Heavy Rain
For me it was a game that poignantly used literary devices unlike another game I'd seen to date. From the dramatic presentation of emotion and the various realities so many struggle to face, were presented in a definitive package of what a riveting story could be. The biggest impact however, was later in the game upon reflection of the caged bird that had died and grasping the meaning in the conversation Sean had with his father about the unfairness of death. I had, at the time, recently dealt with the passing of my own father so mortality was a persistent thought. Being a father of a child the same age as Sean in the game (and it so happens my son and I are named Shawn), it struck a chord with me as I considered my own mental state were I to have been the father in the game. It was a no fault situation, but that didn't alter the outcome and I think that was a very deliberately difficult thing for immersed players to deal with throughout. Overall, the moral paradoxes that were present within each character and how they were interconnected yet mostly unaware provided a solid foundation for players to emotionally drown themselves.
LA NOIR
LA Noir was simply fun for me. It had it's issues and downsides for sure. It was relatively shallow and didn't quite live up to the hype given prior to release, but all around I enjoyed it and thought that a noir detective style game was a bold move pulled off relatively well against the backdrop of your rail shooters and humdrum RPGs sitting on shelves at the time.
Red Dead Redemption
Who doesn't love a spaghetti western, right? I'm sure some don't. I don't usually, though the overall presentation was of great quality. Rockstar was on a roll with non GTA titles for a brief moment and RDR added to their repertoire. What really gave this an effect on me was how it was pieced together like a movie and held true to elements of western films. John is a crook, but wants to stop and settle down. The Law, equally crooked, twists him all up and he gets nailed doing their wetwork so that he can just live in peace. John's son Jack later grows up and hunts down the man who killed his father - and while part of me wanted to let John walk away and be guilt free by not killing a law officer, the other part of me wanted him to simply unload both sixes without a care and get that satisfaction of revenge because it was an effed up situation and John got jerked around unduly. When I feel what a character should want, and enjoy choosing the justifiably wrong action - it had an effect. I wanted it for Jack and John, not for me.
Ni No Kuni
The care given the the material and the seamless blend of studio quality Ghibli animation with the often detailed Level 5 craftsmanship made a wonderfully immersive title that was sadly underrated. Ni No Kuni was a delight to play and the only draw back was that the story was such that the game length was exactly where it needed to be but also carried the caveat of an immediate replay was like restarting Bleach after immediately watching all 300+ canon episodes; you really want to do it....at some point, but not right this second.
Valkyria Chronicles
For an RTS, and passe art style (effective and fitting for the title, but passe all the same) this was a compelling title. Normally I'd play RTS titles like Company of Heroes and Blitzkrieg, so it was refreshing to have a 'future 40's' entry to an RTS that gave players an opportunity to watch development of characters in a unit rather than just a command group. In a way, it reminded me of Band of Brothers meets Anime - every character of all ranks were important because they had life of their own and a personality that motivated the player to succeed.
Final Fantasy VI
Tackling adult topics in a way I could relate was a first for me here. Other titles may have done similar but I hadn't been exposed thus far.People bicker over which FF title is their favorite - for me it has and likely will be FFVI. The art style wasn't uncommon for the time, but I enjoyed the rick colors and how the story was presented. I deeply appreciated how Terra dealt with her age in context to the responsibility thrust upon her while also dealing with self-worth. Unlike other entries, I felt VI also did the better job with pacing than other entries and RPGs in general at the time. Overall I feel it influenced many other RPGS more than VII as we still see many elements of VI resurface in the genre. Additionally, Kefka was about as close to a textbook psychopath as any game I've played. He wasn't a super buff solder or rich and powerful juggernaut, he was
bats*it crazy and not once acted as if anything he was doing was immoral or unethical - making him truly terrifying and horrific by any objective metric I could devise at the time. What made this important was that Kefka wasn't a villain that was designed to be killed as an objective, the design was that he literally needed to die for any sense of global safety to come about; the characters weren't mad at him (they were, but that wasn't their point per se), there was a recognition that his presence was detrimental to
all life. I recall the feeling when I realized it (poisoning the water) - he literally had zero F's to give anyone for anything. So, for me VI was the impression maker.
Honorable mentions:
SaGa Frontier
On ambition alone. I absolute HATED this game. I became so frustrated with nearly everything about it - from the conflicting art styles within to the enraging mechanics and shoddy plot. BUT, I recognized immedately the values in the ambition and what was being tried. I literally paid someone to keep it. I paid
them $15 to take a game I liked even
less than E.T. on the Atari 2600. True story.
Loom
For whatever reason, I would bounce between Secret of Monkey Island, Day of the tentacle, and Loom. Every day I would go back to Loom and though it wasn't a remarkable title by most standards, something about it sticks in my mind - the art and vibrant colors, or that there is no real clear definition as to whether Bobbin saved the world or abandoned it.
Vagrant Story
enough said. If you've played it, you totally understand entry. If you haven't - we can't be friends.
