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The Top 100 Greatest Video Games of All Time (IMO)

CupONoodos

Neo Member
99| NeoTokyo

Released: July 3rd, 2009

Available on: PC


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Counter-Strike is one of the most popular online first person shooters of all-time. It is a game played by millions from nations all around the world. Therefore, it comes with much surprise of just how few first person shooters there are that emulate its formula. One such game is NeoTokyo. A Half-Life 2 mod that marries CounterStrike's tactical gameplay with the aesthtic of late '90s cyberpunk anime, the end result is more or less as good as it sounds. Now while it is true the gameplay takes heavy influence from CounterStrike, the game is easily different enough to be its own thing. Sure it revolves around two small groups of opposing teams starting at the other end of each map as opponents pick rival teammates one by one until a team runs out of players, but the similarities end there. The game adds many concepts that make it stand out from its juggernaut idol such as the option to choose different classes, offering players special abilities like invisibility, and matches based more on a capture the flag type concept.

The game certainly isn't without its flaws though. The movement and feel of the game is a little dated compared to modern FPSs, especially when controlling your gun. Some of the maps are far too large for their own good, resulting in some awkward sessions where the last two opponents on a map spend a full two minutes trying to find each other. Worst of all the game's heyday is long past as the community is hardly active with it being difficult to find a single person playing online. However, the gameplay is still solid, the soundtrack is fantastic, the atmopshere is immersive, and if you log in on the right time of day you will find an active game session. All of this lends to a game that is a reasonable alternative to CounterStrike. And best of all? It is completely free.

Holy shit. Never in a million years would I have expected NeoTokyo in any top list. Good on you man, love that game and still do. Haven't played in a long time, but used to play alot back in the day. (PS: Did you know you run faster if you sprint while pushing a wall?)
 
Holy shit. Never in a million years would I have expected NeoTokyo in any top list. Good on you man, love that game and still do. Haven't played in a long time, but used to play alot back in the day. (PS: Did you know you run faster if you sprint while pushing a wall?)

Is it a good single player game?
 

Nuu

Banned
67| Super Turrican

Released: May 1993 (Exact date unknown)

Definitive Version: Super Nintendo; Also on: Virtual Console for Wii


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People tend to forget that during the 1980s and the early 1990s PC gaming dominated Europe. Consoles like the NES were virtually absent in the country. This resulted in a handful of European developers creating a lot of clones of popular NES games. The most infamous of these is The Great Giana Sisters. Essentially a Super Mario Bros. reskin, the game was one of the most popular titles on the Commodore 64. Obviously it led to a lawsuit from Nintendo which they later lost but the series left somewhat of a legacy. It was directed by Manfred Trenz who was part of the development team Rainbow Arts. They later developed Katakis, a R-Type clone, that was so good that they were approached by Konami to do a port of R-Type for the Commodore 64 and Amiga.Wanting to do something more original, Rainbow Arts created Turrican, a game that is best described as a little bit of Contra and a little bit of Metroid.

The games are part of the run and gun genre as the player controls a humanoid robot character as they shoot down enemy aliens and machines with various lasers, bullets, and bomb which can all be upgraded by collecting powerups. Throughout the game the player find themselves gunning much more so than running, due to the fact that the levels aren't designed to go one simple direction. They are a bit maze-like as they need to be fully explored. The character will travel left, right, up, and down through the map until they get to the end destination. It was pretty ambitious project for its time.

Seeing the rise of consoles the series eventually moved from the desktop to the floortop. With the exception of the NES entry, the console titles weren't developed by the Rainbow Arts, but by the infamous developer Factor 5; yes the same Factor 5 that was behind Star Wars: Rogue Squadron II and Lair. They worked on the Turrican games for both the Sega MegaDrive and Super Nintendo, appropriately titled Mega Turrican and Super Turrican respectably. The superior version was the Super Nintendo entry. While part of this was due to the usual better graphics and sound found on the system, it was mostly due to the game design just being superior. The gameplay mix of Contra and Metroid had the series feel right at home on the system. As described before the game is a run and gun game which has the player explore the map in a variety of directions while they shoot down enemies as they collect a variety of powerups. These powerups can be separated into traditional bullets, a wave of lasers, a stream of lighting, and bouncing bullets. Each of these powerups are useful in different situations as there is a huge variety to the enemies and level design, thus there is no "one size fits all" approach.

The levels aren't quite Super Metroid complexity, but they do require a bit of navigation. Throughout each level the player will encounter multiple paths. These typically involve the player jumping on a series of platforms or falling down various pits to reach the next checkpoint. To be fair most of the game still requires the player going to the right side of the screen, but it often throws a few curveballs at the player which results in a first clear run rarely occurring. You will often be required to explore every nook and cranny of the map to find the exit. At the end of stage is typically a boss. These bosses tend to be huge sprites, at times taking up the entire screen. Unfortunately while they may look intimidating they aren't too difficult to beat. It typically takes only a few tries before you are greeted with the sound of multiple explosions that are more present in MegaDrive games.

Factor 5 became so well known due them being so well attuned to presentation. Super Turrican is no exception. The graphics are detailed, the sprites are large, and there are multiple enemies and projectiles on screen all without slowdown. The sound quality of the game is also very impressive and is amongst the Super Nintendo's best. The problem is that while these things are technically impressive they aren't impressive by merit. The graphics may be detailed but the art style merely gets the job done. While there are often a lot of things going on the screen at once the game isn't intense as more well known 16-bit run and gun games. Super Turrican sounds great but it isn't particularly that great to listen to. Just like the art, the music is merely serviceable. It's all still very fun to play, but I can't help but feel to wonder what a developer like say Treasure would be able to do if they had such talent.

Regardless, even though it isn't the most intense game or the most easy on the eyes, Super Turrican is still one of the best run and gun games of its generation. Its not so linear maps coupled with quality level design and shooting mechanics make for a solid game. It is unfortunate that the series was eclipsed by other well known franchises as Rainbow Arts and Factor 5 seemed to have stumbled upon something special.



66| Left 4 Dead 2

Released: November 17th, 2009

Definitive Version: PC (All major OSes); Also on: Xbox 360


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During the latter half of the 2000s there was a huge revival with zombies in the entertainment world. This has continued on to the modern day, most notably with the hit franchise The Walking Dead. I don't recall what exactly started this revival, but I think most will agree that it can be traced back to the film 28 Days Later. The movie was a modestly budgeted British horror film that involved zombies taking over the United Kingdom. Now what differentiated it from the more mainstream zombies found in the acclaimed Living Dead films were primarily two things. The first is that the "zombies" weren't really zombies, but regularly people who were infected with a specific type of "rage virus".The second, and the most major reason, is that rather than the zombies being slow and dumb, they were just as fast as any other human and had some sort of intelligence. So not only did zombies have the advantage in numbers, but they no longer had a disadvantage in speed and not as much of a disadvantage in smarts. It was formula that gelled very well with modern audiences and soon all types of mediums from film to books began adapting this formula such as Shaun of the Dead and World War Z. This obviously included video games as well such as Resident Evil 4 and Killing Floor. But if there is one franchise that stands as the definitive example of this formula, it is clearly the Left 4 Dead series.

Released in 2008, Left 4 Dead revolved around four players meeting online as they choose to plays as four different characters and select a map. Once the game started there was one simple objective, get to the end of the map without dying. This was a lot harder than it sounds as traveling from point A to point B the players came across a literally endless supply of zombies, with dozens and at times even hundreds coming at the players at once. Luckily each player is equipped with a weapon of their choice that they get in their starting safe house, as well as various items such as healing packs. Throughout the map there are also a share of abandoned houses and buildings each containing the same weapons and items, or at least something similar. The game may have been simple, but it was enough for it to become a massive hit.

Unfortunately the developers weren't satisfied with the end product and decided to make a sequel Left 4 Dead 2. The best way to describe the game is that it is more or less "Super Left 4 Dead: Turbo Edition". It feels less like a sequel and more like an updated version of the original game. The gameplay was the exact the same but with new maps, characters, enemies, and the addition of melee weapons. As par to the first one, the game starts off with four people logging onto in a server and selecting which character and map they want. Once all votes are casted the game starts. The players begin in a safe house where they select their gear and leave to reach the next checkpoint. Once again, in between the safe house and the next checkpoint the players will have to deal with an onslaught of zombies. The vast majority are the regularly zombies who run really fast and are out for blood. Occasionally there are others such as the fat boomers who explode which results in killing everything in the surrounding area, the witches who cry in the corner not to be disturbed...or else, the spitters who spit acid at the players, etc. But the most notable of these is the tank. A huge enemy that can do immense damage by pounding on the player or even picking up large objects such as cars and throwing it at them. They often act as a boss in each level due to the immense damage they dish out and the huge amount of hit points they have.

And that's about it. Left 4 Dead 2 is a game with a very basic formula that is very fun. It may sound repetitive but it takes a while to become so as each enemy encounter can be handled in a variety of different ways. And even if the main mode becomes stale, there are multiple other modes to try, even a versus mode where one side are the protagonists while the other are the zombies. There are some faults with the game though. One is that there are some people in the community who believe the original Left 4 Dead is superior, however due to the entire first game being ported into Left 4 Dead 2, it is no longer an issue. However, another is that the game isn't all that deep. It is very basic as there is little strategy to survive. Just simply avoid zombies and use the most powerful weapon possible. While this doesn't stop the game from being fun, it does leave players who want a little more meat to the game with a lack of something to sink their teeth into. However, if you want a fun and mindless zombie game, you can't go wrong with Left 4 Dead 2.



65| Deus Ex: Human Revolution

Released: August 23rd, 2011

Definitive Version: PC (Windows & OSX); Also on: Wii U, PS3, and Xbox 360


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It was understandable to be worried about Deus Ex: Human Revolution when it was first announced. For starters the Deus Ex series didn't really have the best track record for sequels. The second entry was praised by critics, but panned by fans. There was then the first person shooter Project Snowblind which was in a way a spiritual sequel to the game that was merely an average game and hardly had any RPG elements. Another factor is that since Western role playing games made it big on consoles with The Elder Scrolls: Oblivion, they began to cater to the mass market. The result were games that gutted the role playing elements for things that appealed more to the casual consumer such as large open worlds and action oriented combat. However, once the game was released all fears subsided as the result was one of the best role playing games of the generation.

The game takes place in the not so distant future Human augmentation is the hot new industry as it involves turning average joes into the Six Million Dollar Man. Clearly this power is too much for one person to have as it seems that multiple organizations want a piece of the pie. The proceeding story plays out in a very complex and messy manner you would expect form these types of science fiction video games. In all honesty, the plot is probably the worst part of the game as it is a bit difficult to follow. However, strangely enough it still manages to keep the player engaged in the story due to the game having well directed interactive cutscenes ala Metro 2033 and Half-Life 2, though it is not quite as good as those games.

The game plays exactly like Deus Ex. It controls like a first person shooter, but the player has the ability to augment their body for super speed, super strength, high intelligence, and other features. As one travels through the map they will be able to talk and interact with others. A dialogued box pops up that gives the player choice in what to say. Depending on what choice they pick results in a different response from each individual. Sometimes the difference in responses don't really make a difference, other times certain responses will result in interesting scenarios or will even result in new objectives being available. It is the bare bones basic of a Western role playing game. But what makes the game quality entry in the genre boils down to two things. The first is that your choices have weight to them. Throughout the game the player will come across multiple choices that have potential to change the story itself quite significantly. These choices also aren't as obvious as something that pops into a text box, as at times they are also incorporated into real-time gameplay. The other reason is just how well done the game's non-RPG elements are. Unlike many WRPGs with action backdrops where the action is mediocre at best, such as say Alpha Protocol, the gunplay and stealth in Deus Ex: Human Revolution is very well done. Sure the gunplay isn't Crysis and the stealth isn't Metal Gear Solid, but it is all still very enjoyable. The feedback from shooting enemies has a certain "omph" to it and many areas of the game are actually designed with sneaking around in mind.It really raises the bar for the genre.

Again, the story is nothing special. However, one unique aspect of it is that it gives the game an excuse to have the player move to different areas. The game starts off in Montreal, then moves to Detroit, then moves to China, and concludes in Singapore. To be fair almost all of the game takes place in Detroit and China, however the maps in these areas are so well done it doesn't leave much to complain about. While the maps aren't huge they are very well designed and encourage the player to explore to find extra side-quests and loot. They are multi-layered as there are things to discover on the ground floor, on the high rises, and even down in the sewers. It seems that half of the game was spent walking around town seeing what interesting things there were to find.

In short, Deus Ex: Human Revolution is a proper sequel to the classic original game. It updates the controls and combat, while keeping the role playing elements intact. While many well respected RPG series were bastardized by modern entires, Deus Ex: Human Revolution managed to walk a different path.



64| Super Mario Bros.

Released: 1985 (Exact date unknown)

Definitive Version: Nintendo Entertainment System; Also on: Wii, Gamecube, SNES, GBA, GBC, Countless Bootleg Systems, Virtual Console for Wii U, Wii, and 3DS


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There is no way anyone can understate the impact the original Super Mario Bros. had on the industry. It single handedly resurrected the North American video game market, it created an alternative gameplay style that was separate from the skill based arcade games and the complex PC games, and finally it resulted in the industry becoming much more Japanese. Many of the things it did seem basic by today's standards but Super Mario Bros. did a lot of new things for its time.

The game focused on having tight and intuitive controls first and foremost. The levels weren't design so much as to test the player's skill, which they were to a degree, but more so to maximize the player's enjoyment. While there was a score system, the player's goal wasn't to receive the highest score, but more so just to simply make it to the end of the level. The high score was more of a personal achievement than something to be used for competitive purposes.The screen scrolled smoothly that allowed the player to explore the area and discover secrets, such as a hidden pathway by entering a specific green pipe. The character killed enemies by using the jumping ability and smashed blocks to collect coins and powerups. And at the end of each stage set the player would encounter a boss. Again, this may sound very barebones, but at in 1985 there was nothing like this. Sure there were games that featured aspects of these things such as Montezuma's Revenge and Pitfall, but nothing that combined everything all at once.

Being that the game is over thirty years old and is arguably not only the first true platformer game, but also arguably the first modern video game as well, it could come to some as a surprise that it is still one of the best games out there. While there have been platformers that have surpassed Super Mario Bros., the game sticks solely due to its simplicity. It is platforming bliss through and through without any of the fat.There is only one power up, one type of jump move, and one alternate gameplay stage. It is the grandmother of all platformers and its gameplay reflects this. However, another reason that makes it stand out is that it is just still so well designed. The level design is top notch. While it certainly isn't the flashiest game by today's standards, it is certainly still fun. Each block, platform, and enemy is carefully inserted in a specific spot to make the game flow as smooth as possible. Quality graphics can get dated, but quality level design and controls do not, and Super Mario Bros. is a testament to that.

I often walk around the mall and see generic counterfeit systems for sale. They are packed in with a dozen or so games in them. These systems tend to have a game that the public can play for demonstration purposes, and that one game is always the original Super Mario Bros. It's amusing seeing children often stopping to play the game. Despite all the advancements in graphics and sound, and the fact that their parents have a fancy tablet in their hand, the kids gravitate toward this game. It just shows how much pull the title has and how it was the perfect candidate to rise the gaming market from the dead. It is all further proof that there is no game that is more worthy to hold the title of "Industry Savior" than Super Mario Bros.



63| Super Mario 64

Released: September 26th, 1996

Definitive Version: Nintendo DS; Also on: N64, Virtual Console for Wii & Wii U


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Before Nintendo began designing the levels, before they even put up a single platform, Miyamoto had his team focus on one single thing, to make Mario control fun in an open area. Mario didn't just have to function in a 3D space, he had to excel. Just the act of running around and jumping would have to gauger interest of the player, just like it did in the original Super Mario Bros. Nintendo succeeded so much that they actually began the game in a 3D open area outside of Peach's castle. Before many players even started the game they spent at least five minutes running around hoping, jumping, and climbing outside. Once they were done taking Mario for a test drive the real game began.

Players entered Peach's castle and came across multiple rooms. In most of these rooms is a huge painting. If Mario jumps into one of these paintings he enters a level. One would expect levels to be much like Crash Bandicoot, that Mario can only progress in one direction, presumably "up", as he bounces on enemy heads and hits boxes. Nintendo certainly could have gone this route, but they found it to be too lazy and predictable. Instead they had, for the time, huge open 3D worlds for the player to explore. There were obviously paths laid out for the player, but they often didn't have to take them. On top of that many of these paths branched out. Due to this non-linearity rather than the game focusing on Mario jumping on a single flagpole to mark the end of a level, instead he collects multiple stars. Each level has an average of seven stars. These stars can be earned by collecting coins, getting to one of the end points, or finding and defeating a secret boss. Most modern games reward players with "achievements" as they often due run of the mill things to earn notch on their belts, Super Mario 64 built the entire game around that and had to make players work for their objectives.

The controls really need to be elaborated more on just how great they are. Mario feels absolutely perfect in this game. The player can press the "A" button to jump once, if they press it again once Mario lands on the ground to jump a little higher, and if they press it a third time he will jump even higher and much further. If the trigger button is pressed while jumping Mario will do a butt pound just like Yoshi and Yoshi's Island, if the trigger is press shortly before "A" while Mario is running he will lunge forward. If "A" is pressed again he will launch a bit further face first as he will land sliding like a baseball player attempting to reach for a base. If trigger is pressed before "A" and the control stick is pushed back then Mario will perform a backwards somersault. The four "C" buttons on the controller control different camera angles so the direction the player is heading will always be visible. The "B" button can punch or kick if it is pressed after Mario jumps. It may all sound complicated, but the way it is done makes it feel so natural and intuitive.

Like most Mario games the levels have tons of variety. Some levels are huge open areas, while others are linear to the point that they seem to more of an updated version of the 2D Super Mario series than something revolutionary. The game has the Ghost mazes from Super Mario World and the underwater levels the series has always had. At the end of each floor the player completes a trial level which leads them to Bowser. The objective is to grab his tail and spin him around to throw him out of the ring, typically three times. Though there are a few other bosses scattered throughout the game, they aren't too difficult but do require one to use their brain at times.

Like the original Super Mario Bros., it is very difficult to over-exaggerate Super Mario 64's importance. Prior to the game the only 3D games in existence were either First Person Shooters, Virtua Fighter, racing games, and games with pre-rendered backgrounds with 3D models acting as sprites. The closest game that had the player running around in a 3D space was Tomb Raider. This is saying a lot since the game had tank controls, was stiff, and played very slow. Super Mario 64 was the first game that showed that 3D can be freed from the shackles of linearity and be just as nimble and agile as 2D games. Twenty years after its release modern games still base so much on it. Control wise every game controls the character with the left thumb on the analog stick and uses the right side of the controller to control the camera. Gameplay wise most games feature open 3D worlds where many objectives and secrets are hidden to be able to progress the game. Nintendo set out to make Super Mario 64 just as influential and great as the original Super Mario Bros. I'd say that they more than succeeded.
 
I love top lists. They offer a unique perspective that only that author can give. There's also an inherent appeal in the concept of the list - will my favorite game make it? Will I agree? What's next!?

Subbed.

I like the effort you're putting on these, OP.

Great layout too.

I agree with both of these sentiments. Subbed.

By the way OP, you may want to brace yourself... Putting The Last of Us in the position you did might rustle some feathers here on GAF :p
 
Hell yeah the DS version of Super Mario 64 is the best. Playing poker with Luigi was great.

Also, Human Revolution starts in
Detroit, goes to China, then Montreal, then Detroit then China again, then Singapore and finally Panchaea
 
nuu said:
63| Super Mario 64

Released: September 26th, 1996

Definitive Version: Nintendo DS

1. It would have been way more amusing if you put it at 64 instead of 63.
2. The definitive version, once again, is not the handheld game. I mean seriously.
3. You have brought great horrors upon all games ranked 1-63
 

Nuu

Banned
62| Sonic the Hedgehog

Released: June 23rd, 1991

Definitive Version: Sega Mega Drive; Also on: PC, PS3, Xbox 360, Wii Virtual Console, PS2, 3DS eShop, PSP, iOS, Android, GBA


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It is popular opinion that Sonic the Hedgehog entries have lost their touch ever since the series made the pivot to 3D with the Sega Dreamcast. I am not of that opinion. In fact I am even more conservative than that. I believe that the series has yet to reach its heights it achieved with the very first entry released in 1991. Before explaining that it would be best to explain the context of the series. In the very early 1990s Nintendo was synonymous with video games. Just like when someone used to say "iPod" they meant MP3 player, people used to say "Nintendo" and meant video game console. There was a good reason for this. The Nintendo Entertainment System had virtually the entire North American video game console market. In fact it was such a phenomenon that more households had a NES than a personal computer.

However, the times were changing. The tweens who were introduced to the cute little plumber were growing up and Mario just didn't seem that cool anymore. This was also a period of cultural change. The 1980s died and the 1990s hit. For anyone who can remember back then, it was all about things being "extreme" and "edgy". People will often see older episodes of The Simpsons and see Bart riding his bright colored skateboard as he says catch phrases like "Cowabunga" and "Eat My Shorts". Sega saw this and decided to find a game that could fit well with this new "extreme" and "edgy" trend for their new console. They found it in a blue hedgehog. Sonic the Hedgehog was a platformer, just like Super Mario Bros., however it was different in that he could travel very fast through an at times rollercoaster like levels. He also had cool "saw blades" on his back and was bright and colorful. He was the perfect candidate for a modern mascot in the 1990s. This ended up working fantastically and single handedly rose the Sega's Genesis console to prominence to which they even outsold the Nintendo Entertainment System's successor in North America. Sonic quickly became one of the biggest series in all of gaming.

But what about the actual game? How does it hold up today? Well despite the game having a reputation of revolving around being the F-Zero of platformers, as it involves the player running around the screen at incredibly high speeds as they smash across enemies and platforms, in reality the game is much smarter than this. While there are moments in the game where Sonic goes go across the screen very fast, they are very brisk and tend to be only a couple of seconds at most. The game really revolves around the player exploring the world, hopping platform to platform, solving minor puzzles, all as they try to find the exit. People always try to point out what made Sonic was the speed of the game, but really it was the ingenious level design. While virtually every platformer up until that time involved the player going from left to right, Sonic mixed it up a bit. While as a whole the character started on one end of the screen and had to get to the other, which was in general to the right side, players would often find themselves at dead ends where they had a few different routes that they could take. They could jump on bolder that will send them down, jump up on a spring where they could go up, or find a secret passage such as behind a waterfall that could take them somewhere else. Not all of these alternate paths were present during every dead end, nor were they only present during a dead end. So contrary to popular belief, the game plays much slower than most remember, and at many times slower than even the typical Mario game. However, the game does occasionally put in moments of the player moving at breakneck speeds to satisfy their inner speed demon. Though at times this could result in them missing significant parts of the level and secrets, or obtaining them if they know certain tricks.

The controls of the game are great. They would be perfect, except the first entry is missing the hallmark spin dash move. Instead in order to spin, Sonic has to run down a platform and the player has to press down. It still gets the job done most of the time, though lacks a certain satisfaction one gets from "charging" up the dash in successor entries. The physics in the game are fantastic as running around has a lot of feel and weight to it. When Sonic begins to speed up, you can feel it, vice versa when he slows down. The same goes for when Sonic is in the air as players have to time and measure their jumps to go from platform to platform.

Presentation wise the game is top notch. The Megadrive may have lacked the color count the Super Nintendo had, but looking at Sonic the Hedgehog's palette one would never know this. The game is bright, colorful, and very detailed. On top of that the music is fantastic and amongst the most memorable of the 1990s. The levels a very big for the time and are varied. The game seems to cover every type of environment possible from the jungle, to the arctic, to ruins, to even casino. It makes the level have much more life and personality to them.

The reason why I hold firm that this is still the best entry in the series is due to the fact that I feel other games in the series focused more on speed than on design. Even Sonic the Hedgehog 2 was a bit of a mess as they sacrificed the intricate level design of the first game for the feel of speed. Sure the levels may be complex on paper, but they aren't particularly well designed as the player will often get lost as they speed past areas. And even when those areas are reached they aren't designed particularly well. Sonic 3 alleviated these problems a bit, but it still wasn't as good as the first one. Sonic CD was very ambitious and tried to push the thinking elements of the original game even further, but it ended up being plagued by confusing and just flatout dumb level design. Specifically with the nonsensical placements of the the time machines. Sonic then became 3D and the rest is history.

Twenty five years later Sega has yet to put out an entry that has surpassed the game that put them on the map. It is a bit sad I feel that while Mario and his previous games are regularly met with love, Sonic is largely ignored outside of those that grew up with him. I wouldn't mind once in a while seeing it be Sonic the Hedgehog that was on store kiosks of bootleg consoles than Super Mario Bros. It was truly the first title that deserved to dethrone the Super Mario series as being the face of the platformer genre. Luckily it got what it deserved, but it didn't hold it for as long as it should have.



61| Super Street Fighter II Turbo

Released: February 23rd, 1994

Definitive Version: Arcade; Also on: PC, PS3, Xbox 360, PS2, Xbox, PS, Saturn, 3DO, GBA

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How does one even begin to describe Street Fighter II's legacy on the industry. Not only did it extend the lifespan on traditional arcade by a couple of extra years and that it single handedly created the modern fighting game genre, but it also was the spearhead of the competitive video game scene. There is quite a legacy the Street Fighter franchise brings to gaming, and this years EVO record turnout of 4,000+ for its latest entry manages to reinforce that. Due to the game being so influential there have been countless of games inspired by it that have tried to improve its basic formula. How well can a entry that first came out twenty five years ago stand the test of time? Pretty damn well it turns out.

Even today Street Fighter II is being played by about 50 people online right now as I type. During peak hours that number doubles. Despite having dozens more quality modern options available to players, so many still choose the original entries that started it all. Why? Well as someone who occasionally joins them, I feel that I can explain. In short, Street Fighter II takes away all of the fluff found in many fighting games that came after it. Fighting games today are plagued with assists, parries, combobreakers, counters, clashes, bursts, rolls, and what have you. In addition to that there are many moves where the player can maneuver to one end of the screen to the other, as well as attacks that can cover a considerable amount distance very quickly. Street Fighter II takes these things away. In Super Turbo you simply have your normal attacks, combos, a throw, and a super move. That is it, there is nothing else. This leads to the game having significantly stronger mind games than your typical fighting game.

It's often referred to as a "footsie" game for a reason. The meat of the game isn't memorizing combos or executing complex moves, it is about reading your opponent as you try to position yourself to have the edge on the ground floor. Due to this every move has to be carefully timed, calculated, and in all honesty guessed to the greatest accuracy. This isn't to say that modern fighting games don't do these things, it's just that Super Turbo puts so much focus toward it. While there has been much gained from all of the extra features and abilities modern fighting games present, there is something lost that is more present in classic fighting games like Street Fighter II.

Other than that, there isn't much more to say. It's Street Fighter II. It has Ryu, Chun-Li, M.Bison, Sagat, E. Honda, Dhalism, Zangief, Blanka, Ken, Vega, Balrog, and Guile. What some people don't remember or know, is that Street Fighter II added more characters after these twelve. This is mostly due to the fact that Super Street Fighter II, the game that introduced four new characters, was the only entry released on the popular home consoles, and was done so relatively late in the systems lives. As a result the game didn't sell nearly as well as The World Warriors, Champion Edition, or Turbo did. Super Street Fighter II added Dee Jay, T. Hawk, Fei Long, and the beloved Cammy to the roster. Super Turbo added Akuma as a secret character. Being honest, I always felt that Dee Jay and Fei Long were both so generic that they just couldn't appeal to me. While Akuma just seemed a bit too "dark" for Street Fighter II character. Though I felt that T. Hawk and Cammy fit right in with the rest of the cast however.

One strange thing about Super Turbo in particularly is that it is difficult to select the original colors of each character. For example Ryu's "default" color scheme in Super Turbo is gray and yellow. You can select each character's original color however,but only after inputting a specific code tied to each character. I don't know the purpose of this, possibly it was one more way to "shake things up" as it was the fifth version of Street Fighter II. Or maybe it was a way to get more quarters from players as they likely tried multiple times to figure out the code to unlock their preferred character's classic color scheme. Though I would be lying if I didn't believe that some characters looked pretty damn good in their alternative colors.

Super Street Fighter II Turbo is simply the go to version of Street Fighter II. There have been some updates applied to the game series since. The first was Hyper Street Fighter II which came packed in Street Fighter Anniversary Collection. It was suppose to be the main coarse of the pack-in which allowed players to choose not only which character play as, but which version as well. For example one person could play as Ryu with all of his Super Turbo moves and abilities and go against someone who wants to play as M. Bison with his Champion Edition moves and abilities. It seemed to work great in theory, but at the end of the day people felt it made the game more complicated than it should have. It likely didn't help that in the long run it was overshadowed by a game put on the same disc at the last minute for the Western release. There was also Street Fighter II HD Remix which was hyped up a lot during release as it was 2D HD redrawing of Super Street Fighter II with some minor changes to gameplay. But some months after release people just went back to Super Turbo.

Maybe it's because it was the last Street Fighter II update for quite some time so it is what people are used to, or that it was the last "official" arcade release so people consider it the definitive version, or maybe that it is quite simply the best version of the game. Whatever it is Super Turbo is the most played version of Street Fighter II out of the many available. Twenty five years after the first game's release Street Fighter II is still regularly played by old bloods and new ones alike. It is a game with a lot of pull and appeal and could possibly still have a good amount of life left in it still.



60| Metal Gear Solid 2: Substance

Released: November 12th, 2001

Definitive Version: Playstation 3; Also on: Xbox 360, PS Vita, PC, PS2, Xbox

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It is rare for a game's reputation to change over time. When Metal Gear Solid 2 originally released it was criticized heavily by the fanbase to the point where some even retconned the entry the same way some have retconned Devil May Cry 2. The game was widely seen as inferior to the original in every way with complaints being geared toward the strange bosses, the melodramatic codec scenes, and the lifeless industrial setting. However, by far and wide the biggest criticism toward the game was geared toward the big twist that happened an eighth way through the game. The game opens up with Solid Snake infiltrating a ship as his trusty assistant Otacon received a tip that the ship is carrying weapons of mass destruction. About an hour and a half later the game jumps timelines. The player now seems to be playing a flashback where Snake is at the entrance of Shadow Moses as he waits to go up the elevator. Once in the elevator he takes off his mask, it turns out the player doesn't see the face of an old rugged soldier, but of a blonde haired pretty boy named Raiden. Regularly this change would be enough to have many turn on the game, but the fact that much of the game revolved around Raiden speaking to his girlfriend and being very emotional really dialed things up to an eleven. As a result the game was spat on by the traditional fans.

Fifteen years later however, the game is seen as not only a hallmark of the series, but to gaming in general. Regularly when fans rank the series the game is often ranked toward the top if not at the top of their lists. What was once seen as the black sheep of the franchise is now seen as the black swan. A game that was very misunderstood at release, but over time people began to see it under a different light. Kojima and his crew weren't trying to just push the Metal Gear franchise, they were trying to push gaming in general.

Throughout the game players will come across a theme that revolves around faith in public opinion in the new information age. People are now exposed to a limitless amount of articles, news clips, and opinion pieces due to the emergence of the world-wide web. How exactly can we continue trusting the public at large to lead the country with all of this information when it has historically been shown to be so fickle. In 2001, the game's message and core theme seemed to "out there" to most. It seemed like it was trying to be philosophical for the sake of being philosophical. However, in an age of 9/11 truthers, Muslim extremists, the Tea Party, and Donald Trump being a presidential candidate, the game's message hits very close to home. It was ingenious and just goes to show how Kojima manages to be ahead of the curb in more than just game developing.

All of this doesn't even speak on the game itself. Metal Gear Solid 2 is quite simply the mastery of the traditional Metal Gear formula. What began as a MSX game where the players can only move in four directions and punch walls, players can now crouch, crawl, hide in lockers and boxes, shoot out lights and cameras, obscure lasers, knock on walls, choke out enemies, hold up enemies, interrogate enemies, distract enemies, etc. The game had managed to do a lot for something that, despite the cinematic nature, is primarily played in an overhead perspective. Players will find themselves constantly experimenting with different strategies and tactics in dealing with enemies.

The game's level design is also top notch.It is the last game to put a major focus on backtracking and unlocking rooms and areas via keycard. Backtracking isn't for everyone, but to me there is a huge sense of satisfaction in rewarding the player in remembering the layout of the area and where they have to go to next. The industrial shell complex is perfect for this as it encompasses multiple stories and is all interconnected. This makes the area perfect for the traditional Metal Gear design. Despite the core design of the game being very tight and high quality, this doesn't stop Kojima and his team from experimenting with the game. While much of the game will have the players sneaking around areas and taking out enemies, much of it also contains unique segments that involve swimming, bomb defusing, and even katana wielding. These segments do a pretty good job in always keeping the game interesting and fresh.

No Metal Gear game would be complete without the boss battles, and Metal Gear Solid 2 has some damn memorable ones. While they were often hated when players first encountered them, overtime they have received a soft spot. This includes a roller skating bomber, a woman who can't get hit by bullets, and a vampire. This also includes segments that were beloved from the beginning such as the player taking on multiple Metal Gears at once. Admittedly it doesn't have the best boss battles in the series, but it certainly doesn't have the worst.

While the game is mostly free from criticism today, that doesn't mean that some of the original critique wasn't deserving. The first is that the plot is a bit too nonsensical, even by Metal Gear standards. It is very difficult to follow and often needs a read through a wikia page to even comprehend the basic points of it. Now to be fair it is clear that the game is meant to be confusing by design, but Kojima and crew went a little too far with it. Rather than the game's plot and world feeling mysterious, at times it instead feels like an incoherent mess. On top of that, while Raiden is no longer a character who whenever mentioned inspires seething hatred from fans, he isn't exactly the ideal character to have in the game. I agree with the consensus that despite his troubled past he seems too much like a "pretty boy" for the series. It comes to no surprise that Kojima rebuilt the character, literally, and turned him into a cyborg ninja.

Metal Gear Solid 2 was quite simply ahead of its time. Back in the early 2000s it wasn't as common for series to experiment too much on sequels. Much of this was due to the fact that 3D gameplay was still very new to players so a sequel improving on an imperfect formula was more than enough to hold their attention. However, Kojima's mind has never worked like that. This is why every mainline entry in Metal Gear Solid has been different from the last. Kojima released Metal Gear Solid 3 three years later and stripped the player of all of their high tech gadgets and dumped them in the jungle as they learned to survive in the wilderness. Metal Gear Solid 4 was a hodgepodge of different locations as Snake had "no place to hide" as he was frequently put into wide open areas with patrolling enemies. Metal Gear Solid 5 took Metal Gear to the open world as players had two huge maps to explore containing multiple bases, secrets, and objectives. It seems that Kojima is never content with doing the same old thing over and over. Personally I feel that this is the real reason why Metal Gear Solid 2 had such an initial cold reception. Back in 2001 players didn't know how Kojima operated, but by his later releases they did. Now that players know what to expect from a sequel headed by Kojima, they can look at Metal Gear Solid 2 through different eyes and see it as it deserved to be seen since its initial release.
 
63| Super Mario 64

Released: September 26th, 1996

Definitive Version: Nintendo DS; Also on: N64, Virtual Console for Wii & Wii U

Uh, I really have to disagree with that.

It was impressive for the time, don't get me wrong, but nowadays I would most certainly take the original game over it any day of the week. I just don't really care for the most of the bloat they added in the remake, and well, Mario 64 just ain't Mario 64 without a proper analog stick. Game basically is the analog stick as far as I'm concerned. Playing it with a D-pad just doesn't feel right. It's kinda like trying to play Smash Bros. with a D-pad instead of a proper analog stick.

When the original Mario 64 gets inevitably re-released for Switch's Virtual Console, that right there will be the definitive way to play the game on the go, in my eyes.
 

CupONoodos

Neo Member
Is it a good single player game?
Multiplayer only with a pretty hardcore community. Definitely not beginner friendly, but if you learn the mechanics and maps, and communicate well with the team you'll find a really engaging multiplayer experience with an aesthetic straight from Ghost in the Shell. Probably the best Ghost in the Shell we'll ever get.
 

Nuu

Banned
59| World of Warcraft

Released: November 23rd, 2004

Available on: PC (Windows & Mac)


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World of Warcraft was a phenomenon during the 2000s. Not only was it everywhere on the internet, but it even broke into the mainstream as it was the basis of episodes of popular TV shows like South Park. The game's success resulted in a lot of the casual gaming audience getting into these more complex games than one would expect. I even saw a fair amount of couples that played the game. Rather than the stereotype being that a male gamer's girlfriend was yelling at them for playing the game too long to spend time with them, it was instead male gamers getting yelled at for playing the game too long as they were eating up their girlfriend's playtime. There was something very immersive and blatantly addicting about World of Warcraft.

I managed to get in the game at the tail end of its hyperpopularity. It was a dark age period from me as I no longer had a gaming PC, but had a MacBook Pro instead. The game selection was smaller, but I decided to try World of Warcraft to see what the hype was all about. My experience with the game could be described in one particular moment. There is one point of the game that involved entering a labyrinth to fight a leader of bandits of some sort. I partnered with a dozen other players or so. We went in and gave it our all. We fought through his henchmen until we got to the big boss at the end of the level. The team fought tirelessly until he was defeated. After doing a celebratory victory pose I walked up with the rest of the group toward the exit to complete the mission. Suddenly, my character fell off the edge of a pathway. I was then warped back to the beginning of the level. I was angry at first, but realized that it would take a bit longer before the enemies would respawn. I began continue going through labyrinth when to my horror I discovered that a few of the enemies had already respawned back to life. Being a low level character I couldn't possibly fight through all the enemies in the area by myself. I called for help on the party chat but no one responded, I did so again and one person actually answered. I told him my situation and he stated that due to me not walking out of the exit I technically didn't complete the objective. However, he will be going back to the entrance to help me out. Being coupled with a very high leveled character gave me just the boost I needed to be able to fight my way, or rather run my way, through the area. We eventually passed the boss area, where he luckily had not respawned yet, and toward the area where I fell. I was being extra cautious this time so I managed not to fall, but my partner did. I asked if he was okay and he stated "I'll be fine, just go on without me!". I ran to the exit and to my relief out the other side, my objective was complete. This was, to me at least, the true pull of World of Warcraft. You were playing a game that was interconnected with over ten million people. These people can help you, betray you, aid you, rob you, or just socialite with you. The "world" in its title wasn't put there for nothing.

The game starts off with the player choosing between the Horde or the Alliance. Once players make their choice they begin their quest in a tutorial like area. The missions start out in either being fetch quests or "kill X amount of enemies". As the game goes on the quests become a bit more varied as they involve the player hunting down assassins, ancient creatures, and exploring dungeons and lairs. This is pretty much what the game revolves around. Explore an area finding people with question marks over their heads, complete their quests to level up, and finding people with exclamation marks over their heads to complete their mandatory quests. Once all of those are complete players move onto the next area. This sounds very simplistic and honestly not too different from your typical WRPG. What makes the game are the people you will encounter during and inbetween these quests. The above was just one of the many examples I had throughout the game of my interactions with other players. There is a certain feeling one gets from actually playing and working with another human being rather than an A.I.

Today the game looks extremely dated technical wise. It is more a less an HD remaster of a Xbox game. What saves the game from being an eyesore is the enchanting art-style. A mix of colorful high fantasy with a dash of cartooniness results in a game that looks timeless. Sure it isn't say Okami but it still looks pleasing to the eyes twelve years later. The character designs are also unique and appealing. It definitely sets itself apart from its Tolkien aspired roots as the game has its own style and atmosphere.

There was a time when to many gamers Blizzard could do no wrong. Their games were seen as perfect as Nintendo's top tier offerings. Over the years people have taken off their glasses and have observed some of the flaws. World of Warcraft isn't an exception to this. My biggest problem with the game, and why I no longer play it, is that the game suffers from something I like to call "Grand Theft Auto syndrome". This involves having a game that is a sandbox (or sandbox-like) experience and relies in entertaining the player by giving them what seems like an endless amount of choices of what they could do at any given time during the game. This seems amazing at first, but soon the player discovers that out of all the things the game has to offer, there are only a handful of them that the player actually enjoys doing. After some time the player eventually gets bored with the game. This is exactly what happened to World of Warcraft with me. The first two months I was addicted to the game playing it hours on end. However, after the second month I became very bored with the game. The quests seemed all very similar and just finding ways to shoot to shit with players just became boring. These sandboxy type games tend to be the jack of all trades, masters of none, type of ordeals. And that is perfectly fine. However, what's the point of playing a game for hours on end if there isn't much to master? Sure I kept hearing from diehard players who kept trying to keep me in the game that it really opens up when raiding is involved. But from my brief experience of it, it just didn't entertain me that much. Looking at the game's subscription base, it seems that I am not alone as it now has less than half the amount of subscribers as it did when I initially dropped out.

Despite that, the game was extremely fun and entertaining during my time with it. Two months is about the length of a meaty RPG anyway, which kind of starts the philosophical question of "is there that much of a difference between having an extremely good time by completing an 80 hour game and having an extremely good time by clocking in 80 hours of a game that is hundreds of hours long?" If the answer "no" is in anyway partially true than World of Warcraft definitely deserves to make this list. It is one of the most memorable game experiences I have had. It is true that today the game is no longer at its high mark of 12 million players and is no longer the game publishers flock to emulate, as that title currently belongs to League of Legends. However, it is still a major game pulling in millions of subscribers and even has a blockbuster film behind it. Blizzard even expanded the series further by creating Hearthstone: Heroes of Warcraft, a widely successful online collectible card game. World of Warcraft catapulted the "Warcraft" brand to be a multi-media phenomenon that is possibly only rivaled by Poke'mon. It is one of gamings most infamous brands and will likely be around for another 22 years.



58| Space Funeral

Released: September 17th, 2010

Available on: PC


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Undertale seems to be all of the rage lately as it takes the classic Mother formula of mixing JRPG with a comical theme that doesn't take itself too seriously. While I do agree that Undertale is a great game, it appeared on this list after all, I wonder why there wasn't such fanfare for Space Funeral which came out half a decade earlier and was free. Sure the game was even shorter than Undertale and didn't quite have its production values, but its world was even more intriguing and "weird" than Undertale's. It's a hidden gem that definitely deserves a playthrough from anyone.

The game begins with a selection screen giving the player the option to start a new game, load a game, or exit the game. What's strange is that rather than having these things written out, all of the options simply say "Blood" instead. This is accompanied by a bloody disembodied head on the title screen. To add to that the Final Fantasy theme is being played, though in an off-tempo manner. Once the top "blood" is selected the first screen appears. The player controls the character of a fat sobbing young man. He is in front of a casket which contains him. Standing next to it is a zombified man and next to him a woman who is possibly his mother. When the character talks to the woman she repeats "Eat your greens." The hysterical fat character exits the building to find himself in a nightmare inducing world filled with blood lakes, giant disembodied heads for houses, and strange creatures including zombies, muscle men, wizards, and ball shaped rabbits. The world is truly unlike anything else you will encounter in a video game.

The plot starts off when the player eventually bumps into a horse with its head and tail chopped off. The horse is very much alive and even talks. According to the horse, who calls himself "Leg Horse", he was once a king and someone took over his throne. He has since been on a quest to take back his rightful place as heir and demands that the sobbing young man accompanies him. This is the basis of the story, but just like Mother and Undertale, what makes the game stands out isn't the plot per say, but the characters and locations the player will visit during the journey. Players will find themselves roaming through blood caverns, talking with a Guru Wizards, fighting of Crime bosses, meeting vampires, amongst other things. It is all very "Mothery" but with a twist of course.

The presentation of the game is fantastic. The setting has been described enough as it mostly consists of a living nightmare world with blood and decapitation at every turn. What adds to this is the game's art style. It is very crude and unprofessional as it all is done in Microsoft Paint with single filled colors. Despite this it works very well and helps it stand out. However, none of this even mentions the game's psychedelic '60s and '70s era soundtrack. It sounds crazy at the first listen but it is absolutely perfect for the game. It adds to its mysterious and unsettling atmosphere as your ears are in the same state as your eyes. It is a state of encountering something strange and possibly even grotesque, but you just can't find yourself to turn away as you actually enjoy what you are experiencing.

I have yet to mention the game's actual gameplay. While the setting and theme are anything but typical, the gameplay itself is actually very average. It is your usual linear JRPG experience. You follow a pathway on the map until you get to the next major event. During the travel toward the destination the heroes will come across enemies they will fight in a turn based battle system. The only thing to really note is that the game doesn't use random battles, but rather the more modern system of having enemies follow the player around on the map to in which if they touch the player then they will be transferred to a battle screen. The game's battle system is active turn based, so each character will have a meter that fills up until they can attack. The character can't sit around too long as the enemies have such a delay between attacking as well, and as soon as they can attack they will. During the battles their is a command list where each character can either attack, use a skill, use an item, or use "mystery" which has rare chance of causing something random. It's essentially the ATB battle system from Final Fantasy. It would be nice if the game did something a little more unique, but being that everything else about the game is so different it isn't that much of a mark against it.

The game isn't perfect as it is too short and could use a few more stand out characters. That said it is still a highly enjoyable title that deserves a playthrough from any gamer. The atmosphere is amazing and its style is very baldly and is nothing that a non-independent developer would ever dream of attempting. Once again the game is free. F-R-E-E, free! There is no excuse not to at least try the game. Believe me you will not regret it.



57| Mario Kart 7

Released: December 4th, 2011

Available on: Nintendo 3DS


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Quick question, what is Nintendo's consistently best selling game series? You answered Super Mario correct? This would be the obvious choice for how much of an anchor the series has been for the company and gaming as whole, however, that would be incorrect. Over the past thirteen years (and possibly before) the Mario Kart entries have consistently sold more than their Super Mario counterparts, and often chart as the best selling or second selling titles on their respected systems. Thus the "spin-off" series has surpassed the father series.

This isn't too surprising as Mario Kart has a lot of a appeal. In many ways it is the perfect party game. It takes the "dull" racing genre and spices it up with attacks, charge strips, and wacky level design. The fundamentals are tight enough so that the game still feels competitive, but is also random and zany enough to be welcoming to new players. Anyone who has ever picked up a Nintendo controller knows the deal with Mario Kart. You can select a wide range of a cast of characters from the Super Mario universe. Each of them has their own different kart with its own strengths and weaknesses, though newer entries are starting to get away from this as they offer completely customizable cars. The player rides across a race track complete with speed strips, bottomless pits, lava, ramps, and even wild creatures ready to munch racers up. A few points throughout the course there are boxes with question marks in them. These boxes give the player special abilities such as shells to shoot at other players, banana peels to drop, and even bullet bills that give the player a huge speed boost for a matter of seconds.

This all seems very random and varied, but Mario Kart 7 specifically adds even more things to the formula. The most obvious is that cars now have the ability to fly and go underwater. Throughout the stages there will be segments where cars dive into lakes or have ramps that go off of cliffs. The cars will then spout propellers or gliders depending on the situation. Personally I feel that these parts of the stages add a lot of variety to the tracks and keep the game fresh. There is also the option to drive in a first person viewpoint. It isn't preferable but it is interesting to try out, specifically due to the Nintendo 3DS's 3D capabilities.

On top of the expected Grand Prix mode and head to head racing modes, the game also has the return of Battle mode. In this mode players are put into some sort of kart arena where they drive around picking up random items from question blocks as they collect coins. The objective is simple, collect as many coins as possible. As players collect coins they have to avoid being hit, as one hit will result in them losing their coins. While collecting coins, they should also be at least somewhat focus on taking out other players to have them drop their coins. The person with the most coins at the end of the match wins. It's a bit different than the "balloon" affair of "three strikes you're out", but it is much more preferable as it keeps players in the game and thus the challenge factor up.

Mario Kart DS was a huge step for Nintendo. This wasn't just because it had online gameplay, but that it managed to have good online gameplay in terms of netcode(a memo that the Super Smash Bros. Brawl team didn't get). Mario Kart 7 continues on this tradition as the netcode is very smooth. Say what you want about Nintendo, but when they want to they can make games with damn good netcode, embarrassing Capcom, From Software, and Activision. I can be playing with someone across the world and still have a reliable connection with them. This goes both for head to head races and face to face battles.

There isn't much else to say about Mario Kart 7, it is by far the best Mario Kart, at least portable Mario Kart, you can get. Not only does it feature everyones favorite characters from the Super Mario universe, but it has a collection of tracks and customization options that appeal to everyone. On top of that it has a strong netcode and active community that makes online battles available whenever desired. It is likely the best selling SKU for the its respected system and it's easy to see why.



56| To the Moon

Released: November 1st, 2011

Available on: PC ( All major OSes)


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RPG Maker has come quite a long way as a game making tool. For years the software was laughed at and scrutinized. The tool didn't demand basic coding and didn't even require users to create their own assets. What resulted was a community that was filled with very broken and unplayable games. In its sea of shit however, there were a few gems. This most notably began to happen in 2008 where three quality titles were released. The first was the infamous Barkley, Shut up and Jam, Gaiden. This was a post-apocalyptic parody JRPG where players played as basketball legend Charles Barkley who many years ago performed a dunk in a basketball game so powerful that it became a bomb killing most in attendance. As a result basketball was outlawed. Unfortunately, recently another unknown person performed another dunk that was so powerful that its resulting shockwave turned into a nuclear bomb which killed millions and turning its pinpoint of New York City into a wasteland, and Barkley is blamed for it. The next game was an episodic series called The Way. This was a standard storybased JRPG with very short but satisfying episodes of the player following the path of a hero. The third game was a French title called Off which the player plays as a character who fights with a baseball bat as they journey through a world that is, in reference to the title, feels very off. However, no title managed to completely shatter the stigma attached to RPG Maker than To the Moon.

Rather than being a JRPG, like most RPG Maker games, To the Moon is instead a narrative based adventure game with some puzzle elements. The player primarily controls two characters as they interact with the environment in order to progress the story. Throughout the game there are also these strange puzzle-like events that have to be completed. This all seems very basic and stale, but this is truly a game that is carried by its story and writing.

The game was released in 2011, putting it into the era where there was a lot of media about people venturing into other's minds and altering their dreams/memories. The film Inception is obviously the most well known of these. To the Moon takes from this premise as the player controls two employees of a company that is known to grant wishes. Essentially it involves people going into the minds of others and altering their memories so that they achieve their dreams. The player controls either a cool headed and professional employee named Dr. Eva Rosalene or the slight goofball Dr. Neil Watts. They walk into the mansion of aged Johnny Wyles who is on his deathbed. He has one wish he wants to be granted, he wants to go to the moon. The rest of the game primarily revolves around the doctors traveling through Mr. Wyles' mind as they try to alter history and have him achieve his life long dream of space travel.

As said before, the meat of this game is in the story. It is very engaging and emotional. There will be times where the player's heart will sink and others when they will jump for joy. This is primarily due to the fact that the characters in the game are written very well.It is actually some of the best writing I've seen in a game. Each textbox has depth and weight that carries on to it, thus each event that happens feels very significant. In all honesty, playing this game feels much like watching a movie. The game will have the player travel back and forth through "time" as they engage with the butterfly effect with Mr. Wyles' childhood, youth, adult, middle aged, and elder years. Each time period revolves around triggering a major event to be changed just so that Mr. Wyles dream is achieved. It's very interesting seeing everything being played out.

Despite being on the primitive and restrictive RPG Maker tileset, the game actually looks very good. The art style is very appealing with a dreamy looking palette and well done lighting. The only complaint is that the game features a fair amount of screen tearing, especially when the camera goes through long pans. The game also has a soundtrack that is unique to the videogame space. It is mostly composed of piano pieces, and once in a while switching things out with an acoustic guitar. It's a simplistic soundtrack that does well to complement the game's classy presentation.

The major fault with the game however, is that it is a bit too short. I clocked in roughly three hours into the game, so it is only a bit longer than your average drama film. Regardless, the game is still cheap and its ten dollar price tag is more than fair. The game has won many awards, including story of the year from a big named publication, proving that it isn't the tools that make the game, but the one using them.
 
nuu said:
Sonic the Hedgehog

. . .this is still the best entry in the series
I strongly agree with this statement. I was writing feverishly about this topic a couple days ago. Glad to see you didn't put the definitive version on a handheld.
 
Interesting list and I appreciate the effort here. I feel like we have similar taste, so I'll definitely check some of these titles that I've never heard of (Blade Symphony, etc.). I'm slightly sickened by the placement of Chrono Trigger and Mario 64, both top 10 games for me, but I'll forgive you
 

dickroach

Member
Sonic 1 is about one tenth the game DKC 2 is, and worse than both Sonic 2 and Sonic 3. I was sitting back and letting it play out, but yeah, this list is trash.

Top 100?

Jesus, I'd struggle to make a top 10...

most of these rankings are pretty arbitrary. delete the list and tell OP to make a new one in a week and it would look completely different.
 

Nuu

Banned
55| Splatterhouse

Released: 1989 (Exact date unknown)

Definitive Version: Arcade; Also on: PC Engine, Wii Virtual Console, Playstation 3, and Xbox 360


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Friday the 13th was released in 1980 and was wildly successful.Filmed on a budget of around half a million dollars the film went on to make sixty million in the box office alone. This led to a slew of sequels as the humble indie film quickly turned into a yearly franchise. Campy violent horror films were all the rage in the 1980s. They were particularly popular with male teenagers and young adults who just love blood and gore. Despite violence in video games being heavily scrutinized as gaming was still seen as a "kids" hobby, that couldn't stop the industry from staying away from the lucrative hunger male teenage and young adult market, a market that will come to define gaming in later eras. Namco decided to make a game solely targeted toward this market, in which stared a Jason Voorhees knockoff as he fights off an onslaught of monsters. The game was appropriately titled Splatterhouse.

The actual game of Splatterhouse couldn't be more simple. It is a beat-em-up that involves the player walking toward the right side of the screen as they punch, kick, and decapitate enemies. The player uses two buttons. One button controls leg attacks, while the other controls the character's arms. Enemies in the game tend to be really dumb. They simply just walk up to you and try to hit you. The challenge is when a group of them all come at you at once. On top of that the stages are filled with various traps that will throw the player off and cause harm to the character. This is where most people complain about the game. They claim that the game is far too simple and is only remembered due to its violence. I disagree. While I agree that the game is very simplistic, that is the beauty of it. Just bashing enemies to bits feels fun compared to many other beat-em-ups. And to me that is the most important aspect in a game like this, how it feels playing. The damage collision is very satisfying.

Admittedly, the violence certainly adds to the satisfaction. Yes it feels good bashing your enemy to bits, it's even better when you see those bits deteriorate as a geyser of blood spews through the enemy. Make no mistake, Splatterhouse is a very violent game, especially for its time. In addition to the enemies being decapitated and exploding with blood spewing out of them, the levels are decorated with decaying bodies, blood and guts in the ground, and just unsettling images. Enemies are designed very grotesque as many have rotting and damaged body parts. It was certainly a very ballsy title of its era.

As said before, the game was carbon copy of campy horror films from the 1980s. It managed to come out at the absolute twilight of the phenomenon as it came to Western shores the year that would mark the end of the annual Friday the 13th releases. The story is about a couple that are running through the woods. The game doesn't explain why, but later playing the outdoor stages with the undead walking about, I assume they got spooked by the monsters. They go inside this mansion and see and the boyfriend meets an ill fate. While laying their dying he becomes possessed by a mask and transforms into a super strong Jason Voorhees knockoff. The rest of the game involves the player saving his girlfriend. I have to say that it is kind of a weird twist seeing the monster being the "good guy" for a change...well sorta.

As expected the game did cause a bit of an uproar during its initial release. Especially since the console version on the PC Engine (Turbografx 16 to Westerners) wasn't really toned down much for gore. That said, the game didn't cause as much controversy as expected due to the fact that the arcade release wasn't too wide and that it was only ported to an ill fated console. By the time the sequels arrived it was around the time that Mortal Kombat released, so its clear that it stole its controversial thunder.For better or worse, Splatterhouse is remembered as a game that was all style and no substance. Something that I don't completely agree with, but alas opinions are opinions.


54| New Super Mario Bros. Wii

Released: November 15th, 2009

Available on: Nintendo Wii


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After Super Mario World launched on the SNES, it would be years before Nintendo made another proper Super Mario game. As a matter of a fact, after Super Mario Land 2, which was released in the West a year after Super Mario World, there wouldn't be a new 2D sidescrolling entry staring Mario until 2006. New Super Mario Bros. for the Nintendo DS was hailed as the return of Mario to traditional form. And to make sure people understood that this is a unique installment rather than a simple port or remake of a previous game, Nintendo even put the word "new" in the title. While the game met huge critical and commercial success, I didn't really feel it. In fact I sold it a few days after I got it. Just something about the game felt "off" to me. So when Nintendo announced New Super Mario Bros. Wii, I was a bit skeptical. After playing the game however, my skepticism quickly turned into excitement.

New Super Mario Bros. Wii is a continuation of the Super Mario Bros. series. Anyone who even knows what a video game is knows the premise of a Mario game. The princess gets kidnapped, so it is up to Mario, and at times Luigi, to save her. The game involves the player often going toward the right side of the screen as they hop on platforms, jump on the heads enemies, and jump under blocks to receive coins and special abilities. It is a classic formula that has stood the test of time very well.

Luckily, Nintendo didn't just set on their laurels as the Wii entry has some new features. The game has new suits and level styles for the player to take advantage of. There is a penguin suit the protagonist can wear where they throw snowballs to freeze enemies and can slide through ice as if they were sledding. There is a lot of ways to play around with these mechanics as you can freeze enemies to extend your jump range, come to an abrupt stop, amongst other things. There is also the propeller suit which has the character flying and gliding throughout the stage. No Wii game would be complete without Wii remote functionality, the game has platforms that the player has to tilt the Wii remote back and forth to move. The propeller suit also requires the player to waggle the controller to have their suit's propeller spin.

The biggest addition to the game however, was the inclusion of multiplayer. In this mode up to four players can play the game. Admittedly it makes the game much more fun as you can work with, or against, your friends to complete a level. One complaint that is found often with these multiplayer components is that the game becomes too chaotic and the other players just get in a way. In a genre where space and timing is important, other people jumping around in the screen space is certainly a deterrent. While this isn't as much of a problem in New Super Mario. Bros Wii as it is in other games, it still is a problem. If one wanted to clear a level the fastest and/or most efficient way possible, it isn't best to bring a friend. Nevertheless it is still a fun multiplayer mode and is a good alternative if you and your friends become bored of Smash, Mario Kart, and Wii Sports.

The graphics in the game are clean, but a little plain. Unlike taking the route of Vanillaware, Ubisoft, and Nintendo's own Wario title, New Super Mario Bros. Wii looks very basic. In its defense there is an advantage to this. There isn't much clutter or confusion on screen thus the player can always tell where their next platform is. Also let's be honest, with the exception of Super Mario World 2, which technically wasn't even a Super Mario Bros. game, the series has never really been much of a looker. For what's it worth the graphics are very colorful and vibrant, and the music is classic Mario through and through.

It was a bit odd that the Super Mario Bros. part of the Mario franchise was virtually dormant for fourteen years. This is a series that carries on a legacy like no other game in the history of the industry. Being that both the DS and Wii versions sold around thirty million copies, Nintendo has definitely realized their error. Possibly a little too much as they released a total of four 2D Mario games just six years after the series made its hallmark return. This isn't to mention the Super Mario 3D entries, which feel much like a 3D version of the New Super Mario Bros. games, if that makes sense, and Super Mario Maker. Regardless, I think any gamer would prefer a gaming world with traditional Mario than one without.



53| Dungeon Explorer

Released: 1989 (Exact release date unknown)

Definitive Version: PC Engine; Also on: PSN for PS3 and PSP, Virtual Console for Wii


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Atlus is one of the most respected role playing developers out there. The company has shown to provide quality products in the genre with games as avant garde as the modern Persona series to as traditional as Etrian Odyssey. But even way back in the 1980s the company still produced high quality RPGs. Dungeon Explorer was a game I downloaded off of the Virtual Console on whim. The game seemed archaic at first, but before I knew it I was hooked. It soon became a game that friends and I would regularly play after school. It was a cult classic in the making.

Dungeon Explorer is extremely similar to Gauntlet. Up to four players can play the game at once. The game starts off with the player(s) picking a character class. Each character class has different speed, health, attack power, and possibly a special ability. The players attack enemies by shooting swords, magic balls, or arrows at them. The game primarily focuses on the players entering dungeons and defeating enemies until they get to the dungeon boss. What makes this game different from Gauntlet is that it actually has a story and is more open ended. Being that the game was released in post Dragon Quest world, Dungeon Explorer had a story about serving King while the player had the ability to walk around various towns and talk with local residents to gather hints of where to go and what to do. It certainly isn't the most advanced storytelling in the era, but even today it is pretty rare to find local on screen multiplayer games with any sort of story attached to them.

Make no mistake, Dungeon Explorer isn't a masterpiece. The game has many flaws including an awkward difficulty curve, classes which simply can't beat certain bosses, a so-so artstyle, and a paper thin plot. However, it has a strange aura about it that pulls people toward it. Despite being in an age of Call of Duty: Modern Warfare and Super Smash Bros. Brawl, I still had friends who preferred to play Dungeon Explorer. I feel that this is because despite the game's flaws, it does some things very well. The first is that it nails the feeling of exploration. Despite it technically being limited, players are forced to actually explore their surroundings. They have to talk to towns people, look for well placed caverns and doors, and keep various hints in mind. Personally I found these parts of the game just as fun as the dungeon segments. This isn't to say that the dungeon segments are weak. In fact the dungeons are great. The enemies are no pushovers and there is a ton of variety to them. And unlike Gauntlet, enemies are challenging due to their attack patterns and placements rather than due to them being a horde. The classes all feel different as well. Some classes allow the player to move around very quickly, but lack powerful attacks. Others may be moderately fast in speed and have poor attack power, but have longer range. On top of this some classes have special abilities such as the ability to heal or even change the game's music! There is a lot of variety to choose from which means that there is a bit of play when it comes to the games tactics.

Presentation wise, as said before the game isn't a looker and the story isn't that good. But the soundtrack is excellent. It outputs off the synthy and arpeggio sounding PC Engine very well. Showing that its sound style can offer a healthy alternative to both the melodic Super Nintendo and the hard hitting grunge of the Mega Drive. The music was done by Tsukasa Masuko who did the pre-Nocturne Megaten games. His standout works are Shin Megami Tensei II and Devil Summoner: Soul Hackers. He fathered the entire Megaten sound style and tone. It comes to no surprise that his talent excels no matter what title he works on.

Dungeon Explorer is admittedly a pretty odd game to have on this list. Most would dismiss this entry as nostalgia, however I didn't play the game until it released on the Wii's Virtual Console. The game's flaws have always been apparent, but it is still wildly fun to play. I am also not alone in this as I had friends who enjoyed the game as well. The best way I can describe this game is that it is a cult classic. While it has flaws, it contains specific strengths that aren't too commonly found in most other games. Its sense of exploration and cooperative play mix very well to give off a unique experience that stands the test of time. There was a modern entry released for the DS and PSP around ten years ago, but they didn't leave the narrative based multiplayer components intact. They also weren't particularly good. Now that Hudson is defunct, I hope that Dungeon Explorer can find its way back into Atlus's hands for a quality modern update.



52| The Witcher

Released: October 30th, 2007

Available on: PC (Windows & Mac)


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It was a dark time to be traditional Western Role Playing Game fan during mid and late 2000s. The genre had found stunning success with The Elder Scrolls IV: Oblivion as it had broke sales records for the genre. For those too young, The Elder Scrolls IV: Oblivion was the first game of the genre to truly hit the mainstream game player. Sure some would argue that technically Bioware beat Bethesda to the punch with The Knights of the Old Republic. However, as praised as that game is, most of its commercial success was due to the Star Wars license. The Elder Scrolls: Oblivion was the first IP to popularize and mainstream Western RPGs on consoles with it's own laurels. Unfortunately there was a price to this. The audience in the console market was much more casual compared to the more technical savvy PC gamer. As a result The Elder Scrolls IV felt less like a RPG and more a exploration game. It wasn't long until Bethesda managed to try the formula again, this time with the Fallout franchise. Fallout 3 was hailed to be the great return of the series. However, most of the WRPG fanbase were distasteful toward it once they realized it was being made by Bethesda. Their fears turned out to be warranted. During this time however, there was a different ambitious WRPG in development.

A completely unknown studio that's only experience was translating various role playing games to Polish, was making a big budget, or what was considered big budget at the time, WRPG. Rather than taking after The Elder Scrolls IV, it would instead take after more beloved cult classics such as the Black Isle games where the meat of the game was making morally gray choices. It focused on this so much that the game's tagline was something akin to "there aren't any choices, just consequences." When the game was finally released it lived up to its expectations.

The Witcher focuses on a man named "Geralt". It turns out he isn't much of a man at all, but rather a witcher. Witchers are essentially mutated men who wander the world as for hire monster slayers and occasional dispute solvers. In layman terms they are essentially samurai in Polish folklore. Throughout Geralt's journey he will encounter many quests that will give him the option, or outright force him, to make very tough decisions. Morality isn't measured in whether one wants to be good or evil, but rather the beliefs of the player. Questions such as who is more fit to be a mother or whether or not the public should know dire information even if they may incite violence when knowing it, are what the game focuses on. There aren't any easy choices in The Witcher. Best of all, all of these choices can have a substantial effect the game's story and general world. As the player makes decisions, his relationships and even alliance changes throughout the course of the game. Friends become enemies, terrorists become allies, and entire communities will either hold you up or hunt you down. Thus the game offers a different experience for each player and each different playthrough.

The game is designed just like any other traditional WRPG. The player roams around the world discovering various towns as they talk with townsfolk performing a variety of quests. While on these quests key information is discovered on where to go next to progress the game. They player will follow the trail these quests lead to until they eventually get to the end area and final boss. Like most WRPGs, it isn't the main quest itself that makes the game interesting, but the journey toward completing the main quest. Discovering new locations is very exciting, and merely talking with others can be a rush itself as the result of the conversation can be creating a new friend or foe.On paper The Witcher doesn't do anything particularly new with the genre, other than bringing it to the third dimension. However, it is the fact that it does those things so very well.

Rather than being turnbased or even psuedo-turnbased, the game uses a real-time action combat. Players wield Geralt's swords around as they defeat enemies and monsters. Geralt has two swords. The steel sword is to fight off humans, while the silver sword fights off monsters. This is very important to remember as using the wrong sword severely handicaps the player. Geralt can also perform magic attacks such as lighting enemies on fire or even stopping them in their tracks.These are very useful, especially when fighting multiple enemies at once. In addition to all of this, the player can also craft potions which can result in Geralt delivering more powerful attacks, the ability to see in the dark, amongst other things. Sure the combat isn't as deep as Devil May Cry, and the magic attacks could be balanced better, but it still works very well considering that even today most open world RPGs shy away from real-time combat.

What really made The Witcher stand out during release was how adult everything was presented. Make no mistake, The Witcher is a game made by adults, for adults. Sure around the time of The Witcher's release there were plenty of games meant for "adults" but most of them earned those titles by just upping the gore factor and dirtying the language. In contrast, while The Witcher does feature naughty medieval language and violence, it doesn't let it define the game. What defines the game is the conflict and harsh realities the player comes by. The day to day conflicts of quarrels between neighbors, couples, and different factions. The realities of racism, poverty, and abuse. These are subjects that, especially at time of the game's release, are rarely touched on. It is those moments that The Witcher series is the most remember by, not its cutting edge 3D world, sense of exploration, violence, or general "coolness". Not that the game lacks any of those things, but the point is The Witcher stands out where it is suppose to stand out.

The seemingly unknown Polish developer's gamble paid off big time. The Witcher was a huge success, and probably was the last successful big budget RPG that is exclusive to the PC. Each concurrent release became more popular and successful, with the third entry reaching flagship worldwide success. Even in Japan, the Witcher series is a recognizable brand. The series developer, CDProjekt, is red hot right now due to The Witcher 3's success, their digital platform is growing, their next AAA WRPG is in development, and they recently formed a new branch. The WRPG genre is also a lot more healthy as quality titles don't seem to be in shortage. Much of this is due to the success of funding companies like Kickstarter, however, I wouldn't be surprised if The Witcher helped by proving that deep WRPG gameplay is still viable for the mass market. No matter how you look at it, The Witcher's release had quite an effect on gaming
 
I don't think I've ever even played through 100+ games to make a list like this, much less with this much detail. Good job.
 

Nuu

Banned
51| Final Fantasy VII

Released: September 7th, 1997

Definitive Version: PC; Also on: PSN for PS4, PSVita, PS3, and PSP, PS, iOS

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It is impossible to understate just how dominate JRPGs were to the Japanese marketplace during the 1990s. They were a phenomenon in which huge swathes of the population would rush to the stores to purchase the latest entry in their favorite series. It is sort of similar to how first person shooters were all the rage, and arguably still are, in North America during late 2000s and early 2010s, where seemingly every child and adult rushed out to purchase the latest Call of Duty, Battlefield, and Halo. The appeal of the genre was very clear, they were essentially playable anime. They took the complicated role playing genre, and crafted it for the mast market, while putting in an engaging story and characters. It was the mix of the right amount of depth and simplicity to please audiences. Despite the genre being an seemingly unstoppable force in Japan, in the rest of the world the genre was very niche. JRPGs were very rarely released in the west, and even if they were released there tended to be very few copies available. On top of all that they were terribly translated to the point where Google Translator would do a better job than the "professionals" these companies hired. To sum up how JRPGs were treated in the western marketplace, I recall hearing a story from someone who stated that when they were young they went shopping for Sega Master System games. He saw Phantasy Star for over $120 a price that he was surprised by. When he asked the clerk about the game, the clerk responded "oh that game, it's priced so high because it is a RPG and these games never sell. I just mark it up until a collector comes by and buys it...eventually."

In 1997, the genre was the hotter than it ever would be in Japan. Final Fantasy VII was released and used the CD capabilities of the new Playstation console to their fullest extent. Sony saw the immense success of the game in Japan, and was determined to replicate that success in the West. So they devised a ingenious idea. Rather than marketing the game as role playing game or as an "anime comes to life", they instead decided to market it as a blockbuster film. Pumping in $100 million for the U.S.. marketing budget alone, on top of its original $45 million development costs, Final Fantasy VII was truly the first AAA game that would be AAA by today's standards. Today this seems like standard fare, but back then it was insane. Well until Final Fantasy VII became one of the best selling games on the system. Final Fantasy VII not only became one of the Playstation's most prominent system sellers world-wide, but it also brought JRPGs into the main stream. Not only were JRPGs started regularly being released in the west in available quantities, but they were also reasonably translated.

Final Fantasy VII clearly has a strong legacy, but what of the actual game itself? Despite the game receiving a lot criticism over the years, it has actually aged extremely well, outside of its chunky and blocky characters.Despite being copied to hell and back, the game's world still feel very original and dark, while characters are likable and stand out. Despite being hailed as the first big "3D JRPG" the game is actually two dimensional for the most part. It uses painted backgrounds and puts 3D models over them to give an illusion of a 3D world. At times it works very well, however during close up shots, the characters really stick out like sore thumb. At times it makes one wish that the character's were pre-rendered in the same style of the backgrounds to keep consistency. What's impressive is that at times throughout the game the backgrounds will actually animate while the player walks around, some of these animations are actually really complex such as one scene requiring the player hop onto helicopter.

The game's graphics shine during the battle segments of the game. The Playstation's sweet processing power goes toward rending three characters and a few monsters. Character's look much more detailed and alive, and just makes one wish that this is how the game looked throughout the entire playthrough. One thing that has aged quite a bit are the cutscenes. Seen as cutting edge at the time, today they aren't too impressive. This is particularly with the characters as they are textureless and use basic lighting and shading. It leaves a lot more to be desired, however to be fair Squaresoft really brought their A game when it came to artstyle, graphics, and CG with their next Final Fantasy entry.

The story of the game is pretty complex. The best way I can describe it without going too much into detail is that it focuses on terrorism, environmentalism, clones, and classism. Sure, today it seems like the typical JRPG and anime "deep for the sake of deep" trope, but at the time it was extremely unique when most RPGs had Medieval settings and plot points. To its credit, the plot is still very good today and despite being a bit full of itself, is still very engaging. As said before though, the characters stand out at least as much as the story. There's Cloud the dickish hero, Barret the stereotypical angry black man, Tifa the badass female fighter, Aeris the kind hearted love interest, Red XIII the experimented creature, and many others. Again this sounds typical, but just like with the story, this was very unique at the time and even today the characters do well to stand out. I mean think about it, a black main character...in a JRPG!? Truly a radical idea if I've ever heard of one.

The battle system is your typical Final Fantasy battle system. It's active turn based where characters can attack, use a skill, an item, or possibly magic. It's all very standard, and while it isn't particularly bad, it isn't particularly good either. It merely gets the job done. There is also the materia system in which players can equip special crystal orbs to gain ability and up stats. It was pretty interesting at its time and has since become staple of The Legend of Heroes series. It brings much needed variety and strategy to the battle system.

What I feel makes Final Fantasy VII standout even more so than its setting and characters, is how smooth and quick plays. It's truly a game where you can go through a lot and make significant progress in a single sitting. While most RPGs, even today, take a significant amount of time for the player to achieve anything, in just an hour or two of playertime a significant chunk of Final Fantasy VII's world and characterization will be finished. The game is very well paced and does its best not to drag on. Part of this is due to the game often changing locations as you are never in one place for too long of a time. Another part of it is that the game always throws in various situations toward the player, whether they be serious or humorous, to keep things interesting. It's something that I feel that RPGs, both Japanese and Western, tend to lack and what often has me put them down after a few hours of playthrough. Building up a story and world is important, but it doesn't mean that things have to move along so slowly. This also lends Final Fantasy VII to be a very replayable game, especially since the game has a lot of hidden treasures and secrets, there are even party characters integral to the plot that the player may not have gotten during their first playthrough.

Final Fantasy VII is underrated. That's right underrated.While I do agree that back in the day the game was overblown in its quality of being "the undisputed greatest RPG of all-time", today things are a bit different. It seems that people just criticize this game solely because it is the most popular Final Fantasy game. While I can see others liking Final Fantasy VI, IX, and XII more, I think that VII gets too much hate. The game has aged extremely well over the years, and is still very fun to play. The characters are interesting, the world is engaging, its fun exploring the towns, and the game is paced very well. This may be controversial to say today, but in my opinion Final Fantasy VII is the best Final Fantasy game. Despite the game easily making this spot on its own merits, it also had a huge ripple effect on the industry. If it wasn't for Final Fantasy VII, we would have gotten so many Japanese developers to put their games out in the West. No Shin Megami Tensei, no Tales games, no Legend of Heroes, no Xenoseries, etc. Any fan of the genre should know the game's legacy and its effects on the industry.



50| Gunstar Heroes

Released: September 9th, 1993

Definitive Version: Sega Mega Drive; Also on: PC, Virtual Console for Wii U, eShop for 3DS, PSN for PS3, XBLA for Xbox 360, iOS


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We have officially reached the latter half of this list. And due to the occasion I'm going to celebrate with a bang. Gunstar Heroes on the Sega Mega Drive is one of the best, if not the best, run and gun shooter of all-time. The origins of the game began when when a group of developers decided to pack up and leave Konami to start their own studio. This was the birth of the well renowned game developer Treasure. Their first game was going to also be a run and gun game, but this time for the Super Nintendo's rival platform the Sega Mega Drive. However, they wanted the game to differentiate itself from Contra. For starters the game was going to be a lot more bright and cartoony as it would take more influence from Japanese anime more so than dark and serious American cinema. Most of all, the game would be much faster paced and chaotic than Contra to take advantage of the Mega Drive's extra processing power. The result is one of the system's finest titles.

The game begins as one, but preferably two, player(s) start the game and select their weapon type. Initially the player(s) have the choice of a rapid fire weapon, a beam weapon that is slightly slower than the rapid fire weapon, a lock-on weapon that automatically hits any enemies but is very slow, and an extremely rapid fire, but limited range flamethrower. Being honest, only the rapid fire and beam weapons are useful in these initial forms. The player(s) can then select from four different stages. Each stage is different, so I'm going to start off by focusing on the first one. The first stage plays much like any other run and gun game at first. The player(s) run to the right side of the screen as enemies and the occasional platforms appear. Suddenly, something about the game becomes quickly obvious. There are a lot of enemies on screen, and when I mean a lot of them I mean A LOT. The game throws as many enemies on the screen as the player(s) can handle, the fact that they explode when "defeated" leaves the screen to be constantly covered in a shade of yellow, orange, and red. As the player(s) walk through the area they will see flying robots dropping orbs that look just like those in the weapon select menu, or with hearts on them that heal your health. When player(s) pick up these familiar orbs they power up their weapon. If they grab a rapid fire orb, their weapon will now fire even more rapidly, if they grab the beam orb than their current weapon will become "beamier", if they pick up the lock-on orb than their weapon will automatically lock onto enemies, and if they use the flame orb than their weapon will become a charged up flamethrower. If for whatever reason the player doesn't like this new addition, they can then cancel out one of the two orbs and use the default weapon. It may seem basic today, but it is pretty impressive that the game managed to incorporate all of these actions.

One thing that makes Gunstar Heroes stand out from other run and gun games is the sheer mobility the player(s) have. Not only do the characters run at a reasonable speed, but they are also very nimble, and can jump a considerable distance while being able to damage the enemy by body slamming them. On top of that the player(s) can also throw the enemy to damage them. In a way this gives the game pseudo-combos as the player(s) can technically shoot at the enemy, then body slam them, and finish them off with a throw.

Even as an introduction level, it is very varied. It doesn't take long before the player(s) come across the first boss of the game, which involves avoiding projectile cocoons from the sky, not long after starting to fight another wave of enemies, there is a large pyramid that need to be climbed. After reaching the peak, another boss fight is under way. When that boss is defeated the player(s) then slide down the pyramid as they dodge enemies and obstacles. After that there is another brief wave of enemies and then a large final boss. After such an exhausting level, it may seem that the game put most of its effort upfront to give players the best impression of the game. The reality is that this is by far and wide the most normal level in the entire game.

Gunstar Heroes biggest criticism is its lack of levels. There only the four initial levels to choose from in the stage select screen and a final boss level once all of the initial stages are completed. What Gunstar Heroes lacks in quantity it makes it up in variety. Besides the introductory stage, the one right next to it is a mine cart level in which the player(s) can ride the tracks both on the bottom and top of the screen as they mow down enemies on carts and trains. Very soon however, they quickly encounter a boss named "Seven Force." A very ambitious boss, especially for its time, Seven Force is a mechanical robot that transforms into seven different bosses while fighting it. It has a lot of health and takes some time to defeat, especially due to the player(s) having to memorize its patterns. But once it's defeated it gives off a huge sense of satisfaction.

Next in line, is a very vertical based level. Essentially a blimp is taking off and it is up to the player(s) to reach it in time. They are forced to climb up various platforms to hop on the blimp while taking out enemies. Eventually they will board the blimp and then fight a wave of baddies before encountering the boss. It is a pretty good level, but all in all is the least memorable one in the game. I feel that the developers should have played around more with the vertical aspect of it.

The last stage in the select screen's order, is probably the most unique one. It begins as a normal stage as the player(s) simply walk to the right side of the screen taking out enemies. After a few minutes they come across a room. A single dice is on the floor and the player(s) have miniature versions of themselves on a square of a board game that says "Start". At the end of the board is another square that reads "Boss". This section of the game requires the player(s) to roll the dice as they play a virtual board game to either progress through the board to get closer to the boss, fight a mid-boss, or possibly go all the way back to the beginning. This is, in my opinion, the most difficult level of the game as player(s) may be required to fight multiple bosses before the final boss. Just like Seven Force though, it is very satisfying once completed.

Once all four levels are completed, the player(s) are transported to the final stage. It starts off as a shoot-em-up, this becomes a very common thing for Treasure to do during the '90s, as the game literally changes genres to play just like horizontal shooter. Once the wave of enemies are defeated, the stage becomes boss rush stage. After beating Seven Force once again, the player(s) enter the enemy's base. Once there, the place is essentially a boss rush as it is literally half a dozen or so boss battles back to back. Eventually all the bosses are defeated giving the player a well deserved finish to an enjoyable but also tough game.

There is a reason why rather than saying "player" throughout this review I keep saying "player(s)". It's because this is game that really requires two players. Sure it is doable with one player, but not only is it much more difficult, but it is nowhere near as fun. It's not quite as chaotic with a single person, and not having anyone to share your success with or compete against is very detrimental to the overall experience. I'd personally go as far as to say if Gunstar Heroes was a single player only game, it probably wouldn't have made this list.

Before wrapping up this writeup, one can't talk about Gunstar Heroes without talking about its technical achievements. The game looks beautiful in motion as it is very bright and colorful. It is easily one of the Mega Drive's best looking games, and could compete against the Super Nintendo's higher end graphical games. The game also doesn't have any sort of slowdown, even amongst its most chaotic moments in two player mode. It is as much as a showcase to the Mega Drive's graphical capabilities as it is to its processing capabilities. This isn't to mention the game's clear and fitting soundtrack. Treasure has always had a knack for pushing their platforms to their limits, and the Gunstar Heroes shows that they hit the ground running.

It's crazy to think this game was so close to not even being released in West. The only reason it came out of Japan was because a single producer at Sega of America demanded it to after a dozen others stated that they weren't interested in the game, primarily due to its small sprites. Lucky for him that the game he fought for turned out to be a gaming classic. Gunstar Heroes let Treasure flex their muscles early on, and quickly became one of the defining titles for the Mega Drive. Despite all of the modern technology to produce bullet hell shooters, hundreds of enemies on screen, giant bosses, and what not, there are still very few games that can match the fun and sheer chaos of 1993's Gunstar Heroes.



49| Fallout: New Vegas

Released: October 19th, 2010

Definitive Version: PC; Also on: Xbox 360, PS3


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Fallout 3 sucked. It was a disappointment. Rather than being a deep and compelling WRPG, it was essentially an open world quasi-FPS with RPG elements. It was essentially STALKER: Shadow of Chernobyl, only not as well designed. Fallout: New Vegas was announced and many were immediately skeptical. Some of that skepticism was lifted when it was revealed that Bethesda wouldn't be at the helm, but rather Obsidian.Obsidian had a history of developing deep and compelling WRPGs including Knights of the Old Republic II: The Sith Lords, Neverwinter Nights 2: Mask of the Betrayer, and the then hot on the shelves Alpha Protocol. People hoped that Fallout: New Vegas would follow the same path those other games did, in terms of having a game that focused on having a quality role playing experience first and foremost. It did.

Fallout: New Vegas is everything Fallout 3 was supposed to be. For starters it had a 3D open world where the the map was designed less to be a frontier for the player to explore, and more so to have the player encounter various hub towns and areas. In these towns and areas were locals in which many had a handful of quests for the player to complete. These quests weren't your typical "collect X amount of radioactive goat spleens and I'll give you a reward", but often intertwined the player with what was going on in the particular community. These objectives often had players choose sides under specific conflicts and were rarely morally black and white. They would often affect what the player would be able to do later and how the game would be played. Allies and enemies are frequently made due to how the player chooses to align during the various situations that are presented. Fallout: New Vegas truly made the player's choices matter.

Of course, role playing would only matter so much if one didn't care about the characters. I will admit, while the characters aren't the deepest, or even that appealing, they definitely are memorable.Throughout the game one will encounter: a genocidal Roman barbarian group, Elvis, servant robots, cowboys, a supreme being A.I., and many others. The player's allies are just as unique. I played the game with a cyborg dog and a grandma Supermutant as my companions. Say what you want about Fallout, but it truly branches out of the traditional Tolkien and SciFi trope characters, especially in this entry.

Presentation wise, the game looks just like Fallout 3. Looks can be a bit deceiving though. Despite having the same texture and similar artstyle to the first game, the theme has been altered a bit. Rather than being a 1950s version of the post-apocalyptic future, it instead is an 1850s version of it. Fallout: New Vegas takes the post-apocalyptic vision of the Fallout series, and adds some cowboy flavor. In the first five minutes of the game, it even presents the trope of shooting beer bottles on top of the wooden fence for target practice. This proceeds to set the tone for the rest of the game. The area that is the one exception that doesn't feel like the 1850s is the city of New Vegas. It is, as one might expect, a 1950s version of Las Vegas. This is complete with the bright lights, casinos, and the tacky decorate. In fact, it is one of the few places in the game that actually looks habitable...somewhat...not really, but still.

Combat in Fallout: New Vegas works just like Fallout 3. This is actually pretty good, as Fallout 3's combat was enjoyable. The VATS system is back and is more satisfying than ever. The game gives the player a variety of weapons from pistols, to energy guns, to rocket launchers. My only complaints is that while the combat looks flashy, it is fairly shallow. There is a long list of games that just did the quasi-real time battle system far better. To be fair though, the Fallout series always had mediocre combat.

In terms of the story, well I don't want to give much away, but it does manage to hold the player's interest. Like many WRPGs, the story begins with the player being near death as they recall being in some heavy shit. They miraculously survive their ordeal, and have inconveniently developed amnesia. They now roam the world as they try to pick up the pieces. Despite being cliche as all hell, the plot gets the job done as it gives the player an excuse to transverse the world and conversate with others. It isn't the best story out there, but like with most RPGs, the meat is in the journey not the destination.

Fallout: New Vegas is a game that seems to be part of a some sort of parallel universe where Fallout 3 actually did justice to the franchise. It took the Fallout series and expanded and refined it. It was part of a small wave of games in the dawn of the 2010s that were both ambitious and had deep role playing mechanics. With Fallout 4 being released and falling prey to the same potholes Fallout 3 tripped over, fans of the series are hoping for a repeat of when Obsidian would proceed to take the developer's chair to create their own entry. Only time will tell if this will occur, but at least the studio left fans with a quality game in the series that they could continue to replay.
 

Usobuko

Banned
I don't think I've ever even played through 100+ games to make a list like this, much less with this much detail. Good job.

The 100+ game isn't the issue here.

OP touches on a lot of genres and across multiple platforms. That's crazy. He probably played ~ 4-digits number to make such a list.
 
Really refreshing to see a well thought out personal list and not predictable garbage meant to appeal to some hyper reactive zeitgeist.
 

Trace

Banned
Posting in a godlike thread.

Top-notch work OP.

Seeing Blade Symphony and NeoTokyo in a top 100 is a treat too.
 
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