Games Beaten 2025

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Syndicate
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Re: Games Beaten 2025

Post by Syndicate »

...I've been really trying to finish more games this year and so far, I've completed an Insanity run through the Mass Effect trilogy (using the Legendary Edition). I'm not sure there's much to say here that most here don't know already. Perhaps the only thing I can add is that I found the added difficulty annoying at parts and didn't really make the games any more enjoyable. So it's "I did this" sort of thing if you're into that :lol:

...I think that this excellent series of games is best played at a manageable difficulty that really lets you enjoy that awesome story. I'm going to give it another play through at some point b/c there are some things I still haven't in the series even though I've been through it so many times. Heck, wrapping this up made me consider doing another run of Andromeda since I've only been through that one once :lol:
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TheSSNintendo
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Re: Games Beaten 2025

Post by TheSSNintendo »

Ys VI (Steam)
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MrPopo
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Re: Games Beaten 2025

Post by MrPopo »

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

1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
4. Cyber Shadow - Switch
5. Signalis - Switch
6. Ender Magnolia - Switch
7. SimCity 2000 Special Edition - PC
8. Ghost Song - Switch
9. Citizen Sleeper 2 - Switch
10. Vengeful Guardian: Moonrider - Switch
11. The Last Faith - Switch
12. Anger Foot - PC
13. Avowed - PC

Avowed is a first person RPG set in the Pillars of Eternity universe. It's set a couple of years after the events of Pillars of Eternity II, though it is telling a new story in the world, as the second game wrapped up the major plot threads first laid in the first game. Although it might look like Skyrim but different, it actually has quite a different feel.

When you create your character you are locked in to being a godborn, a person touched by one of the gods of the world that causes you to have a variety of strange growths. Your markings are unique and the god you are pledged to is unknown. You've risen through the ranks of the Aedyran Empire and have been sent by the Emperor to the Living Lands, a wild island to the north the Empire is attempting to bring into its fold and is currently experiencing a mysterious sickness known as the dreamscourge. Your mission is to solve the dreamscourge, as it is the greatest threat to the Empire's ambitions in this land.

Unlike Pillars, this game doesn't have fixed classes. Instead, you have three skill trees for fighter, ranger, and wizard. These correspond to melee, ranged, and magic combat. Interestingly, while I say tree, there are very few skills with a direct requirement link between them. Instead, you have skills you can take that require character level 1, level 5, level 10, level 15, and level 20 (with upgrades requiring higher levels). This allows you to cherry pick skills from all three quite easily, and there are definitely ones you'll want to spread for. For example, the fighter tree has a buff to critical damage for two handed weapons, while the ranger tree has a buff to critical chance for all weapons. You're free to respec at a nominal gold cost, so feel free to experiment.

Combat is real time using a stamina system and a mana bar. Stamina regenerates quickly when you are not attacking, but going to empty will cause you to briefly move slowly and be unable to act. You can attack, power attack, block, dodge, and use abilities and spells. You have up to two party members who will act of their own accord, though if you want them to use their abilities every time they're off cooldown you'll need to trigger them yourself. You deal both damage and stun to enemies, and when you fill the stun bar you get a free series of attacks (and your stamina regenerates during it). It's a fairly simple combat system, made more simple by the low enemy variety. After the second zone you've seen all but one of the creatures the game has for you to fight, with the last one showing up at the very end of the game and are of miniboss caliber.

The game is divided into zones, and this is where the game really differentiates itself from other first person RPGs. Each zone must have its plot accomplished in turn before going to the next, and there are a handful of things to find besides the fast travel points. As I was playing I felt there was something that just felt different from a game like Skyrim, and I figured it out in the second zone. The game really plays like taking a game such as Baldur's Gate or Pillars of Eternity and changing the camera angle. There's treasure to find in corners, but not to the extent of a Skyrim, and there aren't a bunch of dungeons to explore, just a couple that are linked to a sidequest in some way. There's no stealing system; anything you can grab is yours for the taking. It's a bunch of subtle things that add up to feeling like a top-down RPG with a new camera angle, rather than a sandbox RPG.

The game does not require you to have played the Pillars games, but doing so will change how you approach the plot. The common knowledge of the metaphysics of the setting is presented to the player through dialog and books, but the deeper knowledge from Pillars is not given, and since this game continues to have those metaphysics as an important part of the story, you really will want to play both Pillars first to be able to go into this one with both eyes open. But again, not a hard requirement. The game isn't too long overall, and the bounded nature means you won't just faff about forever and never finish the main quest like Skyrim.
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MrPopo
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Re: Games Beaten 2025

Post by MrPopo »

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

1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
4. Cyber Shadow - Switch
5. Signalis - Switch
6. Ender Magnolia - Switch
7. SimCity 2000 Special Edition - PC
8. Ghost Song - Switch
9. Citizen Sleeper 2 - Switch
10. Vengeful Guardian: Moonrider - Switch
11. The Last Faith - Switch
12. Anger Foot - PC
13. Avowed - PC
14. Bloodstained: Ritual of the Night: Classic Mode - Switch

Classic Mode is one of the extra modes added to Bloodstained. But unlike the others, which just modify the base game or are a simple boss rush, this is a completely separate gaming using the Bloodstained engine and assets. And that game is essentially a remake of the first Castlevania, albeit with enough changes to be legally distinct.

Like Castlevania, you move through several stages of a horror castle, whipping candles for subweapons and energy. Your jumps are committed, though a standing jump does have a slight amount of air control (great for getting onto a ledge next to you). You can jump onto and off of stairs like later Castlevanias, and you do have a handful of extra mobility moves. You can backstep, slide, and do an aerial backflip like in Rondo. You do have the option of triggering 1986 mode by doing the Konami code on the title screen to remove those extra options, leaving you stuck with just Simon's kit. You have all the same subweapons in their Bloodstained form, so that part will be immediately familiar.

The monsters are all stand-ins for the Castlevania originals. Some are direct analogues, like the slime zombies in place of regular zombies, and the throwing bone slime zombies for the throwing bone skeletons. Others have some differences, like the trajectory of the bats and dullahan heads. The spear guards now have a forward attack and can spear up and down if you're on a different level, making them closer to the Rondo spear guards (though thankfully they don't have a deflect). The bosses are all stand-ins, with some being much closer (like the giant bat) while others are just inheriting the general look (like the Miriam and Zangetsu dopplegangers in place of the mummies).

The stages are all obviously inspired by the originals, with the first few being close to one-to-one copies. The fourth stage is where the game starts to stretch its level design, as the underground area is greatly expanded. The fifth stage actually ends up being a combination of the original stage five and six. The first section is similar to original stage five, then the second section is a big clock tower climb which both takes from stage six and the general design of Death stages in later Castlevanias. After beating Gremory (the Death stand-in) you immediately transition to the big bridge of original stage six, but that then immediately goes to the final stairs and the final boss fight. There is no stage transition here, and I do not know where game overing sends you, as I was able to take out Gebel as Dracula and Dominique (replacing Dracula's second form) on my original set of lives.

Overall, it's a fun reimagining of a classic, and it retains the difficulty. It still manages to mostly make you feel like your deaths are your fault because you reacted poorly to an enemy (such as taking a bad jump when an enemy appears). The time stop ends up being particularly useful, and I highly recommend making it your primary (it even ends up being the best way to beat the second boss).
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MrPopo
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Re: Games Beaten 2025

Post by MrPopo »

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

1. Tomb Raider II Remastered - PC
2. Tomb Raider III Remastered - PC
3. Blade Chimera - Switch
4. Cyber Shadow - Switch
5. Signalis - Switch
6. Ender Magnolia - Switch
7. SimCity 2000 Special Edition - PC
8. Ghost Song - Switch
9. Citizen Sleeper 2 - Switch
10. Vengeful Guardian: Moonrider - Switch
11. The Last Faith - Switch
12. Anger Foot - PC
13. Avowed - PC
14. Bloodstained: Ritual of the Night: Classic Mode - Switch
15. Bloodstained: Ritual of the Night: Classic II: Dominque's Curse - Switch

Dominique's Curse is paid DLC for Bloodstained that follows up the ending of the base game by following Dominique following the events of the true ending. And if the combination of "Classic II" and the subtitle make you think this is going to be an homage to Castlevania II then you have good instincts. However, unlike the first Classic, this is its own thing that merely takes inspiration from Castlevania II, and it pulls in many Metroidvania aspects to make it a bit of a halfway title.

The game is set in Limbo, and Dominique wants to get out and get back to the human world. Standing in her way is Bael, but his castle Pandemonium is protected. The only way to break the seal is to defeat his four lieutenants in the four dungeons scattered throughout the world.

As mentioned, the game is heavily influenced by Simon's Curse. There is a day/night cycle, with enemies stronger at night. You have Castlevania-style committed jumps, though like Classic a standing jump has a bit of air control. There are friendly towns where you can purchase items and upgrades, though at night it is filled with hostile monsters and the shops are closed. And while there is a lives system, getting a game over merely cuts your coins in half and lets you restart on the same screen, so you can power through some tough spots.

Now let's talk differences. The first is that there are actually two currencies, and your subweapons use the separate rose resource. Coins are used in shops for items and upgrades. Monster parts are traded with specific merchants outside the four dungeons for some items and for health and mana upgrades. You can also trade monster parts for coins. But importantly, monster parts are not dropped on game over like coins are, so it behooves you to only convert them when you are going to purchase something, and then only what you need. You can purchase several subweapons, and you can get upgrades to your whip's damage and range; each is a separate pickup.

What really sets the game apart is all of the Metroidvania mobility abilities you gain. You get them from defeating the four bosses, certain shops, and certain sub bosses. You get things like breaking special blocks, a double jump, the ability to spawn platforms in midair, and a short range teleport to go through small walls. This is combined with a bunch of verticality and a more connected map to take the proto-Metroidvania setup of Simon's Quest and turns it into a full Metroidvania, though you still have that mildly clunky feel of the old school physics.

Overall, I had a fun time with it. It is slow to start off, as this is when you do the heaviest grinding to get some upgrades, but after that things are balanced pretty well and you can just pick up things when you get to a town, assuming you aren't dying too much. If you'd like to see Simon's Quest as a good game pick this one up.
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PartridgeSenpai
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Re: Games Beaten 2025

Post by PartridgeSenpai »

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

1. Arc Rise Fantasia (Wii)
2. Return of the Obra Dinn (PC)
3. Battlefield: Hardline (PS3)
4. Call of Duty: Black Ops (PS3)
5. Call of Duty: Black Ops II (PS3)
6. Dead Nation (PS3)
7. Kileak, The Blood 2: Reason in Madness (PS1)
8. Paro Wars (PS1)
9. in Stars and Time (Steam)
10. Tetris Battle Gaiden (SFC)
11. Super Tetris 3 (SFC)
12. Battlefield 4 (PS3)
13. Call of Duty: Modern Warfare 2 (PS3)
14. Call of Duty: Modern Warfare 3 (PS3)
15. Call of Duty: Black Ops III (PS4)
16. Call of Duty: Infinite Warfare (PS4)
17. Call of Duty: WWII (PS4)
18. Resistance 3 (PS3)
19. Tearaway: Unfolded (PS4)
20. Grow Home (PS4)

21. Grow Up (PS4)
After thoroughly enjoying the previous game, Grow Home, it only made sense to move right on to the sequel (which I’ve owned without actually getting to for just as long X3). Grow Home had been so fun that I had high hopes for this. After all, even though it had only been made in a year, who knew what kind of new ideas the team might’ve come up with since their first game? It took me a little under 4 hours to find all the parts and rescue MOM without going for 100% completion in the English version of the game.

Grow Up is the story of BUD, just as Grow Home was. Once again, as he travels the stars with his mothership, MOM, on their biological studies, they come upon a planet and must investigate. Well, I say that, but while last time it was an investigation by choice, this time it’s an investigation by force. After accidentally wandering into an asteroid field, MOM is blown to pieces, and her, BUD, and everything in the ship rains down onto a nearby planet. With his new flying friend POD, BUD now must scour the planet for new plants, devices, and crystals to reassemble MOM and get them back home! The story is just as lighthearted as the previous game, and though I certainly preferred MOM’s banter with BUD in the last game compared to POD’s dialogue in this one, it’s still a more than fun enough excuse for the action at hand.

The action at hand is a much grander one than last time as well. In the game’s opening, you get a huge overview of the planet as you plummet, and it’s amazing, even a little intimidating, just how much you have to explore. All the mountains, valleys, floating islands, and multiple giant star plants await you down there, and you get to explore it! The basic functions of BUD’s movement are quite similar, where you jump, grab with each hand independently to climb walls and ferry objects, and jetpack around eventually, but you’ve got plenty of new tricks as well to tackle this planet-sized mission.

Firstly, you’ve got the botanical scanning and seed replication feature. Any new big plant you find can be grabbed and scanned so you can replicate it and grow your own wherever and whenever you want. On top of that, where you needed to actively manage and collect flowers for your air breaking and/or leaves for your gliding, BUD now comes equipped (once you unlock them with enough crystals) with his own in-built air break and glider to use whenever you want, which is nice. You’ve got more kinds of objectives too, because even though you’ve got to find all of MOM’s parts around the planet and (of course) hunt for crystals to upgrade yourself, there are also POD challenges to complete where you go through a bunch of rings in sequence before the time runs out. Do enough of them, and you’ll unlock new skins for BUD, which each have their own power up they’ll apply to him.

That’s a lot of stuff to do, right? The only question is: Would you really want to? Back in Grow Home, the previous game, I had so much fun with it that I ended up doing everything and getting every achievement, but in this game, I didn’t come anywhere close to attempting that. One might assume that that’s simply up to just the sheer amount of comparable things to do, and that I got burned out trying to do it all. While that’s a fair assumption to make, I frankly wish that that were the case. The real major issue I have with this game is a problem a lot of open world games have found themselves with, and that’s the implementation of activities combined with the open world.

Grow Home was a game that played very similarly to this, but it had a much higher degree of linearity to its exploration. It was a far more curated experience, and it ended up having a far more satisfying pacing as a result. Grow Up seriously lacks any such direction due to the open world game design, and it’s a much less engaging adventure as a result. For example, the “grow your own plants” mechanic is a neat one, sure, but I very quickly found myself lacking any reason to do it. Once you get the glider and even a little bit of jetpack fuel, the kind of tedious exercise of growing a plant *just* the right way to get you vertical or horizontal movement becomes a totally pointless chore you’d only engage in for the sake of it. By a similar token, everything being in the same world map and the glider being completely free to use as much as you want (it even recharges your jetpack battery as you fly) means that you’ve got the ability to effectively fly infinitely when you’ve only collected about half of the game’s 150 crystals. There’s nothing but yourself stopping you from just gliding from high place to high place, totally ignoring the climbing puzzles and plant placements below because there’s nothing encouraging you to engage with them.

It’s not like the game’s movement mechanics are all that fluid or satisfying on their own merits either. I very quickly tired of the POD challenges because they’re relatively challenging and were more tedious than actually fun. They felt like an excuse to give the player something, anything else to do beyond the game’s main mission and scouring the planet for all 150 crystals. All of the non-major objectives just come off as busywork to justify the large open world because your ability to get around it is just too powerful. It really feels like the dev team thought of the big open world without actually considering what it would add to the experience, because as far as I’m concerned, this “upgrade” of scale only takes away from the things that made the original game engaging in the first place.

The aesthetics of the game are nice, at least. The very blocky, Unity Engine-core style from the last game is still mostly here, but it’s been polished and smoothed up a *little* bit. I’m not sure it’s a change I actually like, but it’s ultimately minor enough that it’s pretty hard to seriously complain about. The sound design is also nice, just like it was in the last game. Nothing to complain about there either, for how little that’s probably worth to most folks.

Verdict: Not Recommended. While I really did try to like this game like I loved the first one, I the game worked against me at every turn to do so. Grow Up’s open world sorely lacks any mechanical pacing or difficulty beyond the opening hour or so, and the whole experience suffers for it. It becomes a very good demonstration of why games like Breath of the Wild have mechanics like weapon durability or a stamina bar. It’s to push the player into having to grapple with the limitations of their arsenal and encourage them to play and explore in unconventional ways. There’s nothing terribly satisfying or interesting to find on BUD’s quest, and the act of exploration itself is made trivial and uninteresting very quickly as well.

Ubisoft have made the exploration game equivalent of making a GTA-style game where you unlock god mode in the first hour or so. What could’ve been a double-digit-hour grand adventure turns into a sub-5 hour toy with very little to show for it in exchange. You certainly *could* enjoy your time with Grow Up, but I’d much more easily recommend just buying and enjoying Grow Home and then forgetting about this game. It is a marked inferior to its predecessor, and the only great value it has beyond reminding you of how much more you enjoyed Grow Home is the intellectual demonstration of how not to put together an open world game.
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22. Ratchet & Clank (2016) (PS4)
Sony gave this away for free a few years back, and it’s been on my to-do list for quite some time. I had already played all of the Ratchet & Clank games before this one (those released on console in Japan, anyhow), so I knew I’d like it. It was just a matter of actually booting up the PS4 to do it in the first place XD. Well now I finally have! X3. It took me 11-ish hours to beat the English version of the game having gone back to mop up major collectibles after the campaign.

Ratchet & Clank (2016) is a reimagining of the original 2002 game’s story. Well, more accurately, it’s an adaptation of the 2016 animated film which is a reimagining of that game’s story. This game’s story even takes place through the lens of Captain Qwark, from jail after the game’s story, relating the events as he remembers them to his new cellmate in the face of the new in-universe move and video game based on those events as well x3. In the broad strokes of things, it’s the story as it ever was. Ratchet and Clank meet and team up to take down the evil Drek Industries and keep them from destroying the galaxy for their own selfish greed.

That’s the broad strokes anyhow. There’s actually quite a fair bit that’s *awfully* different largely due to this being an adaptation of the movie’s story rather than a more typical remake. Most obviously, this manifests in a lot more ancillary characters tacked on to the narrative with no clear purpose because they were added to be supporting characters in the movie (because the original R&C 2002’s narrative was a bit too light on characters for a film to adapt directly). They need to include those characters here as well not just because of the movie tie-in, but also because they directly reuse scenes from the film for cutscenes in this game, and that’s something done quite clumsily. Most of the time it’s only a little awkward, but especially as we work up towards the game’s climax, there are several cutscenes that very clearly reference prior conversations and character beats that make no sense at all because they’re something that was only in the movie and not in the game. It’s very sloppy storytelling, but it’s not experience ruining on its own.

What is closer to ruining the experience, or at the very least makes this a pretty subpar remake, is the addition of Dr. Nefarious, the very popular and iconic villain of Ratchet & Clank 3, to this game’s story. The original R&C is a pretty straightforward anti-capitalist story. It’s hardly something on the level of Disco Elysium, of course, but it works well for what it is with celebrities working together with big industry to screw over everyone else for the sake of their own image and big money. In this story, they have not only refocused Dr. Nefarious as the real drive behind Drek Industries’ plans (effectively defanging the anti-capitalist commentary therein), but they’ve also decided they need to give Captain Qwark his redemption arc in *this* movie rather than later (as the games do).

Again, this is hardly a game you play for the larger political commentary, but these are also pretty major changes that amount to a far weaker story in general. There are some other minor complaints like some of the humor feeling incredibly dated even for 2016 (everything related to Big Al is just “He’s such a NERD, right!?”, for example, feels barely worthy of the Big Bang Theory), but most of the game is still unproblematic in its humor. I just wish I could say the overall fundamentals of the narrative’s construction made it out similarly unscathed by both time and movie tie-in changes <w>

The gameplay is overall very solid, at least. It’s Ratchet & Clank 1’s narrative reimagined for a more modern era. As a result, this is much more like that first game in terms of construction, so it’s a lot of planets used as larger stages rather than the more mission-based approach that the R&C 3 and 4 had used, and they also haven’t incorporated any of the space exploration elements from Crack in Time either. We’re missing some elements from later games I really like, such as an arena, but that’s not the end of the world. The levels are largely new takes on areas from the original 2002 game, but there are of course a few totally new areas, set pieces, and bosses to account for the several large changes in the narrative that the movie made. Overall, the level design is very solid if still a bit underwhelming for a more seasoned fan like myself.

What they have brought forward is a lot of later weapons. A gaggle of new gadgets as well as post-R&C 2002 favorites (like my beloved Mr. Zurkon) make their appearance in the dozen+ weapons you can get in this. The guns level up as you use them more, and they also have upgrade grids that you can spend a special resource to get bigger passive upgrades out of. Heck, even Ratchet himself will level up for more max health as you kill more enemies. The guns are as great to play around with as ever, though I do wish enemies were perhaps a bit less spongey.

It’s been a little while since I played the old games, but I don’t really remember enemies feeling quite so overwhelming as they often do in this. If you let your guard down, enemies can take you down in only 3 or 4 hits, and that can get quite frustrating, particularly in the early game when you have barley any max health. This game was ultimately quite hard in ways I didn’t expect, and a lot of it often felt down to “I don’t have any ammo for guns that are worth a dang”. Especially against guys like the final boss, having a ton of gimmick weapons that are too circumstantial to be generally useful was a constant pain that I really didn’t appreciate. The game generally plays fine and is designed well, but I do think that it really says something that I had a pretty consistent feeling of wanting to just go back and play the older R&C games because this game wasn’t really hitting the right buttons for me.

The aesthetics are overall really great, and they’re what you’d expect out of a PS4-era Ratchet & Clank game. Models look very nice and the game (usually) runs great too, but the movie cutscenes are something of a double-edged sword. On the one hand, they look really excellent, but they also look a lot better than the in-game graphics, but not *that* much better that you can suspend your disbelief between the two instances like you can in old 90’s FMV games or something. It gives them a somewhat uncanny effect that I think is more of a minus than it is a plus, especially considering the narrative weaknesses introduced from so directly adapting the film’s content that we already discussed. The music is very good and in keeping with Ratchet & Clank games of the time, but that’s also something of a double-edged sword. Much like the PSP remakes of the first few Persona games, while we’ve brought the soundtrack in line with newer releases in the franchise, we’ve also scrapped the quite cool and unique original OST for Ratchet & Clank, which is sure to disappoint some longtime fans.

Verdict: Hesitantly Recommended. This game isn’t bad by any means, but it’s a very middle of the road entry in a series with no shortage of greats. Outside of it being the only R&C game available natively on PS4 hardware, there’s really nothing that’d make me recommend this over older entries in the series like R&C 2, 3, or Tools of Destruction. Heck, I can only barely meaningfully recommend this over Ratchet & Clank 2002. If you’re a fan of the series, then you’re probably going to enjoy this, and you’ve frankly probably already played it too, but if you haven’t, don’t feel like you’ve been sleeping on some latest gem in the franchise. If you’re new to the franchise, this isn’t a bad entry point, but it’s pretty difficult to recommend this game over just playing the old trilogy or the first Ratchet & Clank: Future game when this game is just so un-special in so many ways.
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23. Dark Sector (Steam)
I was just about ready to be done with old PS3-era FPS games, but then they gave this game away for free on Steam a few weeks back! XD. Dark Sector *did* come out in Japan, but it’s a *very* hard game to find. I figured I may as well play this now while I’ve still got my console shooter-based sea legs, so to speak, so I hooked up my Xbone controller and got to work. It took me dead-on 8 hours to beat the English version of the game on normal difficulty on Steam.

Dark Sector (or as it’s stylized, darkSector <w>) is the story of Hayden Tenno, an American(?) soldier(?) on a special ops mission near the end of the Cold War. Infiltrating an old Soviet gulag prison camp, he’s here to take out a dangerous terrorist and neutralize an extremely dangerous virus that turns people into violent, powerful monsters. Unfortunately, the man he’s here to find and the extremely tough armored creature at his beck and call find Hayden first. They nearly corrupt Hayden into a monster himself before quick thinking narrowly saves Hayden’s life. Now half-monster himself and with a quickly spreading infection, Hayden’s determined to finish his mission, especially with the help of his sick new glaive throwing powers.

Even for the standards of a shooter in 2008, Dark Sector *barely* has a story. I made a joke near the start of my time with it that we get about one cutscene every hour, but frankly that’s not far from the truth. A lot of games in this genre of the time struggle to implement or care about broader narrative themes or character arcs, and Dark Sector is certainly among them, but that’s frankly underselling the larger problems we’re dealing with here. Major aspects of the plot are left totally unexplained or outright contradictory at times, and that’s with the few conversations you even do get. There aren’t even any secret collectibles like logs or newspaper articles to find to flesh out the world. It’s just Hayden vs. monsters with the couple supporting cast members you find along the way. It’s not an inexcusable way to design a story, but it’s far from an interesting one, and the story is never something you’ll particularly care about.

The gameplay is at least quite fun for what it is, if a bit too simple perhaps. After the prologue chapter, Hayden gets his throwable glaive, and it’s pretty damn awesome. You can throw your automatically returning glaive to chop parts off of enemies (or just cleave them in half outright), and the special timing attack you can do to do a quadruple damage throw helps a lot to tear through the competition. You can pick up enemy guns, but the special anti-infected sensors in them prevent you from keeping them. If you want a gun to keep, you’ll need to hunt for money and spend it at the black market. You can get one big gun (a rifle or shotgun) and one handgun (a tiny shotgun or some type of handgun), and the handgun is drawn at the same time as your glaive. In a way quite reminiscent but nowhere near as fun as Digital Extremes’ later game, The Darkness II, the way you can fling your glaive for a stun and then go for a kill with the pistol is wonderfully satisfying.

However, that’s really all there is. After about an hour or so, you’ve seen basically everything the game has to offer. There are a new batch of tougher monster enemies introduced about the halfway point, but your methods of fighting them never meaningfully change all that much. You can’t actually get ammo off of downed enemies, and you can only get more bullets from ammo boxes scattered around stages (all of which must be deliberately picked up. No automatic picking up for you!). Ammo isn’t super rare, but it’s very annoyingly limited in a way that made me rely on nearly only the glaive for basically the entire game. Money is also very rare, and you can only swap out weapons at a black-market shop (which are also quite few in number, and the last one you even see is at the start of chapter 8 in a 10 chapter game :/).

The implementation of guns as a whole feels very unpolished and poorly considered. The glaive feels awesome to use, but I just wish we got more fun ways or variants to use it. I am keenly aware of the troubled development this game saw, and I can only assume that that’s to blame for just how kinda boring this game is, but it hardly makes the final play experience any more fun. Outside of the boss fights (which are largely not great, save for the last boss which is pretty cool), Dark Sector begins just about as much fun as it ends with precious little variance in between. Once again, that’s not an invalid way to design your shooter or action game, but it hardly makes the thing terribly easy to recommend when the story is so boring as well.

One final note about the gameplay that I’ll mention is that this is a game VERY much meant to be played with a controller and not a mouse and keyboard. The shaking when you walk is way more awkward to deal with on a mouse, and the key bindings are also not at all intended for mouse & keyboard (and there’s not a ton you can do with rebinding to have them make much sense either). Even your quad-damage power throw on your glaive is affected by this. While there *is* a visual indicator on screen for it, it’s accompanied by a little rumble on the controller, and that makes it WAY easier to do reliably (and you’re going to really want to do this reliably). If you must play this game, do yourself a favor and play it on a controller, because the experience is only that much more frustrating on mouse and keyboard.

The graphics of the game are kinda nice for 2008, but they don’t really impress today. The visual style they’ve chosen is an almost parodic level of drab grey, brown, and black that this era of gaming is so often made fun of. It doesn’t look awful in and of itself (outside of looking like a game from ’08), but it’s hardly winning any awards for art design then or now. The music is perfectly serviceable, but that’s about it. I also cannot omit that this game is also quite a bugger to get to run properly on a Windows 10 machine. You’ll need to consult the PCGamingWiki to even get the thing to launch, let alone display properly. For example, the game defaults to a very low resolution, and even if you pick a higher one, even one in 16:9, it’ll still have the UI configured for a 4:3 display. I couldn’t be bothered to go into the ini file to fix it and just played the whole game with the UI up top partially obscured, but it’s just one more meaningful obstacle between you and playing a fun FPS campaign (which is already kind of a difficult ask of this game on its best day).

Verdict: Not Recommended. This game is fun enough, I guess, but there is very little reason to actually give it your time or money (if you didn’t already get it for free on Steam like I did) in the current year. A more interesting and present story, better varied gameplay, or just plain ol’ being shorter would’ve done a world of good for the experience here, and it’s really hard to play this game without thinking of all the better games you could be playing instead as a result of that (even for a non-Warframe fan like myself). There is no shortage of far better single-player shooter campaigns from this era that you can spend your time with that have far more interesting (or at least baseline entertaining) stories and far better paced and executed gameplay. You could play Dark Sector, I guess, if you really needed something to kill time with (and don’t mind messing with the install file to get it to work properly), but you could and frankly should hold your free time to a better standard and just play something else instead.
Last edited by PartridgeSenpai on Wed Feb 26, 2025 5:26 am, edited 1 time in total.
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Re: Games Beaten 2025

Post by Markies »

Markies' Games Beat List Of 2025!
***Denotes Replay For Completion***

1. Muramasa: The Demon Blade (Wii)
2. Mario Party 4 (GCN)
***3. The Lord of the Rings: The Third Age (PS2)***
***4. Pokemon Snap (N64)***
***5. Dead Or Alive (PS1)***
6. Rogue Galaxy (PS2)
7. Pokemon Blue (GBC)

8. Mario Kart 8 (Wii U)

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I beat Mario Kart 8 on the Nintendo Wii U this evening!

I would probably say that Mario Kart is my favorite Nintendo franchise. Smash Brothers would be a close second, but Mario Kart is probably the top for me. It all started with Mario Kart 64, which I still have a large amount of nostalgia for, it is very hard to go back to. My favorite is probably Double-Dash on the GameCube. I played Mario Kart Wii last year and I thought it was fine. The version that I probably spent the most time with is Mario Kart 8. Almost every Saturday, I would visit my friend and we would end the night with Mario Kart 8. First he had it on the Wii U and then he got it on the Switch. It is only recently that we stopped playing because we cannot three star some of the 200cc Cups. Obviously, I had to pick it up for myself. After much delay including some frustration of connecting my Wii U to the internet, I finally got to play the WiiU version tonight.

Even though Double-Dash is my favorite, I have to say Mario Kart 8 is probably the best Mario Kart ever created. It has everything that you would ever want in a Mario Kart game. The cast of characters is gigantic along with so many cart customization that you can play basically whoever you want however you want. The tracks are unique and they are all fantastically designed. None of them are really annoying or too difficult. The music and graphics are absolutely top notch. Each song is alive and exciting. I remember playing the Wii U version with my friend for the first time and being amazed at how the graphics looked. I had never seen games look this good before in my life. Obviously, it is Mario Kart, so there is a bit of rubber banding, but it is not as bad as previous entries. Mario Kart Wii was so much worse, so it was nice to play a more laid back version in comparison. Also, the battle mode is kind of garbage, but I really only played that on the N64 back in the day and I really haven't touched it since then.

Overall, I absolutely loved playing Mario Kart 8. It was a fantastic experience from start to finish. Granted, I knew everything about the game and new the tracks backwards and forwards, so it didn't exactly feel all that fresh. But, still, being able to replay this fantastic game was a wonderful opportunity. I loved every moment of it and I look forward to getting the Deluxe version along with completing the Wii U version. If you have any desire to play Mario Kart, this is the best one!
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Re: Games Beaten 2025

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

1. Arc Rise Fantasia (Wii)
2. Return of the Obra Dinn (PC)
3. Battlefield: Hardline (PS3)
4. Call of Duty: Black Ops (PS3)
5. Call of Duty: Black Ops II (PS3)
6. Dead Nation (PS3)
7. Kileak, The Blood 2: Reason in Madness (PS1)
8. Paro Wars (PS1)
9. in Stars and Time (Steam)
10. Tetris Battle Gaiden (SFC)
11. Super Tetris 3 (SFC)
12. Battlefield 4 (PS3)
13. Call of Duty: Modern Warfare 2 (PS3)
14. Call of Duty: Modern Warfare 3 (PS3)
15. Call of Duty: Black Ops III (PS4)
16. Call of Duty: Infinite Warfare (PS4)
17. Call of Duty: WWII (PS4)
18. Resistance 3 (PS3)
19. Tearaway: Unfolded (PS4)
20. Grow Home (PS4)
21. Grow Up (PS4)
22. Ratchet & Clank (2016) (PS4)
23. Dark Sector (Steam)

24. Nagano Winter Olympics '98 (N64)

People online crap on this game all the time, and it’s hard to blame them for jabbing at such an easy target (licensed sports game early-ish in 3D consoles’ lifespan that’s closer to a mini-game compilation than a proper sports game). However, two recent things made me take the plunge and pick it up. First was that the price dropped from 800 yen to 300 yen at Book Off, and second was finally actually reading that giant HardDrive article from 2023 where they reviewed and ranked all the NA-released N64 games. They actually quite liked this one and ranked it in the top 100. That was intriguing enough to throw down the 3 bucks and actually try this one out for myself. This is one of those games where actually getting credits is *crazy* hard, so I set myself a personal goal of getting at least one medal of any kind on every event before I’d consider it beaten. It took me around 7.5 hours to do so (with 4 gold medals out of 13 events) on the Japanese version of the game.

As with most retro sports games and particularly licensed Olympics ones, there isn’t any story to speak of. You can represent one of 16 countries for 12 different events and the championship mode (which is a score-based version of 7 specific events of the previous 12), and that’s pretty much it as far as premise goes. But that’s hardly anything to complain about. You’re here for the gold! Or if you’re like me, you’re here for SOME kind of medal at the end of the day XD. If you need more than that, perhaps you need to reconsider what you want out of your licensed Olympics experiences <w>

The actual gameplay is, as mentioned earlier, something akin to a mini-game compilation between those 12 events. The actual mechanics of several of them are quite similar (the two varieties of ski jump, downhill skiing & slalom skiing, and the two different lengths of speed skating), so it’s more like 9 different games or 8 if you consider the bobsleigh and luge events to be similar enough to warrant grouping together. The actual mechanics of each are not terribly deep, of course. Konami have gone for a more arcade-y, pick up and play approach with this. Especially with a manual at your side to help decipher just how the ski jumping works (or a lil’ trial and error like I did for all of them), it’s not too hard to get the grasp on what you’re meant to do for each of them after an attempt or two.

And what’s here is stuff I quite enjoyed! Sure, there’s only one track for each of the race courses, luge and bobsleigh share the same track, and things like the trick-based events and speed skating are glorified quick-time events to a point, but like, what did you expect? This is a mini-game compilation, and if the mini-games play well enough for what they’re meant to do, I find it pretty hard to complain about. Especially in current year where nobody is paying like 7000 yen for this thing new (a price point absolutely worth complaining about), complaining that this game has shallow depth for its events compared to something like Fifa ’98 on the N64 is like going to the Zoo and complaining about the smell ^^;

Frankly, the actual depth to these games isn’t even that shallow. For some events like snowboard halfpipe or alpine skiing, the CPU is bad enough and the games are simple enough that getting a gold medal is quite trivial. But if you hope to medal in any of the other games, especially the time trial-focused ones, prepare for a *lot* of practice. The CPU are absolutely brutal at this game, and beating their times is going to require a lot of skill to really master these tracks and just what you’re supposed to do. The actual degree of practice required to medal at these at all, let alone get gold on them, makes me a lot more hesitant to just group together events like the 500m and 1500m speed skating or the downhill vs. slalom skiing too.

The way you need to play each variant of an event is quite meaningfully different if you’re hoping to do well at all. People talk about this game like the controls are terrible, and I never found that to be the case at all. I found control to be very discrete and straightforward, and it made the actual process of learning an event and getting good enough at it to nab a medal into something I found really engaging and fun (and I’m not even much of a fan of traditional racing game style stuff). Events like the luge and bobsleigh in particular are viciously difficult, and it took me around 40 minutes of practicing to even barely scape out a bronze medal (where most other race events took me around 10 or so minutes to at least eek out a bronze). If you go into this game with an open mind, I think there’s a lot more to enjoy here than most people would ever attempt to give it credit for.

Unfairly poor reputation of the wider experience aside, I don’t want to give the impression that this game is totally without valid criticisms. On the more minor end, something that makes doing well on the slalom and downhill racing sections a lot more annoying is the unclear hitboxes on the flags you’re navigating around (especially on skis). There were several times that I felt I barely clipped a flag but it still led to a wipeout, and there were other times I felt I definitely blew right through a flag and yet apparently didn’t hit it at all. For a game so focused around time trials, it’s a minor but far from significant oversight in design. Additionally, if you’re going for gold medals (or medals at all), it can be pretty annoying that the times the CPU gets actually vary quite a bit, by 3~5 seconds even, each attempt you make at an event. Of course, it’s perfectly possible to get good enough that even their best times can’t hope to beat yours, but with just how high a skill ceiling you’ll need to aim for to beat them that badly, it can be very demoralizing to be getting times that *nearly* could’ve netted you a medal if you’d just gotten a *little* bit luckier on how poorly the CPU had performed.

Granted, I honestly prefer that the CPU is this tough, because it gives you something meaningful to compete against. That’s because the most valid complaint I’d say could be leveled at this game is that it has really pitiful multiplayer options despite being (ostensibly) a sports game. Almost every event is just time-trial based, so there are almost no ways to actually play simultaneously against a buddy. It’s just trying to beat each other’s scores back and forth, which sports games had largely advanced beyond by this point. Now, I imagine the reason for omitting this for most events is both in the name of realism as well as simple engine limitations (this is an N64 port of a PS1 game, effectively, and while the framerate & performance is generally great on the N64, I understand it to be far worse on the PS1). Still, those are reasons this is a poor multiplayer game, but they’re not excuses that will matter much to someone hoping for a more head-to-head winter sports experience.

With all that in mind, there is *one* head-to-head competitive game you can play with a buddy, and it’s AWESOME: Curling. I saw several sources (including HardDrive) comment that curling was the best event in the game, and it’s pretty hard to disagree with them. While I think it meshes somewhat poorly with the pace of the other 11 events by nature of how much slower paced it is, it’s such a fun game that it’s hard to be that upset about it. Especially once I found that the C-buttons allowed you to view where you were aiming properly, I was hooked. If you can find it cheap, this game is frankly worth it just for the curling if nothing else XD

Aesthetically the game is pretty good for ’97 when the N64 was barely a year old, but nothing incredible even for those times. Framerate is thankfully perfectly good for doing the events properly, even if there is some flickering during certain cutscenes that I noticed. This game even used genuine motion capture for a lot of the human animations, something quite uncommon at the time, and you can tell. It’s hardly impressive these days, of course, but it’s still pretty darn neat to see those polygonal bobsleigh riders move *so* fluidly despite the age of the hardware it’s on. The music is also pretty good. Not Konami’s best work, but that’s a pretty high bar. It knows when to be quiet to let you concentrate on certain events too, which I really appreciated, but perhaps others won’t x3

Verdict: Recommended. While I think most people are understandably just not going to care about the premise of this game, full stop (and I think that’s valid), I also believe this game’s reputation to be firmly unfair. If you approach it on its own merits without wanting it to be something it isn’t, it can be a ton of fun! Viewed as something more of an unconventional single-player racing game (which I realize is not exactly a massively appealing prospect but bear with me XD) with a great two-player curling mode tacked on, I think there’s a lot to enjoy here despite the game’s shortcomings. If you’re like me and you get a lot of fun out of well crafted and odd-ball experiences, then I think you very well may end up enjoying the thrill of Nagano winter sports just like I did~. As they say in the HardDrive review, NWO (Nagano Winter Olympics) for life! 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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Re: Games Beaten 2025

Post by Markies »

Markies' Games Beat List Of 2025!
***Denotes Replay For Completion***

1. Muramasa: The Demon Blade (Wii)
2. Mario Party 4 (GCN)
***3. The Lord of the Rings: The Third Age (PS2)***
***4. Pokemon Snap (N64)***
***5. Dead Or Alive (PS1)***
6. Rogue Galaxy (PS2)
7. Pokemon Blue (GBC)
8. Mario Kart 8 (Wii U)

***9. Eiyuden Chronicle: Rising (NSW)***

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I completed Eiyuden Chronicle: Rising on the Nintendo Switch this evening!

Last year, my friend bought me a copy of Eiyuden Chronicle: Hundred Heroes on the Nintendo Switch. Before I played that, however, I had to go through its prequel first, Eiyuden Chronicle: Rising. Well, I fell in love with Rising so much that it became my game of the year. Even after playing Hundred Heroes, I kept thinking about Rising. So, I wanted to remedy that situation and in the new year, I decided it was time to play it again. This time, I convinced my friend to play it with me so that he could enjoy it as well. The experience wasn't all that different, but I am glad that I was finally able to go through and finish everything off in the game.

One of the first series that I played through was the Suikoden series when I picked up my PS2. In a few short years, I played through all of the games that I could play. So, I was very saddened when the series just died so quickly. After many years, we are getting a spiritual successor and to tide fans over, they released a small little Action RPG game. This has been one of the best experiences I have played in quite a while. From the opening all the way to the end, I was hooked. The game looks absolutely stunning and has that Valkyrie Profile 2D style to it that I absolutely adore. The game introduces a quest system where you talk to different people or explore dungeons in a Metroidvania way, with each dungeon opening further as the game advances. With a great story that slowly unravels throughout your experience and characters that are likable and funny, you always want to see and explore more. The combat has the chain combo that is fun to mess around and play with. Chaining a character's attack one after another is so satisfying and makes each enemy unique to fight through. After you beat the game, you get more quests to do which help in giving you money and leveling up your character. None of them are too difficult and its not too hard to grind out the achievements as well.

Overall, I absolutely enjoyed every minute that I spent with Eiyuden Chronicle: Rising. From the beautiful graphics to the perfect music to the addicting quests to the fun battles and engaging character and story, I was actually saddened when the game ended which is rare for me. It was such a blast finishing this up and I'm glad that it is finally completed. Highly recommended to anybody!
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Re: Games Beaten 2025

Post by PartridgeSenpai »

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

1. Arc Rise Fantasia (Wii)
2. Return of the Obra Dinn (PC)
3. Battlefield: Hardline (PS3)
4. Call of Duty: Black Ops (PS3)
5. Call of Duty: Black Ops II (PS3)
6. Dead Nation (PS3)
7. Kileak, The Blood 2: Reason in Madness (PS1)
8. Paro Wars (PS1)
9. in Stars and Time (Steam)
10. Tetris Battle Gaiden (SFC)
11. Super Tetris 3 (SFC)
12. Battlefield 4 (PS3)
13. Call of Duty: Modern Warfare 2 (PS3)
14. Call of Duty: Modern Warfare 3 (PS3)
15. Call of Duty: Black Ops III (PS4)
16. Call of Duty: Infinite Warfare (PS4)
17. Call of Duty: WWII (PS4)
18. Resistance 3 (PS3)
19. Tearaway: Unfolded (PS4)
20. Grow Home (PS4)
21. Grow Up (PS4)
22. Ratchet & Clank (2016) (PS4)
23. Dark Sector (Steam)
24. Nagano Winter Olympics '98 (N64)

25. Multi-Racing Championship (N64)

Continuing to indulge in my madness for N64 games, I was feeling in the mood for a racing game. This wasn’t one I’d heard of until very recently, but I’d at least heard good things about it. What I didn’t realize until I’d already started it, however, was *just* how early an N64 title this is, having come out before the console was even a year old. It went on to explain a lot of things about how it’s put together, but it also made a few more things all that much more impressive given just how young the hardware was at the time. It took me about 2 hours to beat all 3 (that’s right, 3) main races and see the credits as well as messing with the Match Race mode a little afterwards.

As is so often the case with these racing first rally type games, there is no story of any kind. There are cars, there are races. Need you more reason than that to get on the road and RACE!? This is a racing game made by Genki, the guys who would go on to make the Tokyo Extreme Racer series, but that is admittedly a series I know basically nothing about. Rather than TER, I’ve seen a fair bit of comparison online to Sega’s arcade racers, and it’s not hard to see why. This game a ton of very “home port of an arcade racing game” qualities despite being a game completely exclusive to the N64. Not only do you start *far* behind the other 9 racers at the start of each match, but you’ve even got a time limit with a checkpoint system just like an arcade game. I find losing to be more than enough of its own penalty for doing poorly, personally, but given that you can practice the courses in the Free Run mode whenever you want anyway, it’s not a terribly big deal.

Those courses we have are, to be blunt, few. As stated at the start of the review, there are only three courses in the whole game. There are three more to unlock, technically speaking, but they’re just mirrored versions of the first three tracks. That said, “3” in this case is a little misleading in terms of showing the game’s content. While the tracks aren’t super long, a rather novel feature they do have is not shortcuts as such (though this game does have those) but specifically marked forks in the road. Different routes have differently difficult corners as well as different terrains, so depending on how you’ve tuned your car and how you prefer to drive, different routes will make more sense to try and grab you that first place at the end. Be that as it may, 3 tracks is still 3 tracks. Even if the intended gameplay loop is tweaking your car’s tuning to get the best times you possibly can, that’s a pretty darn niche gameplay loop for a console-exclusive game. It’s not exactly hard to blame people for being disappointed with this compared to other N64 racing games (especially ones that came later in the system’s lifespan).

But that is what it is. Sure, there may not be many tracks, but how do they race? The answer is pretty damn well! Genki have put together an arcade-y simulation sort of game that’s like something between a Mario Kart and an F-1 World Grand Prix (to use two other early N64 titles as examples). You’ve got 10 cars to choose from with 8 unlocked at the start that compose of four-wheel drive range rovers and more street racing-y stock cars. Each has their own plusses and minuses, but not even the manual will tell you which does which out of the box, and it’s up to you to see which one you like the feel of the best. My personal favorite was the KINGROADER, with its big four-wheel drive and “This car is the best car!” written on the side x3. You may not be familiar with that car, but that’s because this game has the very fun decision to just make up a bunch of original cars rather than license real ones. As someone not very into real cars, this makes the game much more enjoyable to me. It never does get boring seeing the massive orange Kingroader or the big silly stock cars with Imagineer or Ocean (the game’s publishers) plastered all over them X3

As mentioned earlier, you can tune each car’s specifications to fit the particular track and particular route you’re trying to drive. It’s hardly F-1 World Grand Prix levels of crazy fine tuning, but I’d say Genki have struck a nice line between accessible and customizable here. You can set the off- or on-road-ness of your tires, your gear and aerodynamic-ness for your max speed vs. acceleration, how quick or slow your steering is, the soft or hardness of your suspension, and how hard or soft your breaks work. This is another thing I wish the manual told you about in more detail, though I’ve got to give a big thank you to my friend Minerva (who knows a lot about how cars work) for teaching me the ropes on just what things like “suspension softness” actually affects XD.

Even for not much of a racing fan like myself (this is about as complicated as I can stand it), I’ve can’t help but admit that I can see what the people into games like F-1 World Grand Prix are into with these sorts of games. Tuning your car just a *little* bit more to try and take that corner *just* the way you want to feels SO good when you finally get it right. It’s got a kind of satisfaction to it not unlike that gained from just getting good at racing the particular track itself. Especially when you take into account the different routes available in each track, I think that, especially for the time, the small offering of tracks isn’t nearly so much of a death knell for this game as it may seem at first blush. Especially if you’ve got a buddy to race against in the 2-player mode, I could easily see someone getting a lot of fun out of this game with just how well the cars handle and just how much the terrain of each track affects the required approach.

However, this game absolutely does show its age in some ways that make it a bit difficult to recommend in spite of the fun I had with it. For starters, this game has the very annoying quality that, likely due to dealing with hardware limitations, a lot of early racing games have where the other racers literally do not exist in the same state that you do. They’re more like glorified obstacles rather than truly replicating other racers. I’d say no more than 3, maybe 4 other cars than the player truly exist at any given time: Two ahead of you and one or two behind you. Rather than racing with their own AI-guided pace and ability, playing for even an hour or two makes it pretty clear that they just dynamically spawn themselves in once you’ve passed the guys behind them, and what *actually* decides races is just how fast you’re racing them rather than outwitting or outplaying opponents over a larger track.

Now, given that this isn’t a racer with attack items to worry about the AI cheating with (like most of the early Wipeout titles, for example), this isn’t nearly as massive a problem as it could be. However, it is made a much more annoying problem by the nature of how your enemy racers don’t exist all the time, but they don’t exist normally at all. All nine other AI racers don’t really “drive” along the track, as such. It’d be more correct to say that they’re guided along like a big, invisible slot car track where you’re the only real racer. This means that they have particular routes along the track that each one takes no matter what. And I really mean *no matter what*. If you T-bone a guy mid-turn and keep him from actually making the corner into the route he was trying to take, he won’t spin out and be forced to take the other one. He’ll just phase through the wall and go onto his originally intended route regardless, so he’ll have barely slowed down at all, but your pace will have been totally destroyed.

There are some other more minor complaints, like how I wish the game really had an in-game mini-map option, but they’re small potatoes compared to the bigger problems mentioned above. None of these are things that completely destroy the experience or anything, of course, and they’re all things that can just be overcome by racing better and tuning your car more tightly. Be that as it may, it makes the whole experience feel that much more frustrating, and it’s qualities like this that really make it hard to go and recommend retro racing games like this when better simulated and similarly tightly designed later improvements exist on later hardware. It’s times like this that I see just why my personal favorite racing games are from the GameCube and PS3-eras of gaming rather than on my beloved N64.

Aesthetically, the game is quite nice if still a bit simple. The weather as well as day/night effects really add a lot to each track mechanically as well as visually, and it’s a really neat touch that your and your opponents’ headlights will flick on when they’d realistically need to. It’s a mid-’97 N64 game, so it’s not like the graphical fidelity is completely untouched by time, but I find it to have a delightfully retro charm nonetheless, and anyone still a fan of old polygonal stuff will doubtlessly feel the same way as long as they don’t mind a game without properly licensed cars (a complaint I don’t really empathize with myself but do intellectually understand the issue). The music is very arcade-y and fun, and the game’s announcer is also something I had a lot of fun with. He’ll shout out the upcoming turns and such alongside the on-screen graphics doing similar things, and it adds a lot to the campy atmosphere of the races that I enjoyed a lot.

Verdict: Recommended. There’s a lot of competition for great racing games on the N64, so highly recommending a game like this that has so many push and pull factors can be kind of difficult. I had a lot of good tense moments and genuine fun with this game despite its faults, but those faults are going to hit at different strengths depending on what type of experience you want out of your 3D racing games. Keeping your expectations in check and not trying to enjoy this game as something rather what it is will do a lot for your enjoyment here. That said, I still think this is a very well made and fairly novel racing game on the console despite its age, and it’s worth checking out if you’re a fan of things like Sega’s arcade racers but for some reason want to play that kind of thing on an N64 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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