Of all the video game events that happen every year, the Game Developers Choice Awards might be the ones that resonate most with game-makers. That's because they're determined by the masses of folks who make video games vote to nominate the best examples of the form from the preceding months.
For this year's GDC Awards, the games getting the most nominations are Journey (named in six categories), Dishonored (four categories) and The Walking Dead (three). The new Narrative category highlights Spec Ops: The Line and Virtue's Last Reward among others while the Innovation nominees include FTL, ZombiU and Mark of the Ninja. The full list is below, and shows off what a great and diverse year 2012 was for gaming . The 2013 awards ceremony happens on March 27th during this year's Game Developers Conference.
Best Audio
Journey (Thatgamecompany/Sony Computer Entertainment)
Hotline Miami (Dennaton Games/Devolver Digital)
Sound Shapes (Queasy Games/Sony Computer Entertainment)
Assassin's Creed III (Ubisoft Montreal/Ubisoft)
Halo 4 (343 Industries/Microsoft Studios)
Best Debut
Humble Hearts (Dust: An Elysian Tail)
Polytron Corporation (Fez)
Giant Sparrow (The Unfinished Swan)
Subset Games (FTL: Faster Than Light)
Fireproof Games (The Room)
Best Game Design
Dishonored (Arkane Studios/Bethesda Softworks)
Mark Of The Ninja (Klei Entertainment/Microsoft Studios)
Spelunky (Derek Yu/Andy Hull)
Journey (Thatgamecompany/Sony Computer Entertainment)
XCOM: Enemy Unknown (Firaxis Games/2K Games)
Best Downloadable Game
The Walking Dead (Telltale Games)
Spelunky (Derek Yu/Andy Hull)
Trials: Evolution (RedLynx/Microsoft Studios)
Mark Of The Ninja (Klei Entertainment/Microsoft Studios)
Journey (Thatgamecompany/Sony Computer Entertainment)
Best Technology
Far Cry 3 (Ubisoft Montreal/Ubisoft)
PlanetSide 2 (Sony Online Entertainment)
Halo 4 (343 Industries/Microsoft Studios)
Call of Duty: Black Ops II (Treyarch/Activision)
Assassin's Creed III (Ubisoft Montreal/Ubisoft)
Best Handheld/Mobile Game
Gravity Rush (SCE Japan Studio/Sony Computer Entertainment)
Hero Academy (Robot Entertainment)
Sound Shapes (Queasy Games/Sony Computer Entertainment)
The Room (Fireproof Games)
Kid Icarus: Uprising (Sora/Nintendo)
Best Narrative
Spec Ops: The Line (Yager Entertainment/2K Games)
Mass Effect 3 (BioWare/Electronic Arts)
Dishonored (Arkane Studios/Bethesda Softworks)
The Walking Dead (Telltale Games)
Virtue's Last Reward (Chunsoft/Aksys Games)
Best Visual Arts
Borderlands 2 (Gearbox Software/2K Games)
Journey (Thatgamecompany/Sony Computer Entertainment)
Far Cry 3 (Ubisoft Montreal/Ubisoft)
Dishonored (Arkane Studios/Bethesda Softworks)
Halo 4 (343 Industries/Microsoft Studios)
Innovation
Mark of the Ninja (Klei Entertainment/Microsoft Studios)
Journey (Thatgamecompany/Sony Computer Entertainment)
FTL: Faster Than Light (Subset Games)
The Unfinished Swan (Giant Sparrow/Sony Computer Entertainment)
ZombiU (Ubisoft Montpellier/Ubisoft)
Game of the Year
Dishonored (Arkane Studios/Bethesda Softworks)
The Walking Dead (Telltale Games)
Mass Effect 3 (BioWare/Electronic Arts)
XCOM: Enemy Unknown (Firaxis Games/2K Games)
Journey (Thatgamecompany/Sony Computer Entertainment)
If you read a recent piece on video game violence, there's a good chance that somewhere in that article, included is a screenshot of a Dishonored neck stab. Last year was the year of the neck stab, after all. Rock, Paper, Shotgun spoke with the developer that coded that move in-game—Joe Houston—and he had Opinions On Game Violence.
For those that haven't played it, Dishonored is a stealthy game in which you are free to choose how to approach a problem. This poses unique questions about video game violence and what a player chooses to do, versus what a game developer gives as an option. Who holds responsibility, the person choosing or the person that gave the option in the first place?
Delving into the issue a bit in relation to actual-life violence, Houston said the following:
So does that mean that linear violent games are better for society than those like Dishonored, those that touch only superficially on violent acts versus those that allow the player to make extreme choices? I argue that linear games that have a lack of personal ownership in game violence actually do so at the disadvantage of society.
I don't believe that game violence causes real world violence, but I do believe that it does little to prevent it. And games with meaningful (and potentially distasteful) choice just might do better because they stand a chance of making the player think about what they're doing on screen.
Linear versus choice-driven games and what they offer/do when it comes to violence is arguable; there's probably no right answer. But the idea of whether or not games even have a responsibility to prevent violence is a curious one.
Do they?
By nature of how ubiquitous the medium is, it's probably irresponsible to not even think about it, at least. Certainly we've had games that aim to educate or make the world better. So it wouldn't be impossible to make a game that tries to prevent violence.
Food for thought between our neckstabs.
Dishonored Dev Joe Houston On Violence In Games [Rock, Paper, Shotgun]
Aussie writer Daniel Hindes, who for a while has run a niche site called Sneaky Bastards, wants to take the idea of discussing stealth games to a more tangible format. Hence, Sneaky Bastards, the magazine.
Promising that the magazine will feature 100% new content (as in, nothing that's been on the site before), the first issue also has a stunning front cover courtesy of British artist AJ Hately, who we've featured here before.
It's hoped that the print run can be a way of "producing more of a substantial, long-form, long-lasting analysis and exploration of stealth gaming in a format that this kind of material is designed to be read and consumed in."
You can check out more, and contribute, below. Which you should. The internet is a wonderful place to read about cats and fake trailers, but this kind of in-depth discussion about such a dedicated topic is perfect for dead trees between your fingers.
Sneaky Bastards [Kickstarter]
Something tells me the chances of us seeing officially licensed Dishonored LEGO are slim. Rats, murder, prostitutes... I don't think it's quite LEGO's thing. But hey, where LEGO misses an opportunity, custom builders are always there to come through with the goods.
Nathan Proudlove built this Dishonored "Tall Boy" walker, a unit in the game that spends its time trying to kill you while at the same time trying to not trip over the slightest bit of debris.
This, though, will just spend all of its time sitting on a shelf. Safer for everyone, really!
Dishonored LEGO [Proudlove, via Super Punch]

You don't realize just how good a gaming year it's been until you look back at all of the games you actually played. From physics puzzlers to ninja simulators, 2012's library was full of interesting, creative, unique experiences.
I played a lot of games last year. A few were bad. Most were good. Some were great. Those are the ones I'll remember: the games that stood out from the pack in memorable ways. So here are my ten favorite games of 2012. Presented in no particular order:

My personal game of the year, Virtue's Last Reward kept me up for many hours, many nights in a row. Though some—like Kotaku boss Stephen Totilo—have found the game's opaque puzzles and overwrought dialogue to be rather tedious, I enjoyed every moment of Aksys's chilling visual novel.

A wonderfully well-written role-playing game with pleasant British voice acting and combat that taught me how to enjoy running around and smashing the A button, The Last Story (not to be confused with Hironobu Sakaguchi's other work, Final Fantasy) is the year's best JRPG—if not the generation's.
I've written a lot about how Dishonored is a stellar experience, but really, all that matters is the Blink spell. There are few abilities in a video game as satisfying, as empowering, as totally game-breaking as an ability that you can use to teleport anywhere at any time. The world and art direction are just dismally gorgeous icing on the delicious Blink cake.

Let me sum up my feelings toward Persona 4 with an anecdote. A few nights ago, I was fighting one of the game's final bosses. After a solid 45 minutes of battling, I had taken him down to something like 10% health. I was following the same patterns: buff, attack, heal, rinse, repeat. I was ready for it to be over.
He uses one attack. Bam. My main character instantly dies. Game over. Time to start again.
If I was playing any other game, I might have quit and moved onto something else at this point. Instead, I went and killed monsters for an hour to make my characters stronger. Persona 4 is the worst. (Also the best.)

Rhythm games are fun, Final Fantasy music is fantastic, and there's something really special about a game that combines the two. Even when you're repeating the same songs ad infinitum, it's hard not to love the addictive, frenetic tapping of Theatrhythm. The name, on the other hand, is very easy not to love.
I enjoyed every minute of this first-person puzzler, wonky physics aside. I wish the ending had been more satisfying, but the journey was totally worth it.

Funny that the year's best Diablo game wasn't even called Diablo.

Forget the snappy controls and smart interface; the best part of Mark of the Ninja is that every stage feels like a puzzle with multiple solutions. Would you like to choke out that guard from behind or throw a smoke bomb so you can get past him without being seen? Ninja is a smart, tight, remarkably enjoyable game.
It's easy to complain about the "annualization" of video games—how companies like to milk a series cow for yearly sequels until the teat has run way too dry. But when it comes to Layton, I say bring it on: the professor's charming puzzle adventures just seem to get better and better every year.

Because shooting down pirates, running into the forest, finding myself face to face with a giant tiger, getting the hell out of dodge, finding a hang-glider, and using it to soar across the skies to safety was one of my most enjoyable gaming experiences in 2012.
This isn't an exquisite 3D render of Corvo's mask from Dishonored. It's an actual mask, put together by the team at Technically Magic Effects.
Sadly, it's not available to buy—it's a one-off made for a competition—but that only makes it that much more of alluring.
The accuracy is a result of the source material: developers Arkane shared the actual 3D models used for the mask in the game, meaning that, technically, this is no different to Corvo's actual mask.
Except you can actually touch this one.
Corvo, DISHONORED [Technically Magic Effects, via The Omega Nerd]
I've been having a lot of fun with Dunwall City Trials, the first downloadable add-on to October's fantastic stealth game Dishonored. I've beaten the core game almost two times now, and while it's such a brilliant bit of design, I'd found myself hungry for new, different challenges.
It's always felt like the game would benefit from an extra mode in addition to the single-player story, one that let us really put the game's many enjoyable systems to the test. Dunwall City Trials, which costs $5 to download, adds just that.
It's a collection of 10 challenge maps that put players through a gauntlet of stealth, combat, and puzzle challenges, each one designed to stand on its own as a leaderboard-focused trial. Master those, and you'll unlock five more 'expert' maps that make the existing challenges even harder.
The DLC, while perhaps a bit slight, feels like just what Dishonored needed. While the ten challenges are great, I can already tell that I'm going to want more of them.
The stealth challenge "Mystery Foe" puts you into a "Lady Boyle's Last Party"-type scenario, where you'll have to sneak about a party undetected and gather clues about who your target is before taking him or her out. The fewer clues you need to take down your target, the higher you score. The best bit is that the target is randomly selected each time, making the level feel a bit like something out of Hitman: Absolution's smart Contracts Mode.
"Burglar" has you robbing a house (that floats, awesomely, in the same dream-zone in which you meet The Stranger), and remaining undetected. There are wave-based attack challenges, too, as well as one of my favorites, "Kill Cascade," which has you chaining those oh-so-satisfying aerial kills together as quickly as possible.
I've only played an hour or so of Dunwall City Trials, but it already feels like a solid add-on for anyone who liked the core game. It's hard not to wish for a couple more stealth challenges, as those are the best of the bunch, but each challenge offers a welcomely stiff challenge and some good optional objectives, and certainly feels worth five bucks. As with the challenge rooms in Batman: Arkham City, the trials are a fun way to stress-test Dishonored's systems without worrying about your chaos level or which powers you've chosen.
I hope that, as Bethesda releases more DLC for the game, we get to see another slew of challenge rooms in addition to whatever else they may be planning. Dishonored deserves even more of this kind of thing.
2012 was a banner year for stealth games. From January up through December, we got to play a healthy variety of games involving dozens of different types of sneaking, skulking, lurking, and sklurking. (It's a thing.)
You could say that these games… crept up on us.
We really… didn't see them coming.
Jason and I have already talked at length about why we love stealth games. While many video games set a series of systems in motion and toss you into the middle, stealth games operate a bit differently. They're about staying outside of those systems, creeping about the periphery while poking here, prodding there, and deciding how to engage. You really play with stealth games, and that's what lends them their unique rhythm and makes them so satisfying.
It's also why we come away from stealth games with such great stories. Every stealth game I played this year, I came away with a handful of stories, moments that captured the best (and sometimes, worst) sorts of stealth-game unpredictability.
Rather than just run down all the stealth games that came out this year, I thought it might be fun to share some stories, then open the floor for y'all to share your own tales. Here goes:

Klei Entertainment's Mark of the Ninja was interesting because it was both a tight, polished stealth game, and something of a treatise on stealth games themselves. Helped along by its two-dimensional design, the game gave clear visual feedback for every aspect of sneaking—footstep audio burst visually outward from the protagonist, while lights illuminated exactly where they were pointing. There was never a question whether you were hidden or visible, and the enemy artificial intelligence clearly signaled its status and intent. My moment from MotN comes from early in the game, when I was tasked with sneaking through a building and freeing several of my captured compatriots. I decided I was going to do the entire bit nonlethal, and that was where I discovered the most rewarding way to play Mark of the Ninja: Without killing anyone at all. As I freed the final captive without being spotted, I felt the kind of satisfaction I rarely feel by playing nonviolent in sneaking games.
No, seriously: There were so many stealth games in 2012 that even Journey had a stealth segment. This marks what I think of as the "low point" of the protagonist, the darkest, tensest hour. As the robed wanderer fights its way across a snowy field, it is hunted by those terrifying flying fish-golem monsters. I've rarely felt such unexpected dread, and even replaying the game, I fear this section.
I don't think I felt more uneasy about stealth than I did in Ghost Recon: Future Soldier. As I mentioned in my review, the game is at its best when you're pulling off carefully orchestrated stealth-kills with your entire team, slipping through an area undetected. But no game has made me feel as uncomfortable. Particularly during the early Africa levels, as my stealth-cloak enabled cybersoldier squad wiped out wave after wave of ill-equipped third-world junta soldiers, it became clearer and clearer that this battle was horribly uneven. So, it's not so much an emergent stealth moment that I remember, more a feeling of how totally overpowered my team and I were.
It is very difficult to pick a single stealth moment from Dishonored, a game in which I've forgotten more classic moments than I experience in most games. But one comes to mind: In the mission in the Golden Cat brothel, you're tasked with taking down a couple of n'er do-wells located at various points throughout the building. One of them is holed up behind closed doors near to a body of water, and there are a number of ways I could sneak in to get him. But the way I chose was a doozy: I possessed a fish, swam through a small passage and into the room, then slowed down time and burst from the water in slow-mo before stabbing the dude in the neck. It was one of those moments that you see in movies, and yet I got to do it myself. In real time. Pretty much my Ultimate Dishonored Moment.
Here's a game I liked more than some, but I'm still playing it to this day, and still enjoying it quite a bit. If there's one thing I retrospectively could have talked about more in my review, it's how Absolution does feel different from Blood Money in many of its levels—it's much more of a traditional stealth game than its most recent predecessor. That said, there were still so many times when I felt that old Hitman groove—particularly during the mission "Shaving Lenny." Outside of Lenny's BBQ, I snuck over to a storage shed and took out the guard inside, before slowly but surely taking down guard after guard, and returning to the shed to stash them all. Over the course of the next twenty or so minutes, that shed became my macabre base of operations, the place NPCs went to decompose.
This game is the one to get a mention due to bad stealth. Perhaps chief among the many ways Assassin's Creed III disappointed me was the fact that the game's stealth was, for lack of a better word, busted. Two memories stick with me, and both involve bushes. The first involved failing the George Washington eavesdropping mission for the umpteenth time, entirely because for some unknown reason, Connor stood up for a moment while prowling in the bushes. The second involved taking out Pitcairn during the Battle of Bunker Hill. The infuriating thing about bushes in the game is that the moment you've been spotted, you simply can't crouch down again. The game ejects you from cover, and you have to find another way. This works okay in some sequences, but is a disaster in others, particularly if detection means failing the mission. The sneaking bits were tense, but for the wrong reasons. I wasn't worried I'd get spotted, I was worried Connor would do something dumb of his own accord and fail the mission for me.
More than perhaps every other game on this list, Far Cry 3 is a game that inspires stealth stories. I have a bunch: The time I lurked outside an outpost, luring dudes away one by one using pebbles, in an attempt to get my second no-alert outpost clearing, only to fuck it up at the last minute and get spotted by a roving patrol, have them trigger the alarm, and get killed. Or another time, when I shot the lock off of a tiger cage and had it immediately charge straight for me (and shortly afterward, managed to get a bear to clear out an entire outpost for me). Or the time, as I shared at the start of my review, when I hang-glided in behind enemies and snuck in to take them down, only to have everything go wonderfully wrong. Far Cry 3 was, as much if not more than Dishonored, a stealth game that was at its best when things went awry.
Those were my most memorable moments of sneaking in 2012. What were yours?
He's not just responsible for one of the coolest games of the year, Dishonored designer Harvey Smith is also a man with impeccable taste.
That impeccable taste is on full display in this guest essay he wrote for Penny Arcade Report about why he thinks Far Cry 2 is brilliant.
Smith shares some smart musings on the nature of embedded ("We have written this story for you") and emergent ("Woah, this story randomly happened to me!") narrative in video games, and how Dishonored was his and his co-creative director Raphael Colantonio's attempt at blending the two playstyles. (I'd say they did a pretty good job.)
Smith wraps it up thusly:
If games focused on embedded narrative are more polished, why do many of us prefer games that focus on the dynamics of emergent narrative? Is it some intuitive sense that ferrets out what is most meaningful in games? Is this a situation akin to independent film, where an audience steeped in the critical aspects of the medium wants a bare experience, uncluttered by bombast, filler or special effects, delivered in an understated or experimental way? On initial contact, Far Cry 2 was somewhat unwelcoming in that it did not invite players in; the subject matter was brutal and the game's advancement curve and difficulty tuning required patience.
The reward for those who stayed with the game was potent. Some of the most interesting game design commentary of the year orbited the game, including the Permadeath experiments conducted by Ben Abraham and others, which I take as an indication of how thought-provoking and challenging (to video game conventions) Far Cry 2 was. The game stands as the shooter title that has given me the most compelling, player-driven moments to date.
See? It's not just me and everyone else with good taste in video games who thinks Far Cry 2 is great. HARVEY SMITH AGREES, YOU GUYS. I think we can finally close the book on this once and for all.
In all seriousness, give the whole article a read, it's good.
Dishonored's Harvey Smith explains the genius of Far Cry 2 [Penny Arcade Report]
Video games are more than lasers and explosions, rules and design, music and graphics. They require input, and so they require controls. But human interface can be a dicy thing—so tough to get right, so easy to screw up.
The games of 2012 have given us some fantastic new control schemes, interesting and satisfying ways to push and pull our way around their digital worlds. Here, we'll take a look back at the best of them.
This list isn't complete—we're hoping to hear from you guys about controls you liked (or disliked) this year. But here are some standouts:
Sleeping Dogs may have mostly been a Grand Theft Auto clone, but it brought a number of cool twists to Rockstar's formula, particularly in how it controlled. Chase sequences played out in a neat quasi-parkour style that kept things moving while forcing players to react to the constantly changing environment. Fighting was an enjoyable take on the Arkham City formula, slower-paced and more strategic, and a great deal of fun once you mastered it. And while the driving didn't quite feel as good as some other open-world games, a number of control options made welcome changes. You could easily lean out of the window and hijack other vehicles in motion, and the ability to press a button to veer into your pursuers was one of those things I didn't know I wanted until I had it.
Sometimes, all you have to do to do things right is keep things the same. 343 Industries had a tough row to hoe with Halo 4, and yet the best thing that can be said of the game's controls is that it still feels like Halo. But that's not faint praise: Halo has a wonderful, smooth feel on a console controller, and the new game matches the fluidity and bounce of its predecessors.
Evan Narcisse: The first thing you'll notice about Might & Delight's platformer is how pretty it looks. But it's also got one of the most fun traversal options in any game this year. Early on in the game, Pid's hero Kurt gets bonded with an elemental energy called the Beam, which pushes him along certain vectors in the world. It's the kind of mechanic that recalls the teleporting of Portal or the grappling of Bionic Commando but updated in a sharp, modern way. Players can use the Beam on objects or enemies, too, and Pid's design throw lots of wicked physics-puzzle challenges that will force you to use the special ability creatively. It's a fresh idea that will stay in your brain long after the game is finished.

Not only did Dishonored feel very good to play, it featured what might be the best single new mechanic of 2012: Blink. With the press of a button, players could warp all over the map, making the game's first-person stealth and platforming seriously fun. Crucially, Blink didn't cost you blue energy unless you used it too quickly, so you could blink around the levels to your heart's content. Warping from a roof to a street-level hidey hole, then up behind a guard, then back to the roof, was one of 2012's great gaming maneuvers. And blinking from combat to appear behind your assailant was the sort of advanced maneuver that held up time and again. Blink, we salute you.
Owen Good: Tiger Woods PGA Tour 13 remade its analog stick swing this year, incorporating draw and fade (i.e. stick direction) into the swing. Working around the green takes some getting used to but it introduced some overdue determinism and challenge in your tee shots and irons.
The game also, in a title update, incorporated the option of swinging into the screen when using Kinect. Before, you had to stand parallel to the screen (so that you were looking at something other than the screen when you completed your swing.)
Ubisoft's Wii U launch title ZombiU wasn't easy to play—it was claustrophobic and disempowering. But that was the point—the game was a punishing, tense crawl through horribly dangerous, zombie-strewn city streets and claustrophobic interiors. Not only was it a smart, interesting horror game on its own, it integrated the Wii U's second-screen gamepad in smart ways, forcing the player to look down to pick locks and root through their backpack, often at the worst times. Via the gamepad, ZombiU conjured the panic of a zombie attack better than perhaps any game before it, and showed that in the right hands, the Wii U's big new idea can feel very big and very new, indeed.

Rare is the 2D platformer that feels as fleet and empowering as Mark of the Ninja. Your black-clad protagonist flitted and leapt about with the grace of a cat, sticking to walls and dropping into the shadows like a deadly arrow. While some of the prompts could get tangled in close quarters, Mark of the Ninja's predatory sense of movement made it a joy to play.
It's no easy feat, making a driving game work well on a game controller. But Need For Speed: Most Wanted nails it, giving players enough control to feel in charge but keeping things simple enough that the game was always approachable. Criteron has mastered the "arcade racing" sweet spot, and their game is a blast as a result.
The first thing I asked the developers of Far Cry 3 when I saw them at E3 was, "Did you guys keep the slide?" The slide in Far Cry 2 is one of my all-time favorite video game moves, and with good reason—it just feels good to sprint across a field and slide into cover. What they didn't mention, and what I found when I eventually played the game, was that they'd added all manner of other ingenious moves to make Far Cry 3 a remarkably responsive, satisfying first-person shooter. In particular, the "soft cover" mechanic is brilliant and works well—slide up to cover and Jason will automatically pull up against it; aim your weapon and he'll pop out. The unlockable takedowns are a great deal of fun, too, particularly the knife-throwing one. Far Cry 3 is a wonderfully empowering game, and the well-implemented controls are a big part of why.
Those are some control schemes and mechanics that we really liked in 2012. How about you? Tell us about the controls you really liked (or if you like, the ones you really hated) in the comments.