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Gaming’s rebels and underdogs stole the spotlight this year.

Let’s be honest, gaming in 2025 feels like attending a high school reunion where everyone claims they’ve changed, but you spot them secretly wearing the same faded band T shirts under their blazers. The industry keeps chanting ‘innovation’ while greenlighting yet another open world sequel with crafting mechanics and a map cluttered with question marks. But then, like that one classmate who actually did become a marine biologist, a handful of games this year genuinely surprised us by doing the unthinkable, they respected our intelligence.

Consider the minor miracle of a self proclaimed JRPG skeptic falling headfirst into Clair Obscur: Expedition 33. This shouldn’t happen. We’ve been conditioned for years that turn based combat is either nostalgia bait for millennials or a complex spreadsheet simulator requiring a PhD in stat tracking. Yet here’s a game that weaponized tension with real time dodging during enemy turns, making every encounter feel less like menu navigation and more like a deadly dance. It dared to ask, what if we merged the tactical depth of old school RPGs with the pulse pounding adrenaline of a parry system? The result wasn’t just good, it was a quiet revolution that exposed how lazy most ‘real time hybrids’ have become.

Then there’s the matter of Split Fiction, which pulled off the gaming equivalent of a chef convincing Michelin judges that pineapple belongs on pizza. Hazelight’s previous co op darling, It Takes Two, felt like being trapped at a birthday party where the clown won’t stop explaining the ‘rules of fun’. Split Fiction learned that lesson the hard way, slicing through padded storytelling with genre hopping madness that switched from spaceship battles to fantasy tavern brawls before you could say ‘identity crisis’. It worked because it treated players like adults with attention spans, not toddlers needing constant mini games to stay engaged.

The real shocker, though? How Elden Ring: Nightreign deflated every cynical assumption about session based spin-offs. When Bandai Namco announced a co op focused Elden Ring experience, the collective groan from fans was audible. We braced for microtransactions, simplified mechanics, and the inevitable watering down of FromSoftware’s masochistic charm. Instead, Nightreign doubled down on build experimentation while streamlining the onboarding, proving that ‘accessible’ doesn’t have to mean ‘dumbed down’. It was like watching someone turn a symphony into a jazz improv session and somehow making it sound better.

But let’s talk about the elephant in the room, the uncomfortable truth these games whisper while the industry shouts over them. For years, publishers have treated innovation like a risky stock, preferring to invest in familiar sequels while players beg for something, anything, that doesn’t feel like a reskinned template. Look at Hell Is Us, a game so confident in its mystery that it refuses to hold your hand with quest markers or glowing trails. In an era where AAA titles often feel like UI simulators with occasional gameplay, this title said ‘figure it out’ and players responded with gratitude. It turns out we don’t hate difficulty, we hate being treated like goldfish with controllers.

Meanwhile, ARC Raiders continues gaming’s most fascinating identity crisis. Is it a cutthroat PvP showdown? A co op raid fest? A narrative driven stealth sim? The answer seems to be ‘yes, depending on who shows up’. Its genius lies in systems that encourage organic storytelling through player interaction. One match you’re backstabbing rivals for loot, the next you’re having a heartfelt chat while hiking across alien ruins. It’s everything ‘live service’ games promised but rarely delivered, built not on FOMO tactics but on emergent human drama.

Here’s what terrifies me about these successes, corporations excel at taking genuine creativity and turning it into a formula. Already you can hear boardrooms brainstorming ‘how do we franchise this’ and ‘where do the NFT integrations go’. But the magic here comes from developers ignoring focus groups to follow weird hunches. Clair Obscur’s blend of whimsy and tragedy only works because it doesn’t care if you normally hate JRPGs. Hell Is Us fascinates precisely because it withholds the dopamine hits of waypoints and achievement pings.

The human factor keeps sneaking back in too. Notice how Nightreign and ARC Raiders thrive on camaraderie rather than competition, inviting stories you’ll actually tell friends instead of rage quitting. After years of toxic multiplayer arenas, we’re witnessing a renaissance of shared experiences that don’t require shouting matches. Even Split Fiction’s chaotic genre shifts work because they force players to communicate, adapt, and occasionally forgive each other for accidental friendly fire.

What does this mean for the future? Hardware manufacturers will keep touting teraflops while players increasingly value design bravery over pixels. Regulators will still chase loot box debates as studios quietly prove that trust and creativity earn more loyalty than psychological tricks. And we’ll all keep arguing about which game ‘deserves’ top honors while secretly grateful that after 50 years, this medium still finds ways to shock us.

So here’s to 2025’s glorious misfits, the games that looked at the rulebook and used it as kindling. They remind us that for all the talk of metaverses and AI generated worlds, gaming’s soul remains gloriously human, flawed, and unpredictable. Just don’t tell the shareholders.

Disclaimer: The views in this article are based on the author’s opinions and analysis of public information available at the time of writing. No factual claims are made. This content is not sponsored and should not be interpreted as endorsement or expert recommendation.

Thomas ReynoldsBy Thomas Reynolds