Games Beaten 2026

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PartridgeSenpai
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Re: Games Beaten 2026

Post by PartridgeSenpai »

Partridge Senpai's 2026 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025
* indicates a repeat

1. Final Fantasy XII (PS2)
2. We Were Here (Steam)
3. We Were Here Too (Steam)
4. Tales of Graces f (PS3) *
5. Retro Game Challenge (Switch) *
6. We Were Here Forever (Steam)
7. Tales of Hearts R (PSVita) *
8. Ghostbusters: The Video Game Remastered (PC)
9. Mega Man 11 (PC)
10. Gravity Circuit (PC)
11. Mario Party DS (DS)
12. Ghost of Tsushima (PS5)
13. Ghost of Tsushima: Iki Island (PS5)
14. Astro's Playroom (PS5)
15. Michael Jackson: The Experience (PSP)
16. Sackboy: A Big Adventure (PS5)
17. Control (PS4)
18. White Album (PS3)
19. Super Mario Advance 2: Super Mario World (GBA)
20. Kirby's Epic Yarn (Wii)
21. Breath of Fire III (PSP)
22. Sly Cooper and the Thievius Raccoonus (PS2) *
23. Sly 2: Band of Thieves (PS2)
24. Army of Two (Xbox 360)
25. Sly 3: Honor Among Thieves (PS2)
26. Jak II (PS2)
27. Jak 3 (PS2)
28. Uncharted: Drake's Fortune (PS3)
29. Pokemon Sapphire (GBA)
30. Watch_Dogs (PS4)
31. Watch_Dogs: Bad Blood (PS4)
32. Legend of Hero Tonma (TG16)

33. Alan Wake: American Nightmare (PC)
I replayed the base game for Alan Wake for the first time in ages last year, and I ended up loving it a lot more than I thought I would. Strictly speaking, I’ve actually owned this game for just as long as the base game on PC, but it’s just never been something I’ve remembered to get around to until now. I know that people have talked this up as a great game, way better than the base game, for years now, so it definitely felt like it was time to finally take a crack at this follow up to a game I enjoyed so much. I didn’t use a guide, but I still tried fairly hard to find as many collectibles as I can, and it ended up taking me around 4.5 hours to beat normal difficulty of the English version of the game on PC playing with my Xbox Series controller. (Once again, I get fairly into spoiler territory in this review, so reader discretion is advised).

American Nightmare is a standalone sequel/epilogue to the base game of Alan Wake. Two years after Alan successfully tricked the Darkness into releasing his wife, he’s still a prisoner of the Dark Place, the other world where this awful, otherworldly intelligence resides. All the while, he’s been fighting frantically to survive, escape, and most importantly defeat the final great trump card of the Darkness: Mr. Scratch. Mr. Scratch is a doppelganger of Alan sent to fill in his shoes in the real world, and he’s what Alan describes as his “dark half”. Mr. Scratch may look just like Alan, but he’s every nasty tabloid rumor come to life, threatening all that Alan still holds dear in the real world. Trapped in the tiny Arizona town of Night Springs, a fictional place where reality and the Dark Place intertwine, it’s up to Alan to defeat Mr. Scratch once and for all or be trapped in this dark hell forever.

Alan Wake was a really well written game, with well realized characters and deep themes, much like Remedy are known for, and American Nightmare is no exception. It serves nicely as a coda to the themes explored in Alan Wake. Whereas the base game is more so about the creative process and how it weighs against the metaphorical darkness in one’s heart (what drives you to create vs. the forces you struggle against during that creative process), American Nightmare is about going on the offensive against one’s internal demons. Mr. Scratch isn’t just a literal manifestation of the kind of reputation and actions that Alan has tried his best to put behind him and forget about, he’s a metaphorical one too.

Trying to be a better person, to care about others and not just live life to your own selfish, hedonistic whims, isn’t an easy thing to do. It’s something that takes deliberate practice, fighting the same battles over and over and continuing to fight on even when the best laid plans turn out fruitless. You may have a good idea of the final outcome you’re looking for, but even if you’re not completely sure how you’ll get there from where you are now, what matters most is that you keep up the good fight against the monster in front of you lest you be resigned to this darkness forever. American Nightmare is a very worthy successor to Alan Wake just as you’d expect from people as in love with storytelling as the folks at Remedy. This definitely isn’t the best time loop plot I’ve seen in a game, but I think American Nightmare uses that premise quite well for both its literal plot, the themes it’s trying to communicate, as well as the actual gameplay itself.

The gameplay loop is both very familiar yet quite different from the base game of Alan Wake. It’s still a third-person shooter (though still not a cover shooter) where you manage your resources of light and bullets to respectively break the shields of and kill the dark creatures trying to get you. What’s changed is the overall construction of the gameplay loop all that takes place in. Firstly, where Alan Wake was a fairly linear game with multiple chapters, American Nightmare is going for a sort of mini-open world experience over 3 different hubs. There are clear objectives with markers on the map, but you can also explore around for manuscript pages as well as hidden weapon boxes. Manuscript pages aren’t just for flavor to the story this time around, though. They do still provide that, but collecting enough manuscript pages allows you to unlock those hidden weapon boxes to acquire new, more powerful main weapons and sidearms to use.

It’s an interesting approach, especially when put alongside the other major change, which is that the survival horror aspects of Alan Wake have been nigh entirely removed in American Nightmare. Ammo is incredibly plentiful, your flashlight recharges much faster than it used to, and the enemy variety is smaller too (though that mostly just boils down to enemies with ranged attacks being removed from this game in favor of melee attackers and grenade throwers). It gives the game a much faster arcade-y feel, and there’s even a dedicated arcade mode you can try if you just want to revel in the combat. I’m not sure I particularly like this change, but I also don’t really dislike it either. Alan Wake dabbled in horror with its resource management and environment design, but American Nightmare isn’t really a horror game at all anymore. Its gunplay is meaty and fun, but it ends up being far too easy because you’re never really encouraged to fight any way other than the most obvious one available to you. Even new guns you acquire most often boil down to your preferred way of fighting rather than a genuine upgrade in power. American Nightmare doesn’t play badly, and I imagine it’s a lot more satisfying on harder difficulties, but it’s definitely not as well polished as Remedy’s later action-focused third-person shooters.

The aesthetics of the game are really great. The visuals are frankly astonishingly better compared to Alan Wake’s. The voice acting, sound design, and licensed music choices all compliment the experience really well, but Remedy’s love of integrating live action into their games’ cutscenes is one of the best I’ve ever seen it here. Mr. Scratch’s recordings he leaves around do a good job of feeling a part of the world, and the opening cutscene in particular looks amazing. It took me two or three times of seeing it before I even realized it was live action with CG effects put on top of it rather than just a fully prerendered cutscene. American Nightmare is still a PS3-era game, but it looks so good (at least on PC) that it looks damn near next gen and still looks great today.

Verdict: Highly Recommended. Alan Wake was great, and American Nightmare is great too for a lot of the same reasons. It plays really well, it looks and sounds awesome, and it’s written really well too. I don’t know if I’d say I like it better than the base game, and I could also never recommend skipping the base game to play this (if only because the story would be virtually unintelligible without knowing the background of the original Alan Wake), but this is nonetheless a really novel and cleverly assembled experience that does a great job of both adding to the world and themes of Alan Wake while also experimenting with new types of gameplay to experience it through. Any fan of Alan Wake or Remedy’s games in general will definitely get their money’s worth out of this game, that’s for sure.
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34. Banjo-Tooie (N64) *
I’ve definitely mellowed on this game over the years, but it’s still a game I’ve beaten at least three times now in the many hours I’ve put into it over the last 25+ years, and I honestly didn’t originally intend to even write a review for this. However, my other existing review for it is so lacking in detail, and I had so many thoughts arise during this playthrough that it just felt right to give it a proper, modern write up. It was also a fun opportunity to see the game’s Japanese version, so I’m double thankful that I was able to find it for so cheap locally recently. It took me about 12.5 hours to find 70 jiggies and beat the Japanese version of the game (and my stipulation for myself this time was to beat every boss and not use any Cheato cheats).

It’s been two years for Banjo and Kazooie since they saved Banjo’s sister Tootie from the evil with Gruntilda. Grunty’s still exactly where she was after they defeated her: trapped under a boulder after falling from the top of her tower, and her faithful minion Klungo has been attempting and failing to push it off of her all that time. But that ends tonight. In a monstrous digging machine, Grunty’s two sisters have arrived to free her! Now just a skeleton after being trapped in the ground for so long, Grunty is out for revenge against the people who trapped her there. She tries to blow up Banjo and all his friends at his house, but she ends up only taking out Bottles. The three witches (and Klungo) retreat to their great tower at the center of the island and prepare to steal the life force of everything on it to restore Grunty’s body back to its old self, and it’s up to Banjo, Kazooie, Mumbo, and their new friends to stop them!

It’s a fine setup for the adventure, and it’s packed with Rare’s old brand of comedy both for better and for worse. While there are some jokes that still make me laugh, there’s a lot of mean spirited jokes that punch down at “weird” people that were bad then and have aged like milk since. Lots of fat jokes, misogyny, and even some homophobic and transphobic jokes that I actually never even realized were there until this playthrough. This is nowhere near as painfully embarrassing a story as Conker’s Bad Fur Day, and I wouldn’t even come close to saying that the bad stuff is SO bad and overwhelming that it makes the rest of the game not worth engaging with in the process, but it’s definitely not as timeless as Rare’s earlier 3D platformers.

The gameplay is a 3D collectathon platformer, and it’s just as much a sequel to Banjo-Kazooie as it is yet another attempt by Rare to outdo their last big 3D platformer, DK64. Much like the first game, your goal is to go into levels and find the required collectibles to help you progress. Jiggies are still your main currency of unlocking new levels, and you’ll need 70 out of a total of 90 if you want to fight the final boss. Notes are back too, but they’ve been very significantly changed for the better. Rather than individually collecting 100 of them for a stage high score and a single death resetting all the collected ones on the stage, now you collect them in bunches of 5 or 20 and they stay permanently collected upon pickup. They also don’t gate progress anymore (as jiggies already do that just fine), and they’re instead used to gate new moves. You can find Jamjar (the new move teacher) in levels, but if you don’t have the required total number of notes, you won’t be able to learn his move. As good as this sounds, however, this does come with a pretty significant caveat.

Rare made the very bold choice to have Banjo and Kazooie keep *all* of their old moves, so all the moves they’ll learn in this game are brand new to their move set. In a similarly bold move, while every one of the game’s 8 worlds has a boss to fight, they’re an entirely optional activity. Where DK64 uses its world bosses to gate progress to the next world, all Banjo-Tooie’s bosses rewards you with is a new jiggy (and occasionally some progress towards other side quests too). In a broader sense, collecting jiggies are your “keys” for the “locks” of opening up new worlds, but they’re not the only locks you need to open. While Banjo-Kazooie had both jiggies as well as notes for its keys to unlock new worlds, Banjo-Tooie’s secondary key collectible isn’t notes but instead the new moves those notes grant you.

Being able to ignore 20 out of 90 jiggies to beat the game may sound like a quite generous amount you can ignore, but it’s actually quite the feat to get every jiggy in this game (and this is coming from someone who’s gotten all 201 golden bananas in DK64 twice! XD). Unlike Banjo-Kazooie or DK64 where each world is entirely contained within itself (and therefore able to be 100% completed upon your first visit), Banjo-Tooie brings a much more interconnected approach to its world design. Its worlds are quite large already, but just about all of them have various portals to one another that are almost always connected to some side quest for a jiggy (or even several). This means that basically every world can’t be completed entirely upon your first visit, and you’ll need to revisit it (and remember what needs doing!) at a later date. Sometimes the thing you lack is just an inciting quest event that begins in a different world, and sometimes it’s as simple as lacking the right move to get a particular jiggy.

All of this amounts to several significant problems that have bothered me more and more as I’ve gotten older and had more time to dwell on the strengths and weaknesses of Rare’s N64 3D platformers. A lot of exploration and experimentation in stages can end up being totally fruitless, even pointless from the outset, because you actually can’t have the right tools for the job until later. While I already knew that due to the dozens of hours I’ve put into this game when I was younger, a new player has no way of knowing that certain puzzles will just be impossible for them to complete at the present moment. This can have a domino effect of leading players to abandon trying to solve puzzles that *can* be solved at the current moment just because the solutions aren’t immediately obvious, and that makes getting enough jiggies to unlock new worlds and the end game that much more tedious.

This is a game I’ve 100%’d once, and I never will again because keeping track of just where everything is and what you have and haven’t gotten yet is such a massive headache. It’s impossible to take the game one world at a time because of all of the mandatory backtracking, and that’s something that bothers me a lot more than trekking back to the tag barrel over and over in DK64 (though I’d understand that not being the case for someone else). The world design isn’t *bad* as such, but worlds are very large and getting around them can be a real pain. Several worlds like Jolly Roger Bay and Grunty Industries have quite a few main/transitional areas that look very similar, so getting so lost that you don’t even realize that you’ve completely missed an area (and also possibly a very valuable new move in the process!). I have very explicit memories of playing this when I was younger, hunting around for ages for the boulder breaking move and the torpedo move because they’re just so easy to miss, and they’re far from the only ones that easy to pass by (with the latter actually being required to progress through the main game, full stop).

The overall design and gameplay of Banjo-Tooie isn’t bad, I do want to stress that, and I had quite a fun time replaying it, but its *relative* quality compared to the other (good) Rare-developed N64 3D platformers is still lacking in my eyes. It certainly increases the scale of the spectacle of a game like Banjo-Kazooie and even DK64 (which has its own large worlds to contend with), but it also ends up doubling down on a lot of annoying and frustrating aspects of those older games on the way to that spectacle. For example, DK64 already had issues with certain golden bananas feeling really thankless to get due to just how much work was involved to get them compared to others, and Banjo-Tooie makes that labor discrepancy *far* worse than DK64 ever gets. With so comparatively few jiggies skippable compared to golden bananas, 20/90 compared to 100/200, the tedious jiggies hurt Banjo-Tooie a lot more even if no jiggy is nearly as frustrating to get as a Beaver Bother golden banana in DK64.

The spectacle also extends to the aesthetics, and that’s also something that comes with both good and bad features. On the good part, this game looks and sounds really good! The music is excellent as Rare was so often known for, and the funny sounds all the characters make to talk is as fun as ever. The graphics are also really well done for the N64, and from the animations to the models themselves, the game is really impressive for the time (even if it’s not gonna fool anyone into thinking it’s a GameCube game anytime soon). The big drawback that comes from all that, however, is a REALLY inconsistent framerate. The framerate is often fine, but sometimes it’s so low that the game gets quite hard to play. Those times are thankfully infrequent, and it never gets too meaningfully difficult to play, but that may honestly only be that I’m just too used to how this game runs from having played it for so long ^^;. A high framerate also can cause issues with Banjo-Tooie, too, as some of the first-person sections while flying or swimming can get downright sickening (not to mention incredibly disorienting) with how quickly you can turn while in those modes. None of these running issues are a super huge problem so far as I’ve experienced them (and with the XBLA port still available to play, there is an eminently good framerate-having version of Banjo-Tooie out there to play for anyone interested), but it’s still an unfortunate downside to the experience that’s pretty hard to ignore.

One last thing I’ll mention is what it was like playing the Japanese version of the game. A lot of English-language games localized for Japan in the previous century are done so to a very poor standard. A lot of games even up into the PS1 era are localized only in the barest sense, not having Japanese dubs, signs are still in English, and some don’t even bother to localize text at all. Banjo-Tooie, however, is actually a very well localized game for the time (unsurprisingly for a Nintendo-published product). All the dialogue is translated into Japanese, of course, but a lot of the sign textures in game have been changed, too, so navigation is nice and intuitive even for someone who can’t read English. It’s also got a few interesting localization changes, like the three-armed piggy only have two arms now, and Grunty’s head being put into a bag when they’re playing kickball with it at the end (instead of just being the bare severed head XD).

The only real criticism I have with it (other than that the text scroll speed is fine for English but often a bit too fast for Japanese) is that our translator doesn’t seem to have understood some of the jokes as, well, jokes. A lot of the humor (both good and bad) translates quite well as is, and a few even have very clever localized wordplay too. Some, however, were clearly not understood properly by the translation team, and you just have characters saying bizarre things literally because the intended meaning flew by them. For example, the giant queen bee, Honey B, talks flirty to Banjo by calling him “big bear”. The meaning is pretty straightforward in English, but in Japanese, she just calls him, literally, a large bear /ooki na kuma/. The English equivalent would be like calling him a “sizeable ursine”, or something XD. It’s far from experience ruining, and this is still far above a lot of the other localizations done at the time, but I always like to mention this kind of thing in my reviews if only for curiosity’s sake for anyone reading~.

Verdict: Recommended. I definitely didn’t have as sour a time as I’d expected I’d have with this game on this playthrough. Banjo-Tooie is definitely not my favorite game of the 3 good Rare platformers on the N64, but I’m not gonna call it a bad game anytime soon. If you’re a fan of 3D platformers, this game has definitely aged on its original hardware in some difficult to ignore ways, and it’s nowhere as polished as Banjo-Kazooie or Mario 64, but it’s still a really quality time that’s worth playing~.
Last edited by PartridgeSenpai on Tue Apr 28, 2026 4:38 am, edited 1 time in total.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
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PartridgeSenpai
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Re: Games Beaten 2026

Post by PartridgeSenpai »

marurun wrote: Fri Apr 24, 2026 9:12 am rndstranger posted a video on Legend of Hero Tonma recently, and he noted that the dev team was largely women and the game was designed to be just a hair more forgiving. So it was an arcade title first that was designed to be just a tad more welcoming to women and a little more accessible, and it sounds like some of that translated over to the home release.
Woah! I had no idea! That's such a neat aspect of its design! :D
Thank you for sharing, Maru~ ^w^
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
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Re: Games Beaten 2026

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1. Doom 3: Resurrection of Evil (FPS)(PC)
2. Doom 3 (FPS)(PC)
3. V Rising (Adventure)(PC)

4. Teardown (Action)(PC)
5. Control: Ultimate Edition (Action)(PC)
6. Peak (Adventure)(PC)

7. The Exit 8 (Horror)(PC)
8. The Elder Scrolls V: Skyrim (RPG)(PC)
9. Killing Time: Resurrected (FPS)(PC)
10. Darkenstein 3D (FPS)(PC)
11. Metal Garden (FPS)(PC)
12. Caput Mortum (Horror)(PC)

13. Corridor 7: Alien Invasion (FPS)(PC)
14. Extraneum (FPS)(PC)
15. Dead Trash (FPS)(PC)
16. Dead Trash: Operation Yellow Snow (FPS)(PC)
17. Withering Rooms (Action)(PC)


Dead Trash

Dead Trash is a scuzzy FPS based on mid-90s game design but with the poor taste to throw it back further to movies like Street Trash, The Crazies, and the ridiculous gore film Adam Chaplin. You're a homeless guy in a city-wide quarantine where the federal government has imprisoned everyone. With lawless violence and mountains of trash building up, you decide it's time to pick up a claw hammer and take down the government, the gangs, and whatever trash zombies and mutants get in your way. And it's done gloriously with really terrible digitized sprites. So, think guys wearing trash bags that have been turned into video game monsters. Of course I played this.

Surprisingly, it's actually a fun game. Guns feel powerful, certain weapons reduce foes to puddles of guts, levels are large, and there are some nicely hidden secrets to uncover. The game is dark, so I recommend leaving on the flashlight, and there are basic things like a character lean that I recommend turning off, but overall it plays well, feels fun, and moves at a fair clip. I will say the first level seems to be the largest, and there are some choices in design where you can get stuck in inescapable pits if you start exploring the level boundaries. Also, saving during levels via Quicksave comes with a large tag saying that Quicksaving is experimental. I never had problems, but some of this feels like signs of a new dev. Some of the digitized weapon sprites also feel chunky and weird, like I don't know if that's a hand or a mitten holding the SMG.


Dead Trash: Operation Yellow Snow

Hey, it's an expansion for Dead Trash, and it fixes the problems! This resolves a lot of the sliding, the saving, the level design, and so forth. It does add in a bunch of gross Christmas characters too, like bums dressed as Santa throwing snowballs and men in gingerbread onesies with assault rifles trying to take you down. Your arsenal is also better utilized, including some bareknuckle boxing that lets you uppercut and beat the crap out of killer snowmen and whatever else gets in your way. Basically, if it could be improved, it was. I ended up liking the gameplay in Operation Yellow Snow over the base game, though both are enjoyable.


Withering Rooms

Withering Rooms is a horror Metroidvania. That's the best way I know how to describe it. You're a teenage girl around 1890s England sent to an asylum, which is some dude's house in the countryside that had previously housed cholera patients. And when you fall asleep, you end up trapped in a dream where you cannot die, where monsters and zombies roam the halls, and where magic is real and witches are more than happy to light you on fire. But as you travel through mirrors, seek out ancient labyrinths and poison pits, and eventually manage to overcome the mansion's numerous oddities, you discover there are elements of time travel, that the dream reality is one of numerous realities from an ancient artifact moving through time, and the denizens of the dream have found ways to utilize blood to protect themselves and seek a variety of things: power, wealth, paradise, control.

But the real kicker here is that the world also reshapes itself based on a status effect you can get called Curse. Having a certain level of Curse is required to access the mirror world, but it also causes the levels to change. Furniture vanishes, replaced by bloody sculptures. Paintings shift. Things loom in the foreground or jump from the sides of the screen. Voices laugh at you. The music changes. Get a high enough level of Curse, and the walls bleed, and new monsters appear. Max out your Curse, and you enter Curse Rot, which will kill you unless healed through very specific means. Curse adds a whole new element to the gameplay, and it can go full on Silent Hill, but it also is a system you have to interact with. And it is so entertaining to see the sky suddenly rain blood.

Also, when you beat it, there is a New Game + mode that kicks in...and adds in a new, harder version of the game where you have to kill things while holding the Book of Burden, which doubles enemy health, makes them do a ridiculously high amount of damage, and causes the Brothers of Burden to hunt you through the levels. They're big, sledgehammer wielding jerks that want you dead, and if you don't run fast enough, they will get to you.

I love Withering Rooms. I've put in dozens of hours and am still not done with it. This game is amazing, it's got all kinds of means to build out your character to face the challenge, and it's a lot of fun. I really, really recommend it.
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Re: Games Beaten 2026

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Partridge Senpai's 2026 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025
* indicates a repeat

1. Final Fantasy XII (PS2)
2. We Were Here (Steam)
3. We Were Here Too (Steam)
4. Tales of Graces f (PS3) *
5. Retro Game Challenge (Switch) *
6. We Were Here Forever (Steam)
7. Tales of Hearts R (PSVita) *
8. Ghostbusters: The Video Game Remastered (PC)
9. Mega Man 11 (PC)
10. Gravity Circuit (PC)
11. Mario Party DS (DS)
12. Ghost of Tsushima (PS5)
13. Ghost of Tsushima: Iki Island (PS5)
14. Astro's Playroom (PS5)
15. Michael Jackson: The Experience (PSP)
16. Sackboy: A Big Adventure (PS5)
17. Control (PS4)
18. White Album (PS3)
19. Super Mario Advance 2: Super Mario World (GBA)
20. Kirby's Epic Yarn (Wii)
21. Breath of Fire III (PSP)
22. Sly Cooper and the Thievius Raccoonus (PS2) *
23. Sly 2: Band of Thieves (PS2)
24. Army of Two (Xbox 360)
25. Sly 3: Honor Among Thieves (PS2)
26. Jak II (PS2)
27. Jak 3 (PS2)
28. Uncharted: Drake's Fortune (PS3)
29. Pokemon Sapphire (GBA)
30. Watch_Dogs (PS4)
31. Watch_Dogs: Bad Blood (PS4)
32. Legend of Hero Tonma (TG16)
33. Alan Wake: American Nightmare (PC)
34. Banjo-Tooie (N64) *

35. Ratchet & Clank: Size Matters (PSP)
I’ve played through nearly every old Ratchet & Clank game over the past few years, but the PSP entries always escaped my attention by nature of lacking a PSP to play them on until very recently (and this game’s PS2 port never came out in Japan, either). Continuing to go through some of my shorter games recently, this seemed like a great option to finally play through. It turned out to be a less than ideal choice at the moment, unfortunately, but that’s more the PSP’s fault for being rather uncomfortable to hold rather than the game’s fault itself XD. Playing the Japanese version of the game, my in-game clock was about 4.5 hours at the end, but it seems to count play time very strangely. My actual time played was undoubtedly closer to 5 or 6 hours in total, and that’s getting most of the titanium bolts but never really engaging about any of the other optional content beyond what I absolutely had to.

Size Matters (or just Ratchet & Clank 5, as it’s called over here) is a non-canon spin-off adventure to the mainline games. It opens with our heroes relaxing on a beach. They just finished their last adventure, and they’re taking the time to soak up some sun and get some well-deserved R&R. A fan even comes up to get pictures of them! All isn’t well, though, as the cute little girl with the camera is quickly kidnapped by mysterious evil robots! Our duo give chase, but they’re unable to save her before the robots whisk her away. However, it ultimately seems unlikely that they were after her at all. The little girl drops an artifact Clank immediately identifies as being from the legendary Technomite civilization. Though Ratchet is sure that they’re just a fairy tale, it’s the only lead they have to save their little fan, so the two of them (unwillingly accompanied by Captain Qwark) set off to try and save her and figure out the mystery of the Technomites!

As far as Ratchet & Clank stories go, this is a very solid one. It’s a bit short by the standards of their console adventures, so things felt like they wrapped up very quickly, and the general lack of side characters only really drives home just how fast everything ends, but it’s a very satisfying bite-sized sci-fi comedy in the style that the classic R&C games are so good at. The comedy has held up really well almost 20 years later, and the Japanese localization is also as great as ever for the series. If you’re a fan of the PS2-era Ratchet & Clank games, then you should feel right at home with this lighthearted, brisk adventure.

The same goes for the gameplay, too. It’s not a perfect conversion, of course, but this is a very remarkably competent recreation of a Ratchet & Clank game on a handheld. Size Matters is more in the style of the first two Ratchet & Clank games rather than the following two, which is to say that this has you going through relatively linear stages, one at a time, instead of the mission-focused later R&C games. While that may be disappointing to big fans of where the series headed with the later PS2 entries, those longing for more adventures in the style of R&C 1 and 2 should be well pleased by this game.

Outside of that, it’s a pretty typical Ratchet & Clank game. You’ve got a bunch of fun guns to buy and blast away with, and they’ll upgrade into stronger versions of themselves as you get more kills with them. The weapon selection in this game is good fun, and it’s a very solid repertoire even if it never gets quite as crazy as some other R&C game weapons do. You’ve got some optional mini-games such as hover board races and simple demolition derby battles (even a Lemmings-type mini-game) that you can do for more bolts and armor pieces, and they’re all very competently done even if I didn’t find any of them to be compelling enough to do beyond the initial mandatory one. The armor pieces are the most unique thing this game has going for it, at least if I’m remembering my old R&C games correctly. Finding secret paths in levels, completing those optional mini-games, as well as just playing the story in general will get you armor pieces that you can mix and match as you want. There’s not much point in mix and matching, though, as having a full set gives you both an additional armor boost as well as a bonus passive ability on top of that.

You’ll really want that extra armor boost too, because this game’s other most stand out feature is that it is HARD and unfortunately grindy too. Killing things gets you level ups that will increase your max health, but it’s only up to a total of 50 points. Even with a max’d out health bar, mid- to late-game enemies were still killing me in as little as 3 hits while I was using the best armor the game’s mandatory path had rewarded me with. The only reason I ended up engaging with the optional side quest activities was just to unlock the last two pieces of the best armor set I had available at the time. Even with that best armor, the final boss could still kill me in 3 hits, which is pretty rough when he has SO much health.

The only real recourse you have against opponents like that is to grind up your weapons and hope you can kill them fast enough (while dodging every attack of theirs as perfectly as you can). Their attacks are far from Ninja Gaiden-levels of merciless, but the sheer lack of a margin for error still makes the end game’s fights remarkably brutal for a typical R&C game. Grinding up your weapons is also not terribly fun because it takes *forever*. There’s really just no way to get weapon experience points quickly, and if you’re struggling, you’ll be going through the same areas over and over for hours trying to upgrade your end game guns to be able to take out the final boss before he mulches you first.

The aesthetics are a mixed bag, but that’s mostly down to the hardware this is on. The music is good and Ratchet & Clank-y, and the voice acting is also excellent as usual. The biggest elephant in the room is the graphics, though, as the character and enemy models looks really nice and high detail, but the environments are far less polished looking. It’s understandable given the hardware that we’re on, and it’ll probably be at least *less* jarring a discrepancy if you’re playing it on just the handheld instead of streamed from the handheld to a TV like I usually did, but this game definitely shows its age as a relatively early game in the PSP’s library.

Verdict: Recommended. That crazy difficulty wall is my only real complaint with the game, which sucks, because this game is otherwise so solid. As uncomfortable as it is to use the PSP as a controller, it was so nice to finally have a PS2-era Ratchet & Clank game with a dedicated strafe feature right out of the box! The story is very entertaining, and the stage design is mostly good too (if a bit uninspired). This game would be a lot easier to recommend without that awful grinding pitfall, but that is sadly just not the case. It’s still a good game I had a decent amount of fun with, so R&C fans should definitely check this one out, but folks less comfortable with action platformers like this should probably stay away from this one in favor of the other R&C games unless you’re really desperate for more Ratchet & Clank.
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36. Super Robot Spirits (N64)
I’m a big fan of Super Robot Wars and super robot shows in general, so this was an obvious pick up for me. It was really just a matter of finding a copy and one at a good price, and I finally found one while I was out shopping with my wife last month~. I’ve been meaning to try this out for a good while now, and me still being in the mood for more N64 goodness after Banjo-Tooie was the perfect opportunity to play through this game. I’m far from a big fighting games person, especially non-platform fighters like this, so I was content to get good enough to beat the story mode with one character to call this one completed. Including the time I spent testing out various characters in the training mode, it overall took me around 1 hour to beat the story mode with Ryuusei in the R-1 on normal difficulty (and only getting 1 game over, too! ^w^).

The larger Super Robot Wars franchise was undergoing something of an upheaval at this point, and this spin-off is one result of that. Even with the opening text crawl, it’s not super easy to understand, but basically the Balmer Empire is trying to invade earth with its super weapon, the Judecca, and a bunch of super robot and real robot pilots are teaming up to try and stop them. Well, they probably *should* be teaming up, but for various reasons, they’re ending up fighting one another instead (because otherwise we wouldn’t have much of a fighting game, would we? ;b). As amusingly handwaving as the larger plot is, the character interactions before and after fights in the story mode are good fun! They’re clearly handled by the same people at Banpresto who’d be going on to write the upcoming Super Robot Wars Alpha games (which this game is effectively just a piece of promotional material for, much like the RPG Super Hero Operations also was), and these are people who really love these old mecha shows and really understand what gave them their great appeal. It’ll be basically gibberish to anyone not already familiar with at least some of the licenses involved , but for super robot show and Super Robot Wars fans, you’ll feel right at home here even if the total amount of text can hardly compare to a proper SRW game.

I’ll be the first to admit that I am far from a fighting games person. I’m pretty inexperienced with the genre, and it’s not one I really go to for ‘fun’ pretty much ever, though I understand the fundamentals well enough. Be that as it may, I’m a huge sucker for SRW and crossover games in general, so I was very interested to see how this game played. That interest went up even more once I found this game’s reputation as the “worst fighting game on the N64”. This console has quite a few fighting games, and quite a lot of them are known to be absolutely *dreadful*, so calling this the worst is a very bold claim. It’s a claim that I don’t have the reservoir of experience to disprove, but it’s one I’m at least familiar *enough* with this genre and this console to be skeptical of, especially now that I’ve played a bit of it.

It’s hardly as technical as a contemporary like Tekken, but Super Robot Spirits is a 3D fighter with 10 playable characters (two of which are unlockable secret ones) from shows like G Gundam, Dunbine, and Daitarn 3 alongside a couple of “Banpresto Original” robots too. The ability to get around your opponent is fairly limited compared to a lot of other games in this genre, limited mostly to sidesteps, but it also has a two-tier flight system not unlike many contemporary DragonBall Z fighting games (which is a very flattering comparison, I’m well aware XD). You’ve got dedicated feint moves, special attacks, and even charge meter to dish out extra powerful attacks that fills as you run around and when you deal damage to the opponent. It’s a solid formula for a decent licensed fighting game, but while I’m not about to call this the best fighting game on the console, there are definitely some issues that make it obvious why a more serious fighting game fan would take issue with this game.

The first is the special moves themselves. They’re very usefully listed in the manual for the main 8 characters, but unlike a lot of modern fighting games, they’re unfortunately often quite different between characters, so learning a different character can take quite a bit of practice. The real problem here comes in with just how unintuitive these moves are to execute. A lot of moves are recorded like “back, punch, diagonally down forward, punch, kick” in the manual, and at least for a relative greenhorn like me, I found most of them completely indecipherable and very difficult to execute. The main reason I chose the R-1 as my eventual robot of choice was down to both his speed as well as the relative simplicity (and power) of his special move inputs.

While I don’t want to assume too heavily what a more seasoned fighting game player could be capable of with these moves, what I *can* comfortably assume is that the primary audience for a crossover fighting game (especially one that’s a spin-off of an SRPG series like this one) like this would’ve been mostly people not very familiar with fighting games, so I have trouble looking past just how awkward the game can be to play. Sure, if everyone’s bad at fighting games, it won’t matter *too* terribly that you can’t get special moves off on a lot of characters, but this also means that the game becomes a lot less balanced in vs. mode play as a result since the more technically difficult/fiddly characters become so much less viable as choices no matter how much the respective player may like that franchise.

This is all significantly more annoying when grouped with the game’s real biggest issue: the framerate. The framerate is *very* inconsistent, especially when you’re fighting in the water stage or fighting against an opponent with a ton of moving parts to their model like the Judecca. I may be a newbie to fighting games, but even I know that a bad frame rate is already a killer bullet for any fighting game that wants to be genuinely taken seriously. That said, not every fighting game *needs* to be taken seriously, and I think one that’s a big mishmash of mecha shows is a great candidate to just be a party game between you and your buddies who like to watch mecha shows. The bad frame rate will definitely turn off more serious fighting game players, and it definitely doesn’t make the already awkward button timings on some special moves any easier to pull off, but if you’re a more casual player like me, your mileage will vary on this issue (especially if you’re just playing against friends casually).

The aesthetics and features of the game are pretty typical for a fighting game of this era (at least on this console). As one might expect, the models for the robots included take the highest priority, and they do look really good, just like their animated counterparts. The 2D cut-ins that happen when you execute certain super special moves are a really fun effect, and the voice samples that announce the move names is a fun aspect that’s joyously evocative of the anime originals, too. The stage are generally quite simple, but that’s both necessary (a more complicated stage is just gonna bog down the frame rate that much worse) as well as far from uncommon in this generation’s fighting games. The modes to enjoy the game in are also pretty standard for the time, with a story (i.e. arcade) mode for each character on their way to beat Judecca, a versus mode, a survival mode, time attack mode, and training mode. My personal favorite part is the fact that you can actually rebind any button (other than the D-pad movement options) in the options menu, as that’s not something you see too often on games this old.

My only real issue with the presentation is with the music, and it’s a very specific complaint. The soundtrack is a combination of a few original songs and then the main themes of each of the represented robot shows. Nothing surprising there. However, for some baffling reason, Flying in the Sky, the very iconic and catchy first theme from G Gundam (a show which is represented by THREE of the ten characters in this game! XD) is somehow absent! It’s not like Banpresto never released an N64 game with this song in it (Super Robot Wars 64 thankfully has it in the karaoke mode for all to enjoy~), but I was still pretty bummed to see it not present even if I was still having a ton of fun singing along to the other themes I love that are in this game (like the Dancouga theme or the Dunbine theme), all of which are really fun N64 renditions of their respective tracks.

Verdict: Hesitantly Recommended. I’m still not sold that this is the worst fighting game on this platform, but even if it is, this game is *fine*, as far a I’m concerned. It’s not going to sway the hearts of any serious fighting game fans, but I’d frankly hope that serious fighting game fans stopped looking at the N64’s expanded library a long time ago, because there’s really not that much worth paying attention to here outside of a couple of rare cases XD. For more casual fighting game fans, especially Super Robot Wars fans like myself, I think this is a pretty darn fun game! I more than got my money’s worth messing around with all the characters and then giggling away at the fun interactions in the story mode. As long as you check your expectations, I think there’s plenty of fun to be had with this game, but probably not for anyone not already quite interested in the licenses represented in the roster.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
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Markies
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Re: Games Beaten 2026

Post by Markies »

Markies' Games Beat List Of 2026!
***Denotes Replay For Completion***

1. Mario & Luigi: Superstar Saga (GBA)
2. Knights of the Round (SNES)
3. Fight'N Rage (NS)
4. Time Stalkers (SDC)
***5. Final Fantasy X/X-2 HD Remaster (PS3)***
6. OutRunners (GEN)
***7. Midtown Madness 3 (XBOX)***
8. Phantasy Star Online: Episode I & II (GCN)
9. Pikmin 3 (WiiU)
10. Valkyria Chronicles (PS3)
***11. Evolution 2: Far Off Promise (SDC)***

***12. Mario Golf (N64)***

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I completed Mario Golf on the Nintendo 64 this evening!

Way back in 2013, I finally beat Mario Golf on the Nintendo 64. It is game that I have had for so long that I do not remember when I actually purchased it. Even after beating the game, I was still playing the game because it worked great as a game that I could save at any moment and just stop. My final thing left to do was finish all the Ring Shots for all the characters, which I stopped doing in 2015. I grew tired of the repetition and the trial and error for me to continue, so I moved onto another game and shelved it. Now that I am replaying games to completion more often and am running a little low on N64 that I was excited to replay, I decided it was finally time to finish what I started so many years ago. I only had four characters left and I finally finished them all this evening.

I have always enjoyed golf video games more than actually playing the game of golf. One of our first NES games was the original Golf as I actually really enjoyed playing that as a child. Mario Golf, I think, is the next step up and the perfect introduction to the game of Golf. It is very easy to play one course and basically understand how the controls work and what everything really means. It can be a bit daunting at first and there is a lot of guess work, but once everything makes sense, it is really easy to just pick up and play. Also, most courses can be completed in about a half hour, so it is real easy to just learn them all. Add in the ability to unlock characters with greater power along with slicing and you have a game that has a surprising amount of depth. I was most focusing on Ring Shots, which are these giant Sonic Rings that you have to shoot the ball through and then get at least a par. It was a lot of trial and error along with getting very repetitive and annoying by the end.

One of the most annoying moments in your life is missing an easy golf shot or putt. It is so frustrating!

Overall, I really enjoyed my time with Mario Golf. I think only crazy people need to beat Ring Shot with every character, but I think the base game alone is worth playing. Unlocking characters and winning tournaments is very addictive as it just makes you keep coming back for more. If you have ever wanted to try a golf video game, I think Mario Golf on the Nintendo 64 could be one of the best places to start!
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RobertAugustdeMeijer
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Re: Games Beaten 2026

Post by RobertAugustdeMeijer »

23: Grand Theft Auto: Vice City

Let the disc load, click through the menus, check your phone while a couple of cut-scenes play out, get a car, switch to Wildstyle, and listen to Mr. Magic's curation of 80's hip-hop, like it's 1985. A 10/10 experience.
Or just listen to the playlist on YouTube.
The rest of the disc's content is potpourri of ego-driven racist, sexist, and violent gangsta film tropes. With some of the worst controls, A.I., level design, and animation. There's a whole city to explore, with the veneer of being a living and breathing space. But all you can do with it is destroy stuff.

2/10
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TheSSNintendo
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Re: Games Beaten 2026

Post by TheSSNintendo »

1. Deja Vu: MacVenture Series
2. Deja Vu II: MacVenture Series
3. Earthworm Jim 2 (SNES/Switch Online)
4. Crash Banidcoot: The Huge Adventure (Gameboy Advance)
5. Metroid Prime 4: Beyond (Switch)
6. Lego Batman: The Video Game (Steam)
7. Ys III - Wanderers from Ys (SNES)
8. Suikoden II HD Remaster (Switch)
9. Technobabylon (GOG)
10. Crystalis (NES/Switch Online)
11. Mega Man II (Game Boy/Switch Online)
12. Teenage Mutant Ninja Turtles II: Back from the Sewers (Game Boy/Cowabunga Collection)
13. Prison City (Steam)
14. Mega Man X2 (SNES/Mega Man X Legacy Collection)
15. Tunic (XBox One)
16. Ducktales 2 (NES/Steam - Disney Afternoon Collection)
17. Talespin (NES/Steam - Disney Afternoon Collection)
18. Freddy Pharkas - Frontier Pharmacist (GOG)
19. Sam & Max Hit the Road (GOG)
20. Super Mario Galaxy 2 (Switch)
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REPO Man
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Re: Games Beaten 2026

Post by REPO Man »

Beat Dead Island 2 for PS5 as Jacob on New Game+.
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RobertAugustdeMeijer
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Re: Games Beaten 2026

Post by RobertAugustdeMeijer »

24: Hitman (2016)

While still basically a click 'n' carry adventure game with morbid humor, the series makes a significant leap in refinement. We now have the quintessential Hitman experience. Better writing, better controls, more tools, bigger levels... on paper it reads like iteration. But in practice it feels like you're finally playing what Agent 47 was made for. One standout improvement is the amount of people in an area. Since dressing up as others is a core mechanic, the options for assassination can feel bewildering. In turn, this not only makes the missions more realistic, they also require more ingenuity. Every level also features plenty of extra challenge modes for those who want more bang for their buck.

8/10
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PartridgeSenpai
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Re: Games Beaten 2026

Post by PartridgeSenpai »

Partridge Senpai's 2026 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025
* indicates a repeat

1. Final Fantasy XII (PS2)
2. We Were Here (Steam)
3. We Were Here Too (Steam)
4. Tales of Graces f (PS3) *
5. Retro Game Challenge (Switch) *
6. We Were Here Forever (Steam)
7. Tales of Hearts R (PSVita) *
8. Ghostbusters: The Video Game Remastered (PC)
9. Mega Man 11 (PC)
10. Gravity Circuit (PC)
11. Mario Party DS (DS)
12. Ghost of Tsushima (PS5)
13. Ghost of Tsushima: Iki Island (PS5)
14. Astro's Playroom (PS5)
15. Michael Jackson: The Experience (PSP)
16. Sackboy: A Big Adventure (PS5)
17. Control (PS4)
18. White Album (PS3)
19. Super Mario Advance 2: Super Mario World (GBA)
20. Kirby's Epic Yarn (Wii)
21. Breath of Fire III (PSP)
22. Sly Cooper and the Thievius Raccoonus (PS2) *
23. Sly 2: Band of Thieves (PS2)
24. Army of Two (Xbox 360)
25. Sly 3: Honor Among Thieves (PS2)
26. Jak II (PS2)
27. Jak 3 (PS2)
28. Uncharted: Drake's Fortune (PS3)
29. Pokemon Sapphire (GBA)
30. Watch_Dogs (PS4)
31. Watch_Dogs: Bad Blood (PS4)
32. Legend of Hero Tonma (TG16)
33. Alan Wake: American Nightmare (PC)
34. Banjo-Tooie (N64) *
35. Ratchet & Clank: Size Matters (PSP)
36. Super Robot Spirits (N64)

37. Animal Crossing: City Folk (Wii)

I’ve played a lot of Animal Crossing over the years, and this has never particularly been one of them. I played the original GameCube one and then Wild World on the DS a *ton* when I was younger, and I was really excited for this one coming to the Wii as well. However, when I got it, I was pretty disappointed with just how little an evolution from Wild World this was compared to how Wild World had changed the original game. I played it a little bit, but never too much, and that was that. However, in the big bundle of games from her childhood that my wife recently gave me, this was included among them! I was really in the mood for Animal Crossing lately, as my friend had been showing me a ton of pictures of her New Horizons island, and this seemed like the perfect opportunity to finally check City Folk out properly. Playing the English version of the game, it took me around 47 hours playing for a little over a month to pay off my final house debt.

Animal Crossing games never have too much in the way of narrative, and City Folk is no exception. You’re someone moving to a new town in the middle of nowhere, but you actually have nowhere to go once you arrive! Thankfully, after talking with a nice cat named Rover on the train, Tom Nook is more than happy to set you up with a house once you arrive. You meet your neighbors, the shopkeepers, and even the mayor, and you set about starting to make a little life for yourself in your new home~. It’s a very solid formula for the lowkey, chill life simulator that Nintendo loves so much, and it works just as well here as it ever has. Villagers are charming and funny little weirdos, and they’re great fun to interact with, and the same goes for the shopkeepers. This isn’t going to be radically different for anyone who’s already played the DS or 3DS Animal Crossing entries in terms of tone, but there’s nothing wrong with that. As far as I’m concerned, this ain’t broke and absolutely doesn’t need any particular sort of fixing.

The basics of the old Animal Crossing games are still very much in tact here. The fishing, the bug catching, the furniture placing & house decorating. Mechanically, this game isn’t going to surprise anyone, especially with how much it’s just a port of the DS Animal Crossing entry, Wild World. While that’s something I appreciate a lot more now that I do so much less handheld gaming, I definitely understood why my younger self (who was still super hooked on Wild World by the time this came out) was feeling disappointed by it. Wild World was such a huge jump from the GameCube game in how it changed how you played it, and City Folk is absolutely not trying to reinvent the wheel again that hard. However, especially as a console experience, I think there’s still plenty of value in the gameplay style City Folk brings to the table.

For starters, while the tube-like world navigation is very similar to Wild World’s, but they’ve brought back the cliff separating the town in half horizontally much like the GameCube games used to have. It adds some more personality to the way the towns look between one another compared to how Wild World did things, but I don’t really appreciate how zoomed in the camera is. This is a lot less of a problem in Wild World (and basically not a problem at all in the GameCube-type Animal Crossing games), but the camera is *so* zoomed in that it can often be far harder to see things on your peripheries than you’d probably like it to be, which makes fishing a lot harder (because you can’t see the fish!).

There are some other noticeable but still kinda minor changes from Wild World, too. Commonly traveled routes will slowly have the grass on them degrade to form “natural” paths. I think it looks kinda cool, but I absolutely understand people who think it looks ugly. In another big-ish change from Wild World, all 4 players no longer share the same house. Four possible player houses spawn around the village upon town generation, and you can pick whichever one you’d like to live in (though you can’t just pick the spot for your house outright like you’d be able to in New Leaf). It’s nice to not have to share with others anymore, but the extra caveat that comes with is that your respective house is now a lot smaller than the Wild World shared house was. One player home in City folks caps out at 2 main room size upgrades, an upstairs, and a basement. It’s still a pretty big area to decorate, but as someone who largely played the DS game solo, it can’t help but feel like something of a downgrade to have so much less space to fill with themed junk X3

The biggest and most obvious change, however, is the titular “city” of City Folk. In front of the main gates to town, there’s now a bus stop that you can take to the city. Granted, some aspects of the city are now lesser now that the online for the Wii is off, but there are still some neat things to do there. Redd as well as a good handful of other NPCs who used to drift through town regularly now have their own dedicated stores that you can visit whenever you like if you want to interact with them. You can even change your hairstyle right from the start of the game with the new hairdresser shop rather than having to wait until Nook’s fourth store upgrade like you had to in Wild World. There’s also a new NPC named Kicks whom you can visit if you want to change your shoe color. This all does come with the added consequence that there are just overall less wandering NPCs who can potentially visit your town each day, but it also means that schedules in general have a bit more variety to them (so no more guaranteed Redd visits on Mondays or what have you. He’s just got a particularly day of the week that he renews his inventory).

Overall, even though I do like this game more than I did when it was new, I still think the city is a pretty underwhelming addition to Animal Crossing Wild World’s formula, and I’m glad that they eventually got another crack at this with how the city works in New Leaf. I definitely do appreciate the little bells, whistles, and eccentricities that make City Folk a different experience from Wild World, but the whole idea still feels like nothing more than a somewhat compromised port of a DS game to the Wii. The camera issues never really stop being annoying, and the lack of a top screen makes catching things like passing balloons or the UFO nearly impossible quite frequently (especially with how fast that UFO moves). I also still don’t really appreciate the requirement to play with the Wii pointer for various inventory management aspects when that would’ve been something trivial to bind to the joystick like they’d done in the GameCube versions. If you’re someone like me who prefers playing games on console these days, this is definitely a perfectly fine way to play this post-GameCube, pre-3DS era of Animal Crossing in a way that doesn’t involve using a handheld console to do it, but I’d still be quite hard pressed to say this is a superior (or even equal) play experience to Wild World.

Aesthetically, the game looks quite nice, and this is certainly the best Animal Crossing had ever *looked*, if nothing else. Whereas the GameCube version of Animal Crossing was just a glorified straight port of the N64 original (not looking bad, but also hardly looking like a game that really needed the GameCube’s power to run), this takes the look of the DS game and really polishes it up to look nice on a big TV screen. There are some less sightly elements here and there, such as how you can see parts where the procedural generation didn’t quite fit the land together evenly on some hill and river areas, but it by and large still looks quite nice. The music is also as excellent as ever, and anyone who enjoyed the great soundtracks of the previous Animal Crossing games has nothing to fear with City Folk’s tunes~.

Verdict: Hesitantly Recommended. This is a really, *really* awkward game to try and recommend more or less highly, because it doesn’t exist in a vacuum. My personal favorite Animal Crossing will probably always be the GameCube original (especially if New Horizons, a formula I really don’t care for, is the direction the series will continue to go in the future), so in terms of a pure console Animal Crossing experience, this is definitely not the one I’d recommend the *most* highly. I did rather enjoy my time with City Folk, but with all the camera issues it has (minor as they ultimately are), I also can’t really ever see myself returning to it the way I have with the GameCube game so many times over the years. If you very specifically want your Animal Crossing console experience more simple than New Horizons but more complicated with more character customization options than the old GameCube games had, then City Folk will fit that bill very nicely, but I also can’t imagine that’s a terribly huge amount of people, and this would basically never be the first game I’d recommend someone getting into the series for the first time either. City Folk is a cool adaptation of the Wild World gameplay style, but I think it will be doomed to be an awkward outlier of the series forever (much like the N64 game is) with just how much more the other entries can offer over it even if it’s still a perfectly fine way to play Animal Crossing.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
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