Wolf 3D (PC DOS) In middle school, I had a fantastic teacher named Mr. Ziegler. He taught our little class a ton of interesting and fun things, but he also trusted us and sometimes left us to work unsupervised. Abusing this trust, I was messing around one day with the singular classroom computer. This was in the days before broadband internet, before thumb drives, before CD drives. It was a DOS computer, with some frontend tacked on that showed a list of programs. The top entry, which at the time I had no conception of what it might be, was titled WOLF 3D. Hitting enter on that opened my mind to a whole new world. Videogames were not exactly new, but then were somewhat primitive and rare, so seeing a texture-mapped 3D space filled with machine gun toting nazis shouting at the player was wholly new and unexpected.

Classroom work came to a halt as everyone gradually noticed the game I was playing and Mr. Ziegler eventually had to intervene. To his credit, he harnessed our curiosity about the game into a reward for work well done later, but that first taste of FPS goodness stuck in my brain permanently.

Doom ][ (PC, DOS/WIN95) This was the big one, the grand duke of FPS games. The introduction of the super shotgun to the universe.

I somehow missed the original Doom, but made up for it in the fervor that I pursued the sequel. I played the first few levels so much that I could probably draw them from memory. This is where I got into mods and my first attempts at level building.

It’s also where I found out about the huge online community of people making stuff for Doom. I eventually downloaded some total conversions, Ultimate Doom 2X, Doom 2X Gold, and Doom 2 X-Treme. They were part of a trilogy, with custom enemies and levels, modified weapon characteristics, and graphics taken from other Doom mods. The maker, Chuck Lai, even changed the cheat codes, which forced me play through them honestly and made the experience one of the most fun of those early years in the modding scene.

Half-life 2 (Xbox) Despite being mainly a PC gamer throughout my life, I first played this on the Orange Box collection for the Xbox 360. I sat my chair squarely in front of the good old tube TV, probably too close, as I prepared to immerse myself in the sequel to one of the best games ever made.

The game did not disappoint! It pioneered so many things that modern games accept as standard, which is one of the reasons that it holds up so well today. I’ve heard it likened to Citizen Kane, in that watching it or playing it today it just feels like a good game, but at the time so many of its techniques were revolutionary and copied endlessly by media afterwards.

I have a hard time imagining a better value than getting all three games of the Orange Box together at one price. Portal itself was an instant classic and hilarious. TF2 is still going today, and playing HL2 on the Xbox 360 still seems somewhat miraculous. A true cornerstone in gaming history.

Pong (?) While my parents had good intentions buying me presents for birthdays and holidays, their budget and lack of knowledge on the topic led to some interesting times. One of the most interesting was a hand-me-down relic of at least ten years prior. It was a single game console that plugged into your TV and came with two ‘controllers.’ That one game was a generic knockoff variation on Pong.

Now this was in the early 90s, we had a NES and knew of the new SNES and Genesis systems available out there. This Pong console was probably from the 70s, one step removed from electromechanical devices like pinball tables.

It came with physical switches on the controllers that allowed you to adjust the difficulty, the size of the paddle, the speed of the ball and other parameters. I couldn’t get my sister interested in competitive Pong, so the unit got handed down to kids even less fortunate than us. I have a hard time imagining they had much fun with it.

Planescape: Torment (PC) This was second on my PC RPG playlist, right after Baldur’s Gate 2. While BG2 got me used to D&D 3.5-era rules, Planescape turned all that on its head. Here you could improve base stats through dialogue and leveling up, you could change class whenever you wanted, there were barely any swords in the game and combat took a back seat to dialogue and character interactions.

I got lucky in playing through this before the era of rampant spoilers. My first playthrough used no guides or walkthroughs; I went in blind and excited. Since I want to preserve the plot for any people potentially reading this, I won’t go into details, but this game featured the synergy of gameplay and plot in a way that few others have done before or since.

And it’s all incredibly written! So many wild concepts come part and parcel with the Planescape setting and the writers made full use. Wrapping the plot around a character that’s immortal and still retaining a sense of stakes and progression is no small feat.

Ninja Gaiden (Xbox) Another indelible memory is that of sitting on the communal couch in the house I shared with way too many friends from college, playing my original Xbox. I was wowed by the return of the NES-era Ninja Gaiden into a fantastic 3D brawler / action game. Being a central congregation area, the basement couch also frequently provided an audience for my ninja escapades.

While others quickly bounced off the title due to its rather severe difficulty, I persevered. I got way into the game and my compatriots enjoyed watching me taking down the game’s array of giant skeletal dragons, demon lords and other assorted mutants. As with any group activity, it quickly turned to trash talking the enemies as I beat them down. This morphed into a stupid little song I would end up singing as I played. I’ll preserve the lyrics for posterity here:

You're fucking shit up and you don't even know what shit you broke, bitch. Bitch.

Halo 2 (Xbox) This is another game linked with a specific point in my life. I was in school and had made some fantastic new friends, all of whom were also into nerdy pastimes like myself. Comics, cartoons, and videogames were regular topics of conversation. As we all enjoyed relatively similar games, we all got heavily into Halo 2 upon its release.

We regularly played splitscreen together. I was never a big console FPS player, but I got good in a relatively small timeframe and was able to dominate just about every style of gameplay offered by the title. So we had to up our game. We took our Xbox on the road, attending console LAN parties, hooking up multiple controllers and TVs together to battle against other teams of players. We even ventured into that most forbidden of areas, online play.

Halo 2 offered a ton of options for playing online, including a Forge mode that allowed changes to the basic systems of the game. I fondly remember playing infected maps, where one player would start being able to run at ridiculous speeds but having no shields and only an energy sword for a weapon. Every player they killed would join the infected team until everyone was converted. The other team had the regular array of weapons and a fortress to hide out in and defend. Between that and racing four wheelers with rocket launchers, we had a blast. So many fond memories of that time and place in my life.

Carmageddon 2 (PC Win95) I was a PC gamer for a long time, but that doesn’t mean I always had the peripherals to go with it. I played through many PC racing games without the benefit of analogue steering or analogue braking, using only a keyboard. Carmageddon 2 was one of those games.

Carmageddon 2 was the full-3D sequel to the hilarious and bloody original. It stands out even today with its over-the-top ability to run over pedestrians for bonuses. I loved it then for its surprisingly detailed car deformation models and twisted sense of humor.

You could smash off the bumper, destroy the quarter panels and see them go flying off, and break parts off of opponents cars as well. You could even split your car evenly down the middle, which would only occasionally not kill you and end your run.

The wacky powerups contributed to this game’s sensibilities, giving you among other things a giant cartoon spring to push pedestrians or other drivers away from you. It also played with the gravity, giving both moon and Venus powerups which made you undriveably floaty or unbelievably heavy respectively.

I had a million fun times with this game, smashing other cars, pedestrians and the occasional cow or reindeer through the varied and expansive levels. The ski resort, amusement park, mine and nuclear power plant all still live fondly in my memories. I’m still waiting for a proper sequel to this one, but I don’t expect to be satisfied any time soon.

Diablo 2 (PC) This game. Oh, this game. I played Diablo 2 far, far too much in college. I was hooked more than any other game I have played before or since. Endless Pindle runs, Mephisto runs, trying to get my Necromancer up to level 99. So many good memories.

But I also played so much that I ended up late for class on several occasions. I rejected far too many social interactions in favor of that last bit of exp. I bought items off of eBay, for Christ’s sake! Mistakes were made. Time was not merely wasted, but executed with prejudice.

But for all the good and the bad, this game sticks with me. It pioneered the modern skinner-box-style of gameplay that so many others have since incorporated. It’s addictive qualities started many conversations about predatory mechanics in games. It spawned so many other ARPGs, like Path of Exile and further Diablo sequels. For better and worse, this was a turning point for gaming at large.

Super Mario Bros 3 (NES) I had a big, old tube TV in my basement growing up where I played NES games. The TV was so old, it didn’t have RCA jacks for video in, only two wires to hook an antenna up to. But we got the NES running nonetheless, so me and my sister played on it all the time.

Mario 3, the best of the NES Mario games, was either a Christmas or birthday addition to our game library, I don’t remember which. I do remember my sister and I taking turns playing the 2-player version for hours in the basement. Since it was brand new, we had gotten to the boss of the first world and were taking turns getting killed by him over and over. The frustration grew as did the volume of our disappointed outbursts. Eventually our parents came downstairs and grounded us both for cursing at the TV, although to this day I maintain my innocence.

Final Fantasy (NES) You always remember your first. Final Fantasy was the first RPG I ever played.

I had the Nintendo Power special issue solely devoted to Final Fantasy. I had read it cover to cover countless times, imagining the adventures I could have. It took years and buying a used copy, but eventually I did get to dive into its world.

I remember endless grinding for gold, constant referrals to the strategy guide to pick only the best spells for my party, checking where to find items in dungeons, and the peninsula northeast of Provoka; the best grinding spot in the game.

I still play different versions of this classic game to see what twists and improvements they’ve added. But I’m always surprised how well the core of the game holds up, how well the curve of enjoyment bends with the curve of the gameplay and story complexity. Hats off to you, NES Final Fantasy.

Seaman (DC) This game came along for me in the aftermath of the death of the Dreamcast. Games were cheap as the hardware stopped production, ceding this round of the console wars to the Playstation 2. I picked this one up after hearing how weird it was from various gaming websites and magazines.

They weren’t kidding. After an intro by Leonard Nimoy, you’re put in charge of a few eggs bobbing in a virtual aquarium. Gradually the eggs hatch into fish with human faces and eventually learn to talk. This is where the microphone peripheral comes in, as you can answer the questions they pose and they will remember your responses.

I played this in my dorm room at college, baffling both myself and any passers-by. This kind of wild interactivity and odd real-time gameplay has to my mind never even been attempted to be replicated. This was the strength of the Dreamcast, it was a place to take these kind of wild swings. In return it offered gameplay experiences never to be forgotten, if only for their peek into the future.

Duke Nukem 3D (PC) My memories of this game are inextricably mixed with my high school experience.

My grade year in school was one of the first in my district to offer programming classes. Being a nerdy sort, I relished the opportunity to play on computers more than I already did, and on school time to boot. C++ was somewhat fun to learn, but the real fun came after all of the people in class had finished their assignments for the day. Our teacher, who was probably only a lesson or two ahead of us in programming in general, let us play Duke Nukem 3D once our work was complete.

Those frantic deathmatches in the last few minutes of class were incredible. Other than a LAN party, which I had scant access to, I would never have been able to get that many people playing one of my favorite games at the same time.

I even ended up making my own deathmatch levels with the included level editor. My favorite was a facing worlds-esque level with one entire huge wall of the arena being a giant mirror. The whole idea revolved around a rarely-used quirk of the game mechanics where if you got hit by the shrinker, using steroids would return you to normal size. Also, shrinker shots bounced off mirrors, so I tried to make fun use of that in my level.

I also recruited friends with computers to try using their dial-up modems to play a game of deathmatch. This was complicated by the fact that one friend didn’t quite grasp the concept of how the whole thing worked and kept answering the phone when the modem would dial his number, instead of letting the computer connect. This lead to us cackling in laughter and frustration every time we would hear our computer speakers outputting the confused “Hello? Hello” of our friend, who we eventually did get to fight in deathmatch one he figured out what was going on.

Ikaruga (DC) This game landed at the exact right time for me as a gamer. I was getting into shmups on the Dreamcast and there were so many great titles to choose from. Giga Wing, Mars Matrix, Under Defeat, I loved all of them. I heard about a Japanese game that people considered head and shoulders above the rest: Ikaruga.

Game magazines lauded its deceptively simple black and white bullet mechanics as well as its artistry and feel. I knew I had to have it, but it came at the exact wrong time for me financially as I was a broke college kid with barely enough money to scrape together for pizza. But I bought an import copy on eBay anyway for a then princely sum of $60.

I have never regretted it. This game is the zenith of shmups, both in style and substance. This is the high water mark and for me no shooting game has matched it since.

ToME 2.3.4 (PC) I’ve blathered on about roguelikes for quite a while, so I’ll be brief here. ToME was my first roguelike and the first one I ever won. I had tried Nethack before, but bounced off due to the huge amount of info you needed to know to be able to successfully play the game. ToME has quite a bit of info you need to know too, but it was several degrees more approachable than any others I had tried.

The power curve of your characters’ growth was fantastic. In the beginning by gaining levels, in the middle by acquiring items, in the late game by completing quests. The variety of enemies, stages, items and character options never got wholly boring for me. There was always the hope that that next quest would give you access to a skill far outside your normal playstyle and let you crack the game wide open. Or that you’d get some amazing new ring which would make the next 20 levels a walk in the park. So many good times.

Final Fight 3 (ZSNES) When I got big into emulation for the first time, it ended up biting me in the ass.

I had an NES growing up, but I missed out on the SNES era. So when emulators became widely available I went in heavy, rummaging through the library of games I had missed out on, but this time with savestates and fast-forwarding.

There had also been a wave of technology grants for schools at the time that allowed my high school and many others to have computers to help expose kids to technology. But the software and expertise to lock down those computers had yet to catch up, so I often ended up playing emulated SNES games in the computer lab during my study hour.

I played through all the big JRPGs, all the platform games, everything I was vaguely curious about I smuggled onto the network. But there was one series I kept coming back to: Final Fight. The first game was only a port of the arcade game but with fewer characters, the second was a SNES only sequel with barely any tweaks to the gameplay formula. But the third introduced sprinting, complex combo options, more weapons, hidden items and routes, new characters and Street Fighter-style special moves. There were enough fun additions to keep me playing and trying to master its many systems.

In my exuberance, I got carried away with my keyboard punching and was noticed by the vice principal while she passed by. A detention for me and new rules for the computer lab later, I had learned to keep my obsession with emulated SNES games better hidden. But regardless of all that, Final Fight 3 still holds up as probably the best beat ‘em up on the system.

Kirby's Dreamland (GB) I have a strange relationship with music in games. While so many other people make much of the quality or incongruity of the music accompanying the action in a game, I generally find music forgettable in most games I play. There are a few exceptions to this rule, like when music is a cornerstone of the game design as in Hotline Miami. The only other one I can think of is Kirby’s Dreamland for the Gameboy.

I played this game so much, the sheer repetition has ingrained the soundtrack into my mind. The crisp tones of the Gameboy were bent to a number of musical styles and the gameplay was cute and just difficult enough to be consistently fun. Some part of my brain is eternally in the back seat of a station wagon, letting the music and the comfy fun wash over me while I play.

Kingdom of Loathing (Internet) I don’t know where I stumbled upon it, maybe one of those early internet magazines or some odd gaming website I used to go to, but when I started playing Kingdom of Loathing (KoL) I fell in love right away.

KoL is nominally an online browser RPG where you have a certain number of turns each day to adventure, fight monsters, level up, etc. But every enemy, place and item you encounter is stuffed with jokes. Really dumb jokes, bad puns, esoteric references, song lyrics, all that jazz is packed into a surprisingly fun gameplay loop. Oh, and all the graphics are stick figures and the currency is meat.

I chose a Pastamancer as my first class and joined a clan called Pastamancers Unite! In clans you can share consumables, get tools to make more advanced items and go on special raids. Over the course of a year or so I donated a bunch of items, helped fellow clan members through the chat and ended up as the clan leader after the previous one left. I ran the clan for a while, but real life has a way of sweeping you along with it and I had to retire.

The clan is still going strong. My account is still there after all these years. The same group has released two rather hilarious RPGs on Steam, West of Loathing and Shadows Over Loathing, that are well regarded, also filled with tons of jokes and also feature stick figure graphics. I recommend you check all of them out, you have nothing to lose but free time.

Metal Storm (NES) When I was a kid, I was a ravenous reader of Nintendo Power. This was in the full glory of the NES era, where the magazine was one of the only sources besides store shelves to see and learn about new games coming out.

My parents, concerned about my grades no doubt, made a deal with me one year. If I made straight A’s, they would buy me one NES game of my choice. Now this was around 1990, games’ $50 asking price then is akin to more than $120 today. For our family, this was no small purchase. But at the time, I saw only an opportunity. I put in the extra effort, pulled off the ace and proudly presented my report card at the end of the year.

Nintendo Power had recently run a cover feature on Metal Storm, featuring its gravity-changing gameplay. I was going for this one from the start. I knew this was what I wanted. It was and remains a fantastic game with unique mechanics, great NES spritework and fun gameplay.

Daggerfall (PC DOS, Unity engine) For the time, this game was insane. It had miles and miles and miles of world to explore, which was mirrored by the grotesquely labyrinthine dungeons that also populated the wilderness. All in early 3D with creepy pixel monsters on top.

This started my love affair with the Elder Scrolls series because I spent hours upon hours making the most powerful warriors and mages imaginable with the flexible character creator. But the quests were hazy and occasionally impossibly difficult, even with cheats enabled. Even with the mark and recall spells, you might never find your way out of a dungeon if you went far enough in.

Most of the original game’s problems have been remedied by the remake of Daggerfall in the Unity engine, which has options to limit the size of the dungeons and fix the numerous bugs it originally shipped with. Also with mod support! Now you can see the countryside fly by as you fast travel, with vastly extended view distance. And since it’s been forever, the game is free on Bethesda’s website. Go check it out if you’re interested in where the series came from. DFUnity makes it a much better and more modern experience.

#20games