“We knew it was going to get messy when we decided to rank the greatest PC games of the 1990s.” “It wasn’t until the argument spilled into the chat for a week straight that we realised it was going to take some effort to reach a consensus.”
The disagreements raged on for three weeks; we established strict guidelines in order to resolve these debates. We agreed upon criteria that included: 1) The game must have originated on a PC and therefore be exclusive to the platform; 2) The game must have played a pivotal role in defining its genre; 3) The game must have had a significant influence on its successors; and 4) The game must still provide an enjoyable experience in today’s market.
“The 1990s will always be remembered as the PC gaming industry’s ‘Golden Age’ in terms of innovation.” “This decade introduced the concept of true 3-D graphics, networked multiplayer, real-time strategy, and the first attempts at cinematically telling a story within a video game.”
Quick Rankings
1. Doom (1993) | id Software – The game that pioneered the FPS genre and the culture surrounding deathmatch-style networked multiplayer.
2. Half-Life (1998) | Valve – The game that demonstrated that shooters can effectively tell complex, engaging narratives without the need for cutscenes.
3. StarCraft (1998) | Blizzard Entertainment – The RTS game that achieved the ultimate goal of competitive balance between three factions that are completely asymmetrical.
4. Diablo II (2000) | Blizzard Entertainment – The action RPG that invented the concept of the loot grind, where each player has a reason to continue playing in search of better gear.
5. Baldur’s Gate II (2000) | BioWare – The western RPG that demonstrated that a deep game could also be easy to pick-up and play.
6. Command & Conquer: Red Alert (1996) | Westwood Studios – The RTS game that made war fun and accessible.
7. Quake (1996) | id Software – The first true 3-D shooter that enabled competitive gaming.
8. Civilisation II (1996) | MicroProse – The strategy game that perfected the concept of the “one more turn” formula.
9. Theme Park (1994) | Bullfrog Productions – The management sim that made business simulation enjoyable.
10. Theme Hospital (1997) | Bullfrog Productions – The comedy management game that showed that hospitals could be funny.
1. Doom (1993)
| Metacritic Score | 94 |
| Cultural Impact | Created the FPS genre and deathmatch-style networked multiplayer culture |
| Encyclopædia Recognition | Landmark game that contributed to the creation of the first person shooter |
| Speedrun Legacy | Dedicated competitive speedrunning community 30+ years later |
Doom is the only game that is not subject to debate in terms of whether it belongs at the top of our rankings. Although the rest of the team argued that Wolfenstein 3D was superior and that Doom’s ranking was too high, none of them could deny that Doom is the definitive first person shooter.
Why is Doom so great? The feeling of movement in Doom was the first that made you feel like you truly were moving quickly and shooting enemies down with precision. The progression of firearms throughout the game (from the pistol to the chaingun to the BFG) established the model for all future shooters to upgrade their guns in terms of power and rate of fire. The level design that combined the best elements of narrow corridors and large areas of space provided perfect flow between intense moments of fear and chaotic moments of battle. The level of mod support that allowed users to create thousands of user-created levels and full conversions of the original game provided a base for the modding community that outlasted the original publisher. The network multiplayer mode that established deathmatch culture and showed that killing your friends over a LAN could be the most fun you’ve ever had. The sound design of Doom was the first to make each shotgun blast feel like a devastating blow to both the environment and the player’s enemies, whilst making each demon growl and roar feel menacing.
Is it still as enjoyable today? Yes, but not in ways you might expect. The graphics are obviously far less impressive today than they were back then, but the gameplay is still flawless. The movement is still very fluid, each gun still has a lot of weight and feedback, and the level design shows off principles that modern shooters have largely forgotten. The game’s pacing between exploration, combat, and puzzle-solving creates a sense of rhythm that few games have duplicated. And most importantly, the game still feels like you are fighting for your life in a way that modern shooters with regenerating health and checkpoint systems cannot.
Read Timothy’s analysis of why Doom created every aspect of shooter design that matters →
2. Half-Life (1998)
| Metacritic Score | 96 |
| Sales Achievement | Nearly 10 million retail copies sold |
| Academic Recognition | According to Encyclopædia Britannica, Half-Life changed shooter expectations |
| Competitive Legacy | Still has active speedrunning community and leaderboards |
Although we had to fight to put Half-Life above Doom, we ultimately decided that innovation should take precedence over refinement. Even Joe had to admit that Half-Life was fundamentally different from Doom and that it changed what we expected from single-player campaigns in the shooter genre.
Why is Half-Life so great? The game seamlessly integrated storytelling and gameplay in a way that never removes control from the player. The opening sequence at Black Mesa establishes the character, setting, and tension through environmental storytelling alone. The enemy AI is coordinated and responds to player behaviour, rather than simply following pre-determined patterns. Each firearm in the game was designed to have a unique purpose and to be used strategically. The pacing is perfectly built to go from a scientific accident to a military conspiracy to an interdimensional horror story without missing a beat. The mod support for Half-Life produced Counter-Strike, Team Fortress, and dozens of other classic games. The ability to create believable human characters and environments using 1998 technology is a technical achievement that is rarely seen in today’s market.
Does it still hold up? Yes, the storytelling absolutely does. The method of telling a story through environmental detail, overheard conversations, and contextually relevant actions is more advanced than most modern shooters. The AI still impresses, especially the marines that flank, coordinate, and use grenades to attack the player. The weapon balance is also perfect, with each firearm having a specific tactical purpose. The graphics are obviously outdated, but the artwork and level design still feel impactful. Whilst modern players may find the puzzles slow, they served the same purpose as loading screens do in today’s games.
Read Joe’s examination of how Half-Life proved that shooters can be intelligent →
3. StarCraft (1998)
| Sales Record | 1.5 million copies sold by the end of 1998, 11 million+ copies sold in total |
| Cultural Recognition | Featured on TIME Magazine’s All-Time 100 Video Games list |
| Esports Legacy | Korea’s Premier Tournament scene has professional leagues |
| Competitive Legacy | Dedicated speedrunning community and remastered version released in 2017 |
When we ranked StarCraft as third on our list, Elena nearly quit the chat. It wasn’t because we under-valued StarCraft, it was because she had trouble deciding whether StarCraft should be ranked as the best game on the list. In fact, StarCraft is the RTS game that finally achieved the ultimate goal of competitive balance between three factions that are completely asymmetrical.
Why is StarCraft so great? The three factions in StarCraft (Terran, Protoss, and Zerg) are all completely different from each other and yet, they are all able to compete against each other with equal opportunity for victory. The economic system in StarCraft creates a constant sense of urgency between expanding, producing, and developing military units. The interaction between different types of units in StarCraft provides an opportunity for players to develop tactics based on which type of unit they choose to develop, rather than simply relying on brute force. The three story lines that are told throughout the campaign of StarCraft teach the player how to utilise the different strengths and weaknesses of each faction. The multiplayer features in StarCraft allow for both casual matches and professional tournaments without losing any coherence. The map editor in StarCraft allowed users to create numerous custom maps that were used to create the Tower Defence genre. Finally, the integration of Battle.net provided seamless and social online multiplayer functionality.
Does it still hold up? Surprisingly well, as evidenced by the continued success of StarCraft II and the remastered version released in 2017. The core gameplay loop of StarCraft is still addictive, the strategic depth is still rewarded with additional study and practice, and the competitive scene is still competitive. The graphics in StarCraft have aged much better than most isometric games thanks to the clean art direction and clear visual hierarchy. The control scheme for StarCraft feels outdated in comparison to modern RTS games, but the underlying systems demonstrate principles of design that many current strategy games are still working to match.
Read Elena’s detailed analysis of StarCraft’s revolutionary competitive design →
4. Diablo II (2000)
| Sales Milestone | 4 million copies sold by June 2001 |
| Longevity Record | A resurrected version of the game was released in September 2021 (21 years later) |
| Content Scale | 34 hours of main campaign with massive replay potential |
| Competitive Legacy | Has an active speedrunning community and continues to receive updates for Battle.net |
When we originally ranked Diablo II sixth on our list, David almost wrote his own ranking list. He stated that no other game on this list consumed as many weekends or created as many addicts as Diablo II did. Ultimately, we moved it higher on the list because Diablo II not only perfected the Action RPG format, but it established the model that all future games that rely on loot and grinding would follow. This is the game that showed us that randomly clicking on demons for possible rewards was more exciting than any form of narrative, exploration, or skill-based challenge.
Why is Diablo II so great? The loot system in Diablo II is the first of its kind, and makes every kill of a monster potentially rewarding and every piece of equipment dropped by a monster worth evaluating. The character progression in Diablo II allows for a level of specialisation that is unmatched in most games, whilst still offering enough flexibility to try a variety of different approaches. The randomised maps in Diablo II ensure that no two players will have the same experience, creating a sense of replay value that is unmatched by most games. The online integration in Diablo II makes trading, cooperating, and competing with others seamless aspects of the gameplay experience. The atmosphere in Diablo II creates a sense of danger, without ever being disturbingly graphic. The skill tree system allows players to plan and experiment with a variety of different builds and combinations of skills. The difficulty scaling in Diablo II ensures that the challenge remains constant regardless of the player’s skill level.
Does it still hold up? Yes, as shown by the success of the recently released Diablo II: Resurrected and the continued popularity of the original. The core gameplay loop of Diablo II is still hypnotic, the character builds still allow for strategic decision-making, and the online community still exists today. The graphics of Diablo II have aged better than most isometric games thanks to the quality of the art direction and visual hierarchy. The interface for Diablo II feels outdated compared to modern ARPGs, but the underlying systems demonstrate design principles that are still difficult for most modern loot games to replicate. Perhaps most importantly, the game still respects the time of the player whilst providing endless content for those who desire it.
Read David’s exploration of how Diablo II created the modern loot addiction →
5. Baldur’s Gate II (2000)
| Metacritic Score | 95 |
| Content Scale | 54-hour main story campaign |
| Legacy Support | Enhanced Edition with modern platform availability |
| Development Recognition | Industry crunch discussions highlight its ambitious scope |
Baldur’s Gate II represents the pinnacle of Western RPG design prior to the time the genre split between accessibility and complexity. All members of the New Player Ready team have written this review together because no single viewpoint can adequately capture everything this game accomplishes. BG2 solved the fundamental problem that has plagued CRPGs since their inception: how to preserve tactical depth whilst making the experience accessible to those who are not D&D experts. The answer was fantastic writing, a user-friendly interface, and combat that rewarded planning yet did not require a spreadsheet.
Why it will never be beaten: The companion characters that feel like authentic people with their own motivations, conflicts, and story arcs rather than gameplay features with dialogue added. The quest design that provides multiple solutions and consequences, thus enabling player choice to positively affect the story’s progression. The spell system that reflects the tactical complexity of D&D whilst providing clear feedback regarding the effects of each spell. The enemy encounters that require different strategies and party configurations, therefore rewarding tactical thinking rather than simply levelling up. The writing that balances the epic scope of fantasy with intimate character moments. The mod support that has sustained the community for over twenty years. The interface design that makes managing complex parties intuitive and responsive.
Does it still hold up? Yes, the Enhanced Edition proves it most certainly does. The strategic combat still feels engaging and challenging, the interactions with characters still feel sophisticated and emotionally impactful, and the quest design shows narrative techniques that contemporary RPGs find difficult to replicate. The graphics look aged but maintain atmospheric impact due to good artistic direction. The interface appears dated in several aspects but provides information density that contemporary RPGs often sacrifice in favour of visual polish. Most importantly, the game still provides the type of narrative depth and player agency that few modern titles are able to replicate.
Read New Player Ready’s detailed evaluation of why Baldur’s Gate II defined the standards for Western RPGs →
6. Command & Conquer: Red Alert (1996)
| Metacritic Score | 90 |
| Franchise Success | C&C series reached 13.5 million copies by 2001 |
| Modern Recognition | Included in Command & Conquer Remastered Collection |
| Competitive Legacy | Active speedrunning community and modern platform availability |
Elena argued so strongly for months that Red Alert should be ranked even higher, and honestly she makes good arguments. This is the game that showed that real-time strategy could be both accessible and deep, that war games could be enjoyable without glorifying actual conflict, and that full-motion video cut scenes could be used to enhance gameplay rather than disrupt it. Red Alert took the solid foundation Westwood developed with the original Command & Conquer and turned it into something that felt easy to play but hard to master.
What makes it unmatchable: The faction balance that makes Allies and Soviets feel entirely unique whilst still maintaining competitive parity. The unit design that grants each faction unique tactical strengths, whether it be the Allied aerial dominance or the Soviet land assault force. The base-building aspect of the game that presents players with significant strategic decision-making opportunities concerning expansion, defence, and resource utilisation. The campaign design that tells two parallel stories whilst also teaching players how to employ different tactics. The full-motion video cut scenes that establish atmosphere and motivation for characters whilst avoiding feeling overly intrusive. The multiplayer aspect that ranged from casual skirmishes to serious competitive battles. The map editor that provided endless possibilities for custom maps and community-generated content.
Does it still stand the test of time? The Remastered Collection confirms that yes, it still does. The fundamental gameplay loop still holds the same level of enjoyment and accessibility, the differences in factions still present players with meaningful strategic choices, and the campaign design still showcases pacing and diversity that many modern RTS games lack. The graphics have obviously aged but the remastered edition addressed the graphics’ problems whilst maintaining the original art direction. The interface still feels outdated compared to current strategy games but still provides clear data regarding the capabilities of units and the strategic situation.
Read Elena’s assessment of how Red Alert made the Cold War fun →
7. Quake (1996)
| Metacritic Score | 94 |
| Technical Achievement | First true 3D shooter with polygon-based graphics |
| Audio Innovation | Trent Reznor credited for innovative sound design |
| Competitive Legacy | Active speedrunning scene and modern platform support |
Timothy worked much harder to get Quake onto the list than he did for any other title, and his enthusiasm for Quake’s technical achievement ultimately convinced us that innovation, not just refinement, is important in game design. Quake didn’t just improve on the formula established by Doom; it reinvented the first-person shooter in three dimensions. This is the title that established the blueprint for competitive FPS gaming, introduced true mouse-look functionality, and created the modding ecosystem that would go on to produce numerous classics such as Team Fortress and early Counter-Strike prototype mods.
What makes it unbeatable: The true 3D graphics that allow for complex vertical level design and accurate physics simulations. The movement system that introduced strafe-jumping and rocket-jumping and provided competitive players with skills-based movement techniques they still use today. The network code that permitted the smooth online multiplayer that would become the foundation for competitive FPS gaming. The sound design by Trent Reznor that created a chilling industrial horror atmosphere that fit the game’s visuals perfectly. The modding support that permitted total conversions and custom content creation. The level editor that democratised map creation and brought forth numerous communities of designers. The weapon balance that encouraged different styles of play without favouring any one method.
Does it still hold up? Yes, the movement system absolutely does. Quake’s physics still feel more responsive and skill-based than many modern shooters, and the competitive scene remains as intense as ever, decades after its release. The graphics may look old, but the atmospheric impact is maintained through the strong art direction and technological competency. The level design demonstrates principles about navigating 3D space that many modern FPS developers forget. The soundtrack remains creepy and atmospheric. The single-player campaign may seem dated compared to modern story-driven shooters, but the core gameplay mechanics remain influential and engaging.
Read Timothy’s in-depth analysis of how Quake created truly 3D shooting →
8. Civilisation II (1996)
| Metacritic Score | 94 |
| Sales Achievement | Sold over 720,000 copies as of January 1997 |
| Content Scale | 32-hour main campaign with incredible replay value |
| Design Innovation | Refined without Sid Meier’s direct involvement |
Elena’s second big win in the New Player Ready rankings debate was ensuring that Civilisation II received proper recognition. This is not merely an enhanced version of the original Civilisation; it is an entirely new interpretation of what turn-based strategy can accomplish. Civ II took Meier’s excellent foundation and refined every aspect of the game until it achieved that fabled “one more turn” quality that has disrupted countless sleep schedules and destroyed countless work days across multiple decades.
What makes it unassailable: The technology tree that enables meaningful choices about developing your civilisation whilst maintaining historical authenticity and strategic flexibility. The diplomacy system that makes AI civilisations feel like legitimate political entities with their own agendas and personalities. The city management that strikes a balance between growth, production, and happiness without burdening players with too much micromanaging. The combat system that rewards strategic thought and unit placement over raw numbers. The wonder construction that provides long-term goals that are easily understandable whilst providing multiple pathways to victory. The map generation that produces unique scenarios and geographic challenges. The pacing that maintains player engagement across campaigns that can last dozens of hours.
Does it still hold up? Astoundingly well, given how much the strategy genre has evolved. The core gameplay loop is still appealing and accessible, the strategic decisions still yield meaningful consequences, and the “one more turn” quality remains. The graphics obviously look aged but retain functional clarity and charm in terms of their vintage aesthetic. The interface looks dated but provides a wealth of information regarding your empire’s status and available options. The AI remains sufficiently competitive and unpredictable to provide a legitimate challenge. Most importantly, the game still yields the kind of long-term strategic thinking and planning that many modern 4X games sacrifice in favour of instant gratification.
Read Elena’s study of Civilisation II’s turn-based perfection →
9. Theme Park (1994)
| Platform Availability | Available across various platforms including DOS and Windows |
| Franchise Foundation | Initial entry into the influential Theme series by Bullfrog |
| Technical Achievement | 320×200 resolution with advanced simulation capabilities |
| Competitive Legacy | Active speed-running community maintains interest |
When MARCUS almost left the team when we initially placed Theme Park at number ten, he offered a simple reason: This game established the paradigm for accessible management simulation that dozens of games still utilise today. We ultimately agreed because, honestly, Theme Park accomplished something amazing for 1994. Theme Park made business simulation fun, accessible, and enjoyable whilst retaining sufficient complexity to encourage serious strategic thinking.
Why it will never be defeated: The simulation depth that tracks individual visitor satisfaction, spending patterns, and ride preferences whilst keeping the interface simple enough for casual users to understand. The economic model that balances ticket prices, ride expenses, and visitor satisfaction in a manner that rewards both aggressive expansion and careful optimisation. The ride design that permits users to create custom rollercoasters and attractions, thus providing creative freedom within mechanical limitations. The park management that necessitates strategic thinking regarding layout, crowd flow, and facility placement. The progression system that unlocks new rides and options based on the success of the park and its reputation. The graphic feedback that clearly communicates the state of the park and the moods of visitors through simple yet effective graphics.
Does it still hold up? Much better than expected, given the apparent archaic nature of the graphics. The simulation systems remain engaging and complex, the economic model still rewards strategic thought, and the creative aspects still provide enjoyment. The interface undoubtedly appears out-of-date relative to modern management games, but the core concepts and mechanics demonstrate design principles that many modern simulation games fail to emulate. The tools for creating rides remain enjoyable to use, and the progression system continues to motivate users. Most importantly, the game still successfully combines accessibility and depth in a manner that many modern management sims fail to do so.
Read MARCUS’s investigation of how Theme Park made simulation games accessible →
10. Theme Hospital (1997)
| Sales Achievement | Sold more than 4 million copies worldwide |
| Metacritic Score | 86 |
| Modern Legacy | Spiritual successor Two Point Hospital continues to be relevant |
| Platform Compatibility | Availability on GOG ensures modern compatibility |
David’s ultimate triumph in our rankings debates was placing Theme Hospital in the top 10. We originally omitted it for being too similar to Theme Park, however David’s persistence ultimately won him the battle. The fact that Theme Hospital has a spiritual successor, Two Point Hospital, which continues to be relevant is another factor in this decision. Additionally, the fact that it is available on GOG and compatible with modern platforms adds further justification for the decision.
Why is it unreplaceable: The simulation depth that tracks individual patient satisfaction, treatment processes, and hospital finances whilst keeping the interface simple enough for casual players to understand. The economic model that balances staffing levels, equipment purchases, and hospital budgets in a manner that rewards both aggressive expansion and careful optimisation. The doctor design that permits players to create their own doctors, thereby providing creative freedom within medical constraints. The hospital management that necessitates strategic thinking regarding room assignment, staff deployment, and equipment placement. The progression system that unlocks new treatments, equipment, and rooms based on the success of the hospital and its reputation. The graphic feedback that clearly communicates the state of the hospital and the satisfaction of patients through simple yet effective graphics.
Does it still hold up? Incredibly well, considering how antiquated the graphics appear. The simulation systems still feel engaging and complex, the economic model still rewards strategic thought, and the creative elements still provide enjoyment. The interface undoubtedly appears out-of-date relative to modern management games, but the core concepts and mechanics demonstrate design principles that many modern simulation games fail to emulate. The tools for designing doctors remain enjoyable to use, and the progression system continues to motivate users. Most importantly, the game still effectively combines accessibility and depth in a manner that many modern management sims fail to do so.
Read David’s analysis of how Theme Hospital made simulation games accessible →

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