Pixel Art. Dungeon Crawler. View all tags. New itch. Subscribe for game recommendations, clips, and more. Low poly psx-like horror, but make it corporate.
Mind Donor. A version of Frankenstein where things happen out of order. Eheb Saga - Droughtlock. Krabs Commits Arson. A short horror game about a kid who lives alone. Never let someone hold your strings for you. Holo Dungeon. Detective Watson, investigating the forests of Chicago. Lox Rain.
Unknown house. Legend Of Arcadia. Angry Pineapple. Heartbound is a non-traditional role-playing game about a boy, his dog, secrets, and sanity.
Sands of Aura. Chashu Entertainment Freedom Games. The Riftbreaker. EXOR Studios. Expeditions: Viking. Expeditions: Conquistador. Void Tyrant. Astria Ascending. Planescape: Torment: Enhanced Edition. Icewind Dale: Enhanced Edition. Baldur's Gate: Enhanced Edition. Beamdog Beamdog. Square Enix. Nioh 2 — The Complete Edition. The Surge. Deck13 Interactive Focus Home Interactive.
EVE Online. CCP Games. Lesson learned. It sounds like Gothic 2 is too punishing, but we love the way it forces us to learn our way through its world. Pick a direction and run. A random chat with an NPC will lead you to a far-off dungeon, searching for a legendary relic. You could be picking berries on the side of a mountain and discover a dragon.
Oops, accidental dragon fight. Some on the PC Gamer team keep a modded-up Skyrim install handy, just in case they feel like adventure. Release date: Developer: Obsidian Entertainment Steam. The sequel to the marvellous Pillars of Eternity ventures to the archipelago of Deadfire.
You, and your party of adventurers, need to pursue a rampaging god, but to reach it you first you need to learn to sail the high seas aboard The Defiant.
On the ocean you can explore and can plunder enemy vessels for loot, which you can then use to upgrade your ship. When you dock at a port the game switches back to classic top-down cRPG view and you're treated to elaborate and beautifully rendered locations.
Designer Paul Neurath originally conceived of a dungeon simulator that would turn traditional role-playing conventions on their head. Called Underworld, he and his team, the future Looking Glass Studios, built a game that rewarded real-world thinking to solve puzzles and please NPCs.
Ultima developer Origin Systems was so impressed by the three-dimensional engine you could look up and down! Characters that are normally enemies are friends in Underworld, and we love that you may not be able to tell. Underworld was a technological marvel in , but while the graphics are dated, the feeling of exploring the Stygian Abyss is just as exciting today.
Divinity was a Kickstarter success story that still somehow took us by surprise. Larian designed encounters thinking that someone could always disagree, or ruin things for you, or even kill the NPC you need to talk to—meaning that quests have to be solvable in unorthodox ways. 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.
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