Best Retro Open World Games
By Console Codex Editorial Team · 8 min read ·
Expert-ranked list of the greatest best retro open world games — with reviews, ratings, and guides for every game.
💡 Quick Facts
- → 7 games ranked in this list
- → Available on DREAMCAST, PLAYSTATION, NINTENDO-64, SNES
- → Average review score: 9.4/10
- → Last updated: 2026-06-06
The Ranked List
Shenmue
8.8Yu Suzuki's open-world narrative game effectively invented the interactive drama genre — Shenmue's Yokosuka setting, fully simulated daily schedules, forklift racing minigame, and obsessive environmental detail created the blueprint for the living-world design philosophy that Grand Theft Auto III would later popularize for mass audiences. Ryo Hazuki's revenge quest against Lan Di unfolds with a patience and deliberateness that remains singular in game design history.
Driver
8.6The PS1 open-city driving game that bridged OutRun and Grand Theft Auto. Driver's four-city sandbox, 70s car chase film aesthetic, and cinematic replay editor created an experience that felt uniquely adult on PS1 hardware — its undercover cop narrative and chase mechanics made it the most compelling open-world driving game before GTA III.
The Legend of Zelda: Ocarina of Time
10Widely considered the greatest video game ever made, Ocarina of Time translated the Zelda formula into three dimensions with such perfection that it redefined what action-adventure games could achieve. Its Z-targeting system, time-travel narrative, and extraordinary dungeon design set standards that remain unsurpassed.
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.
Super Mario 64
9.9The game that invented 3D platforming as a genre. Super Mario 64 launched alongside the Nintendo 64 and demonstrated, definitively, that video games could work in three dimensions. Its influence on every 3D game that followed is incalculable — this is where the template was written.
Banjo-Kazooie
9.5Rare's charming 3D platformer masterpiece sent a bear and a bird through nine inventive worlds brimming with collectibles, clever puzzles, and an irresistible sense of fun. Banjo-Kazooie refined the collectathon formula with exceptional world design and remains one of the N64's finest games.
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.
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Retro Open World Games: Exploration Before the Genre Existed
The “open world” genre category didn’t exist in the 1990s. Players described their experience differently — sandbox, exploration, nonlinear — and the games that established open world design did so without the vocabulary or genre conventions that subsequent open world games built on. Shenmue’s simulated city, GTA’s top-down crime sandbox, Zelda’s overworld exploration, and Super Mario 64’s open-hub level design were each solving the same problem (how do you give players meaningful freedom?) in different ways, with no shared framework.
Retro open world games tend to be smaller than modern open world games — the hardware constraints of the 1990s didn’t accommodate the map scale of Grand Theft Auto V — but many are more carefully designed. Freedom in a small, well-considered space is different from freedom in a large, procedurally-filled one, and the retro examples often produce the former.
Shenmue — The City as a Character
Shenmue (1999) constructed a quarter of a square kilometer of Yokosuka, Japan, in obsessive detail. Each building had an interior. Each resident had a schedule. Each shop had hours. The weather changed daily. Ryo Hazuki could examine every object in his house, talk to every NPC, play capsule toy machines, work a forklift, practice Kung Fu moves in empty lots.
The game’s openness was vertical rather than horizontal — the map was small but the density of interaction within it was unprecedented. Shenmue’s definition of “open world” — a simulated social environment rather than a large landscape to traverse — influenced subsequent games differently than GTA’s influence. The distinction between “open world as simulation” and “open world as traversable landscape” runs through subsequent game design to the present.
The Legend of Zelda: Ocarina of Time — The Open Hub
Ocarina of Time (1997) solved the transition from 2D Zelda’s overworld to 3D by structuring the game as connected spaces — Hyrule Field, Kakariko Village, Death Mountain, Lake Hylia, Zora’s Domain — that could be explored non-linearly within the constraints of item gating. Hyrule Field itself wasn’t large by later standards, but it communicated open possibility in a way that 2D Zelda’s sprite-based overworld hadn’t.
The game’s day-night cycle, which changed NPC schedules and enemy populations, prefigured later open world time simulations. The side quests (trading sequence, Gold Skulltula hunting, minigame completion) gave Hyrule depth beyond the main quest. Ocarina of Time’s specific vision of openness — carefully structured freedom in a handcrafted world — influenced the Zelda series’ design philosophy to the present.
Driver — The Open City Before GTA III
Driver (1999) placed players in four open city environments — Miami, San Francisco, Los Angeles, New York — that could be explored freely between missions. The cities were smaller than GTA III’s Liberty City (2001) and lacked GTA’s on-foot exploration, but they were the first open city driving sandboxes on PlayStation.
Driver’s film director mode, which let players replay completed missions from cinematic camera angles and edit the footage, was an early example of game content creation tools in a mainstream title. The parking garage test mission — which required demonstrating stunt driving skills before the game began properly — became one of gaming’s most notorious gatekeeping mechanics, filtering out players who hadn’t mastered Driver’s specific physics model before they could access the game’s content.
A Link to the Past — The Open World Prototype
A Link to the Past (1991) remains the strongest argument that open world design doesn’t require 3D space. The overworld — Light World and Dark World alternating versions of the same Hyrule — gave players a map large enough to get lost in, secrets numerous enough to reward exploration, and a structure (find items, unlock areas) that made the openness feel purposeful.
Link’s Awakening (1993) compressed A Link to the Past’s formula for the Game Boy with a smaller map that was proportionally denser with secrets. Both games demonstrate that “open world” is fundamentally about the relationship between player freedom and world structure, not map size or polygon count.