The same story from the other side, with a save file imported from the first game to finish it.
Race for pink slips: lose and the other driver drives your car home.
Four more campaigns and a shelf of new artefacts bolted onto Heroes II by Cyberlore in 1997.
GDI against the Brotherhood of Nod over tiberium, briefed by actors on video; Westwood, 1995.
A war of succession in Ivalice fought on isometric grids, with job classes and a script about class.
The revert, so a vert line never has to end; Canada, Airport and a soundtrack led by Motorhead.
A hero with no arms or legs against a pirate occupation; the 3D platformer that made the leap cleanly.
The heroes walk onto the battlefield and fight in person, the one change the series never repeated.
The same city seen by an adult magazine reporter, in the timeline Innocent Sin left behind.
Fly for the Rebellion in 1993, managing shields and laser power by keyboard; the sim TIE Fighter answers.
RECS builds a fresh course out of a typed-in code, so the trilogy closes with a track generator.
Time periods instead of islands, plus a motorbike, a jet ski and a plane; the best of the Naughty Dog three.
Two Esprits on a split screen, a password between rounds and a Barry Leitch soundtrack; Magnetic Fields, 1990.
A lombax, a robot on his back and a catalogue of weapons to buy; Insomniac start the run in 2002.
Avalar, a talking guidebook and orbs earned from side quests; the sequel that added a reason to explore.
An arcade mode that finally puts a rival on the stage beside you, over the championship the first game shipped with.
Roxas for the first hours, then Sora with drive forms; the combat that made the series worth defending.
47 leaves the asylum for Hong Kong and Budapest, with no saves and a garrotte; the series working itself out.
The two-minute timer dropped for open parks where the pros skating beside you hand out the goals.
A qualifying campaign for every nation on the way to France, and Blur playing Song 2 over the menu.
The first of the run without the official WRC licence, so every car carries an invented livery.
Squads, a commander calling in artillery and 64 players on Karkand; the modern-combat Battlefield.
Dante against his brother up a tower, with four switchable combat styles; the template the genre still uses.
A run button, dial-a-combo chains and no ninjas, which Ultimate Mortal Kombat 3 put back the same year.
Occult SS experiments and the castle to escape again, this time on the Quake III engine.
The 1994 original: two campaigns in Azeroth, mouse-driven, before anybody had heard of the setting.
The 1995 original: four towns, a hero who carries an army between them and a week that ends when everyone has moved.
The first Colin McRae on the Xbox, rebuilt for the PlayStation 2 generation around a Ford Focus.
A damage model that scratches the paint before it bends the panels, and a career that promotes you between championships.
Step off the board and walk, build your own skater and steal a car; the series turns into a story.
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