Games Beaten 2025

Anything that is gaming related that doesn't fit well anywhere else
User avatar
pierrot
Next-Gen
Posts: 4085
Joined: Thu Feb 09, 2012 2:54 am
Location: Banned

Re: Games Beaten 2025

Post by pierrot »

Note wrote: Sun May 11, 2025 9:56 pm I didn't realize you could transfer your save over from the second game to the third on the PS2. The art style of Suikoden III isn't as appealing to me, but if you recommend it, I may try to check it out eventually. The first game left a good impression and I think I'll enjoy the second as well.

Yeah, if you transfer the cleared PS1 save for Suikoden II over to a PS2 memory card in the PS2 bios, there's an option when starting Suikoden III to import the Suikoden II data. There are far fewer familiar characters in Suikoden III, though. The ultimate, which I've yet to fully take advantage of and I don't remember the exact flow diagram for, is importing a chain of data from Suikoden, Suikoden II, Suikogaiden and Suikogaiden II into Suikoden III. I've played through the two Suikogaidens, but hadn't played through the Japanese versions of Suikoden I & II on Playstation to import the data from those games.

Anyway, I've mentioned it on the boards before I'm sure, but when I first played Suikoden III on release, I hated it. Like a couple months before release, the opening animation made its way around the net, and I must have watched that thing a couple hundred times before the release date. It kind of blew my expectations completely out of proportion, and I had a really intensely negative reaction to the actual game because of things like the simple 3D models (was well past having played Shenmue I&II at that point), large portions of the 108 SoDs just joining up in the normal course of the story, and a combat system I couldn't really make sense of.

However, a number of years later, I replayed the series in college and Suikoden III was far and away my favorite. (The last game in the series was III, btw. You may have heard something a little different, but it's the truth, and I will not accept any arguments to the contrary. >_>) The sad truth about Suikoden III is that Murayama (the series director and writer) left Konami toward the end of its development, and the ending is surely highly compromised from what was originally intended, but I still find it to be the most compelling story in the franchise, and while the systems around combat are considerably more complex compared to the earlier Suikodens, the extra complexity in the combat systems adds a nice challenge and improves the gameplay for me.

I will always recommend people play Suikoden III (it is the best one), but I was somewhat saying it in jest in my last post. Most people would stop at Suikoden II. If you do go on to Suikoden III, I would definitely recommend getting really familiar with the combat and character growth systems ahead of time. I swear it is some of the most fun in JRPGs once you build a group of absolute murderers who have absolutely no chill.
_____________________________________
Steam (and other) keys for trade/free: viewtopic.php?p=1189267#p1189267

B/S/T Thread: viewtopic.php?p=1188724#p1188724
User avatar
Ack
Moderator
Posts: 22464
Joined: Tue Mar 18, 2008 4:26 pm
Location: Atlanta, GA

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)

13. Viewfinder (Puzzle)(PC)
14. Star Wars: Dark Forces Remastered (FPS)(PC)
15. Wanted: Dead (Action)(PC)


Viewfinder

This is a first person puzzle game, where you must manipulate photographs in a virtual environment to create platforms and solve problems. It's cleverly done, ramping up in difficulty and complexity steadily while introducing new mechanics and then occasionally throwing them out entirely. Levels are quick and well designed, and there are some great secrets to keep you hunting around.

Basically imagine you need a step up to a ledge. Well, there's a camera. Take a photo of a wall, angle it, and hold it up to the world; you've created a ramp in this virtual space utilizing that angled photo to enable you to get up. To say it's sometimes mindbending is to downplay its creativity.

If I have any complaints, it's that traversing through the handful of overworld areas takes a little while, because it's a scripted tram ride. But really, that's it. I had a delightful time with this one.


Star Wars: Dark Forces Remastered

Dark Forces is my favorite Star Wars video game, and while it isn't perfect, the Nightdive remaster gave me a lot to enjoy in modern resolution. I'm back to the good days of Kyle Katarn punching dragons and blasting Gamorrean Guards with thermal detonators. Yes, ammo is primarily limited to two major types, some weapons are useless (looking at you, landmines), and level design is sometimes labyrinthian, but I was surprised upon returning to see how much still holds up for me, and what I now appreciate compared to when I was a kid.

For instance, my opinions on levels have radically changed. Some of my favorites as a boy, such as Ramses Hed and Nar Shaddaa, were ones I find I didn't care for, while instead I thought the mining and robotics facilities were actually well thought out. And give me that Star Wars midi soundtrack any time.

Trandoshans still suck though. Stupid hitscan enemies...


Wanted: Dead

This is an action game that combines hack and slash with third person shooting along with a weird plot about robots who aren't really robots and a bunch of mini games while I play a war-criminal-tirned-super-cop in an alternate Hong Kong. The PC controls are awkward at best, so I ended up using a controller for most of this, which vastly improved what is apparently a very polarizing experience.

But Wanted: Dead is to action games as Deadly Premonition is to horror games. Expect to be slashing bodies in half one minute, getting chewed out the next about the ethics of robot labor, and then suddenly you're in a karaoke mini game to a duet of 99 Luftballons. That is Wanted: Dead. It's quirky, it's playful, and it expects a lot of you learning its mechanics while also goofing off with you. I liked it, but sometimes I want some strangeness in my life.
Image
User avatar
Markies
Next-Gen
Posts: 1520
Joined: Fri Mar 27, 2015 4:29 pm
Location: St. Louis, Missouri
Contact:

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)
16. Batman: The Video Game (GBC)
17. Splatoon 2 (NSW)
18. The Punisher (GEN)

***19. The Legend of Zelda: Ocarina of Time / Master Quest (GCN)***

Image

I completed The Legend of Zelda: Ocarina of Time/Master Quest on the Nintendo GameCube this evening!

The Legend of Zelda: Ocarina of Time is in my top 10 favorite games of all time. So, when a Master Quest version was released on the GameCube, I knew this would be a game that I would eventually have to buy. After making my way through the Zelda Franchise and finally finding a copy, I was finally able to play through it as the last GameCube game before I beat my Backlog in 2022. Well, years later and I was looking for a GameCube to replay and I figured I would tackle Master Quest first before I went after the Collection.

The real hook of this disc is to be able to play the Master Quest version of Ocarina of Time. This was a version of the game that was originally designed for the N64DD, but when that failed, the game was scrapped and eventually put on this disc as an extra promotion for Wind Waker. In the Master Quest, the majority of the game is the same, but the dungeon rooms had been rearranged. The layout is also the same, but the assets in the rooms had been changed to make the game more challenging. Honestly, I didn't find the game all that challenging until Ganon's Castle. Those final rooms became a real pain. There is also some harder enemy placement as you fight an Armored Knight in the Fire Temple, which is a first and a Stalfos in your Youth. But, the game has much more difficult puzzles in the rooms that require some brain power to overcome. None of them were too terribly difficult, but many of them were a pain to finish off. It had some weirdness to it as well like hitting cow heads in Jabu Jabu's Belly to open doors.

Overall, I really enjoyed my time with Legend of Zelda: Ocarina of Time Master Quest. Besides the final rooms in Ganon's Castle, my only real complaint of the game would be the finicky controls of the GameCube joystick making aiming and some mini-games incredibly hard. Those arrow/slingshot mini-games became a real pain. Besides that, I actually enjoyed the changes they made to the game. In fact, the Water Temple was so much nicer and not as frustrating as before, so I have to give the game props for that. The game is still Ocarina of Time and one of my favorite games of all time. It's my second favorite Zelda game and one of my most played games as well, so I still loved it. Master Quest won't replace the original, but it was fun to play a different version of it.
Image
User avatar
PartridgeSenpai
Next-Gen
Posts: 3070
Joined: Mon Dec 14, 2015 9:27 am
Location: Northern Japan

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

1~50
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)
44. ChoroQ 64 (N64)
45. F-Zero X (N64)
46. Homefront (PS3)
47. Ape Escape: Pumped & Primed (PS2)
48. F-Zero (SNES)
49. Castlevania: Lament of Innocence (PS2)
50. Castlevania: Curse of Darkness (PS2)
51. Wave Race 64 (N64)
52. Bakushou Jinsei 64: Mezase! Resort-ou (N64)
53. Mother (Famicom)
54. Famista 64 (N64)

55. Weird and Unfortunate Things are Happening (PC)

This is a game that it seems my friends have been telling me about for ages (and it’s like nearly 10 years old, so that’d explain why <w>). It’s been on my backlog to play for a good while too, since I’ve only ever heard good things and I’m quite the fan of a good turn-based RPG. Having just finished the original Mother 1, it seemed as good a time as any to tackle this very unabashedly Earthbound-inspired RPG. It took me about 18 or so hours to beat the game on normal while looking for secrets where I could and not dabbling in any post-game content.

WAUTAH is the story of Alicia and Dottie. Dottie is a troubled 12-year-old living in the tiny town of Daybreak. Dottie is troubled partly because she doesn’t really fit in at school, but she’s also quite troubled because of the psychic powers she’s slowly had emerging and all of the creepy monsters it lets her see. Thankfully for her, her tomboy aunt Alicia has had psychic powers for basically her whole life too, and she’s well acquainted with how creepy yet harmless these monsters can be. Everything is going fine until one day a strange ritual takes place in Daybreak. Dottie calls out for Alicia, who hears her psychic call and rushes there as fast as she can, but it seems like only she notices it. Everyone else seems to have forgotten that Daybreak ever existed, and the cab she takes down to the spot just drops her off at a giant cliff face where the town once stood. Walking into the strange portal that opens up in the cliff, Alicia braces herself for the eldritch madness of all the weird and unfortunate things about to happen.

The story to this game is really fun and sweet. It’s got some themes of dealing with loss as well as how selfish people all too often lay the groundwork for their own downfall (and take a lot of innocent people with them) in addition to how kindness and being willing to help others are the true paths to victory, but they’re not really swinging for the fences in terms of narrative depth or analyzing the human condition. Most of the game’s writing is composed of humorous and charming conversations between your party and the weird and colorful people and monsters they meet, and it makes for a really entertaining time. The game’s dungeons and pacing can drag a little bit here and there, but the strong character writing really helps keep things compelling regardless. Keeping things engaging is about the least you can ask for in an RPG, in my opinion, and this game passes that test with flying colors.

The other way it really slams things out of the park is with the execution of the gameplay. Mechanically, WAUTAH is unlikely to be anything you’re unfamiliar with unless you’re very familiar with turn-based RPGs. However, what *is* here is a game very clearly put together by people in love with the genre and with a keen understanding of what makes turn-based battle systems awesome to dump hours of your time into. You’ll ultimately have four party members, but all of them have their own roles and skill trees they can acquire new passive and active spells from. All four of them are given very discrete and well laid out roles in terms of the elements and types of attacks they’re good at, and those roles evolve as the game goes on as well. This game has quite the pile of enemy types as well as weakness systems and status effects, and the combat designers really knew how to make engaging with those systems feel satisfying for hours on end.

Having enough currency to unlock a new crop of abilities was always exciting not only because it usually meant a new powerful attack or two, but it meant all new ways of looking at the tools I already had and working to find new exciting synergies between my old stuff and my new stuff. It’s very rare to find a spell that feels truly useless, as things tend to stay some level of useful the entire game due to how many things operate on percentage-based damage/healing instead of fixed amounts. Most attacks also come bundled in with status effects they can inflict too, and most monsters and even bosses are vulnerable to these. Unlike a ton of retro games, experimenting with status effects actually feels worthwhile in WAUTAH, and it heckin’ rocks. This game knows how to keep loot fun and interesting too. There were so many times where I just had too many good items I wanted to equip, so having to pick just one set for one character involved a lot of careful decision making. Too much good loot is a great problem to have, and it’s just one more thing that shows the people behind WAUTAH knew darn well what kind of game they wanted to make.

I do have *some* issues with how the game is designed, but they’re all honestly very minor issues. Most of them are UI-related, like how I really wish that you could see the stats about to be raised when you’re using a max-stat increasing item so you didn’t need to scan everyone’s proper stats screen beforehand. Aside from minor issues like that, the game is probably a bit longer than it needs to be. The game’s home stretch starts to get a little thin on story, but the dungeons get pretty crazy long. The final dungeon on its own ended up being like 4 hours of my 18 hour playtime, which was a little bit of a momentum killer in a game with otherwise very good pacing. Even still, with how the game’s difficulty can be changed at any time combined with how most areas (especially late game) have on-screen enemies that can be avoided rather than true random encounters means that a lot of the game’s pacing can be dictated by how the player wants to engage with the challenge, which is an approach to accessibility I always appreciate.

Aesthetically, the game is something of a mixed bag but still mostly positive. For starters, the music is incredible. Banger track after banger track awaits all those who play WAUTAH, and it’s a great mix of retro feeling stuff but with a really good variety of the kind of tracks they use and how to set the mood for the particular scene and area they’re working with at the time. The visuals are also largely good. I love the art style for the most part, and the weird eldritch monsters and surreal landscapes all strewn about Daybreak make for a very striking and novel setting for this type of game. My only real issues lie with the human designs, which Alicia and Dottie ironically being two of the designs that just didn’t work with me the most ^^;. It’s entirely a subjective thing, as for the most part I love the game’s art, but something about their designs just felt a little out of place or less expressive than the other main characters (your second and third party members having a ton of really expressive faces I love a lot, for example).

Verdict: Recommended. While I don’t think this game hits the highs that the real greats of this genre reach, it’s still got a very firm baseline of enjoyability and quality that it maintains very well. While the highs might not be all-time winners, the lows are practically nonexistent, and that’s pretty hard to do with a game in this genre. It probably won’t be your new favorite game ever, but it’s packed with great paced, satisfying gameplay and quotable, memorable dialogue. It’s a damn quality game, and one well worth checking out if you’re a fan of turn-based RPGs. Not to mention that it’s pretty hard to argue with the entry price of “free,” which a game of this quality has no business being!
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
User avatar
REPO Man
Next-Gen
Posts: 4879
Joined: Tue Jul 29, 2008 8:05 pm
Location: Outer Banks, NC

Re: Games Beaten 2025

Post by REPO Man »

Beat the second Dead Island 2 DLC, SoLA, for PS5 as Ryan.
User avatar
TheSSNintendo
128-bit
Posts: 611
Joined: Mon Jul 11, 2011 10:27 pm

Re: Games Beaten 2025

Post by TheSSNintendo »

Dragon Quest IV (DS). Haven't finished a Dragon Warrior/Quest since the first one until now.
User avatar
MrPopo
Moderator
Posts: 24069
Joined: Tue Aug 26, 2008 1:01 pm
Location: Orange County, CA

Re: Games Beaten 2025

Post by MrPopo »

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
18. Mekkablood: Quarry Assault - PC
19. Tempest Rising - PC
20. Astalon: Tears of the Earth - Switch
21. Voidwrought - Switch
22. Death's Gambit: Afterlife - Switch
23. Mechwarrior 5: Ghost Bear: Flash Storm - PC
24. Clair Obscur: Expedition 33 - PS5

Clair Obscur is a turn-based RPG from a new studio that spun up in order to make the game. The leads wanted to make a new turn-based RPG in the vein of Persona and Final Fantasy and were able to secure funding with their demo. What we get is a game that shares many gameplay elements with Paper Mario and Final Fantasy IX but has a storyline with a distinctly western feel.

The premise of the game is following a disaster known as The Fracture, the city of Lumiere is isolated on an island from the west of the world. In the distance can be seen a giant monolith, and upon it a giant figure who becomes known as the Paintress paints a glowing number. As soon as the number is painted everyone of that age is dissolved into rose petals, in an event known as the grommage. Every year the number counts down by one, and so the citizens of Lumiere send out an expedition to try and stop her from continuing to count down everyone's deaths. The game begins with the latest grommage following the painting of the number 33, and so begins the journey of expedition 33.

The game has an old school world map, where the individual dungeons are nodes on the map. You move from zone to zone progressing the story. The environmental art is quite nice; there's an otherworldly quality to everything and it is a treat to look at. Unfortunately, the level design leaves a bit to be desired; it is often difficult to tell where the paths are, and a few dungeons have circular paths that can send you back to the beginning unintentionally. This is compounded by the lack of a mini map to help guide you. This was an intentional choice by the devs (they wanted people to watch the environments rather than the map), but it requires strong level design skills that aren't quite all the way there in this game.

The game's combat is turn based; you have a timeline of who is going when on the side. During your turn you have several options. A basic attack will generate a single AP in addition to the one you get every turn, so you can build towards one of your skills, which are your heavy hitters. Skills use a simple quick time for bonus damage (or in some cases, for the skill to fully execute). You also have the ability to go into a free aim mode and take shots at enemies. Each shot costs one AP but importantly doesn't end your turn like a basic attack or skill will. Shots are lower damage than your attacks, but they have two benefits. The first is they can reliably hit certain high evasion enemies (which usually have low health to go along with it). The second is that you can strike weak points on enemies for various effects. It might be a one time burst of damage, or it might be that several shots can break an enemy part and disable an attack. When enemies get a turn, you have multiple defensive options. The most basic is the dodge; timing it precisely will count as a perfect dodge (which certain skills care about). You can also attempt to parry; this has the same timing as a perfect dodge, and successfully parrying every hit of an attack will cause you do a counter attack. Certain enemy attacks must be jumped over; doing so gives you the chance for a free counterattack, though be sure to pay attention as this can occur in the middle of an enemy attack chain and it won't interrupt it. Notably, every single enemy attack falls into this ability to be completely negated. Indeed, the game is balanced around you mostly avoiding damage, and attempting to face tank and heal will put you in the dirt, as you don't have enough consistent healing to do so. Healing is only for topping off after a few missed dodges.

Each character has their own gimmick in combat. For example, the mage Lume will gain charges of elemental energy after using her skills, which can then be used to augment other skills with additional effects. The fencer Maelle instead has a stance system, where a given skill is aligned to a stance. Using a skill of a different stance will change stances and give you bonus AP, while a skill of the same stance will drop you into the starting "stanceless" mode, so you want to be going through a flow of skills rather than just finding a single heavy hitter and sticking with it. This is extended by the various weapons you can find for each character; these have various passives that will change how you approach a character's play style. Finding the right combination of weapon and skills that fits what you're building the team to do is important.

Finally, there's the Pictos. These are your generic equipment that give you stats like health and speed. Each Picto has a passive skill such as bonus damage against burning targets or start combat with the shell status. After four combats with a given Picto equipped on a character you will learn that passive; it can then be equipped by any and every character in the party at the cost of capacity points, in a system very similar to Final Fantasy IX's. You can do some pretty crazy things with skill builds in this game; by the end of the game I had turned my Lume into a monster who would one shot anything thanks to her party members exploding like bombs and giving her a ton of "if you're fighting alone" boosts.

The game's story is well told, with some twists and turns that are hinted at as you go along. It's a somber story, as to be expected when you consider the game is about the 67th attempt at stopping the actions of the Paintress. Living in a world where mass groups of people are dying all at once and experience gets shorter and shorter has left people in an almost fatalistic mood, even as they cling to whatever hope they can find.

Overall, this is an excellent game, all the more impressive for how new the studio is. While it is made up of industry veterans, going from a large studio (Ubisoft) to your own small studio has a ton of logistical challenges that they seem to have navigated extremely well. The game's minor flaws are easily outshone by how strong the final product is, and I highly recommend it to RPG fans.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
User avatar
PartridgeSenpai
Next-Gen
Posts: 3070
Joined: Mon Dec 14, 2015 9:27 am
Location: Northern Japan

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

1~50
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)
44. ChoroQ 64 (N64)
45. F-Zero X (N64)
46. Homefront (PS3)
47. Ape Escape: Pumped & Primed (PS2)
48. F-Zero (SNES)
49. Castlevania: Lament of Innocence (PS2)
50. Castlevania: Curse of Darkness (PS2)
51. Wave Race 64 (N64)
52. Bakushou Jinsei 64: Mezase! Resort-ou (N64)
53. Mother (Famicom)
54. Famista 64 (N64)
55. Weird and Unfortunate Things are Happening (PC)

56. Kirby and the Rainbow Curse (Wii U)
It’s been absolutely ages since I played it, but I loved Kirby and the Canvas Curse back in the day and I even 100%’d it. As a result, I was interested in this game back when it came out, but circumstances at the time (like being a poor university student) prevented me from ever grabbing a copy to try out. Fast forward to a few weeks back and my partner and I were chatting about how few genuine Wii U exclusives there are left actually worth playing, and this game’s name came up. Looking online, this was remarkably cheap in Japan (contrary to my expectations), so I ordered one as fast as I could X3. Thankfully, my Wii U gamepad wasn’t actually broken like I was worried it’d be, so I could play this once I finally got everything hooked up properly X3. It took me around 5.5 hours to beat the Japanese version of the game on real hardware while replaying a few levels and going for as many collectibles as I could (but not all, and we’ll get to the reasons why later on).

The story of Rainbow Curse is pretty typical Kirby stuff. Kirby is minding his own business eating an apple when a horrible hole opens up in the sky. All the color of the world is sucked out, and Kirby, his Waddle Dee friend, and his apple, are frozen in monochrome. However, a little fairy named Elene rushes out through the hole and restores Kirby to color so he can save her from the horrible grabby hands after her. Waddle Dee spears the hands silly, and they run off, and then Kirby, Waddle Dee, and Elene all go through the portal in the sky to set things right and restore color to the world. You don’t learn the details until later on (if ever, depending on how you play the game), but it’s a perfectly fine story setup for a simple action game like this, and it also usefully establishes why Kirby is rolling everywhere instead of walking: He saw the apple rolling down the hill, and he decided to roll around too because he just feels like it X3

The gameplay of the game is much like its DS predecessor. You use the stylus and touch screen to draw lines for Kirby to roll around on. Tapping him will make him accelerate by doing a rush attack towards the direction he’s going, and he’ll also hug along any line he’s traveling on. Additionally, collecting the coin-like stars in each level isn’t just for a high score or extra lives. Every 100 you collect will give Kirby one use of a special super charge attack that he can use to access certain otherwise impossibly heavily fortified areas. There are a few gimmick stages that turn him into a tank, submarine, or rocket, which spice things up a bit, but this is the bread and butter of how you’ll be traversing the game’s 21 stages and 7 worlds.

It’s fairly close to the DS game’s playstyle, and it still works quite well for the most part. My only real complaints in comparison would be that this is a bit simple and short of an action game for something that demanded a full-price console release, and that it’s far more awkward playing a game like this on a Wii U gamepad than it was playing it on a smaller original DS’s screen. Trying to hold that big unwieldy thing as you draw on it would’ve been hell on my hands, but thankfully you don’t ever actually need to use buttons to play the thing. I ended up leaning it against my keyboard to have it propped up at a nice enough angle, but that still only slightly solve the overall problem. It’s not the worst thing in the world, but it’s just one more significant thing that makes engaging with playing the game that much more of a pain to do.

Thankfully, there’s more to do in the game than just reach the end of each level and beat each boss. In my frank opinion, there’s downright *too* much to do ^^;. Each level has 4 or 5 collectible chests, and each one collected will reward you at the level’s completion with a special statue of a character in the game you can view whenever you want from a menu elsewhere. You can also get music tracks from these chests, and while some of those tracks are from this game, a lot of them are renditions of tracks from classic Kirby games, and they really dig deep into their backlog for these too. They’re not generally renditions that fit to the kind of music I like, granted, but it was still cool to see songs from the GameBoy originals to even games as relatively obscure as Kirby’s Air Ride represented here.

In addition to the chests, there are two other major collectibles in each stage. One of them is a sketch book, and this can be gotten at the end of each stage by bopping into the right goodie at the finish line. It’s not the most difficult thing in the world to do, but it’s trickier than it looks. Above all, it’s very frustrating to need to play a whole stage over again when you missed by *just* a little bit too much at the very end despite having collected everything else in the stage already (especially for a game that loves long, slow auto-scrolling stages as much as this one does).

The last collectible for each stage is a medal depending on how many of those coin-like stars you collected, and getting more of these unlocks special challenge rooms you can do from the main menu. There are a ton of these challenge rooms, but I only ever briefly dabbled with them. I didn’t find them very fun, and the method of getting those medals is also far more annoying than it really needs to be. They don’t actually tell you the thresholds of medals you need to hit for each stage’s gold ranking. It varies by stage, and at least as far as I could tell, it’s never communicated to you anywhere (or I’m a nimrod and just missed them every time I hunted for them).

For such a prevalent part of the gameplay experience, it’s completely beyond me why they’d hide this information from you, especially since playing and replaying levels for those extra collectibles seems to be such an intended part of the gameplay loop. The game is pretty short if you’re just trying to see the credits, so it’s only natural that a player would be drawn towards those extra collectibles and challenge rooms. A lot of the hidden areas or mid-stage challenges can be good fun to attempt, but reattempting them is far too punishing for my liking. Most of them require you to simply succeed on your first attempt, and if you fail, you’ll need to play the whole level over again for another singular try. This can get pretty irritating when levels are generally over 10 minutes long and a significant portion of them (like genuinely close to half) are slow auto-scrolling stages.

The actual method of controlling Kirby was just too cumbersome to make me want to keep playing and replaying through these stages for these collectibles, so I just gave up doing it about halfway through. The level design and pace of the gameplay just does not hold up nearly as well as Canvas Curse did back on the DS, and that long with the inconvenience of playing it on a big Wii U gamepad was my biggest sticking point with this game. It’s not a bad time, and if you’re looking for a more casual experience without minding the collectibles, this might be a fun way to spend a weekend, but at least compared to what I’ve come to expect from Kirby games (especially from how good Canvas Curse was), this game left me very ready for the end far before it actually finished.

The aesthetics of the game are also fairly wanting. Very disappointingly for a Kirby game, the music is pretty so-so. It’s not bad or anything, but I rarely found myself noticing it, and they’re nowhere near as fun or energetic as other Kirby games (both older and newer than this game) generally bring to the table. The graphics, on the other hand, are really pretty! The claymation style they’ve gone with is gorgeous, and I always loved seeing how new enemies and bosses would interact and animate... it’s just a shame this game requires you to play entirely with the Wii U gamepad instead of your HD TV. You’re drawing on the gamepad constantly, so it’s basically impossible to actually look at the TV when you’re playing. If you have friends, they can play as co-op Waddle Dees on the screen as you draw on the touch pad, but I was never able to try this (and it also seems like a very awkward, low-engagement way to experience the game too with how fast Kirby’s drawing often moves). The Wii U gamepad doesn’t have a hideous, 120p screen or anything, but I couldn’t stop myself from thinking about how much better the image on my TV looked whenever I’d happen to glance up from the gamepad was, and that’s a fault of the game that I explicitly remember from reviews around the time this originally came out.

Verdict: Hesitantly Recommended. This game is far from bad, but it’s also not terribly special or good. It’s no great loss that it’s still trapped on the Wii U, and I’m frankly just confused on why this wasn’t a 3DS game instead. It seems to only be a Wii U game for the sheer purpose of bulking up the Wii U’s weedy exclusive library, and it’s a worse game for it. It already wouldn’t have been amazing on the 3DS instead, but it at least would’ve been less awkward to play on a smaller console with an easier to use touchpad. You’re pretty darn unlikely to have an outright bad time with this game, but if you’re anything like me, you’ll probably be wishing you’d chosen to play something else instead.
----

57. Mario Kart Wii (Wii)
I played this game a bit when I was younger, but I ended up putting it down pretty quickly in the end because the new tracks just were not really grabbing me. It was actually the only Mario Kart game I’d never properly beaten, so it’s been something on my watchlist for a good while now. Fortune finally smiled upon me last week, though, and I found a copy for 200 whole yen! It also happens that a local friend of mine is a big fan of this game. Where my nostalgia Mario Kart game is Double Dash!!, hers is this one, so it was a great activity for use to do after work last Friday. The game’s got a pretty scant amount of content available at the start, however, so I opted to try and unlock as much of it as I could over the weekend so we’d have more to do the next Friday we hung out. It took me around 17.5 hours in total, but I eventually did it! Playing the Japanese version of the game with a GameCube controller, I did a fair bit with the time trials (unlocking the expert ghosts in like 10 of them), and I also got gold and at least a start rank or higher on all grand prix on all difficulties to unlock every proper character and most cars.

This is Mario Kart, so there’s no story to speak of here. There are karts to race and grand prix to win, and that’s all we need as usual! However, there’s more than just about ever before in this one, including more than just karts! There are 3 weight classes with 8 selectable characters in each (for a total of 24 + your Mii option), and each weight class has a total of 6 karts *and* 6 bikes available to race on. Each kart has a counterpart bike with very similar stats, and karts are generally easier to handle and slightly faster while bikes have better acceleration and really aggressive (but difficult to control) turning ability. It’s a bit of a stylistic bummer that characters don’t have signature vehicles anymore, but characters being effectively cosmetic while vehicle has the stats strikes a nice balance between form and function for how you wanna race.

There are also a crazy number of tracks in this game compared to earlier games too. While we have 16 new tracks, as is standard, this is the first Mario Kart game to bring in a collection of tracks from older games too. There are 16 tracks taken from entries as big as the console entries to as little as the handheld ones too, and it makes for a really interesting and cool variety (not to mention a hard to ignore sheer quantity) of tracks to choose from. The newer tracks aren’t my favorites, admittedly. I’d think this could be somewhat nostalgia talking, but I’ve never been much of a fan of any older Mario Kart game aside from Double Dash and DS, so it’s not like I have any particular affinity for the SNES or N64 tracks present here. A lot of the new tracks are a bit too long for my liking, and the sheer amount of places to fall off is also quite the burden with just how much the game likes placing you further back rather than further forward when you’re returned to the track.

This brings me to the weird tug of war between the single-player and multiplayer content design in this game. There are a lot of design decisions made in this game that make the multiplayer functionality more fun or chaotic to the detriment of the single-player experience. Not burying the lead, this is largely down to how they’ve structured the unlocks in this game. Where previous Mario Kart games would unlock new grand prix, karts, and racers for winning first place on grand prix, this game locks stuff behind everything. Winning the grand prix, getting super good times against the staff ghosts in time trials, and even just playing every time trial at least once are all linked to unlocking various new racers and karts. The most annoying one, however, is how so many unlocks are tied to star rankings earned from grand prix.

At the end of a grand prix, you’re given a score ranking in addition to your trophy. There are ranks from C to A, but then above that you have ranks from 1 to 3 stars too. Ranks of C to A are easy, but anything to get a star is a lot trickier. You’ll need a minimum score of 54 for 1 star, 57 for 2 stars, and a perfect score of 60 for 3 stars, but it’s nowhere near that easy. While a 60 will guarantee you at least 1 star, anything higher than that is down to much more specific aspects of your racing performance. Falling into pits, hitting static track obstacles (like thwomps), driving in the rough without boosting, hitting walls, or even just being at or near last place for too long will all detract from your rank and make your likelihood of getting a star rank harder and harder. What’s even more frustrating is that none of this is actually specifically communicated to you. For such a meticulously calculated rank, none of the scoring aspects are available to the player, and you’ll just need to guess what you messed up at as you start from the beginning of the grand prix yet again. If it were only characters locked this way, I wouldn’t mind nearly as much, as they’re just cosmetic, but there are tons of karts and bikes locked behind getting star rankings, so your potential ability to race better in the first place is down to you racing better in the first place.

Of course, it’s not just racing ability that’s keeping you from your precious star ranks and unlocks. This is Mario Kart, and your opponents are very keen on preventing you from getting trophies or good ranks if they’re able, and boy are they ever more able than ever in Mario Kart Wii. For starters, they’ve upped the maximum number of racers from 8 to 12, so there are that many more enemies whose nefarious items will potentially ruin your day. There are many more nefarious items than there used to be, too. In addition to the old staples of the lightning bolt and (now technically dodgeable with a well-timed mushroom) blue shell, you’ve got the new additions of the bullet bill, mega mushroom, and POW block items. While none of the new three are completely unavoidable, there will be myriad situations where avoiding them is either grossly impractical or just outright impossible because the alternative is slamming into a wall or careening off a cliff. You can get these massively destructive items in as high as 4th place too, so you’ll have blue shells, lightnings, and all sorts plaguing your race from start to finish.

From a purely having fun perspective, I actually love this. It make multiplayer races joyously chaotic, and it can make for a lot of really silly photo finishes due to just how viciously you can claw your way back towards the front when you’re behind and just how large a body count you’ll leave when you do it. However, for the single-player content, this stuff is a nightmare. There were countless grand prix that I abandoned due to unlucky circumstances far out of my control that made me fall off too many times or sent me from first to last just because of one blue shell near the end of the race.

Now, to a point, I realize that this is just Mario Kart, but the explicit design changes towards locking such precious rewards behind star ranks makes all of this *so* much more frustrating because you can’t even try to just do better in later races to try and make up a big point difference. This isn’t about winning the gold trophy anymore. It’s about getting a perfect or near perfect score, and they have done their darndest to make that as vexing as possible for a potential player. You can theoretically just unlock most of this stuff by just playing a large number of races (multiplayer or otherwise), so I certainly appreciate that little aspect, but that number of races is MASSIVE. Get ready to do literally thousands of races to unlock the end-game content if you’re unable to get star ranks on the 150cc or mirror mode races yourself, and it’ll likely take you dozens if not hundreds of hours to do it.

By and large, I really did like my time playing this game. The vehicles control really well, and it’s really cool getting to test out how new bikes and karts vibe with your preferred racing style. When I was able to let my hair down and stop caring about star ranks, it was a blast to just revel in the chaos between me, my friend, and the AI fighting for first. However, I feel like I’d be lying to your faces if I tried to deny that unlocking new goodies to play around with wasn’t a big appeal of racing games like this, and I cannot ignore how much of a frustrating chore that they made doing that in this game.

Aesthetically, I love the music but don’t so much love the visuals. For tracks old and new, the music in this game heckin’ rocks. It underscores the action of the race brilliantly, and while it may not be an all-time perfect favorite like F-Zero X’s soundtrack was for me, it still made racing all that much more fun. The graphics, while not bad, don’t hold up super great. They have a weirdly sharp and shiny look to them that a lot of early Wii Mario titles do, and while it works for something like Mario Galaxy, it doesn’t work for Mario Party 8, and it doesn’t really work for this either. It’s not a hideous game by any measure, but comparing it to something like Double Dash or Mario Kart 8, I’d be very hard pressed to say that this game’s overall art style actually looks better than either of those games despite the relatively small differences between them. The only outright flaw I think I’d give the visuals is that the readability of some tracks really suffer when played in even 2-player split-screen mode, which unfortunately damages an otherwise great multiplayer experience.

Verdict: Recommended. As much as it did my head in trying to unlock the last few star rank unlocks, I really did enjoy my time with this game. It runs great, it plays great, and it’s great fun to mess around in with friends or on your own (even if the new tracks aren’t all-timers and the graphics are a bit less than perfect). While it’s far from *the* Mario Kart game I’d recommend someone grab if they’re in the market for one of them, that’s a really high bar to clear. As it stands, this is still a really great time despite the undeniable wrinkles in its design, and you’re bound to have a good time with it if you pick it up~.
----

58. Wario Land: Shake it! (Wii) *
I’m a big fan of the Wario Land games, and I originally picked up this Japanese copy of Shake It to play through a couple years ago when I was doing a replay of basically the entire series. I never ended up getting around to playing this one, however, so on my shelf it has sat ever since. However, with me working on playing through my backlog of Wii games lately, a game that’s both relatively short and I remember quite enjoying like this was naturally near the top of the list of things to get to first~. Playing the Japanese version of the game on real hardware, it took me around 8.5 hours to beat the game and then play through a smattering of post-game content while going for most of the treasures and missions along the way.

Wario Land: Shake It! is, naturally, the story of Wario on his latest adventure. In a far off land, the evil Shake King has taken over Yuureitopia, abducted its citizens, kidnapped their princess, and stolen their greatest treasure: A bag with infinite coins! Wario’s sometimes friend, sometimes rival, Captain Syrup steals a magical globe that can transport you to Yuureitopia, and sends it to Wario with instructions on both how to use it as well as of the great treasure that awaits him on the other side. Never one to pass up an opportunity for huge piles of cash, Wario accepts at once and gets to saving that infinite money bag! (and that other stuff too, I guess) X3. There’s not a ton of story, but the animated cutscenes are both very well animated and very entertaining with their comedy. It’s a great setup to an action game, and an equally good excuse to get Wario out there pummeling fools and nabbing up treasure!

The gameplay is pretty standard Wario Land fare based on the formula that Wario Land 4 set up. You can jump, shoulder bash, and shake the world with your Wiimote to carry you through the bunch of stages lying between yourself and the bosses you’re trying to take out over the game’s five worlds. Beat all five world’s bosses, and the final boss will open up to you. There’s a somewhat enforced order you need to play things in, as unlocking new worlds costs an increasing amount of money, but if you’re greedy as you play each level, you should have no trouble unlocking all five worlds by the end of your second world or so. Each level has a kidnapped citizen of Yuureitopia at the end, and once you save them, you’re on a timer to get back to the start of the level as fast as you can, just like in Wario Land 4. Each level also has optional extra treasures to get and sub-missions to complete too, and pretty much all of the extra levels you’ll unlock after defeating the Shake King revolve around the missions available in each.

It's a decent formula, but it overall left me fairly wanting. My favorite Wario Land games are 1, 2, and 4, and I think this game is just too at odds with what makes those games fun for me despite how much inspiration it’s taking from WL4 for its general game design. Gone are WL4’s hidden breakable blocks and gem fragments you need to find to beat each level. These have been relegated to the new optional treasures and sub-missions, but that means that the whole concept of the exploration-based action platforming that made the other WL games work has been undermined in the process.

If you’re not going for the extra treasures and sub-missions, then levels are pretty linear and flat, and the pace of going through them isn’t very satisfying with how they’ve had to remove the run button since WL4. If you *are* going for the optional treasures and sub-missions, then I hope you love both memorizing levels and replaying content a LOT. Many treasures and sub-missions are mutually exclusive, so most levels will require at least 2 if not 3 or more playthroughs to complete all of the optional objectives, and that’s if you do them all perfectly in the first place. Especially in the harder levels and in the optional stages, most treasures and sub-missions require memorizing virtually the entire level so you can be most sure how to never take damage, get 90+% of the treasure, jump at *just* the right time to get a treasure box, etc. You only have one try per attempt to get most of this stuff (not to mention avoid taking damage), and while there is *one* checkpoint per stage right before you activate the time limit escape sequence, that never felt like nearly enough to not make things tedious for me.

What it comes down to is that the pace of the gameplay is just not satisfying or quick enough to support the gameplay loop of playing and replaying for these sub-missions. What makes that go from unfortunate to intolerable is just how much of a memorization test SO many of these treasures and missions become. After trying to get as many treasures and missions done as possible as I went through the game, I just got fed up with it around the halfway mark and started ignoring them completely. Going through the same stages over and over just to take one pip of damage and need to completely restart yet again got even more tedious than it was frustrating, and I was sick of that. It felt like a cruel joke to start looking into the post-game levels only to find that none of them are even remotely interesting outside of being particularly sadistic challenge stages for most fiendishly mission completion-obsessed super players. Perhaps some players will find that gameplay loop of constantly replaying stages to memorize them perfectly satisfying, but this kind of speedrun-light gameplay is the absolute last thing I generally want from a game, and that goes double for one that plays this slowly.

The aesthetics, at least, are pretty darn difficult to complain about. The entire game has a hand-drawn animation style to it, and it makes for wonderfully expressive characters and vibrant levels to explore. Wario, in particular, has a load of really expressive animations, and they’ve really brought their best in making a character with no actual lines feel like *such* a character regardless. The music is also awesome. The game has quite a wide selection of music for its OST, and the reward for beating all of the missions on a level being that you unlock its background track to listen to whenever you want ends up feeling like a pretty darn good reward for a lot of stages.

Verdict: Hesitantly Recommended. This game is far from terrible, but I’d also really struggle to recommend it compared to any of the Wario Land games I actually like (especially with this game feeling like a poor man’s Wario Land 4 in the first place). Having talked with friends about it, it seems like a case very similar to Wario Land 3 in that this game’s design philosophy is very opposed to what I actually want from a Wario Land game (or an action-platformer in general). If you’re a fan of the Wario Land games I like, you’ll probably only tepidly enjoy this game, but if you’re a big fan of WL3, then maybe you’ll like this one a lot! If you’re a fan of action platformers, I’d say this is at least worth a basic playthrough. The level design is good enough and the aesthetics are charming enough (not to mention the boss fights more than well designed enough) that it’s at least worth checking out for a nice, breezy playthrough that avoids all the sub-objectives you can’t be bothered to burden yourself with XP
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
User avatar
Markies
Next-Gen
Posts: 1520
Joined: Fri Mar 27, 2015 4:29 pm
Location: St. Louis, Missouri
Contact:

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)
16. Batman: The Video Game (GBC)
17. Splatoon 2 (NSW)
18. The Punisher (GEN)
***19. The Legend of Zelda: Ocarina of Time / Master Quest (GCN)***

***20. ChuChu Rocket! (SDC)***

Image

I completed ChuChu Rocket on the Sega Dreamcast this evening!

Back in 2018, I beat the Puzzle Mode of ChuChu Rocket. It was a fairly straightforward mode where you guide the little ChuChu's into their rocket ships with only a certain amount of turn tiles that you can use. It scratched that brain teasing itch and was quite a simple experience. Well, there is a second single player mode in the game that I always wanted to go back to it. This one adds more of the party action element to the game besides it just being a simple puzzle mode. Well, I was looking for a simple Dreamcast game to replay after Ocarina, so I decided that ChuChu Rocket would be the best option that I had.

The Stage Challenge Mode has a very different variations on ChuChu Rocket. There are a few levels that is like the Puzzle Mode where you have to get every ChuChu into their Rocket. This one moves quicker and is longer. These were probably the hardest because you only have thirty seconds and some you had to be very precise. Another set of levels flipped the script where you tried to get the cat to eat all of the ChuChu's. After wrapping your head around it, these mostly weren't too bad. Another set involved an infinite amount of ChuChu's and you had to get 100 into the Rocket. These were the best because I love the long line of ChuChus and it gave you more wiggle room. The final set of levels involved you against the computer as you tried to score the most. This was the most akin to the normal mode, but it was mostly fine.

Some of the levels could be quite tedious and required perfect placement of your tiles. Other stages involved complete luck and just waiting for the RNG to go your way. None of them were too frustrating because you have a 30 second time limit, so it was easy to redo it. But, each level is incredibly short and you only have about 15 or so levels. Much like the Puzzle Mode, there is very little meat to the game. It was fun for a short game, but it was still an incredibly short game.

Overall, I enjoyed beating the Stage Challenge Mode in ChuChu Rocket. I would say that the Puzzle mode was my favorite out of the two modes. It scratched that brain teaser along with being a more thinky and slower paced game. The Stage Challenge Mode had too much reliance on RNG and one or two rather unfair levels. Once again, there is very little to the game, but it is fun for what it is. A very interesting game to try out for cheap.
Image
User avatar
PartridgeSenpai
Next-Gen
Posts: 3070
Joined: Mon Dec 14, 2015 9:27 am
Location: Northern Japan

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

1~50
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)
44. ChoroQ 64 (N64)
45. F-Zero X (N64)
46. Homefront (PS3)
47. Ape Escape: Pumped & Primed (PS2)
48. F-Zero (SNES)
49. Castlevania: Lament of Innocence (PS2)
50. Castlevania: Curse of Darkness (PS2)
51. Wave Race 64 (N64)
52. Bakushou Jinsei 64: Mezase! Resort-ou (N64)
53. Mother (Famicom)
54. Famista 64 (N64)
55. Weird and Unfortunate Things are Happening (PC)
56. Kirby and the Rainbow Curse (Wii U)
57. Mario Kart Wii (Wii)
58. Wario Land: Shake it! (Wii) *

59. Mario Party 8 (Wii) *

As a big Mario Party fan, this is a game I’ve played before and quite a bit. However, much like with pretty much every other Mario Party game I’ve written a review for, I played it so long ago that I never had a chance to actually write a review for it, let alone look at it with my current better understanding of what makes these games work. Going through a bunch of Wii games recently, it only made sense to put this one on the list as well. Playing the Japanese version of the game on real hardware, I played through the single-player mode and then did a 25~35 turn game on each of the game’s 6 game boards, and it took me about 15.5 hours to do it.

The premise of this Mario Party is the celebration of the Star Carnival! Presented by your gracious hosts, Bigtop and Ballyhoo (who are Kondu and Tohre in Japanese, though the wordplay there is admittedly lost on me), it’s the newest, funnest way to decide just who is the Super Star! Mario and friends are more than eager to join the fun and get to partying! With one of the biggest character rosters the series has ever seen (including the new additions of Blooper and Hammer Bro) and 6 boards to play on, it’s time to join the action on what would ultimately be the last Mario Party developed by HudsonSoft (before all those devs jumped ship to ND Cube and began just making games directly for Nintendo instead <w>). It’s as fine a premise for the action as ever, and it’s also genuinely interesting to reflect back on a game like this as it caps off a decade of nearly annual Mario Party releases by Hudson.

Naturally for an early Wii game, this game only uses Wiimotes. As a result, the 2-person-per-controller 8-player mode that Mario Party 7 sported is impossible to replicate here. In its place, we have a new dual mode that pits one player against another in smaller versions of the game’s 6 maps. This game’s single-player mode is more or less designed to show that off, with you having to face off against 6 normal-difficulty computers over the course of 6 boards. I found the objective-focused nature of the dual mode to be incredibly tedious. Unlike normal party mode, there’s no mini-game after every turn, so mini-games are only when certain spaces are landed on. The end result is a mode where every map feels painfully down to just lucky rolls and item pickups (EVEN for a Mario Party game), and I found it nothing short of merciful that I managed to complete it in only 3 hours. I’m certainly glad that the normal party mode is a lot more fun, but I’m frankly shocked that they managed to make a game mode worse than Mario Party 3’s awful luck-contest of a duel mode this many entries later.

And what a party mode it is! Taking a lot of inspiration from Mario Party 7’s design philosophy, each of the 6 game boards revolves around a different concept for how stars are acquired. There’s one in the traditional style where you go around the board to a rotating star location trying to find it, but the other 5 are new spins on concepts explored in Mario Partys 6 and 7. I was really ready to hate these, frankly, as (on top of the awful single-player mode) that first traditional board is one of the weakest in the whole game with how it’s put together. However, the gimmick boards ended up being one of the most fun parts of the whole game.

The team clearly took a good, hard look at how the maps in Mario Party 7, as these really adeptly polish up the biggest problems with those old game modes. For example, the board that’s just one big line has been improved massively by the stars at the end being free, so all the money you have is just dumped solely in getting you forward as fast as possible. Similarly, the board that is down to just picking the right path to hope the star lies at the other end now shifts the whole game board procedurally once the star is gotten, making it a constantly shifting contest to both have enough cash *and* guess the right way to go. My favorite edition is probably the hotel map, however, as unlike the windmill map in Mario Party 7, hotels can actually climb in value if more money is placed in them, which gives this map a far higher element of strategy as well as gives money a lot more value aside from just buying 3-dice block items.

The boards aren’t my favorite in any Mario Party game, I’ll admit, as I don’t think this really replaces the better constructed traditional boards in earlier games like Mario Party 2 or 6, but it was a very refreshing surprise with just how much fun I had on boards that seemed like they’d be nothing but torture. Good on the Mario Party team for not just totally throwing out the old gimmicks to replace them with new ones, but instead looking at what worked and what didn’t to make a handful of boards that make for really fun, close games regardless on if you’re playing with humans or CPUs. The CPUs as they are are fairly middle of the road in terms of quality, though I'd say they err on the side of one of the poorer variety I've seen in a Mario Party game. Even on Very Hard, they're remarkably beatable and/or laughably poor at most games that don't require a pointer, but any game that requires pointing at the screen is something even a Normal difficulty computer is frankly far too good at. However, on the board, they seem to act at seemingly random. They *seemed* to do it less on Hard or Very Hard, but computers always seemed incapable of making rational choices when going across the game board, and they constantly acted at what seemed like random in the items they used, bought and threw away.

And that's quite the important thing to be bad at, because one of the biggest changes in how this plays is the big change we’ve made to items for this game. Much like Mario Partys 5 though 7, we’re not using the old system of items that can (almost) only be bought. Instead, we’re still using that newer system where orbs that can be gotten for free as you walk along the board just as often as they can be bought for coins. However, instead of the old orb system, the new candy system has actually gotten rid of a staple of the orb system: No placing orbs on tiles anymore. In something of a mix of the old item system and the old orb system, candy can only be used as a consumable, and there are none that can be thrown on the board like orbs could. Where Mario Party 7 and especially 6 were all about placing orbs down to try and control as much of the board as you could, this change does a ton to shift the focus of the game to a more casual turn-by-turn strategy rather than the long-term strategies encouraged by the old orb system.

I’m of two minds about this change (outside of how much I love how Mario Party 6 handles its orb system, and I just wish they’d tried to polish up that system again). On one hand, I think orbs are given a bit too freely on most boards. While some boards have it as more of a problem than others, I found it to be a very consistent problem that money felt kind of worthless with how fast you accrued it. Especially in the haunted mansion map where stars are only 10 coins, even with shops being as relatively frequent as they are, it never felt like there was nearly the crunch for cash that the older Mario Party games pushed on the players. No matter how heavily I dominated the CPUs in the mini-games, it felt like there was just no meaningful way to cut off cash flow to any player. It felt like we could all just buy stars and items as we pleased without any real worry for how we could afford the next one because the game is just too generous with it. This thankfully isn’t as much of a fatal flaw in the game’s design as it is in a game like Mario Party 5, but it was still something that made some maps a lot more frustrating because it felt like nothing I could do could actually shift the flow of the game aside from getting luckier.

That said, on the other hand, I do overall like the way most of the candies work. I think there could probably stand to be more kinds of them to push you towards spending more money in stores more frequently (as it felt like we were getting 3-dice block candies for free far too often), but other than that, I think they do just about as good a job as they need to for how these new maps are designed. As frustrating as it often was to be unable to meaningfully bankrupt my opponents, that just meant that I had to be all the more aggressive in my own playstyle. Making lemons with lemonade ended up being a lot more fun than I had thought it would, and prioritizing hording high movement candies was an interesting new gameplay style to have to adapt to (even if it just does revolve around risk assessment on trying to roll as high as you can as often as you can). I think it’ll vary by player on how much you gel with the new system versus how the old one worked, but I came away with an ultimately positive feeling towards the candy system despite the rough first impression. If you’re willing to experiment and learn what the new system’s strengths are, I think there’s a lot of fun to be had here with just how quality the new map types are.

Of course, no Mario Party review would be complete without talking about the mini-games, and that’s even more important when talking about an early Wii game like this. As was the style of the time, this game LOVES motion controls. As an unashamed motion control dislike myself, I was ready to trudge through a lot of awful crap here, but I was once again happily surprised with how generally fun they were. There are a handful (especially among the 1v3 games) that are a bit too simple or badly unbalanced, but that’s the case with almost all of these games. Overall, I think this game has a surprisingly strong selection of mini-games to choose from, at least for an early-console generation Mario Party. I’d hardly say this surpasses the mini-game quality of a game like Mario Party 6, but it’s definitely nowhere near as repetitive as something like Mario Party 4 where you feel like you’re replaying the same mini-games constantly (and the fact that the game’s mini-game picker has an extremely heavy bias towards games you haven’t played yet no doubt helps a lot with that).

Aesthetically, I think the game suffers from similar things that a lot of early Wii Nintendo games did. As is very common in these early-generation games, maps are quite simple and often not very nice looking. Things often look weird and plasticky, and while it’s not as bad as something like Mario Kart Wii often has, I’d struggle to say the game looks better than the previous two GameCube Mario Partys. The game also runs terribly, and it’s honestly astonishing just how much the framerate chugs on the normal game board screens. It thankfully just about always runs fine during the mini-games, but it’s wild just how bad this runs despite the game putting massive vertical bars on the sides of the screen to force this wide-screen game into a 4:3 aspect ratio. The music is alright, but nothing special. Mario Party games don’t often have amazing music, but it’s never outright bad either by any means. This is another perfectly run of the mill entry in that regard.

Verdict: Recommended. I’ll be completely honest in that I went into this game expecting to hate it. My memories of it were mostly murky, and I have a lot of skepticism towards my potential enjoyment of any motion control-heavy game in the first place. However, I ended up having a remarkably positive time with this game. It’s definitely not the best Mario Party ever (even among the old Hudson-era ones), but it’s still in my top-half of quality, which is something I never imagined I’d be typing here when I started this a few days back. If you’re looking for a Mario Party and want something a bit different (and perhaps something with more simple control schemes so younger players can engage with it a bit more easily), then this is a pretty darn solid choice to go with.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
Post Reply