Best Of 2016 – Innovation

Darkest Dungeon, Red Hook Studios

Video games keep trying to up the ante with each generation, whether that be motion controls, virtual reality and the like. At BagoGames we decided to point out which games or ideas were the most innovative to us and why. There were a lot of great ideas and innovations this year but these are the ones that stood out to us and impacted us the most.

NES Classic

(NES Classic – Nintendo)

While I am yet to get my hands on one of these puppies I’m pretty amazed that Nintendo was smart enough to re-release their first home console in miniature form.  I hope that they continue this trend because I would like to mothball my other Nintendo systems so that I don’t add to their wear and tear. The 30 games that are included are some of the classics that I played at 8 years old and I look forward to reliving at 37. I did read that the controller cords aren’t very long, which is certainly a bummer. I hope they keep the shipment shortages and cord length issues in mind when designing and releasing the SNES Mini!

Runner Up: Tokyo Mirage Sessions #FE

-Jerry Dobracki

Tokyo Mirage Sessions #FE

(Tokyo Mirage Sessions #FE – Nintendo)

Tokyo Mirage Sessions #FE is an underrated game from this year that happens to bring some fresh air to the game shelf. Atlus created a mix of Shin Megami Tensei, Fire Emblem and plenty of otaku culture all within one game. Pop-idol’s performa is sought after as an energy source which happens to also be used as a means of expression. The concept of idol’s purpose on earth to make others feel joyful and inspired is refreshing. Tokyo Mirage’s use of the Wii U gamepad is the most unique out of the entire system’s library. Playful banter and encouraging messages are exchanged though the LINE mobile app on the gamepad screen. Although the screen offers a viewable map of the Tokyo districts and idolsphere dungeons, the best use of it is the messaging system. It gives the player a real sense that they are truly in Itsuki’s shoes and experiencing the story first-hand.

-Eleni DiCarlo

Superhot

(Superhot – Superhot Team)

It’s difficult for me to come across a game and find it truly unique and compelling due to its highly imaginative design and mechanics. But then I found Superhot and feel in love with this brilliant and mind bending FPS that relies more on lateral thinking and planning while making sure you shot people in the face. As far as a narrative goes, we again get a selection of subject matters that revolve around hacking, VR culture and how dangerous technology can be. In terms of gameplay, Superhot is fantastic for anyone who loves puzzles and shooting. This is the next Portal game and it does an amazing job of creating a truly original feel, look and style of play in a genre that doesn’t always see the most innovation.

-Patrick Kennedy

Darkest Dungeon

(Darkest Dungeon – Red Hook Studios)

I think some of the best ideas are the really simple ones. Ones that exposes the blind-spots in our imagination. “What if we applied the sanity mechanics found in horror titles, to the stressful life of an adventurer in a Lovecraftian land?”

What you get is a land without heroes. A land rife with vulnerability, despair and death. The inclusion of the sanity mechanic (well, and the forebodingly grim aesthetic style) has made Darkest Dungeon a bleak experience, one of few dark fantasy titles that remembers to show you life is uncaring to the occupants via mechanics.

-Kailan May

Superhot

(Superhot – Superhot Team)

Superhot has one neat mechanic. But what makes it such an interesting game is how much that one mechanic can deliver a fun, varied experience with each playthrough. By having time only move forward when the player is doing something, Superhot encourages creativity and strategy. Woven into the game’s weird narrative and Killstagram feature, Superhot feels like something that could create more interesting first-person experiences. Unfortunately, it could also be like the Nemesis system from Shadow of Mordor, which continues to be ignored despite its innovative qualities.

-Christopher Cross

Bound

(Bound – Sony)

I am a fan of the arts, however dance is one aspect that I have never given much attention to. That’s slowly changed over the years, and when I finally got some quality gaming time in with Bound, it really helped me to appreciate the art and styles involved. Controlling the lead character, and moving through each gorgeous level, always felt like a new adventure. Each level telling a story, all with intriguing scales of rising action and denoumonts. While I had wished there was a bit more to the variety of dance moves that were available, the combinations available allowed for some graceful movements through the varied and beautiful settings. Bound was an interesting way to combine the beauty and storytelling aspects of dance with videogames, and it will easily be one that I go back to over the years to hopefully appreciate even more.

Runner Up: Darkest Dungeon

-Zac LaRocque-Walker


These are some of the most innovative games and items that we at BagoGames experienced in 2016. What was innovative to you this year? Feel free to discuss and let us know in the comments or by reaching us on Twitter @BagoGames!

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