1 00:00:00,329 --> 00:00:01,329 Hey there! 2 00:00:01,329 --> 00:00:07,290 Every year, I dedicate my last video to the most innovative game from the last 12 months. 3 00:00:07,290 --> 00:00:12,460 In the past I've talked about time-travelling detective games, brain-busting block pushers, 4 00:00:12,460 --> 00:00:15,129 and time-looping archeological adventures. 5 00:00:15,129 --> 00:00:18,410 So, what should I pick for 2022? 6 00:00:18,410 --> 00:00:19,410 Well. 7 00:00:19,410 --> 00:00:22,269 I've always been interested in speed-running. 8 00:00:22,269 --> 00:00:26,630 That's the practice of taking a game, and trying to finish it in the fastest way humanly 9 00:00:26,630 --> 00:00:27,630 possible. 10 00:00:27,630 --> 00:00:29,779 This requires you to play with impeccable skill. 11 00:00:29,779 --> 00:00:33,300 To understand every facet of the game's underlying design. 12 00:00:33,300 --> 00:00:35,090 To research movement tech. 13 00:00:35,090 --> 00:00:38,059 To exploit skips, shortcuts, and sequence breaking. 14 00:00:38,059 --> 00:00:41,740 And, sometimes, to break the game into a billion pieces. 15 00:00:41,740 --> 00:00:46,980 It's a fun part of gaming culture - from annual conventions like Awesome Games Done Quick, 16 00:00:46,980 --> 00:00:49,820 to YouTube chronicles like Summoning Salt. 17 00:00:49,820 --> 00:00:53,200 But, let's be honest: I'm never going to do it. 18 00:00:53,200 --> 00:00:58,430 This requires an unbelievable time commitment - a top Ocarina of Time runner says he spent 19 00:00:58,430 --> 00:01:01,500 more than 4,500 hours on the game. 20 00:01:01,500 --> 00:01:06,060 I could spend that time doing much better things, like watching the Shrek the Halls 21 00:01:06,060 --> 00:01:08,350 Christmas special 9,000 times. 22 00:01:08,350 --> 00:01:13,210 So... what if you made a game that simulated the feeling of being a speedrunner. 23 00:01:13,210 --> 00:01:18,670 That gave you the chance to learn a move set, practice running over and over again, find 24 00:01:18,670 --> 00:01:21,750 skips and shortcuts, and slowly get better. 25 00:01:21,750 --> 00:01:24,290 But without the thousand hour commitment? 26 00:01:24,290 --> 00:01:29,619 Well, that would be Neon White. 27 00:01:29,619 --> 00:01:39,830 ♫ Upbeat Music ♫ 28 00:01:39,830 --> 00:01:43,700 So, at it's most basic, this is a first-person platforming game. 29 00:01:43,700 --> 00:01:47,710 In each level you pick up these carefully placed weapon cards - they can be used to 30 00:01:47,710 --> 00:01:49,060 shoot down demons. 31 00:01:49,060 --> 00:01:53,630 Or they can be discarded to unleash a special move, borrowed from other platforming games 32 00:01:53,630 --> 00:01:58,311 - like a double jump, forward dash, rocket jump, hookshot, or ground pound. 33 00:01:58,311 --> 00:02:03,590 And so you must race through each level, shooting demons, discarding cards, and moving with 34 00:02:03,590 --> 00:02:04,860 speed and skill. 35 00:02:04,860 --> 00:02:10,640 Now, you could finish each level, move on, fast forward through the cringe dialogue, 36 00:02:10,640 --> 00:02:12,710 and roll credits in a few hours. 37 00:02:12,710 --> 00:02:14,920 But, that's not really the point. 38 00:02:14,920 --> 00:02:19,690 “If you just play to win each level without going back to optimise your time, you’re 39 00:02:19,690 --> 00:02:25,410 not really playing Neon White,” says creator Ben Esposito. 40 00:02:25,410 --> 00:02:29,990 The game initially began as a first person shooter mixed with a deck builder. 41 00:02:29,990 --> 00:02:34,330 You'd assemble a deck of cards, and then get dealt random weapons and powers in the middle 42 00:02:34,330 --> 00:02:35,630 of a fight. 43 00:02:35,630 --> 00:02:37,550 Which... kinda sucked. 44 00:02:37,550 --> 00:02:41,959 But when Ben changed the prototype to have a breadcrumb trail of hand-picked cards, his 45 00:02:41,959 --> 00:02:46,099 friends quickly started running through the levels as quickly as possible, trading back 46 00:02:46,099 --> 00:02:48,209 and forth their best times. 47 00:02:48,209 --> 00:02:51,560 Which led to Neon White as we now know it. 48 00:02:51,560 --> 00:02:56,990 It's a big departure from his previous game - the noodley hole 'em up Donut County, which 49 00:02:56,990 --> 00:03:02,470 was designed to appeal to as many people as possible, with its simple gameplay and controls. 50 00:03:02,470 --> 00:03:07,080 This time, Ben wanted to make a game that a few people would absolutely love - a strange 51 00:03:07,080 --> 00:03:12,519 mix of Counterstrike surf maps, Toonami anime, Dreamcast aesthetics, Visual Novel 52 00:03:12,519 --> 00:03:14,260 dialogue and more. 53 00:03:14,260 --> 00:03:19,490 Anyway, like Ben says - Neon White is most fun when you play the level, and then try to do 54 00:03:19,490 --> 00:03:21,410 it again - but faster. 55 00:03:21,410 --> 00:03:25,390 But during development, this wasn't always obvious to people and they would blast through 56 00:03:25,390 --> 00:03:28,780 levels without ever thinking to retry for a better time. 57 00:03:28,780 --> 00:03:32,739 So the team developed a system that would encourage players to optimise. 58 00:03:32,739 --> 00:03:38,410 It's called Insight - designed, as Ben says, "to orient people to the true 'fun' of the 59 00:03:38,410 --> 00:03:39,410 game." 60 00:03:39,410 --> 00:03:43,750 So when you start a level for the first time you're given a screen like this. 61 00:03:43,750 --> 00:03:44,750 Everything's locked. 62 00:03:44,750 --> 00:03:46,420 So you just play the level. 63 00:03:46,420 --> 00:03:50,940 You're probably a tad slow, you might make a few mistakes, you might hesitate - and so 64 00:03:50,940 --> 00:03:52,910 you get a bronze medal. 65 00:03:52,910 --> 00:03:54,260 WHITE: "Cleared it". 66 00:03:54,260 --> 00:03:58,610 This unlocks a leaderboard with your friends' times, and also shows you how fast you'll 67 00:03:58,610 --> 00:04:00,940 need to go for a better reward. 68 00:04:00,940 --> 00:04:03,349 Each level in Neon White is incredibly short. 69 00:04:03,349 --> 00:04:06,370 A stage might only take 20 or 30 seconds to finish. 70 00:04:06,370 --> 00:04:09,620 So... they're always quick enough to encourage another go. 71 00:04:09,620 --> 00:04:11,209 So you play again. 72 00:04:11,209 --> 00:04:13,500 This round, a timer appears on screen. 73 00:04:13,500 --> 00:04:17,560 You play faster, you're more accurate, you know how the level's laid out so there's less 74 00:04:17,560 --> 00:04:18,620 hesitation. 75 00:04:18,620 --> 00:04:20,250 This time, you get a silver medal... 76 00:04:20,250 --> 00:04:21,829 WHITE: "I'll take it". 77 00:04:21,829 --> 00:04:27,000 ...and you can now race against your own ghost, to see how you can do it even better. 78 00:04:27,000 --> 00:04:32,360 Neon White feels great to play - it has tight, responsive, and reliable movement mechanics, 79 00:04:32,360 --> 00:04:36,449 and all the standard forgiveness features, like coyote time and edge rounding. 80 00:04:36,449 --> 00:04:41,730 It's just intrinsically fun to play, so replaying a level never feels like a chore. 81 00:04:41,730 --> 00:04:46,550 And it's crystal clear that with just a bit more skill, a bit more accuracy, a bit more 82 00:04:46,550 --> 00:04:49,620 practice, you could totally do it better. 83 00:04:49,620 --> 00:04:51,320 So you play again. 84 00:04:51,320 --> 00:04:52,320 Optimise. 85 00:04:52,320 --> 00:04:53,320 Improve. 86 00:04:53,320 --> 00:04:54,320 Do better. 87 00:04:54,320 --> 00:04:55,320 Get a gold medal! 88 00:04:55,320 --> 00:04:56,320 How on earth could I have done that any faster? 89 00:04:56,320 --> 00:04:57,639 WHITE: "Didn't even break a sweat". 90 00:04:57,639 --> 00:05:03,550 Neon White's visual design and architecture is intended for clarity and zero ambiguity. 91 00:05:03,550 --> 00:05:07,800 It's all clean white buildings, with green plants that point towards where to go, and 92 00:05:07,800 --> 00:05:11,150 obvious visual affordances like staircases and archways. 93 00:05:11,150 --> 00:05:15,700 Plus, the enemies and cards are placed through the stage like a dotted line from start to 94 00:05:15,700 --> 00:05:16,700 finish. 95 00:05:16,700 --> 00:05:19,670 But that easy route is also a red herring. 96 00:05:19,670 --> 00:05:24,110 Because each and every level has a secret shortcut that can be exploited to get an even 97 00:05:24,110 --> 00:05:25,319 better time. 98 00:05:25,319 --> 00:05:29,670 And that's the reward for a gold medal: a level hint, which shows you where to break 99 00:05:29,670 --> 00:05:33,270 from the obvious route to get a faster time. 100 00:05:33,270 --> 00:05:35,050 So you play again. 101 00:05:35,050 --> 00:05:39,979 With a little more practice, some problem solving, and a dollop of skill, you should 102 00:05:39,979 --> 00:05:43,199 have everything you need to net yourself the ace medal. 103 00:05:43,199 --> 00:05:45,770 WHITE: "It's 'cause I'm the best". 104 00:05:45,770 --> 00:05:52,130 But this finally unlocks the global leaderboards - and the temptation to go even faster. 105 00:05:52,130 --> 00:05:53,390 Perhaps you'll keep trying. 106 00:05:53,390 --> 00:05:55,650 Eke out a few extra seconds. 107 00:05:55,650 --> 00:05:59,630 Search YouTube for tips - wait, you can parry bullets in this game to get a speed boost? 108 00:05:59,630 --> 00:06:00,630 What! 109 00:06:00,630 --> 00:06:05,120 And if you do that, you just might unlock a fifth, secret, red medal - for times set 110 00:06:05,120 --> 00:06:06,919 by Ben himself. 111 00:06:06,919 --> 00:06:11,440 And so by going through this process, you get the feeling of being a speedrunner on 112 00:06:11,440 --> 00:06:15,620 that specific level - but in mere minutes, or perhaps a few hours. 113 00:06:15,620 --> 00:06:18,710 Rather than weeks, months, and years. 114 00:06:18,710 --> 00:06:23,300 You get to feel like an AGDQ superstar. Without the time commitment. 115 00:06:23,300 --> 00:06:26,400 Of course - none of this is particularly new. 116 00:06:26,400 --> 00:06:28,330 Leaderboards have been around since the arcades. 117 00:06:28,330 --> 00:06:30,240 Player ghosts since ancient racing games. 118 00:06:30,240 --> 00:06:34,910 And I praised the hidden medals in Assault Android Cactus for how they reward the best 119 00:06:34,910 --> 00:06:38,259 players - without demoralising those who can't make the grade. 120 00:06:38,259 --> 00:06:41,169 But there's something special about the way Neon White does it. 121 00:06:41,169 --> 00:06:42,600 For most games... 122 00:06:42,600 --> 00:06:47,420 time trials, speed runs, gold medals, and so on are the exclusive domain of a few elite 123 00:06:47,420 --> 00:06:48,449 players. 124 00:06:48,449 --> 00:06:51,140 Something that we mere mortals just watch on YouTube. 125 00:06:51,140 --> 00:06:53,770 But that's not the case in Neon White. 126 00:06:53,770 --> 00:06:58,090 Practically everyone who talks about this game says the same thing - it's almost impossible 127 00:06:58,090 --> 00:07:01,210 to move on without, at the very least, a gold medal. 128 00:07:01,210 --> 00:07:03,389 Maybe an ace if you're feeling spicy. 129 00:07:03,389 --> 00:07:06,919 And it's no surprise: the short levels make replaying easy. 130 00:07:06,919 --> 00:07:08,830 The tight controls make it fun. 131 00:07:08,830 --> 00:07:13,520 And the insight system encourages you to do it, by gradually easing you in from a stumbling 132 00:07:13,520 --> 00:07:17,569 level finisher, to a slick speedrunning superstar. 133 00:07:17,569 --> 00:07:21,270 And so that's why I'm picking it as the most innovative game of 2022. 134 00:07:21,270 --> 00:07:26,750 WHITE: "Not bad for a dead guy, huh?" 135 00:07:26,750 --> 00:07:29,319 Some honourable mentions, as always. 136 00:07:29,319 --> 00:07:34,910 Like 2019's winner, Baba is You, Patrick's Parabox is a block-shunting Sokoban game that 137 00:07:34,910 --> 00:07:36,940 soon gets super meta. 138 00:07:36,940 --> 00:07:41,749 This time, the block you are pushing around... might just be the level you are playing in 139 00:07:41,749 --> 00:07:45,659 - creating a recursive nightmare of infinite possibilities. 140 00:07:45,659 --> 00:07:50,520 Sounds like it would melt your brain, but the elegant and considered puzzle design gently 141 00:07:50,520 --> 00:07:54,940 guides you along a journey of surprising twists and a-ha moments. 142 00:07:54,940 --> 00:07:59,750 Citizen sleeper is a micro RPG with an inventive dice-based mechanic. 143 00:07:59,750 --> 00:08:03,440 Each morning you'll wake up with a handful of dice showing random values. 144 00:08:03,440 --> 00:08:07,990 You can then spend these dots on different tasks, which forces you consider your priorities 145 00:08:07,990 --> 00:08:12,879 - which jobs are most important, and which characters do you want to hang out with most? 146 00:08:12,879 --> 00:08:15,770 This makes every choice feel more meaningful. 147 00:08:15,770 --> 00:08:20,090 Vampire Survivors looks like junk and basically plays itself. 148 00:08:20,090 --> 00:08:24,020 But this automated twin stick shooter is impossible to put down. 149 00:08:24,020 --> 00:08:30,560 By lifting the most compulsive parts of clickers, RPGs, musou games, and synergistic deck builders, 150 00:08:30,560 --> 00:08:35,630 this game burrowed its way into my brain until I forcibly kicked it off my Xbox. 151 00:08:35,630 --> 00:08:40,709 There was also the Non-Euclidean adventure Hyperbolica, the goofy rhythm game Trombone 152 00:08:40,709 --> 00:08:46,120 Champ, and Tunic - the game that hides its best mysteries in a vintage instruction manual. 153 00:08:46,120 --> 00:08:48,650 This year had some real gems. 154 00:08:48,650 --> 00:08:54,790 And if you want to know my ten favourite games of 2022, then check out GMTK on Patreon - those 155 00:08:54,790 --> 00:08:58,480 on the video tier can now check out my game of the year list. 156 00:08:58,480 --> 00:09:03,040 Patreon is also the number one best way to support this channel and everything I've been 157 00:09:03,040 --> 00:09:04,300 doing this year. 158 00:09:04,300 --> 00:09:10,050 Since January I've made videos on topics like invisible choices, economies, combing genres, 159 00:09:10,050 --> 00:09:16,209 and solving problems, and games like Deathloop, Hitman 3, Rollerdrome, and Elden Ring. 160 00:09:16,209 --> 00:09:22,730 I've made five dev logs about my magnet game, an interactive video essay, a huge Unity tutorial, 161 00:09:22,730 --> 00:09:27,209 minis on God of War and Fortnite, and ran another monster game jam. 162 00:09:27,209 --> 00:09:32,120 Thanks to everyone on Patreon who supports this channel, your kindness means the world 163 00:09:32,120 --> 00:09:41,949 to me.