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Game Critics Awards

The Game Critics Awards were an annual set of awards recognizing the most impressive upcoming and hardware demonstrated at the , held from 1998 until 2019. Organized independently of E3's parent company, the , the awards were judged by a panel comprising editors and critics from over 50 major global media outlets and influencers, who evaluated playable demos and presentations at for innovation, quality, and anticipation. The selection process involved nominations shortly after E3 concluded, followed by voting among the panel to determine winners across various categories, with results announced in the weeks following the expo. Key categories evolved over the years but typically included Best of Show for the overall standout, platform-specific honors like Best Console Game and Best PC Game, genre awards such as , , , and , as well as recognition for originality (Best Original Game), multiplayer (Best Online Multiplayer), and hardware (Best Peripheral/Hardware). Special commendations, like for outstanding graphics, were occasionally awarded to highlight technical achievements. The awards gained prominence for spotlighting games early in their development cycle, often predicting commercial and critical successes; for instance, winners like in 2000 and in 2019 went on to receive widespread acclaim upon release. With E3's discontinuation after 2019 due to the and shifting industry events, the Game Critics Awards have not been held since, marking the end of a 22-year tradition tied to the expo's showcase format.

History

Establishment

The Game Critics Awards were established in 1998 as an independent initiative organized by a coalition of video game journalists and critics from major media outlets worldwide. This effort aimed to formally recognize the standout video games and hardware demonstrated at the Electronic Entertainment Expo (E3), the industry's premier trade show at the time. Unlike awards for released titles, the focus was on previews, demos, and announcements that generated the most excitement and showcased innovation in gameplay, technology, and design. Co-chaired by industry veterans and Rob Smith, the awards provided a unified voice for critics attending , drawing from approximately 30-40 editors and reviewers to vote on nominees observed during the event. The initiative filled a gap in the convention's programming by offering objective acclaim based solely on show floor impressions, independent of publishers or organizers. This structure emphasized anticipation and potential impact, helping to elevate promising projects amid the hundreds of reveals each year. The inaugural ceremony occurred immediately following the 1998 E3 in Atlanta, Georgia, with winners announced via press release rather than a live event. Categories were deliberately broad and limited, including platform-specific honors like Best PC Game and Best Console Game, alongside genre awards such as Best Action Game, Best , Best (divided into real-time and turn-based), Best , Best , Best Sports Game, and Best RPG. Additional nods went to emerging elements like Most Promising New Game, Most Promising New Peripheral, Best Booth, and Best Party, reflecting the diverse aspects of the expo experience. A pivotal early achievement came with the double win for (developed by ), which claimed Best PC Game and Best , signaling the awards' influence in highlighting PC gaming's narrative-driven and physics-based advancements. Other notable 1998 honorees included Metal Gear Solid for Best Console Game and for Most Promising New Game and Best Game, setting a precedent for celebrating cross-platform excellence and strategic depth in unreleased titles. These selections underscored the awards' commitment to innovation, as 's E3 demo foreshadowed its revolutionary impact on first-person shooters.

Evolution

Following their establishment, the Game Critics Awards underwent notable evolution in , categories, and from 1999 to 2018, adapting to technological advancements and industry shifts while maintaining a focus on E3-previewed titles. Initially featuring core categories such as Best of Show and platform-specific honors, the awards expanded to encompass emerging genres and formats, ensuring relevance amid the diversification of video gaming. Category expansions began in the early 2000s with the introduction of genre-specific awards, including Best Action/Adventure Game in 2000, to capture the growing complexity of game design and player experiences. By the , recognition of the sector led to the addition of Best Independent Game, first awarded in 2014 to , reflecting the surge in innovative, smaller-scale developments showcased at E3. Format adjustments enhanced the awards' rigor, transitioning from initial simple voting among critics to a structured process where judges nominate top entries post-E3, culminating in official shortlists and final votes for winners. In 2005, Special Commendation categories for outstanding , , and were introduced, allowing targeted praise for technical excellence, as seen with Killzone's graphics accolade that year. Key milestones marked responsiveness to gaming trends: the Best Online Multiplayer category, which debuted in 2000, was awarded to in 2007 amid the proliferation of connected experiences. In 2016, buoyed by high-profile demonstrations of devices like the , a Best VR/AR Game category was added, with Batman: Arkham VR claiming the inaugural win and underscoring virtual reality's ascent. Participation grew alongside these changes, with the judging panel expanding from around 20 critics in 1999—primarily U.S.-based—to over 50 by 2018, incorporating international outlets like and for a more global perspective. This broadening enhanced the awards' credibility and diversity in evaluating 's offerings.

Discontinuation

The 22nd Annual Game Critics Awards, held in 2019 to honor the most anticipated games showcased at that year's Electronic Entertainment Expo (), marked the final edition of the event. Among the winners was by , which received the prestigious Best of Show award for its compelling reimagining of the classic RPG. Other notable recipients included for Best Original Game and Star Wars : Fallen Order for Best , reflecting the awards' focus on innovative previews from exhibitors. The discontinuation of the Game Critics Awards was directly linked to the collapse of , which served as the cornerstone of the awards' format since their inception in 1998. 's cancellation began with the 2020 edition due to the , but subsequent years revealed deeper issues, including declining attendance, major publishers like and withdrawing participation years earlier, and an industry shift toward digital showcases amid evolving marketing strategies. The (ESA), 's organizer, ultimately announced the event's permanent end in December 2023, citing insufficient interest to sustain it. Without , the Game Critics Awards could not proceed, as they relied on evaluating hands-on demos and announcements from the convention. Post-2019, the awards entered dormancy, with planned 2020 nominees and winners never announced despite initial preparations on the official website. The site has remained unchanged since around 2020, with application details frozen to that year's February window and no updates on revivals as of 2025. This hiatus aligned with broader industry changes, including the rise of digital alternatives like , launched in 2020 to fill E3's void with online reveals and events. The legacy of the Game Critics Awards endures in how they shaped early hype for upcoming titles, often spotlighting breakthroughs that later dominated end-of-year honors. However, their role has been supplanted by expanded digital platforms and year-end ceremonies such as , which now incorporate preview elements alongside comprehensive retrospectives. No official revival efforts have been announced by 2025, leaving the awards as a hallmark of E3's influential but bygone era.

Organization

Administration

The Game Critics Awards were administered by an independent organization formed by leading journalists and editors from major publications, operating without affiliation to the Electronic Entertainment Expo () or its organizer, the (ESA). This structure ensured the awards remained free from commercial influence, with explicit disclaimers stating no endorsement or association with the ESA or management across all official communications. Founded in 1998, the administrative body functioned as an umbrella group of over 50 North American and later global media outlets, coordinated primarily by co-chairs and Rob Smith in the early years. , a prominent games and producer, played a central role in overseeing operations, including nominee selection logistics and post-E3 announcements, while Smith, as editor-in-chief of and , contributed to early leadership. No single dedicated director was appointed; instead, responsibilities were shared among committee members from outlets like , , and . The awards received no formal sponsorship or funding from industry trade groups like the ESA, relying instead on the volunteer efforts of participating critics and minimal logistical support tied to 's schedule. This independence allowed the organization to promote as a premier showcase without direct commercial ties to winners, focusing on editorial integrity; annual operations involved coordinating votes from a of approximately 30-50 judges, with budgets limited to basic administrative costs like email communications and result tabulation. In later years, as evolved, executives from participating media handled oversight, but the core structure emphasized autonomy from broader event management.

Judging Process

The judging panel for the Game Critics Awards comprised an independent group of over 50 critics from major global media outlets, including , , and , with annual invitations extended to ensure diverse representation across print, online, and international publications. Nominees were selected following the event, where judges submitted their top five choices per category from hands-on playable demos only; official nominees, limited to five per category, were those receiving the most submissions. Winners were then determined by a majority vote among the panel, with ties broken by the number of nominations a title garnered, and votes tabulated by independent parties for accuracy. To uphold , the process emphasized evaluation of quality, , and future potential over the complete game, restricting eligibility to real-time playable experiences on native platforms while excluding non-playable trailers or previews from major categories. The judging process originated in alongside the awards' establishment and evolved over time, expanding the panel from North American-focused editors to a broader cohort of around 65 outlets by 2019; early iterations relied on in-person or manual submissions, transitioning to online ballots by the early 2000s for efficiency.

Format

Event Integration

The Game Critics Awards were intrinsically linked to the Electronic Entertainment Expo (), functioning as the premier "Best of " honors for and hardware that debuted or were demonstrated at the annual conference. Established in 1998, the awards exclusively recognized products showcased during , with judges evaluating hands-on demos and reveals on the show floor to identify standout innovations and titles poised to influence the industry. E3 conventionally occurred in May or June, aligning the awards process with the video game sector's peak announcement period. Following the event, judges from over 50 media outlets submitted nominations based on their experiences, with the list of nominees publicly announced approximately one to two weeks after the concluded. Winners were then determined by a subsequent vote and revealed via shortly thereafter, typically within another week, ensuring timely recognition amid the post- buzz. Unlike ceremonial awards such as , the Game Critics Awards featured no live event or red-carpet presentation; results were disseminated digitally through the official website and amplified by media coverage. Winning entries gained promotional visibility, often through and at exhibitors' E3 booths, allowing developers to leverage the accolades during the show itself. Special commendations for outstanding , , or have been awarded since the early years of the awards to highlight technical achievements in non-playable reveals or presentations.

Eligibility and Rules

The Game Critics Awards recognize excellence among unreleased video games, hardware, and peripherals showcased at the Electronic Entertainment Expo (), with eligibility restricted to titles and innovations that have not yet been commercially shipped. This focus ensures the awards highlight upcoming content based on demonstrations at , rather than post-release performance. To qualify for nomination in standard categories, games must be hands-on playable by the judging panel for a minimum of five minutes during , allowing evaluators to assess gameplay , controls, and execution directly from interactive demos. Non-playable trailers or presentations do not meet this but may earn Commendations in areas such as graphics or . The scope encompasses across all platforms (console, PC, handheld), innovative peripherals, and advancements, prioritizing the quality and anticipation generated by the E3 demo experience. Publishers facilitate eligibility by making their unreleased projects available for play at E3, with no formal self-nomination process; nominations arise solely from the judges' direct interactions with the demonstrated content. Each title is limited to one entry per category, though multi-platform releases may compete separately in console-, PC-, or handheld-specific awards. Over time, rules have adapted to technological shifts, such as permitting augmented reality (AR) and virtual reality (VR) prototypes starting around 2013, when the Oculus Rift earned Best Hardware/Peripheral for its innovative demo.

Categories

Best of Show

The Best of Show award represents the highest honor in the Game Critics Awards, bestowed upon the game or hardware that delivers the most outstanding overall presentation at the , capturing the greatest excitement and praise from the panel of over 50 international professionals. This category evaluates entries based on their , quality, and potential , distinguishing it as the top accolade among all showcased products. Introduced in 2000 with the Game Critics Awards, the Best of Show has been a staple category each year, reflecting the evolving landscape of video games and hardware from PC titles to consoles and innovative peripherals. Over its history, the award has highlighted groundbreaking works, such as in 2000 for its ambitious god simulation and AI-driven gameplay on PC. Subsequent standout winners include The Legend of Zelda: Breath of the Wild in 2016, acclaimed for its open-world exploration across and platforms, and in 2019, celebrated for its faithful yet modernized reimagining on 4. The significance of the Best of Show lies in its role as an early benchmark for excellence among upcoming releases, frequently foreshadowing titles that achieve widespread commercial and critical success upon launch. For instance, , the 2015 recipient, shipped over 12 million units worldwide on launch day, representing sales in excess of $750 million in revenue and topping sales charts for months. Winners in this category often dominate year-end accolades and drive industry trends, underscoring the awards' influence in spotlighting future blockbusters.

Best Original Game

The Best Original Game award recognizes showcased at that introduce entirely new intellectual properties, free from ties to existing franchises, sequels, or licensed content, thereby spotlighting bold creativity in design and execution. This category underscores innovation in core elements such as , structures, or expansive world-building, often elevating titles that push boundaries beyond conventional industry trends. Introduced in 2000 as part of the evolving Game Critics Awards framework, the category debuted with by , a god-simulation game that exemplified fresh conceptual risks in and moral choice systems. Over the years, it has consistently highlighted breakthroughs from independent and mid-sized (AA) developers, providing a platform for underrepresented voices amid dominant sequel-heavy lineups at E3. For instance, smaller teams have leveraged the award to gain visibility for ambitious projects that might otherwise struggle against blockbuster franchises. Among its notable recipients, by claimed the honor in 2014, celebrated for its procedurally generated universe enabling infinite exploration and survival mechanics, marking a pivotal triumph in scale and technical ambition. Similarly, in 2019, by won for its satirical sci-fi , featuring branching narratives and faction-based decision-making that critiqued corporate dystopias, demonstrating AA studios' capacity for narrative-driven originality. These victories illustrate the category's role in championing diverse creative approaches, from vast procedural landscapes to intimate character-focused tales, distinct from iterative or adaptation-based entries.

Best Console Game

The Best Console Game category, introduced in 1998 as part of the inaugural Game Critics Awards, recognizes the most impressive video game demonstrated for home console platforms—such as PlayStation, Xbox, and Nintendo systems—during the Electronic Entertainment Expo (E3). This award has been a foundational element of the ceremony, honoring titles that leverage console hardware for immersive experiences, including seamless controller integration and optimized graphics rendering. From its inception, the category has spotlighted games that push the boundaries of what dedicated gaming consoles can achieve, often favoring multi-platform releases tailored for living-room play. Judges, comprising editors from over 50 major international media outlets, vote based on hands-on demonstrations at , evaluating factors like intuitive control schemes suited to gamepads, visual fidelity on console-specific architectures, and potential for shared couch co-op sessions. Unlike the Best PC Game category, which emphasizes mouse-and-keyboard precision and ecosystems, Best Console Game prioritizes accessibility and family-oriented multiplayer dynamics inherent to console setups. This focus has consistently elevated titles that excel in these areas, contributing to the category's role in signaling upcoming console blockbusters. Notable winners illustrate the category's emphasis on innovative console experiences. In 1998, Metal Gear Solid (Konami for PlayStation) claimed the first award for its cinematic stealth gameplay and adaptive controller inputs, setting a benchmark for narrative-driven console adventures. The 2014 victor, Evolve (Turtle Rock Studios/2K Games for PlayStation 4, Xbox One, and PC), stood out for its asymmetric multiplayer hunts optimized for console controllers, winning alongside Best of Show. Similarly, Marvel's Spider-Man (Insomniac Games/Sony Interactive Entertainment for PlayStation 4) triumphed in 2018, praised for fluid web-swinging mechanics and high-fidelity urban traversal on PS4 hardware. Console launch titles frequently dominate, as seen with Super Mario Odyssey (Nintendo for Switch) in 2017, which showcased Joy-Con motion controls and platforming prowess on Nintendo's hybrid system.

Best PC Game

The Best PC Game category of the Game Critics Awards recognizes the most impressive title showcased specifically for personal computers at the , highlighting the platform's capacity for advanced technical demonstrations and innovative gameplay. Introduced in alongside the awards' , the category emerged during an era when PC gaming led in technological advancements and experimentation, with titles often pushing limits through detailed environments and intricate . Judges, comprising editors from over 50 leading media outlets worldwide, evaluate entries based on their presentations, focusing on factors such as visual quality, technical performance, and the game's ability to leverage PC-specific features like precise input controls and across hardware configurations. Only playable or demonstrable games qualify, emphasizing anticipation and execution in the PC version. The inaugural winner, by and Sierra Studios, exemplified this by blending immersive storytelling with groundbreaking AI and physics, setting a standard for PC-exclusive innovation. Subsequent standout recipients include (2000) by and , which impressed with its ambitious AI-driven god simulation suited to PC's computational depth, and (2003) by , lauded for its engine's realistic graphics and interactive world-building optimized for high-end rigs. In later years, the award has favored titles across genres that benefit from PC strengths, such as strategy epics and fast-paced shooters; for instance, (2016) by and 2K won for its expansive turn-based empire-building, enhanced by mouse-driven interfaces and modding potential, while (2019) by and triumphed with its high-frame-rate combat and detailed rendering tailored for PC performance. These selections often include strategy simulations and online multiplayer experiences that thrive on PC's customization and connectivity, distinguishing the category from genre-specific honors.

Best Handheld Game

The Best Handheld Game award recognizes the most promising video game demonstrated at the Electronic Entertainment Expo (E3) that is specifically designed for portable platforms, such as the Nintendo 3DS, PlayStation Vita, or hybrid systems like the Nintendo Switch when emphasizing undocked play. This category underscores titles that deliver high-quality gaming experiences optimized for mobility, distinguishing them from stationary console or PC games by prioritizing compact, intuitive designs suitable for short or spontaneous sessions. Introduced in the mid-2000s amid the rise of advanced portable hardware, the category evolved from broader mobile and handheld recognitions in the early 2000s—such as the Sony PSP's Best of Show win in 2004 for revolutionizing portable gaming—to a dedicated focus on software by 2006. In the , it occasionally appeared as "Best Handheld/Mobile Game" to encompass emerging mobile titles but primarily highlighted dedicated handhelds, reflecting the industry's shift toward versatile portable devices like the and families. Prominent recipients include Super Smash Bros. for in 2014, which earned acclaim for its seamless adaptation of the franchise's chaotic multiplayer battles to the 3DS's dual screens and portability, enabling quick pick-up-and-play sessions anywhere. Similarly, Metroid: Samus Returns in 2017 stood out for its innovative side-scrolling action and touch-based aiming mechanics tailored to the 3DS, revitalizing the series for handheld exploration and combat. These examples illustrate the category's emphasis on games that innovate within hardware constraints to offer immersive, accessible adventures. Judging occurs via votes from over 50 international media editors who evaluate demos based on innovation, , , , and controls, with handheld entries particularly assessed for their exploitation of platform-specific features like touch interfaces and ergonomic portability. This ensures winners not only impress in the moment but promise exceptional on-the-go accessibility, free from the need for traditional setups.

Best Hardware Innovation

The Best Hardware/Peripheral award recognizes innovative hardware devices, controllers, and systems showcased at the that advance through novel technological features enhancing user interaction and immersion. Introduced in , the category initially distinguished between PC and console peripherals but evolved to encompass a broader range of hardware innovations, including full consoles and headsets, reflecting the growing integration of cutting-edge tech in ecosystems. Voted on by a panel of leading video game journalists from over 30 publications, the award emphasizes breakthroughs that redefine mechanics, such as motion-sensitive controls or adaptive accessibility features, rather than mere performance upgrades. For instance, Nintendo's console won in 2006 for its revolutionary , which introduced intuitive motion-based input that broadened gaming appeal to non-traditional audiences. Similarly, the virtual reality headset secured the honor in both 2013 and 2014, pioneering affordable immersive experiences that influenced the mainstream adoption of headset technology. Other standout recipients highlight the category's focus on accessibility and precision, including Microsoft's in 2018, which customizable inputs for players with disabilities, promoting in gaming hardware. In 2019, the Controller Series 2 was recognized for its modular components and advanced haptic feedback, setting new standards for professional-level control customization. The award has also celebrated portable systems like Sony's in 2004, which innovated handheld gaming with multimedia capabilities and high-fidelity graphics on the go. Through these selections, the Best Hardware/Peripheral award underscores hardware's role in driving industry evolution, prioritizing innovations that improve , , and interaction over incremental improvements.

Best Action Game

The Best Action Game category recognizes that prioritize fast-paced, combat-focused , encompassing genres like first-person shooters, third-person brawlers, and titles emphasizing reflex-driven such as rapid enemy engagements and dynamic movement systems. This award was introduced in 1998 as part of the inaugural Game Critics Awards. Notable winners include in 2019, praised for its high-octane demon-slaying sequences and seamless weapon switching showcased at , and in 2013, lauded for its fluid integration of pilot agility and massive titan battles. Other standout recipients feature (2016) for its intense simulations and (2008) for its cover-based third-person shooting mechanics. Judges, comprising over 50 international media outlets and influencers, select winners based on playable demonstrations lasting at least five minutes, prioritizing elements like smooth flow, diverse enemy designs, and the capacity to deliver thrilling, high-adrenaline experiences in limited showcase time. While some titles may share mechanics with action/adventure games, this category emphasizes unadulterated intensity over story progression or world traversal.

Best Action/Adventure Game

The Best category in the Game Critics Awards recognizes video games that blend intense combat mechanics with exploratory elements, such as puzzle-solving, narrative progression, and open-world navigation, often showcased through compelling demonstrations. Introduced in alongside the awards' early categories, it emerged as action and adventure genres converged in the late , allowing critics to honor titles that deliver immersive, story-rich experiences beyond pure action or traditional adventure fare. The category evaluates playable demos or trailers for their ability to integrate seamless world traversal, character-driven , and dynamic gameplay loops that encourage player agency in vast environments. Winners are selected by a of over 30 international media outlets based on impressions from exhibits, emphasizing innovation in hybrid design that balances adrenaline-fueled action sequences with thoughtful exploration and emotional depth. Early recipients like (1999) highlighted fluid combat in sci-fi settings, while later standouts such as The Legend of Zelda: Breath of the Wild (2016) showcased revolutionary open-world freedom, influencing the genre's emphasis on non-linear discovery. The category underscores cinematic presentation in demos, where strong character development and environmental interactivity often tip the scales for voter approval. Notable winners reflect the category's evolution toward larger-scale productions with photorealistic graphics and branching narratives. For instance, Uncharted 4: A Thief's End (2015) was praised for its acrobatic traversal and emotional storytelling in a treasure-hunting adventure, securing the award through its polished demo. Similarly, Marvel's (2018) triumphed with web-slinging mechanics across a detailed , blending action with personal drama. These examples illustrate how the award favors games that prioritize player immersion over isolated combat, distinguishing them from pure action titles.
YearWinnerDeveloper/PublisherPlatforms
1999OniBungie/Bungie WestPC, Mac
2000Escape from Monkey IslandLucasArts/LucasArtsPC
2001Metal Gear Solid 2: Sons of LibertyKonami Computer Entertainment Japan/KonamiPlayStation 2
2002Splinter CellUbiSoft Montreal/UbisoftXbox, PC
2003Prince of Persia: The Sands of TimeUbisoft Montreal/UbisoftMulti-platform
2004Splinter Cell 3Ubisoft Montreal/UbisoftPC
2005The Legend of Zelda: Twilight PrincessNintendo EAD/NintendoGameCube, Wii
2006Assassin's CreedUbisoft Montreal/UbisoftPlayStation 3, Xbox 360
2007BioShock2K Boston/2K GamesPC, Xbox 360
2008Dead SpaceEA Redwood Shores/EAPC, PlayStation 3, Xbox 360
2009Uncharted 2: Among ThievesNaughty Dog/SonyPlayStation 3
2010Portal 2Valve/ValvePC, PlayStation 3, Xbox 360
2011BioShock InfiniteIrrational Games/2K GamesPC, PlayStation 3, Xbox 360
2012The Last of UsNaughty Dog/SonyPlayStation 3
2013Watch DogsUbisoft Montreal/UbisoftPC, PlayStation 3/4, Xbox 360/One, Wii U
2014Batman: Arkham KnightRocksteady Studios/Warner Bros.PC, PlayStation 4, Xbox One
2015Uncharted 4: A Thief's EndNaughty Dog/SonyPlayStation 4
2016The Legend of Zelda: Breath of the WildNintendo EPD/NintendoWii U, Nintendo Switch
2017Super Mario OdysseyNintendo EPD/NintendoNintendo Switch
2018Marvel's Spider-ManInsomniac Games/SonyPlayStation 4
2019Watch Dogs: LegionUbisoft Toronto/UbisoftPC, PlayStation 4, Stadia, Xbox One
The awards ceased after 2019 due to the discontinuation of E3, leaving a legacy of 21 years honoring genre-defining hybrids that pushed interactive storytelling forward.

Best Role-Playing Game

The Best Role-Playing Game category, introduced in 1998 during the inaugural Game Critics Awards following the Electronic Entertainment Expo (E3), recognizes the most compelling role-playing game showcased at the event, as determined by votes from over 50 international video game journalists and influencers. The first winner, Baldur's Gate by BioWare and Interplay Productions for PC, exemplified the genre's focus on deep character progression, intricate quests, and choice-driven narratives through its demo presentation. This category was established to spotlight RPG staples that demonstrate potential for immersive player experiences, setting it apart from other genre awards by prioritizing elements like leveling systems and story branching. Notable recipients have included influential titles that pushed RPG boundaries in their E3 showings. In 2011, by won for its expansive world-building, extensive character customization, and emergent storytelling, captivating critics with playable segments highlighting skill trees and quest variety. Likewise, by secured the award in 2014, praised for its tactical combat, companion-driven plots, and moral decision-making mechanics displayed in the demo. These winners illustrate the category's emphasis on games fostering long-term engagement through narrative depth and personalization. Judges evaluate entries based on the strength of their demonstrations, focusing on how well they convey core mechanics such as player agency in story outcomes, loot and stat progression, and richly detailed worlds. While some hybrid action may compete in the Best category if real-time elements dominate, this award centers on traditional hallmarks like quest logs and role customization.

Best Racing Game

The Best Racing Game category recognizes exceptional racing titles previewed at the , encompassing both arcade-style and simulation-based games that emphasize vehicular competition on tracks and circuits. These awards highlight innovations in gameplay mechanics, such as and environmental interaction, as demonstrated through hands-on demos and trailers. Established as a foundational category in the inaugural Game Critics Awards of , it has remained a staple for over two decades, reflecting the enduring popularity of the within the . The awards are determined by votes from more than 50 international journalists and outlets, who evaluate entries based on the immediate impact and promise shown during presentations. This process prioritizes elements like realistic physics simulations, diverse track layouts, and compelling multiplayer features evident in the previews. The franchise holds the record for the most wins in this category, with six victories, beginning with in 1998, which set a benchmark for high-speed pursuits and accessible arcade racing. Other prominent recipients include in 2003, praised for its advanced vehicle modeling and expansive car collection showcased at E3. In more recent years, the Forza series has dominated, with earning the award in 2016 for its seamless blend of open-world exploration and dynamic racing events. followed in 2017, lauded for its precise handling and photorealistic weather effects in the demo. continued the streak in 2018, impressing with seasonal track variations, while took the honor in 2019, revitalizing the classic kart racer with modern online multiplayer capabilities. These selections underscore the category's focus on demos that deliver thrilling, technically proficient racing experiences.

Best Sports Game

The Best Sports Game category in the Game Critics Awards recognizes exceptional athletic and team-based simulation titles demonstrated at the , focusing on realistic or arcade-style representations of sports such as , , and soccer. Established in 1998 as part of the awards' inaugural lineup, the category evaluates games based on their E3 presentations, emphasizing innovative gameplay, visual fidelity, and engaging mechanics showcased in playable demos. Judges, comprising over 30 editors and journalists from major gaming publications, select winners by majority vote after hands-on sessions at the event, prioritizing titles that demonstrate authentic sports experiences through features like for realistic player movements, immersive career progression modes, and demoed updates to player rosters reflecting current professional athletes. This focus ensures the award highlights advancements in sports technology and simulation accuracy as presented during the show. For instance, early winners often showcased groundbreaking console debuts with enhanced and physics. The Madden NFL series has been a dominant force in the category, securing multiple victories for its detailed American football simulations, including John Madden Football 99 in 1998 and Madden NFL 2001 in 2000, both lauded for pioneering next-generation console features like improved AI and playcalling systems in their E3 demos. Similarly, the FIFA series from EA Sports has frequently prevailed, with FIFA 16 winning in 2015 for its refined ball physics and tactical depth, FIFA 18 in 2017 for HyperMotion technology enabling lifelike team movements, and FIFA 19 in 2018 for expanded global leagues and player customization options. Other standout recipients include NHL 15 in 2014, praised for its innovative puck physics and goaltending mechanics, underscoring the category's emphasis on genre-defining innovations in team sports simulations.

Best Fighting Game

The Best Fighting Game category in the Game Critics Awards recognizes competitive versus fighters, typically featuring martial arts or character-based brawlers with diverse rosters, intricate combo systems, special moves, and emphasis on balanced 1v1 or team-based gameplay suitable for tournaments and online competition. These titles are selected from games showcased at the Electronic Entertainment Expo (E3), highlighting upcoming releases that demonstrate technical innovation in fighting mechanics, such as responsive controls, frame data precision, and netcode optimized for low-latency matches. The category debuted with the inaugural Game Critics Awards in 1998, coinciding with the event's founding to honor E3's standout previews. Early winners underscored the genre's evolution from arcade roots to console dominance, prioritizing depth over spectacle. For instance, earned the 1998 award for its groundbreaking 3D movement, juggling mechanics, and expansive move sets that influenced subsequent fighters. By the mid-2000s, the focus shifted toward weapon combat and customization, as seen in 2005's winner, , lauded for its ring-out system, eight-way run animations, and character creation tools that enhanced replayability. Subsequent years highlighted technical realism and crossover appeal. won in 2007 for its motion-captured animations, counter-based offense, and emphasis on ring positioning, setting a benchmark for simulation-style fighters. revitalized 2D traditions in 2008 with the introduction of focus attacks for parries and cancels, alongside vibrant visuals that broadened its esports viability. The 2010 victor, , excelled in high-speed assists, aerial raves, and a 36-character roster blending Marvel heroes with Capcom icons, boosting the genre's accessibility for casual and pro players alike. In the , winners reflected influences and hybrid formats while maintaining core versus integrity. Dragon Ball FighterZ claimed the 2017 prize for its cel-shaded aesthetics, 3v3 tag-team dynamics, and simplified inputs that lowered barriers without sacrificing combo complexity. followed in 2018, winning for its 74-fighter lineup, stage hazards, and item-free competitive modes, though it incorporates platforming elements distinct from pure brawlers. in 2016 was noted for gear-based progression, environmental interactions, and a DC Comics roster that integrated superhero powers into fluid chain combos. The category's selections prioritize games fostering long-term competitive scenes, differentiating them from solo-focused action titles by stressing matchup knowledge and execution precision.

Best Strategy Game

The Best Strategy Game category of the Game Critics Awards recognizes the strategy title whose demo most impresses attending critics at the Electronic Entertainment Expo (E3), highlighting games that emphasize tactical decision-making, resource allocation, and unit management in either turn-based or real-time formats. Established in 1998 as one of the inaugural categories when the awards began, it underscores the genre's focus on long-term planning and emergent gameplay challenges demonstrated during the event. Voters, comprising editors from over 50 international media outlets, base their selections on hands-on impressions from playable prototypes or trailers shown at E3. Notable winners in this category often exemplify innovative approaches to strategic depth. For instance, earned the award in 2010 for its refined turn-based empire expansion mechanics, where players balance , , and warfare across vast maps in the E3 demo. Similarly, secured the honor in 2016, lauded for introducing district-based city planning and enhanced AI behaviors that showcased evolving strategic layers even in a limited showcase. These victories reflect the category's emphasis on titles that convey complex, replayable systems through brief but compelling demonstrations. Other standout recipients include XCOM: Enemy Unknown in 2012, which impressed with its high-stakes turn-based squad tactics and mechanics in the , blending tension with procedural elements. And in 2017, won for fusing Ubisoft's tactical combat with characters, highlighting grid-based movement and ability synergies in a yet challenging format. Critics evaluate entries primarily on the 's portrayal of features, such as responsiveness and map variety, to predict the full game's potential impact.

Best Casual/Social Game

The Best Casual/Social Game category in the Game Critics Awards honors video games showcased at that emphasize accessibility, ease of entry, and appeal for short play sessions, often incorporating puzzle mechanics, social sharing features, or lighthearted, family-oriented gameplay. This category was introduced as early as , initially titled Best Social/Casual/Puzzle Game, coinciding with the growing popularity of browser-based and simple digital entertainment, though its scope expanded amid the rise of social platforms like in the late . In the , the name evolved to Best Social/Casual Game and later Best Social/Casual/Family Game to better reflect inclusive, shareable experiences suitable for diverse audiences beyond dedicated gamers. Judges evaluate entries based on approachability for non-expert players, potential for social engagement such as multiplayer sharing or community interaction, and suitability for brief, relaxing sessions that encourage repeated casual play. Notable winners include Samba de Amigo (2000), a rhythm-based arcade title that highlighted fun, intuitive controls; LittleBigPlanet (2008), praised for its creative user-generated content and collaborative puzzle-solving; Fantasia: Music Evolved (2013), which blended music synchronization with accessible exploration; and Super Mario Maker (2015), celebrated for empowering players to design and share simple platforming challenges. More recent examples like Luigi's Mansion 3 (2019) underscore the category's focus on whimsical, cooperative adventures that foster social bonding without requiring intense commitment.

Best Multiplayer Game

The Best Multiplayer Game category in the Game Critics Awards honors titles that demonstrate exceptional player-versus-player (PvP) or cooperative (co-op) gameplay, particularly those showcasing innovative online or networked experiences during hands-on demos at the Electronic Entertainment Expo (E3). This award focuses on games where multiplayer elements form the core appeal, evaluating how well they foster engaging interactions, competition, or collaboration among players. Introduced in 1999 amid the expanding availability of broadband , which facilitated more reliable and expansive online play, the category—originally titled Best Online Multiplayer—recognized the growing potential of networked gaming beyond local setups. The inaugural winner was by /Sierra Studios, a team-based multiplayer that impressed critics with its objective modes and support for community-driven expansions. Over time, the category evolved to encompass broader multiplayer designs, with media outlets occasionally referring to it as Best Multiplayer to reflect its emphasis on both competitive and co-op dynamics. By the 2010s, winners highlighted advancements in and live-service models, aligning with industry shifts toward persistent online worlds. Notable winners illustrate the category's emphasis on groundbreaking mechanics. In 2000, took the award for its innovative persistent multiplayer , allowing players to host custom campaigns and build shared narratives in a Dungeons & Dragons-inspired setting. claimed victory in 2004, revolutionizing console multiplayer with dedicated matchmaking, voice chat, and balanced arena-style combat that influenced a generation of shooters. in 2014 stood out for blending fast-paced pilot-on-pilot action with AI-controlled Titans, delivering fluid movement and strategic depth in its E3 demo. followed suit in 2016, earning praise for refined , varied modes, and single-player integration that enhanced multiplayer replayability. More recently, won in 2018 for its grand-scale warfare, featuring destructible environments and squad-based tactics that supported up to 64 players in immersive settings, while : secured the honor in 2019 with cross-play support and tactical modes emphasizing realism and teamwork. These selections underscore how winners often push technical boundaries in connectivity and balance. Judges, comprising critics from over 50 international outlets, vote based on demonstrations, prioritizing server stability to ensure lag-free sessions, efficient for quick player pairing, balanced gameplay to prevent dominance by any single strategy, and features like customizable loadouts or hubs that encourage long-term engagement. This process ensures the award spotlights not just raw fun but sustainable multiplayer ecosystems, distinguishing it from casual play by favoring competitive or structured co-op depth. Quantitative aspects, such as frame rates during demos or player count , inform votes only insofar as they overall , with no exhaustive metrics required beyond the event's showcase.

Best Independent Game

The Best Independent Game category recognizes developed by studios—typically small teams operating without significant financial backing from major publishers—that showcase innovative concepts and artistic ambition at the . These awards highlight titles that push boundaries in gameplay mechanics, , and visual design, often leveraging limited resources to deliver experiences rivaling those of larger productions. Introduced in 2014 amid the surging popularity of titles following platforms like and the rise of , the category underscores the growing impact of developers on the . Voters from over 50 international media outlets select winners based on the games' demonstrated potential for creativity and originality as presented at , focusing on how these projects overcome production challenges to offer fresh perspectives. Notable winners exemplify this emphasis on bold innovation. In 2014 and again in 2015, by secured the award for its procedurally generated universe, which promised unprecedented exploration scale from a team of just four developers. The 2016 winner, Inside by , was lauded for its tense, cinematic puzzle-platforming and atmospheric narrative, building on the studio's prior success with Limbo through meticulous environmental storytelling. Subsequent years featured diverse indie triumphs. by Beethoven & Dinosaur won in 2017, celebrated for blending rhythm-based gameplay with a psychedelic coming-of-age tale. In 2018, by earned recognition for its fluid exploration, breathtaking hand-painted art, and emotional depth as a sequel to the acclaimed . The category concluded with 2019's 12 Minutes by Luis Antonio, an production praised for its compact, top-down thriller format using time-loop mechanics to unravel a gripping mystery. The awards ceased after 2019 due to E3's cancellation, but the Best Independent Game category remains a testament to how indie titles, through calculated risks and resourceful development, have enriched with unique voices and experimental forms.
YearWinnerDeveloperPlatforms
2014PC,
2015PC,
2016InsidePC,
2017Beethoven & Dinosaur / PC,
2018Ori and the Will of Wisps / StudiosPC,
201912 MinutesLuis Antonio / PC,

Best VR/AR Game

The Best VR/AR Game category recognizes the most anticipated unreleased virtual reality and augmented reality titles demonstrated at the Entertainment Expo (), focusing on immersive experiences that leverage headset-based or overlay-based technologies for interactive gameplay. Introduced in amid surging interest in consumer hardware like the , , and , the category debuted as "Best VR Game" to highlight innovative software pushing the nascent medium's potential for presence and environmental engagement. In 2016, the inaugural winner was Batman: Arkham VR by and Warner Bros. Interactive Entertainment for , lauded for its narrative-driven exploration and physical interactions within the Batman universe, setting a benchmark for story-focused VR titles. The following year, Lone Echo by and Oculus Studios took the award for its weightless space adventure mechanics and emotional storytelling, emphasizing fluid zero-gravity movement tailored to VR motion controls. The category was renamed "Best VR/AR Game" in 2018 to encompass emerging AR applications, though winners through 2019 remained predominantly VR-focused due to the medium's dominance at E3 showcases. That year, Tetris Effect by Resonair, Enhance Inc., and Monstars Inc. for prevailed for its synesthetic audiovisual effects and rhythmic puzzle gameplay that enhanced VR immersion. The final E3 iteration in 2019 awarded Phantom: Covert Ops by and Oculus Studios for , praised for its seated rail-shooter mechanics that reduced motion sickness while delivering tense stealth action. Winners are determined by votes from over 50 international media editors and influencers who attend demonstrations, prioritizing games that demonstrate technical synergy with / hardware, compelling interactivity, and potential to advance the platform's accessibility. The category underscored VR's evolution during 's peak, though it concluded after following the event's decline.
YearWinnerDeveloper/PublisherPlatform
2016 / Warner Bros. Interactive Entertainment
2017 / Oculus Studios
2018Resonair, Enhance Inc., Monstars Inc. / Various
2019 / Oculus Studios

Best Ongoing Game

The Best Ongoing Game category recognizes that demonstrate exemplary post-launch support through continuous content updates, expansions, or seasonal events, extending player engagement well beyond their initial release. Introduced in as part of the evolving Game Critics Awards structure, this award acknowledges the rise of live-service models in the industry, where developers commit to long-term development cycles showcased at the . It specifically honors titles with playable demonstrations and announcements at E3 that highlight sustainable evolution, distinguishing it from new launches by emphasizing established games' future viability. The inaugural recipient in 2018 was Fortnite by Epic Games, lauded for its battle royale mode's explosive growth, cross-platform accessibility, and regular seasonal overhauls that kept a global community invested, as presented during Epic's E3 showcase. In 2019, Destiny 2 by Bungie secured the award, recognized for its shared-world shooter framework and the reveal of the Shadowkeep expansion, which introduced new story arcs, raids, and system overhauls to revitalize the player base. These wins underscored the category's focus on titles that transform initial concepts into enduring experiences through developer commitment. Voters—comprising editors from over 50 international media outlets—evaluate entries based on the demonstrated roadmap's feasibility, the depth of community interaction fostered by updates, and the impact of E3-revealed content on long-term retention. Eligible games must feature hands-on playable elements at , allowing critics to assess how ongoing support innovates and maintains relevance in a competitive market. The category, active only through 2019 due to E3's subsequent cancellation, briefly referenced multiplayer foundations from other but prioritized longevity over base online mechanics.

Special Commendation

The Special Commendation is an honorary, non-competitive award given by the Game Critics Awards to highlight exceptional technical achievements in graphics, sound design, or innovation among games demonstrated at the Electronic Entertainment Expo (E3). Unlike the main competitive categories, it recognizes specific standout elements that elevate game development without requiring the game to dominate overall categories. Introduced in 1999, the award initially focused on outstanding achievements in graphics and sound, with winning for graphics and for sound in its inaugural year. The innovation subcategory was added later, first awarded to in 2014 for its techniques. Recipients are selected based on criteria emphasizing groundbreaking visuals, immersive audio implementation, or inventive mechanics that demonstrate technical prowess. Multiple games can receive commendations in the same subcategory annually, and eligibility extends to non-playable trailers or demos, allowing recognition of ambitious projects still in development. Notable examples include Uncharted 4: A Thief's End, which earned the Special Commendation for in 2015 for its photorealistic environments and dynamic lighting. In 2018, The Last of Us Part II received awards for both and , praised for its detailed models and audio that enhanced tension. also secured commendations for and innovation that year, noted for its ray-tracing capabilities and open-world systems. The Game Critics Awards categories concluded after the 2019 edition, following the cancellation of , with no events held since as of 2025.

Discontinued Categories

Best Downloadable Game

The Best Downloadable Game category in the Game Critics Awards recognized the most compelling intended exclusively for —without physical retail copies—that was previewed at the Electronic Entertainment Expo (). This award underscored the rising prominence of online platforms like , , and PC digital storefronts, which enabled developers to bypass traditional manufacturing and retail logistics for more accessible releases. Active from 2011 to 2013, the category celebrated innovative titles that leveraged digital exclusivity to deliver unique experiences, often with lower development budgets compared to boxed retail games. In its inaugural year, 2011, by and won for its dynamic narration, hand-painted art, and fluid combat in an isometric post-apocalyptic world, earning praise for pushing the boundaries of downloadable action RPGs. The 2012 award went to by and Sony Computer Entertainment America, lauded for its inventive monochrome aesthetic that begins in an all-white void, gradually revealing a surreal kingdom through paint-based mechanics, highlighting the creative potential of digital-only puzzle adventures. In 2013, repeated its success with Transistor, which secured the win for blending real-time and turn-based strategy in a visually striking sci-fi about a singer and her sentient sword, demonstrating evolving sophistication in digital design. The category was discontinued after , as the lines between and physical blurred amid the mainstream shift to hybrid release models and dominant online sales channels by , diminishing the need for a dedicated . Post-discontinuation, many such titles have found recognition in the Best Independent Game category, which emphasizes scale over method.

Best Motion Simulation Game

The Best Motion Simulation Game category in the Game Critics Awards recognized titles that innovatively leveraged inputs, primarily through peripherals like Microsoft's for , Sony's , and Nintendo's with MotionPlus, emphasizing immersive experiences via full-body or gesture-based gameplay. Introduced during the peak of motion gaming's novelty following the Wii's success, the award highlighted games where motion mechanics were central to core interactions, such as rhythm-based dancing or swordplay, distinguishing it from broader genres by its focus on hardware-driven physicality. Active from 2010 to 2012, the category was part of the annual Best of honors, voted on by over 30 international gaming publications based on demonstrations. In 2010, Harmonix's Dance Central won for its Kinect-exclusive dance , praised for intuitive full-body tracking that made gameplay accessible without on-screen prompts. The 2011 award went to Nintendo's The Legend of Zelda: Skyward Sword on , which utilized the MotionPlus accessory for precise 1:1 sword gestures, enhancing puzzle-solving and combat in its adventure . Dance Central 3, the 2012 winner, built on the series' formula with expanded Kinect routines and social features, solidifying the franchise's dominance in motion . The category was discontinued after 2012, as motion control peripherals saw declining adoption by the mid-2010s due to limitations in precision, lack of compelling new titles, and a shift toward traditional controllers and emerging technologies. Microsoft's 2017 discontinuation of support for exemplified this broader industry trend, reducing the relevance of dedicated motion simulation awards.

Best Simulation Game

The Best Simulation Game category in the Game Critics Awards honored video games demonstrated at the that offered realistic depictions of real-world activities, such as managing daily life, piloting vehicles, or performing professional tasks, prioritizing immersive and authentic gameplay experiences over arcade-style action. Introduced at the inaugural 1998 awards, the category initially distinguished between Best Combat Simulation Game, won by Fighter Legends for its detailed aerial combat mechanics, and Best Non-Combat Simulation Game, awarded to Railroad Tycoon 2 for its intricate railroad management systems. By 2000, it had unified into a single award, recognizing titles like MechWarrior 4 for its sophisticated mech piloting and tactical on PC. Throughout its run from 1998 to 2005, the award highlighted innovative simulations that pushed genre boundaries, with notable recipients including in 2002 for pioneering online life interactions, in 2004 for expanding family dynamics and environmental storytelling, and in 2005 for blending with multi-scale world-building from cellular to interstellar levels. These winners exemplified the category's emphasis on depth and , often earning praise for educational or exploratory value alongside entertainment. For instance, secured the award unanimously, underscoring its ambitious scope in simulating life's progression. The category was discontinued prior to the 2006 awards, reflecting shifts in where simulation elements increasingly specialized into distinct genres, such as racing simulations covered under the separate Best Racing Game award. Unlike the Best Motion Simulation Game, which later focused on titles leveraging motion controls for physical interaction, this award targeted traditional PC and console without input-specific requirements. It also contrasted with the Best Strategy Game category by prioritizing lifelike replication over abstract tactical planning.

Best Platformer Game

The Best Platformer Game category in the Game Critics Awards honored the top platformer showcased at the Electronic Entertainment Expo (E3), focusing on games that emphasized precise jumping, platform traversal, and level-based challenges in 2D or 3D environments. These titles typically involved navigating suspended platforms, avoiding hazards, and incorporating puzzle-like elements to progress through worlds, distinguishing pure platformers from broader action genres. The award highlighted innovative mechanics that tested player skill and creativity in movement, often featuring vibrant, imaginative settings to enhance the exploratory experience. Active from 1999 to 2008, the category celebrated key milestones in platforming design during the late 1990s and 2000s, a period when the genre evolved from 2D roots to expansive 3D adventures on emerging consoles. Notable winners included Donkey Kong 64 in 1999, which earned praise for its collectathon-style 3D platforming across multiple characters and worlds on the Nintendo 64, setting a standard for expansive exploration. In 2006, Super Mario Galaxy took the award for its revolutionary gravity-defying levels and orchestral presentation on the Wii, redefining 3D platforming with spherical worlds and motion controls. The final verified winner, LittleBigPlanet in 2008, stood out for its craft-based platforming and community-driven level creation on the PlayStation 3, blending accessibility with deep customization. The category was discontinued after 2008, coinciding with shifts in showcases where dedicated platformer entries diminished as the increasingly merged with action-adventure hybrids. Modern platformers, such as those emphasizing narrative-driven traversal, are now typically considered under the Best category.

Most Promising New Game

The Most Promising New Game category was established to recognize debut titles from emerging studios or games featuring innovative and risky concepts displayed at the , spotlighting their potential to influence future game design and player experiences. This award highlighted unproven projects that demonstrated high promise during early previews, often from new developers seeking industry attention. Active only in 1998, the category celebrated titles that stood out for their originality and ambition among the hundreds of announcements at each year. In 1998, by and Sierra Studios took the award, praised for its groundbreaking 3D mechanics in space combat. The category was discontinued after 1998 due to increasing overlap with the Best Original Game award, which evolved to encompass similar evaluations of innovative new titles, streamlining the awards structure without losing emphasis on creative potential.

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