The 25 Best Videogames of 2013
We didn’t just get to play a ton of great games in 2013. We’re wrapping up one of the most diverse years yet for the medium, with a wide-ranging assortment of games that comment on life and the nature of games in a variety of ways. In one year we’ve seen the industry-mocking superbunk of Saints Row IV, the social and political commentary of Papers, Please, the timeless traditionalism of Rayman Legends, and the aggressively community-minded toy box Animal Crossing: New Leaf. The only similarity between these games is how beloved they are by critics and players. 2013 ended with new, high-tech hardware dominating everybody’s attention, but it’ll be remembered mostly for low-key games about the human condition and games that celebrate the pure, thrill-powered joy of play. It’s been a great year for games and the people who play them.
Developer: 4A Games
Publisher: Deep Silver
Platforms: Xbox 360, PlayStation 3, PC, Mac, Linux
The Metro games are heavily invested in world-building, and that level of detail is one reason why the universe has such appeal. Last Light succeeds more than its predecessor in this regard, if for no other reason than it works better: Refinements in level design, combat, and environmental storytelling make it a smoother experience without sacrificing any of the claustrophobic immediacy of the franchise. But what works best about Last Light is what makes the fiction resonate. Despite the glowing mushrooms, mutant monsters and supernatural horror, this is a deeply human story.—J.P. Grant
Developer: Matt Thorson
Platform: Ouya
This multiplayer scrum (and Ouya exclusive) is a frantic four-way archery duel, like a single-screen Smash Bros. with a retro aesthetic and arrows instead of fists. Towerfall is intentionally limited to local-only play, which is a bummer if you don’t have friends over. Once you get a group together, though, it’s as tense and trash-talkingly fun as the Mario Kart and Goldeneye bouts of our collective memory.—Garrett Martin
Developer: Christine Love
Platforms: PC, Mac, Linux
Christine Love’s latest interactive fiction story, a direct sequel to 2012’s Analogue: A Hate Story, goes by the title Hate Plus, since it was slated to be a straightforward expansion pack for Analogue. Yet Hate Plus clocks in at nearly twice the word count of the original game, so calling it an expansion pack seems almost unfair—though understanding its story does require players to experience Analogue first. For those unsure of what to expect from the cyber-hallways of Hate’s abandoned spaceship, be not fooled by Hate Plus’ charming art style and occasional light-hearted moments: The story will take frequent turns down dark and tragic roads. Love’s well-crafted prose breathes life into these eccentric artificial intelligences once more, and it’s easy not to fall in love (or, perhaps, in hate) all over again.—Maddy Myers
22. Bit.Trip Presents Runner 2: Future Legend of Rhythm Alien![]()
Developer: Gaijin Games
Publisher: Aksys Games / Gaijin Games
Platforms: Xbox 360, PlayStation 3, Wii U, PS Vita, PC, iOS
Runner 2 is ostensibly a rhythm game, nestled inside an auto-running platformer. Every pile of gold, score multiplier, spiked enemy and giant gherkin is fully animated, bopping, gyrating and wiggling in time to Disasterpeace’s score. Bright colors and fluid animation give life to a game with the thinnest of premises, and each unlockable character’s dancing and idling animations are full of charm. Playing Runner 2 is like a series of minute-long fugue states: When everything pulses in concert, the eyes widen, the pupils dilate, and the breathing slows, and time only starts to flow normally again when the level ends.—Joseph Leray
Developer: The Tall Trees
Platforms: PC and Mac
Any way of explaining what you do in Castles In The Sky will always reduce the play experience to a series of actions taken in sequence. That’s a basic part of games and how they operate in the world, but what Castles In The Sky brings to this time-worn koan is a particular understanding that the actions you are performing are somehow more special than anything else. The “specialness” of other games often happens in retrospect; a killing streak in Call of Duty is beautiful when recorded and played back, but at the time you are riding the high of accomplishment without understanding the full weight of the wonder of the play experience. Castles In The Sky puts that front and center. It’s not a game that you play and then reflect on later. It is the coffee, the cello, the cornbread of videogame experiences. It’s meant to be taken in the moment as a wholly unique and beautiful experience that is wholly available to you in its entirety at the moment you experience it.—Cameron Kunzelman
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