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# The 15 Best Video Games of 2016

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<!-- video src="https://cdn.jwplayer.com/manifests/ZnPgrZe6.m3u8" -->
## Video: Time Plays: The Witness

[Watch (HLS stream): Time Plays: The Witness](https://cdn.jwplayer.com/manifests/ZnPgrZe6.m3u8) (6:10)

![Time Plays: The Witness](https://cdn.jwplayer.com/v2/media/ZnPgrZe6/poster.jpg?width=720)

_Published 2016-01-25. Time Plays: The Witness_


by 

[Matt Peckham](https://time.com/author/matt-peckham/)


## Matt Peckham


Dec 19, 2016 2:12 PM UTC

by 

[Matt Peckham](https://time.com/author/matt-peckham/)


## Matt Peckham


Dec 19, 2016 2:12 PM UTC

The best video games of 2016 are as usual a sundry gathering of delights I both saw and didn’t see coming, a medley of experiences that range from the traditionally exquisite to the exquisitely nontraditional.

TIME publishes its top 10 games list in November to coincide with the start of the holiday season. What you’re reading now is [that list](http://time.com/4570373/top-10-video-games-2016/) slightly reorganized to accommodate late November and December stragglers, as well as a few things I played later than expected.

### 15\. No Man’s Sky

There’s what celestial PC and PlayStation 4 game [_No Man’s Sky_](http://time.com/4444324/no-mans-sky-review/) turned out to be, what a vocal minority assumed it would be, and the chasm of misunderstanding that lies between. The heir to a game like _Elite_ it’s not. But taken on its own terms, as a Zen zoology simulator framed by freeform exploration of a procedurally generated universe with bouts of interstellar combat, it’s an extraordinary achievement. If _Minecraft_ is about refining and reorganizing distributed bits of information—all those cubes of dirt and rock and ore into recognizable objects and structures and mechanisms—then _No Man’s Sky_ is a procedural game about instead cataloguing all that visual output while reveling in the five-star views.


**_Buy now:_** [**_PlayStation 4_**](https://www.amazon.com/gp/product/B00ZQB28XK/ref=as%5Fli%5Ftl?ie=UTF8&camp=1789&creative=9325&creativeASIN=B00ZQB28XK&linkCode=as2&tag=timetechvideogames-20&linkId=a6e4fe651a1f480697e269d94e04bfcf)

### 14\. Battlefield 1

[_Battlefield 1’s_](http://time.com/4532591/review-battlefield-1/) multiplayer modes are predictably unimpeachable if you prefer sprawling, thoughtful, micro-campaign-style competition. But it’s this PC, PlayStation 4 and Xbox One shooter’s anthologized campaign that steals the show this time. Each story offers a unique problem or narrative perspective: a bickering tank crew lost behind enemy lines during the Battle of Cambrai, the latent heroism of a cocksure swindler-turned-aviator amidst “Bloody April,” the remembrances of an Italian war vet relayed to his daughter during a birthday party. All told, they add up to perhaps a half-dozen hours of play, but offer some of DICE’s finest work—an attempt to get around the usual boo-rahs and faux gravitas by bracketing eruptions of carnage with humanizing, indelible accounts.


**_Buy now:_** [**_PC_**](https://www.amazon.com/Battlefield-Premium-Pass-Online-Game/dp/B01MA62NKJ/ref=sr%5F1%5F6?s=videogames&ie=UTF8&qid=1481992291&sr=1-6&keywords=battlefield+1)**_,_** [**_PlayStation 4_**](https://www.amazon.com/gp/product/B01F9HMO9I/ref=as%5Fli%5Ftl?ie=UTF8&camp=1789&creative=9325&creativeASIN=B01F9HMO9I&linkCode=as2&tag=timetechvideogames-20&linkId=685aa62df8a54529aa2debd54e94db26)**_,_** [**_Xbox One_**](https://www.amazon.com/gp/product/B01F9HMO9S/ref=as%5Fli%5Ftl?ie=UTF8&camp=1789&creative=9325&creativeASIN=B01F9HMO9S&linkCode=as2&tag=timetechvideogames-20&linkId=9a89d5bc1db975af2bee2a7132bfbbbd)

[_Get the latest deals, reviews and recommendations from the editors of TIME: sign up for The Goods newsletter here_](https://pages.email.time.com/newsletters?source=time%5Fnav)

### 13\. Final Fantasy XV

Somehow they pulled it off. Don’t ask me how, but [_Final Fantasy XV_](http://time.com/4580955/final-fantasy-xv-review/) for PlayStation 4 and Xbox One is not the dumpster fire some worried was inbound after years of developmental tumult. It is, in fact, the opposite, a glorious return to relevance for Square Enix’s venerable mix of rideable birds, hopping cacti and emo fashion victims. How often does vaporware materialize, after years of elliptical studio messaging, this lively and focused and fully realized?


**_Buy Now:_** [**_PlayStation 4_**](https://www.amazon.com/Final-Fantasy-XV-PlayStation-4/dp/B00DBF829C/ref=sr%5F1%5F1?s=videogames&ie=UTF8&qid=1481992742&sr=1-1&keywords=final%2Bfantasy%2Bxv&th=1)**_,_** [**_Xbox One_**](https://www.amazon.com/Final-Fantasy-XV-PlayStation-4/dp/B00DBF813Y/ref=sr%5F1%5F1?s=videogames&ie=UTF8&qid=1481992742&sr=1-1&keywords=final%2Bfantasy%2Bxv&th=1)

### 12\. Owlboy

Chances are you’ve never heard of D-Pad Studios’ side-scrolling action adventure _Owlboy_ for PC. Let’s change that. Here is a wonder of a game, an indie [Metroidvania](https://en.wikipedia.org/wiki/Metroidvania) 10 years in the making that arrives like the proverbial schoolchild whose long-practiced drawing when finally chalked out makes the blackboard crack. Part platformer, part shoot-em-up, it’s in fact the game’s plaintive, powerful tale of a neophyte owl peacekeeper’s tussles with exterior as well as interior dilemmas that resonates long after you’ve set the controller down.

### 11\. Thumper


Studio Drool’s _Thumper_ is musically ingenious, a rhythm game that’s _Speed Racer_ meets _Guitar Hero_ meets space beetles. Players maneuver a glistening scarab down an undulating licorice-whip track as animations that wouldn’t be out of place in Pink Floyd’s _The Wall_ play in the distance. You have to time your taps as squares of light whoosh pass, an insectile drummer skidding and grinding through turns or raising your gossamer beetle wings to graze rings. It’s playable on a TV set, but within the distraction-free ambit of [Sony’s PlayStation VR helmet](http://time.com/4510858/playstation-vr-review/), becomes utterly trance-inducing.

**_Buy Now:_** [**_PlayStation 4_**](https://www.amazon.com/dp/B01N7HUIMN?tag=timecom-20)

### 10\. Virginia


Variable State’s [_Virginia_](http://time.com/4498103/virginia-review-pc-xbox/), whose makers cite filmmaker David Lynch as an influence, may at first seem maddeningly opaque, but its rewards—best realized off multiple viewings—are rich and many. It challenges players to make sense of abrupt scene transitions, constrained perspectives and general narrative reticence. Other “walking simulators” settle for the museum tour, replete with audio logs and text dumps that fix meaning. _Virginia_ trades that sort of clarity for another: that of the subjective, ever-precarious moment. And what gorgeous, reverberant moments there are in this haunting tale, empowered by its absent words and explanations.

### 9\. Crashlands


Old school roleplaying games dole out abstract rewards like “experience points” so you can make your superpowers a trifle more super. New school ones like studio Butterscotch Shenanigans’ _Crashlands_ let you scoop those rewards up off the battlefield, drag them back to your base, then turn them into cool, usable objects. Killer aliens meets goofball storytelling and characters meets a weighty crafting system brimming with hundreds of recipes, _Crashlands_ (for PC, Mac, iOS and Android devices) is everything predictable RPGs aren’t.

**_Buy now:_** [**_PC_**](https://www.amazon.com/gp/product/B01KMBRBAS/ref=as%5Fli%5Ftl?ie=UTF8&camp=1789&creative=9325&creativeASIN=B01KMBRBAS&linkCode=as2&tag=timetechvideogames-20&linkId=17e77cb1b6d8be9aacef3d5b7decb913)

### 8\. Dragon Quest Builders

[_Dragon Quest Builders_](http://time.com/4515805/dragon-quest-builders-review/) is a beautiful, voxel-informed, crafting-focused, thematically relatable fantasy roleplaying extravaganza that’s better because of its constraints, not in spite of them. It’s the sort of thing those who’ve avoided playing _Minecraft_ but still find it intriguing should pay attention to—an exquisite, LEGO-like builder deftly equipoised between structured and freeform play.


**_Buy now:_** [**_PlayStation 4_**](https://www.amazon.com/gp/product/B01GD490UM/ref=as%5Fli%5Ftl?ie=UTF8&camp=1789&creative=9325&creativeASIN=B01GD490UM&linkCode=as2&tag=timetechvideogames-20&linkId=2f65a69669f93734d14902447cc73661)

### 7\. Super Mario Run

With [_Super Mario Run_](http://time.com/4602086/super-mario-run-review/), a $10 vamp on Nintendo’s iconic series about a turtle-clobbering plumber for iOS devices, the Kyoto masterminds have managed a mobile finger-tapper that’s knock-your-socks-off good. If you’re able to make peace with the game’s always-online mandate, _Super Mario Run_ impresses in ways I wasn’t convinced this approach to the character could. This, let’s not forget, is Nintendo on someone else’s hardware making good. Who else can stroll this assuredly into a stranger’s house, size up the joint lickety-split, then remind us of how much we have yet to see?


### 6\. Burly Men at Sea

Brain&Brain’s folklorish [_Burly Men at Sea_](http://time.com/4510322/burly-men-at-sea-review/) is a whimsical romp for PC, Mac, iOS and Android starring three bearded adventurers that speaks in plaintive accordion tunes and whispers, airy sighs and polyphonic hoots—one that marries quirky activities with starlit encounters and aquamarine serpents plucked from Norwegian myth. If you delight in minimalist visuals, waggish writing and artful a cappella sound effects, this is both a treasure-house of those things and for you. It’s a little bit _The Old Man and the Sea_, a little bit _O Brother, Where Art Thou?_ And a reminder that every journey is a circle, filled with both farce and delight.


### 5\. Tharsis

If you like brutal, exacting clockwork puzzles with appalling dilemmas, you’ll adore [_Tharsis_](http://time.com/4170657/review-tharsis-is-an-ingenious-space-game-that-will-break-you/), an ingenious turn-based space strategy game for PC and PlayStation 4 by the folks who gave us the quirky _Bit.Trip_ series. It looks like a dice-driven board game, where the board is a spaceship split into modules you maneuver astronauts between, trying to repair damage from random “events” over a 10-turn journey to Mars. Completing the journey is predictively and repeatably possible—anyone who claims otherwise is objectively wrong—but it’s also not for the faint of heart.

### 4\. Inside


What makes PC, PlayStation 4 and Xbox One puzzle-platformer [_Inside_](http://time.com/4380020/inside-review/) interesting isn’t its dim woodlands, creepy factories, moody bunkers or underwater mysteries, but the craftsmanship of its puzzles and platforming challenges. Imagine the ethically rudderless zeal of Josef Mengele in _The Boys from Brazil_ folded into the nihilism of screenwriter W. D. Richter’s _Invasion of the Body Snatchers_. This now feels like where studio Playdead’s last game _Limbo_ was headed all along.

**_Buy now:_** [**_PlayStation 4_**](https://www.amazon.com/gp/product/B01KU77AE6/ref=as%5Fli%5Ftl?ie=UTF8&camp=1789&creative=9325&creativeASIN=B01KU77AE6&linkCode=as2&tag=timetechvideogames-20&linkId=df3723982e6c524543859aea338b6520)

### 3\. Uncharted 4: A Thief’s End

Stealth-play wasn’t impossible in the earlier _Uncharted_ games, but it’s so much more satisfying when you manage to sneak up behind one of [_Uncharted 4_‘s](http://time.com/4313491/uncharted-4-review/) smarter, hyperaware adversaries. The best in studio Naughty Dog’s rollicking pulp adventure series by a country mile, its embiggened levels become enthralling tactical playgrounds, brimming with wraparound overhangs and organic hiding spots that include swathes of waist-high grass or broad leaf undergrowth you can hunker in or creep through.


**_Buy now:_** [**_PlayStation 4_**](https://www.amazon.com/gp/product/B00GODZYNA/ref=as%5Fli%5Ftl?ie=UTF8&camp=1789&creative=9325&creativeASIN=B00GODZYNA&linkCode=as2&tag=timetechvideogames-20&linkId=7fba767e789bb10ee0b66458dd13cb84)

### 2\. The Last Guardian

For all of the decade it took to pull together, [_The Last Guardian_](http://time.com/4588009/the-last-guardian-review/) feels years ahead of its time. There’s never been a character quite like Trico, the creature players must figure out how to communicate with to make the world’s sublime logic wheels turn. It feels momentous, a design breakthrough I wasn’t expecting, and an experience that seems more likely to stand the test of time than others to which we like to point. It calls out some of what’s crass about this industry while showing us another way forward, the shape of things to come.

**_Buy Now:_** [**_PlayStation 4_**](https://www.amazon.com/Last-Guardian-PlayStation-4/dp/B00ZQBLNP4/?tag=timecom-20)


### 1\. The Witness

In Jonathan Blow and studio Thekla’s [_The Witness_,](http://time.com/4191490/the-witness-review/) mysteries abound on a deserted island that may or may not exist. The island is beautiful but oblique, sublime yet functionally inscrutable. Glowing screens with maze-like grids are everywhere, connective cables snake through sun-dappled underbrush or down into cavernous passages. All of it leads players to ever-more bizarre, seemingly impenetrable line puzzles. It’s weird and gorgeous and categorically defiant, a glorious repository of sublime mysteries and revelations.

**_Buy now:_** [**_PlayStation 4_**](https://www.amazon.com/gp/product/B01BMVWT68/ref=as%5Fli%5Ftl?ie=UTF8&camp=1789&creative=9325&creativeASIN=B01BMVWT68&linkCode=as2&tag=timetechvideogames-20&linkId=6e741b48e4a0d60c3130ac5a89f446fa)**_,_** [**_Xbox One_**](https://www.amazon.com/Witness-Xbox-One-Digital-Code/dp/B01N1IRB37/?tag=timecom-20)

_We’ve included affiliate links in this article._ [_Click here_](http://time.com/4605406/time-affiliate-link-policy/) _to learn what those are._


## Transcript

Hello, this is Matt Peckham with Time Magazine, and I'm playing a game by creator Jonathan Blow, called The Witness. Jonathan Blow is the creator of a game in 2008 called Braid. A side- scroller that was much more than a side- scroller that helped sort of launch the indie games movement. The witness he's been working on for the past seven or eight years. It's a puzzle game. It has no narrative introduction in the traditional sense. It doesn't know tutorials. It doesn't hold you hand. It's just full of, and you'll see, this is the first one, these very mysterious computer panel puzzles. And I can actuate a cursor here, so I can move this cursor around on the screen.

I can place it here and then move it to the end of this point and if I do so I've solved that panel puzzle, start call it a puzzle, and it opens the door. If I go over here, ever so slighty more complicated in that there's a turn. And then I open that door. I merge up here into, for lack of a better description, a starter area, an idyllic garden of sorts that has more complex panels. These initial ones take the form of simple maze. You solve the maze and you enable a power cable which then enables another panel. Not really too much more complex here, but. Then that cable enables this panel and then if I solve, as you can see the puzzles are getting More complex can't really fail them because there are so few ways to fail at this early stage.

But then you'll see here that I'm pulling clamps off of a panel that I'm going to need to access to open the barrier this force barrier to get out onto the broader island You are on an island. You're not sure what the island is, who you are, or what you're even doing. But, let's see here. We wanna go like this. I've played this many times, but each time just because of the way the visuals are arranged, you still have to think about what you're doing. Bring, so that's two solved. Let's go solve the third one over here. And what's happening here, maybe it's obvious, is that you're learning the grammar of the game.

The game is teaching you it's grammar without telling you anything, without explaining anything. In at least in a traditional verbal sense or with text or with somebody saying now go over and do this and do that so it is a very much the word would be [ UNKNOWN ] the learning process that we experience in games and how we know anything really how information And is convey. So now I'm out on the island here. I want to show you I'm just going to let you glimpse at. The puzzles are hidden in plain sight and that I have no idea how to solve this puzzle base on what I just learn from those puzzles, but if I did know I could solve it right now can access that location.

Whatever's in there. So this is the Witness. A fairly large island, open ended. There are doors. There are locks. There are tucked away secrets. There are over 600 puzzles. There are hundreds more, I don't know how to describe them. Sort of character driven, line driven A cyphers, codes that you can find in the environment. It's all very mysterious. I have some ideas about what Jonathan is maybe trying to say here. I don't know that I'm right but it's obviously much more than just a possible game. And these are far more than brain teasers. I'm just gonna give you a little peak here, get some of the stuff that you can go explore.

It's very mist like. If you remember Missed from 1993. But, it is also Jonathan's attempt to think past the design limitations of a game like Missed. I should add before we go here that you're not just solving puzzles to unlock some kind of a very clear story In the scenes that you were in Myst, where there was a very straightforward sort of science fiction, science fantasy story there, and that sort of thing. That's not what Jonathan [ UNKNOWN ] doing here. There is some sort of a, I think he has some points he's trying to make, some ideas that He's trying to illustrate that tie very directly into the nature of game design.

And what we know and what we think we know. But I don't want to say too much more beyond that, or really anything more beyond that. Because it would spoil too much. And I think this is one of those games where the journey and the destination are at least equally important. But there is, you are definitely doing more than just solving puzzles. There are just some phenomenally interesting things tucked away on this island. The game is difficult, but only I would say it's difficult in almost a superfluous sense. Once you start to figure out what the puzzles are maybe trying to tell you, I would argue that the difficulty level, it's there but it falls away.

It falls away in the same sense that when you understand something, when a really good teacher figure out how to educate you as opposed Those to instruct to you that you understand the concept so well and you're so empowered it almost becomes sort of second hand moving forward. So I'm gonna leave you there, that's my highfalutin take on the Witness and have a look at our review online. And where I speak a little bit more about it and I highly recommend this for anybody, even casual players, because it is well- worth the trip.

```json
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