Journey (PS3)
Californian developers thatgamecompany have made a habit out of pushing the definition of the medium. Journey is no different, a pilgrimage across a beautifully-drawn desolate landscape. Players traverse across sand, sea and snow to reach the beacon of light that serves as your guide. A stirring trek even on your own, Journey’s brilliance comes in its implementation of co-op, with fellow travellers randomly appearing throughout your pilgrimage to help and provide company in an affecting piece of work.
The Darkness II (Xbox 360, PS3, PC)
The follow-up to the surprise hit of 2007, The Darkness II eschews the slightly more open ended nature of the first game for a channelled narrative. This is to the game’s credit rather than its detriment, however, with an intelligent narrative framing a brutal and brilliant first-person-shooter.
I Am Alive (Xbox 360, PS3, PC)
Post-apocalyptia is a familiar theme for video games, but it’s rare that it’s dealt with in such a grounded and brutal fashion. I Am Alive tasks you with guiding a young man across a decimated American town in search for his wife and daughter. A stark exploration of lost humanity unfolds as you find other survivors desperate for help and groups of scavengers ready to slit your throat for a bottle of water. Raw, powerful and brilliant.
Mass Effect 3 (Xbox 360, PS3, PC)
The closing chapter of BioWare’s space-opera trilogy has received criticism for its rather ambiguous ending, so much so that the Canadian developer released an extended Director’s Cut to offer more clarity. Regardless, the journey that Mass Effect 3 provides is the much worthier part. BioWare’s skill at building a universe populated with fascinating characters hits it peak as our galaxy is ravaged with war. Shooting and level design is also much tighter, providing a thrilling and emotional finale to one of this generation’s finest video game series.
Catherine (Xbox 360, PS3)
A sharp, abstract exploration of sexual temptation, Catherine follows scruffy waster Vincent’s descent into a hellish world of punishment following an illicit liaison. After cheating on his long-term girlfriend with a nubile young blonde, Vincent suffers nightmares in which he must climb to the top of an ever-shifting tower of blocks. If he falls, he will never wake up. In between the challenging climbs, Vincent quaffs rum and coke in a smoky bar, exchanging texts with the two objects of his affection. A fascinating and thoughtful coming of age tale, far smarter than the titillating surface might suggest.