Top 5 Critical Miss Game of 2020

2020 is officially in the garbage can and good riddance to it. It was a rough year for reasons that should need to be stated. My mental health was a roller coaster ride of gradual raises and sudden drops, but I had had video games for relaxation and escapism. In my ongoing journey to play classic games I missed out on growing up, I played a good handful of games for Critical Miss this year. Before I repress all of 2020 from my memory, I wanted to order my favorite classic games from the series for the year. 

This year’s list was harder to make than last year’s. While I didn’t outright despise anything I played, only a few games I fell in love with and captured my mind, leading me to roll them around in my head for weeks after finishing them. Some truly classic games, like Metal Gear Solid, with its storytelling and cutscenes not seen before on consoles, and Super Metroid, with its incredible atmosphere for a 16-bit game and explorative gameplay, didn’t quite make the list. I wanted to mention them though since they are still very worth playing today. Other honorable mentions would be Starfox 64 for having differing paths to discover and Vanquish for just being a hectically fast-paced and fun game. But, without further ado, here are the top five Critical Miss games of 2020.

#5) Banjo-Kazooie

While it’s true that I had some major issues with the last couple levels of Banjo-Kazooie and they left me frustrated with the game, I cannot deny that the majority of it is still extremely strong. There is a variety and creativity displayed in the game that manages to still stay true to its core design and playstyle, something a lot of other games of the genre from the same era struggle to achieve. With a wonderful sense of charm and fun, the game is a pleasant little romp without feeling saccharine. Even though it’s not my favorite 3D platformer of its time, it is very much worth giving a play today.

#4) Devil May Cry 3: Dante’s Awakening

I was not really a fan of the original Devil May Cry when I played it earlier this year. I found it repetitive and clunky to control. Luckily, Devil May Cry 3: Dante’s Awakening managed to improve on everything from the original. With a larger world, more unique weapons and bosses, and a deliciously campy, over-the-top story shown throughout utterly ridiculous cutscenes, DMC 3 is a blast from start to finish. Controls are still not perfect, but they are much better than the first game and no longer feel like you are running through mud. There are less platforming sections in Dante’s Awakening compared to the first game, but they are still pretty terrible. The game was fun enough to convince me to try out the rest of the series and I’m excited to drive into the fifth game after I paddle through Devil May Cry 4.

#3) Paper Mario: The Thousand-Year Door

I’ve never played a Paper Mario game before Paper Mario: The Thousand-Year Door. Now I have a sinking feeling that it might be tough to go back to play other games in the series because this game is so fantastic. I love nearly everything about this game: the art style, the characters, the humor, variety in chapters. The best part by far, however, is the active battle system. Requiring the player to perform button prompts or little minigame-like challenges to power up or even land an attack is a wonderful idea. It gives them something to do in the turn based battles and is plain fun. The only reason this game is not higher on the list is because some sections are not very interested. The wrestling tournament just results in battle after battle, the search for General White is just artificial padding, and the less said about the Bowser sections the better.

#2) Spec Ops: The Line

All good art should in some way elicit an emotion from the audience and that’s exactly what Spec Ops: The Line does. After masquerading as a standard modern military shooter for the first half of the game, the curtain flies off and the player is thrown into the depths of a harrowing story of war crimes, PTSD, and the fine line between being a soldier and an outright killer. It’s a gut punch that is very effective, even when I knew the heel turn of the game prior to booting it up. While the story is unique, engaging, and sometimes hard to stomach, the gameplay is just fine. Not bad at all, it’s completely solid and well designed, but doesn’t do anything new or interesting. It’s necessary for the overall message of the gameplay, granted, but it’s the lackluster gameplay that landed Spec Ops: The Line in the number two spot.

Photo by SilenceInTheLibrary. Found at specops.fandom.com/wiki/Spec_Ops:_The_Line

#1) Silent Hill 2

Widely considered to be one of the best horror games ever made, Silent Hill 2 is a mastercraft in atmosphere, video game storytelling, and general spookiness. I was surprised by how genuinely unnerving and frightening the game was, how well it got under my skin. The most interesting thing about the Silent Hill 2 is how all its assumed flaws actually benefit the atmosphere and story, feeling debatably intentional. Things like the pretty awful voice acting, completely bizarre characters and interactions between them, and the stiff movement and clunky combat all lend an air of unworldliness and desperation to the game. It is a game with a singular focus sharp as a razor blade, with the enemies you struggle against and the locations you explore all symbolism a different aspect of James’ personality and faults. It is a perfect game for what it set out to accomplish.


I had a hard time choosing between Spec Ops: The Line and Silent Hill 2 for the number one spot. They battled in my mind for weeks, going back and forth as the one I preferred. In all honesty, if asked on a different day or while in a different mood, Spec Ops could have easily been granted my favorite Critical Miss game of the year. I guess it would be fair to say they are tied. All the games on the list are great and I had a blast playing them all, but if I had to choose two from the list to suggest anyone plays, it would easily be Spec Ops: The Line and Silent Hill 2. They gave me the strongest emotional reaction of any games I’ve played in a long time and really show the uniqueness and strengths of the types of stories only video games as an art form can tell.

Photo by AlexShepherd. Found at silenthill.fandom.com/wiki/Silent_Hill_2

Silent Hill 2 – Critical Miss #20

Photo by AlexShepherd. Found at http://silenthill.fandom.com

Town of Blood and Fog

It’s October which means it’s spooky season. While I love horror movies, I haven’t actually played many horror games. I could make excuses like how they don’t tend to interest me or I find them mechanically light typically, but the truth is horror games freak me the fuck out. It comes down to interactivity. I can sit back, idly watching a movie and judge the characters for making poor decisions, but in a game, I am the one who has to make the poor choices if I want to progress. When it came time to choose a classic scary game for the Halloween Critical Miss this year, there was one game that immediately came to mind.

Silent Hill 2 released in 2001 to immediate commercial and critical success. Even today, it is widely considered to be the high point of the series and one of the scariest games ever made. It’s praised for its atmosphere, psychological horror direction, and symbolism in design. The game centers around James Sunderland coming to the fog shrouded resort town in search of his wife, Mary, who has sent him a letter despite being dead for three years. Walking toward the town, you meet a woman named Angela who warns James not to continue onward because there is something wrong with the town. And she is absolutely right.

The titular town is enveloped in a dense fog making it impossible to see more than ten feet in front of you and is infested with monsters, terrible humanoid shapes with their arms pinned to their torsos like their burnt skin is a straight jacket. When you first make it to Silent Hill, you will spend a good chunk of time wandering aimlessly around, dodging the shapes materializing out of the fog, until you find any indication of where to go. Silent Hill 2 is not afraid to make the player lost. Once you find the thread to follow to destinations, the game is sign-posted well enough, but until then, you are on your own. This is extremely effective in creating fear since you are trapped in this unfamiliar town you can barely see and there are monsters around every corner and hiding under parked cars ready to jump out and maul you.

Photo by AlexShepherd. Found at http://silenthill.fandom.com

All monster encounters are extremely tense since the controls are very stiff and weighty. Combat, when you are forced into it, is especially stiff, sticky, and enemies take a lot of damage before dying. It is always advisable to run away from enemies rather than fight them due to resources needed to kill them, both ammo if you have any or healing items needed to keep James alive. I was very grateful to discover you could turn off tank controls earlier on, but the free movement is still based on a very uncooperative camera. Camera angles change suddenly, leading to running back down the hall you just exited and it swings slowly ,almost drunkenly, around when positioning it behind James. The camera is disorientating and makes the player never feel settled in a place. 

James must find his way through Silent Hill to find Mary and to do that he must navigate its streets and buildings while plunging deeper and deeper (literally at times, as in the prison) into the darkest depths of the horror and misery of his past. You’ll visit four main areas throughout the game that sort of act as dungeons from a Zelda game or a RPG. There are the apartment buildings, the hospital, Silent Hill Historical Building and the prison inexplicably below it, and the hotel. You will have to search rooms for items to either solve puzzles or unlock new rooms to search. The puzzles are typically clever logic puzzles, like the coin puzzle, or have hints somewhere nearby to clue you in to the solution, like the clock puzzle or combination lock. As the game progresses though, I feel the puzzle start becoming more obtuse. The main culprit of this is the block of faces just after the prison. I’m not sure if I missed the hint saying what to do, but I could not for the life of me figure out what was expected of me until I looked up the solution. The puzzles are either clever but solvable, or encourage exploration, both which I enjoy, and they are only really let down by the clunky inventory menu. Overall, the gameplay of Silent Hill 2 is fine, it’s passable, but that’s not the star of the game. The real reason to play this game is the town itself, James, and the complete horror one finds when confronted with their darkest secrets.

Photo by AlexShepherd. Found at http://silenthill.fandom.com

As James gets pulled into Silent Hill, so does the player through the game’s atmosphere. Everything is dank and empty with metal doors rusted, windows broken, and the walls covered in grime. The game takes familiar settings like a hotel or hospital and makes them hellish and alienating by plunging them into darkness and coating everything in rust and filth. The visuals still hold up extremely well today, but the sound design is on a whole other level and is some of the best I’ve ever heard. Sounds range for the loud radio static when monsters are nearby to the quiet barely heard whispers of unknown voices, the constantly pounding of James feet to sudden crying of a baby heard in only one room. Everything sounds chucky and uncanny, real enough to be recognized but odd enough to unnerve anyone hearing them.

Uncanny is how I would describe the characters too. Not in an “uncanny valley” sense where their models invoke an unease in the players (although there is some of that since this is the PS2), but more in their actions and conversations. James is pretty unflappable. Sure, he reacts to the horrific things happening in front of him, but he never seems to react to an appropriate level. His first encounter with Maria is a perfect example: he first mistakes her for his wife because she is Mary’s exact double, but is a sexier outfit. She immediately takes a liking to James and comes on to him very hard, despite the fact that they are trapped in a town full of monsters. James acknowledges Maria’s likeness to Mary, but that’s it. He just accepts it and moves on, no real questions after this interaction. I think James’s cold acceptance to the things he sees mostly has to do with the voice acting, which is not great with flat and stilted delivery, but it honestly works better than expected. It helps add to the other-worldly feeling of the town, as if the characters are too numb, terrified, or simply indifferent to care much about what is going on.

Whether the poor voice acting was intentional or not, it adds so much subtle unease to a game that’s filled to overflowing with subtleties. There are quiet sound effects, like footsteps following you in the beginning of the game and heavy breathing in certain rooms, that only happen in particular areas and are easy to miss. All the enemies represent the larger themes of the game. There are all feminine in nature, like the mannequin enemies that are just too sets of women legs and the nurses, except for Pyramid Head, face of Silent Hill since his introduction in this game. Pyramid Head is a tall, powerful male figure often seen attacking and assaulting the feminine enemies. The enemies represent every thing of James’s guilt of past actions to his frustrated libido since Mary’s passing. It’s so unnerving when you realize this because it adds so much more to the town of Silent Hill itself. It makes the town feel the main antagonist of the game, an alive, thinking entity with its own agenda for James.

Photo by AlexShepherd. Found at http://silenthill.fandom.com

All this builds to a tense and terrifying game. It breeds that special type of anxiety in you, that tightness in your chest, the sense of never feeling completely safe. The dread builds and builds until the very end where the game closes like a quiet door. It doesn’t offer a big, cathartic climax where the secrets of the town are discovered with a big, horrific set piece like many other horror games offer. Instead, the game’s climax is an emotional one, where the player watches James admit to and accept responsibility for his past sins. It’s a quiet, bleak, and heart wrenching moment because it’s not easy to not get invested in James and his suicidal quest in Silent Hill.

When I played, I got the ending that suggests that James commits suicide to be with his wife. You never see it, but it’s very much implied. After watching the other endings, this one feels the most fitting for me and my understanding of the town of Silent Hill. The town doesn’t not exist to redeem or offer any sort of relief to those it chooses, it exists only to punish and to torment. 

I wouldn’t call the game itself very punishing. It checks a player’s overconfidence through stiff combat and having James be quick to die, but mostly the gameplay is just a little stiff and the puzzles oblique. But it works for this type of game and paired with the thick atmosphere and fantastic story. James and his journey through hell will always have a place in the back of my brain, poking at my thoughts like a thorn. I’ve been turning Silent Hill 2 over in my head again and again since completing it, and that’s always the best sign to me that I really loved a game.

Photo by AlexShepherd. Found at http://silenthill.fandom.com