Games Beaten 2026

Anything that is gaming related that doesn't fit well anywhere else
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RobertAugustdeMeijer
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Re: Games Beaten 2026

Post by RobertAugustdeMeijer »

31: Pulse Man

That other mythical game from the Sega Channel, this one ain't Alien Soldier. Due to your big sprite and emphasis on speed, there isn't much room for interesting level design. This would have been a dime-a-dozen combat platformer were it not for the ability for charging up and letting loose an invincible bouncing around attack (similar to Rocket Knight's rocket launch). But since you need to first run, momentum is often halted while you backtrack to break through walls. This dynamic is fun for speedrunning, but that's not recommended considering its length, slowdown, auto-scrolling, and obnoxious bonus stages. Pulse Man is a polished product, but the US didn't miss out on anything special.

5/10
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Re: Games Beaten 2026

Post by marurun »

RobertAugustdeMeijer wrote: Wed Jun 10, 2026 11:11 am 31: Pulse Man

That other mythical game from the Sega Channel
Also a Game Freak game, which always is bonkers when you think about how they become the House of Pokemon shortly after.
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Re: Games Beaten 2026

Post by REPO Man »

Game Freak also made Tembo the Badass Elephant, which ironically is a Sega-published game.
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RobertAugustdeMeijer
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Re: Games Beaten 2026

Post by RobertAugustdeMeijer »

32: UFO 50
How much love can be encapsulated in one video game system? As anyone growing up with a ZX Spectrum, Commodore 64, or NES (and a subscription of Crash/ZZap!/Nintendo Power) can attest, it's not only the separate games we love, but the glorification of the system that ties us to it in ways no other machine can. Here we have a story made of games. The curation is altogether a tale of a fictional company, and also a tale of six real life developers who sank their heart into a ridiculous project. It's bewildering. Maybe you won't enjoy every game (although you likely will enjoy most of them, if not celebrate at least a dozen of them), but that's not the point. You don't buy UFO 50 because it's a good deal. You indulge in UFO 50 because it proves that if play is indeed for forever, there is talent out there up to the task to filling up that void. With endless love.

10/10
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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)
21. Sonic Blast Man (SNES)
22. Batman Returns (SNES)
23. Tecmo Bowl (NES/Switch Online)
24. Dragon Quest V: Hand of the Heavenly Bride (DS)
25. Steel Assault (Steam)
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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

1~50
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)
50. Max Payne 2: The Fall of Max Payne (PC)
51. Jimmy and the Pulsating Mass (PC)

This is a game I’ve been meaning to play for ages, but it was never really in the price range I needed it to be in to actually pick it up. However, my lovely partner got it for me for our anniversary this year, so I could finally get to it! I’ve had a good deal of fun with these modern Earthbound-inspired RPG Maker games, and I’d only ever heard praise for this one, so I knew I was in for a treat. The exact nature of that treat remained a mystery to me for quite some time after starting the game, admittedly, but I still enjoyed it for what it was in the end X3. Playing the English version of the game on normal difficulty, it ultimately took me around 29 hours to finish the game, and I then spent another 4 or so hours doing post-game side content until I hit a wall that I just couldn’t be bothered to grind past (so everything sans the hardest Heart Prison boss and the Dark Dungeon <w>). I know I say this a lot, but especially for this game, there is really no way for me to meaningfully discuss the narrative of this game without spoiling significant aspects of it, so reader discretion please be advised.

This is the story of the titular Jimmy. He’s an 8-year-old boy living in a house on an idyllic, fantasy hill with his family: His meathead brother Buck, his adoring mother Helga, his erudite father Andrew, and his laid-back uncle Lars. One day, after returning home from playing nearby, his mother asks him and his brother to go to the nearby giant beehive and ask the bees there for some honey to complete a cake for Jimmy. Buck has to be strongarmed into hanging out with his kid brother, but he reluctantly agrees. However, upon leaving home, Buck and Jimmy quickly notice things are not what they usually are. Whether in the nearby village of Smile the giant beehive, or the plains beyond, violent wild animals and odd, unfamiliar thugs seem to be very intent on making life miserable for people. Well, not just people. They want to make things miserable for Jimmy in particular, for whatever reason. They don’t know it yet, but this is the start of a long, harrowing journey for not just Jimmy, but his entire family, too.

This is where the spoilery talk starts. Jimmy and the Pulsating Mass is not just some innocent Earthbound-inspired RPG where the whole adventure happens to take place in a world reminiscent of Earthbound’s Magicant. The world Jimmy lives in is a fantasy world in his head where this whole adventure takes place, because the real-world Jimmy is stuck in a hospital bed lying near comatose as his body fights off a very nasty cancer ravaging his body. That is where the Pulsating Mass in the title comes from. That said, not all of Jimmy’s adventure is sadness and frustrations. Over the course of your adventure, you meet all sorts of weird and wacky characters, so silly and strange sidequests, and befriend all sorts of folks both odd and typical (but mostly odd). At the end of the day, even as grim as the premise of the story is (which in a normal playthrough likely wouldn’t become clear until like 12+ hours into the story), it’s still all within the framing device of the mind of an 8 year old child, and that’s where a lot of the game’s greatest narrative strengths lie.

Jimmy certainly knows his place in the world, but there’s still a lot he doesn’t understand. He doesn’t really understand the nature of his illness, but he doesn’t need to understand the gravity of the seriousness of his situation. He also doesn’t need to understand any of that to be endlessly frustrated by how awful he feels and how tired he is of feeling like a burden trapped in this hospital bed. We get a lot of little windows into Jimmy’s life before he got sick, and there are happy ones as well as sad ones. Jimmy is pretty clearly on the autism spectrum, and he’s probably dyslexic as well. He’s a rather shy kid who isn’t great at making friends, and he struggles in school academically as well as socially. The deeper causes as to why may be lost on him, but the difficulties he faces because of those causes are all too real (as they would be to any child).

But the happiness and love he has for his family are also things you get tons of, and combined with the fantasy land adventures, it’s definitely the largest part of Jimmy’s adventure. Seeing how his older brother is obsessed with strength and coolness but also can’t help but be protective of his little brother, how his mom is a beacon of positivity but has her sad moments too, how his father is a man who loves learning and teaching but can’t stop blaming himself for failing his very sick son, and how his uncle has a lot of the same issues Jimmy does yet still is a good person worthy of love and respect anyhow. As much as Jimmy is scared of feeling like a burden to his family and is afraid of the greater powers outside his control making his life harder, there’s never any doubt that his family care very deeply for him and his wellbeing and always have.

I really love the family and “fantasy from the mind of a child” aspects of the game, which is why it’s so weird to talk about the game’s *other* significant narrative pillar. For the handful of larger adult concepts that get simplified down from Jimmy’s elementary school perspective a lot of them are presented in ways that directly go against the larger vibe of that framing device. The game has no shortage of Disco Elysium-level critiques of the coldness of the modern world and the inhumanity pushed upon it by capitalism. These critiques aren’t poorly done or even disruptive per se, but they also make absolutely no sense if our framing device is meant to be through the mind of an 8-year-old kid.

Cohabitating oddly as they are, I wouldn’t say these two principle pillars of the narrative are at odds with one another. Frankly, they’re paced remarkably well for what an incongruent pair they make. The analogy I’d use isn’t so much that they’re pulling each other down so much as one is occupying space that would probably be better served by the other. It’s like you only have so many building blocks to build your narrative castle, and you built two towers rather than one big one. This tonal mishmash works far better than it probably should, and it also helps the game be a lot funnier and relevant than it otherwise probably would be as well, but that doesn’t really fix the fundamental issue of these being two issues that just don’t make any sense living in the same story together.

Overall, I think Jimmy and the Pulsating Mass is a pretty damn well written game. Strange in tone and slow in pace as the narrative can feel at times, it’s still got a ton of heart and sincerity in what it talks about, and it handles a story about a kid fighting against a lethal cancer far better than I ever would’ve thought possible, and that’s even including the ambiguous way the narrative ends. A story where Jimmy just straightforwardly dies at the end would’ve been far too grim a tale to have that positive lead up all the way through it, and an ending where Jimmy just wakes up perfectly fine would send the message that cancer is something you can just beat like a video game, by trying hard enough, when that’s just so very much not the case. While I wouldn’t say that someone was wrong if they came away from JatPM feeling that it was ultimately distasteful towards the experiences of someone going through Jimmy’s situation, that is not my reading of the story. The only thing I really think I could call “distasteful” as such is the academy section, which I think leans a bit too far into Japanese VN parody for its own good in places ^^;. That point aside, in terms of the larger discussions of family, death, and cancer, I think that the authors have done a good a job as they possibly could’ve in tastefully communicating the absurdity of tragedy, both its highs and its lows, through Jimmy’s adventure.

Mechanically, Jimmy and the Pulsating Mass is very much an RPG Maker game, but there are a few interesting twists here and there. On the more typical side, you’ve got a 4-person party turn-based battle system with HP, MP, status effects, and items. If you’ve played any retro turn-based RPG, none of the fundamentals here will feel at all unfamiliar. On the more interesting side, you’ve got the odd ways that JatPM has chosen to do power progression for both Jimmy and his party members. For Jimmy, while he has no special abilities normally, what he does have is the special power of Empathy. This functionally allows him to transform into certain defeated boss enemies and take on both their special moves as well as percentage modifiers to his base stats. While everyone levels up normally by getting EXP at the end of battle, Jimmy’s transformations respectively had EXP values as well. Each level gained by a particular transformation will permanently increase one of Jimmy’s base stats for all of his forms, and getting a transformation to a high enough level will unlock one of its special moves to be able to be used by any power. This is where normal Jimmy shows his stuff. While two special active abilities and one passive ability can be shared across all transformations, untransformed Jimmy can have far more of both kinds, making him a real beast if you level him up the right way.

However, this is a double-edged sword for progression. Just like with all of your non-Jimmy party members, Jimmy’s transformations never actually gain any new active abilities by leveling up. The new passives they unlock can be powerful and cool, but as far as new techniques or skills for battle, what you start with is exactly what you’ll end with. The game takes some interesting techniques for how to vary up the experience with you other party members, though. Firstly, all non-Jimmy party members can equip up to two technical manuals that will teach them a new active ability to wield in combat. This allows a fair deal of flexibility in the roles you can have your wider party cover, and that’s especially useful because the other way the game varies up party power is by taking away old party members and giving you new ones in their place. This can be rather frustrating at times if the old way you were dishing out power is suddenly invalid, but the game is, at the very least, kind enough to almost never take away your main healer once you get them.

It’s not that this system *doesn’t* work, but it definitely gives the game an uneven and rocky pace at times, particularly closer to the start. The game begins as just a series of weird things compelling to Jimmy & Co. that compel them to go through dungeons and such. This isn’t really a character-driven story in the sense that there are grand character arcs you can follow as the story goes along. It’s an adventure compelling due to its charm and its comedy, not unlike the original Earthbound. In that way, this is easily the most evocative of Earthbound’s style that I’ve seen any of these Earthbound-inspired games be. However, that doesn’t really make this adventure’s rough spots any easier to deal with. Between that meandering feeling to a lot of the early story beats, the rather repetitive and simple pace to combat, and the uneven difficulty, JatPM is hardly a flawless game anyone could enjoy (though it does thankfully have an easy mode for anyone troubled by the harder early bosses, so that’s nice). It’s hardly a bad-playing game or a boring story, and I do think that everything only gets stronger as the game keeps going, but compared to something like Lisa: The Painful or Weird and Unfortunate Things are Happening, this is definitely the indie RPG Maker game I’ve played that’s taken the longest to really hook me.

The aesthetics are largely simple, but they’re also delightfully colorful and whimsical. The first-person Dragon Quest-like perspective only really lends to this, but it’s yet another aspect of the game where I cannot help but compare it to Earthbound, though I only mean it positively. As often evocative of Earthbound as JatPM is, it is absolutely its own beast, and it does a great job of making something totally new out of the disparate pieces of its inspirations. On that note, JatPM is not afraid to get dark in a way that a game like Earthbound never could (by nature of when it was made), so a content warning goes out not just to kids with cancer, but also bloody murder and body horror (particularly the latter). The music is great, too, and the huge number of tracks that accompany this game’s locations help bring that whimsical charm to life all that much better.

Verdict: Recommended. Jimmy and the Pulsating Mass is a really weird game to try and recommend to people. It’s got enough clunkiness in its mechanical presentation and slowness to its overall pace that it’s definitely not a top-tier turn-based RPG, but its also got enough heart and quality in its writing that I could never imagine of dismissing the high points of the story as coming from nothing but the novelty of the subject matter. Jimmy is absolutely a game in the genre of “7/10, best game ever”, but it’s decidedly not *my* best game ever. Specific bugbears of RPG design aside, my own experiences just don’t align enough with Jimmy’s for this game to really hit me (which is a thing I had with a close contemporary to this game, Disco Elysium, as well). This isn’t a bad thing, but it’s definitely why the game didn’t resonate with me, personally, where I can very easily imagine it’s resonated with so many others.

This is the point of the review where I’d usually say “If you’re a fan of turn-based RPGs, this is definitely one worth checking out”, but painting JatPM as just another turn-based RPG does its narrative something of a disservice. What I will say, however, is that if the concept of an RPG that takes place in the mind of an 8-year-old that both isn’t cynical and isn’t afraid to get dark sounds appealing to you, then this is absolutely a game worth your time. By contrast, if you’re someone who tends to prioritize mechanical depth in your RPGs (someone who, for example, found games like Earthbound a bit too boring to play to be all that engaging), then JatPM will probably not be your jam enough to stick with it for the whole thing. No matter how you slice it, Jimmy and the Pulsating Mass is a game brimming with sincerity, love, and a zest for what makes life worth living, and that’s definitely something I think the world could use more of these days even if the specter of darker, unhappier times lurk among those emotions.
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ElkinFencer10
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Re: Games Beaten 2026

Post by ElkinFencer10 »

Games Beaten in 2026 - 12
* denotes a replay

January (2 Games Beaten)
1. Metal Slug 2 - Neo Geo - January 20*
2. Metal Slug X - Neo Geo - January 25*
February (1 Game Beaten)
3. Metal Slug 3- Neo Geo - February 23*
March (3 Games Beaten)
4. Star Trek: Voyager - Across the Unknown - Switch 2 - March 2
5. Resident Evil: Requiem - PlayStation 5 - March 5
6. Pokemon Pokopia - Switch 2 - March 19
April (2 Games Beaten)
7. Pokemon FireRed and LeafGreen - Switch - April 6
8. Choo-Choo Charles - PlayStation 5 - April 16
May (2 Games Beaten)
9. Hyrule Warriors: Age of Imprisonment - Switch 2 - May 25
10. Metroid Prime 4: Beyond - Switch 2 - May 30
June (2 Games Beaten)
11. Fallout: London - PC - June 6
12. Mario Tennis Fever - Switch 2 - June 7
12. Mario Tennis Fever - Switch 2 - June 7

Image

I'm a big fan of the Mario Tennis games. Mario Power Tennis was honest to God one of my favorite Gamecube games growing up. The series has had a rough go it lately - Mario Tennis: Ultra Smash on Wii U was...kinda garbage...but Mario Tennis Aces on Switch was excellent. How does Mario Tennis Fever hold up on Switch 2? It's not as good as Aces, but it's a lot better than Ultra Smash.

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The thing I go for immediately in any game is a story/adventure mode, even in sports games which Golf Story proved can absolutely have good single player adventures. In most sports games, it's either a "career mode" or just a series of back-to-back matches with some unimportant story dialogue thrown in between matches. I'm fine with that; if there's some kind of tangible progression, and I can play it solo and offline, I'm content. Mario Tennis Fever tries to go beyond that and do more. Unfortunately, it does a piss poor job of it. Mario Tennis Fever has an "Adventure" mode where you play as Mario after he, Luigi, and Peach have been turned into babies by monsters. You have to go through some tennis coaching that's over half of the adventure mode and really nothing but an excessively drawn out (albeit extremely effective) tutorial so that you can get good enough to defeat the monsters and undo their magic babification. Because apparently jumping on them or throwing them or hurling fire balls at them is too old school; we have to humiliate them to death by beating them at tennis. Outside of some "rank up" regular tennis matches, this tutorial is painfully boring. It's about five times longer than it had any business being, and it's not even fun like tutorial sections in most SRPGs. After you graduate from tennis training, you hop on an airship, immediately get shot down, and then proceed through a handful of environments playing tennis against random monsters and collecting magic tennis rackets. Eventually you find the monsters, beat them, and everyone's an adult again. Wahoo or whatever. It was not at any point exciting and only mildly interesting. Some of the boss fights were kind of fun, but that's basically the only part of the game that I found legitimately "fun."

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What this game does get right - which honestly is more important than the boring adventure mode - is the actual tennis gameplay. If you're doing random matches against AIs or playing online, this game is great. It feels wonderful to control, the character variety is fantastic, and fewer than half of the characters are unlocked by default, so you have something to work towards as you play through the game's various offline modes. That's something I wish more games still did - meaningful unlocks. The tennis courts themselves are okay - nothing to write home about, but not bad or overly lacking. If you don't care about the adventure mode, then this is a solid tennis game that fits in well with the rest of the Mario Tennis games. There are some non-traditional match single player challenges that add some variety (and are necessary to unlock all characters), but for the most part, Nintendo played it relatively safe with this one. No big new gimmick - the "Fever" shots are really just a twist on the unique power shots that have been around since the Gamecube title - but sometimes that's a good thing; Pokemon Legends ZA tried a new battle gimmick with real-time battles, and all of my friends and I hate it. So sometimes "if it ain't broke, don't fix it" is a good adage to follow.

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Mario Tennis Fever is fine. It won't change how you see the series or revolutionize how Mario Tennis is played like Mario Power Tennis did, but it also won't leave you feeling ripped off and disappointed like Mario Tennis: Ultra Smash did. Sometimes it's best to play it safe, and that's what Nintendo did here. The only thing new they tried was a more drawn-out adventure mode, and that completely sucked in my opinion. Fortunately, the tennis itself is rock solid with loads of characters to unlock and play as, so all things considered, I don't think it's as good as Mario Power Tennis or Mario Tennis Aces, but it's a solid game and definitely worth picking up if you're into sports games.
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Re: Games Beaten 2026

Post by MrPopo »

Previous Years: 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025

1. Dead Space (2023) - PC
2. Dead Space 2 - PC
3. Dead Space 3 - PC
4. The Legend of Heroes: Trails Beyond the Horizon - PS5
5. Stellar Blade - PS5
6. Dragon Quest VII Reimagined - Switch
7. Silent Hill 2 (2024) - PC
8. Silent Hill f - PC
9. Resident Evil Requiem - PC
10. Teenage Mutant Ninja Turtles: The Hyperstone Heist - Genesis
11. Sins of a Solar Empire II - PC
12. Starship Troopers: Ultimate Bug War! - PC
13. Gauntlet Dark Legacy - GC
14. A Street Cat's Tale 2: Outside is Dangerous - Switch
15. Teenage Mutant Ninja Turtles IV: Turtles in Time - SNES
16. Dragon's Crown - PS3
17. Dungeons & Dragons: Tower of Doom - PS3
18. Dungeons & Dragons: Shadow Over Mystara - PS3
19. Shadow Hearts - PS2
20. Diablo 4: Lord of Hatred - PC
21. Shadow Hearts: Covenant - PS2
22. Dark Cloud - PS2
23. Mechwarrior 5: Mercenaries: Chaos Reign - PC
24. Dark Cloud 2 - PS2

Dark Cloud 2 (originally known as Dark Chronicle) is a fleshed-out version of the original, and while it has a lot more work put into it, I found it to be more frustrating to play than the first game. The one place that I can unambiguously state is an improvement is the story; the story is no longer an afterthought.

The game begins with the hero, Max, in his sheltered town that never lets anyone visit the outside world. One day, events conspire to set him to escape through the sewers, and midway through he meets a girl, Monica, who is from 100 years in the future. She brings tidings of an evil Emperor Griffin who seeks to destroy the future by rewriting the past. The two of you need to travel the land and set right what he made wrong so the future can still happen. So begins a trek through a bunch of randomly generated dungeons.

The general flow is the same as the original. You go through randomly generated dungeons, beat up monsters to find the key to the next area, and collect georama for rebuilding towns. The dungeon design is much improved; the biomes are far more distinct in terms of room generation, and each dungeon ends up having a different feel. The town building portion is also iterated on; instead of a fixed set of structures that must be placed in a certain way based on requests from the townsfolk, here you learn plans for building various kinds of buildings. You spend resources to construct them and can place them how you see fit. However, each area has a set of requirements to generate the appropriate effects in the future. Some are specific, like character A must live in house B with a roof that is colored C. Others are much more freeform. The net result when you travel to the future through special portals is the appearance of status upgrade items (health and defense) and shops with new inventory.

Combat is mostly the same as the first game. You only have two characters, but each one has a melee weapon and a ranged weapon. Max has the slow melee, fast ranged, while Monica is the inverse. Each also has a special ability that will be unlocked as you go through the game. Max gets a rideable robot, which becomes your best option for dungeon diving by the midway point once it has some upgrades. Monica gets the ability to transform into monsters, which is used exactly once to get a key item, and afterwards gets forgotten because the transformations scale so badly that it isn't worth the effort. The game still has rocket tag gameplay, where you can only ever take a couple hits before dying, while you can easily get your damage up to two to three hit levels on enemies as well. Animations take a surprisingly long time, leading to you taking cheap hits, and you can't heal during an animation, so you have to be careful in combat. The lack of consistency on what your block can manage doesn't help. Fortunately, the robot stacks defense in a way that means it barely takes damage, and since it can move while firing it ends up being the best way to deal with enemies. Until you get to the boss of the penultimate chapter and the final boss rush, where the enemies stop taking appreciable damage from the robot (or in the case of the final boss, any), and now you have to engage with the poor regular combat system.

What really sets the game apart from the original is all the random-ass side content. The first game had a fishing minigame that could be used to get a decent weapon early. Here the minigame returns and is used to fuel a second minigame of raising fish to compete in races. There's also a golf game available after beating certain levels, where you have a certain number of shots to hit the goal, but also your ball swaps color every bounce and needs to match the hole to go in. And there's a crafting system fueled by taking photos of everything. And I do mean everything. You combine three photos into a plan for an object, if it's a valid combination. The thing is, there are hundreds of photos and far, far fewer items to invent. The game has some in-game recipes, but others are trial and error. Look this up in a guide, as this is key for getting your robot upgraded. You absolutely should look up a guide for this system, as you won't even realize half of the things you CAN take a picture of, let alone what you should or how to combine them.

Overall, this feels like a game that wanted to build on the foundation of the first but lacked the proper overall management to have a clear vision of how to do so. It's just a bunch of shit thrown at the wall. Honestly, it's incredible that just two years later they would put out the masterpiece that is Dragon Quest VIII. This is a very skippable game, unless you really want to just explore the entirety of Level-5's catalog to see how they grew as a company.
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Re: Games Beaten 2026

Post by RobertAugustdeMeijer »

33: Xanthiom Zero

If you want a quick Metroidvania fix costing little time or money, Xantiom Zero will give you that. But little more. There are many upgrades to your gun, mostly improving horizontally. There is some fun in experimenting with your options, but since combat isn't that hard to begin with, there's no incentive but your creativity. The overarching story, something about time moving faster or slower in certain areas, is pretty forgettable, but it gives the world just enough personality to make it this feel like a finished product. Ultimately, its best feature is its speed: you'll experience the genre beats at a brief pace. Just don't expect this to recall what you exactly did a week later.

5/10
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MrPopo
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Re: Games Beaten 2026

Post by MrPopo »

1. Dead Space (2023) - PC
2. Dead Space 2 - PC
3. Dead Space 3 - PC
4. The Legend of Heroes: Trails Beyond the Horizon - PS5
5. Stellar Blade - PS5
6. Dragon Quest VII Reimagined - Switch
7. Silent Hill 2 (2024) - PC
8. Silent Hill f - PC
9. Resident Evil Requiem - PC
10. Teenage Mutant Ninja Turtles: The Hyperstone Heist - Genesis
11. Sins of a Solar Empire II - PC
12. Starship Troopers: Ultimate Bug War! - PC
13. Gauntlet Dark Legacy - GC
14. A Street Cat's Tale 2: Outside is Dangerous - Switch
15. Teenage Mutant Ninja Turtles IV: Turtles in Time - SNES
16. Dragon's Crown - PS3
17. Dungeons & Dragons: Tower of Doom - PS3
18. Dungeons & Dragons: Shadow Over Mystara - PS3
19. Shadow Hearts - PS2
20. Diablo 4: Lord of Hatred - PC
21. Shadow Hearts: Covenant - PS2
22. Dark Cloud - PS2
23. Mechwarrior 5: Mercenaries: Chaos Reign - PC
24. Dark Cloud 2 - PS2
25. Arkos 2 - PC

Arkos was a cute little FPS with a voxel aesthetic, combining simplicity with a fast combat loop to give you a nice, bite-sized experience. Arkos 2 is more of the same in the right way. It adds a couple new weapons that allow for a few more gameplay options, and the level design is a bit more imaginative as the devs get more experienced with level design.

Like the first, you move through a voxel-based world with degradation as your shots it stuff. Enemies will slowly crumble until they take lethal damage, and props can be destroyed (as well as secret walls). You only have one ammo pool, shared by all your weapons, so you'll tend to find one you like and stick with it. The game is divided into five episodes of 4-5 levels each, and the game mixes up when you get items each episode (as it does the reset thing between them).

Two of the weapons stand out. The first is a telefrag wand, where the primary fire send out a tracer. If it hits an eligible enemy (which is most) or a special anchor prop you can hit secondary fire to teleport to the tagged object and explode it. It's quite effective, though be careful with flying enemies over pits/lava. Speaking of lava, the second gun is one that lets you stand in lava and rapidly recharges your mana while in it. It's great for clearing enemies, though it has a minor explosive effect, so be cautious.

There is a bug in the game that was a bit annoying for me,but potentially won't affect you. The game lets you rebind keys, but it doesn't seem to properly clear existing functionality in all spots. Specifically, the move backwards key seems hard bound in game, so when I bound over it to strafe left the game executed both commands with one key. You can override the go back by holding forward, so it wasn't a deal breaker, but it did make the occasional circle strafe a bit janky.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
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