The 2025 Desert Island Video Game Draft

Furi - PS4, 2016

1.jpg
2.jpg
3.webp
4.jpg
5.webp
6.png

Furi is a highly stylized boss rush. Gameplay is simple and direct, but challenging and exciting. Players have a melee attack, a charged melee attack, can shoot, dash, and parry. Each boss fight has several phases, where players are tasked with avoiding projectiles, dashing through patterns of waves, parrying attacks, and taking advantage of every opportunity to strike. The controls are super precise and satisfying. Dashes are done by holding down the dash button and releasing. The longer a player holds the input down, the farther the protagonist will dash. It's completely feel based. When it becomes natural, players will find themselves darting from safe spot to safe spot. It's easy to understand, hard to master, and every action feels good.

What elevates the game to being deserving of a draft pick is its style. The main character and bosses are designed by Takashi Okazaki, the creator of Afro Samurai, and the graphics are cel shaded and colorful. The synthwave music compliments the style and gameplay with contributions from the likes of Carpenter Brut and Waveshaper. Electronic sound effects accompany the blink of an eye quick dashes and stylized strikes. It feels like a strange world where Blade Runner and Samurai Champloo are both real, and everything is an awesome music video.

And I have the S rank on Furier difficulty, obviously.
 
Last edited:
I took a three round nostalgia detour from my original strategy and somehow avoided getting punished for it. Gifted with the chance to add three legendary first-ballot hall-of-famers to my roster and I’m eternally grateful. Now back to our regularly scheduled program for a game with a puncher’s chance of joining that list of classics.

Especially if CD Projekt RED keeps supporting it into the actual 2070s as seems to be their plan at present.

Cyberpunk 2077 (PC) - 2020

IMG_1283.jpeg


Full disclosure, of all the games I’ve drafted or hope to draft, I have the least amount of actual playtime with this one - essentially limited to some brief explorations at a friend’s house with a far superior PC set-up to mine.

So yes, this one’s making it to the island on vibes and hype - which is fitting given it had one of the more hyped releases of any game this side of Super Mario Brother’s 3.

The developer’s behind the Witcher series putting their full detail-oriented artistry toward
a Blade Runner-inspired open world from a cult 80s tabletop IP? My hype meter went to plaid.

Years of anticipation, with a few release delayed to make sure everything was right, then the clouds parted, rainbows appeared, the game was released and it was famously, hilariously, a buggy, embarrassing, disaster.

But CD Projekt RED did something unthinkable. They stuck with it. A debug patch here, a modification improvement there, an epic DLC Phantom Liberty creating one of the most tense, intricate, and satisfying spy missions in gaming history, and not so suddenly, but more through patience and perseverance, we had a certified banger on our hands.

If you understandably skipped this at launch because of the terrible reviews and venomous word of mouth attacks - which were totally justified - and you have the hardware to run it, give this another chance.

It’s finally every bit the legend it promised to be.

IMG_1372.webp
IMG_1373.webpIMG_1374.webp
 
Last edited:
With the 88th pick in the 2025 Desert Island Video Game Draft, I select:

Castlevania (1986)

59bcaebc1b69602ce5909fa804cc5ebb.png


Developer: Konami
Publisher: Konami
Game Director: Hitoshi Akamatsu
Musical Score: Kinuyo Yamash*ta (edit: due to errant profanity filter) & Satoe Terashima
Genre(s): Action-Adventure; Platformer
Platform: Nintendo Entertainment System


I don't have a ton of time this evening, so I'll be more brief than usual in my write-up. That said, I had to double-check that this pick hadn't been made already. I see Metroid and I see Super Metroid, both highly influential platformers. But Samus' gothic counterparts, the Belmont clan, have yet to make an appearance in our Desert Island Video Game Draft, and that needs to be corrected. I also have not yet approached the original Nintendo Entertainment System amongst my selections, and that needed to be corrected, as well.

Honestly, there are much stronger entries in the Castlevania series than the first, but its influence and its historical significance are far too weighty to consider passing on it for its betters. It also bears the distinction of being the single most challenging game I ever managed to beat on the NES. This was a much different era of video gaming in which punishing difficulty was not the domain of niche developers but instead the standard of play. It was not uncommon to own a sizable collection of unbeaten games simply because you could not scale the heights of their hardship. That I managed to reach Dracula at all—and only a single time, to be clear—remains mystifying to me to this day. I mean, you must defeat Death before arriving at Dracula's chamber for the game's ultimate showdown. Think about that: the player first conquers death, as if to emphasize just how powerful Dracula is as a foe.

Castlevania is rather frustrating to return to as an adult. Its platforming is really clunky, to be frank. Simon Belmont does not move gracefully through Dracula's castle, and the control scheme is deeply unforgiving, due in no small part to the lack of possible mid-air adjustment after jumping. Every leap into the air is an absolute commitment, and Konami wasn't quite as tight and buttoned-up in their platforming design as Nintendo was with, say, Super Mario Bros., so Castlevania can frequently read as "unfair" in its challenge. But it's a game that drips with atmosphere, luxuriating in its gothic setting and the richness of its colors, and wielding a soundtrack unlike any other of its time. Also, the hero fights with a whip, for reasons that surpass understanding, and it's awesome, and it would remain awesome through every further iteration of this franchise.

castlevania-1986-gameplay.jpg


castlevania-death.jpg


castlevania-1-nes-simon-fights-dracula.jpg

The original NES Castlevania was one of two games I was actively afraid to play as a kid. Not really because of the gothic horror theme, but its reputation as being punishingly hard.

I didn’t beat it until I was a grown adult, and was greeted with a surprise “second quest” as a reward.
 
MechWarrior_2_Merc_cover.jpg

MechWarrior 2: Mercenaries
Developer: Activision
Year: 1996
Platform: PC

I've got to take the game that inspired my handle/avatar here (from the Warhawk assault mech). This is one of those nostalgia picks in that I actually didn't play the game as extensively as most others I'm selecting but would be happy to pick it up again and actually give it a longer go.

Back in the 1990's I was playing some tabletop D&D with a friend on occasion, but then he also busted out the tabletop BattleTech game to play and I absolutely loved it. Again, the engineer in me loved trying to balance out the mech capabilities, weapons, heat sinks, etc., in order to take on enemies. I think I liked the name of the mech as much as the mech itself and ended up using it as an alternate email address and obviously for some online nicknames. And, come on...it's big *** mechs duking it out. Enough said.

1752637100312.png

I had picked up the original game and the expansion pack and then eventually this standalone version with improved graphics, AI, gameplay, etc. By far I think this was my favorite of the three.

So, this would be my "jump in a mech and battle it out with others" game, and I'm happy to have it on my island.

1752637696551.png

1752637780397.png

1752637801905.png

1752637885601.png

1752637918846.png

@SLAB - back to you!
 
I wasn't going to say anything, but the spaces you added in these titles don't belong.

Seeing as my top picks are becoming safer and safer, I may do a couple of these value picks from the end of my list. Can anybody get them first?
All fixed! Sorry, but I usually memorize the name of the game and copy the link so I don't have to switch back and forth, didn't notice the errors.
 
R5.P1 (#49 Overall)
INTERSTATE '76
View attachment 13809

Format: PC
Year of Release: 1997
Developer: Activision
Genre: Action / Vehicular Combat Simulation
Why I picked it: Art Design and Music

Somewhere in the Southwest...

It's 1976 and everything has gone sideways, or so the game's intro animation tells us. The design team behind Mech Warrior II needed something new to work on and in a flash of inspiration, lead designer Zach Norman decided to exchange the war-torn landscapes of the 31st century for the similarly empty (and easy to render) open vistas of the American Southwest. Muscle cars with gleaming candy-colored paint jobs take the place of mechs. An absolute murder's row of Bay Area based musicians was recruited to compose the all original funk soundtrack. Levels were built, dialog was written, voice actors were hired, and another PC game rolled off the assembly line and onto store shelves. End scene.

To fully understand why this game of all games is my 'Casablanca' of game design -- the one time where every single person in every single department just got it 100% right -- let me take you back to a different place and time, to April 1997 in a perfectly ordinary town called Citrus Heights, CA. The late 90s were a golden age for fans of PC games and my Mecca was Egghead Software on Greenback Avenue. You see, back in 1997 we bought our software programs at the store and they came packaged in big boxes -- LP sized boxes -- plastered with eye catching cover art. Some of them even had lavish gatefolds and spot UV coatings. They were lined up, covers out, for teenaged boys (and girls) like me to drool over and curse that our birthdays were 10 months away.

View attachment 13805 View attachment 13807 View attachment 13808

This was truly a time when the experience of reading about, buying, opening, installing, and then finally launching a new game could be obsessed over the same way our parents had obsessed over music. This context is important, I think, because the culture of game design -- computer game design -- was in a different place 30 years ago than where it is today. Budgets and design teams were smaller and a few visionary folks with an original idea didn't need the resources of a massive corporation to release their weird little product into stores. Though the era of corporate media consolidation was just over the horizon, it had not yet carpet-bombed the entire industry in creativity destroying profit motive. Indie developers still exist today, of course, just as they did back then but in 1997 an indie game built in someone's garage sat side-by-side on the same shelf and in the same sized box as the biggest and most lavish 100 person production. And both needed good word of mouth to sell.

By all accounts Interstate '76 was just another computer game, one of several hundred released in 1997, but to my eyes (and ears) this is as perfect a video game as has ever been made. While most games released in the same time period compensated for their lack of photo-realism with heavy doses of full motion video (with mixed results), a bold choice was made here to render everything, including the cinematic sequences and even the print ads, with the same heavily-stylized "proud to be polygon" graphics. That immediately gave this game it's own unique visual identity and looking back now I can see how influential this was as a test-case for turning a technical limitation into an artistic strength.

View attachment 13801 View attachment 13802 View attachment 13804

This was also the period of time where the bundled print manual included in the game box started to get more attention not just as a place to paste up control diagrams and designer credits (or for those a little older, as a place to hide the anti-theft code keys) but as a fully art designed part of the sensory experience. The first Diablo game also had a very nice print manual, as I recall. The one included in this game is easily my favorite of them all. It's mocked up like a driver's handbook and is even sized appropriately to be stuffed into a glove box. That same design philosophy is carried over into the oil-stained and coffee-ringed menu screens where you choose your car parts and salvage in a hand-written font for the in-game mobile mechanic Skeeter to assemble for you.

So far I haven't talked at all about the gameplay. It's similar to the approach pioneered by Hideo Kojima -- the story is spoon-fed to us through a combination of rendered cut-scenes which give way to in-game dialog (delivered via CB radio, naturally) which plays over the gameplay while we drive from location to location. There are some iterative improvements here as we get to choose our own camera angles -- switching at will from a driver's view behind the wheel to a third-person view which really shows off the car and makes it easier to see what's coming further up the road. While in the driver's view you can turn your head and look out either side window, which will cause your character to wield a pistol during car combat sequences. There are also some less useful angles like the locked-off wheel cam shots seen in every 'Fast and Furious' movie. It is occasionally useful to look back at enemies down your sidepanels, though when I tried that I would often drive into something and blow up. Keep your eyes on the road children!

View attachment 13798 View attachment 13799 View attachment 13800

More? Okay! Pressing 'M' on your keyboard will bring up a hand-drawn map of your current mission location. It's never more than scribbled road lines and a few landmarks, as was the parlance in a time before smart phones. Pressing 'N' will bring up a lined notepad where the game keeps track of your mission objectives and then crosses them out as you accomplish them with more hand-written font. Pressing 'P' will goad your partner Taurus to deliver one of his poems over the radio. Since this is a driving simulation you can also shift up or down, put the car into reverse, turn off the ignition (to hide from enemy radar, a nice touch), turn your headlights on or off, and naturally honk the horn. As in real life, this accomplishes nothing but you'll probably want to do it anyway.

Deep breath. Have I missed anything? A multi-player mode is included and had a brief run of popularity before modders / hackers boosted their cars with infinite armor or eschewed wheels altogether for turret-wielding helicopters which kinda soured the whole experience for everyone else. Oh and the music! Oh my god, the soundtrack to this game is an absolute revelation. Arion Salazar (the bass player from Third Eye Blind) put the band together which included members of Primus, Santana, and other notable touring bands. The whole thing was produced by Eric Valentine and actually did get released separately on compact disc (sadly no 8-track version is available that I know of). The music is a constant companion throughout driving missions as of course it should be. I can forgive the lack of in-game radio controls because why would you ever want to turn this off? The voice acting is also top notch, especially the actor who portrays Taurus -- though everyone involved probably owes royalties to Sam Jackson and Quentin Tarantino for the portrayal of that character.


I feel like I'm mostly done with video games at this point in my life, or rather I've transitioned into a period of time where I'm focused more on creating art rather than ingesting it. Steven Spielberg is fond of telling interviewers that he likes to re-watch the movie 'Lawrence of Arabia' right before he starts a new project to reorient himself toward his goal, similar to how a naval navigator would use the North Star. So I guess this is my version of that -- this is my North Star. A complete artistic achievement where every single component just fits together perfectly, the level of ambition is suitably matched to the capabilities of the team making it, and the end product is unabashedly and triumphantly proud to be exactly what it is for whomever out there digs this kind of 'ish.
This game was amazing. I love all car combat games and there is one I maybe played more than this but it was made 10 years prior and didn't have all the awesome Tarantino style this game did.
 
I've been getting cocky, preparing my last four write ups practically as soon as the last one was posted. Though that Factorio pick caught me off guard because it's closer to the realm of Kenshi than I was expecting. I should pick something at risk of being taken, but I keep going with which game I want to talk about.
 
IMG_5542.jpeg

7: Dragon Age Inquisition; GOTY Edition (PS4)

My favorite of the Dragon Ages. & One of the last great games before BioWare started going to the trash. This one was actually my game of entire PS4 generation for a whole lot of its run. It also helped this game always reminded me of a modern age Secret of Mana. It let you choose between an active battle system or a strategic slower paced option … I always stuck with the Active system.

The sense of discovery in this game stands out to me. I *loved* exploring the world and finding every little piece of lore, treasure, or hidden bosses scattered around.
 
I've been getting cocky, preparing my last four write ups practically as soon as the last one was posted. Though that Factorio pick caught me off guard because it's closer to the realm of Kenshi than I was expecting. I should pick something at risk of being taken, but I keep going with which game I want to talk about.
Earthbound going in round 1 threw me for a loop. I was initially thinking, "Gosh, that's kind of an obscure game. Well maybe it's just some weird nostalgia thing." But now I think you have a more hip taste in games than I do...
 
Last edited:
Earthbound going in round 1 threw me for a loop. I was initially thinking, "Gosh, that's kind of an obscure game. Well maybe it's just some weird nostalgia thing." But now I think you have a more hip taste in games than I do...
I've definitely watched EarthBound's reputation grow over the years. There was a day where I was like "wait, nobody played this, and my cartridge is worth how much?" Now I really wish I still had the guide; not that I'd sell. I still have some older guides too, for Ocarina of Time and Diablo.
 
I've definitely watched EarthBound's reputation grow over the years. There was a day where I was like "wait, nobody played this, and my cartridge is worth how much?" Now I really wish I still had the guide; not that I'd sell. I still have some older guides too, for Ocarina of Time and Diablo.
The Earthbound guide came in the (huge!) box with the game, and had scratch and sniff cards for when you play the bosses, (for greater immersion). From petrichor, to musty mushroom, to mustardy sulfur. Those wear out unfortunately, and for some reason they stopped making them.

I know of no other game that has so immersed players in the smell of the game world. Pity it wasn't a smash hit
 
Back
Top