My favourite games that I played in 2019

This entry is part 7 of 11 in the series Gaming year in review / Game of the Year Awards

What were my favourite games that I played for the first time?

If 2018 was the year in which I bought a Switch and rediscovered the joys of Nintendo games, then 2019 has been a wonderful year for new releases. I played three excellent new games, any one of which would qualify to be Game of the Year: Dragon Quest Builders 2, Total War: Three Kingdoms, and Fire Emblem: Three Houses:

  • Dragon Quest Builders 2 has been my unexpected hit of the year. I love building towns, rooms, fields, even defensive walls. I love DQB2’s charming, cheerful characters and world. And even after finishing the story months ago, I love tinkering with my island in the postgame: adding spas, barns, irrigation, and a rail network, fleshing out floor plans, and renovating my early projects with everything that I’ve learned since. I am pretty confident this will be my evergreen Switch game for the foreseeable future.
  • Total War: Three Kingdoms is beautiful, challenging, and immersive — a return to form after the hit-and-miss Rome 2 generation. Whether desperately battling to save my capital from a superior invader; planning elaborate, multi-pronged campaigns; haggling with computer players that finally act believably and in-character; or simply admiring the aesthetic, this was almost everything that I hoped for.
  • Similarly, Fire Emblem: Three Houses is my favourite in its series. It rewards careful planning — both in battle, and when strategising how to recruit, train, and develop my crew of heroes — with triumphant satisfaction when those plans come together. And its epic narrative, closer to Legend of the Galactic Heroes than to traditional fantasy, has me intrigued. I estimate I’m 70%-80% through my first run, and I look forward to seeing how it will conclude.
  • Honourable mentions go to three more games: Rule the Waves 2, which challenges players to design, build, and command not the shiniest navy — but the one that’s most appropriate and cost-effective; and Wargroove and Crying Suns, which show what indie strategy games can do with a striking aesthetic and solid gameplay.

Incidentally, this marks a change from the last couple of years. My favourite games of 2018 were mostly Switch titles that had been released in 2017, such as Super Mario Odyssey, Mario + Rabbids: Kingdom Battle, and one of my all-time favourites, Zelda: Breath of the Wild. And my favourite game of 2017 — Shadow Tactics — was likewise released in December 2016.

What are some games that I revisited?

I also revisited, or kept playing, a number of games that I’d played in previous years. Sometimes, this followed the release of new DLC or updates — as with various PC strategy games. Other times, it was about continuing an existing play-through. Some I particularly enjoyed were:

  • Continuing to explore Hyrule in Zelda: Breath of the Wild. I’m still not finished, but with Breath of the Wild 2 announced, a brand-new copy of Link’s Awakening awaiting me, and the DLC a tad too hard for me, perhaps I should just move onto the final battle with Ganon.
  • Playing through the postgame of Super Mario Odyssey;
  • Exploring alien archaeological sites and building a galactic empire in StellarisAncient Relics DLC;
  • Saving the world from fascism for the umpteenth time in Hearts of Iron IV: Man the Guns – and leading the NCR in the Fallout total conversion mod;
  • Trying out new civilisations and winning the space race again in Civilization VI: Gathering Storm.
  • Playing Battletech’s career mode — aka Galactic Mercenary Hand-to-Mouth Simulator — in ironman.

What I’ve been reading and playing — from the Three Kingdoms to the Alliance-Union Universe

Since my last update, I’ve been lucky to play three excellent (and very different) games, all Game of the Year material: Total War: Three Kingdoms, Rule the Waves 2, and Dragon Quest Builders 2. I also reread an old favourite, Lord of the Rings, and ploughed through a new favourite, the works of CJ Cherryh.

Games

Total War: Three Kingdoms is the Shogun 2 successor I’ve awaited for the last 8 years, and the best Total War game to date. Everything I loved about Shogun 2 is back: the challenge, strong execution on both the campaign and battle layers, and a beautiful aesthetic. The challenge hit me very early on — playing Cao Cao (the recommended starting character!), I crashed and burned twice before succeeding on my third try. Even with that experience under my belt, it took me two tries to win as the Ma clan of Western China.

Against stronger opponents, ambushes are the great equaliser. The computer knows how to use them, too…

The campaign layer is immersive and well-designed. Each province is distinct, so geography matters. AI-controlled warlords play like believable characters: they have distinct personalities — Liu Bei will stand by his friends, while Yuan Shu is a treacherous opportunist — and act sensibly, for instance, by bending the knee to stronger powers. Interface improvements make even large empires manageable.

Sturdy shielded infantry make a good anvil on which to break enemy attacks…

The same attention to detail is visible on the battle layer. Each individual battle feels like poetry in motion; even one-sided battles made me consider how I could best win while minimising casualties.  Siege battles are interesting and dynamic for the first time in the series’ history. (Granted, after a certain point the challenge mostly comes from the campaign layer — the computer prefers recruiting cheap early-game troops, no match for a late-game human army.)

… while cavalry is a devastating hammer.

And Three Kingdoms is the best-looking Total War game since Shogun 2. Gone are the dark, muddy graphics of the Rome 2 generation, in favour of vibrant colours. The battle music is good (if not quite “Jeff van Dyck at his best”), and the strategic layer music is lovely and relaxing — the best in the series. I love this game, and I’m so happy that the developers did this period justice.

Flaming shot from trebuchets lights up the night sky.

At the other end of the strategy spectrum is Rule the Waves 2, an indie game covering naval warfare between 1900-1955. What makes it so brilliant is how it captures the essence of strategy — reconciling objectives to limited resources. You are in charge of a Great Power’s navy, whether that be mighty Britain or nearly landlocked Austria-Hungary: you design ships, build them out of a finite budget, and command them in battle, a bit like an oceangoing version of a space 4X game. But unlike a 4X, you are not the leader of your nation. You cannot control world politics, or the rise and fall of international tensions. You cannot control the nation’s economy: the US will always be larger and wealthier than, say, Italy. You cannot control the government, which tweaks the naval budget, makes demands, and if you do badly enough, sacks you — the “game over” condition. You can influence these things – for example, ostentatiously warning of war will give you a bigger budget at the cost of higher world tension – but at the end of the day, it is up to you to make the most of what you are given. I’ve had spectacular results as Austria-Hungary, frugally upgrading my ageing battleships, focusing my meagre budget on fast, modern destroyers trained for night actions, and only picking fights I could win. I’ve had an equally spectacular rise-and-fall as France, building up a proud oceangoing fleet and dominating the Mediterranean, only to be crushed by enemies out of my league — first the British and then the Germans. I was a big fan of the first Rule the Waves, and its sequel has lived up to my expectations.

Dragon Quest Builders 2 illustrates what’s possible by combining the structure and narrative of one genre, the RPG, with the verbiage of another, the builder game. Like an RPG, it’s an epic voyage that takes the heroes across many lands. Like an RPG, you progress by solving NPCs’ quests in each location. But unlike an RPG, those quests typically involve gathering material and building towns.

An early town in Dragon Quest Builders 2. Note the crops and perimeter wall.

It is a pleasure to make each area come to life with homes, workshops, kitchens, dining areas, and defensive walls. Add a localisation brimming with puns and wordplay, and the result is a blend of creativity with charm. I don’t have much experience with the builder genre — beyond bouncing off Terraria years ago — so this has been my pleasant surprise of the year.

Completing a building in Dragon Quest Builders 2.

Books

A few months ago I re-read The Lord of the Rings, accompanied by the Extended Edition movies, and rediscovered my appreciation for Tolkien. Intricate, mythic, and at times moving, LOTR is a masterpiece. It is a book that could only have grown out of its author’s lived experience. It makes no pretensions to realism; yet has something important to say. It richly deserves its status as the foundational text of the fantasy genre.

I’ve also finally become a CJ Cherryh fan, after previously finding her books (Downbelow Station) too dry and dense. Her specialties are alien cultures (in both senses of the word) and driven, desperate protagonists; both themes run through my recent reads. The Morgaine saga follows a woman on an obsessive quest, seen through the eyes of her loyal companion. The hero of Merchanter’s Luck is a traumatised space smuggler pushing himself to the edge of endurance. The Faded Sun trilogy tells the story of two tradition- and taboo-bound aliens searching for their homeworld, and the human veteran who helps them. I’ve just picked up another of her series (The Dreaming Tree), have another on my shelf (the Chanur trilogy), and saved the final Morgaine book for later; I look forward to digging in.