Games Beaten 2026

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PartridgeSenpai
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Re: Games Beaten 2026

Post by PartridgeSenpai »

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

1. Final Fantasy XII (PS2)
2. We Were Here (Steam)
3. We Were Here Too (Steam)
4. Tales of Graces f (PS3) *
5. Retro Game Challenge (Switch) *
6. We Were Here Forever (Steam)
7. Tales of Hearts R (PSVita) *
8. Ghostbusters: The Video Game Remastered (PC)
9. Mega Man 11 (PC)
10. Gravity Circuit (PC)
11. Mario Party DS (DS)
12. Ghost of Tsushima (PS5)
13. Ghost of Tsushima: Iki Island (PS5)
14. Astro's Playroom (PS5)
15. Michael Jackson: The Experience (PSP)
16. Sackboy: A Big Adventure (PS5)
17. Control (PS4)
18. White Album (PS3)
19. Super Mario Advance 2: Super Mario World (GBA)
20. Kirby's Epic Yarn (Wii)
21. Breath of Fire III (PSP)
22. Sly Cooper and the Thievius Raccoonus (PS2) *
23. Sly 2: Band of Thieves (PS2)
24. Army of Two (Xbox 360)
25. Sly 3: Honor Among Thieves (PS2)
26. Jak II (PS2)
27. Jak 3 (PS2)
28. Uncharted: Drake's Fortune (PS3)
29. Pokemon Sapphire (GBA)
30. Watch_Dogs (PS4)
31. Watch_Dogs: Bad Blood (PS4)
32. Legend of Hero Tonma (TG16)
33. Alan Wake: American Nightmare (PC)
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)
After playing Battlefield 1 last week and being pretty thoroughly unimpressed with it, I learned that we had a copy of this game available locally for super cheap. Battlefield 1 had been surprisingly tasteless with some of its historical depictions, and hearing that this sequel didn’t just follow a similar formula but also had a whole mini-campaign where you played *as a Nazi* made me far too curious to let this game lie until some amorphous later date. I actually ended up coming away from this remarkably positively, which was a nice surprise after how underwhelming Battlefield 1 had been. It took me around 6 hours to play through all four mini-campaigns on normal difficulty playing the Japanese PS4 version of the game, in English, on my PS5.

Where Battlefield 1 took place in the barely explored in video games first World War, its sequel returns to the far more familiar second World War for its setting. However, just like Battlefield 1, rather than one long campaign to play through where we follow one character the whole time, we’re once again given a series of shorter, mini-campaigns following different soldiers in different areas of the war during different periods of the conflict. After a mandatory (even before the title screen) opening sequence where you have to play through a series of different soldiers (on different fronts at different times), you can play through any of the four campaigns you like in any order you want, and it’s a neat touch how they’ve decided to focus on far less commonly explored (at least in video games) areas of the conflict for their stories here: an SBS British soldier sabotaging North African Luftwaffe bases, a soldier in the Norwegian resistance taking out Nazi nuclear facilities, an African French colonial soldier participating in Operation Dragoon, and an increasingly conflicted Nazi tank commander at the very end of the war (facing a conflict he increasingly clearly cannot win).

While I found the intro sequence incredibly melodramatic and serious (it felt like being treated as if I’d never interacted with a piece of WW2 fiction before), the actual writing of each scenario after that was refreshingly far better. Battlefield 1’s mini-campaigns were almost all far too self-serious for what they were, and they were also largely very poor fits for the kind of story that you can tell effectively in just about an hour. Despite the rough first impression, Battlefield V manages to completely mend that problem, and I’d say all four of the campaigns have really solid writing and execution between them.

Putting the more humorous (and in English) mini-campaign first in the chronology (and therefore making it the first you’d likely play) makes for a really effective palette cleanser. It starts you off with a strong, funny, and well-tuned story about comradery and learning to understand one another that makes the following three more serious mini-campaigns’ relative seriousness hit far better than they likely otherwise would’ve. While I definitely didn’t think The Last Tiger, the Nazi tank commander one, was *that* special or well done, that isn’t so much due to its poor quality so much as the relatively strong writing of the whole game. It is still, nonetheless, true that I’ve seen narratives like The Last Tiger told more effectively elsewhere (even in video games), it’s still cool to see such a mass market product focusing on something like that (which is a similar sentiment I have to the rest of the stories told in this game). While I think the whole mini-campaign approach doesn’t have *particularly* long legs, it was very nice to see DICE pull it off *so* much better this time than they did in Battlefield 1. This is easily the strongest writing in one of DICE’s campaigns since Bad Company 1, and that is absolutely never something I expected to be able to say about a Battlefield campaign with how the previous decade’s campaigns had been ^^;

On a similarly positive note, Battlefield V’s campaign was also the most fun I’ve had *playing* a Battlefield campaign since Bad Company 1’s as well. The guns and driving all still feel as solid as they ever have (though there is pleasantly no extended plane-focused section, which I appreciated), but the biggest positive change from previous Battlefield games is the level design as well as the larger gameplay loop design. While there are linear sections as well, most of the campaigns interweave them with more open areas with objectives that you can tackle in whatever order you want (from whatever direction you want). This works particularly well when coupled with the new approach to stealth that this game takes.

You can still mark enemies and see objectives on your hud, but it’s a lot less plainly seen than Battlefield 1 had it. Not only does this open up your vision a lot more, but it’s also an important thing to factor in with just how easily your enemies can spot you. If you’re not fairly far away and/or your enemy gets nothing but the slightest glimpse of you, they’re going to at least go check out where you were. While I think they strike a good balance with player health of being tough enough to go loud if you’ve gotta but being squishy enough that a larger group encounter is still scary, the real fear with getting spotted is what the guys who *aren’t* fighting you are doing. If they can make it to an alarm, or, gods forbid, a radio, the reinforcements that arrive are almost certainly gonna REALLY mess you up (especially with how tough those flamethrower jerks are). All of this adds up to a really satisfying gameplay loop where you’re very effectively encouraged to scout out areas, look at patrol patterns, and time your strikes wisely if you don’t want to get mobbed to death when your enemy call in the cavalry.

Additionally, while I’ve maintained for a long time that the biggest weakness with the whole concept of a Battlefield single-player mode is that it inherently struggles very badly to show off the squad-based gameplay that the multiplayer modes are so compelling for, DICE comes as close as they’ve ever come to remedying that. The solution hasn’t come from how *you* and your squads work, though. It’s changes to how your *enemies* fight. You enemies fight in squads of medics, engineers, and more firepower-focused roles much like you’d see in a multiplayer map. Especially in big fire fights when you and/or your CPU allies have scouted the enemies’ roles, you’ll even get indicated which one is of which role so you can react accordingly. If you don’t want those jerks to get back on their feet, you better take out that medic. If you want that mortar fire to stop raining down on you, then popping that jerk with the bullets mark over his head is the main way to salvation. Combined with the better level design and good writing, it all makes for a really engaging and compelling experience that *also* manages to provide it all without just aping how Call of Duty designs its single-player modes. At least for DICE’s campaigns, this is the most fun I’ve had playing a Battlefield game in ages, and I frankly just wish there was more of it to play because it was put together so darn well X3

I gave Battlefield 1 a lot of flak for running and looking like crap on PS4 despite the year it came out, and Battlefield V has thankfully mostly fixed a lot of those problems. While there are still some texture pop-in and model pop-in issues, it’s nowhere near as comical as Battlefield 1’s campaign so often had it (even if I did once hit a bug that made a lot of my buttons just weirdly stop working fairly early on, a checkpoint reset thankfully fixed it XP). The music is fairly generic modern military shooter fare, but its still effective for what it is. My favorite part of the presentation was easily the voice acting, though. I’m not sure if this is the very first time we’ve had player characters in a Battlefield game who spoke (and spoke a lot) in their native non-English language, but this game has a TON of it and I found it really effective in constructing the respective atmospheres of the various mini-campaigns.

Verdict: Recommended. While this certainly isn’t climbing nearly to the modern FPS campaign highs of a CoD: Infinite Warfare, this is still easily the best single-player mode DICE had put together in the better part of a decade. It explores some very neat, underexplored areas of WW2, and it does it in a way that’s great fun to play as well. It’s a very effective blend of the satisfaction of the trial, error, and execution of a good stealth game with the smooth moment to moment gunplay of a modern FPS game. The game’s quite cheap these days, so if you’re a fan of modern FPS single-player modes, then this is a pretty damn fun one!
44. Balloon Fight GB (GBC)
This is a game I’ve known about (along with its GB original, Balloon Kid) for quite some time through an old YouTube review show I used to watch, but I never ended up grabbing it. This is such a neat color remake (only originally released through the old RAM cart download service Japan had for some old Nintendo systems) that I nearly bought it on the 3DS Virtual Console several times years back, but I never bit the bullet. I discovered that it came to the Switch Online service completely by accident, but that made for as great a reason to play it as ever. It ultimately took me a bit under an hour to finish the game without using save states or rewinds and only using two continues.

As with most old 8-bit action games, the premise here is pretty simple. A little girl, Alice, sees her little brother Jack swept away by the wind when he grabs a huge bunch of balloons. She grabs her own pair of balloons to take off with and flies after him. It’s a short and sweet premise for this silly action game, and it more than does the job that its asked. It’s also a very clever reimagining of Balloon Fight as a whole, as it’s not like the weird tournament setting of the original game would’ve lent itself super naturally to a stage-based single-player experience like this.

That stage-based experience is somewhat like the original Balloon Fight’s Balloon Trip mode (which this game also has, as it so happens), but with a lot more extra added in. Over the game’s 8 stages, you’ve got to make your way from the right side of the autoscrolling stage to the far left end, with every other stage having a boss. This is more than just plain ol’ Balloon Fight, though, and some rather clever additions to the formula make this game a meaningfully more complicated and difficult experience. For starters, losing your two balloons doesn’t kill you. Alice can not only walk along the ground, but if she loses her balloons, she’ll actually be fine as long as she lands on safe ground. Repeatedly pressing the down button will pump up another balloon, and as long as you aren’t hit before then, you can get right back to flying. You can even press B to ditch your balloons manually, and quite a few stages and secrets explicitly require this, as well. Heck, the bosses actually all require fighting balloon-less, so getting good at maneuvering without them is something you’ll have to get used to if you ever wanna see the end of this game.

Practice is definitely your friend here, because this game is pretty darn tough. The checkpoints are relatively common, and you’ve got infinite continues as well, but the old funky momentum and control of Balloon Fight has been reinvented all over again for the GameBoy, and there will be plenty of times where one flap of the arms too many will send you to your doom. The only real times you’ve got a chance to practice jumping around without your balloons are the harder parts where you’re forced to do it, so there are a fair few trials by fire (sometimes literally) you’ll have to bypass as soon as the first few stages. You’ve got all sorts of animals (including the ever sinister giant fish) out to get you as well as instant death lightning, fire, and falling spikes.

One of the few genuine mechanical additions to the original Balloon Kid that this version of the game offers is a world map screen and a save function. It’s a little bit overkill of a safety net, I think, but it at least makes it so you can go back and grind old stages for extra lives if you’re really having trouble, and you very well might need them with the last couple stages. The cave level in particular kicked my head in good with some of the treacherous turns they demand of you, and while the art style may be cutesy, this game will make sure you’ve darn near mastered the controls if you want to save Jack. Thankfully, you’ve got a little more than just the ability to grind for extra lives in your corner. There are balloons scattered through levels like coins in Mario, and collecting 20 in a row will make them all double. This seems like just something you’d do for points or extra lives, which is indeed the case, but collecting enough balloons without dying will spawn a special P balloon that’ll grant you quite a long lasting invincibility power up. It also makes the stage scroll a lot faster, but you’re SO invincible that it probably won’t put you in too much danger (and normal stages start scrolling that fast pretty early anyhow, so it likely won’t make much of a difference a lot of the time XD).

The graphics are pretty darn good. Balloon Kid was always a pretty nice looking game, and now it’s got loads of color and pretty backgrounds to make it look even nicer. The overall mechanics of the game haven’t particularly changed, though, and the early GameBoy-style jittery movement and few frames of animation are likely going to look rather strange against the nice new colorful backgrounds X3. The game still *plays* fine, of course, but the dissonance is pretty stark and rather immediate, so just don’t expect this game to play like a GBC game from 2000 just because that’s the platforming it was released on. The music is great, as one would expect from an early Nintendo title, and the GameBoy rendition of the original Balloon Fight themes is definitely an unoriginal but great highlight~.

Verdict: Recommended. As was so often the case, just because this is an early GB game (color or no), Balloon Kid, and by extension its color remake, still hold up really well. It’s short and sweet like so many early GB games are, but price is little worry given how easily its available on the Switch Online service these days. If you’re a fan of retro action games, this is a fun and novel one to check out if you’re like I was and haven’t gotten around to experiencing this classic yet~.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
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RobertAugustdeMeijer
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Re: Games Beaten 2026

Post by RobertAugustdeMeijer »

30: Skin Deep
Now do we love immersive sims for fusing narrative and gameplay, consequences be damned? Or do we love them for their eMeRgEnT gAmEpLaY? Skin Deep mocks us for wanting the former and goes hard on the latter. So you're this intergalactic handywoman whose job is to save cats from space pirates, but without guns (because that wouldn't be immersive-simmy enough), without shoes (to give you all the more reason to yell Yippie-Kay-Yay motherfucker while you step onto glass shards), but with an extra lung that lets you breath in outer space (because the developers wanted you to exploit breaking windows?). It's all endearingly unserious. Which lets the gameplay thrive based on its own internal logic. For example, to keep air ducts ("ventilatieschacthen" in Dutch) from being overpowered, staying in them too long makes you sneeze and alert enemies. Levels are small yet succulently filled with ways to tackle problems. One wishes these intricate systems would be transported to a triple AAA project with a more relatable theme. But how much sense would it still make?

8/10
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PartridgeSenpai
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Re: Games Beaten 2026

Post by PartridgeSenpai »

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

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

I had the original Lemmings on SNES as a kid, and as much as the puzzles were neat and the music was super fun, I was always terrible at it. Even beating the first 30 levels in Fun difficulty were way beyond me, and I pretty much wrote off ever beating it as something for people far smarter and more dedicated than me. A few years back, my partner and I bonded a ton over watching Game Center CX, and an episode we ended up remembering especially fondly was the huge 24-hour Lemmings extravaganza. It’s been a point of bonding between us ever since, and she even surprised me by sending me a CIB copy of this very game, the 2006 remake of the original Lemmings, when she sent me my PSP as a present earlier this year. Finally having the game again, I couldn’t help but feel an obligation to beat it, especially considering that it was a gift from someone I care so much about.

I fully never expected to beat this game. Even having watched the GCCX episodes on Lemmings years earlier, there was only one hard puzzle’s solution I remembered even slightly, and I was convinced I’d be lucky to even beat half of the game’s levels. Heck, I was very ready to consider this game “beaten” just beating the 36 new levels that Team 17 made for this remake of the game. However, my fears ended up being totally unfounded! Thanks to some particular pieces of Lemmings strategy that I’d managed to learn over the years, and no doubt also just another 25 years of playing video games and problem solving, I was actually able to beat all 156 levels in the game (the 36 new ones and all 120 originals) without needing to look up a single puzzle solution, and it took me just about 12 hours to do it.

Lemmings has just as simple a premise/story as it always has. The Lemmings are on a journey from here to there, but they’re hopelessly incapable of doing anything for themselves. They’ll merrily do nothing but walk forwards forever, and while they’re able to turn around when they bump into a wall, they’ll also happily trundle into any obstacle, off any cliff, or into any ocean if they’re not stopped. Thankfully, they’ve got you to help them out and give them a fighting chance! Able to wield 8 different abilities you can give them (though you have limited amounts of each to assign respectively in each level), it’s up to you to guide the specified quantity of Lemmings as safely as you can to their ultimate destination before time runs out. As is the case with so many great retro puzzle games, it’s a simple premise, but the puzzles they’ve got you doing will really test your problem solving abilities, because there are some real doozies here.

The PSP remake has an aesthetic facelift, of course, and it even comes with a level editor to build your own levels and trade them with others if you want, but it’s also got some gameplay changes overall that help differentiate it from its old Amiga original. Some of these make the game easier, or at least make the trial and error of puzzle solving easier to tolerate. One aspect that makes the game a good bit easier is that the overall game speed has been slowed down *ever* so slightly. This combined with extra UI features like big, visible effects (and not just sound effects) popping out of Lemmings nearly done building a staircase make keeping tabs on a larger level a lot easier than it used to be in the older iterations of Lemmings.

With how long some levels can take to not just try but retry as you test new possible solutions, you might think that making the game even slower would be a nightmare of design, but that’s thankfully not the case. The biggest and most appreciated improvement here is the ability to hold the O button to speed things up by 3 times. Lemmings take a good while to walk, dig, and build stuff, and while levels are still never terribly long (if you know what you’re doing), making the Lemmings speed through the slow parts is such a godsend of a feature that it’s no surprise that so many older Lemmings games after the first one had some version of it built in from the start. Other significant enhancements include the ability to lock your cursor to a particular Lemming with the Square button, and you can even zoom in and out with the Triangle button. These two features combined with a new enhanced priority feature where a Lemming already with a job will always be given priority when you select a Lemming in a big group make sorting through the hard levels a lot easier too (even if I never knew about the zoom or cursor lock feature until I’d already finished the game XP).

Other changes are more just neutral or don’t have a direct positive or negative net effect either way. One feature I do appreciate a lot is that you have the ability to choose from any yet unbeaten 5 levels of a difficulty rather than just 1 like the old games did. The old games had passwords you could look up to bypass unwanted levels, sure, but having this feature built in is a nice touch if you want a mental break from a stumper of a level but don’t want to stop playing Lemmings completely. There are other little changes like how using a temporary basher assignment to cancel out a builder mid-build no longer consumes an assignment of basher, but a bigger, related issue comes from the engine itself being so different. Lemmings are still *mostly* only the size of their feet (in regards to how small a space they can pass through), but exactly how tall a wall they can scale unaided is definitely trickier to work out than it used to be in the older versions. Physical objects have also been firmed up a lot, so solutions that worked in old versions like just spamming staircases until a Lemming pushes himself through a thin ceiling no longer works at all.

The overall construction of levels being different is definitely the biggest change to the moment to moment playing of the game in this remake. Not unlike some of the later Worms games (also made by Team 17), large 3D objects (from skulls to bones to gargoyle parts) populate levels. They don’t get dislodged and roll around like they will in Worms, of course, and Lemmings will dig through them just like they can smooth ground, but there being *so* many of these objects constructing stages can make for some harder levels being far trickier than they used to be as a result. In a perfect bit of irony, this increase of objects and lessening of discretely shaped ground and flat surfaces made that one hard level solution I remembered, Taxing level 26, impossible to replicate the way I remembered because of how much that level’s geometry had been altered XD.

While the whole game has been changed at least somewhat due to the new constructions of levels, while perusing a longplay of the old SNES version after I beat this one, I noticed quite a few levels (like Mayhem level 30) have been changed or made easier outright in the remake compared to how they used to be. Far from all of them are easier, and some like that Taxing 26 I would argue are now even harder than they used to be, but it does all add up to an experience that will be both familiar yet a new challenge to veterans of the classic version, which I think makes this game stand on its own even better than it already would if it were only the same old game again with better UI and quality of life features. Speaking of new content, the new 36 levels made specifically for this version of the game are perfectly good Lemmings levels, even if none of them ever get terribly difficult. They’re a nice addition to the existing 120, and it’s always fun to have that many more levels to sink your teeth into even when a game already had that much content to begin with.

The only outright negative I can say about this version of the game is that they have completely gotten rid of the radar that older versions of Lemmings had to help keep track of your Lemmings across the entire stage. I can only assume this was done because it just wouldn’t fit into the UI of the PSP in a way that didn’t both obscure the rest of the action on screen and was also big enough to be intelligible on a screen that small. It’s a sensible enough reason, but it definitely makes some later, harder stages a *lot* tougher than they need to be if only because you’ve got to keep pausing so much to check on the progress of Lemmings more distant from where you’ve currently got the screen. An understandable omission, but far from the end of the world.

While the aesthetics are a pretty far cry from just how iconic so much of the original game’s visuals and sound are, I think they mostly do the job well enough. Thanks to Team 17, the Lemmings themselves finally have a suitably cute and pleasant design in 3D after SO many years of 3D-imagined Lemmings being lowkey horrifying and quite uncanny to look at XD. The level designs themselves are bright, colorful, and always easy to tell what’s interactable and what’s not. The only real loser here is the music. The original soundtrack is SO good on so many machines, and this new soundtrack for the PSP version is just Not That, and it’s not even a particularly great reimagining either. It’s far from the most unlistenable thing in the world, but it’s the only part of this remake that I’d classify as a flat downgrade, no upsides attached <w>

Verdict: Highly Recommended. Even 35 years later, Lemmings remains one of the best puzzle games ever made and one of the best games to ever come out of the UK. If you’re a fan of puzzle games (but more in the Adventures of Lolo-style rather than the Tetris-style), then this is absolutely a game you cannot afford to miss out on. This PSP remake is a fantastic update to the game, too. While not everything is strictly better than the old version(s), the upgraded quality of life features alone make this as damn close to a “definitive” version of the game as you could hope for. As for me, my overwhelming feelings upon finishing this game weren’t just a great sense of pride at managing to finish such an infamously challenging puzzler, but also just a hunger for more Lemmings puzzles! If that ain’t the sign of a fantastic puzzle game (regardless of difficulty), then I don’t know what is~ X3
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
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Ack
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Re: Games Beaten 2026

Post by Ack »

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

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

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

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

18. Green Hell (Adventure)(PC)
19. Stray (Adventure)(PC)
20. Post Void (FPS)(PC)
21. Kiosk (Horror)(PC)
22. Gnomdom (Puzzle)(PC)
23. Librarian: Tidy Up the Arcane Library (Puzzle)(PC)
24. Shooty Shooty Robot Invasion (FPS)(PC)
25. Vital Shell (Action)(PC)
26. Warhammer 40,000: Fire Warrior (FPS)(PC)

27. Slayers X (FPS)(PC)

Slayers X, or full name, Slayers X: Terminal Aftermath - Vengance of the Slayer (yes, that misspelling is meant to be in there) is a parody of the late 1990s. The general idea is that a game dev created the greatest FPS ever when he was 16, and a few decades later he rediscovered it and chose to release it. As a result, it's like a Build Engine game full of late 1990s and early 2000s cliches of what was cool from an immature teenager's perspective. Meaning you play as Zane, a blond guy with a soul patch and earrings, who is the X Slayer, a super powerful Hackmaster who must take on the evil Psycho Syndicate headed up by his boss, Mevin. All set to levels designed around locales in a small town with a soundtrack like a Linkin Park tribute band.

It nails the vibe. From the bad voice acting to the ridiculous plot, Slayers X understands exactly what it's trying to be. It's immature, it's silly, it's weird, and that is what I would expect from a Build Engine FPS from an angsty teenager. But also, it's got some interesting ideas that I actually like a lot. For instance, the shotgun fires glass shards. You can get ammo for it by breaking windows in the game, so it's easy to keep full, and it's devastating up close. I can't think of any other game with a gun that gets its ammo in quite the same way. Other weapons include a grenade launcher that fires canisters which release rats to rip and tear your foes and a pseudo minigun with sawblades, so it can cut up folks that get too close, but if aimed directly down, it also allows you to fly a little. In fact, you have two options for weapon-based flight, with the other being a superpowerful focused energy beam using your Hack Blood that will elevate you from whatever level you're standing on. I know of grenade, rocket, and shotgun jumping, but these are way more reliable methods that don't kill you in the process, and maneuvering around the levels with them is actually pretty fun.

Enemy designs are...well, one of them is a living pile of feces. Another is a clown that drops bouncing exploding bombs. Still another is a roided-out drug addict with a syringe for a face that runs up and headbutts you. These are bizarre. They're maybe not the most unique things (thanks, Conker's Bad Fur Day, for the being the first game I ever saw killer poop and not the last), but they're weird in a way that fits the sense of style and humor. And they provide different functions in terms of foes, so dealing with them on the fly can involve swapping through your arsenal to tackle the tasks. Again, with the variety of levels and arsenal, it all pairs together well.

Is Slayers X a great game? No, but for what it's trying to do, yes. Because it understands what its a parody of, and it leans right in. For that, I greatly enjoyed it.
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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)
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Re: Games Beaten 2026

Post by PartridgeSenpai »

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

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

I really loved the first Uncharted when I played it a few months ago. I found it to be a really deftly crafted adventure story with fun, likeable characters and snappy, engaging dialogue. I found it to feel like such a well-crafted, complete work that I postponed plans to play this game until now. I just felt so satiated with Nathan Drake as a character that I didn’t want to spoil my experience with the first game by forcing this second game on myself faster than I was ready. Fast forward to now, and I felt like I was properly ready for more Uncharted. I had absolutely no idea *how* they would make more Uncharted, with the first game feeling like it already explored the ideas it had (both mechanically and narratively) so well, but with so many people over the years touting Uncharted 2 as the best one, I figured I was in for a great time, nonetheless. How very, very wrong I was XD. Playing the Japanese version of the game in English, it ultimately took me about 10.5 hours to finish the game on normal difficulty collecting 67/100 treasures. (A quick heads up that this is gonna be another review where I get a fair bit spoiler-y in the narrative section to get across how I feel about this game, so reader discretion is advised).

Uncharted 2 is the continuing adventures of our central character Nathan Drake. The start of the game sees him waking up sitting down in a train with no straightforward memory of how he got there. He doesn’t have much time to think though, as gravity quickly reminds him that the train is presently dangling off of a cliff, and he’s about to die. Barely managing to both get to the top of the cliff safely and retrieving a strange, golden dagger along the way, we then flash back four months to the start of this tale. Drake is sipping beer in a tropical bar when his friend Flynn offers him a job proposal to help steal a job from one of the most famous museums in Istanbul. Drake blows off the idea as impossible before Flynn assures him that their third team member Chloe will make it so there’s no way they can lose. Swayed by both their insistence as well as some clear (yet unspoken) history with Chloe, Drake goes off to Istanbul where his next great adventure will start.

Not to bury the lede, but I was incredibly disappointed and bored by the story in Uncharted 2. While it’s nice to have new characters, and it’s also nice to have a new heroine like Chloe who is so different in demeanor from the previous game’s female lead, pretty much all of the new locations, characters, and plot beats are incredibly shallow and dull, and that’s especially true when compared to what a great narrative pace and deep character dynamics the first game had. Everything that doesn’t fall into “dull and shallow” instead falls into “copycat”, since a frankly astonishing amount of this game’s plot beats are utterly shamelessly reused from the first game. We introduce Elena back into the story in chapter 8, and while their banter and chemistry are still some of the biggest highlights of this game’s writing, it’s also not much excuse for how dull the character writing had been in the *hours* leading up to that point. Even more than that, it’s also all nothing we haven’t seen before (and better) in Uncharted 1, and that begins a pattern with all the decent writing in this game.

Uncharted 1 has a great scene where Drake is trying to chicken out of the adventure. He’s had enough of the danger, and he just wants to go home because unraveling this mystery and finding the treasure just aren’t things worth dying over. Elena, however, who had been a comparatively rather unwilling participant in the adventure, impresses upon him that there’s no way he can give up now. She’s starting to really love the thrill of the danger, and she wants to see this quest through to the end with him. She’s ultimately the only reason that he stays on the island and saves the day in the end, and it’s one of my favorite scenes in Uncharted 1. Uncharted 2 copies this scene almost note for note but far more incompetently. Unlike in the first game where Drake was just getting too scared by the danger to keep going (and was yet unaware of the real stakes of this journey), now he knows the stakes exactly (the bad guy might become invincible and rule the world), but he’s chickening out because he just doesn’t want to this time. This flies in the face of all of the selfless “being the hero” that he’s done over and over in this game (we even make a huge point earlier of him risking his life to save a near stranger). Nonetheless, Elena talks him out of his remarkably out of character urge to give up, and we carry on with the story.

A final bad guy done in by his own hubris towards the unknown ancient horrors they’re after? Uncharted 2 does it too, though in a far more clumsily set up fashion. That one is by far the worst instance of copying from the first game’s homework, but it’s far from the only instance. A late game reveal that old Nazi experiments/expeditions here tried to empower the Third Reich back in the second World War? A really fun, memorable, and unexpected part in Uncharted 1 that Uncharted 2 naturally breathlessly has a far less effective copy of as well. Drake's journal, the one he got from his ancestor's tomb, full of that ancestor's notes on the treasure that you'd use to solve certain puzzles? Well, that's inexplicably back, and it seems more like a shorthand they pull out when they just can't figure out how to diegetically instruct you on a puzzle's solution. There’s a lot of fun but very familiar to the first game feeling dialogue between Drake and Elena as well, but despite all the ground we’re *re*treading between them, they don’t even have the courtesy to *advance* Drake and Elena’s relationship at all through the course of this story, either. They end up ambiguously together at the end with none of the (genuinely incredibly interesting!) reasons they broke up last time being addressed at all. It makes them a far less compelling pair of romantic leads, and it’s yet another way this game fails to even come close to how compelling the previous installment made its story.

That failure to overcome the previous game’s quality is really what a lot of my issues with this game come down to. Had Uncharted 2 somehow managed to be exactly as well written as it is but was the first entry in a series, it’d be a fairly flawed and poorly paced yet still alright narrative for a first attempt. Instead, Uncharted 2’s story mostly just serves to highlight how impossible a task it seemingly was for Naughty Dog to possibly build further on their previous game’s story or characters. Uncharted 2 doesn’t just fail to build upon its predecessor’s best aspects, it also fails to even adequately copy it, and the breadcrumb trail of more poorly executed plot points is going to leave any fan of the first game somewhere between bored and disappointed for pretty much the whole game.

That in and of itself wouldn’t be a total death knell for the experience if the gameplay were somehow radically better, but for my money the gameplay is frankly just the same if not worse. In total fairness, Uncharted 1 already had pretty darn solid mechanical execution. The shooting and cover systems felt just fine. The platforming could be a little jank at times, but checkpoints were always generous enough that platforming never felt frustrating. The alternating platforming and combat made for a very well-paced rhythm to the action of the adventure, and that was all enhanced even more by the very strong story of the first game. Uncharted 1 was a game that succeeded by the whole being more than the sum of its parts. If one aspect of it (the narrative, the platforming, or the third-person shooting) were severely lacking or bad, it’d do a lot to tear down the strength of the other two. While that’s a pitfall the first game easily avoids, the weak narrative makes Uncharted 2’s mechanics suffer a *lot* with how much it’s not pulling its share of the load.

Uncharted 2’s platforming and gunplay are tightened up *very* slightly in places, but I found it a nearly identical experience to the first game, for the most part. If anything, while the moment-to-moment experiences for both gunplay and platforming were very similar to the first game, the larger ways they’re executed across the game made them meaningfully weaker for me. While the gunplay itself still feels fine, for example, Uncharted 2’s encounter design was something I found significantly harder than the first game’s. The last leg of the game gives you quite a few real ball busters of seemingly endless waves of enemies, and Drake dies *so* fast that it can be so frustrating to have to do the *whole* thing again. This game also has these awful solo fights against monsters, and they’re flatly dreadful across the board. The final boss was also something I found dreadful with just how hard it is to keep an eye on him in the environment combined with how fast he kills you, the lack of any mid-fight checkpoints, and how much damn health he has.

This generally harder combat also shines a bit of a mean spotlight on the game’s rather shallow stealth mechanics. It was never much of a problem in the first game, but this game being this much less forgiving makes stealth a much more appealing prospect to whittle down your enemies’ numbers before you go loud. They even have a new crossbow weapon to specifically give you a ranged stealth option in Uncharted 2. Even still, this stealth system really strains under just how few discrete mechanics it has. It’s mostly the player hoping they can get lucky enough that the in-game cover system to keep them out of enemies’ vague lines of sight, because this game has no dedicated crouch button of any kind. This game is already like 3 hours longer than it needed to be (they slow the pace down around the two-thirds mark and it never recovers), and the crap you’ve got to go through in all the late-game combat encounters does that rough pacing no favors at all.

The platforming, for its part, is almost pretty inoffensive in a bubble, but it’s down to the execution across the wider game where the issues arise. Drake climbs between closer handholds a lot more gracefully and smoothly than he does in the first game. It makes for a pretty immediate impression of how much more seemingly polished a product this is as you’re climbing up that train at the start, and it seems like it’ll make the whole game’s platforming a flatly better experience, but that was just not what I found to be the case. There are a lot of jumps, far more than I ever remember from the first game, where Drake suddenly seemed to be able to leap *far* farther than he usually could just because a set piece demanded it. It made actually finding the next way to go very awkward quite a few times, since the actually intended way to go was *such* a distance that I’d just assumed it was impossible for now and would be something I’d be able to do a bit later.

By the same token, Drake is just as able as he was in the first game (if not even more so) to fling himself in a direction you never intended and kill himself for no good reason. There were even times where an unclear death plane (falling a distance that was perfectly safe plenty of other times but for inexplicable reasons was suddenly not okay this time) killed me for reasons I had no way of foreseeing, and I had to redo frustrating combat encounters as a result. A lot of these worst bits are concentrated in the game’s back-third, and it just serves to drive home that much harder how much this game is both less fun to play than its predecessor as well as how badly this game is outstaying its welcome all on its own. I definitely wouldn’t say Uncharted 2 plays outright “bad” or anything close to it, of course, but the whole time I was playing it, I could not stop thinking about how much better the first game had handled these things, and how much poorer an experience this game was because of how less well polished an experience it so consistently offered.

Aesthetically, the game is perfectly fine. The music complements the action and drama well, just like the first game did. The graphics are also really good for the time, too, though I’d say they’re less impressive than Uncharted 1’s had been. That’s not to say that Uncharted 2’s graphics are meaningfully worse so much as it is to say that they’re simply less impressive for the time they came out. Uncharted 1 looks *crazy* good for 2007, and they still hold up really well, too. The moment-to-moment experience of Uncharted 2 looks about as good as the first game did, to my memory, but I also wouldn’t say it looks *that* much better than contemporary games from 2009. The console generation had progressed a lot in the intervening two years, and other companies’ graphics had caught up a lot more, making Uncharted 2 not an ugly game but certainly a less relatively impressive looking one, even if it still holds up just fine in the current year.

Verdict: Not Recommended. Had the last leg of the game not been *such* a miserable slog with its combat design, I would’ve given this a hesitant recommendation. Sure, it’s a pale imitation of the first game’s quality, but it was also still competent enough an experience that someone who just wanted some more good Uncharted-style gunplay and platforming could be happy enough with this. That awful last leg robbed the last of my goodwill in that department XD. You are better off just playing Uncharted 1 and acting like this game doesn’t even exist. Maybe this wouldn’t’ve felt quite so much the case back when this game was new, but at least as far as I’m concerned, Uncharted 2 does not remotely justify itself in the current year. It’s obviously a poor entry point into the series on its own with how good the first game is, and all it’ll do to any fan of the original game (such as myself) will remind you of the far better experience you enjoyed in the previous game and not much else. There are just too many better games to play than to waste your time on such a shallow, poorly paced retread of Naughty Dog’s previous game. You’d frankly be better off just playing Uncharted 1 *again* rather than trudging your way through this quarter-baked (not even half-baked) follow up.
Last edited by PartridgeSenpai on Tue Jun 02, 2026 3:51 am, edited 1 time in total.
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Re: Games Beaten 2026

Post by RobertAugustdeMeijer »

Great read! Makes me want to try out Uncharted 1 now, hah!
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Re: Games Beaten 2026

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Games Beaten in 2026 - 10
* 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
10. Metroid Prime 4: Beyond - Switch 2 - May 30

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Metroid Prime - and Metroid as a whole, really - is one of the game series that I think best exemplifies what makes Nintendo special while also being one of its most overlooked. Metroid definitely doesn't have the commercial staying power of Mario, Zelda, or Pokemon, but it's been here since the beginning, and the original Metroid Prime was, in my opinion, one of the best first party games on the Gamecube. Metroid Prime 4 has been a LOOOONG time coming; it released eighteen years after Metroid Prime 3 and eight years after its initial reveal. It does, however, prove Miyamoto's adage of "A delayed game is eventually good; a rushed game is forever bad." Nintendo ordered the project completely scrapped and reworked in 2019 after the Bandai Namco team initially booked to develop the game failed to produce a product that Nintendo thought was up to its standards. In 2019, they turned development of the game over to the tried-and-true Retro Studios, and six years later, we got what in some ways is the most fun Metroid Prime game to date.

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To be totally up front, I think Metroid Prime 4 is probably the best Metroid Prime game to date from an objective sense, but the original Metroid Prime will always be my favorite due to my millennial nostalgia goggles. Prime 4 comes pretty neck and neck with it for me, though. Canonically, Metroid Prime 4 takes place under the - in my opinion - unfairly hated Metroid: Other M and Metroid Fusion. The premise of the game is that Space Pirates, led by the Galactic Federation-hating former bounty hunter, Sylux, attacks a Federation facility that had unearthed an ancient relic. In the fight with Sylux, he accidentally damages the artifact, causing it to activate and transport him, Samus, and any Federation soldiers nearby to the uncharted planet of Viewros.

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Metroid Prime 4, releasing 23 years and three consoles (or four with Switch 2) after the original Metroid Prime, obviously has a ton of quality-of-life features that the original game, even in its slightly updated Wii version in Metroid Prime Trilogy, lacked and additions that make it feel like an overall more modern experience. The most significant bit of modernization which is really just an evolution of the motion controls introduced in the Wii's Metroid Prime 3 is the gyroscopic aiming. For the most part, I played the game like a traditional dual analog FPS game, but I enabled the gyroscopic motion with sensitivity set low to make fine adjustments to my aim as I find I can make minor adjustments more quickly and accurately with motion controls than I can an analog stick. That's an option for both Switch and Switch 2. If you're playing on Switch 2, you can take advantage of the Joycon 2's unique capabilities and play in mouse mode where you use the control stick on the left joycon to move like normal, but you hold the right joycon on its edge so that the small IR sensor that's on the side usually covered by the system or joycon grip can read the surface its on and act as a computer mouse, letting you aim as if it were a PC game. I absolutely love this feature and would have used it as my primary control method if I weren't so in love with the ergonomic feel of the Switch 2 Pro Controller.

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Switch is obviously enormously more powerful than the Gamecube or Wii, and the Switch 2 is a lot more powerful than the Switch, so it makes sense that Metroid Prime 4 looks infinitely better visually than the three previous Prime games. Most importantly, though, it runs as smooth as butter. The original Metroid Prime on Gamecube wavered between 30 and 60 fps, and Metroid Prime 2 on Gamecube targeted 60 fps as did Metroid Prime 3 on Wii. All three of those games ran at 480i. Metroid Prime 4 on Switch renders between 720p and 900p when docked with a 60 fps target that it pretty consistently hits. On Switch 2, you have two performance profiles that you can use. The default (Quality) runs at 2160p and 60 fps, but Performance runs at 1080p and 120 fps. My vision is terrible in general, so personally, my eyes aren't good enough to tell a huge difference between 60 fps and 120 fps in Prime 4. Some games I can, some I can't; unfortunately, this was one where I really couldn't tell the difference. I used Quality mode, then, to take full advantage of the system's 4K capabilities, but if you have eyes healthy enough to see a clear difference in frame rates above 60, absolutely go for Performance; the game definitely looked noticeably better on Quality, but it wasn't such a stark difference that it would be worth losing out on a perceptible fame rate bump.

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For the most part, Samus has the same abilities that longtime Prime players have to come to expect - arm cannon blasts, missiles, elemental shots (fire, ice, and electric in Prime 4), morph ball bombs, etc. What's new for Prime 4 and adds some unique puzzle obstacles are the psychic abilities. These include a whole host of new abilities when the "psychic visor" is active from shooting a guidable slow-motion blast to grabbing and throwing morph ball bombs to manipulating physical objects. Environmental puzzles have always been a core staple of Metroid Prime, but these new psychic abilities elevate those puzzles to a new (and occasionally frustrating but always fun) level. The other big gameplay difference between Prime 4 and the previous games is that there's a much larger emphasis on combat specifically with large battles. You'll find yourself fighting numerous enemies at once more often than in previous Prime games, and some of the bosses will spawn in regular enemies with which you have to contend while also fighting the boss. It doesn't take the focus away from the puzzles and exploring the way Resident Evil 5 took the focus away from horror, but it definitely makes combat a much more important and rewarding aspect of gameplay. The last big shift which, despite taking up at least as much of my time as exploring any of the areas probably made the least impact on me, is the overworld traversal. Instead of all of the areas just sort of being connected and running between them, each of your areas - the ice area, fire area, electric area, etc. - are connected by a gigantic desert hub overworld. You traverse this huge desert on the space motorcycle that you mysteriously conjure from your magic space armor. I don't actually remember what the in-game explanation for how that works was if there even is one, but it doesn't really matter. While spending hours driving across a giant desert and smashing into green crystal formations while occasionally fighting an enemy or stumbling on a small puzzle shrine may not sound exciting, it's actually a LOT more fun and satisfying than I expected. I thought I'd find it monotonous and tedious, but I actually thoroughly enjoyed the time I spent traversing the desert and definitely spent more time doing so that I actually needed to

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I doubt Metroid Prime 4 will be remembered as a Switch 2 system seller nor would it even if it didn't also release on the original Switch, but I do think that it's a good enough game to be worthy of that accolade. I may prefer the original Prime for nostalgia reasons, but I'd be hard-pressed to argue that Prime 4 isn't the most fun game in the series. Between the desert motorcycle riding to the psychic abilities to the bigger combat emphasis, Metroid Prime 4 pretty much takes what made the first three games great and builds on that. It may have required an eighteen year wait since Metroid Prime 3 and eight agonizing years of waiting after it was revealed, but as Miyamoto said, after all of the delays, the game we got is amazing. I wouldn't call it perfect - I would have to liked to see more dungeon-like areas to explore and more to do in the desert - but it's still a stellar game.
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Re: Games Beaten 2026

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ElkinFencer10 wrote: Tue Jun 02, 2026 1:06 pm
10. Metroid Prime 4: Beyond - Switch 2 - May 30

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It's really nice to read a more upbeat review of this game. So many of the reviews were "It's good, but..." and then most of the review was about the stuff they didn't like with a 7/10 or 8/10 score. I'm glad you enjoyed this one.
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Re: Games Beaten 2026

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marurun wrote: Tue Jun 02, 2026 1:28 pm
ElkinFencer10 wrote: Tue Jun 02, 2026 1:06 pm
10. Metroid Prime 4: Beyond - Switch 2 - May 30

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It's really nice to read a more upbeat review of this game. So many of the reviews were "It's good, but..." and then most of the review was about the stuff they didn't like with a 7/10 or 8/10 score. I'm glad you enjoyed this one.
It well could be that, as a huge Metroid Prime fan, I was so thrilled to finally get a new game that I couldn't help but be happy. Or, alternatively, the reviewers were huge Metroid Prime fans too, but instead of taking the "Yay we got a new game!" approach that I did, they took the "It's been 18 years, so nothing can possibly live up the hype I've built in my head and I am therefore doomed to be disappointed no matter how good the game is."
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