Games Beaten 2025

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Re: Games Beaten 2025

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pierrot wrote: Mon Oct 27, 2025 9:35 pm Big fan of this, Contra Hard Corps (US), and Rocket Knight Adventures for Konami stuff on the Genesis. The soundtrack is pretty great, and a few tracks from it were redone for Castlevania Rebirth, which was cool. I don't know if I ever actually beat the game as Morris, personally. I think I have, but I'm not positive. Eric is an infinitely easier playthrough, and a little bit more interesting to play as for me. I might feel differently if I had ever gotten better at the whip swinging stuff, though.

I almost can't believe you still have the best metroidvania there will ever be left to play. Have you played Rondo before?

Totally agree with you on the list of Konami games on the Genesis. I haven't beat Rocket Knight Adventures just yet, but I got pretty far into the game and enjoyed what I've played. I'd like to spend some more time with Buster's Hidden Treasure as well. I didn't realize Eric was considered the easier character, maybe I should have started with him. Lol.

Yeah, I haven't given Symphony of the Night a real go yet. The main reason is because I wanted to beat Super Metroid first, which I managed to get stuck towards the end of multiple times, but I finally beat it this earlier year. Now that I've beaten it, I feel like I can finally tackle SOTN.

I've played a bit of Rondo via emulation and it seemed amazing. That's another title that I'm looking forward to trying to finish. I don't game much via emulation, but that's one of the few titles I would make an exception for to experience, as I don't own the original hardware or game.
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Re: Games Beaten 2025

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Note wrote: Mon Oct 27, 2025 10:03 pm Totally agree with you on the list of Konami games on the Genesis. I haven't beat Rocket Knight Adventures just yet, but I got pretty far into the game and enjoyed what I've played. I'd like to spend some more time with Buster's Hidden Treasure as well.

Yeah, RKA can be a little brutal in spots. Speaking of Buster's Hidden Treasure, it did pop in to my head when just thinking about the Konami games on Genesis, and it's a game I had as a kid but never got very far in. I reacquired it a little over a decade ago, and some years back I decided to actually finish it. That game really put me through my paces. If I hadn't had the attachment of it being a game from my childhood, I would have thrown it out. It's not a bad game, but it was just making me rage so hard.

Note wrote: Mon Oct 27, 2025 10:03 pm I've played a bit of Rondo via emulation and it seemed amazing. That's another title that I'm looking forward to trying to finish. I don't game much via emulation, but that's one of the few titles I would make an exception for to experience, as I don't own the original hardware or game.

Aw, yeah. It was on the Wii virtual console, and it's on the turbografx mini, I think, which are still emulation anyway. I played it long ago on the PSP through the remake, which has unlockable versions of the original and SOTN. I only ask, because SOTN is actually a sequel to Rondo. Also, Rondo is in a three-way tie with Bloodlines and Akumajo Densetsu for my favorite classic-Vania (with Rebirth and X68K Akumajo just behind them).
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Re: Games Beaten 2025

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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)
51~100
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) *
60. Zack & Wiki: Quest for Barbaros' Treasure (Wii)
61. SimCity 2000 (N64)
62. Prototype (PS3)
63. Prototype 2 (PS3)
64. Final Fantasy X (PS2) *
65. Final Fantasy X-2 (PS2)
66. Grand Theft Auto: Vice City (PS2)
67. Crackdown (Xbox 360)
68. Crackdown 2 (Xbox 360)
69. Alan Wake (Xbox 360) *
70. Dead to Rights (Xbox)
71. Medal of Honor (PS3)
72. Mario Kart 8 (Wii U)
73. Donkey Kong Country Returns (Wii) *
74. Mario Party 9 (Wii) *
75. Dragon Ball Z: Budokai 2 (PS2)
76. Splashdown (PS2)
77. R4 Ridge Racer Type 4 (PS1)
78. Super Smash Bros. Brawl (Wii) *
79. Star Fox (SNES)
80. Kamen Rider: Battride War (PS3)
81. Mario Kart: Double Dash!! (GC) *
82. Final Fantasy VII: International Edition (PS1)
83. Final Fantasy VIII (PS1)
84. Final Fantasy IX (PS1) *
85. Pac-Man World (PS1)
86. Super Ghouls'n Ghosts (SFC)
87. Disney's Aladdin (SNES)
88. Mega Man: Wily Wars (MD)
89. The Magical Quest Starring Mickey Mouse (SNES)
90. The Great Circus Mystery Starring Mickey & Minnie (SNES)
91. Mickey to Donald Magical Adventure 3 (SFC)
92. Disney's The Little Mermaid (NES)
93. Little Nemo: The Dream Master (NES)
94. Gunman's Proof (SFC)
95. Blaze & Blade: Busters (PS1)
96. Void Stranger (Steam)
97. Fortune Street (Wii)
98. Max Payne (PS2)
99. Momotaro Dentetsu V (PS1)
100. Shodan Morita Shogi (SFC)
101. Rayman 2: The Great Escape (N64)
102. Bio Miracle Bokutte Upa (Famicom)
103. Panic Restaurant (NES)
104. Mr. Gimmick (NES)
105. Bucky O'Hare (NES)
106. Wheel of Fortune (N64)
107. Resident Evil 2 (PS1)

108. Dragon Quest VI (SFC)
I’ve kinda played this game before, but that was the DS version, and wayyyy back in 2012! It was one of my first Dragon Quest games after I happened to get a copy of DQ IV on DS, but I remembered very precious little of it. Compared to the other mid-life DQ games, this was definitely the one that’d left the least impression on me. I was very much in the mood for a simple, no special frills RPG to play in my off time while I was in between play sessions of RE2 with my partner earlier this month, and going through one of the two Super Famicom DQ games I hadn’t played yet seemed like it’d fit the bill great (and between V and VI, this was the one I happened across first x3). Playing the Japanese version on real hardware and looking up as few things as I could (but not nothing), it took me just a little under 65 hours to beat the game (managed the final boss on my first try, even! ^w^).

Dragon Quest VI opens strangely enough with you and your two companions about to tackle the demon lord’s fortress! Flying in on your dragon, you make your way through his strangely empty castle to his lair where you face him down for real! But not really XP. He’s actually very ready for you, and you never even get a chance to get a single shot off. He turns you all to stone, and you lose immediately. And that’s when you wake up! Your sister Tania sees you’ve fallen onto the floor from such an awful nightmare, and makes sure you’re okay. Waking up in your very rural mountain village, you slowly get back to your normal routine, whatever that is, among your friends and family. Little do you yet know just how different the world is from how it seems and what a great adventure you have ahead of you!

The story of DQVI is in many ways just another DQ game. It’s a story of adventure and a few companions you find along the way, but there’s not really anything in the way of themes or character arcs here, because that’s just not what Dragon Quest ever particularly tries to deliver. What it delivers is a fun adventure! Lots of vignettes, sometimes centered around a party member, but usually just centered around NPCs you’ve just met, you get a lot of silly, fun scenarios to adventure your way through as you slowly find out just what’s wrong with this strange world and how to beat the demon lord once and for all. I played through DQ 3, 7, and 8 a couple years back, and 7 was definitely my favorite out of those. As a result, it’s hard not to see DQVI as basically a test run for DQVII, but it’s still a fun enough test run. While this definitely lacks the grand scale and better execution of a marathon game like DQVII, and it also lacks the more iconic story design of DQIV or DQV, it’s still a fun little adventure in its own right, and it’s a fine story with a good pacing. As long as you’re okay with a shallower adventure that doesn’t waste your time, this is more than a fun enough story to get the job done (even if RPG narratives as a whole were really beginning to move away from this lighter style of narrative design in ‘95).

As for the mechanics, well, it’s Dragon Quest. You’ve got a party of 4 guys, you all have HP and MP to cast spells with, and folks can learn special moves in addition to the more familiar DQ spells too. While DQVI feels like a test run for DQVII narratively, it SUPER feels like that mechanically. While we’ve done away with the larger monster recruiting system from DQV, in its place, we have a far more expanded version of DQIII’s job system. Doing enough battles against enemies of sufficiently high level (in relation to your job level) will advance your level in that job, and mastering different sets of lower-level jobs will unlock higher level jobs for that character. Higher rank jobs hold not only unique special moves to learn and respective powerful passive abilities as well, but they also hold different stat modifiers too, and they don’t even reset your normal character level upon job change either~.

I’m of two minds about the job system here. On one hand, I think it adds a nice level of customization to different characters without robbing those respective characters of their identities. Your job may change, but your available equipment stays the same, so certain characters will always be better mages, others will always be better fighters, etc. On the other hand, it really just comes down to another reason to grind. I did a ton of end game grinding not even for jobs (though it ended up effectively being for that too) but for money. The money grind can also be crazy slow in this game, like 5+ hours for one end game piece of equipment, and that can certainly be grating if it’s not what you’re up for. However, at the same time, complaining about grinding in an old DQ game is like complaining water is wet, so it’s hard to wage that as a terribly serious complaint. That’s doubly so for me personally since I actually picked an old DQ game to play because I was looking for something to just mindlessly grind with, so it was hardly an experience-ruining problem XD. Be that as it may, the jobs themselves just really pale in comparison to how DQIII’s system is more elegantly simple or how DQVII’s system is a better expanded version of this one. It ends up feeling like you’re either grinding forever for the singular tier-3 job or just settling with one of the two obviously best tier-2 jobs for your melee and mage characters respectively, and it feels like a lot of pretty meaningless choice at the end of the day. The job system here isn’t awful, but these issues make it ultimately rather difficult for me to point to it as a meaningful point of positive or negative merit.

I think the game is pretty well designed outside of the job system. While there were a few things I’m glad I looked up because otherwise I would’ve been looking for them forever, I did still realize upon finding them that some NPCs *had* given me at least some kind of hint that it’d been there all along, so the signposting is relatively quite solid for a DQ game this old (even and especially compared to DQVII). The difficulty balancing is usually fine but sometimes very rough. There are two or three pretty big difficulty spikes in the game where you’re going to want to grind a fair bit to be able to handle the new monsters in the enemy packs you’ve just started encountering. That’s extra true in DQVI’s case since there are various points where you have a TON of world to suddenly potentially explore, and those places are in no way all balanced similarly to one another XD. All this is on top of how DQVI has one of the hardest final bosses in the series with just how many mean ol’ tricks he has to throw at you (I got *exactly* as lucky as I needed to to be able to kill him in one try XD). Much like with its narrative, I think the mechanics and play experience of DQVI are pretty solid for the genre its in, but ultimately quite underwhelming and overshadowed for the series its in, and it’s more understandable to me than ever as to why this game is so frequently overlooked in favor of the DQs that game before and after it.

The game is aesthetically very nice in keeping with it being such a late Super Famicom game. Akira Toriyama’s character and monster designs are as stellar and iconic as ever, and they’re brought to life with an honestly shocking amount of bespoke attack animations for each and every enemy given that this is just a SFC game. The music is also very good, or at least very appropriate for DQ as always, even if I’m not the biggest fan of just how much DQ music tends to blend together from game to game. If previous or later DQ games’ visuals and music didn’t grab you, DQVI is going to do nothing to convert you on that XD

Verdict: Hesitantly Recommended. If you’re in the mood for a fun, albeit grindy, RPG, this is a pretty fun one! I don’t think it has much to make it particularly stand out or make it worth playing over its better balanced and less grindy DS remake, but it’s still solid as ever as far as Super Famicom RPGs go. It’s not something I’d ever say someone should go out of their way to go back and play (especially with just how long it is), but if you’re fixing for some old Dragon Quest or mechanically straightforward JRPG fun, then this is still as much of a good, fun time as it’s ever been~.
-----

109. Ninja Gaiden (NES)
Now that I’m done with the long RPG I’d been playing, I decided it was time for a break with some short action games. I was watching a lot of GCCX while I was playing DQVI, and there were a lot of games I saw Arino beat that I never had been able to. Thinking “well if he can do it in some fashion, then I sure can!”, that helped me assemble a hit list of old 8-bit games that I wanted to finally conquer in one fashion or another, and this was first on the list (one of many on the list that are conveniently on my NES Classic by default). I played this game a decent bit when I first got a secondhand NES as a teenager, but I was never able to get past 6-2, let alone actually beat the game. I resolved to finally fix that with this playthrough! I got through every stage without save states, and I even did the entire run back to the final boss after my first death to his second form, but after that, I just didn’t have it in me to keep doing the runback, so I just put a save state near his front door and kept retrying that way. It wasn’t completely “legit” as I was originally hoping for with this playthrough, but it was at the very least done in a way where I’m comfortable and confident that I *could* do it legit should I ever sit down and have the energy to commit to doing it. Playing with a Wii Classic Controller Pro on my NES Classic, it took me around 2.5 hours to beat the English version of the game.

The story is famously a rather theatrical one for an NES game. Ryu Hayabusa’s father, a great ninja warrior, is struck down by a mysterious assailant in a duel. In order to get revenge on his father’s death, Ryu sets out to find his father’s killer and bring them to justice! It’s a pretty simple story, and it has some hilariously eye-rolling moments with how it indulges in certain old movie tropes, but it adds a lot of fun and flavor to the experience! You really didn’t see anything nearly this (literally) dramatic on the NES, certainly not in English, so even if it’s ultimately a pretty shallow story, it rises to the occasion in providing a very fun and campy excuse for the action at hand.

And the action at hand is as infamously bull crap hard as I remember it XD. Ryu can jump, run, and slash his sword at enemies in addition to sub-weapon powerups that he can find and use just like how the Belmonts do in Castlevania. It’s nothing revolutionary, but the ability to cling to walls and do wall jumps adds some really cool flavor for a game of this period. The difficulty balancing is honestly not nearly as hard as I remembered it being when I was younger. I was kinda proud of myself that I was able to get through the first five of six acts in only a little over an hour, but it was act 6 where things really came to a standstill.

The earlier partes of the game are quite well balanced and a good action challenge, but especially in the end part of the game, there’s SO much that’s just “Heck you, do it perfect” at the player that things go from fun to frustrating very quickly. This is compounded even further by how enemy spawning works (if their spawn point shifts on and off screen even a little, or even if it just sits at the end of the screen, the enemy will instantly respawn) which makes a lot of already tough platforming challenges into utterly merciless tests of patience and strategy. The game is at least merciful enough to have infinite continues, but that’s cold comfort when you’re back at the same awful enemy cluster in 6-2 and falling to your death yet again because the sword thrower’s random throw pattern didn’t happen to go the way you needed it to this time. Things go from feeling hard to just unfair, and you’ll need quite a lot of patience if you’re going to beat this one without save states.

Aesthetically, the game is very nice for an NES game of the time. There’s not a ton of variety in enemy AI, but they change appearance in more than just simple palette swaps often enough that it very adequately passes for having a lot more enemy types than it actually does. The bosses and stages are very cool and novel looking between one another, and the cinematic cutscenes between stages are still cool as heck to watch. The music also ain’t bad, and there are a good handful of really bangin’ tracks even if this isn’t the strongest OST on the system.

Verdict: Hesitantly Recommended. For many years now, I’ve regarded this game (much like I do with the first Castlevania) as difficult to a fault, and while that opinion has softened a little bit with this playthrough, I’d be hard pressed to say that I don’t still earnestly feel that way at least a bit. The sheer degree that act 6 disrespects your time is far greater than I can excuse as simply a common method of player challenge at the time, and this is a game I can only possibly recommend to serious veterans of the genre as a result. It’s still a game I think plays quite well and is pretty well designed, and it’s still fun and worth playing (especially if you’re willing to use save states as much as you want), but in terms of being a well-balanced, fun action game that stands the test of time to play vanilla, it absolutely fails that smell test.
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Re: Games Beaten 2025

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pierrot wrote: Mon Oct 27, 2025 10:27 pm Yeah, RKA can be a little brutal in spots. Speaking of Buster's Hidden Treasure, it did pop in to my head when just thinking about the Konami games on Genesis, and it's a game I had as a kid but never got very far in. I reacquired it a little over a decade ago, and some years back I decided to actually finish it. That game really put me through my paces. If I hadn't had the attachment of it being a game from my childhood, I would have thrown it out. It's not a bad game, but it was just making me rage so hard.

This goes for Rocket Knight and others in the genre, but I wish more Genesis platformers had some type of save system. A lot of them have fun gameplay, but I find it difficult to get through the whole game in one sitting. Appreciate the warning about Buster's Hidden Treasure. I actually don't have a childhood attachment to it, so we'll see how it goes. Lol. I was just looking for other platformers on the Genesis and with Konami being behind it, gave it a shot.

pierrot wrote: Mon Oct 27, 2025 10:27 pm Aw, yeah. It was on the Wii virtual console, and it's on the turbografx mini, I think, which are still emulation anyway. I played it long ago on the PSP through the remake, which has unlockable versions of the original and SOTN. I only ask, because SOTN is actually a sequel to Rondo. Also, Rondo is in a three-way tie with Bloodlines and Akumajo Densetsu for my favorite classic-Vania (with Rebirth and X68K Akumajo just behind them).

Very cool you were able to grab Rondo on the PSP. Also, I appreciate the list of your favorite classic-Vania games. It's too bad Rebirth isn't available anymore, that's another Wii release I missed out on. Bloodlines might be my favorite game in the series out of the titles that I've played so far. The controls are really smooth and while it's challenging, I kept wanting to give it another go.
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Re: Games Beaten 2025

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PartridgeSenpai wrote: Tue Oct 28, 2025 4:36 am 108. Dragon Quest VI (SFC)
While we’ve done away with the larger monster recruiting system from DQV, in its place, we have a far more expanded version of DQIII’s job system.
[...]
The music is also very good, or at least very appropriate for DQ as always

Image

The monster buds are still in the SFC version of VI, if you have a character on the monster master profession. (I guess they made them regular recruitable characters in the ArtePiazza based versions of VI, though.) I was actually kind of surprised it was erased from DQVII, until I realised just how freaking dense that game is even without them. They brought them back for X, though. I've been spending a lot of time in there raising up monster buddies that are stronger than my actual character lately.

About the only thing from VI that sticks with me at all is the flying bed. I'm a little surprised it hasn't really appeared again since. (Technically it does exist as a mount in, again, DQX, and I actually just got the bed BGM as a mount BGM recently.)

I was kind of bewildered when I found out a couple years ago that for Japanese players, this is considered one of the very best tracks in the series. I mean, Sugiyama is a world-class composer, and one of, if not the most talented composer in video games, but I never really found that track to be a particularly shining example amid the DQ soundtracks. I do like it, regardless, but I still find even the OST for VI to be kind of a low-ish point.
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Re: Games Beaten 2025

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Note wrote: Tue Oct 28, 2025 8:48 pm This goes for Rocket Knight and others in the genre, but I wish more Genesis platformers had some type of save system.

Rocket Knight does have the baby mode difficulty, or whatever it was called, to make things a bit less stressful. I feel like it's pretty easily cleared on that difficulty, but the highest difficulty I ever beat it on was only Easy. Never actually went back to try to clear on normal mode. Although, If memory serves, I think the difficulty levels were renamed from the JP version where Hard became Normal, Normal became Easy, and Easy became Baby.


Note wrote: Tue Oct 28, 2025 8:48 pm It's too bad Rebirth isn't available anymore, that's another Wii release I missed out on.

Yeah. If you have a modded Wii, it's fairly trivially easy to play it. It's a surprisingly solid Vania, with a soundtrack by Namiki Manabu (of Battle Garegga and Dodonpachi Daioujou OST fame) that is just wall to wall banger remixes from various games in the series (a number of bloodlines tracks get the remix treatment for it):
https://youtu.be/B2G0YcDNIXM?t=74
At the end of the day, it is technically just a remake ("reimagining") of Castlevania: The Adventure on gameboy.
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Re: Games Beaten 2025

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pierrot wrote: Tue Oct 28, 2025 10:31 pmThe monster buds are still in the SFC version of VI, if you have a character on the monster master profession. (I guess they made them regular recruitable characters in the ArtePiazza based versions of VI, though.) I was actually kind of surprised it was erased from DQVII, until I realised just how freaking dense that game is even without them. They brought them back for X, though. I've been spending a lot of time in there raising up monster buddies that are stronger than my actual character lately.
I'll admit, I did indeed know that. I just didn't feel the need to express it at the time because I felt it didn't matter <w>
It's gone as a game-spanning mechanic as it used to be and it's FAR smaller and more specific in addition to being just something one job can use, so it may as well just be gone, at least as far as I saw it <w>

As far as that song, I have trouble differentiating basically any of the DQ music from one game to another because it all blends together for me so much, but I guess I do like that song alright? It's definitely one of the catchier ones from DQVI, at the very least X3
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Re: Games Beaten 2025

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Games Beaten in 2025 - 23
* denotes a replay

January (Not Shit Beaten)

February (Not Shit Beaten)

March (Not Shit Beaten)

April (Not Shit Beaten)

May (Not Shit Beaten)

June (6 Games Beaten)
1. Doom: The Dark Ages - Series X - June 2
2. Call of Duty: Black Ops 6 - PlayStation 5 - June 16
3. Nintendo Switch 2 Welcome Tour - Switch 2 - June 16
4. Fast Fusion - Switch 2 - June 17
5. Sniper Elite: Resistance - PS5 - June 21
6. Mario Kart World - Switch 2 - June 22
July (10 Games Beaten)
7. Legend of Zelda: Echoes of Wisdom - Switch - July 1
8. Raidou Remastered: The Mystery of the Soulless Army - Switch 2 - July 4
9. Final Fantasy Pixel Remaster - Switch - July 12
10. Clair Obscur: Expedition 33 - Series X - July 14
11. Final Fantasy II Pixel Remaster - Switch - July 18
12. Final Fantasy III Pixel Remaster - Switch - July 20
13. Alan Wake 2 - PC - July 22
14. Final Fantasy IV - Switch - July 26
15. Donkey Kong Bananza - Switch 2 - July 31
16. Final Fantasy V - Switch - July 31
August (3 Games Beaten)
17. Final Fantasy VI - Switch - August 12
18. Warhammer 40,000: Space Marine - Series X - August 12
19. Gears of War Reloaded - PlayStation 5 - August 26
September (3 Games Beaten)
20. Silent Hill 2 - PlayStation 5 - September 1
21. Silent Hill: The Short Message - PlayStation 5 - September 1
22. Silent Hill f - PlayStation 5 - September 29
October (1 Game Beaten)
23. Pokemon Legends Z-A - Switch 2 - October 27
23. Pokemon Legends Z-A - Switch 2 - October 27

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Pokemon Legends Arceus is my favorite main series Pokemon game, and I’ve been playing Pokemon since Red and Blue first released in the United States. The feeling of adventure as you have to sneak up on Pokemon to catch them effectively, the risk of getting absolutely trounced by a pissed off wild Pokemon, and the excitement of hearing the sound effect that denotes a shiny Pokemon’s spawn as you’re just walking along on a totally unrelated task all made it stand out from the traditional turn based Pokemon RPGs. When Legends Z-A was announced, I was understandably stoked for it. There’s a lot about Legends Z-A that disappointed me, but there was just as much about it that I loved. It’s definitely a divisive game, but there’s still a solid and worthwhile Pokemon experience here.

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Legends Z-A is a direct sequel to Pokemon X and Y taking place in Lumiose City five years after the events of the Generation VI 3DS games. You play as a teenager of some age who is traveling to Lumiose for vacation. You find yourself accosted by an overly extroverted girl named Tuanie with a video camera who drags you into helping to film a promotional video for her hotel, Hotel Z. You quickly realize, though, that a random Pancham has stolen your bag, so you and Tuanie chase after it to discover that it belonged to a couple of random trainers. Surprisingly, the Pancham wasn’t trying to rob you, per se; it just really likes to carry stuff. Anyway, Taunie lets you use one of the three Pokemon she has with her - Chickorita, Tepig, or Totodile - and y’all battle the trainers. That’s how you pick your starter and get your tutorial for the game’s battle mechanics. To mention a minor gripe, let’s consider the visuals. On Switch 2, the game runs super well, but it legit looks like a Wii U game. I’m a retro gamer, so I don’t need the newest flashiest visuals to enjoy a game, but we had some gorgeous games on Switch, and Switch 2 is capable of a lot more; why does the Switch 2 version of Legends Z-A still look like an upscaled 3DS game with some moderately decent textures? GameFreak clearly isn’t incapable of making 3D games with impressive visuals - the upcoming Beast of Reincarnation proves that - and the Switch 2 is capable of pretty decent visuals even by modern standards - Yakuza 0 and Cyberpunk 2077 prove that - so why do they keep making Pokemon look like Baby’s First HD? I know that’s a super minor complaint, but it is bugging me now that we’re getting native Switch 2 versions.

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Let’s talk about the battle mechanics, because that’s my least favorite part of the game. Unlike the previous over three dozen main series games, the battles are not turn based; they’re all real time. When you send a Pokemon out in a battle, you run around the field and manually target an opposing Pokemon (this is done by locking on with ZL), and you use the four face buttons to choose which of your Pokemon’s attacks to use. Because it’s real time and not turn based, PP for each move is gone and replaced with a cooldown timer. Stronger moves that previously had low PP now have a longer cooldown timer. From a stat perspective, nothing has really changed. Speed obviously doesn’t determine who goes first since there are no turns, but it determines how quickly your Pokemon can use a move after selecting it, so it’s still a vitally important stat. Similar to my complaints about Final Fantasy IV’s shift to the ATB system instead of turn-based fights, I don’t care for this real time system. It works perfectly fine, and it didn’t take me long to get used to it, but I’m a turn-based purist. I just prefer turn-based combat. I like being able to think through my moves and overall strategy.

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The next big thing - something else I don’t really care for - is the setting. The entire game takes place completely in Lumiose City. There are no routes between towns, no true caves aside from the city’s sewers, and most wild Pokemon are only in set “wild areas.” I much preferred the way Legends Arceus did it with different areas that were full of wild Pokemon throughout the entire map. These wild areas were okay, and there was definitely a distinction between Pokemon that spawn in grass, near water, on rooftops, etc, but it just wasn’t as exciting as having a huge map to explore for wild Pokemon hiding in nooks and crannies. That said, the number of wild areas and thus the number of Pokemon available to catch expands steadily as you progress through the game’s main missions, so it’s not as limited as I’d initially feared. Like with the change to battle mechanics, it’s not that GameFreak did anything wrong with the game’s design here; it was just a change that I, personally, don’t care for.

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My single biggest disappointment with the game is the lack of any new Pokemon or regional forms. There are something like two dozen new mega evolutions, and while I don’t consider it “new” since it was seen in-game and was in the game code for X and Y and just never had an event released, Eternal Floette is obtainable for the first time in this game. Legends Arceus had a few new forms for older Pokemon and a few new Pokemon, and each of the starters had new regional forms for their final evolutions PLUS new forms for Palkia and Dialga. The fact that NOTHING got a new form in Legends Z-A really disappointed me. I enjoyed catching the Pokemon that were here, but - and I fully admit that this could well change with the DLC or update to enable Pokemon Home connectivity - it seems odd to me that Alolan forms are supported (only available through NPC trades, but still), but as far as I’m aware, there’s no data in the game for Kleavor despite Scyther and Scizor both being in the game. I know most players won’t be super bothered by the lack of new Pokemon, but for hardcore Pokemon players like me, it’s a bummer. My favorite thing about a new Pokemon game is having new Pokemon to hunt to fill in the new spaces in my living dex in Home. Other than the Eternal Flower form for Floette, I don’t get that with Legends Z-A.

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Now that I’ve laid out my complaints with the game, let’s get to some of the things the game did right. Lumiose City feels alive in a way it didn’t in X and Y. There are NPCs everywhere, and there are well ten dozen side quests in the game to complete in addition to the nearly four dozen main quests. On top of all that, there’s a ton of research tasks to complete that work you towards some really good rewards including the shiny charm once you hit the max research rank of 50. I’ve done everything except finishing one last research task - win 1000 battles - and it took me about 45 hours. Not once in those 45 hours was I bored. In fact, I got more engaged in the game the more I played.

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I went into Pokemon Legends Z-A expecting to be disappointed and underwhelmed. While there was definitely some disappointment with some aspects of the game, I had a lot more fun than I expected to, and I’m still having fun with it. There are some mega stones that are locked behind achieving a certain rank in the online ranked battles, and while that’s a negative for some since they’re time locked and not otherwise available in the game, I think it’s cool because it’s actually really easy to reach that minimum rank, and it gives a solid reason to play online other than “get some stuff that’s also obtainable in the main game.” It only took me five battles and about half an hour to achieve Rank K and unlock Greninja’s mega stone, so it’s really not the sweaty task that I first expected when I saw “ranked battles.” All in all, Pokemon Legends Z-A, while my least favorite main series Pokemon game, continues the series’s signature addictive monster collecting gameplay, and it also continues GameFreak’s recent attempts to shake up the series to address complaints that “every game is the same.” I don’t like all of the changes they’ve made with this or other recent games - the lack of online battles in Legends Arceus and the (really crappy) attempt at pseudo-real-time battles in the Scarlet and Violet raids were major points of contention for me in those games - but I do applaud them for trying something new, and some of the changes, like the changes to the Pokemon Catching mechanics in the two Legends games, were a very welcome change to me. All in all, this was destined to be a very divisive game for long-time fans, but I had a good time with it, and I encourage all Pokemon fans to pick this one. Just don’t expect it to live up to Legends Arceus or X and Y.
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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

1~50
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)
51~100
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) *
60. Zack & Wiki: Quest for Barbaros' Treasure (Wii)
61. SimCity 2000 (N64)
62. Prototype (PS3)
63. Prototype 2 (PS3)
64. Final Fantasy X (PS2) *
65. Final Fantasy X-2 (PS2)
66. Grand Theft Auto: Vice City (PS2)
67. Crackdown (Xbox 360)
68. Crackdown 2 (Xbox 360)
69. Alan Wake (Xbox 360) *
70. Dead to Rights (Xbox)
71. Medal of Honor (PS3)
72. Mario Kart 8 (Wii U)
73. Donkey Kong Country Returns (Wii) *
74. Mario Party 9 (Wii) *
75. Dragon Ball Z: Budokai 2 (PS2)
76. Splashdown (PS2)
77. R4 Ridge Racer Type 4 (PS1)
78. Super Smash Bros. Brawl (Wii) *
79. Star Fox (SNES)
80. Kamen Rider: Battride War (PS3)
81. Mario Kart: Double Dash!! (GC) *
82. Final Fantasy VII: International Edition (PS1)
83. Final Fantasy VIII (PS1)
84. Final Fantasy IX (PS1) *
85. Pac-Man World (PS1)
86. Super Ghouls'n Ghosts (SFC)
87. Disney's Aladdin (SNES)
88. Mega Man: Wily Wars (MD)
89. The Magical Quest Starring Mickey Mouse (SNES)
90. The Great Circus Mystery Starring Mickey & Minnie (SNES)
91. Mickey to Donald Magical Adventure 3 (SFC)
92. Disney's The Little Mermaid (NES)
93. Little Nemo: The Dream Master (NES)
94. Gunman's Proof (SFC)
95. Blaze & Blade: Busters (PS1)
96. Void Stranger (Steam)
97. Fortune Street (Wii)
98. Max Payne (PS2)
99. Momotaro Dentetsu V (PS1)
100. Shodan Morita Shogi (SFC)
101. Rayman 2: The Great Escape (N64)
102. Bio Miracle Bokutte Upa (Famicom)
103. Panic Restaurant (NES)
104. Mr. Gimmick (NES)
105. Bucky O'Hare (NES)
106. Wheel of Fortune (N64)
107. Resident Evil 2 (PS1)
108. Dragon Quest VI (SFC)
109. Ninja Gaiden (NES)

110. StarTropics (NES)
Continuing to go through old action games I never quite managed to beat as a kid, next up on the list was this! I got a bit more than halfway through this on my NES as a teenager, but even with my older brother’s old strategy guide to help me, I could never get anywhere near the final chapters, let alone the ending. Confident that I’ve gotten better enough at games that I can beat this legit these days, I fired up my NES Classic and got to work. Thankfully, even though there were some REALLY close calls with some bosses, I made it in the end! It took me about 5.25 hours to beat the English version of the game playing with my Wii Classic Controller Pro on my NES Classic without using any save states.

StarTropics is the story of Mike! Out visiting his uncle J. in the tropics, he arrives to find that his uncle has gone missing! With his trusty “star” (a yo-yo) at his side, he sets out in his uncle’s submarine to find his uncle and save the day! It’s not an incredible story or anything, but it’s a perfectly fine and silly excuse for the action at hand, at the very least. The signposting and such is generally fine for the puzzles they’re kind enough to tell you of the solutions to, thankfully, and my only real problem is that the game has a bit of an issue with 80’s era casual racism towards the islanders you interact with. It’s nothing either gratuitous or unique for the time, but it’s also not interested in using “tropical island” as anything more than an aesthetic for the adventure, and it makes for some less than savory atmosphere at times with just how shallow it is.

The action is what we’re really here for, though! The action and the adventure, and StarTropics is a decent bit of both. The game effectively has them divided into two sections, with the dungeons being the action and the overworld sections being most of the adventure part. As was very common at the time, the “adventure” part mostly just involves talking to the right NPCs in the right order as well as hunting for hidden stuff to solve item chain quests. Some of these “puzzles” can be really irritating in just how well they’re hidden, but the harder ones are at least solveable without wasting too much time poking about every random wall.

It's the dungeons where the game shines a lot brighter, though. StarTropics uses a grid-based system for its movement, so tapping a direction once will just make Mike change direction, and you’ll need to tap that direction again for him to actually start moving that way. Where a lot of other top-down perspective games have no-movement direction changing as a quirk of their engine, StarTropics turns it into a bona fide mechanic that the game’s action is very centrally based around. The combat is mostly quite good as a result. Kiting around enemies and bosses to get in a few hits while also avoiding traps is generally quite fun and satisfying. However, that does come with a fairly significant caveat.

This game’s dungeon design is very frequently mean as heck once you get past the first couple chapters, and it tends to really drag the game down as a result. While the action feels pretty good, it is incredibly unforgiving because no matter how high your max health rises (either through missable or unmissable increases), you always respawn with only 3 hearts. Enemies in this game hit for a LOT, and they’re really stingy with health pickups too, so dying is generally an invitation for your life to get a lot harder very quickly. This is made all the more annoying by enemies usually moving much more nimbly than you, so between them an the nasty traps, sometimes you’re just dead no matter what you would’ve done. On top of that, this is a game where strength and range of your main weapon is tied to how much health you have remaining, so getting hit at all (if you survive the shot in the first place) means that surviving just got that much harder.

The cherry on the meanness sundae is that there are several points where the game will simply kill you because you didn’t pick the right direction to go, meaning you’ve just gotten set back to 3 health because you lost a random coin flip. You have infinite continues and 3 lives per continue, so at least you have infinite tries, but all the checkpoints this game uses are often so brutal that it makes it feel like you may as well not have even had lives in the first place. Even with that, I still found myself thankful for the extra lives I managed to hold on to because you get sent back ALL the way to the start of a dungeon upon a game over, and that is SO much mean crap to trudge back through that you’ll be playing very very carefully by the time you’re in the game’s last handful of stages (save for the last chapter which has several very mean sections and bosses and not a single checkpoint between them). I definitely understand why I could never beat this game as a teen, because holy heck is this game mean as heck. It’s not just hard, but it’s downright vindictive at times with how readily it’ll kill you through little to no fault of your own. If the health upon respawn were more generous, this would be a much easier game to recommend, but as things are, this is going to be yet another 8-bit action/adventure game that’s a series test of patience for any player who picks it up.

The aesthetics of the game are pretty good as one would expect for a game released by Nintendo themselves so late into the NES’s lifespan. There are some slight issues with slowdown and sprite flicker here and there, but the very pretty, big sprites generally operate without issue (aside from relatively limited number of frames of animation, which was so common at the time). The music is fairly good, as one would also expect from a Nintendo-developed game, but it’s nothing super noteworthy even if it does provide a nice backdrop to your tropical adventure.

Verdict: Hesitantly Recommended. If you can stand the frustration that old action/adventure titles so often force you to deal with (and you’re somehow in a place where you’re into retro games but haven’t yet played this yet, somehow), then this is a pretty decent time. If you’re someone who doesn't deal so well with mean deaths and respawn mechanics, then this is definitely one you’re going to at least want to use save states on. I’ll say flat out that it’s not an all-time great on the system or a must-play by any means. This is no hidden Zelda game of another name or anything. That said, it’s still one of the more solid 8-bit action/adventure games, and it does a good job at showing off the kind of bigger adventure the NES was capable of giving near the end of its life span, so if this once hidden gem (I’d say it’s pretty darn well known these days) has continued to pass you by, it just might be worth spending a weekend on if you’re in the mood for some 8-bit fun~.
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111. Parody World: Monster Party (Famicom)
I watched a Let’s Play for the English version of this game ages ago, and it’s just sorta lived in my head as a “pretty okay NES game” ever since. Still very much feeling the itch to play more old action platformers, this was at least somewhere on my list, but then my partner mentioned how the original (unreleased) Japanese version actually has a lot of parodies of pop culture that were cut for the eventual American release. Such a potential pile of weirdness was far too much to pass up, so I sat down and played it as she watched the other day. Using rewinds and save states as much as I wanted, it took me around 1.5 hours to finish the Japanese version of the game.

Much like the English version, this game’s story is quite simple yet silly. A boy named Hiroshi is walking home from baseball practice when a shooting star falls in front of him. The star turns out to be a fighter from a distance planet named Baryuu. Baryuu press gangs Hiroshi into helping him defeat the monsters who’ve overrun his planet, and fuses with Hiroshi to increase hits odds of success as they fly off into the sky. It’s a short, silly story, and it tonally fits very well with the silly aspects of the action about to take place.

If only that action were any good XD. Monster Party is an action platformer based around hunting down the bosses scattered throughout the game’s 8 stages. Upon beating all of the bosses in a stage, you’ll get a key to exit the door at the end, rinse and repeat. It’s a solid enough formula, but the devil’s in the details here pretty hard. To put it simply, the platforming is boring and the action is very poorly executed. You’ve got two forms, Hiroshi and Baryuu, with the former being your standard form and the flying, laser-spitting Baryuu only a temporary transformation if you can get a pickup (very strangely in the form of a pill) from a defeated enemy. There are actually pretty good differences between them, with Baryuu’s relative freedom of movement counterbalanced by how he lacks the ability to reflect projectiles like Hiroshi’s bat can, and Hiroshi not only having poor movement relative to Baryuu but also lacking any direct form of ranged attack. This fairly decent concept is ruined by the design of the actual enemies you’re fighting, though.

The game has a quite underwhelming assortment of enemies with most of them just being from the same small handful of enemies but with a different sprite. This goes from “unspecial and typical of its contemporaries” to “awful” because so many enemies are so annoying to deal with in some fashion. For most enemies, they’re just damage sponges that waste your time as they block your path and patrol back and forth in a set territory. The serpents that emerge from the water in the swamp stage are the worst for this, because they took around 7 or 8 seconds of constantly swatting my bat at to kill *even* with speedup on and my turbo button held down. The other form of awful normal enemy are the ones who outmaneuver you so badly that even the flying Baryuu has a very hard time dealing with them without taking damage himself. Going through the generally flat and unimpressive stages is made from boring into tedious with how awful these enemies are, and it’s only downhill from here.

The bosses are even worse to deal with than the normal monsters. Bosses in this game largely fall into two categories. The first are the easy ones who don’t move, and these ones are trivially dealt with by Hiroshi by just being patient and reflecting their projectiles back at them. It’s not very exciting, but it is both safe and effective, which is what you generally want in this game for reasons I’ll expand on in a moment. The other far more common type of boss are the ones who move, and these all function nearly the same way. They go from one extreme of the screen to the other shooting projectiles at you, and it becomes a damage race to see if you can kill them before their unavoidable patrol pattern contact-damages you to death. If you happen to be Baryuu, these harder bosses can at least be flown over, but they have SO much health that you’re likely to have to finish these fights as Hiroshi even if you start them as Baryuu.

This makes bosses generally universally awful to fight because they’re either boring slogs or miserable damage races. The doors in each stage that bosses hide behind don’t change, but you must defeat all the bosses in a stage to be able to leave it, so simply avoiding them isn’t an option. You’ve got infinite continues, but dying completely resets a stage, so you need to kill every boss in one go or not progress at all. This is made even more frustrating with how the game’s enemy pickups work. At least in this original Japanese version, enemies don’t seem to actually randomly drop weapon and powerup pickups. Instead, set enemies seem to drop specific ones, but only so many times. This means that if you find an enemy who drops health, you can scroll the screen back and forth to farm them for health powerups and such, and you’ll really need to if you’re going to survive the damage race bosses in each stage.

What this all boils down to is a game that really struggles to ever feel very fun or fair. Whether it’s bosses or normal enemies, every encounter is either a waste of your time or a test of how much health you’ve still got, so it’s never fun or exciting to actually come across a new fight or make it to a new stage beyond the initial surprise of what your new foe looks like. Stages are also very flat and boring, and the temporary aspect of your flying transformation means they can never be designed around you needing to be Baryuu without feeling unfair (which the game actually does do once). The bar for good action platformers was pretty darn high by the late 80’s, and Monster Party drops the ball in pretty much every way it could outside of being impossibly technically demanding in some respect, so at least it’s got that going for it :/

The aesthetics of the game are pretty decent, at least. The parodies of various pop culture things are indeed good silly fun, and my partner (who is much more knowledgeable about horror media than I am) had a lot of fun explaining to me what the references for so many of the bosses are. The graphics are also pretty impressively detailed and impressively gory for the time too. I know I played the Japanese version, which generally allowed for more violence in games than their western localized counterparts, but it’s honestly astonishing just how much of the horror stuff survived the English release. The music is nothing special, but it’s perfectly fine for all the melty faces and meat heaps you’ll fight as you go through this very bizarre 8-bit game (should you decide to actually play it in the first place).

Verdict: Not Recommended. As I made pretty clear in the gameplay section of this review, Monster Party has pretty much nothing going for it. Action platformers are far and away the genre that have stood the test of time the best from this era, so you are frankly spoiled for choice if you’re going to go back and play some 8-bit action game. There is absolutely no reason why you should subject yourself to what an awful, boring slog that Monster Party is rather than simply just watch someone else play it online. You’ll have a much better time not having to put up with this junk, and you’ll still get to see the silly story and fun monster designs <w>
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ElkinFencer10
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Re: Games Beaten 2025

Post by ElkinFencer10 »

Games Beaten in 2025 - 24
* denotes a replay

January (Not Shit Beaten)

February (Not Shit Beaten)

March (Not Shit Beaten)

April (Not Shit Beaten)

May (Not Shit Beaten)

June (6 Games Beaten)
1. Doom: The Dark Ages - Series X - June 2
2. Call of Duty: Black Ops 6 - PlayStation 5 - June 16
3. Nintendo Switch 2 Welcome Tour - Switch 2 - June 16
4. Fast Fusion - Switch 2 - June 17
5. Sniper Elite: Resistance - PS5 - June 21
6. Mario Kart World - Switch 2 - June 22
July (10 Games Beaten)
7. Legend of Zelda: Echoes of Wisdom - Switch - July 1
8. Raidou Remastered: The Mystery of the Soulless Army - Switch 2 - July 4
9. Final Fantasy Pixel Remaster - Switch - July 12
10. Clair Obscur: Expedition 33 - Series X - July 14
11. Final Fantasy II Pixel Remaster - Switch - July 18
12. Final Fantasy III Pixel Remaster - Switch - July 20
13. Alan Wake 2 - PC - July 22
14. Final Fantasy IV - Switch - July 26
15. Donkey Kong Bananza - Switch 2 - July 31
16. Final Fantasy V - Switch - July 31
August (3 Games Beaten)
17. Final Fantasy VI - Switch - August 12
18. Warhammer 40,000: Space Marine - Series X - August 12
19. Gears of War Reloaded - PlayStation 5 - August 26
September (3 Games Beaten)
20. Silent Hill 2 - PlayStation 5 - September 1
21. Silent Hill: The Short Message - PlayStation 5 - September 1
22. Silent Hill f - PlayStation 5 - September 29
October (2 Games Beaten)
23. Trails in the Sky: 1st Chapter - Switch 2 - October 15
24. Pokemon Legends Z-A - Switch 2 - October 27
24. Trails in the Sky: 1st Chapter - Switch 2 - October 15

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The Trails (or, for weebs and the Japanese, Kiseki) games are, alongside the Ys series, Falcom’s flagship series. I first got into these games about eleven years ago with Trails of Cold Steel on Vita, and while I can’t claim to have played all of the most recent releases, I have played all of the Cold Steel and Sky games, and I am a HUGE fan of the series and its interconnected universe and lore. Normally, I’m of the opinion that the industry wastes way too much time and money on remakes and remasters, but Trails in the Sky is one of the games (along with its two sequels) with which I break from that opinion. Trails in the Sky, while amazing in its original PC/PSP form, was a 2D game at its core. This 2025 remake for Switch, Switch 2, PlayStation 5, and PC, on the other hand, is a fully 3D game like the four Cold Steel games were. I had zero problem with the 2D chibi sprites in the original version, but I would be lying if I said that the new 3D models and world weren’t a lot more immersive for me.

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The Trails games are generally broken up into arcs based on where each game takes place. The four Cold Steel games are known as the Erebonia arc because they take place in the Erebonian Empire. Trails in the Sky, on the other hand, is the first of the three games that make up the Liberl arc as they take place in the Kingdom of Liberl. The two protagonists here are Estelle Bright, the daughter of famed Bracer Cassius Bright, and Estelle’s adopted brother, Joshua. Joshua’s past is kept a mystery for the entire game with only enough hints to make the player more curious as the game goes on, and when his past is finally revealed at the very end of the game, it sets up a major cliffhanger that will leave you ITCHING for the remake of the next chapter (or immediately going straight to Steam to play the original version of Trails in the Sky: Second Chapter). I wouldn’t say they’re my favorite characters in the series, but Estelle is definitely in my top five. She’s ditzy but dedicated to her goals and her loved ones, and shatters gender stereotypes with her bo staff left, right, and center. A lot of people complain - not without justification - that gaming doesn’t have enough strong female protagonists that aren’t reduced to objectification. Those people need to play Trails in the Sky because Estelle is exactly the kind of female protagonist we need.

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The most interesting change that this remake brings is a revamp to the combat system. You can press a button on the field to have combat work like Cold Steel with a classic turn-based set up, but it defaults to action RPG style real-time combat. I’m thrilled that they added a real-time option since action RPGs are in vogue these days. That said, I always switched it to turn-based because I’m a turn-based purist with RPGs when I have the option. From what I’ve read, this hybrid system was introduced in Trails through Daybreak, but since I shamefully have had that sitting unplayed on my shelf since it came out, this is my first time experiencing it. Another welcome change involved orbments, the game’s version of magic. The core system and mechanics remain from the original, but it’s a bit more user-friendly and has been cleaned up a bit to look better. The remake also includes a number of quality of life improvements such as an option to play in fast forward (basically tripling the speed) to make grinding and traversal a lot less tedious, the option to fast travel to discovered locations, and much more user-friendly map with quest markers.

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The game, unfortunately, can feel a bit samey with a lot of the side quests - especially early in the game - being generic fetch quests and “exterminate this monster that’s just a stronger version of a regular monster” quests. I personally don’t mind those, but they’re understandably tedious for a lot of players. The latter part of the game can also feel a bit repetitious by encounters not being much harder per se but rather often just throwing a large number of enemies at you instead of more challenging enemies and some repetitive mechanics. It’s also rather predictable in a lot of ways; you know each chapter is going to consist of “meet some NPCs, discover the big problem in this town, find clues about big problem, solve big problem, move on to next town and repeat.” Again, that didn’t bother me, but I do understand why some people took issue with the relatively “rinse and repeat” approach to each chapter.

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All in all, I am extremely satisfied with the remake of Trails in the Sky. It dramatically improved a lot of things over the original version, and the new visuals look amazing. The combat system feels significantly more polished, and it’s finally accessible to console players having previously been locked to PSP and PC. The Switch version is perfectly playable, but the Switch 2, PS5, and PC versions are buttery smooth with virtually unbroken 60 fps performance and higher native resolution than the Switch can provide. Even in handheld, the Switch 2 version retains a 1080p resolution and nearly 60 fps. The Switch 2 version, when docked, gives players the option to drop the frame rate to 30 fps - perfectly playable - in exchange for a 2160p resolution. I, personally, always prioritize a higher frame rate over a higher resolution, but it’s nice to see the option provided. If you like JRPGs, then you’re virtually guaranteed to love Trails in the Sky. This is definitely not a game to miss especially if you’ve never played any of the Trails games previously.
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