Part 2: 11 Isometric RPGs with the best RPG Elements.
- Games Multireviews
- Mar 14, 2019
- 3 min read
Updated: Mar 15, 2019
WARNING. THE FOLLOWING RANKING IS SUBJECTIVE.
This time around we will list the best 11 ISOMETRIC RPGS. The following parameters will change, since the key reading of this genre of rpgs is vastly different from the action ones.
> Design of the quests;
> Complexity of the choices;
> Number of the choices and role-play options;
> Writing;
> How the writing effects the decisions;
> Quality of the choices;
> Effects of the player's decisions;
> Complexity of the ending;
DIVINITY: Original Sin 2

> Design of the quests; SIMPLE/AVERAGE/GOOD/COMPLEX
> Complexity of the choices; EASY/AVERAGE/GOOD/COMPLEX
> Number of the choices and role-play options; LINEAR/FEW/NORMAL/NUMEROUS
> Writing; DIRECT/SIMPLE/AVEREGE/GOOD/MASTER
> How the writing effects the decisions; BAD/AVAREGE/GOOD/COMPLEX
> Quality of the choices; BAD/AVERAGE/GOOD/MASTER
> Effects of the player's decisions; ABSENT/A FEW/COMPLEX/OVERWHELMING
> Complexity of the ending; SIMPLE/AVERAGE/GOOD/COMPLEX
NEVERWINTER NIGHT

> Design of the quests; SIMPLE/AVERAGE/GOOD/COMPLEX
> Complexity of the choices; EASY/AVERAGE/GOOD/COMPLEX
> Number of the choices and role-play options; LINEAR/FEW/NORMAL/NUMEROUS
> Writing; DIRECT/SIMPLE/AVEREGE/GOOD/MASTER
> How the writing effects the decisions; BAD/AVAREGE/GOOD/COMPLEX
> Quality of the choices; BAD/AVERAGE/GOOD/MASTER
> Effects of the player's decisions; ABSENT/A FEW/COMPLEX/OVERWHELMING
> Complexity of the ending; SIMPLE/AVERAGE/GOOD/COMPLEX
WASTELAND 2

> Design of the quests; SIMPLE/AVERAGE/GOOD/COMPLEX
> Complexity of the choices; EASY/AVERAGE/GOOD/COMPLEX
> Number of the choices and role-play options; LINEAR/FEW/NORMAL/NUMEROUS
> Writing; DIRECT/SIMPLE/AVEREGE/GOOD/MASTER
> How the writing effects the decisions; BAD/AVAREGE/GOOD/COMPLEX
> Quality of the choices; BAD/AVERAGE/GOOD/MASTER
> Effects of the player's decisions; ABSENT/A FEW/COMPLEX/OVERWHELMING
> Complexity of the ending; SIMPLE/AVERAGE/GOOD/COMPLEX
DRAGON AGE: ORIGINS

> Design of the quests; SIMPLE/AVERAGE/GOOD/COMPLEX
> Complexity of the choices; EASY/AVERAGE/GOOD/COMPLEX
> Number of the choices and role-play options; LINEAR/FEW/NORMAL/NUMEROUS
> Writing; DIRECT/SIMPLE/AVEREGE/GOOD/MASTER
> How the writing effects the decisions; BAD/AVAREGE/GOOD/COMPLEX
> Quality of the choices; BAD/AVERAGE/GOOD/MASTER
> Effects of the player's decisions; ABSENT/A FEW/COMPLEX/OVERWHELMING
> Complexity of the ending; SIMPLE/AVERAGE/GOOD/COMPLEX
TORMENT: TIDES OF NUMENERA

> Design of the quests; SIMPLE/AVERAGE/GOOD/COMPLEX
> Complexity of the choices; EASY/AVERAGE/GOOD/COMPLEX
> Number of the choices and role-play options; LINEAR/FEW/NORMAL/NUMEROUS
> Writing; DIRECT/SIMPLE/AVEREGE/GOOD/MASTER
> How the writing effects the decisions; BAD/AVAREGE/GOOD/COMPLEX
> Quality of the choices; BAD/AVERAGE/GOOD/MASTER
> Effects of the player's decisions; ABSENT/A FEW/COMPLEX/OVERWHELMING
> Complexity of the ending; SIMPLE/AVARAGE/GOOD/COMPLEX
SHADOWRUN (the series)

> Design of the quests; SIMPLE/AVERAGE/GOOD/COMPLEX
> Complexity of the choices; EASY/AVERAGE/GOOD/COMPLEX
> Number of the choices and role-play options; LINEAR/FEW/NORMAL/NUMEROUS
> Writing; DIRECT/SIMPLE/AVEREGE/GOOD/MASTER
> How the writing effects the decisions; BAD/AVAREGE/GOOD/COMPLEX
> Quality of the choices; BAD/AVERAGE/GOOD/MASTER
> Effects of the player's decisions; ABSENT/A FEW/COMPLEX/OVERWHELMING
> Complexity of the ending; SIMPLE/AVERAGE/GOOD/COMPLEX
TYRANNY

> Design of the quests; SIMPLE/AVERAGE/GOOD/COMPLEX
> Complexity of the choices; EASY/AVERAGE/GOOD/COMPLEX
> Number of the choices and role-play options; LINEAR/FEW/NORMAL/NUMEROUS
> Writing; DIRECT/SIMPLE/AVEREGE/GOOD/MASTER
> How the writing effects the decisions; BAD/AVAREGE/GOOD/COMPLEX
> Quality of the choices; BAD/AVERAGE/GOOD/MASTER
> Effects of the player's decisions; ABSENT/A FEW/COMPLEX/OVERWHELMING
> Complexity of the ending; SIMPLE/AVERAGE/GOOD/COMPLEX
PILLARS OF ETERNITY (the series)

> Design of the quests; SIMPLE/AVERAGE/GOOD/COMPLEX
> Complexity of the choices; EASY/AVERAGE/GOOD/COMPLEX
> Number of the choices and role-play options; LINEAR/FEW/NORMAL/NUMEROUS
> Writing; DIRECT/SIMPLE/AVEREGE/GOOD/MASTER
> How the writing effects the decisions; BAD/AVAREGE/GOOD/COMPLEX
> Quality of the choices; BAD/AVERAGE/GOOD/MASTER
> Effects of the player's decisions; ABSENT/A FEW/COMPLEX/OVERWHELMING
> Complexity of the ending; SIMPLE/AVERAGE/GOOD/COMPLEX
BALDUR'S GATE 2

> Design of the quests; SIMPLE/AVERAGE/GOOD/COMPLEX
> Complexity of the choices; EASY/AVERAGE/GOOD/COMPLEX
> Number of the choices and role-play options; LINEAR/FEW/NORMAL/NUMEROUS
> Writing; DIRECT/SIMPLE/AVEREGE/GOOD/MASTER
> How the writing effects the decisions; BAD/AVAREGE/GOOD/COMPLEX
> Quality of the choices; BAD/AVERAGE/GOOD/MASTER
> Effects of the player's decisions; ABSENT/A FEW/COMPLEX/OVERWHELMING
> Complexity of the ending; SIMPLE/AVERAGE/GOOD/COMPLEX
FALLOUT 2

> Design of the quests; SIMPLE/AVERAGE/GOOD/COMPLEX
> Complexity of the choices; EASY/AVERAGE/GOOD/COMPLEX
> Number of the choices and role-play options; LINEAR/FEW/NORMAL/NUMEROUS
> Writing; DIRECT/SIMPLE/AVEREGE/GOOD/MASTER
> How the writing effects the decisions; BAD/AVAREGE/GOOD/COMPLEX
> Quality of the choices; BAD/AVERAGE/GOOD/MASTER
> Effects of the player's decisions; ABSENT/A FEW/COMPLEX/OVERWHELMING
> Complexity of the ending; SIMPLE/AVERAGE/GOOD/COMPLEX
PLANESCAPE: TORMENT

> Design of the quests; SIMPLE/AVERAGE/GOOD/COMPLEX
> Complexity of the choices; EASY/AVERAGE/GOOD/COMPLEX
> Number of the choices and role-play options; LINEAR/FEW/NORMAL/NUMEROUS
> Writing; DIRECT/SIMPLE/AVEREGE/GOOD/MASTER
> How the writing effects the decisions; BAD/AVAREGE/GOOD/COMPLEX
> Quality of the choices; BAD/AVERAGE/GOOD/MASTER
> Effects of the player's decisions; ABSENT/A FEW/COMPLEX/OVERWHELMING
> Complexity of the ending; SIMPLE/AVERAGE/GOOD/COMPLEX
Writers: Diablo and Frank95
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