Best Retro Action RPGs
By Console Codex Editorial Team · 12 min read ·
Expert-ranked list of the greatest best retro action rpgs — with reviews, ratings, and guides for every game.
💡 Quick Facts
- → 12 games ranked in this list
- → Available on SNES, PLAYSTATION, TURBOGRAFX-16, SEGA-GENESIS
- → Average review score: 9.2/10
- → Last updated: 2026-06-06
The Ranked List
Secret of Mana
9.3The SNES action RPG masterpiece. Secret of Mana's real-time combat, gorgeous visuals, three-player simultaneous multiplayer, and Hiroki Kikuta's transcendent score created one of the genre's defining classics.
The Legend of Zelda: A Link to the Past
9.9Widely considered the greatest action-adventure game ever made. A Link to the Past perfected the top-down Zelda formula with its Light World/Dark World duality, 12 intricate dungeons, and a richly realized Hyrule.
Castlevania: Symphony of the Night
9.9One of the most perfect games ever made, Symphony of the Night merged action platforming with deep RPG mechanics and a sprawling inverted castle to create the Castlevania series' masterpiece. It gave its name to a subgenre and remains the defining standard of exploration-based action games.
Ys Book I & II
9The definitive version of Falcom's classic action RPG duology, featuring CD-quality voice acting and the most celebrated RPG soundtrack of the 8-bit/16-bit transition period. Ys Book I & II's redbook audio, enhanced artwork, and seamless story connection between both games demonstrated what CD-ROM storage could achieve over cartridge hardware three years before the PS1 launched.
Beyond Oasis
8.9Ancient's Genesis action RPG masterpiece — Prince Ali summons four elemental spirits (water, shadow, fire, plant) with distinct attack patterns in a game that rivals Zelda's combat depth on Sega hardware.
Illusion of Gaia
8.8The middle entry in Quintet's Soul Blazer trilogy — a globe-trotting action RPG following Will's journey through historical wonders (Incan ruins, Great Wall, Nazca Lines) with transformations into two powerful alternate forms.
Super Metroid
9.8Super Metroid is widely considered one of the greatest games ever made — a masterpiece of atmospheric exploration, environmental storytelling, and movement-based design that defined the Metroidvania genre.
The Legend of Zelda: Link's Awakening
9.4A deeply personal and surprisingly melancholic Zelda adventure that sees Link stranded on the mysterious Koholint Island. Link's Awakening transcends its Game Boy limitations with clever design, a memorable cast, and one of the most emotionally resonant endings in Nintendo history.
Legacy of Kain: Blood Omen
8.8Silicon Knights' dark action-adventure casts players as the vampire Kain in a gothic top-down odyssey through the cursed land of Nosgoth, combining Zelda-style exploration with morally complex storytelling far ahead of its time. The game's fully voiced cast, Shakespearean dialogue, and willingness to question whether the protagonist should save or doom the world established Blood Omen as a landmark in mature narrative gaming and launched one of the most acclaimed dark fantasy franchises in PlayStation history.
Landstalker
8.7The isometric action RPG that challenged Zelda on Genesis hardware — Nigel the treasure hunter explores 20+ dungeons in an isometric perspective with precise platforming, clever puzzles, and one of the Genesis's best stories.
Shining Force II
9.1The Genesis tactical RPG that defined the genre for a generation — Shining Force II's 30-character roster, evolving class promotions, and strategic grid combat rivaled Fire Emblem for the 16-bit TRPG crown.
Tales of Phantasia
9A Japan-exclusive SNES release that quietly revolutionized RPG combat, Tales of Phantasia introduced the Linear Motion Battle System — real-time side-scrolling fights with manual control of the lead character — that would define the Tales series for decades. Technically extraordinary for the hardware, the game shipped on one of the largest SNES cartridges ever produced and featured voice acting that stunned players who had never heard spoken dialogue in a console RPG.
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Retro Action RPGs: Real-Time Combat Meets Role-Playing Depth
The action RPG genre occupied a contested space between action games and turn-based RPGs throughout the 1990s. Pure action game fans found action RPGs too dependent on character statistics rather than player skill. Pure RPG fans found them too reliant on reflexes rather than strategic planning. The action RPG’s audience was the intersection: players who wanted the narrative and character progression of RPGs with moment-to-moment engagement that turned-based systems couldn’t provide.
The genre’s 1990s output is remarkable: Secret of Mana’s cooperative multiplayer RPG, Castlevania: Symphony of the Night’s Metroidvania RPG, the Ys series’ momentum-based bump combat, A Link to the Past’s item-gated exploration. Each solved the action/RPG balance problem differently.
Secret of Mana — Cooperative Action RPG
Secret of Mana (1993) was the first major cooperative multiplayer action RPG: up to three players could play simultaneously using a multitap adapter, each controlling a different character (boy, girl, sprite) with distinct combat roles. The ring menu system — pausing the game to open circular menus for items, magic, and equipment — allowed real-time combat management without requiring button combinations the SNES couldn’t accommodate.
The weapon-leveling system (eight weapons each with eight levels, each unlocked through use) incentivized using weapons the player was comfortable avoiding. The magic system’s eight schools — Sylphid, Lumina, Shade, Luna, Dryad, Salamander, Gnome, Undine — gave the girl and sprite characters breadth that pure physical combat couldn’t provide. Secret of Mana’s cooperative mode influenced multiplayer RPG design for years after its release.
Castlevania: Symphony of the Night — The Metroidvania Template
Symphony of the Night (1997) is the most important action RPG of the PlayStation era and the game that defined the “Metroidvania” genre retroactively. Alucard’s inverted castle, the RPG progression system (levels, equipment, magic), and the exploration-gated movement abilities (mist form, bat form, wolf form) combined exploration design from Metroid with RPG mechanics in a way no previous Castlevania game had attempted.
The game’s famous line (“What is a man?”) became one of gaming’s most-quoted pieces of dialogue. Its inverted castle — a second complete castle map that appeared after defeating Dracula — doubled the game’s content in a reveal that players who hadn’t been spoiled found genuinely surprising. Symphony of the Night’s combination of exploration depth, combat variety (over 100 different weapons), and visual richness makes it one of the most-recommended classic games in any genre.
Ys I & II — The Bump Combat System
The Ys series, beginning with Ys: Ancient Ys Vanished (1987 PC/1989 TurboGrafx-CD) through Ys Book I & II, used a “bump combat” system where protagonist Adol Christin attacked enemies by colliding with them from non-facing angles. Colliding front-to-front damaged Adol; approaching from the side or behind dealt damage to enemies. The system sounds simple but produced tactical positioning decisions in crowded enemy formations.
Ys Book I & II’s TurboGrafx-CD version is the canonical version of the early games: CD-quality orchestral music (Yuzo Koshiro and Mieko Ishikawa’s soundtracks are among gaming’s finest), animated cutscenes with voice acting, and the two-game structure without a save interruption. The Ys series continued producing excellent action RPGs (Ys III, Ys: The Oath in Felghana, Ys Origin) through the following decades, but the original two games remain the genre’s most significant early examples.
Landstalker — Isometric Action RPG
Landstalker (1992) by Climax Entertainment was an isometric action RPG for the Genesis that combined treasure hunting, puzzle platforming, and real-time combat in an isometric perspective. The hero, Nigel, sought legendary treasures through dungeons where the isometric view created jump timing challenges that standard platformers didn’t have — the visual alignment between Nigel and platform edges was deliberately ambiguous.
Landstalker’s dialogue — wry, self-aware, with a female companion (Friday) whose witty commentary on Nigel’s greed distinguished the game’s tone from typical RPG earnestness — was exceptional for the Genesis era. The game’s scope (dungeons, villages, an overworld, a full narrative) exceeded most contemporary Genesis action games. Landstalker is one of the strongest arguments for the Genesis as a platform for creative RPG work.