Armored Core 6
It's a pretty real-deal thing. Open world, tons of items to collect, open-ended character building with neat skills, and even some wild and strangely obtuse systems to learn. It even uses somewhat-divisive keyword conversations, like a lot of old games did. For all that it also has merciful features like automatic note-taking of keywords and a great system that autosaves as you start each dungeon—if you die, you just pop back to the start, making each one like a mini roguelike expedition.
There's other really interesting game design in here, too. Your character has health, but also a regenerating poise system that acts as a buffer of hit points before you take health damage. Thus stealth, and retreat, are very valuable. There's a dynamic fire and light system, and I think there are other elemental interactions that can appear on the map as well—getting wet makes you fire resistant, for example, but weak to Rot effects.
Jon Bolding is a games writer and critic with an extensive background in strategy games. When he's not on his PC, he can be found playing every tabletop game under the sun.