Complete the Half-Life: Opposing Force expansion, a first-person shooter set in the Half-Life universe
Complete the Half-Life: Blue Shift expansion, a first-person shooter set in the Half-Life universe
Three named alien hunters who remember your fights, plus three resistance factions to answer them.
Zion Canyon, a Mormon missionary and the Burned Man everyone in the Mojave talks about.
Ulysses finally explains why he has been following you, at the end of the Divide.
The Sierra Madre casino, a bomb collar and three companions you should not trust; the DLC people argue about.
Nine generals with their own armies, and the challenge ladder that is still played competitively.
Back to Solstheim to face Miraak, the first Dragonborn, and learn to ride a dragon.
Corporations, espionage, random events and the Advanced Start - widely held to be the best expansion the series has had.
The walled city of Mournhold and an audience with a living god who has stopped answering prayers.
Three Native American civilisations, war chiefs and fire pits; the first Age III expansion.
China, Japan and India, each winning by building a wonder rather than collecting one.
Rome added to the 1997 original, with four campaigns and the units that fixed its worst balance.
Solstheim in the snow, a werewolf questline and the first Elder Scrolls expansion with a build-a-colony thread.
Durlagโs Tower and three more areas for the first game, still the hardest dungeon BioWare built.
Nine scenarios from the Peloponnesian War to the Pacific, and the rules changes that made Civ III worth returning to.
Golden and dark ages, loyalty that can flip a city to a neighbour, and governors to hold it.
Red Alert 2โs expansion adds a third faction of mind control, and time travel to undo it.
Sheogorathโs realm split between Mania and Dementia, and the best writing Bethesda has published.
Trade routes, world congress and a culture victory you win with tourism; the expansion that finished Civ V.
The expansion that ends the Bhaalspawn saga, with Watcherโs Keep and levels past the original cap.
Religion and espionage return, and combat is rebuilt around the hex map the base game shipped with.
The expansion that ends the Tiberian Sun story, with CABAL turning on both sides.
The expansion adds the Atlanteans and the titan you spend the whole game trying to release.
Great Generals, vassal states and six warlike scenarios; the first of the two expansions Civ IV is now sold with.
Vikings fight for glory in a doomed world, with drafted powers each age.
The expansion that gives Catan a real mid-game and a barbarian clock.
Four zones underground beneath Khaz Algar, and warbands that share progress across every character on the account.
Twelve missions a side on Draenor, with named heroes who stay dead if you lose them.
Deathwing rips the old world apart, so every zone from 2004 is rebuilt around the damage.
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