Games Beaten 2026
Re: Games Beaten 2026
Or the middle ground of "the moment-to-moment gameplay is great, but the hub and spoke system feels closer to OoT than Metroid Prime, and if they made a sequel and just focused on level and world design then it would be amazing."
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
- PartridgeSenpai
- Next-Gen
- Posts: 3175
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2026
I've never been super huge into Metroid, and I've certainly never been huge into Prime (heck, only played the first one for the first time a few years back, and still haven't played any of the later ones), but it's been *so* interesting seeing the huge range of opinions about Prime 4 from people I know. There's clearly such a wide range of things people want/expect from the series, and it's been super neat to see that influence people's views of this latest entry ^w^

Uncharted 1 was a game I was shocked I had such a fun time with, and it was such a bummer that 2 did not come even remotely close to being that good. Thankfully, I can happily report that Uncharted 3 has been great fun so far, so that'll hopefully be a much more fun/happy review to write sometime in the next few days~
Thank you very much!RobertAugustdeMeijer wrote: ↑Tue Jun 02, 2026 3:47 am Great read! Makes me want to try out Uncharted 1 now, hah!
Uncharted 1 was a game I was shocked I had such a fun time with, and it was such a bummer that 2 did not come even remotely close to being that good. Thankfully, I can happily report that Uncharted 3 has been great fun so far, so that'll hopefully be a much more fun/happy review to write sometime in the next few days~
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
Re: Games Beaten 2026
I rolled credits on Dragon Quest 11 this weekend, but there's apparently a lot of post-game material, and since RSI issues are making action gaming hard to do right now I guess I'll plow into them, despite wanting to play some different stuff.
- PartridgeSenpai
- Next-Gen
- Posts: 3175
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2026
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)
38. Tales of Arise (PS4)
39. Crash Bandicoot: The Wrath of Cortex (PS2)
40. Crash Bandicoot 4: It's About Time (PS5)
41. Battlefield 1 (PS4)
42. Quantum Break (Xbone)
43. Battlefield V (PS4)
44. Balloon Fight GB (GBC)
45. Lemmings (PSP)
46. Uncharted 2: Among Thieves (PS3)
47. Uncharted 3: Drake's Deception (PS3)
----
48. Turnip Boy Robs a Bank (PC)
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)
38. Tales of Arise (PS4)
39. Crash Bandicoot: The Wrath of Cortex (PS2)
40. Crash Bandicoot 4: It's About Time (PS5)
41. Battlefield 1 (PS4)
42. Quantum Break (Xbone)
43. Battlefield V (PS4)
44. Balloon Fight GB (GBC)
45. Lemmings (PSP)
46. Uncharted 2: Among Thieves (PS3)
47. Uncharted 3: Drake's Deception (PS3)
48. Turnip Boy Robs a Bank (PC)
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
- ElkinFencer10
- Next-Gen
- Posts: 8963
- Joined: Fri Aug 13, 2010 8:34 pm
- Location: Elkin, North Carolina
- Contact:
Re: Games Beaten 2026
Games Beaten in 2026 - 11
* denotes a replay
January (2 Games Beaten)
February (1 Game Beaten)
March (3 Games Beaten)
April (2 Games Beaten)
May (2 Games Beaten)
June (1 Game Beaten)
11. Fallout: London - PC - June 6

Fallout fans have been waiting for over a decade for a new Fallout game. If you count Fallout 76, we've still been waiting for eight years (six years at the time of this mod's initial release). Unfortunately, Bethesda decided that they'd rather keep making content expansions for the Fallout game nobody likes instead of making a new blockbuster adventure. Fortunately for fans, a team of mostly (but not exclusively) British modders said, "Fine, we'll do it ourselves. Chip chip cheerio." Probably. Or something to that effect.

Fallout: London isn't "technically" a new Fallout game but rather a total conversion mod for Fallout 4. And when I say total conversion, I mean this feels as much like the vanilla Fallout 4 as New Vegas feels like Fallout 3; yeah, the gameplay is basically the same, but literally everything else is completely different. This is, hands down, the most impressive mod I've ever seen for any game. The sheer scale of Fallout: London is astounding especially when you consider that it was made by a twelve-person-team, and one of those twelve handled the website and PR, so eleven people actually made the mode. There are branching mission paths and multiple ending depending on which faction you side with, just like an official Fallout. There are dozens of side quests that you may or may not ever stumble upon, just like an official Fallout. There are hilarious Easter eggs, just like in an official Fallout. Most impressively to me, the game is FULLY voice acted, just like an official Fallout, and unlike most of the few voice acted mods I've played, the acting in Fallout: London is done by probably 85% genuinely talented voice actors. No late 90s/early 2000s craptastic voice acting here. Honest to God, the quality is so good, if I put this down in front of someone and said "This is the unannounced Fallout game that just leaked," and hid the Team FOLON logo and name, most people would believe it was a genuine Bethesda product. Bethesda ought to throw a boat load of pounds at them and release this as a standalone game for PC, PlayStation, Xbox, and Switch 2. It's that impressive. I spent nearly 120 hours with Fallout: London, and I've never spent that much time with any mod for any game ever.

The game starts off with a scenario that feels right at home with how other Fallout games by Bethesda have started; you wake up with no memory in a mysterious lab, and all you can find are mysterious masked guards and a voice over a loudspeaker that identifies itself only as "Mr. Smythe." From there, you break out of the lab and eventually find yourself in the streets of London. The first people you encounter are a few gangsters with a group called the Vagabonds. This is your first major faction of the game. They're embroiled in a bitter turf war with a rival gang, the Isle of Dogs Syndicate. The Vagabonds are typical plucky underdog heroes (well, as much as violent gangsters can be heroes), and the Isle of Dogs Syndicate is basically the literal mafia. You can choose to side with the mob, but I personally found it much more satisfying to stroll into their HQ with a .50 caliber revolver and start bursting heads like they're watermelons while my Vagabond sidekicks trail behind wading through an ankle-deep lake of blood. Those two factions, however, are not among the factions from whom you'll choose for your ending; their entire questlines are entirely self-contained and unrelated to the game's finale. The other five factions that don't have endings - and actually aren't even options to side with formally in any sense - are the Tommies, the closest thing there is to a successor the British army, and the Gentry, a bunch of rich douchebags who have barricaded themselves in Westminster to keep away from the commoner rabble and use their wealth to exploit the rest of the London wasteland. There are also the Pistols in Camden; they're basically a group of quasi-communist punks who keep to themselves and govern Camden via a democratically elected council with a limited-time term and only one term allowed. So basically, what I wish Congress was. You've got the Roundels in Hackney. They're weird; they're like a cross between a gang and a neighborhood watch. They'll engage in open street fights with Miller's Men, but they also kind of just want to be left alone to live in peace. They also devoutly follow a "prince" with a severe drug addiction. Lastly, you have Miller's Men in Islington. These are straight up raiders whose only rule is "Miller's' word is law."

The three factions between whom you'll have to choose for the game's finale are Angel, the 5th Column, and Camelot. Angel is Mr. Smythe's faction, so you could end up siding with the folks who had you imprisoned at the start of the game and were experimenting on you. The 5th Column are interesting because they're basically how a lot of people saw Donald Trump (not me; I always knew he was a fascist); they look like a beacon of hope and liberty aiming to restore freedom to London, and then you're shocked and horrified to discover that they're actual a fascist paramilitary militia with cult-like devotion to their leader. Did Team FOLON base them on MAGA? Probably not, but the parallels are hard to miss. Lastly, you have the faction I chose, Camelot. These guys are like if LARPers staged an armed coup. They live in a huge pre-war building they call Camelot, their leader calls himself Arthur, their chief tactician calls himself Merlin, and the lieutenants are referred to as "knights" and each adopt the name of one of the mythical King Arthur's knights. And yes, their strategy meetings are held sitting at a round table. Their goal, like the 5th Column, is to invade Westminster and overthrow the tyrannical rule of the Gentry, but unlike the fascist 5th Column and its desire for a dictatorship with their leader on top, Camelot aims to replace with Gentry with a representative democracy with universal suffrage. Put Jimmy Carter in plate mail and give him a longsword, and you've got Arthur. Oh, and Merlin builds a gigantic trebuchet that flings a car at the Westminster gate and blows a gigantic hole in their huge stone walls. The Rule of Cool dictates that they are the best faction.

What made Fallout: London so much fun for me wasn't just getting to explore London or having a new story in the Fallout universe to explore but all of the little silly fun things. There's a cult of "Cutethulhu," a stuffed knitted Cthulhu, and you find Cutethulhu dolls all over the place. Then you find out that the cult is actually a legit cult, and there's an entire side quest around it. There are new perks you can get upon level up, numerous companions that have their own companion quests and unique perks that you unlock when you get them to max affection. There are new monsters with a distinctly British feel like the radager, and the game has its own regional take on mirelurks and ghouls with mittenlurks (based on mitten crabs instead of blue crabs) and "commuters," respectively; I don't think the game ever makes clear how commuters are distinct from ghouls, but regular ghouls are in the game as well. Then you've got the weapons and armor. Most are your typical types of weapons, some from Fallout 4 and some unique to Fallout: London, but there are a lot of cool unique weapons, some of which are nods to elements of British history, like Joan of Arc's sword or the Crown Jewels. And yes, you can steal the Crown Jewels and walk around London looking like a hobo became the king or queen. So much love and attention and detail when into the creation of this mod that it really does boggle the mind. They teamed up with GOG, too, to make it super easy to install; as long as you own Fallout 4 through GOG, they have an installer that you can add to your library and launch like any other GOG game. It's not a problem if you have Fallout 4 through another launcher like Steam or Xbox, it's just a longer and more complicated manual installation.

Fallout: London is, in the context of fan-made mods, a masterpiece. That said, it's not perfect. Like I said, Team FOLON is only a dozen people, and they don't have the resources that Bethesda has. I ran into a lot of bugs. Most were minor - when I switched weapons, sometimes the gun would, for lack of a better phrase, lock up, and I'd have to switch weapons and then switch back in order to shoot or reload - but there were some that I could only get around with console commands. Quest-critical NCPs not spawning, a key to a door in a quest area that never dropped, NPCs spawning into walls so you can see their name when you're in front of them but not talk to them, etc. The kind of thing that Bethesda's QA team probably would have caught and either fixed before release or quickly patched. And that's not to say that dev team hasn't been catching and fixing bugs via updates; they absolutely have. There's just a limit to what fan modders can realistically do vs a team of paid corporate but testers. Then, of course, you have the typical Bethesda bugs where you kill a guy and his head drops to the ground like normal but his body rockets off into space like Team Rocket. That's not really something they could likely fix as it's universal in vanilla Fallout 4. It's a shame that PlayStation, Xbox, and Switch 2 players can't experience this mod, but if you have Fallout 4 on PC, this is definitely a mod that you need to play, even if it means buying Fallout 4 a second time.
* denotes a replay
January (2 Games Beaten)

Fallout fans have been waiting for over a decade for a new Fallout game. If you count Fallout 76, we've still been waiting for eight years (six years at the time of this mod's initial release). Unfortunately, Bethesda decided that they'd rather keep making content expansions for the Fallout game nobody likes instead of making a new blockbuster adventure. Fortunately for fans, a team of mostly (but not exclusively) British modders said, "Fine, we'll do it ourselves. Chip chip cheerio." Probably. Or something to that effect.

Fallout: London isn't "technically" a new Fallout game but rather a total conversion mod for Fallout 4. And when I say total conversion, I mean this feels as much like the vanilla Fallout 4 as New Vegas feels like Fallout 3; yeah, the gameplay is basically the same, but literally everything else is completely different. This is, hands down, the most impressive mod I've ever seen for any game. The sheer scale of Fallout: London is astounding especially when you consider that it was made by a twelve-person-team, and one of those twelve handled the website and PR, so eleven people actually made the mode. There are branching mission paths and multiple ending depending on which faction you side with, just like an official Fallout. There are dozens of side quests that you may or may not ever stumble upon, just like an official Fallout. There are hilarious Easter eggs, just like in an official Fallout. Most impressively to me, the game is FULLY voice acted, just like an official Fallout, and unlike most of the few voice acted mods I've played, the acting in Fallout: London is done by probably 85% genuinely talented voice actors. No late 90s/early 2000s craptastic voice acting here. Honest to God, the quality is so good, if I put this down in front of someone and said "This is the unannounced Fallout game that just leaked," and hid the Team FOLON logo and name, most people would believe it was a genuine Bethesda product. Bethesda ought to throw a boat load of pounds at them and release this as a standalone game for PC, PlayStation, Xbox, and Switch 2. It's that impressive. I spent nearly 120 hours with Fallout: London, and I've never spent that much time with any mod for any game ever.

The game starts off with a scenario that feels right at home with how other Fallout games by Bethesda have started; you wake up with no memory in a mysterious lab, and all you can find are mysterious masked guards and a voice over a loudspeaker that identifies itself only as "Mr. Smythe." From there, you break out of the lab and eventually find yourself in the streets of London. The first people you encounter are a few gangsters with a group called the Vagabonds. This is your first major faction of the game. They're embroiled in a bitter turf war with a rival gang, the Isle of Dogs Syndicate. The Vagabonds are typical plucky underdog heroes (well, as much as violent gangsters can be heroes), and the Isle of Dogs Syndicate is basically the literal mafia. You can choose to side with the mob, but I personally found it much more satisfying to stroll into their HQ with a .50 caliber revolver and start bursting heads like they're watermelons while my Vagabond sidekicks trail behind wading through an ankle-deep lake of blood. Those two factions, however, are not among the factions from whom you'll choose for your ending; their entire questlines are entirely self-contained and unrelated to the game's finale. The other five factions that don't have endings - and actually aren't even options to side with formally in any sense - are the Tommies, the closest thing there is to a successor the British army, and the Gentry, a bunch of rich douchebags who have barricaded themselves in Westminster to keep away from the commoner rabble and use their wealth to exploit the rest of the London wasteland. There are also the Pistols in Camden; they're basically a group of quasi-communist punks who keep to themselves and govern Camden via a democratically elected council with a limited-time term and only one term allowed. So basically, what I wish Congress was. You've got the Roundels in Hackney. They're weird; they're like a cross between a gang and a neighborhood watch. They'll engage in open street fights with Miller's Men, but they also kind of just want to be left alone to live in peace. They also devoutly follow a "prince" with a severe drug addiction. Lastly, you have Miller's Men in Islington. These are straight up raiders whose only rule is "Miller's' word is law."

The three factions between whom you'll have to choose for the game's finale are Angel, the 5th Column, and Camelot. Angel is Mr. Smythe's faction, so you could end up siding with the folks who had you imprisoned at the start of the game and were experimenting on you. The 5th Column are interesting because they're basically how a lot of people saw Donald Trump (not me; I always knew he was a fascist); they look like a beacon of hope and liberty aiming to restore freedom to London, and then you're shocked and horrified to discover that they're actual a fascist paramilitary militia with cult-like devotion to their leader. Did Team FOLON base them on MAGA? Probably not, but the parallels are hard to miss. Lastly, you have the faction I chose, Camelot. These guys are like if LARPers staged an armed coup. They live in a huge pre-war building they call Camelot, their leader calls himself Arthur, their chief tactician calls himself Merlin, and the lieutenants are referred to as "knights" and each adopt the name of one of the mythical King Arthur's knights. And yes, their strategy meetings are held sitting at a round table. Their goal, like the 5th Column, is to invade Westminster and overthrow the tyrannical rule of the Gentry, but unlike the fascist 5th Column and its desire for a dictatorship with their leader on top, Camelot aims to replace with Gentry with a representative democracy with universal suffrage. Put Jimmy Carter in plate mail and give him a longsword, and you've got Arthur. Oh, and Merlin builds a gigantic trebuchet that flings a car at the Westminster gate and blows a gigantic hole in their huge stone walls. The Rule of Cool dictates that they are the best faction.

What made Fallout: London so much fun for me wasn't just getting to explore London or having a new story in the Fallout universe to explore but all of the little silly fun things. There's a cult of "Cutethulhu," a stuffed knitted Cthulhu, and you find Cutethulhu dolls all over the place. Then you find out that the cult is actually a legit cult, and there's an entire side quest around it. There are new perks you can get upon level up, numerous companions that have their own companion quests and unique perks that you unlock when you get them to max affection. There are new monsters with a distinctly British feel like the radager, and the game has its own regional take on mirelurks and ghouls with mittenlurks (based on mitten crabs instead of blue crabs) and "commuters," respectively; I don't think the game ever makes clear how commuters are distinct from ghouls, but regular ghouls are in the game as well. Then you've got the weapons and armor. Most are your typical types of weapons, some from Fallout 4 and some unique to Fallout: London, but there are a lot of cool unique weapons, some of which are nods to elements of British history, like Joan of Arc's sword or the Crown Jewels. And yes, you can steal the Crown Jewels and walk around London looking like a hobo became the king or queen. So much love and attention and detail when into the creation of this mod that it really does boggle the mind. They teamed up with GOG, too, to make it super easy to install; as long as you own Fallout 4 through GOG, they have an installer that you can add to your library and launch like any other GOG game. It's not a problem if you have Fallout 4 through another launcher like Steam or Xbox, it's just a longer and more complicated manual installation.

Fallout: London is, in the context of fan-made mods, a masterpiece. That said, it's not perfect. Like I said, Team FOLON is only a dozen people, and they don't have the resources that Bethesda has. I ran into a lot of bugs. Most were minor - when I switched weapons, sometimes the gun would, for lack of a better phrase, lock up, and I'd have to switch weapons and then switch back in order to shoot or reload - but there were some that I could only get around with console commands. Quest-critical NCPs not spawning, a key to a door in a quest area that never dropped, NPCs spawning into walls so you can see their name when you're in front of them but not talk to them, etc. The kind of thing that Bethesda's QA team probably would have caught and either fixed before release or quickly patched. And that's not to say that dev team hasn't been catching and fixing bugs via updates; they absolutely have. There's just a limit to what fan modders can realistically do vs a team of paid corporate but testers. Then, of course, you have the typical Bethesda bugs where you kill a guy and his head drops to the ground like normal but his body rockets off into space like Team Rocket. That's not really something they could likely fix as it's universal in vanilla Fallout 4. It's a shame that PlayStation, Xbox, and Switch 2 players can't experience this mod, but if you have Fallout 4 on PC, this is definitely a mod that you need to play, even if it means buying Fallout 4 a second time.
Patron Saint of Bitch Mode
Re: Games Beaten 2026
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)
18. Green Hell (Adventure)(PC)
19. Stray (Adventure)(PC)
20. Post Void (FPS)(PC)
21. Kiosk (Horror)(PC)
22. Gnomdom (Puzzle)(PC)
23. Librarian: Tidy Up the Arcane Library (Puzzle)(PC)
24. Shooty Shooty Robot Invasion (FPS)(PC)
25. Vital Shell (Action)(PC)
26. Warhammer 40,000: Fire Warrior (FPS)(PC)
27. Slayers X (FPS)(PC)
28. PO'ed (FPS)(PC)
Nightdive has done some incredible work remastering a lot of forgotten or cast aside FPS games, and in the last few years, there have been some huge surprises. I was not expecting to see the likes of Killing Time get the royal treatment, but I wasn't upset by it at all. But then there is PO'ed, an oddball choice among oddballs.
Why is this weird? Well, for one, it wasn't a PC game...ever. It was a 3DO and then a PS1 release. And it was one I was curious about but doubted I'd ever get to play as a result of that console exclusivity. The other reason this is weird is because, well, PO'ed is a strange beast that I've seen described as a fever dream. It's not a "good" game. It's a weird game, from a bunch of folks with experience but who wanted to try and get away from the cramped feel of what was modern FPS design at the time.
The end result is a lot of experimentation, some of which showcases incredible creativity. And some of which falls utterly flat. You have a jetpack, an anger system that makes certain weapons do more damage the lower on health you get, levels that are wildly chaotic and lack general flow, a wide range of foes from invisible demons (awesome) to vampire bats (awful) to walking fanged butts (seriously). It is in many ways a glorious mess. And it also just as often plays like utter trash.
Character movement feels like ice skating, bad in most FPS but awful when you realize this one includes platforming in the early days of 3D. It has mandatory secrets that do not look any different from every other wall; no sign posting at all. It being a console FPS from the mid-90s, it has aim-assist, but flying enemies are tiny and usually move too fast to be hit. And then there are the vast array of bugs, like getting stuck in the ceiling or watching your rocket fly harmlessly through the sprite of the turret you want to blast.
The end result? PO'ed is not for me. The experiment simply didn't work, though I must admit there were some things I ended up really loving. My favorite weapon? The fly-by-wire rocket you control, so you can sit around a corner and wipe out the entire level. In a game where I get a frying pan and a meat cleaver, you made the rocket launcher cool. That's awesome.
But unless you're really into FPS oddities and history, I don't have much reason to recommend PO'ed. I'm glad I finally got to experience it, but I have no desire to ever do so again.
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)
18. Green Hell (Adventure)(PC)
19. Stray (Adventure)(PC)
20. Post Void (FPS)(PC)
21. Kiosk (Horror)(PC)
22. Gnomdom (Puzzle)(PC)
23. Librarian: Tidy Up the Arcane Library (Puzzle)(PC)
24. Shooty Shooty Robot Invasion (FPS)(PC)
25. Vital Shell (Action)(PC)
26. Warhammer 40,000: Fire Warrior (FPS)(PC)
27. Slayers X (FPS)(PC)
28. PO'ed (FPS)(PC)
Nightdive has done some incredible work remastering a lot of forgotten or cast aside FPS games, and in the last few years, there have been some huge surprises. I was not expecting to see the likes of Killing Time get the royal treatment, but I wasn't upset by it at all. But then there is PO'ed, an oddball choice among oddballs.
Why is this weird? Well, for one, it wasn't a PC game...ever. It was a 3DO and then a PS1 release. And it was one I was curious about but doubted I'd ever get to play as a result of that console exclusivity. The other reason this is weird is because, well, PO'ed is a strange beast that I've seen described as a fever dream. It's not a "good" game. It's a weird game, from a bunch of folks with experience but who wanted to try and get away from the cramped feel of what was modern FPS design at the time.
The end result is a lot of experimentation, some of which showcases incredible creativity. And some of which falls utterly flat. You have a jetpack, an anger system that makes certain weapons do more damage the lower on health you get, levels that are wildly chaotic and lack general flow, a wide range of foes from invisible demons (awesome) to vampire bats (awful) to walking fanged butts (seriously). It is in many ways a glorious mess. And it also just as often plays like utter trash.
Character movement feels like ice skating, bad in most FPS but awful when you realize this one includes platforming in the early days of 3D. It has mandatory secrets that do not look any different from every other wall; no sign posting at all. It being a console FPS from the mid-90s, it has aim-assist, but flying enemies are tiny and usually move too fast to be hit. And then there are the vast array of bugs, like getting stuck in the ceiling or watching your rocket fly harmlessly through the sprite of the turret you want to blast.
The end result? PO'ed is not for me. The experiment simply didn't work, though I must admit there were some things I ended up really loving. My favorite weapon? The fly-by-wire rocket you control, so you can sit around a corner and wipe out the entire level. In a game where I get a frying pan and a meat cleaver, you made the rocket launcher cool. That's awesome.
But unless you're really into FPS oddities and history, I don't have much reason to recommend PO'ed. I'm glad I finally got to experience it, but I have no desire to ever do so again.
- PartridgeSenpai
- Next-Gen
- Posts: 3175
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2026
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)
38. Tales of Arise (PS4)
39. Crash Bandicoot: The Wrath of Cortex (PS2)
40. Crash Bandicoot 4: It's About Time (PS5)
41. Battlefield 1 (PS4)
42. Quantum Break (Xbone)
43. Battlefield V (PS4)
44. Balloon Fight GB (GBC)
45. Lemmings (PSP)
46. Uncharted 2: Among Thieves (PS3)
47. Uncharted 3: Drake's Deception (PS3)
48. Turnip Boy Robs a Bank (PC)
49. Dr. Mario (Famicom)
This is a game I’ve used as a time killer in the past (especially on the GameBoy when I was younger), but really just did nothing but dabble on low speed difficulty until I got bored. I was doing the same sort of time killing the other day, but I accidentally picked mid speed instead of low, and I was super surprised to see a little cutscene follow beating stage 5. I tried going through all of low speed, but there was just one ‘congratulations’ screen after stage 20, but hi speed had those special little cutscenes every 5 stages as well. I used tons of rewinds to see the rest of the hi speed cutscenes, and then I decided to try and do it legit. The game doesn’t have proper credits to hit, but I just counted seeing all 9 of those cutscenes as “beating” the game as much as one reasonably could. The earlier messing around combined with the time I then used to do mid speed levels 1~20 as well as hi speed 1~20 without rewinds (though with a good few continues, especially on hi speed) took around 7.5 hours playing via the Switch Online Famicom service.
Being a retro puzzle game that was made in the wake of Tetris, there’s not exactly much story to Dr. Mario. You’re Dr. Mario, and you’ve got bottles full of viruses and loads of two-segment pills to use to destroy them. Viruses aren’t affected by gravity, but pills are, so dropping them carefully is the key to victory. Line up 4 or more of the same color pill segments either vertically or horizontally, and you’ll destroy all the pills and/or viruses in that row. Clear out all the viruses from the bottle, and you win the stage and it’s on to the next one. While I don’t think Dr. Mario is the strongest puzzle game trying to ride Tetris’s coattails (imo that’s Panel De Pon by a pretty strong margin), but it’s still a fun game with solid enough fundamentals to be an entertaining challenge.
The only real design issue with Dr. Mario, at least compared to other similar falling/rising block puzzle games like Columns, Tetris, or Panel De Pon, is that compared to most other games in this style, Dr. Mario is entirely objective focused. While you can have line clear modes in Tetris where you’ve got a score quota to fill, all you need is the blocks to do eternal score attack. You’ve got similar things in something like Panel De Pon or Columns, too. Dr. Mario, however, is much more like other Nintendo puzzle games from this era like Yoshi’s Cookie or Wario’s Woods, where destroying all the objective tiles is the *only* way to play. You can’t have an endless mode in Dr. Mario because the only way to score points is by destroying the viruses, and the game can’t really exist outside of that stage-based format. This is something the later versus-focused Dr. Mario games go some of the way towards solving, but that doesn’t help much for this original entry.
It’s not some fatal flaw of the game’s design or anything, by any means, but it’s definitely a meaningful sticking point that has kept Dr. Mario from ever reaching the lofty heights of a Tetris, as far as I’m concerned. The biggest actual issue with this version of Dr. Mario, frankly, is just the hardware it’s running on. Pill dropping speeds get *so* fast that actually placing them properly becomes literally impossible for a human to pull off. This is a problem especially when you get to virus levels beyond 18, because you’re already dealing with pretty luck-based outcomes at this point. The viruses are *so* close to the top of the bottle that a single misplaced pill will just kill your run dead, which is already something I’m not a huge fan of because it makes a huge part of any score attack effort immediately bound to luck far more heavily than a game like Tetris ever has to deal with.
While the starting pill speeds on hi speed mode is plenty manageable, if you don’t get lucky enough to solve the level quick (or just have god-tier Dr. Mario skills, presumably), then they’ll eventually be dropping so fast that your ability to even move and spin pills will start getting interrupted by the hardware limitations of the Famicom. I’m willing to admit that this may just be down to an emulation issue with the Switch’s Famicom service, but regardless, there were quite a few times where I ended up badly misplacing a pill because the game ate a directional input because I was tapping the pill spin button too rapidly. It happened enough times over those 7+ hours that I have trouble marking it down to simply repeated misplays by me (of which I absolutely had plenty, no question), and it definitely made me wish I were playing a different version of the game.
The presentation is pretty darn good, at least as much as you could hope for with a puzzle game in the late NES era. The graphics look nice and detailed, especially in the cutscenes where the three viruses sit on top of a giant tree and watch weird stuff pass them by. I certainly would’ve taken slightly less nice graphics if it meant the game ran a little better, but I’m not going to assume how possible that would’ve been in the first place for a game on this hardware. The music is really great, though. While I’m generally a fan of Fever for most modern renditions of these songs, I’m definitely now more of a fan of the Chill theme for puzzling on this original version (it’s such a comparatively, weirdly long song!). The other songs in Dr. Mario also really impressed me, and the theme that plays over the viruses in the cutscenes is really pretty, and it has some really nice vibes from the Mother series, too.
Verdict: Hesitantly Recommended. While my favorite NES-era falling block puzzler will always be Wario’s Woods, this is still a really fun game that’s a classic for a reason. That said, I definitely prefer later releases that have more finely tuned control (such as the N64 version) rather than this original release. This isn’t an awful version of it by any means, but given the great range of choice you have in terms of which system you’ll do your Dr. Mario-ing on these days, I can’t help but feel like choosing a more modern release will up your fun factor by a pretty significant amount.
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)
38. Tales of Arise (PS4)
39. Crash Bandicoot: The Wrath of Cortex (PS2)
40. Crash Bandicoot 4: It's About Time (PS5)
41. Battlefield 1 (PS4)
42. Quantum Break (Xbone)
43. Battlefield V (PS4)
44. Balloon Fight GB (GBC)
45. Lemmings (PSP)
46. Uncharted 2: Among Thieves (PS3)
47. Uncharted 3: Drake's Deception (PS3)
48. Turnip Boy Robs a Bank (PC)
49. Dr. Mario (Famicom)
This is a game I’ve used as a time killer in the past (especially on the GameBoy when I was younger), but really just did nothing but dabble on low speed difficulty until I got bored. I was doing the same sort of time killing the other day, but I accidentally picked mid speed instead of low, and I was super surprised to see a little cutscene follow beating stage 5. I tried going through all of low speed, but there was just one ‘congratulations’ screen after stage 20, but hi speed had those special little cutscenes every 5 stages as well. I used tons of rewinds to see the rest of the hi speed cutscenes, and then I decided to try and do it legit. The game doesn’t have proper credits to hit, but I just counted seeing all 9 of those cutscenes as “beating” the game as much as one reasonably could. The earlier messing around combined with the time I then used to do mid speed levels 1~20 as well as hi speed 1~20 without rewinds (though with a good few continues, especially on hi speed) took around 7.5 hours playing via the Switch Online Famicom service.
Being a retro puzzle game that was made in the wake of Tetris, there’s not exactly much story to Dr. Mario. You’re Dr. Mario, and you’ve got bottles full of viruses and loads of two-segment pills to use to destroy them. Viruses aren’t affected by gravity, but pills are, so dropping them carefully is the key to victory. Line up 4 or more of the same color pill segments either vertically or horizontally, and you’ll destroy all the pills and/or viruses in that row. Clear out all the viruses from the bottle, and you win the stage and it’s on to the next one. While I don’t think Dr. Mario is the strongest puzzle game trying to ride Tetris’s coattails (imo that’s Panel De Pon by a pretty strong margin), but it’s still a fun game with solid enough fundamentals to be an entertaining challenge.
The only real design issue with Dr. Mario, at least compared to other similar falling/rising block puzzle games like Columns, Tetris, or Panel De Pon, is that compared to most other games in this style, Dr. Mario is entirely objective focused. While you can have line clear modes in Tetris where you’ve got a score quota to fill, all you need is the blocks to do eternal score attack. You’ve got similar things in something like Panel De Pon or Columns, too. Dr. Mario, however, is much more like other Nintendo puzzle games from this era like Yoshi’s Cookie or Wario’s Woods, where destroying all the objective tiles is the *only* way to play. You can’t have an endless mode in Dr. Mario because the only way to score points is by destroying the viruses, and the game can’t really exist outside of that stage-based format. This is something the later versus-focused Dr. Mario games go some of the way towards solving, but that doesn’t help much for this original entry.
It’s not some fatal flaw of the game’s design or anything, by any means, but it’s definitely a meaningful sticking point that has kept Dr. Mario from ever reaching the lofty heights of a Tetris, as far as I’m concerned. The biggest actual issue with this version of Dr. Mario, frankly, is just the hardware it’s running on. Pill dropping speeds get *so* fast that actually placing them properly becomes literally impossible for a human to pull off. This is a problem especially when you get to virus levels beyond 18, because you’re already dealing with pretty luck-based outcomes at this point. The viruses are *so* close to the top of the bottle that a single misplaced pill will just kill your run dead, which is already something I’m not a huge fan of because it makes a huge part of any score attack effort immediately bound to luck far more heavily than a game like Tetris ever has to deal with.
While the starting pill speeds on hi speed mode is plenty manageable, if you don’t get lucky enough to solve the level quick (or just have god-tier Dr. Mario skills, presumably), then they’ll eventually be dropping so fast that your ability to even move and spin pills will start getting interrupted by the hardware limitations of the Famicom. I’m willing to admit that this may just be down to an emulation issue with the Switch’s Famicom service, but regardless, there were quite a few times where I ended up badly misplacing a pill because the game ate a directional input because I was tapping the pill spin button too rapidly. It happened enough times over those 7+ hours that I have trouble marking it down to simply repeated misplays by me (of which I absolutely had plenty, no question), and it definitely made me wish I were playing a different version of the game.
The presentation is pretty darn good, at least as much as you could hope for with a puzzle game in the late NES era. The graphics look nice and detailed, especially in the cutscenes where the three viruses sit on top of a giant tree and watch weird stuff pass them by. I certainly would’ve taken slightly less nice graphics if it meant the game ran a little better, but I’m not going to assume how possible that would’ve been in the first place for a game on this hardware. The music is really great, though. While I’m generally a fan of Fever for most modern renditions of these songs, I’m definitely now more of a fan of the Chill theme for puzzling on this original version (it’s such a comparatively, weirdly long song!). The other songs in Dr. Mario also really impressed me, and the theme that plays over the viruses in the cutscenes is really pretty, and it has some really nice vibes from the Mother series, too.
Verdict: Hesitantly Recommended. While my favorite NES-era falling block puzzler will always be Wario’s Woods, this is still a really fun game that’s a classic for a reason. That said, I definitely prefer later releases that have more finely tuned control (such as the N64 version) rather than this original release. This isn’t an awful version of it by any means, but given the great range of choice you have in terms of which system you’ll do your Dr. Mario-ing on these days, I can’t help but feel like choosing a more modern release will up your fun factor by a pretty significant amount.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
Re: Games Beaten 2026
Wario's Woods is your favorite? Interesting... It is somewhat unique in the way you control where blocks end up. It's clear Super Puzzle Fighter and Baku Baku take a bit from it. I think Baku Baku is probably my favorite of the "trigger block needed to eliminate block piles" games, despite being bizarrely ugly.
