Games Beaten 2025

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PartridgeSenpai
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Re: Games Beaten 2025

Post by PartridgeSenpai »

Partridge Senpai's 2025 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023 2024
* indicates a repeat

1. Arc Rise Fantasia (Wii)
2. Return of the Obra Dinn (PC)
3. Battlefield: Hardline (PS3)
4. Call of Duty: Black Ops (PS3)
5. Call of Duty: Black Ops II (PS3)
6. Dead Nation (PS3)
7. Kileak, The Blood 2: Reason in Madness (PS1)
8. Paro Wars (PS1)
9. in Stars and Time (Steam)
10. Tetris Battle Gaiden (SFC)
11. Super Tetris 3 (SFC)
12. Battlefield 4 (PS3)
13. Call of Duty: Modern Warfare 2 (PS3)
14. Call of Duty: Modern Warfare 3 (PS3)
15. Call of Duty: Black Ops III (PS4)
16. Call of Duty: Infinite Warfare (PS4)
17. Call of Duty: WWII (PS4)
18. Resistance 3 (PS3)
19. Tearaway: Unfolded (PS4)
20. Grow Home (PS4)
21. Grow Up (PS4)
22. Ratchet & Clank (2016) (PS4)
23. Dark Sector (Steam)
24. Nagano Winter Olympics '98 (N64)
25. Multi-Racing Championship (N64)
26. Super Smash Bros. (N64)
27. Puyo Puyo Sun 64 (N64)
28. Shin Nippon Pro Wrestling: Toukon Road - Brave Spirits (N64)
29. Jikkyou Pawafuru Puroyakyuu 6 (N64)
30. Let's Smash (N64)
31. Mario Tennis 64 (N64)
32. Ucchannanchan no Honō no Challenger: Denryū Iraira Bō (N64)
33. Jikkyou Pawafuru Puroyakyuu 4 (N64)
34. FIFA: Road to the World Cup 98 (N64)
35. Jikkyou Pawafuru Puroyakyuu 2000 (N64)
36. Jikkyou Pawafuru Puroyakyuu 5 (N64)
37. Time and Eternity (PS3)
38. Pokemon Red (GB)
39. Dr. Mario 64 (N64)
40. Shining Force Neo (PS2)

41. Chou Kuukan Nighter: King of Pro Baseball (N64)
Still enjoying the N64-style baseball fever, I picked this game up super cheap to serve as an alternative perspective on this sort of game compared to my beloved PawaPuro Yakyuu games. I’ve found that Imagineer and Genki have respectively published and developed a lot of hidden gems in this console generation, so seeing their names on the box definitely made this that much more tantalizing of a 100 yen pick up for me. It took me 5 or so hours to win the pennant with a 5-game series playing as the Blue Wave on easy mode (I may like baseball games, but that doesn’t mean I’m any good at them :b ).

As is the case with most sports games, there’s no story to speak of here. You will get the credits if you win the NPB series, of course, but it’s not like you can create a character and follow his career mode or anything. It’s got the 12 teams that played in the NPB 1996 series in addition to a special game-exclusive team, and you can pick whichever you like and play against whomever you want in glorious 3D! Coming out in late ’96 itself, this is actually the first baseball game on the N64, and you can bet that they’re flexing that 3D muscle as much as they can. In the broad strokes of things, it’s baseball, and it conveniently controls extremely similarly to the Konami PawaPuro games I’m more familiar with (though this does predate those games on the N64). You pitch, you bat, you field: It’s baseball. Nothing groundbreaking in the fundamentals, of course, but how you play it is still just what you’d expect from a baseball game from this console generation.

The main issues I have with standard play are nuances of how batting and pitching are handled. While you have an option to see where your ball will go when you’re pitching, you can’t see where the ball will travel when you’re the one batting (unless you were playing with a human opponent, of course). Unlike the PawaPuro games which solve this with both a batting reticule, incoming ball reticule, and also a view of the catcher whose mitt you can follow to get an idea of where the ball is going to go, King of Pro Baseball doesn’t have any of that stuff, and the experience really suffers in comparison as a result. What it does have, thankfully, is a toggle for “Lock On” batting, where you both see a reticule for the incoming ball as well as have your bat lock on to it, so once you get that first aiming down, all you need to do is time your swing well for a good hit. I’d certainly prefer an in-between option like the PawaPuro games have, but this gives it a very approachable pick up and play quality that I really enjoyed.

Beyond the lock on stuff, there’s a remarkable amount of customization that really lets you play just how you want to. As someone who struggles with fielding in these games, it was really nice to be able to individually toggle player or CPU control for each individual member of the team. Fine batting with everyone but one particular player? Just let the CPU handle that guy’s at bats! Good with the challenge of pitching but too frustrated with weird controls to want to field? Just make it so every fielder but the pitcher is controlled by the CPU instead of you (like I did)! Heck, in the pennant mode, you can even watch the CPU’s simulated games or have them play your own games for you too if you don’t want to (like I did when the game crashed in the middle of the championship ^^; ). The sheer amount of handicap that you can give each player and character respectively made this a really fun time for someone fairly poor at baseball games like myself. It definitely made this my new go-to choice for if I should ever have a buddy over to play a baseball video game with.

Despite using real players and stats from the NPB, this game’s presentation is delightfully cartoony and silly. All of the players have these weird, cartoony caricature faces that make every play so weird. My personal favorite expression they’d pull is just how devastated the pitcher looks whenever a batter hits a home run X3. Everyone is short, weird, and wibbly, and there are even special animations for turning to ice or turning to stone if they let a brutal enough pitch fly by them. The music and announcer are pretty typical for a baseball game, but the visual design is what really makes this game shine. It’s pretty clearly taking at least some inspiration from Konami’s 16-bit era PawaPuro games for the SD look everyone has, but it’s different enough from Konami’s games to stand on it’s own. It adds a wonderful amount of personality and whimsy to the game’s presentation that just makes it that much more fun to giggle at and play with your friends.

Verdict: Recommended. If you’re just up for a good, approachable retro baseball game and don’t mind the lack of a career mode like the PawaPuro games have, then this is a pretty darn good choice! Lacking any literal arcade-focused silly sports game (such as NFL Blitz) on the N64, this fills that gap really nicely. While it may be a hard sell for hardened baseball fans who prefer a more refined, modern approach to the sport, if you’re a more casual fan like me who loves an pick up and play simplicity with a silly sense of humor, then this is a great, cheap game to spend a weekend with~
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42. Tales of Destiny 2 (PS2)
The actual sequel to Tales of Destiny rather than the alternate title for Tales of Eternia in English, this game has been on my radar for a while. I’m a pretty big fan of the Tales series, and completing this actually marks the last of the older mainline Tales games I’d never beaten in some form or another (so now Arise is the only one I’ve not beaten before). It was only a matter of time before I got to this one, and since I finally played through the original Tales of Destiny last year, I could finally put this one on the docket too. It’s one I’ve heard remarkably little about in English even compared to the quite little I’ve heard of the other Japan-exclusive Tales games, so I really had no idea what to expect beyond the silly skull masked guy this game is so famous for x3. It ended up taking me around 41 or so hours to beat the Japanese version of the game on real hardware on normal mode (sans for the final boss who I had to fight on easy mode). (This review also gets a lot more into narrative spoilers than I usually do, so for those who care, you have been warned).

Tales of Destiny 2 is, as the name implies, a narrative sequel to Tales of Desitny. Taking place 18 years after Stahn and his friends defeated the ancient evil and saved the world, this game follows his son Kyle. Stahn set out 10 years ago on an adventure he’s still not back from, so Kyle still lives at home with his mother Rutii at the orphanage that her and Stahn began. However, once his adoptive older brother Roni comes home, Kyle can’t resist the call to adventure himself. Exploring the nearby ruins, they meet a mysterious young girl named Riala, and Kyle knows his quest at once. He already wanted to be a hero, and he’s convinced this new mysterious girl must be at the center of this quest he’s confident he’s destined to go on. Such begins their quest that will, of course, eventually lead to saving the whole world from calamity.

Tales of Destiny 1 is a fairly poorly written game, and I’ve made no secret of my feelings about that. Tales of Eternia is a quite significant improvement on it, however, and even though these three games don’t really share much in the way of writing staff, I was looking forward to what was shaping up to be a pretty darn well written story. This game even has a bunch of guys who wrote for the various early Grandia titles on its scenario staff, so that was that much more reason to hope! However, my hope was ultimately not exactly fulfilled. While still being a fair step up from Destiny 1, I came away from this experience pretty darn confident that Namco made the right choice in localizing Tales of Symphonia (a game I have no lack of problems with either) rather than this game.

The main thrust of the narrative here is about happiness, suffering, and salvation. Kyle and his allies are here to fight against a god that wants nothing more than to save all of mankind from suffering, and the meat of the story is about how suffering and overcoming it are fundamental parts of being alive and being human. Everyone has tragic events in their past that they’d like to correct, but having to overcome that tragedy and find new ways/people/passions to move forward with is all a part of being human. There can’t be happiness without suffering, no darkness without light, etc, etc. The way they push that main thread is *mostly* good, I’ll admit, but it’s all the things around that where the game fumbles things a lot harder.

Most of these issues come from two heavily related places. The first of these is that a big motif (if not theme in and of itself) is Kyle’s desire to grow up and be a hero just like his dad. The game spills a lot of ink about exactly what being a hero means and how one becomes/is one, but it ends up becoming a very cumbersome framing device for Kyle’s bildungsroman than anything else. A lot of the parallels between the main theme of finding your own happiness vs divine salvation are so imperfectly made that they end up feeling incredibly contrived or outright contradictory (like being a hero on a personal adventure vs being a hero in an ongoing war for survival), and these scenes confuse the plot at best and destroy suspension of disbelief at worst.

The other main cause of the issues is the conceit of the plot in the first place. The sheer fact that this is a sequel to Tales of Destiny 1 (a game with quite a weak narrative) alongside being a time travel story (which are often very hard to do well) means we have given ourselves quite the mountain to climb to make this a story worth caring about, and this is a not a challenge the game can ultimately deliver on. The inclusion and centrality of characters like Leon Magnus and settings like the War of Heaven and Earth (a character and event both very important in the original game) makes this feel like Tales of Destiny fan fiction rather than a separate story trying to survive on its own merits. Leon and all the time you spend messing around 1000 years in the past end up being really wasted and/or vapid parts of the narrative too, so it feels that much more like we were only ever here to waste our time frolicking in how great Tales of Destiny 1 was.

We don’t even have the courage to stick to our guns with this stuff either. Despite the fact that so much of this game’s main theme is about conscious choice to not take the easy way out, that taking the easy path of salvation does nothing but remove your humanity, the thing we learn upon killing the final boss is that the timeline is going to self-correct now. We destroyed the thing that messed up the timeline, so now everything will be forcibly put back to normal and, more importantly, we’ll all forget everything that happened because it’s now going to unhappen. Stahn even comes back to life since a time traveler killed him, so Kyle’s upbringing will now be totally different too, just in case you were worried that little bit of foundational emotional punch to the story, growing up without a father, would be something the game stuck to either.

All of the respective sorts of character growth (or what little there is outside of Kyle himself) will all disappear into the ether of the universe because the plot just says so, and the experience of getting here was simply worth it for the sake of it for everyone involved (is the almost literal text they tell you at this point). I called BS out loud when the game had the gall to pull a “We may forget, but the bonds between us will never disappear!” line in the middle of that reveal, because that is just such a hackneyed canned ending that does not suit this story at all. If we’re going to pull the convoluted tripe of “do you sacrifice the girl you love to save all of reality?”, can we at least stick to our guns and give the player/characters some actual moral dilemma to deal with? It’s so transparently just one final trope to indulge in just so we can have a tearful reunion between boy and girl right before the credits that I could do nothing but roll my eyes at it despite how well directed a scene that it admittedly is.

This is supposed to be a coming-of-age story for Kyle, but we just don’t thread the needle well enough to do it. He’s a happy go lucky kid who wants to be a hero, and they never really succeed like they need to at giving him meaningful personal challenges to overcome that lead to believable areas of growth. Even outside of the absurd memory wipe at the end that makes a coming-of-age story feel pointless in the first place, Kyle is already a really rough character. It feels like he’s just swapping between an enforced “happy go lucky kid”-mode and “deeply serious adult”-mode from scene to scene rather than actually growing as a person and changing his habits (like someone like Luke in Tales of the Abyss). This is also the kind of story where side characters serve to elevate the main character’s journey rather than having thematically complimentary arcs themselves, so we don’t even have other arcs to lean on instead when our main one is fairly weak (and it all makes Leon’s inclusion feel that much more pointless).

There are some good bones to this story, but it’s so inelegantly done that it wound up being very hard to care about. Things simply do not come together in the ways they need to, and we can’t even make the central love story something to care all that much about. Kyle is just about complicated enough a character for it, but, more importantly, Riala is much too shallow a person to hold up her half of the love story. This game tries a lot of things narratively, and it ends up failing at just about all of them. Nowhere near enough consideration was given to how the constituent pieces of this story would work together, and we end up with a garbled mess out of the other end. I find the central theme really interesting, and we do it a real disservice by prodding it so half-heartedly rather than fleshing it out like it deserves. If nothing else, this game definitely illuminated a lot for me on why the Tales of Destiny remake exists on PS2, because Tales of Destiny 2 is already halfway there XP

So, the story is a mediocre mess, but is the gameplay any good? Well, that’s another complicated question to answer cleanly. The previous Tales game to this, Tales of Eternia took some long and important strides in refining what 2D Tales combat would be, and this game makes a frankly similar amount of really bold choices in its design. The main difference is that we don’t really make nearly as many positive choices, and I think that we ultimately learn a lot more lessons on what not to do than vice versa through ToD2’s gameplay design.

It's still a 2D action RPG for combat, so that’ll be familiar to anyone who’s played an earlier Tales game. What’s different is exactly how combat works. Rather than just HP and MP like most other Tales games have, this game also adds SP to the mix, which is an action point system that Tales of Graces and the Tales of Destiny remake would borrow to make their respective CC systems. Every attack and spell you do costs SP, and you’ll have to spend time resting or blocking in order to replenish it back. Unlike some later games where a system like this replaces MP entirely, this is more like a trade off in exchange for far lower MP costs for most spells. While the implementation isn’t as solid as something like Tales of Graces would later do, it’s a lot easier to get to grips with than the Destiny remake’s system was. It allows you to go a lot crazier exploring for combos and the like without needing to constantly worry about how aggressively it depletes your precious stores of MP.

MP Is still a precious resource you (and especially your AI companions) can absolutely run dry on quickly if you’re not careful, however, so this is a game (much like its mechanical successor, Tales of Rebirth) where cooking becomes quite important because you just don’t have the inventory limits to heal with gummis forever. Even affording all of those gummis gets pretty tough too, as this is easily one of the most cash-poor Tales games they ever made. Older games in the series tend to be more stingy with the cash you get from enemies, but this is easily top of the pile for me. Grinding for 20+ minutes might net you enough gold for *one* new equipment piece at the current town you’re at, and each member of your party has around five equipment pieces they’ll need to stay completely geared up. The difficulty balancing is thankfully not such that you need to grind at every new town if you want to survive (this game is tough but not THAT tough), but it was still an annoyance at every new town nonetheless.

And this doesn’t even begin to get into systems like Enchantment or Refining. Enchantment is a precursor to the system these games would eventually stick to where your artes and spells simply get stronger/buffs as you use them more. Here, there are all sorts of modifiers you can equip to your spells and artes to make them do anything from cast faster to costing less SP to just doing more damage. Equipment has a very similar system where passive modifiers can increase the stats of any generic piece of armor or weapon you have, and the Refining system exists to transfer a passive from one piece of equipment to another (for a maximum of two) save for unique equipment which cannot be refined.

Both of these systems relate to larger element and attribute systems around which you level up that I honestly never understood properly. I barely ever used either system very much beyond the most obvious aspects, and I barely ever suffered for it (we’ll talk about the final boss later). They’re both pretty bold ideas, but they’re implemented very clumsily and don’t feel very intuitive at all. It was a small mercy that they ended up being fairly ignorable, as I’m glad they eventually got polished down into easier to engage with systems in later titles.

Those systems were pretty ignorable (or at least too difficult to understand to warrant engaging with unless I felt I had to), but that doesn’t change the fact that this game is pretty darn tough. There were quite a few areas and bosses where even a bit of a misplay would spell my demise very quickly if I weren’t careful. If an enemy gets between you and the left side of the screen, your maximum SP and MP will only auto-restore up to half their normal max until you rectify this, and the sheer amount of enemies who can instantly teleport behind you to attack your back line is brutal in the late game.

The final boss can not only do this, but they also have *such* a massive evasion stat that physical attacks are basically useless against them as well as really strong spells that will nearly instantly kill your entire party. I spent 40 minutes with my first attempt on normal mode only to get steamrolled at their fourth phase, and it was an incredible mercy that I was able to find online about the weirdly hard to unlock easy mode the game has for combat. The Tales of Destiny remake has far meaner difficulty balancing than this game does, but this is easily one of the meanest PS2 final boss encounters I’ve ever faced (and even the easy mode attempt I won on still took about 30 minutes).

There are a lot of neat or novel things this game is going for (such as being a remarkably linear game with a lot of areas you can never return to, something unlike basically any other entry in the series ever), but it’s just all a bit too messy to ever really come together. You can play it mostly like any other 2D Tales game, but you’ll get ambushed by a really vicious encounter or boss often enough that you can rarely let your guard down all that much, and the EXP curve is low enough that grinding for either money or levels is rarely a good option. If you’re a big fan of 2D fighting games or beat’em ups, perhaps you’ll enjoy the way the systems here work more than I did, but I personally find the older 2D games and Tales of Rebirth far more intuitive and fun action games than this was (even outside how brutal a difficulty cliff the final boss is).

The presentation, at least, is something I basically have only praise for. This is an early PS2 game in the vein of something like Shadow Hearts, where we basically just made a last-gen game on current-gen hardware, but where Shadow Hearts went for 3D, Tales of Destiny 2 goes for 2D and it looks incredible (outside of the 3D world map at least <w> ). This is like if the already beautiful Tales of Eternia got even higher definition sprites and a far stronger output resolution, and the results speak for themselves. The game’s soundtrack and animated cutscenes are as excellent as ever for the Tales series, too, and for all the mixed things I can say about this game, I certainly can’t say that it doesn’t look or sound as good as you’d expect for this dev studio.

Verdict: Hesitantly Recommended. While I really wanted to like this game, it just kept getting harder and harder to overlook the issues it has as time went on. The awful ending combined with how brutal a slog the final boss fight is just went to confirm every negative feeling I’d had brewing about both the narrative and the mechanics. There are certainly far worse PS2 RPGs you can spend your time on in both of those areas, no question (I’d still rather play this than the Tales of Destiny remake, frankly), but that’s damning with faint praise. There are a lot of excellent old RPGs you can spend your time on, and a lot of them are even in English to boot, but this just isn’t one of ‘em. This is a game that ultimately fails to escape the legacy of poor quality set by its namesake Tales of Destiny, and it continues the trend of “Japan-exclusive Tales games tend to be lousy” that only Tales of Rebirth was ever able to defy.
Last edited by PartridgeSenpai on Tue Apr 15, 2025 3:34 am, edited 1 time in total.
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REPO Man
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Re: Games Beaten 2025

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Just beat The Rocky Horror Show Video Game for PC. I played it for about the better part of an hour shortly after release, so this was the first time picking it up since October.

At best, it's a love letter to Rocky Horror as much as a love letter to NES platformers. At worst, it's FAR too short, is filled with repetitive gameplay, has only three enemy types AND the boss battles are cheap AF. Basically, you just chuck random throwable items (there's at least two in the boss battle screen) while they spam cheap attacks until either you beat them or they take off the last of your health. At very worst, there's no real reason to play it again after you beat it, save for getting the achievements.

While I was writing this, I checked the achievements and for some reason, they didn't register when I achieved them. They're mostly stuff you get just playing through the game. They're supposed to be implemented in a future update, but the developer hasn't said much since January.

Maybe I'll replay it when the new update hits. Apparently, according to the achievements, there's a New Game+.
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Re: Games Beaten 2025

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Previous Years: 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024

1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
4. Cyber Shadow - Switch
5. Signalis - Switch
6. Ender Magnolia - Switch
7. SimCity 2000 Special Edition - PC
8. Ghost Song - Switch
9. Citizen Sleeper 2 - Switch
10. Vengeful Guardian: Moonrider - Switch
11. The Last Faith - Switch
12. Anger Foot - PC
13. Avowed - PC
14. Bloodstained: Ritual of the Night: Classic Mode - Switch
15. Bloodstained: Ritual of the Night: Classic II: Dominque's Curse - Switch
16. The Legend of Heroes: Trails Through Daybreak II - PS5
17. Pacific Drive - PC

Pacific Drive is a survival game with roguelike elements that focuses around a station wagon that serves as your main tool for getting through the hostile areas. You must balance taking risks to get material rewards so you can upgrade the car and penetrate further in to more dangerous areas.

The game is set in an alternate history Olympic Peninsula. In the post-World War II era research was done that ended up triggering the creation of various anomalies that slowly started to expand and fill the Peninsula. The area was walled off and abandoned. Decades later you are driving along the wall and get pulled in. You discover a working station wagon and are contacted by some people on the radio. They direct you to a garage that will serve as your home base; a place to repair and upgrade your car. Your mission is now to explore and figure out the zone's mysteries, as it's the only way you'll be able to get back out.

The game loop consists of figuring out a route through one or more nodes on the map. Each node is an open area with randomly placed resource points and hazards. There is one particular resource that you must collect: stabilization energy. This is used to teleport you back to the garage, which you can trigger in a node once you have enough energy (though not all nodes allow you to do so; sometimes you need to go to a deeper node). Once back at the garage you spend resources to repair your car, stabilization energy to research new car parts and other upgrades, and refill your gas and battery power so you can do it all again. There are various story missions that will bring you to specific nodes to accomplish a specific task; these push the story forward and allow you to reach new tiers of the zone.

Inside a node you have to contend with a variety of hazards. Some are passive; things you just need to avoid driving into. Others are active; things that will chase you down to complicate your life. Unlike a game like STALKER, you don't really have much in the way to combat the hazards. You can toss a flare to distract active enemies, but otherwise you're just trying to dodge and mitigate damage. Collecting resources requires the use of tools; these all have limited health and will break pretty regularly, though you should be getting more resources over time than it costs to make new tools. Just make sure you pay attention to your tool health before going out on a journey.

The game isn't terribly long, but one thing I found was the risk/reward ratio wasn't great as you got further in the game. Hazards are more deadly, but the new resources you can get in the later areas don't really give you anything worthwhile. You have a pretty solid end-game car by the mid-game, so I found myself just blitzing through the story missions because I felt no need to go through the survival loop anymore. This is compounded by how high some of the resource requirements get at the same time for new stuff, but for only marginal benefits. You'd have to do several dedicated farming runs to get what you need, but it's really only for completions sake.

Overall, the biggest thing that I found was your general lack of ability to be proactive against hazards was a sticking point. The focus on the car definitely gives it a different feel from the average survival game, but you're always just running from stuff, which gets old.
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Re: Games Beaten 2025

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1. Mega Man (DOS)
2. Mega Man III: The Robots Are Revolting (DOS)
3. Teslagrad 2 (Switch)
4. Metal Slug 5 (Neo Geo)
5. Ufouria: The Saga 2 (Switch)
6. The Legend of Zelda: Echoes of Wisdom (Switch)
7. The Bounty Huntress (Switch)
8. Wide Ocean Big Jacket (Switch)
9. Haunted Castle Revisited (Switch)
10. UnderDungeon (Switch)
11. BurgerTime (Arcade)



UnderDungeon is a neat, breezy little monochrome dungeon crawler. You play as a cat who starts working for a delivery service. Each time you make a delivery, you must navigate a short dungeon from an overhead perspective (think The Legend of Zelda) grabbing new items and weapons. The game has completely monochrome graphics (until the end, at least) and a catchy soundtrack. It also controls well, has lots of secrets, and is frequently quite challenging. Each dungeon also features a unique gimmick to keep the gameplay engaging throughout the games 4-6 hours. I enjoyed it, and you can certainly do a lot worse for $1.99.

BurgerTime is a stone-cold classic “maze” arcade game from the early 1980s. You play as a little chef who has to avoid hot dogs, pickles, eggs, etc. that chase you through a maze while you climb ladders and drop pieces to assemble hamburgers. (The concept is pretty bonkers.) If you get trapped, you have a limited amount of pepper you can use to stun enemies. The game loops after six stages, and I considered it “beaten” when I looped the game and achieved a high score.

The key to BurgerTime is learning to predict enemy behavior and moving around the maze so that all the enemies are in a little group chasing you predictably. Then, you drop a piece of the burger with the enemies on top of it to: (1) move the pieces much further down the field; and (2) get the enemies off your back for a minute. Even knowing this strategy, though, the two last stages of the loop are basically kill screens without flawless execution, and to my shame, I employed save states at the beginning of each until memorized a path through each stage.

BurgerTime is a pretty great game, but I respect it more than I enjoy it. (Mappy, a similar “maze” game from the same period, is much more enjoyable, IMO, and neither of them really compare to Pac-Man or Ms. Pac-Man.). My primary complaint with BurgerTime is that it doesn’t control precisely enough for the extreme precision required to complete it. Specifically, if you’re off just a bit on a platform or ladder, your little chef will remain motionless, making it much harder to execute your strategies (and, frequently, resulting in your death). If Peter Pepper took corners like Pac-Man, the game would be much more fun. Still, it’s worth playing if, like me, you like learning the deceptively deep mechanics of classic arcade games.
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Re: Games Beaten 2025

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Why isn't there a Bob's Burgers/BurgerTime crossover game? I know that there was a Flintstones BurgerTime game on the GameBoy Color.
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Re: Games Beaten 2025

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REPO Man wrote: Mon Apr 14, 2025 7:55 pm Why isn't there a Bob's Burgers/BurgerTime crossover game? I know that there was a Flintstones BurgerTime game on the GameBoy Color.

From your lips to God’s ears. That’s actually a pretty great idea. The Flintstones crossover was just weird…

I started up BurgerTime Deluxe on the Gameboy, and it’s much more forgiving than its arcade predecessor. I hope the rest of the games in the series are more like it. (I also tried the NES version, which is pretty much a straight port. No thanks!)
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Re: Games Beaten 2025

Post by PartridgeSenpai »

Partridge Senpai's 2025 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023 2024
* indicates a repeat

1. Arc Rise Fantasia (Wii)
2. Return of the Obra Dinn (PC)
3. Battlefield: Hardline (PS3)
4. Call of Duty: Black Ops (PS3)
5. Call of Duty: Black Ops II (PS3)
6. Dead Nation (PS3)
7. Kileak, The Blood 2: Reason in Madness (PS1)
8. Paro Wars (PS1)
9. in Stars and Time (Steam)
10. Tetris Battle Gaiden (SFC)
11. Super Tetris 3 (SFC)
12. Battlefield 4 (PS3)
13. Call of Duty: Modern Warfare 2 (PS3)
14. Call of Duty: Modern Warfare 3 (PS3)
15. Call of Duty: Black Ops III (PS4)
16. Call of Duty: Infinite Warfare (PS4)
17. Call of Duty: WWII (PS4)
18. Resistance 3 (PS3)
19. Tearaway: Unfolded (PS4)
20. Grow Home (PS4)
21. Grow Up (PS4)
22. Ratchet & Clank (2016) (PS4)
23. Dark Sector (Steam)
24. Nagano Winter Olympics '98 (N64)
25. Multi-Racing Championship (N64)
26. Super Smash Bros. (N64)
27. Puyo Puyo Sun 64 (N64)
28. Shin Nippon Pro Wrestling: Toukon Road - Brave Spirits (N64)
29. Jikkyou Pawafuru Puroyakyuu 6 (N64)
30. Let's Smash (N64)
31. Mario Tennis 64 (N64)
32. Ucchannanchan no Honō no Challenger: Denryū Iraira Bō (N64)
33. Jikkyou Pawafuru Puroyakyuu 4 (N64)
34. FIFA: Road to the World Cup 98 (N64)
35. Jikkyou Pawafuru Puroyakyuu 2000 (N64)
36. Jikkyou Pawafuru Puroyakyuu 5 (N64)
37. Time and Eternity (PS3)
38. Pokemon Red (GB)
39. Dr. Mario 64 (N64)
40. Shining Force Neo (PS2)
41. Chou Kuukan Nighter: King of Pro Baseball (N64)
42. Tales of Destiny 2 (PS2)

43. Star Wars: Episode I - Racer (N64)
This is a game I’ve heard about for a long time, but I just never really considered myself enough of a fan of either Star Wars or racing games for me to feel safe taking the plunge on it (even back when it was easily gotten for 300 yen out here). However, after recently seeing more footage and description of it, the awesome sense of speed it had drew me in so hard that I knew I just had to have it. It took me roughly 5.25 hours to get first place on all 21 races among the 3 normal race series and see the credits, and I did it on the Japanese version on real hardware.

No real story to speak of other this game outside of the mere conceit of it being connected to the pod racing featured in the Phantom Menace. You’re a pod racer racing in the three different difficulties of series, and you’re here to win it big! Granted you don’t *have* to get first place in each race to proceed to the next one, it’s a good a reason as any to keep going and keep racing! You’ve got 21 races (along with 4 exhibition tracks you can unlock if you’re good enough) across several planets to test your mettle on, so get out there and do it!

You’ve got more to race for than mere glory, too. Each course has a racer known for being good at it, and if they’re not part of the initial racers open to you, you’ll unlock them if you can get first place on their course. Placing high will net you money to spend upgrading your pod racer, and there are even three different prize money skews you can choose from (with increasing amounts of money for first place in each). That money can then be spent on parts to upgrade your pod racer, and part upgrades will often be just as much a part of your victory as your own racing abilities.

Each playable racer has different display stats inherent to their machine that are displayed on the player select screen (traction, turning, acceleration, top speed, braking, cooling, and repair ability). These seven stats are part of their machine’s basics, but you can upgrade them quite heavily by buying parts at Watto’s parts store or his junk yard. Store-bought parts always come in tip top shape, but that carries a higher price too. The junk yard, however, has a random assortment of parts that shuffles each time you go out to a race and come back, but you’ll often get better prices there than the store. Junk yard parts are just going to be a fair bit beat up in exchange. However, also available at Watto’s store are three invaluable repair droids for sale. Each one you have will pick a random non-stock part on your pod racer to fill back up to perfect health at the end of each race, so if you’re crafty and only upgrade three parts from your stock model, you never need to worry about your parts getting too damaged from racing to be useable anymore. It’s a lot to keep track of at first, but it’s ultimately all very straightforward once you get the hang of it.

Of the over 20 racers this game boasts (virtually all of which are from the movie or source materials made for it), many are far better than others, and experimenting for who suits your racing style best is key to doing well. You can also change racer freely on your save file without losing any progress or parts (any parts you’ve bought will automatically be transferred to the new guy), so there’s no need to worry about needing to totally restart to check out a new racer (with my personal favorite being Bullseye, whom you unlock early in the second racing series). For those super into building the fastest and most efficient pod racer you can, there are also various stats apart from the seven listed above that are (very annoyingly) actually never directly communicated to you. Each pod racer has different sizes and widths to the pods, seat, and gap between the pods as well as differing levels of fragility particular to their craft. It’s something most players will never need to worry about, but it’s definitely worth looking into the research folks have done on this stuff online for anyone struggling or curious on how to be a top racer.

The racing itself is also pretty impressive, but it’s not without its faults. The 21+ races in the game will often have you going back to the same planets to race, but with different variations on previous tracks. Different areas will be blocked off or opened up on that planet depending on the race you’re doing, and sometimes whole areas will be totally changed, or you’ll be racing the track backwards compared to last time. Compared to a lot of other racing games that reuse tracks or content, going back to the same planet never felt like I was just retreading old ground for the sake of padding content, and every race feels important and meaningfully unique (including a really impressive final race that’s a total recreation of the race you see in the Phantom Menace).

There’s a lot of technique to the racing too, as pod racers really don’t handle like any other racing game I’ve played. I’ve played a decent amount of both F-Zero and Wipeout, but pod racers handle more like something between cars and planes for me. You’ve got air braking (though thankfully not independently for right and left like Wipeout has) along with your throttle, and then you’ve got a few more tricks up your sleeve. If you hold the gas down for long enough, a light on your speedometer will turn green. Hold forward on the joystick for a bit longer and it’ll turn yellow. If you then let go of the gas briefly before slamming it back down, your speed will damn near double. However, this overheats your engines a lot, so unless you’ve got really great cooling, you’ll want to use this sparingly (not to mention how bumping into a wall going that fast is pretty bad for your health).

Tapping R twice can activate weapons for some racers, but it’s never something I bothered with and never something I noticed the AI doing either. Holding R, however, activates a repair mode to repair your damaged pods in exchange for slowing down your pod a fair bit with better repair stat pod racers repairing faster. You’ve got unlimited lives (unlike F-Zero), so crashing due to slamming into a wall or your pods exploding from getting too smashed up is only going to cost you a little time, but that’s time you can ill afford to waste with how good your competition is. The other racers don’t *really* exist the same as you do, as is the case for lots of games in this genre of this era.

They don’t crash or get damaged like you do, and they pretty clearly cheat and go faster than they should be when they’re out of your view. However, the other racers in this game aren’t too much of an obstacle most of the time. Racers don’t bash into each other or get body blocked like they do in most other racing games, and they instead kinda pass through each other with a bit of jostling. As annoying as it often was to see them cheating and surviving “crashes” that should’ve blown them up, I at least knew it was nearly always my own darn fault whenever I’d crash. That said, with how their AI works, catching up to them if you’re meaningfully far behind is basically impossible. That’s frankly the reason why I ended up getting first in everything rather than settling for a lower high place, because getting anything other than first was pretty hard given that the alternative is usually just “you lose incredibly hard” XP

Getting used to how each pod racer brakes, hovers, and turns is just as important as learning each track, and you’ll REALLY want to learn each track. Perhaps it’s due to an effort to make all the tracks feel like a normal length to the quite lengthy Tatooine track from the film, but most races in the game are VERY long compared to a typical racing game. Most tracks have a single lap time somewhere between 2.5 to 3 whole minutes, and every race is three laps. This means learning the tracks is super important because it is AWFUL to mess up, crash, and lose the race due to a misplay 7 minutes into a race. It certainly isn’t the worst thing in the world, and the pace of the races at least makes time pass quickly, but the sheer length of races combined with how difficult many of the tracks can be makes Episode I Racer a test of endurance in a way few other racing games are.

The aesthetics of this game are a mixed bag to say the least. Visually, the game looks incredible. I know this game was also on PC and Dreamcast back in the day, but if you’ve got the Expansion Pak in your N64, this game damn near looks like a Dreamcast game. It’s easily one of the best-looking games on the console. Tracks look awesome, and they really bring their respective planets to life. Racers, too, and their machines, are all excellently detailed and modeled (and even voiced so they’ll hurl verbal abuse at each other during a race! X3). The only issue there, is this doesn’t translate to playing well.

Tracks are big and look cool, sure, but they often have some quite poor visual design, and distinguishing where the next turn actually is (due to foliage, darkness, or just weird colors) is a constant hazard in this game, and that’s a really annoying problem to have when tracks are this long and unforgiving. The game’s framerate also suffers quite badly when playing on high resolution mode, which is something else I found intolerable with just how hard this game is. Thankfully, it’s very easy to go into the options menu and turn off lens flare effects and drop the resolution, but it’s a shame the game doesn’t run better with them (and that the visual design is often so terrible).

The music is also a mixed bag, or it would be if it existed more. The soundtrack is just the orchestral track from the movie, and when it’s there, it’s very good versions of those songs (complete with Duel of the Fates as your title screen and pause screen music). However, the operative word in that sentence is “when”. Most menus and even tracks themselves are completely devoid of any music at all, so you’ve only got Watto’s constant voice lines in the shops and the roar of the racetrack to greet your ears. A song will play during the final lap of a race, which is nice to heighten the tension, I suppose, but it doesn’t really make up for the lack of music otherwise, and it’s a real shame the presentation suffers in this manner.

Verdict: Recommended. This game has a lot of rough edges here and there, and it’s definitely not going to be for everyone, but if you’re a fan of racing games, then this is a great one to pick up! It’s definitely worth researching what racers are best to use for new players or particular playstyles (if this review wasn’t enough in detail for you already) if you’re worried about that, but if you’re willing to put up with the difficulty and not infrequent annoying visual design, then there’s a pretty darn fun retro racing game waiting here for you (and that goes double if you’re a big Star Wars fan, of course).
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44. ChoroQ 64 (N64)
Known in English as “Penny Racers”, ChoroQ 64 is one of the long-running series of ChoroQ games, which are named after the titular toy cars that appear in them (with Penny Racers being what they were localized as to be sold in America). This is a game I bought a couple years back during the last period where I was super into buying N64 games and just picking up any one I could find that looked neat XD. The parts swapping mechanic and how difficult races initially were turned me off of it, however, so on my shelf it has lived until now. In my recent drive to play through my old racing games, this naturally found itself next on the list, and so I knuckled down and played through this game. It took me around 5.5 hours to beat the Japanese version of the game on original hardware.

As is the case with so many racing games, there’s no wider story to be found here beyond just “Get out there and race!” The racing gimmick here is that you’re racing as little ChoroQs, the little pull-back toy cars that are (or at least were) a reasonably popular toy out here in Japan. There are loads of different looking cars to choose from with my racer of choice, naturally, being the Yonaki food truck X3. The cars don’t actually drive differently, however. They only appear different, and that’s because the look of your car is a swappable part among many others, and the parts swapping is this game’s main gimmick.

There are nine tracks to race on and 4 classes of car to race them on. You start at C class and successive classes are unlocked once you’ve gotten 3rd place or higher on all the current highest class you have access to (with beating the AA class just unlocking the credits). What distinguishes each class beyond the (usual) respective difficulty of the CPUs found therein is the parts limit you can use for each car. You’ve got several different parts on your ChoroQ such as the engine, brakes, steering, and tires, and each one has a certain parts point value. C class only allows up to a total of 6 points, B class a total of 10, A class is 14, and AA class is finally no limit at all. Upgrading and swapping out parts is key to winning the current race, but how you get those parts isn’t with money but with theft.

Each race is you against 5 other CPU-controlled ChoroQs, and the top three finishers get to steal a part from the bottom three. The most important part in general is your engine, as the first race or two of a new class are always brutal due to the AI having far better engines than you have access to yet, but there’s nothing stopping you from grinding out the easier races for easy parts to get yourself geared up to take on the new and improved competition, as the parts the AI have are only gated by racing class and not by the particular race. Sadly, the parts the AI “have” are only cosmetic in a performance sense.

While *the player’s* mechanics are limited by what parts they have, the AI’s are not, so it doesn’t matter how many parts you take. You can never actually impact their performance that way (so you can’t take an AI’s only set of snow tires and expect them to underperform on the snow tracks from then on, for example). The AI can take your parts if you lose, too, but they’re thankfully pretty merciful towards the player and usually will refrain from taking anything from you. Even better, this isn’t a grand prix format, so you can retry a race with no penalty at all, so you never actually need to finish in a place that’d mean your parts could be stolen in the first place. It’s an interesting gimmick, but I’m not sure it really adds all that much compared to if new classes of race just had a new bundle of parts available for you from the start, frankly.

That kind of half-baked design is what plagues a lot of this game. The actual racing itself is very weird compared to most other racing games, for example. The engines you can get past your cruddy starting balanced options focus on either max speed *or* acceleration. Even still, you can have the best acceleration the game can offer and you’ll still probably wind up getting left in the dust at the starting line because of how much better they naturally are than you. The best strategy for every race, I found, was to just try and stay in the pack enough that you could swing by with a boost at the last minute and steal a high place, because getting ahead and staying ahead is basically impossible with how the rubberbanding works in this game.

Speaking of which, the game does indeed have weapons mid-race, but you don’t find them on the course like any normal kart racer. Instead, the weapon you bring into battle is a part you equip before the race just like any other. There are actually a remarkably wide assortment of possible weapons to bring, but with how the AI play, I found it pointless to ever bring anything but the standard boost powerup. Anything else could never be guaranteed to be as effective as that. The AI love bringing their canons, mines, and other devious attacks, however, and they’re damn good at using them. Thankfully, the AI are also pretty terrible at purposefully ignoring each other’s attacks and mines, so racing as best as you can while hoping that they mess each other up badly enough that you can just about manage a passing grade is a very viable strategy for the harder courses.

The weapons and weird, slow speeds just make the game chaos, and that extends to the turning too. Better steering makes your steering better, of course, but the actual handling is generally handled by your tires fitting the environment you’re on. If your tires are *bad*, then you don’t spin out like a normal racing game. Instead, you’ll tumble end-over-end to the side that you’re turning against, and this is just about always awful. This leads to a weird scenario where tapping the direction you’re trying to turn on and off becomes the most effective way to turn, as just holding it that direction will usually result in a disastrous tumble. You can also drift with R, but I never really found how it was meant to be used. The AI seemed to be able to use it just fine, but whenever I’d try it, I’d tumble in the direction I was flying. As is usually the case when you hit a mine or an obstacle, I wouldn’t lose my current acceleration (strangely enough), but it was still never as effective as the AI’s playing, and it just led me to believe that their handling is simply cheating by the computer.

The AI seem to cheat quite a lot, frankly, as there were countless times I’d see them gain inexplicable bursts of speed out of nowhere despite them not having brought the boost powerup to the race. The same goes for how things react when you collide with another player, or rather, when they collide with you. They seem to have some ruleset for how they bump into each other and how they’ll fly around, but in my experience, you only ever fly off in some direction when you hit another racer. I hit the computer all manner of ways (high speeds, low speeds, weird angles, even them when they’re stopped dead), and all that ever happened was me flying off into the distance. It became a source of dread when I’d see them approaching from behind on the harder tracks, because I knew there was a huge chance this whole attempt would go down the gutter if they pinged me into oblivion as they passed me.

The weird handling of the cars and the chaotic vibe the races have can be fun, but just how merciless the AI gets makes for a miserable time as the game goes on. Lower difficulties aren’t so bad and can be enjoyed alright, but A class (not AA) in particular has some really atrocious balancing for your AI teammates. Especially for the volcano track, whose three narrow unwalled bridges make for some nightmarish scenarios if your bump-happy CPU opponents decide to try and pass you on them, so many races just devolve into you needing to get lucky enough to actually do well on them. You can practice and improve as much as you want, but ultimately victory will mostly ride on your computer opponents playing poorly enough and ignoring you enough that you can barely steal a win. Sure, it’s frustrating and annoying when your own poor play costs you a victory, and I had no shortage of instances like that as well, but it doesn’t compare at all to how exhausting it can be to lose, time and again, to computers blitzing their way past you when you’ve clipped through a fence into a hole or gotten stuck in the ground yet again despite a great race up to that point.

The aesthetics of the game are pretty strong, at least. The little ChoroQ cars themselves are adorable and seeing them ping about and explode each other was always at least some level of fun no matter how tilted I was getting at the CPUs cheating their way to victory yet again. Tracks are colorful and fun in a way that almost makes them look like you’re driving through the contents of a pop-up book, and it gives just that much more of a vibe of “kids playing with silly toys” to the whole experience. The music is also quite good. There aren’t many tracks in the game, but what’s there is quite good and catchy. The game thankfully runs quite well too, so slowdown was never an issues (even if glitchy collision detection with the ground or slim barriers like fences and bridges often was).

Verdict: Not Recommended. This game is honestly not *that* bad. The core gameplay conceit has a pretty decent foundation for what it is, but the problem is that things just don’t come together in the end. The premise of a car racing game with wonky physics, big weapons, and parts stealing is neat, but the way it’s implemented here makes for an experience that I’m not sure anyone would particularly want even for multiplayer (even if the custom track editor is a very neat novelty for the time, imperfect as it is). The way the cars handle and tracks are designed makes it very wanting compared to the competition for more sim-like experiences as well as party game racers on this platform, and the single player experience is frustrating enough that I could never recommend it to someone for that either. While it’s certainly possible to have an enjoyable enough experience with friends or on your own with this game, your time is ultimately better spent elsewhere. There’s no reason to put up with a game this jank and unfair feeling when there are so many better retro racing games available to us in current year.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
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REPO Man
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Re: Games Beaten 2025

Post by REPO Man »

Recently beat Strange Flesh, a relatively short homoerotic beat-em-up where you play as the burly bartender of a gay bar. Armed with the power to enter people's minds, he uses his abilities to enter the mind of an unfulfilled office worker and face off against the manifestations of the man's worst traits and character flaws.

Let's just say it's best to NOT play this one at work.
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Ack
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Re: Games Beaten 2025

Post by Ack »

1. Growing My Grandpa! (Point-and-Click Adventure)(PC)
2. The Black Masses (Action RPG)(PC)
3. Dead Estate (Action)(PC)

4. Call of Cthulhu (Horror RPG)(PC)
5. 100 Asian Cats (Puzzle)(PC)
6. Blade Chimera (Action)(PC)
7. Bloodstained: Ritual of the Night (Action)(PC)

8. 7 Days to Die (Action)(PC)
9. An Arcade Full of Cats (Puzzle)(PC)
10. Excive A-1000 (FPS)(PC)

11. Only Lead Can Stop Them (FPS)(PC)
12. Home Safety Hotline (Horror)(PC)


Only Lead Can Stop Them

This is an indie DOOM clone set during the Spanish Civil War. You are a member of the Republican forces, battling against the Nationalist group of monarchists and Franco-supporting fascists. There are three episodes which each offer around eight levels with a secret one. The theme is generally military bases, though as you go, more cult-like arrangements show up, ultimately culminating against a battle with a dragon...it kind of loses the thread, which is a shame, because you don't often see games in this setting.

There are some good ideas though for your weapons. You always have a bayonet, and there are classics like a pistol, SMG, bolt-action rifle, and shotgun. There is even a rifle grenade for your rocket launcher stand in as well as throwable dynamite and a flamethrower, though do not walk forward while using the flamethrower, as it does not care if you die. Certain weapons like the pistol can also be aimed by holding steady on a target to make a guaranteed headshot, turning it into a pocket sniper rifle in a pinch, and even unaimed, there is always a chance for a headshot to drop a foe quickly.

More interesting is the Conviction system; you don't have armor, you have your ideals, and the higher your idealism, the less damage the enemy will do to you. Alcohol and cigars will slightly increase your conviction, but the really good stuff comes from Leftist literature concerning utopia and the proletariat. But if you're desperate, you can burn off your conviction to massively increase your damage but making you take a lot of damage in return. It is an awesome risk/reward approach to handling your armor, and it canale the difference between a long fight or a short and glorious killing spree/death, depending on how you play it.

The game also offers a level creator as well as the Maze of Madness, a randomized endless set of rooms for you to fight your way through. And it is truly random, so the first room will just as often likely kill you because you're fighting end game goes with the starter pistol. If I have any complaints, I wish I didn't have to go through so many menus to restart after a busted run here.

Only Lead Can Stop Them does offer some nice cosmetic changes too, adjusting based on whether you want an experience closer to the early 1990s FPS or early 2000s, with control and movement tweaks based on your choices. You can also select the gender of your protagonist, though this has no discernible impact beyond the face you see in the bottom of the screen showing how beat up you are. OLCST gave me what I wanted from an old school FPS. It was worth my time.


Home Safety Hotline

Home Safety Hotline is a non-game, built around a 1990s desktop PC where you run a call service for handling household pests and problems, like flues, rats, or will-o'-the-wisps. As you play, you receive calls and have to use the clues to tell each caller what is in their house. Maybe it's a frozen pipe. Maybe it's carbon monoxide. It could be a whistling fungus. Maybe it's a sprite that has erased their memories or a portal to another dimension. It could be an array of things, so you have to take the context clues and help people while also getting prank calls and emails from corporate. And your boss is watching over you to ensure your productivity too, but if you do well, you may just work the weekend. And then your boss really pays attention. And you will be dragged into the soil.

Damn it, it's fae! You're dealing with fae! Nothing good comes from dealing with fae!
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Re: Games Beaten 2025

Post by Markies »

Markies' Games Beat List Of 2025!
***Denotes Replay For Completion***

1. Muramasa: The Demon Blade (Wii)
2. Mario Party 4 (GCN)
***3. The Lord of the Rings: The Third Age (PS2)***
***4. Pokemon Snap (N64)***
***5. Dead Or Alive (PS1)***
6. Rogue Galaxy (PS2)
7. Pokemon Blue (GBC)
8. Mario Kart 8 (Wii U)
***9. Eiyuden Chronicle: Rising (NSW)***
***10. Sonic The Hedgehog (GEN)***
***11. The New Tetris (N64)***
12. Final Fantasy I & II: Dawn of Souls (GBA)
13. Yoshi (NES)
***14. Super Mario RPG: Legend of the Seven Stars (SNES)***

15. L.A. Noire - The Complete Edition (PS3)

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I beat L.A. Noire on the Sony Playstation 3 this evening!

I absolutely love video games that take place in historical settings. I am a huge history buff, so to be able to transport myself to a historical setting is a huge plus for me. Unfortunately, they are also kind of rare to find as most developers either prefer Fantasy, Science Fiction or Post Apocalyptic for their settings. However, more recently, they have begun popping up every now and then and I love being able to play them. So, when I got my PS3, LA Noire was a game high on my radar. It was a historical game taking place during one of my favorite eras and it was made by Rockstar, who I loved their PS2 games. After a bit of time, I finally found a copy and I knew that I had to play it very quickly.

I hadn't had much luck when it comes to Rockstar Games recently with GTAIV and Red Dead Revolver being big misses. Thankfully, L.A. Noire was a huge hit for me. I have never really played a Detective style game since I was a kid and played some Carmen Sandiego. So, this was a brand new experience and I loved almost everything about it. First of all, the setting is amazing. The cars are beautiful. The music is spot on. The characters look perfect in their clothing. It really took me back to my days and flipping on TCM and seeing what is on. The Detective work with the cases was so intriguing and addicting. It felt like a slower paced GTA Game. There were points of high intensity, but you aren't running from the law for every mission. You take your time to find all the clues, go to all the locales and interview all the people. You scrub every detail and it was satisfying to complete every case. Finally, it has been a long time since I was so compelled in a story. I was expecting a typical GTA story, but it wasn't here. For the most part, the main character is a good guy and there is some deep seeded corruption going on, but it is not over the top. It felt real and genuine. I really wanted to know what happened next and kept me interested the entire time.

Overall, I absolutely loved L.A. Noire. My only real complaint is there are a ton of controls and they can be confusing at times. I wish they were a bit more intuitive. But, that was only a minor nitpick and never affected me too much. Despite all the background on the game development, I really enjoyed everything about the game. If you ever wanted to try a GTA game or were put off by one, this a good place to start!
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