Oxenfree

Sean Krankel was sitting across from famous music producer Jimmy Iovine, on the exceptionally debaucherous set of 50 Cent's "P.I.M.P." music video, pitching G-Unit his vision. His goal was to create a video game with a fluid, dynamic combat system that would take the player through interior and exterior environments, as 50 tracks down the assailants who famously shot him nine times. In the middle of Krankel's speech, Iovine received a phone call from the Los Angeles Police Department. This was the night of the BET Awards, and the police didn't want G-Unit to wear their trademark kevlar body armor on stage. 

Once upon a time, Sean Krankel had to morph the forsaken Jim Carrey Grinch movie into a sensible video game.

"He's like, 'How many of you are felons?' And like, two-thirds of the room raises their hands," remembers Krankel, noting that it is technically illegal for felons to own combat vest. "[Iovine's] like, 'Look OK, they gotta wear the vests. Our guys are not coming to the BET Awards unless they have the vests on.' Another guy in the room is like, 'We keep living this fuckin' lifestyle man.' I'm in the middle of trying to pitch this dumb videogame! There were a lot of those moments over and over again."

Krankel told that story on Giant Bomb's E3 night show, regaling the stream with highlights from his time working on 50 Cent: Bulletproof, a licensed game that was difficult to reconcile in 2006 and only feels more dreamlike now. There was also that time, for instance, when 50 Cent arrived to a subterranean Vivendi soundbooth to record his portion of the script. Krankel, who is close to the opposite of how you might picture a rapper, watched as a small team of bodyguards scoured every nook and cranny. "We'd be doing these sessions at 3 am, eight people checked to make sure that there wasn't anyone there to kill him, and then we'd record," he says.

Years later Sean Krankel would co-found the indie studio Night School and make Oxenfree, putting them on the map. They're now one of the most exciting indie developers around—Night School's next game, Afterparty, is about literally drinking your way out of hell—but once upon a time he had to morph the forsaken Jim Carrey Grinch movie into a sensible video game. 50 Cent: Bulletproof is really just the tip of the iceberg that is his strange past in licensed game development.

Krankel spent a huge portion of his career working in the licensed games slag mines, and if you get on the phone with him, or scroll through his credits, you'll find a profound litany of questionable commercial tie-ins—The Scorpion King, Desperate Housewives, The Mummy, The Chronicles of Narnia. Nothing really tops the comical misfire of the 50 Cent games, but every licensed game is weird, and funny, and exasperating in its own special way.

"They had me dress up in some stupid outfit and go on the Home Shopping Network to sling copies for The Grinch on PS1 and Dreamcast, and there are people behind me—both full-sized and not—doing backflips, while I'm trying to talk about the 'Seussian architecture' in an intelligent way," he says. "I was a 22-year old kid. Generally you wouldn't have [someone that young] be the face of the whole thing."

If things broke differently, Krankel might be a film producer today. His first real job was a production assistant role at Disney, where he worked on movies like Tarzan and Toy Story 2. It was 1999, he was 20-years old, but he already felt like he had hit a wall. "I was in a spot where I didn't have a path to the career that I wanted," remembers Krankel. Deliverance came in the form of Vivendi Universal Interactive; back then the now-defunct publisher had partnerships with studios like Insomniac and Naughty Dog. Krankel snagged a production job, and at least initially, was tasked with making the sort of games that look appealing on a resume. (Two of the first credits he earned were on the mini-game collection Crash Bash and the mascot's swansong, Crash Bandicoot: The Wrath of Cortex.

Krankel is a tad wistful for the atmosphere at Vivendi during the early 2000s. The people that worked there were all mired in their early 20s, and they were somehow trusted with an entire marketing budget, hiring power, and production control. It was, in essence, what he was hoping for out of the movie business, but transplanted to the adjacent movie game tie-in business. 

Those years, from around 1999 to 2003, were some of the happiest of his professional life. He says he had no idea what he was doing, and that for the most part, was completely abandoned by his superiors. The Grinch movie was stocked with a nine figure expense sheet, but Krankel and his team were left on an island to make the game, which they were grateful for every day.

"It was extremely hands-off, which is shocking when I look back on it, because I never would've trusted me with this stuff," he explains. "Nobody cared. We got a bunch of assets from the filmmakers, we visited the sets, we did all the stuff that seems really cool when you're 21. Then we said, 'Let's try to make a Spyro clone.'"

There was something going on in development at that time where people were throwing darts at the wall and seeing what would stick, even if it wasn't executed perfectly.

Sean Krankel

There are parts of Krankel's body of work that seem downright hallucinogenic. I mean, seriously, how does anyone design a Desperate Housewives game for PC and then sell it? This was in 2006, when the only way to buy into the gaming business was by pressing discs. Who was picking that one off the shelf at Wal-mart? Krankel eventually decided that the PC adaptation of Wisteria Lane would play like a blend between "Shenmue and The Sims," which feels… logical. 

I, like you, have never played the Desperate Housewives video game. (According to Gamespot, you're looking at a 6.5 out of 10, and I think that counts as a pleasant surprise.) But Krankel tells me that sometimes, even the dingiest corners of his career in licensed games ended up benefiting him down the road.

"[Desperate Housewives] was the most hands-off of all of them. All Disney was worried about was getting Epic Mickey done, which was costing the studio tons and tons of money. They were like, 'Hey do you want to make a Desperate Housewives game?' Which, I did not, but what are you going to do," he laughs. "Years later, when Telltale was still around, I was interviewing there for Creative Director. I'm on a Skype interview, and the first thing they said was, 'So, Desperate Housewives, huh?' I was like, 'Oh fuck, this is done.'"

"Then they say, 'We really paid attention to that game when we were starting the studio.' That was a nice feather in the cap."

Of course, nobody is in their whiplash 20s forever. Eventually, Sean Krankel was a grown man who wanted a greater purpose in games. He returned to the Disney mothership in the late 2000s, right around the time the company was publishing the Turok reboot—which hinted at a brief, resurgent corporate interest in console-style game franchises. That didn't last, and Krankel found himself in an extremely polarized video game sector. "If you weren't working at Bungie and Infinity Ward, you were working on stuff like Desperate Housewives," he says. "I definitely didn't want that."

So he went full indie. It's hard to imagine Oxenfree's focus on branching, naturalistic character dialogue coming from someone who turned The Grinch into a 3D platformer, but Night School's first game did gangbusters both commercially and critically, and now with Afterparty on the horizon, it feels like the indie studio is off to the races.

Krankel has spent nearly the entirety of his adult life working in games, but at 40, he says he feels like he's just getting started. He recalls his time on 50 Cent: Bulletproof, and the incredible talent that clocked in and out every day in order to create a game that was doomed from the start. "The lead designer on that game went on the make Darksiders 1 and 2. You've got these people who are dying to get it done, but they don't have the right support," he says. "Night School was part of our vision for a long time, but the tools to build it just weren't there."

Still, Krankel can't let go of a certain amount of nostalgia for his licensed games origin story. For many developers, that's a familiar melancholy. A Grinch, or Desperate Housewives video game, released by physical media into brick-and-mortar Gamestops, simply doesn't exist anymore. They represent the death of a whole economic category of video game that's now mostly relegated to mobile app stores.

Has the industry lost part of its soul along the way, or a training ground for young developers? Krankel says that overall, 2019 is about as good as life has ever been for industry amateurs looking to break their way in. Digital distribution, creator-ownership, all of these are powerful weapons. But there's a stubborn magic of making the most of a property as dead-on-arrival as The Grinch.

"I do long for that stuff. There was something going on in development at that time where people were throwing darts at the wall and seeing what would stick, even if it wasn't executed perfectly," he says. "But now you're building something on the scale of Anthem, or some micro free-to-play slot machine. I miss that double-A game that takes about a year and a half to make."

Back then, the model didn't require [filling a game with] a bunch of monetization stuff. You could feel a team trying, and swinging hard. It felt pure," finishes Krankel. "Even if the game sucked." 

Oxenfree

Epic really isn't messing around with the free games. Reality-bending teen drama Oxenfree is the latest game to temporarily shed its price on the Epic Games Store, and you can grab it between now and April 4. It will quickly be followed by Jonathan Blow's idyllic puzzler, The Witness. 

Oxenfree's a cracking adventure, and if you've somehow slept on it up until now, get it and pencil in an afternoon to explore a creepy island with your friends and frenemies. Check out Andy's Oxenfree review

I've already got Oxenfree, but I never got around to picking up The Witness, despite my penchant for puzzles, so I'll be setting aside some time for that next month. It's a good 'un, by all accounts, including our own Witness review

So far, the freebies have been great. I can't believe I missed out on Slime Rancher when it launched, but I've been having a superb time kidnapping little slimes and harvesting their precious poo. After 33 years, I've finally found something I'm good at, if you ignore a few escape attempts.

Oxenfree

The Epic Games Store's next freebie will be Oxenfree, the dead-good adventure game about a group of teenagers who disturb something dark and mysterious on a remote island.

The game will be free to keep for two weeks from March 21. The latest free game on the Epic Games Store, Slime Rancher, is available to grab for free right now

There are plenty of reasons you should pick up Oxenfree: its coming-of-age tale is one of the best stories in PC gaming, and it remains one of the top 100 games on PC. You can read Andy's 83/100 review here.

It also popped up in Alex's brilliant piece on the future of dialogue from 2017, which is well worth a read.

Wasteland 2: Director's Cut

The Humble Unity Bundle, featuring games built with the Unity game engine, is maybe not the most excitingly-named Humble Bundle of all time, but it's definitely one of the better packages to come along in a very long time. For $1, you'll get Oxenfree and Aer: Memories of Old, plus Inventory Pro, UFPS: Ultimate FPS, and FlowCanvas, which are not actually games but asset packs from the Unity Asset Store. 

Things start to get interesting when you beat the average price, which is already over $10. That'll get you Wasteland 2 Director's Cut, The Final Station, Last Day of June, and three more Unity asset packs: Realistic Effects Pack 4, Ultimate Game Music Collection, and GameFlow. 

At the top tier of $15 (and given how quickly the average price has climbed, you might as well just go right to the top) you'll also get Torment: Tides of Numenera, Shadow Tactics: Blades of the Shogun, and four more Unity packs: Discover Unity Game Development – From Zero to 12 Games, uMMORPG, Heroic Fantasy Creatures Full Pack Vol. 1, Universal Sound FX, and Gaia. 

The bundle is clearly aimed first and foremost at people who are making games for fun and/or profit, but even if that's not your bag there's a lot here to like. Wasteland 2, Final Station, Torment, Shadow Tactics, and Oxenfree are all excellent, and Last Day of June and Aer are quite good too. Your mileage may vary, obviously (Unity is nothing if not flexible) but there's really not a weak entry anywhere to be seen. 

The default charity for this bundle is Girls Who Code, but you can switch it to something else if you'd like. It's available until 11 am Pacific on September 18. 

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info.

Aug 31, 2018
Half-Life 2

For a constantly updated list of our favorite games on PC, check out our list of the best PC games right now. 

Every year, the PC Gamer team embarks on an epic quest to choose the top 100 PC games. Where previously we voted for our favourite games, this year we talked: discussing each of our nominations and deciding which games should make the list. The result is a more honest, considered reflection of our conflicting tastes and opinions as PC gamers.

This list represents what we think are the greatest PC games you can play today. We wanted to celebrate the breadth and variety of PC gaming, and so, for the most part, have restricted ourselves to one game per series. You'll also find a selection of personal picks: games we individually love that didn't quite make the cut. Enjoy!

If you're looking for a list of the games that helped shape PC gaming as we know it, try the 50 most important PC games of all time.

100. Path of Exile

RELEASED 2013 | LAST POSITION New entry

Steven Messner: Path of Exile has quietly become one of the best action RPGs around thanks to its almost incomprehensible depth and wildly different seasonal leagues, where whole new systems are introduced. But the best part is its character customisation and spell crafting system. Path of Exile encourages players to make marauders who let spell totems do all the killing for them, witches who melt hordes with a fiery beam, or duelists that cover every inch of the map in a deadly rain of arrows.

99. Twisted Insurrection

RELEASED 2010 | LAST POSITION New entry

John Strike: Tiberian Sun's best mod brazenly shames the original Firestorm expansion in almost every way. It’s bigger and bolder, offering new buildings, a whole fleet of new units and even a new faction. There’s a completely new musical score and dozens of single player missions, some of which are based on the original Command & Conquer. Not only are new missions and units still being added, but, as a standalone free download, it's the most accessible way to play one of C&C's greats.

98. Killing Floor 2

RELEASED 2016 | LAST POSITION 81

Evan Lahti: There are disturbingly few places in video games where I can cut an evil clown in half with a quad-barrelled shotgun. Killing Floor 2 is the world’s greatest gore effects system laid atop an enjoyable skeleton. Hordes of monsters trickle into the map, magnetized to your position, and you mulch them with buzzsaw-spitters, incendiary shotguns, rocket launchers, or a microwave cannon that heats enemies from the inside until they burst. The dynamic slow-mo system adds so much, dampening the chaos just enough—granting extra moments to take aim or take in the sight of an intestine flying across the screen. Tripwire is a skilled digital gunsmith, and the detail lent to particle effects and reload animations holds up wonderfully even under the scrutiny of these plentiful, slowed-down sequences. I also love that KF2 doesn’t simply make these mutants into bullet sponges. On higher difficulties, enemies adopt different behavioral triggers that make them genuinely harder to handle.

Wes Fenlon: The precision and teamwork it takes to play Killing Floor 2 at higher difficulties is especially thrilling. Also, I once played a community map that was monochrome purple and themed after Game Boy-era Pokémon. It was pretty bad, but I appreciated the option.

97. Night in the Woods

RELEASED 2017 | LAST POSITION New entry

Phil Savage: A coming-of-age platformer starring an anthropomorphic cat returning home to a dead-end town after dropping out of college. On paper, Night in the Woods sounds like it could be intolerable, but its relationships are so well developed—so warm and fraught and human—that it’s impossible not to get drawn into Mae's world, and to want the best for her and her friends. I particularly love the frequent use of minigames as a way to highlight the need to escape the monotony of day-to-day responsibility.

Andy Kelly: A beautiful, heartfelt story brought to life by flawed, nuanced characters who just happen to be talking animals. It says something about life, but always knows when to crack a joke—and always with perfect timing—when things get too heavy.

96. Deadly Premonition: The Director's Cut

RELEASED 2013 | LAST POSITION New entry

Philippa Warr: Deadly Premonition is always a gamble of a recommendation. It's a gamble worth taking, though, because if you get on with its strangeness and its idiosyncrasies, it rewards you with a weird and beautiful experience of a kind you don't often get in gaming. Yes, the cars handle horribly. Yes, the PC version has crashed on me extensively. Yes, it starts off more as an irritating pastiche of Twin Peaks. Yes, it has frustrating quicktime events. And yes, some reveals draw uncomfortably on lazy tropes. But within that is a supernatural-tinged mystery that alternates between survival horror third-person shooter and a horror comedy investigation. None of the game's shortcomings were dealbreakers for me and several of the characters I encountered as I hunted for the Raincoat Killer have stayed with me for the best part of a decade.

Wes: The jank may be part of the charm, but at least make sure you install Durante's DPFix, which lets you select resolutions above 720p and fixes many minor graphical issues—mitigating some of the PC port’s shortcomings.

95. Stick Shift

RELEASED 2015 | LAST POSITION New entry

Pip: Stick Shift is my go-to example of a game which invokes complex subject matter while also being really fun to play. As per developer Robert Yang's description: "Stick Shift is an autoerotic night-driving game about pleasuring a gay car." It's part of a trilogy alongside Hurt Me Plenty and Succulent, and together they explore aspects of eroticism, consent, arousal, politics and more. It's also a game where you move your mouse rhythmically, working your car to a climax.

94. Elite Dangerous

RELEASED 2014 | LAST POSITION New entry

Phil: Frontier's galactic sandbox treads a fine line between excitement and tedium. Aliens! Dogfights! Smuggling! Interdictions! Ferrying pesticides to an outpost six lightyears away! However you decide to play, though—whatever amount of excitement you desire—Elite is still a masterfully crafted spaceship simulator. I love the design and feel of its ships, particularly the holographic UI and peerless sci-fi sound design. The thrill of warping to another solar system is never entirely diminished, meaning Elite remains entertaining even if you’ve chosen the life of a glorified space trucker.

Andy: Whether it's a chunky cargo hauler or a nimble fighter, every starship in Elite has its own distinct personality. They're all a delight to fly. Even the most mundane task feels wonderfully tactile.

93. Ni No Kuni 2: Revenant Kingdom

RELEASED 2018 | LAST POSITION New entry

Andy: While the original Ni no Kuni was co-designed by Spirited Away creator Studio Ghibli, it wasn't involved in this sequel. But developer Level-5 has done fine on its own, creating a rich fantasy world with a cast of vivid characters worthy of the Ghibli name. This is a sweeping JRPG about an usurped boy king on a quest to rebuild his kingdom and reclaim his throne. It's also one of the most colourful, vibrant games on PC.

Wes: The cutscenes are remarkably Ghibli and full of pep and puns, but what really made me fall for Ni No Kuni 2 is just how many systems it layers atop systems, like a big-budget JRPG of old. The sprawling kingdom builder is the centerpiece, with characters to recruit and buildings to construct and upgrade.

92. Mu Cartographer

RELEASED 2016 | LAST POSITION New entry

Pip: Mu Cartographer is initially obtuse. You'll probably feel utterly lost as to what you’re supposed to do for a while. But once you start tinkering with all the different buttons and dials on the interface you begin to see how to explore the strange map. The peaks and troughs of digital noise on your display suddenly turn into recognisable shapes as you tweak the settings and find the sweet spot. Stepped pyramids rise up where seconds ago all you could see was a fuzzy mess.

91. Guild Wars 2

RELEASED 2012 | LAST POSITION 86

Phil: Guild Wars 2 is full of clever quality-of-life features—it's still one of the few MMOs that's figured out how to let you easily play with friends of a different level. The flow and pace of its maps are a thing of beauty, too. Groups expand and contract naturally, as people wander off to explore on their own, before coming together for a small-scale event or organising to complete a single map-wide objective. You get all the joy of cooperation without the need to commit a significant amount of your time. Just turn up and play. Then, when you eventually get tired, go off and do something else. There's also no subscription, and none of the expansions have raised the level cap, so you're free to come and go as you please, playing at your own pace without ever worrying that you're falling behind. You can play for hours every week if you want—ticking off the hardest achievements and earning the rarest loot—but I'm happy to log back in every six months or so, safe in the knowledge that I'm ready for whatever's next.

Tom: I have fought huge dragon bosses and a marionette the size of a skyscraper, and I didn't need to grind for 200 hours for the privilege. Guild Wars 2 earnestly tries to reinvent the MMO by reshaping the bullshit grinding and levelling systems that had become rote in the genre.

90. Super Mega Baseball 2

RELEASED 2018 | LAST POSITION New entry

Wes: I'm about as bad at this surprisingly deep baseball game as I am at real baseball, but as a lapsed fan of America's pastime I appreciate how good this rendition is. It walks the line between a hyper-detailed sports sim and an arcadey NBA Jam-like, with simple controls but tons of nuance in pitching and hitting.

Chris Livingston: The customization is great, letting you change everything from player abilities to team logos, and its Pennant Race mode makes every online game feel important.

89. The Stanley Parable

RELEASED 2013 | LAST POSITION New entry

Samuel Roberts: You start in an abandoned office with a narrator telling you what you're supposed to do next. If you obey his instructions it will lead you to an ending. But if you don't, you'll discover many more fascinating, exciting little stories.

Phil: An antagonistic dialogue between a man with no body and another with no voice. Weird, funny and full of ideas.

Pip: Games often struggle with comedy. The Stanley Parable manages to be consistently funny as well as whip smart.

88. Drawful 2

RELEASED 2016 | LAST POSITION New entry

Wes: A chill, surprisingly hilarious party game I can play for hours. Everyone joins in on a smartphone and gets a phrase to draw on the touchscreen, then writes their own descriptions of everyone else's drawing to trick the crowd or simply get the most laughs. It's like millennial Pictionary, so inevitably people draw a lot more dicks.

87. Nidhogg 2

RELEASED 2017 | LAST POSITION New entry

James Davenport: The back-and-forth struggles of Nidhogg were already unpredictable, but bows, axes, swords, and daggers transform simple fencing standoffs into tense, sweaty battles for control. Nidhogg 2 is an excellent way to graft friends to the couch. 

Evan: A see-sawing melee mess. No PC game produces more smile-yelling than Nidhogg 2.

86. Stephen's Sausage Roll

RELEASED 2016 | LAST POSITION New entry

Pip: Stephen's Sausage Roll and I are on a break. I can't remember exactly why, but I know that I definitely rage-quit the sausage-grilling puzzler a while ago and haven't become sufficiently not angry to go back. That isn't a criticism, though; this is the puzzle game I recommend to the friends who want a real challenge.

Phil: I managed one level.

85. Battletech

RELEASED 2018 | LAST POSITION New entry

Evan: It's turn-based MMA with walking tanks. Unlike XCOM 2, the durability and modular design of mechs makes for drawn out, back-and-forth exchanges that become micro-stories of attrition and mettle. You trade blows with an Atlas, weave and evade it, it cleaves off one of your body segments, you circle around, knock it down and KO it with a face stomp. I love BattleTech's degrees of failure. You might complete all objectives but lose your rare, damage-boosted PPC, put a pilot in a two-month coma, or have to spend every nickel you just earned fixing up your battered Highlander. The campaign wrapped around BattleTech's granular combat is a bottomless well of procedurally generated missions with a heartwarming story of underdog regal revenge at its nucleus.

84. Football Manager 2018

RELEASED 2017 | LAST POSITION New entry

Joe Donnelly: Following some less comprehensive annual instalments, Football Manager 2018 gives us the most sophisticated soccer management simulation yet, where success is no longer determined by match performance alone. Piss off the wrong combination of players, and you'll risk a dressing room revolt. Suck up to the most popular, and you'll isolate your fringe stars. You need to balance influence and social standings to prevent the beautiful game from turning ugly.

83. Thumper

RELEASED 2016 | LAST POSITION 34

Pip: I don't think many people can consciously identify a 'fast-moving rhythm action space beetle combat game with a heady metal album aesthetic' void in their lives. But it exists and Thumper can fix it.

Phil: The dark, grungy synths and unusual time signatures create a fascinatingly ominous soundscape that draws you into the claustrophobic, reactive action. Thumper offers a mesmerising blend of palpable dread and empowering mastery—at least it did for me until the later levels, which required a degree of dexterity I'm not sure I possess.

James: That scarab scrapes down the interdimensional highway at the centre of Thumper with so much speed and ferocity that the game almost literally breaks apart by the end. Nod your head to dull the pain. 

82. Euro Truck Simulator 2

RELEASED 2013 | LAST POSITION 89

Andy: The problem with simulators is that they're often badly designed, technically janky or both. But Euro Truck Simulator 2 is neither of these things. This is a deep, polished, and immensely playable driving game set in a vast, mostly accurate replica of Europe. You can drive seamlessly between countries, and there's an understated beauty to the scenery that passes you by. It's also incredibly atmospheric, especially at night or in the rain. There's no better game to play while listening to music or catching up on podcasts, and it's deeply customisable too, meaning you can make each road trip as realistic or accessible as you like, depending on how deep you want the simulation to be.

Phil: In many ways I prefer American Truck Simulator. That's not because I love weigh stations—they're fine, if that's your thing—but because America's vast, terrifying emptiness feels more isolated, more epic, and, dare I say, more romantic. Euro Truck Simulator 2, on the other hand, is dense and busy, but also muted—it's altogether greyer and more moodily atmospheric. Both games are fantastic, and which one you prefer is likely a matter of which style of road trip speaks more to your personality. How many simulation games can you say that of?

81. FTL: Faster Than Light 

RELEASED 2012 | LAST POSITION 21

Samuel: It turns out being the captain of your own spaceship is stressful as hell, but you'll take part in some great stories along the way. FTL is a superior mix of roguelike and strategy. While Into The Breach is taking its place in my life, this is still one of the best space-set games around. 

Wes: It can make for a great party game, too. Put someone in the driver's seat and let the crowd make choices. Suddenly half your ship is on fire and you've accidentally vented one of your crew into space.

80. Stalker: Call of Pripyat

RELEASED 2010 | LAST POSITION 41

Chris: This grim and unforgiving open world FPS never turns you into an invincible superhero. No matter how much gear and weaponry you scrounge from the irradiated exclusion zone, you're still mortal and fragile, alone in a terrifying world of mutants, monsters, and roaming factions of AI-controlled humans. This lends Stalker an unending tension and fills every encounter with dread. From start to finish, there's a sense that at any moment you could meet your unceremonious end.

79. Doom 2

RELEASED 1994 | LAST POSITION 76

Wes: People are making mods and maps for this game like it was released a year ago. That's awesome. But what really strikes me about Doom 2 is how fun it still is, and how different it feels from decades more advanced shooters. There's a purity in how it moves, how it sounds and the minimum frames of animation it takes to sell firing the super shotgun.

78. Grim Fandango Remastered

RELEASED 2015 | LAST POSITION 96

Pip: Twenty years after its initial release it's still a real pleasure to revisit the film noir world of Manny Calavera, travel agent of the afterlife. Nowadays I play purely for the story so I keep online hints at hand for when progress stalls.

Tom Senior: Shout out here to Glottis, the giant orange demon who's too big and happy to quite fit into the world he’s in.

77. Warhammer: Vermintide 2

RELEASED 2018 | LAST POSITION New entry

Samuel: There's a long tail to Vermintide 2 if you're willing to stick with this four-player Left 4 Dead-alike set in the Warhammer universe. It looks prettier than the first game, offers more in-depth character progression, and has much better combat.

Phil: It feels really good to stab up a rat, and if that's not worth a spot on this list, I'd love to know what is.

76. Oxenfree

RELEASED 2016 | LAST POSITION New entry

Samuel: This spooky adventure game has a group of young friends inadvertently unlock a supernatural force on a haunted island. The relationships and various tensions between all the characters feel very real, and the dialogue is funny and poignant. These characters feel like they could've been people I went to school with.

Phil: The snappy, fun dialogue makes Oxenfree feel more theatrical than realistic, but that fits perfectly with the eerie mystery and interpersonal drama.

75. Regency Solitaire

RELEASED 2015 | LAST POSITION New entry

Pip: I added Grey Alien's card-game-slash-Regency-romance to our Top 100 discussion list, then reinstalled the game and spent three hours of the Top 100 discussion playing this in the background. I'm fighting the urge to play it again now instead of finishing this incredibly short paragraph about why it's good. The solitaire aspect is really strong, it's super easy to play just one more round, and the story is light but charming. Are we done? Can I boot it up again?

74. Metro: Last Light Redux

RELEASED 2014 | LAST POSITION 95

Tom: Not many shooters have you frantically pumping up a pneumatic gun before you can fire it, but that’s Metro for you. These ramshackle weapons carry you through a filthy, atmospheric corridor shooter set in the depths of the Moscow undercity. The tunnels hide mutant creatures and nests of horrible spidery things, but the most dangerous enemies are the human clans trying to scrape out a living in the post-apocalypse.

Samuel: A beautiful and grim FPS that's refreshingly bleak for a modern triple-A game. The world building in Metro: Last Light is dazzling to me—the little snapshots of human civilisation that show how there are children in these underground settlements who never knew the world before it got into this bleak, decrepit state. And the story features some unforgettable moments, such as an early flashback that shows—from the perspective of the pilots—how a passenger plane was destroyed in the nuclear blast. It's a chilling world that's hard work just to exist in, but I love that it's a post-apocalyptic setting that doesn’t succumb to the desire to over-stylise anything. It commits to showing the horrors of what a nuclear war would do to the modern world, and I'd recommend it to absolutely anyone.

73. Final Fantasy 14: A Realm Reborn

RELEASED 2014 | LAST POSITION 40

Steven: Square Enix's from-the-ashes MMO enjoyed another stellar year following the release of Stormblood, a revolution-themed expansion that whisks players across the sea to Eastern-inspired worlds that add much richness to an already great story. Though its endgame has become a predictable grind at this point, Final Fantasy 14 is still able to keep things exciting thanks to the steady pace of new bosses, dungeons, and raids to clear. Each one is just as memorable as the last thanks to a stunning soundtrack and beautiful world design.

72. The Norwood Suite 

RELEASED 2017 | LAST POSITION New entry

Pip: Cosmo D's first-person jazz hotel exploration has you poking around a converted mansion and uncovering the secrets of its former owner, celebrated pianist, Peter Norwood. Musicality shapes the whole experience, warping the space and affecting the denizens. As you dig around you'll also discover the game's sense of humour via visual gags and surreal chats with guests and visitors. For a related experience you should also check out the developer’s free game, Off-Peak.

71. Mount & Blade: Warband

RELEASED 2010 | LAST POSITION New entry

Evan: Mount & Blade: Warband is what we so often clamour for: an RPG where you're not an intergalactic savior or chosen one, but just some dude leading a small army on a sprawling, simulated map filled with other dudes leading other armies. It's sandbox in the truest sense, and the feeling of loosing an arrow into a line of galloping cavalry still holds up.

Phil: You start with nothing: left for dead in a town with few weapons, no supplies and barely any gold. From such inauspicious beginnings, you're free to do just about anything. Hunt bandits, befriend lords, rob pretty much anyone. Or, if you don't fancy leading hundreds of soldiers, just go fight for prestige in the arena. We've been waiting years for Mount & Blade 2, but Warband still has much to offer.

70. StarCraft 2

RELEASED 2010 | LAST POSITION New entry

Andy: Across its three campaigns, StarCraft 2 boasts some of the best, most cinematic single-player RTS missions on PC. New challenges are constantly being thrown at you, forcing you to try new units and tactics, and the story isn't bad either. When you're done with all that, you can take your newfound skills online, which still has a huge and dedicated following. There's a bottomless pit of tips, tutorials, and strategies online, meaning new players have a decent chance of catching up.

69. Galactic Civilizations 2

RELEASED 2011 | LAST POSITION New entry

Tom: Maybe a game like Stellaris will knock this classic spacebound 4X strategy game out of the Top 100, but not this year. It's hard to beat a game that's so smart and complete, and that can generate so much strategic intrigue with every campaign. The AI is so cunning that former PC Gamer staffer-turned-developer Tom Francis once wrote an entire book about one of his attempts to thwart it. Singleplayer games don't get much deeper than this.

68. Prison Architect

RELEASED 2015 | LAST POSITION New entry

Chris: There's an engrossing amount of depth to the management simulation of Prison Architect, where building a workshop for inmates to make license plates doesn't mean they'll just walk in and begin working. First they'll need training, which requires classrooms, which require instructors, who require work and class schedules and their own facilities. Oh, and metal detectors to make sure the inmates don't smuggle out tools to use as weapons against guards or other inmates, or to tunnel under the walls of your prison. It's not easy building and managing a small city where most of the population is plotting escape.

Andy: I love it when things go to shit in management sims, and Prison Architect is enormously fun to watch (and manage) when disaster inevitably strikes. A streak of black comedy runs through the game, and there's something darkly hilarious about a riot erupting—these cartoonish little characters shivving each other, starting fires and beating up guards. Something as simple as a fight in the canteen can be the flashpoint for a full-scale riot, and trying to suppress it safely and quickly is a real test of skill. But that doesn't mean you can't have some fun observing the chaos before rolling your sleeves up and stepping in to deal with it.

67. Ori and the Blind Forest

RELEASED 2015 | LAST POSITION 62

Pip: An adorable Ghibli-esque aesthetic—particularly the opening cutscene—gives way to a rock hard Metroidvania platformer. Your eyes are as likely to tear up with emotion as they are with absolute fury if you fail a boss one too many times. 

Tom: It looks like sugar but tastes like salt. Ori is not the moonlit animal paradise it appears to be at first glance. It’s a game about loss, revenge, and bastard-hard jumping challenges. The art is absolutely gorgeous. It's a hazy, dreamlike world of artfully twisted overgrowth and spike pits. The movement is so quick, precise and responsive I just want to squeeze it, even as it stabs me repeatedly in the heart. Approach with caution and keep some hankies and a swear jar within reach.

66. Frostpunk

RELEASED 2018 | LAST POSITION New entry

Chris: A survival and crisis management sim about building and sustaining city in a frozen world. In addition to providing food, warmth, and shelter to your citizens, you have to provide them something much trickier: hope for the future. That's immensely difficult when people are starving, freezing, and working themselves to death under your direction, and the choices you face are grim ones that never leave you feeling like a hero, even when things work out. Frostpunk is a game that asks two questions: 'How far are you willing to go to save lives?' And, 'No, really, how far are you willing to go?' It's a masterful exploration of the burden of leadership, the true costs of survival, and the balancing act between guiding your citizens and controlling them.

65. Diablo 3

RELEASED 2012 | LAST POSITION 30

Tom: 'Maybe I should start another Crusader run': seven words that could take up 60 hours of my life. Diablo 3 is still a stellar action RPG that has only become more generous year on year after its unsteady and controversial launch. The necromancer is a fantastic addition that calls back to Diablo 2 without nostalgically retreading the same ground. If you want to smash up thousands of monsters for gold and loot, there aren't many games that do it as well as Diablo 3.

64. Bayonetta

RELEASED 2017 | LAST POSITION 32

Samuel: A superb hack-and-slash game that rewards mastery with feeling like a badass. It's pretty much the first place I'd send anyone new to this genre of game that has its modern roots in Capcom's Devil May Cry series. This, from that game's creator, is funny, stylish and satisfying to learn. Its sequel, which Nintendo published, doesn't come close to matching the original. The range of weapons here fits together perfectly.

Phil: The fast-paced combat is yet to be bettered, and the world and story are equal parts stylish and absurd.

63. Crypt of the Necrodancer

RELEASED 2015 | LAST POSITION New entry

Pip: The rhythm combat in this game is so polished that I love it even when it's at its most stressful. You have to move on every beat or risk losing your cash multiplier, which means there's no downtime to plan your next move. Is a multiplier all that important, you ask? "Oh," I reply, "Only if you want to keep being able to afford new items at the shop where the amazingly catchy soundtrack is suddenly given an EVEN MORE AMAZING operatic flavour thanks to a singing shopkeeper called Freddie Merchantry."

Wes: This would be a great roguelike in its own right, but it's almost unfair how cleverly the musical element is threaded through exploration and combat. Try dungeon dancing to your own music for a new challenge.

62. Sunless Sea

RELEASED 2015 | LAST POSITION 75

Pip: I bounced off Sunless Sea so hard when it first came out—I remember clunky combat and irritating resource grind as core objections. Returning to the game with the Zubmariner DLC I found myself well and truly suckered in—devoting hours to pottering away in the Unterzee, drinking in Failbetter's expert prose and luxuriating in the art style. Sunless Skies is shaping up to be another step forward so I'm singing Sunless Sea's praises now, lest seas be eclipsed by skies in the near future!

61. Baldur's Gate 2: Enhanced Edition

RELEASED 2013 | LAST POSITION 48

Tom: Baldur's Gate 2 is still a magnificent achievement. Few RPGs since have been as broad, deep or fully featured as this sprawling classic. Pillars of Eternity and other games are steadily bringing the classic RPG back to prominence, but Baldur's Gate 2 is still very much worth playing today, and is still one of the most faithful videogame interpretations of D&D's Forgotten Realms setting. It's a great party RPG too. Few modern games would be brave enough to implement a morality system that causes party members to fall out with you and leave the party—the closest you might get is Wrex's rebellion in Mass Effect. While we all remember Minsc and his space hamster companion Boo, the roster went much deeper and accurately reflected the spread of D&D classes, from lawful good paladins to chaotic neutral thieves.

Phil: After the slightly too long tutorial dungeon, Baldur's Gate II hits the ground running, setting you loose in the massive city of Athkatla to earn money to fund the next leg of your journey. It’s a great way to encourage you to explore the city, seeking out its stories and adventures.

60. Fez

RELEASED 2013 | LAST POSITION 67

Phil: A vast, beautiful mystery that's equal parts intriguing and relaxing, Fez is a puzzle-platformer that forgoes enemies and peril, instead offering a pleasant adventure about a strange world full of questions to answer. At its most basic, you rotate between four 2D planes, shifting the world in order to create a path to the next door. But over the course of the game, you'll solve riddles, uncover secrets, and even decode languages. Fez is a tantalising puzzle box just waiting to be unlocked.

59. 80 Days

RELEASED 2015 | LAST POSITION 37

Samuel: Take a journey around a steampunk-infused world as Passepartout, Phileas Fogg's indispensable assistant. Then, whether you succeed or fail, take the journey again and again, and see all the places and stories you missed the first time around. 80 Days is almost entirely dependent on great writing and little bits of art, and it's enough to bring the entire world to life. While it feels made for mobile, you should definitely pick it up on desktop if you've never played it. 

58. Final Fantasy 12: The Zodiac Age

RELEASED 2018 | LAST POSITION New entry

Tom: This feels like the most PC-friendly Final Fantasy to me. Like the rest of the games in the series, it's a beautiful big RPG with a cast of characters that span from annoying (Vaan) to awesome (Balthier). This entry is the only one with the excellent gambit tactics system, which lets you program your party's AI to blitz dungeons and bosses with satisfying efficiency.

Samuel: You can fast-forward this version of the game, too, giving the combat the pace and catharsis it desperately needed back when it came out on PS2. 

57. Hexcells Infinite

RELEASED 2014 | LAST POSITION New entry

Pip: This is the third game in Matthew Brown's hex-grid logic puzzler series, and it's the best of the bunch. The 'infinite' part of the title refers to the fact that it can generate infinite puzzles if you want to keep playing. But the real joy, and the reason I keep replaying it, is the set which Brown has hand-crafted. Absolute puzzle bliss.

56. Homeworld Remastered Collection

RELEASED 2015 | LAST POSITION New entry

Tom: The saddest spaceships in games must travel the galaxy looking for a new home in Relic's classic RTS. If you love brain-scrambling 3D battles then this is the only strategy game that really delivers. Deserts of Kharak is excellent too, but I'd sooner play a game bold enough to deploy Adagio for Strings in a scrap.

55. Dota 2

RELEASED 2013 | LAST POSITION 54

Pip: I have spent north of 2,000 hours in this game. You do not need to know how much money I have spent in this game. But that investment, both temporal and financial, was because this MOBA continued to reward me. There's a rich esports scene, a daft and creative community, the ability for friendships to blossom and for groups of players to cross pollinate as friends of friends move in and out of your teammate invite list. I only stop by occasionally now, but Valve continues to offer interesting updates. Turbo mode is my favourite addition in recent times, not least because it affords newbies a space where they can try characters out without as much pressure as a normal match.

54. PlayerUnknown's Battlegrounds

RELEASED 2017 | LAST POSITION 25

Samuel: It's a phenomenon I'd recommend trying to anyone who plays on PC, even if they bounce off it. That tension of landing in this world and seeing what plays out is an experience everyone should have. Evan put it best last year, so allow me to repeat it here: "it compresses the time and space that survival games like DayZ give you, forcing you into contact with other players and out of your comfort zone."

Andy: I play PlayerUnknown's Battlegrounds as a stealth game, moving carefully between cover, keeping out of sight, biding my time. But the thrill here is that the 'guards' are real people, which makes sneaking under their noses even more exhilarating.

53. Deus Ex

RELEASED 2000 | LAST POSITION 23

Tom: This one has slipped down the list this year, largely because in recent times we've seen developers pick up the immersive sim baton and run with it—see entry number two in this list for the results. Deus Ex is still a classic, though. Even though the visuals, UI, dialogue and sound design seem more creaky each year, the scope for experimentation and emergent player-authored action is still impressive. 

Phil: It's creaky for sure, but Deus Ex's freedom still feels remarkable, as does its level of respect for the player. Most games feel compelled to clearly flag when you’re about to make a narrative choice that might have a consequence. But Deus Ex thrusts you into a paranoid world where everyone has an agenda and every command should be questioned.

52. Fallout 4

RELEASED 2015 | LAST POSITION New entry

Samuel: I'd recommend all of the modern Fallout games to someone who’s never played them for various reasons, and this, in essence, represents that entire era of the series on our list (we were very close to including the original Fallout, too, but ultimately stuck with our one per series rule). New Vegas is the best for reactive storytelling, Fallout 3 has my favourite side quests, and Fallout 4 feels the most refined when it comes to combat, presentation and world design. Even if the choices towards the end didn't produce outcomes I was happy with, I loved journeying around that world with Nick Valentine and Piper. And taking on the role of pulp-style hero The Silver Shroud represents my favourite superhero experience in any game. 

Evan: There's nothing quite like Fallout's setting. Its cynical, post-apocalyptic, Atomic Age sci-fi is dripping with black humour and absurdity. I'm grateful that something so esoteric continues to get the big-budget treatment.

Phil: We're big fans of immersive sims at PC Gamer, and yet I love Bethesda's RPGs for being practically the opposite. Fallout 4 lets you be a silent stealth killer who wears a giant suit of power armour—not because it makes sense within the world, but because it makes sense within the underlying systems. It's an anti-immersive sim, offering satisfying freedom in how you build your wasteland wanderer.  

51. Stardew Valley

RELEASED 2016 | LAST POSITION 22

Andy: A miserable office worker inherits a farm and starts a new life in the idyllic Stardew Valley. This Harvest Moon-inspired farming sim is pleasantly freeform and lets you live the way you want to, whether that's just lazily growing a few crops here and there, or starting a ruthlessly efficient mayonnaise empire.

Bo: Stardew Valley is everything I ever wanted out of Harvest Moon, but unchained from Nintendo's puritanical approach to content.

50. EVE Online

RELEASED 2003 | LAST POSITION 44

Tom: It's obtuse, and it takes a lot of time and effort to become properly mixed up in the corporations that drive EVE Online's greatest dramas, but I have taken a lot of pleasure in hopping into a vessel and mining for a few hours, quietly turning in a small profit and enjoying the vibe of EVE's cosmos. It looks beautiful stretched across two monitors, and if I do find myself yearning for the grand stories of war and betrayal, I can always read about them later in PC Gamer.

49. BioShock

RELEASED 2007 | LAST POSITION 17

Samuel: While as a shooter it's far from best-in-class these days, exploring the different parts of this underwater world and learning its story is an experience no other game has matched for me.

Andy: Rapture is still one of the most atmospheric settings on PC, letting you explore a bizarre, broken society in a state of fascinating decay.

48. Warframe

RELEASED 2013 | LAST POSITION New entry

Steven: Digital Extremes' cooperative loot shooter quietly became one of the best free-to-play games and people are only just now catching on. In the years since its rocky release, Warframe has grown into a deeply satisfying and complex online game with thousands of hours worth of quests to complete and gear to farm.

47. Darkest Dungeon

RELEASED 2016 | LAST POSITION 83

Evan: Even as DLC has made it a bigger experience, I continue to value Darkest Dungeon's focus. It's an intimidating game for all the right reasons: difficulty, uncertainty, risk and reward. The audio and combat camera effects deserve an award for how they make fights between illustrated paper characters feel like Eldritch kung fu.

46. Opus Magnum

RELEASED 2017 | LAST POSITION New entry

Tyler: Solving an Opus Magnum puzzle isn't satisfying the first time. You build an alchemy machine with tracks, rotating arms and flowchart instructions—producing gold from lead, for instance. Your sloppy contraption may look beautiful in motion, but how could you move on to the next challenge when your friend solved the same problem more elegantly? That quest for perfection is deviously engrossing. Few puzzle games feel so good to finally master.

45. Planescape: Torment: Enhanced Edition

RELEASED 2017 | LAST POSITION 60

Andy: The Enhanced Edition of Torment is currently the best way to play this supremely weird RPG on modern PCs. You play as an immortal being with amnesia, trying to piece his past together. The writing is the star here, bringing Dungeons & Dragons' Planescape setting to life in exquisite, wordy detail. Think of any RPG convention and Torment will subvert or twist it in some fascinating way, and the characters who join your party along the way are truly strange.

44. Civilization 5

RELEASED 2010 | LAST POSITION New entry

Tyler: I vacillate between them, but even though I like Civ 6's city districts, Civilization 5 with all the expansions is still the evening destroyer I'd recommend. I wish the series would reexamine its assumptions about the world and make more radical changes in the future, but for now, Civ 5 is still the standard bearer for turn-based empire building: complex enough not to become too rote, but accessible enough for just about anyone who enjoys rewriting history.

Evan: I prefer Civ 6—it's shallow, but I need my 1440p boardgames to look as pretty as possible, and the expressive, animated leaders of Civ 6 add a lot. But the fact that there's still a debate between the two is an endorsement of Firaxis' approach to putting meaningful new spins on one of PC gaming's longest-standing, most celebrated genres.

Andy: In all the time I've played Civ 5, I've never actually won a game. And so it's a testament to just how compelling and accessible its strategy is that I keep coming back, trying new tactics and shaping my civilisation in new and interesting ways. It's the journey—taking my people from humble beginnings to advanced empires—that I really enjoy. The destination ultimately isn't that important.

43. Invisible, Inc.

RELEASED 2015 | LAST POSITION 50

Tom: This turn-based tactics game has you controlling a squad of superspies in missions to knock out guards and steal data before the alarms detect you. I love Klei's angular art, and it's miraculous that the team were able to build such a tight and nuanced tactics game with procedurally generated offices. As with Into the Breach, Invisible, Inc. gives you tons of information about what's going on with enemies. You can see their sight lines clearly and judge their intentions. Your main decisions come down to your use of power points to hack systems. You can disable alarms or unlock doors to access tantalisingly placed upgrade terminals. Do you grab your objective and flee before security arrives, or take a gamble for an upgrade that might make future missions a lot easier?

42. Overcooked

RELEASED 2016 | LAST POSITION 77

Evan: Pure co-op calamity with a deceptively cheerful art style. You will never yell "I need lettuce!" with more anger and urgency. 

Samuel: So enjoyable to pick up, then appallingly difficult to master as you chase those three star ratings. If only I could take it less seriously—me and my partner had to stop playing because I was treating it like a part-time kitchen job. "Plates, plates, PLATES!"

Phil: It's like if the TV show Hell's Kitchen was a game—swearing and all.

41. Super Hexagon

RELEASED 2012 | LAST POSITION New entry

Jody Macgregor: Terry Cavanagh of VVVVVV fame's twitchiest game, Super Hexagon makes you a triangle trapped in pulsing, multicoloured hexagons, dodging through gaps in spinning walls at high speed. It's the definition of easy to learn and bloody impossible to master. I used to think hexagons were fine. Perfectly respectable shapes. Maybe not as fun as parallelograms, which are basically drunk rectangles, but pretty good overall. Now I've played Super Hexagon I hate them. They give me a rash. Terrible shapes. To hell with hexagons.

Phil: Before writing this paragraph I fired up Super Hexagon for the first time in five years, and after only a few tries I was already pushing up near my best times. This is the kind of game that sears itself into your subconscious; burrowing deep down into your muscle memory just waiting for you to return. As a shortform arcade game it's practically perfect—a pulsating, rotating, constantly shifting assault of shapes and sounds with an instant restart that has you back in the action before the voiceover can finish saying "game over".

40. Mass Effect 2

RELEASED 2010 | LAST POSITION 7

Samuel: The facial animations really date BioWare games, but Mass Effect 2 is still the best at showing darker, more interesting sides to its dense sci-fi universe. Plus it still has my favourite party of characters from a modern BioWare RPG. Maybe it's time for another trilogy replay.

Andy: The greatest ensemble cast in RPG history. The idea of recruiting the galaxy's most notorious warriors and criminals is a brilliant excuse to gather up a motley crew of weird, flawed, interesting people, and I cared about all of them.

39. Hearthstone

RELEASED 2014 | LAST POSITION 45

Tim: Hearthstone is in a funny spot. It's as gigantic as it's ever been, but with the departure of game director Ben Brode and the looming threat of Valve's Artifact, now would be a good time for Blizzard’s CCG to shake things up a little. The arrival of a tournament mode later this year may do that, but despite an atypically diverse meta, I've felt my desire to grind the ladder wane. Regardless, for now Hearthstone remains peerless in terms of the quality and polish of the experience.

38. Grand Theft Auto 5

RELEASED 2015 | LAST POSITION 12

Andy: GTA 5 is one of the most lavish singleplayer experiences you can have on PC, with impeccable production values, superb mission variety, and a wonderfully vibrant city. It's massive, but I've finished it three times—that's how much I love being in Los Santos. For me, Michael is Rockstar's best protagonist: a weary, slightly pathetic crook past his prime trying to make it in a world that’s left him behind.

Samuel: I change my mind about GTA Online every few months, but the fidelity of the world is unbeaten. I adore the original heists, and I've had a lot of fun playing the game with other people. I've seen those streets so many times now, though, and am desperate to play whatever comes next in the series. Or, you know, they could bring Red Dead to PC.

Phil: Whatever you think about GTA Online (relationship status: it's complicated), that first set of multiplayer heists are among the best co-op experiences you can have on PC. The way they divide your team of four into smaller groups, each performing a specific task that slowly draws everyone together for a single, action packed finale is—when you successfully pull it off—tense, exciting and memorable.

Joe: GTA Online is a shop window, and few games let you observe other players' wares with such impact. Seeing that new car, aircraft or chopper hurtling towards you makes you want it—which makes grinding to get it less of a chore.

37. Company of Heroes 

RELEASED 2006 | LAST POSITION 56

Tom: It's Relic's best game and frankly still one of the best real-time strategy games ever made. Jumping into a skirmish against the AI, it holds up today as well as it did at launch, which is a testament to the quality of the art and sound direction, and the success of Relic's squad-based take on unit control. The expansions are decent, but I still relish the purity of Company of Heroes' asymmetrical core matchup. The US has a slight numbers advantage in the early infantry stages of a battle but the Axis forces can bring halftracks to the mid-game and elite tanks into the endgame. A few games have tried to imitate Company of Heroes over the years, but none have really come close.

36. Half-Life 2

RELEASED 2004 | LAST POSITION 11

Andy: Gordon Freeman awakes from stasis to find Earth transformed into a dystopian hellscape by an invading alien force. Valve's influential FPS is still fantastic, particularly its eerie, understated atmosphere. The Combine are genuinely unnerving antagonists, but they didn't anticipate going up against a mute physicist who can yank radiators off the wall and launch them at high speeds.

Chris: A linear FPS but one that makes you feel as if you're finding your own path through it, rather than being shoved along rails by the developers. And the gravity gun is still the most enjoyable multitool in games: perfect for solving physics puzzles, playing catch with Dog, using a metal door as a shield, or flinging a toilet into a Metrocop's head.

35. Devil Daggers

RELEASED 2016 | LAST POSITION New entry

Jody: FPS design often copies the Halo idea of a single, repeatable loop of fun, but Devil Daggers really boils it down. Here the loop is backpedalling in an arc while shooting daggers at nearby enemies, clearing enough room to aim at the weak spot of a distant, tougher enemy, then spinning around to take out the skull-face jerk sneaking up behind you. It's just you and infinite bastards to shoot. Perfect.

Evan: If you die and don't go to heaven or hell, you play Devil Daggers until you win.

34. Forza Horizon 3

RELEASED 2016 | LAST POSITION 29

Phil: A gloriously silly arcade playground that takes the Forza Motorsport series' deep love of cars and customisation and transports it into a vibrant, luscious world full of ridiculous races and entertaining off-road mayhem. Forza Horizon 3's best feature is the skill chain system, which transforms an otherwise basic drive between events into a challenge to string together stunts without crashing.

Andy: Driving pretend cars doesn't get any better than the Forza series, and Horizon brilliantly softens the simulation while still maintaining a feeling of weight and realism.

Evan: All racers should be set in Australia.

33. The Elder Scrolls 5: Skyrim

RELEASED 2011 | LAST POSITION 26

Andy: Skyrim remains one of the most evocative settings on PC. It's not as big as some game worlds, but the varied biomes—from the bubbling hot springs of Eastmarch to the snow-battered coastline of Winterhold—make it feel much bigger than it is. The role-playing is shallow and the writing isn't great, but the sense of place and feeling of freedom make up for it. Picking a direction, going for a wander, and seeing what you'll find out there among the snow and ice is The Elder Scrolls at its most captivating.

Chris: You can finish (or completely ignore) the main story and still have a couple hundred hours of self-guided fun—especially by adding mods to the mix. Skyrim gives you a special kind of freedom seen in few RPGs.

32. Proteus

RELEASED 2013 | LAST POSITION New entry

Pip: If this was Pip's Top 100 Proteus would be in the number one spot. It's a contemplative experience where you wander a procedurally generated island, delighting in what you find. I often find myself drifting back to it in moments of stress, treating myself to a short digital holiday. One time I forgot I'd tweaked the game files and accidentally turned everything red, so that was a surprise. Seas of blood. But if you don’t make seas of blood it's gloriously restful!

31. Crusader Kings 2

RELEASED 2012 | LAST POSITION 52

Phil: Crusader Kings 2 isn't just a grand strategy about medieval kingdoms. It's a grand strategy about the people in charge of those kingdoms. You're not the abstract concept of the country of France; you're the King of France, a 60-year-old man who, after a protracted battle against the rebellious Duke of Burgundy, is now on his deathbed, about to leave the fate of his dynasty to an idiot son. You're not the ever-expanding territory of the Holy Roman Empire; you're an increasingly deranged emperor who people think has been possessed by the devil. By generating stories about people, Crusader Kings II is an endlessly fascinating soap opera that's different every time. In my last campaign, I didn't even play. I used the command console to simply observe the action, watching as an epic period drama played out across the map.

Chris: What's most interesting is how your relationships change when you die and continue playing as your heir. Those three children you had don't seem so wonderful once you've assumed the role of the eldest. The other two, while devoted to their father, now hate you and may plot against you. Your entire view of the world changes regularly, not just because the players change but because you yourself do, by dying and playing as someone new.

30. Portal 2

RELEASED 2011 | LAST POSITION 5

Chris: It should have been impossible to top the near-perfect Portal in comedy, storytelling, and physics-bending first-person puzzles, but Portal 2 somehow manages it, and even throws in some fantastic multiplayer on top. 

Andy: Portal 2 brings a funny and sometimes disarmingly poignant story to its mind-bending puzzles, and the results are exceptional. Your journey through the various eras of Aperture Science make the game a constant delight.

29. World of Warcraft

RELEASED 2004 | LAST POSITION 59

Andy: Blizzard's long-running MMORPG simply refuses to die, and in fact seems to be getting better with every expansion. The most recent, 2016's Legion, brought in a swathe of quality-of-life improvements and some of the best questing in World of Warcraft's nearly 14-year history, making it worth playing all over again. It's still pretty grindy, especially compared to the more streamlined Guild Wars 2, but there are few online worlds this rich and storied to spend time in.

Don't miss Steven's Battle For Azeroth review for some more recent WoW words.

28. Undertale

RELEASED 2015 | LAST POSITION 61

Tyler: Undertale subverts RPG cliches with constant self-reference, but unlike many 'parody games', it's not cynical or derivative. It plays on expectations without succumbing to them, with characters we’d love even without the metacommentary on game design, fandom, and authorship. Undertale is a great RPG even if you don't get every reference.

27. Fortnite Battle Royale

RELEASED 2017 | LAST POSITION New entry

James: Fortnite's battle royale mode started as a weak PUBG imitation, but an unprecedented update cycle has made it not just the best battle royale game, but one of the most fascinating games in development today. With map changes, new items, and one-off world events almost every week, Fortnite is endlessly entertaining to live in.

26. League of Legends

RELEASED 2009 | LAST POSITION New entry

Wes: Regular changes to the meta have kept League alive and on top for years. It’s still the best entry point for the MOBA genre.

Pip: I favour ARAM—a five-vs-five battle where randomly assigned characters let spells and punches fly across a single lane. I visit the pressure of the three lane Summoner’s Rift from a safe distance—as an esports spectator.

25. Cities: Skylines

RELEASED 2015 | LAST POSITION 82

Andy: While the most recent SimCity did everything it could to stifle creativity, Cities: Skylines gave players the power to make anything they want—in part thanks to the deep mod support. The result is the best city-builder around.

Samuel: The best game of its kind in a genre that people have enjoyed and will play forever, well supported by compelling expansions. Plus, you can destroy your city with meteors if you're having a dark day—like I did when I was mayor of Pipville several months ago.

24. Arma 3

RELEASED 2013 | LAST POSITION 55

Evan: Arma 3 stands alone as the highest-fidelity FPS, the best multiplayer story generator, and a bottomless trough of community missions and mods. You can play it with the utmost seriousness, with an add-on that lets you administer simulated CPR on injured comrades, or as a silly military take on Black & White with its Zeus DLC. It's no coincidence that Arma was the fertile terrain that produced the last two biggest trends in PC gaming: battle royale and survival games.

23. Her Story 

RELEASED 2015 | LAST POSITION 19

Phil: You start with a police database open and the word 'MURDER' entered into its search field. Hit enter and you’re given four short video clips from a police interview. In one, the woman being interviewed says, "I didn't murder Simon." OK, let's search 'SIMON'. More video clips—more hints at a tantalising mystery that twists and changes as you unlock more of its parts.

Samuel: Probably the best mystery game ever made, because Her Story is over when you feel you've found the answer (or when you've discovered all the clips, depending on the type of player you are). It truly puts the drama of uncovering the truth in your hands, which is so hard for a game to do in any meaningful way. One of those games I would recommend to someone who has never played games. 

Tyler: A fantastic performance that made FMV, for once, not cheesy.

Andy: A narrative game that really makes use of the medium. The mystery unfolds differently for everyone who plays it, which is a wonderfully original way of telling a story. What you think happened might be different to someone else’s interpretation, turning us all into unreliable narrators.

22. Total War: Warhammer 2

RELEASED 2017 | LAST POSITION New entry

Tom: Total War is a complex grand strategy series that fuses turn-based 4X-style empire-building with vast real-time battles. So far we've mostly seen the format used to explore historical scenarios, but it turns out the Warhammer universe is a perfect fit. For fans of the setting it's a joy to see each faction rendered so vividly, but I would recommend Total War: Warhammer 2 to any strategy fan regardless of your Warhammer knowledge. If you want to command a traditional army, the Empire is there for you. If you want something more adventurous, you don't need to know much about the undead Tomb Kings to enjoy sending hordes of skeletons after magical relics. The sequel's campaign is brilliant. Four factions fight for control of a big magic vortex in the middle of the map, which keeps the campaign interesting all the way into the endgame.

Jody: Replay that campaign and eventually you'll see behind the curtain, but what makes it worth replaying is the factions. Warhammer 2 gets its factions right in ways that should please all but the fussiest fans, even though they're a diverse collection of uptight magic elves, dinosaur-riding lizards, sneaky rat bastards, and "we're really into leather" sex dungeon kink elves. That's no easy feat.

21. The Sims 4

RELEASED 2014 | LAST POSITION New entry

Pip: The latest instalment of the long-running life sim has absorbed many hours of my life as I generate idiotic stories starring my beloved cast of citizens. Four years after release it's at the point where features missing at launch have been patched in (toddlers! pools!) and you can use the glut of expansions, game packs and stuff packs to tailor the game to your playstyle. I'd like to see the pricing model better support people who dip in and out, but overall there's still no other game like it. 

20. Counter-Strike: Global Offensive

RELEASED 2012 | LAST POSITION 49

Evan: Valve's half-hearted updates dented its ranking this year, but CS:GO remains the purest team FPS on the planet. Every round is a joust of plays, counters, and outmaneuvering, where a smart flash or reflex AWP pick shifts the balance. You can spend a lifetime improving your grenade technique, your de_inferno mid push, your eco round playcalling. It'll never be enough. Each gun is a wild animal with its own unique spray pattern and tendencies that can take dozens of hours to learn.

19. Rocket League

RELEASED 2015 | LAST POSITION 16

Tyler: I've hit a skill plateau in the best and only rocket car soccer game (I play the hockey variant), but I just have to find the next slope. I don't think one can ever stop getting better at Rocket League. There's always a better position I could've been in, an aerial I shouldn't have botched. It hasn't changed much over the years, but I feel like I could play it forever.

18. Hitman

RELEASED 2016 | LAST POSITION 14

Phil: This stealth sandbox about a bald assassin features six huge, absurdly detailed maps, each filled with interesting ways to bump off your targets. Hitman's social stealth systems—where disguises are more important than not being seen—gives you the time to plan, experiment and refine your approach. It's now the best game in the series.

17. Kerbal Space Program

RELEASED 2015 | LAST POSITION 39

Phil: Build a rocket, launch a rocket, fly a rocket, crash a rocket. And then do it all again—tweaking and experimenting until your design is bona fide spacefaring craft, able to maintain orbit or visit nearby celestial bodies. Kerbal Space Program is a sublime mix of physics and slapstick that makes for the perfect playground for space exploration.

16. Spelunky

RELEASED 2013 | LAST POSITION 10

Wes: No one's topped the way Spelunky's pieces play off one another to make its world feel deeply knowable and random at the same time. It's a game you play for hundreds of hours, until getting the key to unlock the chest to find the Udjat Eye to reach the black market to buy the ankh to die and come back to life to fight Anubis to take his sceptre to unlock the City of Gold to find the Book of the Dead to journey through Hell to fight King Yama just feels like another day playing Spelunky.

15. Alien: Isolation 

RELEASED 2014 | LAST POSITION 8

Andy: The best horror game on PC, because the thing chasing you has a mind of its own. There's no pattern to predict, no patrol route you can exploit. The alien is intelligent. It will learn your habits and it will fuck with you, and that is terrifying.

Samuel: I replayed it this year, and it's amazing how much mileage they get out of the same two repeated enemies by making clever use of set pieces and different types of environments. Probably the best horror game ever.

14. Overwatch

RELEASED 2016 | LAST POSITION 13

Andy: I love Overwatch because, as someone lacking the skill to play most other online shooters competently, I can still make a difference in a match. The sheer variety of brilliantly-designed characters and their wildly varied toolsets means there's something for every kind of player, even if they can't pull off a decent headshot. It's also impressively accessible, cleverly explaining the intricacies of its heroes' abilities without overloading you with information.

Bo: A year ago, Blizzard told me they had "barely scratched the surface" of abilities and character archetypes they'd like to explore in Overwatch. With the newest hero being a giant hamster ball mech with a Spider-Man-style grappling hook piloted by a literal hamster, I'm finally inclined to believe them. Overwatch continues to be one of the most unique and accessible shooters. And on the esports front, the Overwatch League's adoption of a city-based team model has ignited local enthusiasm in a way that no other game, tournament, or organization has been able to thus far.

Phil: We decided this list's order before Wrecking Ball was announced. I'll leave you to speculate whether he would have raised or lowered Overwatch's position.

13. Life is Strange

RELEASED 2015 | LAST POSITION New entry

Pip: Dontnod's episodic, time-rewinding teen drama develops (Look! A photography pun! Because the lead character is into photography!) from a gawky, awkward-but-sweet first episode with slightly clunky dialogue into a story capable of delivering real emotional sucker punches. It's not perfect—some puzzle segments outstay their welcome and the plot often throws subtlety out of the window—but OH MY! The cast of characters and the strength of their relationships elevate the whole thing, and the Instagrammy aesthetic bolsters the teenage intensity. 

Phil: It also features probably the best use of mid-'00s indie boys playing sad acoustic songs about relationships and feelings in all of gaming. Max listening to José González while riding a bus across Arcadia Bay is a beautiful, understated sequence that gives us the time to empathise with the character and her feelings about the town she's returned to.

12. Hollow Knight

RELEASED 2017 | LAST POSITION 46

Wes: The best Metroidvania since Super Metroid. Hollow Knight is open-ended almost to a fault, giving you a massive, decaying, interconnected bug kingdom to explore and frequently find yourself lost in. It can be overwhelming at first, but the feeling of discovery ends up being immensely rewarding as a result. The super responsive platforming and combat keep backtracking from ever feeling like a chore, something similar games have struggled with.

11. Doom

RELEASED 2016 | LAST POSITION 9

Tom: A modernisation of Doom that puts the focus firmly on speed and sweet guns. The DOOM reboot resists decades of shooter trends that either ape Call of Duty or try to crossbreed the FPS with other genres. There's nothing wrong with that sort of experimentation, but it's so refreshing to boot this game up and blow gooey chunks out of the forces of hell. Bring on the next one, id.

Samuel: The best single-player FPS there is in 2018. A clever update of Doom that turns fights into melee-heavy duels, with a not-overly-serious tone that hits just the right spot.

Wes: And the levels are actually intricate mazes full of secrets, just like classic Doom! I expected good shooting in bland corridors, but this is so much more.

10. Metal Gear Solid 5: The Phantom Pain

RELEASED 2015 | LAST POSITION 6

Tom: I loaded back into my MGS5 save a month ago to find Snake decked out head-to-toe in a leopard skin combat suit. I forgot that my dog had a knife and my horse had a face shield, and I forgot that I named my squad TACTICAL OCTOPUS. It’s a terrific open world stealth game, but its quirky sense of fun makes the supernatural military nonsense bearable. 

Samuel: My favourite stealth action game ever, that sits somewhere between immersive sim and Metal Gear of old.

9. Dark Souls Remastered

RELEASED 2018 | LAST POSITION 2 (Prepare to Die Edition)

Tom: Have you met Gravelord Nito? He's a roiling mass of skeletons shrouded in a cape of souls. He lives deep in Dark Souls nightmarish catacombs, and he's just one example of the game's extraordinary art direction, and powerful sense of dark fantasy horror. People go on about Dark Souls' bottomless lore with good reason, but underneath the theatrics it's actually a very simple game. You raid dungeons, chop up monsters, loot chests and level up. Without strong, enduring combat fundamentals I wouldn't have kept playing long enough to uncover the gods' tragic stories.

8. Subnautica

RELEASED 2018 | LAST POSITION New entry

Pip: Subnautica is my game of 2018 so far. I usually tap out pretty fast when it comes to survival games but this one takes place in a gorgeous underwater world, involves a compelling plot, AND I adore tinkering with my little underwater base. It also lets me choose how much survival-ing I care to have as part of the game experience, meaning I can switch off thirst. It's not exactly better down where it’s wetter given the wealth of creatures and situations which can kill you, but it's exactly where I want to be.

Andy: Exploring is genuinely rewarding, both in terms of finding resources to build cooler submarines and environmental detail. It's a world with a story to tell, and it tells it brilliantly.

7. XCOM 2

RELEASED 2016 | LAST POSITION 4

Tom: Strategy games are good at making me care about numbers and systems, but XCOM 2 is one of the few I can name that translate the numberwang into emotional investment. Losing a squad member can feel devastating. You nurture them between fights, gradually upgrading their gear and unlocking sweet new skills, only for an alien to cruelly blast them in a routine mission. When things go wrong in XCOM, they go very wrong indeed, which is all part of the drama in a game that casts humanity as the underdog.

Evan: XCOM's art direction is ridiculously underrated. Its maps are believable, colorful dioramas that shatter into pieces under the heat and intensity of your insurgent combat. 

6. Rainbow Six Siege

RELEASED 2015 | LAST POSITION 15

Evan: Sure, you can play Siege as if it's Counter-Strike, pre-firing and out-angling your opponents with snap marksmanship. But the real joy is in outsmarting the other team by poking clever holes in the maps, placing your gadgets in unexpected positions, and careful drone scouting. I also love Siege's tempo: this is a shooter that gives you time and a canvas of breakable space to stop, strategize, and execute a dumb plan with absurd gadgets like an eyeball turret that shoots lasers, invisible poison mines, and a drone that shoots concussions. Ubisoft remains devoted to supporting Siege with meaningful systems renovations and with four annual updates that add new characters and maps.

5. What Remains of Edith Finch

RELEASED 2017 | LAST POSITION 27

Samuel: This first-person narrative game is constantly inventive. Edith Finch ventures into the home where her family used to live, before they all died in various tragic circumstances and their rooms were sealed up. You uncover each of their stories. It's the high point of this genre.

Andy: Exploring the abandoned home of the eccentric Finch family and uncovering their history is one of the most satisfying storytelling experiences a game has ever given me. But it's a game I'll never play again, simply because one scene in particular was so emotionally-charged that I can't face it. Any piece of media that holds that kind of power has to be special.

4. Into the Breach

RELEASED 2018 | LAST POSITION New entry

Tom: Into the Breach is a game about quick turn-based battles between mechs and kaiju-sized bugs, and it's almost perfect. Unlike many turn-based strategy games, Into the Breach doesn't use chance to inject battles with tension—the UI tells you pretty much everything that's going to happen next turn. The pleasure comes from solving the next turn state as efficiently as you can. It's a small game—battles only last a few turns on an eight-by-eight grid—but the varied mech teams and increasingly nefarious bug types create a huge amount of tactical variation. It shows that strategy games don’t have to be long and laborious.

Wes: There's so little randomness that random moments have immense impact. In one run, I had two buildings resist damage at a pivotal point. I've never done a more exaggerated fist pump.

3. Divinity: Original Sin 2

RELEASED 2017 | LAST POSITION New entry

Tyler: Divinity: Original Sin 2 feels less stodgy than other classic RPG revivals while heightening their best qualities: turn-based combat (I hate real-time, sorry) with physics-based spells and exploding barrels (necessary), great characters, and a commitment to letting players do what they want, even if it breaks everything.

Wes: It offers you an intricate RPG sandbox to play in, and it invites you to break the rules in as many ways as you can imagine. The first game did that, too, but this one marries that freedom with across-the-board great writing and genuinely thoughtful roleplaying. It walks the walk and talks the talk.

2. Dishonored 2

RELEASED 2016 | LAST POSITION 3

Samuel: This is the best stealth game there has ever been. While the high-concept levels like A Crack in the Slab and Clockwork Mansion get a lot of attention for their clever one-off twists, more traditional stages like Royal Conservatory and Dust District are so detailed and fun to explore. There's no sense of repetition, and each level feels like a huge event. It's the precision of Dishonored 2 I love. Every successful takedown or evasion feels like something you've earned. 

Andy: Dishonored 2 has some of the best level design on PC, both in terms of the architecture and aesthetic, and in how the environments are rich playgrounds that let you really flex your creativity. Every location has something interesting about it, whether it's the time-hopping of A Crack in the Slab or the intricate house-sized puzzle box that is the magnificent Clockwork Mansion. And the sheer volume of ways to navigate the levels and complete your objectives really captures the spirit of PC gaming.

Tom: I want to savour every moment in Karnaca, because those levels are so dense and fun to explore. Immersive sims have always been good at creating broad levels like these, full of sandbox opportunity, but I really value that simple acts of moving, shooting and fighting feel great in Dishonored 2. Your regenerating mana bar gives you license to use your traversal powers freely, and I love blink and Emily’s tentacle leap. The introduction of Emily just broadens your toolset further. Domino, which lets you chain NPCs fates together so that one attack affects them all, is an inspired ability, and it's emblematic of the way Dishonored 2 builds on the tenets of immersive sims like Deus Ex, and spins them out in spectacular new ways. Augmented special forces dudes are cool, but warlock assassins are even cooler.

Phil: For me it's the reactivity of the world. Yes, the combat is fluid and satisfying, the level design is intricate and beautifully balanced, and the abilities perfectly tailored for absurd displays of skill and problem solving. But what ties it all together is the lengths Arkane has gone to make it all feel believable and real. Immersive sim is, I will admit, a clunky term, but it’s a useful way to encapsulate a core philosophy: that a game’s systems must work to make you believe in a world, even if that world features magical parkour assassins. I believe in Dishonored 2's world because throughout I encountered ways Arkane had anticipated player behaviour. The most extreme example is found in the standout mission A Crack in the Slab, which features an alternate timeline that only occurs if you do something that’s never asked of you—that most people will probably never try. Arkane knew someone would try, and so made a response. That's amazing dedication to the craft.

1. The Witcher 3: Wild Hunt

RELEASED 2015 | LAST POSITION 1

Tom: It's a great execution of the ronin fantasy set in one of the most beautiful worlds on PC. The craggy Skellige isle might be one of my favourite places in games, or is it Novigrad, or the sunlit vineyards of Toussaint? Even the dripping bogs in the early areas are pretty, in their own miserable way. Within these gorgeous places you meet people with interesting problems. Maybe their local well is haunted. Maybe their spouse is haunted. Usually something is haunted, or cursed, or being pursued by a hideous mythical beast. I treated the sidequests as the main quest, to be honest, roleplaying a mutant outcast on a mission to make the world a slightly better place. Oh, and let's not forget Gwent, one of the best games-within-a-game since Final Fantasy VIII's Triple Triad. 

Jody: The fact you play a character with his own place in the world, including allies, enemies, and ex-girlfriends, is a definite strength of The Witcher 3. But it wasn't always this way. In the first Witcher game Geralt was an amnesiac sleazebag and honestly a bit of a tool. He wasn't a fun person to be around, let alone to be. But by The Witcher 3, Geralt's a caring father figure with a heart of gold beneath layers of beard and gruff, and more than that he feels like someone you personalise. How much he cares about getting paid, who he loves, how seriously he takes his creed, that’s all you. The Witcher 3's version of Geralt is the perfect videogame protagonist not because he's more integrated into his world than a character you make from scratch, but because he's a solid outline with room to manoeuvre inside that. He contains multitudes—but not too many. He has well-defined areas of doubt and uncertainty.

Wes: "Place" really is what makes The Witcher 3 so spectacular, and like no other game I've played. It's not just that the world is gorgeous and detailed, though it is both of those things. The Witcher 3 has this unparalleled combination of artistry and technology that makes its locations and characters feel authentic. Accents and architecture differ between the mainland and Skellige. The characters you encounter out in the world have quests that involve their families or monsters native to their region, and the more of these quests you take, the more you appreciate how natural and human they seem. No one's asking you to go out and slay five wolves because that's a good way to spend ten minutes in an RPG. If you're killing beasts, it’s probably to save a village's flock or get revenge for a grieving father, and even straightforward quests often end with surprising deviations. Depending on how you play Geralt, you can be a mercenary in search of coin, or calmly talk someone out of a decision you know they'll regret. You can haggle with assholes who don't respect the value of a witcher's work, and you’ll have to decide what to do when a poor farmer doesn't actually have the money he promised you. Those touches, along with the motion capture, the voice acting and the wind on a blustery night in Velen, make the whole thing come alive. What a world.

Phil: A thing I hate about most RPG writing is that something as simple as asking to be rewarded for your time and effort is treated as the most evil thing a protagonist can do. But in The Witcher 3, Geralt is a professional doing his job. His haggling with clients over money isn't a deviance or a crime, but the expected cost of hiring a man who is good at what he does for a living. 

Andy: I love The Witcher 3 because it’s a game where almost everything is meaningful. When you pick up a quest, it isn't just some thinly-written excuse to get you to go kill a monster. There's a backstory, a motivation, and often a twist. Quests can spiral, turning an encounter with a peasant in a tavern into a sprawling epic that ends with you fighting some great, mythical beast atop a crumbling tower in a raging storm. The game is heaving with interesting characters and worthwhile things to do, and Geralt is the foundation of it all: a complex lead who makes other videogame characters look like cardboard cutouts.

Personal picks

We love many more games than we can fit onto one list, so here the PC Gamer team has spotlighted a few of their favorites that didn't make the cut. 

Philippa Warr: Cradle

Cradle, like Deadly Premonition, is wonky but fascinating and stays with you for years. It's a transhumanist puzzler where you try to repair a mechanical girl who is also a vase in a yurt on the Mongolian steppe next to an abandoned theme park which dispenses block-based minigames.

Joe Donnelly: Kentucky Route Zero

Kentucky Route Zero is wonderful. Its storylines are weird and interesting. Its minimalist art style is gorgeous. Its sprawling open road and Mark Twain-esque Echo River are a joy to explore. Its cast of characters are quirky and often funny. And it's not even finished. Look for its final act this year.

Bo Moore: Prey

The first 20 minutes of Prey form one of the most inspired sci-fi set pieces of recent memory. An immersive sim that offers fantastic problem solving, enjoyable enough combat (even if the enemies are a bit uninspired), and, true to its pedigree, a level of environmental storytelling that rivals Rapture.

Steven Messner: Slay the Spire

This deckbuilding roguelike isn't out of Early Access and already I've sunk more hours into it than I’d care to admit. It's a deceptively simple game that anyone can easily pick up and play, but learning to build the perfect deck—and getting all the lucky drops to pull it off—can make hours vanish.

Tyler Wilde: Chess Ultra

For online chess, I recommend Chess.com. But if you want to relax with a few AI games, Chess Ultra has many of the features of pro chess software without the complexity. It's for people who just want to play chess, and it works wonderfully. The Twitch integration and VR support are cool, too.

Chris Livingston: Duskers

Issue text commands to drones to steer them around abandoned space stations where terrifying aliens lurk. You can only see what your drones see, giving Duskers a spooky found-footage feel. It's a scary and surprising roguelike where everything going wrong is as much fun as everything going right.

Tom Senior: Thief Gold

It's surprising how well 1998's Thief still holds up. It's tense and atmospheric, and the labyrinthine levels feel huge, substantial and ambitious even today. It's punishing, and the spindly NPCs look kind of ridiculous now, but I still get the fear when I snipe out a torch with a water arrow, hoping that nobody sees it.

Phil Savage: Shadow Tactics: Blades of the Shogun

A stealth puzzler that's not afraid to make you wait. You embark on missions throughout Edo period Japan, silently breaking into well-guarded strongholds using wits, patience and an adorable raccoon dog. Deep, tactical and rewardingly tricky.

Andy Kelly: Else Heart.Break()

In a digitised world, anything can be hacked. That’s the premise of else Heart.Break(), a unique game about love, freedom, and cybercrime. You can hack objects to change how they behave. Hero Sebastian uses his newfound coding skills to join a gang of hacktivists.

Evan Lahti: Oxygen Not Included

The intricate systems-maths of a sim wrapped in the handmade charm of a Klei game. Within hours of starting a new colony, you're optimizing airflow and figuring out the right number of toilets to fertilize your plants. It's still in Early Access, but this is already my favorite ant farm on PC.

Samuel Roberts: Assassin's Creed Origins

I'm not traditionally a fan of Ubisoft’s series, but almost everything here, from world layout to combat to quest structure, has been revamped. I think everyone should see this open world before they die. It's a staggering creation.

James Davenport: Stories Untold

Using a computer shouldn't be scary, but Stories Untold makes it so. The fidelity of the keys and knobs draws you into its world. Sitting at your computer while the protagonists are tormented by their own makes the events of these four short stories feel more real and unnerving. 

PC Gamer

A look at some our recent Game of the Year winners—Spelunky, Metal Gear Solid V, Dishonored 2—suggests that baked-in narratives are less important to us than personal stories plotted by physics and AI. That's broadly true, but not to the total exclusion of videogame storytelling, of characters and dialogue and, to give an overarching definition of what we mean by 'story' in this case, 'sequences of events which may be influenced by the player but are not authored by them.' The setting, the conflict, the reasons characters act (through us) and the consequences for those characters. You know, stories

Some say games are bad vehicles for this kind of storytelling, full stop. Others argue that while the stories in games are often bad, it's the fault of the storytellers, not the medium. And yet another camp argues that games are the greatest storytelling medium of all time. In listing our favorite stories, we will resolve exactly zero of these contradictory views. Unconcerned with theory for the moment, we just want to celebrate the stories that stuck with us, and recommend a few games for those who love to be told a good tale. Here are our favorites, as picked by regular PC Gamer writers Samuel Horti and Richard Cobbett, as well as the whole team:

Hellblade: Senua’s Sacrifice 

Hellblade is an important game, not just because of the subject matter it tackles—a young woman’s struggle with psychosis—but also because it proves that modern-day audiences are willing to listen to developers that want to tackle difficult themes.

Pict warrior Senua is on a journey to retrieve her lover’s soul from the depths of the Norse underworld of Helheim, and she’s prepared to go up against the gods to do it. Her battles with towering, undead Vikings mirror her struggles against her inner demons, and through sparse writing and long, lingering close-ups of Senua’s face you really feel her pain. She bares her soul to the player, and it’s utterly moving.

The inner struggle is the one the game wants you to focus on, but there’s still subtlety on the surface, too: you can look back at the end of it and think about how Senua’s outward journey reflected her inner torment, making connections that weren’t obvious at the time. 

The Thief trilogy 

The first Thief game tells a neat noir story complete with dry narration from a cynical protagonist and a femme fatale who hires him for a dangerous job. The end result of its tangled plot has him stealing from a god of chaos and changing the world. Thief grows from a simple mash-up of hard-boiled fiction and steampunk into something much more complex. Over the course of the next two games it explores the religious consequences of a god's death and the Mechanists who rise in his absence, and by the third game follows those explorations of chaos and order by focusing on corruption within the Keepers, the group dedicated to balance Garrett left behind at the start of that first game.

There's a neatly cyclical quality to the three Thief games, which end where they began—not just with the Keepers, but with a scene of a child being caught pickpocketing. Only where once Garrett was the kid, now he's the adult deciding the fate of that child. So many videogame heroes get dragged back again and again, long after their story is done, so Garrett having such a complete arc is a pleasant rarity. The reboot's Garrett could never live up to it.

What Remains of Edith Finch

The overarching tale of the Finch family is full of intrigue, but it’s the individual stories of each family member that stand out. Returning to the family home as the titular Edith, you poke around the abandoned house, slipping in and out of the memories of the various characters as you gradually piece together a moving tragedy.

Each is told as an inventive mini-game. You transform into a shark, chop fish on a production line and listen to poetry while flying a kite. The simple mechanics provide the perfect window to learn about the personalities of each family member. These vignettes are moving, and deceptively layered and rich, changing your perception of what you’ve heard before while also advancing the overarching plot. The game offers a masterclass in environmental storytelling, too, with each object in the house giving you a new insight into the family.

Quite simply, it’s the pinnacle of the first-person narrative game genre, and toppling it will take some doing.

Mafia and Mafia 2 

The first two Mafia games each contain their own compelling stories, built from familiar cinematic influences—but the first is my favourite, telling a more sympathetic tale of cab driver Tommy Angelo being drawn into the criminal underworld, before finally trying to escape it. The cutscenes look like they're being acted out by Gerry Anderson puppets by today's standards, but it felt like careful attention was paid to the writing, cinematography and use of music in Mafia's story—plus the smoke effects are still nice. The shock ending, which we won't ruin here, ties into Mafia 2 in an utterly dazzling way. 

Mafia 2, meanwhile, focuses on Vito Scaletta and his best friend Joe some years later. Vito gets into the mob to clear his family's debts, following a memorably boring sequence where you work at the docks, doing legitimate and repetitive work until you choose to walk away. The story ends somewhat abruptly, though some might argue that elevates its closing moments, but the friendship between the two main characters is what I remember loving about Mafia 2, as well as believing this story was actually taking place across two decades.

Her Story

You’d think that if you take a murder mystery, chop it into bits and deliver all those parts in the wrong order then the resultant story would be a mess. And in most cases you’d be right. But not in Her Story. You flick through a database of police interviews with a young woman, pulling up clips by searching for keywords and watching them on a battered CRT monitor. Each video reveals a piece of the jigsaw, and it’s your job to slot them all together in your mind.

The minimalist presentation wouldn’t work without astonishing acting and tight, punchy writing. Through a single screen the game depicts more drama than most blockbuster movies. Each clip you watch changes your mind about the case, and then the next clip makes you realise just how wrong you were again.

It’s a showcase of ambiguous storytelling done right. Even if you watch every single clip, and therefore know what every jigsaw piece looks like, the overall picture will still be blurred by your own interpretations and preconceptions. It means different things to different players, and you learn something new every time you play.

Bioshock 2 

While it’s the first game that gets all the attention for its fantastic concept, it’s Bioshock 2 that’s secretly the high point of the series. Under Jordan Thomas and his crew, a story once primarily about a city became a story of its people. The victims of Rapture. The next generation, emerging as butterflies from a cocoon of poverty and deprivation. It told real stories of people who followed a dream, only to realise that they were in service to someone else’s. And then of course there was Eleanor—Lamb of Rapture, and far superior as a character than Bioshock Infinite’s Lamb of Columbia. Through actions rather than words, you guided her nascent morality in a world where morality was routed in human concern rather than big plot twists, as the ‘dadification’ of gaming arguably reached its zenith. This wasn’t your story. It was your merely your privilege to begin hers.

To the Moon

An emotionally draining game that has caused many a tear to drop on our keyboards. To the Moon's premise seems overly complex at first: in the future, a company can travel into your mind and implant new memories in a way so that present time-you believes them to be true. But really, it’s a story about one man’s dying wish to visit the moon, hence the title.

The game take’s place inside the memories of that man, called John. You travel backwards through his mind step-by-step. So at the beginning of the story you pick up mysteries, and as you go back in time those mysteries unpack themselves piece by piece (wait until you know what that rabbit means—you’ll weep). It never hits you over the head with anything, which means you feel clever for picking up on its nuances.

But its intelligence is not what sticks with you. The memorable bit is the game’s exploration of love, loss and regret, all three wrapped together in something that’s a comedy one minute (it’s seriously funny in places) and a tragedy the next.

Realms of the Haunting

This obscure British gem has enjoyed something of a resurgence of late, and justifiably so. While the script is more than a little on-the-nose and the basic concept is a fairly stock haunted house setting giving way to a fairly stock battle between good and evil, it’s not really the plot itself that makes ROTH so special. It’s the details, some of which may actually contain the devil.

Few fantasy or horror games have presented such a wonderfully fleshed out world—the sense of stepping into something bigger than you could ever comprehend, with every scrap of it meticulously detailed and woven into a grand tapestry. Ignore the relatively primitive 3D engine. The joy of ROTH is in the descent to understanding, dealing with powers, and the moments of compassion that emerge from it, like being faced with a trial from a seemingly implacable god willing to bend the unbreakable rules of his domain because your situation is so dire as to have drawn his impossible pity. It was a world that dripped with fantastical history long before the likes of Dark Souls were a glint in their creators’ sadistic eyes, and remains a beautiful obscurity that badly deserved its sequel.

Grand Theft Auto IV

GTA IV dialled back the wacky, fun stuff of San Andreas—military jets, jetpacks, getting fat from eating burgers—in favour of a sober story set in a stunningly realistic interpretation of New York, Liberty City. This meant that, as an open world game, GTA had less moments of large-scale, thrilling chaos than we'd eventually see in GTA V, but the flipside of that was a more interesting story. GTA IV is a pretty sincere tale—and it has a few thematic links with Rockstar's Red Dead Redemption, which also has a protagonist who can't really escape his past life. 

Niko Bellic, an Eastern European veteran who comes to Liberty City to start again, soon finds himself dragged back into a life of killing. The tragedy of Niko is that you sense he knows it's the one thing he's best at. It's melodramatic but effective—a daring effort to bring GTA into the modern age with a more dramatic story.

The Yawhg

The Yawhg is coming, and it isn't going to be good, and that's all you know. This fantastic little game sends up to four players around town to prepare for that coming disaster, and each simple decision—teach the king your seductive techniques or let him flounder?—can lead to terrible things at the end of the brief adventure (or rarely, something good). The writing is concise, unembellished, and biting; simple fantasy tales that may end with stolid brutality or newfound wisdom, whether you spend a week drinking in the tavern or meditating in the garden.

Danganronpa: Trigger Happy Havoc 

Danganronpa stands out from other visual novels because, rather than a game about making decisions, it's a game about making deductions. You play as one of 15 students trapped in an elite school where the only way to graduate (read: escape) is to kill a classmate and get away with it by lying and framing your way through a murder trial. If anyone pulls it off, the remaining students will also be killed, so everyone has a stake in every trial—doubly so if you've grown attached to the victim or the prime suspect. 

The process of collecting, considering and presenting evidence makes for a far more interactive experience than merely navigating dialogue, and the trials work because Danganronpa has colorful and interesting characters you won't want to see die. They look like one-note caricatures at first glance, but you start to see different sides of everyone as antagonist Monokuma ratchets up the stakes with unique twists. It becomes clearer and clearer that everyone has something to hide, and the dread of suddenly losing a favorite character, or accusing one of murder, should not be underestimated.

A Mind Forever Voyaging

When did games get so political, people demand. Well, try 1985, with one of the most beloved text adventures not to involve hitchhiking around the galaxy or exploring an underground kingdom. A Mind Forever Voyaging is interactive fiction doing something that no other medium could do—to put you into a world, and let exploration tell its story. Yes, in many ways, this was the first walking simulator—its setting, a Matrix style recreation of a small American town, and you a sentient computer program charged with stepping into progressive simulations of the future under a popular senator’s Plan For Renewed National Purpose. Needless to say, it doesn’t go well. Over the course of the game you experience America’s collapse around you, complete with now familiar sites collapsing into decay and your own family becoming victims of an oppressive theocratic regime. Can you stop it, despite your only presence in the real world being as a scrap of data on a computer?  

Mass Effect 2

A solid space romp from start to finish. A lot of RPGs struggle to sustain forward momentum for more than a few hours at a time, but Mass Effect 2 does it for 30, constantly nudging you from one point in the galaxy to the next by presenting you with a series of interesting missions, each containing its own short story. It gets the balance just right between exposition and action, with enough big set pieces to keep you on your toes.

The characters are the glue holding it together. The series has some of the best personalities you’ll find in games (and Garrus might just be the best NPC of all time). Walking around the Normandy after a mission to hear the quips of each crew member in turn is a joy, and you can dig even deeper into their personalities in the companion missions, which provide some of the best moments in the entire series. Learning more about them, and forming these personal ties, lends more weight to the overall plot. Even though you might not care about the Geth or the Reapers or the fate of humanity, you care about your crew, and whether they make it out of the game’s bombastic ending alive.

It also has the benefit of being able to incorporate the decisions you made in the first game, which makes for a richer, more personal tale. It’s an excellent space opera that Bioware struggled to better in both Mass Effect 3 and Andromeda, and a game against which all their future titles will rightly be measured.

The Witcher 3 

What can we say about The Witcher 3 that hasn’t already been shouted from the rooftops? The Bloody Baron quest alone warrants its place on our list. To focus just on that would be a mistake though, as barely a moment goes by without a reminder that CD Projekt are playing in a different league to almost every other RPG studio out there. It’s in the plots, which effortlessly merge myth and fairy tale and fantasy. It’s in the humour that underlines everything. It’s in the cheeky imagination of a studio as happy to have you chase after a missing stone phallus as your long-lost adopted daughter. But mostly, it’s about seeing this wonderful world through the practiced neutrality of Geralt himself—a man who can’t stop his compassion and sympathy bleeding out through his stoic front, no matter how much it might make his life easier. What many games demand long cutscenes to tell, this one often handles with nothing more than a subtle eye animation, or an obvious opinion held back. The Witcher 3 tells great stories, but it’s how they all weave together and filter through their star and his unique perspective that really makes them special. 

Analogue: A Hate Story 

Investigating an abandoned spacecraft inhabited by untrustworthy AI is a videogame staple, and it's been done well (most recently in Prey). Analogue: A Hate Story is different. For starters it's a visual novel rather than an immersive sim, and also it's an exploration of the societal pressures on women in Joseon-period Korea.

The spaceship Mugunghwa (named after South Korea's national flower) is a multi-generational slower-than-light colony ship whose inhabitants, over the centuries, regressed to a feudal society that somehow collapsed 600 years before your investigation begins. In other games like this you might read emails about changing the passwords on the armory—in Analogue the logs tell the story of competing dynasties in a society where women are forbidden from learning to read and write (but do so anyway). It's historical fiction wrapped in sci-fi trappings that bounces the two off each other, you and your new AI companions examining and reacting to the text as you go. It's about how the past isn't as far behind us as we like to think, and has a thematic richness that honestly puts a lot of other games to shame.

Oxenfree 

Here are the ingredients: a spooky deserted island; a group of quirky teens who are better at banter than any of us; a mystery involving radio frequencies. Saying any more than that about Oxenfree's story is tricky, because it's a twisty one. Fortunately it's not just a great story because it will surprise you, but because of how it's told, which is in naturalistic dialogue any Kevin Williamson movie would be proud of. Characters talk over each other freely and you can interrupt them as well—when you make a dialogue choice you're never sure if Alex, the protagonist, will save it for the next gap in conversation or blurt it out immediately. 

So many games have a scene where somebody interrupts someone else, but what actually happens is that character A stops abruptly, there's a significant pause, and then character B jumps in with a line obviously recorded in a different session, possibly in a different country. Oxenfree doesn't do that. Its dialogue has a flow that you can get caught up in, so you're already engaged even before its plot uncurls and rears up in your face.

Soma

What does it mean to be alive? Sci-fi stories have grappled with the thought for decades, largely telling the same sad story over and over again. Who would’ve thought that the developers of the classic Amnesia: The Dark Descent would follow up with one of the most gripping, mind-bending, horrifying takes of all in Soma? Maybe it just took inhabiting the body of a character inhabiting a dead body to give the premise the punch it’s been needing. Its optimistic ending is the biggest surprise, given that you’re repeatedly confronted with puzzles that risk the lives of junkpile robots also harboring a human consciousness inside them. They might look like rusting mounds of metal plates and bolts, but they’ll also tell you they’re happy and don’t want to die. What if a human with their guts hanging out told you the same thing? Renegade and Paragon alignments won’t help you. 

Deranged monsters roam the halls (and you can turn them off now), but they too are confused, semi-conscious beings in unfamiliar bodies. They’re mostly a sideshow to the main attraction, the underwater research station built to harbor the remnants of humanity after a comet devastated the surface. In order to discover who you really are and save whatever you can of humanity on a glorified USB stick, you’ll need to descend to places without light or life in some of the most oppressive, uncomfortable underwater environments this side of Bioshock. But for every plot twist Rapture holds, Soma has two, and they’re all going to make you feel like shit. 

Oxenfree

GOG's Winter Sale is well underway, bringing with it loads of deals and mystery games. Last week, Double Fine's Grim Fandango Remastered went free-of-charge—and while that particular offer has expired, Night School Studio's wonderful narrative adventure Oxenfree is now subject to the same complementary treatment. 

Which is great news because Oxenfree is really good. Besides telling an interesting story about supernatural mystery, relationships and growing up, the game's dialogue system is the one of the most intelligent I've ever come across, where conversations flow almost seamlessly into the next, and whereby NPCs react to silence and/or being interrupted.

It also looks lovely. Here's last year's launch trailer:

To claim your free copy of Oxenfree, click the "Get for free" button on GOG's landing page.

Which is where GOG's Winter Sale rolls on. At a glance my own favourite picks today include Titan Souls at £2.19/$3.59 (75 percent off), Theme Hospital at just £1.19/$1.49 (75 percent off), Prison Architect at £5/$6.59 (75 percent off) and Tacoma at £7.59/$9.89 (50 percent off). The latter of those even scooped our Best Setting of 2017, but please share you own favourites in the comments below. 

GOG's Winter Sale is live now through December 26. Check it out in full this-a-way.

NB—PCG UK editor-in-chief Samuel suggested this story's headline. Going with it is my Christmas present to him.

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info.

The Walking Dead

Every few years, someone claims that adventure games are dead. But adventure games never died: they just changed. "I think what they really mean is the death of point-and-click adventure games," says Ron Gilbert, creator of Monkey Island and, more recently, Thimbleweed Park. "Games like Gone Home, Firewatch, and everything Telltale makes are adventure games, and they can sell millions of copies. But if we limit the description to point-and-click games, I don't know that I fully disagree. These games are a niche market now, but if you make them cheaply and efficiently, they can still do well. Dave Gilbert [no relation] has carved out a nice fanbase."

"What's interesting is that those articles usually come out after a high-profile adventure game is released that's less than stellar," says Dave Gilbert, founder of point-and-click revivalist Wadjet Eye. "Suddenly a game speaks for all adventure games, and the whole genre is dead. This is a narrative that only seems to apply to adventure games. Roguelikes 'died' then came back. So did the platformer and the RTS. But people love talking about how adventure games died, or are dying. Even developers themselves! But I've been making them for 11 years and they continue to sell and support my family, so it's hard to take that kind of thing seriously."

"When people declare things dead in the moment, the odds of them turning out to be wrong are usually close to 100%, so it's easy to brush this kind of thing off," says Sam Barlow, creator of experimental mystery game Her Story. "I think part of it comes from a certain self-consciousness and a certain desire for the medium to hurry up and grow up. Adventure games often feel like an awkward middle ground between the proper narrative games we aspire to and our cruder earlier attempts."

Barlow explains that one of the adventure genre's greatest struggles is the idea of the player controlling the story's protagonist. "They become stuck in the weeds of the plot," he says. "I kinda like the fact that a lot of modern games have reduced the emphasis on the specifics of the actions, and focused more on dialogue and higher-level character choice. I'm interested in finding ways for players to be a part of the experience of a story without having to throw them into the busywork of 'being' a character."

Francisco Gonzalez, founder of indie adventure studio Grundislav, thinks that adventure game designers often stubbornly cling to older design tropes. Mazes, illogical puzzles, excessive in-jokes and too much fourth wall-breaking are just a few of the elements that bother him. "If your game absolutely needs a maze, keep it brief," he says. "Add some sort of puzzle element that allows you to navigate it without having to map it yourself."

"So many point-and-click games these days seem to have random puzzles that don't help move the narrative forward," says Ron Gilbert. "A good adventure game should also be about exploring a world, and in many games you're just teleporting from location to location. Firewatch and Gone Home are about exploring a space, and more point-and-click games need to do a better job of this. Build me a world I want to live in."

He continues, "I don't know that I've played a point-and-click adventure made in the last few years that thoroughly engaged me. I'm a point-and-click snob. I think two things that have hurt the genre are illogical puzzles and puzzles that don't intertwine with the narrative. I still see these issues today. However games like Firewatch get around this by not having deep puzzles. Most adventure games are all about story. In a lot of ways they've thrown the baby out with the bathwater, and that is depressing."

Olivia White of Owl Cave Games thinks too many adventure games still fall into the archaic traps of horrible logic and self-referential humour. "All the people working in the field today who do excellent work are the ones who are actively slicing away the old, rubbish parts of the genre and improving the good parts with surgical focus," she says. "Not all adventure games use moon logic, but plenty of designers are still stuck in the past."

"This is actually one of the freer genres to work within," says Sam Barlow. "There are enough limitations that it kind of encourages people to play around the edges, and I think that's important. The adventure game fan is often of a certain type, and there's been a lot of intense, fairly academic discussion and analysis of the genre. It has a lot of fans and creators who are passionate about keeping things moving forward."

No limit

I ask Ron Gilbert if the seemingly limited framework of the adventure genre naturally limits innovation. "For pure point-and-click games, it does," he says. "But people, including me, have a very rigid definition of a point-and-click game and resist change. After building Thimbleweed Park, I do think there's a stigma attached to the genre. People are often predisposed to think they won't like them, and that these games are full of illogical puzzles and bad narrative. As a creator you have a huge hump to overcome. We felt that every day making Thimbleweed."

"There have been a lot of really innovative things done in adventure games recently," says Francisco Gonzalez. "I think the main problem is that if an adventure game tries to innovate too much, then people no longer consider it an adventure game. There's a notion that you need absurd inventory puzzles to be part of the genre, but I consider games like The Cave, which has platforming elements, and the heavily story-led Oxenfree to be great examples of modern adventures."

"What adventure games do well is tell more intimate, more focused stories," says Dave Gilbert. "You wouldn't make an adventure game about a soldier fighting in a warzone. Nor would you make a beat-'em-up about a detective trying to solve a case. So can adventure games limit you? Sure. But for telling the stories I want to tell, the sky's the limit."

So what does the future hold for adventure games? "We're going to see a lot more games that shed the point-and-click mould," says Olivia White. "I think we'll see a bunch of developers adopting the Telltale style, but I'd like to see more games doing interesting things with interactive narrative like Stories Untold and Edith Finch."

"I think things are going to continue as they have for the past 20 years," says Francisco Gonzalez. "There'll always be a market for adventure games, and new generations of gamers will get into the genre through modern narrative games or the classics. But I hope adventure games will continue to evolve and not be afraid to go beyond the traditional genre trappings, embracing the move away from illogical, archaic design."

"We're seeing more games with lighter mechanics and a greater emphasis on story and character," says Sam Barlow. "I think that's something that helps the genre, because it brings in audiences who are hungry for what makes adventure games tick, and also draws in new creators who are ready to mix things up. My vision of the future is one where the adventure game creators step into the world of streaming TV, where they figure out how to use performance and video as a way of telling stories."

"More people are making adventure games than ever," says Dave Gilbert. "So we'll continue to see a lot of new and interesting games coming out."

"If only I knew," says Ron Gilbert. 

PC Gamer

It’s the stuff of a thousand RPGs: you’ve braved the Barren Pass and crossed the Aching Plains and now, hours since you last spoke to a coherent NPC, you’re finally standing before a city teeming with literally tens of characters, each bursting to tell you at length about the history of their people.

Getting to discover the politics and personalities of a new location should feel like a reward, but the same formulaic text dump from city to city can make you feel awfully weary. Being NPCsplained at with screeds of exposition and feeling you’re taking little meaningful part in it all, game dialogue can make you want to run back into the hills.

It’s easy to blame writers for this, but like every other aspect of videogame development, the craft of game writing is more complex than you’d think. As Adam Hines, co-founder of Oxenfree developer Night School Studio, says, "Writing for games and writing for anything else is a totally different job. It’s more like trying to solve a very complex mathematical problem than it is a pure writing exercise."

Writing for games is more like trying to solve a very complex mathematical problem than it is a pure writing exercise.

Adam Hines, Oxenfree

Oxenfree, a modern adventure game built around a group of teens chatting their way through a supernatural mystery, is a prime example of how game dialogue is getting better: more reactive, more natural, more involved, through a combination of game design and writing itself. But that doesn’t mean that game history isn’t already littered with beautifully crafted conversations which succeed at scene-setting, character-introducing, goal-orientating, and instruction-giving. Oh, and also entertaining. Game dialogue needs to do a lot.

The form must be functional

When Chris Avellone—writer and designer of games from Planescape: Torment to Fallout: New Vegas and recent free agent—writes dialogue, he thinks about it performing three fundamental things. First, the conversation needs a purpose. If it’s with a merchant, then they need to provide that service, and quickly. 

Second, the dialogue needs to be aware of the narrative happening in the nearby area as well as the overarching story. "If the Enclave is encroaching on a community in Fallout, even a simple merchant can say, 'If you’ve come for supplies, you’d best hurry, won’t be much left after the Enclave arrives.’ That tells the local narrative, and the larger narrative."

And third, dialogue has to be as aware of the player’s actions as possible. "If you’ve just wiped out the Enclave, then you’d script the merchant’s opening node to something else: 'Hey, you’re the one that kicked the Enclave’s ass. Anything I have in stock; for you, half off.’"

For Avellone, the third part is where he finds a lot of the challenge in writing. It’s not just about crafting wonderful words, but making sure they acknowledge the player and react accordingly, and that means a lot of checking and accounting. Has the player already done the quest the NPC talks about? Has the player joined an enemy faction? "I have a checklist I go through for each character to try and make sure I haven’t forgotten anything," Avellone says. "It’s usually a matter of repeating the mantra, 'if-then-else,' again and again."

Those are the basics for dialogue in which you’re rooted to the spot, the typical way games attempt to represent the messy and responsive nature of human conversation. But some games attempt to make it more naturalistic. GTA IV, for instance, has characters who ride with you and deliver story while you’re driving to the next location, and that dialogue changes if you’re restarting a mission.  

You don’t get choices, but the experience feels truer to life than a talking head and folds neatly into GTA’s existing gameflow. And in fact, it’s an idea that fits with classic scriptwriting technique.

"Aaron Sorkin said one of his writing tricks was always to have the characters talk about two things at once," says Hines. "Never have them only talking about one subject. In a game design-y way we found that really worked in Oxenfree, where if you’re having a conversation and doing something that isn’t directly tied to that conversation it feels good and like you’re patting your head and rubbing your chest. It just feels very..." He pauses, looking for the right word, but dialogue works so subtly that it’s hard to find one. "...Nice."

Having led writing on The Wolf Among Us and Tales From the Borderlands at Telltale Games, Hines wanted to reflect Sorkin’s trick, making an adventure game in which you can walk and talk at the same time. "It very quickly became apparent why every other adventure game in history is written as: you go up and you click on an interact-able and then you stand there and you have a little scene and then you regain freedom again," he admits. 

That’s because players, whether they think they do or not, need dialogue to give them information about what they’re meant be doing, where they’re going, and why. In Oxenfree, you can often interrupt, choose not to respond, or simply not be listening. Part of the solution was to make the player feel like they are Alex, Oxenfree’s main character. "It’s important to us that you don’t have to think about the choices you’re making because they’re your natural responses," says Hines. 

And with that comes the challenge of delivering all the exposition required to feel secure in your understanding of Alex’s world, something it solves with the device of having a stepbrother character who Alex hasn’t met before. She can relay to him (and therefore us) information about the island they’re visiting and introduce him to her friends, and it feels natural and part of the plot.

Oxenfree uses the multiple-choice format that most dialogue-based games do: dialogue options that branch off into new areas of a greater tree. Managing these trees, ensuring the player flows through them smoothly and gets the right info and tone of response for their choices, makes writing something of a technical job. "In many respects, it’s just like designing a UI," says Avellone. 

Better tools can therefore aid better writing. Avellone had to use a scripter to build conversations from Word into Fallout 2, but now dev tools often allow authoring directly in the game engine, making writing faster and playtesting a whole lot easier. As a measure of how important tools were to Oxenfree, its lead engineer, Bryant Cannon, put nearly eight months of the first year of development into creating the tool in which the dialogue was written. Resembling a flow chart, it connects all the dialogue and animations in a visual way.

Oxenfree's custom dialogue tool. This is how you make natural conversations.

But it’s a creative job as well as a technical one, and tools will only go so far. "The sad thing is that the trick is just to write a shit-ton," says Hines.

And there are practical limits to how complex a conversation can be. "If the designer can’t navigate their own conversation, it’s generally the first sign," says Avellone. "This usually happens when they’ve made the conversation too organic, have too many branches, or they don’t use chokepoints when they should." Chokepoints is the name Avellone gives to major branches in a conversation where you’re given many dialogue options, all of which will return you to that chokepoint so you can explore the rest.

And aside from the creative challenge of constructing a dialogue tree, there’s the cognitive challenge for the player trying to digest it all. "There’s a practical limit to how much text a player should be presented with, and this is even affected by if the conversation is voiced or not, since that has rules as well," Avellone says.

The Witcher 3 set a new bar for engaging dialogue and animation, and was comfortable with long conversations. It'll be hard to top. But what about dialogue out in the open world?

The future of dialogue: more ambient, more reactive

Not all dialogue in games is one-to-one. An increasingly important kind is ambient dialogue, barked by NPCs as you move through the world, giving it a sense of life. One of the ambitions Ubisoft Montreal had for Watch Dogs 2 was "to create a non-player-centric universe," according to game writer Leanne Taylor-Giles. "It naturally feels more realistic since that’s the way we, as humans, largely inhabit the world."

In Watch Dogs 2, civilians notice you running around with a gun out or if you’re doing something weird, like hiding next to a wall in broad daylight. But it’s in the details that the sense that the city is made up of people with their own agendas and problems: "For the example of the player running around with their gun out, things might get more heated if one of the nearby civilians happens to be an NRA member, for example."

The challenge for Taylor-Giles was to identify situations that people would realistically react to, as well as not writing lines for situations that are so specific that most players would never hear them. "Those moments can be great, and they are! But when you’re working with a large number of NPCs any additions become exponential." As ever, cost-versus-impact is what really decides what goes into a game. 

These dynamic systems feel like they might be the future of game dialogue. "Personally, I love systems that can chain and which thereby tell a story, regardless of whether the player arrives at the beginning, the middle, or the end," says Taylor-Giles.

I often admire writers who don t use words at all. They just work with the environment artists to build the story in the scene.

Chris Avellone

And dynamic storytelling like this doesn’t even necessarily need to be systems-led, or actually be told through dialogue. "I often admire writers who don’t use words at all. They just work with the environment artists to build the story in the scene," says Avellone. "There’s a lot you can say with just an arrangement of environment props and inventory items."

"But the emphasis also needs to be on readability," says Taylor-Giles. "Whether or not the player knows exactly what’s going on, they should be able to come up with a version of events that seems logical and realistic for the world their character is inhabiting."

In other words, developers still need to be sure that players are absorbing the information they need. But one thing that’s helping is steadily changing player expectations. Not all games give strict stories to follow and goals to accomplish, and players are becoming more comfortable with the idea of open-endedness, in which dialogue can more freely be part of the experience rather than a straightforward means to an end. 

"We’re now, just in the last few years, getting out of that box and having games where there isn’t a goal and you’re hanging out and having fun and experiencing the art of them," says Hines.

As you enter that city after your long journey, what if you know that its secrets will organically unfurl as you explore it on your own terms, less being told and more feeling your way through it? Now that’d be a reward.

Owlboy

Videogame music has its classics, and they’re usually easy to pinpoint as they trickle out every few months, and previously, every few years—but now, we can hardly keep up. To help sift through all the (lovely) noise, we put together a collection of our favorite soundtracks of the year. If you don’t see your favorite here, share it with us in the comments and let us know why it stands out. If you like the music, be sure to let the artist know—maybe buy a few records on vinyl, invite some friends over, sip some fancy wine and let a track like “Yellow Furry Mushroom Tune” take you where it will.

Thumper

Brian GibsonListen hereThumper’s music isn’t comforting, it’s not easy to bob your head to, it doesn’t have delicious hooks that’ll pop up in your mind hours later for easy listening. It’s music designed to suffocate and overwhelm, composed around the violent, rhythmic game design, not as separate thematic entity. Completely intertwined with how Thumper plays and feels, it’s easily one of the best soundtracks this side of the fourth dimension. —James

No Man's Sky

65daysofstaticListen hereSay what you will about how No Man’s Sky plays, but from a purely aesthetic point of view, it’s a vast, gorgeous collection of sci-fi paperback book covers. 65daysofstatic’s soundtrack works as a musical stand-in for the wonder one feels ripping through the pages. It’s not a huge departure from their usual sound—distorted guitars, swinging dynamics, crisp percussion, and eerie electronics samples—but it’s all a perfect fit, like they were composing a soundtrack for space exploration this entire time. —James

Owlboy

Jonathan GreerListen hereAbove the jovial plucking of strings, another set sways in and out of a sad, mysterious melody. It feels like there’s a history to Strato, one that betrays the colorful pixel art and buoyant floating fantasy setting. Owlboy is spilling over with gorgeous, playful, and energetic musical motifs for every character and setting that would make classic Disney movies turn their head and stare. —James

Slayer Shock

Dave PittmanListen here‘Thirst’, appropriately enough, reminds of walking around after a few too many drinks. Like the rest of the soundtrack, it places a twangy bass front and center, and it walks around each sparse song, in and out of corners, scurrying across darkened dirt roads, all the while barely keeping itself together. It might be short, but Pittman’s score is a potent dose of whimsy and danger, one that can sustain as much supernatural sleuthing as you’re capable of. —James

Abzû

Austin WintoryListen hereAs lovely a venture as Abzû is, without Austin Wintory’s reverberating, mysterious, and invigorating score, its best moments would fall entirely flat. The psychedelic underwater visuals and music split the work of directing the player, emotionally and physically, through Abzû’s inspirational aquatic set pieces. You’ll never look at a shark without humming its motif again. Unless it’s about to eat you. Stay safe out there. —James

Okhlos

A Shell in the PitListen hereA good selection of the best game music of the last few years has all come from A Shell in the Pit, serving up lovely soundtracks for the likes of Duelyst, Rogue Legacy, Parkitect, and more. Okhlos’ tunes are another notch in the belt, an intense, fluid combination of modern chiptune headbangers and classic instrumentation. It’s the rare soundtrack that makes me want to sit around all day to play games and dance until I pass out. —James

Furi

Carpenter Brut, Danger, The Toxic Avenger, Lorn, Scattle, Waveshaper, Kn1ght Listen hereFeaturing host of talented electronic artists, Furi’s soundtrack sounds like John Carpenter reimagined for the dancefloor. It’s an energetic and indulgent synthesizer parade that stays glassy and mysterious through every Roxbury headbob. —James

Doom

Mick GordonListen hereDoom’s music is beaming with the same charm and energy as its brutal combat, both a tongue-in-cheek yet tasteful overexertion. The guitar has enough feedback to keep a family full for months and the double bass drum pedals might register as an earthquake in certain regions. This is some greasy, chewy metal with industrial influences. The main title incorporates the 1993 theme from Doom’s E1M1, while “Flesh and Metal” pulls riffs from Chris Vrenna’s Doom 3 theme. Listen to “BFG Division.” Turn it up loud enough to get grounded. —James 

Samorost 3

Tomáš DvořákListen here The best of the year, for me. Captivating and unpredictable, one moment Tomáš Dvořák’s music fills the room like a dramatic film score, then pivots to being grounded, Bohemian, and playful. These songs match and elevate the spirit of Samorost 3, but they stand alone surprisingly well. “This is the first time that an album has inspired me to play a video game,” a Bandcamp review admits. Start with “Prenatal Hunters.” —Evan

Hyper Light Drifter

DisasterpeaceListen here Disasterpeace (Fez, It Follows) uses lo-fi digital audio to evoke history, mood, and place with surprising effect. Imagine unearthing a centuries old chiptune soundtrack, the analog decay turning otherwise clean digital frequencies into tired, weather worn instrumentation. Like the whole of Hyper Light Drifter, the music feels like an artifact from a distant future’s past. —James 

Oxenfree

SCNTFCListen here SCNTFC’s Oxenfree OST is a dense collection of electronic music with a dark edge, like it’s being played through an analog boombox that’s been dropped a few times too many. Smooth synthetic tones give way to warbled distortion that, no matter how bright the melody, feel aged and mysterious. Boards of Canada definitely come to mind. Start with “Cold Comfort.” —James  

Dark Souls 3

Motoi Sakuraba(OST included with game purchase)It takes 10 seconds to understand what kind of place Firelink Shrine is, all thanks to its theme. Before you talk to anyone or explore its space, the strings tell a sad story, wavering in and out of silence while the soft, somber vocals of a lone woman leave a quiet trace of hope. It’s an interpretive characterization of the world and its inhabitants rarely executed in games with such precision. —James  

The Aquatic Adventure of the Last Human

Karl FlodinListen here Aquatic Adventure’s soundtrack layers chiptune minimalism with some atmospheric underwater distortion to give each song a clear identity with a strong melody or theme. I can hear a tune and immediately recall the location or boss fight it’s tied to. Start near the surface with “Seaweed Forest” before diving deep into “The Heart of the City.” —James  

The Banner Saga 2

Austin WintoryListen here With The Banner Saga 2, Austin Wintory (Journey, Assassin’s Creed: Syndicate) scores his first sequel. His pieces swell and climax, but don’t give way to a massive orchestral crescendo. Instead, they stay sparse, even as bright brass instrumentation takes the lead, backing instruments fall out. The world is breaking apart, it’s cold, everyone is dying, and all the pride and hope in the world can hardly make a dent. —James  

Brigador

Makeup and Vanity SetListen here Synthesizers operated by ski mask-wearing cyberpunks. It’s terrific to see the talent of Makeup and Vanity Set lended to this independent game, and their sound is a perfect fit. The second track, “There Is No Law Here,” says it all. If you really enjoyed the movie Drive, get in here. —Evan 

Poly Bridge

Adrian TalensListen here Soothing and mellow acoustic guitar is the perfect match for building rickety, collapsing bridges. When you send busloads of tiny passengers plunging into a river amidst splintering wood and steel beams, you'll barely even care because the music is just so damn relaxing. You can buy the Poly Bridge soundtrack as DLC on Steam (it also comes with the Deluxe Edition of the game, which just left early access in July). The composer even invites you to learn to play songs from the soundtrack yourself. —Chris L  

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