The 25 Best Videogames of 2016
The best games of 2016 took us to the Shoshone National Forest, a magic-filled pseudo-Victorian society, a stark dystopia where children are hunted by faceless adults, countless barren planets with awesome music, a future Earth still dealing with fallout from the Omnic Crisis, the Commonwealth of Kentucky, the throbbing depths of rhythm hell, and a multitude of other destinations both real and imagined. (And now I sound like an Oscar presenter.) Together they illustrate the breadth and scope of what game artists can accomplish today, both on our TV sets and in our VR faceboxes. 2016 reminded us once again that, even as technology lets games become increasingly cinematic in their storytelling and photorealistic in their visuals, that precision is still the key—that the most important facets of a successful game are the confidence and focus necessary to explore its mechanics, story and aesthetic as deeply yet succinctly as possible. Some of these 25 games come closer to that goal than others, but they’re all winners in their own ways.
Hey: here are some games.
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25. Forza Horizon 3
Forza Horizon 3 has one of the most organic senses of progression I’ve ever seen in a racing game. You, as the player, constantly keep moving to explore and find the next cool thing to do. Much like discovering cars in old barns was an element in the original, this game is designed to provoke a sense of wonder and curiosity through exploration.—Jason D’Aprile
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24. Final Fantasy XV
Male intimacy in games usually revolves around slapping each other on the back for how well you shot other dudes, or how you will learn to shoot them better as time goes on. The brotherhood of XV is a little different, as they tease each other, talk about girls, push to better themselves internally and discuss the photos taken at the end of each day. It’s a side of friendship you don’t get to see often in games, and that levity helps keep the thin story afloat through the first half of the game.—Eric Van Allen
23. Superhot
Superhot’s shootouts make its case better than its narrative layers ever could. Its methodical take on shooter combat forces you to linger on the consequences of your actions without saying a word. And that’s all it needed to be.—Suriel Vazquez

22. XCOM 2
XCOM: Enemy Unknown is a boring game in the sense that to solve it means to operate it like the most undependable machine. XCOM 2 is the most extreme opposite from base management to isometric choice, requiring that you take risks, move quickly and generally understand that you’re always going to be between a rock and a hard place when it comes to making decisions that get the job done and minimize risk to your soldiers. That final factor is the core strength of XCOM 2, and it is what elevates it beyond yet another tactical game in an ever-growing genre. If the alien invasion genre is really all about humanity and how it gets tested, then this game mobilizes that genre in order to frame the individual player being put to the test at all times.—Cameron Kunzelman
21. Dark Souls III
Dark Souls III would be a fitting end to a videogame series, and we don’t get many of those. I enjoyed almost all of my time with it, but I’m not sure if I’d want another game like this to come by for a long time. As a comprehensive second draft of the best moments from the series, it left me with fond memories of everything I love about these games. And by sprucing up those moments, it gives new players a chance to finally understand why these games matter. It doesn’t make sweeping changes to the series’ structure or rhythms, but just this one time, it can get away with tugging at familiar heart strings. I came into this game hoping it wouldn’t be “just another Dark Souls game.” But I’m glad that’s what I got.—Suriel Vazquez
20. Reigns
Imagine your only tool for decision-making was the dating app Tinder. Everything you did in a day would be left to a simple swipe left for no, swipe right for yes. Now imagine yourself as a medieval ruler in charge of the prosperity of thousands of other people. One simple swipe of your finger would decide who lives, who dies, what gets built, and when to go to war. This is the reality imagined in Reigns. As you might expect from that description, the basic interface is rather minimalist. This aesthetic matches its creative and quirky take on grand strategy gameplay, making it easily digestible and perfectly suited for mobile gamers.—AJ Moser
19. Small Radios, Big Televisions
Psychedelic puzzler Small Radios, Big Televisions isn’t anti-technology, although its ultimate message touches on the dangers mankind poses to the environment, and it holds a certain skepticism towards virtual reality. The technology it fetishizes is at once archaic and unreal and yet in a way is thriving today; its retro take on a VR system that uses analogue cassette tapes evokes the current indie rock tape subculture, the minimal synth revival and the constantly hyped virtual reality escapism that the game eventually criticizes. The puzzle elements are light and easily sussed out, but the psychedelic dreamscapes and slurry synthesizer washes of the in-game cassettes are almost enchanting in their fuzzy unreality—especially after you take magnets to them and degrade them to increasingly abstract states. (At times it looks like what happens when you plug a VHS camera into a television and then point that camera directly at the screen.) This is a thoroughly imperfect game, but one with insight, courage and a clear-cut sense of self, and one where the imperfections are a vital part of its genius.—Garrett Martin

18. Hitman
Wander…long enough and you’ll also find interesting sub-plots that key you into new avenues of approach. The best one I found had to do with one woman asking another to infiltrate the same group of people you were trying to in order to save a magazine one of the targets owned. Dangling the prospect of over 200 people losing their jobs over her, the woman convinces her friend to risk her life. She then heads to a nearby bathroom to call her friend as she agonizes over what’s she’s been asked to do. These stories build that sense of place Hitman’s always been great at creating, and they make you want to continue exploring.—Suriel Vazquez
17. Inside
Like Limbo before it, Inside is a dark puzzle game set in a deadly and oppressive world. The boy you control will die suddenly and frequently in violently graphic ways, and the world he explores is almost entirely cast in shadow. Inside is a bit more defined than Limbo, though, replacing that game’s more nature-based fears with Orwellian overtones and a dystopia run by man, and then making your own character complicit in the same kind of mind control that’s ruined his town.—Garrett Martin
16. Fire Emblem Fates
Tragedy falls on both sides of this war no matter what you or your hero do. Friends and family die or permanently retreat with regularity. Fire Emblem is both an adorable game about cute anime kids becoming friends and lovers, and also one of the cruelest and most unforgiving virtual death marches you’ll ever play. Don’t hold all that death against Fates: it’s the game’s birthright.—Garrett Martin
15. Uncharted 4: A Thief’s End
Uncharted 4’s best quieter moments are as memorable as any of its action set-pieces, which can be as elaborate and disorienting as anything in the superlative Uncharted 2. True, the quieter moments stand out because there are less of them—the parts where you jump, climb and shoot drag on far too long, as usual—but also because they’re done as well as games like this have ever done them. From Sam and Nathan Drake reestablishing trust after 15 years apart, to Nathan and Elena’s increasing boredom with domestic life, Uncharted 4 spends enough time fleshing out the human stakes to make you care about the shoot-outs and explosions.—Garrett Martin
14. Kentucky Route Zero: Act IV
Act IV is a preparation for the end. A little on the nose, I guess. And it’s by far the least spectacular of the bunch. It feels permeated with more realism than the previous three acts. While surreal moments and sardonic, fantastical conversations take place, there are no awe-inspiring or heartstopping moments that inspire reverence. Unlike the previous three acts, the narrative is characterized by a foreboding sense of inevitability followed by the mundane, dull ache of loss.
As we get older, we forget more than we expect, including what will come to feel like the most tangible details of those we most love. We will forget the ones we swore we would keep close to our hearts.
But we will remind others of them through our memorials, whether built, written, or lived.—Richard Clark
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