There’s a reason why playing the Minecraft soundtrack to any 18-34 year old male will evoke That’s So Raven flashbacks of long nights spent in front of the computer.

My brother and I would trade off on our old laptop, each cave and cliff a new mystery to investigate. If we liked them enough, we’d build castles and hideouts there that only the two of us would ever see. We yelled the first time we found diamonds and again when we lost them to a lava pit.

Everyone who’s played this game carries a litany of their own stories and experiences, exemplifying video games’ ability to create uniquely meaningful narratives for each player. Narratives that you’ll remember and revisit as you launch Minecraft yet again in search of new memories.

Easily the game of the decade, if even just for its cultural impact, and it was created without the Defense Department-size budgets that plague modern AAA game design. If you don’t like Minecraft, you probably have no imagination, dear god please fix your overstimulated brain. Actually, this game might help with that.

when all you have is an ipod nano, you take what you can get. i remember this being a surprisingly competent rpg, but again, refer to sentence 1

Played on iPod nano which may have been the least pleasant gaming experience of my life. If you wanna look like a jagoff using the ipod touch wheel to control Sonic, be my guest

Possibly the most cynical product to see the light of day. What if Mario Kart controlled like shit, had single-digit character selection, and added in-app purchases for some reason. An exercise in exploiting recognizable branding so that kids might accidentally drain their parents' wallets for the privilege of playing as Odie.
On the other hand, funny cat go vroom haha

GAZE, MORTAL MAN, upon the boundless void of branded Wii games, and keep your wits about you. There be monsters here.

Jumping online for the first time was about as easy as 1v1ing LeBron in a game of Horse. I later realized I could cheese out a couple wins by spamming Iron Man's projectiles, then I looked at myself and asked what the fuck I was doing with my life.

This game made me realize that I care more about the stories in Fire Emblem than I previously thought. Prepare to watch the main character have the metaphorical football pulled away over and over again, Charlie Brown-style, as the devs wrack their brains for new reasons to send them on mission after mission. There's a good strategy game under the 7-layer dip of bland writing and sexual gratification, but I just cannot be assed to see the rest of it.

A shame that Warframe's incredible combat and visual style are obfuscated by its grind and byzantine crafting mechanics. If you're not into it now, you probably missed the boat.

This is one of the most Good games I've played, in that everything it does is Mostly Engaging. Nothing's great, but it all works well. Charming visual style, but you'll probably get bored of the gameplay loop after a while.

2016

Eurojank in the best possible way, Infra has some truly unique ideas. Its puzzles are all set in the context of the real world - repairing switch boxes, setting up a water treatment plant, and other engineering problems are seamlessly integrated into the levels. A pretty interesting backstory of corporate corruption and greed underlies these puzzles, though it's perhaps a bit overwritten near its end. It also commits the dire sin of being about 2 hours too long.

Still, I haven't played anything like this before and probably won't again. Despite my minor complaints, you can tell the developers really gave a shit about putting something new into the world. Glad the Euros still have their magic Source engine touch.

There's an unspoken trend I've found myself following that I'll call the Pick Up Phone quotient. It's simple - the frequency with which I pick up my phone during a game tends to correlate inversely with how engaging it is.

From its opening scene, Hyper Light Drifter kept me glued to its lightning-fast gameplay and mysterious atmosphere. I can confidently say my phone did not leave my pocket until the credits rolled, only then coming out for more research on the game and to listen to its incredible soundtrack.

See, HLD's developers understand that less context often makes a more interesting game. Nothing here is spelled out for you, but you're given just enough information to speculate on what happened to the world and its residents. Hyper Light Drifter triumphantly exemplifies the value of restraint. Nothing here overstays its welcome, something I find rare among the modern games designed to keep you circling their whirlpools for months on end. And unlike those games - games which, as you might guess, tend to have a high Pick Up Phone quotient - I finished Hyper Light Drifter eagerly wanting more. Absolutely worth your time from start to finish, and I can hardly wait to see what the developers create next.

I spent most of my time sitting through first aid tutorials only to get one-tapped by a kid camping in a building, making this probably the most accurate military sim to date

Create your own little town, imagining the countless stories of of the people who live there and navigate its winding streets, tree-lined canals, and hidden beach oases. then delete the town's time-honored landmark because its roof looks a bit weird
This is a perfect little zen garden

10 year old me: LOL WARIO AND DR EGGMAN ARE RACING EACH OTHER
11 year old me: man this game kinda sucks actually
24 year old me: LOL WARIO AND DR EGGMAN ARE RACING EACH OTHER

This game provides you with the unparalleled opportunity to hit big monsters with big weapons, and that's really all that needs to be said