While it's a bit peculiar to give GOTYs for a single mobile device, none had as robust a library of games offering as Apple's iPhone and iPod Touch did in 2009.
I'm just about done looking back at 2009 and just about done playing 2009 games. So I'm ready to share my fifth-annual list of my favorite in-game moments from the past year.
I finished more video games in 2009 than in any other year of my life, according to a big list I've been keeping since 2006. Dare I write this in public: I played too much.(Played 35, finished 5) (Played 10, finished 1) (Played 16, finished 2) (Played 9, finished 1) (Played 21, finished 10) …
Christmas is a big production, but they don't roll credits at the end of it. Still, with the home a wasteland of gift wrap and packaging, and the light slowly receding outside, it's a good moment to reflect on 2009.
They're at the forefront of marketing, rarely show gameplay and have been hopelessly corrupted by "developer diaries", but that's not to say we hate trailers. We like trailers. There are even some that we love.
In the dark, distant future, when people write about the history of video games and get to the part labelled "2000-2010", they'll note one thing: 2009 was the beginning of the end for the control pad.
Every year has its moments suitable for framing. Here, our look back at 2009 presents the ones meant for stuffing under your mattress: It's Kotaku's Year NSFW, which, as the title implies, is NSFW.
Some day this past summer, Sefton Hill was browsing the Internet, reading comments about the demo for Batman: Arkham Asylum. He came across an acronym he didn't know: GOTY. The lead creator of Arkham Asylum, he would learn it.
There were plenty of things to be happy about in 2009! Uncharted 2, Batman, the return of E3 and a PS3 resurgence to name but a few. But you know what? 2009 also had its fair share of crushing disappointments.
Every year in sports has its winners and losers, but in sports video games, the results aren't about pennants and trophies. And they're not always clear-cut, either.
Three unusual things happened to former Metroid Prime designer Mark Pacini in 2009: He received high praise he didn't seek, saw a somewhat depressing game box and figured out that gaming in 2011 "is going to kind of suck."
I always like to think of the video game industry as being more like the car business than any other creative medium. There's art, yes, and business, but also functionality to consider. Oh, and shows. Big, loud shows.
Looking back on 2009's many kerfuffles and foofaraws, it may not have been the most contentious year the gaming industry has ever seen. But it certainly was among the most entertaining.
If you made Assassin's Creed II this year, it was a good year — even if you had to trim the game, even if things didn't click until August, even if, for five minutes, you had to suppress your accent.
Don't get dizzy now, but fresh off of previewing Gaming In 2010, Kotaku will spend much of this week looking back at Gaming in 2009. How will you remember 2009? We've got some plans to reminisce of our own.