OCUK top 20 games of all time (2005 edition)

Soldato
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How it worked

The games were decided by members voting for their top 10 over a period of two weeks. The votes were simply counted up and the results are below.

I make the grand total of votes to be 990 which isnt a bad effort :)
(There were some that couldn't be counted, some that voted for less than 10 etc)

Due to the way votes were cast i have decided to treat some games as a series of games rather than individuals. This ensures that they get the rightful recognition they deserve rather than having several very similar games not scoring highly because the votes are split between them.

For example, Grand theft Auto III, Vice City and San Andreas have been counted together as each sequal has simply been an extention of the former.
Obviously Grand Theft Auto 1 & 2 are a completely different style of game and are not included with the others.

The results for All votes are in this text file and the Top 20 results are here. (Big thanks to iJedi for hosting them)

Now, on to the fun bit..............................

(P.S. This took forever to do, it was much more work than i'd expected, if you guys could ask for this to be sticky'd i'd be very grateful!! Oh, and thanks to those who offered to help out, i'll definately take you up on it next time!!)
 
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1. Half Life(39 Votes)

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A major goal in any game is to create the illusion of reality, a fact that is especially true for first-person shooters. The whole point of the genre is to put you, literally, in the role of the protagonist. In light of this, it's surprising that so many games have stuck to a blueprint that breaks the illusion at every possible opportunity, with text-based mission briefings, jarring level transitions, and weapons and power-ups scattered around like decorative furniture. But Valve Software has obviously spent a lot of time studying the mistakes of the past. The result is Half-Life, the closest thing to a revolutionary step the genre has ever taken. Through a series of subtle and artistic design decisions, Half-Life creates a reality that is self-contained, believable, and thoroughly engaging. And while it may be surprising that no game has utilized any of these ideas in the past, it's clear that any future shooter will be remiss to overlook them.

The plot of the game is typical (in fact, it's little more than an elaborate version of Doom). You are Gordon Freeman, scientist at the Black Mesa Research Facility, involved in some mysterious experiments. These experiments go awry, and foul creatures begin taking over the complex. It gets more complicated, but there's no need to ruin the surprises that await. Suffice it to say that Half-Life isn't a great game because of its story; it's a great game because of how it presents that story. From the opening moments of the game to the final showdown (and even beyond) all hell is continually breaking loose, and there is never a moment where you are not seeing things through Freeman's eyes. There are scripted events in the game. There are opening and closing scenes. But they all occur naturally within the game environment. It may sound simple, but it goes a long way toward helping create a believable world.

Weapon, ammunition, and health placement follows the same philosophy. You'll hardly ever come across an item that is just bobbing and spinning in place like some gift from the heavens. Valve has done a good job of justifying the typical health and armor meters. Freeman is wearing a hazard suit, used by researchers involved in dangerous experiments. To regain health and armor energy, you must fill up at power stations. These are almost always located in logical places, usually near areas where dangerous work would be performed. There are no power-ups to be found. Weapons and ammo are taken from supply closets or the corpses of fallen security guards and soldiers. Even the more experimental weapons have their proper place - in the weapons research department of the facility. And late in the game, once you've left the research facility, the supply of ammo and first aid kits is believably scarce.

There are no levels in Half-Life, or, more specifically, it lacks the concept of levels and episodes we've come to expect. The game is a continual stream of locations from beginning to end. You can move back and forth at will (with only a few exceptions), as can those who are pursuing you. And though the brief loading time between zones is the one artifact that breaks the flow of the game, the transitions are thankfully brief.

The attention to detail doesn't just stop with the basic structure. The game is full of surprises, continually throwing new obstacles and challenges in your path. There is a wide variety of textures, lending a distinct look to every area. The numerous scripted events bolster the illusion of reality, and you'll come across detailed scenes that are continually suspenseful. The gameplay is very puzzle-oriented, but the puzzles hardly seem to be superficial obstacles. Whether you're repairing a reactor or finding some way to dispose of a massive locked door, the puzzles always seem plausible in the world Valve has created.

The alien enemies are well designed and occasionally border on the terrifying. From the basic headcrab (which resembles a cross between Alien's facehugger and X-COM Apocalypse's brainsucker) to monstrosities a hundred times its size, the enemies truly look like organic beings. There are human enemies in the game, and these display a level of artificial intelligence that is remarkable. While many a game's idea of excellent AI is simply monsters that can make it through a doorway to follow you, Half-Life's antagonists act in a manner that is frighteningly realistic. They won't follow you through a doorway - they'll just lob a few grenades to where you're hiding and be done with it.

The weapons look and sound great, ranging from the realistic combat shotguns and grenade launchers, to the science-fictional, high-powered particle accelerators. The level design is diverse (owing a nod of thanks to Jedi Knight), including the expansive research facility, some great outdoor areas, and foreign locales that are best left to be discovered on your own. Suffice to say, it never gets repetitive.

Davey D's very useful steam guide (cheers Davey)
 
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2. Grand Theft Auto Series(38 votes)(2 votes for "series")

GTA III(10 votes)
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Mob bosses need favors, crooked cops need help, the street gangs want you dead; so to compensate you'll have to rob, steal, and kill in order to stay alive, while using your resources to track down the woman who betrayed you and earn your rightful revenge. But that's all in a day's work in Rockstar Games' ambitious PS2 sequel, Grand Theft Auto III. Developed by DMA Design, GTA3 is the first installment of the series to utilize a fully three-dimensional living city with open environments and non-linear gameplay. Additional features include a cast of hundreds of different characters, more than 50 types of vehicles, three hours of professionally recorded music, and a huge array of deadly street weapons.

GTA Vice City(16 votes)
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Following the success of Grand Theft Auto, developer Rockstar North takes gamers on a tour of a new city in Grand Theft Auto: Vice City. With new sights, new characters, new (ahem) business opportunities, and even a whole new '80s themed era, players can indulge in more criminal fun than ever before. Vice City features more expansive locations, and over 120 vehicles ripe for the picking such as exotic cars, motorcycles, luxury yachts and planes. The soundtrack boasts three times the tunes compared to the previous GTA, and features countless '80s hits. Over 40 different weapons ensure effective firepower and provide enough variety for stylish defensive measures (samurai sword anyone?).

GTA San Andreas(10 votes)
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The follow-up to Grand Theft Auto III and Grand Theft Auto: Vice City. This time around, developer Rockstar North and publisher Rockstar draw upon a conceptual style reminiscent of the popular 1990s gangsta films like Boyz in the Hood and Juice. Five years ago Carl Johnson escaped from the pressures of life in Los Santos, San Andreas -- a city tearing itself apart with gang trouble, drugs and corruption. Now, it's the early '90s. Carl's got to go home. His mother has been murdered, his family has fallen apart and his childhood friends are all heading towards disaster. On his return to the neighborhood, a couple of corrupt cops frame him for homicide. CJ is forced on a journey that takes him across the entire state of San Andreas, to save his family and to take control of the streets.
 
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3. Final Fantasy VII(26 votes)
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This is the most dazzling visual experience to date on any console. Film-quality computer-generated cinematics blend seamlessly with pre-rendered background artwork to create the strikingly realistic world of Final Fantasy VII, both beautiful in its grandeur and terrifying in its detail. The overworld and battle sequences are presented in full polygonal splendor with just a touch of texture mapping for good measure. But you haven't seen anything until you witness some of the more powerful magic spells in the game. Massive dragons heed your bidding, dwarfing your gigantic enemies tenfold; an earth titan tears the ground up from beneath your enemies' feet, flinging them aside like toy blocks. Some of these summoning spells cut to over half a dozen different camera angles as the catastrophe unfolds. Meanwhile, a masterfully orchestrated soundtrack - courtesy of veteran composer Nobuo Uematsu - is a major force behind the intense emotion of Final Fantasy VII. The synthesized musical score hearkens Final Fantasy's golden age on the Super Nintendo, consciously staying true to its roots.

Yet for all its top-notch graphics and sound, truly the best aspect of Final Fantasy VII is the plot that these peerless aesthetics help weave. Join the enigmatic mercenary Cloud Strife in a journey that will take him to the very source of his being in an incredible quest where the fate of the world hangs by a precious thread, threatening at any instant to be torn by the charismatic, tormented villain of the story. Final Fantasy VII's moving plot is influenced by some of the greatest works of science fiction film and literature, including Frank Herbert's Dune, Mary Shelley's Frankenstein, and even Godzilla. If you were to strip away the story, scenery, and musical score, Final Fantasy VII would otherwise be very much like any other Japanese RPG you've ever played. You still must face countless random monster encounters while keeping a close eye on your hit points and magic points, and you will witness your characters grow stronger with every experience level they attain. Battles are fought in typical Japanese RPG fashion (albeit with fully polygonal graphics), with your team on one side and any number of opponents on the other. You exchange blows until you or the enemy is defeated. Fights are made interesting with the introduction of Limit Breaks (devastating desperation attacks) and Materia, the curious colored crystals that let your party use magic and other special abilities. Materia can be found or purchased and mixed and matched to create all sorts of interesting effects. Best of all, there are more than enough hidden Materia, weapons, and optional plot sequences in the game to merit playing it through at least twice.

Some have gone as far as to call Final Fantasy VII the hands-down best game ever made. And if you enjoy a good Japanese-style RPG, chances are you will agree. However, Final Fantasy VII, for all its astonishing features, is not a game with the sort of mass appeal that its massive marketing blitz may lead you to believe. For one thing, you can't finish it in a sitting, as Final Fantasy VII will be a solid 40 to 50-hour commitment for the average role-playing gamer. Otherwise, you might be taken aback by the extensive, text-heavy dialogue; there is no speech at all in Final Fantasy VII, in the interest of letting your imagination do a little work. Though you will make many small-scale decisions over the course of the game, on the whole, the story follows a very linear path. This linearity is a by-product of the plot's complexity, however - certainly a respectable sacrifice.

Sony's translation of the original Japanese dialogue is direct and first-rate, much to the relief of Final Fantasy purists everywhere. Nitpickers may identify a very occasional spelling or grammar error ("Off course!" agrees Cloud at the Golden Saucer battle arena), but otherwise this text-heavy game reads just right, flawlessly conveying each character's distinct personality. Even the foul-mouthed costars of the game retain their affronting attitudes, as Sony went as far as to translate certain four-letter words in the interest of staying true to the Japanese script. Final Fantasy VII boasts several features not found in the original Japanese release in February 1997. Some changes are designed to improve gameplay: For instance, now your party members can quickly and easily exchange their Materia, where swapping the invaluable crystals between characters was a real pain in the Japanese version. Also, at the touch of a button, all exit points on a particular screen become highlighted with conspicuous red arrows - these turn out to be a real boon in those areas where the exits aren't immediately obvious. Further, random monster encounters are thankfully much less frequent in many areas of the game, particularly on the overworld map. At the same time, Final Fantasy VII is considerably more challenging than its original release. You actually must plan ahead and devise some sort of strategy to beat some of the boss monsters that were likely pushovers before. Other changes include the addition of spectacular all-new cinematics and a handful of intriguing, new plot sequences at key points toward the end of the game. These moments help clarify several important issues in the story. Square Soft wasn't just resting on its laurels these past six months.

The question you must ask yourself is, are you prepared to dedicate a good portion of the next month to take part in a powerful story unlike anything you have ever witnessed before? If your answer is yes, and you can approach Final Fantasy VII content knowing that it bears its genre's inherently problematic traits, you will find it be among the most incredible games you have ever played - or ever will.
 
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4. Street Fighter II(24 votes)
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(All versions from World Warrior to Super Street Fighter II, NOT including Alpha or beyond)
One or two players chose from eight selectable World Warriors and must defeat the other seven, before finally taking on four non-selectable 'boss' characters. Each fighter is as distinctive in feel and fighting style as they are in physical appearance, with each protagonist possessing several 'special moves' (the first genuine example of such in the fighting genre) to accompany the usual array of kicks, punches and throws. These special moves, while being quite tricky to execute, allow the fighter to inflict huge amounts of damage on their opponent. A fighting game in the truest sense of the word; in SF2 practice really did make perfect and experienced protagonists would destroy simple 'button mashers' with relative ease.

SF2 is the fighting game that changed the face of videogames forever. So innovative was the game, that many of the gameplay elements that fighting fans now take for granted, appeared HERE first. Within just weeks of release, its place in gaming history was assured. Any fighting game that has appeared after SF2 is influenced - to a greater or lesser degree - by the Capcom legend.

During the development of SFII (and before the release of "Final Fight"), the very first free-hand drawing was done in the fall of 1988. At this time, eight prototype characters and an Island design was drawn. Just like the world map of the final version, the island would scroll on-screen to show the next destination, culminating at the top of the island.

* With the rapid success of Street Fighter II, it was rumoured that Mattel, the makers of Barbie, sued Capcom for using the name Ken - insisting that people would confuse the Street Fighter character with that of Barbie's boyfriend. To avoid further litigation Capcom gave Ken a surname.

* Fans of Street Fighter are well accustomed to the story of 'Sheng Long'. "Street Fighter II" was already very popular in the arcades when the April issue of Electronic Gaming Monthly (EGM) came out. The story relates to a supposed secret character in SFII; his name was Sheng Long, the "master" of Ryu and Ken. To reach him, according to EGM, the player had to survive a number of matches against Bison WITHOUT actually touching him. Should you achieve this, Sheng Long would apparently appear and kill Bison, and the player would then fight him instead. His style was essentially a mix of Ryu's and Ken's styles, but was much faster and inflicted far greater damage. When the EGM issue came out, thousands of gamers spent hours pouring money into SFII machines, trying to get to this non-existent character. Capcom had neither confirmed nor denied the Sheng Long story - obviously spotting the increase in revenue the mythical character could generate - and it was only much later that EGM themselves admitted that it was just an April Fools' joke.

* There were only ever THREE official Capcom versions of SFII, at least until the switch to the CPS2 system was made. The first was Street Fighter II - The World Warrior; more commonly refered to as 'Street Fighter II'. The second was "Street Fighter II - Champion Edition" and many operators from that era will probably to the problems that its release caused. Capcom originally made "Champion Edition" available only in dedicated form - insisting that only a limited number of these dedicated units would be manufactured - and the game would never be produced in kit form. After everyone who could afford the machines had invested in the expensive dedicated units, Capcom, spomewhat inevitably, began producing the game in kit form, claiming that they never knew how much demand there would be for the game. After the earnings from "Champion Edition" began to subside, the infamous 'grey market' enhancements began to appear. Many of these went by names like "Turbo", "Hyper", and "Super", including the "Rainbow Edition" and "Accelerator T1". In early 1993, Capcom sued these manufacturers for copyright infringement and thus put an end to the development and distribution of these unauthorized enhancement kits. Capcom then released "Turbo Street Fighter II Champion Edition - Hyper Fighting", as the 'official' "Champion Edition" upgrade. This, just like the grey market kits, was a simple ROM upgrade to the "Champion Edition" board. Later on, Capcom developed the CPS2 (A/B) system that featured "Super Street Fighter II - The New Challengers" and its sequel "Super Street Fighter II Turbo", the final 'Street Fighter II' game.
 
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5. Zelda: Ocarina of Time(22 votes)
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The Legend of Zelda is one of those magical series of games that always cause huge amounts of excitement. It sprung onto the NES scene in 1987, and it was a runaway success. Remember the chip shortages that delayed the 1988 release of the Adventure of Link? Or what about the first time you saw pictures of the Japanese version of 1991's A Link to the Past? With the possible exception of Mario, no Nintendo series has caused such a level of hysteria or left behind so many great memories. Ocarina of Time definitely follows in the footsteps of the previous games, and the result is a game that can't be called anything other than flawless.

You begin the game as a child of the forest. But by the time you're done, you'll be a fisherman, an errand boy, the hero of time, and, yes, even a traveling mask salesman. The game is chock-full of minitasks and subgames that run alongside the main quest, saving Hyrule from Ganondorf's evil. This leads to an extreme feeling of freedom, even though a good portion of the game must be executed in a linear fashion. Stuck at the water temple? Then why not go scout around for some extra heart containers while you think about your dilemma?

The control really holds the game together. Most 3D game designers still haven't mastered the art of controlling characters in a 3D environment, but that's not the case here. Link moves beautifully, and controlling his various actions is a breeze. Essentially, your B button will always attack with the sword. The A button, however, acts as an action button, performing every non-item-related task in the game. At various times, A lets you climb, grab, dive, talk, and lots more. Three of the C buttons are used for items, any of which can be assigned to any of the three buttons. The top C button zooms in to a first-person perspective, which allows you to look around. The R shoulder button is used for blocking with the shield. The Z trigger is perhaps the most important button when it comes to dealing with enemies in the 3D realm. Hitting Z while looking at an enemy will cause you to lock on to that opponent. From there you can circle-strafe around them, hop from side to side, and always block in their direction. This is key to fighting all but the most basic of enemies and is extremely well conceived.

While there are some tough monsters, the main enemy in Zelda is the puzzle aspect of the game. Ocarina of Time forces you to think before you act, with numerous puzzles spread throughout the entire game. Some puzzles must be solved simply to exit a room, while other, larger puzzles sometimes cover an entire area. Some of the game's puzzles are totally optional, usually rewarding you with a piece of a heart container - which you'll need, but you won't have to collect every single one as long as you're quick with the Master Sword.The game's items are the usual assortment you've come to expect from a Zelda game. The boomerang is an invaluable tool for young Link, as is the slingshot. These weapons are mere toys for Link's adult body, however, so you'll be using the bow and the hookshot (or grappling hook) for most of the game's latter portions. Bombs, of course, come in handy no matter how old you are. The ocarina is probably the most-used item in the game. Throughout the entire game, you'll learn various tunes for the ocarina. Playing these tunes does a lot of different things, such as turning night to day, opening certain doors, calling your horse, and warping from place to place. In a world as large as Hyrule, warping is an extremely useful time-saver.

Time plays an important role throughout the game. As you proceed, time passes, and day quickly becomes night. At night, the fields of Hyrule can be a dangerous place. Time travel also comes into play, allowing you to jump seven years into the future and back again. The two times act similarly to the light and dark worlds in the SNES Zelda game, A Link to the Past. Things you do as a child will affect locations, and a few puzzles require the use of both time periods.

Graphically, Ocarina of Time is simply unmatched. Everything about the game just looks fantastic. You can see Death Mountain in the background of some portions of the game, complete with various smoke effects depending on what stage of the game you're in. The cinematics, which, of course, use the game engine, look absolutely spectacular, and the effects used (the time travel sequence is especially sweet looking) really give the game a spectacularly majestic look. The game's sound is also really quite amazing. Every tune in the game perfectly relates to the onscreen action. Even the songs you play on the ocarina are hummable. The sound effects are also perfect. The speech consists of mostly laughter, gasps, and battle yelps (heavy on the "hi-yah!") and works very, very well. The game also takes your location into consideration. Dungeons and large canyons sound appropriately echoey, while underwater, noises are nice and warbled.

In a way, Ocarina of Time is a textbook example of retro done right. It manages to combine small aspects from all the previous Zelda games, giving you the same Zelda feel but in an entirely new way. Even in its huge, fiercely 3D world, the game retains a truly classic feel. This is a sequel at its finest, expanding on previous themes and bringing plenty of new stuff to the table.

Even if you're specifically looking for it, it's hard to find fault in Ocarina of Time. OK, to be fair, there's a slight bit of slowdown in a couple locations, such as the water temple, but it isn't frequent or harmful enough to even matter. The game offers a nice challenge, a stunningly well-told story, and the gameplay to back it all up. This game is the real thing. This is the masterpiece that people will still be talking about ten years down the road. This is the game that perfectly exhibits the "quality not quantity" mantra that Nintendo has been touting since the N64 was released. In a word, perfect. To call it anything else would be a bald-faced lie.
 
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=6. Goldeneye(21 votes)
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GoldenEye closely mirrors the plot of the 17th James Bond movie, starting with the daring bungee jump sequence and ending with a showdown between 007 and Alec Trevelyan atop a huge antenna. In between, you'll shoot scads of soldiers, plant explosives, escape from a train seconds before it explodes, and execute other decidedly Bond-like maneuvers. The entire game takes place from a Doom-like perspective, except that holding down the R button allows you to aim anywhere on the screen, and with the sniper rifle, zoom in for a nice, clean head shot.

The graphics in GoldenEye are incredible. From installations deep under the snow to lush Cuban jungles, each environment looks really good, with a decent amount of detail. There is a slight bit of fogging at the edge of your view, but hey, St. Petersburg is a foggy place. The sniper rifle alleviates some of the fog, enabling you to zoom up and peep the action long before the guards are alerted to your presence. Also, the characters in the game look really good. When you run into Boris, he actually looks like Alan Cumming. The only character who doesn't transfer favorably into the 3-D world is Natalya, who looks a little too square.

The music in GoldenEye is absolutely perfect, and adds a lot of ambience to the game. For instance, one of the later levels starts in an elevator, complete with laid-back elevator music. When you exit the elevator, the level's real soundtrack kicks in. A minor point, sure, but it demonstrates the detail of the game. The only thing that could make GoldenEye's sound better is the inclusion of speech.

GoldenEye is the type of game N64 owners have been waiting for since they finished Mario 64. It has outstanding graphics and sound, and contains a certain depth in its gameplay that really entices you to finish it on all three difficulty levels. If more N64 games use this as a model, as opposed to Cruis'n USA or KI Gold, then perhaps the system really does have a shot at toppling the PlayStation's reign as the dominant game platform.


=6. Quake series(21 votes)(Quake 11, Quake 2 2, Quake World 1, Quake III Arena 6)
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Id made its mark early on in the PC 3D shooter scene with games like Wolfenstein 3D, Doom, and the Grand Poobah of them all: Quake. Quake is arguably the most well-received shooter series ever, provided PC gamers with hours upon hours of mindless, addictive action while keeping their hands busy in the process. So, with the release of Quake III: Arena, gamers were given another opportunity to jump into one of the best shooter universes of all time.

The Look of Death
The first thing you'll notice after you dive into the depths of the Arena is that the latest installment in the Quake series has been given a complete visual facelift. Gone are the days of the square, sparse, blocky levels that looked like little more than metallic Lego mazes. Now you'll be wowed with curved surfaces (that make the classic architectural feature the arch possible for the first time in a Quake game ... which the series was just screaming for), spectacular strobing light effects, smoke trails, vision-impairing fog, and atmosphere setting shadows. For the most part, the levels are still very drab, dark, and gray, with little color besides the aforementioned light bursts except in the color-coded capture the flag levels. But while Quake III may not be the most colorful shooter out there, no other game presently available beats Quake III when it comes to wall textures. The wall textures are simply amazing -- crisp, clean, and super detailed -- especially if you're running the game on a 32-bit card. Yes, you really can tell a big difference between 16-bit and 32-bit graphics in this game, and I have to admit I was rather jealous looking over at Vincent's TNT2-based system while I was playing against him on my Voodoo3 rig. Of course, you won't get a chance to enjoy them much while you're running around faster than a pat of butter in an eel skin wallet, but if you slow down you'll see that absolutely nothing comes close to the detail seen in Quake III.

Of course, all of this graphical detail requires a fast machine to run smoothly. Simply put, Quake III: Arena is a resource hog, and you're inevitably going to experience slowdown when there are a lot of challengers fighting in the same area. There's just so much to animate at once that there's no way to avoid dropped frames at some points during the game. Thank goodness you can easily adjust the graphic acuity of the game in the options menu to suit your system. Regardless of the minimum requirements of a P200 MMX, I wouldn't recommend Quake III: Arena to anyone with less than a 300MHz machine with 128MB of RAM.

As far as level design goes, there's really nothing that awe-inspiring to be found in Arena. Overall, the levels are more cramped and filled with more corridors than those of previous installments. While this makes for faster and more spectacular frags, there were only a handful of levels that were really interesting, like Vertical Vengeance (Q3Tournament4), which has a central jump room and three surrounding tiers of catwalks. The only real innovation are the numerous outer space jump levels that really add some spice to gameplay since falling to your death is always a possibility as you fly from platform to platform.


A Face Only a Mother Would Love

Another graphical coup in Quake III: Arena can be found by looking at the character models. Like the surface textures, the character models are all very clean, well detailed, and each display there own unique personalities. In all, there are 89 different character skins to choose from (wrapped around a total of 32 different models), ranging from the classic Doom hero to more esoteric looking characters like Orbb (a walking mechanical eye) and Klesk (a spike-endowed alien). The sheer number of skins is leaps and bounds over any other shooter out there, and you're sure to find at least one that appeals to you. And even if none of the included skins meet with your high standards, with the plethora of new skins rolling in via the Web everyday, you'll be able to customize your look with a quick download.


An Arsenal to Die For ... Well, Not Really

Since Quake III is a shooter, it would seem natural that most of the improvements and enhancements in the next installment of the series would be in the weapons. Unfortunately, this isn't the case, and the game designers were content in sticking with the "if it ain't broke, don't fix it" philosophy and decided not to add any truly new weapons to the series, opting instead just to tweak known guns from the Quake universe. The real distressing point here, though, is that all of the weapons in Quake are rather bland and predictable, especially when compared to other shooters like Unreal Tournament and Half-Life. And, while everything feels well balanced, this boils down to nothing more than the fact that all of the weapons do about the same amount of damage (with the exception of the mercilessly under-powered machine gun). As I said before, there's not really anything new and exciting, but here's the run down:


Gauntlet: Your last resort weapon. An electrically charged saw blade that only hurts your opponents at extremely close range. The only time you'll use the gauntlet is when you're completely out of ammo.
Machine Gun: Basically a rapid-fire pea shooter. You'll start each game with the machine gun, but it's about as effective as a shotgun full of feathers. Only good until you can find another weapon or for taking out foes who have already been heavily damaged.

Shotgun: A slow loading but powerful gun that packs a hefty punch at close range. Just as in real life, your damage radius will spread out the further away your pellets travel, and the effect is almost instantaneous. However, the shotgun is much less effective at long ranges. It is one of the best and most damaging weapons to use when you're standing right next to someone, though.

Plasma Gun: The plasma gun is all about combining rapid fire with medium damage. While the gun sucks energy quickly, it can be a deadly in the right hands.

Grenade Launcher: Like the name implies, the grenade launcher is used to heave time-delayed explosives at your opponents. While the grenades can cause a lot of damage, you have to either hit your foes directly or time your shots perfectly so they explode when someone is within range.

Rocket Launcher: It takes a while to get used to, but the rocket launcher is the weapon of choice for most of the Quake III players around the office. Since the rockets are rather slow, you have to lead your targets accordingly. You can wreak a lot of havoc with the rocket launcher, and because of its wide blast radius, you can frag opponents without having to hit them directly. Expect the gibs to fly when the rocket launcher is resting in the hands of a master.

Lightning Gun: You'll know when you've pulled the trigger because your ears will resonate with the unmistakable crack of thunder. The lightning gun shoots a steady stream of electricity at the unfortunate soul in your crosshairs. Unfortunately, it's rather difficult to aim because your entire field of view is alight with electrical charges. A descent medium powered weapon, but it's not nearly as good as the lighting gun from the original Quake.

Rail Gun: The sniper weapon of choice. The rail gun propels a depleted uranium slug at super-sonic speeds. It causes a great deal of damage, even taking down opponents with one shot, but requires almost pinpoint accuracy.

BFG-10K: The BFG is back, but it's a lot different than the BFG of days past. Instead of a slow moving behemoth, the BFG is in essence a souped-up plasma gun, combining rapid fire with the power of a rocket launcher.

As in previous Quake titles, in addition to these nine implements of destruction, there are a number of specials and power-ups that you can pick up as you run around the crowded hallways in each level. There's the normal assortment of armor, health boosters, speed increases, and the almighty quad-damage, but you'll also find some new enhancements (well, at least new outside of special user-created MODs) like invisibility and flight which will give you a definite advantage over the competition. Overall, these new power-ups add an exciting new twist to the game and will give you a chance to try out some new tactics, like picking off your unsuspecting opponents from high with the rail gun.

Gib Me Liberally, Or Gib Me Death

Okay, okay. So the weapons didn't get much of an overhaul. But the real focus of the Quake series has always been on gameplay. While the basic mechanics of the series have stayed the same (run, jump, and shoot everything that moves), the feel of the game has been given a definite overhaul. This is where Quake III turns on the afterburners and flies into the thermosphere. Quake has always been about fast action, quick reflexes, and big kills, but Quake III by far feels like the best of the bunch. It's faster and much more insane than Quake or Quake II ever was. Quake has never been about tactical thinking or strategic planning. It's utter chaos, and none of the other Quake titles have captured that feeling as well as Quake III: Arena has. No other game has ever given my wrist such a workout or made my palm sweat so profusely from constant movement (and I bet you all wanted to know that). One of the things that I really like about Quake III is that you actually feel the impact of the weapon when you get hit. You'll jerk slightly when getting hit by a machine gun, and a rocket will throw you back and disorient you until you can get your bearings again. It seems like a simple concept, but not many other shooters take this into account.

As with every good shooter now, there's a single player as well as a multiplayer component to Quake III. The single play experience is shallow at best, and really only a warm up for the multiplayer game. You face off against a number of computer-controlled bots in the various arenas in the game, and can pick a varying difficulty level depending on how gib-endowed you're feeling at the moment. Let me warn you, though, the difficulty levels rise quickly, and while the "Hurt Me Plenty" level is certainly playable, the "Nightmare" level is impossible to beat, at least by anyone I know. The computer can shoot off a rocket from across a great expanse and somehow know exactly where you're going to be at the point of impact. Regardless, though, the single player missions give you a chance to hone your skills and learn the levels before going online and taking on some human opponents.

But as I'm sure you're all aware of by now, Quake III: Arena focuses on the multiplay experience. While there's not much more to multiplay in Quake III than a few variants on the classic Deathmatch and Capture the Flag, Quake III achieves the perfect mix of action, movement, and feeling. Over a good LAN, Quake III runs nearly perfectly, with only a few pauses in gameplay -- like the moment right before you die. As with the single player game, you'll have to tweak how your system runs the game, but once you do it's pretty much a flawless experience. I found a very similar pattern over high-speed connection like DSL or cable, and had little problems with lag. Everything was smooth and, overall, the deathmatch experience couldn't be beat. Of course, using a modem is a different story altogether. If you're going to go online with a modem, you're going to have to turn the game effects way down to achieve an acceptable framerate. However, as long as you can deal with lower levels of detail, you should be good to go.

Besides some performance problems, the only other complaint I have about the multiplay experience is that Quake III gives you absolutely no information about the maps before you enter them. It would be nice to see the recommended number of players before you jumped into a skirmish only to find out the map you chose is far too big for four players.


If I Only Had a Brain

If you are going to be playing a lot of the single player game (and I suggest you do just that for the practice alone), you're going to have to go up against the AI bots. I can truly say that the AI in Quake III is some of the best I've seen in any shooter. And with scalable difficulty levels, you can tailor the bots to your play skill. While on the easiest level, the bots are little more than running fodder, at the higher levels they'll actually head for specific power-ups, better weapons, and use advanced tactics like the rocket jump to outmaneuver you if you're on their tail. They'll even taunt you during a match (with the requisite speech bubble appearing over their heads), and respond to you if you give them a good tongue lashing. All of this is very cool, and really gives you the feeling of taking on real-life opponents before you even step online.


Pain, Pain Go Away, Frag Again Some Other Day

If there's one thing that can be said about Quake III: Arena is that it's incredibly addictive, no matter how shallow and simple the gameplay may be, and no matter how canned the arsenal is. Of course, Quake has never tried to disguise itself as a thinking man's game. It accomplishes exactly what id set out to do when creating the thirds installment. There's no other shooter that comes close to the look and feel of Quake III.
 
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7. Gran Turismo series(20 votes)

Gran Turismo 1(6 votes)
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Bin your licence, ditch your driving gloves, and stay in for the ultimate racing experience inGran Turismo. This sim set the standard for racing games back in 1998, and few titles have managed to come close to it since. Featuring a dribblesome line-up of bright and shiny vehicles to race, amazingly realistic handling, and some of the most mind-bogglingly comprehensive customisation features ever to grace PSone, Gran Turismo is, quite literally, the daddy of all driving games.

Gran Turismo 2(4 votes)
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After the monster hit that was Gran Turismo, the sequel Gran Turismo 2, has a more than mammoth task ahead of it, but surpass it does and by some distance. The two gaming discs contain an Arcade version to get you racing straight away, or the Simulation mode where you have to race for cash to buy and upgrade your cars. Realism is the core of GT2 so you really do have to get your racing gloves on.
The range of cars is offensively large--everything from the Toyota Yaris to the Dodge Viper is covered. The attention to detail is fantastic, the cars sound and perform like the real thing and the upgrades available cover everything from alloy wheels to a racing weight flywheel for your engine. There are a number of different driving licences to pass and you have to have a particular class of licence to race in the different leagues, which get progressively harder, but reap richer rewards. To really succeed in Gran Turismo 2 you have think like a racer--slip-streaming and power sliding around corners to get the edge on your opponents are just some examples.

The two versions of the game provide a great balance between a serious sim and quick multi-player arcade action, making it a worthwhile investment. While the gameplay sits on the realistic side, so it takes a little time to get totally proficient behind the wheel. Having said that, once you master control of your machine, you really do have the power. If driving is your thing Gran Turismo 2 is a must

Gran Turismo 3(5 votes)
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The third title of the Gran Turismo series takes full advantage of the PlayStation 2 game engine, which is capable of rendering about 20-million polygons per second--roughly 10 times the number of total polygons of the series' previous instalment, Gran Turismo 2. Real-time lighting forces your eyes to adjust to changing conditions, such as when a car rounds a turn and the sun comes out from behind a building to cause glare on the windshield. This makes the game harder, but more realistic. Heat rises off the ground and mist swirls around vehicles as they make their way across the racetrack.


Gran Turismo 3 also features more than 100 distinct cars, each with different statistics, including the Subaru Impreza Rally, Dodge Viper GTS-R and Mazda's RX-7 RS. Computer-controlled opponents benefit from enhanced artificial intelligence; they don't act like baby ducks following their mother, but instead respond to other cars, the course and the conditions in much the same way that real drivers would. Pressure a car, and it will pressure you back; cut one off in the early part of the race, and expect to receive similar treatment down the course. They don't drive perfectly, either; some will spin out and make other mistakes over the course of a race

Gran Turismo 4(5 votes)
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Polyphony Digital's Gran Turismo 4 is one of 2005's biggest releases and, to boot, one of the most important PS2 games yet. What makes it such a significant title?
First up, Gran Turismo 4 is bigger and better than previous games in the record-breaking series. Much bigger, in fact: there are some 500 cars to drive, and around 100 courses on which to take those motors for a spin. Every single car is a perfectly modelled replica of its real-life equivalent, containing much more detail than the car models found in Gran Turismo 3. And it shows: thanks to this increased level of detail, GT4 edges the series ever closer to photorealism.

As Gran Turismo continues to evolve, Polyphony Digital ups the ante by making each new instalment more comprehensive than the last. Gran Turismo 4 follows that admirable trend: its driver AI is more lifelike, its physics engine is more complex, its engine noises sound closer to the turbines mimicked... and there's more of everything. To top it all, GT4 boasts improved handling over GT3. All this work should achieve the desired result: Gran Turismo fans will be kept happy and new converts will be made.
 
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8. Super Mario Kart(19 votes)
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Nintendo was a pioneer in many ways, and of the best examples is Super Mario Kart for the SNES. The "kart-racing" sub-genre didn't even exist before Mario and Bowser took to the miniaturized asphalt and dropped their banana peels for the first time. Since then, many clones have joined the karting club, but none have come close to the awesome balance and charm found in the original SNES classic. With wonderfully designed single-player levels (and many of them!) and the most addictive two-player battle mode to grace the platform, SMK will never be forgotten. It's always amazing when the first is still the best, and Super Mario Kart definitely deserves the title "amazing."
 
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9. Deus Ex(18 votes)
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Deus Ex is set in a nearby future where a deadly virus ravages the world's populace, terrorists are bent on exposing corrupt governments and conspiratorial elites are ready to wade in and wreak havoc. You play a techno-enhanced agent tasked with getting to the bottom of it all without cashing in your chips.
Immediately noticeable is the attention to detail; there's no end of objects and characters to interact with--too much, were it not for the consequences that arise from almost every interaction. Such random actions as killing a guard or "accidentally" walking into the ladies' toilets can significantly affect mission outcomes. The best game will result from stealthy inch-by-inch exploration and you'll be glad you did.

Considering that Deus Ex has gameplay in bucketloads, it could look like Commander Keen and get away with it. Thankfully though, the Unreal engine does a more than passable job of rendering some beautiful locations and although models may look a little blocky compared to games using more sophisticated engines, the minor flaws melt away as the game gets going.

By no means a perfect title, Deus Ex, as its name implies, has come from nowhere and lifted the FPS role-playing adventure out of its hybrid quagmire of genres. With a richly detailed story and great visuals, it boasts a seamless, technically accomplished and truly engrossing game world for those wanting to flex so much more than just their trigger fingers.
 
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10. Half Life 2(17 votes)
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In many ways, creating a sequel to Half-Life is an unenviable task. After all, the goal is to craft not just any ordinary game, but an improvement to a title that is widely considered to be the high water mark for first person shooters. Fortunately, Valve does not disappoint on their sophomore effort.
Half-Life 2 picks up exactly where its predecessor leaves off, with gamers stepping once more into Gordon Freeman's HVAC suit as he awakes at some indeterminate time in the future, now apparently in the employ of the mysterious G-Man. Humanity has been sold out to alien forces, and your job is to escape their thrall and lead the resistance to victory.

HL2's key successes are in a few critical areas, the first of which is the new physics & graphics engine, called Source. People and objects fall, fly, tip over, float, and break in an extraordinarily realistic fashion, and in-game puzzles often require you to use simple applications of physics to progress. Second, an elaborate facial structure system coupled with excellent voice acting make for some of the most believably human NPCs in gaming history. This is no small thing; you will find yourself actually caring about the characters who surround you, even those that are normally regarded as cannon fodder. Third, the level design exhibits a subtle brilliance, which frequently fools you into feeling like you're making your way through an organic environment and not a forced linear path. These elements combine to form one of the most truly immersive experiences ever captured on a PC.

Overall, Half-Life 2 is a smashing success, every bit worthy of the prestige and respect that the franchise has been awarded. This is absolutely a game that every computer gaming enthusiast is going to want to have in their collection.
 
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=11. Doom 1 & 2

=11. Monkey Island series

=11. Resident Evil series

=12. Championship Manager/Football Manager series

=12. Sonic the Hedgehog series

=12. Pro Evolution Soccer series

13. Command & Conquer: Red Alert 1&2

=14. Metal Gear Solid

=14. Unreal series

=15. Super Mario World

=15. Call of Duty

=16. Zelda: A Link to the Past

=16. Far Cry

=16. Counter Strike (before source)

=16. Elite

=16. Halo

17. Tomb Raider series

=18. Mafia

=18. Streets of Rage II

=19. Super Mario 64

=19. Super Mario NES era (SMB 1, 2 & 3)

=19. Max Payne

=19. Battlefield 2

=19. Cannon Fodder

=19. Sensible Soccer series

=19. Star Wars: Knight of the Old Republic

=19. Tekken series

=19. Theme Hospital

=19. Worms (before 3D)

=20. Secret of Mana

=20. Sim City series

=20. Medal of Honour
 
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Glad to see it completed! Im not envious of the work you put in to correlate all the votes.

Some good games in there definately getting the places they deserved!

Not enough RPGs in there for me, but each to there own ;)
 
Excellent job Mr Beans, like the descriptions you did for the top ten. A bit surprised at some entrys, and sad that one of my favs Baldurs Gate II didn't get a look it :( Sticky for sure.

Davey_Pitch said:
No sticky at the moment I'm afraid, you can only have 4 per forum and we already have 4. I'm working on cutting them down so if I can do it, this can be stuck.

Pah those pesky MMORPG threads should be unstuck to make room for this one :)

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Artemic said:

Just noticed your sig, winn0r :)
 
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