


It’s impossible to pick out just five of the most important games ever, but I’d try to pick games that have important historical significance, have some degree of genre diversity, all while still being fun and thought-provoking games you’ll always want to pick back up.
The first RPG that wasn’t a giant dungeon-crawling grindfest where you slay a wizard at the end. It has a big open world, fun NPC interactions, and fun tactical RPG gameplay for the time. Has a really good philosophical storyline that is integrated with the game mechanics, and it shows how creativity can form under constraints. Another good option would have skipped to the SNES era with Final Fantasy VI, which is slightly less retro but is more approachable and has an equally compelling story with stronger replay value and tons of mods/romhacks.
One of the problems with choosing only five of the most important games is that the horror genre and the point-and-click adventure genre both are important in the history of gaming, but there isn’t room for both. Resident Evil 2 blends both genres exquisitely in a really compelling, but also endearing B-movie story with lovable characters. The Walking Dead would have been another option, but it doesn’t really have gameplay and it strays far enough away from the adventure genre that it doesn’t serve as a good example.
The Indie Revolution was an important era of gaming history, and motion controls were really big back then. Beautiful, subtle story about overcoming depression. Roger Ebert was wrong and video games could be art. Any indie game during the Indie Revolution golden era (August 2008-September 2015) would fit here, but I picked Flower because, at the time, it challenged what people’s expectations of what a video game was supposed to be. Games don’t have to be challenging or about fighting to be legitimate. Doesn’t have a ton of replay value, but it’s the sort of game you’ll always come back to during hard times. Barely beat out Stardew Valley, which is longer and has more replay value but isn’t an “art game,” which was very much the zeitgeist of the era, and Celeste which, in addition to having a beautiful ludonarrative story like Flower, would have also been a good mascot for speedrunning communities, but was created post-indiepocalypse and therefore isn’t a good example of the era.
A really engaging action-focused game with a good story and tons of replay value. Bloodborne and Bayonetta would have also been good choices, but I ultimately went this one because you’ll spend more time on it, and there’s a co-op mod. It does make this list RPG-heavy, but it’s hard to find a pure action game with as much replay value and attention to the plot. It’s still a skills-based game and none of the RPG mechanics will save you on the hardest difficulty.
I would put an open-world, choice-based game here. Even though BG3 is not a true open-world game, it has many the sandbox features open-world players like short of a fun physics system. It’s the third entry in the series, but the game doesn’t expect you to have played the first two games. Great mod support. I didn’t choose other popular open-world/open-zone games because many have paper-thin quests that lack player agency (Daggerfall, half of Oblivion, Skyrim, Dragon Age: Inquisition, Breath of the Wild), don’t work as a standalone experience (any of the Mass Effect Trilogy, the Witcher 3), are amazing but too small in scale to be good representatives (KOTOR, Dragon Age: Origins, Deus Ex), are too controversial (Grand Theft Auto, which railroads you into being a bad guy) or have a strong open world and player choices but terrible gameplay (Morrowind). I gave BG3 the edge over Cyberpunk and Fallout: New Vegas due to built-in co-op and endless replay value that would last a lifetime.
If this were a top 10 list, I would add Fallout: New Vegas (for a purer open-world sandbox experience), Super Mario Galaxy (a 3D platformer in a well-known franchise with a strong story), Celeste(the pinnacle of 2D platformers and speedrunners love it), Minecraft(an important social game with constructive cooperative mechanics), and Stardew Valley (best cozy game representative).
I feel like in the 2000s before the monetization of the internet became the norm, people were more able to share their art and writing in forums. There were entire sites dedicated to grassroots art-sharing without any profit motive.
Yes, grifters exist, but we’re all so cynical these days, not just at the corporations, but everyone. I miss people just sharing things with each other without any suspicion that dark money is involved.
I looked at the blog and it looks like a mere $182 changed hands for the month, and I assume most or all of it goes to Gardiner Bryant and not the OP. Is that comparable Instagram “influencers” hawking Gwyneth Paltrow’s Goop in a paid sponsorship deal? Maybe this is just a person who was excited enough about a new console that they decided to write about it, and honestly, good for them.
I’m so happy we’re finally getting a handheld that’s genuinely portable! I watched a disassembly video and really appreciate that the battery isn’t glued down, too. And have you all seen gameplay videos? Ocarina of Time 3D at 7x native resolution looks about as close to those Unreal 5 Zelda tech demos as we’ll likely ever get.
I skipped the Nintendo Switch line, but I’d eventually pick the Thor up to replace my 3DS. (If I don’t hold out for an Ayn Freya 😅 .)


Physical these days is mostly dead, so long-term I’ve been going for DRM-free digital. GOG, 7digital or ripping via Foobar2000 for music, ebooks.com plus Calibre, and MakeMKV for DVDs. Steam’s DRM, when not paired with other DRM, is lenient enough where I’m okay with using that when no other options are available.
I do still like physical for some things. I prefer physical for PS3 games versus digital because most games read straight from the disc, and install sizes a significantly smaller if you go that route. That generation of gaming really respected your hard drive. I don’t like buying a disc and then still having to install 100 GB to my hard drive – at that point, why bother?
And I like getting consoles and flashcarts physical, but not the games themselves. There’s nothing as cozy and nostalgic as playing 3DS games on the original hardware, but I don’t need all the cartriges. Everdrive with the Genesis Model 1 is also my preferred way of playing that console so I can experience the original music through the built-in headphone jack.
The exception to that is I’m a sucker for physical game media that has connectivity with other media. So I have a physical copy of Pokemon HeartGold with the Poke Walker, and too many DDR dance pads. I really want that GBA game Kojima made where the cart has a solar panel and you build up energy to defeat vampires by going outside.
Which, in one sense, is definitely cool. I get the impression that Super Metroid is a game with tons of replay value that encourages playing it in a different way each time.
In another way, to make this happen, I didn’t think it was very fun for first-time players. Bomb jumping is kind of an awkward mechanic and harder to pull off than in Zero Mission, and finding upgrades seemed to rely more on pulling off complex techniques with perfect timing. I don’t remember ever being required to wall jump in Zero Mission or 2. There’s so many beginner’s traps too, with the one-way doors and the noob bridge. In Zero Mission, I felt like upgrades were more clearly telegraphed to the player, so you could get more of them without using a guide. In Super, it’s a lot of bombing random walls and stuff, and the X-Ray Scope feels really limited.
If I got stuck, it would be difficult to consult guides, because many writers seemed to put sequence breaks into the walkthrough as opposed to a “natural” playthrough.
While it might be true that Dread has a lot of “hand-holding” (I don’t know because I haven’t played it yet), part of me wonders if that criticism comes from experienced players who want a harder challenge than Super that lean even farther into advanced-level techniques. I guess I’ll find out when I play it.
I came of age during the PS3 era and the Indie Game Revolution, where people were debating on whether video games could be art, so I personally can’t help but prefer when games have storytelling and ludonarrative and lore.
But for many people, Super Metroid’s lack of a plot will be a draw and not a drawback, and that’s cool. I’d actually really love a new nonlinear Metroid game in the vein of Super someday, and perhaps this time it wouldn’t take place on the planet Zebes.
I have AM2R archived on my computer. I’m very excited to try it!




I’m trans and I see where you’re coming from. I was boycotting the game ahead of launch because I didn’t want to support J.K. Rowling, who has based her career off of making our lives harder.
But…it’s been two years. We lost the battle. The boycott led to the Streisand effect and the game sold insanely well. Trans people got a ton of negative press converage. We were all made out to be intolerant and cruel because one trans person said something that made the GirlfriendReviews lady cry. It seemed like after that, GamerGate 2 went into effect and so many games with diversity are getting preemptively reviewbombed, like Dragon Age: The Veilguard, leading to layoffs and shuttered development teams, while games like Black Myth Wukong with a known sexist director are insanely popular.
Hogwarts Legacy seems like such a small issue now. Now it’s 2025 and we’re quickly losing all our rights in an ongoing Constitutional crisis. These days, while I’d prefer if cis people buy the game used and add disclaimers to the posts they make about it, I’m too exhausted to care about the Wizard game and who chooses to play it.


At the time it came out, true CRPG throwbacks were still a pretty rare sight, and the few that did come out after Baldur’s Gate 2 and Fallout had low production values, like Geneforge. Neverwinter Nights was boring, and Dragon Age was a big departures from the traditional CRPG mold.
Getting to see a new CRPG with modern graphics and lots of voice acing, but still be isometric, was really exciting. I know it’s why I bought it.
But I never finished it. The intro sequence at the farm with the killer rabbits was so unbalanced, the hardest part of the game, and poorly done. It was cool that you could have different characters do dialogue and be a hardass or a smartass or a kissass, they did all feel like different flavors if the same outcome. And the game was just too long, so after putting 40 hours into it and still not being close to done, I put the game down.
Someday I’ll definitely try Wasteland 3, since HowLongToBeat says it’s shorter.
Ultima, if it counts, are some of my favorite games of all time. In particular, I love Ultima 1’s bite-sized first-person dungeons that you do in between overworld exploration – the rewards you get versus the time spent make them a retro dopamine hit. Ultima 4 has you going through first-person tailor-made around eight thematic moral vices. Since the stat-boosting orbs of virtue you’d find at the end of the dungeon respawned, I had fun going back in and further boosting my stats.
Daggerfall is my favorite Elder Scrolls game. People complain that the dungeons are labyrinthine and take hours to finish, but I absolutely love that (with QoL mods). I tend to roll up non-magic characters who are good at climbing, and I feel like a proper Tomb Raider-esque explorer.
I’ve been gradually working through the old Might and Magic games. I really enjoy the “scavenger hunt” gameplay loop of that series with how you’re given riddles in the environment to figure out where to go next. I just wish they were a little shorter, so I get the feeling that The Bard’s Tale trilogy will be even more up my alley when I get to them.
I did try Wizardry 1-5, minus 4, and found them all really repetitive, even for the time they came out. You just kill a wizard and draw maps and there’s not much else going on with it. I’d love to try the later games someday, though.
For modern games, I haven’t played Etrian Odyssey yet, but I did play The Dark Spire on DS, from the same developers, and loved the dark tone and horror-esque art direction.