
Balatro Goes All In, Winning Game of the Year and More at the 25th Annual Game Developers Choice Awards
Balatro Also Received Best Debut, Innovation Award and Best Design, with Astro Bot Also Showing a Strong Hand by Winning the Best Audio and Technology Awards
SAN FRANCISCO, March 20, 2025--(BUSINESS WIRE)--The indie roguelike deckbuilding game Balatro has taken the pot at the 25th annual Game Developers Choice Awards (GDCA), receiving the highly coveted Game of the Year Award. The title also secured the win for the Best Debut, Innovation Award and Best Design, tallying up four total wins for the title at the ceremony. The GDCAs are the premier accolades for peer recognition in the digital games industry. Each year, the Choice Awards recognize and celebrate the creativity, artistry and technical genius of the finest developers and games created in the last year. The award ceremony takes place each year as part of the Game Developers Conference (GDC), which is taking place this week at San Francisco's Moscone Convention Center.
LocalThunk and Playstack's Balatro is a unique spin on the timeless card game Poker where players build unique decks with a variety of distinct cards to score points and defeat blinds within the roguelike gameplay. The game was originally released on PC and consoles on February 20, 2024, and was later brought to MacOS, iOS and Android on September 26.
Astro Bot, the 3D platforming adventure developed by PlayStation Studios Team ASOBI and published by Sony Interactive Entertainment, also received two accolades during the GDCA ceremony: Best Audio and Best Technology. The title is a love letter to the many iconic characters and worlds from PlayStation's wide roster of franchises, and has been widely praised for its unique and energetic level design, incredible soundtrack, smart integration with the PlayStation 5's hardware and charming aesthetics.
Other winners of the night included Black Myth: Wukong (Game Science), which won Best Visual Art, Metaphor: ReFantazio (Studio Zero / ATLUS) which received Best Narrative, Life is Strange: Double Exposure (Deck Nine Games / Square Enix) which was honored with the Social Impact Award and Final Fantasy VII Rebirth (Square Enix) which received the Audience Award.
The Game Developers Choice Awards also took time to honor two influential figures in the industry. This year, the GDCA honored writer and director Sam Lake with the Lifetime Achievement Award. Lake is renowned for his deep, layered storytelling and ability to meld together different mediums to create unique interactive experiences. Most recently, he was the co-director and lead writer of Alan Wake 2, which won over 200 industry awards—including Best Game Direction and Best Narrative at The Game Awards, along with Best Visual Art at the 2024 Game Developers Choice Awards. Lucas Pope, well known as the creator of Papers, Please and Return of the Obra Dinn, was the well-deserving recipient of the Pioneer Award. Pope is an independent game developer experimenting with the interactions of mechanics, narrative, and art. Papers, Please was highly lauded across the board, winning the Seumas McNally Grand Prize at the Independent Games Festival (IGF) along with several trophies at the Game Developers Choice Awards in 2014, along with a BAFTA Games Award for Best Strategy and Simulation Game. Return of the Obra Dinn was also heavily praised by critics, again winning Pope the Seumas McNally Grand Prize at IGF Awards, along with several trophies from the Game Developers Choice Awards, Peabody Awards, D.I.C.E. Awards and BAFTA Games Awards.
The 25th Annual Game Developers Choice Awards winners are:
Best DebutBalatro (LocalThunk / Playstack)
Best Visual ArtBlack Myth: Wukong (Game Science)
Best AudioAstro Bot (PlayStation Studios Team ASOBI / Sony Interactive Entertainment)
Best NarrativeMetaphor: ReFantazio (Studio Zero / ATLUS)
Social Impact AwardLife is Strange: Double Exposure (Deck Nine Games / Square Enix)
Innovation AwardBalatro (LocalThunk / Playstack)
Best TechnologyAstro Bot (PlayStation Studios Team ASOBI / Sony Interactive Entertainment)
Best DesignBalatro (LocalThunk / Playstack)
Audience AwardFinal Fantasy VII Rebirth (Square Enix)
Game of the YearBalatro (LocalThunk / Playstack)
Pioneer AwardLucas Pope
Lifetime Achievement AwardSam Lake
The GDCA awards are live-streamed annually on the official Game Developers Conference (GDC) Twitch channel and are archived both on Twitch and on the official GDC YouTube Channel.
For more information about the 25th annual Game Developers Choice Awards, visit: gamechoiceawards.com. For more details on the Game Developers Conference, please visit the GDC's official website, or subscribe to regular updates via Facebook, Twitter, BlueSky or RSS. Official photos are available via the Official GDC Flickr account: www.flickr.com/photos/officialgdc/.
About GDC
The Game Developers Conference® (GDC) is the world's largest professional game industry event with market-defining content for programmers, artists, producers, game designers, audio professionals, business decision makers, and others involved in the development of interactive games and immersive experiences. GDC brings together the global game development community year-round through events and digital media, including the GDC Networking Meet-ups, GDC Vault, GameDeveloper.com, Independent Games Festival and Summit, and the Game Developers Choice Awards.
GDC is organized by Informa PLC, a leading B2B information services group and the largest B2B Events organizer in the world. To learn more and for the latest news and information visit www.informa.com.
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While the 3DS' display was fine at the time, the HD, 16:9 presentation is vastly superior, breathing new life into Bravely Default's folksy world of Luxendarc. Most environments are enhanced by the clearer resolution, which shows off the paint-like texture of the landscapes. Even without the touch screen, this almost feels like the way it was meant to be seen. (Missing entirely is the original game's use of the 3DS' gyroscopic camera. This enabled a handful of AR cutscenes which sounded cool in theory, yet were gimmicky in practice, like the intro CG cutscene.) Beneath Bravely Default's fairy tale appearance (no pun intended) lies a well-crafted tale that combines the motifs of classic Final Fantasy, like crystals and warriors of light, with some plot elements from more modern FF, like the corrupt governments and natural resource wars of Final Fantasy VII. The party consists of Tiz, a young man who's the sole survivor of his simple village; Agnès, sheltered cleric of the Wind Crystal; Edea, a defector from Eternia, the enemy state that seeks to destroy the crystals' hold over society; and Ringabel, an amnesiac who hasn't forgotten his womanizing ways and carries a prophetic journal. Guided by the fairy Airy, they seek to restore the four crystals and thus, the balance of nature while thwarting the forces of Eternia along the way. Bravely Default's writing is still incredibly good by modern standards, even if the voice acting (and a late-game slog) will probably remain as divisive to audiences in 2025 as it did in the twenty-teens. The main characters are charming, as are the minor antagonists in their own way, and the world is easy to invest in. Allusions and homages to Final Fantasy are littered throughout, from the recurring names of spells (Fire-Fira-Firaga), to classes (White Mage, Black Mage), and items, to deeper thematic cuts (like the actions of the Water Crystal's Vestal). Squint just right and it could practically be a sequel to Final Fantasy III, but with profoundly more character and plot. Nowhere is that connection to classic 2D Final Fantasy more apparent than in battle. Players unlock up to 24 jobs (called Asterisks here) throughout Bravely Default, by defeating practitioners of that class. In this department, it harkens more to fellow underrated game Final Fantasy V: each job has distinct active and passive abilities, and as a character increases that job's level they unlock more permanent upgrades which can be equipped even after swapping to another class. Tiz might learn Black Magic, for example, then switch to the Time Mage class and keep the Black Magic command and the Pierce ability. This take on job classes is a tried and true system, and I'm glad to see Bravely Default still putting it to good use even if Final Fantasy isn't. It's kept fresh with some original inventions and unique interpretations of classic jobs, each well-earned in battle with the sort of villains you love to hate. If jobs were 'something old' or 'something borrowed,' Bravely Default's 'something new' was the battle system its name stems from. Actions in a fight cost 1 BP, and characters earn 1 BP per turn normally. Outside of the usual conventions of turn-based RPG combat, each participant can 'default' on their turn to guard and store up their BP, or 'brave' to take 2-4 actions at once. This deceptively simple paradigm can have big strategic ramifications. In weaker random battles, characters can go all out with braves and quickly dispatch their foes in one turn—instead of stooping to a 4-turn slugfest. In harder fights, will your opponent default and tank through your biggest assault? Or can you successfully brave when their guard is down and tear them to shreds instead? It's a simple tweak on the usual turn-based format which lends the game a very unique feel. All of the gameplay holds up just as well today as it did at Bravely Default's western debut. Thankfully, the 3DS original's connectivity features remain intact as well. Friends with the game can be added into your file, allowing you to 'link' your character with theirs—so if your friend has a maxed out Monk Edea, you can use the Abililink system to give your Edea some of those advanced, level 9 abilities. As well, the ability to call upon other players has been salvaged from the 3DS. In a similar fashion, players can 'record' their best moves in battle and save them to their profile, so that other players can summon them. (The game also provides fake, computerized 'ally' profiles periodically to avoid leaving behind those with smaller friend lists.) Even the town restoration minigame, where players idly repair Tiz's hometown over time, has made the jump. Once delegated to the bottom screen, the Norende Village Restoration is easily summoned with a press of the Switch 2 D-pad, as is the in-game reference book and the encounter rate setting, among other bells and whistles. New to Bravely Default: Flying Fairy HD Remaster are two minigames using the Joy-Con 2's mouse features. Much like the system's mouse function itself, I found these distractions to be better than expected, though still a little too cumbersome to be a main event. The first, Luxencheer Rhythm Catch, also invokes another Final Fantasy spin-off, Theatrhythm. Bravely Default's take injects a sliver of Beat Saber, turning the Joy-Con 2s into a pair of light-stick cursors on the screen. As notes pass by, players must position those cursors so that the notes are caught between them, or move the correct cursor over the notes and press a button in time. It's more elegant in practice than it sounds on paper, and was actually a pretty fun use of the mouse, though I'm in no rush for Theatrhythm to adopt this approach instead. The other, Ringabel's Panic Cruise, is an airship pilot simulator. Meant to show all the work Ringabel does when flying the party's airship, this minigame tasks players with not only steering the craft horizontally and vertically, but also manipulating various controls to fulfill other character's requests or defending the craft from attackers. Though a tonal shift from the rest of the game—the first level has you fending off ghost pirates, because Reasons—it's another fun little distraction. Neither minigame is worth the price of the remaster's admission alone, though there are a plethora of rewards to be earned from playing them periodically, like more background on the characters and unique costume or special move parts. Each minigame has three difficulty levels and more stages to unlock through main plot progression; higher difficulty means more medals, and faster rewards. Like the original game using the 3DS' camera for AR cutscenes, the new minigames in Bravely Default's remaster make a case for the potential of the Switch 2's mouse controls. Fortunately this makes a better case than the first, and I'm pleasantly surprised with the mouse's application, but I still need a little more in-depth proof of its worth. (Bring on Metroid Prime 4.) My only real nitpick with the experience here is the unreliability of the network connection. Bravely Default isn't exhaustive in its network features, only requiring a passive connection to send or receive friend data. In theory, it's 'set it and forget it.' Yet if the connection is disrupted—say, by taking the Switch 2 off the dock—it can be tedious to reconnect. A small quibble in the grand scheme of things, perhaps addressable through updates, though still a minor nuisance. All in all, I couldn't be happier to see Bravely Default get a second chance in the spotlight with a bigger audience. Over a decade ago it proved that classic JRPGs weren't dead or a taboo—a lesson that studios still need to be reminded of, evidently. The Switch 2 has revitalized that core experience, in some ways revealing a superior form, and any fan of original Nintendo-era Final Fantasy, or even classic PS1 RPGs, should give it a shot. With backward compatibility, fans of the genre can already feast well on Switch 2, and having a strong, classic launch title like Bravely Default helps show how Nintendo's partners like Square Enix can keep that feast going. (For a perfect dessert course, the sequel would be a great fit as well, just saying…)