Mass Effect (2007)
Mass-Effect-3 GOTY


I think the reason that Mass Effect 3 remained my favourite game of the year is also the reason it caught some flak: it was the end of a huge story that we were all seriously invested in. For me, that gave the whole 20-hour adventure an almost electric energy, the tingly feeling that everything had been leading up to this. For some, that meant the not entirely satisfying ending felt like a slap in the face.

I didn’t feel that way. I didn’t like the actual end scene much, but it was a few minutes of nonsense among twenty hours of the best Mass Effect has ever been. That was my ending: the full scale invasion of the Reapers, the desperate street battles, the tragic deaths of old friends, the final moments of camaraderie with the ones left alive. I’d already had most of the closure I needed before the... weird bit.

The history we all have with these characters, and the attachments we’ve formed with them, gave Mass Effect 3 an unfair advantage over everything else that came out this year. But it didn’t take that for granted. Despite the praise we’d all heaped on the previous two games, BioWare worked hard to do better.

For me, the most important part of that was the story. It’s BioWare’s strength, of course, but after Mass Effect 2’s unconvincing Cerberus angle I wasn’t sure they’d close it out decisively. I needn’t have worried. The climactic nature of the Reaper invasion gives Mass Effect 3’s story drive and urgency, and the premise of racing around the galaxy to drum up allies gave you a string of critical decisions to make. It felt like being in charge again.

The RPG elements finally clicked, too: it’s the first Mass Effect game where I wanted to continue with each class I tried. As well as being powerful and distinct, they were customisable in a much more significant way: it was up to you how heavily armed your class should be, and how rapidly their powers would recharge. Heavier weapons meant slower powers, and finding your preferred balance was the first time in the series that I got really excited about character builds.

Mass Effect 2 made combat satisfying, but it still dragged after the umpteenth arena scuffle with the same enemy classes and the same low walls. Mass Effect 3’s contribution was a massive overhaul in enemy design. Every faction is completely different to fight against, and you’re fighting a lot of them. Within each army, there are intricate relationships between the enemy types that you need to disrupt before they buff, heal, or armour-plate each other. Figuring out how to combine your squad’s powers to deal with that was a shifting challenge.

But maybe the most remarkable thing about Mass Effect 3 was that we were able to have any personal investment in it at all. This is a series that had been giving us hugely consequential decisions for 40 hours already: the state of the universe and most of its key players were radically different for each of us. From its first scenes to its massive conclusion, Mass Effect 3 could make no assumptions about which of your 13 companions might be alive or dead. Under the hood, it’s a nightmarishly complex web of dependencies and replacement story branches. And yet to us, the whole thing was seamlessly consistent. Everything I’d done was reflected in the ongoing situation, everyone I’d lost was gone – and the story adapted. It’s the most impressive trick I’ve ever seen a sequel pull, and it’s a big part of what made Mass Effect 3 so special.

Read More: Mass Effect 3 review.

Runners Up: XCOM: Enemy Unknown and Dishonored.
Dishonored
Dishonored 2 GOTY


One question above all others has dominated PC gaming this year. What in the name of smooth Jazz happened in Dunwall last night? It must have been astonishing, because every single guard in Dunwall is probably getting his own squad.

Did the entire guard populate undergo a singular, simultaneous act of cellular mitosis, splitting like dapper single cell organisms into identical duplicates in need of sudden leadership? Did the rat king emerge into the moonlight to be slain by the collective heroics of the entire city watch - an act of bravery so impressive that none of those involved could fail to be promoted? Or did Arkane, when setting the frequency of each bark, accidentally switch this one from "occasional" to "all the damn time forever."

Dishonored certainly isn't the only contender in this category. Over the course of 2012 soundbites have lodged themselves in the folds of our brains like audio shrapnel, playing on a loop and disrupting everyday conversation. Here's a conversation made up of a few of those quotes. if two NPCs from 2012 were to have a witter, it might go something like this. Can you guess the game each phrase came from?

NPC 1: Think you'll get your own squad after what happened last night?
NPC 2: Should've used a rubber.
NPC 1: Indeed, I believe so. Should we gather for whiskey and cigars tonight?
NPC 2: Oh fuck, a leopard!
NPC 1: Probably just rats.
NPC 2: AAAAOOOAAAOOOUUUUAAARRRGH!!
NPC 1: Shake it off!
NPC 2: We're all gonna die! We're all gonna die!XX

Answers here, highlight to reveal: Dishonored, Far Cry 3, Dishonored, Far Cry 3, Dishonored, Chivalry, Guild Wars 2, XCOM
Dishonored
Dishonored GOTY


I became lost in the sprawling city of Dunwall a total of 14 times after receiving the teleporting Blink ability. The culprit wasn’t entangling level design or oblique objectives. It was curiosity – a hunger for the unknown rivalling Corvo Attano’s desire for revenge in its intensity.

From the moment salty ferryman Samuel Beechworth deposited me on the silty, moonlit shoreline of Dunwall’s outskirts, I sensed it: the compelling need to uncover the beating pulse of this once-mighty industrial city.

The best thing about Dishonored isn’t its kinetically scrumptious combat, which has certainly reaped its fair share of praise. It’s the simple existence of an immersive story churning independently from Corvo’s own narrative. Abandoned apartments, garish brothels, rusted whaling factories – each locale offers another slice of Dunwall’s identity for ravenous absorption. The ubiquity of snippets of lore captured in tattered books and note scraps peppered along Corvo’s path only fuels my hunger for more.

Corvo’s accomplices and detractors leave equally unforgettable marks exacerbated by the cryptic whispers of the cogwork Heart. It’s like a remote control of truth and gossip. It lays bare the innermost secrets of the pallid, downcast faces encountered in slum and suburb alike. Samuel’s life at sea, for example, was a response to the numbing loss of a hopeless love. He also can’t sleep in a normal bed. (Presumably due to their very non-wavy construction.)

Dunwall is a grim and grisly place filled with horror and despair, but Arkane’s creation also brims with possibility. Sure, Corvo seeks closure, but I relished the opportunities to tell my own brand of story at every turn. Dunwall’s presence made me feel the density of my rain-slick pea coat as I perched on high. It underscored the angular juxtaposition of technology with old-world architecture. Brushed tableaus of history leapt forth from Sergey Kolesov’s fantastically detailed paintings. An impromptu eavesdrop revealed an aristocratic couple reduced to squabbling amid the ruins of their lives in a plague-infested district.

Dishonored doesn’t force your nose up against everything it offers, but its revelatory depiction of a believable world tearing itself apart springboards the need to explore and travel beyond Dunwall’s cobblestone streets. Such a distinction exists in but a few predecessor titles considered staples of PC gaming, and Dishonored wholeheartedly deserves its seat beside such exploratory games as Deus Ex, Thief and Unreal.

I could go on. In a genre that defines variety mostly by the amount of ammo left in a gun, Dishonored’s richness both solidifies its legacy as a keystone stealth game and etches memories that linger far beyond the last credit line.

Read More: Our Dishonored review and Dishonored video diary.

Runners Up: Spec Ops: The Line and Hotline Miami.
Dishonored
hotline miami GOTY


It’s a busy and varied field this year: exquisitely picked soundtracks tussle for our affection with gorgeous bespoke scores, covering every genre from bustling chiptune beats to orchestral epics. Dishonored's sparse but potent use of the sea-shanty was fittingly iconic, while Jesper Kyd’s Darksiders 2 score swept from Celtic pipes to Mongolian throat singing, and Spec Ops: The Line’s astutely selected records patched both Deep Purple and Verdi into its eclectic, psychedelic ambience.

A hat tip is certainly due to Jessica Curry for her intensely unsettling Dear Esther score, managing to create a bleak, lonesome space for your neuroses to fill, without ever overtly forcing emotion upon the player. At the other end of the scale, Far Cry 3’s weapons-grade dubstep was hardly subtle, but a delirious, irresistible indulgence nonetheless.

However, the final battle here is to be fought by just two contenders - Hotline Miami and Super Hexagon, both offering a line in pounding electronica. Super Hexagon’s is chirpy, hypnotic and deployed with the level of craft witnessed in every area of the game: the way failure skips the track to another section avoids grating repetition without ever shattering the game’s sense of pace. But it’s Hotline Miami that triumphs, if not for the skill with which the tracks are woven into the game, then for the air of illness, caustic unease and pitiless violence that they collectively conjure. I can think of few games, or few anything, which have been able to sonically construct such a powerful sense of psychosis. An achievement, albeit a dark one.
Dishonored
Dishonored: The Text Adventure


Ever wonder what the PC games of 2012 would be like if they were text adventures? Of course not, no one in their right mind would ever wonder that. In related news: I wondered that! So, rip out your GeForce GTX 680, plug in your dusty 10" CRT monitor, and stuff your programmable eight-button mouse in a stocking, because this week we're going to imagine five of this year's games the way all PC games used to be: as text adventures.

This year, Dishonored invited us to sneak, stab, and slide-kick our way through the grimy, rat-infested Victorian-punk streets of Dunwall. The architecture and atmosphere were unforgettable, so let's forget about them while we take a look at Dishonored: The Text Adventure!







Dishonored
Dishonored Dunwall City Trials DLC


Dishonored's mixture of stealth, swords, and the supernatural factors into the skills you'll need to master in today's release of the Dunwall City Trials DLC. Sneaking onto Steam for $5/£3, the pack of ten maps throws non-narrative challenges of freerunning, combat, assassination, and stealth in addition to furnishing a new set of achievements for completionists.

As you jump, slice, and crouch your way through the Trials' jumbled courses, you'll earn a spot on global leaderboards for comparison against your fellow disgraced-bodyguards-cum-athletes. Completing enough challenges unlocks a growing gallery of concept art images showcasing Dishonored's urban decay and technology. If you haven't yet experienced Corvo Attano's journey of redemption in Arkane's sneak-and-stabber, we recommend checking out the holiday sales or putting Dishonored on your Christmas list.
Dota 2
PC Gamer GOTY Nominees


At the end of each year we hand out awards to honor the experiences that live in our best memories of the preceding months—the games that moved us with their ambition, quality, and pioneering spirit. None of the decisions are ever easy, and there's no secret formula: we pit opinion against opinion with straightforward, old-fashioned arguing until one winner is left standing in the GOTY battle cage. Look below for the first landmark of that exciting week-long debate: a list of our eligible winners in 11 categories, including Game of the Year.

Beyond recognizing what games we loved most this year, though, it’s crucial to call attention to a truth that connects them all: PC gaming is exploding. Our hobby is many-tentacled and unbridled—practically every niche, genre, and business model mutated in a meaningful way this year. Two shooters built on new, PC-only technology released (PlanetSide 2 and Natural Selection 2). Dota 2 grew into its adolescence. League of Legends’ Season 2 Championship drew an audience of 8.2 million—the most ever for an eSports event. Modders resurrected content that was thought to be lost. So many remakes and spiritual successors to old school PC games got crowdfunded that we're sure we’d miss some if we tried to list them all.

That said, the following list marks the peaks of this mountainous year, and you'll find out which games won in the next issue of PC Gamer, and here on the web soon.



Dota 2
Dishonored
Mass Effect 3
PlanetSide 2
The Walking Dead
Tribes: Ascend
XCOM: Enemy Unknown



Crusader Kings II
FTL: Faster Than Light
Sins of a Solar Empire: Rebellion
XCOM: Enemy Unknown



Guild Wars 2
PlanetSide 2
Rift: Storm Legion
World of Warcraft: Mists of Pandaria



Dark Souls: Prepare to Die Edition
Diablo III
Mass Effect 3
Torchlight II



Borderlands 2
Dishonored
Far Cry 3
Max Payne 3
Spec Ops: The Line



Hawken
Natural Selection 2
PlanetSide 2
Tribes: Ascend



Dota 2
League of Legends
StarCraft II




Black Mesa: Source
Crusader Kings II: A Game of Thrones
DayZ
The Sith Lords Restored Content Mod



Lone Survivor
The Walking Dead
Thirty Flights of Loving
Resonance




FTL: Faster Than Light
Hotline Miami
Legend of Grimrock
Thirty Flights of Loving



Euro Truck Simulator 2
aeroflyFS
XPlane
Football Manager 2013
Dishonored
No Trace 5


It's time to bring the Lord Regent's reign to an end as No Trace reaches its man-possessing, pipe-hopping, accident-staging conclusion. This time, it only takes a few tweaks to the day to day running of Dunwall Tower to turn one guard's innocent clumsiness into, well, one guard's deadly, explosive clumsiness.

Featuring the only shot fired in the series, the problem with scaffolding, and probably the last time anyone will let me near a license-free music archive.



Thus always to tyrants.

If you've watched the series so far, thanks very much! If not, you can see the rest of the episodes here and subscribe to our YouTube channel for everything else we do. Tom's Dishonored review provides a more detailed look at why the game is among the year's best.
Dishonored
Dunwall City Trials_DropAttack


In preparation for next week's release of Dunwall City Trials, Dishonored's first DLC drop, Bethesda have released a trailer showing off what the challenge pack contains. It's full of creative murder, combat and traversal through the Outsider's fragmented world, and is backed by Dan Bull's Dishonered rap - which is quite good in a "why would you ever do this?" sort of way.



The DLC is a collection of time-trial and score attack missions, set it a Dunwall that's been handily abstracted to heighten the scope for challenges. While it's unlikely to be the addition that anyone was really praying for, I think there is some benefit to a consequence-free series of playgrounds in which you can mess about with the game's skills and powers.

My Corvo is the silent, slow type who doesn't particularly enjoy murdering people (unless it looks cool or funny). A place outside of the campaign to mess about and let loose with grenades, crossbows and flesh-eating rat armies does have a certain appeal.

We'll find out if the Dunwall City Trials DLC has the depth and variety to satisfy that wish on December 11th.
Dishonored
Dishonored Swordfight


Bethesda sound rather pleased with their sneaky, stabby new frontman Corvo. Speaking to Destructoid, the publisher's VP of PR Pete Hines, said that with Dishonored, "we clearly have a new franchise."

"I can tell you that Dishonored is far exceeding our sales expectations, which is especially cool considering it’s new IP facing a host of well-established franchises this quarter," Pete said. "We did terrific numbers again this past weekend, both in stores and on Steam, where Dishonored was listed as the #1 selling title over the holiday weekend. And Dishonored has really sold well overseas."

"So, we’re very pleased and appreciate all the fans that have supported Dishonored and Arkane. We clearly have a new franchise."

Not that they released those sales fingers, mind, choosing instead to keep them hidden in a secret cubby-hole, behind a revolving bookcase that's opened by pulling out the book Corporate Espionage for Dummies.

So, successful game in possible sequel shocker. While it's not the most surprising news, it's still nice to see that a game as well-crafted and flexible as Dishonored is finding a substantial audience. What would you like to see in the follow-up? Personally I'm hoping for a series of sidequests in which you try to cause the biggest accident possible by blinking into a room and startling everyone. And a button that makes Corvo throw his hands in the air and shout "surprise!"

Thanks, Game Informer
...

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