Baldur's Gate 3
2023Baldur's Gate 3
A tabletop campaign given a budget, where almost every stupid idea you have actually works.
Games you play for what happens, not for the numbers going up. Strong writing, characters worth caring about, and an ending that lands. Sorted so the ones most people are looking for come first.
A tabletop campaign given a budget, where almost every stupid idea you have actually works.
The side quests are better written than most games' main stories. Budget accordingly.
A vast, quiet, hand-drawn ruin that trusts you to find your own way through it.
Slow on purpose. Give it the first six hours and the pace becomes the point.
Turn-based combat with real-time dodges and parries, wrapped in the most striking art direction in years.
Launched badly, rebuilt thoroughly. The version on shelves now is the one that was promised.
Climb anything, cook nonsense, ignore the plot for thirty hours. All of that is intended.
Medieval Bohemia with no dragons and no chosen one. Learning to fight is genuinely learning to fight.
Hands you a physics sandbox and a glue gun, then refuses to say what the solution is.
Two-player only, from the It Takes Two studio, and it throws away each good idea before you tire of it.
Two protagonists with genuinely different playstyles — one sneaks, one very much does not.
Faster and more aggressive than Hollow Knight. Worth the wait, which is not a low bar.
Not a souls game with a sword — a rhythm game about deflecting, wearing a souls game's coat.
Rebuilt from the ground up. Still the best-acted thing in the medium.
The swinging alone justifies it. You will take the long way across Manhattan every time.
Follows the wind instead of a minimap, which changes how the whole world reads.
Robot dinosaurs, and a mystery about how they got there that genuinely pays off.
Still a game about walking carefully while carrying too much, and still unlike anything else.
The moment-to-moment shooting is the best it has been since the original trilogy.
Part turn-based RPG, part calendar management, entirely the best-dressed game ever made.
Underwater survival that understands the scariest thing in the ocean is not being able to see.
No combat. You argue with the parts of your own mind and lose most of those arguments.
A new protagonist, a colder setting, and the same trick of letting the landscape do the navigating.
Two-player only, start to finish, and it invents a new mechanic roughly every ten minutes.
Knowledge is the only upgrade. Go in knowing nothing else and do not read about it.
Finishing it once is not finishing it. The credits are a checkpoint, not an ending.
Brutally precise, and gentle about it. The assist options are part of the design, not an apology.
The prettiest thing on this list, and the movement is as good as it looks.
Fifteen years on, still the gold standard for teaching mechanics without a tutorial.
Identify sixty corpses from frozen moments in time. Deduction, with no hand-holding whatsoever.
Endlessly generous. Every corner of every level has something hidden behind it.
Tight, tense, and confident enough to be short. Nothing here is padding.
A summer in a fire lookout tower and a voice on the radio. One evening, well spent.
Short stories about a family, each told with a completely different set of rules.
Every game here was added to the PlayNext catalog by hand and tagged individually. The order is editorial — a popularity weight set by a person, not an aggregate review score — so the games most people are actually looking for come first rather than whichever obscure title happens to have a 9.4 average from forty ratings.
Length estimates are how long the game takes to finish, or to feel done with if it doesn't end. Use the game finder to narrow any of these lists further by time and budget.
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