The writing in Divinity is consistently top-notch. Alliances are made, then broken, then remade in the aftermath. Choices you think are good just turn out to betray other characters. The end result is possibly the most nuanced take on The Force in the entire Star Wars Expanded Universe, and definitely its most complex villains. A fan-made mod restores much of that content, including a droid planet, and fixes lots of outstanding bugs, showing yet again that PC gamers will work hard to maintain their favorite games.
The endgame includes some particularly sloggy dungeons, but no other game truly drops you into a Vampire world. This is truly a cult classic of an RPG, and the fanbase has been patching and improving the game ever since release. Vampire: The Masquerade—Bloodlines 2 is currently in development. Read everything we know about it in preparation for what could be another addition to this list in Release date: Developer: Blizzard Battle. Adding all this to the already-tremendous feeling of wiping out hordes of baddies with a well-timed ability change, RoS is the defining action RPG for us.
Arcanum: Of Steamworks and Magick Obscura was astoundingly buggy when it came out, and many of its battles were as laughably imbalanced as its title. Patches and mods have alleviated some of that pain over the years, but even then they weren't powerful enough to hide what a great mix of fantasy and steampunkery thrived under its surface.
That assessment holds up. Arcanum was dark 'n' gritty before some such tendencies became all the rage, and its character creator allowed players to create everything from gnome gamblers who brandish self-explanatory Tesla-guns to outcast orcs lugging along rusty maces. Toss in non-linear progression and multiple solutions for quests, and you've got a winner that holds up 14 years later.
It also adds much of the humor that we loved from the classic games: How can you not appreciate a game that gives you a nuclear grenade launcher?
It makes the game harder, but also more rewarding. Name any similar-looking RPG made in the past five years, and chances are good Dark Souls will be named as an inspiration for its design. Still, Dark Souls 3 proves that no one does it quite so well as From Software.
The spark of originality that was so compelling in Dark Souls 1 isn't quite as apparent here, the second sequel in just five years, but what remains is an impeccably designed combat-heavy RPG.
It's far more responsive than its predecessors, demanding faster action and reaction without sacrificing the deliberate play Dark Souls popularized.
Button mashing will get you nowhere but dead. Dark Souls 3 is the most approachable in the series thanks to frequent warp points, simplified online co-op and beautiful and hideous art that beckons you to explore every nook and corner. No game series manages to reward you so profoundly for scrutinizing its lore and unfurling its secrets, and Dark Souls 3's faster, tighter controls and animation make it the most fun Souls game to play.
The epic scale of The Witcher 2: Assassins of Kings is remarkable, but it's the power of choice in an unrelentingly ugly world that makes it unforgettable. Moral ambiguity has never been so powerfully presented: the decisions you make actually matter, and the outcomes are often unforeseeable and rarely as good as you'd hope. One of the most impressive things about The Witcher 2 is the way it blends two very distinct experiences. Early in the game, Geralt must make a choice that will take him down one of two separate paths, each offering a completely different perspective on the game's events.
If you want to see it all, you'll have to play it twice—and there's more than enough to make it a worthwhile effort. You might expect all your toil and trouble to eventually lead to a just and happy ending for all, but it won't. Geralt isn't a hero; he's really not much more than a bystander, trying to protect what little he has from the chaos that surrounds him. His quest is entirely personal, driven forward by a colorful, occasionally bizarre and surprisingly believable cast of characters that really brings the game alive.
Geralt works alone, but he feels more like "one among many" than the savior-protagonists of other party-based RPGs. It's a fantastic and well-told tale, layered over very solid mechanical underpinnings: A flexible character development system, glorious eye candy, intense combat and more than enough secondary content to camouflage its very linear nature. It's dark, it's dirty, it's sometimes flat-out depressing—and it's brilliant. Ferelden evokes much of the Forgotten Realms without feeling like a rehash, and your relationship with your team has that old BioWare magic.
The darkspawn feel like the kind of world-consuming threat that demands our attention, even if most of them are faceless hunks of evil for us to cut down. We love how Dragon Age treats magic in its world, in particular the quests that force us to choose how to best handle abominations, the result of a renegade mage succombing to demonic possession. That loneliness is key because Shock 2 is all about taking things away from you. Think twice before you walk into that radiated room.
But the biggest thing Irrational takes away, right at the halfway mark of the game, is hope. Irrational made games where the environment is the central character, and here, that character is the Von Braun. It creaks and moans as you pad quietly down its corridors. Every door you open yelps.
Its security systems attack you as if you hurt their feelings. Some play through with all guns blazing, but the psionics skills balance well with combat, and Tech skills open new areas later in the game. The Guardian was one of the most terrifying things our young minds had ever encountered. His massive stone face emerging from the screen, with his actual, real-life voice taunting us, both tempting us to play more and horrifying us. It was a technological marvel at the time, but Ultima 7 stands the test of time because of the interactivity of Britannia.
This is without a doubt the best installment of one of the most legendary RPG franchises ever. Do you want to run in the firefight, guns blazing, or do you want to sneak around and flank? Do you want to snipe? Or maybe you want to hack some terminals and get droid reinforcement? Or, what if you talked to that NPC guard over there and convince his team to take a lunch break? While it looks like a shooter, Deus Ex is all about role-playing elements. The leveling system rewards experimentation, and some of the later upgrades make your Denton feel like a superhero.
The attention to detail here is perfect, and no one element of the game ever truly feels forced. And there are a lot of clues—every note you find or sign you see seems to hint at some new conspiracy, and we love how the alliances in the game feel constantly in flux.
The NPCs you meet are just believable enough to make this conspiracy-laden world feel lived-in. Human Revolution looks better, but this is the smarter, more open-ended game. The release of Fallout 4 demonstrated that some cracks are starting to appear in Bethesda's usually reliable open world model, but that model seemed earthshaking back when Morrowind hit literal shelves way back in There was a magic in knowing you could tromp all over the island of Vvardenfell without even encountering a loading screen save upon entering buildings, and in seeing that the NPC population seemed to have lives beyond their interactions with you.
Plenty of other games have achieved similar effects in the years since, but the wonder of Morrowind is that it still holds up all these years later—even more so than its technically superior successor Oblivion.
A lot of that appeal springs from the delicious surrealism of Vvardenfell itself, where racist elves hang out in twisty mushrooms like smurfs in an acid dream, and where the more traditional castles of occupying foreigners clash with the landscape like pueblos in Scandinavia.
The AI might often seem primitive by today's standards, but the stories the tell often rival those in prettier contemporary RPGs. It thrives still, thanks in part to its own strengths and a dedicated modding community that creates countless new adventures and keeps it looking more modern than it actually is even going so far as to port the entirety of Morrowind into newer game engines. The universe was a place we wanted to live, but there were too many systems and menus to dig through to get there.
Still, it terrified us to hear that BioWare had streamed back so much and put more emphasis on the shooting mechanics. Turns out, it was for the better: Mass Effect 2 trims just enough fat to let you focus on what matters: the optional Loyalty missions for your team. Recruiting a team to take on the Collectors puts the focus on small, interesting stories. Once you've grown to know and love them, the endgame suicide run is one of the tensest final missions ever.
It's rare for a game to spend more time on character arcs than its central driving narrative, but Mass Effect 2 pulls it off. This is some of the best writing in BioWare's history. So is discovering the rich lore of Lordran, which is told through cryptic conversations and subtle environmental clues. The depth of Dark Souls' world carries over into exploration, too. Everything is connected brilliantly, and secrets and shortcuts—including massive hidden areas and features—await the most dedicated adventurers.
Dark Souls' summoning system is also unlike anything else in RPGs, but you can unplug and beat the whole game solo, or learn to love being invaded and fighting off another player. The sequel expands that world considerably, and adds more moral ambiguity to a game where right and wrong are already hard to tell apart.
The search for the Garden of Eden Creation Kit GECK fits the warped s feel of the wasteland more than the macguffin of a water chip in the first game. It makes a huge difference: instead of wimpy fighters and frail wizards, you get powerful, useful spells and warriors that can take a punch. It also helps that the scope of Amn is enormous, with more quests and content than most other comparable RPGs. Needless to say, the world on offer in Inquisition is nothing short of jaw-droppingly large.
With multiple biomes and seemingly-endless torrents of content to work through, Bioware has made their already massive map feel even larger. Nearly ridiculous in terms of scope and digital scale, XI was also ambitious for congealing the entire world into one single set of international servers while relying on a ubiquitous, rudimentary translation system to help foreign players to communicate with one another.
With a whopping 70 square miles of playable space , this turn-of-the-century Final Fantasy experience was, at the time, totally unparalleled. With constant developer support, a slew of updates, and an ever expanding parade of peripheral content and expansion packs, the land of Azeroth seems to be just as populated as the day it first went online.
While massive landscapes and surreal expanses may have been totally possible on more graphically capable hardware, cramming such a large area onto the Wii U's comparative restrictive parameters must have taken a great amount of talent and is still a relatively impressive feat today. Star Wars Galaxies managed to excite hardcore fans of the galaxy far, far away despite all of the negativity in the fan base resulting from the release of the prequel movies.
It was—and, to some extent, still is—rare to be given such an uninhibited look into the world George Lucas helped to create, and it was an amazing experience. EverQuest , an ambitious MMORPG released in ye olden times of , was almost larger than life itself when it first released, and the fact that a dedicated community still exists surrounding these games should stand as a test to their quality. Though a pretty generic fantasy experience padded with repetitive actions and boxy, dated visuals, EverQuest was a cutting-edge title eighteen years ago.
Those who do delve into this aging one-time great will be treated to a nearly-overwhelming square miles of playable space. Famous for its massive scale and for restoring the Final Fantasy name in the minds of gamers worn down by sub-par past releases, Final Fantasy XV is perhaps the most well-received game in the series to be released in the last decade.
That said, MMO fans are losing their minds over this title, and, with a supposed 12, square miles of explorable game area , it may be worth checking out when it launches sometime next year. This list will also include games where you can pretty much interact with players anywhere in the game world. Rightfully so, as it's the only MMO I currently play today. At the time of its release, Final Fantasy XIV was considered to be a horrible game, but Square Enix rebuilt it from the ground up to the game it is today, which is a rare occurrence in the game industry.
It's the one game I end up logging into almost on a daily basis because it's just that good. However, you should only pick it up if you have the time to invest in it. I am sure you are wondering why Ultima Online is on this list, if you have even heard of it at all.
I had so many memorable moments in this game. From stealing gold from players, to having a spider chase me down, to finally getting the house I always wanted.
There are other games that have tried to replicate it, but they have failed to do so. It shattered subscription records when it came out and was often talked about in the media. If you're looking for something new or old to play, then I would recommend this game as it's the middle ground of all of the games on this list.
The next two games on this list were the hardest for me to select. If you want something different, then EVE Online is the way to go. Now I am sure many of you would disagree with this choice, but I hope you hear me out. Star Trek Online is on this list since I am a huge trekkie. The space combat alone makes it worth playing, along with the different ways you can build your character. That's basically what it is.
That doesn't mean it's bad.
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