You'll have to read a lot in Xenogears, but it's worth it. Throughout its many hours, the plot weaves through religious references and philosophical ideas by the likes of Friedrich Nietzsche, all while also prompting deep thoughts about the relationship between humankind and machines. Naturally, it also lets you stomp around in a giant, spiky mech.
It's an ambitious package of near constant wonder, crafted with stellar graphics for the period and complemented with a memorable soundtrack. The basic thrust of Tales of Symphonia's plot sometimes veered toward cliche, but the little chats between the colorful characters did much to make up for that.
Often they had little to do with the plot at hand, and that detachment made them feel more human. Its real-time combat delivers a similar sense of satisfaction, as it's based on a uncommon system that's both 2D and 3D at once. Success demands an entertaining juggle of blocking and dishing out special abilities and normal attacks. Even so, Tales of Symphonia never loses sight of the fact that characterization should always come first, and the two elements together make for a rewarding package.
You have to dig under a pile of glitches and bugs in an unpatched version of Vampire: The Masquerade - Bloodlines, but if you persist, you'd quickly find one of the most rewarding RPGs ever made. Set in White Wolf's vampire universe and more specifically in Los Angeles, Vampire: The Masquerade - Bloodlines isn't only about sucking blood wherever you can safely find it, but also about shaping your tale according to your actions, beliefs, and your choices.
Few RPGs do this better. It's especially successful because few works in any media have ever captured a vampiric setting so well, and Bloodlines uses every drop of this atmosphere to add meaning to everything from fascinating rivalries between vampire clans to hungry hunts for rats in dirty alleys.
Skies of Arcadia was one of the bright points in the tragic history of the SEGA Dreamcast, and at release it easily turned heads with its colorful art style and rewarding turn-based gameplay. But it's the airships everyone rightly remembers — beautiful, billowing things that engaged in battles with other ships thousands of feet up in a 3D world with floating islands. Docking the ships allowed you to strut about towns or venture deep into menacing dungeons, where you'd partake in a unique combat system that made your party share one pool of spirit points for spells and thus added a fun dose of risk to each action.
Watch out for those pesky random encounters, though — they tend to get out of hand. The Final Fantasy series had gradually started to look less and less like actual knights-and-dragons fantasy in the years leading up to the turn of the century, but Final Fantasy IX returned the series to its roots. The world — at least in spirit if not in pixels — unfolded with much the same art style that had graced the NES in while still managing to feel fresh.
Intentionally more cartoony than predecessors, it's an endearingly optimistic game that nevertheless handles weighty themes such as guilt and identity with surprising dexterity. But that never really matters so much as the gameplay, which featured the then-unique approach of using tarot cards to influence troops in its automatic battles and taking advantage of the resulting victories to gobble up more territory on a strategic map.
Reputation points gained from interactions with NPC factions are important as well, to the point that your choices could lead you to one of 13 different endings. Post-apocalyptic imagery is somewhat in vogue these days, and thus it's hard to imagine how startlingly original Fallout seemed back during its initial release. It's serious stuff, in a way, but the whole adventure thrives on a sense of humor and pop-culture references that grant it an uncommon vitality even today.
When Fire Emblem first appeared on the Game Boy Advance in the United States, the series had already enjoyed more than a decade of success in its native Japan. Even so, players in the west took to it immediately. It was hard to mistake the similarities with Advance Wars, one of developer Intelligence System's other games, but Fire Emblem forged a superior personality of its own with the rich interactions between its lively characters. Nor were its strengths limited to characterization — with dozens of classes to choose from, a rich leveling system, and permanent death for characters, it was just as fantastic in action.
But it's the dungeon tools for level creation that make Neverwinter Nights so influential and memorable, as they almost flawlessly allowed players to create their own dungeons and campaigns according to the pen-and-paper rules of Advanced Dungeons and Dragons. That was impressive in itself, but the inclusion of an excellent multiplayer system helped make Neverwinter Nights a smash hit. Baldur's Gate stunned players with an isometric version of the Forgotten Realms universe awash in vibrant colors and a landscape populated with memorable characters like hamster-loving Minsc, who'd beat you up if you put off helping him track down his partner for too long.
A triumph of storytelling that presaged its superior successor, Baldur's Gate kicked off a renaissance of story-rich RPGs that we're arguably still living today. Mario might not sound so tough in Paper Mario: The Thousand-Year Door when you consider that he's literally a piece of paper jaunting around the screen, but that turns out to have some advantages. He can slip in through cracks by slipping through them sideways, roll himself up, or should the need arise, fly off into the blue yonder as a paper airline.
It's the kind of design that complements the whimsical and novel-like plot, which still features poor Princess Peach getting kidnapped, but also a few fun rarities, like a scholarly goomba companion. It's also fun in action, particularly in the twitchy battle system that requires good timing or by hearing cheers or jeers from the audiences that watch Mario in battle.
Other games emphasize choice, but few showed the effects of those choices over the long game quite like Dragon Quest V did when it launched for the Super Famiconm. The tale here spans an entire three decades, with the hero changing in alignment with the paths taken.
It's also remarkable for having a playable pregnancy, a concept that would later influence games like Fable II and The Sims. Ultima IV: Quest of the Avatar is the video game as morality play.
For perhaps the first time in computer RPG history, here was a game that wasn't about defeating a bad guy or unshackling the world from the yoke of evil, but rather about learning to embody eight virtues that made you a better person and thus an inspiration to the surrounding world. Kindheartedness, not battle prowess, is the true star here. This was revolutionary stuff at the time, and over three decades later, it remains so. Alas, it's a little rough to get into these days owing to its complexity and sluggish gameplay, but it remains a profound counterpoint to arguments that RPGs corrupt rather than correct.
The Active Dimension Battle system ditched random battles and replaced them with an unprecedented level of strategy and tactical planning. The License Board allowed players to master any skill set with whichever character they desired. Most importantly, Final Fantasy XII gave us an even better understanding of Matsuno's Ivalice, a world with a rich and believable history, and one that's beloved by RPG fans to this day.
That all changed in Pokemon Sun and Moon, and for the better. It's a game that's focused on the outdoors, specifically a lovely region named "Alola" modeled on Hawaii, and the hours that follow deliver a satisfying balance of roleplaying and Pokemon battles. There's little subtlety in the Monster Hunter universe — you largely end up doing exactly what the title says. But Monster Hunter 4 ensured all that monster hunting was monstrously fun.
Verticality stole the show here, with players being able to scramble up walls or vault up surfaces and then leap down to briefly ride the monsters themselves. More impressively, it managed to accomplish these advanced feats while emerging as the most approachable game in the series. These elements alone were enough to make it good, but an extended variety of weapon and a satisfying local and online multiplayer mode push it to greatness. Fallout 3 was entertaining enough, but Fallout: New Vegas is unforgettable.
This is the story of the Courier, who almost dies after the all-important package he was transporting gets stolen outside of post-apocalyptic Sin City. Yet the main tale isn't as fascinating as everything that surrounds it, whether it's the many factions the Courier builds reputations with, the many choices regarding how to handle volatile situations, or even the sense of humor sprinkled into its several staggering hours of content.
It was even fun in action, as it allowed for special attacks through the series' V. To the untrained eye, Bloodborne may seem like Dark Souls in different clothes. But oh, what clothes they are. Bloodborne's gothic, vaguely Lovecraftian setting of Yharnam is just as sad as it is unsettling, and the haunting violins of the score rub that sadness ever deeper into your soul. But it also plays well, opting for a far more aggressive style than what you get in director Hidetaka Miyazaki's other creations, forcing players to take increasingly larger risks for the sweet, sweet rewards.
There are minimal options for long-ranged and magic and the only shield you do find is little more than a sick joke — all you have to stay alive is the intensity of a blade against the hostile Victorian darkness. What would Star Trek look like if humans still carried big guns and all of Gene Roddenberry's '60s goofiness was thrown out the airlock?
Bioware showed us a decade ago, and that vision captivates us even today. The first entry isn't as strong as the two games that followed, thanks in part to the weak AI in combat and those tedious rides in the Mako across dull alien terrain. But few if any games before had nailed voice acting, facial animations, and character models with such perfection, to the point that it feels like an interactive movie in the best sense of the term.
RPGs would never be the same again. There's so much to love about Bethesda's open-world masterpiece The Elder Scrolls V: Skyrim that it's difficult to pinpoint exactly what makes it so special. Could it be its breathtaking world full of snowcapped mountains and shady woodlands? The thrill of battling fire-breathing dragons so you can suck out their souls and use their power? Could it be the endless exploration available on its titanic map?
Perhaps it's the thousands of Skyrim mods that allow players to do everything from improve textures to change a dragon into a flying Macho Man Randy Savage oooooh, yeah! Or maybe it comes down to the game's impressive malleability: you can craft any type of hero you want, go where you want, do what you want, and do it when you want.
Yes, there are myriad reasons to love one of the best-selling video game of all time, but one thing is for sure: you really don't play Skyrim.
You live it. It shed the famously clunky UI of previous games to allow more of its refreshingly detailed world to shine through. Instead, checking your inventory or looting happened in pop-up menus, which not only carried into future Ultima titles, but games outside the RPG genre too. Ultima VII also dropped the strict, grid-based approach to movement, introduced dialogue trees, and went real-time.
Its innovations to the format are matched only by its impressive interactivity and the non-linearity of its main plot. Ultima VII managed to root itself comfortably in the conventions it created, but still have the sophistication to move forward in awesome new ways. Smartly combining themes of action, role playing, survival horror, and first-person shooters, System Shock 2 expertly defies simply being a great RPG, showing how innovative mechanics that play off each other can make a game more than the sum of its parts.
It also pioneered several methods of storytelling through gameplay that we take for granted — like finding doomed audio logs or reliving echoes of the past that urge you to piece together the larger puzzle of what's really going on. The unsettling and moody atmosphere of the derelict starship go hand in hand with bioengineered horrors that roam free to create the perfect horror environment, and leave you feeling terrified no matter which of the many skills you choose to give your character.
There's always multiple ways to solve a problem, letting you get truly creative in ways that never feel out of place with the character you've built. Long ago, before Noctis went on his epic road trip and Lightning bounced between timelines, the Dark Knight Cecil fought his inner demons and a few space monsters in Final Fantasy IV. A pivotal entry in the Final Fantasy series, IV eschewed simple storytelling mechanics and set out to create a deliciously frothy soap opera, complete with love triangles, increasingly exotic locals the moon, y'all , and a classic "brothers-separated-at-birth" reveal.
The only thing that matched its ambitious storytelling was its equally ambitious combat mechanics. Final Fantasy IV ushered the Active Time Battle system into the series, fundamentally changing the way Final Fantasy games were played for nearly a decade. These features, combined with charming 2D sprites, sweeping music, and timeless themes of love, betrayal, and redemption, are why Final Fantasy IV is still fondly remembered long after its heroes saved the Blue Planet from impending doom.
A smart, action-dependent approach to leveling lets players build out their character naturally, rather than adjusting numbers in a stat menu.
An abundance of quests and the freedom to carve out your own path in its world is almost overwhelming. Its visuals were technically impressive for the time and imaginatively stylish enough to hold up even today, making the island of Vvardenfell one of the most memorable settings in the series.
It stands out with its dark, riveting storyline inspired by real-life events like the Yugoslav Wars and Bosnian Genocide. The focus on more serious themes means players are often forced to make difficult decisions with sometimes devastating moral implications.
With a non-linear plot modeled after visual novels and full of branching paths, turning points, and multiple endings, Tactics Ogre became more than a mere strategy RPG.
EarthBound is a weird, wonderful game about four kids who save the world. Early proof that not all RPGs need fantasy settings, EarthBound is one of the best turn-based RPGs of the bit era and takes place in a town that feels like it could be anywhere in middle America. That modern setting mixed with bizarre, offbeat humor makes it a unique experience and has helped it maintain its cult status as something special and very different from its contemporaries.
Most of all, EarthBound has a tremendous amount of heart. Underneath its goofy jokes and pop culture references is a genuinely great, sweet story about a group of kids who are risking a lot to make the world a better place, and the final battle is an extremely clever, moving way to incorporate the people our heroes meet along their journey.
With Final Fantasy Tactics, Yasumi Matsuno took everything we thought was sacred about the Final Fantasy series and turned it on its head.
While Tactics maintained the familiar creatures and archetypes we all knew and loved, it introduced us to the world of Ivalice, and leaned heavily into the Job system introduced in Final Fantasy V. While the core stable of characters provided a ton of memorable drama, being able to recruit generic characters and fashion them into roles ranging from simple Knight and Wizard to downright bizarre Mime and Calculator led to an infinite well of depth.
While you had to put in some effort to wrap your head around the tactical battle system, the rewarding feeling of mastering the complex systems made it absolutely worth it. It perfectly balances intimate character drama and friendship with end-of-the-world heroics. Luca Blight is an especially twisted and evil villain in a genre filled with great villains. A shockingly high number of them can be taken into battle with you, and all of them enrich your castle with interesting dialogue and improvements.
Your castle is your home, and filling it with artists, shopkeepers, alliance leaders, and so many more friends and comrades results in an incredibly satisfying mixture of gameplay, story, and friendship. Multiple paths to every objective reveal themselves through experimentation and clever, oftentimes hilarious manipulation of the AI. The setting is diverse and dense, thanks to an even-larger slice of the post-apocalyptic West Coast inhabited by everything from primitive tribespeople battling giant insects to the Brotherhood of Steel standing against terrors brought by the power-armored Enclave and brutish supermutants.
Star Wars: Knights of the Old Republic was not only one of the first to let you truly explore the vast untapped universe of Star Wars before the events of the films, but let everyone play out the ultimate fantasy of becoming a Jedi Knight or a Sith Lord! Knights of the Old Republic also offered up a great cast of side characters with intriguing and complex relationships not to mention the best snarky assassin droid this meatbag could ever ask for , and set up one of the greatest player character twists in an RPG.
Its quaint Japanese setting is in stark contrast to the dark secrets its characters harbor, and that's what makes P4G so great. By the end of its ish hour campaign, you geniunely care about this quirky cast of misfits, so much so that you'll meticulously curate your schedule to ensure that you have the time to spend with each of your in-game pals equally. Persona 4 Golden on Vita takes the foundation built by the PlayStation 2 classic and adds new social links, new personas, and of course, the ability to play this amazing adventure anywhere you want, making it the definitive edition of a seminal RPG.
With a focus on exploration, Dark Souls pushes players to experiment and take risks in ways few action RPGs have before, and in which few have truly captured since. It defies the hand-holding nature of its peers and forces us to make mistakes in order to grow — whether that means learning how to cautiously navigate its deadly world, take down one of its many imposing bosses, or just level our stats properly.
It creates massive challenges out of combat situations that would be minor in any other game, making every moment memorable and every small victory an exhilarating reward. By the time we've returned to Commander Shepard in this sequel, we have an idea of the threats and mysteries looming over the Milky Way.
Mass Effect 2 gives us the chance to get to know them on a personal level with revamped combat that greatly improves upon its predecessor. Mass Effect 2's creative take on RPG systems are more welcoming with its blend of third-person shooter mechanics, and its variety and focus on the new squad members make for a memorable and sometimes heartbreaking campaign. You can spend hundreds of hours exploring The Witcher 3's expansive continent and surrounding isles and still not have seen even a fraction of what this world has to offer.
What begins as a quest to find your lost love becomes an engrossing tale full of unforgettable characters, terrifying enemies, and genuine heart. Even the smallest side quests are thoughtful affairs and many of the main story arcs feature some of the most poignant narrative beats we've encountered in any game. Couple its stellar storytelling with deep character customization and a challenging and rewarding combat system and it's easy to see why IGN gave The Witcher 3: Wild Hunt our Game of the Year award for For all intents and purposes, Vagrant Story should not have been a PlayStation game.
The sheer volume of systems interacting with each other and the top notch graphics should have crippled the Sony's little system. But somehow, we got to experience Yasumi Matsuno's dungeon crawling masterpiece mere months before the PS2's US launch. Heavy stuff for a PSX game, but it's handled masterfully through beautiful art direction and some extremely impressive localization.
You can also craft gear, chain abilities in combat, explore a massive dungeon called "The Iron Maiden," target specific body parts on enemies, employ super moves, solve puzzles in degree environments, and take on some of the toughest enemies Square Enix ever created. Vagrant Story is the definition of a cult classic, and is undisputedly worthy of the number nine spot on this list. Made both accessible and engaging by its unique classes and skills, the endless satisfaction of its kill and loot gameplay, and its near limitless equipment variety and character customization, Diablo II's cooperative play and item trading helped to successfully foster not only a communal spirit in each procedurally generated level of each dank dungeon, but one of the greatest roleplaying experiences of all time.
During the s, developer Squaresoft was the undisputed king of JRPGs, and Secret of Mana was one of the most dazzling jewels in its crown. Even now we still remember the action RPG fondly: its bright, candy-colored world was a joy to explore, the action-based combat was easy to learn and fun to do, and its inventory ringlets made navigating menus refreshingly simple.
Then there was the breathtaking soundtrack, celebrated for its mix of cheerful tunes and haunting melodies. But the most memorable feature was the multiplayer. Secret of Mana would let up to three players participate in combat, so long as they had an extra controller or two lying around and the correct peripheral accessory for the SNES.
Even if WoW never evolved past this vanilla state, it would still be remembered fondly as an incredible RPG filled with epic dungeons, surprisingly compelling Player vs. Player encounters, satisfying non-combat crafting and social gameplay, and more well-written, hand-crafted quests and adventures than it felt possible for a single RPG to contain.
The game has never stood still. Completely new worlds, revamped old worlds, balanced and well-integrated new classes, risky storytelling, and an almost impossible-to-count volume of quality-of-life improvements have made an already amazing game experience even more amazing, more than a decade later. Having the creature follow you on your journey helped further transform the monsters from simply being a team of fighters to a team of your best friends.
But the real stars of the game were the characters and the story. And remember, go for the eyes! Compared to its cheerfully optimistic brethren, Final Fantasy VI is a breath of fresh albeit bleak air. It eschews the myopic viewpoint of a single, designated protagonist in order to tell a larger, more emotionally-charged tale. Its unconventional gameplay is another reason: FFVI casts off the rigid class system of previous Final Fantasies and allows any one of the 14 heroes to use magic so long as they equip magical shards.
Nothing feels redundant or wasted in Final Fantasy VI. Did you know? The seamless transition between the world map full of visible, avoidable enemies and combat was a revelation in a time where most RPGs featured jarring random battles, and even today makes monster encounters a joy instead of a chore.
The plucky courage and determination of its adolescent heroes combined with the memorable art style of Akira Toriyama makes for instantly memorable characters. Start at Get Started! Silkroad is a great game and like all games, you need to be powerful to achieve more! Power in Silkroad means damage and Wizards output the best damage in the game especially if you want to crush your PvE game! When starting MTG: Arena, deck building can be overwhelming. In the following guide, I will discuss 10 decks that are optimal for beginners.
It can be frustrating to get better in Arena, as you have to win to get more cards. Pick the starting deck Announced as Magic Digital Next in it the earliest stages of development, it is a product designed to be as fun as playing with your friends at The rarest, most sought after Magic cards of the past command astounding prices. It became an international sensation, with the demand for new cards never satisfied for long. As new cards are printed and What is MTG Arena and how do you apply for the beta?
Arena lets you enjoy the best of competitive and kitchen table magic from the comfort of your home. Who's the best MTG Commander for your pile? There are lots of ways your commander can stand out.
Some sit back and draw you extra cards. A few get you the cards you need when you need them. Other generals suit up like Voltron. Either way, your general is the centerpiece of your deck and the most End the game as fast as possible with these Aggro decks!
There are few things in life as satisfying as dropping your opponent to single-digit life totals before they get to do anything. I will always appreciate how Elder Scrolls games like Morrowind and Oblivion allowed—even encouraged—you to use the flexibility of magic to essentially break the game.
Oblivion's enchantment system is absurd in the best way. This fully ruins the game, as no enemies can attack you—but those games felt dedicated to emergent player behavior in a way few RPGs ever are. Skyrim dialled back the absurdity, and it's a poorer game for it.
I've sung its praises a few times already, but I'm a big fan of Outward's magic system and Outward in general. A lot of fantasy games will simply give you a basic fireball spell for being a level one magic-user, but Outward is as much survival as it is fantasy, and just elevating yourself to 'basic' takes work. There's a quest to reach the center of a mountain, which is nothing to sneeze at in Outward's dangerous world.
You then have to choose how much of your physical health and stamina to sacrifice to gain mana—investing in magic means diminishing yourself physically.
Then, you're given a Spark spell, which is basically a weenie fireball—good for lighting campfires but nearly useless in combat. Welcome to magic! For Spark to be any good, you'll need to couple it with another spell, Sigil of Fire, which gives you a magic circle to stand in. Casting Spark from inside the circle gives you a proper fireball, but step outside the circle and you're back to flinging lit matches again. To cast Sigil of Fire, you'll need a Fire Stone, which you'll find or craft first, meaning you're never going to be spamming magic like it's an inexhaustible resource.
Oh, and just standing inside the Sigil of Fire will raise your body temperature, which isn't great if you're already baking to death in the desert.
Very little about Outward's magic system is simple, which is what makes it so great. Look, I'm not saying FF8's junction system is the best , but I've always found it interesting. It lets you attach various types of magic to your characters to improve and alter their stats. Junction fire magic to Squall's attack, for example, and you'll get a big melee boost, as well as causing additional fire damage.
But the more fire spells you use from your stockpile, the weaker these effects will be. It was a fun balancing act, deciding whether to use spells or keep the stat increase. It was possible to exploit the system and make your party massively overpowered, but considering some of the later battles in FF8, I wasn't complaining.
Sometimes magic can just feel like a different type of gun in games—think of the rapid fire staffs of Hexen. But I much prefer games that treat magic with care and respect, acknowledging it as a destructive force that warps reality in dangerous ways. The Dragon Age series has always recognised this. It's a vital part of the series' plot.
Mages are feared and distrusted because of their abilities. In Origins this perspective carries through to the game's combat mechanics. Friendly fire is a serious concern when you're placing a big fire spell template.
Your mage can immolate your own party as well as the enemy using the game's most powerful spells. Both narratively and in combat, magic is a serious force that must be used with great care. Arx has a really unusual magic system in which you draw geometric "runes" with your mouse in a particular order to achieve different effects.
It's a different situation when you're desperately trying to chuck a fireball at an angry lich, which requires you to stop, face the lich, enter spellcasting mode, draw three shapes on your screen with sufficient accuracy that the game will recognize what you're trying to do, and then turn around and haul ass, all while this goddamn undead murder machine is bearing down on you at speed.
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