Thursday, December 10, 2009

Natural Police and Other Characters--My Favorite TV of the 2000s

I suppose strong arguments could be made either that this was the best decade of television, with cable TV coming into its own and providing us with richer, more complex dramas than anything we'd seen in the past, or that it was the worst, with reality TV's rise to popularity signifying a low point in our culture. Well, I actually happen to think there's such a thing as good “reality TV,” but for now, as the decade comes to a close, I want to take a moment to focus on the earlier argument and look back on what were the standouts for me in TV drama in the 2000s.


  1. The Wire—Quite possibly the best television show of all time. This is the poetry of real life in America in the early 21st century. Over the course of five seasons, it turned its piercing gaze on the drug war, labor unions, big city politics, public schools, and the print media, opening our eyes to the world we live in. At the same time, it's a riveting and powerful human drama, with complex characters on both sides of the law that we come to love and to despise, to root for and to fear.


  1. The Shield—If The Wire is the television equivalent of the Great American Novel, The Shield is like a modern-day, extended take on a Shakespearian tragedy, about the way one man's gargantuan ambitions can inhale and destroy the lives of many. For my money, it's pound-for-pound the most exciting drama of the decade, rarely taking a false step from its shocking first episode until its pitch-perfect, devastating finale. Perhaps the most fascinating thing for me about The Shield is the way it so often made me feel so conflicted. Vic Mackey is absolutely, unquestionably immoral, and yet I often found myself cheering him on as he brought his own brand of justice to the criminals of LA's fictional (but thoroughly believable) Farmington district. Mackey (played by Michael Chiklis) pulls focus with his massive persona and his shiny bald head, but this is absolutely an ensemble show, and although I have much love for Vincent D'Onofrio's enigmatic and disturbed detective Robert Goren from Law & Order: Criminal Intent, my favorite TV detective is The Shield's slightly awkward, dogged, brilliant Holland “Dutch” Wagenbach.



    Watching this montage from The Shield finale still gives me goosebumps. If you haven't watched the show, this won't spoil anything. The snippets are too brief to give anything away. But to me and fans of the show, they speak volumes.

  2. Six Feet Under—Forget Touched by an Angel. This is deeply spiritual television, at least for this agnostic.

  3. The West Wing (The Sorkin Years)--I stopped watching when Sorkin was dropped, but in those early years of the Bush presidency, when it all still felt like some sort of bad dream, I know I wasn't alone in taking solace and inspiration in the imaginary presidency of Jed Bartlet. Sorkin's excellent “let's-have-snappy-conversations-while-walking-briskly-down-hallways” writing style and the top-notch work by Allison Janney, Bradley Whitford and others made this show a delightful entertainment. (Yes, I know, it actually started airing in the final months of the 90s. Sue me.)

  4. Law & Order—Because after 20 years, there are still few things on TV as reliably satisfying as an episode of Law & Order.

In a category of its own:

24--While The Wire is the show people in the future should look at if they want to understand what our world was actually like in this decade, the show they should look at if they want to psychoanalyze us is 24. The pilot was actually delayed and edited because of the attacks of September 11th, 2001, but the entire show almost feels like a reaction to that day. Jack Bauer is absolutely a hero our society gravitated to in the wake of that attack. Like its hero, the show is ruthless and exceptionally effective. It's also the most video-game-like show ever (though the actual 24 game is pretty lousy), and I'm convinced that it has heavily influenced the outstanding campaigns of the Modern Warfare games, which do things with game narrative that previously just weren't done.

Honorable mentions:

Deadwood—Gorgeously vulgar dialogue and towering performances by a great cast.

Battlestar Galactica—I found the last set of episodes deeply disappointing. Still, it had a lot of great moments, and was the best sci-fi that TV of the 00's had to offer.

Dexter—Wickedly entertaining. Dexter (the show and the character) is still a work in progress, but it may deserve a place on a list like this in ten years' time.

Law & Order: Criminal Intent—Vincent D'Onofrio's Robert Goren is what has made this show so watchable, though it achieved heights with regularity in the earlier seasons that it has rarely been able to recapture in more recent ones, and I was crushed when Goren's rivalry with archnemesis Nicole Wallace, which was the source of some of the show's best moments, was brought to an end last season in the most unsatisfying way possible. Goren and Eames will be leaving the show at the start of next season as it becomes Monk 2: Jeff Goldblum's Kooky Crime-Solving Hour full-time. But I'll still watch it.


Thursday, November 19, 2009

More Russian: Modern Warfare 2 and Games in a Post-24 World (Spoilers)

Much is being said about the campaign for Modern Warfare 2, and in particular, a level called No Russian. Personally, I thought the level was effective and the campaign as a whole was nothing short of spectacular. It's easily earned a place as one of my favorite shooter campaigns of all time.

One of the criticisms I've read levelled at the campaign is that the writing is poor and the story is ludicrous. I agree completely that the story is ludicrous. I think that most video game stories are ludicrous. But so what? The important thing in a game like Modern Warfare 2 is to cram as many intense moments into its five-hour campaign as it can. I can't think of a game that sustained such an unrelenting pace, and since the story does its job of providing a vehicle to string all these things together, in my mind, it's a success. I won't argue that it's great writing for a second. But it's writing with a very specific purpose, and I think it does a great job of accomplishing that purpose.

There may have been a time where I would have enjoyed it less, where I would have spent half my time stepping outside of the absurd action of the story and yelling at the screen, "Oh, come on! That would never happen!" Perhaps it's all that 24 I watched, but at a certain point, my outlook changed, and I realized that I was willing to sacrifice a certain amount of plausibility if, and only if, something succeeds in delivering over-the-top thrills so incredible as to make my suspension of disbelief worthwhile. Most of the time, 24 succeeded here for me. In the end, it's not the overall story of a 24 season that matters, but the moment-to-moment thrills that story allowed the season to deliver, and seriously, if you think Modern Warfare 2 is implausible, watch a season of 24. I don't know for sure, but I'd be willing to bet that 24 has been a direct influence on the Modern Warfare games.

24 ushered in an era of television where viewers could no longer be sure, one week to next, that any character (wiith the possible exception of Jack Bauer) was safe. Audience favorites are routinely killed suddenly and unflinchingly. The Modern Warfare games certainly followed in the series' footsteps here. The death of a player character in the first Modern Warfare, like the death of lovable Edgar on 24, was shocking. Perhaps in Modern Warfare 2 they go a tad overboard with this and it starts to lose its impact a bit, but I still found most of the twists and character deaths surprising and impactful.

And then there's No Russian, in which, as an undercover CIA agent embedded in a terrorist cell, you must stand by, or even participate, while your fellow terrorists slaughter hundreds of civilians at an airport. Many of the arguments I've read about this level are rooted in the illusion of choice. There you are, holding a gun, but you must stand idly by as this massacre takes place. You are unable to turn the gun on the terrorists and attempt to stop this atrocity, which is something that any moral person would surely at least consider doing in that situation. Anthony Burch, in this Rev Rant at Destructoid, argues that as the player, your feelings of revulsion about what's happening totally pull you out of the moment. (At least that was what I took away from his argument, but I'm paraphrasing, and I encourage you to watch it for yourself.) And maybe that's true. He contrasts this, though, with the player's relationship with Alyx in Half-Life 2. In Half-Life 2, he says, you like Alyx. Because the game reinforces your positive feelings about the character, Gordon's choice to not just use the gravity gun to fling her into the nearest bunch of headcrabs and run jibes with your own feelings, creating a seamless relationship between you and the character you're playing. But to me, that's an arbitrary distinction. Another player may totally loathe Alyx and actually wish to kill her. In both Modern Warfare 2 and Half-Life 2, you have no choice. Choice is a complete illusion.

Some may feel that games are more enjoyable when we always feel a positive connection with the character we're playing and the actions of that character. I'm fine with that not being the case, with sometimes being cast in an unsavory role. If Modern Warfare 2 were a film, could the actor cast in the role the player plays in the No Russian level say to the director, "You know, if it were really me in this situation, I think I'd say to myself, 'To hell with this undercover thing, I'm turning my gun on these monsters!' So is it okay if I do that in this scene?" Of course not. It's essentially the same thing here. We are cast in this role. We have a part to carry out, and we must carry it out, whether we like it or not. If you're playing Metal Gear Solid, you must stop Liquid Snake. Trying to join forces with him is not an option. If you're playing Ocarina of Time, you cannot shirk your responsibility to defeat Ganon and just go live on a farm somewhere, no matter how much you might rather do that. In games, almost always, choice is an illusion.

The other criticism I've heard about No Russian is that some feel such a horrific scene of violence is inappropriate in something that's essentially just trying to be a piece of pure entertainment, that it's exploitative to use something so terrible in the context of something that, let's face it, doesn't really deal with the consequences in a serious, meaningful way. Maybe I'm just callous, but I didn't mind. Again, perhaps it's all that 24, which doesn't shy away from crashing commuter jets, releasing chemical weapons in hotels, and detonating nukes in densely populated areas, killing anywhere from hundreds to hundreds of thousands at a time. Nor is it reluctant to try to make you feel the loss of a single human life.

And always, not long after one of these moments transpires, Jack Bauer is back to kicking ass and walking away from unsurvivable situations unscathed, all in the name of delivering pure entertainment.

Sunday, August 23, 2009

Orson's Game

There's a little burger stand near my place that I positively love. Juiciest burgers I've ever tasted, and I am a fiend for a nice juicy burger.

One day, the owners of the restaurant started telling me about how they get their tomatoes from this wonderful tomato farm. Now, I'm not a huge tomato person. Really, I could take or leave the tomato on my burger. It's just not an important part of the experience for me. But the owner was so excited about this tomato farm that I decided to look it up online, and I was dismayed by what I found out.

Oh, not about the tomatoes they produce. In fact, they do have a reputation for growing some tasty tomatoes.

No. You see, I was dismayed to find that these tomato farmers are white supremacists, and they're quite vocal about it, too. They serve on boards of organizations that seek to oppress minorities and strip them of their rights.

After that, I was really torn about going back to that burger stand. Some other patrons decided that they were going to boycott the stand. When the boycott was announced, the people who grow the lettuce for the stand spoke out, saying, “Hey, we're not white supremacists! In fact, we actively support all kinds of human rights measures. If you boycott the stand, we will suffer, too!” I appreciate the plight of the lettuce farmer. Still, I can respect the position of the boycotters. The restaurateurs didn't publicize the lettuce as being an important part of what makes their burgers so incredible. No, they talked up the tomatoes. Its the tomato farm whose name is now known far and wide in association with those juicy burgers. Not, alas, the lettuce farm.

As for me, I did go back to the stand, and I still enjoyed the burger, though I had to rationalize to myself that it was okay because I don't care for the tomatoes much one way or the other. If the restaurant owners themselves, the people who put all the work into grilling those patties and making those burgers so tasty, the people I actually hand my money over to, were the white supremacists, I never could have gone back.

However, I really wish that they would get their tomatoes from somewhere else. Surely there are excellent tomatoes on the market that aren't grown by vocal white supremacists, and I'm of the mind that the tomato farm of white supremacy does not deserve our support.

None of this is true, of course. (Well, I am a fiend for a nice juicy burger. This cannot be denied.) This is simply my analogy for the controversy around Orson Scott Card's involvement in the new Xbox Live Arcade release, Shadow Complex. Card is a science fiction author and vocal opponent of equal rights for gays and lesbians, who currently serves on the board for the National Organization for Marriage.

The game is set in the “universe” of his Empire series. While playing the game, I didn't feel that his contributions could possibly have had too significant an impact on the overall experience. If I hadn't been aware of the association as a result of publicity given to his involvement, I never would have suspected. The game's setting and plot seem generic enough that I would have just assumed the creators were riffing on Metal Gear Solid.

Some have boycotted Shadow Complex due to Card's involvement. I did not. I purchased the game and I enjoyed it, recognizing that it's the work of a great many people, many of whom don't agree with Card's views. Still, as a member of the queer community and an ardent opponent of discrimination based on sexual orientation, Card's highly publicized involvement in the project doesn't sit well with me, and I really wish that Chair Entertainment had found someone else to get their tomatoes from.

(And I'm fully aware that those who oppose marriage equality will object to being likened to those who discriminate on the basis of race, but I have yet to come across a compelling argument that there is any appreciable difference. Denying someone rights on the basis of sexual orientation is no less reprehensible than doing so on the basis of race or religion. It is a sad commentary on just how far we still have to go with this issue that, while almost all of us are quick to condemn the views of those who discriminate based on race, discrimination against gays and lesbians can still hold such widespread approval.)

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On a more uplifting note, check out these awesome Courage Campaign volunteers, including "straight Mormon feminist" Joanna Brooks. They're an inspiration. Please help make marriage equality a reality.


Saturday, June 13, 2009

Greetings from Big Surf Island!

I've been off from work this past week, taking a mandatory furlough, like many people are having to do in these harsh economic times. While I am hoping to go on an exciting trip or two in the not-too-distant future, as I wasn't being paid this week, I didn't want to spend too much money, so I stayed in town. That doesn't mean I didn't have a kind of vacation, though. I've visited the following exotic and exciting destinations during my time off:


Big Surf Island: I was absolutely mad about Burnout Paradise when it first came out, and Big Surf Island has gotten me pumped about it all over again. The island is a bit smaller than I imagined it would be, but it's positively packed with outrageous jumps and all the other stuff that makes Paradise such an exhilarating game. The dune buggies you find there are a blast to drive, too, with a great rough-and-ready feel to their handling. I've already completed 40/45 billboards, 13/15 mega jumps and 74/75 smashes. I just know that finding that last one is going to be a real pain. I also have just one event left to complete: a stunt run. Those are the bane of my existence. I'm not generally a completionist, but Paradise compelled me to get 100%, and I know I won't stop until I've jumped every jump, smashed every smash and every billboard, won every event and ruled every road in both the Time Road Rules and Showtime (AKA Katamari CarCrashy AKA Michael Bay Directs a Car Wreck) modes on Big Surf Island. It's good to be back in Paradise.

The Ring: When I was a kid, I could beat Mike Tyson without breaking a sweat. It seems my reflexes aren't what they used to be. My current record in Punch-Out!! is an embarrassing 20-67, and I'm currently facing Don Flamenco in the title defense section of the game. But I don't mind. On the contrary, I'm very pleased that the game is so challenging. It goes easy on you for a while, but once you get to defending your belt, Punch-Out!! is no joke. At this point, the bouts are tough enough to quite literally get my pulse racing, and each victory feels like an accomplishment. It's hard in much the same way that the NES game was hard,but I think it's harder, thanks to more complex attack patterns from your opponents, which you need to learn during the first phase of your career and then completely re-learn during title defense. If the game had ended when I'd won the world championship, I would have felt like I could have better spent that $50, as fun as the experience was up to that point. But this game has proven to have lasting value and to keep the excitement comin'. I'm thrilled to see this franchise get reinvigorated like this.If only the game shouted "BODY BLOW! BODY BLOW!" like the arcade games did, it would be just about perfect.


Unnamed Middle Eastern Country: In the past I've never really been one to spend much time with online shooters, but I've gotten back into Modern Warfare's online multiplayer in a big way this week. I don't consider myself to be all that great at shooters so I generally shy away from exclusively team-based games like Gears of War 2's multiplayer (that way I can't let any other players down) but free-for-all deathmatch in CoD4 is so exceptional, I keep coming back to it again and again.It's easily the online shooter I've enjoyed the most. Here's a question for anyone here who might play this game online: If I play exclusively free-for-all deathmatch, is it worth it for me to spring for the map pack that contains Creek, Broadcast, Chinatown and Killhouse?

Temeria: This compelling land is the setting of The Witcher, which I downloaded off of Steam this week. I'm utterly taken with the setting, which is rather unlike the setting of any other fantasy RPG I've played, It feels rougher, more lived-in and worn, bleaker, and more believable. I haven't yet been able to spend as much time as I would like with the mysterious Geralt of Rivia, but you can bet I'm eager to do so.

The Sprint Studio: Lastly, I've been enjoying the beta season of 1 vs. 100 on Xbox Live. The game itself couldn't be simpler, but I'm excited about the way it's being implemented. I think the opportunity to join a live game that's being played by tens of thousands of other players, that involves answering trivia questions rather than, say, killing orcs and earning loot, is really exciting. (It helps that I am a huge sucker for trivia questions.) I also like the fact that up to four people can play from a single console, as it just feels like a party game that would be way more fun when shared with friend. In fact, I think I'm gonna invite some friends over for some pizza and beer and 1 vs. 100 one of these weekends.

I also want to say just a few things about E3.

When I was a kid, it really bothered me if someone abused a stuffed animal, even though I was well aware that the thing had no feelings of its own. Apparently there's still part of me that harbors that irrational perspective, as the first thing I imagined after seeing the Milo demonstration was thousands of people unleashing verbal abuse at their Milos. It made me sad. Apparently Milo won't respond to abuse, though, so that's good. Maybe if it's utterly pointless, people won't bother to engage in it. Of course, I'm assuming that Milo is actually going to be as amazing as it appeared in the demo, but then, I have no reason to doubt that it will be. After all, it was presented by Peter Molyneux of all people.

There are too many games I'm excited about to mention, but one announcement I'm particularly intrigued by is Metroid Other M. As a huge fan of most of the 2D Metroid games, I always felt that the Metroid Prime games really missed one hugely important aspect of what makes Samus so much fun to play: she's quick and agile. Metroid Other M looks primed to rectify this issue in a big way, so I'll be keeping my eyes on that one.

So, how 'bout you? What are you playin'? Any E3 announcements strike you as particularly promising or exciting?

Friday, March 06, 2009

Watchmen

Watchmen is a very good film, if not an outstanding one. The film adeptly adapts the epic graphic novel into a comprehensible 2-hour-and-40-minute film, and there are enough delightful little touches (Lee Iacocca! Pat Buchanan! Robert Palmer videos!) to make its chilling alternate-reality 1985 feel like a possible extrapolation of our own. Strong casting helps considerably, particularly in the cases of Patrick Wilson, who is so extraordinarily ordinary as Nite Owl, and Jackie Earle Haley as the simmering Rorschach. And perhaps it helps that I'm old enough to remember the Cold War and had, at one point in my childhood, a very real sense of terror about the possibility of global thermonuclear war (Thanks, WarGames!), but the constant sense of dread over the possibility of just such a crisis in the film resonated with me pretty deeply.

There are times where the film, despite all this good stuff, feels constrained. There's a section in the graphic novel that deals not only with the origins of Dr. Manhattan, but also with the unique way in which he perceives time, with every moment existing concurrently. I consider it one of the most remarkable things I've ever read, comic or otherwise. I think much of what helps drive its power and helps the reader relate to and understand Dr. Manhattan's existence is the fact that the panels for each moment do exist concurrently, and so we exist outside of them and can behold several of them simultaneously. The film, of course, is by necessity linear, and so I was a bit disappointed with this aspect, and never felt a very strong connection to the nude blue superdude, though I don't think the film could have possibly measured up to the comic here. On the other hand, the much-ballyhooed change to the story's climax for the film is, I think, an improvement.

Watchmen has moments of inspiration, such as its terrifically theatrical opening credits sequence. On the whole, however, it lacks the spark of passion required to make a cinematic adaptation truly take on a life of its own (I'm thinking particularly of The Lord of the Rings films there), and ends up feeling like more of a companion piece to the graphic novel than something worthy of deep consideration in its own right. But regardless, it's a fascinating, goofy, often thrilling film that's true to the spirit and the ideas of the graphic novel. 8/10

Saturday, January 03, 2009

Gamers in a Dangerous Time

One day you're waiting for the sky to fall
And next you're dazzled by the beauty of it all
When you're lovers in a dangerous time
--Bruce Cockburn, Lovers in a Dangerous Time

And make no mistake, these are dangerous times we're living in. Economically, things are already pretty bad. There's a good chance you or someone you know has lost his or her job as a result of cutbacks, and things will, according to many people who know a lot more about this stuff than I do, get worse before they get better. I'm very thankful for my job and fully aware that at any point, someone could decide that my company could save a whole lot of money by paying people in Mexico or India or elsewhere to do my job. This is a time for belt-tightening and saving, not for spending.

Beyond our economic woes, long-simmering tensions in other parts of the world are building up to dangerous levels, and it's possible that the human race may blow itself to hell in the relatively near future. Is ths really a time when we should be playing games?

Heck yeah, it is. Nothing worth having comes without some kind of fight, and being able to relax and enjoy life is absolutely worth having. Here are the things I'm playing in these precarious days.

Prince of Persia--It's beautiful, I'll give it that. The visual design is striking, evoking ancient Persia not as it ever was but as it is in our imaginations. But the gameplay all feels a bit rote to me, and not very engaging. This one may be on the next GameFlight back home.

Fallout 3--I know I said that these are not times for spending, and GameFly seems like a good way to save money and still play the games I want to play, but after a certain point having a game from GameFly must stop being cost-effective. I think I might be reaching that point with Fallout 3. I play it in fits and starts, and I like it well enough, but more often than not there's something I'd rather be playing. Still, I have to play it through to the end. I think it might just be in very small pieces over the course of the coming months.

Lumines Supernova--Ohh, how I love/hate Lumines! Its design is so flawless, so compelling, and I want so badly to be really good at it. But Lumines greatness eludes me. Still, I keep trying. Maybe someday I'll get past the sixth skin in the basic challenge mode.

LittleBigPlanet--When I wrote up my favorite games of 2008, I called this my odd game out, because the perplexing moderation of so many wonderful user-created levels just seemed to fly in the face of the game's good-natured, Fun shall overcome philosophy. But things seem to have recovered nicely, and I still regularly encounter user-created levels that charm, thrill, and genuinely surprise me with their inventiveness.

Banjo-Kazooie: Nuts & Bolts--I spent about an hour and a half playing Nuts & Bolts tonight, and my first impressions of the game are extremely positive. It's very funny in a way that both mocks video game conventions in general and the Banjo-Kazooie games in particular. It's gorgeous. And the gameplay is purely, tremendously fun. I haven't yet had to design any of my own vehicles, which is a good thing. The game has an excellent learning curve that lets you use pre-designed vehicles successfully in many early challenges. And the challenges themselves are varied and fun. I'm already hooked and can't wait to collect more jiggies.

Chrono Trigger--I'd never played Chrono Trigger before. I was in college when it hit the SNES and I didn't make much time for games during those four years. It's probably for the best. Without my degree in Theater with a minor in English, it's doubtful I'd have the lucrative career in tech support and customer service that I have today. But I'm making up for lost time by playing it now.

Life with PlayStation--Folding molecules for the benefit of humankind. Gee, that planet of ours sure is pretty, isn't it?

Yeah, that's the thing, isn't it? Even as things get uncertain and scary, there's still so much to be hopeful for and so much to be thankful for. Play what you love and do what you love, and when things get tough, remember that nothing worth having comes without some kind of fight. Or, as the late, great Harvey Milk said, "There is hope for a better world. There is hope for a better tomorrow."



Happy 2009, everyone!

Sunday, December 14, 2008

Mis juegos favoritos de 2008!

Greetings from Tijuana, Mexico, where the thing to do on a Saturday night is stay in your room writing entries in your blog! This is not a list in which I'm arguing that these are the very best games of the year. There were too many games I didn't get to play for me to make those kinds of arguments (I've barely scratched the surface in Fallout 3--PUN INTENDED!) and anyway I'm not interested in making them. This is a quick and dirty, off-the-top-of-my-head celebration of the games I personally enjoyed the most.

For me, the area where games saw the most dramatic advancement in 2008 was narrative. My two favorite games each, in their own way, set a new standard for the kinds of stories games can tell, and how those stories can be told, while also delivering outstanding gameplay.

My favorite game of the year is Grand Theft Auto IV. Games have faced me with choices before, but never have the choices been so difficult, troubling and impactful as they are in Rockstar's masterpiece. In its stylized, thrillingly alive depiction of contemporary New York City, complex protagonist Niko Bellic's journey is not just a shootout-filled crime epic, though it certainly is that. It's also a story about class, culture, loss, revenge, forgiveness, and that most elusive of all concepts: the American dream. I'm not saying this game is The Wire. I am saying it cuts deeper and truer than any other game into the America we live in now, and I was mesmerized from start to finish by nearly every aspect of the game, and how they all came together to create an experience that was as thought-provoking and emotionally affecting as it was viscerally thrilling.

In my number two spot is a game that tells an altogether different kind of story. While one could imagine the tale of GTA IV working as a novel or film--albeit without those difficult, all-important choices, the Metal Gear Solid games, and MGS4 in particular, are uniquely gamey in the tales they tell and the techniques they employ to tell them. MGS 4 is such a monumental success, such a powerhouse conclusion to this series that for me it redeems even the weakest moments of the previous MGS games. MGS 4 is somewhat accessible to even first-time players of the series, but it really shines as a tremendous piece of fan service for those who have been fascinated with every aspect of Solid Snake's long, labyrinthine odyssey. My favorite example of both the gamey storytelling and the deeply interwoven fan service are the X-button flashbacks that frequently pop up during the game's cutscenes. I was frequently surprised and even oddly moved by the connections that were woven throughout this game to past games in the series in the form of brief visual and aural flashbacks. It gave the storytelling a rather stream-of-consciousness feel, as if we were inside Snake's mind, remembering aspects of the past along with him as his journey draws toward what he knows, as his body starts to give out on him, are his final days. Of course, all of this virtuosic storytelling would be for naught if the gameplay wasn't any good, but it is absolutely excellent. Unforgettable setpieces abound, and the final brutal fistfight is a near-perfect sendoff of one of the greatest heroes and one of the greatest villains in video game history, that brilliantly evokes all of the games in this landmark series.

Of course, games are still, first and foremost, about the gameplay, and one of my favorite games of the year has no narrative at all to speak of, save what my imagination conjures up. Rock Band 2 is an endlessly exhilarating fantasy fulfillment machine. I understand that it's not a huge advancement over its predecessor, but the whole Rock Band experience was new to me the day I brought home my RB2 bundle. I've already spent many hours getting lost in the music while playing drums for The Intellivisions, and I hope to spend many more. The people behind this game really understand the culture of rock, and everything about it feels right, from the ambiance of the gigs to the iconic images on loading screens of your band, and your band's name on lunchboxes, bumper stickers and the like.

And then there's the chilling Dead Space, which builds on the framework of Resident Evil 4 by adding some uniquely sci-fi elements like vacuums and zero-g environments, and takes place on a ship so richly detailed and haunting, it feels like you've stepped into a really, really good Ridley Scott movie.

I also want to give special recognition to Fable II. It's a thoroughly enjoyable game whose storybook vibe is very charming, and whose various elements--questing, developing your character's combat and magic attributes, shaping your character's moral role in the world, and buying and selling property, come together to make for a surprisingly compelling, addictive experience. On a personal note, I also love the tacit implication in the game that gay people should be treated as equals in society and granted the same freedom to express their commitment to each other with a bond of marriage that straight people enjoy. Ah, what a ridiculous fantasy world Albion is.

My odd game out for the year is Little Big Planet, which I found absolutely enchanting in the days after its release and would not have hesitated to place on this list. Many user-created levels knocked my socks off with their beauty and inventiveness. Then things got unpleasant as many of the very best levels were nuked by Sony, in many cases for no clear reason. This left a pretty nasty taste in my mouth about the whole experience. I've heard that things have improved since then, but I haven't yet found the time to hop back into my pod and see what's new in the LBP.

I'm giving honorable mention to No More Heroes, Suda51's exhilaratingly original, audacious Wii action game. Fascinating characters, stylish lo-fi graphics, a dizzying story, excellent use of the Wii remote, and tons of fun, ludicrously bloody action. Brilliant.

And Gears of War 2 also deserves recognition. As dumb as Cliff Bleszinski's "Bigger, better and more bad-ass" phrase sounds, it's nonetheless accurate. Gears of War 2 improves upon its predecessor in just about every way, featuring action on a larger scale and a story that's nice and ignorable rather than one whose in-your-face stupidity actually hurts the experience of playing the game. Heck, there was even a cutscene in this game I found rather moving. With a slew of terrific cooperative and competitive multiplayer modes, Gears 2 is an outstanding package.

This was also an amazing year for downloadable games, both in terms of remakes of classics and original titles. My favorite update is Super Street Fighter 2 Turbo HD Remix, which improves the visuals of the 14-year-old classic so that they look spectacular in high definition, and polishes up the gameplay, but also demonstrates just how well the fundamental game still holds up.

My favorite original downloadable game, and one of my favorite games of the year in any category, is Braid. It's a brilliant, beautiful puzzler that's not quite like anything I've played before. It's challenging but consistently, unfailingly logical, and each time I thought I might have to break down and look at a FAQ, I instead put the game aside for a day, and when I returned to it, looking at the situation with fresh eyes, the solution was immediately apparent. To bring us full circle, it's also one of the most challenging and rewarding narratives I've encountered in a game, dealing with regrets on both a personal and historic scale, with a jaw-dropping climax that gave me goosebumps and left me feeling utterly amazed.