GOG's Back to School Sale slashes prices on over 400 games. Live now through September 10, expect discounts on loads of games—and a number of extra savings on daily Flash Deals.
With so much on offer, I reckon this sale will be more about searching for your own favourites and reporting back in the comments down south. A quick gander at the GOG website's 'on sale' tab alone, though, does uncover some gems. With 60 percent off The Witcher 3's Game of the Year Edition, for example, is going for $18.03; while the XCOM: Enemy Unknown Complete Pack costs $6.45 with 80 percent off.
Divinity: Original Sin 2's Definitive Edition is $34.82, ten percent less its regular price; while indie star Virginia is just $0.89 with 90 percent off. Digging a little deeper, I reckon nabbing tear-jerker Last Day of June for $9.66 is a good deal, and Q.U.B.E.'s Director's Cut for just $2.49 is an absolute steal.
Again, have a leaf through GOG's Back to School Sale at your leisure and please share your favourites with other readers below. The sale runs from now through September 10, at 1pm PST / 9pm BST.
If you use GOG's Connect service, the following games have entered its DRM-free fold: Mirror's Edge, Jagged Alliance 2: Unfinished Business, MDK, Toonstruck, Knights of Pen and Paper +1 Edition, Tempest, For The Glory, and King of Dragon Pass.
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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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?
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.
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".
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The Witcher 3 outgrossed some of 2017's biggest games because it's just that good. And while CD Projekt Red's next venture, Cyberpunk 2077, continues to dominate the news cycle, there's still much to be said about the adventures of Geralt of Rivia.
If you're somehow yet to steer the White Wolf around Novigrad and beyond, GOG's limited-time Witcher sale might be for you.
From now through next week, 2007's The Witcher: Enhanced Edition is going for $1.49. Its follow up, 2012's The Witcher 2: Assassins Of Kings—Enhanced Edition, is going for $2.99. And 2015's The Witcher 3: Wild Hunt—the game that we quite enjoyed, and that spawned perma-meme Bathtub Geralt—is going for $17.65.
Assuming the above applies, I reckon skipping one and two and going straight for three is fine. If you do that, you should however pick up Wild Hunt's Hearts of Stone and Blood and Wine expansions—on sale for $5.64 and $11.29 respectively. The former is good, but the latter is magnificent.
GOG's The Witcher sale is live now through Monday, September 3 at 11pm BST / 3pm PST.
Our Cyberpunk 2077: Everything we know about CD Projekt's next RPG roundup suggests The Witcher 3 dev's latest will be huge. The latter game's sophisticated and intricate quests were some of its most redeeming features, and it seems CDPR's next outing will follow suit.
Speaking to Samuel at Gamescom, quest designer Patrick Mills says logic was crucial while crafting The Witcher 3's DLC quests. He says he and his team would often ask themselves if certain in-game actions made sense—both in relation to quests and the game's overarching plot.
"You've got a quest giver, you've got a person over here—but you could just go straight to that second person and take the quest from them and do it that way?" says Mills. "[The process] has gotten even more complicated in Cyberpunk—there are more multiple ways to resolve individual quests. Before, there were usually a few ways, a couple of decision points. Now there are whole different ways to play the quest.
"I'll say it's a lot of work—they're very, very complicated—but we try to think: if the player says, 'an I do this?' Then, yeah, actually you can, and then you deal with the consequences. That's part of choice versus consequence—don't just have that in the dialogues, but have it in the gameplay as well."
At this stage, Mills isn't able to determine how often Cyberpunk 2077's most involving quests pop up, but does liken them to The Witcher 3.
"What I would say is I'd expect something to similar to The Witcher 3," he says. "Particularly in terms of playtime and in terms of quest complexity. Specifically, I'd even look more at the expansions than The Witcher 3 base game because that's really where the quest design philosophy that we're using now came from—it was developed later in the expansions."
Mills underscores the importance of logic in relation to said design philosophy, before offering a Witcher-related example. For the sake of reference, the following is tied to this (slight spoilers, obviously).
"There was a quest, without getting into too many details, where you had to find a guy's paint, the paint had been stolen," says Mills. "When we were developing it, I remember going into the cave where the paint is supposed to be and the paint wasn't there.
"I signalled this as a bug and said the paint needs to be there—I need to be able to find the paint before the quest begins. And then you have to rewrite the whole quest around the fact that you can in fact find the paint before the quest begins."
As we reported earlier, Mills also told Samuel CD Projekt Red has "just not been ready" to share Cyberpunk 2077's elusive E3 demo footage publicly. There's a new, similarly-structured closed door demo at Gamescom this week, too. Here's hoping the dev lifts the lid on both sometime soon.
Additional reporting by Samuel Roberts.
To get the obvious question out of the way, no, these aren't the working scripts for the show. These are scripts used in auditions, showing off isolated character moments, and won't be part of the series when it finally airs.
Two casting scripts from Netlix's show based on The Witcher series have shown up on Reddit, and been confirmed as legit by showrunner Lauren Hissrich. One depicts Yennefer talking Geralt into going to a ball, and in the other she interacts with a king begging her for a favor. You can read them on the Witcher subreddit.
Fans are already fussing over the minutiae because of course they are, like Yennefer using the phrase "power couple". But this is a series where people talk about genetics and discuss their relationships in very modern psychological terms. In the third game, sex workers quote Madonna lyrics. Even if this was a final script and not one written specifically for auditions, it wouldn't be anything to worry about. Some of the dialogue's pretty funny, and the core of the characters are definitely there.
Here's everything we know about The Witcher on Netflix so far.
Thanks, IGN.
It's midnight on a miserably humid Thursday in downtown Atlanta, and sitting to my right is Geralt of Rivia. Well, I say he's Geralt, but he's actually Doug Cockle, the man who's voiced Geralt for the past 12 years. I have a hard time telling the two apart at this point. I just watched him mollify a ranting Marine and scrape a collapsed woman off the street. I definitely saw some Geralt in him then. But in other moments, the deeply personal stories he shared were all Cockle.
Without Doug Cockle, Geralt as we know him would not exist. And without Geralt, he would be in a totally different place in his life—certainly not at a sports bar with me at last call, trying to process the evening we'd had. And yet I hadn't even planned to meet him.
I don't know it yet, but I'm about to spend way more than an hour with Doug Cockle.
I'm in Atlanta to cover Momocon, an anime-dominated convention that also has a healthy gaming presence. As I wade through swarms of colorful cosplayers, I open my event schedule and see that a promising panel starts at 8:30. It's titled "An Hour With Doug Cockle." It is 8:21 and I have no idea where to find Cockle's panel in the labyrinthine convention center, so I track down a map and start jogging. I don't know it yet, but I'm about to spend way more than an hour with Doug Cockle.
I sneak in a few minutes late and find a seat near the front. Cockle's on stage talking about what it means to be an actor. Before Geralt, he was an acting professor for 13 years, and hearing him talk, that couldn't be more obvious. He's got an anecdote to back up every tip he throws out, he's wearing the kind of smile that only genuine passion can produce, and everything he's saying is going right over my head. As I fight the urge to raise my hand and ask a million questions, something jumps out at me when the panel host asks Cockle about the "truth" behind a character.
"The truth is, the truth is subjective," Professor Cockle replies. "It depends on your own perspective on life, what you've experienced, all kinds of things. Cultural, political, the economic environment around you. Truth is not something you can pin down very easily. But in terms of acting, what I've always seen as truth is the truth for the character."
But in a game like The Witcher 3, built on choices in dialogue and action and even romance, what is the truth for Geralt? What is Cockle's image of Geralt? He starts to answer this when, true to anime convention tradition, he's asked to choose his favorite Witcher woman: Yennefer or Triss.
"Well, it's a divisive answer by nature," Cockle says, smiling at a Yennefer cosplayer in the audience. "But I have to go at this from Doug, not Geralt. Because I'm not Geralt, Geralt is Geralt. And for me, it's Triss. It feels to me like Yen is trying too hard to be his mom. She's looking after him but not in a cuddly, caring way, more in a 'don't do that, you'll hurt yourself' way. Whereas Triss to me feels more like a friend. My personal feeling about love is that the person you love and spend the majority of your time with should be someone who's your friend first and foremost, not just someone who makes you excited or whatever it is. They have to be someone you have genuine friendship with, and it doesn't feel to me like Yen and Geralt have that thing going on, it's more like a passion relationship than a friendship."
Right from the beginning, I never believed that he had no emotion.
Doug Cockle
An audience member mentions that, despite the excellent writing behind him, Geralt is sometimes stereotyped as another in a long line of gravel-voiced videogame protagonists sculpted from congealed testosterone. Cockle says that's never how he saw him.
"There was a journey with Geralt," he says. "If you've played all three games, you can hear that journey, I hope. It's certainly in the writing. That's what encouraged me to give him more emotion. Right from the beginning, I never believed that he had no emotion. That would make him a non-character. At the beginning, I did what they wanted me to do. I made him as emotionless as possible. But the actor and the human in me knew there was more to it than that.
"Geralt is not emotionless at all. The nature of the job that he has to do requires him to not give into his emotion. If he does, he dies. He doesn't want to die. He's scared of dying. But he can't give into that, either. He has to push all that down. Yes, the Trial of the Grass has hurt him and perhaps created a different perception of who he is and what he has to do, but he's not emotionless."
Apart from the passive influence that his acting provided—"you can't collaborate on a project that requires creative input and not subtly influence each other"—Cockle explains that at times he also played a more active role in shaping Geralt and the world of The Witcher.
"I came into the studio one day and the director and engineer said 'Doug, we've gotta talk to you.' I was like 'Oh gosh, I've done something wrong.' They took me into the control room and they said 'There's something we're recording today that we're really disturbed by. We wanted to get your feeling on it.' And it was a storyline that involved pedophilia.
"On the surface level, The Witcher wants to deal in the hard facts of bad stuff. That's what Geralt is fighting against. But this storyline had some twists. There's a quest with a guy who's really bad to women, and there are a lot of dead women around that he has killed. This was a similar thing but it was with kids. As soon as they told me about the storyline we were recording, I was like 'Yeah, I agree, we should talk to them about it.' So we called up CD Projekt and told them our concerns and, bless them, they said, 'Yeah, we can see what you're saying, we'll rewrite it and record something else today.' So that doesn't exist in the storyline anymore."
As we approach the end of the panel, we get another glimpse at the real Cockle when he shares a dream project he's been pocketing for decades.
Over 20 years ago, while camping in Washington with his wife, Cockle found a lost, raggedy stuffed animal, a little puppy dog. They tried to find its owner but to no avail, so they kept him. They named him Puppy and brought him on the rest of their vacation, photographing Puppy's exploits as he visited museums and cabins with them.
"He gradually developed this fantastic little personality," Cockle says, "and he became our child before we had children. I really can't emphasize enough how much he became that. So, one of the things I've been wanting to do for years is a children's book. I've already started something with it, and I'm interested to see where it goes, if it goes anywhere. It's a book called Puppy Goes West. Because he went from the East coast to the West coast in the car. It's a bit of a vanity project. Puppy is something close to my heart. Oh, and now we have a Border Terrier who looks just like Puppy."
It's a sweet way to end the panel, but I'm still craving more insight into Cockle's opinion of Geralt and how he influenced his character, so I flag him down for an interview. I ask him for 20 minutes. He agrees to meet me in the lobby of the hotel where the panel was held. While Cockle signs autographs, I get to the lobby early and pull up some chairs. Surely nobody will bother us here, I think to myself.
For just a second, perhaps due to his excitement, his voice slips into Geralt. He doesn't seem to notice, but it's definitely Geralt talking.
We sit down and get right to it. I ask about the first time he read the script for the original Witcher, and his first impression of Geralt.
"He was just another anti-hero," he says. "Somebody who has to do something they dislike on some fundamental level but feels a sense of—belonging. When I went to the audition, he wasn't described as an anti-hero, but that was what I took from how he was described. He was a warrior. He was a mercenary. He was emotionless. He was just a tough nut. Eventually what [CD Projekt] said was 'Think of Dirty Harry, the Clint Eastwood character.' Oh yeah, I know what that is. That's monotone, low, gravelly. I'll go for Clint Eastwood. So I did that, and that was what eventually clinched it for them. So after the audition, my first impression was that he's a Clint Eastwood kind of character. And that got further refined as we started recording the first lines of The Witcher 1. And it got further refined as we continued. When we came back for The Witcher 2, there was more emotion evident in the writing."
Like Geralt's writing, Cockle's voice was also refined as the series went on. "My voice didn't naturally go down there very easily," he says. "It was a real strain. Over the years of doing that voice, my voice has now changed. Some might say it's been damaged, some might say it's been trained."
I ask Cockle about how hard he pushed for a more emotional Geralt. But just as he starts to answer, we're thrown into a real-life sidequest.
Out of nowhere, someone behind me asks "You staying here?" in a thick Southern accent laced with anger. I turn to find a tall man with a dark tan who looks to be in his late 40s.
"Sorry?" Cockle replies, beating me to it.
"You staying here?" the man repeats.
"In the hotel?"
"Yeah."
"Yeah," Cockle says, making eye contact with me. I just return his confused gaze. I wonder if the guy needs directions, but I don't have to wonder for long.
The man seems to calm down at Cockle's reply. He introduces himself, but we're just going to call him Bernard.
"I just came down here to the CNN Center," Bernard says. "I'm a contractor. They busted my fuckin' window," he adds, not specifying who 'they' are. "Navigation, wallet, iPhone, checkbooks, and some money," he growls, listing the things 'they' stole from him. "These police took four hours to respond to my call, then laughed in my fuckin' face," he says, his anger returning. "They said 'Welcome to Atlanta.'"
As Bernard points to a tattoo on his arm, he says, "This is the United State Marine Corp. 20 years. I've been in the shit for seven hours now. I know it's inappropriate but there's a storm coming in. It's gonna be rainin'."
"Yeah," Cockle says, every bit as bewildered as I am. I can't even glance at Cockle at this point. I'm too busy trying to figure out what the hell Bernard is talking about. Finally, he says:
"I need diesel. I need help. Is there any way you guys can pitch in a buck or two and help me? I'll pay you back. I'm a Marine."
"I only have plastic on me for the con," I tell Bernard. It's a lie, but I don't trust him. Cockle, on the other hand, is already reaching for his wallet.
"No, you don't need to pay me back," Cockle says, handing Bernard 20 dollars. "Here you go, pass this your way, sir."
"That'll help," Bernard says. "I'll pay it forward. Thank you." And with that, he walks off.
A few seconds pass, and I can't help but think of a quest in The Witcher 3 where a couple drunkards ask Geralt for some coins. Finally, I manage to say, "Well that was a chat."
"Yeah," Cockle says, as we both laugh. "I have a feeling that was a very well-played scam. Sometimes it's hard to know, you know what I mean? I've been in situations myself where something bad happens and you just go 'Fuck, the only thing I can do is ask people I don't know for help.' So you never know. And my dad's a Marine. But I can also imagine someone with a little less scruples taking advantage of a situation with a bunch of people having a good time."
I'm still reeling from Bernard's rant, so I just ask Cockle the first thing that comes to mind: does he play a lot of games?
"Not as many as I would like," he says. "Just because of time. I was very fortunate in a lot of ways because of Geralt. Because I was nominated for a BAFTA, I was able to join BAFTA. And as a BAFTA member I can be on judging panels for the games, which is really cool. I did it for the first time this year. I was on the judging panel for the BAFTA game awards for the narrative category. So I was sent 12 games, eight or 10 of which were big-hitters, things like Wolfenstein 2, Assassin's Creed: Origins, Hellblade. I had to play the games because I couldn't judge them without playing them. And it was wonderful!"
Cockle positively lights up as he reminisces about actually playing some videogames for once. There's something else, too. For just a second, perhaps due to his excitement, his voice slips into Geralt. He doesn't seem to notice, but it's definitely Geralt talking. Cockle mentioned that his voice has been altered by hitting the low notes of Geralt's voice for so long, and he clearly wasn't kidding. It's an interesting side effect of playing a character for so long, and with that in mind, I ask about the less obvious sides of voice acting: for example, the noises. How do you make a good grunt for jumping or taking damage or what-have-you?
"You have to imagine something's happening to you and physically react in the way you might react," he explains, getting out of his chair and knitting his hands together. "So if you're being punched in the stomach, you have to physically go 'oomph'," he says, pushing both hands into his gut. He adds that, to make Geralt's drowning death noises, he brought a cup of water into the recording booth for a sort of drowning gurgle.
"You imagine you're taking that punch and make the sound you feel you would make," he says. "Breath and physical body and voice are all connected. We don't think about it that way most days. But when you train as an actor, you learn that it's all connected in a very, almost spiritual way. If you tap into your imagination and allow the connectedness that your body naturally feels in, you can recreate physical effects. I hear myself saying this stuff and I feel it's a mix of spirituality, hippy-dippiness, psychoanalysis and acting technique. Sometimes I feel I should lock myself up, but it's true for me."
As I wrap up the interview, Cockle invites me and our PR chaperone out for drinks. I can't say no to Geralt, so I agree, though I add that I don't drink. As we chat about alcohol and various other substances, I mention that some things are "not for everybody." My recorder is off at this point, which is the only reason I don't have a recording of the man behind Geralt casually saying: "Well, anal sex isn't for everybody."
So we head for the bar.
Before we can get to the bar—hell, before we can even leave the city block our hotel is on—the universe throws another sidequest at us. Not 50 feet out of the hotel, we see two women on the street. One, with long pink hair, is hunched down with her hands on the shoulders of the other woman, who's collapsed on the sidewalk, her legs sprawled out underneath her. A patch of her blood-red hair is matted to her forehead and her dark eyeliner is starting to run. She cannot stop coughing.
We stop to see if she needs help. Thinking of my asthmatic sister, I ask the pink-haired woman if her friend has asthma or some other respiratory condition, or any sort of inhaler to treat it. She doesn't. Meanwhile, Cockle again doesn't hesitate to act: he offers her some of his water, but as she reaches for his water bottle, she launches into another string of coughs and brings her hand back to cover her mouth. She's constantly coughing, which is actually a good sign because it means she's getting some air, but she's also not speaking, which is a bad sign.
As I scan around for drug stores, Cockle offers her his water again, and she manages to drink some this time. Finally, after a solid minute of small sips punctuated with coughs, she squeaks out a "Sorry," to the delight of everyone around. Her friend, in particular, looks like she could collapse from relief.
After another minute, the red-haired woman calms down a bit more and we're able to help her to her feet. She tries to return Cockle's water, but he's not having it. He insists she finish it. She does, and takes a much-needed deep breath. After another minute or two, she stops coughing, thanks us and explains that she and her friend are staying nearby. We finally part ways and head to the bar.
We slip in right at the bar's last call. Cockle orders a Dos Equis, immediately putting the image of Geralt doing those Dos Equis advertisements in my head. I pay for his beer and get a bottle of water because anal sex isn't for everybody. We talk about the culture of Atlanta, the differences between Atlanta and Cockle's home in England, and whatever else we can think of, like some fun facts from his panel. The first console he owned was an original Atari, for example, so his favorite childhood games were things like Tanks and Pitfall.
He tells me this is only the second time he's talked about Puppy in public, and that he never planned to mention him going into the panel. He says his favorite area in The Witcher 3 is Crookback Bog, "a place that had a really wonderful sinister feel that I think can be hard to create in games." Oh, and he hates Gwent.
We're the last ones to leave the bar, only looking up from our conversation when the bartender playfully shoos us away. As we walk back to our hotel, eyes peeled for the next Bernard or wheezing cosplayer, we chat about what he's going to do next. I know from his panel that he's not involved with Netflix's Witcher series—though he is hoping for a cameo, perhaps as a quest giver at a bar—and he says he's not going back to teaching. Teaching "had become a bit like Groundhog Day," he says, "doing the same thing year in, year out, same shit, different students."
Nobody really knows what's next for Cockle, including him. He recently voiced a giant tree in Runescape and he's auditioned for a variety of film and television roles, so like he says, he "could be doing anything next week." To me and many others, though, he'll always be Geralt of Rivia.
The best RPGs on PC can deliver hundreds of hours of adventure. Since tabletop RPGs first started getting the digital treatment, the genre has grown into an intimidating, massive beast. Many of the best RPGs you can play on PC are of the action variety, hailing from the explosive years of 3D RPGs like Oblivion. More recently, classic style RPGs like Pillars of Eternity with closer ties to their tabletop roots have seen a resurgence in popularity. Our list of the best RPGs on PC have something to scratch your roleplay itch whether you prefer fast-paced swordplay or more methodical turn-based games.
The RPG genre is tough to boil down: by the most literal definition, every game is a role-playing game. This list represents our best definition of the canonical RPG—games that likely emphasize story; that let you inhabit a customizable character through skill points, inventory, and dialogue decisions; that include complex, controllable relationships with companions or non-playable characters. Drawing these kinds of lines helps us provide a better service to you, we hope—though we've made some exceptions where we think it's worth it.
Release date: 2015 | Developer: CD Projekt Red | Humble Store, Steam
Many of the best RPGs focus on tales of lone, wandering adventurers, but few if any pull it off it with such artistry as The Witcher 3. That artistry is most apparent in the setting itself, which is so packed with breathtaking sunsets and wind-tossed groves of trees that, months later, I still find myself opting to go to destinations on foot rather than taking the fast travel points.
But the true strength of The Witcher 3 is that it populates these memorable landscapes with NPCs doling out humble but memorable quests (by the dozen) that help create one of the most human RPG experiences on the market. In decaying wayside towns, the witcher Geralt might find impoverished elves struggling in the face of local racism; elsewhere, he might help a self-styled baron reunite with his long-estranged daughter. These quests deftly navigate moral issues without being heavy-handed or offering obvious solutions
Through it all, much as in The Witcher 2, Geralt usually plays the role of just another character on this troubled world's stage. In the process, this tale of monster slaying and inter-dimensional raiders becomes strangely and poignantly relatable.
Release date: 2017 | Developer: Larian Studios | Steam, GOG
Outside of tabletop games, there are few RPGs that boast the liberating openness of Larian's humongous quest for godhood. If you think you should be able to do something, you probably can, even it it's kidnapping a merchant by using a teleportation spell and then setting fire to him with his own blood. Almost every skill has some alternative and surprising use, sometimes more than one, whether you're in our out of combat.
You can enjoy this game of madcap experimentation and tactical combat with up to three friends, to boot, and that's where things start to get really interesting because you're not forced to work together or even stay in the same part of the world. Indeed, there are plenty of reasons to work against each other. The player is always in the driving seat, and with four players, collisions are inevitable. Just remember: if you freeze your friends and then start poisoning them, at least apologize after.
Release date: 2019 | Developer: ZA/UM| Steam, GOG
Disco Elysium returns to the absolute fundamentals of tabletop RPGs. It's all about playing a role and becoming your character and embracing whatever success or failure that entails. Your predetermined protagonist is a detective who wakes up after an amnesia-inducing bender without a badge, gun, or a name. As the detective, you'll attempt to solve a murder in the retro city of Revachol while also solving the mystery of your past and identity.
There is no combat, at least not in the way you'd expect of a classically-inspired RPG. Instead, the majority of Disco Elysium takes place in conversation either with characters you need to interview about the murder or with your own mind. Each of your skills in Disco Elysium are parts of your personality with opinions on what to say and do during your investigation. Empathy will helpfully clue you in to the feelings of people you talk to so you can better understand them while Logic will help you poke holes in a bad alibi or understand a clue you find. Investing in skills helps you pass dice roll skill checks all throughout the game for everything from kicking down a door to hitting on a woman at the hotel. It's a massive RPG with clever writing where each playthrough is significantly different based on the kind of detective you choose to play.
Release date: 2015 | Developer: Obsidian Entertainment | Humble Store, Steam
There's very little about Pillars of Eternity that's actually innovative; in fact, its whole Kickstarter-funded existence is based on appealing to the nostalgia for aging Infinity Engine CRPGs like Baldur's Gate II. That usually matters little, though, since Pillars of Eternity pulls it off so damned well.
The graphics lean a little too heavily on the 1990s, but the writing itself is masterful. Obsidian Entertainment uses it to weave a wonderful (if bleak and usually humorless) narrative that brilliantly touches on everything from religious conflicts to social struggles. It doesn't hurt that Obsidian infused almost every step of the world with its own story and smidge of lore, and a new patch introduced hours of additional voice work that make the experience even more enjoyable.
It's also brutally difficult in parts, and even its easier modes demand a dance of pausing and barking out orders to multiple party members that many contemporary of the best RPGs shy from. That's not such a bad thing, though, as Pillars of Eternity is a stark testament that such unforgiving designs still have widespread appeal in this age of accessibility.
Release date: 2019 | Developer: Nine Dots Studio| Steam
Outward immediately disposes of the self-centered savior complex that we've become cozy with in so many action RPGs. While other heroes dispense of bandit camps before lunch and save the world in time for dinner, Outward sits you down and reminds you that no, you can't just go out and slay wolves with no training. The types of fights that RPGs typically treat as tutorial fodder are genuine accomplishments in Outward.
To make matters worse, or better, in our opinion, Outward constantly auto-saves your game. Your mistakes are permanent and death can't be sidestepped by loading a recent save. In a cruel marriage between Dark Souls and Minecraft, you're likely to be knocked down a peg every time you die, often left retracing your steps to find lost gear and left missing progress you'd so jealously hoarded.
Yet another treat is Outward's magic system in which you're forced to irreversibly trade some of your total health points for magical aptitude. Spells are hard-won and costly investments that make casting even a simple fireball a luxury.
Outward's split-screen co-op, even online, is another unorthodox twist that brings new challenges and new laughs to the concept of becoming a hero.
Release date: 2015 | Developer: Failbetter Games | Humble Store, Steam
There's nowhere like the Unterzee. Sunless Sea's foreboding underground ocean is an abyss full of horrors and threats to the sanity of the crews that sail upon it. In your vulnerable little steamboat, you have to navigate these waters, trading, fighting and going on bizarre adventures on islands filled with giant mushrooms or rodents engaged in a civil war.
It's often strikingly pretty, but text drives Sunless Sea. Like Failbetter Games' browser-based Fallen London, it's drenched in beautifully written quests, dialogue and descriptions. And it's not restricted to gothic horror, though there's plenty of it. Your journey across the black waters is just as likely to be whimsical and silly. Always, though, there's something sinister lurking nearby. Something not quite right.
Release date: 2014 | Developer: Obsidian | Humble Store, Steam
This really shouldn’t have worked. Most licensed games are bad on their own, but a role-playing game based on a crudely animated, foul-mouthed television show should be downright awful. Stick of Truth beats the odds, thanks to the way Obsidian applied the South Park license to some clever RPG tropes—party members are recruited through a Facebook-like interface, a quest sends you to retrieve “Mr. Slave’s Package,” status effects include being “grossed out,” etc. It’s not the deepest RPG on this list, but it’s one of the most immediately fun entries, and makes for a great introduction to the genre.
Release date: 2001 | Developer: Ion Storm Dallas | Humble Store, Steam
Former id Software designer Tom Hall had a vision for his first, and only, Ion Storm game. He wanted to make a turn-based RPG, like Final Fantasy, but with a distinctly Western voice. It’s that tone that makes Anachronox so brilliant: few other games of any genre have dialogue as funny as Sly Boots’ negotiation with a sock-chewing mutant warlord, and no other game we’ve played lets you add an entire planet to your party.
Ion Storm built the game on a heavily modified version of the Quake 2 engine, and it’s never looked like a normal game. But even today, the blocky character models still have personality, and the facial animations are surprisingly effective. Sly’s look of resignation as he’s thrown out of his own office window is brilliant, and he carries it with him throughout the adventure. The development cycle was plagued with issues and the final product rushed, but playing Anachronox now still feels like a revelation. It’s hard not to wonder what Hall’s planned sequels could have achieved.
Release date: 2018 | Developer: Warhorse Studios | Steam, GOG
In this historical RPG set in the muddy fields of Bohemia, 1403, you play as a peasant called Henry who gets swept up in a war for his homeland. It's a detailed RPG, with a deep sword fighting system, hunger and thirst systems, crafting and more than a dozen equipment slots to fill with meticulously modeled gear inspired by the raiments of the time. It's also surprisingly open-ended. If you want to wander into the woods and pick mushrooms for meagre coin then off you go, just be careful of bandits as you explore the pretty rural locales.
It's by no means perfect—there are plenty of bugs and wonky moments—but this is an RPG in the Elder Scrolls vein. A few bugs can be excused when the wider experience is this atmospheric.
Release date: 2016 | Developer: Crate Entertainment | Humble Store, Steam
If you’ve rinsed Diablo 2 for every magical trinket and are looking for a modern fix, here is your game. Grim Dawn is a gritty, well-made action RPG with strong classes and a pretty world full of monsters to slay in their droves. It’s the distant brooding son of Titan Quest, sharing some designers and mechanics with that fine 2006 Greek myth ARPG. Like its cousin, Grim Dawn lets you pick two classes and share your upgrade points between two skill trees. This hybrid progression system creates plenty of scope for theorycrafting, and the skills are exciting to use—an essential prerequisite for games that rely so heavily on combat encounters.
The story isn’t bad either, for an ARPG. Don’t expect twisting plots and decisions with consequences—this is very much a game about single-handedly destroying armies—but there is a neat faction reputation system that spawns harder mobs and villainous nemesis heroes as you become more hated by the criminals, cults and monsters that rule the wilderness. The local demons and warlords that terrorize each portion of the world are well sketched out in the scrolling text NPC dialogue and found journals. Ultimately, it’s about the monster-smashing and sweet loot, though, and Grim Dawn delivers on both effectively.
Release date: 2018 | Developer: Square Enix | Steam
The smartest Final Fantasy game finally got a PC port in 2018. The game can't render the sort of streaming open worlds we're used to these days, but the art still looks great, and the gambit system is still one of the most fun party development systems in RPG history. Gambits let you program party members with a hierarchy of commands that they automatically follow in fights. You're free to build any character in any direction you wish. You can turn the street urchin Vaan into a broadsword-wielding combat specialist or a elemental wizard. The port even includes a fast-forward mode that make the grinding painless.
Release date: 2014 | Developer: Almost Human Games | Humble Store, Steam
We loved the original Legend of Grimrock and the way it embraced the old Dungeon Master model of making your party—mostly a collection of stats—explore the world one square at a time. The one drawback is that it was too literal of a dungeon crawler. The enemies might change, but for the most part you kept trudging down what seemed like the same series of corridors until the game's end.
The sequel, though, focuses on both the dank dungeons and the bright, open world above, resulting in a nostalgic romp that's immensely enjoyable and filled with even deadlier enemies and more challenging puzzles. As with the first outing, much of its power springs from the element of surprise. One moment you'll be merrily hacking through enemies with ease, and the next you might find yourself face-to-face with an unkillable demon. And then you'll run, and you discover that there are sometimes almost as many thrills in flight as in the fight.
Release date: 2015 | Developer: tobyfox | Humble Store, Steam
Play only the first 20 minutes, and Undertale might seem like yet another JRPG tribute game, all inside jokes about Earthbound and Final Fantasy coated with bright sugary humor and endearingly ugly graphics. But take it as a whole (and find out that it isn't all bright and sugary after all), and it's an inventive, heartfelt game. It's a little unsettling how slyly it watches us, remembering little things and using our preconceptions about RPGs to surprise and mortify and comfort. More than a tribute to RPGs, it’s a tribute to RPG fans and an exploration of our relationship with games.
Undertale certainly sticks out among all these cRPGs, but looking past its bullet hell-style combat and disregard for things like leveling and skill trees, it's got what counts: great storytelling and respect for player decisions.
Release date: 2016 | Developer: Obsidian Entertainment | Humble Store, Steam
It isn't quite the accomplishment of its cousin, Pillars of Eternity, but Tyranny's premise sets it apart from other RPGs. Playing as an agent of evil could've been expressed with pure, bland sadism, but instead Tyranny focuses on the coldness of bureaucracy and ideological positioning.
As a 'Fatebinder' faithful to conqueror Kyros the Overlord—yep, sounds evil—you're tasked with mediating talks between her bickering armies and engaging with rebels who fight despite obvious doom, choosing when to sympathize with them and when to eradicate them, most of the time striking a nasty compromise that balances cruelty and political positioning. The latter is achieved through a complex reputation system that, unlike many other morality meters, allows fear and loyalty to coexist with companions and factions.
As with Pillars, Tyranny's pauseable realtime combat and isometric fantasy world are a throwback to classic cRPGs, but not as a vehicle for nostalgia—it feels more like the genre had simply been hibernating, waiting for the right time to reemerge with all the creativity it had before.
Release date: 2013 | Developer: Grinding Gear Games | Official site
This excellent free-to-play action RPG is heaven for players that enjoy stewing over builds to construct the most effective killing machine possible. It’s not the most glamorous ARPG, but it has extraordinary depth of progression and an excellent free-to-play model that relies on cosmetics rather than game-altering upgrades. It may look muddy and indistinct, and the combat doesn’t feel as good as Diablo 3, but if you enjoy number crunching this is one of the brainiest RPGs around.
Path of Exile’s scary complexity becomes apparent the moment you arrive on your character’s level-up screen, which looks like this. As you plough through enemies and level up, you travel across this huge board, tailoring your character a little with each upgrade. Gear customization is equally detailed. Path of Exile borrows Final Fantasy VII’s concept of connected gem slots. Every piece of armor has an arrangement of slots that take magic gems. These gems confer stat bonuses and bonus adjacency effects when set in the right formations. Ideally you’ll want to build synergies between your gemmed-up gear and leveling choices to create the most powerful warrior you can. Doing so requires plenty of planning, but it’s an engrossing slow-burn challenge.
Release date: 2016 | Developer: Red Hook Studios | Humble Store, Steam
You might begin Darkest Dungeon as you would an XCOM campaign: assembling a team of warriors that you've thoughtfully named, decorated, and upgraded for battle. How naive! Inevitably, your favorite highwayman gets syphilis. Your healer turns masochistic, and actually begins damaging herself each turn. Your plague doctor gets greedy, and begins siphoning loot during each dungeon run. A few hours into the campaign, your precious heroes become deeply flawed tools that you either need to learn how to work with, or use until they break, and replace like disposable batteries.
With Lovecraft's hell as your workplace, Darkest Dungeon is about learning how to become a brutal and effective middle manager. Your heroes will be slaughtered by fishmen, cultists, demons, and foul pigmen as you push through decaying halls, but more will return to camp with tortured minds or other maladies. Do you spend piles of gold to care for them, or put those resources toward your ultimate goal?
Darkest Dungeon is a brilliant cohesion of art, sound, writing, and design. The colorful, hand-drawn horrors pop from the screen, showing their influence but never feeling derivative. It's a hard game, but once you understand that everyone is expendable—even the vestal with kleptomania you love so much—Darkest Dungeon's brutality becomes a fantastic story-generator more than a frustration. "Overconfidence is a slow and insidious killer," as its narrator reminds.
Release date: 2009 | Developer: TaleWorlds | Humble Store, Steam
There are few games that get medieval combat right, and fewer still that add a strategic, army-building component. Fostering an army of farmers into warriors is great, but we love that Mount & Blade gives us the agency to be a hero figure on the battlefield and shape the outcome of a battle ourselves with our marksmanship or fast riding. The metagame of alliance-making, marriage, looting, and economics underpinning these battles makes Warband a satisfying game of gathering goods, enemies, and friendship. Even when the base game wears thin, Mount & Blade’s mods and multiplayer give you more to do, with some even moving the action to a galaxy far, far away.
Release date: 2003 |Developer: Obsidian Entertainment | GOG
We loved BioWare's original Neverwinter Nights from 2002 (and especially its expansions), but as a single-player experience, Neverwinter Nights 2 was in a class all of its own. Whereas the original had a fairly weak main campaign that mainly seemed aimed at showing what the DM kit was capable of, Obsidian Entertainment managed to equal and arguably outdo BioWare's storytelling prowess in the sequel when it took over the helm.
The whole affair brimmed with humor, and companions such as the raucous dwarf Khelgar Ironfist still have few rivals in personality nine years later. And the quality just kept coming. Shades of The Legend of Zelda: A Link to the Past reveal themselves in the masterful Shadow of the Betrayer expansion's focus on two halves of the same world, but Obsidian skillfully uses that familiar framework to deliver an unforgettable commentary on religion.
Release date: 2002 | Developer: Piranha Bytes | Humble Store, Steam
Few games are as staunchly open-world—and unforgiving—as Gothic 2. The first time we played it, we left town in the wrong direction and immediately met monsters many levels higher than us, and died horribly. Lesson learned.
It sounds like Gothic 2 is too punishing, but we love the way it forces us to learn our way through its world. Enemies don’t scale with your level, as they do in the Elder Scrolls series, and you’ll have to pay close attention to quest text and NPCs to find your path. Once you do—and overcome the awkward controls—there’s a huge, sprawling RPG at your fingertips, and while you may have felt weak and powerless at the beginning, you’ll be a true badass by the end.
Release date: 2012 | Developer: Bethesda Softworks | Humble Store, Steam (Special Edition)
Pick a direction and run. You’re almost guaranteed to discover some small adventure, some small chunk of world that will engage you. It’s that content density that makes Skyrim constantly rewarding. A visit to the Mage’s Guild will turn into an area-spanning search for knowledge. A random chat with an NPC will lead you to a far-off dungeon, searching for a legendary relic. You could be picking berries on the side of a mountain and discover a dragon. Oops, accidental dragon fight.
And if you somehow exhaust all of Bethesda’s content, rest assured that modders have more waiting for you in Steam Workshop—that lively community has kept Skyrim in the Steam top 100 since its release, and given us endless ways to adventure through a great world. Some on the PC Gamer team keep a modded-up Skyrim install handy, just in case they feel like adventure. That’s some high praise.
Release date: 2018 | Developer: Obsidian Entertainment | Steam
The sequel to the marvellous Pillars of Eternity ventures to the archipelago of Deadfire. You, and your party of adventurers, need to pursue a rampaging god, but to reach it you first you need to learn to sail the high seas aboard The Defiant. On the ocean you can explore and can plunder enemy vessels for loot, which you can then use to upgrade your ship. When you dock at a port the game switches back to classic top-down cRPG view and you're treated to elaborate and beautifully rendered locations.
Release date: 1992 | Developer: Blue Sky Productions (aka Looking Glass Studios) | GOG
Designer Paul Neurath originally conceived of a dungeon simulator that would turn traditional role-playing conventions on their head. Called Underworld, he and his team, the future Looking Glass Studios, built a game that rewarded real-world thinking to solve puzzles and please NPCs. Ultima developer Origin Systems was so impressed by the three-dimensional engine (you could look up and down!) and first-person combat that it bought the rights to the game, and suddenly the Avatar was trapped in the Stygian Abyss instead of some faceless schmuck.
Characters that are normally enemies are friends in Underworld, and we love that you may not be able to tell. Attacking a goblin might be a bad move, because he’s just as likely to be your friend. The first time we popped popcorn with a campfire and an ear of corn, we knew we weren’t in any old dungeon crawler. Underworld was a technological marvel in 1992, but while the graphics are dated, the feeling of exploring the Stygian Abyss is just as exciting today.
Release date: 2014 | Developer: Larian Studios | Humble Store, Steam
Divinity was a Kickstarter success story that still somehow took us by surprise. Unlike most RPGs, it’s designed with co-op in mind—you even control two protagonists in the single-player version, roleplaying different motivations through conversations. Larian designed encounters thinking that someone could always disagree, or ruin things for you, or even kill the NPC you need to talk to—meaning that quests have to be solvable in unorthodox ways.
The writing in Divinity is consistently top-notch. Sure, sometimes you’ll have to destroy a goblin riding a giant mechanical robot, or talk to a dog to solve a quest. But that dog may have a heartbreaking story for you, and maybe you’ll cry just a little bit like we did. Larian commits to Divinity’s world, and that commitment pays off. This is the kind of freeform, epic, party-based RPG we haven’t had since the days of Ultima, and it’s exactly what we love from an RPG.
Release date: 2005 | Developer: Obsidian | Humble Store, Steam
While BioWare’s first KOTOR is a Star Wars classic, KOTOR 2 takes the franchise in a bolder direction. Instead of focusing on the Light or Dark sides of the Force, the Jedi Exile of Obsidian’s sequel deals in shades of gray. Alliances are made, then broken, then remade in the aftermath. Choices you think are good just turn out to betray other characters. The end result is possibly the most nuanced take on The Force in the entire Star Wars Expanded Universe, and definitely its most complex villains.
Like many Obsidian early games, KOTOR 2’s truncated development meant that whole areas had to be cut out. A fan-made mod restores much of that content, including a droid planet, and fixes lots of outstanding bugs, showing yet again that PC gamers will work hard to maintain their favorite games.
Release date: 2004 | Developer: Troika | Humble Store, Steam
It’s all about atmosphere—from the goth clubs where you meet contacts, to the back alleys where you scavenge for rat blood, to the haunted Ocean House Hotel (one of the best quests in the game). Bloodlines’ ambitious use of White Wolf’s Vampire universe means it looks and feels different from the other sword and sorcery games on this list.
Unfortunately, that signature Troika ambition also means lots of bugs and some mechanics that just don’t mesh well. The endgame includes some particularly sloggy dungeons, but no other game truly drops you into a Vampire world. This is truly a cult classic of an RPG, and the fanbase has been patching and improving the game ever since release.
Vampire: The Masquerade—Bloodlines 2 is currently in development. Read everything we know about it in preparation for what could be another addition to this list in 2020.
Release date: 2014 | Developer: Blizzard | Battle.net
Let’s face it: the real-money auction house was a bad idea, one of a few in the original Diablo 3 release. Blizzard nixed the cash auctions right before Reaper of Souls’ release, but it’s the addition of Adventure Mode that turned the game around from disappointing sequel to crowning achievement for the series. Instead of rehashing the game’s acts, Adventure Mode’s task-based milestones and randomized areas make the game feel fresh for much longer. It’s a standout mode, and it’d be hard to imagine playing Diablo 3 any other way.
But RoS added another feature that changes the way we love our action RPGs: guild support. Having friends to talk to as you grind through a dungeon, even if they’re not with you, makes the game far less lonesome, and it’s that kind of small touch that justifies Blizzard’s always-online philosophy. Adding all this to the already-tremendous feeling of wiping out hordes of baddies with a well-timed ability change, RoS is the defining action RPG for us. It’s a game we’ll be playing for a long, long time.
Release date: 2001 |Developer: Troika Games | GOG
Arcanum: Of Steamworks and Magick Obscura was astoundingly buggy when it came out, and many of its battles were as laughably imbalanced as its title. Patches and mods have alleviated some of that pain over the years, but even then they weren't powerful enough to hide what a great mix of fantasy and steampunkery thrived under its surface. As we said in our enthusiastic review in 2001, "If you can’t find something to love about this game, dump your computer in the garbage right now."
That assessment holds up. Arcanum was dark 'n' gritty before some such tendencies became all the rage, and its character creator allowed players to create everything from gnome gamblers who brandish self-explanatory Tesla-guns to outcast orcs lugging along rusty maces. Toss in non-linear progression and multiple solutions for quests, and you've got a winner that holds up 14 years later.
Release date: 2010 | Developer: Obsidian | Humble Store, Steam (Ultimate Edition)
While Fallout 3 was successful, it was a different beast entirely from Interplay’s classics. Obsidian’s take on the franchise moves the action back to the West Coast, and reintroduces elements such as reputation and faction power struggles. Obsidian expands on nearly every aspect of Bethesda’s take, making the game less about good or evil, and more about who you should trust. It also adds much of the humor that we loved from the classic games: How can you not appreciate a game that gives you a nuclear grenade launcher?
New Vegas’ “Hardcore” mode makes survival in the wasteland more interesting, limiting the power of RadAway and Health Stims. It makes the game harder, but also more rewarding. If that’s not your thing, there are plenty of additional mods and tweaks available, including game director Josh Sawyer’s own balance-tweak mod. What we love the most about New Vegas is how it adds the Fallout feeling back into Bethesda's first-person RPG framework.
Release date: 2016 | Developer: From Software | Humble Store, Steam
Name any similar-looking RPG made in the past five years, and chances are good Dark Souls will be named as an inspiration for its design. Still, Dark Souls 3 proves that no one does it quite so well as From Software. The spark of originality that was so compelling in Dark Souls 1 isn't quite as apparent here, the second sequel in just five years, but what remains is an impeccably designed combat-heavy RPG. It's far more responsive than its predecessors, demanding faster action and reaction without sacrificing the deliberate play Dark Souls popularized. Button mashing will get you nowhere but dead.
Dark Souls 3 is the most approachable in the series thanks to frequent warp points, simplified online co-op and beautiful (and hideous) art that beckons you to explore every nook and corner. No game series manages to reward you so profoundly for scrutinizing its lore and unfurling its secrets, and Dark Souls 3's faster, tighter controls and animation make it the most fun Souls game to play.
Release date: 2011 | Developer: CD Projekt Red | Humble Store, Steam
The epic scale of The Witcher 2: Assassins of Kings is remarkable, but it's the power of choice in an unrelentingly ugly world that makes it unforgettable. Moral ambiguity has never been so powerfully presented: the decisions you make actually matter, and the outcomes are often unforeseeable and rarely as good as you'd hope.
One of the most impressive things about The Witcher 2 is the way it blends two very distinct experiences. Early in the game, Geralt must make a choice that will take him down one of two separate paths, each offering a completely different perspective on the game's events. If you want to see it all, you'll have to play it twice—and there's more than enough to make it a worthwhile effort.
You might expect all your toil and trouble to eventually lead to a just and happy ending for all, but it won't. Geralt isn't a hero; he's really not much more than a bystander, trying to protect what little he has from the chaos that surrounds him. His quest is entirely personal, driven forward by a colorful, occasionally bizarre and surprisingly believable cast of characters that really brings the game alive. Geralt works alone, but he feels more like "one among many" than the savior-protagonists of other party-based RPGs.
It's a fantastic and well-told tale, layered over very solid mechanical underpinnings: A flexible character development system, glorious eye candy, intense combat and more than enough secondary content to camouflage its very linear nature. It's dark, it's dirty, it's sometimes flat-out depressing—and it's brilliant.
Release date: 2009 | Developer: BioWare | Steam, Origin
Capturing that old Baldur’s Gate feel was goal number one for Dragon Age, and it comes pretty close. Ferelden evokes much of the Forgotten Realms without feeling like a rehash, and your relationship with your team has that old BioWare magic. The darkspawn feel like the kind of world-consuming threat that demands our attention, even if most of them are faceless hunks of evil for us to cut down. We love how Dragon Age treats magic in its world, in particular the quests that force us to choose how to best handle abominations, the result of a renegade mage succombing to demonic possession.
But it’s the combat that feels most familiar, and most fun: the satisfying tactical depth of pausing your combat, issuing orders, and reacting to the results works like a modern Infinity Engine game should. It’s sad that BioWare will never make an RPG like this again—Dragon Age 2 was too streamlined, and Inquisition’s more open world—so in many ways, this is the last hurrah for the old BioWare, and a fitting end for its classic design.
Release date: 1999 | Developer: Irrational Games | GOG
Lonely. That’s the defining emotion of Irrational’s debut game. You’ll hear audio logs from fascinating characters, many of whom are struggling to survive in a battle against the bio-terror creatures called the Many. But you won’t meet those people, because they didn’t make it.
That loneliness is key because Shock 2 is all about taking things away from you. Ammo? Check: you’ll probably waste those on an assault droid when you should have saved them for later. Hypos? Yep. Think twice before you walk into that radiated room. But the biggest thing Irrational takes away, right at the halfway mark of the game, is hope. It’s the reveal of insane AI Shodan that turns your expectations on their head, and it’s one of our favorite moments in gaming.
Irrational made games where the environment is the central character, and here, that character is the Von Braun. It creaks and moans as you pad quietly down its corridors. Every door you open yelps. Its security systems attack you as if you hurt their feelings. Staying on the good side of this character is hard, but Shock 2’s leveling system of earning experience points through exploration balances the risks and rewards. Some play through with all guns blazing, but the psionics skills balance well with combat, and Tech skills open new areas later in the game. There’s a lot of balance to be found in what on the surface looks like a streamlined action RPG skill system.
Release date: 1992 | Developer: Origin Systems | GOG
The Guardian was one of the most terrifying things our young minds had ever encountered. His massive stone face emerging from the screen, with his actual, real-life voice taunting us, both tempting us to play more and horrifying us.
It was a technological marvel at the time, but Ultima 7 stands the test of time because of the interactivity of Britannia. Most anything could be picked up or talked to, and as we painted a portraits of ourselves in the game, we wondered if we’d ever finish the game’s plot. But Ultima’s story sucks you in, starting first with a double homicide to solve and expanding into a religious battle for Britannia’s soul. Black Gate’s dialogue design still hold up today, and inspired Divinity: Original Sin a great deal—particularly the way it handles new converts to the world’s competing religion. This is without a doubt the best installment of one of the most legendary RPG franchises ever.
Release date: 2000 | Developer: Ion Storm Austin | GOG
Do you want to run in the firefight, guns blazing, or do you want to sneak around and flank? Do you want to snipe? Or maybe you want to hack some terminals and get droid reinforcement? Or, what if you talked to that NPC guard over there and convince his team to take a lunch break? Deus Ex’s world is so freeform that the choices seem endless.
While it looks like a shooter, Deus Ex is all about role-playing elements. Fire a gun you’re not skilled in and your aim won’t matter—you’ll most likely miss. The leveling system rewards experimentation, and some of the later upgrades make your Denton feel like a superhero. Even the weapons you use can be modified and “leveled up,” turning a standard issue pistol into an unstoppable killing tool. The attention to detail here is perfect, and no one element of the game ever truly feels forced.
Deus Ex’s world is built to reward exploring every dark alley and ventilation system, because you never know where you’ll find a new clue. And there are a lot of clues—every note you find or sign you see seems to hint at some new conspiracy, and we love how the alliances in the game feel constantly in flux. The NPCs you meet are just believable enough to make this conspiracy-laden world feel lived-in. Human Revolution looks better, but this is the smarter, more open-ended game.
Release date: 2002 | Developer: Bethesda Game Studios | Humble Store, Steam
The release of Fallout 4 demonstrated that some cracks are starting to appear in Bethesda's usually reliable open world model, but that model seemed earthshaking back when Morrowind hit literal shelves way back in 2002. There was a magic in knowing you could tromp all over the island of Vvardenfell without even encountering a loading screen save upon entering buildings, and in seeing that the NPC population seemed to have lives beyond their interactions with you.
Plenty of other games have achieved similar effects in the years since, but the wonder of Morrowind is that it still holds up all these years later—even more so than its technically superior successor Oblivion. A lot of that appeal springs from the delicious surrealism of Vvardenfell itself, where racist elves hang out in twisty mushrooms like smurfs in an acid dream, and where the more traditional castles of occupying foreigners clash with the landscape like pueblos in Scandinavia. The AI might often seem primitive by today's standards, but the stories the tell often rival those in prettier contemporary RPGs.
It thrives still, thanks in part to its own strengths and a dedicated modding community that creates countless new adventures and keeps it looking more modern than it actually is (even going so far as to port the entirety of Morrowind into newer game engines).
Release date: 2010 | Developer: BioWare | Steam, Origin
BioWare’s first Mass Effect felt like a KOTOR clone, and not in a good way. The universe was a place we wanted to live, but there were too many systems and menus to dig through to get there. Still, it terrified us to hear that BioWare had streamed back so much and put more emphasis on the shooting mechanics. Turns out, it was for the better: Mass Effect 2 trims just enough fat to let you focus on what matters: the optional Loyalty missions for your team.
Instead of an exercise in galactic exploration, Mass Effect 2 plays out like a sci-fi Ocean's Eleven or Dirty Dozen. Recruiting a team to take on the Collectors puts the focus on small, interesting stories. Each Loyalty mission gives you insight into your companions’ motivations, making every member of the Normandy's crew an unusually deep character. Once you've grown to know and love them, the endgame suicide run is one of the tensest final missions ever. It's rare for a game to spend more time on character arcs than its central driving narrative, but Mass Effect 2 pulls it off. This is some of the best writing in BioWare's history.
Release date: 2011 | Developer: From Software | Humble Store, Steam
Yes, Dark Souls breaks a cardinal rule of RPGs: you can beat it without leveling. But only if you’re really good, and only if you understand its systems perfectly—that its crafting system matters, that certain items can be obtained only by fulfilling obfuscated quests. In a genre where systems are king, Dark Souls reigns because it’s all about systems. Just learning how each stat affects your character’s build is a process deeper than most D&D-themed RPGs, but it’s ultimately just as rewarding.
So is discovering the rich lore of Lordran, which is told through cryptic conversations and subtle environmental clues. The depth of Dark Souls' world carries over into exploration, too. Everything is connected brilliantly, and secrets and shortcuts—including massive hidden areas and features—await the most dedicated adventurers. Dark Souls' summoning system is also unlike anything else in RPGs, but you can unplug and beat the whole game solo, or learn to love being invaded and fighting off another player. Don’t let the rumored difficulty keep you away from one of our favorite RPGs.
Release date: 1998 | Developer: Black Isle Studios | GOG
The original Fallout was a huge success for Interplay, but it’s not as big of a world as you’d expect. The sequel expands that world considerably, and adds more moral ambiguity to a game where right and wrong are already hard to tell apart. Playing as a tribal villager instead of a native Vault dweller gives you a different world perspective—you’re not as naive to the world and its dangers, which makes it all the darker when you start twisting people’s expectations and motivations.
The search for the Garden of Eden Creation Kit (GECK) fits the warped 1950s feel of the wasteland more than the macguffin of a water chip in the first game. And it’s nice to not have such a time limit hanging over your head: you can take your time and get to know the people of the wastes, instead of rushing to an abandoned vault. If you’ve never played the classic series, we recommend you start here, and then the original.
Release date: 2000 | Developer: BioWare | GOG (Enhanced Edition)
One problem with AD&D is that low-level characters are pretty boring. Baldur’s Gate 2 solves that problem by letting you carry over your party from the first game, or start fresh with level 7 characters. It makes a huge difference: instead of wimpy fighters and frail wizards, you get powerful, useful spells and warriors that can take a punch.
It also helps that the scope of Amn is enormous, with more quests and content than most other comparable RPGs. BioWare’s Infinity Engine handles the quests and the combat perfectly, highlighting the game’s focus on strategy and tactics in combat. It’s hard to imagine controlling a six-person party without pausing and giving orders, and any newer game that relies on real-time decisions makes us long for the Infinity Engine.
Yes, this is where RPG romances come from, but the courtships never feel contrived here, and BG2 still has some of the most memorable companions of any game. If for some reason you’ve never played a table-top RPG, Baldur’s Gate 2 captures the sword-and-sorcery experience almost perfectly. If you have the original version, you can easily mod it to run at modern resolutions, or you can try the Extended Edition that also includes new content.
Check out everything we know about the upcoming Baldur's Gate 3 being developed by Larian. Given that the studio is the creator of two other entries to this list, we have high hopes for the unexpected third entry to the series.
Release date: 1999 | Developer: Black Isle Studios | GOG
There is no other story in gaming like the Nameless One’s. His is a tale of redemption in the face of countless sins, a tale of not knowing who you are until you become the person you’re trying to be. The tattoos the Nameless One wears are marks to remind him of who he is, who he was, and who he wants to be.
That open-endedness is central to what makes Planescape: Torment so captivating. At a literal level, you spend the game trying to discover who the Nameless One is, but your actions also help to define him. It’s one of many RPG tropes that Black Isle sought to subvert—others include the fact that rats are actually worthy foes, humans are often worse than undead, and you don’t have to fight in most cases. Most importantly, that your goal is not to save the world, as in countless other RPGs. You simply need to figure out who you are.
The Nameless One’s companions are some of the best written, most enjoyable NPCs ever coded. Most have been affected by your past incarnations: pyromaniac mage Ignus was once your apprentice, though it’s more impressive that he’s constantly on fire. Or Dak'kon, who swore an oath of loyalty to you, even though you’re not sure why. Others are just interesting, well-rounded characters: Fall-From-Grace is a succubus cleric who prays to no god and, though a creature of evil, wants to do no harm. The best is Morte, a floating skull whose sarcastic wit is sharper than his bite attacks (skulls can’t equip swords, of course).
These characters would be odd in any normal high fantasy world, but Torment uses the Planescape AD&D campaign setting, the strangest world TSR ever designed. And so it’s fitting that Torment is light on conflict and heavy on story—though when combat does erupt, BioWare’s Infinity Engine handles as well as in the Baldur’s Gate series. This is the one role-playing game we’d recommend to anyone interested in the genre, a game that best represents what we love about RPGs.
Release date: 2002 | Developer: Arkane Studios | GOG
Arkane’s goal with its first game was to create a dungeon experience as detailed as Ultima Underworld, right down to the magic system, which required you to memorize runes and draw them in the air with your mouse. Stealth is critical, as is the crafting system that takes Underworld’s “everything is important” ethos and expands it. Arx is slow and deliberate, forcing you to consider encounters from different angles: should you use force on the snake women, or sneak past and avoid conflict?
Many of the design seeds that show up later in Arkane’s Dishonored are planted here, but there are a lot of old fashioned mechanics we’d love to see more of. The mouse gesture magic system seems awkward to use, but we love tracing a rune and watching our foes crumble in the aftermath. We’d love to see Arkane revisit the dungeons again, bringing what it’s learned from making Dishonored (and the sublime melee combat from Dark Messiah of Might & Magic) to an Arx Fatalis sequel.
CD Projekt Red CEO Adam Kiciński has hinted at the possibility of another main series Witcher game.
In conversation with Polish finance website Bankier.pl (via VG24/7), Kiciński rules out 'The Witcher 4' as a title, but expresses interest in returning to its setting and world.
"The first three Witchers were by definition a trilogy, so we simply could not name the next game The Witcher 4," Kiciński tells Bankier.pl (via Google Translate). "This does not mean, of course, that we will leave the world of The Witcher, created by us for over a dozen years. The Witcher is one of two franchises on which to build in the future activities of the company. Today, unfortunately, I can not reveal anything more."
This echoes CD Projekt Red co-founder Marcin Iwiński. In January, I asked if the developer was finished with The Witcher series. "We've devoted a big part of our lives to The Witcher and it means a lot to us, so we’re definitely not abandoning this universe," Iwiński told me, despite having no immediate plans to revisit Geralt et al.
Elsewhere, Kiciński tells Bankier.pl that Cyberpunk 2077 is in production and that a team of nearly 350 developers are working on it—"the largest in the history of the studio so far".
He adds: "Expectations are also large, which is clearly visible after our presentations at E3—we are all very happy about the quality… I also dream of commercial success [for] our next titles, of course. In this industry, '[the] sky is the limit.' So far, we have sold over 33 million copies of The Witcher, and we have an appetite for much more."
Thanks, VG24/7.
The Witcher 4 should move its focus away from Geralt and concentrate on Ciri, says Geralt's voice actor.
Talking to Gamereactor (via Videogamer), voice actor Doug Cockle discussed his work on Victor Vran: Overkill Edition. He was then asked if he thought Geralt's cameo in SoulCalibur VI would be the last time the actor would reprise Geralt, particularly as CD Projekt RED has been clear that Geralt's arc was unlikely to stretch beyond the trilogy.
"If you're leading into The Witcher 4, I can only say I have no idea, although I think it will be," Cockle said. "This is my own opinion, and CD Projekt Red knows what they are doing, and I have no idea what the plan is, but... If I was CD Projekt Red, I would make The Witcher 4, but I would be focusing on Ciri."
"In The Witcher 3 she hints at visiting other worlds, and I think a game around her visiting those different worlds would be a cool Witcher 4."
Of course, CD Projekt RED is currently tied up with Cyberpunk 2077, a FPS, open-world RPG that promises diverse romance options. Here's a rundown of everything we learned about it at E3.
Don't forget, The Witcher is coming to Netflix as an eight-episode TV series. Like the RPG series, it will be upon the Polish novel series by Andrzej Sapkowski.
Announced three years ago this month, it looks like The Witcher tabletop roleplaying game is finally going to make it to release. R. Talsorian Games has posted a short announcement that the game is now hitting the printers and books will be available for purchase at GenCon in August, with PDFs available at the same time or shortly after. Once the full print run is delivered to their warehouse, books will also be available at the company’s web store. The announcement was accompanied by a preview image of the game’s layout.
Officially titled The Witcher Role-Playing Game, the pen and paper RPG will use a version of R. Talsorian’s in-house Fuzion game system, though little has been released about precise mechanics aside from some scant details about deadly combat and the feel of the world. The game is set between video games The Witcher 2 and The Witcher 3, with some modularity to reflect The Witcher 2’s multiple possible endings. Players will be able to create a variety of Witcher races and archetypes as characters, including the eponymous monster hunters.
The game’s development process has been long. It was announced in 2015 and originally scheduled for release in 2016, with R. Talsorian Games founder and Cyberpunk 2020 creator Mike Pondsmith serving as lead designer. But Pondsmith consulting with CD Projekt on Cyberpunk 2077 clearly took more time than expected, and The Witcher Role-Playing Game is finally arriving a couple years later.
Frankly, nobody in tabletop games would be surprised by the delay. Projects stretching years past the expected release is common in a field comprised almost entirely of one-to-three person companies and dominated by a few huge and popular games like Dungeons & Dragons.
This isn’t the only game R. Talsorian has scheduled for this year. Their updated version of Cyberpunk 2020, titled Cyberpunk Red, is due out at Christmas.