With 2016 nearly at an end, it’s time to take stock of some of the best games of the year that went under the radar. Here’s Game Rant’s pick of the games that deserve more recognition.
In a year full of such incredible games as Uncharted 4: A Thief’s Endand Overwatch, it seems as though video game fans have had a huge pick of incredible gaming experiences to choose from. However, with so many choices available, it’s understandable that many games have managed to fall through the cracks. After all, when Dark Souls 3 has a gamer captivated, it’s unlikely that another game will be able to shift attention away.
Much like 2015, however, there have been a large number of phenomenal games that have seen release this year without much fanfare, and without the massive commercial success that they perhaps deserve. Here’s Game Rant’s choices for the best games of 2016 that slipped through the net of many gamers.
The Flame in the Flood
Dystopian and post-apocalyptic worlds are pretty well-traveled by video game players, as seen by the success of such series as Fallout. However, there have still been some great examples of developers doing something unique with the premise of a world on the brink, as seen with The Flame in the Flood.
The debut game by a group of former BioShock developers under the name of The Molasses Flood, The Flame in the Flood thrusts players into a flooded world, scavenging supplies from tiny islands of land and running the gauntlet of dangerous rapids. It’s a challenging, and sometimes harrowing, survival game, but one that is propelled by both a stunning art style and haunting score.
Zero Time Dilemma
The PS Vita is an often-forgotten device among the other examples of gaming platforms, yet it was home to one of the most interesting games of the year. Zero Time Dilemma, which was also released on PC and 3DS, forms a part of the Zero Escape series, and is just as polarizing as some of the games that have come before it.
However, Zero Time Dilemma is also a great title in its own right, offering up a fantastic hybrid of simple gameplay styles that come together to help form an incredibly compelling narrative. This one may have gone unnoticed, but it’s certainly worth checking out.
Darkest Dungeon
For some gamers, it might be hard to think of Darkest Dungeon as a game that was released this year, given that the title spent so long in the public eye in its early access form. It’s perhaps that reason, then, that the title did not become as much of a powerhouse as it truly deserved – in spite of some truly impressive sales figures for an indie title.
Those that forgot about the game after its crowdfunding promotion, though, should certainly feel compelled to give it another look, with hard-as-nails gameplay and a grim aesthetic. Just remember to check out a Darkest Dungeon Survival Guide to ensure that any adventures aren’t short-lived.
Severed
Once again, the PS Vita proved to be a place to find some real gems this year. In the case of Severed, the game was originally only available for Sony’s handheld platform, although thankfully the title saw wider release across the Wii U, 3DS, and iOS devices. Even so, the game still didn’t quite get the attention it deserved from gamers.
Combining a wonderful art direction with a great story and fairly unique gameplay, this action RPG won the hearts of many who took the plunge and checked it out. Although it perhaps outstayed its welcome a little, Severed still packed one heck of a punch, and more than earns a place on this list.
League of Legends’ latest update demonstrates Heroes of the Storm’s influence When World of Warcraft was at the height of its popularity, a familiar cycle fell into place. A game would rise up, selling itself as a potential replacement to the king of MMOs. There would be one or two features everyone adored, but when a new WoW expansion hit, everyone would immediately jump back on their old paladin or rogue and get back to the grind. The new, shiny MMO would stumble along for a while, eventually falter, and eventually its best ideas would be cannibalized into the next WoW expansion. It was the circle of life.
League of Legends has found itself in a similar cycle, with more MOBAs trying to replicate its success than I can count springing up over the last few years. Precious few of them have survived. Dota 2 has always been its own thing, separate from the League ecosystem. Smite has carved out its own fanbase. And then there’s Heroes of the Storm, the weird game. The Mid-Season Updatefor League brought some surprising changes that makes League look a little more like Blizzard’s MOBA.
Heralding the new changes
Heroes of the Storm, the Blizzard All Stars game that puts characters from Overwatch, Starcraft, Warcraft, and Diablo into an arena to clobber it out, has always been an odd duck. It’s taken a decidedly different path than League. Even so, League has recently—similar to the WoW cycle—borrowed a few of Heroes’ successful elements.
For instance, one of the big pulls of Heroes is the way their jungle works. Instead of having one jungler running around and farming mobs for experience and gold like the League model, Heroes encourages the entire team to pitch in and contest jungle objectives. If you take down a camp of neutral baddies, they’ll join your team and happily push down a lane.
The Rift Herald, the mini-baron objective for top laners, is undergoing a change that feels very HotS-inspired. Now, the Herald will drop an Eye, which goes into your inventory. Activating it summons a big, angry Rift Herald to shove down the lane. It’s something that immediately brings Heroes of the Storm to mind, and is one of their most iconic mechanics.
Support items also borrow a little something from Heroes of the Storm: the quest mechanic. In HotS, upon successfully completing a small challenge, like hitting a skillshot or auto attacking while an ability is active, heroes gain quest credit. Once they’ve fulfilled the quest by hitting 10 skillshots or auto attacking 80 times, their ability gets a bonus.
Support items in League will be gaining a similar effect, rewarding successful supports with a little extra late game power and making those early game investments more useful. Quests aren’t as recognizable as a Heroes of the Storm mechanic as the Rift Herald, but it's likely that designers saw the merit in the idea.
A tale of two MOBAs
While League has taken inspiration from a couple of Heroes mechanics, the two games hold distinct identities. League has leaned into being a competitive game of skill, and stands as the MOBA. In a recent post on his Tumblr, Greg “Ghostcrawler” Street spoke about some of the things League chooses to focus on: “We hold the laning phase as a sacred part of the game where you get to demonstrate your individual skill with only limited influence from the players in other lanes. We value counterplay as an important design value, and we think it’s harder to provide meaningful counterplay if the enemy champion is doing really, really unusual things (like not leaving base)."
Heroes, on the other hand, has carved out an identity as the MOBA that breaks the rules. There are multiple maps, each with its own objective and layout. Champions have a much greater variation than League, and the extreme cases push the envelope. Ragnaros can become a raid boss in the ruins of a Fort, raining terror down upon the enemy team. Abathur stays in a safe place and controls the battlefield by putting biological hats on his teammates. Murky is a one man army who can quickly regenerate from key points on the map and offers minimal rewards to his killer.
These two paths offer two gameplay experiences, and they’re both valid. Ghostcrawler stresses that the design philosophies between Heroes and League are both important and deserving of respect. But what’s interesting is that Heroes has given up trying to contest League’s dominance; they’re leaning into their niche as the odd MMO with wild heroes and wild map objectives like tactical nukes or shrines that summon giant, fort-punching punishers.
What’s worth keeping?
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Ghostcrawler has confirmed that champions like Ivern or Bard are as wild as League is as willing to get: there’ll be no Ragnaroses or Murkies in the future of League. While Heroes often makes headlines for these weird, rule breaking champions, there’s way more to the game than that. In fact, some of the features that HotS has are absolutely worth stealing. While League is adapting for the midseason (and eventually, the preseason), maybe they should consider taking inspiration from the following:
One: A painstaking, multi-step new player on boarding process. Heroes’ new player tutorials makes it nearly impossible to miss out on the game’s core concepts. Right now, entering League of Legends is significantly more difficult.
Two: At the start of each game, champions exchange some banter on the platform. Right now in League, you have to taunt or joke while standing near an appropriate champion to hear those sweet lines of dialogue, and you usually get a skillshot to the face for your trouble.
Three: A little more variety. Sure, League is never going to leave the Summoner’s Rift... but why not take some notes from Heroes and throw in some different announcers? It’s always a refreshing change of pace to go from a pirate shouting at you, to an angel commanding you in the fight against Hell, to a terrified scientist hoping for his survival. While the Rift will always remain the same, why not get some new announcers in the booth?
Ultimately, I’m glad League has chosen to stay the course. We’ll see whether the new Rift Herald and quest mechanics stay in the game, or eventually filter out over the course of months and patches. Competition from other MOBAs makes League of Legends healthier. The developers have a clear vision of the game they want, and can adopt mechanics or ideas that aid them in that quest. We may never get an Abathur-style hero, but we will get tweaks to the old systems we love that hopefully make the game better.
Here are nine things we're hoping to see from The Creative Asse
mbly.
Everything you need to know about our new subscriptions beta
We’re introducing two additional ways for communities to support their favorite partnered streamers: $9.99 and $24.99 subscriptions. These new subs allow you to support streamers you love, while Partners are able to reward their super fans with perks like special emotes.
This program will be launching soon as an opt-in beta, so Partners can try it out and give us their feedback.
So, what can you expect?
Our new subscription options let Partners reward and interact with their most passionate fans (that’s you!) in new ways:
Send a custom message to the community upon first subscribing.
Access to additional emotes for $9.99 and $24.99 subs, if provided by a Partner.
Help a Partner unlock new emotes faster, as $9.99 subs are worth two subscriber counts and $24.99 subs are worth six subscriber counts. Combined with our revamped emote tiers, this means new emotes will be rolling out for communities even quicker!
Participate in new $9.99 and $24.99 subscriber roles based within theTwitch App, if offered by a Partner.
What’s coming next?
As we build this program, our goal is to provide partnered streamers with a better way to earn a steady income and to give viewers more options to support streamers on Twitch. This includes long-requested features like the ability for a user to gift a channel subscription to another non-subbed user, which will be coming to Twitch later this year. We’re already working on it, and expect to start testing this within the next few months.
FAQ (For viewers)
When will the beta launch?
A. Very soon.
Will the $9.99 and $24.99 subscriptions be available on all channels?
A. Initially, these new subscriptions will only be available on Partnered channels who opt into the beta. This will be a rolling beta with new channels added weekly. If you are a Partner, please check your email for opt-in info.
When will $9.99 and $24.99 subscriptions come out of beta?
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Will the $4.99 subscription still exist?
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Will the new options auto-renew like the $4.99 subscription?
Yes, it will be similar to our existing monthly subscriptions.
How does this apply to Twitch Prime?
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Do the new subscriptions support proration?
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FAQ (For Partners)
Are additional emotes for $9.99 and $24.99 subscription required?
A. No, it’s optional. We encourage you to do what’s best for your community.
I’ve heard about permanent emote unlock — how will that work during the beta?
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How and when can I upload additional emotes?
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How will this work with existing overlays & notifications?
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Are there any changes to the API to allow to us to access more info about subscription status?
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I have additional questions. Where can I learn more?
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