Content

12/15/2020

Top 111 PC Games #80-71

80. Baldur's Gate Enhanced Edition (BioWare/Overhaul Games, 2012)
 
The original Baldur's Gate is a game I certainly appreciate as a fine open-ended tactical RPG built on the D&D license and a fine showcase of BioWare's writing and world-building talents, but I think most would agree it hasn't aged the best; the cramped low resolution, weird balancing and lacking many features and improvements from the sequel make it a game that's a bit difficult to revisit nowadays.  The Enhanced Edition fixes all of these problems, introducing many new improvements and bug fixes of its own.  The new content is pretty hit-or-miss (and the newly-added expansion/interquel Siege of Dragonspear is very forgettable), but all in all, a fine update of a classic.
 
79. Lemmings (DMA Design, 1991)


A popular puzzle game that spawned a horde of rereleases, updates, sequels, expansions, clones and parodies, Lemmings is a simple concept - get a quota of the little rodents safely to the goal.  To this end, one picks a few out of the crowd and assigns them jobs meant to help the others avoid danger or bypass obstacles - whether simply stopping and forcing them to go the other way, digging through dirt, climbing up walls, parachuting down long drops, or blowing themselves up to clear an obstacle from the others' path.  Once enough are safely through the exit door, the next stage begins.  Simple enough in concept, but many of the later stages get deviously difficult, requiring some very fast thinking to succeed.  Given just how prolific and popular the series was, if you owned basically any game platform out in the early '90s, you probably played or at least saw Lemmings or one of its sequels/spinoffs/expansions at some point.  And thankfully, most of them were pretty damn fun.  Key word being "most"; skip Lemmings Paintball and All New World of Lemmings aka Lemmings Chronicles, they're really lame.


78. 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


77. Monkey Island 2: LeChuck's Revenge (LucasArts, 1991)

Monkey Island was never Lucasarts' best selling franchise, but its irreverent humor, strong atmosphere and well-crafted puzzles gave it enough of a following to get several sequels over the years.  Monkey Island 2 follows Guybrush Threepwood on his quest to find the lost treasure of Big Whoop, running afoul of his once-vanquished nemesis LeChuck on the way.  With more clever design, hilarious dialog and plenty of jokes tied to creative puzzles and a strong narrative, it's another solid title.  It would also be the last game in the series that Ron Gilbert would work on for nearly thirty years, eventually returning to the series with 2022's Return to Monkey Island.

76. 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.

75. Cave Story (Dōkutsu Monogatari) (Pixel, 2004)

With the internet's explosion in popularity came an interest in indie games old and new, with sites like Newgrounds giving a lot of developers and fans a place to show off their talents and numerous abandonware sites archiving obscure and forgotten classics.  Cave Story is one that came to peoples' attention not long after its initial release in 2004, garnering a lot of attention for its high quality Metroid-like design, presentation reminiscent of 8 and 16-bit retro titles, having a surprisingly engrossing story and being created over the course of five years by a single developer.  Since then it's gotten tons of attention in the form of fan translations, ports to numerous platforms (official and otherwise), a slew of remakes, mods and source ports, and even a fan-created level editor.  

74. Age of Wonders 2: Shadow Magic (Triumph Studios, 2003)


A standalone expansion to Age of Wonders 2, the excellent spiritual successor to Master of Magic, Shadow Magic is one of the best as 4X games go.  You gather resources, build up your armies, research new spells, power up your hired heroes, and try to conquer the world while all of your opponents do the same.  Some new twists include wizard's towers, which greatly increase the range of a wizard stationed in them (and can allow them to intervene in any battles that take place within their range) and there being three layers of the world to explore - the surface, underground and shadow world, all of which have progressively more dangerous hazards but also greater rewards.  The best entry in a brilliantly fun franchise. 

73. Beyond Shadowgate (Zojoi, 2024)

It took a decade to get done, but 2014's Shadowgate reboot finally got its sequel - Beyond Shadowgate.  Bearing virtually no resemblance to the action-adventure Turbografx-CD title of the same name, this is based on the originally pitched design document is very much a callback to the point-and-click style titles of the '80s, even recreating the familiar interface, dry sense of humor and pixel art with very limited animation of the classic titles.  There are also numerous callbacks to those titles, from lines of dialog to straight-up cameo locales returning, which I quite liked as a long-time fan. Thankfully they also avoid a lot of the annoying trappings of frustrating old '80s adventures, with logical puzzles and no ways to make the quest unwinnable (none that I could find at any rate).  If you're a fan of the classic ICOM titles, this is one you don't want to miss.

72. Heretic II (Raven Software, 1998)

Most people know about Heretic, but not too many people know it had a sequel.  Mostly because it didn't sell particularly well and owing to a dispute over rights to the game, it has not resurfaced on any digital distribution stores.  Which is a shame, as it's quite a unique and fun experience in its own right.  A third person action game that takes a few cues from Tomb Raider, with some polished platforming mechanics and a bit of focus on puzzle solving.  It doesn't lose sight of what made the original popular, though - after all, it's built in the Quake II engine, which lends itself perfectly to fast-paced projectile-slinging action against hordes of monsters.  Even melee brings some clever mechanics, with sweeping blows that deal heavy damage (and gory finishers) to enemies and even letting you use your staff to pole-vault, which both serves as a longer jump and a powerful mobile attack.  Heretic II is far less famous than its predecessor, but no less fun.

71. Heretic (Raven Software, 1994)

As popular as Doom was, it was little surprise that it would get a number of spinoff games and engine licenses.  Heretic is definitely one of the more memorable ones, taking the basic monster-blasting, puzzle-solving format of Doom and putting a coat of dark fantasy on everything.  Golems, axe-throwing skeleton knights, sorcerers and demons, among many others, stand in your way, while you get several weapons like a magic staff, a triple-firing crossbow, a fireball-launching mace and my personal favorite, gauntlets that launch lightning at your enemies.  More than that, though one could actually pick up many powerups and use them when needed, rather than being forced to activate and use them right then and there.  From temporary flight to powering up all of one's weapons to simply restoring a bit of health on-demand, they were all quite handy to have.