With the upcoming release of X-Com Enemy Unknown, I started thinking about the original and what made it such a great game. While I was writing up a retrospective piece on the original X-Com I noticed one element that X-Com did that only a few games have managed to copied: it made failure part of the experience.
One of the surprise hits from the last decade would be Borderlands. Combining the fast paced insanity of a FPS, with the character and loot development of an ARPG made Borderlands a break out success. Now with Borderlands 2, the question is if Gearbox was able to score another home run. After touring through Pandora yet again while it’s not a grand slam, it’s still a solid entry.
When it comes to RPGs, some of my favorite ones are those that strayed from the norm: Xenoblade Chronicles, Shin Megami Tensei and an upcoming one hit wonder post. With Sigma Star Saga, it is truly a shame that it didn’t do better due to how far out the designers went. The problem in a nut shell is that we have a game that was almost awesome on every level, except for one adherence to old school design that sunk it.
With the big name successes on Kickstarter of companies like Doublefine and Uber Entertainment, it can be easy to forget the smaller projects that have had success. Today’s game: Faster Than Light or FTL is one of those titles: Making over 2000% of what they needed to fund the game. With the game finally out we can see if that money was worth it.