The Incredible Toon Machine is an offshoot of the Incredible Machine series which adds cartoon logic into the mix, pitting the titular characters against one another on the backdrop of a series of puzzles. To this end, you'll fire catapults, utilize lights and magnifying glasses to burn things, use elaborate systems of ropes, pulleys and conveyor belts to transport objects, and, of course, cause mayhem with anvils, dynamite, revolvers and bombs. The between-level cutscenes in the CD release were also a lot of fun, having Sidney Mouse and Al E. Cat (voiced by Rob Paulsen and Jim Cummings respectively) explain your objectives with bits of animation and plenty of jokes. Oddly the game also had a Japan-exclusive reskin for the Playstation and Sega Saturn, changing the objects and characters to ones from the Ghosts n' Goblins franchise.
77. The Secret of Monkey Island (LucasArts, 1990)
76. Grim Fandango (LucasArts/Double Fine, 1998/2015)
75. 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 deaths and the underlying conspiracies behind them. 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 Build engine may have looked just a bit dated by 1997, especially since Quake was the hot new game on the market, but Blood proved that superior design could more than make up for older tech. Blood is a master class of horror elements, with a grim, creepy atmosphere and enemies like giant spiders, gargoyles, cultists and flame-spewing cerberus dogs, all with the same immersive and surprisingly realistic level design that made Duke Nukem 3D work so well. The weapons are equally inventive, with mundane options like a shotgun and tommy gun taking a back seat to weapons like a flare gun or a spray can/lighter to ignite enemies, a voodoo doll that inflicts extra damage to undead/magical enemies (but will damage you if you stab it when no enemies are onscreen) and a crazy-looking skull staff called the Life Leech that doubles as a stationary sentry gun. The game was exceptionally tough (not aided by a bug that would cause the difficulty level to cycle every time one loaded a save), but the sheer inspiration behind its design is something that must be seen. It's just a shame the sequel (Blood II: The Chosen) was such a mess. As for the sequel's expansion... well, "avoid at all costs" is about the kindest thing that can be said for that.
73. Fallout: A Post Nuclear Role Playing Game (Interplay, 1997)
Drawing heavy inspiration from their earlier hit "Wasteland" (with the license having fallen to EA years prior), Fallout's creators set out to create a bleak post-apocalyptic landscape for the player to explore, and did so admirably, combining a grim atmosphere with a sly sense of humor throughout. What really sold the game, though, was the sheer amount of thought put into its story and design - rather than encourage the player to just mindlessly blast everything as so many RPGs of the time were wont to do, the player is given many choices to deal with every questline put before them - a combative approach, stealthy approach and even pure diplomacy will work in almost any situation. Hell, it's even possible to complete the game without firing a single shot or witnessing a single death. The first in a great series of games.
An independent game in development for over twelve years, released on Steam Early Access in 2013 and finally given a proper Version 1.0 release at the tail end of 2018. So for all that effort, it had to be good, right? Well, yes. In fact, Kenshi actually feels like a fully-realized version of Fallouts 4 and 76 in some respects, providing a game that feels like a well-constructed and cohesive whole instead of a mishmash of half-baked ideas in an engine that wasn't really built for them. Basically an open world sandbox RPG with a real time strategy bent set in an expansive environment that combines low fantasy and post-apocalyptic science fiction, Kenshi is an oddity in that the player isn't a "chosen one" or anything of the sort; in fact, there isn't really even an overarching storyline. Just a complex backdrop and several walks of life for you to start in (from being a lowly adventurer to a holy knight to an escaped slave to an exile from a strange insect-like race) and once you start, you're just left to your own devices. As you play more and more you'll slowly build up your stats and resources, recruit allies, construct bases and steadily make your way to becoming a substantial presence in the world from basically nothing, and that's always fun. The strangeness of the setting and the complex, yet intuitive gameplay lend it a lot of charm, and of course, player modding only lets you tweak the experience to your exact tastes. The kind of engrossing, endlessly deep experience only the PC platform can provide, and Kenshi does it exceptionally well.



