2023: My gaming year in review

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

Happy New Year!

2023 was a “quality over quantity” year for me, dominated by a Big Three — Elden Ring (a 2022 release) in the first few months of the year; Zelda: Tears of the Kingdom after its release in May; and then Jagged Alliance 3 from July to November. All three were Game of the Year material.

Apart from the Big Three, 2023 saw:

  • My usual fare of PC strategy releases: Rule the Waves 3, Age of Wonders 4, and Dwarf Fortress.
  • Odds and ends: a deck builder (Cobalt Core), a homage to 16-bit JRPGs (Octopath Traveller II), Bayonetta Origins: Cereza & the Lost Demon, Vampire Survivors, and Venba.
  • Old favourites such as Shadow Empire, Humankind, Fire Emblem: Three Houses, and Expeditions: Rome.

Finally, at the end of this post, I’ll touch on upcoming games in 2024 that look interesting.

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The big three: Zelda, Elden Ring, and JA3

The Legend of Zelda: Tears of the Kingdom (Switch, 2023) — My Game of the Year for 2023. The beautiful, ambitious successor to one of my favourite games of all time didn’t disappoint; according to Nintendo’s Year in Review, I have spent 170 hours with it. And I’m still not done! TOTK offered:

  • Spectacular set-pieces such as the Lightning Temple;
  • Moment-to-moment wonder and delight, such as exploring the Depths, peacefully resting on a sky island, outwitting would-be Yiga ambushers, or riding a dragon;
  • A satisfying worldbuilding follow-up to BOTW, as we got to see how Hyrule and its inhabitants had moved on and rebuilt.

Elden Ring (Xbox Series X, 2022) — 2023 saw my return to returned to Soulsborne and From Software games after taking a break since the original Dark Souls. Elden Ring took the Souls games’ traditional strengths (combat, “tough but fair” challenge, localisation, drop-in multiplayer) and added a vast, often beautiful, and occasionally horrifying open world to discover and explore. While rather stressful to play, it was worth every minute. I made it as far as Leyndell, the Royal Capital, and still have further to go.

Jagged Alliance 3 (PC, 2023) — 2023 finally saw a worthy sequel to one of the classics of the 1990s. JA3 combined great turn-based tactics, a cast of lovable rogues, and surprisingly good (and often laugh-out-loud funny) writing & worldbuilding. I picked it up on launch day and the risk paid off. Also the only one of the Big Three that I finished.

Other PC strategy games

Rule the Waves 3 (PC, 2023) — A “more of a good thing” sequel. This is one of the few series that looks at defence from a policy and force structure perspective (given my country’s geography, objectives, and budget, what is the appropriate navy for my circumstances?). RTW3 extends the timeline to 1890-1970, allowing more time with pre-dreadnoughts in the early game and adding missiles to the late game. Good enough to distract me from Zelda: TOTK!

Age of Wonders 4 (PC, 2023) — My favourite AoW game. It sells the illusion of being a wizard (or in my case, a dragon lord), discovering and taming a beautiful, intriguing, and dangerous world, and fighting off rival armies. The aesthetics and production values help sell the experience. A final bonus is that the game plays very well on a Steam Deck.

Dwarf Fortress (PC, 2023 for the Steam version) — My first time with the legendary — and legendarily intricate — colony management game, which turned out to be much more approachable than its reputation suggested. I think it’s also ruined similar titles such as Rimworld for me — I prefer DF’s simulationism and greater focus on building.

Odds and ends

Octopath Traveller II (Switch, 2023) — A tribute to classic SNES JRPGs, with beautiful pixel art, good music, and some pretty decent turn-based battles. Unfortunately, in some ways it was too faithful to its inspirations — I could have done without random battles in 2023.

Cobalt Core (PC, 2023) — A charming deck-builder that became my go-to game when I need something short, or when I’m tired and I just want to relax. Love its colourful characters.

Bayonetta Origins: Cereza & the Lost Demon (Switch, 2023) — A beautiful fairy-tale experience, seemingly inspired by Brothers: A Tale of Two Sons. Cheshire the soft toy turned demon is an adorable co-protagonist. Slightly repetitive.

Venba (Game Pass, Xbox Series X, 2023) — A clever game with a unique premise: using cooking minigames to tell the story of an immigrant family. Unfortunately, that story being rather cliched held it back.

Vampire Survivors (Game Pass, Xbox Series X, 2022) — Another notable short-form game, an arcade palate-cleanser that went back to the roots of gaming and added a modern progression system.

Revisiting old favourites

I revisited Shadow Empire after the launch of its “Oceania” DLC and wrote up my adventures here. Still a great game, and it still receives plenty of support.

I also revisited Humankind — I still like it, but I’m a little disappointed by the lack of progress in its design since it launched a few years ago. While it still has the same strengths that endeared it to me at launch, it also has the same weaknesses, un-addressed by its DLCs. Contrast, say, Civilization V, which benefited from Gods and Kings, or the various Paradox games over the last decade.

In December, I dusted off two tactical RPGs: Fire Emblem: Three Houses on Switch and Expeditions: Rome on PC. In the case of FE:3H, I started the game in 2019, back before the COVID-19 pandemic! I am so close to the end of Edelgard’s route in FE:3H now — just a little further to go…

Finally, around the same time, I got back into Crusader Kings III via its total conversion mods. The highlight has been The Fallen Eagle, a mod that transports the game back in time to late antiquity and the collapse of the Western Roman Empire. Fighting for survival as the Romano-British descendants of Ambrosius Aurelianus has been an exciting challenge, albeit one that has required patience, persistence, and a tolerance for “fun” in the sense of the Dwarf Fortress meme.

Upcoming 2024 releases

The beauty of writing this in January is that I have a better sense of what’s coming up and what will interest me.

Playing Suzerain, the politics-themed interactive fiction game, this year brought the upcoming Suzerain: Kingdom of Rizia DLC onto my radar. I loved the base game and look forward to more content in the setting.

Microsoft Flight Simulator 2024 is an obvious pick: I liked its predecessor and it will be on Game Pass.

I’m intrigued by The Brew Barons, a Porco Rosso-inspired game about flying a seaplane, gathering resources, brewing beer, and fighting villainous air pirates. It will be nice to have more arcade-style games for my HOTAS.

Finally, Eiyuden Chronicle: Hundred Heroes, a Kickstarted spiritual successor to Suikoden, remains on my watch list. Again, it will be on Game Pass.

Jagged Alliance 3: A blast

This entry is part 1 of 1 in the series Jagged Alliance 3

I greeted the announcement of Jagged Alliance 3 with some caution. In the lead-up to release, I felt a mixture of excitement and trepidation: could it bring back the old magic?

I needn’t have worried — JA3 is excellent. It builds on its predecessor’s strengths, while adding new features that reflect the last 25 years of tactical RPG design.

As with the previous games in the series, JA3 unfolds over two layers:

  • A strategic map containing (initially enemy-held) towns, garrisons, & diamond mines, and the country in between;
  • Turn-based tactical battles on hand-crafted maps — the meat of the game.
The heroes of our story. The main menu screen shows my current squad – from left to right: Buns (markswoman/medic), Tigris (custom character), Ivan (one-man army), Livewire (hacker/mechanic), Barry (sapper), and Scope (markswoman par excellence).

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The stars of the show are a roster of unique characters with whom players build a squad or squads. As in an RPG, it’s important to hire individuals with an eye to the team’s overall skills. Some are more directly combat-focused. Others are oriented towards support. Each has his or her own stats, personality, required wages, and — new to the series — a unique ability. For instance, Livewire the hacker is a valuable support character — she’s a poor shot, but will automatically reveal every enemy in battle if the player has intel for that location.

Also new is that characters gain new abilities as they level up — my current favourite is the ability to move further when wearing light or no armour. Scope the markswoman, who starts with that ability, can easily move to a new firing position each turn.

Battles place a premium on planning. If everything goes according to plan, they can be easy or anticlimactic. If the plan misfires, or if the enemy is particularly strong or alert, things become “exciting”. As of the time of writing (soon after the release of the 1.03 patch), the most popular playstyle is a combination of stealth and aimed, single-shot rifle fire, which aligns pretty well with how I play:

  • Plan A usually involves picking off lone sentries, navigating to high ground or good vantage points, and then opening up on the unwary enemy.
  • If that fails, Plan B involves explosives and a machine gun.

The ebb and flow of battle lends itself to emergent narratives. Once, my idea of sneaking into a city district turned out to be impossible: I walked into the middle of a set-piece battle between a large enemy squad and a handful of friendly NPCs protecting a public building. I used my scarce handful of 40mm grenades to thin out the enemy squad, before moving in to clear out the remnants. But as I was at the cusp of victory, an enemy soldier — nearly the last survivor of his squad — ran behind a civilian, creating an unscripted human shield situation — and prompting a save-reload so I could safely get rid of him. Rather than being frustrated, I loved the resulting narrative.

In another case, I played a different battle — a counterattack on a harbour I had liberated — three times, trying to keep my NPC allies safe. Again, rather than frustrating me, each replay held my interest as I tried different tactics and watched the battle unfold different ways. One ally, a machete-wielding woman, had a habit of getting herself killed charging machine gunners. On the third try, she manoeuvred between market stalls to stay out of sight, hacked down the first gunner, climbed up a nearby roof to stay safe, climbed back down, and outflanked the second gunner. Wow!

The strategic map. Camp la Barriere will probably be my next target – it controls passage along the river. By taking it, I can speedily move upriver by boat, and protect my downstream settlements from attack.

The strategic map is where the squad prepares for future battles — repairing gear; treating wounds; training militia to defend friendly settlements; and — this is new — crafting ammunition or explosives. All this takes time, and with the need to pay wages, time is money.

Early on, when money was tight, I found there was a trade-off between an easy tactical game and a harder strategic game. I started with Ivan, one of the best, most iconic characters in the franchise — and whom JA3 prices to match. Ivan single-handedly carried the team through the tutorial area, averting multiple squad wipes. But the need to capture enough territory to pay his wages meant I had to play very aggressively on the strategic map.

Ivan is so good, people have beaten the game using him alone. He has high stats and the unique ability to recover action points after a kill.

Progression in JA3 is faster than it was in JA2. In JA3, there are multiple rifles available in the tutorial area, so the “ineffectual pistols and SMGs” phase only lasts for the first couple of battles, rather than dragging on as it did in JA2. Instead, the limiting factor in JA3 is ammunition availability. There is no more Bobby Ray’s — the online weapon store in JA2 — so reliably sourcing ammunition requires either crafting it, or visiting shopkeepers in town.

Between this and a damage penalty that applies to burst and automatic fire, I find I rarely use these weapon modes — better to fire single shots instead. This is probably my main niggle about balance — while I could easily mod out or reduce the damage penalty, I’m interested in how the developers will approach the issue 1. And to be fair, this isn’t new to the series — burst fire was too inaccurate to be useful in JA2.

The music deserves a final shout-out. I like the main theme, performed by orchestra, so much that after wrapping up the game for the night, I usually linger on the main menu to listen.

So far, JA3 is everything I’d hoped for. I’m playing slowly; nearly one month after release, I’d guess that I’m about 40% through. If it holds up just as well in the late game, it will be a genre classic.

  1. Strengthening burst and automatic fire would probably also strengthen enemies, who have a habit of blazing away in these modes from too far away