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My family owned a SNES with a converter and a chipped PS1 so we could play US and Japanese releases. We also had region-free Game Boy and Game Boy Color. Unfortunately I cannot recall any of the few PC games we had.

My favorites:

Final Fantasy Adventure (aka Seiken Densetsu, GB)
Secret of Mana (aka Seiken Densetsu 2, SNES)
Seiken Densetsu 3 (SFAM)

*These are listed first because I ended up importing Seiken Densetsu Collection for Switch last year. :p

Ultima II Runes of Virtue (GB)
Final Fantasy Legend II (aka SaGa, GB)
Lufia and the Fortress of Doom (SNES)
Estpolis 2 (aka Lufia 2, SFAM)
Chrono Trigger (SNES)
Dragon Quest III (SFAM and GBC)
Breath of Fire (SNES)
Breath of Fire II (SNES)
Final Fantasy II (aka FFIV, SNES)
Final Fantasy V (SFAM)
Final Fantasy III (aka FFVI, SNES)
Arc the Lad II (PS1)

I'm pretty sure these are all 90s. Sorry if any late 80s, early-2000s slipped in!
Post edited November 01, 2018 by meinterra
I can't believe no one mentioned Suikoden 2.
Final Fantasy Tactics - I keep saying it in other places, but it's one game I'd sell my soul to guarantee Square to put a PC port out for. I'd even settle for a War of the Lions port if they deny the original.

Xenogears - I don't care what anyone says critical about the last half of the game, it was awesome. This is the other game I'd sign over my soul for a PC port to happen. People can have their Xenosagas and their Xenoblades, just give me Xenogears and I'll go to my grave a satisfied fool.

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Cambrey: I can't believe no one mentioned Suikoden 2.
I can't believe you didn't just mention both Suikoden and Suikoden 2. Also - THANKS - every time I see it, I just start humming Suikoden tunes throughout the entire day.
Post edited November 01, 2018 by TheMonkofDestiny
Well, you did not specify if you mean PC or console RPGs or if Action RPGs would count too. But you have a bunch to choose from, but some are very difficult and expensive to get hold of these days.

Final Fantasy 4, 5, 6.
Dragon Quest 4, 5, 6
Secret of Evermore
Secret of Mana
Earthbound
Suikoden 1 and 2
Phantasy Star 3 and 4
Final Fantasy Tactics
Ogre Battle
Chrono Trigger
Alundra
Legend of Zelda A Link to the Past
Super Mario RPG
Diablo
Shining Force
Grandia
Post edited November 01, 2018 by MajicMan
Fallout 1 & 2
Eye of the Beholder 2
Dungeon Hack
Lands of Lore
Diablo
Daggerfall
Chrono Trigger
Final Fantasy IV
Final Fantasy VI
Lufia 2
What really makes a good rpg?

I've played (not necessary finished) most of the titles mentioned in this thread.. and, honestly, I think most of these games bore me :( The SNES ones in particular. Lush worlds, nice music, yeah, I want to love them. But the gameplay gets incredibly repetitive in just the first hour.
Post edited November 01, 2018 by clarry
Darklands - I haven't played it but it's on my backlog because of this review:

This review is written through the lens not of someone who played Darklands back when it first came out and has loved it ever since, but indeed by a player who only first learned about it from GOG and has spent a very modest amount of time (roughly three hours so far) with it. Hopefully this will serve as an objective look at a game that deserves to be played, and will help decide anyone else who, like me, had never heard of it before. It always surprises and pleases me when a game pops up on GOG which I've never heard of, but which is right up my alley in all the right ways. Darklands is such a game; as a long-time fan of both CRPGs, pen-and-paper roleplaying games, and any game or story with a dark or unique setting, I was more than willing to drop six bucks to try something new. While the modest-sized installer package was downloading, I also downloaded the included manual (as usual a superb quality PDF scan of the original) to take a look and see what I was in for. Within moments it was clear that I was in for something unique. Unlike most fantasy CRPGs of the era, Darklands does not take place in some grandiloquently named fantasy continent, but rather in the 15th century of the Germany of our very own Earth. It's a dark and mystical Germany filled with magical beasts and heretical witches and alchemical magic, but it is Germany nonetheless. It is immediately apparent from both the manual and gameplay that great pains were taken to root the world of Darklands in history; the currency is a bafflingly archaic system of pfenniges and groschen and florins, and time is kept in three hour increments according to the prayer routines of the then-prolific churches and monasteries. The game is also sprinkled with German terms, for which a lexicon is included at the end of the manual. These touches, among many others, immediately help to set Darklands apart from other games. But I've dwelled on setting enough; let's get down to brass tacks. In traditional RPG fashion, you will begin your adventure by creating a party of four adventurers (unless you use the quick-start pregenerated characters, but... come on now). To my surprise and delight, I found that generating characters was not based on choosing a class and rolling a row of attribute scores, but rather by choosing your character's upbringing and history. You start with how they were raised (nobility, urban aristocracy, rural commoner, etcetera) and move on to choosing their careers. Career choices start at age fifteen, consume five years of your character's pre-adventure lifetime, and determine what skills they were exposed to and which can be improved with allotted experience points. You can stop after one career choice or continue on for more and more five-year increments, starting the character late in their life with considerably more experience and equipment, but also that much closer to retirement age (which, apparently, can be reached through the course of gameplay). So you've fleshed out your four adventurers and are ready to begin. You start your adventure for glory and virtue with a text-based backstory scene in a tavern of a randomly selected German city in which your characters swear fealty to one another. It's a nice little moment that gives the party a sense of humanity and kinship, and serves as as good a starting point as any. From here, gameplay seems to take place mostly in three different forms; text-based encounters, the world map, and combat encounters. The text-based encounters are perhaps my favorite part about the game. Whenever something happens that isn't combat, you are presented with a screen full of writing lain over a beautiful pixel-watercolor scene and a number of options that take into account your many options and the capabilities of your characters. These encounters are what, to me, make the game feel most like a true role-playing game; they're more detailed and encompassing than a simple dialogue tree, and immediately bring to mind an actual tabletop RPG, or one of those old 'Lone Wolf' choose your own adventure books. Success or failure is usually determined by the skill of your characters (the game will automatically choose whoever is best suited for whichever option you select to take charge; brute character prying open the bars, charming rogue smooth-talking the guards, and such like), and there is the option to hold the Shift key while mousing over an option to get a vague idea of your chances of success or failure in times of doubt. Without these encounters, the game would not be nearly the stand-out experience it is in my mind. Combat will be instantly familiar to anyone who has played Baldur's Gate or any similar CRPG; your characters act in real-time on an isometric battlefield, and you can hit the Space bar at any time to pause the battle and issue orders. It's worth noting that I've never been a fan of this system and have always preferred turn-based, if only because I'm terrible at BG-style combat. However, the game does a great job of giving you many tactical options, and is paced well enough that you'll seldom get lost in the fray. Your beloved characters are also fairly autonomous, and can usually be trusted to act intelligently (or at least not self-destructively) when they've carried out your orders and are left to their own devices. You may be wondering about the magic and fantasy elements of this deeply historical game; fear not, adventurer, for they are most certainly present, but not in the usual way. Magic is wielded by your characters in one of two ways; the brewing of alchemical potions, or prayer by the religiously inclined to the holy Saints (of which there are many). If you're hoping to sling fireballs helter-skelter and flash-fry kobolds with arcs of chain lightning, Darklands will disappoint you. Magic of either flavor is a slow, deliberate, and often expensive process. The saints and alchemical formulae must be studied or purchased throughout the world, and in the case of alchemy, potions must be produced with all of their various ingredients, which can become exorbitantly expensive. I have had little experience with either system myself thus far, but in theory, I love them both. They are nothing if not true to the theme that Darklands works so hard to establish, and they serve to enhance the game rather than dominate it. It must be said that this game is not for the faint of heart. Like many other older CRPGs, it will take a time commitment to learn this game, its language and its movements and its ins-and-outs. Healing your characters takes a long time, there are a good many terms to be learned, and money is not at all easy to come by, at least not in the early game. If you're like me, you might have to work to let yourself become engrossed by it. However, once it has you, Darklands leaves its mark and becomes a constant source of enjoyment, excitement and surprise. Dark, unique, realistic and rewarding, Darklands is an excellent and impressive game, and any CRPG fan will find their six dollars more than well spent.
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supplementscene: Darklands - I haven't played it but it's on my backlog because of this review:

[..]
Holy wool of text. I can't read that.
Oh jeez, as the person above said you didn't specify whether you were interested in action, turn based or Strat.

There are so many to choose from:

Final Fantasy 6
Chrono Trigger
Secret Of Evermore(underrated and mostly crapped on by Square fans)
Final Fantasy 4
SoulBlazer(heard Terranigma is good though "Illusion Of Gaia" can feel repetitive)
7th Saga(though it has level grinding it has some of the first truly separate storylines depending on the character you pick in terms of the first Japanese to Western port of a JRPG. There may be some that precede this, but only in Japan. SaGa Frontier came out after this).
Brainlord(nice little action RPG with puzzle elements)
Generally you can't go wrong with a Dragon Quest.
Dragon Force for Strategy, even if you don't like Strategy RPG's(It's like crack. Has a detailed and unique story for whichever character you pick for this game and more unlock after completion so it has quite a bit of replay value).
Panzer Dragoon Saga
Lunar
Alundra
Breath Of Fire 1 and 2(I like some of the characters better in 1 but 2 has a superior plot that I'm surprised Capcom didn't censor more)
Cadash(I know it's an arcade game but I would argue it's an Action RPG)

PC RPG's...
I'm suffering from Anomia here, someone said it was a "Spiritual Successor" to Ultima Underworld in 3D. That one is very addicting. It takes place with everything underground. It also had an XBox port.
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clarry: Holy wool of text. I can't read that.
Ain't it lovely how GOG decided to remove paragraph breaks in reviews and display all as a wall of text?
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clarry: What really makes a good rpg?
Something that provides an engaging story is what I prefer. What's the point of playing a role in a story that gives little more than a turd hair about keeping you invested in it? And yes, I ask that fully aware of the increasing freedom given in RPG titles to the player to essentially avoid all hard-scripted story if they so choose and practically run around playing out their own scenarios.

A system of gameplay that's accessible is also a plus. While there's a lot to be said for the death through a thousand sub-menus or the gain skill points, agonize hours over where to plop them approaches, something as straightforward as "encounter enemies, level up, soldier on" as it were is also good (the "if it ain't broke" approach, I suppose).

Everything else is a plus - music, art design, sounds (voice acting, etc.) that, if presented in a way that shows effort was (at least) put forth in it all, helps to make for a good RPG/RPG experience overall.

I fully understand why that irritates some people (many of the Final Fantasy titles' random encounters alone probably put some people on the brink of PTSD-like troubles), however.
Post edited November 01, 2018 by TheMonkofDestiny
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clarry: What really makes a good rpg?
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TheMonkofDestiny: Something that provides an engaging story is what I prefer.
Then what has really engaging story? That's a sore point for many games, in my experience. Games, old games in particular, tend to be not very good storytellers. Back in the past, the bar for what passed as a story was really low, and characters would do little more than pantomime of a stereotype in an attempt to convince the player that yes, they are a character, and somewhere on the character sheet they'd written down whether they're evil or good, or calm or aggressive, or something equally deep. Yes game, we know you have a character, I can see that, now try to engage me, give them some depth..

That's when we get to the turn of the millenia and it's a step up.. to something that resembles 15-year-olds practicing live action roleplay in their backyard. (I'm thinking of KOTOR here) :( (Also, I have experience with LARP in a backyard when I was fifteen or so, together with the other nerds from school. It was not glorious.)

I guess there are some oldish non-rpg games with good storytelling though. Max Payne? Tex Murphy series? I don't know..

Movies have it good, since they can focus on story, and they only need to do it for a couple hours, and they don't risk losing the viewer during the filler (repetitive gameplay).

Stories are a sore point for me personally too, however. I don't know what's a good story. Most if not all of them end up disappointing me.
Post edited November 02, 2018 by clarry
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clarry: Then what has really engaging story?
I'd say a good story is one you end up caring for, being involved in. Having a connection with the characters is likely important, but not necessarily, and definitely not only. In the end, what that requires for each may differ greatly. Doubt PS:T can't be denied a top place in the category though. BaK would also have my vote, recall saying it felt like playing a book.
At the same time, sometimes it may be a matter of a good atmosphere that pulls you in, not necessarily of a specific narrative.
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clarry: Then what has really engaging story? That's a sore point for many games, in my experience.
For me to answer it, it would just be things that I enjoy - certainly things that don't apply to everyone much like my previous response regarding common RPG game complaints (gluts of random encounters, too simple progression systems, etc).

The better potential approach for you to answer it would be to (maybe?) examine/re-examine the games you personally like and if you found yourself invested in their story enough to see it through to its conclusion, then you can determine how it managed to keep you engaged.

However, since I did mention it I guess I can use Suikoden as an example of a game with a story that kept me engaged from start to finish (on multiple plays, at that). Even with a massive (for the time) roster of available characters (whether they could be actively "played" or not), I found myself invested in all 108 of their stories whether they actively helped further the larger story forward or not and without regard to whether the characters themselves were just essentially "same types" in different wrappers as it were. However, that's just my experience with it.
Here's my thoughts on the Dragon Quest games from the decade:

Dragon Quest 1: The original version was not released this decade, but the SFC and GBC versions were. I actually prefer the original for when I want the game to last; the remakes drastically increased experience and gold awards from enemies, making the game *much* shorter. Of the remakes, the SFC version has better graphics, but I actually prefer the music in the GBC version; I think Sugiyama overused strings in the SFC music tracks.

Dragon Quest 2: The NES version got released in the US in 1990, so it actually does fit. This version is rather brutal, one of the most brutal JRPGs out there. The remakes toned it down, so that most of the game is too easy, but the area near the final castle is a bit more fair (particularly with two party members learning Revive in the remake). One thing to note is that, near the end of the game, certain enemies love to use multi-target instant death attacks; there are even a couple enemies (one being a miniboss) that can cast a spell that, if it is allowed to go off, is an automatic game over. Again, I prefer the GBC soundtrack to the SFC one. (Parts of the SFC soundtrack sound too much like Dragon Quest 5, and don't feel like they fit this game.)

Dragon Quest 3: The NES version has some ugly mechanics (using seeds to boost vitality/intelligence will actually hurt HP/MP growth, for example) and some nasty bugs, so I don't recommend it. The SFC version, however, is great from what I have seen, and there I think the soundtrack is better than the GBC version's (still good) soundtrack. The GBC version was not released in the 90s, but if you are looking into it, avoid the Japanese version because of bugs; the US version fixed them (though a fix for a minor bug introduced what's known as the Pachisi glitch, so be aware of it and maybe reset if you lose STR during Pachisi). The game has a class change system similar to the early Wizardry games.

Dragon Quest 4: A nice game that didn't get remade in the 90s. I enjoyed it, but some players might not like the fact that you can't directly control your companions. On the other hand, this DQ game has the only female character in the series who is not a spellcaster, and the chapters give you different experiences of the lower level portion of the game.

Dragon Quest 5: This game is, IMO, a low point in the series. The plot and characters are too heteronormative, the party size is limited to 3, and getting certain monsters to join your party is too RNG dependent.

Draogn Quest 6: I really do like this game, with its class system which is sort of like Final Fantasy 5's (with the main difference being that you don't have any limit on what abilities you can equip), and the ability to recruit monsters, but without doing so being as necessary as in DQ5. Game still doesn't let you play as a girl (3 and 4 do, 5 through 8 do not), unfortunately.