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THE BEST NARRATIVE GAMES OF ALL TIME

The older I get, the less patience I have for the argument that video games can't do story as well as movies or books. Usually the people making that argument have played about four games, and two of them were Call of Duty campaigns. The actual truth is that the best narrative games aren't trying to compete with film or prose at all. They're doing something neither of those mediums can touch, which is handing you the controller and making you complicit.

That's the whole thing. The best stories in gaming aren't just good stories that happen to be wrapped in a game. They are stories that only work BECAUSE they're games, because you pressed the button, because you spent forty hours with a character before the thing happened, because you had to keep playing to find out what you had done. Take away the interactivity and they collapse. A book version of What Remains of Edith Finch would be a short story collection. A movie version of Disco Elysium would be unwatchable. These things exist the way they exist because they're games, and arguing that they'd be better as something else is like arguing that a song would be better as a painting.

Here's my list. I've played all of these multiple times. I have opinions.

The Last of Us

I know, I know, everyone picks The Last of Us, it's the obvious answer, it's on every list, etc. I don't care. It's still the best example of what this medium can do when it gets serious about character writing. Joel and Ellie are the two most fully realized characters in video game history, and that isn't even a close race.

The thing that separates The Last of Us from the ten thousand zombie apocalypse stories that came before it is that the zombies are barely the point. The real horror of the game is watching Joel slowly open up to this kid and knowing, somewhere in your gut, that the universe is going to make him pay for it. The hospital sequence at the end is the most quietly devastating thing I've ever played, and the part that makes it work isn't the violence, it's that you understand exactly why he's doing what he's doing, and you might even agree with him, and that's the problem.

The gameplay is solid survival horror stuff. The writing is what makes it a masterpiece. Naughty Dog went and cast actors who could carry scenes with just their eyes, then spent years refining the motion capture until you forgot you were watching a performance at all.

The Last of Us Part 2

This one got review-bombed by people who were mad about plot choices they learned from leaked cutscenes, and the whole discourse around its release was so toxic that I think a lot of people missed what the actual game is doing. Part 2 is a game about how revenge eats you from the inside out, and it uses its structure to force you to feel that decay firsthand.

The thing people complain about, having to play as the person who killed a character you loved, is the entire point of the game. You don't get to just hate her. The game makes you live inside her head for twelve hours until you understand her, and then it cuts back to the person you thought you were rooting for, and you realize they've become the villain of someone else's story. That's a trick you can only pull off in a game, because only a game can force you to embody perspective rather than just observe it.

It's a harder, uglier, less satisfying game than the first one. It's also a braver piece of writing. The ending still wrecks me every time.

Red Dead Redemption 2

Red Dead 2 is an almost hundred hour game that could have been six hours and would still work, because the story is all in the small moments between the big ones. Arthur Morgan is the best protagonist Rockstar has ever written, which is saying something given they also wrote Niko Bellic and the Michael-Trevor-Franklin trio. The difference is that Arthur doesn't know he's the protagonist. He thinks he's the right-hand man to a man he's slowly realizing isn't who he thought.

The game uses its scale to earn its emotional beats. You spend so much time with the camp, doing chores, listening to people's stories around the fire, that when things start falling apart, the loss is specific. It's not abstract gang members dying, it's Hosea, it's Lenny, it's Sean. You knew these people. You fished with them. The slow collapse hits differently because you watched it happen in real time across dozens of in-game weeks.

The tuberculosis diagnosis is the moment the whole game turns, and Rockstar had the confidence to play it straight instead of building a twist around it. Arthur knows he's dying. You know he's dying. And now you get to decide what kind of man he's going to be in the time he has left. That's the game.

God of War (2018)

I had basically written Kratos off as a bald screaming man from the PS2 era, and then Santa Monica made a game about fatherhood and grief that made me cry twice. The reinvention worked because they didn't pretend the old games didn't happen. Kratos is still the guy who killed the Greek pantheon. He's just older now, and he has a son, and he's trying not to raise another version of himself.

The relationship between Kratos and Atreus is the spine of the game, and the way it develops across the runtime is some of the best character writing in the medium. Atreus starts off annoying on purpose, and by the end you'd die for the kid. The scene where Kratos finally tells him who they really are is worth the entire game.

Ragnarok is good too, but the first one is the miracle. You don't get to reinvent a franchise that dramatically and have it actually work. They pulled it off.

What Remains of Edith Finch

Edith Finch is ninety minutes long and it's better than most prestige TV seasons. It's a collection of vignettes about every member of a cursed family, each told in a completely different mechanical style, and every single one of them lands. The cannery sequence where you're filleting fish while daydreaming is maybe the single best use of split-attention gameplay in the history of the medium, and if you've played it you know exactly the one I mean.

The game is about how stories are how we process loss, and how each family member's death gets mythologized by the survivors into something it probably wasn't. It's also about the quiet horror of inherited trauma. It does all of this without ever feeling preachy, because the mechanics are doing the work the text would otherwise have to do.

Short games get dismissed a lot. Edith Finch is the argument for why that's stupid. Every minute of it earns its place.

Disco Elysium

Disco Elysium is the best written video game ever made. I'll fight anyone who disagrees. It's a detective RPG where the main mechanics are talking to people, arguing with the voices in your own head, and failing skill checks that reshape your personality. You play a cop who has drunk himself into amnesia, and you're piecing together both a murder case and the question of what kind of person you used to be, which might turn out to be the same question.

The prose is funnier, sadder, and more politically sharp than anything else in gaming, and most of the prose in prestige literary fiction for that matter. It takes ideology seriously as a thing that happens to people. Your character can become a communist, a fascist, a centrist liberal, or a nihilist, and the game has specific, textured writing for each of those paths that feels like it was written by someone who has actually met those kinds of people.

It's also genuinely a game. The skill system isn't just flavor, it determines what dialogue options you can even see, which means two players having wildly different experiences isn't just marketing talk, it's structural. I've played through it three times and I still don't think I've seen half of it.

If you want more on games that build out entire worldviews through mechanics, I went deep on top RPG world building elsewhere and Disco Elysium is the shining example.

Gone Home

Gone Home got unfairly backlashed when it came out because a bunch of people decided that a short narrative game about a family wasn't a "real" game. This was dumb then and it's dumb now. Gone Home is a perfectly constructed piece of environmental storytelling, and it does something in ninety minutes that most games fail to do in forty hours, which is make you care about a family you never see.

The whole game is exploring an empty house and piecing together what's happened to your sister. There's no combat, no puzzles beyond figuring out where the next note is. And by the time you reach the attic, you understand this kid completely, and the ending hits like a punch you didn't see coming. The house is the story. Everything you need to know is in the rooms.

The Fullbright team more or less invented a whole subgenre with this one, and a lot of the "walking simulators" that came after wouldn't exist without it.

Firewatch

Firewatch is a game about two lonely adults who develop a relationship over the radio while one of them works a fire lookout tower in the Wyoming wilderness. That's the whole elevator pitch, and it shouldn't work. It absolutely works.

The voice acting is so good it feels like eavesdropping. Rich Sommer and Cissy Jones have the kind of chemistry that's impossible to fake, and most of the game is just you and her voice while you wander through the most beautiful forest environment ever rendered. The plot goes somewhere weird in the back half that some people hate. I don't hate it, but I get the complaint. What I care about is the relationship, and the relationship is flawless.

Firewatch is also one of the most quietly sad games I've played. It's about people who are running from things, and the tower is just the latest place they're running to. You figure that out slowly, through conversation, and by the time the game ends you feel like you've actually known these people.

Silent Hill 2

Twenty years later, Silent Hill 2 is still the benchmark for psychological horror in games. Nothing has come close to matching what it does. The whole game is an externalized dream of one man's guilt, and every monster, every location, every other character you meet turns out to be a manifestation of something he's refusing to face. The ending recontextualizes the entire experience.

What's wild is that the game was made in 2001 with extremely limited tools, and the writing and direction are still sharper than most things being made now. The fog was originally a hardware limitation, and Team Silent turned it into one of the most evocative atmospheres in gaming history. Constraints breed creativity, apparently.

The 2024 remake is actually excellent and preserves what matters, but the original is the one that changed the genre. Everything that came after, from the psychological horror boom of the PS3 era to the indie horror renaissance happening right now, is downstream of this game.

Return of the Obra Dinn

Obra Dinn is Lucas Pope's follow-up to Papers Please, and it's a detective game where you have to figure out the fate of sixty crew members of a ship that appeared in harbor with nobody alive on it. You have a magic pocket watch that lets you see the moment of each person's death, and you have to piece together who everyone is, how they died, and who did it.

The genius is that the game trusts you. It doesn't hand-hold, it doesn't give you waypoints, it just sets the puzzle in front of you and lets you struggle. And when you crack a hard one, when you realize that the Filipino topman and the Indian passenger switched hammocks, or whatever specific detail finally clicks, the payoff is enormous. It's the closest a game has ever gotten to making me feel like a real detective.

It's also gorgeous in that weird one-bit dithered style that shouldn't work and does. Pope is one of the best game designers alive and Obra Dinn is his masterpiece.

Planescape Torment

Planescape Torment is thirty years old and nobody has out-written it. It's a CRPG where you play an immortal amnesiac trying to figure out who he was, and the central question the game asks is "what can change the nature of a man?" which sounds corny until you're twenty hours in and every character you meet has a different answer and none of them are satisfying.

The prose is dense in a way that modern games don't dare. Individual item descriptions are better than most novels. There's more text in this game than in most trilogies. And the setting, Sigil, the city of doors, is the most imaginative fantasy setting ever put to code. It's not Tolkien. It's nothing like Tolkien. It's its own thing and it's glorious.

The combat is bad. Everyone admits this. You play it anyway, because the writing is doing things nothing else does.

Undertale

Toby Fox made Undertale essentially by himself, and it has the best understanding of its own medium of almost any game I can name. The whole thing is built on the premise that you, the player, are making choices the characters can see and remember. The fourth wall is not just broken, it's weaponized. Characters know you've reloaded. They know you've killed people you later spared. The game punishes and rewards based on your metatextual behavior, and the genocide route is one of the most genuinely uncomfortable experiences in gaming because of it.

The music is better than it has any right to be. The pixel art is more expressive than most AAA animation. And the final boss of the pacifist route is one of the great emotional climaxes in the medium, which is impressive for a game that started as a deconstruction of bullet hell combat.

Undertale is also the purest example of a story that only works because it's a game. You cannot adapt it. The whole point is the interaction.

What Actually Makes These Work

I've been making this list for years in my head, and the thing I keep coming back to is that the common thread isn't genre, budget, or length. It's intentionality. Every game on this list knows exactly what it is and uses the medium on purpose.

The writing has to be good, obviously. Bad prose kills a narrative game faster than bad animation. But the voice acting matters almost as much, because interactive pacing means scenes have to land on the first take, and weak performances break the spell immediately. Ashley Johnson in The Last of Us, Abbie Heppe in Firewatch, Roger Clark in Red Dead, all of them are doing acting work that's as good as anything on prestige TV.

Pacing is where most narrative games fall apart. You can write the best script in the world, but if you bury it under ten hours of filler combat, nobody is going to feel the beats the way they're supposed to land. The games on this list all understand pacing in a game-specific sense, which is different from movie pacing. It's about the rhythm of agency, when you give the player control and when you take it away, when you let them wander and when you push them forward.

And the last thing, the most important thing, is consequence. Not branching necessarily, but the sense that what you're doing matters inside the world. That can be mechanical, like in branching narrative games where your choices shape the ending. It can be emotional, where the game makes you feel the weight of your actions even if the plot is fixed. Either way works. What doesn't work is when the game telegraphs that none of it matters, because then why are you playing.

The best narrative games use the medium to tell stories that couldn't exist any other way. That's the whole bar. Everything else is decoration.

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