The 2025 Desert Island Video Game Draft

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Pick 4: Final Fantasy III / VI (SNES)

Elated to loop back around to my turn and be able to complete my holy duo of SNES RPG’s. My personal favorite of all the Final Fantasy’s too!

Known as Final Fantasy III when I had it on my old SNES back in the day is actually FFVI. An incredible cast of characters, each with their own background and individual special skills, making a huge list of unique and new ways to play. One of the most iconic antagonists of the entire franchise. Of course an excellent soundtrack to match!

Another one I come back to every handful of years.

@Sluggah you’re up!

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Very nice! I debated taking this one instead of VII -- and probably would have if someone drafted VII first. I do think VI (III) has my favorite story in the whole series and the soundtrack is pretty much tied for #1 too ("Oh! Maria!"). And then there's Amano's character artwork ... I ended up buying the SNES Final Fantasy III manual on eBay once upon a time even though I never owned an SNES just because I liked the artwork inside of it so much. And this is one of my favorite pieces of art of any kind:

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Hmm. Maybe I should have drafted this game instead. It's a tough call. But Final Fantasy VII was the first one I played so it's still the most special to me.
 
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Pick 4: Final Fantasy III / VI (SNES)

Elated to loop back around to my turn and be able to complete my holy duo of SNES RPG’s. My personal favorite of all the Final Fantasy’s too!

Known as Final Fantasy III when I had it on my old SNES back in the day is actually FFVI. An incredible cast of characters, each with their own background and individual special skills, making a huge list of unique and new ways to play. One of the most iconic antagonists of the entire franchise. Of course an excellent soundtrack to match!

Another one I come back to every handful of years.

@Sluggah you’re up!

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This is the last of my top five favorite games. I went against picking it since I already had a turn based rpg. I'm surprised it lasted this long, but there are many heavy hitters left.
 
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Title: StarCraft II
Format: PC
Year of Release: 2010
Developer: Blizzard

This type of game is a little out of my wheelhouse yet I loved every minute of it. Strange that I’ve never looked for similar games since…guess I’m just holding out for StarCraft 3. These Zerg aren’t going to eradicate themselves. Bonus points that I was able to get this Office reference.

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Note: @‘ing me doesn’t seem to consistently do anything, so may miss a turn in the future
 
Mario Kart Wii
Developer: Nintendo
Year: 2008
Platform: Wii

OK, most of you may know by now I generally don't like console games. I'm old school - grew up using a mouse and keyboard. I can't play an FPS on a console to save my life. If I can't use the mouse with an inverted Y axis I'm screwed. Sometimes you can't teach an old dog new tricks, or at least this old dog.

But when we got the Wii for our young son, this game was an instant winner for me. He and I loved playing against each other and we both had a blast. Easy to play, fun maps, bright cheerful colors, cool music - we could just plop down and play for hours.

I normally wouldn't select this game so highly, but it definitely fills a void in my list (for both game type and sentimentality) and I don't want it to go elsewhere.

Obviously, use of the Wii Wheel is required. :)

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@SLAB - pick a winner!

I'm the same way with FPS games. I tried to play Halo on an X-Box once and it was so painful to watch that I'm pretty sure it soured the experience for everyone else in the room. I'm generally into video games more for the story than the gameplay and I'm way more comfortable with a mouse and keyboard than a console controller, though there are a few exceptions. I did end up buying a PS4 so that I could play Uncharted 4 but there's a reason I gravitate toward console games that emphasize sneaking about instead of shooting at things. If I've got to use a little thumb joystick to move with, I'd better be able to take my time with it.
 
Overcooked 2. Xbox One. 2018.

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When lockdowns arrived in Melbourne, I spent most weekdays at my then girlfriend's (now wife's) small apartment, where we worked and took things sort of seriously. But Friday nights and Saturday mornings were at my place, streaming crappy TV in the evening, then playing this ridiculous game in the morning. It was fun. And fun is important. And, although life is generally pretty good, perhaps it's a bit serious. Sometimes I miss fun.
 
My next pick is a preeminent gem of two celebrated genres. The first genre, with roots in Metroid, is among my favorite game styles. The second genre - The “Souls-like”, in which Elden Ring, Bloodborne and of course Demon’s Souls all hail, typically not so much of a personal favorite. Gothic horror and grinding difficulty aren’t generally draws for me

But apparently, I’m down with masochism and the macabre if everyone is a bunch of little bugs.

Hollow Knight (Switch) - 2018

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I was nearly three years late to the Switch after a half decade exile from gaming due to life experiences - including marriage, moving cities, changing careers, and fatherhood.

Breath of the Wild was my first game back to the hobby once my wife gifted me a Switch having navigated all of the above. It was practically therapeutic, and thematic, returning to the world of a post-apocalytlic Hyrule following so much personal upheaval in my own real world. There is a certain amount of zen in exploring the sparse and nearly barren open world of BotW, if not entirely challenging.

If it was a challenge I was seeking, my second game delivered a return to my NES hard glory days in spades.

Hollow Knight is hard. Consistently so. There’s no real warm-up bosses or training wheels. You’re dropped into a desolate and cursed land with little more than a rusty nail and a dream.

Good luck little Knight. You’re off the edge of the map now.

Here be Monsters

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Ooooh, eerie.

Of course, maybe part of the draw for the dense gothic narrative for me when that typically is a turnoff is the very fact that it’s basically one big subversion of the trope. Literally, at one point when I was reading the complex and sad history of Hallownest and how the Knight’s dark lore connects to it all, I said aloud and a bit confused “but they’re just bugs.”

That spun me into a minor existential meditation as to why the story would be any more meaningful if it were about the fallen kingdom of human knights and wizards, but that’s beside the point.

I found it invigorating being presented an overwrought grimdark story and simultaneously given license to not take it seriously, but still totally taking it seriously.

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Look at that: for seemingly no reason, there’s this totally standard enemy peacefully gazing on the lake as if wistful or meditative. If the Knight leaves him alone, he’ll just stand there not attacking or engaging. Nothing special happens if you leave him alone. Nothing special happens if you attack. It’s just a thing in the game that is equal parts contemplatively mysterious and absolutely adorable. Essentially, it’s open to the player to provide context, or ignore it completely.

I feel Team Cherry brought a similar approach to the game design. Typical Metroid-like games have a standard formula of exploration gated until an item/ability is discovered or boss is defeated - and there’s certainly an amount of that in Hollow Knight. But there’s also a large degree of flexibility, as locations typically have multiple paths to reach them, many bosses can be taken on in a variety of orders or skipped entirely, and there is rarely a choke point in which progress halts entirely until you accomplish X. These means the supreme challenge never becomes overbearing.

Well, except maybe the Path of Pain

And The Radiance can kick rocks.

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In all, Hollow Knight was the first game in a long while to remind me what it meant to be fully captivated and enthralled by interactive art.

Hornet’s a cool character too. Team Cherry should really make a sequel starring her. Just an idea guys.

I feel like you and I would probably get on well in real life. Hah. We certainly have similar tastes in video games, but I recall we also have similar tastes in film (and music, too, perhaps, if I'm remembering our last Desert Album Island Draft correctly). 👍

Man, Hollow Knight is just plain awesome. It and Stardew Valley, though on opposite ends of the stress spectrum, were the two games that convinced me of how special modern indie gaming can be. Disco Elysium and Hades were the next two. The last in my top-5 indies may yet make an appearance amongst my picks. If you don't grab it first, of course.

Also... Silksong is finally coming later this year! I am not among the frothing masses who have been eating up every morsel of news regarding its pending release. I'm a very patient man in most cases, but I must admit that I'm really looking forward to it.
 
Subnautica - 2018 - PC

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What is the earliest fantasy you remember having as a kid? I remember imagining myself flying through the world, soaring like a bird, or like superman, from place to place; (as a kid I basically only knew about 2 places, home and school) This is a fantasy that video games have catered to for a while.

The trouble with flying in video games is that the appeal of the mode of transport also makes it kind of dull. Air is pretty empty, and if there's no challenge between where you are and where you want to go, then traveling is just the game designer wasting your time.

Subnautica avoids this problem by inverting the plane of departure. Swimming is a lot like flying, but there's all sorts of interesting stuff in the ocean! Drawing influences from Zelda and Minecraft, this is a game about exploring, scavenging, crafting, and running away from bigger fishes. The boldest choice of the game is not including an in game map for a large (4 square km) map, forcing players to remember the terrain, and build their own mental map of how the world is arranged.

Bonus points to this game for not really having any guns or violence worse than fishing, yet still being tense and exciting

Linking the cinematic trailer, as it gives a sense of the gameplay, without spoiling much of the exploration part of the game.

It's such a pity that the sequel seems to have been endangered by a recent corporate coup d'état against the original dev studio.
 
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R4.P12 (#48 Overall)
DEUS EX
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(Art Source: reddit post)​

Format: PC
Year of Release: 2000
Developer: Ion Storm
Genre: Action-RPG / Stealth
Why I picked it: Freedom of Choice

Judging by recent kingsfans.com events, I'm sure a number of you will probably have a good chuckle at this choice. And yes perhaps the conspiracy theory laced fever dream masquerading as a plot here has seeped a little too deeply into my subconscious, but that's only because Warren Spector and his team crafted a mix of first person shooter, RPG skill advancement, stealth combat, and choose-your-own-adventure branching narrative that is so note-perfect in execution I'm still reliving some of its best moments in my head some 25 years later. If Metal Gear Solid sketched out the basic outline of stealth-based 3D gameplay then Deus Ex filled in that sketch with Sistine Chapel levels of ornate artistry.

While the weirdly prophetic story elements involving a global pandemic, AI run amok, domestic terrorism, and a future dominated by shadow factions within governments could all be compelling subjects for discussion on their own, I'm going to table those and instead highlight what I think truly makes Deus Ex special. Would-be storytellers choosing to tell their story through game design are all presented with some version of the same problem: how much player choice can I allow before my story dissolves into an incoherent series of unrelated events? The temptation is to chuck the whole free will concept entirely and just lead the player by the nose through predetermined story beats. If the story is good enough, this can still be a fun experience for the player (as is the case for me with Uncharted 4) but what's behind game design door #2?

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Deus Ex is behind door #2, it turns out. This game takes the much harder approach of filling the game world with objects to interact with, dolling out the means to interact with those objects in easily digestible chunks of exposition and inventory management, and then setting the player free to play to their heart's content within the sandbox that has been created for them. Most of the time when a game designer takes this approach the result is meandering stretches of unfocused gameplay, tonal inconsistencies, and stories that go nowhere because I've just spent the last 12 hours knitting socks to upgrade my crafting skill and can't even remember what my last mission objective was (yes I've played an MMO or two). But when it does work, what happens instead is something like a magic trick. We get to stumble into our own story like a detective piecing together clues on a cork board and those big story beats are all the more impactful when they do come because we've played a direct role in making them happen.

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Early on in this game after an introductory mission on Liberty Island teaches you the gameplay basics, you are set loose in New York City tasked with defusing a hostage situation in a subway station and locating the power generator feeding a separatist base. That's all the guidance you get but you can talk to almost any character on the map, read bulletin boards, hack ATMs for cash, sneak across rooftops or through ventilation shafts, buy illegal drugs, commandeer security systems, and engage in that most time-honored of PC gaming traditions -- reading other people's emails. (Somehow even in the 2020's when I can't even be bothered to read all of my own e-mails this is still a thing in PC games. But I digress...) What emerges out of all of this messing about is a picture of a world on the edge of chaos. But just when you think you've got it all figured out, the rug gets pulled out from under you (I'll avoid the story spoilers here) and you're whisked off to Hong Kong in a black helicopter and dumped into an even bigger sandbox with even more mysteries to solve.

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The specifics of each player's story will be uniquely their own (at least until the ending when we're all offered the same three choices) but the magic of Deus Ex is that the game design is so richly layered, the narrative hooks so well integrated into the environment, that I don't think it would be possible to play all the way through this and not feel like you've just been told a compelling story. It's rare indeed for any type of game to ask of you "what would you like to do in this world?" and rarer still for the reply to almost always be "yeah, you can do that."

This style of storytelling is often referred to as emergent narrative -- there may be an overarching framing story, but for the most part players are free to create their own stories within the palette of tonal colors available to them -- and it has really blossomed as a design ethos in the decades since, both in video games and in tabletop gaming. Of course I didn't know any of this back in the year 2000... I just knew that playing through this experience for the first time was the best a game had ever made me feel. Which makes this the greatest case of "found money" in my own personal gaming history as I didn't even have to pay for Deus Ex, it came to me for free bundled with a graphics card.
 
I feel like you and I would probably get on well in real life. Hah. We certainly have similar tastes in video games, but I recall we also have similar tastes in film (and music, too, perhaps, if I'm remembering our last Desert Album Island Draft correctly). 👍

Man, Hollow Knight is just plain awesome. It and Stardew Valley, though on opposite ends of the stress spectrum, were the two games that convinced me of how special modern indie gaming can be. Disco Elysium and Hades were the next two. The last in my top-5 indies may yet make an appearance amongst my picks. If you don't grab it first, of course.

Also... Silksong is finally coming later this year! I am not among the frothing masses who have been eating up every morsel of news regarding its pending release. I'm a very patient man in most cases, but I must admit that I'm really looking forward to it.

Absolutely. You, @hrdboild and the Cap were definitely my film-bro brethren in the movie drafts. Our paths keep crossing in these things.

In this draft through, I feel like I’m taking crazy pills. Aside from you, my last 3 picks have been met with crickets and I’m just baffled. Sure, Persona is a YMMV type choice, but Hades and Hollow Knight aren’t exactly underground and obscure. What gives?

I’m excited for Silksong too, but also don’t suffer from “silksanity” or whatever clever pejorative the internet’s cooked up for the obsessive types. By the time I played Hollow Knight, Silksong had already been announced, so when I fought Hornet, it was already from the perspective of knowing she was going to be the next playable character. Spoiled some early mysteries, but nothing major, and really boosted my intrigue in the follow-up. But, like, Team Cherry is only 3 people; it’s gonna take time.

I actually think it’s cool Silksong, Hades 2, and the new Metroid sequel are all supposed to release this year. Taking open bets if any or all get delayed.
 
Absolutely. You, @hrdboild and the Cap were definitely my film-bro brethren in the movie drafts. Our paths keep crossing in these things.

In this draft through, I feel like I’m taking crazy pills. Aside from you, my last 3 picks have been met with crickets and I’m just baffled. Sure, Persona is a YMMV type choice, but Hades and Hollow Knight aren’t exactly underground and obscure. What gives?

I’m excited for Silksong too, but also don’t suffer from “silksanity” or whatever clever pejorative the internet’s cooked up for the obsessive types. By the time I played Hollow Knight, Silksong had already been announced, so when I fought Hornet, it was already from the perspective of knowing she was going to be the next playable character. Spoiled some early mysteries, but nothing major, and really boosted my intrigue in the follow-up. But, like, Team Cherry is only 3 people; it’s gonna take time.

I actually think it’s cool Silksong, Hades 2, and the new Metroid sequel are all supposed to release this year. Taking open bets if any or all get delayed.

Speaking only for myself, I'm just not that aware of games that have come out in the last 10 years or so. As I get older my free time keeps shrinking while the games keep getting longer and as a result I've mostly turned off my antenna for locating new video games to try. I know of Hades because my cousin-in-law was playing it when I stayed with them a couple of years ago. I find the concept of roguelike's intriguing but haven't found one yet that I've fallen in love with.

I'm also trying to be a little coy about revealing all of my gaming preferences up front because we've got a lot of draft left. The movie and album drafts were a little different strategy-wise for me because I had at least 100 of each that I would have been happy to talk about. My list of games that I'm overflowing with enthusiasm to spotlight starts getting thin in the high 20s so I'm considerably more nervous about safeguarding those picks this time. Probably for no reason though .. its not that serious after all.

...

I've got my next pick ready but I thought people might appreciate a little bit of a breather before the snake swings back 'round again so I'll aim to post it this evening. I am excited for this one though -- my next pick is my favorite video game of all time. I took a chance that it would likely last this long and it has but now it's time to welcome it into the fold....
 
In this draft through, I feel like I’m taking crazy pills. Aside from you, my last 3 picks have been met with crickets and I’m just baffled.
Not gonna lie, there have been 44 games picked (excluding mine) and I've played probably two of them. There's a third where there's a game that I played very briefly at somebody else's house that was part of the franchise, but I'm not sure it was the one picked. So maybe three.

That's compared to 14 games that I've never even heard of, and the other ones...you know, only because they're either so famous basically everybody has heard of them, or they're part of a franchise that I know of.

But we haven't drafted in so long, I had to join up. As they say in Hollywood, "I'm just happy to be nominated!"
 
Not gonna lie, there have been 44 games picked (excluding mine) and I've played probably two of them. There's a third where there's a game that I played very briefly at somebody else's house that was part of the franchise, but I'm not sure it was the one picked. So maybe three.

That's compared to 14 games that I've never even heard of, and the other ones...you know, only because they're either so famous basically everybody has heard of them, or they're part of a franchise that I know of.

But we haven't drafted in so long, I had to join up. As they say in Hollywood, "I'm just happy to be nominated!"
Believe it or not, immediately after your back-to-back Super Mario Brothers / Tetris picks, I said aloud “Cap just won this draft.”

The classics anyone and everyone can pick up and play tend to carry the day when it comes time for popular votes. It’s been the Big N’s business model since a century ago back when they were making playing cards.

Then again, who’s here for that? Count me among the “just happy to be here” crowd.
 
Not gonna lie, there have been 44 games picked (excluding mine) and I've played probably two of them. There's a third where there's a game that I played very briefly at somebody else's house that was part of the franchise, but I'm not sure it was the one picked. So maybe three.
I've heard of all but five of the 48 games that have been picked, because I have a 28 year-old son, but I've only actually played 10 of them. Not a single one of those ten was released after my son was born.
 
Speaking only for myself, I'm just not that aware of games that have come out in the last 10 years or so. As I get older my free time keeps shrinking while the games keep getting longer and as a result I've mostly turned off my antenna for locating new video games to try.
Same here. I haven't even heard of 12 games picked and other than my picks I've played 6 of them (Diablo, Diablo II, Quake, Oregon Trail (back what, 40 years ago?), Tetris, and Super Mario Bros.). Some games like Witcher I know the name from a TV show I never watched and don't think I knew it was a game.

So while a lot of these games might be awesome, I've just never been exposed to them or played them before....
 
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Mario Kart Wii
Developer: Nintendo
Year: 2008
Platform: Wii

OK, most of you may know by now I generally don't like console games. I'm old school - grew up using a mouse and keyboard. I can't play an FPS on a console to save my life. If I can't use the mouse with an inverted Y axis I'm screwed. Sometimes you can't teach an old dog new tricks, or at least this old dog.

But when we got the Wii for our young son, this game was an instant winner for me. He and I loved playing against each other and we both had a blast. Easy to play, fun maps, bright cheerful colors, cool music - we could just plop down and play for hours.

I normally wouldn't select this game so highly, but it definitely fills a void in my list (for both game type and sentimentality) and I don't want it to go elsewhere.

Obviously, use of the Wii Wheel is required. :)

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@SLAB - pick a winner!
On controller I invert the y-axis, but with a mouse I invert both the x and y-axes. I don't know why both would be different.
 
R5.P1 (#49 Overall)
INTERSTATE '76
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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 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.

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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.

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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!

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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.
 
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Absolutely. You, @hrdboild and the Cap were definitely my film-bro brethren in the movie drafts. Our paths keep crossing in these things.

In this draft through, I feel like I’m taking crazy pills. Aside from you, my last 3 picks have been met with crickets and I’m just baffled. Sure, Persona is a YMMV type choice, but Hades and Hollow Knight aren’t exactly underground and obscure. What gives?

I’m excited for Silksong too, but also don’t suffer from “silksanity” or whatever clever pejorative the internet’s cooked up for the obsessive types. By the time I played Hollow Knight, Silksong had already been announced, so when I fought Hornet, it was already from the perspective of knowing she was going to be the next playable character. Spoiled some early mysteries, but nothing major, and really boosted my intrigue in the follow-up. But, like, Team Cherry is only 3 people; it’s gonna take time.

I actually think it’s cool Silksong, Hades 2, and the new Metroid sequel are all supposed to release this year. Taking open bets if any or all get delayed.

Yeah, I think there's a bifurcation forming in this draft; there's the old heads whose picks knowingly and unabashedly betray a lack of contemporary gaming context. Then there's those for whom gaming has been a more consistent concern. I'm a bit of an odd duck in that gaming has not been a linear continuum for me, as I grew out of enthusiasm for video games in my adolescence and then redeveloped an enthusiasm for video games in my 30s. As a result, the list of 50 or so games that I prepped in advance of this draft have their own bifurcation. There's the NES/SNES/N64 set from my childhood; then there's the Nintendo Switch/PC gaming evolution of my adulthood.

Your picks thus far fit right into that particular dynamic. Chrono Trigger was a childhood love of mine; Hades and Hollow Knight are adult loves of mine; and Persona 5 is a game that I admittedly started but was unable to hang with; I snagged it for the Switch sometime after its release, and then Tears of the Kingdom came out the following spring. Everything else in my gaming world got booted during that period, and then I moved to Northern Virginia and found my way into Baldur's Gate III. I do need to get back to Persona 5, at some point. And I intend to do so. It just oozes with style, and I am attracted to games that are confidently themselves.
 
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 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.

Here's a game with which I have exactly zero familiarity! But it represents my favorite two features of our Desert Island Drafts: 1) they are a wonderful opportunity to discover, and 2) they consistently spotlight our forum members as they write enthusiastically, uniquely, and beautifully. As writing is cheapened in an online era in which everybody has a podcast and LLMs are flattening our understanding of language, I absolutely cling to KF.com for dear life. As others offered above: "I'm just happy to be here", where engaging writing is happening for no other reason than love of a medium.
 
Factorio: Space Age - PC - 2024 (ish)
0.17-stable.png


This is a different type of game than any that have been listed on this thread so far. Factorio has almost no narrative, other than the set-up that your character has been marooned on an alien planet with little more than their wits. The natural objective then, is to build a space ship using in-situ resources to travel home. Of course, first you need to *build* a space ship, so first you'd need to invent industrialism, which means you get to build factories!

The joy of the game is that the player starts with rocks on the ground, and ends up in space. What makes the game worth playing, is that the path to space is built on your own choices. How to lay out your factories, the technologies to research, the logistics of how to move material resources across a map to and from your factories, the policy to take with the local wildlife; all these are choices that are up to the player to implement, and they fall naturally out of the systems of the game.

This game gives the player ownership of the success of their endeavors. Nothing happens on the planet unless the player earns it, and the solution to the problems that naturally crop up on this procedurally generated game world will require the player to invest some of their own natural critical thinking in order to progress. It's asking more of players than the persistence of walking across a map doing fetch quests, or clicking through dialogue trees. But it's also a game that can be taken at its own pace, and whatever your available time is for gaming, I think it can fit there.

Pictures won't do it justice, as the visual theme is grimy practicality. The video I'm linking below makes the game seem complicated, and it can become that eventually, but that's an advanced looking base, and keep in mind you build up to that one step at a time. (A thing that factory games tend do a great job of is teaching how to to play the game as you're playing it) Special props to the game's soundtrack, which evokes the golden age sci-fi classic "Forbidden Planet"
 
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At this point in the draft, I think it's gonna start to get weird. The remaining essential "best-in-class" narrative driven games on my list got scooped by @Padrino ( I greatly regret not getting Disco Elysium onto my roster).

There are still great story games remaining, and great retro games too. It seems like "winning" the draft would probably involve pandering to those tastes. But to me, what is "best in life" includes forcing other people to listen to me talk about my favorite video games. This thread is a pretty good approximation of that.
 
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 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.

I have never heard of this game and yet it is easily my favorite pick of the draft.
 
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