing wrong with being unoriginal - after all, Left 4 Dead is still one of the finest zombie experiences out there - but Dead Island seems determined to shoot itself in the foot. The four survivors have surprisingly complex and sympathetic back-stories - it was exceptionally difficult to choose between a fallen football idol and an ambitious policewoman. Of course, in the end, it doesn't matter; you'll never get anything more, in terms of characterisation, than an 'eat that!' remark as you crack skulls. It's sourly disappointing to see Dead Island squander its potential.
However, once you jump into the game, you might just be able to forget about all that. The opening scene, where you wake up to an abandoned hotel, is startlingly well done, especially having to charge down corridors to escape a hungry horde; and once you get used to the slightly bulky controls - think the heaviness of Killzone 2 bumped up to eleven, and you have Dead Island's lumbering sensitivity - it's really all a bit fun. Stupid, needlessly violent, cliché and vapid, but fun nonetheless.

The zombies all have excellent physics, meaning that swipes with a baseball bat and slashes of a machete will provoke different and appropriate reactions from your enemies, making combat that much more fulfilling. Likewise (and regardless of your weapon of choice), there is an undeniable and honourific guilty pleasure in maiming a bikini-clad member of the rich and famous, whilst the appearance of a special infected swings the doors of strategies tactics wide open for you. You'll find your favourite weapons, upgrade them, possibly even modify them, all for the glorious and goreious (I made that word up, kids) buckets of red that stream from leg stumps. Dead Island is built on a foundation of smacking around the undead, and it's a brilliant foundation.
Of course, one can only aimlessly set fire to parasitic prisoners for so long; it's the game's job to make you feel like you're actually accomplishing something with all that maiming and decapitation, and for a while the missions in the game seem quite promising. Finding tired and aimless camps of survivors is initially thrilling, with a strong and logical string of main quests. Whether it's fixing up cars to drive over zombies with ease, or picking up the last scraps of food from beach bars, it really keeps you going through all the killing. In particular, you're told of a monsoon coming, and thunderous roars from the clear-blue heavens above make you feel under incredible pressure. Unfortunately, after a while it all goes downhill. Missions that start out with clear initial objectives soon becomes tarnished, with characters saying, "hang on, just get me a bit more petrol", or "before we get going, I just need an extra stick of chewing gum". At this rate, missions quickly become tedious, and as you venture into the city, the sewers, and later the jungle, everything becomes more linear and corridoric. Oh, and that monsoon? It's nothing more than a light bit of rain that clouds the game from time to time, and messes up the graphics. Speaking of graphics, the Chrome Engine which the game runs on boasts an odd mix of delightfully angelic and downright disfigured graphics, with more bugs and glitches than you can shake a hundred day-one patches at. What begins with promise quickly becomes a game stalling for time as it realises it needs to deliver fifteen hours worth of gameplay.

The problems don't end with bugs. There are scandalous difficulty spikes; particularly gruesome zombies known as Floaters, in particular, can spit furious venom at you, yet take a good dozen blows to finally surrender their crimson insides. The 'Infected', zombies who can sprint at you, seem to have a nasty habit of getting into unbreakable animations - despite endless kicking and even some slicing, they'll continue to pick away at your health with all disregard, until ending their little attack animation and suddenly dropping dead. It really isn't as fun as it sounds. And don't expect to find the emotional depth the game promised in other characters, as there seem to be only a handful of NPCs; one of the only emotional points in the game comes when a daughter is forced away by her slowly dying father, but two minutes later I'm talking to survivors with exactly the same beard and hat as him. Unless criminals are reduced to stealing facial hair in the zombie apocalypse, the only thing to blame is lazy design.
What isn't as lazy is the online co-op. Four friends can take the role of each survivor and have some good, old-fashioned fun. It really changes the mood of the game - in single-player, Dead Island can often be quite tense and thrilling, bordering on terrifying, yet with three mates it just becomes an unholy massacre. It's far too easy and distracts from any mood the developers were trying to create, but in its place comes the simple joy of friends having fun - not even Left 4 Dead can match the joy of having each player cut a limb off a lumbering Thug all at once. Personally, I much preferred the lonely, solitary experience, but it's nice to know that when that gets boring, you can turn Dead Island into Light-hearted Trigger Happy Island.

All in all, Dead Island is brainless. Sluggish, obtuse, dazed and ludicrous, it shuffles along half-heartedly, trampling all the potential it once commanded. But, when you take up arms and start sawing arms off, Dead Island is mindless merriment. It's big and dumb, but for all its faults and squandered potential, there's nothing quite as satisfying as a no-holds-barred zombie massacre.
9/10 [?]
Labels: 2011, Chris Hawke, Dead Island, Deep Silver, Review, Techland
Remember when you went on holiday to a remote yet stunning tropical island with Mum, Dad, your brother and his best mate who smelt worryingly of extremely strong cigarettes? Wasn't the sand betwixt your toes a golden warmth; the piercing blue ocean an inviting oasis from a beating, glimmering sun? And remember when everyone got infected with virus and you had to man up and start cracking zombie skulls?
No? Well, Techland certainly had the most violent and haunting childhood getaways, and their upcoming game Dead Island looks set to tug at your heartstrings. As you tug open some undead flesh.
We have an exclusive interview with the Dead Island team, and since we asked all of our readers to contribute to our Resistance 3 interview, we thought that those who prefer the rotting corpses of loved ones to the slimy scales of invading aliens might feel left out if we didn't let you take part in this one, too. Just follow the steps below; you should be used to them by now.
Pop it in the comments section
The fastest way to ask your question is via the comments system on this page. You can login using your Disqus, Google, Twitter, Facebook, Yahoo or OpenID account, or just comment as a guest. It's quick and amazingly simple.
Get in touch via Twitter
Have a Twitter account? Tweet your question to us. All you need to do is send us a message via @ggtl. Also, you'll need to be using Twitter on a non-protected account, so we can recieve your tweets. If you use a protected account, use one of the other options to submit your question.
Send us an e-mail
If you're not a fan of comments systems or social networking, but fancy something a bit more personal, you can send any questions over to chrishawke@gamersguidetolife.com and we'll do our best to include them.
Ask questions that are as in-depth as you want, on any aspect of the game, development or the future of the series. We'll throw as many as practically possible into our interviewee's earholes. It couldn't be easier.
Bookmark us so you never miss a beat, or follow our Twitter to get our latest articles and crazy ramblings.
Labels: 2011, Ask Your Questions, Chris Hawke, Community Interview, Dead Island, Deep Silver, Exclusive, Interview, Techland
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1.2.12
