We’ve already seen which games sold best on Steam last year, but a perhaps more meaningful insight into movin’ and a-shakin’ in PC-land is the games that people feel warmest and snuggliest about. To that end, Valve have announced the winners of the 2017 Steam Awards, a fully community-voted affair which names the most-loved games across categories including best post-launch support, most player agency, exceeding pre-release expectations and most head-messing-with. Vintage cartoon-themed reflex-tester Cuphead leads the charge with two gongs, but ol’ Plunkbat and The Witcher series also do rather well – as do a host of other games from 2017’s great and good.
Full winners and runners-up below, with links to our previous coverage of each game if you’re so-minded. Plus: I reveal which game I’d have gone for in each category. (more…)
Another year over, a new one just begun, which means, impossibly, even more games.> But what about last year? Which were the games that most people were buying and, more importantly, playing? As is now something of a tradition, Valve have let slip a big ol’ breakdown of the most successful titles released on Steam over the past twelve months.
Below is the full, hundred-strong roster, complete with links to our coverage if you want to find out more about any of the games, or simply to marvel at how much seemed to happen in the space of 52 short weeks.
Screenshot (cropped) by Andy Cull. See the full image below and more on his Flickr page.
Every year we round up our favorite screenshots, with preference to those taken at ultra-high resolutions with custom camera controls for beautiful HUD-free compositions. Previously, we've mainly included shots of our own, but this year I asked the community to submit their own. Special thanks to Larah Johnson (aka HodgeDogs) and Andy Cull who've lent us their collections for the year, as well as Cinematic Captures and The Gamers Zone for their great Battlefront 2 shots.
For the sake of space, we haven't included every screenshot submitted, but do check out these comments for more, and leave your best in the comments here.
Screenshot by Cinematic Captures.
Screenshot by Cinematic Captures.
Screenshot by Cinematic Captures.
Screenshot by The Gamers Zone.
Screenshot by The Gamers Zone.
Screenshot by Andy Cull. View more on his Flickr page.
Screenshot by Andy Cull. See the full resolution (4500x6000) image on his Flickr page.
Screenshot by Andy Cull. See the full resolution (4500x6000) image on his Flickr page.
Screenshot by Julien Grimard.
Screenshot by Julien Grimard.
Screenshot by Larah Johnson (aka HodgeDogs). See more on Flickr.
Screenshot by Larah Johnson (aka HodgeDogs). See more on Flickr.
Screenshot by Andy Cull. See the full resolution (3840x2160) image on his Flickr page.
Screenshot by Andy Cull. See the full resolution (2160x3840) image on his Flickr page.
Screenshot by Andy Cull. See the full resolution (2160x3840) image on his Flickr page.
Screenshot by Larah Johnson (aka HodgeDogs). See more on Flickr.
Screenshot by Larah Johnson (aka HodgeDogs). See more on Flickr.
Screenshot by Frans Bouma.
Screenshot by CHRISinSession. See more on Flickr.
Screenshot by CHRISinSession. See more on Flickr.
Screenshot by CHRISinSession. See more on Flickr.
Screenshot by Pontus Johansson.
More on the next page!
Screenshot by Andy Cull. See the uncompressed PNG on his Flickr page.
Screenshot by Andy Cull. See the uncompressed PNG on his Flickr page.
Screenshot by Andy Cull. See the uncompressed, full-res PNG on his Flickr page.
Screenshot by Cinematic Captures.
Screenshot by Larah Johnson (aka HodgeDogs). See more on Flickr.
Screenshot by Sylvers.
Screenshot by armatura.
Screenshot by InquisitorAles.
Screenshot by InquisitorAles.
Screenshot by InquisitorAles.
Screenshot by Andy Cull. See more on his Flickr page.
Screenshot by Andy Cull. See more on his Flickr page.
Screenshot by Melissa St.James. See more on Flickr.
Screenshot by Melissa St.James. See more on Flickr.
Screenshot by Stephan Bedford.
Screenshot by Corey Marks.
Screenshot by Larah Johnson (aka HodgeDogs). See more on Flickr.
Screenshot by Larah Johnson (aka HodgeDogs). See more on Flickr.
More on the next page!
Screenshot by Paizon Ryker. See more on Imgur.
Screenshot by Paizon Ryker. See more on Imgur.
Screenshot by Larah Johnson (aka HodgeDogs). See more on Flickr.
Screenshot by Larah Johnson (aka HodgeDogs). See more on Flickr.
Screenshot by juicefullorange.
Screenshot by Larah Johnson (aka HodgeDogs). See more on Flickr.
Screenshot by Larah Johnson (aka HodgeDogs). See more on Flickr.
Screenshot by InquisitorAles.
Screenshot by InquisitorAles.
Screenshot by Frans Bouma using custom camera tools.
Screenshot by Larah Johnson (aka HodgeDogs), camera tools by Frans Bouma. See more on Flickr.
Screenshot by Larah Johnson (aka HodgeDogs), camera tools by Frans Bouma. See more on Flickr.
Screenshot by Larah Johnson (aka HodgeDogs), camera tools by Frans Bouma. See more on Flickr.
Screenshot by Larah Johnson (aka HodgeDogs), camera tools by Frans Bouma. See more on Flickr.
Screenshot by Avioto.
Screenshot by Avioto.
It's a testament to the strength of Monolith's orcs that they can even survive being stuffed into loot boxes, a fate more ignominious than anything Talion metes out with his swords. In a follow-up piece to his review, Andy Kelly noted that the presence of loot boxes hadn't really bothered him during his Shadow of War playthrough, largely because having them be loot drops made little sense in the first place, and the boxes never felt remotely essential.
I felt the same way, and it's just as well because he was also correct about the orcs being by far the best thing in the game. The game's actual star, Talion, remains a largely unloveable, uninteresting character—essentially a thrift store Aragon. There's some fun to be had from his unhealthy codependency with Celebrimbor, and I didn't even mind the sexy spider lady thing, but you don't play Shadow of War for grand narrative sweep. You play it to hear orcs run their mouths before you run them through.
The sequel's crop of greenskin were even funnier than their predecessors, from the bard who will hunt you down and sing to you to the pitiful mewling wreck that's left behind after too much shaming. But as before, the best orcs are the ones who weave their own stories into your game. In my case that of course meant Mozû the Blight, the source of pretty much all my pain and enjoyment in Shadow of War.
I'll spare you a repeat of the Tolkien-length backstory and just say that being crushed over and again by Mozû made me more angry than any other game this year. Which, given that my two other main games are Destiny 2 and Hearthstone, each of which is a different sort of salt factory, is really saying something. For a short while my obsession with avenging myself on Mozû burned brighter than both of them.
Such was Mozû's domineering presence, that when the fucker finally succumbed to my (as it turns out, fairly obvious) plan to gank him with a bunch of poison-bladed buddies, I legit felt his loss immediately. Without the prospect of Mozû rocking up suddenly with a "RAAAAAAAAAANGER! REMEMBER ME?", grinning from ear to ruined ear, the game lost a lot of its piquancy, and I didn't feel compelled to stick it out for the final round of fortress sieges and light Nazgûl bothering.
Shadow of War, as an experience, definitely suffered from trying to do too much. Seeing each region map open up with so many collectibles and side missions felt somehow draining in a way that wandering around Mordor in the first game didn't. I did like a lot of the additions individually, though. There was enough depth in the skill tree to make builds that felt distinct and fun, levelling up legendary gear sets always scratches an itch for me, and the actual siege sequences were exciting the first couple of times through. That said, it didn't seem to make much difference how you composed your army, and made zero sense that all of your troops wouldn't follow you into the throne room for the final fight.
My favourite moment actually came as part as one of these occasionally tricky battles. I'd lost a couple of times to another orc with an unfortunate set of perks and his aggressive entourage. Down to a sliver of health and staring at a third death, one of my trusted lieutenants suddenly flew into view in classic get down Mr President style, but rather than taking the hit for me, he chopped off the chieftain's head, immediately securing the fortress for me.
Of course I handed him the keys and a promotion. Maybe some players would've been annoyed by the AI interceding at such a crucial moment, but for me it was a rush. In a game about building up a vast force of brutal killers, you better believe I want them to do something of genuine worth when I actually need it.
When the third Mordor game inevitably starts taking shape, I hope Monolith is able to somehow triple down on making which orcs you choose for your superteam an even more meaningful decision. It's equally telling that, for all we've written and talked about it, I still don't think any other developer—bar perhaps Firaxis with XCOM 2's War of the Chosen expansion—has been able to create computer-controlled antagonists that seem so gloriously alive. At least until your buddies turn up with the poison shivs.
The great Star Wars debacle - and I'm not talking about The Last Jedi's second act here - dominated video game headlines in the last quarter of 2017. But in truth the year was packed with depressing stories about loot boxes, so many in fact that it has at times felt like our beloved hobby was more about the chance to win a rare item than it was about the chance to play.
It all began with For Honor, Ubisoft's excellent but troubled melee combat game. Soon after For Honor came out in February, a redditor worked out how much money it would cost to unlock all 12 heroes in the game and their associated aesthetic items (2017 would see enterprising redditors work out how much things cost to unlock in a lot of games). It turned out it would cost an eye-watering 585. Ouch.
Ubisoft, sensing a growing resentment among players (growing resentment was a running theme of 2017), said it never intended for players to unlock everything in the game. That was a PR line that didn't go down well (PR lines that didn't go down well was another running theme of 2017).
Apple, in what may be a trend-setting decision, now requires any App Store game with loot boxes to disclose the odds of receiving items from them.
"Apps offering 'loot boxes' or other mechanisms that provide randomised virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase," a bullet point added to the 3.1.1 in-app purchase clause now reads (via TouchArcade).
Forcing disclosure of odds is something China has required all games to do, by law, since May. It's how we learned Overwatch awards an epic item once every 5.5 loot boxes and a legendary once every 13.5 loot boxes.