Martin Robinson: I got to meet Jarvis last year (sorry Donlan), and I can honestly say of all the devs I've interviewed I've never met anyone as smart, witty or energetic as this legend of the arcade. This is one of the greatest arcade games ever made - and it's painful to note that, for Housemarque at least, it looks like it's the last. Nex Machina is much more than just fan service, though: it's proof that when an arcade game is really coming together, when the team is committed to killing you again and again in the most exacting and dazzling manner possible, each death leaving you with a sense of what you could have done differently, there is nothing to match it. But this year we got a spiritual successor of the most exciting kind: a game from Housemarque, the studio that must count, alongside Llamasoft, as Jarvis' greatest fans, with Jarvis himself consulting on the project. I assumed it would never happen - and it never did in quite such a direct manner. Nex MachinaĬhristian Donlan: Many years ago in an interview over the phone, Eugene Jarvis told me that he often thought about returning to the design for Robotron 2084. It's a mischievous, cunning game that captures how lonely and unnerving one's mental health can be to explore. With no UI or objective markers to guide you, you're forced to rely on sights and sounds - knowing all the while that Senua's senses are not to be trusted. Even so, it's hard to accurately prepare yourself for what lies ahead - Hellblade is a game of astounding boldness not just in its subject matter, story or main character, but in its core design. Johnny Chiodini: From the moment Senua first glides into view, silently dipping a paddle in the water as she canoes past gnarled tree roots and gruesomely arranged corpses, you start to suspect Hellblade is going to be something different something violent, yes, but also contemplative. It's bloated, yes, but isn't that the point? 9. I'll admit, I was sceptical that Creative Assembly could make this thing work, but I've spent more time playing Mortal Empires that I have any other game this year. And it's one that will only continue to get larger, as Creative Assembly strive towards its ultimate goal: recreating the Warhammer Fantasy world in its entirety.Īs someone who loved playing tabletop as a kid, this is the kind of game I've dreamed about: starting small and building an empire (not necessarily The Empire) that could span entire continents. Mortal Empires combines the campaign maps of both the first and second games, creating the largest Total War experience to date.
Best games of 2017 list scwerattack update#
Anyway, here are our top ten games of the year!Ĭhris Bratt: At launch I was impressed by a new style of campaign that has players pushing forwards with some urgency, taking more risks, lest they lose the race for the Great Vortex to a faction they've barely encountered on the other side of the continent.īut it was an update that arrived the following month that earns Warhammer 2's position on this list, as far as I'm concerned.
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Looking back, it's clear that 2017 in gaming was truly something very special - which is nice, frankly, because elsewhere the year had some serious problems.
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Hello! Welcome back to the final instalment of our top 50 games of 2017, as picked by the Eurogamer editorial team.