What to you has been a year, for me is but a second and a lifetime. 2025 is wrapped finally in festive jolly and acute melancholy, so sit with me by the chimney fire as I make my annual lamentations and ludic recommendations.
This year had been, like a coaster, fit with the twists and loop-de-loops of occurrences. Even in my final year of high school, I had managed to slot myself into multiple friend groups, get rejected, be confessed to, fall in love, enter the college of my preference, get all my shit robbed and stolen, and have my body almost give out on me on two occasions. "No rest for the wicked," so said this year, and on this front it afforded me little.
But you do not read on to hear my life story, interesting and chaotic as it had been, nor are you here to wallow with me in my regrets, celebrate my joys, and listen to my wishful desires for the next revolution of this Earth. No, you're interested in what I—Big Gaming's Greatest Slave!—have been up to all this time, for it's true I had spent a significant portion of my life clacking at my keys and wasting away with the medium. Indeed, all throughout the year I played video games. A lot of them.
Believe me when I claim that 2025 has granted me my most exposure to the highest quality titles yet, mostly facilitated by a new and stronger laptop that had been so graciously gifted to me by my college's scholarship. My eyes were gazed with releases ranging from the unabashedly Unreal Engine look of Palworld; to the ear-creaming music of Persona; and the winding court cases of Phoenix Wright. Among them all, listed here are my absolute favorites and high recommendations.
Disco Elysium (2019)
Disco Elysium is a truly special literary and artistic accomplishment to such a point where calling it merely a "game" feels almost insulting to its stature. I can agree that Disco Elysium is a fine role-playing game in its mechanical sense, but let me not deceive my dear readers: I love this "game" truly for its ability to paint a picture, through its visuals and writing, putting into my mind the great appearance of Revachol, replete with its mind-splitting insanities and pastel-color pétanque. This "game" is a dive into the psyche of a depressed, substance abusing, amnesiac, and dissociative detective as he messily handles not only the lynching case before him, but the greater world as a whole; its truths and sociopolitics. Victory in Disco Elysium lay not through the defeat of some greater evil, but of the chaos in oneself, as one allows themselves to achieve foregone closures, and through these they realize, there is accomplishment in letting the bottle go; there is sweetness in stability.
The writing particularly speaks to me, as someone who takes enjoyment in reading the classics. Disco Elysium, put simply, is written like a classic. Dialogue is wrapped in layered and nuanced minutiae.
The mask of humanity fall from capital. It has to take it off to kill everyone — everything you love; all the hope and tenderness in the world.
Sentences ooze powerful, metaphoric imagery.
The limbed and headed machine of pain and undignified suffering is firing up again. It wants to walk the desert. Hurting. Longing. Dancing to disco music.
And, of course, the narration does not do away with sassy humor.
I think this racist is better than the last, but the next racist will be the really good one. That will be our lucky racist.
It is not often that a piece of literature astounds me to such great degree, and even now I feel overwhelmed by Disco Elysium. Unless I devote years of my life to dissecting this madness in literature form, I cannot possibly see every angle of the untamed beast, from which, for now, I've chosen to take one or a few things: the confrontation of the self, the difficult act of letting go, and the even more difficult act of being okay again. There is more, so much more. And I feel almost pitiful in the eagerness with which I ask you this: play Disco Elysium for yourself, and aid me. See this text from a different angle, for we may be able to complete this beautiful picture someday.
In Stars and Time (2023)
Do not talk to me about In Stars and Time. I will cry upon its first mention.
I'd always known to not want to be stuck in a time loop, but In Stars and Time elevates that dread until such point that it becomes overwhelming. Timelines starts to blend together, events unrecognizable. This game broke my heart again and again and again.
Apathy.
Learned apathy, from playing pretend. Insanity, from seeing the same
thing, over and over. The universe is meaningless, and you're alone; so,
so alone.
...Change is destruction, you know? The person I was before... I made them disappear. Killed them with my bare hands.
But worry not. This game will heal you. It will cut you with scars and apply its band-aids too. You will know the feeling, past the hours of painful posturing, of being heard. Of being felt. How weird!, indeed it is, to be noticed and known.
(In this moment, you are loved.)
If you want to try In Stars and Time for yourself, ready some tears. I myself only attempted this experience by curiosity and the recommendation of a few trusted friends. There is little I can say that won't spoil the experience; it's one you'll have to mostly trust me about its quality. In Stars and Time was, is, and will be, a timeless time loop story.
The Stanley Parable (2013)
What Don Quixote is to chivalric romances, or Deadpool to superhero comics, The Stanley Parable is to video games.
When I first watched Jacksepticeye's playthrough of The Stanley Parable back in—my God, has it been seven years?! I had been around the age of 13, and while I played games, I wasn't yet the intimately familiar, enthusiastic venturer that I am now, not less one who's acquainted enough in the medium to know The Stanley Parable's hilarious satire. Now understanding its quips and japes, I'm stunned! The Stanley Parable's sharp understanding of the medium, its narrative tropes and status quos, bring a fresh sass and ironic sincerity that eludes much of the industry's homogeneity. I'd love to write about this piece and, as though a surgeon, view its organs top to bottom; its themes and how these intertwine. Out-of-bounds, collectathons, RPGs, inanimate companions, and everything else: it all culminates to one hell of a love letter for gaming.
Which does make me wonder, why can't we have more games like The Stanley Parable?! I mean, seriously?! The Stanley Parable, and especially its re-release The Stanley Parable: Ultra Deluxe, while funny, are serious works of art, with meaningful and thought-provoking philosophical insight into the nature of gaming and how we, the audiences, relate with it as a medium! While many others are busy shooting down soldiers in wars and faffing about in their Fantasy-lands, masterpieces like The Stanley Parable, and not to mention its masterful 2022 re-release The Stanley Parable: Ultra Deluxe, are the few which remain to actually utilize gaming's interactivity to create a compelling experience that no other yet has been able to accomplish or replicate! Everyone else is busy twiddling their thumbs, jumping up and down, racking up numbers in the game "Rack Up Your Number", in which all players do is rack up their numbers, and gamble for cosmetics from the Super Evil Lottery Machine That Will Eat You Alive™, all just so these pretend gamers can obtain their quick and easy dopamine fixes, meanwhile excellent works such as The Stanley Parable, not to mention its re-release The Stanley Parable: Ultra Deluxe, gather nothing but dirt, only to be ever touched by the niche few gamephiles! Whatever happened to real games? Whatever happened to, oh I don't know, being patient, taking one's time as they immerse themselves in a beautifully hand-crafted world, trusting the gamauteur (game auteur) in the experience that they are about to behold?! Whatever happened to art?! Back in my day—
Oh, it seems the next section of the article has arrived. Go on, Stanley.
Hollow Knight: Silksong (2025)
For a certain period of time I was honestly convinced Silksong was a genuine social experiment. Hollow Knight's sequel was the first of its kind to cause mass hysteria among impatient fans, and when the public finally got their grubby little hands on this seven year concoction, their sanity only worsened from its soul-crushing difficulty. Was Silksong worth the wait? Yes. Yes it was.
I'd watched
Pluribus recently and, if you may forgive such a loose,
"Boss Baby vibes"-esque comparison,
Silksong's reception, along with its other such meritorious, though cherry picked, traits, when compared to that of Vince Gilligan's show, swim well in some similarity. Both feature luscious, stunningly composed and themed environments, a plot where the main character watches as everyone around them is ensnared by an all-consuming entity, a surprisingly mixed reception from creators with highly praised pedigrees, whose work was considered to have a high barrier of entry (whether by skill or by patience); and, if you believe in
Lacenet, a story with a lesbian as the lead—sure, why not.
Casting this semi-dubious comparison aside, Silksong is a special, one-of-a-kind indie game. Rare it is for an independently created game to contain and maintain a grandiose, larger-than-life, breath-snatching feel, all while being flourished with details down to the every explorable canal. I felt, at times, out of breath witnessing this behemoth; a monument impossible to fully behold, yet still architecturally textured with a fine comb. As a developer myself, I think: how the hell am I to make anything like this?!
Mechanically, while the spread of items and curios are a little imbalanced, Hornet's moveset makes me drool. I remember when I first got the ability to run, and it was so delicately fine-tuned, expressed, and adjusted, posturing as though it had crossed twenty hells of iteration, that I had simply wanted to sit there and stop time as I ran back and forth with the wind, with the delusion that nothing could ever stop me then. I felt so nimble! I felt impossible to hit! Oh, but many things stopped me. Many hit me indeed.
But don't let Silksong's intimidating aura as having a tough difficulty scare you from such a wonderful experience. If anything, Silksong has taught me, as I hope it teaches others, not to grow afraid of discomfort from gaming, but instead to embrace it. Let the mastery frustrate you, let difficulty harsh your grit until it pushes you to seek higher, for in an oppressive place such as Pharloom, the truth lies beneath you, and freedom watches you from above.
The Witness (2016)
If there's anything I hate more than Jonathan Blow and his absolutely insane politics, it's that
The Witness is unfortunately good. Liking
The Witness makes me feel like a Kanye West fan but for puzzle games. This is the only inclusion here I would
not recommend supporting, lest you risk stroking the ego of a
transphobe and a radical
MAGA, and supporting policies of nazism, immigrant deportation, and ethnic cleansing. There are no buzzwords, no verbal jabs, and no humor I can provide that could give solace to the anger with which Trump's presidence and the existence of the politics which he and Blow embody, in which the circumstances of man engender judgment, and their advantages decide their fate. I wish I had known any of these things before undertaking The Witness, so its placement here reflects poorly on me in retrospect.
I include The Witness, against even my own inclinations, for it had some of my favorite puzzles and "a-ha!" moments of this year, not to mention my experiencing it with friends; four of us having played the game at the same time, and I, in examining our differences in cognitive processes and playstyles, obtained great interest and profound insight. The Witness holds a special place in my heart for how it connected me with others and myself. Learning upon its backdrop re-contextualizes its themes and messages, and while I enjoyed the journey through which it put me and my friends, perhaps I'd prefer to leave this behind in the year 2025.
Chants of Sennaar (2023)
Information-scouring games—say, detective games—sometimes utilize systems of cross-checking gathered known variables to test the player's grasp of their situation. Making use of such mechanics in a language acquisition game, as well as executing that blend of flavors well, is what gives Chants of Sennaar its exciting, selling uniqueness.
Some features and structures of language learning are put on display excellently here. As my partner, the main provocateur who'd die by his recommendation of this game, points out, language is learned accurately, as the process is represented in the form of careful environmental immersion and observation: listening to passing conversations, perusing a society's various writings and murals, and participating in their culture and entertainment. Personally, I first learned English through 2010's era Minecraft videos; I'd say learning the language of the bards through their theatre productions is apt, actually.
How does one design a language acquisition game while excluding the facts that it's often a monotonous, dedicated, and long process? Molding it into an investigative experience is, certainly, one hell of an answer. While, yes, you do "learn languages" in Chants of Sennaar, it is not really the same as it is in real life. Many of the game's layers, each with its own society, are contrived and laid out onto their very blueprints in such ways that players receive exactly all they need to learn the language, but in return, they acquire enough information to learn everything about that language. Whereas, in real life, one could probably realistically learn three to four words or phrases every day, Chants of Sennaar's gauntlets of trials and tribulations, along with a wide variety of events and set-pieces, ensure that, by the end of your stay in any one such society, you'd have all you need to map all of its cryptic symbols to familiar words.
It's funny: I have a bit of a problematic history with this game, which
this article of mine may inform you about, though beware of its many spoilers. In short, because of a needless vocal battle on the blithering blue bird a few years back, I had grown apprehensive to anything
Chants of Sennaar related. It's a bout of immaturity from both parties, but I'm thankful to have kept an open mind. Despite my few qualms and nitpicks,
Chants of Sennaar was fun, and it stands now as one of my high recommendations.
Gravity Circuit (2023)
So far, the six games previously listed shine in having a one-of-a-kind, unique premise and design. Gravity Circuit, on the other hand, is a Mega Man-style game through and through, taking close inspiration from predecessors, and while it features an all-new cast of droids and mechas, it's a generally nostalgia-inducing adventure. It may not win awards in distinctiveness, sure, but damn is Gravity Circuit electrically fun.
Gravity Circuit is standing proof that one can take a well-established formula and simply fine-tune it to nigh perfection. Levels are rich with treasures and ideas in every corner; player movement incites an endlessly satisfying sense of momentum; bosses have been sagaciously designed; and the game is all-in-all an eye and ear candy.
My only criticism is that enemies are mostly bullet sponges meant to be bulldozed, at least in the base difficulty, so the campaign may not be for those looking a significant challenge like in the old Mega Man titles. But if you want to feel cool? Go play this.
Iron Lung (2022)
Deep beneath a blood ocean, coagulated from this earth's once inhabitants, you dredge all alone. In your makeshift submarine, you have no windows and no defense mechanisms. You have no worth. The metal beams lodged in the sub's walls rust, the oxygen meter complains, the pipes burst under pressure, but no one will come to save you. Nothing will save you; naught but imminent death.
I am not big into horror games—my heart is too weak to handle them—but Iron Lung reminds me of Five Nights at Freddy's in how it gives so stressful dread from stripping the player of any agency. With nothing else to do but move this God-forsaken submarine, I moved, moved, and I moved, visiting the points of interest marked on my map by those up there, who I'd never seen, and whom will never see me again. My heart whirred and roared throughout my entire Iron Lung playthrough notwithstanding its hour length. I am no horror game aficionado, but even I can tell that this is a truly special game in the genre.
Iron Lung, its premise, and its execution, fascinates me to no end, and reminds me of the specialty of the human mind. We, and only we, can conjure the most amazing inventions, and the most abject horrors such as this.
They will get their execution. I will get my freedom.
Honorable Mentions
Here are some games that couldn't make the list, either because I haven't played them to completion (indicated by *), or because they just fall short of the threshold of a favorite (indicated by †), but are nonetheless great enough that I feel compelled to recommend them.
- † ANIMAL WELL - A scintillating fusion between game and ARG—and a love letter to secrets and mystery.
- † Phoenix Wright: Ace Attorney - OBJECTION!
- † Turmoil - A really addicting, oil-dousing-syphoning-selling tycoon! One of the few games I played for almost whole days.
- † Human Resource Machine - Assembly!
- † 112 Operator
- Dime a dozen, I know, but this is maybe the most stressed I've ever
been in playing a game. Do be wary when going into this, it'll spike
your blood pressure.
- * Deltarune: Chapters 3 + 4 - I'll write about Deltarune separately when all of its chapters release, but it should go without saying that I adored my time playing this.
- * Persona 3 Reload - I have not finished this, but I am in love.
- * Infinifactory - This puzzle game hurts my mind, but it is so, so good. I have not finished it either.
- * Katamari Damacy - This is the most aggressively Japanese game I've played. It's a free acid trip. Unfinished.
- * UNBEATABLE - I've only played the demo, but MAN this rhythm-narrative game looks pretty.
- [Ongoing] Pokemon: Trading Card Game Pocket - Despite its sheer simplicity, I started playing TCGP on January of 2025, and I still play it a year after. It's a simple but effective collectathon.
- [DLC] Risk of Rain 2: Alloyed Collective - This is a DLC, but
hey. I know I had a lot of tough words for Gearbox's first attempt at a
ROR2 DLC, and considering this, I'm happy they produced something much
more satisfactory with this one.
Final Words
As we head into a new year, new opportunities await us. 2025 has been a year of chaos and novelty for me as I rode through the rollercoaster of new experiences and wrote many a solemn journal entries. It is my wish that 2026 continues to be a year of learning, and a year of hope, for me, for those I love, and for the many in the world. I am deeply excited to live 2026 with my friends, my loved ones, and my partner, whom to me means the whole world. To you, who reads this article, thank you for sticking with me through these ~3,000 words, and thanks especially to the people who have stuck with me for hundreds of thousands more. I appreciate you all—here's to a good '26.