Los Angeles Times

At an isolated time, these games connected us

- TODD MARTENS GAME CRITIC

So much of mass entertainm­ent was delayed, derailed, postponed or f latout canceled amid the COVID- 19 pandemic, but games kept coming. Although not everything hit its intended release date, it was play that we turned to and play that connected us.

Games are once again the most sought- after holiday gift, thanks to new consoles from Sony and Microsoft. But when I think about what I played in 2020, it’s not the big blockbuste­r games — so- called AAA games in industry parlance — that stand out. No, it’s how play collided and intersecte­d with all aspects of our life, from Zoom calls to our social media channels to drive- through experience­s to simply providing new ways to look at our living spaces.

If there’s a positive to our stressful times, it’s that games have more sharply focused the concept that play is not just a storytelli­ng medium but one that, at a time we need it most, provides a deep sense of community.

These concepts help inform the games that mattered to me most in 2020.

1. “Animal Crossing: New Horizons” ( Nintendo Switch)

No game mattered as much as “Animal Crossing: New Horizons.”

Heading into the year, it was certainly a hotly anticipate­d title, but what was unexpected when it was released in March was how the friendly, approachab­le Nintendo franchise became the balm so many of us needed and the sense of connectivi­ty we were suddenly lacking. With daily tasks and a workmanlik­e approach, “Animal Crossing” games have always been about routine, but the island setting of the latest allowed us to create and share outdoor paradises that transporte­d us to a simpler, more imaginativ­e world.

“New Horizons” be

came a place to hang with friends, a virtual gathering where comfort is always the priority over competitiv­eness. No wonder the game was adopted and championed by art institutio­ns such as the Getty, political campaigns, and players and nonplayers alike who saw it as a safe way to creatively interact. It’s a game that wants to hug its players rather than challenge them, and that’s one of the many reasons it’s the game of 2020.

2. “Mario Kart Live: Home Circuit” ( Nintendo Switch)

Don’t make the mistake of writing off this toy as a novelty. Also, don’t err by thinking “Mario Kart Live: Home Circuit” will or should provide the depth of a “Mario Kart” experience. I think it does something even more powerful.

The lessons of this augmented reality- enhanced game, which requires a Nintendo Switch, should live well beyond our pandemic year. Rare is the game that comes to us, that meets us where we’re at, and then asks us to look at our surroundin­gs differentl­y. To view a setting so familiar — our homes — from a new and curious perspectiv­e. “Mario Kart Live: Home Circuit” is a reminder that play is a medium that gives us the tools to see the mundane with a sense of wonder.

The pitch is simple: A remote control toy kart with a camera turns our home, when viewed through the Switch, into “Mario Kart” courses. Sure, you may drive straight into a garbage can or get a wheel stuck in a rug, but the shift in viewpoint is never less than enchanting.

3. “I Am Dead” ( PC, Nintendo Switch)

The pandemic, via video conferenci­ng, has brought more people into our homes than ever before, at least for those of us not using virtual backdrops. And thus, a few weeks ago, my therapist changed the course of our conversati­on when she wanted to know about the various knickknack­s and artwork I had in my place — what they mean to me, why I keep them and what I think they say to prospectiv­e partners who may come over. I was nervous that the exercise would be pointless nostalgia, but I was wrong.

“I Am Dead” is a more magical version of that inward quest. This lovely, quaint and very British game has us inhabiting an inquisitiv­e — and expired — small- town museum curator as he seeks to learn more about the ghosts that pervade the small town he lived in and forever loved. Nothing in “I Am Dead” is sad; this is a work that simply wants us to ask questions about where, and with whom, we find meaning. And it has a talking dog.

4. “Arcana” ( Instagram)

An Instagram game that ran for three weeks — it’s still online at arcanagame. com — “Arcana” was the best sort of alternate reality game, one that establishe­d boundaries, forged intimacy and let story drive the action. There were plenty of puzzles, some I failed at solving, but the project never felt “gated,” that is, it understood that we use social media to make connection­s with others, and sometimes, oftentimes, those connection­s prove to be false.

More important, “Arcana” was the kind of project that was conceived during the pandemic and meant for the pandemic but that also transcende­d it. Anyone with an Instagram account could play, and they could do so at their level of involvemen­t without feeling lost. Sure, the main character of Jade ( Nerea Duhart) didn’t always make the smartest choices, but that’s par for the course this year. “Arcana” worked because it understood that we look for stories in chaos.

5. “The Last of Us Part II” ( PlayStatio­n 4/ 5)

There were times I wanted to stop playing “The Last of Us Part II.” The game is relentless in its presentati­on of violence and cynicism, as the PlayStatio­n 4 work — one of the final games of the just- wrapped

PS4 console generation — shows mostly contempt for all of us and our ability to destroy the world. So yes, it’s dark.

But I also felt compelled to see it to its end. When all was said and done, the game from Naughty Dog put the emphasis on human f laws, even if it illustrate­d them by showing us emotionall­y difficult extremitie­s. I won’t say it isn’t challengin­g to play through, but I also consider it a triumph in environmen­tal storytelli­ng, especially for those who want to spend the time to understand what its main characters are thinking.

Put another way: It took me 30 hours to finish, and when it was done, despite all the bloodshed and zombielike enemies, I felt as if I had just completed a character study.

6. “Blaseball” ( online)

If I told you that even as a

lifelong baseball fan I didn’t understand everything about “Blaseball,” you would likely question why it’s on my year- end list of 2020’ s most meaningful games. But that’s also the very reason it’s here.

“Blaseball” is vague. “Blaseball,” a free, webbased game ( blaseball. com), uses the language of baseball game box scores — that’s pretty much all it uses — and asks us, the viewers, to do the rest. We can inf luence the world by voting on often- absurd choices, which are sometimes very supernatur­al in nature, but “Blaseball” is an ongoing experiment in community involvemen­t.

Yet not in the standard video game way, where systems and controls will overwhelm. “Blaseball” lives in our web browsers, asking us only to pretend and communicat­e. For those who play, it can exist in the background, running autonomous­ly while we dream up backstorie­s. For newcomers, welcome. Don’t be overwhelme­d. Here there are no written — or unwritten — rules that aren’t meant to be broken.

7. “Ori and the Will of the Wisps” ( Xbox consoles, Nintendo Switch)

Confession: Sometimes I boot up “Ori and the Will of the Wisps” and don’t even play it. I just turn it on and treat it as if it’s a living painting. The game really is that beautiful, its mystical, twilight forests full of warm light, tranquil colors and odd creatures. Some are foreboding, causing Ori to f lash brightly in pain when encounteri­ng them. Each time you hear that little yelp, it’s hard not to feel a tinge of sadness.

This affecting game can fool us into believing it’s an interactiv­e animated film. Ori, a shimmering creature with wave- like fur and wide, probing eyes, is lost in a world that packs as much wonder as it does danger. And there’s plenty of the latter, as “Will of the Wisps” is an awful mighty challenge. But as we move backward, forward, up and down amid its world, we’re likely to be as amazed as we are stumped.

8. “If Found ...” ( PC, Mac, iOS, Nintendo Switch)

One of the deepest connection­s I forged this year was with someone who doesn’t even exist.

Kasio lives only in “If Found ...,” a lovely vignette of a game that, if played on a mobile device or Nintendo Switch, invites us to touch the screen.

Doing so doesn’t really forge an attachment, of course, but it provides the illusion of doing so as our fingers move left and right as a virtual eraser while we advance through Kasio’s relationsh­ips and diary.

We’re connected to Kasio for only a short time in her life, but “If Found ...” wants to show us her most personal thoughts, as well as her fears, her insecuriti­es and her regrets. When we swipe the screen, we erase memories. Or we think we do. “If Found ...” is a game about moving on, telling its story by providing a brief glimpse into the mind of another. Thus, the more we absorb and help Kasio forget her past, the more we’re invested in what her future can be.

9. “The Under Presents: Tempest” ( Oculus Quest/ Rift)

One of the most exciting projects in virtual reality is “The Under Presents,” and in our pandemic year, the local studio behind the experiment­al project took on “The Tempest.” No, it wasn’t a full interpreta­tion of the Shakespear­e classic, but how long can you really spend in a VR headset? Instead, for a limited run, the Silver Lake/ Atwater Village- based Tender Claws gave us a timely show that was tucked inside “The Under Presents.” Here, we met a live actor struggling to manage the responsibi­lities of an acting gig amid the pandemic.

Throughout, we could snap our fingers in the hopes of casting spells, use grand gestures to reenact scenes from “The Tempest” or simply f lail around like goofballs. All of the above resulted in feeling like we were somewhere else.

10. “Spiritfare­r” ( PC, Xbox consoles, PlayStatio­n 4/ 5, Nintendo Switch)

In a way, “Spiritfare­r” is a complement to “Animal Crossing: New Horizons.”

“Spiritfare­r” infuses the calm of the latter with more direct gamelike tasks. We build a boat, hunt for resources and try to appease our shipmates. Only here, those sailing with us are likely people we met, at least when they were alive, and we have to get to the bottom of what is making them restless when they’re dead.

This has been a difficult year for a lot of us. and I loved “Spiritfare­r” as it reminded me that everyone we meet is probably going through something. It also emphasized how if we truly want to get to know someone else, we have to actually care for them.

 ?? I l l ustration by Micah Fluellen Los Angeles Times; Richard Hogg Hollow Ponds / Annapurna I nteractive; Nintendo; Thunder Lotus Games ??
I l l ustration by Micah Fluellen Los Angeles Times; Richard Hogg Hollow Ponds / Annapurna I nteractive; Nintendo; Thunder Lotus Games
 ?? Naughty Dog; Sony I nteractive Enter t ai nment ?? THE JOURNEY of Ellie, left, and Dina drives “The Last of Us Part II,” a story of revenge and intimacy.
Naughty Dog; Sony I nteractive Enter t ai nment THE JOURNEY of Ellie, left, and Dina drives “The Last of Us Part II,” a story of revenge and intimacy.
 ?? Nintendo ?? “ANIMAL CROSSING: New Horizons” gives us a space where comfort is valued over competitio­n.
Nintendo “ANIMAL CROSSING: New Horizons” gives us a space where comfort is valued over competitio­n.

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