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

1~50
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)
52. Blasphemous 2 (PC)
53. Max Payne 3 (PS3)
54. Lemmings (SFC)
55. Jikkyou Pawafuru Puroyakyu 3 (SFC)

56. Crash Twinsanity (PS2)

After having so much fun playing through the other Traveler’s Tales-developed Crash game earlier in this year, I was really excited to see that this game released in Japan as well! This was a game I recall renting as a kid, but I could never get past the last world, so I’ve never finished it. I decided to finally finish was younger me could never do, and I managed it just fine last weekend~. Over about 5 hours and 45 minutes, I beat the Japanese version of the game with 95% completion (getting all but 14 diamonds).

Crash Twinsanity is the story of Crash and the evil scientist Neo Cortex, but not in their usual dynamic. After another failed attempt on Crash’s life by Cortex, they’re assailed by two strange beings calling themselves the Evil Twins. Coming all the way from the tenth dimension, they’re here to destroy N. Sane Island and especially Cortex, and it’s up to this unlikely duo to stop them! The game has a very silly tone, and it really leans into the comedy of the series in ways that have held up surprisingly well. There are some less than politically correct depictions of the “native people” of N. Sane Island, but outside of that, there’s nothing that should be particularly off-putting to modern tastes, and the Japanese localization manages to keep just about all of it intact as well.

Twinsanity was a game that had a pretty turbulent development, and a *lot* of this game had to be left on the cutting room floor, and that’s something that really shows with how the narrative can make some strange leaps between logic and location at times. Even still, being a comedy, this hardly matters in the grand scheme of things, and the game’s pacing manages to make that never a serious enough problem as to ruin what the game has going well for it. While it’s hardly the most narrative-focused game on the PS2, Twinsanity has a lot of really fun, silly ideas (from new character Nina Cortex to even the slight reimagining of Neo Cortex as a more childish, bumbling fop) that make this game an entertaining and memorable entry in the wider Crash series.

Mechanically, Twinsanity takes even bolder leaps than the storytelling does. Rather than a set of linear stages taken on from some sort of hub area like all the previous crash games were, Twinsanity experiments with a more contiguous, puzzle-focused open world design. There are four hub areas with their own optional diamonds to collect (and puzzles to solve to get to them), and then each of those hub areas has three mostly linear levels that you’ll play in sequence. These three more linear levels are interwoven together much more seamlessly than the discrete stage separations of earlier Crash titles, but they also often have rather different methods of play, with each stage having one or two central gimmicks you’ll need to navigate to complete it (along with its own set of six optional diamonds, of course).

Some of these various gimmicks will be quite familiar to those who have played previous Crash games. You’ve got sections following Crash from the front as well as the back (running away from something, of course), as well as auto-scrolling snowboarding stages and even a return of the roller ball sections from Wrath of Cortex. The new platforming sections are mostly based around Crash and Cortex working as a team, with Crash able to throw Cortex around to get to out of reach areas, swing him at enemies with extra range, or guiding him along to safety as Cortex runs along at his own pace. You even have some Bionic Command-esque sections playing with Nina Cortex’s grapple arms! It’s a well-paced, fun assortment of things to do, but it’s generally hampered by one issue: The camera.

In a problem not unfamiliar to many not-so-10/10 platformers, a claustrophobic camera will be your greatest foe far more than any particular stage obstacle or boss enemy. Not all stages have this camera suffering divided evenly though, thankfully. Easily the worst offenders for me were the auto-scrolling sections towards the camera. It’s never zoomed out enough, so you often have barely enough time to react to obstacles ahead of you compared to earlier Crash games’ versions of this particular platforming gimmick. The other main offender of the camera is the perspective on Crash when you’re doing mid-air jumps between platforms. Crash’s shadow is far too faint and is often simply not visible at all, so actually judging what you’re above to properly platform onto it is far harder than it needs to be.

Your main saving grace for these issues and all of the game’s more challenging sections is thankfully a very robust and forgiving checkpoint system. The game dishes out check points and hard save points very liberally alongside big piles of extra lives as well. They’re honestly plentiful to the point that I question why the game even needs extra lives in the first place, but I’ll take heaps of extra lives very willingly as a consolation to that. My only other meaningful complaint is that the hub areas are very unintuitive to travel between at times, and a big reason I didn’t go for 100% completion being that I couldn’t figure out how to get back to the game’s first handful of stages to reattempt collecting their diamonds ^^;. As much as some sections are kinda janky in their platforming and the camera can often be a burden, these checkpoints keep the game from ever getting meaningfully frustrating 99% of the time (a couple of those snowboarding parts can rot though XP).

The big star of the show though, at least for me, is the presentation. The graphics and FMVs are fun, for starters. Crash and company (especially Cortex) are animated with a wonderful amount of cartoonish silliness, and it helps to enhance the wacky comedy a lot as a result. The music, however, is absolutely inspired. The *entire* soundtrack is a cappella, and it fits the zany nature of Crash and his world *so* well that whoever thought of this deserves a medal for how well it works. While I showed a fair few friends the game, I shared so many more just the soundtrack, and I can hardly think of another game I can say that about (that isn’t an insult, at least X3).

Verdict: Hesitantly Recommended. I enjoyed this game a lot. Between the fun comedy and great music, it’s a game that I have a hard time thinking about and not breaking out into a smile~. That said, between the janky camera and platforming and various bugs that differently trouble the respective releases of this game, I think your mileage will really vary as to how well you get on with this game. Twinsanity is a work that is really more than the sum of its parts, but I would not blame anyone for finding it far more trouble than it’s worth to put those component pieces together into something really enjoyable.
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MrPopo
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Re: Games Beaten 2026

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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
26. Metal Gear - MSX
27. Metal Gear 2: Solid Snake - MSX
28. Metal Gear (NES) - NES
29. Snake's Revenge - NES
30. The Adventures of Elliot - Switch 2
31. Star Fox (2026) - Switch 2

Star Fox is a shot-for-shot remake of Star Fox 64, providing a graphical overhaul and expanded multiplayer. It feels like the goal is to float the series back into the public consciousness (along with Fox's cameo in the Super Mario Galaxy movie), and I can only hope it'll succeed at that.

Like before, the game is a rail shooter where you proceed through a series of seven stages to eventually take down Andross. Some stages or boss segments are in all-range mode, where you are in a large area and have free flight. You can upgrade your ship by collecting powerups and can be de-powered by ripping off one of your wings by running into stuff one too many times. Each stage has a kill requirement to get a medal, and collecting all the medals unlocks expert mode.

Aside from the obvious graphical improvements of a 2026 game vs. an N64 game, the game has expanded pre-mission cutscenes. Instead of just a little talking heads chat with General Pepper, now you get a full conversation aboard the Great Fox. This provides more context for each upcoming mission, as well as pointing out when you can take an alternate path and the reasons for doing so. This does have one change from the original: you cannot do Titania unless you specifically let Slippy get smacked in Sector X against the boss. From a story perspective, doing Titania otherwise makes no sense, even though originally you could select that route after getting the success route. This means that you can't actually have an all easy route run that gets the medals on every mission, because the easy route from Sector X means you don't have Slippy, and thus can't medal. Fortunately, the game does save your medal acquisition upon level end, even if you restart the level to fail against the boss a second time to do the easy route.

The challenge mode is a stage-attack mode where you are given six goals (and another six for expert mode). The goals are immediately saved upon acquisition (no need to finish the level), and some are mutually exclusive, so you'll have to run them multiple times. Some of them are stuff you might have already been doing, or are hints on how to medal, but others are definitely "do this because we said so". The most egregious one is a Sector Z goal of "kill an enemy while doing a somersault". Much of the lore entries in the encyclopedia are locked behind doing these challenges.

My one real complaint is around the Macbeth boss. The revised script and voice acting is, in general, less bombastic than the original, but it really stands out with the Macbeth boss when you do the good route of diverting the train into the factory. He doesn't sound nearly as panicked, which was part of what made it so memorable. But even more so, the cutscene is a major disappointment. Instead of a long series of the train crashing through barriers and trying to slow down, instead the train hits the factory as fast as the boss can say his lines. And then the explosion cuts after the first initial explosion, rather than the massive series of the original that really sold the "you just blew up ALL the ammo" thing.

Overall, if you liked the original, you'll like this one. It's exactly as fun as before but has some more side content for people who want to spend more time with it.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
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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)
26. Adventures of Lolo (NES/Switch Online)
27. Call of Duty: Ghosts (XBox One)
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MrPopo
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Re: Games Beaten 2026

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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
26. Metal Gear - MSX
27. Metal Gear 2: Solid Snake - MSX
28. Metal Gear (NES) - NES
29. Snake's Revenge - NES
30. The Adventures of Elliot - Switch 2
31. Star Fox (2026) - Switch 2
32. Metal Gear Solid - PS1

Metal Gear Solid is the game that really put Kojima on the map, at least in the west. Metal Gear had sold pretty well back on the NES, enough to get its own sequel that didn't involve Kojima, but it still was only a small portion of gamers who experienced it. Metal Gear Solid, meanwhile, landed on the PS1 and was a pretty big step forward in terms of video game presentation. In many ways it takes cues from games like Final Fantasy VII, in terms of dipping into "can we make things more filmlike?" But Metal Gear Solid is a stealth action game, not an RPG, so this was a pretty major shift in how games could be experienced.

Metal Gear Solid is set several years after Metal Gear 2. Solid Snake has retired and is in seclusion in Alaska. However, he gets pulled back into things by his old commander, Colonel Campbell, because the members of Foxhound, his old unit, have gone rogue and taken over a nuclear disposal site in Alaksa. They are threatening to set off a nuclear device unless their demands are met, so Snake must once again put on his sneak suit and one man infiltrate a hostile base.

For the most part, the game is Metal Gear 2 in 3D, from a gameplay perspective. The views are mostly top down, with a handful of side views on some specific scenes (and in those cases, it's a narrow corridor going left to right). You can dip into first person mode at any time, which allows you to look around and verify that yup, this does have 3D environments, not prerendered backgrounds. Two of your weapons do use first person mode; the sniper rifle and the Stinger missile, but both are only used in very specific situations. The bulk of the gameplay feels very similar to Metal Gear 2. You can crawl to get into tight passages (though it isn't used nearly as much as Metal Gear 2) and you have a radar that informs you of enemies and their vision cones. Being detected puts enemies on alert, locking down elevators and infinitely spawning enemies until you can break contact and the alert level goes down. You are encouraged to be smart when it comes to combat, utilizing it only when you can do so without being detected. At least until the boss fights show up.

The big difference, though, is the game goes extremely heavy on the story. There are a bunch of multi-minute cutscenes that explain the plot with all its twists and turns. Metal Gear 2 had a fairly straightforward plot, with one twist and a couple of revelations, whereas Metal Gear Solid's plot is a series of misdirections and imperfect information. You don't get the full story until pretty much the end, and all the villains enjoy a good monologue. The voice acting is quite good for the era, and the overall presentation sets a standard that we continue to see in modern video games. These days it is extremely rare to see a AAA game with a threadbare story, and I think MGS really set the seeds of that being the case for non-RPGs.

One weird thing is the game takes a ton of setpieces and puzzle solutions from Metal Gear 2, to the point that you could almost call it the sort of reimagined remake that Star Fox 64 was, except Metal Gear 2's plot is very important to MGS's story. My theory is that because Metal Gear 2 came out so late in the MSX's lifetime, it wasn't experienced by a lot of people, so Kojima wanted to bring back all the ideas he was proud of so people could experience them.
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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

1~50
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)
52. Blasphemous 2 (PC)
53. Max Payne 3 (PS3)
54. Lemmings (SFC)
55. Jikkyou Pawafuru Puroyakyu 3 (SFC)
56. Crash Twinsanity (PS2)

57. Coded Arms (PSP)

Around the time I first got my PSP a few months back, this was a game multiple friends either recommended explicitly or seconded the recommendations of others. While I hardly was looking forward to playing an FPS on a console with such an awkward first joystick placement and no second joystick at all, I could hardly overlook such a highly recommended game when it was so easily and cheaply available locally. Though it had to wait until I’d finished repairing my PSP, I have now finally finished playing through this apparently ever so memorable early entry in the PSP’s lifespan. Beating all of Sector 2 and seeing the credits (with only two decodable files missed and not adventuring into Sector 3 at all), it took me about 7 hours while playing the Japanese version of the game in English on my PSP 2000.

There are a lot of ways in which Coded Arms reminds me of old, early PS1-era FPS games, and the narrative is definitely one of them. Existing mostly as a text crawl at the start and then slight updates after completing major objectives, you learn that late in the twenty-first century, direct connection between the human brain and digital networks became possible. This resulted in a huge surge in computer hacking via this new interface, and a particularly popular hacker destination is where this game takes place: AIDA. A virtual reality military training installation, it’s long been abandoned, but that hasn’t stopped tons of hackers from risking their lives for the fame and fortune to be found by reaching its farthest depths. You are one of these hackers, and you’re committed to seeing the deepest kernel of this program or die trying! It’s a super light and honestly quite campy premise with just how edgy it is, but I found it to be a more than fun enough excuse for the action at hand, and it also lends itself really well into the conceit of the general gameplay loop as well.

Being just a PSP game, there’s hardly much space on the UMD for massive levels, tons of enemies, and oodles of weapons. However, Coded Arms takes a very clever approach to doing more with less by taking pages out of Mystery Dungeon’s book. Rather than a series of curated stages, the realm of AIDA is several Sectors with several dungeons in each. Each dungeon has a predetermined number of floors, and each of those floors have reliable new bits of loot as well as particular traps present on respective floors no matter how many times you enter, but the actual layout of those floors changes every time, much like a Mystery Dungeon game. You’re still left with a rather impressive amount of guns of various elements as well as a pretty good amount of enemies, and you’ve also got a ton of replayability because the dungeons are never the same (and you even unlock an infinitely deep dungeon with even more new armor and guns to gain inside after getting to the credits).

That said, just because it’s a very clever bit of design doesn’t mean it’s actually that brilliant to play. On the most fundamental level, you’ve got the forced control compromises of playing an FPS on the PSP. You can use either the D-pad or joystick to move (with their weapon swapping, zoom, and reload features swapping being bound to the one you’re not using for movement), and then you use L to jump, R to fire, and the face buttons to aim. I am really not a fan of the PSP’s ergonomics (or lack thereof), and the reason it took me three play sessions to beat this thing was because my hands just wouldn’t stop cramping up after playing for over an hour or so. It’s a decently playing game regardless of this awkward aiming scheme, but that awkward aiming is yet another way this reminds me of old PS1 FPS games, and it’s definitely a learning curve to get used to it.

Thankfully, even though the movement and aiming take a bit to get used to, the game is remarkably forgiving in how it helps you along in just about every way it reasonably could. The biggest bonus to mention is the auto-aim functionality, as your targeting reticle will snap to a nearby enemy once you’re looking in their general direction. Not only does this help keep your sights on an enemy even if they’re moving around a little, but it also makes up for the total lack of analog precision in the aiming pretty well. The main drawback to this, however, is that your accuracy isn’t so much bound to your ability to get the cursor on the enemy so much as it is the accuracy inherent in the auto-aim functionality. That accuracy tanks *hard* when you’re moving even a little, so the only real strategy you can possibly use for combat is trying to run to an enemy’s blind spot (or close enough equivalent), stop dead in your tracks, and unload on them as heavily as you can before you’ve gotta start moving again. This isn’t a mechanical death sentence for the gameplay loop, of course, but that complete inability to run and gun does mean that the otherwise pretty decent enemy variety is made a lot less impressive by the nature of your fighting strategy being nigh identical for all of them.

A meaningful caveat to an otherwise impressive feature is pretty much the name of the game for everything about Coded Arms, unfortunately. Prime example of this is the level design. While it’s neat that you’ve got effectively endless levels to play and explore due to the procedural generation aspect, that does come at the expense of properly curated level design. Compared to a turn-based dungeon crawler like Mystery Dungeon, procedural level generation hurts FPS design a lot more, and levels start feeling quite samey pretty darn fast as a result. For another example, the game has a pretty large amount of weapons. Even weapons that handle similar roles between attributes (physical weapons are better against soldiers, electrical better against robots, etc) have different fundamental aspects to them, so you’ve got a lot of room to experiment with different guns in different situations. You can carry all of your guns and armor on you at all times, and you can switch between 5 guns on your hot bar at a time and swap new ones in and out of it via the pause menu.

That’s all quite cool, but then you have to consider the upgrade system for the guns. Enemies have a small chance of dropping upgrade gems when they die, and collecting a gem with a gun equipped will make that gun that much closer to leveling up when enough gems are collected. While the amount of gems you need to level up scales upwards with each level up a gun gets, these power upgrades are very meaningful and add up quickly, especially for guns with high rates of fire. It’s a really neat system that means you can compensate for lack of skill by just playing more and getting more upgrades for your favorite guns, but it *also* means that you’re incentivized to just use the same guns constantly instead of trying out new ones (unless you’ve got a *lot* of time on your hands to keep playing and playing to keep redoing dungeons to find more upgrade gems). You’re really going to want your favorite/best guns as strong as you can, too, because the bosses in this game are pretty tough. They vary in difficulty a fair bit, with some being pushovers and some being downright unfair due to their finicky hit boxes, but nothing will help you conquer them better than just a bit more boom to throw at ‘em.

This brings me to my only outright, no caveat attached, complaint with the game, and that’s how ammo is handled. For some reason I cannot fathom, your ammo is persistent between runs of the various dungeons. The only way to get more ammo is to find it in stages, and the ammo you find isn’t even biased towards the guns you have equipped, so constantly finding ammo for guns you never use despite running dry on your best stuff will become a very familiar headache very fast. While this makes a *little* sense for some of the super powerful guns like the RPG (which you can seemingly only find more ammo for in deeper floors of certain dungeons), for all of your more normal guns, it’s just a huge waste of the player’s time. If you don’t want to risk delving deep into a new dungeon despite your lack of ammo, there’s nothing stopping you from replaying the perfectly safe, training mini-dungeon over and over to restock your main ammos after every major dungeon completion.

I ended up doing that strategy a lot, because for all of the little bits of forgiving difficulty design this game has (being able to immediately retry a floor you die on, being able to save on any floor and come back later, and even emergency health and ammo drops in boss fights if you run low on health or out of ammo for a gun), just not having the bullets to carve through normal enemies was a danger I constantly had to navigate. The game would just be better if they automatically restored your ammos to max upon exiting/finishing a dungeon. Heck, they could even implement a kind of currency system gained by getting kills and have you spend that to refill your ammo if they really wanted to. Any number of alternate strategies could’ve been used here, and I really can’t think of why the one they ultimately went with was chosen outside of it being the easiest choice to implement that also padded the overall gameplay out the most on top of that.

The presentation is just as edgy 2000’s sci-fi as the story, which is to say: It’s fun! The music is very techno and bopping electronic music, and it makes for a great gameplay aspect too, as it only plays when there are enemies currently aggro’d onto you. The graphics are really good as well, and the different environments among the three major types of dungeon you can explore are very distinct and give a good warning of the kind of monsters you can expect in those places. They’re modeled remarkably well, and the whole game has a surprisingly good framerate for a game that can get so busy (a great early showcase of the power of the PSP, I suppose). The gun reload animations are very well done too, and it’s also fun that you can even animation cancel a reload by swapping to another gun mid-reload to reload your guns quicker X3. The visual design as a whole is really well done even compared to a lot of console shooters from that decade, and the pixel-y damage indicator upon getting hit is *such* a good way to tell the player where damage is coming from, it makes me wish other games had such easily deciphered systems too. My only real issue with the graphics are how the poison “virus” mechanic works. Yeah, poison ain’t fun, but it’s even worse with all those purple pixels making it even harder to see where you’re trying to go :/

Verdict: Hesitantly Recommended. It makes a lot of sense to me why this game was so frequently recommended by so many friends of mine. Especially for when it came out, I can easily see that this was a super impressive and fun game for a portable system, and it was no doubt a hit among early adopters of the PSP. That said, I don’t think age has been particularly kind to it. Portability isn’t nearly as much of a selling point these days (at least for enthusiasts, and anyone hunting down a PSP to play this is definitely an enthusiast), and that only makes it that much harder to look past all of the design compromises this game suffers from. If this were a PS2 game, I think I’d probably be able to recommend it a bit higher because of just how much having to *use* a PSP to play this darn thing makes it that much more (sometimes literally) painful to play, and that’s thankfully apparently something you can apparently get a mod to take care of if you’re emulating it. All that said, I did still have a pretty good time with this game, and if you’re interested in checking out the PSP’s library and/or have a big curiosity for novel retro FPS games, then I think this will likely tick enough boxes for you to be worth checking it out~.
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RobertAugustdeMeijer
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Re: Games Beaten 2026

Post by RobertAugustdeMeijer »

37: Alan Wake II

Like no other medium, video games are able to keep secrets. Sam Lake revels in this, as you could play through his whole oeuvre and still only understand half of what is going on in his extended universe. And that's the point. Play harder, dig deeper, see if you can find something new. Alan Wake II gives answers to his previous works, but doubles the questions. Only this time with more pride and pizazz. Unfortunately, the gameplay is back to being not that interesting (In Control we at least got to throw stuff while hovering). There's a facade of survival horror, but really, just put the challenge on story mode. There's enough obstruction going on in other ways. It's for these ways that Alan Wake II is a delight: who are these characters, what are these places, and what parts of the story are merely new fiction written by Wake? Maybe performing the Herald of Darkness dance will enlighten you. Maybe it won't. Like Stephen King, Remedy's works are their best when not fully explained. The game ends with yet another cliffhanger, and that's perhaps for the best. This story isn't a straight line, it's a spiral man!

8/10
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Re: Games Beaten 2026

Post by ElkinFencer10 »

Games Beaten in 2026 - 15
* 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 (5 Games Beaten)
11. Fallout: London - PC - June 6
12. Mario Tennis Fever - Switch 2 - June 7
13. Baldur's Gate 3 - PlayStation 5 - June 19
14. Yoshi and the Mysterious Book - Switch 2 - June 20
15. Star Fox - Switch 2 - June 30
15. Star Fox - Switch 2 - June 30

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Star Fox for Switch 2 (I hate that there's no subtitle) is essentially a remake of a remake of a remake of a remake of a remake. Nintendo has basically made the original Star Fox game five times now. The first game on Super Nintendo was super advanced for the hardware, but it hasn't aged well with is jagged polygonal graphics and low frame rate. Star Fox 64 was a remake of that game which brough the power of the Nintendo 64's 64-bit computing to deliver in true 3D what the SNES's 16-bit hardware needed the Super FX chip in a cartridge to try to do. In 2011, they said "Hey, what if we remake a classic game but changed very little and put it on a handheld?" Thus, in 2011, Star Fox 64 3D was released for the 3DS. About 20 years after the Nintendo 64 title, Nintendo said "Man, the Wii U isn't selling all that well. Maybe we should do Star Fox again. But not a sequel. Just do another remake of the original but expand it with new ideas." There's a lot of the debate over whether or not Star Fox Zero is a remake or, as Miyamoto says, simply a "reimagining," but what it's definitely not a truly new Star Fox. Then ten years after that, Nintendo said "Man, the Switch 2 is selling really well. Maybe we can use that success to make people care about Star Fox again?"

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The premise of Star Fox is that an evil super genius monkey scientist named Andross, who was previously banished to the uninhabitable planet of Venom for treason, has somehow survived inhabiting an uninhabitable planet and built an army of robots plus a four-man mercenary group called Star Wolf whose parents didn't love them. Andross declares himself to be emperor of the Lylat system and begins conquering planet after planet in the star system as he moves towards its capital world, Corneria. General Pepper, commander of the Corneria Defense Force, contacts the mercenary group Star Fox - these guys did have parents who loved them - and hires them to help bolster the war effort. I'm not sure why he thought four mercenaries could do what the entire Cornerian fleet couldn't, but whatever.

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For the most part, Star Fox is a rail shooter. You fly through the levels with your path handled for you and shoot enemies while trying not to get shot, although you occasionally pilot a tank instead of a fighter and several levels do have an "all-range mode" segment where you can fly in full 3D like Star Wars Squadrons or Crimson Sky. Some levels have additional objectives that can affect the route you take through the game, but you always play seven levels. The first level is always defending Corneria itself, but from there, your actions affect the route the game takes, and some routes are MUCH more difficult than others. That gives the game a good bit of replay value which is definitely a positive as the game is pretty short to roll credits; a single playthrough took me about an hour and a half, I think, and that was with numerous deaths on the last two levels (I unintentionally picked the hard route). This replay value is further bolstered by medals to unlock for performance in each level, challenges, and multiplayer. There are two multiplayer modes, one competitive where you compete across three maps with different objectives, and one co-operative where you play through the campaign with one player acting as the pilot and one player acting as the gunner.

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First and foremost, the game is GORGEOUS. I was already impressed with Metroid Prime 4, but seeing a first party game made from the ground up for Switch 2 was breathtaking. Corneria, once pretty empty for hardware limitation reasons on N64, is a beautifully rendered albeit burning and ruined city, and the fur texture on the anthropomorphic characters looks great. The explosion effects look fantastic, lasers look as unrealistically visible and colorful as one would want, and the environmental details like water or nebulae really drive home that while it's a short arcade-style game, it's a premium experience that had a lot of effort and artistic talent put into its creation. The music is likewise virtually perfect, managing to hit an ideal balance between nostalgia with the new arrangements and performances of the Nintendo 64 soundtrack and new tracks and new musical flourishes. Just like they did with Super Mario RPG and Link's Awakening, Nintendo has proven that they know how a remake ought to be done.

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Star Fox may not be a game that you marathon for an entire weekend, but it's definitely a game that you'll repeatedly revisit. Trying a new route, trying a different difficulty, or just trying to improve your performance on a route and difficulty you previously played all give solid reason to keep booting up this title, and that's before you even consider the multiplayer elements. This is a game you could easily sink an entire evening or two into; just make sure you don't go in expecting a long campaign with a deep narrative. True to its arcade styling, Star Fox is intended to be all about short and action-packed playthroughs that you run repeatedly. It's perfectly designed as a comfort food game, and for those of us who grew up playing Star Fox on the Super Nintendo or Nintendo 64, there's probably a lot of comfort to be had here.
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Re: Games Beaten 2026

Post by marurun »

Is there a version of the original SNES Corneria music in there somewhere?
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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)
52. Blasphemous 2 (PC)
53. Max Payne 3 (PS3)
54. Lemmings (SFC)
55. Jikkyou Pawafuru Puroyakyu 3 (SFC)
56. Crash Twinsanity (PS2)
57. Coded Arms (PSP)

58. Poy Poy (PS1)
I had never even heard of this game until I happened upon it in a YouTube video a few weeks back. They had mentioned that the sequel was one of their favorite games growing up, but they had never met anyone else who’d heard of it. I like to think I’m fairly well versed in notable old games, and here I’d never heard of it either! Sure, the sequel never came out in North America, but this first one did! It’s a Konami game, no less, and here I’d still never so much as seen a mention of it online. A cheap, apparently very fun Konami game that neither I nor any of my friends had played was too much to leave alone, so I ordered a copy as quick as I could X3. I can confirm out the gate that this first entry is indeed very fun! I played it multiplayer with a friend a couple weeks back, and then I played through the singleplayer mode on my own more recently. Playing the Japanese version of the game, it took me a little under 2 hours to see the credits by beating the Master Cup with Noppo-san.

Poy Poy (or Poyter’s Point, as it’s called in Japanese) is a game all about playing the titular sport (if you could call it that?). It’s all the rage in this fictional near future, and this grand tournament for huge cash prizes is being held in this remote location, and only the best Poy Poy player will take it all home! There’s not really a ton of story beyond the premise, but all the game show aesthetics, from the awards stage to the announcer, are really fun and entertainingly done. Much like a similar sort of Bomberman game, you don’t need much more than the premise to have a ton of fun here.

Bomberman is the closest thing I can compare the gameplay to, but it’s a bit more complicated than that. Poy Poy is a four player free for all where the last person standing wins. Instead of dropping bombs, however, you just kinda throw stuff at each other XD. There are two different orientations that a stage can spawn with: objects already spawned, or no objects spawned yet. A little drone will fly around the stage as y’all run around and (re)populate it with rocks, boxes, and bombs to throw at each other. Points are awarded at the end of the round depending on how well everyone did, and the player with the most points at the end of three rounds wins the match. There’s a lot more nuance to the strategy here than just who’s the best rock thrower, though.

For starters, you can win a match without ever winning a round, because there are three different things points are awarded for. First is Direct Hit Points. You get one point for each time an object you threw directly damaged another player. Even if you don’t end up winning a round, you can still rack up tons of points by just playing aggressively and skillfully, so it’s a lot harder to have a match you’ve been dominating robbed by an enemy’s lucky shot like it can in Bomberman. Second is Lucky Points. Despite the name, there’s not much random about them. The boxes that spawn will break when thrown, and they’ll have some combination of bombs, power ups (or power downs), and hearts inside. While red hearts heal you, white hearts give you 2 lucky points for each one you collect, so they can be a good way to get a sneaky point lead if the rest of the pack is off fighting each other. The last is, naturally, points for simply winning the round, with points being rewarded depending on which order the players died in. Interestingly, while last place always gets 0, third gets 2, and second gets 5, first only gets a *minimum* of 7. The winner of the round actually gets rewarded points on a sliding scale depending on how much health they had left at the end of the round, so while a low-life victory will only net you 7 points, a full-health victory can net you 12 whole points instead. Having so many types of ways to play and win gives the game a surprising amount of strategy, and that’s only increased by the game’s other mechanics of play.

There are seven different stages with different gimmicks. Some like the normal field have nothing much other than special logs to throw at each other, but a lot of the other ones are packed with danger. You’ve got stages like Moai with bomb-hurling Moai heads (right out of Gradius) walking around, and both the bombs as well as the Moai are dangerous due to how they can be thrown around. There’s also Night, which not only goes periodically dark, but it’s also guarded by a big egg that when thrown or damaged turns into a Godzilla-like beast that attacks whatever player is near it. You’ve also got stages where players have little to no control over the stage hazards, like Robot with its titular robot, or Ice which carries the deadliest stage hazard of all: penguins. You’ll need to master (or at least tolerate) all of the game’s stages if you want to win singleplayer mode, but you thankfully can pick whichever stage you want if you’re playing multiplayer mode, so there’s no need to subject yourselves to the dark horrors of Night if you’re already all sick of not being able to see where to go X3

Beyond all that, there’s quite a bit of depth to just how that throwing contest works as well. For starters, there’s the throwing techniques themselves. You can pick objects up, and then you can throw them, piledrive them, set them down, or do magic with them. Throwing’s merits are pretty obvious, as a well-aimed shot can deal a fair bit of damage or just get something away from you. You can not only pick up objects but other players too, and you’ll probably not want them too close for revenge if you manage to get the drop on them like that X3. Piledriving seems like just a silly gimmick, but it’s also a very strategic move, too. It can be used for opening a box close to where you can grab its goodies, or you can even use it to abuse a health advantage over your opponent by blowing a bomb up right in their face! Setting things down can be helpful for when you might not actually want to damage/detonate the thing you’ve picked up, but the real tricks are held in the castable magic.

Before each match, each player can choose from one of over a dozen types of magic to equip. Each of these magics can be upgraded in the story mode to be even more powerful, but in multiplayer, each character just has their own specialty magic that’ll be level 2 rather than all the others which they’ll have at level 1. Magic can only be cast when holding an object, but it can have all sorts of effects depending on the magic and the respective level of it you’ve got. You can turn your object into a heat-seeking missile, a stage-crossing missile, an expanding shockwave, a bullet-spewing airborne turret, or even just into a speed buff for yourself! Magic can only be case when your psi bar is filled high enough, but it’s still really powerful stuff if you can use it correctly. The AI isn’t super good at dodging all the magics, but they’re absolute jerks when it comes to using their own, so whether you’re playing by yourself or with your buddies, get ready for battles even more hectic once you’ve all mastered your favorite kind.

While each character specializes in a different magic, there’s a lot more that differentiates them than just that (even if I mostly picked Noppo-san because it meant I’d never need to face against his powerful, annoying magic XD). You’ve got the choice between 10 or so characters to play as at the start, and you can unlock another bundle of them as you play through the story mode. They seem like primarily only aesthetic differences at first, but even playing around a little bit will reveal just how different they are from one another. Honestly, my only real issue with the game is how they never actually tell you (not even in the manual) that each character has four stats that differ between each of them. Each character has their own speed (how fast they move), strength (how quickly they pick up big objects), stamina (their max health), and psi power (how quickly their psi gauge refills), and the respective stats of your character are naturally going to heavily dictate the best strategies to use with them. I really can’t imagine why this isn’t elaborated on or even implied anywhere, but thankfully there are guides online to tell you what everyone’s stats are. Between the scoring system, stage design, and general gameplay, there’s room for all skill levels here, and being able to play with up to three other people with a PS1 multitap makes it even better~ ^w^

The presentation is pretty simple, as you’d expect from an early-ish PS1 title (1997), but it’s still fun and very effective for what it is. The music is really energy packed and perfect for this kind of party game, and the voice overs from the announcer make the story mode lots of fun too. The graphics are rather simply and very polygonal, but they give the game a lovely retro charm. Characters have delightfully exaggerated expressions and victory poses, and they’re all both easy to tell apart as well as filled with personality (at least for an older game like this).

Verdict: Highly Recommended. While I can’t imagine many folks are in the mood for a party game like this on a retro system, if you *are*, this is one of the best hidden gems out there, imo. Whether it was with my friend or on my own, this was a game that couldn’t stop bringing a smile to my face. It’s a fantastic and frantic formula for a party game, and it’s a real shame Konami never continued it after the first two entries. While I don’t think it would’ve made it to the PS4 generation or anything, this is a really well-executed idea, and it’s a real shame so few people are familiar with it even despite its high pedigree (and even higher degree of fun~).
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59. Tobal No.1 (PS1)
This is a game I’ve seen a few times out here, and it’s enticed me with its clearly Akira Toriyama-illustrated cover art, but not really being a fighting games person, I’ve always passed on it. However, after learning that this isn’t just an early 3D fighting game on the PS1, but that it’s the first game developed by the team who’d go on to develop games like Ehrgeiz and The Bouncer (even having a big silly quest mode just like Ehrgeiz famously has), I just to check it out for myself. I was super psyched to find a very cheap copy locally, and I was even more psyched to find that it came packed in with one of the very first SquareSoft PS1 demo discs (the FF7 demo on which I also had a lot of fun with). I honestly never expected to be able to beat this game. The only fighting games I’ve ever managed to be decent at are platform fighters like Smash Bros, and more legit, technical fighting games like this are something that’ve never clicked for me. Even still, I wanted to give a genuine attempt to learn the game’s controls and try to beat the tournament mode on normal mode before I started looking up strategies online and/or bumping it down to easy mode. After messing around in the practice to learn the controls with the character Hom, I actually managed to beat tournament mode on normal difficulty! It took me a little under an hour total, and my tournament mode run took me a little under 10 minutes according to the in-game clock.

Tobal No.1 has a story as old as time for a fighting game: a big fighting tournament! There’s a super valuable mineral on planet Tobal, and Emperor Udan has called a big fighting tournament to determine who gets control of it (for whatever reason). Fighters from all across the universe (a whole 10-ish of ‘em!) have gathered at his palace on Tobal to fight for fame, glory, and riches! It’s hardly an original story for a fighting game, but if it ain’t broke, don’t fix it. The most fun part I had with the story, personally, was reading the character descriptions in the manual. Not only were the characters designed by Akira Toriyama, but he also contributed to the main game’s story as well as wrote the characters’ bios as well, and you can really tell XD. They not only look like characters from Dragonball films, but they have silly backstories to match, and it was yet another wonderfully fun surprise in this fighting game I’d never expected to actually enjoy.

The mechanics of Tobal No.1 are a 3D fighting game, and a really remarkably solid one. SquareSoft hired a bunch of ex-Virtua Fighter and Tekken developers to put together the dev studio Dream Factory, and you can really feel that past development experience being flexed with how this plays. You’ve got five main buttons for combat (jump, block, low, middle, and high), which my friends tell me is quite a bit like how Virtua Fighter plays. You’ve also got the ability to dash around the arena as well as do various side steps, back steps, grapples, and counters, too (the latter of which I understand to be rather different from Virtua Fighter, but I’m hardly an expert here <w>). Each character has a slew of special moves they can dish out, with the manual eagerly urging you to experiment further to find the special moves they don’t even have listed in the manual’s move list.

While the movement definitely took a little while to get used to, it was crazy how quickly and fluidly special moves could be chained together (by of course, the CPU when it was kicking my butt, but even by me when I started getting the hang of things!). Dream Factory worked hard to get this game running at a consistent 60 frames per second, and that makes things feels just that much more awesome. I’ve read that the CPU’s difficult is rather lackluster compared to some other games of the time (which I can certainly believe if a newbie like me can managed to beat the normal mode so quickly ^^; ), there’s a ton of depth here to be explored if you’ve got buddies to play against. One of my personal favorite things about how the game plays is the options they give you for playing and training. Not only is this a PS1 game that’s gracious enough to give you a training mode that has both damage and frame data included in it, but it also gives you a ton of options on how you want to control the game. It’s got a default for normal PS1 controllers, but it also has one specifically for arcade sticks, which I appreciated a lot, as an arcade stick is my main way I play PS1 games since it’s easier on my joints. You can even rebind every key other than the movement keys if you want, so you can really get silly and technical with how the game controls if you want or need to, and that’s really not something I ever expect with games this old.

Beyond the default roster, there are even a few extra fighters to unlock in the famous quest mode, which I did mess around with a little as well. The quest mode is, just as it sounds, an RPG-like dungeon crawler built in the game’s engine. You go through dungeons, find items, gather money & treasure, take potions for stat increases, dodge traps, and fight enemies. You can even fight the game’s boss enemies to unlock them for normal play, and there’s even a character based on Toriyama himself (or his usual self-depiction, anyhow) waiting for anyone dedicated enough to conquer the ultimate dungeon! It’s a *huge* mode that Dream Factory’s later games only make even more absurd in their wild ambition, and it’s something that still makes Tobal No.1 a super cool game to check out these days with just how novel a mode like this is in a fighting game.

As much as I did have a good deal of fun playing this game, the presentation was probably my favorite part of it all. The music is *fantastic*, for starters. SquareSoft got a whole *eight* of their composers together to craft the soundtrack for this thing, and the end result is a soundtrack packed with bangers across tons of different genres. The graphics are quite good for the time, as well. The game uses simple shaders and higher polygon counts instead of textures on the models in order to achieve that buttery smooth 60 frames per second, and all of the characters still ooze fun personality even without fancy textures on ‘em. Part of the reason I played Hom was because he thrashed me so badly on my first attempt through the tournament mode with Ill, but the other reason was that he was just so fun to see fight! The motion capture work for the fighters still looks really good, and their silly sounds and voice clips mid-fight (especially their victory poses and battle cries) give these simple characters so much personality despite how few words they speak in total. Hom being a robot who nevertheless talks like a wonky samurai (who punctuates all of his speech with a singsong “ahoi hoi~”) never stopped making me giggle and laugh, and I’m honestly as blown away as I am delighted that they managed to bring these characters to life so well despite the lack of any meaningful in-game story or text elements.

Verdict: Recommended. I’m sure there’s not much reason for most folks to go back and play retro fighting games, but for anyone who’s looking to dig into the PS1’s fighting game catalogue beyond the obvious famous ones like Tekken, this is a fantastic game to look into. It doesn’t have nearly the roster size of later fighters on the system (let alone Tobal 2 with its literal hundreds of playable characters), but what it does have is very well executed, packed with personality, and feels great to play. The quest mode and bangin’ soundtrack just add that many more reasons to check this game out. While I definitely understand why this game doesn’t have the cult following of its far more iconic (and FF7-filled) younger sibling Ehrgeiz, that definitely doesn’t mean that Tobal No.1 isn’t still worth checking out if its own right if you have any interesting in 3D fighting games~.
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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
26. Metal Gear - MSX
27. Metal Gear 2: Solid Snake - MSX
28. Metal Gear (NES) - NES
29. Snake's Revenge - NES
30. The Adventures of Elliot - Switch 2
31. Star Fox (2026) - Switch 2
32. Metal Gear Solid - PS1
33. Metal Gear Solid 2: Sons of Liberty - PS2

Metal Gear Solid 2 is famous for two things: the bait-and-switch on the protagonist, and Kojima's insane script. I can certainly attest to the latter; it's very clear that Kojima had free reign in coming up with the story, and the ending gives the last two episodes of Neon Genesis Evangelion a run for their money (though Evangelion still takes the title of "most wtf swerve from the rest of the plot").

Metal Gear Solid 2 starts a few years after the first game. Solid Snake and Otacon have been going around the world, blowing up Metal Gears (built from data leaked after MGS1), and they are now trying to leak evidence of the latest Metal Gear project being undertaken by the US Marine Corps. Snake infiltrates the tanker carrying the weapon, but just as he finishes his task Revolver Ocelot shows up and steals the Metal Gear, as well as blowing up the ship. Snake gets blamed and goes underground, and an offshore facility is built to contain the ecological damage caused by the events. This consists of the first quarter o the gameplay.

Then things cut to two years later, with the new protagonist, Raiden, infiltrating that offshore facility, as it was recently hijacked and the President was taken hostage. This is not alluded to in any of the marketing or even the box art. Playing as a character other than Solid Snake really pissed off a lot of people, though it is important for the story. You must engage in stealth action gameplay as you move through the facility and try to get the President and other hostages out, not to mention stopping the other plans the terrorists have.

The gameplay is an evolution of the first MGS game, focusing on giving you additional tools for stealth. You now can duck into lockers to try and break contact, as well as hang and shimmy from ledges. There's even a swimming segment, though that is pretty contained to just some movement sections, without worrying about enemies. The game gives you access to a tranq gun, which allows for you to do a non-lethal playthrough, as bosses now have a health bar and a non-lethal health bar, each lowered by different attack types. The tranq gun also shows off the increased emphasis on going into first person perspective, as the effectiveness depends on where you shoot an enemy. If you hit them in the head, they go out immediately, whereas a shot in the arm takes several seconds before it kicks in. Firing from the standard top-down view generally doesn't get you the results you need.

One thing I noticed was that it was more important to not be detected compared to the first game. The level layouts cause it to be much harder to break contact, often putting you in a cycle of just constantly re-alerting on enemies who spawn in. Additionally, alerts last longer and go through a "heightened caution" phase after they are no longer actively searching. This puts more enemies in a location and causes them to be much more active at swinging their views around, rather than just following the basic patrol routes.

The game has far fewer boss fights, but the ones they do have are a bit of a mixed bag. The first real fight that Raiden engages in has a trick to being able to do it; once you know the trick it's easy, but if you don't it seems impossible (though the game will tell you after a while). Another fight is just miserable (though apparently there's a speedrun AI loop that makes it pretty trivial). But then a few are quite fun, like a variation on the Hind D fight against a Harrier, and a final boss fight that requires you to be on your toes but is quite fair and satisfying.

And then there's the back end of the plot. Most of the game is a fairly standard spy plot, where you discover over time that there are betrayals and recontextualizations and information you didn't know at the start. But then in the last quarter it really starts to go off the rails and get into a ton of philosophical navel gazing. There's a lot of ambiguity that is intentional, but at the same time I don't think it does the plot any favors. And the thing is, you could cut a bunch of it and still have a really interesting spy story, including the deeper conspiracies uncovered. But Kojima got a little too into being artsy.

Overall, it's a fun follow up to MGS1, though I think I prefer MGS1 better. It also feels a bit shorter, though it's hard to tell if it actually is shorter or just the nature of the two scenarios and a cut down in backtracking.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
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