Normally I start this specific article off with some form of preamble about the year that just concluded. I’m not going to do that this time. This paragraph was the last one I wrote for this article, which is already 3900 words long. Y’all don’t need to be wined and dined first with an article that long. Let’s just get right into it.

Honourable Mentions

Metaphor: ReFantazio

Before you burn down my house, let me make my case for why Metaphor was snubbed from the top 10.

At the time of writing, I’m around the midpoint in Metaphor: ReFantazio. Or, at least, that’s what I’ve been told. I can see the seeds of a great game here, but I haven’t had enough time with it to be confident in that assessment. Nor have I had the time to really appreciate, and reflect on what Metaphor is going for from a writing perspective.

Metaphor is an incredibly dense game, and I simply need more time to fully experience it. Not just in a literal sense either – I’m genuinely interested in seeing where both the main plot, and several of the side stories go.

That may seem like a silly reason to forgo including Metaphor, but I’m just not at a point yet where I feel like I can include it here with any degree of integrity.

If it’s any consolation, Metaphor: ReFantazio will probably make it onto the 2025 best of list. Probably is the operative word there though.

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Rain World

I hated playing Rain World, but there’s no denying that it has stuck with me. There was a several week period where I was talking about the game with my wife (who adores it), and I’ve continued to circle back around to it mentally. That’s gotta count for something, right?

However, I can’t reconcile the disparity between how interesting Rain World was as an artistic experience, and how miserable it was to actually play. That disparity is the whole reason why Rain World is even so interesting in the first place. You really do feel like a tiny, defenseless creature that sits at the bottom of the food chain.

Perhaps if I was a better critic, I might be able to look past Rain World’s numerous shortcomings to celebrate the wholly unique experience that it has on offer. Unfortunately, I am a gorilla who is still nurturing their critical faculties. As such, Rain World was the easiest of my shortlist candidates to cut on the basis that I didn’t even enjoy playing it. 

However, Rain World was a once in a lifetime experience, and I think that deserves a nod in the honourable mentions.

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My Favourite Games of 2024

Steamworld Heist 2

Now it’s time for my favourite 10 games from 2024, starting in no particular order with Steamworld Heist 2.

When I saw that Thunderful (formerly, Image and Form) were going to be making a sequel to Steamworld Heist, I was immediately onboard. I really enjoyed the first Steamworld Heist thanks to its unique take on turn-based combat. There’s nothing quite like the thrill of landing a headshot with a bullet that ricochets off the walls 3 times before nailing an enemy behind cover.

That combat is much the same in the sequel, but character customization is not. In the original game, each crew member you recruited had their own role within the wider context of the game. For example, there was a character who had additional movement speed, and gained an attacking bonus while shooting enemies from behind. This flagged them as being ideal for flanking. As such, solving levels in Steamworld Heist felt like trying to figure out which tools in your toolbelt were best suited for the problem at hand.

By contrast, Steamworld Heist 2 is a game about creating your own multi-tool that solves several problems simultaneously by splitting the game in half. There are no limits on which weapon types anyone can use, nor which skills they can learn. This affords the player an absurd amount of control over how they develop their crew. I spent a frankly unreasonable amount of time thinking about how I wanted to develop my crew members while I was doing work around the house in-between play sessions, which, to my mind, is the mark of a great game.

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Monster Hunter Rise: Sunbreak

Do I even need to justify this beyond saying: it’s more Monster Hunter?

Monster Hunter is the closest thing I have to a video game comfort food. I always boot it up thinking I’ll do 1 or 2 hunts, and then notice that 5 hours has gone by. I don’t know what it is about Monster Hunter, but it always has the ability to steal my time away from me.

Sunbreak is no different in this regard, but it does bring some much needed quality of life improvements to Monster Hunter Rise. In general, hunts feel like they have less downtime, which was easily my biggest source of consternation prior to playing the expansion.

Otherwise, Sunbreak is just the same Monster Hunter that I know and love. A game entirely dedicated to the idea of fighting larger than life monsters. It’s the fun of a boss fight over, and over again with each new threat that the game introduces feeling like an escalation over whatever you just got through fighting.

The expansion also features some of the best fights that I’ve ever experienced in my, somewhat limited, exposure to the franchise. Astalos, Espinas, Mizutsune, and the newly introduced Malzeno are all bangers. Never mind all of my returning favourites from Iceborne.

Capcom continues to sit firmly atop their throne as the rarely challenged king of third-person melee combat, and Sunbreak is yet another gem for their crown.

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Lies of P

While it doesn’t quite hit the same highs as Sunbreak, Lies of P offered up its own satisfying take on the melee combat, dodge-roll, die in 3 hits genre. I wrote as much during a preview for the game last year, but the parrying in Lies of P is badass. It’s so satisfying to absorb several consecutive attacks from a foe before ripping a massive, gaping hole in their health bar. That never stopped being fun regardless of the size, or ferocity of the foe that I was fighting.

There’s also 2 features of this style of game that Lies of P iterates on to great success: weapon customization, and rechargeable boosting items. The former allows you to swap the blade of any weapon to fit upon the handle of any other weapon. This affords the player a ton of flexibility in how they want to build their character, and the style of combat that they want to approach each of the game’s challenging boss fights with.

The latter helps to combat the loss aversion that is normally associated with damage boosting consumable items. Normally, I’m too afraid to use this type of item because I might die prematurely, which would waste it. However, in Lies of P your damage boosting item recharges alongside your healing items. That may sound like a small change, but it meant that I actually used these powerful items throughout the game instead of pretending that they didn’t exist.

I think both of these changes really hone in on why I enjoyed Lies of P so much: it feels derivative in the best possible way. Almost everything about it feels like a direct response to a potential shortcoming of the games that inspired it. That doesn’t mean that Lies of P has a lot of its own ideas, but it presents a version of those ideas that ranks among the best that I’ve ever played.

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The Rise of the Golden Idol

There are very few times where I regret not including a game on my year end lists. I spend way too much time thinking about, writing, and editing these silly things for that to happen. If I ever catch myself going, “huh…yeah that game was pretty good”, then I end up including it in the list. That’s one of the benefits of taking such a long time to write my annual summary: it gives me ample time for reflection.

However, The Case of the Golden Idol is one of those few regrets. I played it in 2022, and thought it was great. No detective game has quite hit the highs of Return of the Obra Dinn, but The Case of the Golden Idol was the closest any game had gotten. And coming second place to the best game in a particular subgenre is a fairly notable achievement. 

Despite this, The Case of the Golden Idol was not present in my best of 2022 article. What’s even more baffling is that article only lists 8 games. Why is it not there?! What were you thinking past me?

Today we rectify that mistake by both acknowledging the greatness of The Case of the Golden Idol, while also showering the same praise on its sequel The Rise of the Golden Idol.

I’m of the opinion that these 2 games are equitable experiences meaning everything I’ve said about the prequel is true of The Rise of the Golden Idol. That said, the sequel makes a few small tweaks over its predecessor that give it the edge when they’re compared side by side. It’s a fantastically realized interactive mystery that draws the player in, and gets them to appreciate every small detail as they unravel its multi-year, multi-victim case. You couldn’t do much better than The Rise of the Golden Idol if you’re in the market for interactive detective fiction.

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Shogun Showdown

In a lot of ways, Shogun Showdown reminds me of Into the Breach. It’s a game where you’re given near perfect information about what your opposition is planning to do. It then falls on the player to figure out how to dodge around the enemy onslaught while cutting them down.

However, I think Shogun Showdown makes much better use of its roguelike structure by having a wider variance in potential character builds. There’s a depth to the different upgrade options that are available, which means that no 2 successive runs are likely to look the same. Plus, the sheer strength of some upgrades can turn otherwise unremarkable abilities into the lynch pin that enables your entire strategy.

Shogun Showdown’s combat is also really neat on a fundamental level. It’s a lot more focused on controlling the limited available space than simply doing big damage numbers. This is reflected in how many of the game’s abilities either require specific spacing to work properly, or have a movement effect. The result is a game with many scenarios that feel like outwitting someone in chess, but which look almost like a dance as you weave around the Shogun’s army.

Honestly, Shogun Showdown is one of the most compulsively replayable games that I played in 2024. Keep in mind, I play a lot of roguelikes, but very rarely feel the need to continue with them after I score a handful of wins. However, I had to uninstall Shogun Showdown so I would stop playing it. If that doesn’t count as a glowing endorsement, I don’t know what does.

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Balatro

Speaking of compulsively replayable games that I had to uninstall: Balatro

I figure this one doesn’t really need an introduction because it took the world by storm last year. Even my friends who don’t play many video games were playing it at some point in 2024. I think that has everything to do with how Balatro is based on Poker. That made the prospect of learning it a lot less intimidating, while also rewarding existing knowledge people had about Poker.

I’m not equipped to say much else about its wider cultural success, but the reason why Balatro was so special to me stems from how unpredictable it is. I could never know for certain what strategies would actually score me a win in a given run. You’re always given enough information to make good decisions, but not enough to consistently make great decisions. This led to many times where I’d cobble together some fairly janky deck that would just barely scrape by.

Normally I’d find that sort of fly by the seat of your pants gameplay to be unsatisfying. Being able to understand, and master a game’s systems (to some degree) is fairly important to my overall enjoyment of most games. As such, I don’t tend to enjoy it when it feels like I have no control over the outcome of a game.

However, Balatro defied the odds, and ended up being an incredibly enjoyable experience for me despite how random it feels. Those aforementioned harebrained strategies were among some of my favourite gaming victories last year, and my inability to optimize the fun out of Balatro allowed it to remain one of my favourite titles through 2024.

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Like a Dragon Gaiden: The Man Who Erased His Name

Including a Like a Dragon game on my best of list feels a lot like including Monster Hunter. Do I really need to justify why this is here? If you don’t already know why Like a Dragon is awesome, that’s a you problem.

Regardless, Like a Dragon Gaiden ranks among the best of the Like a Dragon games that I’ve played in the past several years. Heck, it might be THE best Like a Dragon game that I’ve played.

Gaiden has a reduced scope compared to developer RGG’s other titles within the same franchise, but I think that’s to the game’s benefit. There’s less of Like a Dragon’s signature goofy side quests, and minigames, but the ones that are there are polished to perfection. They’re all fun to engage with, and the well written dialogue means that nothing ever feels like filler. Everything in Gaiden is worth dedicating your undivided attention to.

The main story is also phenomenal. That’s thanks to some great writing, but also to Takaya Kuroda’s fantastic performance as Kiryu. I was in tears alongside Kiryu, which is the best way I can think of to convey just how affecting Like a Dragon Gaiden actually was for me. Keep in mind, I haven’t played all of the other Like a Dragon games, so I don’t even have the full context for that kind of an emotional response. Kuroda’s performance is simply that good.

Like a Dragon Gaiden: The Man Who Erased His Name was one of the few things I played in 2024 that made me feel something aside from the joys of winning at a video game. That was reason enough to include it here, but it’s also a fantastic love letter to both Kiryu’s journey over the past 20-ish years, and to the fans, old and new, that have been along for that journey.

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Okay. 

That’s 7 of the top 10 in no particular order. I did try ordering everything in an earlier draft, but I wasn’t really satisfied with how it came together. Plus, I kept getting into arguments with myself over where certain games were in relation to one another.

However, the final 3 games that I want to discuss will be ordered. I am very confident that these were the experiences I enjoyed the most from last year.

So, without further ado, here are my top 3 from 2024.

Top 3 Games of 2024

Isles of Sea and Sky

I know it’ll seem strange to see Isles of Sea and Sky take third place after I just finished waxing poetic about how emotionally affecting Like a Dragon Gaiden was. However, Isles of Sea and Sky gave me an experience completely unlike any other game that I played in 2024. I didn’t have to uninstall it to stop myself from playing it obsessively, or spend hours honing my abilities at it, nor did it elicit any kind of complex emotional response from me.

No – the thing that Isles of Sea and Sky gave me was 3 days as a visitor in another world. It reminded me a lot of the first time I played a Metroid game. I was completely immersed within this alien world, and each new discovery I made while exploring felt like a big deal. This had the effect of pulling me deeper, and deeper into the experience until I finished it, and came up for air.

That is how I felt while playing Isles of Sea and Sky. I wasn’t a married man with a pet cat sitting at his desk with a notebook – I was a man with a pet sea turtle on a quest to collect stars.

That might sound completely ridiculous, but Isles of Sea and Sky was exactly the kind of game that I needed to play when I played it. Furthermore, it does that same thing as Outer Wilds, or Tunic, and Rain World where you’re told nothing, and are allowed to breathe in the game’s world as you see fit. There’s so many things to discover, and each feels like a new tool that can be leveraged to dig deeper into the complex web of secrets that remains buried within the bowels of the game.

Part of why I wrote this article so late was to give myself time to decide if I’d played enough of Metaphor: ReFantazio to justify its inclusion. As you well know already, I hadn’t, but I also needed time to reflect on Isles of Sea and Sky. I played it in mid-December, and wanted to confirm that I still felt as strongly after the dust had settled.

Well, it’s been several weeks, and my confidence that Isles of Sea and Sky deserves to be here has only grown. It allowed me to escape into another dimension for an adventure filled with discovery, and, for that reason, Isles of Sea and Sky gets my number 3 spot for 2024.

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Fire Emblem Fates: Conquest

Where do I even begin with Fire Emblem Fates: Conquest. Perhaps by asking if you’ve read the incredibly self-indulgent overview I wrote following my fourth playthrough of the game? Yes – four playthroughs. This is the only game that I played in 2024 that can even hold a candle to the time I spent playing fighting games.

The reason I liked Fates: Conquest so much is remarkably similar to the primary reason why I enjoyed Steamworld Heist 2. There’s an insane amount of character customization that players are afforded in this game. However, there are actual limitations to how much customization you can reasonably perform in a single campaign, and that makes Fates: Conquest much more interesting to play.

For example, I always need a hard-counter to deal with Chapter 19, which is the most godforsaken chapter in this game. There’s 2 different units that you can prepare for this role, but those choices are mutually exclusive. The choice also cascades into other decisions you’ll be making as it’ll cut off certain class building options from other characters. This makes the act of solving Chapter 19 a multifaceted problem where I had to weigh the pros, and cons of several different potential options before settling on my desired solution.

I. FUCKING. LOVE. THIS.

There’s an unparalleled level of satisfaction born out of creating, and successfully executing on  an incredibly complex plan. What’s even more gratifying is when the plan works as well as you envisioned. Conquest is great at providing that feeling thanks to its multitude of challenging missions that beg you to explore every nook of its class system while designing your squad.

The thing that really underpins the whole game though, is how you’re never given enough resources to mindlessly do everything. Each decision comes at the cost of something else. This adds a lot of weight to which characters the player decides to invest in. It also made my army feel a lot more personal, and encouraged me to try different builds on subsequent attempts of the game’s campaign.

It’s a shame that developer Intelligent Systems moved away from the class system of Fire Emblem Fates in future instalments, but I’m glad I got to experience it here. This is genuinely one of the best games for encouraging, and rewarding this kind of meta-level planning across a full campaign.

Shame about the dogshit story though.

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Tactical Breach Wizards

When I think back on what I played in 2024, there is a single game that stands head and shoulders above everything else: Tactical Breach Wizards. There are games I’ve discussed today which offered players meaningful character customization, featured unique mechanical hooks, and even one that had a good story. None of them had all of these things. Except for this one. Tactical Breach Wizards does it all.

I already gushed about it tons in my review, but I think many of the points I already made about Tactical Breach Wizards within that review bear repeating here.

The game has a fantastic tactical foundation. Similar to Into the Breach, or Shogun Showdown, you’re shown what your opposition is planning to do each turn. This gives you perfect information to work with as you iron out the best solution to each level. It almost gives the game a puzzle-like feel, which is further reinforced by how you’re able to try out multiple plans of attack each turn before you’ve committed to the one that you like best.

This lack of immediate commitment also encourages a ton of experimentation. Each of Tactical Breach Wizards’ characters have flexible abilities that synergize with one another under the right circumstances. Having access to unlimited rewinds means that there is a ton of opportunity for players to actually discover all of those combinations as they experiment with everything that Tactical Breach Wizards has on offer.

Speaking of characters, the cast in Tactical Breach Wizards are some of the most well realized characters I’ve seen in a game in the past several years. They feel grounded in a way that many other characters don’t. They have ambitions, problems, and lives outside of the conflict that has brought them together. That adds a layer of texture to the whole cast that makes them feel believable, and human, which is something that a lot of games struggle to pull off successfully.

Tactical Breach Wizards is also one of the only properly funny games that I’ve played. It’s not a comedy game like Thank Goodness You’re Here, but it has much needed moments of levity throughout its main plot where you’re attempting to stop a freelance mercenary organization from using military force to seize an entire country. There’s also a lot of physical comedy that’s inherent to a game where you’re repeatedly throwing people out of windows.

I said it in the review, and I’ll say it again: Tactical Breach Wizards is definitely one of 2024’s best games. Now that I’ve got the power of hindsight, I can say that with a lot more confidence. If you like tactics games then you should play Tactical Breach Wizards. If you like well-written characters then you should play Tactical Breach Wizards. If you like good stories then you should play Tactical Breach Wizards. I promise it is worth it.

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There you have it, folks. Those were my 10 favourite games from 2024.

I hope you found something that you didn’t already know about to check out. I know that recommendations are primarily why people read these sorts of things, so I’m hoping I didn’t completely drop the ball in that regard.

There’s also a companion post that’ll either be going out at the same time as this, or the day after depending on how I feel. It’ll basically go over the non-gaming stuff that I enjoyed from 2024. It’s mostly books. That’s something else you can read if you want more recommendations for experiences worth looking into.

Either way, thank you for reading, and thank you for all the support throughout 2024. It was the best year thus far on the blog, and I’m hoping 2025 is even better.


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