#10: Bayonetta 2
The release of Bayonetta 2 can be considered a miracle. The game went through development hell. Sega was going through some sort of financial restructuring, so they weren't willing to fund PlatinumGames' project. Right before the development got completely cancelled and thrown to the trash bin, Nintendo came in an swooped the publishing rights for Bayonetta 2, ultimately saving the day. This game was released for the Wii U in the year 2014, and we then obtained a port of it in 2018 for the Nintendo Switch.
In a nutshell, Bayonetta 2 belongs in the Hack N' Slash genre. You travel through set pathways, defeating enemies with all sorts of weapons and combos along the way, until you finish a level and then go to another level. Rinse and repeat until you finish the game. There are hidden pathways in between for you to explore and defeat optional bosses in them, which adds a lot to each level. The gameplay is fast, hectic, and completely over the top. Like similar games from the same genre, you can either just button mash your way through the entire game, or you can take your time to learn and master all the mechanics and complex combos that Bayonetta has up her sleeve. From crushing enemies with her thick thighs to summoning devilish creatures from the underworld, the arsenal of attacks that the protagonist has at her disposal is no joke.
Bayonetta and Bayonetta 2 are games that are designed to be played over and over again, something that most games directed by the mastermind Hideki Kamiya share between them. The replay value comes from attempting to obtain better scores in each stage, collecting all there is to collect, and buying each and every object from the shop. The main campaign is about ten hours long, which is honestly way too short even for the Hack N' Slash genre. Thankfully, this could easily be fixed with additional content.
Something that could work out is what PlatinumGames did with another game they developed back in 2013, Metal Gear Rising: Revengeance. For that game, the developers released two separate additional stories as DLC, and they were both well received by the fanbase. Also, there was another content pack that added extra side missions, which was also well received because of the insane amount of content it added to an already good game. I'm sure that it wouldn't be hard to make up a side story to put Bayonetta and her sidekick Jeanne in. The base game's story isn't that much of a deal to begin with, so another simple plot could easily work out if it means having more of our lovely hypersexualized empowered witch.
Another great idea for DLC would be additional costumes that reference other Nintendo franchises. The base game already has costumes that resemble Princess Peach, Princess Daisy, Samus, and Link. I would love to see Bayonetta in Captain Falcon's blue race suit, or in Pit's robes from Kid Icarus. The game is already heavy on the fanservice it offers, so why not go all out and take it to a whole new level?
You may think that DLC for this game is not possible because Bayonetta 2 is a Wii U port, but there are facts that disprove that statement. Nintendo recently showed us that ports can also receive DLC, releasing additional content for Captain Toad: Treasure Tracker earlier this year. That game was first released for the Wii U in 2014, and it was then ported to the Nintendo Switch in 2018. That's five years since its original release date, which shows that if a game is popular enough, it still has the possibility to receive support further down the line.
Ultimately, Bayonetta 2 is a really good game, although way too short. Bayonetta 3 will probably see its release date somewhere around early 2020, so having more of her for the meantime would've been great.
Fun Fact: In one of Bayonetta's taunts, she says "If you need to learn how to talk to a lady, ask your mum". This is a reference to Hideki Kamiya's Twitter responses, in which he responds some of the questions that the fans make by just saying "Ask your mom".
#9: Baba Is You
The puzzle genre as a whole is not for everyone. It's very easy to get frustrated once the difficulty gets going, and not all gamers are willing to sacrifice their sanity in order to complete the most laborious levels, let alone a complete game that's all about making your brain work overtime. The enthusiasts from these type of games received this year a game that completely revitalized the tried-and-true formula that characterizes the genre in the form of Baba is You.
Baba is You is a game that's all about changing the rules in order to succeed. The concept is simple. There are sets of words scattered around the level. If the words are not cornered, you can push them around to form sentences that alter what you're able to do. Take for instance, the sentence 'Wall is Stop' is positioned in the middle of the stage, and this triggers a rule that prevents you from walking through walls. If you take out the word 'Stop' from the sentence by pushing it, the rule is cancelled and you're now able to clip through the walls. Everything starts out simple like that, but before you notice, you'll be in a stage that will make you bang your head against the wall due to frustration. The solutions for each stage never cease to amaze, there are a handful of ways to solve each and every level. From the cheap and straightforward way out, to the extremely intricate route that will make you feel smarter once you pull it off.
The base game of Baba is You has a little over 200 levels, which is an incredible amount when we take into account that the game starts becoming rather hard around the 20th level and everything goes uphill from there in the difficulty area. Around level 50 or so the game starts to become unforgiving, and only the people that truly love to put their brain to the test remain at that point. Getting to the very end is a long and punishing journey, which makes finishing the game so fulfilling.
The concept of Baba is You is very unique even within the puzzle genre, there hasn't been anything similar to it before, at least that I'm aware of. I believe that it would be a great idea to release an expansion pack that adds more of these wonderfully crafted and brain-breaking levels for the people that want more of it. The more, the merrier. Something a little bit more difficult wouldn't hurt. Game developers nowadays usually pander to the casual crowd, which is something that the creators behind Baba is You didn't do. The game is already difficult, and adding even harder levels would really please the hardcore puzzle genre fans that want to push their brains to new limits.
Baba is You truly provides its players with great mental gymnastics. It's good to play something that makes you bring your A-game to succeed in more than half of its levels, instead of the excessive hand-holding that we get nowadays. I really hope the developers decide to develop DLC for this game. Or even better, a sequel. The concept of this game is so original and inspiring, I can't wait to get more of it. Overall, if puzzle solving is your cup of tea, Baba is You is a great choice to add to your collection.
Fun Fact: 'Baba is You' is a play on words. The design of Baba is partially inspired by a ewe, so technically, Baba is Ewe.
Nintendo is a company that has defined the platformer genre in both 2D and 3D settings, including everything in between. They tend to cater towards making lighthearted adventures, for people of all ages to indulge in. One of the latest platformers they've published is Yoshi's Crafted World. This game is the eight installment in the antropomorphic dinosaur's very own franchise. Without counting the very first game in the sub-series, which is Super Mario World 2: Yoshi's Island, these games tend to be very laid-back regarding the difficulty, providing its players with a fun, exasperation-free time. Yoshi's Crafted World is no exception.
Yoshi's Crafted World is a game that in my opinion is very reminiscent of collectathons from the fifth and sixth generation of game consoles. It's very easy to get from the beginning to the end, the true challenge lies in obtaining everything there is to obtain. What truly separates Yoshi's Crafted World from other similar titles is its lovely graphics. I'm part of the group of people that believes that a clear cut-art direction beats hyperrealism any day. For me, having a distinct identity in the visuals department is much better than being able to appreciate the details in a random soldier's nostril hair in the latest Call of Duty entry. The thing is, the developers went all out with the meticulous approach they took with the details. Everything looks handmade and straight out of a child's toy box. Even the enemies look remarkably charming. It takes the word 'cute' to a whole new level without it ever feeling cheesy or unbearable.
Like I said in the previous paragraph, the true adventure in Yoshi's Crafted World is getting the game to 100% completion. Doing this can take you around 45 hours, which is a great time for a 2.5D puzzle platformer. However, we're in an era in which additional content is a thing, and getting more playtime out of great games is never a bad thing. Thanks to this game's concept, not releasing DLC would be squandering a great opportunity to keep the players engaged and interested in the title for a longer time. A full-on expansion pack that offers around a quarter of the levels the base game has, alongside a couple more costumes to collect seems like the optimal DLC for this game.
Another thing that I would love to see is costume packs that include references to other Nintendo franchises. This way, they would be able to show that these IPs are still in their mind, and it would provide fans with hype for new possible installments. I'd love to see Yoshi with a Blue Falcon from F-Zero as a costume, or the Arwing from Star Fox. Samus Aran's Gunship from the Metroid series also sounds like a good option. Yoshi's Crafted World has the potential to provide us with all of this amazing additional content, I'm certain I wouldn't be the only one that would love it.
To top everything off, Yoshi's Crafted World has amazing couch co-op play. I left that until the very end because I can't stress enough how important of a feature local play is, so I'm very happy this amazing platformer features it. Ultimately, this game is a very satisfying experience. I still have hope that we'll eventually get additional content. After all, Yoshi's Crafted World was released in March from this current year. Let's all stay optimistic, shall we?
Fun Fact: Yoshi's full name is T. Yoshisaur Munchakoopas.
Nowadays, it's very hard to come across games that offer a decent couch co-op experience. Back in the Nintendo 64 days, these type of games were basically the norm. There was a plethora of games to choose from in which you could play cooperatively with a friend or sibling. Modern games don't prioritize this amazing feature anymore. Developers left it aside in exchange for online multiplayer, making local play no more than an afterthought. A game that implemented couch co-op brilliantly in recent years is Snipperclips. I thoroughly enjoyed playing that game from beginning to end with one of my younger siblings, who really took a liking to solving puzzles with teamwork. After finishing Snipperclips and looking for something else to play that looked and felt similar, we found out about BoxBoy+BoxGirl.
The minimalist art style can really turn some people away from playing BoxBoy+BoxGirl, but truly, its simplicity is what makes the game shine as a whole. Thanks to the developer's clean and simple approach to the staple puzzle formula, the game is easily enjoyable by anyone. I could even play this game with my mother, thanks to the very straightforward premise and uncomplicated control scheme. In BoxBoy+BoxGirl, you control a pair of cute little boxes that are able to create more boxes, which are then used as platforms for advancing to the end of a stage, beating the challenges the developers put in place along the way. The challenges are usually collecting all the crowns in a level or beating a stage using less than a set amount of boxes. The puzzles are fairly easy, but trying to beat each and every challenge has an enjoyable amount of difficulty . That level of difficulty fits the bill for what the game sets out to do, offering bite sized puzzles that aren't way too complex for you to enjoy alone or with a friend in short bursts of time.
To be honest, I've only played the multiplayer portion of the game. I haven't even began the single player content, and I already feel like I got way more than my money's worth. Without a discount, this game is just a measly $9.99 USD. It's literally cheaper than a footlong combo from Subway. I seriously can't stress enough how this game has an amazing amount of content for such a low asking price. However, I do feel like additional content is a must for a game like BoxBoy+BoxGirl. Thanks to the game's UI design, this is something that wouldn't even be difficult to implement. Each stage is isolated and only connected to each other through menus that you access from the overworld. Adding more of these would be seamless, thanks to the aforementioned design. The only thing the developers would have to insert into the base game would be an additional menu from which you would be able to access the extra stages and challenges. Snipperclips, which is a game I compared earlier with BoxBoy+BoxGirl, did this and absolutely everyone loved the DLC. HAL Labs should definitely follow suit.
BoxBoy+BoxGirl is a game that caters to people that just want to have fun. It made me realize how couch co-op is gravely underappreciated nowadays. Regarding DLC, I'm sure it's still a possibility. The game was released on April 2019, just a couple months ago, so it's still soon to discard additional content. More levels to play from this game with people I cherish would really make me happy. Overall, if you're looking for a game that's great for cooperative local play, look no further than BoxBoy+BoxGirl. And Snipperclips.
Fun Fact: The developer that made BoxBoy+BoxGirl is HAL Labs, the same developer that made Super Smash Bros. and Super Smash Bros. Melee.
#6: Mega Man 11
After we all thought that Mega Man was a dead series, Capcom decided that it was finally time to give the blue bomber a chance to make a glorious comeback. To top it off, the Mega Man they chose to start this resurgence of the franchise is none other than the very first inception of the character. Classic Mega Man is usually the most loved by its hardcore fans. I'm personally more invested in the Mega Man Battle Network variation, but that's a topic for another day.
Retro Mega Man games take the phrase "practice makes perfect" way too seriously. They are frustratingly difficult, even if you're into the genre that these games belong to. If you're not willing to die over and over for learning enemy patterns and improving the way you approach each stage, you're not going to have a good time. Mega Man 11 is no stranger to this philosophy. This time around, level designs are challenging in an engaging way, the stages aren't just hard because of the archaic controls and hardware limitations like the original games. The game is legitimately hard, despite all the additions to the gameplay formula that apparently make it easier.
In my opinion, Capcom kind of dropped the ball regarding the potential Mega Man 11 had for great additional content. It's actually kind of strange, considering that ever since the practice became a mainstay in the industry, they haven't wasted any opportunities for releasing DLC in their games. In fact, they are the company that blocked one of their game's ending behind a paywall, in the form of the True Ending DLC for Asura's Wrath.
They are no stranger to making quality DLC, though. Something I think that would've worked for Mega Man 11 is the inclusion of extra stages. I'm sure there were many ideas for stages that were scrapped due to not needing a huge amount of them for the base game, so why not release them in an expansion pack? Or even better than that, an amazing idea that would've made fans go crazy would be remaking the greatest stages from the original Mega Man lineup of games. Playing them once again in Mega Man 11's wonderful visual style and with its tight physics, it would've been a guaranteed day one purchase from each and every aficionado of the blue bomber.
Mega Man 11 was truly a return to form for the blue hero. Maybe everything will go uphill from here for the franchise. I wonder what Capcom's next course of action will be. There's no real way of knowing, considering they omitted making DLC for this game despite the practice being extremely common for them. My biggest question is, when will we have another Mega Man Battle Network game? I've been craving for a new entry from that sub-series for over ten years. Come on Capcom, please make it happen!
Fun Fact: Mega Man 11 is the first game in which Bass, a recurrent character in the series, doesn't make a cameo nor is he even referenced. He has been at the very least mentioned in every single Mega Man game since his introduction in Mega Man 7, which was released in 1995.
#5: Golf Story
Some years ago, I couldn't fathom why so many people were extremely excited for indie games that were coming out. I didn't understand how some of them had immense fanbases. I used to think that indie games were subpar at best, and absolute garbage at worst. Yes, there were exceptions from time to time, but they weren't the norm. Back in 2015 when I saw Undertale was competing against Fallout 4 and The Witcher 3: Wild Hunt for the Game of the Year award from multiple important media outlets, saying I was confused would be an understatement. I was baffled. All these years later I continued avoiding great indie games just because of the stigma they carried. The game that opened my eyes and made me realize that indies weren't what I thought they were, in a turn of events comparable to the redemption arcs in anime when the villain finally admits his faults and becomes a good guy, is Golf Story.
Golf Story starts like many games often do, with a flashback to many years in the past. The protagonist's father is teaching him the basics of golf. When the game comes back to the present day, the player finds out that the protagonist has dropped everything, including his job, in an attempt to pursue his childhood dream of becoming a professional golfer. One of the recurrent themes that the plot of Golf Story alludes to is perseverance. Through sheer willpower and determination, the protagonist strives in each and every difficult task along the way, despite nobody else believing he'll be able to do it. With his good attitude towards life and his ambition, he pulls through absolutely everything, even if he's not exactly a gifted golf player. Underdog stories are usually my favorites if the narrative takes place around a sport, so maybe that's one of the reasons why I enjoyed Golf Story more than I thought I would.
I'll try not to dwell into explaining the gameplay mechanics, since that would extend this entry way too much. In short, Golf Story blends RPG elements like walking around in an overworld that's filled with people you can talk to and obtain side quests from, with top-down golf gameplay. It's rather noticeable that Golf Story's developers took inspiration from Mario Golf: Advanced Tour, and I can say without a doubt that the game shines in absolutely everything that it sets out to do.
Because of Golf Story's set boundaries, considering there is a complete world map that's entirely used in the base game, additional content seems hard to implement without pulling off something goofy like a magical portal that takes the player to another area. It's noticeable that the developers didn't think about this while making the game, and that's a good thing. That means they planned to deliver a full game from the very beginning, unlike other companies that cut content that was in the original planning board for selling it later (I'm looking at you, Capcom!). To be honest, I wouldn't mind if the DLC's implementation consisted of just adding a portal in the world map that takes the player to a new area if it means I would get more out of this game. Something like the Old World Blues DLC from Fallout: New Vegas comes to mind. That way, the developers would be able to include three or four new courses, all of them with new quirks and side quests. More hours of playtime from my favorite indie game? I'd buy it without a question.
All in all, Golf Story is a beautiful, colorful, and very meaningful experience. It means so much to me. I really loved the characters, especially the protagonist. It's a gem of an indie, providing its players about 20-30 hours of fun out of a single playthrough, which in my opinion is an exceptional amount of time for any genre other than JRPGs. I still wish there was more to do, though. I seriously can't wait for Golf Story 2!
Fun Fact: In Golf Story, there is a mini-game called GALF, that's reminiscent of very old golf games. One of the collector's editions of Golf Story included a working NES cartridge with the GALF mini-game, which you can play in an original NES. Now that's taking memorabilia to a whole new level.
Mario has done almost everything a person could possibly do in an entire lifetime, and way more. He has played in an apparently professional level an incredible amount of sports, some prime examples being golf, tennis, football, baseball, and basketball. He's also been a doctor, a constructor, and a kart racer; he's been to space, saved the world countless times from devastation, participated in the Olympic Games multiple occasions, bested an interdimensional demon from a very ancient prophecy in combat, among many other feats. From time to time it's good to sit back and take a break, have some fun. That's where the Mario Party series comes in.
The Mario Party series was introduced back in 1998 in its native Japan, and 1999 in the rest of the world. After all these years the sub-series has had 16 released games, 17 if we count Mario Party-e which is only accessible through e-Reader cards. The latest installment in the series is Super Mario Party, which was released in 2018 for the Nintendo Switch. According to Nintendo, this is a soft reboot, in which they brought the Mario Party franchise back to its roots. They were successful, this latest entry really stepped away from the disgrace that were the last couple of Mario Party games, effectively going back to the classic board game format while also adding some quirky side games for the people to enjoy. It can't go without saying that it also has a substantial amount of mini-games. 84, to be precise, the second highest in the entire sub-series.
One of my minor gripes with Super Mario Party is the low number of boards it has. There are just four boards to play in. The side content is really nice and all, but if the main aspect of the game is lacking in content, it really ends up hurting the final product. It's like going to a restaurant to eat meat and your dish has only a 150 gram steak and the rest of the plate is filled with rice. Oh, and you also get a small side plate with some buttered vegetables. That is exactly how I felt with Super Mario Party. Four boards in the main party mode is the lowest number of boards a Mario Party has had. Fortunately, there is a way of fixing this. It hasn't been a full year since the game's release, so DLC is still a possibility. However, at the time of writing there was no additional content announced for the game, which makes it a reasonable candidate for my list.
Super Mario Party is, in my opinion, set up from the get-go to have additional content made for it. It still surprises me how it has taken Nintendo so long to actually release something, all things considered. Players would be happy if they start pumping out new boards, but I think there is a much better idea to embrace. Something that I truly believe that it would work out are packs of content. Each content pack could include a board, a new character, and ten or so mini-games. I don't think people that enjoyed the game would hesitate to spend $10 USD on each of these content packs. I know I'd buy all of them, day one. About three of these would be nice before Nintendo decides it's time to move on and start working on a sequel.
Like I said before, this is still totally possible. In fact, I firmly believe it will happen, sooner or later. All I can say is that I can't wait for it to occur. Super Mario Party is a game I enjoy a lot with my family and friends, and more content for the things I really like is always appreciated.
Fun Fact: In Super Mario Party's intro sequence, Mario and his friends are discussing who's the biggest Super Star. This is a direct homage to the first game in the series, in which Mario and the other characters are debating the exact same thing.
The inclusion of this game in a list about the topic we're talking about may be surprising for many, but hear me out. We can all agree that nostalgia is one of the main elements that unites a fanbase. The developers behind Pokemon know about this firsthand. The first generation of Pokemon games were released in 1996, and they received their remakes for the GameBoy Advance back in 2004 in the form of Pokemon FireRed and LeafGreen. The second generation of games, which takes place in the Johto region, were released between 1999 and the year 2000. Subsequently, these got their spectacular remakes between 2009 and 2010. The third generation of games also got remade a couple of years ago, but I think I already got my point cleared. Following this trend of appealing to nostalgic fans, Game Freak decided to release a re-imagining of Pokemon Yellow Version: Special Pikachu Edition back in 2018, in the form of Pokemon: Let's Go, Pikachu/Eevee!, which obtained a mixed reception from fans and critics alike.
The hard feelings some fans had were caused because of some drastic changes that were introduced in this pair of games. One of the main elements in which the Pokemon: Let's Go games deviate from the original formula is the exclusion of wild Pokemon battles. Instead, you can now see which Pokemon are roaming around in the overworld, and decide which one you want to confront, instead of battling a thousand Zubats each time you enter a cave. This was a much needed change and a brilliant step forwards, considering the previous design had already become archaic and the appearance percentages for some Pokemon were absurdly low.
Another aspect that changed is the way you engage wild Pokemon. You no longer battle them unless its a legendary Pokemon. This time around, you go directly into a catching mode, very similar to the one featured in Pokemon Go. The only thing you can do other than attempting to capture the wild Pokemon is to throw berries at them, for easing the imprisonment of these untamed creatures. If you're using the Nintendo Switch in docked mode, you're forced to use motion controls, which are sometimes unresponsive and inaccurate. If you're playing in handheld mode, you move around the capturing screen with gyro controls, which isn't as bad. Considering that the Pokemon: Let's Go games are more or less spin-offs instead of actual mainline games, the changes I personally didn't like become a lot more bearable, and the ones I did enjoy give me hope that they'll remain for the upcoming games from the core series.
Honestly, it didn't take me more than a minute to speculate and figure out what would've been an incredible course of action regarding additional content for the Pokemon: Let's Go games. In case you didn't know, the original Pokemon Yellow Version followed the original TV series' plotline as much as it possibly could without drastically altering the gameplay that Pokemon Red, Blue, and Green already had. Considering that the Pokemon: Let's Go games are technically a remake of Pokemon Yellow, a great idea for DLC now that it's a common practice would be to let the player visit the Orange Archipelago from the TV show. Better known as the Orange Islands, the place where Ash and company carried on with their adventure during the second season of the anime.
The DLC could play out like this. You buy the expansion pack and the next time you load up the game, you're told that a package is awaiting you with the deliveryman in the Pokemon Center. This item can be a ticket, similar to the Mystic Ticket from Pokemon FireRed and LeafGreen which is used for visiting Navel Rock. The main difference here would be that this new ticket wouldn't just unlock a small area in which you can battle a legendary Pokemon. It would grant the players a decent sized additional region to explore. The Orange Islands aren't that big of a place to begin with in the TV show, so the map wouldn't have to be the size of a full-on region in the game either. It could tentatively have an extra four gym badges for the player to obtain, considering that the Orange Islands only had four gym leaders before being able to battle the regional champion. This small sized but endearing premise would be perfect for DLC.
The first five magical seasons of the Pokemon TV show hold a very special place in my heart. All but the second season had their regions represented in the tie-in video games. The Pokemon: Let's Go games we're a great opportunity, if not the last, to finally give the Orange Islands some exposure. The amount of potential this DLC idea I brought up has made this pair of great games earn a high placing in my list.
Fun Fact: In an interview with Junichi Masuda, who is the director behind this pair of games, he stated that Psyduck was considered for what ultimately became Eevee's role. He was discarded as an option because he's the same color as Pikachu, so they opted for Eevee instead. One of the main reasons Eevee was chosen instead of others was because of the tremendous amount of fanart the Pokemon has.
3D Mario games have been a mainstay ever since their introduction with Super Mario 64. There's always something special and different in each of these games, mostly in the form of a unique gameplay mechanic that makes each title feel poles apart from each other despite belonging in the same genre and series. Super Mario Odyssey is the pinnacle of 3D Mario games. It takes everything the previous games did correctly while also introducing a few quirks here and there that give Mario's latest 3D adventure its own distinctive identity.
With physics and controls tighter and smoother than ever before, Super Mario Odyssey presents itself as a game that doesn't alienate the hardcore players nor the casuals that are here just for the fun. Progression is structured very similar to previous 3D Mario games. You collect a certain amount of stars for unlocking new worlds in which you collect even more stars, until you eventually defeat the bad guy and finish the game. A simple, but highly effective formula cherished by millions. This time around, the stars are known as power moons. There are 880 of them, scattered throughout all of the game's worlds, known as kingdoms, for the player to collect. A lot of these power moons are very easy to find. From just walking to a specific area, to simply ground and pounding a very specific spot in another sector of the same map. There are also a good chunk of moons that require very precise input from the player and a very advanced understanding of Mario's movements. For some moons you'll be using all the tricks up your sleeve and still find yourself failing multiple times. This is what I meant when I said that the game doesn't alienate any side of the fanbase. There's a challenge if you're looking for one, and there's also simple easygoing entertainment if you're looking for it. Everyone has a chance to be happy with what they like here.
There's so much to do in this game. It's content-packed to the point that additional DLC wasn't considered necessary. However, I can't help but differ with this. Like I've stated before, high quality DLC is something most of us wished for back when it didn't exist. I would've loved an expansion pack for Super Mario Sunshine that added more stars and a new area, or additional tracks in F-Zero GX. We're in a time where all of this is not just possible, it's commonplace. An extra kingdom or two would've been incredible. Once I finished Super Mario Odyssey, I didn't just nod my head in approval with myself for thinking that the game provided me a great time and that I was grateful with the hardworking developers before putting the cartridge or disc back in its box and starting a new game like I usually do. This time, I was uncharacteristically left wanting more.
Traditional expansion packs could work brilliantly with Super Mario Odyssey's travelling concept. Each expansion pack could introduce a new kingdom for the player to visit, in which we would be able to find more power moons and unlock new costumes along the way. I wouldn't mind if they released two or three of these packs, I'm sure it would've been top notch content that legitimately expands an already amazing game.
Super Mario Odyssey, just like the rest of the entries in this list, had a lot of potential for having high quality DLC, which at least the moment is completely wasted. However, not all hope is lost for people that cherish this game and wish for more content. Like I stated in the entry featuring Bayonetta 2, Nintendo released DLC a couple of months ago for a game that they originally released five years ago. I really hope they have some surprise up their sleeve for Super Mario Odyssey in the near future, it would be a great treat.
Fun Fact: Super Mario Odyssey is the first title in which Princess Peach and Pauline, Mario's first damsel in distress, appear in the same game.
I had a tough time deciding which game was going to be number one between this game and the runner up. In my heart both of them are #1, but considering I had to decide which game I feel has more potential for having quality DLC, that game is Octopath Traveler.
Ever since its inception, Octopath Traveler has been widely praised by the JRPG community for being a stellar homage that brings us down memory lane all the way back to the 16-bit era, which is considered as the golden age of JRPGs. It took me just a quick glance to get completely enamored by the art style. Thanks to modern technology and hard work from Square Enix, Octopath Traveler is eye candy from all perspectives. The classic pixel art is outstandingly polished to perfection. I still can't believe how the contemporary particle effects used during elemental attacks blends in flawlessly with the retro aesthetic the developers went for. It's almost like if those advanced effects have always belonged in old school JRPGs, despite being technically impossible to pull off back in theSuper Nintendo era due to obvious hardware limitations.
To be honest, Octopath Traveler is my favorite game released in the current century. I seriously can't get enough of praising it, despite being able to notice its multiple shortcomings. These flaws have nothing to do with the amount of content the game has, though. During my playthrough, I didn't spend that much time grinding levels and I still managed to clock in just over 100 hours. That is amazing, even for long JRPGs if we don't factor in the enormous amount of time that some players spend leveling up for cheesing through the hard bosses. The game is packed with content. Not only is there an individual story for each character, there are also a plethora of side quests and hidden bosses to defeat. If you lurk around the world map, you'll most likely find a new location to explore or a new demonic looking beefed up wild animal to beat up.
In an interview some time ago, Octopath Traveler producer Masashi Takahashi stated that Square Enix had no plans to make DLC for the game, since they believed that the released version was a finished product. They are correct in that statement, Octopath Traveler is a full-fledged masterpiece as it is. I can still wish, though. It would've been a great idea to release a new side story as DLC, in which all eight characters were completely involved. This would have scratched the itch a lot of players had with the characters and their stories feeling too disconnected from one another, which is in fact true. They hardly interact with each other. The side story's plot could be as simple as a bad guy appearing and doing evil stuff just to have the crew beat him up in a climatic showdown with a new epic boss battle soundtrack at the end. We would've all been so happy with that.
That is one idea that, in my opinion, is totally doable. Something that could've also been nice but leans more towards being just a wild dream that would obviously never materialize, is an expansion of the world map. Giving the player an all new area to explore with even more optional bosses, side questlines, and overall more things to do. This idea is similar to what Bethesda did in The Elder Scrolls V: Skyrim with the Dragonborn DLC. In that expansion pack, the developers added Solstheim, a location that's completely outside the game's main map, that adds everything I mentioned. Something like that would've been spectacular.
At the end of the day, Octopath Traveler has so much squandered potential in regards to DLC. There is so much that could've been done to make the game even better. It's still the best JRPG to grace gaming in the last 20 years. Fingers crossed for Octopath Traveler 2!!
Fun Fact: If you put together the first letter of each character's name in a specific order, it'll spell the word 'Octopath'. That is Olberic, Cyrus, Tressa, Ophilia, Primrose, Alfyn, Therion, and H'aanit. Nice little detail, isn't it?
Like I've stated multiple times, well-crafted DLC is a wish come true for people that have been playing video games since before consoles had internet connection. Although many companies have abused this feature, twisting it to a form beyond recognition, there are still other game developers that make good use of the resource. There has been so much great DLC that I've enjoyed in the last ten or so years. I personally still have faith in the practice, but I do comprehend people that have lost interest in it thanks to the previously mentioned misuse. So, what are your thoughts? Which games do you think have great potential for top notch DLC? I'd love to discuss it, don't hesitate to send me a message if you'd like to talk about it. I really hope that you enjoyed reading my article.
Have a great day!
List by Emi3280 (08/13/2019)
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