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Magic and technology are not only ideologically opposed, but literally, and this comes out in fabulous bits of world building as you play. If your character is a mage you have to ride in a special compartment on trains, 'lest the engine explode at your very presence! Oh, there's some sort of epic quest, assassins are after you and someone is trying to end the world, but you can handwave that away and concentrate on crisscrossing the world map, visiting cities and towns positively stuffed full of different sidequests: murder mysteries involving demons, stolen paintings, strange fiefdoms clinging on to weird Medievalism, all with branching solutions to choose from, and very little handholding from the game itself. It's a real feast for the imaginative roleplayer looking for fantasy larks that are a bit different than the norm.
What else should I be playing if I like this: The Enlightenment Trilogy represents the best of the rest of Ultima. It spans the games IV-VI and brought ethical questions and complicated the usual good vs evil conflicts that fantasy RPGs often rely on. Divinity: Original Sin 2, elsewhere in this list, isn't quite a spiritual successor but its intricate world owes an acknowledged debt to Ultima VII.
Monster Hunter: World is about being the most fashionably efficient beast killer in the jungle (or desert, or swamp). It has a story campaign about catching a gargantuan beast, along with some questionable ecological practices. But really this is a solid turn-your-brain-off tramp through a detailed landscape, full of slow, careful brawls with giant beasts after which you collect their skulls to wear as bone helmets.
A paradigm of both quantity and quality, and with a party system which evokes pen and paper roleplaying, this is basically your 1990s RPG comeback wish-dream made flesh. It is a bit rough around the edges when it comes to fights, but the extensive mythology, bags of choice and surfeit of side-quests more than makes up for this.
Stardew could have left it there, a straightforward life-swap about buying organic seeds and feeding the cat. But it also turned the whole surrounding town into a neighbourhood of gentle hobos, friendly fishermen, thick-skinned drunks, and more. There's never been a better time, either, as the 1.5 update that dropped at the start of 2021 added a whole new region, Ginger Island. It has new NPCs, events, minigames, and even a new questline involving multiple NPCs. There are loads of updates and improvements on the farm as well.If you have never dropped the weekly numbercrunch for the crunch of a good parsnip, you owe yourself a trip to the valley.
This homebrew RPG is laced with more jokes than a giant novelty Christmas cracker. Even its form and structure qualifies as one big laugh at the JRPGs too many of us think of as profound and timeless, while also somehow being a love letter to the same genre. You walk around and get in random battles, complete with a menu featuring the options to fight, use items, or flee.
And then, of course, there's the mods. It's not commonplace for Elder Scrolls games to receive tens of thousands of updates from its players, but keep in mind how remarkable it is that Skyrim's audience have written whole new questlines, re-balanced combat, introduced new genres, and prettified the entire world far beyond what Bethesda could hope to accomplish on their own. Buy Skyrim today and you could be playing it for the next decade.
What astounds most about The Witcher 3 is how human it can be. Where other RPG epics often lose their character's humanity among the fantasy heroics, Geralt and his friends continually draw the focus back down to earth. In the quiet (non-sexy) moments when they're alone between quests, and the playful banter as old friends reunite, you slowly realise how much you enjoy spending time with these people. That's still too rare, even among other well-written RPGs.
Not all the time, but there is a great deal of humanity scattered across The Witcher's vast and beautiful dark fantasy land, too. People's stories, their sadness, their requests that are not brazenly shouted from the rooftops, their moving gratitude for your help, and the small dilemmas and consequences you'll face as you go. In terms of being a roleplaying game, The Witcher 3 absolutely masters the wandering adventurer fantasy. The creators of the mechanical populations in Elder Scrolls and Fallout should regard it with some anxiety.
New in and straight to the top spot, it's 2022's Elden Ring. FromSoftware took aim at the open world RPG and put everyone else to shame with their first shot. Your ruined world this time is called the Lands Between, and you're a tarnished - a once-exiled citizen of the Lands Between, called back to restore order to the place by united fragments of the titular ring. True to form, each of these is being looked after by a big weird monster, with many other weirdo monsters to fight, scattered all over the incredibly big map. It's a bit daunting, even, the first time you fire the game up. There are no quest markers, merely a suggestion of which direction to explore. But as you adapt to this slight unexpected or disconcerting way of doing things, you see the advantages.
You can die, obviously, and the upgrade system is similar to other FromSoft games (in that you accrue an upgrade currency by killing enemies, but lose it if you die and have to find your corpse again to get it back). Combat is unforgiving, but you can approach it with speed, or tank through, and master the art of jump attacks and dodging. But either way, it's sort of impossible to fail in the Lands Between. Having trouble beating that wolf-monster? No problem! Head in another direction and have a crack at some crabs. If that king that is a heap of other people's limbs is giving you trouble, you could make your way around to the evil wizard school and see what's going on there.
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There is a storyline associated with the Endless Paths of Od Nua, but it is separate from the main plot. In Pillars of Eternity the player comes across the Endless Paths relatively early in their adventure. Access to all but the topmost level of the Endless Paths is barred by a magic door until completion of the quest The Old Watcher.
Overcame by grief, Od Nua desperately sought a way to bring him back. He summoned the greatest workers, mages, and servants, setting off on a daring quest to defy the Wheel, endlessly grinding souls into dust. Nothing came of it at first, just a series of false starts and wasted efforts. Neither Gabrannos nor Cabiros came up with a solution to his problem.The king grew anxious with the lack of results, worried that his son's soul might forever disappear beyond the Shroud, and permitted new methods to be tested, to better understand the soul. It took acts of terrifying barbarism to begin understanding the soul. Countless Engwithans were tortured to death in Od Nua's fortress, from stripping their souls in blight forges to shattering their souls under violent torture. Worse yet, they finally started making progress. The more the bone pits filled with remains of his subjects, the more did Od Nua and his folk understand about the soul and the closer did they come to finding the dividing line between life and death. Finally, Cabiros and his cabal of twelve wizards and animancers succeeded in their efforts. They found a way to find his son in the adra hub below his keep, in the well of souls buried beneath the earth.
The discovery convinced Od Nua that he was right and that all the atrocities committed thus far were a necessary sacrifice. The research continued under Cabiros' auspices, even as Gabrannos continued his twisted experiments with captive Engwithans and the elemental forges, while a master artisan by the name of Idros tackled the seemingly impossible task of creating a vessel capable of housing Maros Nua's soul. Combining soul magic with Engwithan skills in shaping and growing adra, he carved a mighty titan in Maros' likeness, using a statue as reference. Construction and research continued side by side for years, with Od Nua's wizards eventually mastering animancy: They could determine the precise manner in which a soul would crack and shatter, carefully place a fragment from one into another, and ultimately achieve immortality (or a close approximation thereof) by binding the soul to the body after it dies. Cabiros tested the procedure on himself after perfecting it on captive subjects of Od Nua, but soon discovered that the body still decomposed. In order to stay alive, he needed to feed on the essence of living people or adra. He perfected the spellwork, allowing the rest of his cabal to transition to fampyrhood, preying on Od Nua's subjects.[5]
The king was not pleased with the distraction. He knew he was nearing the end of his work and any distractions that delayed his reunification were unacceptable, not to him, not to the Children of the Wheel. Headed by the three sisters, Andara, Isarna, and Riomara, the Children of the Wheel were a cult that developed around Od Nua's teachings. Fanatically loyal, the Children not only devoutly served the king or great Father, but also used animancy to shape their own souls, tempering virtues and carving weakness from it. Many sacrificed their souls to power Od Nua's vast animat army, confident that once the Father's work is complete, he will bring them all back from the well of souls in the adra beneath the titan.
However, the deeds of Od Nua and his followers came at a price, not just to their souls. The people of Engwith suffered tremendously, used by the king and his cohorts like cattle or firewood in their experiments. Finally, as work on the titan neared completion, they had enough. Hundreds, perhaps thousands were sacrificed in Od Nua's quest, not just for research, but to imbue the very rock and metal of his stronghold with magic. The revolt swept the land just as Od Nua prepared for the final ritual, culminating in a daring assault on the very fortress. As the Engwithan rebels battered down the gates and slowly made their way through the levels of the stronghold, slowly unearthing the horrors left in the wake of their king's obsession, his own cohorts fractured. Cabiros and Gabrannos betrayed their king to save their own skin, letting them pass through to the lower levels. The remainder of Od Nua's forces formed a desperate defensive line on the lowest level of the stronghold, barring the way to the throne room and the titan staging area below. 2b1af7f3a8