1. Chico and The Magic Orchard DX (Switch)
2. Dusk ‘82 (Switch)
3. Dusk (Switch)
4. Rock Boshers DX (Switch)
5. Metal Slug 4 (Neo Geo)
6. Bleed 2 (Switch)
7. Kid Icarus: Uprising (3DS)
8. Mighty Gunvolt Burst (3DS)
9. Love 3 (Switch)
10. Mini Mario & Friends: Amiibo Challenge (3DS)
11. Mario vs. Donkey Kong (Switch)
12. Mother 3 (GBA)
13. Princess Peach: Showtime! (Switch)
14. Avenging Spirit (Arcade)
15. Blossom Tales II (Switch)
16. The Fall of Elena Temple (Switch)
17. Finding Teddy II (Switch)
18. Animal Well (Switch)
19. Runner 3 (Switch)
Finding Teddy II is open-world action platformer designed similarly to a Shantae or Wonder Boy game. That is, it has multiple worlds, connected by a central hub, each with a “dungeon” and boss battle. As you obtain mobility upgrades, you may revisit some of the world for additional items and upgrades, but you never have to revisit the dungeons. Combat is remarkably similar to Zelda II, which has held up really well since Nintendo introduced it in 1987. The hero has a short sword with which she can execute high or low strikes, and when jumping, she can also execute upward or downward strikes. She can also block attacks with a small shield. The puzzles mostly consist of gathering clues, listening closely, and inputting a musical code similar to the classic LucasArts adventure game Loom. (Interestingly, Finding Teddy I is not an action platformer, but rather a point-and-click adventure game largely styled after Loom. Despite the genre switch, the puzzle structure carries over from Finding Teddy to Finding Teddy II largely intact.) The whole game is permeated by a sad, mysterious atmosphere, and the faux 16-bit sprite work is excellent. Overall, I enjoyed Finding Teddy II, even if a few of the secrets are too well-hidden and despite a lack of enemy variety causing the game to drag a bit at times. It didn’t hold my hand, but respected my time, and I appreciated its fair challenge. Recommended.
Animal Well is a brilliant game. It is an open-world puzzle platformer that scrolls one screen at a time, much like its micro-computer puzzle platformer predecessors. While there’s plenty of platforming, there’s no combat…which is replaced entirely with enigmas, mysteries, and puzzles. There are so, so many puzzles. Discrete puzzles; puzzles within puzzle; multi-screen puzzles; logic puzzles, physics puzzles…just so many puzzles…all wrapped in a mystery…within an enigma. Mostly, getting through the game involves exploring (literally) every nook and cranny on the game’s expansive map, experimenting, using your meager tools in creative ways, carefully observing your environment, and taking copious notes on the clues hidden throughout the game. There’s also some pretty precise, challenging platforming, and a few intense chase sequences. (In short, it’s tough and occasionally exasperating.). The game takes place in a uniquely uncanny environment - a cave/well full on animal ghosts - and it features no music, further adding to the atmosphere. I loved it, and the game is wholly deserving of its accolades and status as an early GOTY contender. Highly recommended.
Runner 3 is the third game in the “Runner” series, which split off from the earlier Bit.Trip series. As the name implies, Runner 3 is an auto-runner, and in it, you play as Commander Video, Commandgirl Video (or one of the various guest or hidden characters) running, jumping, and sliding through various levels. (It’s an auto-runner, not an infinite runner.) The game also mixes in some new mechanics such as riding on a small plane, driving a go-cart, minecarts, etc. The running never stops, but the perspective and controls shift a bit. From a difficulty perspective, the game picks up right where Runner 2 dropped off, making it, perhaps, the most difficult game in the Runner series. (I bounced off it pretty hard when I first picked it up a last year, which was almost a decade after I beat Runner 2. After a bit of practice this time. though, I got back in the groove pretty quickly.). Despite a steep learning curve, however, the game offers a host of difficulty options, optional content, completion goals, etc., making it also the most accessible game in the Runner series. I respect that, and while I challenged myself to complete the game entirely, i had to turn the difficulty down to get through the game’s “impossible” levels - the difficulty’s right there in the title! - and even then, I gave up trying to get the the last few collectible diamonds on those levels. In short, Runner 3 is a very well-designed game with hours of content backing a simple mechanics. (I forgot to mention that each level features branching paths, hidden collectibles, and side quests, and I also forgot to mention that there’s an extra “retro” game hidden within Runner 3 that plays like a traditional platformer…so…a lot to do.). It features pure “twitch” gameplay that fees great when you get the hang of it. While I didn’t enjoy it quite as much as its predecessors, it was still a good time that I’m happy to recommend to anyone.
Games Beaten 2024
- prfsnl_gmr
- Next-Gen
- Posts: 12314
- Joined: Mon Jun 01, 2009 10:26 pm
- Location: Charlotte, North Carolina
Re: Games Beaten 2024
Previous Years: 2015 2016 2017 2018 2019 2020 2021 2022 2023
1. Tormented Souls - Switch
2. Battlefleet Gothic: Armada II - PC
3. Fantasy Empires - PC
4. Vagrant Story - PS1
5. Might and Magic 7: For Blood and Honor - PC
6. Prince of Persia: The Lost Crown - Switch
7. Teenage Mutant Ninja Turtles III: The Manhattan Project - NES
8. Like a Dragon: Infinite Wealth - PS5
9. Tomb Raider Remastered - PC
10. Final Fantasy VII: Rebirth - PS5
11. Unicorn Overlord - Switch
12. Mechwarrior 5: Mercenaries: Solaris Showdown - PC
13. Princess Peach: Showtime - Switch
14. Fida Puti Samurai - PC
15. Fallout New Vegas: Dead Money - PC
16. Fallout New Vegas: Honest Hearts - PC
17. Fallout New Vegas: Old World Blues - PC
18. Wrath: Aeon of Ruin - PC
19. Fallout New Vegas: Lonesome Road - PC
20. Super Buff HD - PC
21. SaGa Emerald Beyond - Switch
22. Blasphemous 2 - Switch
23. Trepang2 - PC
24. Homeworld 3 - PC
25. Blood West - PC
26. Marathon - PC
27. Wizardry: Proving Grounds of the Mad Overlord - PC
28. Little Kitty, Big City - PC
29. Dread Delusion - PC
30. Alan Wake 2: Night Springs - PC
Night Springs is DLC for Alan Wake 2 that presents three alternate realities that explore more of the Alan Wake 2 world. They are presented as episodes of the in-game Twilight Zone-esque show Night Springs, and each features a different protagonist which centers the experience.
The first one stars Rose, the waitress at the diner who is Alan's self-nominated number one fan. This is the catharsis DLC; you have a ton of ammo and an automatic shotgun and don't need to fiddle with the flashlight. And it's the embodiment of every bad self-insert fan fic ever created. It's delightful.
The second one stars Jesse from Control. It tells a story that has the same basic bones as that of Control, but transplanted into the environs of Alan Wake 2. There is some light puzzle solving, but ends up being the least interesting of the three. It's also hard to describe why it exists without major Alan Wake 2 spoilers.
The final one stars the protagonist of Quantum Break. The setup is that you are the actor for a new video game that's going to be a sequel to an old one, implied heavily to be Quantum Break (but they don't mention it for legal reasons). But then you get pulled into multiversal shenanigans which consists of Remedy really taking advantage of the medium and the fact that they have one of the last auteur directors at a major studio running things. From an execution perspective this is the best of the three.
Overall Night Springs is an excellent addition to Alan Wake. It's Remedy doing what Remedy does best, and while it's not a long experience, it is definitely worth playing if you're a devotee of what Remedy is putting out.
1. Tormented Souls - Switch
2. Battlefleet Gothic: Armada II - PC
3. Fantasy Empires - PC
4. Vagrant Story - PS1
5. Might and Magic 7: For Blood and Honor - PC
6. Prince of Persia: The Lost Crown - Switch
7. Teenage Mutant Ninja Turtles III: The Manhattan Project - NES
8. Like a Dragon: Infinite Wealth - PS5
9. Tomb Raider Remastered - PC
10. Final Fantasy VII: Rebirth - PS5
11. Unicorn Overlord - Switch
12. Mechwarrior 5: Mercenaries: Solaris Showdown - PC
13. Princess Peach: Showtime - Switch
14. Fida Puti Samurai - PC
15. Fallout New Vegas: Dead Money - PC
16. Fallout New Vegas: Honest Hearts - PC
17. Fallout New Vegas: Old World Blues - PC
18. Wrath: Aeon of Ruin - PC
19. Fallout New Vegas: Lonesome Road - PC
20. Super Buff HD - PC
21. SaGa Emerald Beyond - Switch
22. Blasphemous 2 - Switch
23. Trepang2 - PC
24. Homeworld 3 - PC
25. Blood West - PC
26. Marathon - PC
27. Wizardry: Proving Grounds of the Mad Overlord - PC
28. Little Kitty, Big City - PC
29. Dread Delusion - PC
30. Alan Wake 2: Night Springs - PC
Night Springs is DLC for Alan Wake 2 that presents three alternate realities that explore more of the Alan Wake 2 world. They are presented as episodes of the in-game Twilight Zone-esque show Night Springs, and each features a different protagonist which centers the experience.
The first one stars Rose, the waitress at the diner who is Alan's self-nominated number one fan. This is the catharsis DLC; you have a ton of ammo and an automatic shotgun and don't need to fiddle with the flashlight. And it's the embodiment of every bad self-insert fan fic ever created. It's delightful.
The second one stars Jesse from Control. It tells a story that has the same basic bones as that of Control, but transplanted into the environs of Alan Wake 2. There is some light puzzle solving, but ends up being the least interesting of the three. It's also hard to describe why it exists without major Alan Wake 2 spoilers.
The final one stars the protagonist of Quantum Break. The setup is that you are the actor for a new video game that's going to be a sequel to an old one, implied heavily to be Quantum Break (but they don't mention it for legal reasons). But then you get pulled into multiversal shenanigans which consists of Remedy really taking advantage of the medium and the fact that they have one of the last auteur directors at a major studio running things. From an execution perspective this is the best of the three.
Overall Night Springs is an excellent addition to Alan Wake. It's Remedy doing what Remedy does best, and while it's not a long experience, it is definitely worth playing if you're a devotee of what Remedy is putting out.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
- PartridgeSenpai
- Next-Gen
- Posts: 3072
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2024
Partridge Senpai's 2024 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023
* indicates a repeat
1~50
51. Adventures of Lolo (Famicom)
52. Adventures of Lolo 2 (NES)
53. Adventures of Lolo II (Famicom)
54. Adventures of Lolo 3 (NES)
55. Kickle Cubicle (NES)
56. Adventures of Lolo (GB)
57. Cocoron (Famicom)
This is a game I’ve known about for ages, but I’ve just never gotten around to actually playing it. I’d always heard it described as a “build your own MegaMan” type game, and as a big MegaMan fan that was obviously very appealing, but it was never a big enough priority to actually sit down and play it. The other day, however, a friend of mine brought it up out of nowhere, and in looking up more about it, I discovered that this game was actually made by the dev studio formed by the director of the first several MegaMan games after he left Capcom! That made this one I could ignore no longer, and I finally got to playing this thing x3. It took me around an hour (my in-game timer said like 46 minutes, for whatever that’s worth) to beat the Japanese version of the game on emulated hardware with very slight save state and rewind usage.
Cocoron is the story of you! You’re peacefully dreaming in your house one night, when, all of a sudden, you’re visited by Tapier, the magical dream mage. He whisks you away to the magical dream world and informs you that Princess Lua has been kidnapped! You’re the only one who can save her, apparently, so he gives you the ability to make your own hero (the first of ultimately six) and you set off on your adventure! It’s a neat little story, and certainly one of the cooler ones I’ve seen for a Famicom action game in terms of the little cutscenes and twists it has. It’s hardly the most impressive game on the system in that regard, but I still think it's a cool story that sets the premise for the action at hand very nicely.
The action at hand is a very unconventional approach to a MegaMan like experience. First things first, you actually build your own hero, and you get to build another one after each of the five main bosses for a total of six. There are eight different heads and eight different bodies to choose from as well as eight different weapon types. Heads and bodies each have a weight and life point total, and each of the eight types has two or three different styles you can pick from too. Health points are of course your health, while weight determines your movement speed and *I think* your jump height/airtime. While heads are just aesthetics, bodies give all sorts of different abilities, so boat bodies float on water, wing and jet bodies can hover like Princess Peach in Mario 2, and tank bodies don’t slide down on slopes. Weapons are also quite varied, and while some are very straightforwardly worse than others, you thankfully get a little screen to test out how your character moves before you’re forced to commit to your new little buddy, which is very appreciated. Weapons will upgrade as you collect powerups in levels, though you sadly can’t see the more advanced versions of the weapons in that test screen.
The level design is also rather unusual. Rather than outright levels, you have five different destinations that you can choose from the start (with your beginning location just being your house transported into the dream world). The next thing you’ll play is effectively half a level on your way to that particular destination where you fight a boss. From there, the four other main destinations all have different levels between them based on where you’re coming from and where you’re going. Going to the Fairy Forest from the Card Castle will give you a significantly different level than if you’d chosen to go to the Fairy Forest from the Sea of Milk, for example. It’s a pretty neat premise, though it’s not without its faults.
For starters, the character creation is a very neat idea, but the balancing on it is pretty awful. With eight head and body types each with respective weight and health stat, you’d assume that it’d be a linear scale from one end to the other, with high health corresponding to high weight and vice versa, but that’s actually not the case at all. Many head types are simply worse versions of others, and there’s very little reason other than just a self-imposed challenge to select an alien head (200 weight, 4 health) when a ninja head (110-ish weight, 8 health) is also available. The same is true for weapons as well, with some weapons like shuriken, baseballs, and pencils being very straightforwardly far better than junk like the flower or crystal weapons.
There’s also no way to remake a party member after you’ve made them or swap out pieces, so once you’ve made what turns out to be a really cruddy hero, you’re just stuck with them. A lot of this wouldn’t really be much of a problem if the game were kinda easy, but this game is frankly one of the hardest MegaMan type games I’ve played (and I’ve played nearly every single MegaMan game out there, so that’s saying something). However, that isn’t so much due to the technical skill required so much as it is due to just how clumsy and hostile so much of the design can be. You’d assume quite fairly that head/body combos that give you lots of hover and lots of health are the best options, and you’d also logically assume that hard hitting weapons with decent verticality options (like shuriken or pencils) are also the best. While you may be tempted to go for more variety (as it is the spice of life, after all), both of these assumptions prove very true, and you deviate from them at your own risk.
The boss design ranges from trivial (like the Harvest Moon) to absurdly unfair (like the Joker King), and there will absolutely be times that you’re just a dead man walking attempting a stage and/or boss that you actually have no chance of winning against because your body type isn’t mobile enough or your weapon is just too weak to win the rush down battle. The game design also kinda peters out pretty quickly once you’ve beaten the first five bosses. After that, you need to find Princess Lua. At the midway point of any non-house-bound stage, there’s a giant egg that has either enemies or a power up in it, and Princess Lua is hidden in one of the remaining one of these at random once you’ve beaten all five bosses. I happened to find her immediately, as she was actually in the very first egg I came across once I started looking, but there are theoretically another six stages to hunt through at that point, and that assumes that you’ve already broken the eggs on the first four you’ve gone through *and* you’ve got a weapon that can fire high enough in the air to actually break the big egg in the first place.
Once you find her, you’re immediately brought to the penultimate level, and things get FAR harder from here. You lose all of your companions save for the one you’re using, as you’re going to be rescuing them one at a time in the order they were created. What awaits you is six very hard, very deadly stages that are both long and packed with enemies, and you have to do it ALL in ONE LIFE. This game does have both extra lives and continues, but that doesn’t matter for the penultimate level. If you die a single time anywhere in it, you go right back to the very very start of it, and you don’t even get to keep any weapon upgrades you collected along the way. I was pretty lenient on the game’s faults up until that point, and it was overall a good fun challenge (if a bit too tricky in places), but this was the straw that broke the camel’s back and getting through those levels without rewinds and/or save states is frankly a fool’s errand that sucks a lot of the fun out of the game with just how merciless it is (and we’re talking “timing puzzles whose possibility is dictated by how fast you happened to scroll the screen” too. It’s really bad).
The aesthetics of the game, at least, are very nice. The graphics are great and just what you’d expect from a Famicom game this late in the system’s life. You’ve got three heads of each type and two types for each body, so you can mix and match all sorts of different weird heroes to go through the game with. Enemy and boss designs are all well animated and neat, and environments are also very distinct and pretty. It’s always fun to see what strangeness happens to lie on this particular bridge between two destinations. The game doesn’t have a ton of music, but what it does have is very fun and catchy just like early MegaMan stuff was (as it even shares a composer with MegaMan 2~).
Verdict: Hesitantly Recommended. The good stuff is good, but the bad stuff is really rough. The repetition of going between boss-less levels while hunting for Princess Lua is pretty dull, the balancing between different head/body/weapon types is fairly dire, and that penultimate level is just misery incarnate. The game gets so hard that you’re frankly quite strongly discouraged from making more varied or unconventional hero builds, because you run the risk of making a character who simply cannot beat the challenges in front of them due to the fragility of their health or the weakness of their weapon. If you’re a big MegaMan fan and don’t mind using an emulator’s tools to help you through the rougher sections, then Cocoron can be decent fun and an interesting curiosity, but it’s far too hard and unpolished for me to ever recommend it to more casual retro action game fans.
Previously: 2016 2017 2018 2019 2020 2021 2022 2023
* indicates a repeat
1~50
52. Adventures of Lolo 2 (NES)
53. Adventures of Lolo II (Famicom)
54. Adventures of Lolo 3 (NES)
55. Kickle Cubicle (NES)
56. Adventures of Lolo (GB)
57. Cocoron (Famicom)
This is a game I’ve known about for ages, but I’ve just never gotten around to actually playing it. I’d always heard it described as a “build your own MegaMan” type game, and as a big MegaMan fan that was obviously very appealing, but it was never a big enough priority to actually sit down and play it. The other day, however, a friend of mine brought it up out of nowhere, and in looking up more about it, I discovered that this game was actually made by the dev studio formed by the director of the first several MegaMan games after he left Capcom! That made this one I could ignore no longer, and I finally got to playing this thing x3. It took me around an hour (my in-game timer said like 46 minutes, for whatever that’s worth) to beat the Japanese version of the game on emulated hardware with very slight save state and rewind usage.
Cocoron is the story of you! You’re peacefully dreaming in your house one night, when, all of a sudden, you’re visited by Tapier, the magical dream mage. He whisks you away to the magical dream world and informs you that Princess Lua has been kidnapped! You’re the only one who can save her, apparently, so he gives you the ability to make your own hero (the first of ultimately six) and you set off on your adventure! It’s a neat little story, and certainly one of the cooler ones I’ve seen for a Famicom action game in terms of the little cutscenes and twists it has. It’s hardly the most impressive game on the system in that regard, but I still think it's a cool story that sets the premise for the action at hand very nicely.
The action at hand is a very unconventional approach to a MegaMan like experience. First things first, you actually build your own hero, and you get to build another one after each of the five main bosses for a total of six. There are eight different heads and eight different bodies to choose from as well as eight different weapon types. Heads and bodies each have a weight and life point total, and each of the eight types has two or three different styles you can pick from too. Health points are of course your health, while weight determines your movement speed and *I think* your jump height/airtime. While heads are just aesthetics, bodies give all sorts of different abilities, so boat bodies float on water, wing and jet bodies can hover like Princess Peach in Mario 2, and tank bodies don’t slide down on slopes. Weapons are also quite varied, and while some are very straightforwardly worse than others, you thankfully get a little screen to test out how your character moves before you’re forced to commit to your new little buddy, which is very appreciated. Weapons will upgrade as you collect powerups in levels, though you sadly can’t see the more advanced versions of the weapons in that test screen.
The level design is also rather unusual. Rather than outright levels, you have five different destinations that you can choose from the start (with your beginning location just being your house transported into the dream world). The next thing you’ll play is effectively half a level on your way to that particular destination where you fight a boss. From there, the four other main destinations all have different levels between them based on where you’re coming from and where you’re going. Going to the Fairy Forest from the Card Castle will give you a significantly different level than if you’d chosen to go to the Fairy Forest from the Sea of Milk, for example. It’s a pretty neat premise, though it’s not without its faults.
For starters, the character creation is a very neat idea, but the balancing on it is pretty awful. With eight head and body types each with respective weight and health stat, you’d assume that it’d be a linear scale from one end to the other, with high health corresponding to high weight and vice versa, but that’s actually not the case at all. Many head types are simply worse versions of others, and there’s very little reason other than just a self-imposed challenge to select an alien head (200 weight, 4 health) when a ninja head (110-ish weight, 8 health) is also available. The same is true for weapons as well, with some weapons like shuriken, baseballs, and pencils being very straightforwardly far better than junk like the flower or crystal weapons.
There’s also no way to remake a party member after you’ve made them or swap out pieces, so once you’ve made what turns out to be a really cruddy hero, you’re just stuck with them. A lot of this wouldn’t really be much of a problem if the game were kinda easy, but this game is frankly one of the hardest MegaMan type games I’ve played (and I’ve played nearly every single MegaMan game out there, so that’s saying something). However, that isn’t so much due to the technical skill required so much as it is due to just how clumsy and hostile so much of the design can be. You’d assume quite fairly that head/body combos that give you lots of hover and lots of health are the best options, and you’d also logically assume that hard hitting weapons with decent verticality options (like shuriken or pencils) are also the best. While you may be tempted to go for more variety (as it is the spice of life, after all), both of these assumptions prove very true, and you deviate from them at your own risk.
The boss design ranges from trivial (like the Harvest Moon) to absurdly unfair (like the Joker King), and there will absolutely be times that you’re just a dead man walking attempting a stage and/or boss that you actually have no chance of winning against because your body type isn’t mobile enough or your weapon is just too weak to win the rush down battle. The game design also kinda peters out pretty quickly once you’ve beaten the first five bosses. After that, you need to find Princess Lua. At the midway point of any non-house-bound stage, there’s a giant egg that has either enemies or a power up in it, and Princess Lua is hidden in one of the remaining one of these at random once you’ve beaten all five bosses. I happened to find her immediately, as she was actually in the very first egg I came across once I started looking, but there are theoretically another six stages to hunt through at that point, and that assumes that you’ve already broken the eggs on the first four you’ve gone through *and* you’ve got a weapon that can fire high enough in the air to actually break the big egg in the first place.
Once you find her, you’re immediately brought to the penultimate level, and things get FAR harder from here. You lose all of your companions save for the one you’re using, as you’re going to be rescuing them one at a time in the order they were created. What awaits you is six very hard, very deadly stages that are both long and packed with enemies, and you have to do it ALL in ONE LIFE. This game does have both extra lives and continues, but that doesn’t matter for the penultimate level. If you die a single time anywhere in it, you go right back to the very very start of it, and you don’t even get to keep any weapon upgrades you collected along the way. I was pretty lenient on the game’s faults up until that point, and it was overall a good fun challenge (if a bit too tricky in places), but this was the straw that broke the camel’s back and getting through those levels without rewinds and/or save states is frankly a fool’s errand that sucks a lot of the fun out of the game with just how merciless it is (and we’re talking “timing puzzles whose possibility is dictated by how fast you happened to scroll the screen” too. It’s really bad).
The aesthetics of the game, at least, are very nice. The graphics are great and just what you’d expect from a Famicom game this late in the system’s life. You’ve got three heads of each type and two types for each body, so you can mix and match all sorts of different weird heroes to go through the game with. Enemy and boss designs are all well animated and neat, and environments are also very distinct and pretty. It’s always fun to see what strangeness happens to lie on this particular bridge between two destinations. The game doesn’t have a ton of music, but what it does have is very fun and catchy just like early MegaMan stuff was (as it even shares a composer with MegaMan 2~).
Verdict: Hesitantly Recommended. The good stuff is good, but the bad stuff is really rough. The repetition of going between boss-less levels while hunting for Princess Lua is pretty dull, the balancing between different head/body/weapon types is fairly dire, and that penultimate level is just misery incarnate. The game gets so hard that you’re frankly quite strongly discouraged from making more varied or unconventional hero builds, because you run the risk of making a character who simply cannot beat the challenges in front of them due to the fragility of their health or the weakness of their weapon. If you’re a big MegaMan fan and don’t mind using an emulator’s tools to help you through the rougher sections, then Cocoron can be decent fun and an interesting curiosity, but it’s far too hard and unpolished for me to ever recommend it to more casual retro action game fans.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
- Jagosaurus
- Next-Gen
- Posts: 4041
- Joined: Sat Mar 09, 2013 12:15 pm
- Location: Houston area, Texas
Re: Games Beaten 2024
DKC was visually impressive & I have fond memories of playing it at my uncle's after school. After our NES, my family went with a new 486 & PC gaming that gen vs a SNES or Genesis. Now ... I owned Donkey Kong Land on Gameboy, and I prefer that version of the series. If I'm honest with myself, the visuals of the SNES game at the time were the main draw for me. I have been meaning to try Kaze which looks great and is a love letter to this series.
Will check out your write up over there. I've been looking into playing Fable Anniversary later this year after seeing Playground's trailer for the upcoming title. One of those series that's strangely always interested me going back to original release, but I haven't got to yet. Only been 20 years
SpaceBooger wrote: ↑Mon Jun 10, 2024 2:49 pm 06/10/24 - Fable (oXBOX)
Fable was my second game of the summer challenge this year. I posted my thoughts in that thread.
Will check out your write up over there. I've been looking into playing Fable Anniversary later this year after seeing Playground's trailer for the upcoming title. One of those series that's strangely always interested me going back to original release, but I haven't got to yet. Only been 20 years

Games Beaten 2025, 2024, 2023 | Retro Achievements
xJAGOx = Xbox Gamertag | Console Mods
xJAGOx = Xbox Gamertag | Console Mods
Re: Games Beaten 2024
1. Live A Live (RPG)(Switch)
2. Turnip Boy Commits Tax Evasion (Action)(Switch)
3. Pathway (Strategy [Tactics])(PC)
4. Rewind or Die (Horror Adventure)(PC)
5. Tomb Raider (Action Adventure)(PC)
6. Remnant: From the Ashes (Action RPG)(PC)
7. House Flipper (Simulation)(PC)
8. Might and Magic VII: For Blood and Honor (RPG)(PC)
9. Wild West and Wizards (FPS/RPG)(PC)
10. SPRAWL (FPS)(PC)
11. Lunacid (RPG)(PC)
12. PowerWash Simulator: SpongeBob SquarePants (FPS)(PC)
13. PowerWash Simulator: Warhammer 40,000 (FPS)(PC)
14. PowerWash Simulator: Back to the Future (FPS)(PC)
15. Marathon (FPS)(PC)
16. Star Trek: Voyager - Elite Force (FPS)(PC)
I played through Star Trek: Voyager - Elite Force as part of the Summer Classic Gaming Challenge, not because of its importance to video game history, but because it is considered one of the greatest Star Trek games ever released. While there has been numerous Star Trek titles before this, they mainly consisted of simulators, which while inspiring never really captured the attention that Star Wars games did. Which is not to say Star Trek hasn't been a major inspiration to gaming, just that the actual property never got the treatment it really deserved.
We rave about games like Dark Forces and the follow up Jedi Knight series. But with its emphasis on attempting peaceful resolution (despite a considerable amount of violence), Star Trek may not seem suitable for an FPS. And yet, Elite Force does it and does it damn well. Not only is it a solid FPS, it's also a love letter to the Star Trek franchise, including references to the previous series (particularly the original) and even an expansion that simply lets you walk around the Voyager like you were a regular crewmember.
But as much as I enjoy the banter between crew and the myriad foes including Klingons, Borg, and original creations, none of this would really work if the shooting wasn't good. Which it is. You have a variety of weapon types, which share two different ammunition types (not including the regenerating ammo of the basic phaser). Different weapons have different uses and alternate fire, and you can zoom in to snipe with pretty much everything. Fighting Borg? You have a special gun for that. Alternate universe bandits? Your starting rifle works well with headshots, especially it's sniper alternate fire mode. Scavenger machine guns, alien machine guns, stuff that goes boom...yep, it feels good to use, and with the ammo split evenly, you can swap between types and still have options.
The game is also forgiving with ammo and health regen, which is done at stations throughout every level. While they're not unlimited, you can still get a fair amount of firepower from one or keep topping off your shields to make sure you don't die. While you are also stuck with AI crew members for much of the game, and you cannot command them, they're at least not total idiots...just mostly idiots. Still, they never actually got in my way, so I'll take it.
All together, I really enjoyed Elite Force, and I feel I have a greater appreciation of the Voyager series and Star Trek games in general. And, in an era where the Trek franchise is hit or miss and spread across different streaming services and not providing that sense of hopefulness I felt with TOS and Next Generation, Elite Force felt like a shot in the arm. It was the game I needed to play.
2. Turnip Boy Commits Tax Evasion (Action)(Switch)
3. Pathway (Strategy [Tactics])(PC)
4. Rewind or Die (Horror Adventure)(PC)
5. Tomb Raider (Action Adventure)(PC)
6. Remnant: From the Ashes (Action RPG)(PC)
7. House Flipper (Simulation)(PC)
8. Might and Magic VII: For Blood and Honor (RPG)(PC)
9. Wild West and Wizards (FPS/RPG)(PC)
10. SPRAWL (FPS)(PC)
11. Lunacid (RPG)(PC)
12. PowerWash Simulator: SpongeBob SquarePants (FPS)(PC)
13. PowerWash Simulator: Warhammer 40,000 (FPS)(PC)
14. PowerWash Simulator: Back to the Future (FPS)(PC)
15. Marathon (FPS)(PC)
16. Star Trek: Voyager - Elite Force (FPS)(PC)
I played through Star Trek: Voyager - Elite Force as part of the Summer Classic Gaming Challenge, not because of its importance to video game history, but because it is considered one of the greatest Star Trek games ever released. While there has been numerous Star Trek titles before this, they mainly consisted of simulators, which while inspiring never really captured the attention that Star Wars games did. Which is not to say Star Trek hasn't been a major inspiration to gaming, just that the actual property never got the treatment it really deserved.
We rave about games like Dark Forces and the follow up Jedi Knight series. But with its emphasis on attempting peaceful resolution (despite a considerable amount of violence), Star Trek may not seem suitable for an FPS. And yet, Elite Force does it and does it damn well. Not only is it a solid FPS, it's also a love letter to the Star Trek franchise, including references to the previous series (particularly the original) and even an expansion that simply lets you walk around the Voyager like you were a regular crewmember.
But as much as I enjoy the banter between crew and the myriad foes including Klingons, Borg, and original creations, none of this would really work if the shooting wasn't good. Which it is. You have a variety of weapon types, which share two different ammunition types (not including the regenerating ammo of the basic phaser). Different weapons have different uses and alternate fire, and you can zoom in to snipe with pretty much everything. Fighting Borg? You have a special gun for that. Alternate universe bandits? Your starting rifle works well with headshots, especially it's sniper alternate fire mode. Scavenger machine guns, alien machine guns, stuff that goes boom...yep, it feels good to use, and with the ammo split evenly, you can swap between types and still have options.
The game is also forgiving with ammo and health regen, which is done at stations throughout every level. While they're not unlimited, you can still get a fair amount of firepower from one or keep topping off your shields to make sure you don't die. While you are also stuck with AI crew members for much of the game, and you cannot command them, they're at least not total idiots...just mostly idiots. Still, they never actually got in my way, so I'll take it.
All together, I really enjoyed Elite Force, and I feel I have a greater appreciation of the Voyager series and Star Trek games in general. And, in an era where the Trek franchise is hit or miss and spread across different streaming services and not providing that sense of hopefulness I felt with TOS and Next Generation, Elite Force felt like a shot in the arm. It was the game I needed to play.
- ElkinFencer10
- Next-Gen
- Posts: 8755
- Joined: Fri Aug 13, 2010 8:34 pm
- Location: Jonesville, North Carolina
- Contact:
Re: Games Beaten 2024
Well shit, I accidentally edited and overwrote my previous post instead of quoting it. Hell, whatever. Here's a link to that review on my blog if you're curious about Army Men: Major Malfunction on Xbox.
Patron Saint of Bitch Mode
- alienjesus
- Next-Gen
- Posts: 8847
- Joined: Tue Feb 24, 2009 7:10 pm
- Location: London, UK.
Re: Games Beaten 2024
AJ's games beaten 2024:
1. Yakuza 3 Remastered PS4 *NEW*
2. Gley Lancer Mega Drive *NEW*
3. Flink Mega Drive *NEW*
4. Zero Wing Mega Drive *NEW*
5. Super Bomberman 3 SNES *NEW*
As usual, I'm way behind on reviews, having not posted any yet for 2024. So here's my first attempt to play catch up. These reviews bring me up to February 18th in terms of games I beat this year, so lots more to come yet...
Yakuza 3 Remastered

I’ve been slowly working through the Yakuza games over the past few years and loving the series. However, they seem to come out faster than I’m getting through them – there were 3 new entries in the series in the last year! I decided this year I would do my best to get through the series a bit so I can start to catch up, and so the first game I properly dived into in 2024 was Yakuza 3, the next entry in the series for me.
Yakuza 3 is often considered one of the roughest experiences for new series fans because many start with Zero, and then play Kiwami and Kiwami 2, modern remakes of the first 2 Yakuza titles. Yakuza 3 on PS4 however is simply a remastered PS3 port and so feels like a big step backwards in terms of controls, visuals and polish as it’s the likely oldest title in the series new players will encounter. I found that was somewhat the case, as the mini games and fighting definitely felt less refined and a bit more janky, and the game balance was a bit off with way too much blocking from enemies making fights take longer than they should. That said, I actually thought it held up pretty well overall – there was much less of a difference between this early PS3 title and the new titles than you might expect.
Storywise, Yakuza 3 has some highs and lows. The overall plot I thought was a bit messy, with unclear villain motivations and stakes, and one of the weakest villains so far in my opinion. However, I thought the character moments in the game were some of the best in the series so far, with Kiryu’s interactions with the children of the orphanage he runs and the local Okinawa mafia group being really charming.
It's probably the weakest of the Yakuza games I’ve played thus far, but I feel that saying so does Yakuza 3 a disservice. I still thoroughly enjoyed my time with the game despite some of the quality of life improvements being missing, and I’m still keen to keep working through the series. Definitely a ton of fun, but I’d only recommend it to people who started with Kiwami or Zero and want to continue working through the ongoing saga.
Gley Lancer

Gley Lancer is a shmup released for the Mega Drive only in Japan. It’s been a bit of a cult game with a hefty price tag over the years, and it was finally released in the west on Wii Virtual Console during the Wii era. Unfortunately with Wii VC going the way of the dodo, it was unavailable again for a while but more recently it’s seen a bunch of rereleases – not only an improved port to Switch, but also several official reproductions for the Mega Drive too.
My play-through of the game was on original hardware using the retro-bit reproduction of the cartridge, and I’m glad this is how I experienced it, because Gley Lancer is a really impressive title for the system. The game opens with an animated cutscene explaining the plot, where your father is abducted by an evil alien empire, and your character, a young girl in the military, steals an experimental fighter ship and goes after him. The quality of the animation is fantastic, and this continues into the graphics and music for the actual gameplay, which is equally stunning. Stage 1 features an awesome parallax effect as you pilot through an asteroid belt, and the music is really something special – definitely go and check out the OST, it’s some of the best music on the Mega Drive.
Thankfully, the gameplay also holds up as well as the presentation. It’s a fairly simple horizontal scrolling shooter with a few different weapon options you can pick up, and options which surround your ship and shoot alongside you. You can choose how you want these options to behave at the start of the game, with multiple behaviours to select from. I chose the option that homes in on enemies on screen which I feel was probably the most beginner friendly for the majority of the game.
The game is reasonably ‘easy’ at least by shmup standards and offers infinite continues, although you’ll start from the beginning of the stage when you use one so you still have to play well. It’s also a surprisingly long shmup, with 11 stages to play through before you hit the credits.
I’m really glad I sat and played through Gley Lancer, because it really is a great game, and one it’s a shame the western world missed out on originally. Now it’s a bit more readily available, I’d definitely recommend this to anyone who likes old-school shmups. It’s great.
Flink

Flink is a platformer for Mega Drive where you play as Flink, a wizard who sets out on a journey to defeat an evil sorcerer named Wicked Wainwright. It was developed by Psygnosis, and it’s immediately apparent it is a European title from the distinctive graphics which look fantastic for the system, and the distinct soundtrack which sounds completely unlike most games on the Mega Drive, but which I ultimately found a bit disappointingly generic despite that.
Flink has the usual set of platformer control options being able to jump on enemies and slide down slopes. He can also pick up items and throw them to defeat enemies. More distinctive though is his ability to cast spells. You have to learn these spells by mixing different spell ingredients you gather throughout the game. You can use trial and error to figure these out, but throughout the game you will get scrolls which tell you how to concoct them, or at least provide some hints towards the correct combination. These allow you many options, such as growing plants to use as platforms, summon a familiar or attack enemies with lightning and help the game stand out.
The games levels are all pretty simple but decently designed. There’s a lot of them too, with the game taking quite a long time to get through. It doesn’t suffer too much from some of the worse elements of European platform design either – you get ample invincibility frames after taking a hit and there’s not much forced damage, nor one hit kills – instead opting for a sonic style system where you drop your magic upon first hit and can gather it back up before taking another. I think there are a few of the classic water drops which hurt you though! Difficulty wise the game isn’t too bad but lives aren’t super abundant and I did find I frequently needed to return to an earlier level to grind for lives by replaying it over and over as continues were limited and losing my progress in such a long game would have been devastating.
Flink was a game I thought was pretty OK overall. I don’t think it’s a must own for the system but it was fun enough and it had some interesting ideas and a unique presentation. Worth a try if you’re interested, but I wouldn’t go out of your way to get it.
Zero Wing

How are you gentlemen!! Following on from Gley Lancer, I jumped into another, better known, mega drive shmup. Zero Wing was released only in Japan and Europe (North America, what happen?), and is of course mostly infamous for it’s iconic introduction cutscene where somebody sets up us the bomb. It’s a pretty generic story for a shooter, but the amazing Engrish translation really manages to make it feel more distinct than many of it’s contemporaries, and prepares you to take off every ‘zig’ for great justice.
Zero Wing has a reputation for being on the easier side, but to that I would say ‘what you say!!’. It’s certainly not amongst the hardest for the console, but there is some teeth to Zero Wing that it’s chunky rounded art style tries to hide away. The game starts off pretty manageable, but in a few of the later levels I felt that you are on the way to destruction. If you can’t match the sudden difficulty in pace then you have no chance to survive make your time.
The gameplay of Zero Wing is pretty basic – you can switch between a few different weapons by collecting power ups and they can be powered up further by collecting another of the same weapon type – you know what you doing. However, the game does have one unique mechanic with it’s tractor beam – you can use this to pull in enemy ships which you can then use as a shield to protect you from bullets. Bigger enemies can also be pulled in but due to their weight they will constantly pull you down towards the ground, requiring you fight against gravity and slowing your movement. Thankfully you can fire them back out as projectile at other enemies too, which seems harsh but alls fair in love and war and war was beginning
Zero Wing is ultimately not a particularly amazing shmup. It’s decent fun and reasonably well made, but other than it’s distinctive intro it really doesn’t stand out much. The gameplay is basic and has a slightly wonky difficulty curve and the graphics are a bit basic. Thankfully the music is pretty good so if nothing else that’s a great reason to have your main screen turn on and give this one a play. Zero Wing is a fun little time but nothing that will set your world on fire.
P.S. All your base are belong to us.
Super Bomberman 2

Super Bomberman 2 is the second entry in the Super Bomberman series (obviously) but is the first one I’ve played. An interesting thing about the bomberman series is how it feels there are multiple different distinct story scenarios and canons, and yet the gameplay feels pretty consistent across entries. This one is no different.
You come up against 5 dastardly bomber enemies who capture bomberman in a prison, and you must blast through each themed world of the dungeon to escape whilst defeating the dastardly bombers along the way. Each has a different set of powers you have to combat, and world themes related to their abilities – for example magnet bomber’s world has magnets that can push and pull bombs depending on their polarity if they are in line with them.
Each of the 5 worlds contained multiple levels, a battle vs one of the dastardly bombers and a final boss fight against a bigger mech. The game follows the old-school bomberman approach of needing to defeat all enemies on a stage and then exist through a hidden portal. Accidentally blowing up the portal releases a bunch of extra enemies into the stage so best to be careful with bomb placement. It’s fun, but I preferred some of the refinements of Bomberman 94 and Saturn Bomberman where they had defined level ends and interesting power ups in the form of Louies and Dinos you could ride.
Super Bomberman 2 is a bit of a fan favourite for many I think, but in my mind that’s mainly due to it being one of the more widely available Bomberman titles of the era. I had a good time with it, but there’s better Bomberman titles out there I’d recommend first. I’d recommend Bomberman 94/Mega Bomberman as my 16 bit bomberman game of choice.
1. Yakuza 3 Remastered PS4 *NEW*
2. Gley Lancer Mega Drive *NEW*
3. Flink Mega Drive *NEW*
4. Zero Wing Mega Drive *NEW*
5. Super Bomberman 3 SNES *NEW*
As usual, I'm way behind on reviews, having not posted any yet for 2024. So here's my first attempt to play catch up. These reviews bring me up to February 18th in terms of games I beat this year, so lots more to come yet...
Yakuza 3 Remastered

I’ve been slowly working through the Yakuza games over the past few years and loving the series. However, they seem to come out faster than I’m getting through them – there were 3 new entries in the series in the last year! I decided this year I would do my best to get through the series a bit so I can start to catch up, and so the first game I properly dived into in 2024 was Yakuza 3, the next entry in the series for me.
Yakuza 3 is often considered one of the roughest experiences for new series fans because many start with Zero, and then play Kiwami and Kiwami 2, modern remakes of the first 2 Yakuza titles. Yakuza 3 on PS4 however is simply a remastered PS3 port and so feels like a big step backwards in terms of controls, visuals and polish as it’s the likely oldest title in the series new players will encounter. I found that was somewhat the case, as the mini games and fighting definitely felt less refined and a bit more janky, and the game balance was a bit off with way too much blocking from enemies making fights take longer than they should. That said, I actually thought it held up pretty well overall – there was much less of a difference between this early PS3 title and the new titles than you might expect.
Storywise, Yakuza 3 has some highs and lows. The overall plot I thought was a bit messy, with unclear villain motivations and stakes, and one of the weakest villains so far in my opinion. However, I thought the character moments in the game were some of the best in the series so far, with Kiryu’s interactions with the children of the orphanage he runs and the local Okinawa mafia group being really charming.
It's probably the weakest of the Yakuza games I’ve played thus far, but I feel that saying so does Yakuza 3 a disservice. I still thoroughly enjoyed my time with the game despite some of the quality of life improvements being missing, and I’m still keen to keep working through the series. Definitely a ton of fun, but I’d only recommend it to people who started with Kiwami or Zero and want to continue working through the ongoing saga.
Gley Lancer

Gley Lancer is a shmup released for the Mega Drive only in Japan. It’s been a bit of a cult game with a hefty price tag over the years, and it was finally released in the west on Wii Virtual Console during the Wii era. Unfortunately with Wii VC going the way of the dodo, it was unavailable again for a while but more recently it’s seen a bunch of rereleases – not only an improved port to Switch, but also several official reproductions for the Mega Drive too.
My play-through of the game was on original hardware using the retro-bit reproduction of the cartridge, and I’m glad this is how I experienced it, because Gley Lancer is a really impressive title for the system. The game opens with an animated cutscene explaining the plot, where your father is abducted by an evil alien empire, and your character, a young girl in the military, steals an experimental fighter ship and goes after him. The quality of the animation is fantastic, and this continues into the graphics and music for the actual gameplay, which is equally stunning. Stage 1 features an awesome parallax effect as you pilot through an asteroid belt, and the music is really something special – definitely go and check out the OST, it’s some of the best music on the Mega Drive.
Thankfully, the gameplay also holds up as well as the presentation. It’s a fairly simple horizontal scrolling shooter with a few different weapon options you can pick up, and options which surround your ship and shoot alongside you. You can choose how you want these options to behave at the start of the game, with multiple behaviours to select from. I chose the option that homes in on enemies on screen which I feel was probably the most beginner friendly for the majority of the game.
The game is reasonably ‘easy’ at least by shmup standards and offers infinite continues, although you’ll start from the beginning of the stage when you use one so you still have to play well. It’s also a surprisingly long shmup, with 11 stages to play through before you hit the credits.
I’m really glad I sat and played through Gley Lancer, because it really is a great game, and one it’s a shame the western world missed out on originally. Now it’s a bit more readily available, I’d definitely recommend this to anyone who likes old-school shmups. It’s great.
Flink

Flink is a platformer for Mega Drive where you play as Flink, a wizard who sets out on a journey to defeat an evil sorcerer named Wicked Wainwright. It was developed by Psygnosis, and it’s immediately apparent it is a European title from the distinctive graphics which look fantastic for the system, and the distinct soundtrack which sounds completely unlike most games on the Mega Drive, but which I ultimately found a bit disappointingly generic despite that.
Flink has the usual set of platformer control options being able to jump on enemies and slide down slopes. He can also pick up items and throw them to defeat enemies. More distinctive though is his ability to cast spells. You have to learn these spells by mixing different spell ingredients you gather throughout the game. You can use trial and error to figure these out, but throughout the game you will get scrolls which tell you how to concoct them, or at least provide some hints towards the correct combination. These allow you many options, such as growing plants to use as platforms, summon a familiar or attack enemies with lightning and help the game stand out.
The games levels are all pretty simple but decently designed. There’s a lot of them too, with the game taking quite a long time to get through. It doesn’t suffer too much from some of the worse elements of European platform design either – you get ample invincibility frames after taking a hit and there’s not much forced damage, nor one hit kills – instead opting for a sonic style system where you drop your magic upon first hit and can gather it back up before taking another. I think there are a few of the classic water drops which hurt you though! Difficulty wise the game isn’t too bad but lives aren’t super abundant and I did find I frequently needed to return to an earlier level to grind for lives by replaying it over and over as continues were limited and losing my progress in such a long game would have been devastating.
Flink was a game I thought was pretty OK overall. I don’t think it’s a must own for the system but it was fun enough and it had some interesting ideas and a unique presentation. Worth a try if you’re interested, but I wouldn’t go out of your way to get it.
Zero Wing

How are you gentlemen!! Following on from Gley Lancer, I jumped into another, better known, mega drive shmup. Zero Wing was released only in Japan and Europe (North America, what happen?), and is of course mostly infamous for it’s iconic introduction cutscene where somebody sets up us the bomb. It’s a pretty generic story for a shooter, but the amazing Engrish translation really manages to make it feel more distinct than many of it’s contemporaries, and prepares you to take off every ‘zig’ for great justice.
Zero Wing has a reputation for being on the easier side, but to that I would say ‘what you say!!’. It’s certainly not amongst the hardest for the console, but there is some teeth to Zero Wing that it’s chunky rounded art style tries to hide away. The game starts off pretty manageable, but in a few of the later levels I felt that you are on the way to destruction. If you can’t match the sudden difficulty in pace then you have no chance to survive make your time.
The gameplay of Zero Wing is pretty basic – you can switch between a few different weapons by collecting power ups and they can be powered up further by collecting another of the same weapon type – you know what you doing. However, the game does have one unique mechanic with it’s tractor beam – you can use this to pull in enemy ships which you can then use as a shield to protect you from bullets. Bigger enemies can also be pulled in but due to their weight they will constantly pull you down towards the ground, requiring you fight against gravity and slowing your movement. Thankfully you can fire them back out as projectile at other enemies too, which seems harsh but alls fair in love and war and war was beginning
Zero Wing is ultimately not a particularly amazing shmup. It’s decent fun and reasonably well made, but other than it’s distinctive intro it really doesn’t stand out much. The gameplay is basic and has a slightly wonky difficulty curve and the graphics are a bit basic. Thankfully the music is pretty good so if nothing else that’s a great reason to have your main screen turn on and give this one a play. Zero Wing is a fun little time but nothing that will set your world on fire.
P.S. All your base are belong to us.
Super Bomberman 2

Super Bomberman 2 is the second entry in the Super Bomberman series (obviously) but is the first one I’ve played. An interesting thing about the bomberman series is how it feels there are multiple different distinct story scenarios and canons, and yet the gameplay feels pretty consistent across entries. This one is no different.
You come up against 5 dastardly bomber enemies who capture bomberman in a prison, and you must blast through each themed world of the dungeon to escape whilst defeating the dastardly bombers along the way. Each has a different set of powers you have to combat, and world themes related to their abilities – for example magnet bomber’s world has magnets that can push and pull bombs depending on their polarity if they are in line with them.
Each of the 5 worlds contained multiple levels, a battle vs one of the dastardly bombers and a final boss fight against a bigger mech. The game follows the old-school bomberman approach of needing to defeat all enemies on a stage and then exist through a hidden portal. Accidentally blowing up the portal releases a bunch of extra enemies into the stage so best to be careful with bomb placement. It’s fun, but I preferred some of the refinements of Bomberman 94 and Saturn Bomberman where they had defined level ends and interesting power ups in the form of Louies and Dinos you could ride.
Super Bomberman 2 is a bit of a fan favourite for many I think, but in my mind that’s mainly due to it being one of the more widely available Bomberman titles of the era. I had a good time with it, but there’s better Bomberman titles out there I’d recommend first. I’d recommend Bomberman 94/Mega Bomberman as my 16 bit bomberman game of choice.
- Jagosaurus
- Next-Gen
- Posts: 4041
- Joined: Sat Mar 09, 2013 12:15 pm
- Location: Houston area, Texas
Re: Games Beaten 2024
@AJ - Did flink come out on MD cartridge over there? Was Sega CD only in the States and is pricey.
Did you play Adventures of Lomax on PS1? Those games share some heritage and you can see it in art style.
Did you play Adventures of Lomax on PS1? Those games share some heritage and you can see it in art style.
Games Beaten 2025, 2024, 2023 | Retro Achievements
xJAGOx = Xbox Gamertag | Console Mods
xJAGOx = Xbox Gamertag | Console Mods
- alienjesus
- Next-Gen
- Posts: 8847
- Joined: Tue Feb 24, 2009 7:10 pm
- Location: London, UK.
Re: Games Beaten 2024
Yeah, we got both a Mega Drive and a Mega CD version. I have the Mega Drive version, which isn't the cheapest but costs less than the CD version.
I havent played Lomax but it's been on my wants list for a while.
I havent played Lomax but it's been on my wants list for a while.
- Jagosaurus
- Next-Gen
- Posts: 4041
- Joined: Sat Mar 09, 2013 12:15 pm
- Location: Houston area, Texas
Re: Games Beaten 2024
@AJ - I owned & sold Lomax CIB before the prices sky rocketed. WOW
a complete copy now runs $200+. Both the play and art style make it Flink 2.0 to me.
2024 Games Beaten
Bold = new add
1. Wolfenstein 3D (XB360)
2. Gears of War Judgement
3. Gear of War 4
4. Doom 3: The Lost Mission
5. Doom 3: Resurrection of Evil
Doom 3 ROE was an expansion released 8 months after the original game and was developed by Nerve Software vs Id themselves. It's a considerable expansion and was even sold as a standalone game for the OG Xbox (for $30 with Doom I & II included). It has a new storyline, plot driven cutscenes, and new characters introduced. I am playing it as part of the BFG package on 360.
HLTB has the average playthrough at 4 hours. It took me a little over 5 hours as I was hunting all 21 of the collectible PDAs.
You'll also have access to new weapons such as the Double Barrel Shotgun & a Soul Cube replacement, and there's a variety of new enemies. My favorite being the Vulgar. This monster is an Imp style creature that closely resembles an Alien Xenomorph. Ive never gotten into Star Trek, but also read it favors Species 8472.


Overall, I really enjoyed this one. At 4 to 5 hours, the pacing was quick. Ammo and weapon upgrades are plentiful, as are the horror themed elements. Overall, definitely recommend to any fans of Doom 3 and the series.

2024 Games Beaten
Bold = new add
1. Wolfenstein 3D (XB360)
2. Gears of War Judgement
3. Gear of War 4
4. Doom 3: The Lost Mission
5. Doom 3: Resurrection of Evil
Doom 3 ROE was an expansion released 8 months after the original game and was developed by Nerve Software vs Id themselves. It's a considerable expansion and was even sold as a standalone game for the OG Xbox (for $30 with Doom I & II included). It has a new storyline, plot driven cutscenes, and new characters introduced. I am playing it as part of the BFG package on 360.
HLTB has the average playthrough at 4 hours. It took me a little over 5 hours as I was hunting all 21 of the collectible PDAs.
You'll also have access to new weapons such as the Double Barrel Shotgun & a Soul Cube replacement, and there's a variety of new enemies. My favorite being the Vulgar. This monster is an Imp style creature that closely resembles an Alien Xenomorph. Ive never gotten into Star Trek, but also read it favors Species 8472.

Overall, I really enjoyed this one. At 4 to 5 hours, the pacing was quick. Ammo and weapon upgrades are plentiful, as are the horror themed elements. Overall, definitely recommend to any fans of Doom 3 and the series.
Games Beaten 2025, 2024, 2023 | Retro Achievements
xJAGOx = Xbox Gamertag | Console Mods
xJAGOx = Xbox Gamertag | Console Mods