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#16 in Video Games of All Time
of 19 ranked entries
Square · 1995
A dream-team credit list — Sakaguchi, Horii and Toriyama together — built a time-travel RPG with no random encounters and multiple genuine endings, a level of structural ambition the 16-bit era rarely attempted. Recorded specifics: released 1995, developer Square, genre RPG. Panel highlighted multiple genuine endings based on player choices, rare for its era, no random encounters — every fight is visible and avoidable and a "New Game+" mode that pioneered a now-standard replay feature. The reservation on record is limited Western availability for years kept it a comparatively niche classic.
Score breakdown
Each criterion is scored independently, then combined using the weights published on Video Games of All Time.
On the record
| Released | 1995 |
|---|---|
| Developer | Square |
| Genre | RPG |
| Rating | 9.2 |
Panel verdict
What it gets right
Where it gives ground
1 appearance
From the same list
Nintendo · 1985
Miyamoto built a physics engine out of a single jump arc and taught an entire generation to read a 2D screen for hidden depth. Released two years after the 1983 crash, it single-handedly convinced retailers video games were not a fad.
Nintendo · 1998
Miyamoto and Aonuma solved the problem of 3D combat by inventing Z-targeting, a lock-on system so intuitive that virtually every action game made since has some version of it.
Alexey Pajitnov · 1984
Pajitnov built it on a Soviet government computer with no thought of commercial release, and the legal fight over its rights afterward is nearly as dramatic as the puzzle logic itself, which needed zero revision to remain perfect four decades later.
Valve · 2004
Valve built the Gravity Gun and then quietly proved physics-based puzzle combat could carry an entire shooter, embedding every plot beat inside the action instead of cutting away to deliver it.
id Software · 1993
id Software built a shareware distribution model as radical as the engine itself, and the sheer speed of the movement — running and gunning in full 3D space at a moment most games still crawled — created the first-person shooter genre by example.
CD Projekt Red · 2015
CD Projekt Red built side quests with the narrative density most studios reserve for main storylines, and the Bloody Baron questline alone is frequently cited as the best single piece of writing in the genre.
Nintendo · 1996
Nintendo solved the 3D camera problem that had stumped the entire industry by building the camera as a controllable character in its own right, and the analog-stick movement it introduced is still the template every 3D platformer uses.
FromSoftware · 2011
Miyazaki built a difficulty curve with almost no hand-holding and let environmental storytelling — item descriptions, ruined architecture — carry the entire plot, spawning a subgenre now simply called "soulslike."
Top 49 rankings are editorial. Scores are produced from the published criteria on each list and are refreshed on the cadence stated there. Figures shown across this section are curated demonstration data.