
It's time for the final, and most important, category in the IGF. The Seamus McNally Grand Prize holds the largest cash reward and prestige out of any category, and for good reason. Here are games that epitomize polished perfection, and whoever wins the grand prize is sure to find publishers knocking on their door for an exclusive deal. Every game in the grand prize category this year was in one of the other minor cateogries, which is not particularly shocking, even tif it does not happen all that often. If you look back upon previous years, there's normally one game that makes it to the grand prize that doesn't quite fit anywhere else. This year, that's not the case. These games are the best of the best, and they deserved to be honored.

The gameplay of Joe Danger is all about tricks and the environment. You must use the environment to your advantage to wow and dazzle the audience while staying on your bike. Thankfully, the physics simulation is not as strict as it is in a comparable game such as Trials, so you can get by with some pretty crazy stunts. You can do the standards such as flipping and wheelies, as well as environmental tricks such as sticking a landing or landing right on top of a target. Tricks are essential to the game, as they provide you with boost power and points, and mastering the use of tricks while moving through the levels quickly is essential to success. This emphasis of replaying levels to learn them and balancing tricks with speed is what puts Joe Danger ahead of many other IGF games. It's polished in every way, and a definite heavy contender for the grand prize title.

Monaco's polish is evident throughout the entire game. The design is very well-realized, with an emphasis on co-operation and co-ordination. You have to have a plan to progress, after all, and each member must follow the rough outline of the plan to succeed. The visuals may seem a little strange, but the lo-fi aesthetic has a lot of charm and appeal. It also keeps the game colorful and playable on most systems, which are very important for a game like this. Everything about Monaco, from design to audio to visuals to the technical execution, screams quality. It would be a bad idea to let this one slip by your radar, as it will no doubt be one of the better indie games in the year ahead.

Each level in Trauma has a number of goals. They break down into the level's gimmick, the application of other levels' gimmicks to the current level, and the finding of 9 different photographs that provide both gameplay and story hints. Progression through each level is done at the player's pace and with a point-and-click interface. You can't lose, and there's a gesture system that allows you to do simple tasks such as turning in different directions as well as the performance of the levels gimmicks. This quiet exploration, photographic visuals, ambient music, and excellent gameplay design all coalesce into an absolutely amazing example of the adventure game genre. Some say that arthouse games can't be fun, but Trauma definitely proves this saying wrong.
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