The Ten Best Games of 2025
Jacob Geller
0:02 It is a rare game that manages to lock you in from the first second of gameplay.
0:07 It is even more rare to capture your attention
0:11 before the photosensitivity warning has faded from view.
0:14 And yet from the moment you choose to launch SEKTORI,
0:18 a relentless thumping bass grabs you
0:21 by the shoulders and announces a simple message:
0:24 you will not be able to put this game down.
0:27 Sektori is a kaleidoscopic twinstick shooter,
0:30 in the vein of Geometry Wars or Resogun— in fact,
0:34 the developer is a former employee of Housemarque, where he helped make Resogun.
0:39 Sektori is the genre heightened to a flow-state nirvana,
0:42 where a constantly changing arena and giant,
0:45 bullet-hell bosses offer an endlessly high skill ceiling— but no run gets stale,
0:51 because the game also offers a number of different, irresistible, upgrade paths.
0:56 Throughout this year, I’ve played many games that have filled
0:59 the screen with flashing lights and images,
1:01 all while encouraging a sort of overstimulated passivity.
1:04 And— to be clear— I have enjoyed those experiences as well.
1:09 But Sektori is a reminder that razor-sharp design and continuous,
1:14 split-second decision making can induce a far more rewarding gaming trance:
1:19 a commitment to making your best attempt a little better,
1:24 if you only play one more game.
1:27 WELCOME to the end of 2025,
1:29 a hell of a year and a hell of a year for playing games.
1:32 Through the haze of continuous industry layoffs,
1:35 collaborations with human rights abusers, and AI dipsh*t clusterf**ks,
1:39 a number of wonderful pieces of art still managed
1:43 to push their way out the door and into our hands.
1:48 This year saw a surge of inventive co-op triumphs,
1:51 an unexpected bounty of gamified memoirs,
1:54 and a number of technically accomplished triple-As
1:57 failing to create the same impression as smaller,
2:01 shorter, weirder projects— but what else is new?
2:05 Before we get back to the list proper,
2:07 there is one more thing I need to do: establish my Certified Gamer Credentials.
2:12 I beat a lot of games this year!
2:15 Nearly 60 at the time of recording!
2:17 So, without further ado, here is every game I rolled credits on (or otherwise
2:22 played to satisfaction if “credits” aren’t a meaningful finish line).
2:27 Hit it!
4:21 It may seem a little damning with faint praise that Hades 2
4:26 only reaches number 9 on this list— and in a way, it is.
4:31 The direct sequel to Supergiant Games' 2020 game Hades,
4:35 Hades 2 suffers from a number of sequel-y problems.
4:38 Its story isn’t as emotionally engaging as the first,
4:42 the character interactions are expanded, but not revolutionized.
4:45 It would be easy for me to list a number of small disappointments with Hades 2,
4:51 which largely stem from me wanting another brand new world
4:54 from a studio that’s proven how successfully it can sculpt one.
4:59 BUT, what those complaints obscure is that every single run in Hades 2 is a joy,
5:05 a nearly faultless mechanical experience that manages to teach
5:08 you novel ways of playing well past the 50-hour mark.
5:12 Enemies and bosses that feel
5:15 overwhelming gradually reduce into observable patterns,
5:17 branching trees of offered upgrades coalesce into exciting new playstyles,
5:22 and NPCs spout nearly endless dialogue throughout.
5:25 Only in Hades 2 can I die to a rocker-diva
5:29 Scylla the sea monster and not be angry for a second,
5:32 because as soon as I get back home I’m
5:35 asking Nemesis to jump in the hot springs with me.
5:38 The standard of visual quality in Hades 2 is just through the roof,
5:42 the progression systems are nuanced and interesting,
5:45 Chronos is a cool and menacing and seemingly-insurmountable villain.
5:49 It’s easy for me to nitpick Supergiant’s work
5:53 because my bar for them is so, so high.
5:56 But I put a full 70 hours into Hades 2, enjoyed nearly every minute of it,
6:02 and I will be there day 1 for whatever they make next.
6:08 Oh, to be scared in a new way.
6:11 I play a lot of horror games, I like a lot of horror games,
6:15 and yet with my experience, I think I’ve gotten to know most of their tricks.
6:20 Something jumps out from a closet, something takes away your guns,
6:23 something tells you that it’s erased your save file.
6:26 I don’t go into many horror games expecting to be surprised.
6:30 And then, along comes a game like Dead Letter Department.
6:34 I quite recently talked about Dead Letter Department
6:37 in my video on digital horror— this is
6:40 the game where you type out the unreadable sections
6:43 of undelivered letters in an oppressively atmospheric office room.
6:46 It is a simple game— no health bar, no inventory management,
6:51 no meters going down or sidequest list going up.
6:54 But the mileage the game gets from this simple of a concept is just remarkable.
7:00 I just cannot believe how many different
7:02 stories the addresses on an envelope can tell.
7:05 One of my favorite things a horror story can do is warp the ordinary,
7:10 take something incredibly normal and distort reality
7:13 around it until even nondescript things become unnerving.
7:16 By the end of Dead Letter Department,
7:19 the most straightforward letter feels sinister.
7:22 Dread leaks out of a suburban address.
7:24 Secrets hide in the wrinkles of an envelope.
7:27 The game is my favorite example of what an indie horror title can
7:31 do— it presents a new idea and explores every dark corner of it.
7:37 I imagine the Silent Hill franchise looks
7:40 at Resident Evil with some level of jealousy.
7:44 What’s a Resident Evil game?
7:46 Easy: shambling monsters, inventory management,
7:48 involved puzzles with gems and different colored keys,
7:52 some invocation of “umbrella.” What’s a Silent Hill game?
7:56 Well, that’s the question, isn’t it?
7:59 Is it simply a low-hanging fog?
8:01 A soundtrack that seems to play inside of your brain?
8:05 Repressed guilt, locked doors, hidden alien endings?
8:09 Sure, all of those things.
8:11 But what Silent Hill F understands— why I
8:14 knew this game was operating on the correct
8:17 wavelength from the first few minutes— is
8:20 that Silent Hill rests on the ineffable, unsettling oddness of its characters.
8:26 Overt villainy is easy.
8:27 But unease, the feeling that something is “off” about this whole situation,
8:32 is a much harder tone to strike.
8:35 Hinako, a high schooler in rural 1960s Japan, lives in this unease.
8:40 The feeling that something is wrong, with her, with her classmates and parents,
8:44 with the whole culture, permeates the game.
8:47 And this wrongness leads to unforgettable
8:49 scenes of seemingly inexplicable behavior.
8:52 Fear and murder and self-mutilation are all present and yet often
8:57 treated with a detached coldness that leaves us as players adrift.
9:03 The most exciting thing to me about Silent Hill F
9:06 is that there’s just so much to talk about here,
9:08 so many standout sequences and interesting character beats.
9:11 While the game doesn’t reach the towering heights
9:14 of Silent Hill 2 or the environmental excellence of 3,
9:18 it also doesn’t stand in either game’s shadow.
9:21 I am so glad that F is interested in testing that question,
9:26 “what is a Silent Hill game?”, and finding a bold new answer.
9:32 I’ll actually be arguing for a specific sequence from Silent Hill F as one
9:36 of the “best moments of the year” in the massive awards episode of MinnMax,
9:41 the gaming podcast I’m on.
9:43 MinnMax…truly means so much to me.
9:45 Because of the podcast, I went to Summer Game Fest this year,
9:49 and I also went to freaking Brazil, to Latin American Gamescom.
9:53 It is, kind of, the thing that keeps me sane when
9:57 I’ve been researching something like the Nuremberg trials for weeks on end.
10:01 Anyway, back to the list.
10:03 The second of the indie sequels on the list,
10:06 Citizen Sleeper 2 accomplishes what Hades 2 struggles to do—
10:10 take the basic mechanics of the first game and twist them,
10:14 using familiar verbs to tell a story altogether its own.
10:18 Citizen Sleeper 2 is built on the same dice system as its predecessor.
10:22 Each day you’re allotted a number of pre-rolled
10:25 dice which you can then “spend” on different activities.
10:28 Once you’re out of dice, you can’t do anything— so,
10:31 in order to keep up with the game’s multitude of doomsday clocks,
10:34 you’ll need to roll on activities you’ll likely fail,
10:38 a rich metaphor for anxiety, disability, the perils of capitalism, you name it.
10:43 This was all in the first game.
10:46 But what 2 does so well is pairs that need to constantly
10:50 move forward with a meditation on the highs and lows of labor itself.
10:55 In Citizen Sleeper 2,
10:57 you’ll need to constantly engage in “contracts,” discrete projects
11:00 that become your sole focus for a couple in-game days.
11:05 These can be as simple as looting a derelict
11:08 spacecraft or as complex as staging a mutiny.
11:11 But each requires intense,
11:13 devoted work from your character and their companions.
11:16 It is exhausting, stressful, and resource-intensive.
11:19 But within nearly all of them lies some hint of beauty and wonder,
11:25 a pride in your own craft and the skill of others.
11:29 It’s a testament to the skill
11:30 of the game’s writing that the intrinsic satisfaction
11:33 of a job-well-done can exist alongside the everpresent
11:37 themes of exploitation and cruel economic systems.
11:40 Citizen Sleeper 2 is a game about carving out
11:43 spaces for the humanity of yourself and others— to work, to create art, to live.
11:49 One of the nice things about making your own top-10 list is you get to cheat.
11:56 Who defines what “ten” means, or “games,” or “top”?
12:01 Me, in this case.
12:03 And I’m adding as number five-and a half,
12:06 the best expansion I played this year, Lies of P: Overture.
12:10 In the years since Lies of P’s release, the game has only grown in my regard.
12:16 It is, easily, the best non-Fromsoft game made in their signature style,
12:20 and the one that most meaningfully expands on that established formula.
12:24 And in the tradition of Fromsoft,
12:27 this year’s generously-sized expansion, Overture,
12:29 represents an elevation of all the very
12:32 best elements of that already-phenomenal base game.
12:35 Overture’s environments rock: a zoo overrun by mutant animals,
12:40 a decrepit carnival with mechanical carnies still going through the motions.
12:45 Its bosses are grotesque and wonderful— the first is a particular highlight,
12:49 in which midway through a fight with an elephant carcass,
12:52 a sort of giraffe-neck bursts out of its skull.
12:56 The new weapons are all a blast,
12:58 like a rocket-spear that will physically propel you through each level.
13:03 And, after I somewhat dismissed the base game’s narrative,
13:06 Overture managed to make me sit up and pay attention to that story again.
13:11 You’re not just a soulslike to me, Lies of P, you’re a real boy.
13:17 “Consistency” may be an overrated value in games.
13:21 And look, I get the appeal.
13:24 “My whole game should be good,” you might say.
13:27 “I want every aspect of the story to work.
13:30 I want to create a cohesive experience.” And to that I respond,
13:37 “Death Stranding 2.” Death Stranding 2 stumbles as often as its protagonist.
13:43 The early stages of the game are easy enough to be uninteresting.
13:47 The story, though as exposition-laden as ever,
13:50 struggles to introduce as enthralling concepts as the first game.
13:53 Death Stranding 1’s thematically resonant,
13:55 de-emphasized combat has been replaced with “non-lethal”
13:59 heavy machine guns and rocket launchers.
14:02 And YET, and YET, when Death Stranding 2 works, it works like nothing else.
14:09 Much of this is due to the staggering art direction and world
14:13 design— cresting a hill and walking down into a green valley,
14:17 wandering along a shoreline and seeing
14:19 long-abandoned apartments sunk into the riverbed.
14:22 My favorite moments of the game— in all likelihood,
14:25 my favorite gaming moments of the year— all took place
14:28 on the massive mountain in the center of the map.
14:31 On the first hike up the mountain, my vehicles ran out of charge,
14:35 my canteen ran out of water, my Sam Porter Bridges laboriously pulled himself,
14:40 one footstep after another, up the barren and snowy expanse,
14:44 pausing to huddle in the corner of an unpowered shelter
14:48 in a bivouac and regain even a trickle of stamina.
14:52 And then, later, returning to that mountain, determined to reach the summit,
14:57 scrambling over a ridge to find the moon at a hundred times its normal size,
15:03 staring right back at me.
15:05 Death Stranding 2 is, for me,
15:07 made out of these moments, this attention to minutiae.
15:11 The strangely cozy feeling of picking up a crate and throwing it
15:14 in the back of your truck without having to navigate a menu.
15:17 The hidden nightmares that may or may
15:19 not occur anytime you’re onboard the Magellan.
15:21 The way Sam hops from one side of an incline
15:24 to the other when you’re walking on an uneven surface.
15:26 The song on the soundtrack that goes absolutely nutso
15:30 and only plays when you’re in the easily missed VR missions.
15:33 The experience of a Kojima game is watching
15:36 a multimillion dollar cutscene completely whiff on an emotional beat,
15:41 only to, minutes later, get bowled over by a much more subtle,
15:46 much more nuanced beat that was somehow landed perfectly.
15:50 Low Roar starts playing and all is forgiven.
15:54 Keep on keepin on.
15:56 “Time” is a mechanic explored by many games— but none
15:59 have done it in quite the way Despelote does.
16:02 Set in Quito, Ecuador during the country’s 2002 world cup qualification,
16:08 Despelote is freezing time for an entire city,
16:11 capturing the moment in amber when every person, conversation,
16:15 and TV program was laser-focused on the same dream.
16:19 And Despelote is also a game about being a child,
16:23 so lazy afternoons wandering the neighborhood feel endless,
16:26 until you start trying to kick that can off a roof
16:29 and realize that you’re already late to pick up your sister.
16:32 Time is core to Despelote’s design: the timing of the conversations in the game,
16:37 for instance, which feature some of the most naturalistic,
16:41 overlapping dialogue I’ve seen in the medium.
16:43 Or the time remaining in a football game before halftime.
16:46 Or the way time takes memories of 2002 and distorts them,
16:50 painting them with a palette that can’t be perfectly recreated.
16:55 Despelote is a singular creation, about a single moment in time.
16:59 And it’s about all the moments that come after, too.
17:04 Look, I— I try to have good segues for this stuff but it
17:07 always feels a little forced and so I’m just going to say it.
17:11 I got a book published this year.
17:13 And it’s really cool, and I’m really proud of it.
17:15 How a Game Lives is the book and you
17:18 can now get the retail edition in your local bookstores,
17:21 ask your local library to stock it, or order it online.
17:25 AND, somehow, I’m also, already, working on the next one.
17:29 That one is called “You’re Not Overthinking It,”
17:31 you can pre-order it from the publisher right now.
17:34 Links to both in the description.
17:35 I’m…an author now, maybe.
17:37 It’s pretty surreal.
17:39 There are a number of impossible tricks that Consume Me performs.
17:45 For instance: the whole game is based around the trick of crafting
17:49 a narrative about an eating disorder
17:52 out of genuinely fun WarioWare-style minigames,
17:55 without downplaying the severity of the core issue.
17:58 Or the trick of an art style that looks incredibly
18:01 rudimentary and yet is so funny and delightful that even
18:04 doing repeated tasks is a thrill because you get to see
18:07 that amazing animation of watering the houseplant one more time.
18:11 OR, the trick of depicting how something can
18:14 affect your whole life without being your whole life,
18:16 how joy and whimsy and growth can happen alongside
18:20 pain and self-destruction because THAT’S JUST HIGH SCHOOL, BABY.
18:25 Consume Me is a hard game to recommend, not because it’s hard to play.
18:29 It’s hard to recommend for the opposite reason,
18:31 that it seems beyond belief that a game about the worst
18:35 elements of adolescence could be so effortlessly charming and warm.
18:38 And maybe what I admire most about
18:41 Consume Me is its commitment to autobiography makes
18:44 it a game about so much more than its core premise— how, in playing it,
18:49 you’re not just exposed to a march of disordered eating but a person,
18:53 whose problems don’t resolve easily and whose
18:55 coping mechanisms don’t always align with our own,
18:58 and whose self-image is still grappling with how her past affects her present.
19:03 This is one of the year’s games I’ve thought most about after finishing it.
19:07 I think— I hope— Consume Me will become
19:10 a touchpoint for memoir-style games in the future,
19:13 full to bursting with every element of the human experience.
19:17 In working with MinnMax,
19:18 I’ve gotten a chance to play more “review” copies of games,
19:22 getting code a few days or weeks before something comes out.
19:26 And usually I think no more than, “oh neat,
19:29 a chance to get a jump on a game.” But this year I had
19:33 an experience I’ve never had before— playing
19:36 a game before release and thinking “what is happening.
19:40 Am I insane?
19:41 Is this one of the best games I’ve ever played?
19:45 Does anyone else feel this way???”
19:47 And that game was Clair Obscur: Expedition 33.
19:51 Ohhhhh boy.
19:52 Look, I have already spoken— at EXTREME length— about this game.
19:58 I wrote an essay about it.
20:00 I discussed it on Nebula with a bunch of other essayists.
20:03 Over with MinnMax, we did an EIGHT HOUR deepest dive on the game.
20:06 And somehow, that doesn’t feel like overkill.
20:09 This sounds reductive— this is reductive— but the game
20:14 feels like it deserves this level of analysis because nothing
20:17 within Clair Obscur feels “default,” implemented simply because “this is
20:22 what games do.” Every character feels purposeful in the story.
20:26 The skills of each party member works
20:28 as an individual and as part of a larger group.
20:31 The overworld is directed enough that you always know where you should go,
20:34 yet open enough that exploration and stubbornness can
20:37 result in a delightfully earned sense of overpowered-ness.
20:40 And yes, turn-based combat designed by a Sekiro speedrunner
20:45 DOES SOUND like someone created a game for me specifically,
20:49 but what can I say, sometimes you just get lucky.
20:54 It’s also hard to believe that Clair Obscur can introduce a story
20:57 so full of Concepts and Proper Nouns and make them so immediately meaningful.
21:02 I’ve played lots of video games before,
21:05 you have to earn me caring about your lore!
21:08 And yet here, I do, because it so
21:11 immediately grounds these concepts and proper nouns in people,
21:15 in unignorable metaphor and meaning.
21:17 And unlike so many games with Concepts and Proper Nouns,
21:21 which start out feeling like they’ll be about…something,
21:24 and end up only being about themselves,
21:27 Clair Obscur manages to hold both at once.
21:30 This is our modern Majora’s Mask,
21:32 a game I predict we will collectively return to again
21:35 and again because our need for art about grief will never disappear.
21:39 Clair Obscur doesn’t need to convince us to care about its lore,
21:43 Clair Obscur has sculpted its lore around the most core of human emotion.
21:48 It is a story about the meaning of stories, art about the power of art.
21:55 It’s just the f**king best.
21:57 And then…is there something better?
22:00 Something better than the f**king best?
22:04 I’ll tell you, I’m just not sure.
22:08 I know it’d be a cop-out to award a tie to a number 1 spot,
22:12 and I’m not doing that, but this choice is tearing me apart man.
22:16 On one side is the radiance,
22:18 the feeling and the choices, of Clair Obscur: Expedition 33.
22:22 And on the other side… is Hollow Knight: Silksong.
22:27 Part of that divide is how the games’ brilliance present themselves.
22:31 Clair Obscur is something that is immediately, wonderfully, impressive.
22:35 The opening cutscenes are huge and dramatic,
22:38 the combat is instantly cool-looking,
22:39 it presents itself all at once as something you should
22:43 be Paying Attention To, Because This Story Will Do Things.
22:47 And then it does!
22:49 And upon replay, maybe those big moments hit a little
22:52 less hard and the combat is a little more repetitive,
22:54 but there’s still enough foreshadowing and character work that you stay
22:58 interested for maybe even a whole second loop through the game.
23:02 This is not how Silksong feels.
23:06 Silksong starts like a lovely, polished,
23:08 follow-up in a genre we’re all familiar with.
23:11 And the ways it begins to differentiate
23:13 itself— its shocking difficulty, its lower key,
23:17 more cohesive world design— don’t cause
23:20 the same Big Reactions as a cutscene-heavy, dramatically acted adventure.
23:24 Your first playthrough of Silksong,
23:26 though hopefully full of wonder and discovery,
23:29 may be something you drag yourself through,
23:31 each checkpoint claimed in spite of the game working so hard against you.
23:38 And then you might start it again.
23:40 Something pulls you back, to see if maybe you’ve improved at all,
23:44 or to test if you can navigate the world more quickly,
23:46 or maybe it just feels weird that you
23:48 didn’t love it quite as much as Hollow Knight.
23:51 And you start playing again and suddenly every frustration
23:54 has been replaced with just…just the most gorgeous game design.
23:59 Every fight feels like a dance.
24:01 The world is so artfully stitched together.
24:04 Hornet seems to move at the speed of thought.
24:06 Every boss is tuned just right,
24:09 lightning fast but still allowing for self-expression within your moveset.
24:12 And when you’re not dragging yourself along,
24:15 you think about the thematic relevance of the idea
24:18 that you once did drag yourself along,
24:20 and the game becomes about perseverance and mastery in the same way
24:23 that some of the most important games to me are about perseverance and mastery.
24:28 Silksong has so much faith in you, the player,
24:32 that the simple act of playing it— not watching a cutscene,
24:35 not reading its lore, but just playing it— is a moving experience.
24:40 It is remarkable that someone would build a game like
24:45 this and trust us to see the grand vision holding it together.
24:51 But I have.
24:53 And I did.
24:54 There’s something I want to tell you, about the video you’re watching right now.
24:58 And that is that it’s the 100th proper video on this channel,
25:03 the 100th essay I’ve made.
25:05 My first essay was published on October 23, 2018.
25:08 It has been two thousand six hundred and six days between then and now.
25:14 Between then and now I have… quit my day job.
25:18 I have… paid for my own health insurance.
25:21 I have lived in three different houses, I have turned 30, I have got married,
25:25 I’ve written, I’m going to say, probably around half a million words.
25:29 I’ve spoken to you, here and on podcasts, in Boston,
25:33 Oslo and Brazil, through a written book and from my local library.
25:38 And for five of those seven years, I’ve also been working with Nebula— wait,
25:42 yes this is kind of a sponsor,
25:44 but I promise it’ll be worth your time, I’m not just selling you something.
25:49 My first video working with Nebula was the one
25:52 on Roller Coaster Tycoon 2, in June of 2020.
25:55 Since then, they have been the sponsor of nearly every essay I’ve made.
26:00 On Nebula, I just have fun— I’ve
26:02 made cooking videos with my then-girlfriend, now wife.
26:05 I’ve done essays on stuff not “heavy” enough for the main channel.
26:09 Somehow, I’ve released even more writing about Resident Evil 4.
26:12 This job, for me, falls in that magical spot of something I didn’t know existed,
26:17 and yet simultaneously seems like the thing
26:20 I’ve been training my whole life to do.
26:22 I love working on this stuff, I love writing,
26:25 I love being directed by my passions.
26:27 And so often in passion-led places like this, the love for the work
26:32 is undercut by the exhaustion of everything
26:34 surrounding it— a contract screws you over,
26:37 someone just “forgets to pay you” for 18 months.
26:41 It is, genuinely, a miracle that I have never felt that with Nebula.
26:46 In fact, this December,
26:47 the whole damn website just decided “we don’t need to be charging this much.
26:51 We can actually be less than $3 a month, because that is just a better price,
26:57 it’ll let more people in the door.” This December,
27:00 like the past three Decembers,
27:02 I’ve made a big ol’ companion to my year-end video.
27:05 Over on Nebula, you can see me chatting about my favorite books of the year,
27:09 my favorite movies, games that just didn’t make the cut.
27:11 It’s great, it’s fun, it’s a chance for me to tell you
27:14 about my obsessions so they can become yours too.
27:17 It, and all my other essays, and everyone’s other essays on Nebula,
27:21 can be yours for just $30 a year with my link in the description.
27:27 And, whether you sign up for Nebula or not, I want to thank you for being here,
27:31 for watching these videos, for allowing me to do this thing that I do.
27:35 To the people who have been here since my very first video,
27:38 on Night in the Woods and Tacoma and workers’ rights.
27:41 To the people who found me this year, maybe through this video.
27:44 To the friends I’ve made,
27:46 the people I’ve connected with, the people who have been
27:49 moderating a discord server for more than half a decade,
27:52 to everyone who has ever stopped me to say “hi” in public.
27:57 This job could be a very lonely, very isolated thing.
28:01 But it doesn’t feel like it— because of you.
28:06 So now, if you’ll permit me a SECOND wildly self-indulgent montage,
28:11 here is every one of those 100 videos,
28:14 alongside everyone, every single one of you,
28:17 who has ever given me even a single dollar on Patreon.
28:22 Your support means more than you could know.