Rpg where you are none

RPGs often put players in the shoes from some grand hero, intended to save the kingdom, kill monsters and save the princess. But sometimes the best stories come from playing like no one without title or great prophecy linked to their name.

It makes every victory, every little performance, feels earned and the change where you start where you end up? That contrast can be completely astonishing. This is 7 RPG that proves that the most unforgettable trips can start with the quietest, most imperceptible voices.

Kingdom Come: Deliverance

A blacksmith's son without plot armor

Henry, son of a blacksmith, lives in the 16th century Böhmen. He has never even kept a sword properly, even less fought in a war. He is not a noble knight, just a child who gets stuck in the middle of a brutal civil conflict. And that lack of heroism is the whole point. Henry fumbles through fights, cannot read to save his life and must learn skills in the same way that someone else would do in their world.

The real magic here is in the game's realism. It is slow and punishes to serve your place, whether you finally get hold of sword games, trying not to starve or navigate really messy political crushes. There is no prophecy to guide you, just your own clean gravel and some endurance. When he can actually keep his own in battle, the player knows every single drop of sweat that went to make him a fighter. It is a real sense of performance.

Disco Elysium

A detective that can barely hold it together

Few main characters embodies “none” as a disaster in a police officer in Disco Elysium. He literally wakes up with his face down on the floor of a hotel room that looks like a bomb got off, so hungover he has a memory loss. And his job is to solve a politically explosive murder. The only thing he seems to be good at is being a total mess.

But that's exactly what makes the game work. His weaknesses are what drives the whole show. Each individual skill control is a game, his inner voices always fight for control, and even remember that his own name becomes a huge milestone. You do not guide any legendary hero. You control a broken man who tries to bring together a case and at the same time his own identity. Success here is not about being powerful, it is about choosing which of his many shortcomings you are willing to embrace.

Maintenance

The monster-hating boy without desert

Maintenance See that players take control of a child who trumble into a world controlled by monsters, called The Underground. Unlike most other RPGs, this protagonist has no backstory, no fate, not even a name that the game gives you. They are simply a child trying to get home. And that lack of definition is the whole key.

It allows players to completely shape their own role in the story. Will you be kind and spare monsters? Or should you kill them all just for the experience? The world responds in truly shocking ways to the player's choice. This “no one” of a character becomes a mirror for the player's own morality. What starts as an unnamed child ends with one of the most talked about finals in history for all RPG.

Tyranny

Serves evil without resume


Tyranny Tag Side Cover Art

Tyranny

9/10

Published

November 10, 2016


Obsidian Tyranny Turn the script completely and lets players into a world that has already been conquered by an evil superior. You are not the hero who leads any rebellion; You are just a fun bone, a bureaucrat at medium -level level whose job it is to execute the law's law. Not exact things by epic legends.

And yet it is the very anonymity that makes the game so convincing. As a small cog in this ruthless machine, the player can decide how much power to be arrested. Do you force against the law with mercy, with cruelty or simply old opportunism? Your “none” status does not prevent your choices from shaping the fate of the entire nations. The player is not a chosen savior. Only those who happened to keep the pen on history's first draft.

Final Fantasy X.

From Open Pojke to guardian

Tidus begins Final Fantasy X. Not as a intended hero but as a Cocky Blitzball player swept from his hometown to a completely foreign country. He knows nothing about Spira's customs, gods or war. For most of his people, he is just an outsider without a place in their world.

The outsider perspective becomes the emotional core of the game. Tidus questions traditions that others blindly accept, especially the sacrificial arrow journey of the meeting as Yuna. Although he may not start with a heroic position, his willingness to challenge antique death cycles makes him more important than any prophecy. Tidus starts like no one, but he becomes the one who dares to ask “why” when no one else will.

Earthly

A child in sneakers against cosmic weirdness

Ness from Earthbound is as impossible as they get. He is just a boy from the suburbs, wears striped shirts and wears a baseball tree. No one calls him a chosen, and no legendary blood line explains why he is special. But the real magic of earthly is how it takes it quite ordinary and shoots it straight into the bizarre.

Ness and his friends are fighting piles of sludge, foreign invaders and even nightmare cosmic creatures, while still calling their mothers to avoid getting homesickness. That contrast is what makes his rise feel so surreal. He never stops being a child with sneakers and a backpack, but somehow it is enough to meet Giygas, one of the strangest final managers in RPG history.

Darkest dungeon

A bunch of nobles marching to their downfall

IN Darkest dungeonEvery adventurer is none. They are recruited from stage buses and taverns and show up with flaws, traumas and bad habits instead of heroic fate. Most will not even survive their first trips in the damned ruins, and the very expense is the whole point of the experience.

The brilliance here is how the game treats failure as something that is completely inevitable. Heroes don't really rise here. They become stressed, they lose their reason or they only die in the dark. Victories feel so hard won, not because you were a prophetic Savior, but because you somehow managed to keep a handful of these fragile Nobodies alive long enough to see the light again. In a game about despair it is to be “no one” what makes it so haunting.

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