GOTY-2007

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  • Joystiq's Top 10 of 2007: Halo 3

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    01.01.2008

    Imagine you're on a deserted island. Of course, it's one of those islands with a conveniently laid Ethernet cable that runs from the ocean, up the beach and down a hatch. Inside there's a 'game station' equipped with an enormous HD display, surround sound, a RROD-proof Xbox 360 (among other current gaming systems) and a comfy chair. Whether you've arrived in this fantasy realm by sea, air or warp pipe, you've got one – and only one – game disc from the past year stuffed in your back pocket. What is it? If you answered "Halo 3," you're correct! The shared sentiment around Joystiq HQ is that an island getaway is just what we need to get better acquainted with Halo 3. We're familiar with the shooting of the aliens, but aside from this most basic objective (executed with superiority, by the way), Halo 3 remains a potential funbox waiting to be busted open. The reality is, we aren't on an island, and the offerings have been piled so high since late August that Halo 3 was in and out of our 'Box as soon as the campaign was conquered and a few multiplayer matches were logged. We sampled more than we explored the intricate depths of Bungie's last Halo game-until-the-next-one. Still, even a terse study of the game was enough to validate Halo 3 as a shoo-in for one of the ten best games of 2007. But No. 6? Halo 3 gets docked for being Halo 3, or 'Halo a third time.' Bungie delivered the charm on its first swing, so there's little need for vindication (unless you were offended by Halo 2's cliffhanger). It's unlikely though, that any developer could deliver this 'total package' without having been shackled to the material for nearly a decade. Bungie's confidence in its subject has yielded an exceptionally fine-tuned product peppered with unique, community-building features. Considering the abundance of content – and the freedom to interact with the content in different ways – Halo 3 has a lasting potential that is unparalleled by this year's other releases.Thanks to Halo 3, "Halo Nation" is now 5 million strong and growing, a clear signal that Wikipedia needs to disambiguate its entry for "Halo effect," appending a new description separate from meanings in psychology and business: A man in a green suit becomes the 21st Century's Skywalker. That's the only Halo effect we know.%Gallery-2155% Yes, I'll gladly accept the charges ->

  • Joystiq's Top 10 of 2007: Call of Duty 4: Modern Warfare

    by 
    Justin McElroy
    Justin McElroy
    01.01.2008

    The frustrating thing about trying to write about Call of Duty 4 is that all of the phrases that best describe it have already been applied to and, in turn, drained of their impact by far less deserving games. It's a "non-stop thrill ride," its graphics are "almost photorealistic" and it is, in fact, "so real that you'd almost think you were there." What Call of Duty 4 so authoritatively manages to do is reclaim those action game clichés and, in doing so, infuse them with a new, fresh power. What Call of Duty 4's single player campaign could best be described as though, is a master's class on making good game design choices. From beginning to end, moments last just as long as they need to, difficulty is perfectly balanced and the action ebbs and flows between full-on chaos and chilling silence. From a pulse-pounding start to the final, desperate ending, it's a meticulously crafted experience. We haven't even made mention of the game's multiplayer yet, which mixes the game's explosive presentation with some RPG fundamentals to predictably addictive results. Perhaps the most surprising thing about the game is how few actual revolutionary concepts are contained within. It selects existing game design tools, hones them to practical perfection and creates what is, in our opinion, the military shooter against which all others must be judged.%Gallery-3922% Welcome, new-a entry! ->

  • Joystiq's Top 10 of 2007: Assassin's Creed

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    01.01.2008

    Ubisoft's hugely anticipated bump-off sim created quite the controversy, though oddly not for the stylish and quite visceral violence it so gleefully inflicted upon authority figures. Instead, Assassin's Creed (or Assassin's Crud, depending on who you ask) divided critics, with some being utterly engaged by the game's unique setting and others thinking the same environment to be remarkably empty. Count us among the former, as we've yet to see a bigger, more lavishly detailed and immersive world than the one dashed through, clambered up and vaulted over in Assassin's Creed. The game's greatest design flaw may be that it's a bit too open-ended for its own good, refusing to overtly reward or punish players for behaving in a specific way. If you wish, you can spend a lovely afternoon playing Maniacal Guard Killer's Creed instead, carrying out your missions with all the stealthy maneuvering of a grand piano rolling down an escalator. Would it have been wiser for Ubisoft to beat you over the head every time you set off a medieval alarm and otherwise played the game "wrong?" Perhaps... but isn't the point of open-ended gameplay to let you choose your own path? In many ways, Assassin's Creed is more of a role-playing game than most of the titles officially labeling themselves as such. When you play as Altair -- really play as him, as an assassin -- and measure failure according to your own actions and not what a Fission Mailed screen tells you, the game's intricate world becomes inescapably engaging. Learn about your target, plan your attack and revel in the absolutely thrilling chase that follows your murderous deed. Though the game's overall structure may seem repetitive in the face of such a believable world, the true magic in Assassin's Creed lies not in what you do, but how you do it. %Gallery-12473% Chief among our choices ->