WEBVTT 00:00:00.329 --> 00:00:01.329 Hey there! 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. 00:00:07.290 --> 00:00:12.460 In the past I've talked about time-travelling detective games, brain-busting block pushers, 00:00:12.460 --> 00:00:15.129 and time-looping archeological adventures. 00:00:15.129 --> 00:00:18.410 So, what should I pick for 2022? 00:00:18.410 --> 00:00:19.410 Well. 00:00:19.410 --> 00:00:22.269 I've always been interested in speed-running. 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 00:00:26.630 --> 00:00:27.630 possible. 00:00:27.630 --> 00:00:29.779 This requires you to play with impeccable skill. 00:00:29.779 --> 00:00:33.300 To understand every facet of the game's underlying design. 00:00:33.300 --> 00:00:35.090 To research movement tech. 00:00:35.090 --> 00:00:38.059 To exploit skips, shortcuts, and sequence breaking. 00:00:38.059 --> 00:00:41.740 And, sometimes, to break the game into a billion pieces. 00:00:41.740 --> 00:00:46.980 It's a fun part of gaming culture - from annual conventions like Awesome Games Done Quick, 00:00:46.980 --> 00:00:49.820 to YouTube chronicles like Summoning Salt. 00:00:49.820 --> 00:00:53.200 But, let's be honest: I'm never going to do it. 00:00:53.200 --> 00:00:58.430 This requires an unbelievable time commitment - a top Ocarina of Time runner says he spent 00:00:58.430 --> 00:01:01.500 more than 4,500 hours on the game. 00:01:01.500 --> 00:01:06.060 I could spend that time doing much better things, like watching the Shrek the Halls 00:01:06.060 --> 00:01:08.350 Christmas special 9,000 times. 00:01:08.350 --> 00:01:13.210 So... what if you made a game that simulated the feeling of being a speedrunner. 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 00:01:18.670 --> 00:01:21.750 skips and shortcuts, and slowly get better. 00:01:21.750 --> 00:01:24.290 But without the thousand hour commitment? 00:01:24.290 --> 00:01:29.619 Well, that would be Neon White. 00:01:29.619 --> 00:01:39.830 ♫ Upbeat Music ♫ 00:01:39.830 --> 00:01:43.700 So, at it's most basic, this is a first-person platforming game. 00:01:43.700 --> 00:01:47.710 In each level you pick up these carefully placed weapon cards - they can be used to 00:01:47.710 --> 00:01:49.060 shoot down demons. 00:01:49.060 --> 00:01:53.630 Or they can be discarded to unleash a special move, borrowed from other platforming games 00:01:53.630 --> 00:01:58.311 - like a double jump, forward dash, rocket jump, hookshot, or ground pound. 00:01:58.311 --> 00:02:03.590 And so you must race through each level, shooting demons, discarding cards, and moving with 00:02:03.590 --> 00:02:04.860 speed and skill. 00:02:04.860 --> 00:02:10.640 Now, you could finish each level, move on, fast forward through the cringe dialogue, 00:02:10.640 --> 00:02:12.710 and roll credits in a few hours. 00:02:12.710 --> 00:02:14.920 But, that's not really the point. 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 00:02:19.690 --> 00:02:25.410 not really playing Neon White,” says creator Ben Esposito. 00:02:25.410 --> 00:02:29.990 The game initially began as a first person shooter mixed with a deck builder. 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 00:02:34.330 --> 00:02:35.630 of a fight. 00:02:35.630 --> 00:02:37.550 Which... kinda sucked. 00:02:37.550 --> 00:02:41.959 But when Ben changed the prototype to have a breadcrumb trail of hand-picked cards, his 00:02:41.959 --> 00:02:46.099 friends quickly started running through the levels as quickly as possible, trading back 00:02:46.099 --> 00:02:48.209 and forth their best times. 00:02:48.209 --> 00:02:51.560 Which led to Neon White as we now know it. 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 00:02:56.990 --> 00:03:02.470 was designed to appeal to as many people as possible, with its simple gameplay and controls. 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 00:03:07.080 --> 00:03:12.519 mix of Counterstrike surf maps, Toonami anime, Dreamcast aesthetics, Visual Novel 00:03:12.519 --> 00:03:14.260 dialogue and more. 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 00:03:19.490 --> 00:03:21.410 it again - but faster. 00:03:21.410 --> 00:03:25.390 But during development, this wasn't always obvious to people and they would blast through 00:03:25.390 --> 00:03:28.780 levels without ever thinking to retry for a better time. 00:03:28.780 --> 00:03:32.739 So the team developed a system that would encourage players to optimise. 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 00:03:38.410 --> 00:03:39.410 game." 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. 00:03:43.750 --> 00:03:44.750 Everything's locked. 00:03:44.750 --> 00:03:46.420 So you just play the level. 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 00:03:50.940 --> 00:03:52.910 you get a bronze medal. 00:03:52.910 --> 00:03:54.260 WHITE: "Cleared it". 00:03:54.260 --> 00:03:58.610 This unlocks a leaderboard with your friends' times, and also shows you how fast you'll 00:03:58.610 --> 00:04:00.940 need to go for a better reward. 00:04:00.940 --> 00:04:03.349 Each level in Neon White is incredibly short. 00:04:03.349 --> 00:04:06.370 A stage might only take 20 or 30 seconds to finish. 00:04:06.370 --> 00:04:09.620 So... they're always quick enough to encourage another go. 00:04:09.620 --> 00:04:11.209 So you play again. 00:04:11.209 --> 00:04:13.500 This round, a timer appears on screen. 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 00:04:17.560 --> 00:04:18.620 hesitation. 00:04:18.620 --> 00:04:20.250 This time, you get a silver medal... 00:04:20.250 --> 00:04:21.829 WHITE: "I'll take it". 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. 00:04:27.000 --> 00:04:32.360 Neon White feels great to play - it has tight, responsive, and reliable movement mechanics, 00:04:32.360 --> 00:04:36.449 and all the standard forgiveness features, like coyote time and edge rounding. 00:04:36.449 --> 00:04:41.730 It's just intrinsically fun to play, so replaying a level never feels like a chore. 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 00:04:46.550 --> 00:04:49.620 practice, you could totally do it better. 00:04:49.620 --> 00:04:51.320 So you play again. 00:04:51.320 --> 00:04:52.320 Optimise. 00:04:52.320 --> 00:04:53.320 Improve. 00:04:53.320 --> 00:04:54.320 Do better. 00:04:54.320 --> 00:04:55.320 Get a gold medal! 00:04:55.320 --> 00:04:56.320 How on earth could I have done that any faster? 00:04:56.320 --> 00:04:57.639 WHITE: "Didn't even break a sweat". 00:04:57.639 --> 00:05:03.550 Neon White's visual design and architecture is intended for clarity and zero ambiguity. 00:05:03.550 --> 00:05:07.800 It's all clean white buildings, with green plants that point towards where to go, and 00:05:07.800 --> 00:05:11.150 obvious visual affordances like staircases and archways. 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 00:05:15.700 --> 00:05:16.700 finish. 00:05:16.700 --> 00:05:19.670 But that easy route is also a red herring. 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 00:05:24.110 --> 00:05:25.319 better time. 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 00:05:29.670 --> 00:05:33.270 from the obvious route to get a faster time. 00:05:33.270 --> 00:05:35.050 So you play again. 00:05:35.050 --> 00:05:39.979 With a little more practice, some problem solving, and a dollop of skill, you should 00:05:39.979 --> 00:05:43.199 have everything you need to net yourself the ace medal. 00:05:43.199 --> 00:05:45.770 WHITE: "It's 'cause I'm the best". 00:05:45.770 --> 00:05:52.130 But this finally unlocks the global leaderboards - and the temptation to go even faster. 00:05:52.130 --> 00:05:53.390 Perhaps you'll keep trying. 00:05:53.390 --> 00:05:55.650 Eke out a few extra seconds. 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? 00:05:59.630 --> 00:06:00.630 What! 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 00:06:05.120 --> 00:06:06.919 by Ben himself. 00:06:06.919 --> 00:06:11.440 And so by going through this process, you get the feeling of being a speedrunner on 00:06:11.440 --> 00:06:15.620 that specific level - but in mere minutes, or perhaps a few hours. 00:06:15.620 --> 00:06:18.710 Rather than weeks, months, and years. 00:06:18.710 --> 00:06:23.300 You get to feel like an AGDQ superstar. Without the time commitment. 00:06:23.300 --> 00:06:26.400 Of course - none of this is particularly new. 00:06:26.400 --> 00:06:28.330 Leaderboards have been around since the arcades. 00:06:28.330 --> 00:06:30.240 Player ghosts since ancient racing games. 00:06:30.240 --> 00:06:34.910 And I praised the hidden medals in Assault Android Cactus for how they reward the best 00:06:34.910 --> 00:06:38.259 players - without demoralising those who can't make the grade. 00:06:38.259 --> 00:06:41.169 But there's something special about the way Neon White does it. 00:06:41.169 --> 00:06:42.600 For most games... 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 00:06:47.420 --> 00:06:48.449 players. 00:06:48.449 --> 00:06:51.140 Something that we mere mortals just watch on YouTube. 00:06:51.140 --> 00:06:53.770 But that's not the case in Neon White. 00:06:53.770 --> 00:06:58.090 Practically everyone who talks about this game says the same thing - it's almost impossible 00:06:58.090 --> 00:07:01.210 to move on without, at the very least, a gold medal. 00:07:01.210 --> 00:07:03.389 Maybe an ace if you're feeling spicy. 00:07:03.389 --> 00:07:06.919 And it's no surprise: the short levels make replaying easy. 00:07:06.919 --> 00:07:08.830 The tight controls make it fun. 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 00:07:13.520 --> 00:07:17.569 level finisher, to a slick speedrunning superstar. 00:07:17.569 --> 00:07:21.270 And so that's why I'm picking it as the most innovative game of 2022. 00:07:21.270 --> 00:07:26.750 WHITE: "Not bad for a dead guy, huh?" 00:07:26.750 --> 00:07:29.319 Some honourable mentions, as always. 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 00:07:34.910 --> 00:07:36.940 soon gets super meta. 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 00:07:41.749 --> 00:07:45.659 - creating a recursive nightmare of infinite possibilities. 00:07:45.659 --> 00:07:50.520 Sounds like it would melt your brain, but the elegant and considered puzzle design gently 00:07:50.520 --> 00:07:54.940 guides you along a journey of surprising twists and a-ha moments. 00:07:54.940 --> 00:07:59.750 Citizen sleeper is a micro RPG with an inventive dice-based mechanic. 00:07:59.750 --> 00:08:03.440 Each morning you'll wake up with a handful of dice showing random values. 00:08:03.440 --> 00:08:07.990 You can then spend these dots on different tasks, which forces you consider your priorities 00:08:07.990 --> 00:08:12.879 - which jobs are most important, and which characters do you want to hang out with most? 00:08:12.879 --> 00:08:15.770 This makes every choice feel more meaningful. 00:08:15.770 --> 00:08:20.090 Vampire Survivors looks like junk and basically plays itself. 00:08:20.090 --> 00:08:24.020 But this automated twin stick shooter is impossible to put down. 00:08:24.020 --> 00:08:30.560 By lifting the most compulsive parts of clickers, RPGs, musou games, and synergistic deck builders, 00:08:30.560 --> 00:08:35.630 this game burrowed its way into my brain until I forcibly kicked it off my Xbox. 00:08:35.630 --> 00:08:40.709 There was also the Non-Euclidean adventure Hyperbolica, the goofy rhythm game Trombone 00:08:40.709 --> 00:08:46.120 Champ, and Tunic - the game that hides its best mysteries in a vintage instruction manual. 00:08:46.120 --> 00:08:48.650 This year had some real gems. 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 00:08:54.790 --> 00:08:58.480 on the video tier can now check out my game of the year list. 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 00:09:03.040 --> 00:09:04.300 doing this year. 00:09:04.300 --> 00:09:10.050 Since January I've made videos on topics like invisible choices, economies, combing genres, 00:09:10.050 --> 00:09:16.209 and solving problems, and games like Deathloop, Hitman 3, Rollerdrome, and Elden Ring. 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, 00:09:22.730 --> 00:09:27.209 minis on God of War and Fortnite, and ran another monster game jam. 00:09:27.209 --> 00:09:32.120 Thanks to everyone on Patreon who supports this channel, your kindness means the world 00:09:32.120 --> 00:09:41.949 to me.