The Best Games of All Time (Part 3: Medium-Changers)

Based on my initial criteria, there are a LOT of games that make it into consideration. I want some way of organizing them sensibly, so that I can explain not just what games make the list, but why. To that end, I’ve got the following categories, to help me filter games:

  1. Enduring Classics
  2. Medium Changers
  3. Genre Pinnacles
  4. Right Place, Right Time
  5. Honorable Mentions
  6. Why Didn’t I Include…

The first four cover games that I think make the cut for “best games of all time”, the latter two are for things that are close, or aren’t eligible for inclusion for one reason or another. I’ll be doing each one, day by day.

Next up, the “Medium-Changers”. These games have left a long and lasting impact on video games as a medium, often in surprisingly varied ways, and across genres. Many of them have enabled entirely new genres, or are still the seminal work in their genre. Some proved that innovation is worthwhile, and drove others to follow their lead, broadening and expanding the industry. Many of these games have since been iterated and improved on, but they all have had a lasting impact on the medium.

I’m going to start with the biggest one.

The Best Games of All Time (Part 3: Medium-Changers)

Super Mario 64

If I were to drop the plural entirely from the title of this series, Super Mario 64 would be one of the top contenders for me to write about. It is a game so good, so polished, and so varied and finely crafted that virtually that entire console generation was spent trying to catch up, and largely failing. Super Mario 64 is enormous, inventing a console control scheme that has stood the test of time (at a time when EVERYONE was trying to come up with how to control games in 3D), and was still more varied and more technically innovative than almost anything that’s come since. To surpass Mario 64, an entire genre of third-person action platformers have had to attack it in the two places it’s weakest: its art (amazing for the time) and its narrative (look, it’s a mario game). Games like Assassin’s Creed, Uncharted, The Last of Us, Splinter Cell, Hitman, and even Dark Souls have their roots in Super Mario 64; there are design threads that begin there and stretch on.

Mario 64 taught us to play games in 3D. It wasn’t the first 3D platformer, but it was the first with controls that made intuitive sense, and worked. It introduced the idea of a camera you can control, while still giving you a good look at your surroundings. It taught us to move and look around with both hands, a design that has had a massive, lasting impact on controller design ever since and started to bridge the gap between console and PC, once viewed as an uncrossable chasm. Through all of that, it was also a polished, nonlinear game with tons of replayability, an amount of content considered huge even 20 years later, and a variety of gameplay types that all worked shockingly well without feeling like minigames. I could go on, but the game speaks for itself. Someone, somewhere, sold their soul so that Mario 64 could exist, and it was actually a pretty good deal.

The Best Games of All Time (Part 3: Medium-Changers)

Super Mario Kart

Continuing with the Mario theme. This is the SNES Mariokart, although I looked long and hard at Mariokart 64. Here’s why I picked Super Mario Kart: it’s the game that suggested that racing could be silly, and that it could still be a strong, deep game underneath. It’s the game that taught us to look beyond our initial expectations of a fairly well-understood genre (racing games) to see the potential. It wasn’t the first kart-racer, nor the first car combat game, but it’s the first to combine the two into a game that contained elements of both but was unlike either. It opened the door for a ton of variation and blending of genres, in a way that hadn’t been previously considered outside of the smallest of niches.

Super Mario Kart started the weakening of the boundary between “serious” and “casual” games, a process that continues decades later, but was previously very codified– the game looked simple and cartoony, but could become brutally difficult. It was one of the first home party games, despite only supporting 2 players at a time, and its tracks are still copied nearly perfectly into the latest releases. Super Mario Kart caused a generation of designers to stop and think “hm, what if…” and then go out and make their own insane genre mash-ups. We have long since left the era of codified genres in video games, but one of the first strikes to chip at that barrier was Super Mario Kart.

The Best Games of All Time (Part 3: Medium-Changers)

Doom

This is another game that speaks for itself. Largely credited with being the first FPS, Doom is actually second to Wolfenstein 3D, but is in many ways the far more relevant game. Doom is a game about level design, and encounter design, things that had been somewhat haphazard previously. The big thing Doom added was multiplayer, following up Street Fighter II’s foray into simultaneous head-to-head multiplayer with a group of people, all battling it out in an arena. If Wolfenstein 3D was a prototype, Doom is the full release.

Doom is also seeing relevance again for mobile developers, as its “pseudo-3D” nature works surprisingly well with mobile devices. Mobile games are starting to look back at Doom for both input and design concepts, as it’s almost uniquely suited for the platform.

The Best Games of All Time (Part 3: Medium-Changers)

Final Fantasy Tactics

This is another game that kicked off a genre. Riding the coattails of Super Mario Kart, Final Fantasy Tactics asks what might happen if two very detailed, very different genres were blended into one. Offering deep, varied gameplay, clever encounter design, and an excellent story and visuals to boot, Final Fantasy Tactics was one of the first major console turn-based strategy games, and the most accessible. It offered a largely nonlinear approach and a wide variety of options, with each mission’s results making often significant differences in the later ones. Strategy games on consoles had struggled prior to Final Fantasy Tactics, which provided a solid footing for that control scheme, while the big RTSes battled it out on the PC.

Furthermore, unlike its predecessors and contemporaries, Final Fantasy Tactics has become the model for narratively-driven strategy games, adding a personal touch to what had previously been dominated by tanks, mecha, and faceless groups of soldiers. Perhaps most telling, it’s one of the games on this list that is still entirely legitimately fun and fresh-feeling even now.

The Best Games of All Time (Part 3: Medium-Changers)

World of Warcraft

Shocker, I know. The MMORPG would not be anything like it is today without World of Warcraft. With an enduring art style, tight gameplay mechanics, cleverly designed and iterated-upon systems, and its influence in the massive shift in how MMOs were viewed before and since, there’s no denying that WoW is one of the best games ever made. Like it or hate it, its influence is undeniable. There are a lot of things that WoW has done, and its current relevance can’t be disputed, but there’s a big thing that puts it on this list: polish.

Prior to WoW, MMORPGs were a hyper-niche market, with 100,000 players being a resounding success and buggy, laggy games often being the norm. Performance and stability was not what you came to the genre for– I remember spending hours trying desperately to get more than a handful of frames per second from any number of early MMOs. WoW changed all that. The game worked. It felt fluid, it felt responsive, it felt good. A lot of this was smoke and mirrors, but it was clever smoke and mirrors, and it raised the bar of quality for MMOs much higher than it had been previously, while increasing the market by orders of magnitude. If it has a fatal flaw, it’s that it’s been too successful, and has so thoroughly drowned out competition in the market that the overall market is starting to shrink. Not many media can claim that level of success.

The Best Games of All Time (Part 3: Medium-Changers)

Grand Theft Auto III

Grand Theft Auto III is a game about wandering around playing it. It took the big, open-world concepts seen mostly in slow-paced RPGs and amped up the action and the pacing, providing a visceral, exciting sandbox to play in. Five years after Super Mario 64, the third-person action genre came up with its first spinoff that matched the scale of its progenitor. The game had a bit of everything: subversive black humor, lots of things to do, multiple interlocking systems, and many, many little personal touches and tiny details that made it a blast to play.

The Best Games of All Time (Part 3: Medium-Changers)

Morrowind

Like Grand Theft Auto III, Morrowind took a look at the expansive, do-anything world concept and took it in a different direction. Rather than making the world bigger and broader, Morrowind crammed it full of detail. The amount of meticulous detail in the game is absurd– individual coins can be picked up from a spilled purse, shopkeepers often have the items they’re selling you hanging on a rack behind them, and you have the freedom to run around doing anything you like. Unlike GTA, however, everything you do in Morrowind is potentially meaningful. Kill a random shopkeeper? They’re dead. Not coming back. No more buying and selling for you in that shop. Steal something? The guards might come and find you.

In addition to all of that, Morrowind took the swords-and-sorcery fantasy world and turned it on its head, providing a delightfully weird, atypical setting to romp around in, far different from the classic fare and all the more refreshing for it.

The Best Games of All Time (Part 3: Medium-Changers)

Goldeneye 007

For years, first-person shooters lived on the PC. They were immensely popular, and by 1996 they were already being modded into fantastic, bizarre playgrounds. The complexity and variety of the 3D shooter on the PC was impressive, and prior to 1997 offerings on home consoles were anemic at best. Enter Goldeneye. Goldeneye offered a shooter on a console that made sense. It provided a model for a console FPS that would be copied for years, and opened the doors of the popular but inaccessible genre to a much wider market.

On top of all of that, it was a movie tie-in game that didn’t suck, and offered quite a lot of replayability and interesting level constraints, pulling from the (at the time) very modern approach of adding additional objectives as the difficulty level rose, which was just starting to show up in mission-based games at that time.

The Best Games of All Time (Part 3: Medium-Changers)

Tony Hawk’s Pro Skater (series)

I include the entire series here, because while no single game makes the cut, the series as a whole is worth mentioning. Two things put Tony Hawk on this list: alternative (non-team, non-racing) sports games and spectator gaming. Tony Hawk was a game that sparked a whole lot of interesting, varied sports games beyond the common-at-the-time team ball sports and racing titles. Previously, sports games that didn’t involve balls or cars still involved racing, and the idea of doing “tricks” was a bonus, mostly a way of taunting other players or showing off. THPS took the concept of showing off and turned it all the way up– the game is entirely about showing off as impressively as possible, and it’s fun and addicting as a result.

The other thing that Tony Hawk really pushed was the idea of having other people watch you as you did cool things. While many other games were showing off their head-to-head multiplayer prowess, Tony Hawk returned to the high score method, specifically because it WAS a game about showing off, and having an audience was the entire point. In a lot of ways, Tony Hawk is the nascent, living-room precursor to e-sports, where highly skilled players show off for an audience.

The Best Games of All Time (Part 3: Medium-Changers)

Portal

Pure puzzle games were rare by 2007. They were often mixed with other genres, and there wasn’t a lot of innovation. Towers of Hanoi, Lights Out, and block-pushing puzzles were about all you’d see in AAA games, and pure puzzle games were relegated to internet flash games or mobile devices. While many of them were good (Lumines, Meteos, Peggle, Bejeweled), they were light, simple, and disposable. Portal was different. Portal offered a fiendish set of puzzles in a high-fidelity game, and blended that with a brilliant narrative and a compelling cast of characters (all four of them). It’s a puzzle game sold on the quality of its voice acting, which should make for a moment’s pause.

In addition, it sparked the indie development scene in a way very few other things had– small, well-produced games became a lot more viable, and initial criticisms that Portal was “too short” were followed up by “shut up, play it, seriously”. For me, Portal was the first game I bought at release that I felt like I paid too little for, and that’s before considering the two other games I got in the same box.

The Best Games of All Time (Part 3: Medium-Changers)

Thief

This game is almost an honorable mention. I’m maybe trading a little bit of my own integrity to put it on the list. However. Thief is a product of the experimental era of late 90’s / early 2000’s FPSes, alongside greats like System Shock, Deus Ex, and Morrowind. It just barely meets my criteria– it’s launched sequels, it was remade once, but it’s (at this point) pretty dated and kind of hard to play. Its legacy makes up for that. Prior to Thief, “stealth” in games was pretty much exclusively “don’t let the bad guys see you”.

Thief took that a step further, providing degrees of shadows for you to hide in, and making your sounds and movements important. It wasn’t just about not being seen, it was the whole package– not being seen, not being heard, and not being caught. Thief rarely ended the game on you if you were seen, but you really didn’t want to be seen. It was perhaps the first FPS that made you weaker than virtually every enemy in the game. While you could fight, you really, REALLY didn’t want to. This changed the dynamic immensely, and Thief is a game about perception and planning, not twitch reflexes. It basically defined the stealth action game, and it’s only relatively recently (with Assassin’s Creed) that the paradigm it developed has branched out in any major sort of way.

It is probably my personal favorite game of all time (and not just because it’s one of the first non-final-fantasy steampunk games), which gives it that last little nudge up onto the list proper rather than as an honorable mention. It’s me pandering to my own tastes a bit (I didn’t love and in some cases didn’t even play some of the other games on this list), but whatever, this is my blog, mleeeh! The Best Games of All Time (Part 3: Medium-Changers)

Predictions and Dots

Star Wars Predictions

Predictions and Dots

It is in fact the day… and I have reached full on Kermit Flail status.  All day yesterday my brain kept going “Star Wars! Star Wars! Star Wars!” and I have zero clue how I am going to be a reasonably functional human being today.  The tickets are for 7 pm tonight at my local generally no frills theater…  in 2D… which is honestly the way I would prefer to watch this movie.  If it can blow me away without any frills, then it will have been a good day.  At this point I am largely in a Star Wars information black out other than occasionally checking what the Rotten Tomatoes “freshness” score happens to be.  For most of yesterday it was around the 98% but right now it is sitting at 95%.  I am super thankful that Google shows the score without having to actually click through into the  site, because really I am trying to avoid knowing much of anything about the actual plot.  That said… when the Legion announcement happened in WoW I did a few predictions that morning, some of which were serious… others very much not.  So I thought it might be fun to do my Star Wars: Force Awakens predictions.  Please note that any alignment between these and actual plot points is pure coincidence and based on sheer dumb luck.  I promise I know nothing… and these are not spoilers…  but “wouldn’t it be cools”.

  • Rey – I think it is probably a given at this point that Rey is the child of Luke and Han that somehow got stranded on Jakku, or at least that is my working theory.  There was a shot of Rey and Chewie flying the Millennium Falcon which kinda lead me down this line of thinking.
  • Han – Harrison Ford has long said that the only way he would ever return to the Star Wars franchise is if they were going to kill off his character.  So I think without a doubt Han Solo will die in this movie.  It will be an even bigger shock to me if he doesn’t… because I guess at the end of the day that means that Harrison Ford REALLY likes printing money.  It would be cool if he got used to the fandom, and approached it with less disdain… but I am not holding my breath.
  • Chewie – I think if and when Han dies… the Life Debt that Chewie owes Han…  will transfer to his daughter.  My biggest fear is that they jettisoned the Expanded Universe just so that Chewie would be alive…  only to kill him off again.  This movie should be all about passing the torch to the next generation… but you still need some aspect of the current generation to make that work, and I think Chewie continuing on would be a good callback.
  • Kylo Ren – This one… I am torn on.  For the longest period of time I thought maybe this was also Han and Leia’s kid… if for no reason other than in the Expanded Universe…  their son did in fact turn to the Dark Side.  Now I simply do not know.  I have a feeling he ties into the Skywalker lineage somehow… but at this point it makes me wonder if he will end up being Luke’s son.
  • Luke – One of the big mysteries is what exactly is up with Luke.  I think this one goes one of two ways… either he has turned to the Dark Side himself and becomes the new big baddie … the power behind the throne of sorts.  There are problems with this however… because if that were the case why would Kylo be on this hunt to collect all of these artifacts of Darth Vader… why wouldn’t he just worship the new embodiment of the Dark Side instead.  I think more likely he is going to play the role of Obi Wan from the first movie… where he has isolated himself from the world and we go on a hunt to find him, where he is slightly mad in an almost Jorus C’Baoth style.
  • Poe Dameron – I think a safe bet would be he somehow ties lineage back to a member of the Rogue Squadron that we will come to know during the Rogue Squadron breakout movie.  That said I am going to go down my “wouldn’t it be cool” line of thought…  and say… wouldn’t it be awesome if he turned out to be the child of Boba Fett?  I mean he bears a vague resemblance to both Jango and Boba as seen in the prequels, and I mean… vague… because its not like Boba looked exactly like Jango.
  • Finn – I really have no real guesses on this one.  My fear is that they will go with the simple answer and make him Lando’s kid.  I would love to think that he is tied into the original cast somehow.  I know in theory he could be the child of Han Solo and Sana Solo which was introduced as Han’s wife in the comics.  I’ve long thought that Han himself was a force sensitive… because his unnatural luck at times…  could just literally be latent force sensitivity.  I think Finn is going to play into the main story line in an important way, and we know he at least ends up wielding a light saber… so could he be also of the Skywalker lineage somehow?

Whatever the case any of these things might be… I am just hoping that I really and truly love the movie.  I need this to be awesome… because I am still so disappointed in the prequels.  I am even wearing my special Star Wars vans today…  in hopes that tonight will be a truly awesome experience.

Warlocking

Predictions and Dots

In theory Wednesday night is the night that I raid with Jed and crew, but I needed the night off.  It has been a pretty crazy week, and with something scheduled almost evening…  Wednesday night was really the only night I truly had to sit at home at chill.  So instead of raiding I ended up working on the new holiday quests.  The positive is that there is now a whole sequence of Winters Veil quests that start from your Garrison, the negative is that one of them is horrifically bugged and largely impossible to complete if you wish to retain your sanity.  I guess in theory if you caught the quest during off hours you would do just fine, but since this is the sort of thing you want to do on every character that can possibly do it…  it means that the area is pretty much constantly camped.  Realistically they should have had the Alliance event happen in Shadowmoon Valley and the Horde event happen in Frostfire Ridge…  because simply getting there is a bit of a pain in the ass for my Alliance characters.  The worst part about the new quests is that Christmas has now also become a mount chase… with these chests purchasable from the vendor in your garrison for essentially one days worth of tokens.  If you are insanely lucky like apparently Jaedia…  you can end up getting the Minion of Grumpus mount…  which I will be shooting for during this event.

After fiddling with holiday bits, I relaxed to an evening of working on my new Orc Warlock.  Essentially I am leveling just like I would an arcanist, which means running around like mad and dotting things up.  The end result seems to be a pretty rapid fire way to level… and I am already out leveling the content.  Granted I am fully decked out in heirlooms which is in part what is making that be a thing.  Mostly I am just trying to push my way into “dungeon” levels as fast as I can so that hopefully I can be queued for a dungeon the entire time I am leveling.  If nothing else I am enjoying myself which is a first when it comes to Warlocks.  I’ve always been interested in the class… because demons…  but always struggled with getting into the spirit.  However during the AggroChat podcast and through playing Final Fantasy XIV… I am learning that I basically tried playing all dot based classes wrong, and that the answer is in fact to run around like mad, dotting everything up and watching it just die before my eyes.  So upon leveling this Warlock that is absolutely my new MO, and so far … it seems to be working.  I needed a chill out class to play and this one is fitting the bill.

Letting go of Healing

Don’t worry friends, I’ll be talking about Winterfest very very soon! First, though, I have something I need to get off my chest.

Letting go of Healing

My flavor of healing in FFXIV.

My mental image of myself as a gamer includes the idea that I am a healer. It is something that is deeply tied to my gaming identity, but it wasn’t always that way. In the olden times when I played Dungeons and Dragons I stayed pretty far away from cleric types. I loved being a wizard or a ranger or even a fighter. The closest I came to healing was when I played a druid, but even then I always focused on shapeshifting into fuzzy animals and hugging things to death. My few healing spells were just backups in case something happened to our real healer.

Fast forward to my early days in World of Warcraft. I initially leveled a paladin and really wanted to tank. Unfortunately for me this was during BC when “pally” and “tank” didn’t fit too well together in a sentence. I got frustrated by my guild’s requests that I go healing on that toon, and gave up on her. Ironically, I ended up leveling a priest, and eventually fell in love with healing with her.

As I wandered through other MMOs over the years I still gravitated toward classes that had a healing option. Even in the ones where I didn’t have a guild or friends playing with me, like TSW, I still unlocked healing options just in case. But I have noticed a trend over time, where I am less inclined to heal random group content. There was a time when I would cheerfully throw myself at healing random pugs in WoW. When I played RIFT I was excited about the group finder. In SWTOR I had a reputation for constantly pugging, against everyone’s better judgement. More recently I’ve become wary. I still pugged as a healer in FFXIV, but usually only after I had learned the dungeon. In WildStar I’ve only run vet and raid content as a DPS. During my recent return to WoW I’ve been doing LFR a bit…but only on my mage.

I wish I could pinpoint exactly when this change began, or exactly why. I do have some ideas though. Healing is definitely more stressful, which is part of the reason why I love it so much. It is more of a challenge to me than maintaining a DPS rotation. However, it feels like lately people just want to speed run though dungeons. This leads to giant pulls, tanks that can’t aggro everything, and groups that chain pull and don’t stop moving for the entire instance. Frankly I hate it. As a healer, especially one with “casual grade” gear, it is challenging enough for me to keep everyone topped off on a normal run. The “gogogo” mentality makes things a thousand times worse. Dungeons go from an entertaining diversion to more stress than I want to deal with.

I think the other key piece for me is that because healing is such a big part of my gamer identity, I take a lot of pride in my ability. This means that when people speed run and things go wrong I get double frustrated. Once by the horror of chain pulls etc., and once by my inability to cope with it. I’m a good healer! I should be able to handle it! When I can’t handle it I feel awful. Am I getting bad at games? Probably not. But I can tell you I took it super personally when I got kicked out of a random group for my “shitty heals” this weekend. Even though not one person had died that run.

Letting go of Healing

Unchecking that button makes me sad.

Queuing as a DPS is a huge breath of fresh air, and not just because I have to spend more time outside in the world waiting for the queue to pop. It is no longer my problem if the tank chain pulls, as long as I do my best to kill everything. I know for a fact that my skills as a damage dealer are far below my healing reflexes, but I couldn’t care less. I can feel good when I out DPS the tank. I’ve never even been kicked as a DPS, even though I know I’m awful. Nobody seems to notice you if you keep your head down and don’t act like an ass. It’s so freeing! As you know I love expeditions in WildStar, and one of the great things about them is they can easily be done with no tank or healer at all. Just what I need right now.

I know I’ll probably never really let go of the healing mantle. Especially when I actually have a guild or group of friends to run with it will always be my preferred role. As a solo player, though, I’ll be pew pew pewing for the time being. My game time is too precious to spend it stressed out and unhappy.


Letting go of Healing

The Best Games of All Time (Part 2: The Enduring Classics)

Based on my initial criteria, there are a LOT of games that make it into consideration. I want some way of organizing them sensibly, so that I can explain not just what games make the list, but why. To that end, I’ve got the following categories, to help me filter games:

  1. Enduring Classics
  2. Medium Changers
  3. Genre Pinnacles
  4. Right Place, Right Time
  5. Honorable Mentions
  6. Why Didn’t I Include…

The first four cover games that I think make the cut for “best games of all time”, the latter two are for things that are close, or aren’t eligible for inclusion for one reason or another. I’ll be doing each one, day by day.

First, the “Enduring Classics”. These are games that skew heavily towards “still fun to play today”, and in almost all cases have resulted in later games that are almost wholly unchanged. Even if one of these games gets a sequel, that sequel is going to be marginally different if at all. Most of these games have seen huge numbers of remakes and re-releases, far more than even very commonly remade games, or have spawned immense sets of very-similar sequels. Without further ado:

The Best Games of All Time (Part 2: The Enduring Classics)

Arkanoid

The grandchild of Pong, and the child of Breakout, Arkanoid took the paddle-and-ball concept and added a simple but significant twist: powerups. Now, instead of just movement, a player can get action as well, and there’s more to think about than simply hitting the ball when it gets close. It added tactical thought and variability to a refined, but static genre. Arkanoid has seen releases on virtually everything under the sun, spanning virtually every single console generation– the most recent release is in 2009 on the iPhone, 23 years after its original release. It has also given rise to a huge number of similar games, most of which focus on thematically adapting the powerups that separated Arkanoid from its predecessors. Arkanoid excels at quick, satisfying gameplay but also provides a stable, clever platform for a lot of modification and variety– despite its apparent simplicity, the breadth of variety in the modified Arkanoid spinoffs is impressive.

It’s next to impossible to find a more enduring game, and certainly not one that has lasted so long with so few changes.

The Best Games of All Time (Part 2: The Enduring Classics)

Tetris

Another game that has been released on virtually everything under the sun, pioneering a unique action-puzzle design and coupling it with simply rendered but extremely memorable music and sound design. Furthermore, the game’s remakes eventually offered head to head multiplayer, adding a spin on its mechanics that changes the dynamic of the game fairly significantly. It’s probably the only game to be released on more different platforms than Arkanoid, an impressive feat on its own. It’s also still played highly competitively to this day.

The platform may change, the times may change, but the basic Tetris game has remained relatively unchanged, and very few iterations of the game have yielded notable improvements.

The Best Games of All Time (Part 2: The Enduring Classics)

Pac-Man

It’s next to impossible to find a more enduring game than Arkanoid, but Pac-Man is one of them. Another classic arcade game released on basically everything under the sun, and yielding huge numbers of spinoffs, Pac-Man blends simple but effective controls with some of the earliest and most notable complex level design in games. Like Arkanoid, Pac-Man offers quick, satisfying gameplay but also offers a strategic layer virtually unknown in games that came before it. Pac-Man is one of the first games to provide a skill curve that is more than just reflexes– the best Pac-Man players learn each level and how best to tackle them.

The Best Games of All Time (Part 2: The Enduring Classics)

Street Fighter II

Moving forward in the arcade classics timeline, Street Fighter II is THE iconic fighting game. Blending excellent gameplay, top-notch art, excellent sound design and music, brilliant UI, and deep but accessible multiplayer, Street Fighter II is incredibly hard to top, and is generally responsible for forging the fighting game genre as a whole. Despite the movement of games into 3D, such is the enduring legacy of Street Fighter II that fighting games have, by and large, stuck to a 2D model with only relatively minor changes in user interface or gameplay. The game also introduced the “combo” mechanic, now a standard in fighting games, and pioneered the concept of head-to-head multiplayer as a competitive measure, rather than the high score measurement that had previously been more common. Finally, it introduced an early form of “patching”, where revisions to the game would make it to the arcade rather than sequels.

Street Fighter II has also seen releases as recently as 2008, a striking amount of longevity for a game that is still also releasing sequels.

The Best Games of All Time (Part 2: The Enduring Classics)

Dance Dance Revolution

The youngest of this segment’s arcade classics, DDR is the authoritative rhythm and music game, and arguably the last internationally relevant arcade game. Released on every platform and spawning a huge number of peripherals, as well as paving the way for rhythm games and rhythm puzzles to be introduced in even more mainstream games, DDR’s influence is massive, and with iterations, sequels, and remakes appearing more or less constantly (the most recent release being in 2014), it’s the most modern arcade classic to make this list.

Music and dance games have become a big part of the casual games market, and DDR more or less started it all.

The Best Games of All Time (Part 2: The Enduring Classics)

Pokemon Red

I’m going to be a little pedantic here, partly because I picked Red over Blue, and also if we’re being highly technical, Pokemon Blue was never remade, whereas Red was. Either way, the first generation of Pokemon games was a twist on the classic top-down JRPGs that added the concept of collecting. The tagline “gotta catch ’em all” has permeated much more of the medium than just exploration and collection games; it is the mindset behind achievement systems and many, many “find all the hidden objects” game systems. In addition to being highly accessible and offering surprisingly deep, complex gameplay under its veneer of simplicity, Pokemon has also to some extent revitalized the idea of social components in games– something that started to falter with the rise of home consoles.

In addition to being remade, the stunning popularity of Twitch Plays Pokemon and the relative lack of significant changes to the franchise until the most recent game releases suggest that despite its age and relative simplicity, the game is still eminently playable even now.

The Best Games of All Time (Part 2: The Enduring Classics)

The Legend of Zelda: Ocarina of Time

The first Zelda game to make it onto this list, Ocarina of Time isn’t here because it left huge ripples in the medium, or is the pinnacle of its genre, or was perfectly timed. It doesn’t need to be any of those things. It moved action-RPGs into the 3D world and built on the ground that Super Mario 64 broke, but what it really did was “everything right”. Coming from a time when 3D console graphics were still in their infancy, Ocarina of Time manages to still look iconic and visually distinctive. Its music, a departure from the series, is still a constant source of remixes and nostalgia and has redefined what “Zelda music” is. It presents puzzles, environments, and bosses that are still clever and interesting, and has a breadth of gameplay tools that even modern games of its type struggle to match, much less exceed.

Ocarina of Time raised the bar for 3D action-adventure games, setting a standard that defined the genre from then on, and giving rise to some of the other greats to come on this list.

The Best Games of All Time (Part 2: The Enduring Classics)

Super Smash Bros (series)

Very few fighting games that break from the Street Fighter II paradigm manage to stick. Of those, many are beloved but deviate only slightly from the model. Super Smash Bros deviates heavily– becoming a fighting game about movement and positioning more than precision combo execution– a theme that is carried through the game’s entire suite of mechanics. Leaning on Nintendo’s iconic roster of characters and establishing an art and audio style that manages to unify characters from a huge variety of different types and eras of games while still keeping them recognizable, SSB has seen iterations and revisions across multiple platforms, with very minor changes and upgrades other than a continually expanding character roster. Despite its apparent simplicity, SSB has surprisingly deep and very technically precise mechanics, lack of which is an often fatal flaw in other fighting games. Super Smash Bros Melee has appeared in major tournaments from 2007 to 2015. It has also kept the “couch multiplayer” environment alive even through the era of internet play, something very few games have managed.

Super Smash Bros is included as a series because the entries deviate relatively little from one another, and as a whole, it’s a series that is significant enough for inclusion, even if none of the individual entries are. This is an exception I’ll occasionally make, and I’ll call it out when I do.