I like this list. If I had to pick 15, I think most of these would appear. Sure there are some more obscure hits I could think of (Teleglitch, Kentucky Route Zero, Driftmoon...) but the ones you mentions are solid.
Driftmoon is a fantastic, highly enjoyable bug free adventure game
Usually some supernatural elements go well with almost any setting. Looks atmospheric and with the X-Com-ish mechanics I'm definitely interested.
@Author Your theory is correct :)
Whilst I would love to see gameplay of the game you just described, I'm betting it is the far less exciting (whilst I'm still hyped for) Mass Effect 4.
Jagged Alliance 2 got it right. It had foreign mercs/soldiers, who spoke in a cheesy stereotypical accent, only reverting to their native language when swearing and/or mortally wounded.
Enemy Within was a lazy attempt to introduce an international "feel" to the squad setup, by simply using the localisation voices from the Russian etc. versions of the game. Not good enough!
It's cute when gamers describe game developers as being "lazy".
Properly produced voicework and localisation is a lot of freaking work (and expensive), it takes significant planning in advance if you're going to do any significant amount and it's and not something that you do on the spur of the moment.
When making the game they didn't anticipate that there would be such a fan demand for additional voice localisation to add to the "international" feel of the team. Come EW they used what was available, which is what the fans on the forums kept asking them to do (as the alternative being not doing anything at all since, you know, they hadn't allocated a budget or time for that kind of additional work in the first place).
This time around they're making it an actual feature and are working on it accordingly.
Also: Much as I liked Jagged Alliance 2 its voicework sounded terrible by comparison. Of course it did, it's a relatively budget game from the 90's, most had terrible sounding voicework back then. And I suspect that Firaxis are trying for something more than fake sounding and annoying.
Given your correction, I am now concerned that the resolution isn't high enough.
I have both an Oculus Rift dev kit 1 and 2 currently, and my impression was that we needed to get to a minimum of 1440p on the vertical. But ideally a consumer model should have 3840 x 2160 (i.e. 4K).
I think plus points are the refresh rate and supposed viewing angles, but that resolution really needs to be increased too.
The DK1 was 1280x800 (640x800 per eye), and the DK2 is 1920x1080 (960x1080 per eye), so the Re Vive has cleared itself from both DK's. In interviews Oculus have stated that they would like to raise the resolution more, but will not do so if it results in a dramatic raise of price. It has been garentied that it will be at the least the same as DK2 (1920x1080), but unless they pull off a miracle in the buying of these screens it seams the Oculus consumer will have fairly similar specs to this Re Vive. We don't know the orientation of the screens in the new HTC model yet though (whether it will be 2400x1080 or 2160x1200), either way it is still an impressive upgrade, which combined with the refresh rate may make it very impressive. Also remember that this is a stepping stone to introduce the public (since technically the DK's never reached public) to VR, working with Valve its no surprise room has been left to grow into with a Re Vive 2, so long as there is a consumer success with the first model.