The second best videogame(s) of 2008
(Part of our series counting down the top ten videogames of 2008 -- with interruptions for the most disappointing and most overrated -- according to Variety critics Leigh Alexander, Tom Chick, Chris Dahlen and Ben Fritz. Full details are here. To check out the rest of the list, click here. Most importantly, vote for your favorite games of 2008 in the Cut Scene reader awards here.)
Ben Fritz
Left 4 Dead (Valve and EA / Valve)
For those of us who thought Epic, Bungie and Insomniac had taken multi-player action as far as it could go, Valve delivered a genuine paradigm shift. Every single element of “Left 4 Dead,” from the level design to the resource distribution to the menus to the integration of zombie movie tropes to the dynamic A.I. not only encourages, but compels cooperative gameplay. They also make it the most genuinely scary interactive experience of 2008, because you never know what's coming next and whether your team has the guts to survive.
After dozens of successful online campaigns, however, "Left 4 Dead's" most lasting impact on me is its demonstration that great videogame design can overcome even that most intractable of foes: the Xbox Live asshole.
Leigh Alexander
This was the year that the industry seemed increasingly willing to back-shelve traditional Japanese mechanics and genres -- but as it did last year, the "Persona" series proves it's way too early to call the Japanese RPG a relic. "Persona 4" adapts to modern, fashionable visual and music just as deftly as it updates staid, conventional game mechanics. But it's most broadly impressive for its poignant cultural subtext and commentary on interpersonal relations -- markedly adult, even while it's all wrapped in a widely-accessible high school hipster story.
Tom Chick
Saints Row 2 (THQ / Volition)
This is the paragon of open-world city-havoc sandboxes. It's a pitch-perfect example of a game that accomplishes exactly what it intends to accomplish. It's crass and generous and spectacular, stuffed with stuff to do, usually involving the liberal application of chaos. Like the first "Saints Row," it out-"Grand Theft Autos" the best of them: "Mercenaries," "The Godfather," "Scarface," "Bully," "Grand Theft Auto" itself, and even "Crackdown." If there is a better realized vision of a city as a massive free-wheeling incendiary playground, I haven't seen it. And the fact that I can play almost every corner of "Saints Row 2" cooperatively is almost obscene. Really, Volition? You're going to go that far above the competition? That's just showboating.
Chris Dahlen
Jonathan Blow's long-awaited debut had a nice window in late August to get critics’ and fans’ attention - most famously, Soulja Boy. It has passionate advocates, myself included, yet I wonder if we’re outweighed by the players who made fun of the writing or grew frustrated with the platforming. Blow has objected to people who criticize the game for what it's not, rather than taking it for what it is - and in my experience, "Braid" is an elegant, brilliantly-designed puzzle game where each problem has an exquisite "ah-ha" solution, and the story that started out so sweetly turns troubling and confusing by the epilogue. Is Blow ultimately full of shit, as his detractors (and blogosphere sparring partners) claim? A prize goes to the critic who can get far enough ahead of him to prove it.
Coming Friday: The most overrated videogames of 2008.
Coming Monday: The best videogame(s) of 2008
Coming tomorrow: Most of you will have too much of a hangover to read this blog anyway
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