50. Betrayal at Krondor (Dynamix, 1993)
A
groundbreaking and influential title in the genre, Krondor was based in
the same universe as Raymond E. Feist's Riftwar novels and made a
strong attempt to replicate their style, with in-depth descriptions and
well-written prose for even the most mundane of interactions. It also
featured open-ended exploration with quite a lot of hidden secrets and
side-quests to experience, tactical turn-based combat, and is among the
earliest games I know of to do away with a traditional experience
system, instead giving each character a variety of skills that must be
improved either through use or training with various NPCs. It later had
a spiritual successor of sorts (Betrayal in Antara) and an actual
sequel later on (Return to Krondor), though the original team was
involved with neither game and the quality definitely suffered as a
result.
49. Lode Runner On-Line: The Mad Monks' Revenge (Presage Software, 1995)
Lode Runner was a fast-paced puzzle platformer from 1983 where the player must maneuver around a maze avoiding enemies, collecting all the gold and escaping up the ladder that appears once it's all collected - a bit like Pac-Man in premise. Besides avoiding enemies, you can also dig holes to temporarily trap them or fall through one yourself to reach buried gold pieces or make a quick escape to a lower level, though you also had to be careful not to trap yourself in the process. Mad Monks' Revenge is an update of 1994's Lode Runner: the Legend Returns, rewriting it in 32-bit code and fixing several of its bugs, adding new features like keys, doors, bombs and vanishing blocks and enabling two player co-op, and a level editor allows for not only custom stages, but branching paths through said stages. A fun, addictive little title; so much so that it's gotten a full fan-remake that adds even more features (including co-op for up to four players!).48. Fallout 2 (Black Isle Studios, 1998)
The
original Fallout definitely had charm to spare with its open-ended
character development, multiple ways to complete objectives, heavy world
lore and a wry sense of humor despite itself, but Fallout 2 took all of
that and expanded upon it tenfold. Bigger guns, new monsters, a wide
variety of recruitable characters, and tons of new locations to explore
and characters to interact with - some lovable, some you just love to
hate. There's also a reworked Perk system and a very handy new feature
in the form of a drivable car, which makes transportation around the
landscape more convenient and gives you plenty of extra carrying
capacity to boot. A stellar RPG experience from beginning to end and,
again, one of the finest games in the CRPG genre.
47. Toonstruck (Burst Studios, 1996)
I've played more than a handful of point-and-click adventure games that operate on cartoonish logic, but it always felt rather out of place when they were trying to build a serious atmosphere and story. Toonstruck definitely broke that mold by putting the player in, well, a cartoon. Bright, colorful and slightly off-kilter environments, professionally animated characters voiced by big-name actors like Tim Curry, Tress MacNeille, Dan Castellaneta and April Winchell, and starring none other than Christopher Lloyd, digitized and superimposed atop the action like Roger Rabbit in reverse. There's a lot of genuine talent and brilliant humor on display throughout; it's just a shame that it ends on a very abrupt cliffhanger and, owing to copyright issues, the second part of the story has yet to be released.
46. Sam & Max Hit the Road (LucasArts, 1993)
One of the many LucasArts point-and-click adventure games that surfaced in the 80s and 90s, and still regarded as one of the best in the genre even today. Sam and Max was nothing short of hilarious with its kitschy American setting, irreverent protagonists and some surprisingly good voiceover throughout adding to the ridiculous scenarios. They worked in quite a few minigames too - some required to progress while others are just for fun. As popular and successful as it was, it was little surprise that people were pining for a followup; however despite numerous attempts one never actually came to be until 2006, when Telltale Games got ahold of the license and produced three episodic sequels.
45. Doom II (iD Software, 1994)

Doom II was released less than a year after the original Doom, and as you'd expect from such a short time gap, the engine and core gameplay concept remains largely unchanged - get to the end of each level and blast everything in your way. There is one new weapon (the Super Shotgun) and numerous new enemies like Revenants, Mancubi, Chaingun Zombies and Archviles, as well as 32 new stages to experience. Several high-quality official add-ons were also released, including Master Levels and a standalone two-episode sequel called Final Doom. Doom II deserves mention separate from its predecessor though, as it's also the basis for much of the fan content that followed. Level packs, total conversions, random level generators, source ports that enable amazing new fangames and scripted events and cutscenes are almost exclusively based on the sequel rather than the first game. Doom 1 may have set the standard and Quake may have a bigger following, but Doom II is another essential PC game that shouldn't be missed.
44. Diablo II (Blizzard Entertainment, 2000)
The followup to Blizzard's mega-hit Diablo, the second game in the franchise upped the ante in almost every way. Featuring faster gameplay, a choice of five new classes (seven in the expansion) each with their own variety of skill sets and equipment choices, and of course a plethora of new quests, items, bosses and challenges to undertake. It also featured multiplayer for up to eight simultaneous players, who could choose to tackle dungeons, gain levels or just duke it out in battles to the death. Other new features, like "Rune words" and the ability to combine items and reroll equipment properties would also become staples of other games in the genre. Once again, a major hit for Blizzard that continues to be fun even today. There are even a few killer fan mods available for those tired of the stock game.
43. Worms: Armageddon (Team-17, 1999)
Just one game in the long-running Worms turn-based warfare strategy series, and the one widely regarded as the best in the franchise. Unlike many of its sequels, it gives players the option to have teams larger than four worms (six or eight, depending on the number of players in the game), allows for custom team voices and terrain to be imported and has just the right blend of weapons, gadgets and options to make for lengthy, yet engaging online battles - from airstrikes to poisonous skunks to flamethrowers to Street Fighter style martial arts, you won't be wanting for ways to lay down the pain. Not to mention that it's always more fun dropping a concrete donkey on a bigger group than a smaller one, of course. A standout in the turn-based artillery combat genre.
42. Starcraft (Blizzard, 1998)
Starcraft was definitely a game-changer at the time it launched, tearing down the fledgling
real-time strategy genre and rebuilding it from scratch. No longer
content to have two largely-identical factions battling it out for
dominance, Starcraft had three, and despite all playing very differently
from one another, it was surprisingly well-balanced. Zerg are
individually weak but cheap and fast to produce and excel in swarming
and harassment, the Protoss have quite powerful but costly units and require careful micromanagement to use effectively, and the Terrans fall
somewhere in the middle, using their versatility and resilience to
their advantage. It also came with a fantastic map editor that allowed for not just custom maps, but event triggers, full unit stat tweaking and even scripted events that allowed for the creation of entirely new
styles of gameplay and even simulating other genres like RPGs.
A fantastic game in 1998 and still fun today.
41. Ultima Underworld II: Labyrinth of Worlds (Looking Glass Studios, 1993)
The followup to the groundbreaking original game, which definitely tried to up the ante, taking place across numerous worlds rather than one big, sprawling dungeon. Each has a pretty distinct feel to it, with some fairly similar to Britannia and others just downright bizarre, but all with one thing in common - they're under the thumb of the megalomaniacal Guardian, so it becomes a matter of rallying what resistance you can to try and turn the tables on your persistent and powerful foe. The game plays much as the first one did, though it wasn't as well-refined owing to being developed under heavy crunch. Even with that, though, Labyrinth of Worlds is nevertheless a worthy sequel that's still well worth playing.