Right, everyone, it's time to assemble around 
the dining table with your character sheets   and dice trays, because we're entering into 
the magical, shadowy, goblin-infested world   of Dungeons & Dragons, and making a valiant 
attempt at appraising each and every video   game based on Gary Gygax's venerable creation. 
Robes, cowls, and wizard hats are optional,   but Gods help me, you'd better have brought 
snacks. We're going to be here for a while. TheDungeons & Dragons tabletop role-playing 
game has come a long way since its emergence   back in 1974. Where once it was 
seen as a venture purely for lonely,   basement-dwelling males that sparked panic 
about devil worship in the hearts and minds   of concerned, misinformed parents across 
America, the pastime has since grown into   something of a wholesome phenomenon. Untold 
millions are playing all over the world,   and multiple respected celebrities have confessed 
to throwing the odd d20 every now and then too. Ever since video games were a 
thing, intrepid programmers were   inspired by Dungeons & Dragons to create 
expansive adventures in digital form,   and pretty much every game 
with any kind of RPG mechanic,   from Final Fantasy VIIto Cyberpunk 2077, owes 
its existence to this dice-rolling institution. Of course, many of these digital adventures 
have carried the official D&D license,   and for this list, we've amassed a small army of 
them. Multiple campaign settings are represented,   too; from Eberron to Spelljammer, and 
Al-Qadim to Planescape, we've got the lot,   and if you know what all of those words mean, 
then you've definitely come to the right place. We won't be including mobile-only games on 
our list, and we're also omitting collections,   re-releases and enhanced editions, instead judging 
each game on its original version. When deciding   the rankings, we'll be looking at factors 
like critical score, player enjoyment, impact,   and legacy, paying particular attention to how 
well-received the game was at the time of release. Right, with all that official stuff out 
of the way, it's time to don a suit of   studded leather armour and pray for those 
natural 20s, because we're venturing forth   into the vast and hazardous catacomb 
that is Dungeons & Dragons video games,   and we're not sure what we're going to run 
into down there. Does anyone have darkvision? Let's rank 'em! I'm Dungeon Master, Ben, and I'm 
murder hobo, Peter, from TripleJump,   and here is Every Dungeons & Dragons 
Video Game Ranked from Worst to Best. 69. (Nice) Iron & Blood: Warriors 
of Ravenloft – PC/PS1 – 1997 We’re getting the dice rolling with this unlikely 
fusion of Dungeons & Dragons and one-on-one,   3D fighting games. Iron & Blood: Warriors of 
Ravenloft was developed by Take-Two Interactive,   and draws from the spooky, Gothic 
horror-themed Ravenloft campaign setting. Although Saturn and 3DO versions were 
reportedly planned, Iron & Blood:   Warriors of Ravenloft was released only for 
the PC and PS1, with the PS1 version going up   against other weapon-based fighters like Battle 
Arena Toshinden and Soul Edge. Spoiler alert;   it absolutely does not stand up to any of them. Some reviewers did note that the graphics 
were nice and detailed for the time,   it had a chunky roster of eight 
heroes and eight villains to play as,   and there existed an innovative mechanic 
where characters could learn magical   abilities as they fought, but every other 
aspect of the game was critically panned. Jerky controls, dodgy animations, and unhelpful 
camera angles all conspired to spoil the   sword-slinging experience. The sound and voice 
effects were grating, and the fast-paced techno   soundtrack often juxtaposed hilariously with 
the medieval fantasy action. Some reviewers even   claimed that they were able to beat the game by 
using only one button, handily illustrating that   Iron & Blood: Warriors of Ravenloft wasn’t exactly 
rich in the technical and strategic departments. The idea of throwing down 
as various goblins, wizards,   and other such D&D mainstays is an 
interesting one, but Iron & Blood:   Warriors of Ravenloft squanders this idea like 
a misaimed fireball spell. A critical miss. 68. Descent to Undermountain – PC – 1998 There are a few things about Descent to 
Undermountain that are remarkable. One is   that a fellow called Chris Avellone was on the 
development team, which is a name I want you to   try and remember as it will come up again. Another 
is that it was created using the game engine from   1995 FPS game, Descent, which is apparently where 
its name partially comes from. The third thing to   note is that it is undoubtedly one of the worst 
Dungeons & Dragons video games of all time. The adventure kicks-off in Waterdeep, 
where the high wizard, Blackstaff,   tasks the player with assembling a party and 
exploring the infamous dungeon of Undermountain,   which seems to be the cause of disappearances 
and other such suspicious activities. This all   leads to a first-person dungeon delve 
filled with combat, loot, puzzles,   and a gradually unravelling 
mystery to pick through. Alas, Descent to Undermountain was 
afflicted with multiple problems.   Descent’s engine proved to be entirely 
unsuitable for a dungeon-crawling RPG,   and technical issues caused the developers no 
end of woes when getting it ready for retail.   Shoddy graphics, poor AI, numerous bugs, 
and uninteresting gameplay all conspired   to make this particular descent a trip 
that very few people wanted to make. Developers, Interplay, even referenced 
how bad Descent to Undermountain was in   their very own Fallout 2, which released 
a couple of years later. A magic 8-ball   item could randomly state; “Yes, we KNOW 
Descent to Undermountain was crap.” Ouch. 67. Hillsfar – Amiga/Atari ST/C64/NES/PC – 1989 Right, we’re delving into the SSI Dungeons & 
Dragons games now, and there are a lot of them.   SSI, or Strategic Simulations, Incorporated, 
ran from 1979 until 1994, and in that time,   they released enough Dungeons & Dragons video 
games to fill a bag of holding. These games   are difficult to rank, as they all use the 
same engine, work off of the then-current   edition of the D&D rules, and are very similar 
visually. Hillsfar came out at the bottom though,   and that’s because most observers 
agreed that it was just plain boring. Players can choose between fighter, 
cleric, mage, and thief classes,   and then visit the various guilds in the 
town of Hillsfar, accepting fetch-type   quests, completing them, earning gold and 
experience, and then eventually retiring. It was as riveting as it sounds, with 
reviewers of the NES version especially   bemoaning the fact that it felt more like 
a series of chores than an adventure,   and that the game consisted of accumulating gold 
whilst providing very little to spend it on. Hillsfar also features a certain equine interlude 
that drops it down our list another few places.   Players are repeatedly forced to partake in an 
aggravating and unresponsive horse-riding section,   where dangerous obstacles like 
errant haystacks, narrow streams,   or passing birds must be avoided lest ol’ Chestnut 
goes bolting off into the wilderness. Suffer   through this infuriating mini-game enough 
times, and you’ll be ready to do the same. 66. Pool of Radiance: Ruins 
of Myth Drannor – PC – 2001 By the time 2001 rolled around, Dungeons 
& Dragons-based video games had really   taken a step up in quality and scope, 
and the pressure was on for dungeon   delving adventures released during 
this time to keep up with the new   wave of Infinity Engine titles that 
brought D&D to a whole new audience. For Pool of Radiance: Ruins of Myth Drannor, 
developers, Stormfront Studios, tapped into the   historical significance of the Pool of Radiance 
name to create something both old and new,   making their game the last in a series of 
formerly SSI-developed titles that began in 1988. The story concerns a scary and powerful dracolich, 
which is an undead dragon with necromantic powers,   moving into the ruined Elven city of Myth 
Drannor, and using it as a base to expand   an empire. The player’s party have been 
tasked by famous D&D wizard, Elminster,   to head into the ruins and deal with the 
insidious threat, one skeleton at a time. Unfortunately, said activity was deemed 
dull by most who took up the sword,   with confusing and seemingly endless dungeons 
packed with barely distinguishable rooms,   and an over-reliance on mindless 
hack-and-slash gameplay turning   off those used to more variety 
and spice in their adventures. The game also had a bug problem, and we don’t 
mean giant spiders and ankhegs. The graphical   glitches and save game issues were one thing, but 
when players are uninstalling your game and it’s   also wiping their PC’s system files, things have 
gone a little too far. Yes, it really did do that. 65. Spelljammer:Pirates of Realmspace – PC – 1992 What happens when you take D&D staples like 
heroes and wizards, gnomes and beholders,   and other such fantasy fare, and blast them 
off into space? No, not the terrifying and   visceral effects of decompression, this is a 
fantasy realm, remember? You get Spelljammer,   the setting for the next title on our 
list; Spelljammer: Pirates of Realmspace. In this intergalactic adventure, the 
player takes on the role of the captain   of an interstellar ship, and spends much of the 
early game running errands, delivering goods,   defending space lanes and taking out pirates, 
all while earning currency and reputation,   before eventually being sent on an important 
mission that kicks off the game's simple plot. Players can use spells and 
abilities in ship-to-ship combat,   where rival vessels will bombard each other 
with space catapults and space ballistae,   and can also oversee boarding actions, 
which result in more traditional D&D   combat as the opposing crews come 
face-to-face in the ship's halls. It's an interesting premise, but 
it was handled somewhat clumsily,   with clunky mechanics and lots of bugs and 
technical issues causing most publications   to state that this particular 
space odyssey was one to miss. Developed by Cybertech but published by SSI, 
Spelljammer: Pirates of Realmspace was one of the   first so-called “Gold Box” titles (so named after 
their signature golden boxes) that threatened   the veteran studio's long-standing reputation for 
quality output. It's not quite a black hole level   catastrophe, but it was a planet-sized 
misstep for the once-venerated series. 64. The Dark Queen of Krynn – Amiga/PC – 1992 Set primarily on the world of Krynn, the 
Dragonlance setting is a D&D offshoot with an even   more dragon-centric flavour and an emphasis on 
moon-powered magic. Popular in the '80s and early   '90s, it spawned a number of digital adaptations, 
and The Dark Queen of Krynn is probably the least   compelling, not necessarily because it's the 
absolute worst, but because by the time this   conclusion to the Gold Box Dragonlance series 
was released, gamers were expecting much more. In an attempt to portray the epic conclusion 
to the Krynn saga, developers, MicroMagic,   Inc, focused strongly on combat, 
with the player's party eventually   facing off against the dark goddess 
behind the planet's troubles. This,   however, meant that less time and effort 
was put into exploration and role-playing,   which disappointed many, and made 
the game feel like a bit of a grind. With numerous bugs and glitches, a lack 
of balance in the combat leading to an   unfair difficulty level, and its insistence on 
stripping back exploration and NPC interaction,   The Dark Queen of Krynn proved to be a 
less-than-stellar climax to one of the   less-celebrated Gold Box series, and observers 
almost unanimously agreed that this was one   to miss, with only the most dedicated D&D fans 
managing to battle their way through to the end. I guess that by this point, 
this particular Dragonlance   video game series was beginning 
to get a bit long in the fang. 63. Dungeons & Dragons: Eye 
of the Beholder – GBA– 2002 I've never really understood why people say 
“beauty is in the eye of the beholder,” because   looking into the eyes of these things, 
there's really not much beauty there. Unfortunately, there's not much beauty in 
this GBA dungeon-crawling experience either,   with Pronto Games' Dungeons & Dragons:   Eye of the Beholder failing to live up to 
past titles that it borrowed so heavily from. Following a very similar plot to the far-older 
home computer Eye of the Beholder games,   Dungeons & Dragons: Eye of the Beholder's story 
concerns the city of Waterdeep being threatened   by the denizens of Undermountain. What this means 
for the player-controlled party is a trip into   the sewers and tunnels beneath Waterdeep 
to root out the threat that builds there,   and much sword-swinging and spell-slinging ensues. Played from a first-person perspective during 
exploration, the game switches to an isometric   display for combat, similar to the SSI Gold Box 
titles. Here, players can use spells and abilities   from the four playable classes to fend off bad 
guys and continue the quest to save the city. While the idea of whipping your GBA 
out of your pocket and embarking on   a bit of dungeon-diving on the move might 
be an intriguing one, Dungeons & Dragons:   Eye of the Beholder does not live up 
to such promise, with the already-dated   nature of its gameplay compounded by 
an annoying and frustrating interface. Unfortunately, you'll be eyeing 
up one of your better GBA games   within minutes of getting started with this one. 62. Eye of the Beholder III: 
Assault on Myth Drannor – PC – 1993 Eye of the Beholder III: Assault on 
Myth Drannor, like the previous two   games in the trilogy, offered something a 
little different to SSI's previous fare,   presenting its entire adventure 
from a first-person viewpoint,   be that exploration, combat, or 
receiving exposition from beardy NPCs. It picked up the storyline directly after the 
series' second instalment, with the victorious   party relaxing in a local tavern, extolling 
the patrons with stories of their heroism,   and attracting the attention of a mysterious 
strangerwith an even more dangerous quest   in store. Said quest is to investigate 
the ruins of the city of Myth Drannor,   and swipe an ancient artefact from 
a powerful and dangerous lich. This third Eye of the Beholder title used an 
updated version of the previous games' engine,   and added some quality-of-life enhancements like 
an “all attack” button and the ability to use   certain weapons in the second rank. What's 
it doing all the way down here, then? Well,   unfortunately, the game just failed to live up to 
the promising framework built by its predecessors. Reviewers reported a downgrade in 
graphics and awful sound design,   and declared that this was no 
way to end an epic trilogy. One factor that may have impacted this is the 
fact that SSI chose to develop the game in-house,   while the previous two titles were created by 
beloved developer, Westwood, who would go on to   define an entire genre with Dune II and Command 
& Conquer. SSI should've beheld onto them... 61. Birthright: The Gorgon's Alliance – PC – 1996 We're embarking on a journey to yet 
another D&D setting now, with Birthright,   an adaptation of the Dungeons & Dragons rule-set 
where player characters are rulers of the land and   gameplay is focused on political manoeuvring 
and acts of governance. As such, Birthright:   The Gorgon's Alliance takes on the guise 
of a strategy game with RPG elements,   where players oversee the rise and fall 
of nations from a position of sovereignty,   rather than skulking around in dingy dungeons 
with all the kobolds and gelatinous cubes. Sounds like an interesting diversion compared to 
all the usual dungeon delving, but Birthright:   The Gorgon's Alliance was poorly received 
by all but the most dedicated strategists. Taking on the role of a divinely-appointed 
regent, the player's goal is to unite a continent,   beating various third-parties with their 
own machinations toward the throne to   the punch. This can be achieved through war, 
diplomacy, trade, and even by magical means. That's not to say adventuring is 
completely done away with, because   occasionally the regent will be forced to get 
their royal hands dirty with a bit of questing,   presented in first-person 3D, and there are 
even some basic battlefields to conquer. All these ingredients didn't add up to much,   though, with poorly explained mechanics, 
ropey visuals, and overwhelmingly fiddly   micro-management souring most observers on 
what was undoubtedly an ambitious title. Birthright: The Gorgon's Alliance made 
its play for the throne but came up short,   and it now lies on the pile of forgotten, 
licensed D&D games with the rest of the peasantry. 60. Dungeons & Dragons: Daggerdale 
– PC/PS3/Xbox 360 – 2011 If I had to sum up Dungeons & Dragons: 
Daggerdale, I'd say that it is the epitome   of that PS3/360-era boring-grey-and-brown-ness 
that often reared its ugly head back then,   but you could probably tell that yourself from 
taking one look at it, so allow me to elaborate. Dungeons & Dragons: Daggerdale 
was developed by Bedlam Games,   and features single player and 
multiplayer cooperative modes with   a focus on action-based RPG gameplay. Players 
had four character classes to choose from,   and these characters could be customised during 
setup and by acquiring and equipping loot. The plot sticks the player in the various 
environs around Daggerdale, and puts them   at loggerheads with the unscrupulous mercenary 
organisation known as the Zhentarim. These rascals   are trying to lay claim to the Daggerdale area 
using a structure known as the Tower of Void,   and it’s the player’s job to stop them. 
Unfortunately, the Zhentarim are probably going to   succeed in their nefarious plans, because very few 
players are likely to want to take up the call. Dungeons & Dragons: Daggerdale 
was deemed a waste of the license,   and was called out for its boring quests, 
uninteresting combat, and dreary environments.   Some reviewers did state that the game could 
be okay if you were able to play with friends,   but I honestly wouldn't want to subject my 
friends to it. All that repetitive combat,   boring dialogue and dismal visual design; 
it's like being hit by a sleep spell. 59. Dungeons & Dragons Tactics – PSP – 2007 With a name like Dungeons & Dragons Tactics, 
and with its home being Sony's PSP, you might   expect this Kuju Entertainment-developed title 
to be something akin to Final Fantasy Tactics:   War of the Lions or Tactics Ogre: 
Let Us Cling Together. However,   while it does share aspects like turn-based 
combat and grid-based maps with those titles,   Dungeons & Dragons Tactics 
kind of does its own thing. In the game, players assemble a party of 
adventurers and become embroiled in a clash   between two mighty dragons who are vying for 
godhood, and gameplay switches between a simple   overworld map, where players can accept 
quests and choose their next destination,   and dungeon exploration, where the game makes 
use of a somewhat zoomed-in, overhead view. When monsters are encountered, the gameplay 
switches once more into a traditional,   turn-based take on the D&D rules, where 
characters and enemies act in initiative order,   casting spells and using abilities 
to affect the course of battle. It was a nice idea, and the story hook of 
a pair of opposed, divinity-craving dragons   was sure to turn a few heads, but Dungeons 
& Dragons Tactics was executed so poorly   that most adventurers who entered its dungeon 
turned around and walked right back out again. Just like the world that the game depicts, 
Dungeons & Dragons Tactics was beset by two   terrifying god-dragons, the dragon of frustrating 
interface design, and the dragon of unhelpful   camera angles. Between them, they laid waste to 
any enjoyment that might have been found within. 58. Shadow Sorcerer – Amiga/Atari ST/PC – 1991 Another game in the Dragonlance series,   Shadow Sorcerer was developed by U.S. Gold 
and presented most of its action in neat,   isometric squares, which gives the title 
an odd, pixelated appeal even to this day. Simplified somewhat compared to the usual 
SSI-published fare, Shadow Sorcerer still offered   a complex party mechanic and tough battles, 
with enemy encounters throughout the game's   expansive world being generated randomly. The 
role-playing and plot elements were stripped back,   with the focus firmly on guiding your party 
of four through squares of brightly-coloured   dungeon or wilderness, with little to no 
NPC interaction to break things up a bit. It sounds alright if you just want 
to wade through hordes of hobgoblins,   but even with the combat focus these 
encounters still suffered from quirks   that often made them annoying. Party AI would 
consistently mess up your best laid plans,   and walking through doors in a dungeon into a pack 
of monsters would be fine, if not for the fact   that your squishy magic users had decided to take 
up the vanguard between this room and the last. Shadow Sorcerer also had a refugee mechanic, 
where the party were forced to guide a host   of refugees to the fortress of Skullcap, 
and many players found this addition to   be problematic. The refugees moved 
infuriatingly slowly across the map,   and leaving them behind would see 
them wander off and get killed. An aggravating escort quest that lasts an entire 
game? I'll use my action to disengage, thanks. 57. DragonStrike – NES – 1992 We're staying with Dragonlance for our next 
entry, and this time, instead of wizards,   warriors, rogues, and clerics, we get to play 
as the big, winged scaly boys themselves. The   chance to play as a dragon in a Dungeons & 
Dragons setting is undoubtedly a cool idea,   but the NES version of DragonStrike, 
which is a completely different game   to the home computer titles of the 
same name, is a little bit dull. Players can choose between bronze, silver and 
gold dragons, with each one having its own   strengths and weaknesses. Those familiar with 
D&D will know that the metallic dragons are   the friendly ones, and in DragonStrike, 
the bronze dragon has the best armour,   the silver dragon excels at speed, and 
the gold dragon possesses the strongest   attacks. As the game progresses, the player 
engages in missions throughout the realm,   facing off against rampaging chromatic 
dragons and eventually swooping down into   a dangerous chasm where the Queen of Darkness 
waits in her multi-headed, draconic form. It all sounds very epic, and looks decent for 
a NES shooter, but the actual gameplay rides   a disagreeable line between frustrating 
difficulty and snooze-inducing boredom.   The ability to change altitude adds a 
somewhat interesting gameplay wrinkle,   and some boss battles can bring the 
excitement up a couple of notches,   but in all, DragonStrike for the NES manages 
to make flapping around as a massive dragon   and blasting anything that moves with devastating 
breath attacks kind of forgettable. What a drag. 56. Tales from Candlekeep: Tomb 
of Annihilation – PC – 2017 Candlekeep? I've been there before... 
That'll come up much later in this list,   though. For now, we're talking about BKOM 
Studio's board game-inspired turn-based RPG,   Tales from Candlekeep: Tomb of Annihilation. It's a decent-looking board game adaptation, 
with its detailed land and dungeon tiles   suspended in a bizarre void providing an 
interesting visual effect, and if you've   played the Tomb of Annihilation 
board game upon which it's based,   you'll be instantly familiar with it. However, 
Tales from Candlekeep: Tomb of Annihilation,   doesn't really offer much beyond this 
vaguely interesting initial impression. The game completely does away with 
certain role-playing aspects that   you'd expect from a D&D game, like 
character creation and, you know,   any semblance of role-playing. If you're playing 
Tomb of Annihilation around a table with a group   of friends you have the social aspect and 
the ability for stories to emerge naturally,   but if you're playing it alone at your 
PC, the whole thing just feels empty. Observers also pointed out needlessly 
difficult mechanics, like starting   combat with the party at a disadvantage 
for no reason based on the roll of a die,   as well as ineffectual levelling and 
a poorly-realised crafting mechanic. Some enjoyed the game for what 
it is, but Tales from Candlekeep:   Tomb of Annihilation has too many problems 
to be considered over countless similar,   more capable offerings, and the fact that 
the game was abandoned in an incomplete   state left a foul taste in the mouth, 
too. This tomb isn't really worth raiding. 55. Dungeon! – Apple II – 1982 I love a name that gets straight to the point, 
but with this entry, we're doing anything but.   The Apple II game, Dungeon!, is based on a 1975 
board game of the same name. Said board game was   created by a fellow called David R. Megarry, 
but subsequent editions were worked on by   Dungeons & Dragons alumni like Steve Winter and 
Mr. Gygax himself. The game also borrowed heavily   from the mechanics of Dungeons & Dragons, 
so we'll call it a Dungeons & Dragons game,   meaning that, by extension, the Apple 
II game, Dungeons!, is a D&D game too. That's our excuse for including 
a 40+ year old game on this list,   anyway, and we're sticking to it. Dungeon!, while looking to our modern eyes like 
a series of misplaced, garishly-coloured squares   and rectangles, was a digital adaptation of 
the aforementioned D&D-adjacent board game. Players used the keyboard to move the square that 
represents their intrepid adventurer around the   rectangles that represent dungeon rooms. The 
aim of the game was to win battles and unearth   treasure, and when enemies are encountered, 
the game switched from top-down geometry to   impressive-for-the-time static imagesof epic 
confrontations as menu-driven conflict ensues. Dungeon! is undoubtedly archaic, but it received 
a very warm critical reception at the time,   and it's nice to look back on the history 
of digital dungeon-diving and see how much   things have progressed since those days 
of basic shapes arranged on a grid. Yep,   things have certainly moved on. 54. Heroes of the Lance – Amiga/Amstrad CPC/Atari 
ST/C64/Master System/NES/PC/ZX Spectrum – 1988 Hold tight, because we’ve got more 
dragons for you now, with an extra   helping of lances. That’s right, we’re back in 
the Dragonlance setting with Heroes of the Lance,   which puts players in control of eight heroes 
as they delve into a ruined city in search of   an ancient relic guarded by a villainous 
dragon, and shakes the usual SSI recipe up   a bit by offering a side-scrolling action game 
with D&D rules running things behind the scenes. The eight heroes mostly act as lives for the 
player, with only three of them having any   specific, unique abilities like healing, offensive 
magic, or traversal spells. Some publications at   the time were positive about this change of pace, 
and Heroes of the Lance sold pretty well too,   but taken as a title on its own merits, 
the game isn’t exactly a D&D highlight. Heroes of the Lance was notoriously difficult, and 
if a player were to approach it in the same way as   an average side-scrolling action game, they would 
be immediately and severely punished. A lack of   careful forward planning could result in a lot of 
heroes slain in a very short period of time, and a   strategic approach was required. To add to this 
notorious difficulty level, players were unable   to save their progress, which was something they 
had become used to in previous SSI D&D titles. Basically, if you managed to get through this one,   you either had a lot of time on your hands, 
or you truly were a hero of the lance. 53. Dragons of Flame – Amiga/Amstrad 
CPC/Atari ST/C64/NES/PC/ZX Spectrum – 1989 Another game that explores the Dragonlance 
setting is Dragons of Flame. This title was   also developed by U.S. Gold, and also eschewed 
traditional D&D RPG mechanics for a more arcadey,   side-scrolling style. Its storyline follows 
on directly from Heroes of the Lance,   and the previously-mentioned Shadow 
Sorcerer completes the trilogy. The story of Dragons of Flame picks up with the 
party racing to beat a horde of evil dragon men   to the fortress of Pax Tharkas, and was a mild 
improvement over the original, with slightly   updated visuals and certain quality of life 
improvements, like characters being restored   to full strength before a transition into the 
side-scrolling dungeon-crawling. The developers   also worked to provide more intuitive menus, but 
this did little to solve the problem of crushing   difficulty, and neither did the addition of two 
extra lives … I mean, two additional heroes. The world of Dragons of Flame was 
also very difficult to navigate,   demanding expert orientation skills from the 
player. The top-down exploration sections   offered very little in the way of recognisable 
landmarks, and many wayward adventures never   reached the aforementioned Pax Tharkas 
thanks to the confusing map mechanics. Basically, if you were already a fan of the 
way Heroes of the Lance approached digital   D&D adventuring, then Dragons of Flame offered 
more of the same with some minor improvements.   If you like a bit more role-playing and a 
somewhat less sadistic difficulty level,   however, then you should probably make 
your investigation check elsewhere. 52. Idle Champions of the Forgotten 
Realms – PC/PS4/Xbox One – 2018 Wait, I thought we weren't 
doing mobile games? What,   it came out on PC and consoles, 
too? Fine, let's get it over with. To be fair, Idle Champions of the Forgotten Realms 
is apparently a very decent example of the idle   RPG genre. First releasing on Android and iOS, and 
appearing on consoles and PC soon after, it allows   players to set up their party of adventurers and 
take on wave after wave of enemies. Players can   slay gnolls, dire wolves, banditsand the like by 
clicking on them, and can acquire loot through   the act of click-slaying, which can then be spent 
on new champions or upgrading the existing party. Everything in the game references the D&D 
tabletop universe in one way or another,   with adventures like Curse of Strahd 
and Tomb of Annihilation referenced,   and a faithful map of the Sword Coast 
to explore. The game also seems to   have a thing about cursed cows. 
Whatever mooves you, I suppose... At the end of the day, Idle Champions 
of the Forgotten Realms is an idle game,   and as such, it can barely be 
described as a game at all. It's   more of a … thing that you click on. 
Like a fidget toy, in digital form. As we've already mentioned, though, Idle 
Champions of the Forgotten Realms is   regarded quite highly in the realm 
of idle games, so if you like D&D,   and you like clicking on things, then 
this is probably a good thing to click on. 51. Menzoberranzan – PC – 1994 “Menzoberranzan” is a really 
fun word to say. Go on,   give it a try. Why not roll 
the 'r' a bit? Live a little. It's the name of a city located in the Underdark, 
inhabited by a cruel race of subterranean elves   known as the drow, and is also known as the City 
of Spiders. More fun to say than to visit, then. The 1994 video game, Menzoberranzan, 
is another SSI-published adventure,   this one developed by DreamForge Entertainment, 
who would go on to develop successful point   and click horror game, Sanitarium, and sci-fi 
strategy title, Warhammer 40,000: Rites of War. The story kicks off when an assortment of peaceful 
villagers are snatched by a drow raiding party,   and a pair of intrepid heroes set off to 
track them down and bring them back. Playing   similarly to the Eye of the Beholder titles, 
Menzoberranzan offers an interesting visual style   and some satisfactory dungeoneering gameplay, but 
ultimately falls short of its promise. Reviewers   pointed out that the narrative took a long time to 
get going, that many of the game's dungeons felt   empty and lifeless, and that gameplay ultimately 
boiled down to repetitive hack-and-slash. As well as the two player-created characters, 
additional allies could be encountered throughout   the game, including the world-famous and 
unusually-heroic drow fighter/ranger,   Drizzt Do'Urden, whose name 
his creator, R.A. Salvatore,   purposefully pronounces differently 
depending on the day of the week. “Drizzt” is kind of fun to say, but 
not as much as “Menzoberranzan”. 50. Sword Coast Legends – PC/PS4/Xbox One – 2015 One of the more recent games on our 
list, this action role-playing title   puts players in the adventuring boots of 
a member of the Order of the Burning Dawn,   a once-powerful guild with a shady 
past. The story of Sword Coast Legends   casts players as a new recruit in 
this somewhat disreputable group,   and kicks off when its members all start to 
experience strange and portentous nightmares. The actual gameplay is very straightforward, with 
the player controlling their group of adventurers   from an overhead viewpoint, exploring 
buildings, dungeons and wilderness areas,   slaying monsters, and interacting with NPCs. 
It all looks fine, but a little unremarkable,   and observers were pretty much unanimous 
in declaring Sword Coast Legends to be a   somewhat generic RPG that stands apart 
only for its Dungeon Master mode. Said mode allows players to digitally mimic 
the tabletop dynamic, with one player taking   the role of the omnipotent and omniscient 
overlord and the others living and dying   according to their whims. Depending on the 
trustworthiness of the person in charge,   Sword Coast Legends does have the potential to 
offer a great time for all involved, but even   then, would-be Dungeon Masters expressed a desire 
for more depth to the tools available to them. If you're willing to work at it a bit, and 
have some buddies to go adventuring with,   there's fun to be had with Sword Coast Legends,   but when it comes the single player campaign, 
this one just feels like it's coasting. 49. Stronghold – PC – 1993 Another D&D game developed by 
the prolific Stormfront Studios,   this one offered something a bit different 
to the usual adventuring fare by tasking   players with building and managing a 
thriving town in a fantastical kingdom. Unrelated to the 2001 Firefly Studios title of 
the same name, Stronghold has an old-school,   wireframe, 3D visual style, beneath which hides 
layers and layers of complex strategy and resource   management. In keeping with the D&D theme, 
players can recruit mages, clerics, fighters,   and the like to act as leaders of various 
districts within the town, and these can be   used to construct certain buildings, or train 
the local militia to fend off monster attacks. Depending on your chosen alignment, the game will 
set different victory requirements, with lawful   rulers required to reach the seat of Emperor to 
finish the game, while chaotic rulers need to rid   the land of competitors by force. This can be done 
by amassing trained troops and sending them off on   missions to remove hostile forces. The management 
side is just as involved however, with food supply   needing to be overseen, and available buildings 
including markets, castles, and magic schools. While many players who became proficient in 
this complex fantasy kingdom simulator were   quick to heap praise upon it, the fact 
of the matter is that Stronghold closed   its gates to most players by demanding 
speedy mastery of its overwhelmingly   complex set of mechanics and strategies 
in the face of mercilessly effective and   efficient enemy forces. Ever heard of 
“accessibility”, Stormfront Studios? 48. Dungeons & Dragons: Order of 
the Griffon – TurboGrafx-16 – 1992 The TurboGrafx-16, known as the PC Engine outside 
of North America, was originally released in 1987,   and had one Dungeons & Dragons game to its name. 
Dungeons & Dragons: Order of the Griffon uses the   Mystara setting, and sits fairly highly in the 
estimations of TurboGrafx-16 owners who wanted a   good D&D adventure, although this may have been 
mainly because it was their only choice. Taking   inspiration from earlier SSI games like Pool 
of Radiance, Dungeons & Dragons: Order of the   Griffon provided a decent step up in graphics and 
spectacle, but, honestly, not all that much else. The plot, which concerns the return of an 
ancient vampire, undead popping up everywhere,   and assassination attempts on local leaders, 
was considered to be somewhat overblown, and the   same old, Gold Box-inspired gameplay was becoming 
very dated by the early '90s. Dungeons & Dragons:   Order of the Griffon did have some stand 
out moments, but for the most part it was   a generic fantasy RPG that is remarkable only 
for being the single D&D game on the console. Like a couple of other games on this list, 
it was developed by Westwood Studios,   and the music was composed by legendary Command 
& Conquer composer, Frank Klepacki. He has,   however, stated in interviews that 
this was a low-point in his career,   due to the limited capabilities of the 
hardware's sound engine, so you probably   shouldn't expect classics like Hell March 
and Act on Instinct from this one, okay? 47. War of the Lance – Apple II/C64/PC – 1989 SSI’s War of the Lance is another trip into the 
Dragonlance saga, but this time things are a lot   more strategic, with the action playing out on 
a continental scale, and the fate of kingdoms   at stake. Players face off against the evil 
Highlord and his armies of rogues and monsters,   and the campaign can either start at the very 
beginning of the conflict, with the players’   task being to form the Whitestone Alliance and 
capture the enemy capital, or in medias res,   with certain territories already occupied, and 
various sieges and events already playing out. The action unfolds from a top-down viewpoint, 
with esteemed commanders presiding over an   archaic-but-charming map and commanding their 
forces to march across land, voyage across oceans,   and engage the enemy. It’s not exactly a 
visual feast, but when you’re agonising   over political and military decisions that 
could swing the tide of a continent-spanning   conflict, who wants to be distracted by 
dazzling effects and sparkly animations? War of the Lance, while unsuccessful 
commercially, reviewed well at the time,   and those who adopted the game sang its strategic 
praises, with many still claiming to boot it up   once in a while today. A few things hold it back, 
however, including a lack of replayability and   longevity compared to the SSI RPGs, and the 
simple fact that more recent grand strategy   games completely eclipse it in both scale and 
spectacle. It’s not exactly Total War, after all. Hmm, Total War: D&D; now there’s an idea. 46. Forgotten Realms: Unlimited 
Adventures – PC – 1993 If you’ve ever been a tabletop Dungeon Master, 
you’ll know that sometimes the most enjoyable   aspect of Dungeons & Dragons is creating 
interesting adventures for your friends,   and seeing how they interact with them. It 
can be a fascinating and rewarding experience,   but just be careful when you’re 
talking about it in public. The   term “Dungeon Master” can mean different 
things to different people, after all. Forgotten Realms: Unlimited Adventures offers 
digital DMs the chance to shake their creative   dice, being an SSI-published toolkit for 
players to create their own adventures   in the vein of the “Gold Box” SSI RPGs. We say 
“in the vein of”, because Unlimited Adventures   doesn’t use the Gold Box engine, thanks to 
some contractual complications with TSR,   meaning users could almost make their 
own Gold Box games, but not quite. Unlimited Adventures enabled the creation of 
dungeon modules, and the importing of custom   sprites and artwork. There were limitations, 
such as the inability to change walls,   backdrops and title screens, but these were 
more or less addressed by a healthy modding   community, making Unlimited Adventures an 
expansive system for budding Matt Mercers. However, it wasn’t all creative sunshine and 
dungeon mastery rainbows. Some observers claimed   that the game’s tools were overly-complicated, 
and not everyone was impressed with the visuals,   but Forgotten Realms: Unlimited Adventures 
was about the best dungeon creation tool   available at the time, and at least 
provided an interesting alternative   to sketching out treasure rooms and 
trap-filled corridors on grid paper. 45. Eye of the Beholder – 
Amiga/Mega-CD/PC/SNES – 1991 Back to those floating, 
ocularly-endowed fellows now,   as we explore the first game in the Eye of the 
Beholder trilogy. Developed by Westwood Studios,   Eye of the Beholder riffed heavily on 1987's 
Dungeon Master, which is, confusingly,   not D&D-related, but also represented 
a new direction for Dungeons & Dragons   titles and impressed reviewers at the 
time with its visuals and atmosphere. The adventure kicks off in the city of Waterdeep, 
where the player's party are hired to investigate   an evil that seems to be lurking underground. When 
the party first enter the sewer tunnels beneath   the cobblestones, their exit is blocked by a 
cave-in caused by the beholder known as Xanathar,   who still maintains a significant presence 
in D&D to this day, and the adventurers are   forced to journey deeper, past untold dangers, 
to a confrontation with 'ol Eyeballs himself. Despite offering gameplay as deep as its dungeons 
and some welcome variety in locations to explore,   Eye of the Beholder had its detractors. 
Interface problems, brutal difficulty,   occasionally awkward combat, and an abrupt ending 
were all identified as issues that held the game   back, and some reviewers even claimed that it was 
too similar to the aforementioned Dungeon Master. Of special interest is the 1994 Mega-CD version, 
that used an anime art-style for the character   portraits, and had a unique soundtrack 
co-composed by Yuzo Koshiro, of Streets   of Rage fame. Not many dungeon adventures are 
backed by hardcore, '90s techno, let me tell you. 44. Secret of the Silver 
Blades – Amiga/C64/PC – 1990 Some proper, classic, Gold Box gaming 
now, with Secret of the Silver Blades,   which was a follow-up to SSI originals, Pool 
of Radiance and Curse of the Azure Bonds.   Observant viewers will notice that neither of 
those games have been mentioned yet, and after   congratulating you on your successful perception 
check, I shall explain why this is the case. Firstly, by the time 1990 rolled around, fans and 
critics were expecting a little more evolution   from the franchise, which Secret of the Silver 
Blades simply did not provide. Secondly, for this   game SSI decided to cut down on the role-playing 
and exploration aspects, instead focusing more on   combat, which resulted in a lack of variety and 
made the whole thing feel like a bit of a grind. That said, a few upgrades were squeezed in; Secret 
of the Silver Blades provided players with the   largest world to explore in a Gold Box game to 
date, and some minor graphical improvements were   welcomed. The title also gave players the 
option to alter the encounter difficulty,   and in the brutal world of low-level 
D&D, this was definitely a good idea. Secret of the Silver Blades was 
enjoyed by most who played it,   and it doesn't exactly embarrass the 
franchise or drag it screaming into Avernus,   but it does mark a time when the Gold Box 
games were starting to become a little   stale, and certain reviewers began 
throwing the word “boring” around. Oh well, I suppose I never will find out 
what was so secret about those blades. 43. Dungeons & Dragons: Dark 
Alliance – PC/PS4/Xbox – 2021 Dungeons & Dragons: Dark Alliance is a recent 
title that clearly wanted to ignite the interest   of fans of the classic D&D adaptations with 
its Dark Alliance subtitle and its Icewind Dale   setting, but also wanted to entice modern gamers 
with its accessible, action-focused approach. Allowing single player or cooperative gameplay, 
Dungeons & Dragons: Dark Alliance offers four   playable characters to choose from, and sets 
adventurers off on a quest in the frigid   tundra of Icewind Dale. Selectable characters 
include the previously-mentioned drow hero,   Drizzt, and other R.A. Salvatore-created 
characters like the archer, Cattie-brie,   and the barbarian, Wulfgar. However. while the 
involvement of Mr. Salvatore might indicate a   focus on epic storytelling, Dungeons & Dragons: 
Dark Alliance's premise fails to conjure much   interest, and this isn't the only way in 
which it doesn't live up to the D&D name. Reviews were generally mixed, leaning towards the 
low 50s, and issues like mindlessly repetitious   gameplay, an abundance of bugs and glitches, and 
bad AI compounded the title's averageness. Being   a recent game, it's obviously a lot easier to 
pick up and play than a lot of the difficult   and esoteric titles from D&D's past, but when the 
gameplay loop is so mind-numbing and repetitive,   it's tough to recommend it with so 
many great alternatives out there. It's fun for a few hours of absent-minded 
goblin-slaying and loot-grabbing,   but Dungeons & Dragons: Dark 
Alliance ultimately falls short   of its more hallowed and venerated 
predecessors in almost every way. 42. Slayer – 3DO – 1994 We've called out a few of the games on this list 
so far for taking the focus away from role-playing   and concentrating entirely on combat, but this 
doesn't always have to be a bad thing. Lion   Entertainment-developed, 3DO-exclusive D&D title, 
Slayer, makes no claims of providing opportunities   for fancy role-playing; no romancing of 
winged elves or hobnobbing with the lords   and ladies of Waterdeep here, just running 
around a dungeon really fast, slaying stuff. Throwing concepts like storyline and party 
mechanics out of a fifth floor castle window,   Slayer encourages its players to explore 
generated dungeons from a first-person   viewpoint, with a feel that has more in 
common with Wolfenstein 3D than Dungeon   Master. Much faster-paced than the majority 
of dungeon crawlers, Slayer still uses the   D&D ruleset behind the scenes, but feels a 
lot more action-packed, and the generated   dungeons and variety of classes to play as 
offered some decent scope for repeated play. While sorely lacking in the audio 
department, and not offering anything   too unique or spectacular to fans 
of either the FPS or RPG genres,   Slayer was seen as a reasonable attempt 
at a more action-focused D&D adventure,   and stands as a surprisingly decent addition to 
the 3DO's comparatively limited game library. You know, with its frenetic pace, unapologetic 
tone, and dark imagery, Slayer kind of reminds   me of that one heavy metal band. You know the 
one. What are they called? Starts with an “S”. Oh yeah … Sum 41. 41. DeathKeep – 3DO/PC – 1995 We're sticking with the 3DO for the moment, 
as the next title on our list is DeathKeep,   a 3D dungeon-'em-up in a similar vein to 
Slayer. Also developed by Lion Entertainment,   DeathKeep kept that Wolfenstein-like 
gameplay while expanding on the overall   experience with a graphical upgrade and 
a larger world than its predecessor. Reviews of the 3DO version 
were generally very positive,   with commentators enjoying the step 
up in scope offered by DeathKeep,   as well as the graphical leap and the 
atmospheric sound design. The plot,   which concerns a dangerous necromancer taking 
up residency in an unreasonably large castle,   was considered fit for purpose and entertaining 
enough, and the three playable characters,   a dwarven fighter, a half-elven fighter/mage, and 
an elven mage, all provided a distinct experience. Positivity aside, DeathKeep did have a 
few structural weaknesses. While some   players enjoyed the challenge it offered, 
others found it objectionably difficult,   and many found the controls to be 
imprecise and fiddly, though the   game's size and interesting dungeon design did 
go some way to making up for these missteps. The game's overall placing is also brought down 
somewhat by the 1996 PC port. Sorely lacking   compared to the 3DO original, the PC version 
of DeathKeep suffered from blocky graphics,   poorly-implemented controls, and inferior 
sound quality, putting the game well behind   the likes of first-person dark fantasy title, 
Hexen, which was released a year earlier. When it came to DeathKeep,   most PC owners would have been happier 
if the 3DO crowd had death-kept it. 40. Al-Qadim: The Genie's Curse – PC – 1994 It's time for the video to take on a tone of 
exotic mystery now, as we examine the one and   only game on our list based on the Arabian 
Nights-inspired, Al-Qadim campaign setting. Whisking players off to Zakhara, also 
known as the Land of Fate, Al-Qadim:   The Genie's Curse puts players in the role of a 
young corsair in a land of sand and scimitars,   and represents a welcome oasis of variety for 
those used to SSI's standard fantasy fare. The driving force behind the storyline is 
a mysterious plot to free genies from their   masters across Zakhara, and events kick 
off when a hurricane causes the player   character’s bride-to-be to be washed 
overboard in a shipwreck. The young   corsair is blamed for the disaster, and 
must clear his name while also working   out who’s been liberating the genies 
from their itty-bitty living spaces. In an attempt to make the game more 
accessible, SSI, and developer,   Cyberlore Studios, decided to simplify many of 
the mechanics, heavily streamlining character   creation and making use of context-sensitive icon 
commands. This approach achieved mixed results,   with many reviewers claiming that Al-Qadim: The 
Genie’s Curse cleverly and effectively blended   RPG and adventure game mechanics, while others 
claimed that the game ended up lacking in both   departments, and that it was unlikely to appeal 
to either hardcore RPG fans or causal gamers. So, is Al-Qadim: The Genie’s 
Curse an Arabian fright,   or a stroke of genie-us? Only 
the wisest vizier can decide. 39. Dungeons & Dragons: Warriors of 
the Eternal Sun – Mega Drive – 1992 The only D&D game to be released on the 
Mega Drive, Westwood’s Dungeons & Dragons:   Warriors of the Eternal Sun attempted to 
combine exploration, turn-based battles,   real-time combat, and first-person dungeon 
crawling into one big, sun-baked package. The adventure has a tantalising set-up 
that’s worthy of any tabletop D&D session;   a fortress town and all of its inhabitants are 
mysteriously transported to a bizarre otherworld   surrounded by impossibly high cliffs and 
bathed in the odd glow of a throbbing,   red sun. This new land is home to beastman and 
lizardman tribes, and other, stranger things (pun   very much intended), and it’s the player’s job to 
amass a party and explore this uncanny new world. The story remains interesting throughout, 
and when the people of the kingdom start   being slowly driven mad by the titular 
sun and begin to turn against the party,   things really get juicy, but the game's 
difficulty and inaccessibility to new   players means that very few people 
will ever see it through to the end. With an unintuitive interface, esoteric mechanics, 
and punishing early encounters, Dungeons &   Dragons: Warriors of the Eternal Sun proved to be 
a tough nut to crack, but those willing to put the   time and effort in did report some satisfactory 
and enjoyable adventuring once things got moving.   Alas, with more accessible RPG favourites like 
Phantasy Star IV and Shining Force II available on   the Mega Drive, this particularly sunny adventure 
ended up spending most of its time in the shade. 38. Blood & Magic – PC – 1996 Released during a boom period 
for the real-time strategy genre,   Blood & Magic was an attempt 
by developers, Tachyon Studios,   to get in on the strategy craze with 
some Dungeons & Dragons-licensed action. The gameplay revolves around 
Bloodforges, which are magical,   wavy squares capable of creating vast 
armies. These Bloodforges are used to   generate something called a basal golem, and 
these basal golems can then be used to fight   or explore the map and gather resources, or can 
be changed into buildings or more powerful units. The game’s single player content 
consists of five campaigns and a final,   mega-campaign in which the player must 
conquer all fifteen of the game’s maps.   The main campaigns all allow the player 
to choose from two opposing forces,   like the armies of a barbarian lord who has just 
usurped a kingdom, or the necromancer who is   coming to avenge the death of said kingdom's 
fallen king. This approach added longevity,   and players who were enjoying this top-down 
take on D&D had lots to keep them occupied. Blood & Magic was fine in the gameplay 
department, with reviewers failing to find   much to nit-pick about when it came 
to controls and mechanics. However,   while the likes of Warcraft II and Command 
& Conquerwere dominating the RTS landscape,   it was doing very little to stand out, and proved 
to be an adequate RTS when the gaming world was   full of great ones. There was plenty of bloodshed, 
but it just lacked that little bit of magic. 37. Champions of Krynn – 
Amiga/Apple II/C64/PC – 1990 Champions of Krynn is the first in a three-part 
series of Gold Box RPGs based on the Dragonlance   campaign setting, and we already talked 
about series finale, The Dark Queen of Krynn,   earlier in this video. Honestly, Champions 
of Krynn isn’t massively superior on paper,   but it was the first in the Dragonlance 
trilogy, so offered something new,   and it also had more adventuring and role-playing 
opportunities, which The Dark Queen of Krynn   stripped back in favour of combat. As such, it’s 
a pretty well-regarded title for the most part,   and represents the SSI Gold 
Box games in a decent light. The story kicks off in an 
outpost near a hobgoblin city,   and concerns a sinister Draconian 
called Martini … wait, sorry, Myrtani,   who steals an ancient and powerful tome. At 
the behest of an important fellow named Sir   Karl (who is presumably always accompanied by 
his companion, Sir Lenny), the player-created   party go off to investigate this dragon man 
and bring him and his forces to justice. Reviewers praised the game’s 
story and adventuring aspects,   and the Advanced Dungeons & Dragons-guided 
combat and character creation were still   nicely doing the job at this point, 
but the visuals were seen as dated,   even with the newly-tapped Dragonlance setting 
allowing SSI to put a different spin on things. Champions of Krynn is an example of a good SSI 
D&D RPG, but not an example of a great one.   There are plenty of better Gold Box experiences 
out there, making this one hard to champion. 36. Death Knights of Krynn – Amiga/C64/PC – 1991 Time to complete the SSI Dragonlance trilogy 
now, with Death Knights of Krynn. Often,   the second entry into a trilogy 
can be the most run-of-the-mill,   without a bombastic opening or a 
climactic finale to keep things exciting,   but Death Knights of Krynn appears to be an 
exception to this rule. It’s not a massive   step-up over the other games in its series, 
but it does just about pip them to the post. Combat and character creation are almost exactly 
the same, with a couple of minor quality of life   improvements and the introduction of the 
paladin character class, but according to   reviewers and fans of the Dragonlance setting, 
Death Knights of Krynn feels much more a part of   that world than its predecessor, thanks in part 
to the inclusion of some familiar characters. The story picks up after the defeat of Myrtani, 
and this time focuses on some worryingly frequent   attacks by hordes of undead led by reanimated 
heroes. The undead ranks are even bolstered by   a reanimated Sir Karl of Champions of Krynn 
fame. Sir Lenny is going to be devastated… Eventually, the party will face the villain 
behind all of these grave problems, the evil   Lord Soth, whose goal is to possess the body of 
legendary Dragonlance hero, Sturm Brightblade. It’s decent, fantastical stuff, and Death 
Knights of Krynn does just about enough   to stand out as the best of its trilogy, 
but in the wider world of D&D adaptions,   it remains entombed in the crypt of mediocrity. 35. Pools of Darkness – Amiga/PC – 1991 As the fourth and final game in the first Gold Box 
RPG series, Pools of Darkness made some important   steps in advancing the state of SSI's output. The 
graphics took a jump in quality from predecessor,   Secret of the Silver Blades, from a 
measly 16 colours to a whopping 256,   but it was also far larger in scope, 
with high-level skills and equipment   opening up expanded possibilities, and a 
journey that took players beyond Faerun. The story is suitably epic, with Bane, 
the evil god of terror, hate, and tyranny,   sending his lieutenants to cause trouble, destroy 
things, and plunge the land into darkness,   and the heroes of the piece tasked with 
seeking out and defeating these lieutenants   before going after Bane's most powerful 
servants in the plane of Acheron itself. It is truly a quest suitable only for 
experienced and celebrated heroes,   so it's a good thing that players can bring 
their party across from the previous games,   complete with all of their gear and weapons. 
Although, the game does force the party to abandon   said weapons whenever they go plane-hopping, 
which was seen as a bit of a kick in the teeth. Still, despite its issues, Pools of Darkness 
is another example of a perfectly adequate Gold   Box RPG that impressed at the time while not being 
all that memorable today, but classic D&D fanatics   may well find that those murky pools are still 
worthy of a dip. Just remember to bring a towel. 34. Gateway to the Savage 
Frontier – Amiga/C64/PC – 1991 Look, the mid-part of this list is going 
to consist of a lot of similar-looking,   SSI-published, Gold Box-style RPGs, and you're 
just going to have to deal with it. We said we   were going to rank every single Dungeons & Dragons 
video game, and by crikey that means all of them. Next on the list is the Beyond Software-developed,   Gateway to the Savage Frontier, which brings in 
that villainous mercenary organisation known as   the Zhentarim again, and this time they're trying 
to conquer the titular Savage Frontier, and take   it for themselves by opening a route for their 
armies through an otherwise impassable desert. The game starts, as with many 
great adventures, in a tavern,   where a nefarious evildoer slips something 
into the party's food and drink and then   steals all of their stuff while they're 
incapacitated. Left with nothing but the   emergency gold they kept under their pillows, 
the party must purchase basic equipment,   and then head off on an adventure filled with 
wizards, clerics, and magical statues that   hold the key to travelling safely across 
the aforementioned impassable desert. It was another decent Gold Box RPG. The 
formula was getting stale, even back then,   but it did add some welcome polish to 
the mechanics, and the new setting,   the barely-civilised but resource-rich frontier,   offered somewhere new to explore. Gateway to 
the Savage Frontier didn't exactly push out   into new frontiers of gameplay, but was another 
safe bet for fans who wanted more of the same. 33. Treasures of the Savage 
Frontier – Amiga/PC – 1992 Nope, we're not letting you head back to 
civilised lands, yet, as it turns out that   the Savage Frontier has more adventure to 
offer. Again developed by Beyond Software,   and releasing only a year after its 
predecessor, Treasures of the Savage   Frontier's story picks up just after the 
conclusion to Gateway to the Savage Frontier,   and initially concerns the heroes mopping up 
the last of the Zhentarim troops in the region. Of course, things don't go smoothly, 
as the Zhentarim and their allies have   maintained a stronger foothold in 
the frontier than was initially   evident. Capturing some high-ranking local 
ambassadors and blaming it on the party,   the bad guys set into motion their plans to sow 
discord among the alliance of local governments,   and weaken the region so that they 
can try to conquer it once more. The player spends most of the game trying to clear 
the party's name by doing quests for local lords,   and then there's a seemingly-unrelated quest at 
the end where the party fight a dragon for its   treasure, presumably because someone remembered 
that the word “treasure” was in the title. Like its predecessor, Treasures of the Savage 
Frontier was seen as one of the more-polished   Gold Box games, and continued series traditions 
while changing very little. The formula was good,   but getting stale, and people were moving on, 
but Treasures of the Savage Frontier was a   decent way to end the Gold Box RPG series, 
even if said ending was quite overdue. 32. Dark Sun: Wake of the Ravager – PC – 1994 It's time to introduce you to a new 
Dungeons & Dragons campaign setting now,   with Dark Sun. Set in the post-apocalyptic 
world of Athas, the Dark Sun setting tasks   players with surviving in magic-ravaged 
deserts with limited resources and dreary   living conditions. Try to imagine The Lord of 
the Ringsif it was directed by George Miller   and its story was heavily influenced 
by the effects of the 1973 oil crisis. The introduction of the Dark Sun setting to 
SSI's D&D output was welcome, and Dark Sun:   Wake of the Ravager continued the 
story of its 1993 predecessor,   with a mysterious dragon and its powerful second 
in command planning to overthrow the city of Tyr. Looking visually distinct from 
SSI's previous offerings, Dark Sun:   Wake of the Ravager successfully communicates its 
post-apocalyptic setting, with desert shanties   and nomad settlements replacing mystical forests 
and mighty fortresses. Gameplay was evolved too,   with a top-down view replacing first-person 
dungeon-crawling and isometric combat,   and battles in this fantastical 
wasteland unfolding at a quicker pace. You'll find this game's predecessor a little ways 
up the list, so why did this follow-up end up   trailing behind? Unfortunately, Dark Sun: Wake of 
the Ravager was itself ravaged by an abundance of   bugs, from the irritating to the game-breaking, 
which somewhat soured the game's reception, and   locked many players out from ever discovering what 
that dragon from the intro sequence was up to. I'll bet it had something to do with ravaging. 31. Dungeons & Dragons: Heroes – Xbox – 2003 Developed by Hunt Valley 
Studio, Dungeons & Dragons:   Heroes is a co-op multiplayer, Xbox-exclusive 
hack-and-slash with RPG elements. The story   follows four heroes who were killed 150 years 
before the events of the game, by the wizard,   Kaedin, who managed to cast one last 
deadly spell before being vanquished. The wizard returns in the present day, 
and quickly resumes his evil ways,   and so the four heroes are revived to stop him 
once again. Maybe try not to die this time, guys? The heroes, who can be named by the player, 
make up the classic RPG party combination of   fighter/cleric/wizard/rogue, and each hero has an 
ancestral weapon that can be improved throughout   the game. They also have unique abilities 
that can be upgraded as the game progresses,   adding that aforementioned element of 
role-playing to all the hacking and slashing. Similar in style to Dungeons & Dragons: Dark 
Alliance and Dungeons & Dragons: Daggerdale,   Dungeons & Dragons: Heroes received comparable 
comments from reviewers – lacking in depth and   role-playing opportunities, but good for a bit 
of mindless hit-things-until-they-die gameplay. However, this Atari-published effort sits higher 
than the other games in that list, because while   those games offered adequately distracting 
hack-and-slash gameplay at best, this game,   by most accounts, offers actually 
quite good hack-and-slash gameplay. One of the best D&D console hack-and-slash 
games that doesn't have the name of a   certain bustling port city in its title, 
then. That's worth celebrating, right? 30. The Temple of Elemental Evil – PC – 2003 In tabletop terms, The Temple of Elemental Evil 
is an adventure designed by Gary Gygax for the   Greyhawk Dungeons & Dragons setting. Feared and 
revered in equal measure, the adventure starts   off in the delightfully-named village of Hommlet, 
and concludes with an epic dungeon crawl through   the titular temple, where players will eventually 
face-off against fungus-faced demoness, Zuggtmoy. The Temple of Elemental Evil video 
game, developed by Troika Games,   who are more well-known for Arcanum: Of 
Steamworks and Magick Obscura and Vampire:   The Masquerade – Bloodlines, is a digital version 
of that self-same infamous tabletop adventure,   starting players off in the village of Hommlet, 
the name of which is really making me crave a   fried, folded, eggy treat, and ultimately 
sending them off into Zuggtmoy's domain. Played from a top-down viewpoint, the 
game shares many similarities with   the Infinity Engine D&D games that 
were enjoying success at the time,   but incorporates a radial menu system 
for spell and ability selection. It was generally seen as a pleasingly 
old-school RPG with a neat graphical style,   but a lack of multiplayer, a bug-ridden initial 
release, and very few true, stand-out moments   meant that it failed to live up to either its 
inspiration or the studio's previous work. The Temple of Elemental Evil should have been 
an epic retelling of one of the most infamous   D&D adventures of all time, but ended up 
being somewhat forgotten compared to many   of its contemporaries, its temple doors remaining 
closed to all but the most fervent of adventurers. 29. Dungeon Hack – PC – 1993 Dungeon Hack is a first-person dungeon crawler 
from Dreamforge that gives players only a single   adventurer to create and focuses almost entirely 
on exploration and combat, with little attention   given to lore and role-playing. Inspired by the 
Eye of the Beholder games, Dungeon Hack initially   appears to be a stripped-down version of those 
titles, but in place of party mechanics and a   story hook, it offers Roguelike gameplay that’s 
fairly unique among D&D video game adaptations. When a new game is started, Dungeon Hack will 
generate a random dungeon, with publishers,   SSI, claiming around four billion possible 
layouts, which is a heck of a lot of dungeon   crawling. Players could affect the difficulty 
by influencing the number of traps, puzzles,   and powerful enemies generated, and proud dungeon 
creators were also able to share seeds so that   specific dungeon layouts could be swapped among 
friends and acquaintances … or maybe enemies,   if you managed to generate an 
especially devious hell-hole. Dungeon Hack also allowed players to 
go full Roguelike, with the addition   of an optional perma-death setting that 
mercilessly erases all saves associated   with that character once they fall foul of 
some sneaky trap or unexpected monster attack. The game was well-received at the 
time, owing to the fact that it   delivered exactly what it promised, 
a near-endless Utopia of content for   digital dungeon delvers more interested 
in combat mechanics than role-playing,   but to anyone else, it just felt like 
Eye of the Beholder with bits hacked off. 28. Fantasy Empires – PC – 1993 Another strategic take on the Dungeons 
& Dragons theme, Fantasy Empires tasks   players with expanding their territory, 
overseeing battles, and making truces,   in a bid to conquer the world of Mystara. 
The game was created by Silicon Knights,   who are best known for beloved, Lovecraftian, 
GameCube horror title, Eternal Darkness:   Sanity’s Requiem, and controversial 
Xbox 360 action RPG, Too Human. Fantasy Empires was only 
the studio’s second title,   but was well-received for its solid 
gameplay and addictive strategy,   even if things did get a little drawn out 
as campaigns reached their later stages. Players choose a traditional D&D 
character at the start of the game,   but instead of heading off into dangerous 
forests and trap-filled temples in search   of monsters to bash, the character 
will instead lead the player’s armies,   affecting proceedings by using the skills 
and spells provided by their class. In their efforts to claim the entire map,   players can invade neighbouring provinces, build 
and upgrade infrastructure on their own lands,   or train various troop types if the 
appropriate buildings are present,   including human, orc, dwarf, and shadow elf 
units. Multiplayer campaigning is included,   but the AI is more than capable of stepping 
in if no like-minded pals are available. Another aspect of Fantasy Empires that 
received praise was the “Dungeon Master”,   the ever-present wizard who leans over 
the screen and observes proceedings,   occasionally chiming in with wizardly 
advice. I wish he wasn’t watching   all the time, though. That stern 
expression gets me all flustered. 27. Eye of the Beholder II: The 
Legend of Darkmoon – Amiga/PC – 1991 If old-school, 3D dungeon crawlers are your 
thing, then Eye of the Beholder II: The Legend   of Darkmoon, is probably the highlight when it 
comes to officially licensed Dungeons & Dragons   fare. While not quite the pinnacle of the genre, 
the game still provides a hearty and varied   adventure backed up by charming presentation 
and a decent story with a memorable conclusion. The premise of Eye of the Beholder II: 
The Legend of Darkmoon has that musty,   undead scent about it, with the party tasked 
by the Archmage of Waterdeep to investigate the   Temple of Darkmoon, where a shady high priest 
with a very scaly secret is raising a legion   of skeletons to do his bidding and lay waste 
to the land. In order to overcome this evil,   the party will need to defeat nefarious 
clerics and their various monstrous underlings,   as well as overcoming trials to 
access the temple’s inner sanctums. Eye of the Beholder II was praised for its 
graphical style, its atmospheric music,   and its spooky sound effects, with 
gameplay and interface design that   was easy to get to grips with and built 
on the foundations set by the original. Don’t expect to have it all your way 
in the depths of Darkmoon Temple,   though. The egregious difficulty level 
meant that countless adventures ended   unceremoniously and prematurely in some 
dark, monster-filled hallway, andgetting   attacked in real-time while frantically clicking 
through spell books isn’t exactly the epitome of   carefree adventuring. Overcome these obstacles, 
however, and an enjoyable adventure awaits. 26. Advanced Dungeons & Dragons: 
Cloudy Mountain – Intellivision – 1982 Listen, we’re well aware that Advanced Dungeons 
& Dragons: Cloudy Mountain doesn’t look like much   by today’s standards, what with the Intellivision 
more-or-less incapable of rendering things like   clouds and mountains, but we’re all about 
respecting our ancestors here at TripleJump,   and this right here is the first officially 
licensed Dungeons & Dragons video game and,   for the time, it was regarded very highly indeed. Developed by Mattel, and released only 
in North America, this pioneering title   gave Intellivision-owning adventurers the chance   to play as a bow and arrow-wielding hero 
on a quest to restore a shattered crown,   exploring randomly-generated dungeons and filling 
slinking enemies full of spiky arrowheads. Gameplay switches from a large, overhead 
wilderness map, with the player’s starting   point on one side of a vast mountain 
range and the titular cloudy mountain   standing majestically on the other, and 
the aforementioned mazes that are created   whenever the player enters a mountain tile. 
The speed of the creatures found in these   mazes increases depending on the selected 
difficulty level, and arrows are finite,   so conserving and locating additional 
ammunition is essential for progression. For the most part, Advanced Dungeons 
& Dragons: Cloudy Mountain was heavily   praised by contemporary reviewers, with 
many publications giving it top marks,   and only the game’s lack of a real ending 
and tenuous links to its source material   garnering any negative comments. It’s 
probably still pretty fun to play today,   as long as you’re prepared to let 
your imagination do the rendering. 25. Advanced Dungeons & Dragons: Treasure 
of Tarmin – Intellivision/Aquarius – 1983 Mattel’s second dip into the Advanced Dungeons & 
Dragons well resulted in an upgrade from top-down   maze-based stick-man adventures to first-person 
dungeon-based, slightly-more-detailed stick-man   adventures. Mattel’s Advanced Dungeons 
& Dragons: Treasure of Tarmin was a very   different game to its predecessor, offering 
faux-3D visuals and turn-based combat. This time, the player’s goal is to explore 
the underground lair of a powerful Minotaur,   acquiring powers and defences throughout 
the lair’s labyrinthine halls,   before finally facing the big, purple, horned 
fellow himself and making off with his treasure. Matters are complicated somewhat with the 
player having to manage two types of health,   “War” and “Spiritual”, with different enemies 
affecting different health counts, and different   food-types having varying chances of regenerating 
one or the other during rests. There are also   different weapons, armours and items to collect, 
as well as points-boosting treasures to acquire. Like Cloudy Mountain before it, Advanced Dungeons 
& Dragons: Treasure of Tarmin impressed reviewers   with gameplay and visuals the likes of which 
had never been seen before on the Intellivision,   and observers appreciated the added 
complexity and variety of creatures   to encounter in the Minotaur’s halls. It 
may not look like much today, but in 1983,   this was enough to whisk young adventurers 
into a world of thrilling exploration and   challenging encounters in a deep and 
intimidating dungeon environment. Deep, intimidating, and very, very 
green. Maybe the Minotaur likes to   live in slime-covered corridors. 
A Slime-otaur, if you will. 24. DragonStrike – Amiga/C64/PC – 1990 We've already spoken about the NES version of 
DragonStrike, the top-down shoot-'em-up that   was released in 1992, but now it's time to turn 
our reptilian gaze to the home computer version,   that is seen as something of a hidden 
gem among dragon aficionados of the era,   and takes the form of a 3D, 
first-person, dragon-piloting sim. Another Westwood-developed D&D experience, 
DragonStrike used fractals to create a faux   3D landscape for players to pilot their 
draconic mount around the skies of Krynn,   taking on airborne enemies like 
manticores and other dragons,   and avoiding pesky archers on the ground. 
Players could straddle a bronze, silver,   or gold dragon, affecting not only the powers 
available to them, but also certain mission   parameters and even the ending. All of 
the endings are good, though. After all,   metallic dragons are the good guy dragons, 
any D&D player worth their salt knows that. DragonStrike won many fans in the gaming press 
upon release, with commenters praising the   game's innovation and highlighting thoughtful 
gameplay that rewarded strategic play, rather   than swooping into every situation and solving 
every problem with overpowered breath attacks. Retrospective looks at DragonStrike have lamented 
its lack of impact compared to its quality and,   while it's not going to hold up 
against the flight sims of today,   the word “remake” has been thrown 
around by some wishful thinkers. We wouldn't be against it; or at 
least someone should make a dragon   mod for Microsoft Flight Simulator. 
How is that not already a thing? 23. Neverwinter Nights – PC – 1991 Go on, admit it; some of you started 
to seethe then, didn't you. Well,   don't worry, fans of early-2000's Bioware RPGs,   there are two games called Neverwinter 
Nights, so you can relax … for now. This time we're discussing the Neverwinter 
Nights that was released in 1991, and while   it may look very similar to the many, many 
SSI RPGs you've already seen on this list,   this particular title has a very legitimate claim 
to fame. It was the first MMO to have graphics. That's right; up until this point, massively 
multiplayer online RPGs had been text-based MUDs,   or multi-user dungeons, and the developers 
at Beyond Software were the first to bring   visual representations of environments 
and characters into the fledgling medium. The gameplay was very much in the mould 
of the existing SSI Gold Box games,   but the online element added that 
human factor that made it unique,   and player-run guilds and events kept 
things new and exciting for subscribers. Initially, Neverwinter Nights' 
severs could support 50 players each,   but this number increased over the 
game's six-year run, and by 1997,   it routinely hosted up to 2,000 players 
during prime-time hours. Laughable figures   by today's standards, but Neverwinter Nights was 
a trailblazer, and its legacy cannot be denied. Unfortunately, those interested in MMO 
history can no longer play it online,   but if you know the necessary cantrips, 
you can still get it running in offline   mode. It feels a bit lonely, though, so 
maybe stick to one of the newer games, yeah? 22. Baldur's Gate: Dark Alliance – GBA – 2003 Well, here we are, 48 entries down and we've 
finally arrived at the video gaming capital   of Faerun; Baldur's Gate. The prosperous and 
influential merchant city's first appearance   on this list is somewhat compacted, 
though, as it's the Game Boy Advance   version of Baldur's Gate: Dark Alliance 
that we’re looking at for the moment. This handheld adventure kicks off when 
the protagonist is forced to evacuate   his family's farm due to repeated bandit 
attacks, and heads to the titular city   to find protection within its walls. The city 
offers just as many dangers as the wilderness,   however, and the hapless refugee is 
soon ambushed by mysterious attackers.   Rescued by the city watch, he ends up in the 
Elfsong Tavern, where he is quickly employed   in that most traditional of low-level 
adventuring activities; killing rats. While offering more limited character 
creation than its console brethren   (players can only choose from a human male 
wizard, fighter, or archer), and stripping   back some gameplay and features so that the 
adventure could fit onto Nintendo's handheld,   Baldur's Gate: Dark Alliance for 
the GBA was still well-received. Players enjoyed the isometric 
hack-and-slash combat and the   opportunity to explore a variety of 
locations, and the GBA rendition of   the city itself was densely packed and 
filled with characters to interact with. Simplistic but fun, Baldur's Gate: 
Dark Alliance for the GBA offered an   entertaining handheld adventure that players 
could easily fit into their explorer's packs,   in between the 50 feet of 
hempen rope and the tinderbox. 21. Neverwinter – PC/PS4/Xbox One – 2013 It's time to head back to the city of Neverwinter, 
so named because even though it resides in the   chilly north of Faerun, the river that 
flows through it is kept in a constant   state of summery warmth thanks to a bunch of 
fire elementals living under a nearby mountain. Cryptic Studios' 2013 game, Neverwinter, is an 
MMORPG that was originally released on PC before   making the leap to consoles. In it, players create 
their character, choose from one of eight playable   classes, and then jump into an online world where 
they can party up with others or go it alone. Neverwinter has more of a story focus than 
most MMOs, and the developers aimed for the   game to feel more like a multiplayer Dragon Age or 
Oblivion, rather than a Guild Wars or a World of   Warcraft, and there's even a “Foundry” mode, where 
users can create their own quests and stories. Neverwinter is not without its flaws, and uses 
a free-to-play model with purchasable perks,   which won't appeal to everyone, but the overall 
attitude held by reviewers is that it's free,   and it's good, so players have nothing to 
lose by giving it a go. It should also be   noted that the title made a successful 
transition to console platforms,   with Xbox and PlayStation-centric pundits 
sharing similar levels of enthusiasm. You know, if I lived in Neverwinter, I think 
I'd spend most of my time paddling in that   toasty river heated by fire elementals. I'll 
leave the adventuring to someone else, thanks. 20. Dungeons & Dragons: Dragonshard – PC – 2005 It's time for another strategy game with a 
D&D twist, now, but this one tries extra hard   to mix in those role-playing elements, with the 
focus switching between a squad-based RTS while   above ground, and more of a party-based 
RPG when the player ventures underground. Dungeons & Dragons: Dragonshard was 
developed by Liquid Entertainment,   and is set in the world of Eberron, where multiple 
factions clash for the titular Dragonshards;   powerful artefacts linked to three 
legendary dragons. Two of these factions,   The Order of the Flame and the Lizardfolk, 
have campaigns, with a third faction,   the underworld elves known as the 
Umbragen, playable on skirmish maps. Players can choose from various champion 
characters who offer unique abilities and   army bonuses, and will then be tasked 
with exploring the map and overwhelming   enemies. Buildings are available, but can 
only be built in predetermined locations,   and troops can be upgraded 
using resources and experience. When transitioning underground, 
gameplay swaps to a separate map,   the player is limited to only a few units, and 
things switch up from battlefield control to   dungeon crawling. It's a pretty nifty 
mechanic, and gave Dungeons & Dragons:   Dragonshard something unique to 
single it out amongst the RTS masses. The game was enjoyed by players and reviewers, 
who appreciated the artful blend of RTS and RPG,   although the disappointing lack of an 
Umbragen campaign seemed more like the   result of time constraints than developer choice,   and the existing campaigns were seen as a little 
too short. Still, at least it won't drag on... 19. Dungeons & Dragons Online – PC – 2006 Originally known as Dungeons & Dragons 
Online: Stormreach, before later being   rebranded to Dungeons & Dragons Online: Eberron 
Unlimited, and then finally changing its name to   just Dungeons & Dragons Online, this popular 
MMORPG was originally developed by Turbine,   before responsibility was passed to Standing 
Stone Games amidst some awkward legal action.   The game has also gone through a few publishers, 
with Atari, Codemasters, and Warner Bros. all   getting involved, before current publisher, 
Daybreak Games Company, took up the helm. Dungeons & Dragons Online has been enjoyed by 
innumerable internet adventurers consistently   throughout this tumultuous past, with its eight 
expansions adding hours and hours of content,   and the game moving over to 
a free-to-play model in 2009. The gaming press has generally had good 
things to say about the long-running MMO,   with the character customisation and the 
quality of the game’s quests receiving praise,   as well as the massive variety in locations 
to explore. Fans of Dungeons & Dragons lore   will be especially enamoured 
with the wealth of content,   with settings like the dark and Gothic Ravenloft 
and the technology-infused Eberron to explore,   and the game’s MMO status meaning that it can 
all be enjoyed with friends, just like real D&D. Admittedly, it’s starting to creak a little in 
the visuals department, and the occasional glitch   can still do more of a number on your party’s 
progression than a sudden tarrasque attack,   but what’s an adventure without a little real-life 
peril to keep on you on your toes … right? 18. Dark Sun: Shattered Lands – PC – 1993 As unlikely as it sounds, given the Dark 
Sun setting's reputation for cloying heat   and choking sand, Dark Sun: Shattered Lands 
represented a breath of fresh air for D&D   gamers who had been overexposed to the same old 
SSI fantasy RPGs for most of the '80s and '90s. Playing very similarly to its aforementioned 
follow-up title, Dark Sun: Wake of the Ravager,   Dark Sun: Shattered Lands gets the rub because 
it provided a new setting for gamers to explore   upon release, and was more or less free of all 
those nasty bugs that plagued the second game. The story is an intriguing one, with 
a powerful sorcerer-king of a mighty   city-state looking to make a massive blood 
sacrifice by putting nearby free cities to   the sword. The player's party begins the 
adventure as gladiatorial slaves, and must   fight to escape their bonds before attempting to 
put a stop to the nefarious sorcerer-king's plans. Reviewers appreciated the game's detailed 
graphics and user-friendly interface and   praised SSI for setting off into new 
territory, and so a new series was born. While we're on the subject, now seems like 
a good time to mention that there is another   Dark Sun video game, a secret 70th entry 
to this list. 1996 MMO Dark Sun Online:   Crimson Sands was reportedly enjoyed by 
those who explored its post-apocalyptic   world before its servers were shut down, but 
very little concrete information is available,   and absolutely no footage of it appears to 
exist anymore. As such, we were unable to   rank Dark Sun Online: Crimson Sands, owing to 
it being buried in the crimson sands of time. 17. Forgotten Realms: Demon Stone PC/PS2/Xbox 2004 Releasing in the same year as Baldur's 
Gate: Dark Alliance II, Forgotten Realms:   Demon Stone tried to muscle in on some of that 
D&D-licensed, hack-and-slash goodness and,   to be fair, it did a fairly decent job of 
becoming a worthy adventure in its own right. Featuring an exciting storyline penned by none 
other than R.A. Salvatore, Forgotten Realms:   Demon Stone initially puts players in 
the shoes of a fighter called Rannek,   who soon picks up a pair of adventuring companions 
before inadvertently freeing a couple of warlords   who had been imprisoned in a Demon Stone. Escaping 
the warlords' wrath, the three decide to do the   right thing, and embark on a quest to stuff the 
bad guys back inside their spherical, red prisons. The game is a fast-paced, action role-playing 
affair with some great-looking graphics for   the time, enjoyable voice acting and dialogue, 
a rousing musical score, and some cool cinematic   set-pieces. All of these factors combined to 
make a surprisingly enjoyable adventure that   has fallen into relative obscurity next to the 
more-treasured Dark Alliance titles from the era. That's not to say it was without its faults; 
the game was hampered by a tendency to become   very repetitive, and could be soundly beaten in 
a matter of hours, but it's still recommended for   a quick, D&D-themed, action-RPG blast, 
and was perfect for adventurers who'd   finished the Dark Alliance games yet still 
craved more action-packed dungeoneering. Despite its somewhat ominous 
name, Forgotten Realms:   Demon Stone definitely deserves to be remembered. 16. Baldur's Gate: Dark 
Alliance II – PS2/Xbox – 2004 The sequel to the game that first brought 
Baldur's Gate to consoles, Baldur's Gate:   Dark Alliance II provided another dose of 
the polished dungeon crawling offered by   its predecessor, allowing players to choose 
from five playable characters with varying   classes and combat-styles, and focusing its 
campaign in and around Baldur's Gate itself,   which is under threat from 
our old foes, the Zhentarim. As the hacking, slashing, and questing 
continues, the party and the Zhentarim   realise that they have a mutual enemy, the 
powerful vampire, Mordoc, who actually comes   super close to realising his villainous plans, 
transporting an evil tower to Baldur's Gate,   renaming the city to Mordoc's Gate, and turning 
all of its citizens into mind-controlled zombies. With its exciting and impactful 
storyline, entertaining co-op gameplay,   the varied play-styles offered 
by its cast of protagonists,   and its preservation of all the positive aspects 
that made its predecessor so well-regarded,   Baldur's Gate: Dark Alliance II pleased fans. 
However, revered developers, Black Isle Studios,   didn't really add much new to the recipe, instead 
content to focus on using the existing mechanics   to spin a new yarn, making the game seem 
more like a continuation than an evolution. Still, this well-received sequel 
was mostly considered a success,   offering existing fans a new and exciting campaign 
with hours of addictive hack-and-slash gameplay,   not to mention a chance to once again visit 
the mighty city of Mordoc's Gate … sorry,   Baldur's Gate. That teleporting zombie 
tower is still having an effect on me... 15. Pool of Radiance 
–Amiga/Apple II/C64/PC/NES – 1988 We're getting towards the business end of the 
list, now, so it's time to take off our plumed   paladin helms and our stealthy rogue hoods, and 
pay our respects to one of the games that started   it all. While Pool of Radiance was predated by 
the two IntellivisionD&D titles, this venerable   adventure was the first entry into SSI's Gold 
Box series of RPGs, and ushered in a new era   of computerised, D&D role-playing that helped 
to shape decades of digital dungeon crawling. Obviously eclipsed by later role-playing 
adventures, Pool of Radiance was something   of a revelation at the time, and a cause for 
celebration for D&D players who were wishing   for a professionally-produced, single player 
adventure to play on those long, 1980's nights. It was very well-received upon release, and 
did huge numbers for SSI, with even the Pool   of Radiancehint guide reportedly outselling any 
of the publisher's previous games. Reviewers   were throwing terms like “best RPG” around, 
and review scores rarely dropped below 80%. Switching between first-person 
exploration sections and top-down   battles, Pool of Radiance's quest tasks 
players with aiding in the rebuilding of   a once-great trade city known as Phlan. 
That's Phlan with a PH, by the way,   there won't be many custard-based 
treats in this monster-infested ruin. Lack of tempting dessert dishes aside, 
though, Pool of Radiance will forever   be the progenitor of the Gold Box series, 
and will be remembered as an RPG with a   huge impact on the direction of the genre. 
In my opinion, that makes it sweet enough. 14. Curse of the Azure Bonds – 
Amiga/Apple II/Atari ST/C64/PC – 1989 The follow-up to Pool of Radiance, Curse 
of the Azure Bonds expanded on the original   game's ideas and mechanics by providing 
additional character classes and spells,   and adding an extra level of polish. The adventure kicks off with the party waking 
from a magical sleep in the town of Tilverton,   with all of their belongings stolen and, in a 
story beat that will resonate with anyone who's   ever gotten a drunken tattoo, the party also 
discover that they have acquired some fetching,   sparkly blue markings on their arms. These are 
the Azure Bonds, and much of the ensuing quest is   centred on getting these cursed symbols removed in 
a world devoid of laser tattoo removal technology. The bonds are revealed to be the work of 
a cabal of evil organisations who have   cooked up a scheme to mark the 
local hero contingent with the   titular symbols, and said symbols give said evil 
organisations control over the party's actions,   leading to some interesting 
and unsavoury situations. The story hook was intriguing, and Curse of 
the Azure Bonds improved upon its predecessor,   compelling fans to spend their money 
just like the Azure Bonds compelled   the game's protagonists to 
perform unspeakable deeds. As a top-notch Gold Box title from before the 
series started showing signs of stagnation,   Curse of the Azure Bonds delighted press at 
the time and is respected to this day. In fact,   I think I might take this design down to my local 
tattoo place and ... no, probably a bad idea. 13. Baldur's Gate: Dark Alliance 
– GameCube/PS2/Xbox – 2001 When the Baldur’s Gate series first debuted 
on consoles in 2001, it was quite different   to the top-down, real-time-with-pause RPG 
antics that PC gamers had been used to. Using   a three-quarter top-down rotatable 
camera and presenting action-RPG,   hack-and-slash gameplay, Baldur’s Gate: Dark 
Alliance was compared to the Diablo games by   many observers, but offered an enjoyable and 
well-crafted experience in its own right. Kicking off the adventure in 
Baldur’s Gate itself, Baldur’s Gate:   Dark Alliance tasked players with choosing 
from the three premade characters and setting   off on a quest to defeat the ominously-named 
Eldrith the Betrayer, a once-loyal general   who previously served Baldur’s Gate and now 
plans to take wrathful vengeance on the city. Developed by Snowblind Studios, Baldur’s Gate: 
Dark Alliance was praised for its high-quality,   hack-and-slash gameplay and tight 
controls. Seemingly a labour of love,   the title offered a wide range of enemies 
to defeat, weaponry to defeat them with,   and a general high standard of production that 
made it one of the best action-RPG titles around. The Xbox and GameCube ports that 
followed the PS2 original did drag   the overall score down slightly, with 
Xbox-centric publications disappointed   that their version didn’t make use of 
the console’s extra processing power,   and GameCube owners incensed that their version 
suffered from an inexplicable drop in performance. Luckily, Baldur’s Gate: Dark Alliance was still 
really good regardless of your platform of choice,   and there was enough armour sundering, 
loot plundering fun for everyone to enjoy. 12. Ravenloft: Strahd's Possession – PC – 1994 While we’re done with the Gold Box titles, we’re 
not quite finished with SSI-published RPGs,   as DreamForge’sRavenloft: Strahd’s 
Possession is next on our list,   and represents the SSI RPG formula 
being used at its atmospheric best. The Ravenloft D&D campaign setting takes place 
in a dimension known as the Demiplane of Dread,   which is composed of multiple spooky domains 
ruled by entities called Darklords. The setting   focuses on the more horror-centric side of the 
grander D&D universe, meaning players should   expect fewer goblins and kobolds and more 
undead horrors and eldritch abominations. One of these Darklords is Strahd Von 
Zarovich and, in case you hadn't guessed,   he’s a vampire. In Ravenloft: Strahd’s 
Possession, he gets himself involved in   a plot to steal a holy symbol from Lord Dhelt of 
the land of Elturel, and the player’s party find   themselves in Strahd’s domain of Barovia, unable 
to escape due to an impenetrable poison mist. With its Gothic horror atmosphere, 
Ravenloft: Strahd’s Possession   offered a delightfully creepy alternative 
to the high fantasy of its contemporaries,   and pleased those who liked their adventuring 
with a generous helping of dreary spookiness. While the game was called out for 
its clumsy interface, Ravenloft:   Strahd’s Possession was still lauded as one 
of the very bestD&D video games at the time,   delighting fans and press with its 
gameplay, intriguing storyline,   and atmospheric music and sound design. A 
little clunky by today’s standards, this   supernatural soiree proved to be an eerie treat 
for contemporary connoisseurs of creepy content. 11. Ravenloft: Stone Prophet – PC – 1995 Another game that makes use of 
the Ravenloft setting, Ravenloft:   Stone Prophet steps away from all that 
Transylvanian-style spooky stuff and   focuses on Egyptian-style spooky stuff instead, 
with foreboding castles replaced with desert   ruins and mummies stepping in for vampires. 
The game still possesses that traditional,   Ravenloft horror theme, but things are 
a lot more sun-baked this time around. Trapped in the harsh and 
dangerous deserts of Har'Akir,   the player-controlled party this time 
find themselves up against an evil,   undying pharaoh and his appropriately 
Egyptian-themed minions, with the land   of Elturel once again under threat as the 
sandydomain encroaches on its borders. While Ravenloft: Strahd's Possession was 
appreciated by almost all who reviewed it,   Ravenloft: Stone Prophet was near-universally seen 
as a step up, offering a less buggy experience,   as well as a fresh setting that was enhanced 
greatly by appropriately thematic music   and atmospheric sound design. The 
gameplay and combat were on point,   and the well-written plot compelled 
players to keep plumming the depths   of those labyrinthine temples and 
ancient monuments in search of answers. The game wasn't perfect, with some still lamenting 
the interface and others complaining of an ending   that didn't live up to the quality of the rest 
of the game, but despite these issues, Ravenloft:   Stone Prophet was fresh, well put-together, and 
filled with ancient mysteries to uncover. As   far as the SSI-published D&D adaptations go, we 
think that this one sits on top of the pyramid. 10. Icewind Dale – PC – 2000 Alright, settle in, people, because 
things are getting really serious,   now. As we enter into the top ten, we also 
encounter our first Infinity Engine game. When Bioware created the 
Infinity Engine in the late '90s,   they ushered in something of a resurgence for 
Dungeons & Dragons-style RPGs. The top-down,   RTS-like gameplay replaced SSI's familiar static 
combat maps and first-person exploration as the   go-to for computer role-playing games, right up 
until Bioware themselves introduced the fully 3D   Aurora Engine in 2002.We'll get to that later, 
though, as this is Icewind Dale's time to shine. Developed by Black Isle Studios, Icewind 
Dale offered a more combat-focused adventure   than its fellow Infinity Engine titles, with 
enemy encounters forming the grand majority   of gameplay with relatively little in the way of 
investigation or interacting with party members.   In fact, the entire player party is created 
by the player, offering plenty of scope for   customisation and experimentation, but robbing 
more narrative-minded Infinity Engine fans   of the well-written and engaging allies that 
Icewind Dale's bigger siblings were known for. Still, Icewind Dale's gameplay, music, 
and presentation all hit the mark,   and the game's combat and mechanics-focus meant 
that players who were interested in building a   powerful party and testing its mettle against the 
toughest foes that the frosty tundra could offer   were sure to have a great time. Those looking for 
inter-party conflict, fire-forged friendships,   and possibly even a spot of romance, would, 
sadly, have to look elsewhere though. 9. Dungeons & Dragons: Tower 
of Doom – Arcade/Saturn – 1994 We've had our fair share of RPGs, hack-and-slash 
games, and the odd strategy interlude, but how   many of you were expecting a side-scrolling 
beat-'em-up to make it into our top ten?   We're not just putting it here for shock 
value either, as Capcom's 1994 arcade hit,   Dungeons & Dragons: Tower of Doom, 
is a top-notch example of its genre,   and offered something completely 
different for fans of D&D video games. Combining D&D's Western, medieval fantasy setting 
with Capcom's arcade flair and distinct visual   style, Dungeons & Dragons: Tower of Doom sends 
players on a mission to save the land of Mystara   from a multi-pronged, organised monster attack, 
led by the nefarious and spooky Arch Lich, Deimos. Not only did Dungeons & Dragons: Tower 
of Doom provide mechanically sound,   four player beat-'em-up action, it also provided 
unexpected depth, with numerous secrets to find   and seven levels to fight through. The developers 
even remembered the game's role-playing origins,   and sprinkled story encounters and 
equipment shops throughout the adventure. Also released on the Sega Saturn in Japan as 
part of the Dungeons & Dragons Collection,   this arcade beat-'em-up isn't going to 
be to every D&D enthusiast's tastes,   but when reviewers are claiming that it is 
equal in quality to genre greats like Teenage   Mutant Ninja Turtles and The Simpsons, it has 
to be recognised at the higher end of our list. Also, the kobolds look and sound 
like armed Yorkshire terriers,   which is both hilarious and adorable. 8. Dungeons & Dragons: Shadow over 
Mystara – Arcade/Saturn – 1996 Then there was the sequel. Hitting 
arcades a couple of years later,   Dungeons & Dragons: Shadow over Mystara did 
everything the original Capcom coin-op did,   but bigger and better. Two more player 
characters were added, with a thief and   a magicuser joining the cast, and the story 
continues directly on from its predecessor,   with the party realising the previous 
antagonist, Deimos, was just a pawn in   an even bigger bad's game. The evil sorceress, 
Synn, is the new threat, and she's another one   of those characters with a really scaly 
secret. Seriously, watch out for those. By taking the original and improving 
on it, Capcom rolled another natural   20 with this action-packed follow-up, and 
the game received fervent praise across   the board. The developers continued to push 
the envelope of 2D graphical capabilities,   more story branches and additional endings 
were added, and controls and mechanics were   tightened up, expanded upon, and further refined 
to create a sublime monster bashing experience. Often hailed as one of the greatest 
examples of the beat-'em-up genre,   Dungeons & Dragons: Shadow over Mystara 
is the perfect game for those who still   want their Dungeons & Dragons fix, but are a 
little worn out from all those stuffy RPGs. Go on, forget about stat rolling, extensive 
dialogue trees, and character sheets for a while,   and just enjoy some good old button 
mashing instead. Let your elven hair   down.Please refrain from poking the shopkeepers, 
though. They are most definitely not for sale. 7. Neverwinter Nights 2 – PC – 2006 What do Neverwinter Nights 2 and Star Wars: 
Knights of the Old Republic II have in common?   Well, both games were developed by Obsidian 
Software, both were sequels to a Bioware-developed   predecessor, and both are generally seen as 
inferior to said predecessor, but not by much. The most common complaints regarding this 
3D role-playing sequel concerned a number   of aggravating bugs that affected things 
like AI path-finding and camera operation,   and many of them persisted after numerous 
patches. These programming nuisances were   enough to drop Neverwinter Nights 2's overall 
score below that of the original game,   but Obsidian's sprawling adventure is 
still considered one of the classics. Allowing players to create their character 
from a selection of 16 races and 12 classes,   with an additional 17 unlockable 
classes becoming available,   Neverwinter Nights 2 provided epic scope 
for varied gameplay and replayability,   and even gave players the opportunity to 
play the campaign cooperatively online. This campaign was definitely the game's strongest 
point, specifically its expertly-crafted story   littered with tough, ethical choices, with game 
director Chris Avellone using his experience with   previous D&D adaptations to craft another one 
of gaming's all-time great yarns. Remember we   mentioned him way back in entry number 
68? Talk about a reversal of fortunes. Like Star Wars: Knights of the Old Republic II, 
Neverwinter Nights 2 is a great game that stands   in the shadow of its beloved predecessor, but 
it deserves to be celebrated in its own light. Come to think of it, this 
seems to be Obsidian's thing... 6. Icewind Dale II – PC – 2002 Back to the Infinity Engine, 
now, withIcewind Dale II,   another Black Isle Studios-developed RPG that 
provides even more of the combat-focused,   pointing and clicking RPG gameplay that its 
predecessor delivered so masterfully. The last   Infinity Engine game to be released, Icewind Dale 
II proved to be a more than respectable send off. Once again, the player creates the entire 
party at the beginning of the game,   and this time said party are identified as 
mercenaries who have been shipped in to defend   the harbour town of Targos from a besieging 
goblin army. As the situation escalates,   the party find themselves wound up in 
a war between the Ten Towns of Icewind   Dale and an overwhelming enemy force 
known as the Legion of the Chimera. What Icewind Dale II lacks in detailed 
NPC and party member interaction,   it makes up for with varied and 
interesting tactical combat,   adapting the mechanics of Third Edition 
Dungeons & Dragons into digital form and   giving players near-unlimited tools to overcome 
their enemies, both mundane and mystical. A well-presented and sublimely balanced 
combat RPG with great music and sound design,   Icewind Dale II only came up short when 
compared to its legendary contemporaries.   Of the five games remaining on this list, four 
of them had been released within three years of   this game's emergence, and as such, it had 
already been bettered in almost every way. Still, it's one of the best around for tactical,   goblin-zapping combat though, 
and you've got to respect that. 5. Neverwinter Nights – PC – 2002 Bolstered by the success of their 
earlier Infinity Engine games,   Bioware were able to pour vast resources 
into their first foray into the 3D RPG   world. They chose to name NeverwinterNights 
after the ground-breaking 1991 MMORPG,   due to the fact that they wanted it to work as 
a possibility-filled, multiplayer framework,   with users able to host over 60 
players in online gaming sessions. Neverwinter Nights also came packaged with the 
powerful Aurora toolset, which gave would-be   Dungeon Masters the ability to create multiplayer 
content, story-focused, single-player campaigns,   and anything in-between. Neverwinter Nights' 
modding scene was popular and enduring, and over   a thousand custom adventures were available 
by the end of the game's year of release. Aside from all this impressive technical 
stuff and additional content, the actual   game wasn't half bad, either. In 
the campaign, the player-created   protagonist is sent on a quest to retrieve 
various exotic creatures in order to cure a   plague called the “Wailing Death” that has been 
devastating the city of Neverwinter and forced a   city-wide quarantine. Plague-based storylines 
really hit different nowadays, don't they? Reviewers enthusiastically sang 
the game's praises upon release,   identifying it as a complete package, 
and an RPG that had something to appeal   to everyone. Great combat, enchanting visuals 
for the time, an adequately intriguing story,   and fantastic sound design all added 
up to an adventure for the ages,   and the city of Neverwinter went down in gaming 
history as the second most famous city in Faerun. Not that it's a competition, or anything. 
 
 
 
4. Baldur's Gate – PC – 1998 If it was a competition, though, Baldur’s 
Gate would definitely be winning,   not that you’ll be seeing the 
fabled city for quite some time   in Bioware’s ground-breaking and 
genre-revitalising RPG, though. The story of Baldur’s Gate starts with 
the player character doing odd jobs in   the walled haven of learning and contemplation 
known as Candlekeep, before they are forced to   flee and survive in the wilderness with 
only bubbly sidekick, Imoen, for company. The story quickly escalates into a 
continent-spanning conspiracy to cause   war and bloodshed so that Bhaal, the Lord of 
Murder, might be revived, and the protagonist,   as well as especially-spiky big bad,Sarevok, 
are both revealed to be said murder god’s   offspring. Along the way, the player can meet 
a variety of iconic potential companions of   various alignments, and some among them are 
still enjoying relevancy over 20 years later. It’s not just Baldur’s Gate’s cast that helped 
it win over the dungeon-delving masses, though,   with the artful way the game’s story unfolds, 
the best gameplay yet seen in a D&D RPG,   the detailed and atmospheric 
pre-rendered backgrounds,   and the levels of customisation on offer all 
contributing to the game’s instant classic status,   with an up-to six-player online multiplayer mode 
being an added bonus for sociable adventurers. Ironically for a game whose premise centres 
on the machinations of the Lord of Murder,   Baldur’s Gate breathed new life 
into the struggling CRPG genre,   and saw Bioware flourish into a legitimate 
Triple A studio. Legendary stuff. 3. Planescape: Torment – PC – 1999 Developed by Black Isle Studios and designed 
and written by Chris Avellone, Planescape:   Torment isn't for everyone. Where the likes 
of Icewind Dale carved an identity by moving   away from role-playing and focusing on combat, 
Planescape: Torment goes in the other direction,   with a huge amount of effort put into its 
dialogue, characters, and world-building,   and the combat left as something 
of an afterthought. It's an oddity,   an acquired taste, and the epitome of a cult 
classic, but it could also unironically be   described as a masterpiece of the medium, and 
one of the greatest stories ever told in gaming. Making use of the Infinity Engine and the 
dimension-hopping, unashamedly bizarre   Planescape setting, Planescape: 
Torment has its own visual style,   and offers players a customisable avatar in 
the form of The Nameless One. This immortal   amnesia-sufferer wakes up in a mortuary at the 
start of the game, and it's the player's job   to end said immortality by finding out 
the secrets of the Nameless One's past. This will take players to some very dark and 
twisty places, and will introduce an unequalled   cast of optional party-members, including a 
gith before gith were cool, a tiefling before   tieflings were cool, a chaste succubus, a 
haunted suit of armour, a burning corpse,   a floating skull, and a robot with identity 
issues and Homer Simpson's voice actor. Universally hailed as one of the all-time greats,   Planescape: Torment did suffer 
from occasionally-clunky combat,   but words are timeless, and the words in 
this game are some of the very best around. 2. Baldur's Gate II: Shadows of Amn – PC – 2000 Two years after the release of the original 
game, Bioware came back with Baldur's Gate II:   Shadows of Amn, and once again shook the 
foundations of computer RPGs. Taking everything   that Baldur's Gate had done so well and making it 
bigger and better, this anticipated sequel allowed   players to transfer their existing character, 
thus kicking off the adventure at a higher level,   which opened avenues for encounters with 
powerful creatures, extra-planar beings,   and high-level entities that would have absolutely 
flattened the party from the first game. The story's antagonist is 
disgraced elven spellcaster,   Jon Irenicus, who plans to use the protagonist's 
Bhaalspawn status for his own nefarious goals,   and has captured the protagonist 
and their companions at the start   of the game. Irenicus' dungeon is 
located in the city of Athkatla,   from which players will eventually strike 
out on a quest filled with twists, betrayals,   thieves, vampires, and an isolated prison island 
specifically intended to hold powerful mages. Reviewers and players alike extolled the 
virtues of Baldur's Gate II: Shadows of Amn,   and pointed out its many improvements over 
its predecessor, including more meaningful   interactions with party members, shinier 
visuals, interface and combat tweaks,   and some vast and entertaining side-quests. 
Routinely identified as one of the greatest   games of all time, Baldur's Gate II 
is truly the stuff of gaming legend. 1. Baldurs' Gate III – PC/PS5/Xbox Series – 2023 It may seem sacrilegious to put this 
Johnny-come-lately at number one,   but as fantastic as its predecessors always 
will be, they are over 20 years old, and are   inevitably becoming dated, so a new direction was 
required. With the likes of Mass Effect: Andromeda   and Anthem under their fraying belts, Bioware are 
no longer the masterpiece factory they once were,   but Belgian developers, Larian Studios, seem just 
about ready to step into those very big boots. Like an illithid tadpole boring its way into 
an adventurer's brain, Baldur's Gate III has   bored its way into the hearts of millions 
all over the world, and has seized upon   the unprecedented current popularity of 
D&D to become a legitimate phenomenon. Larian have crafted an outstanding adventure 
that respects the fifth edition D&D rules it   is based on, but still knows when to tweak them 
for optimum gaming enjoyment. It also respects   the classic titles that came before it without 
letting that respect hold it back, managing to   seamlessly blend old-school and modern gaming 
principles into a near-universally-adored whole. With its varied and likeable cast of 
companions, its compelling villains,   and its multitude of legitimately 
tough moral choices, Baldur's Gate   III creates a captivating narrative 
for story-focused players to enjoy,   and with its intelligent use of the D&D 
rules, its clever encounter and world design,   and its mechanics that lend themselves to 
the constant emergence of surprising and   chaotic situations, it also has the varied 
gameplay to back up its fascinating premise. It has become a modern classic, with countless 
reviewers ascending to the rooftops of the nearest   temple of Lathander to profess their adulation. 
Dungeons & Dragons is enjoying something of a   renaissance period, and video games based on the 
ever-evolving ruleset are more relevant now than   they ever have been. Larian’s sprawling 
epic is riding the crest of that wave,   and offers an unforgettable adventure second 
only to the very best tabletop sessions. Baldur’s Gate III readily deserves 
its position as the shiniest jewel   in the large and varied treasure hoard 
that is Dungeons & Dragons video games,   and that’s not just the brain tadpoles 
talking – we really, really mean it. Now, can I talk to you about The Absolute?