Dear reader, the gala event no one asked for, no one showed up to and no one will remember. Yes, another hat in the ring, another peanut in the gallery, another monkey at the typewriter to bring you his meagre thoughts on what was damn fine in the realm of gaming this year. Don’t come expecting the big names or an echo chamber of every other big site offering names extruded from the sausage machine of en masse critical acclaim, but by the same token, don’t expect much in the way of cork sniffing.
If pressed, dear reader, this is the home of enthusiastic celebration of rickety old retired greyhounds. Ponies with leg fractures not fit even for glue. However, let it not be only a spotlight for the proverbial raggie dolls of 2011. There have been some genuinely amazing titles this year that I’m thrilled to throw into the mix. So, without further ado and sidestepping the waffle of special guests and inane hosts, let us begin.
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We’ll get the awkward one out of the way first. This award goes to the greatest of botches, the most calamitous of releases and the pinnacle of cock-ups upon a game’s debut. And that goes, sadly, to Kerberos’s Sword of the Stars 2: Lords of Winter.
Everything looked to be on track for Sword of the Stars 2 to be a crown jewel in the year’s relatively sparse strategy selection. A hugely upgraded realtime combat component that made Nexus: The Jupiter Incident look like Farmville in comparison. Expanded research tree. A new graphical overhaul that boasted some of the finest ship designs in the business. Not to mention, outside of indie curiosities, 4X space empire builders are not exactly drowning in new games of their particular predilection. The anticipation was palpable, dear reader.
But what was uploaded to Steam that fateful release date was, at first, alleged to be an early beta build. The news of this “mistake”, and I use quotations with a vengeance, spread across parts of the internet that cared. Hideously broken, missing vital parts of the game – including diplomacy – as well as been an absolute system hog (if you managed to get it running), Sword of the Stars 2 was a car wreck that, amazingly, happened twice.
A second build was uploaded amidst a barrage of vicious twittering to Kerberos and the game’s publisher, Paradox – to the point where Paradox Interactive’s CEO Fredrik Wester publically apologised for the state of the game. Then, the mea culpa from Kerberos came…
Kerberos had indeed bitten off more than they could chew. A new engine to build, an ambitious game to create, a tiny number of staff and perhaps having undertaken the wrong business model to achieve their goals. It was stated that they simply had to get the game in the state that it was out the door to make ends meet. Preorder numbers seemed to be the light at the end of the tunnel for this small Canadian studio, but as outrage spread – and despite Sword of the Stars 2 launching at a lower price than other PC titles, money is money and developer trust is indeed what it says – they offered refunds to those not willing to stick around, free DLC for those who would. They promised that the updates and fixes would come thick and fast now that some semblance of revenue was filtering in, a promise they have kept to this day.
There is indeed a great game within the hullabaloo of the Sword of the Stars 2 release. Not initially, but the developers have been working incredibly hard since the launch and I’m not bitter. Disappointed, yes, but this truly is a labour of love for Kerberos and I’ve read some really heartfelt things about the development cycle straight from the horse’s mouth. Things happen, messes are made, the consequences of choices made months – even years – prior are the proverbial keel-splitting sunfish that lurks unseen below the waves of creative projects such as this one.
I will play Sword of the Stars 2: Lords of Winter, without a doubt. But, for the moment, I’m content with leaving it in the orbital dry dock and awaiting the all-clear signal from the developers.

This particular award, dear reader, is one that goes to a very special game. I love this title, I think it was a game-changer in a relatively stagnant genre. A glorious meshing of fresh design, interesting mechanics and a slant on the established notion of teamwork. However, my admiration was – perhaps trademark at this juncture – in the minority.

I’m talking of Brink, the stylised team-based shooter from Splash Damage. The game had been in the works for a while and I’d been looking on ever since the first gameplay video showcased the parkour/free-running mechanics built into a rather sumptuous multiplayer FPS. There was certainly no shortage of coverage nor advertising of the game. Pundits gathered, enthused not only by the terrific character models and customisation, but also on the ground that this was Splash Damage – the fellows who created Return to Castle Wolfenstein: Enemy Territory and, to a lesser extent, those behind Enemy Territory: Quake Wars. In short, some serious multiplayer chops.
However, upon release, Brink had some technical issues with some users. Some remarked of graphical glitches, others stated performance issues. Lag was also a problem for certain folk. The unrepentant carnivorousness of the shooter market means launch issues are, more often than not, an omen of boomstickmen backlash. FPS fans on the whole will not suffer even the most temporary of hitches and glitches when the field has contemporaries offering smooth and comparatively faultless avenues for guntime. They’re a hideous lot, are the folk of multiplayer FPS fandom.
So, it took little time at all for the ranks to thin and the herd on a whole moved on to seemingly greener (read: more boring) pastures. But a loyal ragtag crew remained, and we revelled in the nuanced – though not perfect – goodness Splash Damage had ushered upon us.
To borrow two thirds of the esteemed Unbearable Dutchman Tristan Damen’s review scoring method, let me lay down the towering highlights and the honest lowlights:
The Good: Brink is a delightful thing to look at. While some peanuts prefer the Modern Warfare/Battlefield look of aiming for realism in their aesthetic, Brink is a celebration of offbeat character rendering, intriguing world visuals and the best weapon designs of the generation. It is an incredible achievement via a heavily-modified idTech4/Doom 3 engine.
The teamplay in Brink is something not many people appreciated, but certainly an iteration of the usual Battlefield “toss a medic and I’ll give you ammo” mechanic. Players can manually buff certain statistics of team members – think Fatshark’s Lead & Gold proximity-triggered auto-buffing, but player chosen and targeted – as well as amp the damage of another’s weapon. There’s a lock-on system that allows buffers to auto-follow prospective buffees, as it were, so the sliding and dashing of a target will not phase or interrupt the deployment of a stat buff.

Mission design is a big sticking-point for some. Brink is not about team deathmatch; the entire premise is objective-based. What puts it head and shoulders above its peers – and we saw this in Timegate’s Section 8 titles – is that independent sub-objectives must be completed to progress through the mission. A lift generator might need to be repaired, requiring an engineer class to make their way to the area and do what’s required. At the same time, control points are being captured. Bombs are being defused or, alternatively, set. Computers are being hacked. Delegation is streamlined with an intuitive radial menu system within the player’s HUD. Contentious! Many say this is a hideous way to select sub-missions and aid players, but perhaps that’s more an indictment of gaming today. Some need blinking signs, dear reader. Huge arrows. Flashing neon and a voice in the ear saying “follow that man! Follow that man. DO IT. That man, YES! Him. The MAN!” The onscreen UI and overlay has all the positional information a fellow needs: downed players for medics to attend, objective locations etc. etc. Players can, mid-battle, open their radial menu, select a mission and BAM, they’re on their way. Missions currently being undertaken by players are signalled by a slightly change of colour on the radial menu, to list one aspect of this cleverly-designed facet. It’s intricate and informative.
The movement of Brink is another love-or-hate aspect. The smugly-titled SMART system – Smooth Movement Across Random Terrain – means players can hold down whatever button is assigned to the SMART system and enjoy a freedom of movement not seen since Mirror’s Edge. Hold down SMART, run towards barricade, player will automatically vault over barricade. Run at wall, look up at ledge, player will jump and shimmy up to higher elevation. Run parallel to wall, manually strafe-jump towards the wall, SMART key held, player will wall-run. My personal favourite is the slide. As a medic, dear reader, I must be there to help the fallen – even under a thick and heavy hail of bullets. The slide makes this possible. It makes deploying the life-saving syringe even more heroic. Not to mention, aim at an enemy’s feet and you’ve just slide-tackled someone.
The Bad: Brink simply didn’t have the content. I’m not particularly fond of DLC and stringing the consumer along when, at least on the PC, the arena shooters of yore had a massive cache of maps in the retail releases on Day One. Brink, on launch, had six maps. Six maps, and subsequently an additional two have been delivered to us in the form of DLC. This wouldn’t be so bad if the maps offered different modes, but players must contend with the same mission-based matches over and over again. Variation would have done something to save Brink from the tumbleweeds now blowing across servers.
The level design did not do any favours to promote SMART in the eyes of many. Giving players a heightened sense of freedom of movement was moot when, more often than not, firefights happened in corridors and skinny chokepoints. Verticality simply wasn’t vertical enough. There was, pitiably, little room to move or take this new SMART movement notion to any great lengths. Or, perhaps it was more a case of it not being folded into the combat as much as people might have hoped, prior to release. There’s still a great amount of fun to be had as teams scramble over detritus, leap up onto catwalks and over balconies.
I really should have written a proper review back in the first half of the year when Brink dropped, saving you, dear reader, from reading a waffling treatise when you should be getting this damn thing over and done with! Safe to say, I love Brink on many levels in its flawed gloriousness, but it gets far too much unwarranted hate from the peanut gallery.
Onwards!

Would you be surprised, dear reader, that this next award goes to a title from possibly the tiniest niche served outside of Japan’s recent pigeon-human love simulator, Hatoful Boyfriend? Less of a surprise would be the fact that this one is straight out of the Eastern Bloc.
Behold, Off-Road Drive by 1C Avalon is the slowest racing game you are likely to find. It is remarkably slow. At times, you could walk faster than the vehicles within. Off-Road Drive is, as inferred by its title, an off-road mudding and traversal near-sim. Using a variety of real-life mechanics, such as adjustment of tire pressure, locking and unlocking differentials as well as adjusting gear ratios, I never thought I would enjoy the sheer nitty-gritty of Off-Road Drive as much as I did. Races, in the conventional sense of start line/checkpoint/finish line, involve a globe-trotting selection of championships, each boasting a nice selection of tracks with a distinct personality. Some have a distinct undulation of intensity; racers claw through deep mud and flooded paddies before winching up over near vertical embankments and down into thick, snag-ridden gullies. Just as there’s an art to the real off-road traversal, this game demands you find and foster within yourself a certain level of patience not often associated with the racing genre.

Off-Road Drive is perhaps best described as a puzzle racer. Not so much a Gripshift, more a Trials HD or TerRover. The approach to, say, a swamp has as great an impact as driving out of the mire. Acceleration needs feathering, lest wheels spin and you dig yourself a sloppy hole. Oh yes, there is permanent track deformation, so a heavily traversed mud track leaves deep and potentially dangerous channels for drivers. Vehicles slough and slip laterally, given the condition of the path. Roaring streams hide submerged boulders that require unlocked front and rear differentials to cope with the uneven ground and still maintain a decent speed. Tire pressure requires adjusting to find just the right tire-to-ground ratio for maximum grip. It is this array of options going beyond gear changes and pedal work that make each race a very rewarding experience.
I’ve always loved the triumph of the overland; explorers, traders on the silk road, colonial expansion and cartographic endeavours…so, somehow – however tenuously – that fed into my immediate appreciation for this curious digital rendition of a very niche motor sport. Nothing more than extreme time trials, Off-Road Drive takes the cake as best “who woulda thunk it?!” title for 2011. Oh, and in case, dear reader, you were wondering about the title, all is explained in looking at Ben Affleck’s movie career and then his directorial debut and follow-up in Gone, Baby, Gone and The Town respectively.

A very contentious award-winner, dear reader. Possibly the most polarising game we’ve had ushered upon us since…well…since the rest of the world thinking Submarine Titans was average and I thought it was better than Starcraft. Hideous example, but let it be known that the peanut gallery is, for the most part, yawping foul. Exclusions of course, especially for Tristan ‘Unbearable Dutch’ Damen, as our discussions upon this trash or treasure have been deep and perspectives justified to more than a reasonable extent.
John Carmack, Tim Willits and the rest of the lads and lasses at id Software cooked up one hell of a game in RAGE. You can read the letters between Dutch and myself at the above link, but to sum up why RAGE has taken the cake as action game of the year for me, read on!

Like Brink, there’s definitely a few chinks in the RAGE armour. The new mega texture technology within the debut of id’s new engine, idtech 5, had a temperamental launch – it worked flawlessly for some (read: me, even with the usually issue-ridden ATI card), had graphical issues and stuttering for others. The basic idea behind mega texturing gives environmental artists huge texture maps to work with, painting directly on polygonal surfaces without the need to have individual textures for incidental architecture and assets. For me, on a humble mid-range laptop, it looks amazing – a real window into next-gen – but in other cases, sluggish texture loading and pop plagued those rocking even the most impressive of gaming rigs. There was an initial week or two of ATI card driver issues, signalling a breakdown in communication between developer and card manufacturer. It was, like Brink, a bit of a sloppy start for some.
However, despite all this, RAGE is an uncomplicated and straightforward shooter in the classical sense. As Tristan and I considered, maybe this simply isn’t enough for gamers these days, but for me there simply has not been enough of games that don’t trade gunplay for spectacle. And RAGE’s strongest suite is a very defined sense of self.
Outside of an overworld traversal aspect with terrific vehicle handling and relatively good car combat, RAGE’s meat and potatoes is delving into a variety of dungeon-esque levels and shooting the hell out of everything within. And discounting outliers like STALKER, RAGE features weapon interplay of the generation.
From the pistol to the assault rifle, from the variety of ammunition to the incredible wingstick, RAGE meshes a very finely-honed arsenal in a smooth sixty frames per second-assisted movement and physics model. There’s a great sense of speed, impact and response to every encounter, the firearms and ballistics.
While many have suggested the post-apocalyptic wasteland has worn thin through various interpretations in gaming, RAGE has impeccable visual design. Perhaps to its detriment, given the response the world simply wasn’t utilised further. From dank and twisting sewer complexes to desiccated, empty metropolises, high tech fortresses to bizarre television studio murder arenas, the physicality to the environments in all their forms is one of RAGE’s finest examples.
At the end of the day, and if you’re not in the market for Serious Sam or Hard Reset – the closest examples of old-school, no holds-barred FPS action – RAGE is id Software underlining exactly why they still matter in a genre dominated by developers specialising in nothing but stale contemporary warfare snorefests.

This one, dear reader, is short and sharp – which is, ironically, the antithesis of the award-winner. Galactic Civilizations II: Ultimate Edition is deep and long. Hideously deep and long does not begin to cover it.

Stardock have finally released Galactic Civilizations II with all its expansions on Steam. Previously only available on Impulse, this 2006 classic – the pinnacle of 4x space empire builders for many – dropped onto the market leader’s service for a ridiculous sale price of fifteen dollars US. The retail bundle for the Ultimate Edition on Amazon is in excess of eighty. For such a price, dear reader, you get untold value for shekels. A tech tree over one hundred and fifty research projects deep, within five disciplines. A ship creator the best in genre. A diplomatic model that shames most other titles of its ilk. Highly customisable game settings. A slew of user-made mods to try out, including the universes of Star Trek, Star Wars, Battlestar Galactica, Babylon 5 and various other franchises to make a fanboy froth like an ill hound. I could go on and on.
This isn’t even one of those HD remakes, simply the vanilla game and the two expansions. Like the Mona Lisa, you don’t paint over a masterpiece simply due to age. And Galactic Civilizations II is a masterpiece.

This award could have very easily gone to Saints Row The Third, but when carefully (or half-heartedly, as the case is) considered, a gamer worth his salt simply cannot go past the poetic coalescing of ballistics and pyrotechnics found within Men of War: Assault Squad. I’ve already given a thorough exposition on why it’s so damn good, but special mention of the carnage is warranted.

And let it be known, dear reader, that this is not simply some cheap award toss. The physics engine supporting the devastation within Assault Squad is, simply put, the greatest tactical asset.
A pristine urban map in Assault Squad can be turned into rubble in under half an hour. Tanks can engage each other through masonry. Mortars rip holes in rooves and hedgerows. The turret of an exploded vehicle can spin through the side of a house. Lines of sight and fields of fire can be made with a few AT rounds against a wall. If you want those camouflage-friendly shrubs gone, burn them. Or explode them. Or drive a tank over them.
However, the uncontrolled chaos is where the fun truly begins. Watching a freshly-requested medium tank roll onto the field explode from a long-range enemy AT shot within the radius of a friendly half-track, engulfing the soldiers within, is a thing of engrossing horror. When the player manages to get a lucky shot into the engine block of an enemy panzer and see it erupt with much collateral, the satisfying retribution triples.
Things never go according to plan in Men of War: Assault Squad, which is exactly what you want in a game offering the situational variations and adverse conditions of combat of a squad-level real-time tactical title. Watching one of your men fumble with a grenade and see it detonate within his squad is not necessarily a ‘good thing’, quite the opposite, but it’s a ‘different thing’ and continually and consistently ratchets up the stakes and outcomes. The carnage, the one-in-a-million shot and the tactical possibilities are Men of War: Assault Squad’s trademarks and therefore, get an award for being just so damn insane.

We cannot forget, dear reader, that a very special thing happened this year. Yes, hardcore strategy was brought to the masses by a tiny English mob known as Mode 7 Games. Their effort in colliding the intensity of a shooter into the heart of turn-based strategic musing is one of valiant triumph. Frozen Synapse, after a decent life as a work-in-progress beta, got an official release in 2011 and has done gang-busters ever since.
What is most pleasing about Frozen Synapse is the way it dispels the usual stodginess surrounding turn-based strategy. Not that there’s anything wrong with hexes or the usual trappings of wargaming, but if Frozen Synapse does anything, it showcases just how damn cool strategy games can be. Featuring a stunning soundtrack and icy-cold minimalist visuals, Mode 7 Games put together not only a crucially well-written single player module with one of the best examples of how to deftly fold a tutorial into a campaign, but also one of the year’s best multiplayer packages.

The only downside of Frozen Synapse’s immense success is the developers no longer have the time to record their terrific little gaming podcast, Visiting The Village. I do miss that one.
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And with that, dear reader, the gala shall conclude. Every bloke and his chimpanzee make lists, so I much prefer to throw a few crazy categories into the peanut gallery mix for kicks. 2011 was a fine year for gaming. Not THE BEST, as some are saying, as each year has a different flavour and offers a very different batch of experiences when the big picture is viewed, but a fine year nonetheless.
Including the games listed above, here are my shortlist picks for 2011:
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Steel Armor: Blaze of War – on account of vehicular warfare requiring such love and attention.
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Anno 2070 – on account of an Anno game + near future = bliss.
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Sanctum – on account of colour, co-op and creativity within a tired genre.
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Real Warfare 2: Northern Crusades – on account of conveying human tendencies for cowardice and heroism on the battlefield.
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Warhammer 40K: Space Marine – on account of being awesome, though on few folks’ radars.
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Dead Island – on account of being a gregarious and violent Polish take on a stagnant theme.
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Capsized – on account of being one of the finest platformers that people somehow missed.
iOS gaming deserved a separate post – which might feed into that outdated notion of mobile titles not being legitimate gaming experiences – within which I’ve shone and reshined spotlights on 2011’s finest appstore offerings – strategy titles, to be exact.
With that, take all belongings with you and hastily make your way to the exit. The Australian Concrete Suppliers Association has a seminar booked next and they’re not the kind of folk to have their conferences postponed or waylaid.