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00:00When it comes to open-world games, the same names always dominate.
00:05GTA, Skyrim, Red Dead Redemption.
00:08They're amazing, of course, but many great games were unfairly overlooked.
00:13This list is dedicated to those underrated titles.
00:17Massive worlds, memorable stories, and insane freedom that somehow flew under the radar.
00:23If you're tired of the same AAA giants and want to discover something new, this video is for you.
00:30Sunset Overdrive.
00:34What Insomniac did here was reclaim the dignity of platformer-shooter hybrids, but on a scale we rarely see.
00:42Sunset Overdrive's biggest barrier is psychological.
00:46The average player is conditioned to stop, aim, and shoot, but this map punishes staying still.
00:52If you stand in place for three seconds, the mutant hordes will run you over.
00:56The brilliance of the design lies in how the architecture of Sunset City forces you to think in three dimensions at all times.
01:05Every high-voltage power line, every rooftop edge, and every ventilation duct serves as a rail for a constant flow of movement.
01:13The style system isn't cosmetic.
01:16It directly dictates the effectiveness of your weapons.
01:19The more maneuvers you chain together, the more powerful your attacks become, creating a gameplay loop where aesthetics and efficiency go hand-in-hand.
01:29The weapons deserve a chapter of their own, completely abandoning the cliché of generic rifles and shotguns to deliver absurd tools that fire vinyl records or teddy bear-shaped explosives.
01:41It's a game that understands the value of rhythm and verticality, turning navigation from point A to point B into the most technical and rewarding part of the experience.
01:53It demands that you learn to read the environment at high speed, and once you finally master that language, the sense of control over your character is absolute.
02:02Middle-earth, Shadow of War, the depth that the Nemesis system brings to this title is something that still impresses me, even years after its release.
02:16The game creates a living chronicle of failures and successes that belongs exclusively to you.
02:22It's not just about facing bosses.
02:25It's about cultivating rivalries that evolve over time.
02:28A captain who survives one of your executions might return hours later, his body wrapped in bandages and his voice hoarse, seeking revenge at the moment you're most vulnerable.
02:38That unpredictability strips away the sense of a safe zone that most open worlds tend to have.
02:44The fortresses are massive feats of military engineering where you have to apply everything you've learned about orc hierarchy.
02:52Infiltrating a spy you've mentally dominated so he can open the gates from the inside out adds a strategic layer that gives real purpose to exploration.
03:00Combat expands on the Arkham series' foundations with a necessary brutality, but the real fun lies in manipulating your enemy's weaknesses.
03:10Watching an elite general flee in terror because you exploited a specific fear against him is a display of power that no rigid, scripted sequence could ever replicate.
03:20It's a social ecosystem of monsters where every death shifts the region's balance of power, keeping the world in a constant state of change.
03:30The saboteur.
03:35This game is a fascinating study of how art direction can be used as a direct narrative tool within gameplay.
03:43Occupied Paris is presented in heavy shades of gray, where the only details that truly stand out are the red armbands worn by enemy soldiers.
03:52This visual choice creates a constant tension, making the player feel the weight of Nazi oppression in every silent street.
04:01The protagonist, Sean Devlin, brings a far more visceral perspective to the French Resistance.
04:07He doesn't fight for ideology.
04:09He fights for a personal vendetta that gradually merges with the greater cause.
04:13The climbing mechanics, while less fluid than those in an Assassin's Creed title, offer a privileged view of the city, allowing you to plan sabotage by observing patrol patterns from the tops of chimneys.
04:27The return of color to liberated districts isn't just a pretty effect.
04:31It's an indicator of civilian morale.
04:34Citizens begin to fight back against soldiers, and the environment becomes more welcoming for your escapes.
04:40There's a strong emphasis on the use of explosives and disguises, demanding that you know when to be a ghost and when to unleash as much destruction as possible.
04:49It's a title that successfully captures the melancholy and danger of a besieged city, offering a freedom of action that respects the intelligence of players who favor guerrilla tactics over direct confrontation.
05:08Diving into the world of Magellan requires a shift in mindset that most modern RPGs don't demand from the player.
05:15Piranha Bites is known for not making things easy, and in Elex, that philosophy is taken to the extreme.
05:23The beginning of the journey is deliberately punishing, meant to emphasize just how desolate the post-apocalyptic setting really is.
05:31You're not a chosen hero with latent powers.
05:34You're an exile who has to relearn how to survive in an environment where even the local wildlife is deadly.
05:40Character progression is slow and deliberate, making every new attribute, point, or upgraded piece of armor feel immensely valuable.
05:49The diversity of factions, ranging from religious fanatics wielding cutting-edge technology,
05:55to berserkers who reject electricity in favor of magic, creates a clash of interests where there's no obvious right choice.
06:03The map design is focused on hands-on exploration.
06:06Don't expect the game to hold your hand when it comes to finding its most valuable secrets.
06:12The jetpack is what prevents exploration from becoming exhausting,
06:15allowing you to reach elevated ruins and bypass dangers that would be fatal on foot.
06:21Dialogue and quest branches run deep, often presenting consequences that only surface dozens of hours later.
06:27It's an experience that rewards resilience and curiosity, delivering a level of immersion that only a world unafraid of being hostile can truly provide.
06:43Far Cry Primal is often criticized for sticking too closely to a rigid formula,
06:49but Far Cry Primal was the moment they decided to remove the crutch of firearms and see what would happen.
06:56The result is an open world where silence is your greatest ally.
07:01Playing in the Stone Age completely reshapes your sense of danger.
07:04The land of Oros isn't just a backdrop, it's a living organism that tries to kill you as soon as the sun goes down.
07:12Without vehicles, the scale of the map feels much larger,
07:15and every encounter with a rival tribe or a predator becomes a life-or-death event.
07:20The beast-taming mechanic is what truly sets this game apart from the rest of the franchise.
07:26Having a wolf or a saber-toothed tiger at your side isn't just about having a helper,
07:31it's a profound tactical shift in how you approach outposts.
07:35You start using your animal's senses to track enemies and plan coordinated attacks without ever being seen.
07:42The crafting system actually makes sense here,
07:45since you need to gather stone, wood, and animal fat to keep your supply of spears and arrows stocked.
07:51It's a far more physical and sensory experience,
07:54where the sound of snapping branches or a distant growl dictates the pace of your exploration.
08:00They manage to turn primitive survival into a tense and rewarding gameplay loop.
08:05San Francisco
08:11This title is a rare example of how an idea that sounds absurd on paper
08:17can be executed with impressive technical precision.
08:21The shift mechanic, which allows the protagonist to transfer his consciousness into any driver on the street,
08:27turns the driving genre into something tactical and almost surreal.
08:32You're not just driving a car.
08:34You're manipulating the traffic of the entire city of San Francisco to your advantage.
08:39During a chase, you can take control of a heavy truck coming the wrong way to crash head-on into your target.
08:46The sense of vehicle weight is remarkable,
08:50evoking the great car chase films of the 1970s,
08:53with suspensions that sway and tires that screech against the asphalt with satisfying realism.
08:59The map of San Francisco is massive and faithfully respects the city's iconic hills,
09:05constantly creating opportunities for cinematic jumps.
09:09The narrative smartly embraces this weirdness,
09:12justifying the protagonist's powers without losing focus on the adrenaline of the missions.
09:17It's a game that understands that fun in an open-world driving game doesn't have to be limited to racing from point A to point B,
09:25but rather to how you can use the entire environment as a tool for interception.
09:31Unfortunately, due to licensing issues, it has become a rarity,
09:34but its design remains one of the most creative in the genre.
09:43Immortals Fenyx Rising
09:45Although many see it as Ubisoft's response to the success of The Legend of Zelda Breath of the Wild,
09:52this game has an identity of its own,
09:54focused on environmental puzzle solving and far more expressive combat.
09:59The world is divided into thematic regions inspired by the Greek gods,
10:04and each one functions as a massive playground filled with mechanical secrets.
10:09What really impressed me was how the vaults, the game's dungeons,
10:13require you to master the laws of physics and the protagonist's movement abilities with real precision.
10:19Combat is extremely agile,
10:22allowing for aerial combos and the use of divine powers
10:25that genuinely make you feel stronger as you unlock new skill trees.
10:30The narrative, driven by a constant back and forth between Zeus and Prometheus,
10:35brings a light-hearted tone that contrasts with the epic seriousness of other titles in the genre.
10:40The map is dense,
10:42you're never walking through vast empty spaces,
10:45because every few meters there's an archery challenge,
10:48a constellation puzzle to solve,
10:50or an elite enemy guarding a treasure.
10:52The freedom to fly with Icarus's wings provides an excellent vertical perspective,
10:58letting you plan your route by surveying landmarks from above.
11:01It's a title that respects the player's time,
11:04delivering steady progression and exploration mechanics that are genuinely fun to engage with.
11:09The Sinking City
11:15This is a game that demands patience and a classic investigator's mindset,
11:21completely avoiding the structure of maps packed with automatic markers.
11:26Set in a flooded and decaying Oakmont,
11:29the atmosphere of cosmic horror is palpable in every waterlogged alley and every crumbling building.
11:36The big hook lies in how investigations work.
11:40The game gives you evidence, testimonies, and addresses,
11:44but it's up to you to open the map,
11:46locate the street, and place the marker manually.
11:50This process removes the feeling of being a mere spectator
11:54and puts you in the role of a detective
11:56who truly has to reason through the clues
11:59and connect the dots in their own mind palace.
12:03The boat navigation system through the flooded streets
12:06reinforces the isolation and discomfort of the setting.
12:11Combat is deliberately stiff and scarce,
12:14reflecting the protagonist's fragility in the face of abominations
12:18he can barely comprehend.
12:20Sanity is a constant mechanic.
12:23Witnessing disturbing events distorts your vision
12:26and creates hallucinations that can lead to death if you're not careful.
12:31It's an open world built on atmosphere and deduction,
12:35where the city functions as a labyrinth of dark mysteries
12:38that reveals itself at its own pace.
12:41For players who enjoy dense storytelling
12:44and gameplay that doesn't underestimate the player's powers of perception,
12:49Oakmont is a must-visit destination.
12:51Rage 2.
12:57What happens when you combine id Software's masters of first-person combat
13:02with Avalanche Studios' open-world destruction specialists?
13:06You get Rage 2.
13:08The world itself is a classic post-apocalyptic wasteland,
13:12but the true soul of the game
13:13lies in what happens when you step out of the car.
13:16The combat is, without exaggeration,
13:19some of the most fluid ever made.
13:22You have access to nanite abilities
13:23that let you launch enemies into the air,
13:26slam the ground with absurd force,
13:28and perform high-speed lateral dashes.
13:31When you pair that with an arsenal of weapons
13:33that feel almost alive,
13:35every encounter with bandits
13:36turns into a choreographed dance of chaos.
13:39The sense of impact is phenomenal.
13:42You feel the weight of every shot
13:43and the power of every explosion.
13:45The map acts as a large connector between the arcs,
13:49which are facilities where you unlock new powers.
13:52While the terrain between points can feel empty at times,
13:54it creates a necessary contrast
13:56with the sheer intensity of the firefights.
13:59The game doesn't try to win you over with a deep story.
14:02It hooks you through pure mechanical satisfaction.
14:05It's about charging into an enemy base
14:07and using your entire toolkit of powers
14:10to wipe it out in under a minute,
14:12feeling like you're the most dangerous force in that wasteland.
14:15Prototype is the purest form
14:23of what I call a destruction sandbox.
14:26In the role of Alex Mercer, you're not a hero.
14:30You're a biological virus with legs
14:33and an insatiable thirst for answers.
14:36Movement is what defines the experience here.
14:39Running up the walls of New York City skyscrapers
14:42and gliding over traffic
14:43while the military desperately tries to take you down
14:46delivers a sense of freedom
14:48that very few superpower games have managed to replicate
14:52with such aggression.
14:54The consume system is the core mechanic.
14:57You absorb people to recover health,
15:00gain their memories,
15:01or take on the appearance of military officers
15:04to infiltrate bases.
15:06The way your arms transform into claws,
15:09massive blades, or meat hammers
15:11allows you to change your combat approach mid-combo.
15:14It's a game that fully embraces excess.
15:17You can grab a helicopter out of the air
15:20and hurl it into a tank on the street below.
15:23Urban chaos escalates
15:25as the infection spreads through the city,
15:27shifting the dynamics of the streets.
15:30Watching quarantine zones collapse
15:32while you fight giant monsters
15:34in the middle of Times Square
15:35is a chaotic spectacle that still impresses today
15:39because of its sheer scale.
15:41It's a project that perfectly understands
15:44the player's desire to feel like
15:46an unstoppable force of nature.
15:53Homefront, The Revolution.
15:55This is a classic case of a game
15:58that was judged by its troubled launch,
16:00but that today stands as a highly competent
16:03urban guerrilla experience.
16:06Forget the first homefront,
16:07which was a linear corridor shooter.
16:09The Revolution drops you into a dystopian Philadelphia,
16:13divided into districts.
16:15In the yellow zones,
16:17you have to blend in with the population,
16:19hiding your weapon and moving quietly
16:21to avoid drawing the attention
16:23of robotic patrols and drones.
16:25In the red zones, on the other hand,
16:28the game shifts into high-intensity open combat.
16:32The real-time weapon customization is fantastic.
16:36You can turn your crossbow into a grenade launcher
16:39or convert your rifle into a light machine gun
16:42in the middle of an ambush,
16:43depending on what the moment calls for.
16:45The focus here is improvisation.
16:48Since you're at a technological disadvantage,
16:50you need to rely on hacked cameras,
16:54explosive remote-controlled cars,
16:56and hit-and-run tactics.
16:58The atmosphere of a city under constant surveillance
17:01is very well-crafted,
17:03with lighting that highlights the grime
17:05and desperation of the occupied areas.
17:08It's an open world that forces you
17:10to think like a rebel,
17:11planning every act of sabotage
17:14and using the urban environment
17:15to vanish as soon as the situation
17:18turns against you.
17:25Biomutant is a work that overflows
17:27with creativity and strangeness
17:30in every frame.
17:31Created by a small team,
17:33it ignores modern trends
17:35to deliver a vibrant, post-human world
17:38where nature has reclaimed everything.
17:41You play as a mutant creature
17:43that masters wong-fu,
17:45and the combat system blends martial arts
17:47with gunplay and mutant powers
17:49in a very playful way.
17:51What truly shines here
17:53is the crafting system.
17:54It's fully modular.
17:56You can build a sword
17:57using a toothbrush handle
17:59in a circular saw blade,
18:00or create a pistol out of plumbing parts.
18:03The variety of combinations
18:05is almost endless,
18:06which makes exploration far more engaging,
18:09since any piece of junk you find
18:11could be the missing component
18:12for your favorite weapon.
18:14The world is divided
18:15into distinct biomes,
18:17each with its own environmental hazards
18:19that require special suits
18:21or specific mutations to survive.
18:24The narrator,
18:25who translates the strange languages
18:27spoken by the creatures,
18:28gives the game a fairy tale tone
18:30that is both cute and melancholic.
18:34It's a title that rewards curiosity
18:36and experimentation,
18:37allowing you to shape your character
18:39not just through skills,
18:41but through physical form
18:42and the bizarre equipment
18:43you choose to carry.
18:48Saints Row the Third
18:50There was a time
18:52when the Saints Row franchise
18:54tried to compete directly
18:55with the realism of GTA,
18:57but it was in this third entry
18:59that it found its true voice
19:01by fully embracing absurdity.
19:04Steelport isn't a city
19:05meant to be respected.
19:06It's a playground
19:08meant to be demolished.
19:10The game removes any barrier
19:11between the player and chaos.
19:14Within minutes,
19:14you go from a cinematic bank heist
19:16to free-falling from an airplane
19:18while exchanging gunfire mid-air.
19:21What makes the experience so memorable
19:23is the variety of missions,
19:25which never become tiresomely repetitive.
19:28One moment,
19:29you're taking part
19:29in a deadly survival reality show
19:32filled with traps,
19:32and the next,
19:34you're driving a tank
19:35as it falls out of a cargo plane.
19:37The customization system
19:38is one of the most robust
19:40in the genre,
19:41allowing you to create anything
19:43from a classic action hero
19:44to the most bizarre figures imaginable,
19:47and the game treats your creation
19:49with the same comedic seriousness
19:51throughout.
19:52The respect progression
19:53and territory domination systems
19:55give purpose to the destruction,
19:57letting you upgrade your gang
19:59and turn the Saints
20:00into a global brand.
20:01It's a title that understands
20:03that, in an open world,
20:05fun should come before simulation,
20:08offering entertainment tools
20:09that defy logic
20:10and prioritize total player freedom.
20:18Just Cause 2
20:20If there's a game
20:21that defines the concept
20:22of a visual spectacle,
20:24it's Just Cause 2.
20:27The Panao Archipelago
20:28remains, to this day,
20:29one of the most impressive maps
20:32in terms of geographic diversity,
20:34featuring scorching deserts,
20:36dense jungles,
20:37and snow-covered mountains.
20:38But the real brilliance
20:40lies in the combination
20:41of the grappling hook
20:42and the infinite parachute.
20:44This pair of tools
20:46creates a movement system
20:47that feels almost like a dance.
20:49You never need a car
20:50when you can catapult yourself
20:52from a tree
20:53to a helicopter in mid-flight.
20:54The game's physics
20:56are designed to be tested.
20:58Tethering an enemy
20:59to a gas canister
21:00and shooting the tank
21:01to watch it blast off
21:02like a rocket
21:03is just one of a thousand
21:04possible interactions.
21:06The game doesn't ask you
21:07to deeply care
21:08about local politics.
21:10It asks you to cause
21:11as much chaos as possible
21:13to unlock new weapons
21:14and missions.
21:15Every military base
21:17is a destruction puzzle
21:18where you identify
21:19explosive weak points
21:20to trigger a satisfying
21:22chain reaction.
21:23It's the kind of experience
21:24that hands you
21:25a massive map
21:26and says
21:27if you can see it
21:28you can blow it up.
21:30Very few games
21:31respect the player's desire
21:32to simply see
21:34what happens
21:34when the laws of physics
21:36are pushed to their limits.
21:41Kingdom Come Deliverance
21:43to close out the list
21:44we have a title
21:45that does the exact opposite
21:46of the others.
21:47It forces you to be humble.
21:49Kingdom Come
21:50is a historical simulation
21:52of medieval bohemia
21:53where you are nobody.
21:55Immersion here
21:56is built through limitations.
21:58If you want to be good
21:59with a sword
21:59you need to train
22:00for hours with a master.
22:02If you want to understand
22:03a map or a recipe
22:04you first have to learn
22:06how to read.
22:07Combat is technical
22:08and demands absolute attention
22:10to stance and timing
22:12turning every duel
22:13into a tense contest
22:14where a single mistake
22:16can be fatal.
22:17The world is stunning
22:19in its realistic simplicity.
22:21Forests feel like real forests
22:23and villages follow
22:24the logic of the period.
22:26You need to take care
22:26of your hygiene
22:27because people react
22:28to your smell
22:29and the condition
22:30of your clothes
22:31which directly affects
22:32the success
22:33of your negotiations.
22:34Freedom here
22:35isn't about having superpowers
22:37but about how you choose
22:39to survive in a world
22:40that doesn't care about you.
22:42Solving an investigation
22:43using nothing but persuasion
22:44or infiltrating an enemy camp
22:46under the cover of night
22:47are achievements
22:48that feel genuinely earned
22:50because the game
22:51never takes the easy way out.
22:53It's a dense
22:54and rewarding experience
22:55that repays patience
22:57and dedication
22:57like few RPGs in history.
23:03These titles prove
23:04that the games
23:05with the biggest media presence
23:06aren't always the ones
23:07that deliver the best experiences.
23:10Sometimes the boldest ideas
23:11and the most interesting systems
23:13are hidden in the very projects
23:15that most people overlooked.
23:17If you're tired of open worlds
23:18that feel like nothing more
23:20than repetitive task lists
23:21any of the games mentioned here
23:23can bring back
23:24that genuine sense of discovery.
23:26But what about you?
23:27You definitely have
23:29an open world game
23:29you consider incredible
23:31that hardly anyone talks about.
23:33One of those experiences
23:34that kept you hooked for hours
23:35and never got the recognition
23:37it deserved.
23:38Drop a comment
23:38and tell us which game
23:40fits that description.
23:41Let's share ideas
23:42and grow this list together.
23:44Thanks for hanging out
23:44and I'll see you in the next one.
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