2010 is upon us. It is at this time that I take the opportunity to look back at the best games of the previous year. I present my "Top 10 Video Games of 2009." As I consider it silly to rate titles from various platforms and across a number of genres above one another, these games are not ranked in any particular order. Keeping in mind quality, artistry, innovation, and personal taste, I believe these are 2009's finest titles. Although I'm sure the wall of text is intimidating, I encourage you to read on. Knowing my obscure taste, you may learn something about a game that you may not have otherwise given a second thought.
Henry Hatsworth in the Puzzling Adventure
Platform: DS
Release Date: March 7
Developer: EA Tiburon
Publisher: Electronic Arts
Henry Hatsworth in the Puzzling Adventure (
HH) was easily one of the most endearing titles of 2009. Even more impressive is that it was produced by a mere seven man team at EA Tiburon. Colorful, fun, and technically sound,
HH is a love letter to old school gaming sensibilities. With attractive traditional sprites and tried-and-true 2D, side-scroller mechanics, EA's title manages to hearken back to the old days with respect and expert execution while innovating as well.
The best titles for the Nintendo DS are always those which manage to implement the system's unique capabilities (second screen, touch control, microphone) without stepping the line into the burdensome or annoying.
HH serves as an example of how to do this correctly. In EA's game, a simple tile based match-three puzzle (ala Nintendo's Puzzle League series) is in constant motion on the bottom screen, as the 2D action is controlled up top. Players may switch between the screens with the press of a button. Wiping out certain icons in the puzzle will have beneficial effects for the top screen such as paralyzing enemies, healing the player, or charging up a meter that will allow Henry to rampage in his clunky, steampunk, robot armor when filled. Enemies defeated in the action game are also banished to the "puzzle realm" below. If players fail to juggle both games skillfully, foes whose icons reach the top edge of the bottom screen will reappear in the top screen to fight again.
A persistent sense of humor also makes
HH a delight to play. Henry is a fun and consistently entertaining character who lampoons the classic stereotype of the British explorer. Die and he will shout "poppycock." Activating the "tea time" power-up not only summons Henry's armor, but also treats players with one of several stylish paper cut-out scenes of the protagonist enjoying tea with English dignitaries, Robin Hood, or Sherlock Holmes. In developing
Hatsworth, the folks at EA Tiburon have done more than make an excellent game; they have created an endearing character that gamers want to see more of in the future.
Knights in the NightmarePlatform: DS

Release Date: June 2
Developer: Sting
Publisher: Atlus Co.
Though only three exist to date.
Knights in the Nightmare (
KN) is technically the fourth game in developer Sting Entertainment's "Dept. Heaven" series. Following the tradition of its predecessors,
Riviera: The Promised Land and
Yggdra Union: We'll Never Fight Alone,
Knights wowed fans in 2009 with Sting's trademark dedication to unique style and atmosphere that permeates every facet of the game down to its menus. The game boasts stylish art, a beautiful soundtrack, and an interesting story with roots in Norse mythology.
KN is a title that could only ever be on Nintendo's DS. Much like the other "Dept. Heaven" titles, it is not satisfied to merely be a typical RPG. Whereas
Riviera melded traditional digital turn-based role playing with the sensibilities of point-and-click adventure games and tabletop book and dice RPGs such as
Dungeons and Dragons, and
Yggdra Union crossed its strategy play with a collectible card game,
KN boldly couples its gameplay with an arcade style overhead shooter. Players do not directly control their soldiers on the field but rather a spirit, called a "wisp," that has command over a legion of deceased warriors. The game becomes one of strategic thought, resource management, and twitch skill combined. Not only does the player have to worry about issuing commands for attack as enemies come into range, but he must also use the stylus on the DS's touch screen to maneuver the wisp across the field and dodge a flurry of enemy projectiles.
Admittedly
KN is a dense title with a steep learning curve; however, investing time in the tutorial will reveal a series of play mechanics that expertly balance challenge with fun. The collection and strengthening a tremendous roster of weapons and characters is sure to delight the gamer with a penchant for collection heavy titles. The melancholy of the story, and beauty of
Knight's presentation is also a real treat for those who take pleasure in the not-quite-dead art of the 2D Japanese role playing game. Rumor has it that art resources have started emerging for the next entry in the "Dept. Heaven" series. If
KN is any indicator, we have something fantastic to look forward to in the future.
Warhammer 40,000: Dawn of War 2 
Platform: PC
Release Date: February 18
Developer: Relic
Publisher: THQ
Continuing in their excellent series of real time strategy (RTS) titles based out of Games' Workshop's grim, ultra-violent Warhammer 40,000 universe, Relic and THQ released
Warhammer 40,000: Dawn of War 2 (
DOW2) in the Winter of 2009. The game is a unique and well-developed RTS that has a great deal to offer, even to those unfamiliar with the deep history and constantly evolving lore of the classic British tabletop miniature game.
The
Dawn of War series has always been different from the majority of other real time strategy titles by eschewing the traditional resource farming gameplay mechanic in lieu of a number of points on the map that need to be captured and defended in order to bring in the necessary materials to build new units. The folks at Relic took the opportunity in
DOW2 to change up the formula even further. The game plays more like a combination of a dungeon crawling RPG such as Blizzard's
Diablo and a RTS title. The emphasis has been shifted from building bases and amassing gigantic hordes of troops to controlling a collection of smaller, more skilled squads that persist throughout the campaign mode. These squads gain experience and level up between missions and learn new abilities. Greater customization is also available as new weapons, armor and accessories are acquired. The survival of each soldier, and the skillful management of their attacks, and use of tactical cover becomes important. The tried-and-true RTS strategy of sending hundreds of your least expensive unit to overwhelm your opponent no longer applies.
The multiplayer in Relic's 2009 title leaves a bit to be desired. With a small number of maps, and only four playable factions, it is difficult to get excited for any extended sessions of play. The most charming elements of the campaign mode, the item collection and character customization, are largely absent. In spite of this,
Dawn of War 2 belongs on this list for managing to do something that few RTS title have in the past. Relic managed to make missions in the single player campaign feel more engaging, and less like a series of multiplayer skirmishes against artificial intelligence opponents peppered with scripted events. This represents a real accomplishment. The release of the title's first expansion,
Chaos Rising is fast approaching in 2010 and will add the brutal Chaos Space Marines as a available faction. This March is definitely worth looking forward to.
Assassin's Creed 2 
Platforms: PS3, XB360, PC
Release Date: November 17
Developer: Ubisoft Montreal
Publisher: Ubisoft
With
Assassin's Creed 2 (
AC2), the staff at Ubisoft Montreal made themselves a primary example of healthy evolution at work within the game industry. The original
Assassin's Creed was a fun and groundbreaking game. Its open world, interesting focus on history, and parkour inspired gameplay were unique and impressive in 2007; however, repetitive mechanics and a host of mundane tasks ruined the experience for many. It was easy for the flow of the game to be broken, and for the gamer's attention to be lost. With
AC2, Ubisoft took these criticisms to heart, and built something truly impressive. They enhanced what they did well the first time around, and hammered out new approaches where they failed. The result is a game that combines engrossing storytelling with astounding technical prowess to form a very complete package.
For those unfamiliar with the gameplay of the
Assassin's Creed series, the concept is relatively simple to pick up. As an assassin, the player's character possesses incredible agility and dexterity. The focus of movement throughout the rendered cities of the game is to stay above the streets, and sneak about out of the line of your enemy's sight. Wherever there is a jutting windowsill or brick, the player can climb. Finding high enough vantage points allows the character to observe his surroundings and expand the scope of accessible territory. Stealth becomes a necessity as the combat mechanics are crafted to accentuate speed and agility rather than brute strength. Often the best course of action is to knock your opponents over, run, and hide. Unlike in the first
Assassin's Creed, however, this can prove difficult. Enemy AI has been vastly improved. The addition of a new "notoriety" system, which forces players to tear down wanted posters, assassinate corrupt, lie-spreading officials, or bribe heralds to diminish the heat on their tails, assures that players think twice before ever engaging in overt action.
In
AC2, the venue changes from the crusade-torn middle East to the bustling world of Renaissance Italy. The title picks up directly were its predecessor ended. Gamers do not technically play as assassin Ezio, but rather modern day bartender Desmond Miles as he plays out his part in a centuries old battle between the Assassin's and the Templars. Desmond is once again strapped into the Animus device, which allows him to delve into the past lives of his ancestors. The player is primarily in control of Ezio as he leaps and climbs across Italy to take out his high-profile targets. The story moves with fluidity to maintain interest. Real historical figures such as Machiavelli and Leonardo DaVinci play a part in the tale. Fans of Dan Brown novels will be tickled as the
AC2 continues its series staple of religious flavored conspiracy theory to great effect.
Demon's Souls
Platform: PS3
Release Date: October 6
Developer: From Software
Publisher: Atlus Co.
From Software's
Demon's Souls (
DS) is a Playstation 3 exclusive that came completely out of left field to take the hardcore gaming world by storm. The game is a spiritual successor to the King's Field series.
DS is a Japanese developed action role playing game created as a distinct homage to the notoriously difficult Western developed RPGs of yesteryear. Ask any gamer who has become fond of the title and they will all tell you the same thing.
Demon's Souls hates you, and you will love it for that.
DS's reputation for brutal difficulty is 100% earned. The game is, however, never cheap or unfair. Every death, whether at the hands of a soul-hungry beast, or surprise pitfall onto a bed of spikes is an opportunity to learn and adapt. From Software's game rewards careful action and forethought, and punishes carelessness. Every victory feels like a life-affirming achievement. Build a character, choose their class (thief, knight, magician, etc), and outfit him with weapons, armor, and skills. After a tutorial mission, the player is set free to struggle for survival in the desolate kingdom or Boletaria at their own pace.
Demon's Souls is a true stylistic accomplishment. The world of From Software's game is the bleakest, loneliest place imaginable. The title's online multiplayer functionality is even designed to support this feeling of hopeless isolation. Adventurers can constantly see the ephemeral images of other players as they explore the same areas from all across the world. These white ghosts blur in and out of existence, but there is no way to interact with them. Those in need of assistance can summon other dead players into their world as blue souls. These allies are usually very helpful, as it benefits them to be so, but are free to come and go as they please, and have no means of communication other than a series of silent gestures. Players may also take on the form of black souls and invade another gamers' realms to do mischief and damage. The only sense of camaraderie comes from a unique message system. Adventurers can leave behind notes about hazards or treasures that lie ahead for newcomers to discover. The possibility for trickery, however, is always there. Even these messages must be taken with a grain of salt and be carefully scrutinized. The result of all of these mechanics is a clever fusion of classic medieval role playing with bit of the survival horror experience.
Demon's Souls is one of these titles that will develop a following, and be spoken of for years to come.
DJ Hero 
Platforms: PS3, XB360
Release Date: October 27
Developer: FreeStyle Games
Publisher: Activision Blizzard
DJ Hero (
DJ) was an unfortunate commercial failure for publisher Activision. Poor sales figures, however, obscure a true quality game.
DJ works off the familiar "rhythm highway" gameplay of the Guitar Hero series, with a number of obvious twists. A new turntable controller was created for the game that consists primarily of a scratching "platter" and crossfader. Where players would once hold a fret button and strum on their guitar controller, one hand is now responsible for holding down a button on the platter and scratching the faux record. The other hand is responsible for sliding the crossfader back and forth to control the balance between the tracks as the current mix plays. Only the dexterous need apply.
The music in
DJ consists of a huge collection of original, party style mashup mixes built out of a number of licensed tracks. Aside from the setlists by the folks at FreeStyle Games, there are also a number of mixes created by well-known professional DJs such as Grandmaster Flash, DJ Jazzy Jeff, DJ Am, and DJ Yoda. Many of these artists also appear as unlockable characters along with Freestyle's original cartoon style avatars. Fans of French House legends Daft Punk were excited to discover that a setlist of original, exclusive mixes of the group's signature tracks is featured in the game, and that the duo would also be playable in all their robot-helmeted splendor.
Earning stars for your performance in
DJ unlocks new characters, venues, setlists, and equipment. Like the money mechanics in Guitar Hero or Rock Band, the system gives you a reason to keep working towards new content. With the rewards tied directly to the quality of your performance in the form of a rating, returning to previous tracks for a better rating has a tangible award. When you combine this with a host of online and offline multiplayer functions that allows for compatibility with guitar accessories,
DJ has a great deal going for it in terms of replay value.
Street Fighter 4 
Platforms: PS3, XB360, PC
Release Date: February 17
Developer: Capcom
Publisher: Capcom
Capcom took a very special approach in crafting
Street Fighter 4 (
SF4). The company took a look at fighting games and noticed that over the years, as the genre aged, the titles became progressively more complex, and less accessible to many but seasoned tournament players. Although a masterpiece of the series,
Street Fighter 3 served as a primary example. Although anyone could pick it up, the split-second perfection that was required to master the game's defensive parry system made it a mechanic that less dedicated fans barely knew about, let alone were able to employ. Capcom, however, was also not willing to simplify their hallmark franchise in such a way as to classify it into the growing casual games market. The decision was made to dial things back a bit and build a title that was reminiscent of a game that, in its heyday, it would have been hard to find a gamer that did not know about it, the classic
Street Fighter2.
Although
SF4 boldly made the transition into three-dimensional character models, the classic 2D spirit of the series was maintained without question. The developers employed a unique comic book like cel-shaded style that maintains a cartoonish quality to the fighters and their surroundings. Further hearkening back to the franchise's animated roots, splashes of ink fly off of characters as they charge up and strike out with certain moves. The fighters are large, colorful and expressive. Backgrounds are lively and interesting.
SF4 is as much a delight to watch in action as it is to play.
The "Focus Attack" is the new technical mechanic for would-be fighters to master. Unlike the above mentioned parry system from the
Street Figher 3, the focus system is far more forgiving and adaptable. Anyone can charge and employ a focus attack to counter an enemy's move by pressing the medium strength punch and kick buttons together; however, with multiple levels of charging, and the capability for a tricky dash-cancel, it becomes a move that the player learns day one, but explores further as his expertise expands. With a large roster of both new and classic characters, online functionality, and an in-depth training mode, there is little reason not to dive back into
SF4 again and again to polish those skills.
Batman: Arkham Asylum
Platforms: PS3, XB360, PC
Release Date: August 25
Developer: Rocksteady Studios
Publisher: Eidos Interactive
Like most other comic book titans, Batman has seen his share of video game adaptations. With few exceptions (besides a personal favorite of mine, Hudson's
Batman for the Japanese PC-Engine), these have been mostly awful. With
Batman: Arkham Asylum (
BA), the folks at Rocksteady Studios hit the nail on the head. The key to
Arkham is that it draws largely from the comics as the source material. Unlike so many licensed comic book character games, it is not an attempt to capitalize on a recent film, television series or toy line. By employing veteran Batman writer Paul Dini, and hiring legendary voice actors Kevin Conroy and Mark Hamill to reprise their roles as the caped crusader and his nemesis the Joker, Eidos's title ensures as pure a Batman experience as one can get.
BA puts players in control of the dark knight as he attempts to survive entrapment on Arkham Island. The Joker springs a clever trap on Batman during the game's opening, and players must soon face off against not only a sea of criminal thugs, but several classic adversaries from Batman's infamous rogues gallery such as Poison Ivy, Bane, and Killer Croc. The Riddler also provides a number of gameplay extending challenges. Keeping with correct comic continuity, the wheelchair bound Barbara Gordon fulfills her role as Oracle, and provides Batman with constant intelligence backup. It is a real treat for fans to say the least.
With their unique "Free Flow" combat system, Rocksteady has ensured a smooth and enjoyable fighting system. Battle, however, is not
BA's only focus. Realistically, Batman is extremely susceptible to gunfire. Instead of running headfirst into a brawl, players are encouraged to stalk the shadows and fight the way that the famous hero really would. Batman can use his grappling hook to perch high above his foes, then swoop down and pick them off one by one, or dangle upside-down like his namesake, and snare passersby. Eido's game also truly taps into Batman's reputation as the world's greatest detective.
BA allows players to enter into "Detective Mode," which applies a colored filter to the game's world. This highlights certain items in the environment for investigation to advance the story, or monitors enemy positions for careful planning.
To build the world
Arkham, the staff at Rocksteady put Epic's Unreal Engine 3 to fantastic use. The dark corridors of the asylum are clear and filled with a remarkable amount of minute detail. Character models are impressive and brimming with personality. On top of all its rewarding gameplay, BA is easily one of the 2009's most attractive titles. These qualities have not been ignored by the gaming media at large. Rocksteady took home Studio of the Year at Spike's 2009 Video Game Awards for their efforts. With a sequel now announced, gamers have more adventuring with the dark knight to look forward to from a group that finally knows how to handle him properly.
Little King's Story 
Platform: Wii
Release Date: July 21
Developer: Cing
Publisher: Xseed Games
Little King's Story (
LK) is quite possibly the best kept secret of 2009. Though a critical darling, it received relatively little press, and faded into obscurity quickly. Like most of publisher Xseed's offerings, it is a bizarre little Japanese title that really has to be played to be fully understood.
LK, however, is not without a certain degree of impressive pedigree. The game is the brainchild of Yasuhiro Wada, creator of Natsume's long running
Harvest Moon franchise.
Little King takes the building and resource management properties of a life-sim title like its spiritual forefather
Harvest Moon, or Nintendo's
Animal Crossing, and fuses it with a combat-lite strategy and puzzle game akin to the celebrated
Pikmin series. What emerges is a bizarre title that is addictive as well as challenging. Players control a fledgling king as he attempts to raise his kingdom up from a collection of ramshackle hovels into greatness. He does this by venturing off into the wilds with a coterie of subjects at his heels. Townspeople are assigned job classes that then affect their abilities. For example, soldiers are good at combat, carpenters can build bridges, and hunters attack from a distance with bows. The player puts together a party of these citizens and attempts to fight monsters, retrieve treasures, and eventually battle rival kingdoms. Success results in expansion of the kingdom, and an income of wealth that allows for new buildings, expanded job classes for citizens, and courtship of a number of adorable princesses.
What
LK lacks in visual prowess. It makes up for in style. Developer Cing attempted to give the game the feel of a charming storybook. The world's bright colors, and the camera's constant soft filter achieve this. The childlike appeal of the narrative is enhanced by the use of a soundtrack that consists largely of common domain pieces taken from classical music and opera. Although some critics decried this as a cop-out to avoid original compositions, I would argue that it was a conscious decision that acts to enhance the game's overall feel as an old school fairytale. Like many of Xseed's publications,
Little King's Story enjoyed a very limited print. If it can be found, however, it would be a mistake to miss out on this charming Wii exclusive.
Muramasa: The Demon Blade 
Platform: Wii
Release Date: September 8
Developer: Vanillaware
Publisher: Ignition Entertainment
Hot off the heels of their 2007 action RPG masterpiece
Odin Sphere, Vanillaware released the gorgeous
Muramasa: The Demon Blade in 2009. Following in the developers long standing tradition, the game is a two-dimensional feast for the eyes. Each of the environments, characters, enemies, and impressive bosses are produced by several fluid, hand-drawn layers that move with smoothness, grace, and personality across the screen. It would be no stretch of the imagination to claim that
Muramasa is as much as piece of art as it is a game.
Borrowing a bit from the mold of
Metroid, Vanillaware's game is an open-world action side-scroller with light RPG elements. Players take on the role of either ninja Kisuke or spirit-possessed princess Momohime and journey across a stylishly rendered ancient Japan. Travelling is broken up by randomly occurring, self-contained battles. After skillfully dispatching a group of enemies with an action combat system, players are rewarded with experience that powers up their characters, and money to purchase useful items. Borrowing from their previous title
Odin Sphere, Vanillaware employed a food and cooking system in
Muramasa. Eating restores health, but it also fills up the player's character. Because if this, care must be taken in between each instance of healing to actually survive. It may not be possible to restore oneself entirely without filling up your belly and preventing you from eating more.
The item collection enthusiast will also find a great deal to love in
Muramasa. The title features 108 different demon blades which must be forged throughout the adventure. Each sword has its own statistics and unique, powerful, magical attack. Players equip three of these weapons at once, and must juggle between their use, as they wear and break in battle. With this collection element, two playable characters, and multiple levels of difficulty, there is definitely cause for replay.
Along with its visual beauty,
Muramasa also deserves additional praise for its atmosphere. As with
Odin Sphere and
Princess Crown before it, Vanillaware's latest title possesses a truly unique feel that can only be described as light and ephemeral. Though all contribute, this characteristic does not lie in any single aspect of the title like its art, the way it controls, or its story. The strange sensation of playing
Muramasa is almost Zen like, and pays simple homage to the lost world in which the game is set, and the folklore upon which it is based. Finally, special attention should be brought to expert composer Hitoshi Sakimoto's breathtaking musical work. The soft and rich pieces that play throughout the game compliment the above mentioned atmosphere, and cement the soundtrack's place as my favorite of the year.
Honorable Mention:-
Fat Princess (PSN)
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Shadow Complex (XBLA)
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New Super Mario Bros. Wii (Wii)
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Nostalgia (DS)
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Retro Game Challenge (DS)
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Half-Minute Hero (PSP)
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Phantasy Star 0 (DS)