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First, the story centers on three nations, all struggling for control of quickly depleting resources of salt and iron in the continent of Norzelia. Your actions throughout the game affect the other titular triangle, the three convictions: Utility, Morality, and Liberty.

Whichever of these traits you favor or don't will guide how the narrative plays out, which could change the course of history for entire nations. First released in Japan in , this follow-up to the Trails in the Sky trilogy takes place a handful of months later in the region of Crossbell, years before the events of the Trails of Cold Steel series. Why be excited about a decade-old RPG? Trails From Zero is the first of a couple of missing links in The Legend of Heroes saga that were never localized in English.

Bethesda Game Studios is taking its tried and true RPG formula to interstellar locales with the late release of Starfield. As a member of a space-exploring collective known as Constellation, you explore alien worlds in a pocket of the Milky Way galaxy set in the year If Starfield shares any DNA of Fallout or The Elder Scrolls, expect to be embroiled in fierce faction conflicts and flush with a bevy of engaging side activities that will have you gleefully exploring every nook and cranny of each planet you land on.

Developer tri-Ace returns with a new edition to its seminal RPG series, bringing Star Ocean to new open expanses and ratcheting up the action. Instead of falling back on the action platformer genre, Sea of Stars gives us serious Chrono Trigger vibes that immediately caught our attention. The story centers on two kids, Valere and Zale, who wield the powers of the moon and sun.

DeskWorks' stunning RPG takes papercraft and hand-drawn art to the next level. However, because Kenta doesn't have a computer on which to make his games, he takes to his trusty notebook to doodle out epic adventures. But it's the setting that deserves some special attention. The world Troika created a traditional fantasy setting undergoing its own version of a late-Victorian industrial revolution feels totally original, despite elves and orcs running around threatening to make it a bit Tolkeinist.

Look, this orc is wearing a fancy jacket and shirt with a high starched collar. Didn't expect that, eh? Magic and technology are not only ideologically opposed, but literally, and this comes out in fabulous bits of world building as you play. If your character is a mage you have to ride in a special compartment on trains, 'lest the engine explode at your very presence! Oh, there's some sort of epic quest, assassins are after you and someone is trying to end the world, but you can handwave that away and concentrate on crisscrossing the world map, visiting cities and towns positively stuffed full of different sidequests: murder mysteries involving demons, stolen paintings, strange fiefdoms clinging on to weird Medievalism, all with branching solutions to choose from, and very little handholding from the game itself.

It's a real feast for the imaginative roleplayer looking for fantasy larks that are a bit different than the norm. At a glance, the action RPG seems like it should be easy to get right. And yet so few ever do. Part of its success is its relative simplicity - whether in solo or co-op, it's the most pick-up-able of RPGs, letting you immediately get into bashing your way through a series of mythological settings, hoovering up loot, and constantly upgrading your equipment.

With Brian "Age Of Empires" Sullivan at the helm, and a team featuring at least one ex-Looking Glass developer, it certainly had an advantage starting out. But despite just how brilliant a game they made, and the continued brilliance of its expansion, Immortal Throne, it wasn't enough of a success for Iron Lore to keep going. Which remains one of gaming history's great injustices. If you're looking for a way into action roleplaying games, then this is the one.

Incredibly accessible and enormously fun, Titan Quest stands over the gaming landscape like a If you've ever looked at the evolution of JRPGs in dismay and declared, 'Why can't things just stay the same like the good old days? Despite being the 11th entry in the series most of which have never been available on PC, sadly , Echoes Of An Elusive Age is as retro and traditional as they come. Sure, the graphics are prettier, the orchestral music more stirring, and the world itself more open and more expansive than practically every other Dragon Quest game put together, but peel away that shiny veneer and its epic tale of a world-consuming evil and simple turn-based combat will have you cooing about 'the good old days' in no time.

Indeed, the only big new improvements Square Enix added to Dragon Quest XI was a free-camera mode and some horse riding those mad mavericks , which should give you an idea of just how slow-moving this franchise has been over the years. Still, there is something admirable about how closely Square Enix have stuck to their guns here. It's warm, it's cosy, it's familiar, and by god is it soothing.

If you're after a classic JRPG with all the visual trappings you'd expect from a modern release, there really is nothing quite like it on PC right now. This open world turn-based space captain RPG has influences from all over the place, both in structure and setting, and they're assembled fantastically well.

Choose a starting career, ship, and snazzy outfit for your ship's boss, then head out into the void to do whatever you can find. Where other RPGs will find you cubbyholed into being a trader or soldier, Frontiers's busy, dynamic world and endless opportunities for profit, influence, and political intrigue will inevitably tempt you in another direction, and with the right ship and crew you can have a go at anything. Until they die, and suddenly you can no longer use that vital ship boarding attack you were counting on.

But you can switch death off if you want a stress-free time of it. Your crew's skills contribute to the running of your ship, and gain special talents every few levels based on their job. Those talents range from mundane but vital re-rolls for background tests to powerful combat attacks or ship-saving escape manoeuvres.

They can emphasise your captain's playstyle, shore up weaknesses, or you can scout the galaxy recruiting and training up a crew of specialists that let you cover your weird hybrid pirate-diplomat-doctor playstyle. The same is true of ships, with their extensive upgrade systems. Want to refit your cargo barge to launch a wing of fighters? Go for it. A barely-armed spy ship that can flit up close and let you board attackers so your quartet of saboteurs can kill off their crew and blow up the engine?

You should be a pirate, though. Pirates in this just want your cargo, not to murder everyone for nothing. Star Traders: Frontiers gets it. Clearly, the vast majority of RPGs on this or any other list are fantasy-themed, but the other great roleplaying setting is cyberpunk. The Deus Ex games have arguably claimed the crown there, but for solid, generous, fully-fledged cyberpunkery in the classic Gibsonesque vein, Dragonfall hits the spot despite throwing a whole lot of fantasy into the mix.

Between its West-meets-East fusion-world, replete with cybernetic implants and Blade Runneresque neon noodlebars, are elves, dwarves, trolls and dragons. It sounds faintly absurd on paper, but seems like the most natural thing in the world in practice. It's far more important to know that this is a game about roleplaying as a gumshoe in a case which only ever gets stranger. In this iteration, you're cast as Vaan, a scrappy orphan thief who dreams of making it big in the world. After a chance encounter with a rebel princess and a pair of sky pirates one a posh Han Solo, the other a tall rabbit lady with infinitely better quips than Chewie , he's off on his grand adventure, eluding the evil empire as they work to get Ashe back on the throne.

See where we're going with this? It's a bit of a slow starter although less so now thanks to The Zodiac Age's new fast-forward feature for PC , but once you get to the meat of its semi real-time, semi turn-based combat, it really comes into its own.

Known as the Gambit system, XII effectively lets you program your fellow party members to do whatever the hell you want. It's a bit like Dragon Age: Origins' tactics. The Gambit system also gives you a lot more freedom to create the types of characters you want, too.

Unlike Final Fantasy X's Sphere Grid, there are no obvious paths for moulding your characters here, which, yes, can mean you can accidentally screw yourself over early on if you don't know what you're doing, but does let you create some interesting class combos later on if you pick your abilities carefully.

The Zodiac Age also brings some important quality of life improvements to this rather aged PS2 classic that smartens it up for a modern playthrough, including that aforementioned fast forward button that lets you battle and run around town in double quick time seriously, all JRPGs should have this as standard , a 60fps frame rate, ultrawide support and higher resolutions.

It's not the first Final Fantasy we'd recommend to newcomers of the series, but it is one of the more playable and interesting entries on PC today. Skyrim might get most of the memes, but for some people, Morrowind will always be the best Elder Scrolls game. Very few edges are filed off in the name of explicability or trope.

With mods, you can make it feel something close to new again, too. There are HD texture packs and quality-of-life tweaks aplenty to make it accessible. Its age means it's still not the Elder Scrolls game we'd recommend you start with, but if you've experience with the genre and are looking to visit a place you've never seen before, Morrowind holds up.

Ultima VII is a game engineered to convince the player that they are part of a world that doesn't revolve around their character. You are not the centre of the system, the sun around which all things orbit. More than twenty years later, it's still one of the best examples of its type. It's an RPG that starts with a murder investigation rather than a dungeon crawl, set in a place where NPCs work, eat and sleep.

It is an RPG about life rather than death and the experience that death bestows. Interacting with the world is as unusual and gratifying as observing it. There is no crafting skill in Ultima VII, you simply learn to make things.

You can bake, you can make clothes, you can rearrange the books on a shelf, position your bedroll in a clearing under the stars, shift the furniture around in an NPC's house when their back is turned.

The iconography of Fallout's world has become so powerful that it can make a crowd at E3 holler in excitement and is suitable for merchandising and special edition branding opportunities.

Vault Boy, the vault dweller's uniform, the faux-fifties post-apocalypse — these are big budget concerns and where the series once parodied popular culture, it has now become a part of it. With the sound and fury of the Wasteland louder than ever, it's easy to forget where it all began. The first Fallout game, released in , was as memorable for its societies of ghouls and weird religions as for its between-times flavour.

It's a wonderfully liberating game. Interplay throws so many ideas at the wall, it doesn't matter when a few slither to the ground rather than sticking. There's a richness and weirdness to the tonal shifts — from grave survivalism and harrowing oppression to B-movie trashiness and Dr Who references — that the shift to 3D has never entirely recaptured.

Most importantly, beneath all of the surface feeling there is a solid RPG system that encourages playful experimentation rather than determined min-maxing. It's a system entirely in keeping with the unexpected playfulness of the setting.

Darkest Dungeon would be an inventive and challenging roguelike even without its two major innovations: ongoing, reactive narration and an extended investigation into the psychological effects of repeatedly chucking adventurers into dungeons full of unspeakable horrors.

The more you make them fight, down there in the dark, the more vices and phobias they develop, steadily becoming greater liabilities even as their skills improve. This is presuming you can keep them alive in the first place, of course.

The Dungeon has a high turnover. Where the Bioware model of RPGs has you chat to team members at length to keep them happy, Darkest Dungeon is a thoughtful - and stressful - management game. The papercraft visual style is a treat too, while the turn-based combat is massively strategic and full of deadly variety. After the delightful Dungeon Master tribute that was first-person RPG Legend Of Grimrock, Almost Human could likely have rested on those laurels and created another series of descending dungeons packed with monsters and puzzles.

But they decided to go bigger, and indeed better. Grimrock II takes things upstairs and outdoors, with an enormous, sprawling map of multiple regions, to explore one tile at a time. Ooh, and that fireball spell - what a treat.

You create a character, and then wander a huge world looking for an army to recruit. To begin with, you're crap at everything, but through play your mental and physical stats improve. You win fights, use your winnings to pay and grow your army, and win bigger fights. When not hitting things with swords or poking them with spears, you deal with a dynamic economy of traders and caravans, do jobs for the criminal underworld, or try to woo the nobles.

Where previous games in the series painted every part of your adventures with a broad brush, Bannerlord dives down into the details. There are more weapons and different kinds of soldiers to hire, and more complexity to combat. There's more variety in jobs to perform and far less repeated dialogue. Each system is now more interesting to tinker with, and you need a lot less imagination - or fewer mods - to string those systems into a fun story than before.

The only caveat is that Bannerlord remains in early access, with balancing and bug fixing still in progress. New Vegas crafts a more believable world than any other Fallout game to date.

Where the other games in the post-nuclear series have been crammed with colour and flavour but somewhat lacking in theme, Obsidian's take on the Wasteland borrows inspiration from the water wars of Chinatown and the great Western land grab. It asks how and why people will struggle to survive in a place that is at best inhospitable and at worst outright hostile to human survival, and it plants the player character in the burned-out remains of a region that was already parched before the bombs fell.

There's an attempt to make sense of the weird clash of cultures and styles that had become a hallmark of Fallout's world and it's all wrapped in a story, engine and reputation system flexible enough to allow for free-form roleplaying within the boundaries of its blighted territories.

A common dream, and one which is indulged by the Victorian astro-wanderers of Sunless Skies. Like its predecessor, this is often a game about turning your ship slowly around to fire steampunk cannons at unimaginable horrors.

There is horror here, yes, but there is also wonder. By rewinding the timeline to centuries before the original films, they had free reign to use everything we so badly wanted to see in a Star Wars game without any fear of toe-treading. Monster Hunter: World is about being the most fashionably efficient beast killer in the jungle or desert, or swamp. It has a story campaign about catching a gargantuan beast, along with some questionable ecological practices.

But really this is a solid turn-your-brain-off tramp through a detailed landscape, full of slow, careful brawls with giant beasts after which you collect their skulls to wear as bone helmets. There is so much gear to craft. Scaley kneepads, massive hammers, pooey slingshots - you will make use of all these and more to track and tranquilise a big fire-breathing T-Rex.

All this gear-chasing does mean there is the endless levelling-up feel of an MMO at times, but when you stumble across a new species, part Jesus lizard, part Jaguar, all that dissipates like a puff of tranquiliser gas, and another long fight begins. NEO Scavenger initially seems like a roguelike.

You wake up in a cryogenic facility with no idea as to who or where you are, and then stumble across a countryside wasteland populated by mutated animals, radioactive sludge, and most terrifyingly, other NPC humans trying to survive in the wilderness. You get in a fight and you die. You try again, get in a fight and win, but your wounds become infected and so you still die. You try and try again, eventually learning to tear old t-shirts into bandages, to boil water to avoid illness, to select the botany trait at the start so you can tell the difference between edible and poisonous mushrooms and berries.

Then, as survival begins to seem possible, you unearth a whole different genre of game. Beneath NEO Scavenger's survival mechanics lies a proper, Fallout-style RPG world, with scripted characters to talk to, cities and towns in fixed locations to explore, and factions vying for control of the wasteland to work for, to fight, to be killed by. The best part however is undoubtedly the combat. Most games that let you kill other people are power fantasies, ultimately depicting you as stronger than your opponents whether or not you're good or evil.

NEO Scavenger depicts fights that play out like two shoeless drunks fighting in a parking lot. There's lots of scratching, scrabbling, tripping over, desperate attempts to crawl away, and even if you win, the high likelihood that your night will be ruined by the experience. Final Fantasy X is one of the most beloved Final Fantasy games of all time. Its direct sequel, Final Fantasy X-2, is err Despite being nowhere near as deep or emotionally gut-wrenching as its lauded predecessor, X-2's class-swapping battle system remains one of the most interesting combat puzzles of recent Final Fantasy games, evolving the groundwork laid down all the way back in Final Fantasy V and paving the way for what came later in Final Fantasy XIII.

Sure, its plot sounds bonkers when you try and explain it let's be honest, what Final Fantasy game doesn't sound like a mad fever dream? It's really very good. Once again, part of its brilliance lies in its excellent battle system. While each character has a class they're naturally kitted out for, Final Fantasy X's Sphere Grid gives you the freedom to mould your party how you like, letting you turn mages into fighters and warriors into support characters.

Plus, it has some of the best music of all the Final Fantasy games, with To Zanarkand never failing to get the heartstrings going. Sure, you could argue that Final Fantasy VII is the true bestest best even though that title should clearly belong to VIII , or that IX captures the series' retro roots while still delivering a bang-up story, but let's face it, a lot of the Final Fantasy games are pretty fugly on PC.

X and X-2's PC port, on the other hand, don't come with nearly as many compromises, or require nearly as many caveats, making them our top FF of choice in Go to future Prague, where the crackdown on absynthe-fuelled British hooligans has extended the baton to people with metal swords for arms.

As a sometimes-stealthy, sometimes-shooty immerso-sim Mankind Divided does not do much radically different from its predecessor, Human Revolution. But the city of Prague is the real star, not gruff-voiced Adam Jensen. Almost every building has multiple points of entry. The streets are full of doors you can actually open, or failing that, walls you can break right through.

Alleys and balconies and windows, oh my. If sneaking into all the flats in your home apartment block goes against your ethical code, then your ethical code is probably Use it. Nioh is a dark fantasy RPG that takes inspiration from Sengoku-era Japan, an era of Samurai, in creating a visually satisfying and patience-challenging world.

It blends reality and fantasy to the point that the line between actual historical fact and mythological inspiration becomes blurred. If comparisons are to be made, Nioh is like a more colorful, more mystical Sekiro with slightly easier gameplay but a much more comprehensive narrative. Detroit: Become Human was made by Quantic Dream, the same development team as games like Heavy Rain and Beyond: Two Souls , and as such players control multiple characters across intertwining narratives — this time, in the near-future cyberpunk setting of Detroit.

The game is absolutely beautiful when run on modern consoles or high-end PCs, and its realistic characters paired with a strong VA team makes it one of the most immersive sci-fi games of the last few years.

Although it's a quicktime-based game at heart, it masterfully integrates traditional RPG elements like player-driven progression, upgrades, and branching narratives.

Red Dead Redemption 2 follows the violent, complex story of John Marston in an extremely well-fleshed-out Wild West setting. The second game is definitely worth playing too , but if you haven't played the first, it's well worth checking out on PS Now.

While Red Dead Redemption 2 has been criticized for a variety of reasons, the first is pretty unanimously hailed by critics and fans alike. While the graphics leave something to be desired, it's a very immersive game with a detailed plot that's well worth trying at least once, especially if you plan to play the sequel.

The God of War series made a surprising comeback on the PlayStation 4, so much so that a sequel is on the way in the form of God of War: Ragnarok. While it's only available on PS Now for a little bit longer, fans of the old series or fans of RPGs, in general, should pick this one up. Its gameplay is completely different from the God of War series for the PlayStation 2 and 3, and its story, characters, and setting are too good to ignore.



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