The characters in Wrath are all pretty good except for the good-aligned ones. The black paladin is incredibly boring, but you do get to tell her she sucks at being lawful if you do her quest (and you should because it gives the best item in the game as reward). The black gay priest is incredibly boring, but his quest lets you recruit his brother whose build is so exceptional it's funny. The witch is just Aerie from Baldur's Gate, but worse and underage and therefore worthless.
Might get it then, and be Neutral Evil PMC murderhobo fighter.
I've kind of developed recently for RPGs doing what I call an "asshole" run. The rules for this are, absent a formal alignment system:
- Combat focused build for protagonist; diplomacy and stealth are for pussies
- Always choose the most cruel or aggressive dialogue options
- Never pass up an opportunity to gloat over someone else's misfortune
- Always accept when challenged to a fight
- For party based games, reserve best gear to protagonist; everyone else gets their castoffs
Doing such a run does help gauge quite well the developers' attitudes towards actually role playing. Woke devs generally won't let you do this, or will penalise you heavily. Generally speaking Black Isle and Obsidian games score highly on this metric; Fallout 1 and 2 and Torment are unequalled in this way (Torment allows you to throw your chaste succubus gf to a pillar of severed heads in Hell to be eaten alive for all eternity and also allows you to gloat about how you manipulated a person to whom slavery is utterly anathema into being your slave, repeatedly).
Pillars of Eternity and its sequel also score quite highly and certain classes (Bleak Walker order for paladins) actually give bonuses for being an intransigent asshole and penalties for being nice.
Piranha Bytes games do it quite well in my experience; ELEX with its themes of how the protagonist, a former emotionless super soldier who has gone cold turkey from his super soldier serum and now is just a normie and is having these things called emotions for the first time in his life, gets it; and their settings are usually very morally grey which helps with this.
Cyberpunk 2077 scores fairly highly on such metrics (it is possible to screw people over in some fairly glorious ways and gloat about it). Witcher does it at times but it's kinda constrained by the fact that doing that would derail Geralt as a character a bit too much; its moral choice is more about putting the player into quandaries as to what the right thing to do is.
VTMB ranks about the same as CP77 on this metric. Once again, morally grey setting, the real war being ten miles above your head, more about protagonist saving themselves than saving the world.
Ditto Greedfall, but a bit lower because the game does tend to push you towards siding with the natives a little bit too hard for my liking, though getting the best ending requires you to actually act like a diplomat rather than a big hero.
Baldur's Gate sort of did it and even provided encouragement by having stat-wise overpowered evil henchmen balanced by the need to pick assholish resolutions to things or they quit the party forever. But it didn't offer enough choices like that and where it did it pounded you (betraying Valygar to the Cowled Wizards for instance).
Mass Effect cheated and gave you the false choice between service with a smile and service with a snark and only really allowed abject assholishness in a few specific places. Ditto Dragon Age Origins.
Dragon Age Inquisition completely failed to allow it but then it wouldn't have mattered anyhow; the whole game suffered from the script needing the plot to happen in any event.
Bethesda games don't get onto this chart because they rarely have anything worth shouting about in the plot or character development front in the first place. I can name possibly two vaguely memorable characters from Skyrim. In fact, the Elder Scrolls games in general feel more like a package holiday to fantasy land rather than living in it.
Mass Effect Andromeda is fan fiction.