.
   100. Worms Armageddon (1999).
100. Worms Armageddon (1999). The feeling inspired most intensely by 
Worms Armageddon,
 oddly but irresistibly, is helplessness—the sensation that, as a friend
 locks you in the sights of a bazooka, you can't do anything about it. 
Chaos reigns: Grenades remain in thrall to the mercurial whims of the 
wind, ping-pong wildly, as you seize up waiting to see that last, 
unpredictable bounce. These are death matches in which you're about as 
likely to shoot your enemy as you are to shoot yourself, though with 
mechanics so precisely engineered that the only blame for your mistakes 
belongs to yourself. It was maddening. But futility proved fun.  
Marsh
   99. Phantasy Star IV: The End of the Millennium (1995). Phantasy Star
99. Phantasy Star IV: The End of the Millennium (1995). Phantasy Star
 has its fans, a great many of whom jumped on when the series went MMO, 
but it's never been a franchise uttered in the same breath as Square 
Enix's best and 
Phantasy Star IV: The End of the Millennium releasing hot on the heels of 
Final Fantasy VI didn't help. The irony is that Sega's magnum RPG opus does pretty much everything 
Final Fantasy
 would offer in the years that followed way ahead of the curve: combo 
spells, manga-inspired cutscenes, space travel, multiple vehicles to 
play around in, and the best, delightfully earnest storytelling the 
genre has to offer. This is the system's quietly ignored masterpiece.  
Justin Clark
   98. Phoenix Wright: Ace Attorney (2005).
98. Phoenix Wright: Ace Attorney (2005). The genius of 
Phoenix Wright: Ace Attorney
 is derived from a single word: "Objection." The game imbued that modest
 exclamation with the power to make or break a legal case entire, 
invoked like a coup de grace to bring a 10-hour mystery to its final, 
satisfying close. A handheld judicial comedy composed largely of text 
and 2D animation, 
Phoenix Wright is clearly a video game apart,
 beloved as much for its formal audacity as for its almost novelistic 
density as a work of detective fiction. Gather clues. Build a case. And 
prepare for a culminating moment of glory: a chance to yell 
"Objection!"  
Marsh
   97. Wild Arms (1996).
97. Wild Arms (1996). Back in the olde days 
of the PlayStation, developers seemed a lot more willing to make 
reckless gambles, but it led to brilliant oddball titles like 
Wild Arms,
 which combined western themes with science-fiction machinations. The 
game freewheeled it from the start, allowing players to choose the order
 in which they'd play through the initial three scenarios, and never 
looked back. By settling on a small cast (going up against some very 
large stakes), the game allowed for a depth of character development 
that was missed in other, more well-known titles, to the extent that 
even swapping between heroes (each had their own set of puzzle-solving 
tools) felt like reacquainting oneself with an old friend. Whether 
playing a guitar to summon a monstrous golem or using the power glove to
 disrupt a satellite's transmission, they just don't make bizarre, wild 
games like this anymore.  
Aaron Riccio
   96. Pokémon Gold and Silver (2000).
96. Pokémon Gold and Silver (2000). Superior in almost every way to their predecessors, 
Pokémon Gold and Silver introduced a number of significant advancements that have since become staples in modern 
Pokémon
 installments. The real-time clock system, which allowed for certain 
Pokémon to make their appearances at specific hours of the day, was a 
landmark element that had gamers waking up in the dead of the night to 
acquire rare critters. Pokémon item-holding, berries, the Pokégear, 
defeated trainer rematches, shiny Pokémon, breeding, and the Dark and 
Steel types were also first seen in 
Gold and Silver. To boot, 
Gold and Silver arguably boast the best starting trio, protagonist, and expansion edition (
Pokémon Crystal) this fabled franchise has yet to deliver.  
Mike LeChevallier
   95. Dead Space (2008). Resident Evil 4
95. Dead Space (2008). Resident Evil 4 in space, or a video-game version of 
Event Horizon. That's 
Dead Space
 in a nutshell, but that also doesn't do the game's fierce commitment to
 the horror element of survival horror nearly enough justice. This is a 
game not above setting up creatures to jump from behind vents and 
corners, or leaving the player low on ammo, but it's in watching the 
Artifact drive the USG Ishimura's crew into violent insanity, the game's
 Kubrickian use of the cold silence and zero gravity of space, and the 
dozens of visceral ways Isaac Clarke can die that raise this game far 
above its lackluster peers.  
Clark
   94. Advance Wars: Dual Strike (2005).
94. Advance Wars: Dual Strike (2005). The most appealing feature of 
Advance Wars: Dual Strike
 is also its most superfluous: Those gloriously, singularly animated 
battle sequences, which hurl your tiny armies into split-screen combat 
for a two-second rapid-fire skirmish. It's an entirely unnecessary 
design element—a quirky bit of ornamentation that visualizes the damage 
calculations chattering away behind the scenes. And yet it's precisely 
what elevates the game from distinguished real-time strategy to 
something altogether new. Precisely calibrated mechanics are a solid 
foundation. 
Advance Wars delivers something more: a burst of aesthetic splendor and an inspired flourish of design.  
Marsh
   93. Teenage Mutant Ninja Turtles: Turtles in Time (1992).
93. Teenage Mutant Ninja Turtles: Turtles in Time (1992).
 In its halcyon days, the side-scrolling beam-'em-up genre produced a 
number of standout games that could have easily landed on this list, but
 Konami's 
Teenage Mutant Ninja Turtles: Turtles in Time stands 
as the king of its kind for a variety of reasons. It effortlessly 
defined the comic book-reading, pizza-eating, cartoon-watching, 
slang-spouting, arcade-inhabiting zeitgeist by using the then 
mega-popular 
Teenage Mutant Ninja Turtles as a faceplate for 
what's perhaps one of the most addicting cooperative multiplayer 
experiences in video-game history. Teaming up with three friends as the 
titular reptilian foursome and mowing down waves of Foot Soldiers and 
various mutated hostiles, all set to composer Kôzô Nakamura's consummate
 16-bit score, is a riotous routine that never stales.  
LeChevallier
   92. Fallout 3 (2008).
92. Fallout 3 (2008). The idea of walking 
around a nuclear wasteland in 2077 is as much of a fantasy as anything 
else in a modern role-playing games, but the attention to details 
lavished by Betheseda upon their devastated, mutant-overrun version of 
Washington D.C. made 
Fallout 3 feel all too real. That's 
because the game allowed you to literally choose your own adventure. 
Because if you didn't feel like exploring the various ruined landmarks, 
subways, and museums that loosely connected the main plot, you could 
simply scavenge the surrounding, fully rendered areas, stumbling over 
old military bunkers and warehouses in the mountains, or picking through
 suburban homes, supplying your own grim stories and making your own 
brand of morality.  
Riccio
   91. Halo: Combat Evolved (2001). Halo
91. Halo: Combat Evolved (2001). Halo
 is about an intergalactic war between humans and aliens, interrupted 
with the discovery of an ancient, sinister planet-sized artifact: an 
enormous ringworld, with continents and oceans like Earth, that 
stretches into an enormous loop. One can see everything continuing way 
off into the distance, then look up to the sky to see the ring reach up 
into the heavens. This dazzling vision defied the limits of previous 
first-person shooters, set across uniquely huge landscapes that could be
 freely traversed, and utilized vehicles as well as firearms, both for 
travel and as armaments. Its addictive gameplay is accentuated by its 
intriguing sci-fi narrative, wherein the player's interaction with the 
technology of an ancient species inadvertently instigates the end of all
 life.  
Ryan Aston 
   90. Saints Row: The Third (2011).
90. Saints Row: The Third (2011). You're the
 leader of a gang of ninjas dressed in an enormous pink cat suit, 
driving your monster truck over pedestrians as you flee from a gang of 
Mexican Luchadore wrestlers. Soon you'll be flying overhead your bright 
pink helicopter, shooting them with a rocket launcher that discharges 
sharks. Dispensing completely with any notion of serious tone or 
narrative, 
Saint's Row: The Third embraces maximum lunacy to 
create one of the more ridiculous, hilarious, and insane player 
experiences ever offered by a video game. The open-world game to end all
 open-world games, it offers players a dynamic sandbox within which to 
cause havoc as the head of a fully customizable gang of crazies armed 
with the most creative implements of destruction conceivable.  
Aston
   89. Valkyrie Profile (2000).
89. Valkyrie Profile (2000). More than a mere inoculation against the horrors of 
Game of Thrones, 
Valkyrie Profile
 was a rarity among games: a mature, adult, unsparing tale of suffering 
and struggle. To recruit your party of Einherjar, they first had to die;
 to advance in the game, you had to offer them up a second time to the 
pending apocalypse in Valhalla. The game played up its themes of 
loss—items breaking in the middle of combat, an internal timer counting 
down to the end of the world—so as to make the player appreciate all the
 more what they had: a smart, challenging RPG in the body of a puzzling 
platformer. Which is to say, a heartbreaking hybrid.   
Riccio
   88. Devil May Cry 3: Dante's Awakening (2005).
88. Devil May Cry 3: Dante's Awakening (2005). For 
Devil May Cry 3: Dante's Awakening, Capcom wisely ditched 
Devil May Cry 2's
 gloomy tonal approach in favor of a potent blend of extravagant gore, 
tongue-in-cheek comedic jabs, and increased difficulty curves. Being a 
prequel, the game was able to reintroduce the character of Dante, making
 him less of a grim figure and more of a shamelessly cocky, conceited, 
yet unusually magnetic antihero. A brilliant brother-versus-brother plot
 sets the stage for a turbulent journey that takes Dante from his humble
 shop in the grungy city streets to the innards of a massive flying 
leviathan and the tip-top of a hellish tower where family values are put
 aside in favor of unabashed personal glory.  
LeChevallier
   87. God of War III (2010).
87. God of War III (2010). It's not always true, but in the instance of 
God of War III, bigger 
is
 equivalent with better, and until this point, no game had ever fully 
managed to get the visuals to line up to such larger-than-life 
mythology. In this installment, gorgons were mere appetizers for Kratos,
 and while he'd deign to spar with "mere" harpies, impressively rendered
 and impassively sundered, the meat of the game had him running through 
ever-more-colossal environments, at one point even rappelling alongside 
the rippling, heaving bodies of the Titans themselves, stunning 
destruction occurring all around him. It was the closest a game had come
 to making a playable QTE, using its smooth controls to maintain an 
illusion long enough to, at times, make the player actually feel like a 
god.  
Riccio
   86. Metal Gear Solid 3: Snake Eater (2004).
86. Metal Gear Solid 3: Snake Eater (2004). Leave it to Hideo Kojima to follow the critical and commercial success of the second 
Metal Gear Solid with a sequel that abandons its most recognizable qualities. 
Snake Eater
 dropped players into an unfamiliar jungle bristling with hostiles human
 and animal alike, where they were left to fend for themselves without 
the expected comforts—no radar, no high-powered weapons, and no easily 
navigable map. And yet, despite the newfound emphasis on realism (a 
respite from the meta-game artifice of its predecessor), this was still 
Metal Gear through and through: realism laced with the absurd. What else could it be?  
Marsh
   85. Child of Eden (2011).
85. Child of Eden (2011). Like its spiritual forebear, 
Rez, 
Child of Eden's
 m.o. is the use of synesthesia—the sensory marriage of sight, sound, 
and rhythm—as a core mechanic for what's basically a wildly ambitious 
Space Harrier clone. 
Child of Eden
 then goes the insane, amazing next step: The playing field here is a 
computerized universe of music and natural beauty sent several rungs 
down the evolutionary ladder by a virus, and life itself is now your 
weapon. The purpose of every shot fired in 
Child of Eden is to 
evolve and bloom, growing simple pulsing beats, tiny single-celled 
organisms, and dormant seeds into breathtaking audiovisual glory. It's 
an experience that simply can't be had anywhere else in this life but on
 a console.  
Clark
   84. Grandia II (2000).
84. Grandia II (2000). Both 
Grandia and 
Grandia II are masterpieces of the genre—comparable, sometimes even superior, to 
Final Fantasy's finest hours. The Dreamcast's 
Grandia II
 is almost flawless, an epic adventure with an extraordinary cast of 
protagonists who are constantly ripped apart and reunited again to 
battle a treacherous enemy. Although its narrative is heavily focused on
 misguided religions and shifting definitions of honor and evil, nothing
 ever gets too heavy-handed, due largely to the blossoming, 
down-to-earth central relationship between sullen mercenary Ryudo and 
oppressed songstress Elena. Memorable for its sensational story alone, 
stunning graphics and an immaculate turn-based combat system deftly 
elevate the game to magnum-opus status.  
LeChevallier
   83. The Beatles: Rock Band (2009).
83. The Beatles: Rock Band (2009). By adding harmony vocals to 
Rock Band's already welcoming template, 
The Beatles: Rock Band
 invited more non-gamers to join the fun, even as it led them from 
breezy sing-alongs to vocal challenges as brutal as any in gaming. It 
was all put together with a fan's devotion, with nostalgic cutscenes and
 marvelously obscure unlockables (for God's sake, the Christmas 
singles!). The collapse of the instrument-game market kept it from real 
mainstream awareness. But since 
Rock Band was the greatest 
communal experience in modern gaming, and the Beatles were the greatest 
communal experience in pop culture, if it's ever repackaged and 
promoted, it could be the greatest family gathering event since 
The Cosby Show.  
Daniel McKleinfeld
   82. Halo 3 (2007).
82. Halo 3 (2007). The alien vessel you're trapped in is less a ship than a living 
thing.
 The rooms are bordered with bloated, swollen pustules stretched from 
wall to wall, while sacs of throbbing "organs" hang from the ceiling, 
from which disgusting monsters emerge to attack—a stark contrast to the 
large endless fields that comprised most of 
Halo: Combat Evolved.
 Beginning on Earth with a bloody firefight in the jungles of Africa, 
then teleporting to an ancient structure beyond the edges of the Milky 
Way where multiple alien races feud, leading to the rescue mission in 
the disgusting 
living alien ship, before concluding with a recreation of the original 
Halo, 
Halo 3 remains notable for its diversity of setting and how it complements its variety of action.  
Aston
   81. Rayman Legends (2013).
81. Rayman Legends (2013). There's a dream every kid from the 8-bit era had of platformers growing up: the ability to play a cartoon. 
Rayman Legends
 is the grand-scale realization of that dream. This is a one-to-one 
translation of the manic energy and musical genius of a Chuck Jones 
cartoon to the digital realm, with full control over the mayhem resting 
in the player's hands. And the sheer amount of that mayhem in 
Rayman Legends—50-plus original stages, including 75% of 
Rayman Origins' stages and a full-blown mini-game—is staggering in a day and age where a platformer can be blown through in a weekend.  
Clark 
   80. Snatcher (1994).
80. Snatcher (1994). Before 
Metal Gear Solid
 consumed the man's career, Hideo Kojima managed to fire off a single 
bracing shot of point-and-click cyberpunk adventure brilliance before 
going gentle into that batshit night. 
Snatcher is still, 
undoubtedly, Kojima's baby, in that it wears its sci-fi influences, 
distrust of military-industrial complex, and its grounding in undeniably
 Japanese quirk proudly and boldly. But in the telling of this story, 
about body-swapping android assassins and the detective agency that 
hunts them in the years after the Cold War goes hot, Kojima finds a 
maturity, restraint, and scrappy ambition that, ironically, bigger 
budgets and better technology haven't granted him since.  
Clark
   79. Dragon Quest VIII: Journey of the Cursed King (2005). Dragon Quest VIII: Journey of the Cursed King
79. Dragon Quest VIII: Journey of the Cursed King (2005). Dragon Quest VIII: Journey of the Cursed King
 is a massive game, so much so that booting it up is akin to getting in a
 plane, taking off, and touching down in a foreign land. There are no 
shortcuts to be found here, no TARDIS-like building substitutes that are
 larger on the inside than the outside, no world maps that offer up 
miniature views of the dungeons you'll soon enter. No, by remaining true
 to its own scale and scope, 
Dragon Quest VIII came closer than
 any RPG before it to offering the freedom of a pure adventure, where 
every lovingly animated nook could be explored.   
Riccio
   78. Kingdom Hearts II (2006).
78. Kingdom Hearts II (2006). The origin of 
Kingdom Hearts sounds like a joke. 
Shinji Hashimoto and a Disney exec walk into an elevator... The rest is history. 
Kingdom Hearts II
 represents the series at its creative zenith, featuring a surprisingly 
deep story that daringly fleshes out themes of everlasting friendship 
and what it means to be truly heartless. The entire first act is 
essentially devoid of main protagonist Sora, with the player taking on 
the role of his Nobody, Roxas. It's unlike an RPG of this sort to drop 
twists in its prologue, but when Roxas's trials are revealed to be 
contained in a simulation, 
Kingdom Hearts II takes a thrilling, fanciful turn away from the norm and refuses to looks back.  
LeChevallier
   77. Myst (1993).
77. Myst (1993). In the days before 
high-speed Internet connections, most computer games left you sitting 
alone in a dark room, your face lit by a single glowing rectangle. 
Myst
 had a unique understanding of the simultaneous feelings of solitude and
 connection that come from sitting alone, reading words that someone 
left for you. The game's slideshow pace invited the player to linger, 
absorbing the details of its proto-steampunk environments like the 
reader of a dense novel. Just when computer games were becoming a 
world-shaking medium, 
Myst looked back to literature with a 
contemplative affection that was uniquely inviting for those 
uninterested in gaming's usual reflex tests.  
McKleinfeld
   76. Viewtiful Joe (2003).
76. Viewtiful Joe (2003). A dazzling homage 
to movie magic, superheroes, and the 2D side-scroller that was warmly 
praised when released on the then-floundering GameCube, 
Viewtiful Joe
 employed a battlefield blueprint inspired by cinematic visual effects. 
Its VFX powers (Slow, Mach Speed, and Zoom In) put the player in the 
director's chair (or, perhaps, that of the editor), giving them the 
opportunity to control and cut their own stylish fight sequences while 
dispatching foes and solving puzzles. And with its charming art design 
(a nod to both Japanese tokusatsu and American B movies) and cel-shaded 
graphics done oh-so-right, it remains a reminder of what enchantment 
might result from the civil union of film and video games.  
LeChevallier
   75. Grim Fandango (1998). Grim Fandango
75. Grim Fandango (1998). Grim Fandango
 opens with something much scarier than being chased by necromorphs or 
overrun by zergs: simply being dead. Plenty of people have nervously 
speculated about the afterlife; this game reassuringly suggests that it 
will at least look awesome, by mixing Aztec aesthetics with noir tropes 
and presenting it with Tim Schaefer's trademark wisenheimer goofiness. 
The widescreen tableaux of the graphic adventure worked like Beckett 
landscapes, adding a bracing chill to comic business. Amid the 
uncomfortable chuckles of the game's premise, the absurd logic of 
adventure games is a welcome pal, and every hard-boiled cutscene is a 
reward worth working toward.   
McKleinfeld
   74. Metal Gear Solid 2: Sons of Liberty (2001).
74. Metal Gear Solid 2: Sons of Liberty (2001).
 It's difficult to overstate the sense of betrayal you feel when your 
favorite character is killed off roughly 90 minutes into a game you 
assume will star him. It put many of us on the defensive: We resented 
Raiden, the story's makeshift second hero, because he seemed to take the
 place of the avatar we wanted as our own. But the bait and switch that 
defined 
Metal Gear Solid 2: Sons of Liberty was instructive, 
teaching gamers to appreciate the importance of authorial control, which
 we learned meant trusting a creative vision even when its decisions 
didn't cohere with our desires. Games can only be art if they are 
governed by artists. Hideo Kojima was the first to risk alienating us to
 prove that he governed his.  
Marsh
   73. Jet Set Radio (2000).
73. Jet Set Radio (2000). By the time 
Jet Set Radio
 came out, the skateboarding game was already in its decadent phase, 
with players forced to memorize lists of buttons like bored yeshiva 
students reciting the Torah. 
JSR stripped the controls down to 
one stick and one button, replacing combo-memorization with a zen focus 
on the environment. Then that environment was filled with awesomeness. 
The cel-shaded graphics, witty cutscenes, and hip-hop-meets-J-pop 
soundtrack—still the best original music in gaming history—are a fervent
 Japanese fan letter to American graffiti street art, imagining kids of 
all cultures united against corporate blandness. The game uses style the
 way a great pop star does: as the mortar to build a dreamed-for world. 
  
McKleinfeld
   72. Grand Theft Auto IV (2008).
72. Grand Theft Auto IV (2008). Just as Niko Bellic comes to Liberty City to pursue the American dream, so, too, do players boot up 
Grand Theft Auto IV
 for that thrilling fantasy of untouchable freedom. Its twisted version 
of New York City, already a melting pot, perfectly conflated the 
protagonist's fantasies with the player's, to the point that you could 
spend hours surfing the (fake) Internet, watching (fake) cartoons on 
television, or even attending (fake) live shows near a (fake) Times 
Square while ignoring your (fake) girlfriend's texts. Okay, maybe going 
on a rampage and outrunning the N.O.O.S.E. authorities was a bit much, 
but everything else vividly blurred the line between art and reality, 
between having it all and having nothing.   
Riccio
   71. Shenmue (2000).
71. Shenmue (2000). To play 
Shenmue
 for the first time was to be introduced to new possibilities for the 
medium. A few minutes pottering around downtown looking for distraction 
was enough to impress upon you a sense of Yokosuka as a place people 
lived and worked and played in, and suddenly the world of gaming itself 
seemed bigger: In this sprawling expanse, amid all of this activity, 
there seemed an art of limitless richness. Yu Suzuki conceived of a game
 that would look and feel as life ought to—bustling, beautiful, and, 
yes, sometimes tedious—and, more incredibly, brought it to playable 
life.  
Marsh 
 
 
 
 
   70. Grand Theft Auto V (2013). Grand Theft Auto V
70. Grand Theft Auto V (2013). Grand Theft Auto V
 was the culmination of a decade's worth of trial and error in 
open-world game design and mature, hard-nosed storytelling. Introducing 
three playable protagonists, each wildly different in personality and 
motivation, Rockstar created a digital melting pot of with such wide 
appeal and expansive scope that its transportive mimicry of a natural 
existence is something that won't be so readily replicated. Hours turn 
into days and days into weeks when sitting down to a session of 
GTA V
 (a notion that's repeatedly made fun of in its candid satirizations of 
ultraviolent video games, among other common vices), only escapable when
 the necessities of everyday life beckon, or when you simply collapse 
from lack of actual sustenance.  
LeChevallier
   69. Amplitude (2003).
69. Amplitude (2003). Harmonix, a company 
that started as makers of virtual instruments, had a unique idea of what
 music gaming could be. Instead of using music to make people push 
buttons, they used gaming to make music interactive. By visualizing a 
musical score as a series of binary triggers, 
Amplitude drops 
players into the staves, making polyrhythmic structures intuitively 
visible. It was the rare music game that understood music, and it 
remains the best explication of the formal structures of hip-hop and 
dance music, two genres often disparaged by people who don't understand 
how they work.  
McKleinfeld
   68. Street Fighter II: Championship Edition (1992).
68. Street Fighter II: Championship Edition (1992). In the long, storied bible of fighting games, 
Street Fighter 2 is the first book of the New Testament, and the 
Championship Edition
 is its King James Version. Everything we know about how a fighting game
 is supposed to look, sound, and feel comes back to this game providing 
the wide array of character designs and mechanics, tweaking the balance 
of power between characters, and letting players be the bosses for the 
first time. The fact that this is still just as easy to pick up and play
 while still remaining challenging enough for tournament play makes it 
superior to much of what would follow in its wake.  
Clark
   67. Call of Duty 4: Modern Warfare (2007).
67. Call of Duty 4: Modern Warfare (2007). 
Updating the battlefield from Axis and Allies to a strife-ridden Middle 
East sounded, at first blush, like a novelty designed to reinvigorate a 
tired franchise, and yet 
Call of Duty's change of milieu proved
 nothing short of revelatory. Few were prepared for the "completely 
cynical amusement," as Nicholson Baker memorably called it, of the 
harried first-person blitzkrieg Infinity Ward delivered, a duly 
contemporary spectacle replete with drone bombings and suicidal 
insurgents. Bleak? Necessarily. But the tinny 
splink of an armor-piercing round landing in an enemy's fleshy chest never felt so satisfying. There's a cynic in all of us.  
Marsh
   66. Beyond Good and Evil (2003).
66. Beyond Good and Evil (2003). We've finally reached a point in gaming history where gamers are finally starting to ask more of 
The Legend of Zelda as a series, not realizing that what they're asking for has been staring them in the face since 2004. 
Beyond Good and Evil
 definitely owes much of itself as a collection of gameplay mechanics to
 Ocarina of Time, but then takes that crucial creative next step for the
 whole idea of what Zelda could and should be. It manages to stay 
playful, colorful, and light in the midst of a heady sci-fi tale of 
human trafficking and alien civilizations, coupled with the same diverse
 world building and character design that Michel Ancel would bring to 
Rayman over the years.  
Clark
   65. Vagrant Story (2000).
65. Vagrant Story (2000). There was once a 
time when Square, fire under their ass with the freedom afforded by the 
PS1, would experiment far away from their comfort zone with formula, 
with genre, with gameplay. 
Vagrant Story was the last of those 
experiments that worked, and probably the only one to flirt this closely
 with perfection. The video-game company's typical fantasy affections 
are stripped away, leaving a tricky political yarn about an assassin 
sent to a Gallic labyrinth of a city to kill a cult leader. And it's a 
yarn powered by possibly the deepest, most intuitive combat and crafting
 systems Square's ever conjured up.  
Clark
   64. Donkey Kong Country (1994). Donkey Kong Country
64. Donkey Kong Country (1994). Donkey Kong Country
 wasn't a rhythm-based game, but there was an ineffable quality to 
it—perhaps the manic momentum and pumped-up precision—that made the 
gamer feel as if they were swinging from vine to vine themselves. 
Whereas other platformers followed tentatively in the footsteps of 
predecessors like Mario, Donkey Kong simply barrel-rolled through, 
trusting players to figure out a way through the complex bramble and 
coral-reef mazes. Every inch of the game presented a lush, 
well-considered obstacle, and never seemed content to repeat itself. It 
was the king of the jungle.  
Riccio
   63. Silent Hill (1999). Silent Hill
63. Silent Hill (1999). Silent Hill's
 strongest character is its setting, a town as a twisting manifestation 
of a broken psyche. Harry Mason awakens from a car crash, his daughter 
gone. The fog is thick around him, and he can only see a figure in the 
distance: a young girl. She turns and runs, and he pursues her, but the 
world around him warps into an evil that kills him. The deeper one 
delves into the game's unsettling, oppressive atmosphere, the further 
the curtain is pulled back to reveal the nature of a place where 
childhood terrors manifest as corporal demons and the fear of 
menstruation makes walls bleed rivers of blood. Every element works in 
peerless conjunction to serve the themes of familial loss, childhood 
abuse, and the terrifying impact of religious extremism.  
Aston
   62. Star Fox 64 (1997).
62. Star Fox 64 (1997). Rail shooters typically confine players to a predetermined route, but 
Star Fox 64
 made the furthest reaches of the Lylat System feel as if they were 
freely explorable, even when your Arwing was ultimately being guided 
toward its terminus by unseen hands. On the very first level, swooping 
through rocky archways and defeating a hovering assault vessel hidden 
behind a waterfall bypasses the standard path to Meteo and sends you to 
Sector Y, a starlit space mission complete with mobile suits and 
plummeting debris. Select boss encounters even opened up to an 
"all-range mode" that allowed for fancy direction reversals and 
foe-discombobulating maneuvers. It was this surprising sense of freedom,
 as well as clean graphics and spotless controls, that made the game a 
classic.  
LeChevallier
   61. You Don't Know Jack! (1995).
61. You Don't Know Jack! (1995). What does a Victoria's Secret model and feldspar have in common? Which video-game series did Nostradamus 
not predict? 
You Don't Know Jack!
 offers players the chance to participate in the funniest, craziest, 
most irreverent game show imaginable, where historical trivia about Joan
 of Arc is filtered through the lens of Dr. Phil, and musical questions 
about the 
1812 Overture include actual cannon shots firing. The
 snarky, insulting narrators allow players to gang up on each other, and
 will even take a break from the prewritten multiple-choice trivia to 
call up random individuals from the phone book to come up with 
questions. It's exactly the right blend of general knowledge and 
insanity that's kept the franchise strong for nearly two decades.  
Aston 
   60. Deus Ex: Human Revolution (2011).
60. Deus Ex: Human Revolution (2011). What most stands out about 
Deus Ex: Human Revolution
 is the profoundly detail-rich realism of its near-future world. Every 
location is alive with propaganda streaming on billboards and 
advertisements for and against the technological movement that drives 
the narrative. In a world that changes based on player actions, and 
often in subtle way, citizens mix and engage in conflict with criminals 
and law enforcement alike. The game demonstrates the power of the 
medium, wherein interactivity can reveal new ideas about the core themes
 and narrative at every turn. A prequel about ethics and consequences, 
Human Revolution depicts a world struggling to adapt to changing technology and its often insidious consequences.  
Aston
   59. Hotline Miami (2012).
59. Hotline Miami (2012). Amid the arms race
 of next-gen graphical evolution and the seemingly endless deluge of 
triple-A blockbuster shooters arrived a veritable thunderbolt of weird, 
Hotline Miami, and the landscape of modern gaming would never again be the same. A hallucinatory top-down action game that plays like 
River City Ransom as imagined by David Lynch, 
Hotline Miami
 is a fever dream of violence and retro gaming, pulling together the 
tropes of the medium's innocent infancy and turning them into something 
altogether darker. Jonatan Soderstrom and Dennis Wedin didn't simply 
make a classic game; they burrowed their way into the deepest recesses 
of gaming's unconscious, and the result feels like a nightmare you just 
had but only half-remember.  
Marsh
   58. Conker's Bad Fur Day (2001).
58. Conker's Bad Fur Day (2001). Considering
 the reason so many of us play video games, it's odd how often most 
titles follow a very specific set of unspoken rules. Not so with 
Conker's Bad Fur Day, a recklessly unfiltered, untapped, superego-filled romp through a parody of inanely inoffensive titles like 
Banjo-Kazooie.
 Conker cursed and solved puzzles by getting drunk enough to extinguish 
flame demons with his piss, blithely sent up pop culture as diverse as 
A Clockwork Orange, 
Saving Private Ryan, 
Alien, and 
The Matrix,
 and still had time to lob rolls of toilet paper down the gullet of a 
giant operatic poo monster. For sheer balls, lunatic ingenuity, and 
crass charm, there's never been anything like it.  
Riccio
   57. Xenogears (1998).
57. Xenogears (1998). Not one to play second fiddle to the likes of 
Final Fantasy VII, 
Xenogears
 saw Squaresoft following its mammoth JRPG success with an even bigger 
undertaking that pushed the cabalistic boundaries of video-game 
plotlines to the extreme. To fully enjoy this complex, vast, and 
exhaustively symbolic experience heavily influenced by Freud, Jung, and 
Nietzsche, it takes an open mind and supreme dedication on the part of 
the player. Its excellent battle system makes the spiritual prequel 
Xenosaga's simplistic combat regimen seem dull by comparison. The exquisite 
Xenoblade Chronicles did well to resurrect interest in the series, causing curious fans to seek out 
Xenogears and discover the wondrous origins of this under-appreciated property.  
LeChevallier
   56. Mass Effect 3 (2012).
56. Mass Effect 3 (2012). Everything is on the line in the final chapter of the 
Mass Effect
 trilogy, which profoundly views sacrifice as an imperative. Having long
 ignored Commander Shepard's warnings, every being in the universe now 
faces destruction as the genocidal Reapers bring ruin to every world. 
The theme of this series has always been inclusivity, and it's with this
 in mind that the player must travel the game's large and multifaceted 
universe to end wars, unite races, and build a resistance to an 
absolutely devastating threat. All the way toward the largely 
misunderstood climax that brings the game's themes together in an 
intelligent and metaphysical way, one is forced to make difficult and 
heady choices, including sacrificing beloved characters and sometimes 
entire species toward a common good.  
Aston
   55. Marvel vs. Capcom 2: New Age of Heroes (2000).
55. Marvel vs. Capcom 2: New Age of Heroes (2000).
 The marriage of Marvel and Capcom was a match made in heaven. 
Spider-Man versus Chun-Li. Wolverine versus Strider Hiryu. Captain 
America versus Tron Bonne. The insane bouts went on and on, thanks to 
Marvel vs. Capcom 2: New Age of Heroes
 and its benevolent roster of 56 fighters, each one able to be mastered 
and used to promptly upset even the most skilled of opponents. The 
balance in the game remains remarkable; selecting squads of three 
fundamentally eliminated the unwelcome perils of facing a drastically 
overpowered team. The winning formula carried over to 
Marvel vs. Capcom 3 and its imitators, but 
New Age of Heroes is doubtlessly the most seamless 2D brawler of its generation.  
LeChevallier
   54. Metal Gear Solid 4: Guns of the Patriots (2008).
54. Metal Gear Solid 4: Guns of the Patriots (2008). You get the sense, within a few minutes of playing 
Metal Gear Solid IV: Guns of the Patriots,
 that Hideo Kojima has been waiting for technology to catch up to the 
vision he's realized here. The sheer breadth of this thing is 
staggering: The globetrotting, continent-spanning action would have been
 a technical impossibility before Kojima and Konami strained the limits 
of the PlayStation 3 to make it happen. But this isn't mere feat of 
engineering. Kojima's ambitions are chiefly artistic—idiosyncratic, 
instantly identifiable, and utterly weird. Only the 
Metal Gear series could imagine a world so singular on a $60-million budget. Would that every blockbuster were so strange.  
Marsh
   53. Final Fantasy Tactics (1998).
53. Final Fantasy Tactics (1998). Not for nothing is one of the 20 main classes in 
Final Fantasy Tactics
 labeled a Calculator. This is a game for math geniuses, with no end to 
the mix-and-match job customization offered. Or it's a game for future 
military commanders, with over 60 chess-like scenarios to survive, often
 at great odds. Or, with real-world inspirations like the War of the 
Roses at heart, perhaps it's a tale for historians. There's magic, too, 
and yards of in-game lore to read, so it's for English majors as well. 
Other games presented lessons, but 
Final Fantasy Tactics was 
the complete package, a school unto itself. Many strategy RPGs preceded 
and followed it, some even hewing closely to the same fundamental 
systems, but none have managed to capture this blend of fact and 
fantasy.  
Riccio
   52. Chrono Cross (2000).
52. Chrono Cross (2000). For half of its playtime, 
Chrono Cross
 is simply Square at the height of their creative powers, telling the 
tale of a teenager named Serge stuck in an alternate dimension where he 
drowned as a child, essentially playing out a less confusing version of 
the last two seasons of 
Lost. The question lingers in those hours of why exactly it invoked the holy name of 
Chrono Trigger
 to tell it. The game starts answering that question in the second half 
with the kind of reality-bending timeline gymnastics that would give 
Shane Carruth a nosebleed, with the damage done to time in 
Chrono Trigger used here as a conceptual jumping-off point. The end result is one of the most satisfyingly dense RPGs ever made.  
Clark
   51. The World Ends with You (2008).
51. The World Ends with You (2008). If the world did indeed end with me, 
The World Ends with You
 is the game I'd probably still be replaying. I might not even notice, 
because it's that absurdly inventive and addictive. This real-time, 
dual-screen action RPG was so original that it 
still doesn't 
have any imitators (though others have borrowed from its customizable 
difficulty). With its real-world portrayal of Shibuya, down to the 
muddled masses and the mind-altering memes and status-influencing 
fashion trends that controlled them, the game wasn't just a hip response
 that imitated life in the modern world, it was a cultural part of it.  
Riccio 
   50. Bayonetta (2010).
50. Bayonetta (2010). One of the most hysterically ridiculous games ever made, 
Bayonetta
 is the story of a super-powered 10-foot-tall dominatrix-librarian-witch
 with glasses and a skintight outfit made of her own hair who battles 
rival witches, heaven's angels, and finally God himself. An empowered 
female protagonist overfetishized to the point of parody, she's a 
corrective to gaming's view of women primarily as eye candy or damsels 
in distress. 
Bayonetta's universe is one in which men are 
completely disempowered, impotent against a race of Amazonian women who 
rule the world. The clever subversion of the typically male-dominated 
action genre is complemented by stunningly deep, addictive, and 
rewarding action mechanics, many utilizing Bayonetta's own hair as a 
weapon.  
Aston
   49. Grand Theft Auto: Vice City (2002).
49. Grand Theft Auto: Vice City (2002). No game had ever been as cinematic as 
Grand Theft Auto: Vice City,
 with a Hollywood actor in the lead and elegant visuals that leveraged 
the precision of a virtual camera. But for all its movie envy, its real 
greatness was its nonlinear sandbox. You spend a lot of time aimlessly 
driving around, so it was a good trick to give every vehicle unique 
handling and create so much entertaining audio content that tooling 
around listening to the radio was fun. Especially if you set a few of 
the NPCs on fire to launch a cheerfully debased Punch and Judy show. 
Rockstar's insistence on the surrealist comedy of pixilated mayhem has 
always been controversial, which suggests that they understand their 
medium far better than their detractors.  
McKleinfeld
   48. Journey (2012).
48. Journey (2012). A mute, red-cloaked idea
 of a character trudges through a seemingly infinite desert, scarf 
flapping in the gentle wind. The light from that far-off mountain 
beckoned, but not urgently, not if you wanted to smell the digital 
flowers. Pride came not from eluding enemies, or from conventional 
progress, but from seeing something new. Stumbling over ruins in the 
sand left players wondering not at the Ozymandius-like game they might 
have missed, but at the dreamy fantasia left behind. And when the game 
matched you with a second player, when it let you 
share that experience, and silently, save for the chirps that served as the game's internal language, 
Journey was the Everygame.  
Riccio
   47. Max Payne (2001).
47. Max Payne (2001). On a winter's night 
some months after the death of his wife and child, renegade DEA agent 
and ex-cop Max Payne takes to the streets of New York on a bloody 
Punisher-esque
 quest to avenge his family, cleaning up the corrupt city and uncovering
 the conspiracy that cost him everything. Combining graphic-novel noir 
storytelling with addictive 
Matrix-inspired "bullet time" gunplay, 
Max Payne
 still stuns for its rush of varied visual poetry. At the push of a 
button, Max moves and aims in slow motion, giving him the edge against 
his trigger-happy enemies, and these endlessly replayable sequences 
evoke the fantasy-fulfillment of playing Neo in 
The Matrix's infamous lobby scene, or as one of John Woo's renegade heroes.  
Aston
   46. Final Fantasy IX (2000). Final Fantasy
46. Final Fantasy IX (2000). Final Fantasy's
 last hurrah on the PlayStation pulled off a neat trick in that it 
ditched the flamboyant character, environmental, and combat aesthetics 
of 
FFVIII in favor of a more old-school approach that paid 
homage to the pre-3D episodes. It allowed players to focus more on the 
story, rather than absurdly large swords, guns, or swords that are also 
guns. The saga of Zidane and Garnet remains a romance for the ages, 
responsible for one of the most uplifting game endings of the past 20 
years. And the battle system remains suitably uncomplicated, showing how
 beneficial it can be when Square restrains itself from going over the 
top.  
LeChevallier
   45. Super Mario World 2: Yoshi's Island (1995).
45. Super Mario World 2: Yoshi's Island (1995). A 2D pearl with enough creative energy and nuanced artistry to fill two games, this sequel to 
Super Mario World
 gave the Yoshi clan their rightful time in the limelight, and in the 
process developed a set of ingenious platforming mechanics that have yet
 to be even shoddily imitated. Yoshi's flutter jump, in combination with
 his egg aim-and-throw technique, made for a unique variation on the 
typical side-scrolling 
Super Mario escapade. Certain areas also
 allowed Yoshi to transform into a multitude of vehicles that could 
navigate previously unreachable areas. 
Yoshi's Island is a game that's absolutely brimming with pioneering ideas, representing Nintendo at its most fearlessly experimental.  
LeChevallier
   44. Katamari Damacy (2004).
44. Katamari Damacy (2004). It's impossible to summarize 
Katamari Damarcy
 with the language of literature or film: plot, character, iconic 
images, expressive subjectivity. Instead it makes art from gaming's 
preferred values: accumulation, variation, interaction, progress. The 
story is absurd, and its visuals and controls are willfully crude. Yet 
it's a well-honed machine that generates pure joy. Because lurking 
behind the serious silliness is a glimpse of theme: The game is an 
elegant metaphor for growing up, in which the world becomes fuller and 
more detailed the bigger you get, beautifully conveying the thrill of an
 expanding horizon. If that's not art, what is?   
McKleinfeld
   43. Super Mario 64 (1996).
43. Super Mario 64 (1996). We didn't have a template for 3D games until Nintendo conceived of one for us. 
Super Mario 64
 was an architectural marvel designed and built without a blueprint: The
 rolling open-world hills and sprawling primary-color vistas that seem 
as familiar to gamers today as the world outside were dreamed up out of 
nothing more than programmed paint and canvas. Shigeru Miyamoto was 
given the unenviable task of contemporizing his studio's longest-running
 and most prominent franchise while remaining true to its 2D legacy. 
It's a testament to Miyamoto's accomplishment here that, nearly 20 years
 later, the result feels no less iconic than the original.  
Marsh
   42. Castlevania: Symphony of the Night (1997).
42. Castlevania: Symphony of the Night (1997). Dozens of games have referred back to the things 
Symphony of the Night did back in 1997 to veer the traditionally linear 
Castlevania
 series off into completely unknown open-world territory, and few have 
done it as spectacularly. The main castle and its spectacular 
upside-down counterpart are staggering achievements in art design, and 
the score contains two or three of the best classical compositions of 
the last two decades. But more than this, the experience of exploring 
every haunted nook and cranny of this place, so drowning in secrets, 
unique weapons, and non-repeating enemies, is astounding to this day, 
whether the player is on his or her first or 40th playthrough.  
Clark
   41. Psychonauts (2005).
41. Psychonauts (2005). In a console generation starved for whimsy, the good-natured charm of 
Psychonauts
 was shocking. There are gruesome scares a-plenty (the kids getting 
their brains pulled out through their nostrils will linger in nightmares
 for a long time), but the tone is always gleeful and the dialogue 
always hilarious. The style makes a great first impression, but what 
keeps it on so many best-of-all-time lists is the sugar-high creativity 
of the level design. Each level of the game introduced new gameplay 
elements that were easy to figure out and tied beautifully to the story.
 
Psychonauts fulfilled the ludological dictum of making gameplay into narrative, and the much harder trick of making it look effortless.  
McKleinfeld 
   40. Uncharted 2: Among Thieves (2009).
40. Uncharted 2: Among Thieves (2009). Take Spielberg's 
Indiana Jones
 films, set them in the modern day, remove any limitations of budget, or
 respect for public property or stuntman safety. That's the 
Uncharted series. But where the first 
Uncharted almost feels timid, the work of a studio getting its bearings with the PS3, 
Uncharted 2
 exudes a more confident swagger. Naughty Dog knew the first time they 
could craft any adrenaline-pumping set piece imaginable. It's in how 
much effort they've spent making Nathan Drake and his supporting cast 
feel like fleshed-out, vulnerable, nuanced human beings who make very 
human mistakes, even in the middle of those set pieces, that makes 
Uncharted 2: Among Thieves seem like a Herculean jump ahead of its predecessor.  
Clark
   39. Final Fantasy VI (1994).
39. Final Fantasy VI (1994). There's a classic 
South Park episode that mocks the fact that if there's a joke you like, chances are 
The Simpsons already did it. The same can be said for 
Final Fantasy VI,
 which basically broke and reset every rule for the modern RPG. It would
 have been impressive enough to feature 14 playable characters, each 
with their own unique abilities (like Sabin's 
Street Fighter¬-like
 combinations); or to introduce the steampunk combination of magic and 
technology to the genre; or to offer branching narrative paths; or to 
stuff the game with enough side quests to fill an entire sequel, but 
Final Fantasy VI
 did it all—first and flawlessly. That a game in which the world is 
destroyed halfway through also finds time for humor, thanks to a certain
 cephalopod, is just icing on an already gluttonous cake.   
Riccio
   38. Banjo-Kazooie (1998).
38. Banjo-Kazooie (1998). Here's the odd 
game that boasts a split-personality protagonist: an amiable bear 
representing the superego and an obnoxious bird representing the id. 
While Nintendo created the 3D-platformer template with 
Super Mario 64, Rare refined it with their tongue-in-cheek 
Banjo-Kazooie.
 The humor and game mechanics simultaneously develop all the way through
 to the hysterical game-show finale and subsequent boss battle that 
effectively takes advantage of all skills acquired across the game. 
Subbing the blank-faced plumber with a chilled bear and his sassy 
backpack-bound avian sidekick, the game stands out for its 
self-awareness: An unusually meta experience, it constantly pokes fun at
 its contrived storyline, limited characterization, and other gaming 
tropes. Few games are so accomplished in both personality and 
gameplay.  
Aston
   37. Eternal Darkness: Sanity's Requiem (2002).
37. Eternal Darkness: Sanity's Requiem (2002). Five hours into 
Eternal Darkness: Sanity's Requiem,
 it asked if I wanted to delete my saved game. I declined, then watched 
in horror as my progress was irrevocably erased anyway. 
This can't be happening, I thought to myself, gripping my controller in shock. And, in fact, it 
wasn't happening, as this was just one of the many meta frights that turned 
Eternal Darkness
 from internal, character-focused survival horror to an external 
psychological horror game that messed with players. Were you 
accidentally sitting on the remote, or was the game turning the volume 
down for you? Were you missing a hidden switch in the room, or was every
 door just temporarily locked? There has yet to be a game as 
delightfully maddening.  
Riccio
   36. Rock Band 3 (2010).
36. Rock Band 3 (2010). From singing vocals in harmony to hammering away at a four-piece drum kit, 
Rock Band makes players feel like they're 
part of the music. The series hit its apex with 
Rock Band 3,
 the natural evolution of the series that introduced the keyboard to 
accompany the drums and guitars, and upgraded the plastic guitar with a 
real one. While Activision's competing 
Guitar Hero franchise fell apart with unwelcome, irrational, and incompatible yearly iterations, Harmonix treated 
Rock Band
 as a platform, allowing players to buy whatever songs they wanted and 
adding valuable features with each release, like the ability to play 
music online, expanding the party internationally. How else can I sing 
Journey with my friend in Canada from my house in the land down under?  
Aston
   35. Power Stone 2 (2000). Power Stone 2
35. Power Stone 2 (2000). Power Stone 2 one-ups its predecessor by introducing four-player battles that, at their craziest, make 
Super Smash Bros.
 and its sequels look comparatively tame. Running around hazardous, 
item-heavy warzones, with the short-term goal of repeatedly amassing 
three of the titular gemstones, prompting an all-powerful transformation
 that decimates opponents with arena-filling special moves was an event 
likely to instantaneously change the mind of any Dreamcast naysayer upon
 round one of play. With all the chaos at hand, it was astonishing how 
little slowdown ever occurred. 
Power Stone 2 remains exhibit A 
to showcase the prowess of the once mighty Sega Dreamcast, a console 
that went the way of the dodo long before it should have.  
LeChevallier
   34. Dance Dance Revolution (1998). Dance Dance Revolution
34. Dance Dance Revolution (1998). Dance Dance Revolution
 introduced gamers' feet to the thrill that their hands had long known: 
high-speed patterned motion. Or as humans call it, dancing. And it felt 
great, because, as people who weren't spending their nights hunched over
 computers knew, dancing is fun. Suddenly a whole generation of kids 
returned to the arcades, made abruptly relevant again by the space 
requirement of full-size metal dance pads. Long before televised dance 
competitions returned to prime-time television, YouTube was packed with 
hot-shit kids racing through steps like vaudeville hoofers. 
Dance Dance Revolution
 convinced non-gamers that video games weren't just for 
basement-dwelling trolls, and convinced gamers that their body wasn't 
just something to abandon in a chair.  
McKleinfeld
   33. Super Smash Bros. Melee (2001).
33. Super Smash Bros. Melee (2001). The best games of all time invoke an almost instant sense of nostalgia. Make no mistake: 
Super Smash Bros. Melee's
 charms aren't simply generated from the goodwill of its roster of 
characters, classic heroes like Link or Mario, but from its own chaotic 
twist on combat, as much a matter of playing evasion ballet as of 
mastering the various power-ups and environmental hazards. That said, 
taking such a deep bench of characters out of their elements and into a 
brawler was not without a special sort of charm, as watching 
F-Zero's
 neglected Captain Falcon take revenge on an overstuffed Kirby or having
 Jigglypuff knock-out Luigi will simply never get old.  
Riccio
   32. Batman: Arkham City (2011).
32. Batman: Arkham City (2011). Before him 
lay two bodies. One is his nemesis, a deranged serial killer behind 
fanatical displays of destruction, the other his lover, a once-innocent 
girl caught up in the plots to overthrow Gotham. Only one matters to 
him, and Bruce Wayne carries his body out of the tomb for everyone to 
see. Arguably the only downfall in 
Batman: Arkham Asylum was 
its finale, a tonally and narratively incoherent victory against the 
Joker that went against the bleakness of everything prior, but not so 
with follow-up 
Arkham City,
 which boasts one of the most aggressively nihilistic endings in the 
history of the medium. As the game's setting expands from the smaller 
sanitarium to the larger city, so does the sense of hopelessness for the
 characters, rendering every victory pyrrhic in nature."  
Aston
   31. Tetris (1986). Tetris
31. Tetris (1986). Tetris is a game
 of pure abstraction, its mastery of the simplest possible visual units 
as ideal and impersonal as the Helvetica font. It's no coincidence that 
it came to America as an ambassador from a foreign country; like the 
math equations on the Voyager shuttle, it speaks a language even space 
aliens could comprehend. The fundamental gameplay imperative of fitting 
blocks together is almost offensively infantile, but players who master 
the game can feel neurons growing as they learn to stop just seeing the 
shapes, and start seeing the negative space around them. The system 
recalibrates your perceptions as you explore it, and that's what a great
 game is about.  
McKleinfeld 
.    
   
    
    
   30. The Walking Dead (2012).
30. The Walking Dead (2012). No one would've faulted any developer for slapping 
The Walking Dead name on a lackluster 
Left 4 Dead rip-off, and waiting for the cash to roll in—like Activision tried to do with 
Survival Instinct. But instead, in Telltale Games's hands, 
The Walking Dead
 is going to go down as not only the game that shocked the entire 
adventure game genre out of atrophy, but as a brutal and brilliant 
Cormac McCarthian tale of terror and human loss unprecedented in this 
medium. This is a game where success is almost entirely measured in the 
structural integrity of a little girl's soul, and the decisions you've 
made to keep it intact. This is the story the AMC show only dreams it's 
built across its four seasons.  
Clark
   29. Pokémon Red and Blue (1998).
29. Pokémon Red and Blue (1998). The 
Internet can be a heinous place, but when the masses use it to cooperate
 on a joint task, no matter how seemingly insignificant, wonderful 
things can occur. That happened earlier this year with the social 
experiment dubbed "Twitch Plays 
Pokémon," wherein a populous chat room of participants could input commands that would control an emulated version of 
Pokémon Red,
 painstakingly completing a single run-through of the main game in 16 
days' time. This strange yet continuously alluring examination of 
interests and correspondence highlighted, more than 15 years after its 
original release, how pivotal, ageless, and unifying the introductory 
Pokémon games are. The methodology holds strong: see Pokémon, catch Pokémon, live Pokémon. Together, now and forever.   
LeChevallier
   28. Rez (2002).
28. Rez (2002). It takes about five seconds to understand the appeal of 
Rez.
 Its aesthetic is so distinctive, its style of play so radical, that 
finding yourself attuned to its wavelength is as easy as turning it on. 
The tactility of video games, of course, make them an almost synesthetic
 experience, drawing a connection between image, sound, and touch. 
Rez
 seizes on that connection and deepens it, until you believe you can see
 and feel the sound around you. The rhythmic touch of a button creates a
 flash of DayGlo color and a burst of techno music, all of it pulsing in
 the air you're flying through.  
Marsh
   27. Metroid Prime (2002).
27. Metroid Prime (2002). On paper, 
Metroid Prime should've been the game that made us all believe that the 
Metroid franchise should've stayed dead after that excruciating eight-year gap between 
Super Metroid
 and this release. In reality, Retro Studios defied every expectation 
that came with dragging a side-scroller kicking and screaming into 3D. 
Everything that made 
Super Metroid brilliant—the isolation, 
Samus's varied arsenal, the sheer size of the world—remains. What Retro 
added was grand, evil beauty to Samus's surroundings, a subtly creepy 
story of ill-fated alien civilizations told entirely without breaking 
gameplay, and a laundry list of FPS innovations that felt next-gen, and 
in more than just the graphics, even when the game got prettied up for 
the Wii.  
Clark
   26. Super Mario Bros. (1985).
26. Super Mario Bros. (1985). It's such a great day when you start up 
Super Mario Bros.,
 skipping across the grass under blue skies while happy music plays. No 
platformer had ever made jumping feel so instinctively right—so brisk at
 the start and so smooth on the drop. With 
Super Mario Bros., 
Nintendo unleashed the ability that's served them well through all 
subsequent console generations, a knack for making the repetitiveness of
 8-bit physics feel warm and organic. The game went on to work changes 
on the theme like a Bach fugue, with secrets that anticipated 
world-building games like 
The Legend of Zelda. But even at its 
most controller-smashingly frustrating or obscure, it's the controlled 
delight of the jump that holds the player in a perfect little pleasure 
loop.  
McKleinfeld
   25. Resident Evil 4 (2005).
25. Resident Evil 4 (2005). In 
Resident Evil 4,
 your mission to save the president's daughter from kidnappers quickly 
goes south, stranding you in a rural village surrounded by crazed 
villagers infected with something very, very wrong. The game offers no 
guidance as to how to react or escape, leaving the player in a state of 
anxiety as Leon Kennedy attempts to flee only to be quickly cornered and
 overcome. The series's transition here from the stationary camera of 
the previous games to a fully 3D environment was a major step forward 
for third-person action games, but the sense of uncertainty that wracks 
the player throughout the lengthy narrative, of being made the center of
 a horrific, frenzied nightmare, is what made this game one of the most 
profoundly discomfiting experiences video games have ever seen.  
Aston
   24. Ico (2001).
24. Ico (2001). Single-player video games are lonely. 
Ico
 made loneliness feel magical by giving you a companion, even as it 
constantly reminded you how alien her mind must be. Just like Princess 
Yorda's gnomic utterances imply a story that she just can't share with 
you, so does the game's environment imply a vast narrative of which this
 story is only a part, creating a potent illusion of context by 
withholding backstory. While the gameplay itself is basic puzzle-solving
 and crude combat, it's the mood that makes it special, the constant 
sense that there's something vast just outside the frame.  
McKleinfeld
   23. Final Fantasy X (2001). Final Fantasy X
23. Final Fantasy X (2001). Final Fantasy X
 was a great big teenage yawp of a game. But for all the adolescent 
strum und drang of the my-father-is-a-monster plot, it's the 
good-natured physical enthusiasm of jocky bro-tagonist Tidus that made 
all the wandering around a joy. The game unapologetically embraces 
grinding, while decorating the long string of encounters with baroque 
style. Of course, it looks cutting-edge gorgeous and has a big, 
emotional story—this is 
Final Fantasy after all. But what made 
FFX
 special was how it cut away the dross of JRPG battles mechanics. 
Instead of making the player mindlessly tap the "Fight" button for the 
first several hours, the game demanded strategic choices from the 
beginning, so that every battle provided satisfying strategic challenge 
along with the groovy combat animation.  
McKleinfeld
   22. SoulCalibur (1999).
22. SoulCalibur (1999). You know a game has 
done something spectacular when most of the people who love it forget 
its predecessor ever existed. Considering 
Soul Edge is one of the best PS1 games in its own right, that should say everything about how far 
SoulCalibur
 pushed the envelope: full 3D movement, stunning environments, one of 
the best, rousing scores ever composed, and, of course, the fast, fun, 
and fluid combat. Not since the first 
Samurai Shodown's heyday had a developer managed to make epic swordfights feel like, well, epic swordfights, and yet 
SoulCalibur's brand of flying-spark chaos manages to deliver that experience to everyone, regardless of skill.  
Clark
   21. EarthBound (1994).
21. EarthBound (1994). There has never been a game as irreverently comic and deceptively touching as 
EarthBound.
 It takes place in a darkly skewed version of Earth, with 13-year-old 
Ness's "rockin'" telekinetic powers and trusty baseball bat going toe to
 toe with local gangs and bullies, Happy Happy cultists, and drugged-out
 hippies. Despite liberally borrowing from RPG conventions (including an
 emphasis on grind-heavy gameplay), the game oozed originality in just 
about every other aspect, offering more than just escapism, but, in its 
battle against loneliness and negative emotions, a reason to ultimately 
set the controller down.  
Riccio 
 
 
 
 
.     
   
    
    
   20. The Legend of Zelda: A Link to the Past (1991).
20. The Legend of Zelda: A Link to the Past (1991). In 1991, a console game of such depth and sophistication as boasted by 
The Legend of Zelda: A Link to the Past
 was simply beyond conception. In fact, it was almost beyond 
possibility: Nintendo had to expand the capacity of their console's 
cartridges to make room for the breadth of what they'd hoped to do here.
 The results were well worth the expense and effort. You didn't just 
play this game, but plunged headlong into its adventure, entering a 
story and a world whose fate you felt lay in your hands. Today, though, 
A Link to the Past ought to be regarded as more than a milestone for a franchise still evolving. It is what is in its own right: a legend.  
Marsh
   19. Super Mario RPG: Legend of the Seven Stars (1996).
19. Super Mario RPG: Legend of the Seven Stars (1996). There was once a time when Square and Nintendo held hands and skipped merrily through fields of sunflowers, and gems like 
Super Mario RPG: Legend of the Seven Stars
 remind us of how awesome it was when these two industry titans partied 
together. The game turned the Mushroom Kingdom on its head by thrusting 
the famous plumber into a quest that was anything but a run-of-the-mill 
Mario venture. Bowser wasn't the Big Bad, but instead a comrade, 
fighting alongside his adversary in addition to Princess Toadstool and 
newcomers Mallow, a cloud boy, and Geno, a possessed doll. The game's 
razor-sharp wit and intuitive battle system made 
Super Mario RPG a success and paved the way for the 
Paper Mario and 
Mario & Luigi series.  
LeChevallier
   18. Portal (2007).
18. Portal (2007). One great thing about 
video games is that every aspect of them, from how trees look to whether
 gravity works, is a decision. Valve's previous games had expertly 
simulated physics; 
Portal asked what would happen if, like God,
 you could make physics different. And it presented that slapstick joke 
with sophisticated narrative panache. Melding wunderkind student 
designers with veteran comic writer Old Man Murray, 
Portal 
grounded its spatial wackiness in recognizable (in)human resentments. 
The story of GLaDOS and Chel is one of the great, Bechdel-test-passing 
double acts in gaming history, made all the funnier by Chel's 
classic-FPS taciturnity.  
McKleinfeld
   17. Super Mario World (1990). Super Mario World
17. Super Mario World (1990). Super Mario World
 feels like Nintendo's own technology finally catching up with every 
lofty, unattainable gameplay idea they couldn't implement between 1985 
and 1990. This is from an era where the first game a developer released 
on a new system had something to prove, and the chip on Nintendo's 
shoulder shows here. The game still feels massive, teeming with secret 
stages, alternate exits, stylish, Rube Goldbergian stage design, and 
verticality the likes of which could never have been done prior, and 
hasn't really been done as expertly since. Add the fact that this is a 
Super Mario Bros. game that actually gives Super Mario a cape, and contains Yoshi's first appearance, and this is still one for the ages.  
Clark
   16. Final Fantasy VII (1997).
16. Final Fantasy VII (1997). The death of Aeris Gainsborough heralded a new truth about the medium: Video games can make you cry. The sweep and thrust of 
Final Fantasy VII
 engrossed as few adventures do, of course, but to be moved by the 
emotional dimension of this story—to be invested in the lives and deaths
 of Cloud Strife and his crew of AVALANCHE eco-terrorists, to feel 
compelled to save this world as if it were your own—suggested the 
beginnings of a new kind of video-game experience. Love and pain and 
beauty are coursing through this thing. Action and adventure are at its 
core. But emotion is its lifeblood.  
Marsh
   15. Silent Hill 2 (2001). Silent Hill 2
15. Silent Hill 2 (2001). Silent Hill 2
 is a game about grief. The story is simple: A widower is drawn toward 
the eponymous side-side town after he receives a letter from his dead 
wife, who asks that he meet her in their "special place," a hotel off 
the shore. In Silent Hill he finds terrible things: monsters, demons, 
all glimpsed hazily through a shroud of impenetrable fog. But worst of 
all he finds the truth. This isn't a game about battling creatures or 
solving puzzles; those elements hang in the background like the 
ornamentation of a bad dream. In 
Silent Hill 2, you find yourself asleep, and the game is about needing to wake up.  
Marsh
   14. Mass Effect 2 (2010).
14. Mass Effect 2 (2010). In 
Mass Effect 2's courageous opening, Commander Shepard and his personal 
Enterprise,
 the Normandy, are obliterated by an unknown starship. Years later, 
Shepard's body is recovered by shady terrorist-cell Cerberus, who revive
 the Commander, then take him or her under their employ, offering their 
unlimited resources in exchange for "serving" humanity. It's a risky, 
morally uncertain opening that prefaces BioWare's emotionally rich space
 epic, allowing the player to create their own protagonist and 
subsequently form a team to battle a universe-threatening menace, all 
the while questioning the morality of their actions and benefactors. The
 game allows individual characterization, and the power of one's 
decisions illustrates the great strength of this medium over other art 
forms.  
Aston
   13. The Legend of Zelda: The Wind Waker (2003).
13. The Legend of Zelda: The Wind Waker (2003).
 Link's Odyssean adventure is a voyage of discovery, of sailing across 
vast oceans and encountering islands where different species inhabit. 
Unlike other 3D games whose graphics quickly become ugly with 
technological obsoletism, 
The Legend of Zelda: The Wind Waker's
 cel-shaded aesthetic suggests a timeless Hayao Miyazaki film made 
effortlessly playable, of childhood dreams come to life. Its richness 
also derives from the genuine depth and maturity to its narrative, so 
redolent of Greek mythology, of children suffering for the sins of their
 ancestors and given the lofty task of saving the world from ancient 
evils long thought buried, undergoing experiences that will forever 
change them.  
Aston
   12. Ōkami (2006).
12. Ōkami (2006). The sun goddess Amaterasu,
 taking the form of an angelic white wolf, sets out to vanquish the 
eight-headed demon Orochi from Nippon. So begins a tale worthy enough to
 follow any of the most revered Japanese folk legends in a 
century-spanning anthology. With aesthetics that pay tribute to the 
ancient art of calligraphy and the soulful connection between painter 
and brush, 
Ōkami bleeds beauty from every pore. Combat, too, is
 akin to the elegant strokes of bristles on parchment, smoothly 
interweaving Amaterasu's lightning-quick attacks with swipes of the 
Celestial Brush, a tool that allows for on-screen drawings to come to 
life, aiding in both battle and puzzle-solving. A charming sequel, 
Ōkamiden,
 was later released for the Nintendo DS, but its lack of lasting impact 
proved the peerless original wasn't in need of a continuation.  
LeChevallier
   11. Goldeneye 007 (1997).
11. Goldeneye 007 (1997). Not only was 
Goldeneye 007
 one of the rare film-to-game adaptations that worked, featuring complex
 level designs (and bonus objectives scaling to difficulty) that 
required equal measures of stealth and shooting, but it also defined an 
entire generation of FPS gamers with its heated four-player split-screen
 multiplayer. The film lasted only a few brief hours, but the experience
 of sitting beside three dear friends, sneakily watching 
their 
screens to get a better read on their position, and then watching as 
they accidentally walked into the corridor you'd just riddled with 
proximity mines was the sort of halcyon summer haze that memoirists 
dream of.  
Riccio 
 
 
 
 
;
   10. BioShock (2007). BioShock
10. BioShock (2007). BioShock had 
greater narrative and thematic ambition than any previous big-time 
first-person shooter. But the real magic came—as it always does in great
 art—in how it was told. The FPS is well-suited to immersive 
exploration, and every corner of 
BioShock had some detail that 
expanded the story. Even the enemy AI, which gave all NPCs background 
tasks, convinced the player that Rapture was a world going about its 
business before being interrupted by your murderous intrusion. And no 
game has ever been so smart about cutscenes, the bane of most narrative 
FPS titles. 
Bioshock elegantly led you through its levels with 
subtle environmental cues, and when it took away control, it did so for a
 very good reason.  
McKleinfeld
   9. The Legend of Zelda: Majora's Mask (2000). The Legend of Zelda: Majora's Mask
9. The Legend of Zelda: Majora's Mask (2000). The Legend of Zelda: Majora's Mask has Link living his own personal 
Groundhog Day
 scenario to prevent a very-pissed-off-looking moon from crashing into 
the world, and right off the bat with that premise, the series is in 
heavier and more innovative territory than usual. The game still manages
 to reuse everything worth taking from 
Ocarina of Time's 
template, but also adding just a drop of haunting, elegiac melancholy, 
casting a much different and enthralling pallor over the whole thing 
than anything the series has seen. 
Majora's Mask is as close to grim-and-gritty as 
The Legend of Zelda
 ever needs to be, but it's also the one game in the series that every 
developer, Nintendo included, can learn the most from, when it comes to 
adding depth, not darkness, to a series such as this.  
Clark
   8. Braid (2008). Braid
8. Braid (2008). Braid was the 
first art game to combine highbrow ambition with rock-solid gameplay. 
Like most pioneering works, it's largely about its own medium, 
appropriating the inexorable left-to-right movement and 
damsel-in-distress story of a certain famous gaming icon and using it as
 a metaphor for...life? Guilt? L'amour fou? 
Braid doesn't 
answer all the questions it raises, and that's a good thing. Better 
still is how elegantly the story and the game mechanics work together, 
with time-reversing levels exploring remorse and single-key puzzles as 
metaphors for loss. Like the games it parodies, 
Braid makes 
walking and jumping feel great, but it uses that visceral satisfaction 
to draw you into something profoundly disquieting.  
McKleinfeld
   7. Portal 2 (2011).
7. Portal 2 (2011). It's one thing to outthink a psychopathic computer program, as players did in the original 
Portal. But this brilliant sequel took things leaps and bounds beyond by asking players to outthink 
one another.
 In a co-op mode to rival all others, players were forced to work 
together, but never punished for betraying each other instead. In a meta
 move, the real cleverness wasn't in the exponentially more complex 
puzzles, but in the way it asked players to trust in that Charlie 
Brown-like way that their friends wouldn't infuriatingly, comically 
sabotage them at the last second. Shooting your friends was simple; 
trapping them in an infinite, head-spinning loop was impressive.  
Riccio
   6. Half-Life 2 (2004).
6. Half-Life 2 (2004). The original 
Half-Life redefined the way players experienced first-person shooters with heavily scripted sequences and a well-written narrative. 
Half-Life 2
 took this to the next level, as silent protagonist Gordon Freeman is 
removed from cryostasis and plunged into a future dystopia—a formerly 
human-populated city now turned zombie nightmare—reminiscent of Nazi 
Germany where the last remaining humans reside, enslaved by an 
unstoppable alien threat. Without ever relying on cutscenes, the game 
makes you a first-person participant in its storyline, one that turns 
the tide from oppression to rebellion fighting for the future of 
humanity. It's a classic whose thrills best those of most action movies 
and demonstrates the remarkable innovation the medium is capable of.  
Aston
   5. Shadow of the Colossus (2005).
5. Shadow of the Colossus (2005). The death 
of a colossus is a terrible thing. It feels all wrong: You thrust your 
sword into the softness of a great beast's neck as instructed until it 
lurches forward and falls. The only thing you're asked to do in 
Shadow of the Colossus
 is extinguish 16 impossibly beautiful creatures. There are no hazards, 
or enemies, or side quests. There are no power-ups or upgrades to be 
found. There is only you, the colossi, and the suffering you inflict 
upon them. Every video game is founded on a pretense of control—an 
illusion that you have a choice. 
Shadow of the Colossus dispels the myth by posing a simple question: Why? We should all think hard about the answer.  
Marsh
   4. Red Dead Redemption (2010).
4. Red Dead Redemption (2010). A true western can't be afraid to back down from its gritty substance, and 
Red Dead Redemption's
 final, unwinnable mission lives up to consequences often promised by 
the grim story. But that semi-tragic ending is earned by the 
plausibility of its rich open world, which is filled not just with 
outlaws to shoot, but also with cattle to herd and tame, animals to 
hunt, trains to rob (or protect), and townsfolk with whom you fight, 
drink, and gamble. But perhaps the grandest accomplishment was the sheer
 beauty of the territory, such that stumbling upon a rare sunset-lit 
vista while hunting for buried treasure was often reward enough.  
Riccio
   3. Super Metroid (1994).
3. Super Metroid (1994). Perfection in game design is like pornography: You know it when you see it. And in 
Super Metroid,
 it's plain as day. It isn't exaggeration to say that every element of 
the game has been conceived and calibrated to something like a platonic 
ideal: its level design feels complex but comprehensible; its difficulty
 is precisely balanced; its controls are as smooth as buttercream; and, 
perhaps most crucially, its sense of atmosphere is richly palpable. The 
greatness of 
Super Metroid is apparent from the moment Samus 
Aran floats up from within her Gunship to stand poised and ready in the 
rain. It's achingly beautiful. This is game craft at the height of 
elegance.   
Marsh
   2. Chrono Trigger (1995). Chrono Trigger
2. Chrono Trigger (1995). Chrono Trigger
 is the easiest, conversation-ending answer to the question, "Why do you
 like RPGs?" It's in the wonderfully written, infinitely endearing 
characters that are the best examples of each of their archetypes. The 
great, smart-alecky humor balanced with the impending doom waiting in 
1999. The twists and turns in the plot, few, if any, of which are 
telegraphed from miles away. The consequences of your actions across the
 multiple timelines. The combat. The lack of random encounters. The 
score. That Mode 7 clock at the start that still feels like the 
beginning of something epic 20 years later. This is every JRPG element 
working in total harmony.  
Clark
   1. The Legend of Zelda: The Ocarina of Time (1998).
1. The Legend of Zelda: The Ocarina of Time (1998). During the lengthy, groundbreaking development of 
The Legend of Zelda: Ocarina of Time,
 Shigeru Miyamoto envisioned a worst-case scenario in which Link would 
be restricted to Ganon's castle throughout the game's entirety, jumping 
through portals to enter mission-based worlds a la 
Super Mario 64.
 Let us be eternally grateful, then, that Miyamoto-sensei and his 
colleagues got a handle on their newly broken-in hardware before 
submitting their final product. There aren't enough superlatives, in any
 language, to describe how important 
Ocarina of Time is, not 
only to the medium of video games, but to the act of telling and being 
enveloped by stories. You start the game as a child, and finish it as an
 adult, having traveled countless miles, meeting all sorts of different 
creatures, both familiar and foreign, and being tested in battle and by a
 slew of imaginative puzzles. The Great Deku Tree. Dodongo's Cavern. 
Jabu Jabu's Belly. The Water Temple (oh God, the Water Temple). Your 
premier foray into any of these environments isn't easily forgotten, and
 the dungeons comprise only a fraction of the fantastical pleasures 
found in 
Ocarina of Time, a game that's not just a game, but the birth of a memory that will be held dear for eternity.  
LeChevallier 
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