Two games I played this year that seriously took me by surprise:
Stray
What a nice surprise! I didn't expect this game to be as jaw-droppingly gorgeous as it is. The attention to detail in the environments is some of my favourite I've seen in the genre... which makes sense considering you play as a tiny boy

The atmosphere is superb. The game is generally very easy, with the platforming being magnetised/safe with no way to really fail, the (slight) challenge comes more from just needing to be observant and solve environmental things... with the very sparse, occasional action/combat sequence being suddenly very intense and challenging, which is a strange but welcome curveball. The puzzles can be a little cryptic at times, but I didn't really mind, because the world is just so nice to exist in, meaning you get to suck up their vibes longer. I like how unpadded the game feels. It takes no shortcuts, it's solid, varied and polished from beginning to end, never overstaying or understaying its welcome (if anything it's the latter, but it's understandable given how high quality every inch of it is).
My favourite thing about the game though is easily the overall tone/vibe. It makes you feel things... lonely, warm, cold, afraid, sentimental... dear lord, I get goosebumps just thinking about it. The feeling of becoming acquainted with a scary new place, warming up to it, making friends with everyone, only to have to eventually leave it and likely never return is almost gut-wrenching. When I finally realised near the end
that I was very suddenly leaving my friends behind to an unknown fate and going forth alone to open the city, I straight up started crying. You're just overlooking the city in the control centre, all the places you'd been to, and will never go back to. And then you open it and leave, never to see anyone you met along the way again, hopefully to find your herd again. 
I don't think a game's made me that emotional in a while, and you're just a cat. Genuinely wonderful, wonderful experience.
Poppy Playtime
A mascot horror game that's... really good? How's that even possible.... It doesn't feel cheap or low-brow whatsoever. The environments and lighting are very surreal and ambient, it's almost similar to exploring the depths of Black Mesa (Half-Life was no doubt a huge inspiration), this endless world of facilities, machines, pipes and worker rooms, but stranger and even more unsettling, and it's all very meticulously crafted and high-quality. The grabpack mechanic is a genuinely unique and innovative way of interacting with the world around you, is very fun and satisfying to use all the time, leads to some exceptionally clever and original puzzles and gameplay mechanics, and is just so bizarre and quirky to boot, meshing perfectly with the worldbuilding. The worldbuilding is excellent, from the writing of the characters and the characters themselves, the VHS tapes, the doctors' records, and all the voice acting. The whole premise on the surface seems very been-there-done-that, but it's executed so well that it really isn't. This is, in my opinion, the definitive best series doing the whole creepy toy mascot horror thing, including movies that have done similar. It makes it interesting and compelling as heck.
On a technical level, you can tell the original creator was very passionate about game development, it shows in every area. It's made with so much love and expertise. Something like the grabpack is
not easy to program. Everything is perfectly polished. The way the characters are animated is beyond technically impressive, it's actually jawdropping, especially Huggy, Missy, and Mommy from the first two episodes. Seeing them move through the environments is a serious joy in itself, and it literally doesn't even look like game animation it's so seamless and integrated into the environments. The hands slapping along the walls, the way they grab onto things and leap around, it's literally flawless. AAA games almost never even come close to looking this damn JUICY in the animation department. My favourite animation in any game I've ever seen bar none.
Chapter 1 and 2 look like (very well-made) indie games (aside from the mindblowing animation), but chapter 3 just straight up looks AAA in every single area, audio and visual. What an actual masterpiece, like what

it's a perfect experience from beginning to end, and has a seriously touching story too. The gameplay, the puzzles, the action sequences, the way the mystery unfolds, the tragedy, the pacing, the ending, just wow. I absolutely love the world they've created in this series. This chapter is easily 8 hours long if you take your time, was made on a budget of under $1 million, and is more polished than most AAA games of a similar length that cost 100x as much. That really puts into perspective how disgustingly wasteful western media corporations are, ugh.
Chapter 4... well, if you know, you know. Corporate culture taking over, the original creator leaving as a result, being forced to release it in just one year (as opposed to chapter 3 which took two years to develop). It has some of the most awesome ideas in the series, yet almost every single one of them is anywhere from underutilised to insultingly mistreated. If this was any other mascot horror series then it would still be great all around, but considering what flawless experiences the first three chapters are, this is just tragic. It genuinely sucks that this happened. It has so much potential to be one of the great hybrid-horror series out there, and some young, hair-slicked, arrogant fuckboy CEOs are destroying that.
Underappreciate as heck game (series?) (despite it being very popular still).

The genre's reputation of being cheap garbage for kids is to blame