Engadget's Games of the Year 2023

It’s been a terrible year for game developers, but an amazing year for games. 2023 kicked off with a fantastic remake of Dead Space and the breakout success that was Pizza Tower, and by the end of the year we had dozens more games vying for our attention. There were some missteps along the way — if you'd asked me to predict this list a year ago, I would've mentioned both Redfall and Starfield but overall it's been a packed year unusually low on disappointment.

We’ve never tried to name a single title as "the Game of the Year." Instead, it’s become a tradition to get the whole team together to talk about our individual favorites. So here are those games, presented in alphabetical order to avoid hurting any of our writers’ feelings. Feel free to sound off about what your favorites are in the comments; there are no wrong answers. Except maybe The Day Before.

Alan Wake 2

I rarely have time to finish games these days, but I devoured Alan Wake 2 in just a few weeks. For me and my limited gaming time, that felt miraculous.

I'll admit, I'm a mark for Remedy Entertainment. I've been following its work since the first Max Payne arrived on PCs in 2001, right as I was gearing up to head to college and building my first desktop PC. (It had a 1.3GHz AMD Athlon Thunderbird and an ATI All-in-Wonder Radeon GPU with a TV tuner. Yah, I was one of the cool kids on campus..)

Max Payne blew me away with its fluid slow-motion gunplay mechanics and immersive narrative. As a lifelong console gamer until then, it was a big step forward from something like Tomb Raider. Playing Alan Wake 2 brought me right back to my college days: Its storytelling is far more mature than Max Payne, but leagues more ambitious. I spent much of the game with a big stupid grin on my face, marveling at how the game balanced two different leads (Saga Anderson and Mr. Wake himself), an array of quirky characters, and some of the boldest gaming narrative choices in the last decade.

As Jessica Conditt said in her review, Alan Wake 2 works best when you're not in combat. I enjoyed chatting with the locals and digging up background details more than I did shooting a repetitive array of baddies. It also helped that I was playing it on LG's massive 49-inch UltraGear monitor, which at times made it feel like I was completely immersed in the game. It made the more idyllic environments in the Pacific Northwest seem all the more beautiful, while the scarier bits felt even more nightmarish. Get you a game that can do both.

Over two decades after I became a fan of the studio, I’m just as excited to see what Remedy is cooking next. It feels like college all over again. Maybe time really is a flat circle. Or maybe, as Alan Wake would say, it’s a spiral towards something greater, the accumulation of everything we’ve learned and all the mistakes we’ve made as we pursue the specter of perfection. Anyway, good game. — Devindra Hardawar, Senior Reporter

Armored Core 6

Elden Ring was my first foray into the FromSoftware universe since Chromehounds for the Xbox 360. Elden Ring is an all-timer and no more needs to be said about it, but coming off that I was a bit trepidatious about whether the developers could apply their learnings and innovations to something with a legacy like Armored Core. Silly me to ever doubt FromSoft, because they delivered a game worthy of their developer pedigree. While AC6 doesn’t feel like “Elden Ring with mechs" I'm honestly glad it doesn’t. The developers have done a masterful job of blending classic Armored Core depth, customization and combat with the scale, bombast and world-building they are known for.

Some of the bosses in this game felt impossible, like many of the best FromSoft bosses do, but as always there is a tweak to your gameplay style or strategy that can turn the tables in the end. The first actual boss fight with Balteus had me questioning if I was ever good at video games in the first place, and when I finally adjusted to beat him I had that same triumphant feeling of beating the best FromSoft bosses from games past. Something else less discussed, but still worthy of praise as well, is how FromSoft finds a way to make what is basically a radio play story feel important and impactful when mixed with the heavy action of the actual gameplay. In a game where you wouldn’t expect story or characters to have an impact, FromSoft does an excellent job making you care about its dystopian Mecha pilots and their handlers in a way I never expected.

AC6 is a game I couldn’t stop thinking about, and the one I probably felt the most fulfilled by following each session, after my heart rate dropped and my vice grip on the controller loosened. FromSoftware continues to prove that it's in a league of their own. — Justin Vachon, Lead Designer

Baldur’s Gate 3

The Game of the Year is my game of the year. I’ve dabbled with Dragon Age, spent a few nights trying to unravel 2002’s Neverwinter Nights, but Baldur’s Gate 3, while still unapologetically Dungeons and Dragons, smooths out the procedural part while still deciding the fates of heroes, villains and the world on the roll of a die. Plus modifiers.

The rules and numbers of D&D are all baked into BG3, but you can also just play it and let the rules take care of themselves. Even when I failed dice rolls (how things are decided in D&D games, pitting your character’s stats against “skill check” numbers), I was happy to see how this affected the story. Sure, you can save-scum (quicksave, fail, quickload and try again), but it eventually feels hollow when there are so many decisions to make.

I talked to a colleague about the game and he was leery about a game with so many options. He’d have to play, replay, choose different options, and feel short changed if he didn’t eke every plot twist of a game like BG3.

The game, the options, the side quests are all so dense with choices and branching paths that there are (almost) countless permutations, distractions and bad decisions to make. I found that oddly freeing. The game, divided into three parts, does block out parts of the world from act to act, but I never found that particularly limiting. In fact, it ensured I tied up the most exciting plot points or destinations before plowing further into the story.

Two tips: being evil is very much an option (as is a mid-game redemption arc) and be careful when you rest overnight, as that will tick the game’s internal clock over and could mess up your plans. Invaders, unsurprisingly, don’t wait. — Mat Smith, UK Bureau Chief

Cocoon

My day-to-day job is mostly behind the scenes, editing stories and scripts, dealing with technical issues and managing a fantastic group of reporters. All of which is to say I actually only have five bylines on the site this year. Two of them are about Cocoon — 40 percent, baby! It stands to reason, then, that it's my personal game of the year.

You can read my review of the game for some expanded thoughts, but here’s the summary, at least: Cocoon is a near-perfect puzzle game in which you play a bug and who has to jump between worlds to progress. It’s a laser-focused experience that only lets you play around with one or two mechanics at a time, but stretches each of its ideas to its natural conclusion. It's also dirt cheap and on Game Pass, so what do you have to lose? — Aaron Souppouris, Executive Editor

The Cosmic Wheel Sisterhood

The Cosmic Wheel Sisterhood is sexy, well-written and replayable, and it’s one of my favorite games of the year, from one of my favorite studios of all time. Deconstructeam is responsible for Gods Will Be Watching and The Red Strings Club, two vibrant titles about the limits of humanity and society, and The Cosmic Wheel Sisterhood brings these themes to a new plane.

The Cosmic Wheel Sisterhood is about building tarot decks, manipulating an election from afar, betraying a coven of witches, gaining power and seducing everyone. It’s bigger than anything Deconstructeam has ever made, with layered characters, branching narratives and strangely beautiful art. The witches, behemoths and otherworldly creatures in The Cosmic Wheel Sisterhood fill the game with life and interwoven relationships, while the deck-building mechanic is surprisingly dense and designed to encourage creativity. The game pulled me in and didn’t let go until it was done with me, and even still, I find myself happily returning to it. — Jessica Conditt, Senior Reporter

Dave the Diver

No matter if Dave the Diver is an indie game or not, it's still one heck of a good time. The pixel-soaked adventure breaks down into two main gameplay mechanics that shouldn’t mix at all, but somehow do. During the day you explore the sea, hiding from (or fighting) sharks and catching gobs of fish. At night, you run a sushi restaurant to sell those fish.

Each of these mechanics are completely different. When you’re under the water, it's exploration all the way, with mysteries around every reef and a constantly-shifting landscape. Running the restaurant is both a management sim, as you have to develop recipes and hire staff, and a fast-paced minigame that resembles the iconic arcade cabinet Tapper. This dichotomy is similar to another recent gem, Moonlighter. I loved Moonlighter, but Dave the Diver is even more addictive.

Both primary elements of the game are polished to a Nintendo-like sheen. In other words, it kept me up, night after night, as “one last run” turned into two and then three. But that’s just the beginning. As you progress through the occasionally hilarious story, Dave the Diver keeps adding new gameplay mechanics. Without giving too much away, there are mid-game additions that draw inspiration from Cooking Mama, Stardew Valley and others. Each of these elements are always a treat and never get in the way of the main gameplay loop. Also, you can hire a velociraptor as a server and Jason Vorhees as a sous chef. Good times. — Lawrence Bonk, Contributing Reporter

Dead Space

One of the best games of 2023 actually came out in 2008. The Dead Space remake landed in January and it stayed at the top of my GOTY list for the ensuing 11 months, slowly covering every other entry in globs of bile and blood. Developers at EA brought the terror and tension of the original Dead Space to modern platforms with thoughtful gameplay tweaks and a layer of visual polish, and in the process, they cemented the game’s reputation as an action-horror classic.

Dead Space spawned in an era of limitations. It was built for the Xbox 360 and PlayStation 3, consoles that were powerful, but still constrained in terms of processing power and graphics; they couldn’t support massive, open-world games filled with procedural generation and AI-powered encounters. Innovation at the time had to stem from a game’s mechanics, and Dead Space was the first action-horror blockbuster to remove the HUD and the power of a headshot, creating an immersive and terrifying combat rhythm.

The remake paid tribute to everything that made the original Dead Space a living legend. The USG Ishimura was cold and maze-like, with a few more mysteries added to its corridors, and some boss fights were updated to take advantage of high-fidelity mechanics, but it still felt like the Dead Space I remember. It felt better, even. In an age of living games and open-world blandness, the Dead Space remake showcased the supreme power of restraint in game design. — Jessica Conditt

Diablo II: Resurrected

Aside from the quick turnaround following the original, the wait time between new Diablo games is more than a decade. So to my surprise, in a year when we got Diablo IV, I found myself spending more time playing Diablo II: Resurrected. That's not to say that the latest entry is a failure, because despite a drop in players and cratering views on Twitch, Diablo IV’s story is the franchise’s best yet and Blizzard nailed the look and feel of the game. Unfortunately, despite having faced similar issues with Diablo III, its endgame still needs a lot of work. This is why in 2023 I’ve had much more fun playing Diablo II, or more accurately Diablo II: Resurrected.

Thanks to a superb graphical overhaul, the game looks how I remember it in my head instead of the chunky low-res textures it actually had back in 2001. But more importantly, Blizzard fixed a ton of annoying glitches from the original (like enemy mana drain being way too strong) while implementing a bunch of handy quality-of-life upgrades such as automatic gold pickup and the shared stash. But the thing I like the most is that, since it came out in 2021, Blizzard has expanded upon the core game with additional patches and balance changes that have injected new life into the game while preserving its spirit. This year, specs like elemental druid and martial arts assassin suddenly went from being underpowered niche playstyles to top-tier builds, essentially undoing 20 years of neglect. The addition of Sunder Charms also made a ton of single-element specs way more viable and the addition of Terror Zones turned item farming into less of a grind while increasing the challenge.

Sure, melee classes still need a bit of love (maybe recalculate how attack rating works or add some more AOE abilities) and the cadence of new content has ground to a halt in the run-up to and subsequent release of Diablo IV. But for an update to a two-decade-old game, Diablo II: Resurrected feels like a great homage to an all-time classic and a wonderful example of a remake done right. Now I’m just hoping Blizzard finds some time to finally finish Act IV or maybe even add a brand new chapter onto the best ARPG ever. — Sam Rutherford, Senior Editor

F-Zero 99

Nintendo has carved out a little legacy of remixing gaming staples with its 99 (or 35) series, and F-Zero 99 is one of its most thoughtful battles royale yet. (I’d put it second behind Tetris 99.) From afar, it looks simple: the SNES arcade racer, but with 98 other people. But the addition of a persistent boost meter (which doubles as a health bar) and the ability to bank “Super Sparks” that you can spend to access a limited-time “Skyway” fundamentally changes how you play.

Do you throw caution to the wind, use more power this lap and try to hold on from the front? Do you hang back, try to increase your meter by knocking out other players and risk an insurmountable deficit? Where exactly on the track should you activate the Skyway? Winning still requires skill and track mastery — it’s F-Zero, after all — but there’s a new layer of strategy and resource management. What was once a sprint now becomes a horse race. You make more moment-to-moment decisions each time out. And decisions are what makes a game interesting.

All the other things that made F-Zero great 30 years ago still apply. The Mode 7 style. That

Erstellt 1y | 27.12.2023, 15:40:16


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