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And I’ve kept returning. Rich: A triumphant reimagining of Capcom’s already-excellent series that looks gorgeous and delivers some of the best co-op times you’ll ever have. The way your skill points affect how active they are in conversations and how their dialogue helps you understand your character and the world around you—it’s just brilliant. Super chill. The expansions and the way each game can be connected builds on that, meaning the best Total War keeps getting better.
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And it’s working: keeps players interested in what’s happening rather than just grinding for god roll weapons. It also helps that the mix of matchmade activities, exotic quests and hidden missions has been refined to the point that the variance in quality from season to season is way less wild than it used to be. And if you’d rather not pay at all, there’s still an incredibly robust game here to play entirely for free, including endgame content such as the Vault of Glass raid.
The only reason Destiny 2 isn’t even higher here is that the PVP side of the game has been neglected to the point of abandonment. Phil: As a Destiny player, I spend a lot of time complaining about Destiny. But even I will admit that the game is in a good position at the moment. After the disappointing Season of the Hunt, which launched alongside Beyond Light, subsequent seasons have been a triumph—helped along by a handful of showcase activities, from Presage to the returning Vault of Glass.
As always, though, the promise of Destiny remains what it could be. Next year, alongside The Witch Queen expansion, we get weapon crafting and a guaranteed schedule for raids and dungeons.
It all sounds great, but the devil is in the details, and Destiny does have a habit of moving two steps back for every one forward. Robin: I think this is quietly the most exciting co-op shooter in years. Its use of procedural generation is nothing short of remarkable, churning out fresh, fascinating, and frequently beautiful levels every session.
And working together to conquer those levels, using its arsenal of tools to build, dig, and demolish your way to success, is fantastically satisfying. So many co-op games are just about being as efficient and deadly as possible, but Deep Rock feels like some kind of wonderful group project in the way it forces you to combine your creative powers and problem-solve as a team. One of its cleverest mechanics is the way it uses light. Managing light—through throwable flares and the scout class’ flare gun—is a vital part of your strategy, which feels truly unique.
Being the guy who makes sure everyone can see has become my favourite role in the game. James: Cruelty Squad is a monstrous immersive sim, a game held together with duck tape and bad vibes.
As a gig economy assassin killing men that pose a threat to a higher order of immortal CEO gods in a hypersaturated mess of jagged polygons and screaming textures, it’s difficult to not feel bad. But using my guts to grapple up to a sniper nest above the Cancer Megamall?
This is a shit jawbreaker with a dense pleasure chemical core. Cruelty Squad isn’t cruel. It’s just honest. Morgan: It’s an incredible premise with an equally mind-bending art style. Nothing about Cruelty Squad easily slots into other videogames don’t even get me started on how you reload. Even its menus have to be studied like fine art before you can parse which button means “play. Jacob: You might be wondering why Hunt: Showdown has only now made its way into our Top , many years after it first launched.
The reason being this PvEvP shooter has only gone from strength to strength in , incorporating steady updates, improvements, and, finally, an immeasurably entertaining new map. Fundamentally, though, Hunt: Showdown is and always has been a wildly tactical shooter that captures a turn of the century shootout like no other. Seriously, you’ll be ducking behind boxes and barrels with bullets whizzing over head and lobbing dynamite into shacks in no time.
It also rewards good teamwork and strategy, so if you’ve got a couple friends to play with that’s absolutely the best way to experience the game. The idea of basing a competitive shooter around realistic 18th century guns is absurd for so many reasons, but Crytek pulled it off spectacularly. Hunt’s arsenal is so unique that I constantly want to switch up my playstyle to try something now. In one match I’ll use the first ever pump action shotgun that loads from the top?
Because Crytek is Crytek, Hunt’s attention to detail in map design, sound design, and combat balance is also extremely good. It’s a hard FPS to learn, but endlessly fun once you “get” it. Rich: 2, hours on Steam probably says it all. I’ve literally spent days of my life playing this. OK some of that would have just been the game idling but… wow, guess I better rethink my life choices. A perfect game and has been since launch: once the controls and rhythm get their hooks in, you’ll never look back.
Put it on my grave: my name was Richard Stanton, and I drove a rocket car. Tyler: 1, hours here, much in competitive Snow Day, a mode that was originally added as a joke, more or less. I think that if you can replace a ball with a hockey puck in your game and people go, “Ah, this is actually a way of life now,” you must have a fundamentally brilliant foundation.
Mollie: Stardew Valley has always been a great game, but the recent 1. Tons of late-game content and quality-of-life improvements has made owning a farm, marrying a reformed alcoholic and owning a small army of truffle-sniffing pigs better than ever.
Robin: Co-op is such a great addition to the formula. Rachel: I just can’t get enough of Stardew Valley, especially when someone like ConcernedApe is behind it. Not only do we get massive updates for free but he’s always so lovely of the community. Constantly supporting modders, using their own money as prize pools for tournaments, and personally hopping into players’ code when they have an issue.
What a guy. Rich: Almost feels like the isometric strategy genre distilled down to its purest drops. A game all about precision planning, the huge amounts of combinations you can wring out of apparently simple abilities, and quickfire playthroughs that always feel different.
I don’t have much appetite for the grander turn-based strategy games anymore, purely because of time, and this is the perfect replacement. Evan: It’s surprisingly grim! Reminds me of Evangelion. This definitely isn’t the kind of mecha anime where everyone goes out for milkshakes after defeating the great evil. FTL composer Ben Prunty’s score weeps for the dimensions left behind by the player as they fail or succeed.
Narrativizing the endless loop of roguelikes is one of ITB’s fine touches. Phil: Into the Breach gets a lot of mileage from an 8×8 grid. By showing you what your enemies are about to do each turn—and, more specifically, what they’re about to destroy—you’re challenged to unwork their plans, hopefully coming out the other end without too many losses.
It invokes such an authentic, specific sense of place with its slice of Japanese country life, simultaneously idyllic and isolating. Mollie: No JRPG has ever quite matched the energy Persona 4 Golden brings, and no game has ever led me to be so deeply attached to a ragtag group of teenagers and their terrifying bear mascot.
Morgan: Yea, Persona 5 has the style, but P4 has the heart. I haven’t played the game in nine years and I still can’t get that damn Junes song out of my head. Phil: Filled with intriguing mystery; offering questions like “What do these bizarre murders say about our society? Jody: Unlike other Total War games, the things I remember from Warhammer happened on the battlefield.
As mad-science ratmen I’ve killed an elf queen then dragged her corpse away under arrow-fire to experiment on it, and as vampire pirates I’ve summoned a ghost ship to drop on the proud warriors of Ulthuan. I did that as an undead opera singer named Cylostra Direfin, who pronounces her surname with a flourish, “dear-fah”, like a Warhammer version of Hyacinth Bucket. The fantasy setting makes Total War ridiculous, extravagant, extra. It’s great not just because I remember highlights from multiple campaigns, but because the gonzo factions make multiple campaigns worth playing.
The expansions and the way each game can be connected builds on that, meaning the best Total War keeps getting better. Fraser: I’m still convinced that Three Kingdoms is the stronger strategy game, but there’s no denying the seductive qualities of Warhammer.
Dragons and orcs are, admittedly, a bit more exciting than loads and loads of regular soldiers. Maybe this sounds like damning the game with faint praise, but Warhammer 2 really is amazing. There isn’t another with such great and experimental factions, and Creative Assembly has really worked some magic with its DLC additions, which are often accompanied by free game-changing tweaks.
The gap between 2 and 3 has been a lot more substantial than the previous gap, but we’ve absolutely benefited from this, as the game has kept growing in the interim. Robin: This is the game that makes me wish I clicked with Total War. Nat: Every weekend, for the past year, I’ve been jumping on for a bout of Halo 3 multiplayer like it was all over again.
There’s never been a shooter quite like Halo, and after more than a decade away, Halo’s uniquely chaotic sandbox arenas still feels fresh as ever—whether that’s a tense slayer match on Blackout, or one of many absurd Forge maps folks are playing on the collection’s new server browser.
With the Master Chief Collection now on PC in its entirety, ‘s collection has proven itself more than just a fun throwback. It’s a love letter to FPS fans—letting you dive into more than a decade of Halo history within a single matchmaking playlist, or revisit Bungie’s truly stellar campaigns in both original and remastered forms.
I may not be a fan of ‘s own additions, but you can’t deny the studio’s done a hell of a job bringing Master Chief back to PC. Wes: I want to thank whoever at brought back Halo 3’s Rocket Race playlist, a mode I sunk hours into more than a decade ago and still love with all my heart.
Beyond nostalgia, though, there’s good reason to be excited about the Master Chief Collection’s future. A custom game browser is still in development, and once it’s live, I expect classic Halo CTF to outlast the heat death of the universe.
Rich: Can’t believe this got ranked above Counter-Strike. Is it still too late to protest? Seriously though: who doesn’t love a bit of the Chief, and with MCC some of Bungie’s finest work is being kept alive in the way it should be. Evan: Folks, this is how you operate a multiplayer game. Siege gets four major updates a year like clockwork, adding new operators that often scramble the meta.
Older maps get reworked and full-on redesigned. New anti-toxicity measures, pinging, new secondary gadgets, attachments, and entirely overhauled operators have been implemented post-launch. A testament to good production practices, careful roadmapping, and the insane effort it takes to maintain a popular game. Tyler: Lately, I’ve been enjoying opportunities to blow holes in soft walls in Favela, a map that jumped into my favorites list after it was reworked.
One of the recently added operators has a bionic arm, too, so I can punch holes in walls if I want. What a gift. After all these years, I’m a little surprised that I’m not being made to think about walls, and how they might be improved with holes, in more games. Mollie: I’ll level with you right now, I absolutely suck ass at Siege. I’ve never quite grappled with its learning curve, and my map and operator knowledge are practically non-existent. But when my poor friends put up with my shoddy skills, I have an unbelievable amount of fun.
No other shooter feels quite so satisfying. I imagine it’s even better when you actually know what you’re doing. Phil: Yakuza: Like a Dragon marks the series’ transition from arcade brawler to JRPG, and swaps out the stoic long-time lead Kiryu for an entirely new ex-Yakuza—an endearing goofball who can’t help but wear his heart on his sleeve.
It’s still everything you expect from a Yakuza game: a lengthy main story that’s filled with twists and turns, numerous sidequests that range from wacky to absolutely absurd, and a whole host of minigames that offer fun diversions to pursue as you explore the city. Its new JRPG combat isn’t just a gimmick, either. Not only is it fully woven into the story—and the personality of Ichiban and his growing party of loveable misfits—it also makes for a genuinely deep buildcrafting, with jobs, skills and hilarious summons.
Morgan: I haven’t finished Like a Dragon, but Ichiban is already one of my favorite game protagonists ever. Nat: Umurangi Generation is loud, raw, angry. An anti-colonial protest wrapped in Jet Set Radio and Evangelion, handing you a wonderfully tactile camera with which to capture the end of the world. Seriously—I want to take this battered old handheld into every game I’ve played since, a photo mode built directly into the player’s arsenal.
Umurangi doesn’t sport Hitman 3’s complex AI routines, but every level feels gritty and lived-in. Every candid snap of a stranger tells a story of some deadbeat dad, VR-addled waster or bloodied mech pilot trying to make their way through this deeply relatable apocalypse.
See, Umurangi might take place in a world full of giant robots and squid-like Kaiju, but its tensions are our tensions. Developed by Mauri artist Veselekov, Umurangi is scathing of the global response to the Australian wildfires Umurangi meaning “Red Sky” in Ves’ native tongue. An occupying force pulls your neighbours and friends up to fight their Kaiju war, and oppresses people with curfews and giant concrete walls. By the time you hit Macro, you’re exploring maps pulled straight out of ‘s headlines.
Where other games fret over whether they’re seen as “political”, Umurangi embraces it—and is all the better for it. And while the base game eases you into its dystopia, Macro knows you’re on board with its politics from the start and goes hell for leather from the get-go. James: Doom Eternal was already the most intense shooter ever made, but The Ancient Gods expansions complicate the swirling demon chessboard even further. There’s a demon you exorcise from other demons with the microwave beam.
A huge hammer for turning a school of imps into paste. You kill a couple gods, no biggie. Your mouse hand’s gonna be soaked. Steven: FF14 takes so much of what is good about WoW and couples it with an emotionally-charged story, gorgeous visuals, and some of the best goddamn music ever scored for a game. But no, for real, Final Fantasy 14 absolutely rules. I’ve been on-and-off with the game since and I can safely say there’s no better time to get into it than right now. The story, the music, the fashion!
There’s a little something for everyone. The community is also fantastic, and makes those quieter moments between defeating giant dragons or literal gods so heart-warming. Nowhere else will you run into an impromptu concert of four dragon girls performing A Cruel Angel’s Thesis. Robin: I replayed this slick, atmospheric metroidvania only recently, and found myself utterly wowed all over again.
Like its diminutive bug protagonist, it at first seems unassuming, but reveals greater and greater multitudes as you explore, its world unpeeling layers like a big, dark… onion.
Phil: A remarkable exploration game in which you’ve got just 22 minutes to explore a small, handcrafted solar system full of questions. At the end of your time, the sun blows up and you time-loop back to the start, with nothing except the information you’ve gleaned along the way. The way the solar system changes over the course of the loop encourages you to keep hold of certain discoveries in order to investigate more thoroughly on the next go around, making for a compelling mystery box that’s a joy to unpick.
Fraser: Time loop narratives often hide a bit of horror behind the whimsy and sci-fi shenanigans, and Outer Wilds is no different.
You’ve got an adorable spaceship, quirky NPCs, and the promise of a great big adventure, but then there’s also the whole the-sun-is-about-to-be-destroyed problem. So you might be having a lovely time exploring this enigmatic star system, but the apocalypse is always waiting for you.
The dangers of space are not limited to the end of the loop, however, and Outer Wilds proves to be just as capable of more overt horror. You’ll be making impossible leaps inside a hollowed-out planet and then fall into a black hole that drops you into the vacuum of space—just you and the void. Not for long, though, because you’ll soon be dead. And then you start over again. Maybe on your next run you’ll charge into the eye of a tornado. Or spend most of your time hiding from gargantuan, spaceship-eating fish.
It throws wonder after wonder at you, but what’s stuck with me the most are my many, many deaths. And I’d happily die a dozen more times, because Outer Wilds is brilliant.
Rachel: Wildermyth has been one of this year’s biggest surprises, and there was no doubt within the PCG team it would be placed somewhere in the top It’s a fantasy adventure that manages to combine procedural stories spun from character-driven traits with procedurally generated events, the end result being a game with enough anecdotes you could write a book.
Decisions you make can dramatically affect the story, like if the rogue falls in love with the archer, if the warrior will ever fulfill her lifelong dream, whether characters die on the battlefield or retreat, losing a limb in the process.
Your heroes become bruised and scarred as the campaign progresses, reminders of mistakes you’ve made on the battlefield. Characters can have children who can then join the party, and you can even bring old retired characters back for a new campaign.
In this way, Wildermyth feels like you’re weaving a mythological tapestry of heroes and their stories, not just ticking off a campaign checklist.
Depending on what difficulty you choose, the game will adjust its story for the tone, choosing a tougher, crueler campaign will be complemented with a darker story—it’s pretty incredible how the game can adapt like that. It’s as close as you can get to the feel of a homebrew tabletop RPG and that’s pretty special. Fraser: The stories I could tell you. Maybe I should tell you about the two adventurers, one perpetually engulfed in flames, the other slowly transforming into a tree, who fell in love despite their massive differences.
Then there was the young woman cursed by a sickness, who discovered a cure and instead used it to save another man’s life, inspiring him to pledge it to helping her adventuring party. The stories I could tell you about families, friendships, tragic deaths and heroic interventions. But instead I’ll just tell you to play Wildermyth and make your own. Phil: Aside from being the best stealth game of the s, what makes Dishonored 2 remarkable is that, however you decide to approach its levels, it always has a response.
When I kill my target in the opening mission, I later hear his goons announce that he’s dead. On a second attempt, I kill him and hide his body in an area the guards can’t access—something the game never asks me to do. And yet it apparently knew I might try, because this time the goons announce that he’s missing instead.
It’s a small example, but later on this same attention to detail—this anticipation and extrapolation of the player’s agency—applies to some really big, dramatic moments. I could praise the effortless traversal, exciting combat and flexible toolbox of Dishonored 2’s action—those things all elevate it above its predecessor. But it’s Arkane’s extreme dedication to the craft of immersion that make Dishonored 2 the studio’s best work. Fraser: Prey wishes it was as refined as Dishonored 2.
Sorry Morgan. Arkane never misses, but this one is still the studio’s greatest. Everyone talks about exploring a mechanical mansion or using time travel to solve puzzles, and they are incredible missions, but these high points are accompanied by less flashy jobs that are nonetheless products of flawless level design. Every location feels like a work of art and science, with Dishonored’s striking aesthetic and tiny details elevating the brilliant mechanics and best-in-class stealth.
And if stealth isn’t your bag, it’s just as compelling when you step out of the shadows and sow chaos with all of your fantastical powers.
And a thriving mod scene continues to give it even more life—including the ever popular Long War, which turns the campaign into an even more brutal feat of endurance while cranking up the simulationist detail.
Free To Play. Action , Arcade , Shooter , Bullet Hell. Simulation , Strategy , Action , Shooter. Casual , Cute , Anime , Faith. Horror , Indie , 3D , Memes. No results found. Showing 1 – 15 of results. Browse All New Releases. Survival , Shooter , Multiplayer , Battle Royale. But do you know you can still use any of your favorite Android or iOS apps on your laptop even if the official version for PC platform not available?
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It’s divided into some basic categories: major free-to-play games, casual free games you can pick up for an afternoon, and PC classics you can now download for free or lc online. If you’re looking for free games to add to your permanent game librarymake sure to check a couple of our other guides:. It’s going F2P on July 26, with more characters to come.
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