2013 in Review: The Year's Worst Games and Ideas

USgamer's staff and contributors celebrate Festivus with an airing of grievances over the things that sucked the most joy from their lives in 2013.

Article by USgamer Team, .

Merry Festivus, everyone! Today is the holiday for "the rest of us," and we at USgamer are celebrating with the annual airing of grievances. Please join our staff and key contributors as we lament the absolute worst, most unenjoyable, most utterly punishing games and ideas we experienced in 2013. And please join the holiday festivities by airing your own video game grievances in the comments section!

Jaz Rignall Editorial Director

Forza 5

In an experience akin to eating a delicious meal while a hobo takes a huge dump on the table next to you, my worst of 2013 was also one of my favorites. I’m talking about the Jeckle and Hyde Forza 5, a stunning-looking, fantastic-playing next generation racing game that’s simultaneously the ultimate showcase for the power of Xbox One, and definitive case study in how microtransactions can totally stink a game out.

I’ve put a fair amount of time into Turn Ten’s latest over the past month or so - although nowhere near as much as I thought I would when I first started playing it. The reason for this is because its gameplay has been cynically compromised in the name of profit. Compared to prior editions of Forza, less money is earned from racing, and the cars you need to buy with your winnings to progress are more expensive. Essentially, the game has been turned into much more of a grind that it ever was, making you work harder for less. So why would anyone want to do that to their game? Oh, perhaps to encourage players to use microtransactions to buy in-game tokens so they can temporarily boost their earning rate back to normal Forza levels, or use them to buy new cars outright.

I don’t have a problem with microtransactions per se. I’ve used them to spend a fair chunk of change on a variety of games over the last few years. But almost all of those games were free-to-play/”freemium” products where microtransactions are understandable and justifiable. In the case of Forza 5, it’s far from free. It has a $60 price tag, yet it’s been blatantly engineered to extract even more money out of its users post-purchase. The game also offered DLC almost straight out of the gate, which I don’t necessarily have a problem with - but at the same time, it’s pretty obvious those downloadable cars were created at the same time as the game, but weren’t shipped with it so that Microsoft could shake a few more shekels out of the Forza player base. The whole thing just stinks of profiteering.

That’s such a shame, because behind the stench is an absolutely wonderful racing game. Forza 5 is smaller than previous Forza games - understandable due to its foreshortened development cycle - but it nevertheless packs a great range of cars, some beautifully landscaped tracks and features the best racing action video gaming has to offer. It’s a fantastic game, but it’s been tainted, and ultimately feels like every time you reach the finish line, there’s a person rattling a tin cup at you, trying to catch your eye and relieve you of your pocket change.

Fortunately an upcoming patch will boost earnings and reduce car costs and bring them in line with previous Forza games - and that’ll certainly get me playing again. But that still doesn’t change the fact that Microsoft thought that launching a game with this kind of microtransactional model was okay in the first place. Shame on them.

Jeremy Parish Senior Editor


I went into Knack expecting a totally mundane, unremarkable game. I’d demoed it at E3 and figured I had a pretty good sense of what it was about. What that 15-minute session couldn’t prepare me for, though, was just how much mundane, unremarkable content a single game could contain. As a four-hour experience, Knack might have been borderline-tolerable. Stretched to more than three times that length, however, it became utterly unbearable.

In reality, it took me two solid days to play through Knack. Subjectively, though, it felt like the experience stretched to years. Time lost all meaning. I could feel wrinkles deepening on my face and arthritis claiming my dexterity. My wife and I had a child, who grew up, went off to college, and came back with his own children calling me "grandpa" in the ages I spent with Knack. Civilizations rose and fell around me. I watched as the sun aged into a red giant before collapsing into a feeble brown dwarf, spent of its billions of years of atomic fuel. I witnessed the heat death of the universe and the genesis of a new one. And all I have to show for it is a handful of trophies and a review that has earned me nothing but contempt from particularly dyed-in-the-wool PS4 crusaders -- as if I hadn’t already suffered enough by playing through Knack. Hardcore platform fanboys truly are a cruel bunch.

Listen, Knack is not a good game. Its creators want it to be Crash Bandicoot, but it turned out to be more like God of War minus all the interesting combo mechanics and inventive puzzles. The game can’t seem to decide if it’s a platformer or a brawler, but it doesn’t really matter because Knack is terrible at being either one. Quality and fun are not linear mathematical functions; you can’t bolt a mediocre brawler to a mediocre platformer and hope it adds up to a good whole. The half-baked nature of each component multiplies, and you end up with a quarter-baked creation. Knack offers the most limited, stagnant range of gameplay mechanics I’ve seen in a game since the 8-bit era, yet it stretches that stiflingly tiny palette of abilities across a journey that spans untold hours of mindless, repetitive, arbitrarily designed tedium. And somehow this wreck has given the utterly sublime Super Mario 3D World a run for its money, sales-wise, which is exactly why our species will be the first against the wall when the alien invasion comes. We’ve earned our extinction.

Mike Williams Staff Writer

Killer Is Dead

As I’ve said in other articles, I just started reviewing games this year. I’ve been lucky to be able to avoid games I wouldn’t enjoy since I wasn’t always a day one buyer. But this year I had to review Killer is Dead, a game I would’ve definitely avoided if given the option. Killer is Dead has been forged of children’s tears and hardened by the despair of the average salaryman. It has been sent our world like the Lament Configuration, to torture and enslave me.

It’s hard to put a game up in the Worst of 2013 when that game isn’t broken. That’s what most people think of when they call up the “worst game of 20XX” in their mind. If I was choosing in that direction, I'd probably have to go with Battlefield 4 multiplayer. Killer is Dead isn’t broken. It works. It does what it sets out to do, but it commits a greater sin in my mind: Killer is Dead is just plain boring.

Killer is Dead marries a bland art style, rote combat, and tedious Gigolo Mode missions with rampant randomosity. “This is so cool, now we’re in Alice’s crazy wonderland, now we’re on the moon!” the game wants you to say, but the scenes are completely unconnected and disjointed. I can do random. I’ve watched and loved things that are Japanese and random: Excel Saga, Nichijou, and the currently-airing Kill la Kill to name a few. But the random has to funnel you in a direction and I never felt that direction from Killer Is Dead.

Killer Is Dead probably wouldn’t be on this list if I just had to Redbox it, because a few missions in, I would’ve just returned it. But I was reviewing it, so I had to slog through the whole, boring thing. Like Jeremy’s pick, trudging through boredom elevates a game to a whole new level of dislike. And so, Killer Is Dead is my worst of 2013.

Pete Davison News Editor

Final Fantasy All the Bravest

My pick's a mobile game. This may seem like an easy target, since a depressing amount of mobile fare is scraping-the-barrel shovelware of the worst possible kind, but no mobile game made me more angry than Square Enix's utter defilement of Final Fantasy that was Final Fantasy: All The Bravest.

What made it worse was that it was teased extensively prior to its release in January of 2013, getting people excited for a new Final Fantasy. Final Fantasy Dimensions had proven that Square Enix still had what it took to make a good, new 2D Final Fantasy, but All The Bravest just threw that all out of the window in favor of catering to… I honestly don't know, really. It should be pure Final Fantasy fanservice, but what it actually ends up being is a game where you repeatedly rub the screen in a quasi-masturbatory motion and then occasionally get bugged to spend some money in order to acquire the characters you might actually want to play as. To make matters worse, it adopted a "blind bag" system for buying new characters, so if you wanted a specific one you'd have to keep paying up until you got it.

All The Bravest was, for me, symptomatic of everything that is wrong with both mobile and free-to-play gaming in 2013. There have been plenty of good examples of both mobile and free-to-play games in 2013, but there have been few worse than the fetid pit of despair that is Final Fantasy: All The Bravest.

Cassandra Khaw Content Editor

Hometown Story

2013 was irrefutably a good year for games, but it also had more than its share of duds. Amidst that mess of half-realized ideas and outright ineptitude, Hometown Story stands out at the worst game of the year for me. Now, on cursory examination, it isn't necessarily terrible. A little drab, perhaps, and rather unimpressive-looking compared to a lot of entries in the 3DS's roster of purchasable goodness. But not tooth-achingly bad in the same way, say, The War Z was (is).

My beef with Hometown Story is that, to put it bluntly, it feels half-assed. Lazy, even. Being a shopkeeper, for example, in Recettear was amazingly fun. You could haggle your way into maximum profitability. Heck, you had to. The risk of losing everything you knew and loved made cutthroat capitalism mandatory. With Hometown Story, however, you didn't really have to do much of everything in the store. Sure, you can arrange items, tinker with prices, and arrange display shelves for better feng shui but there is no urgency to the game. Many of your customers will wait long into the night for you to ring them up. They might fume a bit but they invariably come back the next day to regurgitate meaningless one-liners and buy your overpriced fish.

The art felt sub-par, the music was humdrum, the characters ripped straight from the most generic anime manga ever. I could just be a little cynical these days but I expect more from my life-sims, especially when it has such incredible predecessors and an even more impressive pedigree. (The guy who made Harvest Moon captained this ship.) Mostly, though, Hometown Story felt like a missed opportunity. This could have been Recettear with an incredible budget. Instead, it's more an endless succession of milling through a largely barren town, outfitting a boring store, listening to even more boring quips and occasionally engaging in less-than-interesting quests.


Nadia Oxford Guest Editor

Final Fantasy All the Bravest

There's a right way to monetize a mobile title, and there's the Square-Enix way. Games like Final Fantasy: All the Bravest make people mistrustful of in-app purchases, and for good reason. This crummy battle simulator offers nothing resembling the strategic fights we've come to associate with the Final Fantasy series, yet it thrusts out its hand constantly for your nickels, dimes, dollars.

All the Bravest puts up to 40 fighters from varying Final Fantasy classes on the battlefield. You command each one to leap on the enemy with a simple tap. Problem is, your warriors have a couple of class-dependent attacks, and you don't choose which one to use, nor do you choose your target. The whole experience is automated, so your role is to paw at the screen and put your heroes' fates in the claws of Shinryu.

Worst of all, if you want to recruit a recognizable cast of characters, you'd best be prepared to pay dearly. To score a named fighter -- Squall, Cloud, Terra, Cecil, you know, the gang -- you literally put a dollar into a lottery that selects a random hero for you. Oh, you wanted Locke and you got Lightning? Tough cookies! Cough up another dollar, Returner.  

Kat Bailey Guest Editor

Project X Zone

I go into every single game I play hoping to be pleasantly surprised. It's no fun to get stuck reviewing a game that you hate, especially when it's a really long RPG. Unfortunately, Project x Zone was every bit as lousy as I was expecting it to be... and then some.

It wasn't even that its depictions of women were gross... which they were. Nor was it the fact that it did no service to the superior games that it represented, like Street Fighter, Mega Man X, and Valkyria Chronicles. It was just a really awful strategy game, utterly devoid of anything resembling tactics, skill, or customization -- otherwise known as the elements that make an RPG worth playing. What few mechanics that are available are mostly superficial, making the majority of the combat a mash-fest of predetermined combos. That's how it goes for dozens and dozens of interminable levels, many of which take more than an hour worth of repetitive motion to complete.

Remarkably, Project X isn't even the first in the series. Somehow, Namco Bandai looked at Namco x Capcom and decided that it would be a good idea to make a sequel. That game, however, at least had the decency to stay in Japan. I don't often say this, but I wish Project x Zone had done the same. What a shame that this pile got the nod from Namco Bandai over Super Robot Taisen OG on the PlayStation 3. What a pity.  

Dustin Quillen Guest Editor

Dead Space 3

I don't imagine most people would consider Dead Space 3 to be a terrible game. Its cover-based gunplay gets the job done about as well as any other post-Gears of War third-person shooter, plus it happens to look pretty spectacular a good portion of the time. Plenty of games have gotten by on less than that.

Dead Space 3 is, however, a terrible Dead Space game.

The original Dead Space and its sequel stand out to me as two of the most remarkable experiences from this generation of consoles. Both games expertly piled on the tension as you explored the dark confines of their derelict spacecraft. Without much in the way of health or ammo pickups, every battle felt like you just barely squeaked through with your life intact. And, as harrowing as encounters with Necromorphs were in those games, the long, quiet stretches in between firefights could be so much more nerve-racking.

Contrary to its predecessors in every way that matters, Dead Space 3 turns the series away from subtle horror and toward bombastic monotony. Gone are the peaks and valleys that kept me on edge throughout the first two games, now replaced with a constant flood of predictable, ammo-saturated combat arenas. And while I delighted in skulking around the painstakingly-crafted environments of the Ishimura and Sprawl from Dead Space 1 and 2, Dead Space 3's world bored me with some of the most obvious copy-and-paste jobs since the original Mass Effect. Even the new crafting system, which should have encouraged experimentation and creativity, only drove me to build one powerful, all-purpose weapon that I used for the bulk of the game.

Did I mention that you spend way too much time in Dead Space 3 fighting other gun-toting humans? How about the fact that none of the characters' motivations make any sense -- especially the main antagonist's? Or that the whole thing ends with the biggest laugh-out-loud plot twist I've ever seen in an otherwise serious videogame?

Dead Space 3 clinches this one for me not only because I don't care for what it is, but also as a result of what it isn't -- and what that signifies for a franchise that I had grown to love over the past five years. It might not be the worst game of 2013, but it's definitely the one that bummed me out the most.

Brittany Vincent Guest Editor

Dead Island Riptide

My experience with the original Dead Island was none too positive. First, I couldn’t join my friends’ party to complete a co-op game. Then, key elements to finish off a quest were simply missing. I couldn’t make any real progress. I was forced to restart several times to get anywhere, even after patches were rolled out. After all the mess, it was a completely lackluster adventure to start with, so I wasn’t sure why I was even interested in its pseudo-sequel.

Dead Island: Riptide, from its inception, was a silver lining -- a chance to undo the damage done by its predecessor and start fresh. And yet with everything on the line, Riptide still disappointed, a slapdash collection of the same pitfalls seen in the original game, including the survivors themselves. Still the same racial stereotypes, same bizarre combat, and fetch quests as slow as before. Zombie games need to be visceral. You want that satisfying “thwack” when you plant an axe in the side of a walker’s head. That’s missing from Riptide and its predecessor.

What’s more, you never feel as though you'll ever actually connect with its motley crew of characters, especially when their behaviors and actions feel inconsistent with that of normal people. For example, Xian Mei's still decked out in formal attire and high heels on an island rife with wreckage and likely flip flops. This warrior is still traipsing around in untarnished stilettos and attire from the original game. It may seem like a minor nitpick, but for a game that parades realism with degradable weapons, stamina bars, and locales, moments like this (and the fact that characters still look straight ahead when driving, even when turning) hamper any means of suspension of disbelief.

There’s a word that sums up Dead Island: Riptide: airy. It aspired to do so much but never cleared up the issues that plagued the original. It lacked any real substance, instead choosing to bask in gimmickry and the momentum from its fan base rather than polishing itself up and aiming to create a stable and engrossing experience rather than coasting along on a sinking ship. I can’t forgive a franchise that doesn’t learn from its own mistakes.

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Comments 22

  • Avatar for Darkarm66 #1 Darkarm66 4 years ago
    Hated, hated Lego Marvel Super Heroes. It's success just proves that fan service can mask any flaws and this game was flawed majorly. Nearly ever objective was go here, open this, or punch that and each one was boring. It would've been less insulting to just have the entire game be an arrow made out of your favorite Marvel character.

    Speaking of the characters, it felt like the opposite of the Wonderful 101, whereas in that game, you can control 100 characters at once and there was some tremendous depth to it. Here you can select from 100 costumed nap inducers.

    And if you think this game is okay because 'it's for kids', Lego City Undercover would show that Traveller's Tales has done much better work in the same genre.
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  • Avatar for LunarFlame17 #2 LunarFlame17 4 years ago
    I liked Project X Zone. Yes it's repetitive and sexist, but somehow I managed to enjoy it despite its flaws. I liked the nonsensical story, and I never got tired of the over-the-top battle animations, even after playing for 50 hours.

    That said, I didn't get a chance to play a lot of games that came out in 2013, so I would probably pick that as the worst game I played from this year.
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  • Avatar for Roto13 #3 Roto13 4 years ago
    I'm a little bit surprised to see Project X Zone on here. I've only played the demo, but it seemed ok. I'm thinking of picking it up since it's on sale.

    But I do find all of Kat's criticisms of it absolutely believable. I'm hoping to enjoy it for the flashiness and some fanservice.
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  • Avatar for brionfoulke91 #4 brionfoulke91 4 years ago
    It wasn't released this year, but League of Legends is such a tremendous blight on the gaming community that I'd like to see it put on lists like this every year.

    It's a competitive game designed around a broken mechanic: last hitting. Last hitting is like grinding except you have to wait for the enemy's HP to be almost emptied by your soldiers, and then click it at the right time to get the last hit in. Makes no sense? Nope. Unfun and repetitive? Oh yes. And you have to do this grinding every single match.

    It's also an overly complicated in some ways, like requiring you to memorize which of the myriad of items you should "build" on your character and in what order. It's graphically and musically bland. There's little variety in the backgrounds or maps you can choose from. There's a staggering amount of characters which are never well balanced. It's even just painful moving your character with the mouse.

    It's an awful game, and it's popular just because people want a team game to be competitive with and I guess they're bored with Starcraft. The weirdest thing about it is that it sometimes inexcplicably gets labeled as an "MMORPG" despite simply being a team grinding/fighting game without even a world to explore.

    So yeah... this should be on the worst games list every tear.
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  • Avatar for Stealth20k #5 Stealth20k 4 years ago
    Pete answered the question wrong.

    He didnt pick a game. He picked a money scheme.....

    I loved project x zone as wellEdited December 2013 by Stealth20k
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  • Avatar for touchofkiel #6 touchofkiel 4 years ago
    My biggest disappointment was probably Kingdom Hearts 1.5 HD. Square pulled out all the stops for the upgrade/port, and I applaud them for it, but holy hell the game is severely dated, and not in a way that's easy to overlook. Couldn't make it past the Tarzan level - it was that intolerable of an experience for me.

    There were also some indie games I thought were pretty lame (Thomas Was Alone in particular), but I didn't spend enough time or money on those to really be too peeved about it.
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  • Avatar for adamscottprenger78 #7 adamscottprenger78 4 years ago
    I am loving Forza 5, and have yet to pay any extra money on the game. I have no idea what all the micro transaction peepers are talking about..
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  • Avatar for GaijinD #8 GaijinD 4 years ago
    I won't take issue with most of Mike's complaints about Killer is Dead, especially as I haven't actually played the game, but I'm utterly baffled as to how anyone could consider its art style bland. I happen to think it looks amazing, but even if you don't, what else on the market looks like it right now?
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  • Avatar for MHWilliams #9 MHWilliams 4 years ago
    @GaijinD the game tended towards light, more pastel shades of color, which created a washed out look. I could see where they where going, but the 'pop' was missing. Borderlands 2 is closer to my preference in the same range.
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  • Avatar for CK20XX #10 CK20XX 4 years ago
    @Roto13 I played the English translation of Namco X Capcom and loved it, even though it seemed like a strategy game with very little strategy involved. The last boss was completely unable to do any damage to me cause I boxed in it with characters that had counter attacks and kept their super gauges full with items and support moves.

    It was very much a fanservice game, but that's why I still want Project X Zone as well. I'm looking forward to seeing all the characters bounce off each other more than anything else. I'm not sure I'll be able to make any excuse for all the boob jokes though. I wrinkle my nose at them even though games of that sort are supposed to be exaggerated excellent adventures starring badass heroes and bodacious babes.
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  • Avatar for sethmacy91 #11 sethmacy91 4 years ago
    No Aliens: Colonial Marines? I played that entire game for a 1up piece and two hours in I realized I was selling myself extraordinarily short.
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  • Avatar for bVork #12 bVork 4 years ago
    For a game to stand out to me as truly awful, it has to be more than merely bad. Broken or poorly thought out games are a dime a dozen. What elevates the worst of the worst to the, uh, "top" is the glimmering of hope that it could have been good in the right hands. It's easy to pick on something like Final Fantasy: All The Bravest, but that was clearly nothing more than the laziest sort of cash-in imaginable. There's nothing redeeming about the game, nothing that hints that there is an alternate universe where it was an enjoyable game.

    Ride To Hell: Retribution, on the other hand, manages to be both terrible and a complete waste of potential. Years and years ago, when it was first teased, it was apparently going to be an open world game. You can still see vestiges of this in the road design and in some of the town locations. I can only imagine the utter disaster that development must have been, for that concept to get turned into the awful, awful linear driving sections (with some of the worst physics on the planet) and brain-dead punching and shooting segments that made up the final product. The 60s setting is also rife with potential. An adventure through the countercultures of the period could have made for story beats that have never been seen in video games before. But instead, it's just a dumb revenge story. There's nothing in the poorly written dialogue or scant, one-note backgrounds of the flat characters that are unique to the setting. It could have been set in the modern day with almost no changes.

    Ride To Hell: Retribution is the embodiment of a corrupted wish. "A game that explores 60s culture in an open environment with a mature story that doesn't pull any punches" was probably the pitch. And every single word in that sentence - even the very idea that this busted piece of trash is a game - has been perverted to the point where you can just barely make out the original concept, screaming from inside the bloody monstrosity that was released to consumers.
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  • Avatar for MHWilliams #13 MHWilliams 4 years ago
    @sethmacy91 Never touched it! HAHA!
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  • Avatar for pertusaria #14 pertusaria 4 years ago
    Worst game played this year would probably be 10,000,000, which is a match-3 game originally for mobiles that wears the clothes of a dungeon crawler.

    I didn't like the way its match-3 mechanic worked, as it seemed to reward guessing more than the Bejeweled method, taking any point that match-3 might have had away. The theme (dungeon crawling) was fun for half an hour or so but failed to keep me going.

    However, like a lot of non-reviewers, I get to wait for verdicts on games most of the time so I don't play a lot of the dreck - I'm not saying this is the Worst Game Evar.
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  • Avatar for metalangel #15 metalangel 4 years ago
    @pertusaria Have you played Dungeon Raid?
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  • Avatar for Toplinkar #16 Toplinkar 4 years ago
    Worst game I played this year was Ninja Gaiden 3: Razor's edge.

    I played both Sigma 1 and 2 on the Vita earlier in this year and decided to give 3 a shot (it was on sale after all), but even at the discounted price it wasn't worth it.

    If there is one perfect example of linear and boring hack & slash it is this one, a shame, given how awesome the predecessors are.
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  • Avatar for GaijinD #17 GaijinD 4 years ago
    @MHWilliams Huh. Not the impression I got from the Let's Play I watched. I remember inky black shadows, saturated colors and an ominous moon. But, again, I haven't had the chance to play it myself, so without that aspect I may have latched on to different aspects of the presentation.
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  • Avatar for Critical_Hit #18 Critical_Hit 4 years ago
    "Listen, Knack is not a good game. Its creators want it to be Crash Bandicoot, but it turned out to be more like God of War minus all the interesting combo mechanics and inventive puzzles." -- THIS HAS HAPPENED BEFORE!

    Obvious example being Sonic Unleashed, but the first Skylanders was just a brawler, and Crash Bandicoot's last two games (until being rebooted) were brawlers too!

    Why do publishers think kids won't appreciate platformers unless there's 90% punching to 10% jumping & exploration? So stupid. I hope less kids' games - or just creative, colorful games period - move away from being dumbed-down God of War titles in the current/next gen. It was a dumb fad this past one.

    That being said, Knack's design notwithstanding, calling Mario 3D World "sublime" is incredibly hyperbole. Unless you've never played a Mario game before, there's nothing there that's sublime. It plays just like you'd expect a Mario game - particularly the direct sequel to Super Mario 3D Land - should.

    Bravo to all the editors and guest-editors though for picking really disappointing games instead of just easy-target bad ones (no "Ride to Hell", for instance). A bad game doesn't sting if it fully commits to being bad; in fact, awfulness can be quite entertaining, as many Youtube channels can attest to. But a game with PROMISE that whiffs it for whatever reason? Now you've offended me, developer! I'm glad you guys noticed the difference! I'm glad I started coming to USGamer in 2013...Edited 2 times. Last edited December 2013 by Critical_Hit
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  • Avatar for LunarFlame17 #19 LunarFlame17 4 years ago
    @Critical_Hit That's what makes Super Mario 3D World so great though. It's not just "another Mario game". It's pretty much the definitive Mario game. It takes everything that series has done over the past 30 years or so, and wraps it up into one tight, cohesive package full of win and awesome. Even if you don't think it's the best Mario game yet (which I do), it's right up there, and that's a pretty spectacular feat for a video game series with such a deep history.
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  • Avatar for pertusaria #20 pertusaria 4 years ago
    @metalangel No, looks interesting, will give it a go! Thanks for the reply.
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  • Avatar for meeeeeeat #21 meeeeeeat 4 years ago
    @GaijinD you are correct about the colours, the reviewer is talking nonsense about pastel shades and should perhaps have revisited more than just the first level before claiming this.
    He even praised the art style in his review but seems to have forgotten about this now.
    Give it a go, it's a lot better than the review scores suggest and if it is truely the reviewers worst game of the year, imho, he's had a pretty good year of gaming.
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  • Avatar for GaijinD #22 GaijinD 4 years ago
    @meeeeeeat I'd definitely still like to play it for myself, but it'll have to wait until I'm not super broke, which may be a while.
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