13 Sentinels: Aegis Rim Was One of the Best Games of 2020 and 2022

There was no shortage of incredible new videogames in 2022. When Paste published their list of the 30 best games of the year, I mostly nodded along in agreement or went, “oh yeah, have to play that, too,” and then did. And yet, something was missing even on a list 30 deep. You see, 13 Sentinels: Aegis Rim received a Switch port in 2022, but since it wasn’t a new game, it didn’t qualify for game of the year consideration. Not in an official capacity, anyway: we can’t just let a re-release occur without marking the occasion, however, so here we are to remind you that this game still exists and can be played in more homes now than when it first hit shelves. And that it’s still good enough for Game of the Year consideration, too, if not for those pesky rules about release dates.
13 Sentinels released as a Playstation 4 exclusive back in 2020, and it was without a doubt my game of the year. I don’t say this as someone who dislikes or intends to disrespect Hades with that statement: I say that as someone whose game of the year for 2020 was Supergiant’s crowning achievement… until I got my hands on 13 Sentinels. While a tremendous success for a Vanillaware title—Atlus announced in late-November that it had sold over 800,000 copies—it’s done so almost entirely by word of mouth. It’s difficult to talk about or write about the game, to the point that even the marketing for it basically boiled down to “Vanillaware’s artists have done it again, and also there are mechs.” Patrick Klepek wrote a piece about how difficult it was to talk or write about the game back in January of 2021—“any individual story point, could, in theory, be a spoiler”—which led me to realize that 13 Sentinels was the most “you just gotta trust me” game I had ever recommended to people.
It’s a tremendously written title, which it would have to be as something of a visual novel/adventure game. You’ll find yourself thinking, often, that you’ve pieced things together, but only until another wrinkle is revealed, which leaves you marveling at the layers of narrative on display here. This isn’t a story that relies solely on shock and surprise or anything like that. It’s more that experiencing it yourself for the first time is something I (or anyone else who has gone through it) wouldn’t want to take away from a new player. The Empire Strikes Back still works as a classic and cinematic achievement even if you already know Luke Skywalker’s parentage, but having that moment to discover it in-movie the first time isn’t nothing. 13 Sentinels, similarly, is still fantastic on replay and after you’ve already got a sense of where it’s all going and how it connects, but seeing those dots connect the first time in the proper context and with your own eyes is going to stick with you. There’s plenty to chew on here without you wondering when that thing you heard about is going to happen, and the characters themselves, as well as their personal backstories and the journeys they go on, are excellent the first time around and on replay as well.
13 Sentinels isn’t “just” a text-heavy adventure, however. It’s also a real-time strategy affair where the high schoolers you control in the “Remembrance” section of the game—that’s the adventure bits—pilot mechs known as Sentinels to fight the mechanical kaiju known as Deimos in the “Destruction” portion of the game. Things start out simple enough on the RTS side, but as your roster of Sentinel pilots grows and your foes become more complex in response to your successful defenses of different sections of the city these battles take place in, what’s expected of you here increases. You’ll have to truly strategize to stay alive, hiding your pilots while their Sentinels repair if things get to that point, taking on enemies coming from both land and the air, defending central points that must survive lest you lose, and, in between battles, upgrade your existing attacks and unlock new ones. Your Sentinel pilots gain levels in between battles, and you’ll earn more “meta chips”—the game’s experience and currency for unlockables—by fighting consecutive battles without resting all of your pilots in one go. You can’t just roll the same roster out there each battle, either, as your pilots will grow fatigued from using their Sentinels too often, and they’ll become unavailable for future battles until they’ve recovered. One character you use in the game’s Remembrance side of things is dealing with the fallout of having stayed in their Sentinel for far too long: her memory is shot, she’s perpetually bandaged, and she’s on a heavy diet of prescriptions. Kaiju invasion or not, you’re not going to want to inflict that fate on anyone after you’ve seen it on that personal level.
You don’t play all of a character’s arc at once: there are little walls in place to stop you and force you elsewhere in another character’s story, or push you to play some Destruction stages to further unveil what’s happening in that moment in time, so while you can generally select the order you play stories in, individual ones can’t go past certain points until you’ve also seen connected, alternate perspectives and concurrent events. Once the prologue ends you can choose which mode to play and which characters, and while there are blocks in place for both, you can go all Remembrance for a while if you choose, or play through a bunch of Destruction. Or skip both for a bit and spend time looking over the Analysis section, which features everything you’ve learned so far as well as additional unlockable information earned through completing Destruction stages as well as their optional objectives. It’s here that you can also watch “flashbacks” of in-game events, which can be useful for reminding yourself of where things stand or stood, or just because you enjoyed a section.
At first the battles and the more obvious story parts seem a little disparate, but as the game continues and the what of it all starts to make sense—or, at least, to take shape—the battles take on their own excitement that adds to what you’re seeing and doing in the other side of the game. A few hours into my first playthrough, I felt like I could do without the RTS parts, since they were keeping me from spending more time in the adventure portion, but as I progressed, and as the meaning of what the battles actually were in-universe became more clear—their stakes more obvious, the pilots within them more “real” to me after the time I’d spent with them in Remembrance—all of that felt just as vital to the entire project of 13 Sentinels as well.