4ScarrsGaming’s Top 10 Games of 2025

Collage featuring Clair Obscur Expedition 33, Donkey Kong Bananza, Hades II, and Metroid Prime 4 Beyond
Clair Obscur: Expedition 33, Donkey Kong Bananza, Hades II, and Metroid Prime 4 Beyond from our Top 10 Games of 2025.

By Jon Scarr

In 2025, it didn’t feel like one type of game dominated the gaming landscape. Big AAA releases were front and centre, but they weren’t the only things worth playing.

A lot of the games we ended up liking here at 4ScarrsGaming most came from indie studios doing very specific things well. At the same time, a few long-awaited AAA games finally showed up and reinforced why they were worth the wait. What mattered to us here most wasn’t how big a game was or its budget. It was whether we wanted to keep playing once I started.

This is our Top 10 Games of 2025. These are the games we liked the most this year, even if they weren’t the highest rated.

10. Consume Me

Gameplay screenshot from Consume Me showing the daily planner interface, tasks, and character choosing how to spend free time
Gameplay screenshot from Consume Me showing the daily planner interface, tasks, and character choosing how to spend free time

Consume Me deals with some heavy stuff, but it does it in a way that feels thoughtful rather than preachy. The way you play is closely tied to what the game is trying to say, so you’re not just watching things happen, you’re feeling it through your choices.

It’s not something I’d casually recommend to everyone, and it’s not a game I rushed through. There were moments I had to step away from, but I’m glad I spent time with it. It stuck with me in ways most games don’t, even when it was uncomfortable.

9. Keeper

Gameplay scene from Keeper showing the lighthouse creature moving through a surreal, overgrown environment
Keeper focuses on movement and atmosphere as you explore its strange, quiet world.

Keeper slows everything down in a way that felt refreshing this year. There’s no combat to deal with, just moving through the world, looking around, and taking things in as you go. It’s the kind of game I’d load up for a bit, explore, then put down without feeling like I needed to push further.

I didn’t play it for long stretches, but I kept coming back. The imagery sticks with you, and the mood does a lot without spelling things out. In a year full of big releases pulling your attention in different directions, Keeper felt like something you could take at your own pace and enjoy for what it is.

8. Metroid Prime 4 Beyond

Gameplay scene from Metroid Prime 4 Beyond showing Samus facing an alien figure in a dark, atmospheric environment
Samus exploring a strange new area in Metroid Prime 4 Beyond.

Metroid Prime 4 Beyond works because it feels comfortable to play. Moving through the world feels good, and taking your time poking around never feels wasted. I was happy just exploring, scanning things, and letting the pace do its thing.

It doesn’t try to surprise you every five minutes, and that’s fine. It knows what kind of game it is and sticks to that. For something that’s been a long time coming, it feels like the right version of a new Metroid Prime rather than a big swing just for the sake of it.

7. Split Fiction

Split-screen gameplay from Split Fiction showing two players navigating different futuristic environments at the same time
Split Fiction constantly shifts what each player is doing on screen.

Split Fiction keeps changing things up in a way that never really lets you settle into autopilot. Just when you think you’ve got a handle on one idea, it shifts and asks you to adjust. That back-and-forth is what makes it fun to stick with.

It was an easy game to suggest to someone else, especially if you had the right person to play alongside. A lot of the best moments came from reacting to whatever the game threw at us next, then talking about it afterward.

6. Hollow Knight: Silksong

Boss fight gameplay in Hollow Knight Silksong showing Hornet facing a large enemy in a lava-filled area
A tough encounter that asks you to learn patterns and stick with it in Hollow Knight Silksong.

After such a long wait, Silksong finally arrived and felt worth it. It’s tough and asks a lot from you, but it never feels cheap. When you mess up, you usually know why, and that makes sticking with it feel worthwhile.

The world comes together through small details. You start picking up how things connect, how enemies behave, and how you’re supposed to move through it all. It rewards taking your time and paying attention, and it never feels like it’s trying to hurry you along.

5. Blue Prince

Gameplay scene from Blue Prince showing documents and a portrait being examined with a magnifying glass
Gameplay scene from Blue Prince showing documents and a portrait being examined with a magnifying glass

Blue Prince took a bit of time for me, and I ended up liking it more because of that. It starts off feeling like a smart puzzle game, then slowly opens up into something you don’t fully see right away. It lets you discover what it’s doing without stopping to explain itself.

What I liked most is how much space it gives you. You spend time thinking about what you’re doing and why, and those ideas hang around after you put it down. It’s the kind of game that keeps growing on you the more time you give it.

4. Death Stranding 2: On the Beach

Gameplay scene from Death Stranding 2 On the Beach showing Sam Porter Bridges in a combat encounter in a rocky outdoor area
Gameplay scene from Death Stranding 2 On the Beach showing Sam Porter Bridges in a combat encounter in a rocky outdoor area

Death Stranding 2 was never going to work the same way for everyone, and that’s kind of the point. It pushes further into ideas that already split people the first time and doesn’t spend much time trying to smooth them out.

I didn’t agree with every choice it made, but I respected that it stuck to its own direction. It’s the kind of game people ended up arguing about, picking apart, and thinking about after the credits rolled. Not many games this year felt that comfortable doing their own thing.

3. Donkey Kong Bananza

Gameplay scene from Donkey Kong Bananza showing Donkey Kong punching a rock enemy during combat
Donkey Kong Bananza is built around movement, impact, and breaking things apart.

Donkey Kong Bananza is built around a really simple idea, and it just runs with it. You’re smashing things, digging around, and poking at the world to see what’s hidden. It never feels complicated, but it stays fun because everything feeds back into that one goal.

The animal transformations keep things playful and make exploring more fun, and the dynamic between Donkey Kong and Pauline adds more personality than I was expecting. It’s the kind of game I’d start playing to unwind and then keep going longer than planned because there’s always one more thing to find.

2. Hades II

Gameplay scene from Hades II showing a combat encounter with multiple enemies and magical abilities on screen
A combat encounter in Hades II where timing and positioning matter as much as upgrades.

Hades II had a lot to live up to, especially with how often the first game still comes up. Somehow, it doesn’t feel like it’s chasing that shadow. The structure opens things up in smart ways, the writing still has that sharp personality, and the combat keeps its flow no matter how many runs you’re into.

What worked for me is how easy it was to say “one more run” and actually mean it. Even when a run went sideways, it felt like progress instead of wasted time. Getting better came naturally, and the loop never stopped being fun to come back to.

1. Clair Obscur: Expedition 33

Gameplay scene from Clair Obscur Expedition 33 showing a character attacking a large enemy during combat
Combat in Clair Obscur: Expedition 33 balances impact and control without losing focus.

There was no avoiding this one. Clair Obscur showed up everywhere in 2025, and it earned that attention. The combat feels good to play, the world sticks in your head, and the story carries the experience without overstaying its welcome.

I kept thinking about the characters and where everything was heading, not just what was happening from fight to fight. It isn’t trying to reshape the genre or constantly surprise you. It knows the story it wants to tell and follows through on that idea all the way to the end.

By the time the credits rolled, it felt earned.

Honourable Mentions

A few games that didn’t crack my Top 10, but I still spent a lot of time with this year:

Mario Kart World

This felt like an actual step forward for Mario Kart. The open roaming changed how I approached the game, not just how I raced. I liked having space to explore and mess around between races, and it made the world feel more alive instead of just a menu of tracks.

Ghost of Yōtei

I liked my time with this one quite a bit. Combat and movement worked together in a way that made just being in the world enjoyable. Even when I wasn’t chasing the next objective, I didn’t feel like I was wasting my time.

Assassin’s Creed Shadows

This was the first Assassin’s Creed in a while where I felt like I could play it my way again. Stealth felt like a real option, and I liked choosing how much I wanted to engage with the game instead of being dragged through it.

Silent Hill f

Silent Hill f worked for me because it didn’t pull its punches. The setting and the imagery are uncomfortable on purpose, and the game never tries to ease you into it. I found myself thinking more about specific locations and scenes than about explaining what the game was doing, which feels very fitting for Silent Hill.

Hyrule Warriors: Age of Imprisonment

Hyrule Warriors: Age of Imprisonment is all about momentum. You drop into a map, pick a character, and start cutting through waves immediately. I liked how little setup there was between missions and how quickly it let you get back into the action.

About the author
Jon Scarr author photo

Jon Scarr

4ScarrsGaming Owner / Operator & Editor-in-Chief

Jon covers video game news, reviews, industry shifts, cloud gaming, plus movies, TV, and toys, with an eye on how entertainment fits into everyday life.

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