60. Half-Life (Valve, 1998)
First person shooters were the new hotness in the '90s, and it seemed like every new one was upping the ante, trying to maintain a fun, fast-paced style but working in more story elements and realistic environments to play in. Half-Life was certainly no exception, and for 1998 it was nothing short of mindblowing. Set in a research laboratory overrun by hostile aliens (and later soldiers trying to cover up the incident that unleashed them), the environments you trekked through had a ton of personality and danger in themselves. From tram tracks to vats of toxic waste to all sorts of hazardous industrial equipment, there was just as much of a puzzle element in safely navigating them as there was in defeating the enemies.
59. Ys III: The Oath in Felghana (Nihon Falcom, 2005)
A remake of 1991's Wanderers from Ys, though it did away with the controversial rework into a sidescrolling platformer design and went back to the more fast-paced action Ys became known for. They take the same engine from Ark of Napishtim and rework it substantially to further emphasize the combat, with some downright crazy, fast-paced platforming and combat that requires well-timed dodges, strikes and effective use of all your moves to survive, and actually encouraging you to blast through enemies as quickly as possible with cumulative attack, defense and experience bonuses. And of course, the game's music is simply phenomenal, with a hard rock/metal bent to typical fantasy soundtracks.
58. Commander Keen in Goodbye Galaxy! (id Software, 1991)
The fifth and sixth parts of the Commander Keen series (though labeled as 4 and 5... it's complicated) were a big leap forward for not just platformers on the PC, but for the series itself. Smooth-scrolling, fluid platforming action was almost unheard of in DOS games at the time (compare this to say, Duke Nukem 1 or the Mega Man DOS games - BIG difference!), and the level of graphical detail was sublime and imaginative, looking like a cartoon on your computer. Many of Keen's trademark elements return - the stun gun, the pogo stick and tons of collectibles - but the smoother controls and new capabilities like climbing up poles, unlocking rooms with keycards and mantling up ledges made its gameplay both more fun and more complex than previous entries. He may not be as well-known as Sonic or Mario, but Keen was the closest thing the PC platform had for a good, long while.
57. Castle of the Winds (Saadasoft, 1993)
Dungeon crawlers have always been a pretty PC-centric genre; various attempts at creating them on consoles have usually been met with relatively lukewarm reception or relegation to cult classic status at best (Atlus's Etrian Odyssey being one of the more well-known examples). Out of all of the games in this vast genre, though, Castle of the Winds has to be one of my favorites, in no small part because it manages to be relatively easy to pick up and play while retaining the challenge the genre is known for. Simplistic yet charming sprites for visuals, a windows-based interface and a relatively bare-bones yet still captivating story also make it an enjoyable experience, and let's be honest, it's always fun carving your way through an entire swath of ogres or giants and emerging victorious with enough loot to buy a luxurious mansion, only to spend it on some better equipment instead.
56. Simcity 3000 Unlimited (Maxis, 2000)
Simcity was of course a big hit and Simcity 2000 even moreso, so 3000 had quite big shoes to fill to live up to its legacy; moreso because it was the first game in the series that Will Wright wasn't involved in creating. They did an admirable job, though - initially planned to be in full 3D, those plans were eventually scrapped owing to hardware limitations of the time and the game went back to a 2D style, giving it a substantial visual overhaul and larger maps to compensate. One prominent new element is that you now have to implement trash collection services, and you have the option to make business deals with neighboring cities - either to offload some of your own problems at a cost or take on some of theirs for extra revenue. You'll also get proposals for things like golf courses, maximum security prisons or casinos, which bring in a substantial amount of cash but often come with a sizable hit to land value, crime or pollution. The Unlimited expansion (released under many different names depending on the region) also adds in numerous real-life landmarks to decorate your cities with and even an easy-to-use editor to create your own, letting you put some amazing new touches on your creations. The third Simcity may not have been a huge leap over 2000 in terms of design, but when it's so well made and fun, I certainly won't complain.
55. Shadowrun: Dragonfall/Hong Kong (Harebrained Schemes, 2014/2015)
The second and third games in the rebooted Shadowrun franchise, and easily my favorite ones so far, expanding on everything the original brought to the table while losing nothing that made it great. The story is nothing short of brilliant, bringing together a cast of diverse and complex characters to solve the mystery of their friend's death and the underlying conspiracy behind it. Throughout the game, every choice you make seems to be the wrong one, making you new enemies and seemingly digging you deeper into a pit you can't escape from, while the combat only gets more intense with enemies bringing out bigger guns, setting up nastier traps and summoning bigger monsters to get in your way. Stellar stuff all around, and a perfect example of how to do a grim, atmospheric game experience right.
The second and third games in the rebooted Shadowrun franchise, and easily my favorite ones so far, expanding on everything the original brought to the table while losing nothing that made it great. The story is nothing short of brilliant, bringing together a cast of diverse and complex characters to solve the mystery of their friend's death and the underlying conspiracy behind it. Throughout the game, every choice you make seems to be the wrong one, making you new enemies and seemingly digging you deeper into a pit you can't escape from, while the combat only gets more intense with enemies bringing out bigger guns, setting up nastier traps and summoning bigger monsters to get in your way. Stellar stuff all around, and a perfect example of how to do a grim, atmospheric game experience right.
54. Ultima VII Part 2: the Serpent Isle (Origin Systems, 1993)
The direct followup to Ultima VII (and the spinoff game Ultima Underworld II), Serpent Isle was also a callback to the franchise's earliest days, returning to worlds not seen since Ultima 1 and showing a world very different and considerably more troubled than the Britannia we've come to know. The stakes were higher too; not just with the looming threat of the Guardian and his underlings, but a cosmic imbalance is causing reality itself to slowly unravel, adding considerably to your woes. Unfortunately the game was also the first to really suffer from the EA buyout, as the world feels much more barren and the latter half in particular very rushed and definitely not up to the series' high standards in design. Nevertheless, the story is captivating and the solid engine of 7 is tuned up in quite a few ways, making it another very worthwhile Ultima adventure.
53. Symphony of War: The Nephilim Saga (Dancing Dragon Games, 2022)

52. Baldur's Gate II: Enhanced Edition (BioWare/Beamdog, 2000/2014)
There have been a lot of Dungeons and Dragons video games, licensed and otherwise stretching all the way back to the old '70s mainframes. For my money, though, BioWare's Baldur's Gate II is still the best one ever made. A more linear, though more narrative-driven experience than the original, it had complex characters with their own storylines, tons of depth and strategy, and more challenge than ever, especially with higher-level critters like Beholders and Mind Flayers appearing (and requiring some ingenious, if not downright cheap, tactics to survive their attacks). The game also gives you over 60 classes to play as (even more in the enhanced edition), and online multiplayer and mod support give it virtually infinite replay value.
51. Hero's Hour (Benjamin "ThingOnItsOwn" Hauer, 2022)
A game very clearly influenced by the gameplay style of Heroes of Might and Magic - venture across the map, accumulate resources, upgrade your towns, build up your forces and try to be the last army standing, all in turn-based action. The combat element is quite different though, playing out as more of a real-time strategy - you can give broad orders to your squads, but for the most part they engage and attack on their own. Of course your general can still cast spells, which play a pretty hefty role in turning the tide of a battle - summoning critters behind your enemy's front line to wreak havoc on their ranged attackers, buffing up your units, dealing hefty damage and so forth. It's a fun little game with a hefty amount of strategy and an even heftier amount of chaos.