The Best PC Games of 2023
Our annual look back on the year that was is nearing its end, but before we bury this hellfest of a year for good, we need to talk about the best PC games of 2023. Computers can do it all: they can compute, they can confuse our parents, they can stop working properly for exactly one night before somehow never having the same problem ever again, they can upend all of society through their social media, and they can play games. They can even compute. We’ve already paid tribute to the best Switch games of 2023, the best PlayStation 5 games of 2023, the best Xbox Series X|S games of 2023, and, for those who want to hang on to something real, the best board games of 2023. So obviously we had to do it for the computers, too. We don’t want them to get lonely, or feel overlooked. We gotta stay cool with the computers, so the computers stay cool with us. So let’s take a gander at the 20 best PC games of 2023, or at least our 20 favorite; hell, it’s all the same to us. Happy end of the year, y’all.
20. Chants of Sennaar

Imagine if Journey was explicitly about the Tower of Babel. Chants of Sennaar doesn’t follow too directly in the footsteps of thatgamecompany’s modern classic, but it’s just as cryptic and beautiful, with a similarly red-garbed lead character. As its Biblical inspiration suggests, you adventure up a tower whose residents speak a different language on every floor. They can’t communicate with each other, and at first you can barely understand them. You have to puzzle out what their words mean through context, conversation, and repetition, while also contending with occasional stealth sections that can ruin your journey if you’re not careful. Sennaar isn’t perfect, but it’s a unique, fascinating game that sets you loose in an unknown civilization and trusts you to learn your way through.—Garrett Martin
19. Tchia

Tchia‘s depiction of the unique Melanesian culture of its developers’ homeland, one rarely seen in mainstream global entertainment, is what makes this Zelda-inspired game so special. Although based in a fictional setting, Tchia underscores the importance of New Caledonia’s traditions through the emphasis on the “coutume,” a customary greeting gift that drives much of the game’s collection. Tchia’s most vibrant moments come after you earn the trust of a village, which often leads to a post-dinner celebration with music and dancing. These elaborately choreographed and directed dance numbers double as rhythm mini-games, with Tchia playing along on a ukulele or various percussion instruments while you try to tap buttons according to the onscreen prompts. And although rural settlements are found throughout the game’s many islands, it also goes out of its way to show that small Oceanic countries like New Caledonia have developed urban centers filled with cars and tall buildings. Tchia doesn’t just want to share New Caledonia’s traditions, but flout whatever stereotypical expectations players from larger countries might have about the archipelago. You can file the unrealistic, sci-fi trappings of the story under that latter goal; instead of relying simply on mysticism and folklore for its more fantastical elements, Tchia mixes that up with a spot of sci-fi to subvert expectations. New Caledonia might be a small country in the middle of the Pacific, the developers at Awaceb seems to say, but that doesn’t mean it stories have to remain stuck in the past.—Garrett Martin
18. Baldur’s Gate 3

Much has been made of how the Dungeons & Dragons-based videogame Baldur’s Gate 3 adapts its tabletop origins, but what’s most interesting about it comes from its videogameness. One of the things that is so thrilling and strange about tabletop to me is that it is negotiable. We can discuss everything, the course is far from set. A videogame, by nature, is bound to its code. There’s unpredictability, sure. But even in a game as big as Baldur’s Gate, there is a single course that all players must chart. There may be hidden secrets, oft-discarded paths, but the general arc of the game is recognizable and familiar to every player. It’s unwise to characterize Baldur’s Gate 3 as a tabletop sim for exactly that reason. It has limits that friends around the table do not have, but that also means it cannot be negotiated with.—Grace Benfell
17. Jusant

Don’t Nod’s mountain climbing game Jusant feels like a full body experience. The triggers, which in any other game are defined by verbs like “punch” or “aim” or “shoot,” instead control the grip of your corresponding hands. Climbing isn’t as simple as pressing forward on a vertical surface, it’s rhythmic and full of split-second decision making and considerations. This rhythm entranced me, blurring the lines between realities in my head as I squeezed the triggers for dear life, wholly believing I’d actually plummet from the couch in my living room in Brooklyn if I let go at the wrong time. You know how sometimes you’ll be playing a tense game, need to peek around a corner, and find yourself mimicking your character and craning your neck around the TV? I had a similar experience the entirety of my time playing Jusant. Lunging from one handhold to another, I reflexively found myself pulling back and then jumping forward in my seat. In one of the later chapters, one particularly long, beautiful and harsh climb basically left me winded, though the reality was that the palpable tension of the sequence subconsciously made me hold my breath until I hit a checkpoint.—Moises Taveras
16. The Making of Karateka

This interactive documentary painstakingly tracks the design of the classic 1984 computer game Karateka. It shows, in exacting detail, how Jordan Mechner created the kung fu fighter, exploring Mechner’s work on both Karateka and his unpublished earlier games through contemporary video interviews, original design notes, correspondence, and multiple iterative prototypes. It reveals the give-and-take between Mechner and his publisher while showing how the then-college aged Mechner’s vision and mindset changed throughout development. Originally released for the Apple II in 1984, Mechner’s game was a bestseller that broke ground for cinematic technique in games, with a clear storyline, cut-scenes, an original score (written by Mechner’s father, Francis Mechner), and editing and cinematography inspired by films. It’s also an early influence on the fighting game; it consists of a series of one-on-one karate fights, similar to Karate Fight and Yie Ar Kung-Fu, which were also both released in 1984. Karateka is like a playable ‘70s kung fu flick, complete with a shocking twist ending if the player isn’t careful. This playable documentary is a brilliant piece of work, and a must-play for Karateka fans and anybody interested in game design.—Garrett Martin
15. A Space for the Unbound

One of the best trends in the modern videogame industry is that it feels like works from all over the world are finally getting their due, allowing developers to tell stories about their own specific cultural experiences. An excellent example is A Space for the Unbound, a narrative-focused adventure game from Mojiken Studio set in ‘90s Indonesia that uses gorgeous pixel art and a cast of sympathetic characters to paint an achingly particular picture of this time and place. We follow Atma and Raya, two high schoolers who uncover a strange phenomenon that threatens their small town. Over the course of this story, it’s hard not to internalize every corner of this neighborhood, from the local arcade full of Street Fighter references to a bridge foregrounded against an impossibly vibrant sky, these backdrops dripping with nostalgic details that make them feel pulled from memory. However, more than just delivering an idealized vision of the past, this well-rendered setting ties us to the emotional journey of its cast, building towards reveals about the dark feelings lingering in their hearts. It may be a slow burn early on, but it all culminates in a powerful climax that thoughtfully handles depictions of mental health issues like depression, making for one of the most moving finales in recent memory.—Elijah Gonzalez
14. Sea of Stars

Sea of Stars taps into heaps of the nostalgia for a bygone era of RPGs, conjuring and bottling this magic that made me fall in love with the genre to begin with. For me, it’s the next Golden Sun, but to others it could be the next incarnation of a Breath of Fire or Chrono Trigger. At the end of the day, this ultimately means that it’s a tale of friendship featuring an eclectic cast of playable characters (spanning the pair of Solstice warriors, an assassin and more) set in an isometric RPG with a kinetic battle system. It’s literally colorful, with wonderfully intricate pixel art that puts the biggest games’ artistic direction to shame. Its story, a humdrum coming of age blown up to world-ending proportions, is sweet, if basic. And then Sea of Stars does what its developer, Sabotage Studios, does best and zag where everyone else would zig.—Moises Taveras
13. Dredge

Dredge is over before you know it, in part because it’s genuinely a short game, but also because it kind of wraps you in its eldritch tendrils and doesn’t let go until you’re done with it. I’ve rarely played a game with a more satisfying and simple loop in an intriguing and dubious world I just wish I could’ve seen more of. Between the cults (yep, this game has got those too) and the sort of unexplained nature of Why This Stretch Of Sea Is Like This™, I think it’s actually a world ripe for even more exploration. But even if nothing more should come out of it, Dredge is a wonderful experience in smooth sailing over choppy (maybe even supernaturally charged) waters.—Moises Taveras
12. Hi-Fi Rush

Hi-Fi Rush is my dream game come true. I’ve always been a sicko for action and rhythm games, but have admittedly only excelled at the latter since music was a significant part of my upbringing. And though I’ve always heard the analogies about combos in action games being rhythmic, few games have ever taken the actual step towards visualizing that in the way Hi-Fi Rush does, or made it as simple to understand. That is just the first in a long string of things that the game gets right. Setting players up against a metronome that’s brought to life in the world around you makes the game feel magical, and by extension you are magic for harmonizing with it. I loved, for example, during one particular combo that needed me to hit the light attack four times with a rest breaking it up into two segments, that the rest was realized in the character model, clearly delineating when it was time to continue. Because of the constant visual and audio aids, slapping enemies with your magnetically assembled impression of an electric guitar to the beat has never made it simpler to execute short but satisfying combos, only made better by many of their flashy finishes, which also demand accuracy to land most efficiently. I swear the game will have you counting beats, and I often caught myself head banging ever so slightly to Hi-Fi Rush’s impeccable score while wailing away at enemy encounters.—Moises Taveras
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