Depending on how you look at it, 2008 was 1) a really great year for me to rediscover video games, or 2) a really horrible year for me (or more specifically, my wallet) to rediscover video games. One might say it was great in the sense that it was chock full of highly anticipated games (most of which stood up to the hype). On the other hand, it was chock full of highly anticipated games (most of which I felt I could not live without) and, let me tell you something, games aren't cheap...

My journey back into the wonderful world of console gaming began one Friday evening in late January, 2008. Recently having had my weekends freed up, I decided, on a whim, to call my friend BN, whom I hadn't seen for quite some time. I headed over to B's house, where he proudly introduced me to two of his most prized possessions: his 37 inch LCD flat-panel television and his XBox 360. Little did I know that this introduction would be my downfall. Moments later B pulls out a game I'd never heard of, a little game called "Call of Duty 4: Modern Warfare." The rest is history... And, so, one 42 inch flat screen television, one XBox 360, one Playstation 3, one Playstation Portable, and at least 2 dozen games later, here I sit. And yes, it is slightly ridiculous.
You may, or more likely may not, be asking yourself, "What criteria do you use, C., when deciding whether a game is 'good?'" Without going into too much detail, I generally look at four very broad criteria:
1) Story: This is neither the time nor the place to argue that video games are becoming just as much as a vehicle for storytelling as other mediums (such as television or film), but, if it were, I'd say they are definitely heading that way. I play video games for the same reason I go to the movies or flip on the TV: to escape reality (you know, but not in that "I want to withdraw from society and personal contact" kind of way (if that were the case I'd still be playing "World of Warcraft")). A good game will give me characters I can form attachments to, along with a plot that draws me into the world the game is trying to sell (and a few twists and turns never hurt, either).
2) Presentation: This is the broadest of the categories and includes the following: graphics, music, sound effects, voice acting (if applicable), and atmosphere. None of these subcategories necessarily weighs more heavily than the others. Rather, I toss them all into the blender and then make my evaluation.
3) Gameplay: This is what I would call the "fun factor" category. I play games, after all, to have fun. Things that might affect gameplay would be: control scheme, game length, difficulty level, and multiplayer functionality.
4) Replayability: With the price of your average game being somewhere around $60.00 (BUY USED!), it's not too much to expect some bang for your buck. Variable difficulty settings, optional sidequests, hidden easter eggs, multiplayer functionality, and unlockable content are all items that contribute to a game's "replayability."
As with the "Presentation" category, none of these broad categories necessarily weigh more heavily in the calculation than the others, though one category can (and often does) "pick up the slack" if the other categories are lacking.
So there you have it, a little bit of background before the real fun begins. Oh, and one more thing, I'm giving you your warning now: SPOILER ALERT!!!!! I will be discussing, sometimes at length, the stories behind many games on this list. Proceed at your own risk.