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
Ghost Song is a Metroidvania that mostly pulls from the Metroid end of the spectrum, with a touch of Souls influence in the currency being used for items and leveling and you dropping it on death in a recoverable spot. It's also a game that does a lot wrong at the same time it does some stuff right.
The game begins with a power suit called the Deadsuit waking up on an alien planet. There is apparently some sort of inhabitant of this suit, and she begins to explore. Before long she meets a human whose ship crashed and stranded him and his partners on this planet. The Deadsuit decides to help him by finding the five components needed to repair the ship and shut down the static field that caused it to crash in the first place.
Now, I'll start with what I think the game does right. The game has a marvelous atmosphere, and it really recaptures those feelings of playing the original Metroid when you're a young child and creeped out by the environment. There are various moments where you aren't sure if you're supposed to be in an area yet, and the sound design really ups the nervousness and feeling of isolation. The graphics are also quite well done, though occasionally a decorative foreground element will obscure a platform you can jump on.
But with that goodwill out of the way, let's talk all the game's problems. Being Metroid-inspired, your primary attack is a ranged arm cannon. The game supports free aiming with the analog stick if you hold a button to hold your ground (a la Metroid Prime), but this never feels quite right. The aim is a bit loosey goosey, while aerial enemies have very erratic patterns. Super Metroid only allows eight way aiming and has flying enemies on nice, predictable paths so they aren't too frustrating to attack. Here, you're going to miss the flying enemies time and time again. The game has a series of sub weapons you can find and toggle between, and they make use of a slowly regenerating resource. And I do mean slowly regenerating; you can drop the bar in eight shots but it takes what feels like 20 seconds to refill. And taking damage appears to pause the refill. Finally, you have a series of melee weapons available, with different damages and ranges. Most of them aren't worth using, as there is no enemy hitstun or knockback with melee, so enemies tend to just body you when you try to melee them. The one exception I found was a spinning disk you throw; this also happened to deal damage extremely fast, so it was the best for multiple reasons.
But the really frustrating part about the combat is the overheat system. Whenever you fire your primary or secondary weapons you build heat. When the heat caps out your fire rate is cut in half. The one benefit is that your melee weapon now does significant extra damage, but as I mentioned before melee is usually a fool's errand. The game is trying to go for some sort of risk/reward system, but the gameplay just doesn't quite allow it properly due to how things control. Similarly, your primary weapon does increased damage the closer you get to enemies, and extra damage hitting a weakpoint (such as a head on a humanoid enemy). But the aiming system makes it hard to hit weakpoints reliably, and getting close tends to get you bodied. And finally, every enemy is shockingly spongey. As in, overheat just killing one enemy spongey (to say nothing of bosses). It makes the combat a real slog. Not helping things is there are no health drops in the game; occasionally there are preplaced minor health restores and you find a series of one shot heals that refill at save points.
The map design is frankly not too great. It's definitely on the open end of things, but it serves to show why modern Metroidvanias are designed to funnel you where to go without feeling linear. You'll encounter lots of temporary dead ends after traversing several rooms, whereas Super Metroid would instead have a block right on the path and have you go another way immediately, so you know this a place to revisit without wasting your time. Compounding the issue is the very low number of fast travel points. Now, Super Metroid didn't have fast travel points, but it also was designed such that you were always going through something useful as you traversed. Here it's a lot of backtracking that feels padded. And that padding really sticks out when you discover that every time you collect a ship part you have to take it back to the ship (you can't collect a second while carrying one) and cannot use the fast travel points. It's as if you had to go to the Golden Four statue in Super Metroid after each boss, with the boss rooms being locked until you do. That said, the first runback ended up being the longest, with subsequent ones being much shorter, both due to you getting better mobility abilities and just having a shorter physical distance.
There's lots of little jank as well. It's a 2D game made on Unity, and there's some signs of the inexperience doing 2D on a 3D engine. Some small platforms are surprisingly slippery, without any sort of edge gravity. Sometimes if you're next to a wall and jump to get over it you'll find yourself bonking on the lip because it had a slight artistic curve. And most hilariously in my playthrough, after dying to the final boss and going to refight him I found the fight start trigger didn't take effect and the boss arena didn't lock. I was able to just walk past him when he was still a background object and trigger the end game cutscene.
Overall, I found the game to be a slog to get through and overall a disappointment. I can't claim the ideas are bad, but the execution definitely falls flat. I'd give this one a pass.
Games Beaten 2025
Re: Games Beaten 2025
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
Re: Games Beaten 2025
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
Citizen Sleeper 2 is the follow up to the indie RPG from 2022 that provides a new story, an iteration on the mechanics, and a proper ending. It once again follows a Sleeper on the run from pursuers, though this time it's a criminal syndicate, rather than a corporate overlord.
The game begins with the Sleeper waking up midway through a process to remove their dependence on the drug Stabilizer. The dependence was successfully removed, but because the process was interrupted their memory is gone. And the reason they were woken up is the crime boss who had them in servitude has caught up with them. You and your partner hijack a ship and escape into the wider asteroid belt, trying to avoid the crime boss and handle the complications from the interrupted process.
Like the first game, the base mechanic is that at the beginning of a day you roll up to five d6s and store the results, which can then be used for skill tests in various areas. A 6 is an auto success, with every lower number having some percentage of positive, neutral, or negative result. There are five skills, and each class learns four of them, with the ability to rank them up enough to get up to a +2 bonus to your die number (and consequently better possible results). This game removes the feat system of the first in favor of a new push system that can be ranked up, more on that in a bit. Now that you have access to a space ship you're no longer restricted to a single station, but travelling requires a resource. Some quests will require you to travel from station to station, and some will be locked off by you needing to get a key item to navigate debris. The addition of the ship also introduces a new mechanic: contracts, which act like dungeons.
Contracts is where the replacement for condition comes in. In the first game you had a slowly degrading condition that would slowly eat up your dice. In this game we have stress. Stress builds on certain failures, as well as when you activate the push mechanic. At various points on the stress meter you will start causing damage to your dice when they are rolled. Initially, it's if a 1 is rolled the die takes a damage (all dice have 3 health). At higher stress, more die rolls will take damage. When a die loses all health you lose it until repaired, which can't be done during a contract. Contracts involve you needing to accomplish several goals in a row utilizing different skills. You can pass a day to regenerate your dice, but this uses up a supply consumable; if you lack one you instead gain a point of stress. You also can bring two crew members, who bring two dice a day and either are proficient in two skills (no bonus) or skilled in one skill (+1 to the die). They have their own stress meters, and when those stress meters are filled you lose them for the rest of the contract. Some contracts also have a doom meter, where failure results (and sometimes just every day) will tick a meter up to a contract failure point. You'll want to bring crew who can make up for weaknesses in your skill layout, as every contract tends to involve almost every skill at some point.
Citizen Sleeper 2's plot is definitely more traditional of an RPG narrative; there's a primary plot and a bunch of side quests, rather than the first game's just series of sidequests with various points that you could pull the brake and trigger an ending. Citizen Sleeper 2 has a definite ending after you resolve your primary problems, and it even includes some aftermath sidequests to resolve some of the lingering fallout of solving the main quest. As a result, I found the whole thing a bit more satisfying than the original. My understanding is this is the last entry in the series; the dev is moving to turning it into a tabletop RPG system, which is unsurprising given how much the game plays as a tabletop RPG session.
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
Citizen Sleeper 2 is the follow up to the indie RPG from 2022 that provides a new story, an iteration on the mechanics, and a proper ending. It once again follows a Sleeper on the run from pursuers, though this time it's a criminal syndicate, rather than a corporate overlord.
The game begins with the Sleeper waking up midway through a process to remove their dependence on the drug Stabilizer. The dependence was successfully removed, but because the process was interrupted their memory is gone. And the reason they were woken up is the crime boss who had them in servitude has caught up with them. You and your partner hijack a ship and escape into the wider asteroid belt, trying to avoid the crime boss and handle the complications from the interrupted process.
Like the first game, the base mechanic is that at the beginning of a day you roll up to five d6s and store the results, which can then be used for skill tests in various areas. A 6 is an auto success, with every lower number having some percentage of positive, neutral, or negative result. There are five skills, and each class learns four of them, with the ability to rank them up enough to get up to a +2 bonus to your die number (and consequently better possible results). This game removes the feat system of the first in favor of a new push system that can be ranked up, more on that in a bit. Now that you have access to a space ship you're no longer restricted to a single station, but travelling requires a resource. Some quests will require you to travel from station to station, and some will be locked off by you needing to get a key item to navigate debris. The addition of the ship also introduces a new mechanic: contracts, which act like dungeons.
Contracts is where the replacement for condition comes in. In the first game you had a slowly degrading condition that would slowly eat up your dice. In this game we have stress. Stress builds on certain failures, as well as when you activate the push mechanic. At various points on the stress meter you will start causing damage to your dice when they are rolled. Initially, it's if a 1 is rolled the die takes a damage (all dice have 3 health). At higher stress, more die rolls will take damage. When a die loses all health you lose it until repaired, which can't be done during a contract. Contracts involve you needing to accomplish several goals in a row utilizing different skills. You can pass a day to regenerate your dice, but this uses up a supply consumable; if you lack one you instead gain a point of stress. You also can bring two crew members, who bring two dice a day and either are proficient in two skills (no bonus) or skilled in one skill (+1 to the die). They have their own stress meters, and when those stress meters are filled you lose them for the rest of the contract. Some contracts also have a doom meter, where failure results (and sometimes just every day) will tick a meter up to a contract failure point. You'll want to bring crew who can make up for weaknesses in your skill layout, as every contract tends to involve almost every skill at some point.
Citizen Sleeper 2's plot is definitely more traditional of an RPG narrative; there's a primary plot and a bunch of side quests, rather than the first game's just series of sidequests with various points that you could pull the brake and trigger an ending. Citizen Sleeper 2 has a definite ending after you resolve your primary problems, and it even includes some aftermath sidequests to resolve some of the lingering fallout of solving the main quest. As a result, I found the whole thing a bit more satisfying than the original. My understanding is this is the last entry in the series; the dev is moving to turning it into a tabletop RPG system, which is unsurprising given how much the game plays as a tabletop RPG session.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
Re: Games Beaten 2025
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
Vengeful Guardian: Moonrider is a throwback platformer that harkens back to the 16-bit era and games like Hagane. It's got a lot of little touches that evoke the era, like the slight stiffness of the controls (but never to the point of controlling badly), the slightly too big player sprite, and the text boxes having awkward timing and dropping duplicate consonant misspellings to fit in the allotted space of the original Japanese version of a game. It's even got a couple of Mode 7-esque motorcycle sequences.
You are Moonrider, one of eight robotic guardians who were commissioned by the council that runs the city/world (the game is vague on that point). You apparently rebelled against needing to kill civilians, and while undergoing reprogramming you bust out and seek revenge. You proceed through a Mega Man-esque set of stages that you can choose in any order and upon defeating the boss you gain their weapon.
Moonrider has a basic attack with a three hit combo, a dash that goes into an attack with big damage, a wall jump, and starts with a spear subweapon. Subweapon energy is shared across all weapons, with different ones using different amounts. Heatlh and energy pickups are at fixed points in the stage, rather than from enemies. However, hidden in the stages are various enhancement chips, of which you can have two equipped at any time. While a couple are joke items (turns on one hit kills for you, lets you change your color palette), the majority improve your abilities, such as giving a double jump or letting you regenerate health from killing enemies. It certainly behooves you to find them to make things easier on yourself. Stages are divided into two parts, with a full heal after the first part. Each stage has one or more minibosses and ends with a fight against an enemy guardian. These guardians have two phases, with the transition giving them a period of invulnerability. This setup is familiar to fans of any recent platformer that was made after Azure Striker Gunvolt came out.
Now, one thing worth pointing out is that compared to the games it takes inspiration from, this game actually has a good difficulty curve. Enemy bosses are not overly health spongey; they lack i-frames and a good selection of subweapon can let you take them down very quickly, even skipping their second phase transition if they're in mid attack when you do some big damage. At the same time, if you don't take them seriously they can deal damage to you faster than you deal it to them. There was only one sub boss where I felt the mechanics just kind of sucked if you didn't know a specific way to handle it (and it requires you to have done a particular stage before it to get the necessary subweapon). The game is fairly short, but as a result it isn't overly frustrating. If you like those sorts of retro platformers I'd add this to the list.
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
Vengeful Guardian: Moonrider is a throwback platformer that harkens back to the 16-bit era and games like Hagane. It's got a lot of little touches that evoke the era, like the slight stiffness of the controls (but never to the point of controlling badly), the slightly too big player sprite, and the text boxes having awkward timing and dropping duplicate consonant misspellings to fit in the allotted space of the original Japanese version of a game. It's even got a couple of Mode 7-esque motorcycle sequences.
You are Moonrider, one of eight robotic guardians who were commissioned by the council that runs the city/world (the game is vague on that point). You apparently rebelled against needing to kill civilians, and while undergoing reprogramming you bust out and seek revenge. You proceed through a Mega Man-esque set of stages that you can choose in any order and upon defeating the boss you gain their weapon.
Moonrider has a basic attack with a three hit combo, a dash that goes into an attack with big damage, a wall jump, and starts with a spear subweapon. Subweapon energy is shared across all weapons, with different ones using different amounts. Heatlh and energy pickups are at fixed points in the stage, rather than from enemies. However, hidden in the stages are various enhancement chips, of which you can have two equipped at any time. While a couple are joke items (turns on one hit kills for you, lets you change your color palette), the majority improve your abilities, such as giving a double jump or letting you regenerate health from killing enemies. It certainly behooves you to find them to make things easier on yourself. Stages are divided into two parts, with a full heal after the first part. Each stage has one or more minibosses and ends with a fight against an enemy guardian. These guardians have two phases, with the transition giving them a period of invulnerability. This setup is familiar to fans of any recent platformer that was made after Azure Striker Gunvolt came out.
Now, one thing worth pointing out is that compared to the games it takes inspiration from, this game actually has a good difficulty curve. Enemy bosses are not overly health spongey; they lack i-frames and a good selection of subweapon can let you take them down very quickly, even skipping their second phase transition if they're in mid attack when you do some big damage. At the same time, if you don't take them seriously they can deal damage to you faster than you deal it to them. There was only one sub boss where I felt the mechanics just kind of sucked if you didn't know a specific way to handle it (and it requires you to have done a particular stage before it to get the necessary subweapon). The game is fairly short, but as a result it isn't overly frustrating. If you like those sorts of retro platformers I'd add this to the list.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
- Markies
- Next-Gen
- Posts: 1502
- Joined: Fri Mar 27, 2015 4:29 pm
- Location: St. Louis, Missouri
- Contact:
Re: Games Beaten 2025
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)***

I completed Dead or Alive on the Playstation 1 this afternoon!
I was first introduced to the Dead or Alive series from Dead or Alive 2 on the PS2 through my friend and his brother. I have fond memories of doing random 5 Vs. 5 Team Battles. Eventually, my friend would soundly destroy me, one time winning 12 Team Battles in a row, but I still enjoyed my time playing through it. After getting a copy of the PS2 game and playing through it, I was naturally interested in exploring more of the series. So, I found and played through a copy of the first Dead or Alive game. This was way back in 2014, but I remember enjoying the experience. I played through the game with each character, but I had so much more to unlock. Well, in 2025, the Backloggery Roulette decided now would be the time for me to unlock everything and I finally finished doing all that today.
It is easy for Dead or Alive to be dismissed by the buxom ladies, but the combat system has this amazing flow in it. With an easy to do counter system, you can't go all out attacking or you will lose quite easily. But, you also can't counter all the time or people can easily throw you. So, there is this wonderful dance that you do with the human or AI opponent that turns into many games of Paper-Rock-Scissors. It is more refined and better implemented in the later versions, but it does still exist in the first one. Add on top the different characters and it is a great fighting game.
However, I must have been playing on Easy when I played through the game the first time. To unlock all costumes, you have to play through on Medium and that became one of the most frustrating experiences I have had in recent memory. When you know the system from all angels, but it still takes almost 40 tries to beat the game then you feel like it is cheating. I would throw one counter and the AI would throw me. I would receive combos or throws that would do between 50 & 75% of my health. It felt like the only time I would win is when the AI allowed it to happen. It was brutal, painful as it hurt my thumbs and hard to get the desire to play through it.
Overall, I really began to dislike my experience with Dead or Alive by the end. I think the game has a good foundation and still fun to play. However, my recommendation is to only dip your toe into the game. If you want to collect everything, then your opinion of the game, like mine, would change dramatically to the negative. Just play it for fun.
***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)***

I completed Dead or Alive on the Playstation 1 this afternoon!
I was first introduced to the Dead or Alive series from Dead or Alive 2 on the PS2 through my friend and his brother. I have fond memories of doing random 5 Vs. 5 Team Battles. Eventually, my friend would soundly destroy me, one time winning 12 Team Battles in a row, but I still enjoyed my time playing through it. After getting a copy of the PS2 game and playing through it, I was naturally interested in exploring more of the series. So, I found and played through a copy of the first Dead or Alive game. This was way back in 2014, but I remember enjoying the experience. I played through the game with each character, but I had so much more to unlock. Well, in 2025, the Backloggery Roulette decided now would be the time for me to unlock everything and I finally finished doing all that today.
It is easy for Dead or Alive to be dismissed by the buxom ladies, but the combat system has this amazing flow in it. With an easy to do counter system, you can't go all out attacking or you will lose quite easily. But, you also can't counter all the time or people can easily throw you. So, there is this wonderful dance that you do with the human or AI opponent that turns into many games of Paper-Rock-Scissors. It is more refined and better implemented in the later versions, but it does still exist in the first one. Add on top the different characters and it is a great fighting game.
However, I must have been playing on Easy when I played through the game the first time. To unlock all costumes, you have to play through on Medium and that became one of the most frustrating experiences I have had in recent memory. When you know the system from all angels, but it still takes almost 40 tries to beat the game then you feel like it is cheating. I would throw one counter and the AI would throw me. I would receive combos or throws that would do between 50 & 75% of my health. It felt like the only time I would win is when the AI allowed it to happen. It was brutal, painful as it hurt my thumbs and hard to get the desire to play through it.
Overall, I really began to dislike my experience with Dead or Alive by the end. I think the game has a good foundation and still fun to play. However, my recommendation is to only dip your toe into the game. If you want to collect everything, then your opinion of the game, like mine, would change dramatically to the negative. Just play it for fun.
Re: Games Beaten 2025
Dead or Alive is a very interesting 3D fighter in that it is very directly inspired by Virtua Fighter, and it's original arcade incarnation was on the Sega Model 2 hardware, same as Virtua Fighter 2. The first home port was also a Saturn port. But later they released an arcade version called Dead or Alive ++ on Sony's ZN-1 arcade platform, which is a souped-up Playstation-based board. The ZN-1 version was paired with a Playstation port of Dead or Alive. While the Model 2 board is more powerful than the Sony ZN-1, the ZN-1 has more special effects (like transparency) and it managed a pretty good 60 FPS fighter with a couple extra characters. The Playstation port was only 30 FPS and in 480i, vs the Saturn's higher-res 60 FPS version. That counter/reversal system definitely makes the game flow much different from VF, however, especially when it comes to CPU difficulty.
Re: Games Beaten 2025
The only DoA game I have any real experience with is the third one on the original Xbox. Especially as Jann Lee, especially to watch his ending, particularly at the 22 second mark.
- Raging Justice
- Next-Gen
- Posts: 1797
- Joined: Sun May 30, 2021 2:11 pm
Re: Games Beaten 2025
The Simpsons Arcade - Japanese version
This is now the only way I will ever play this game going forward. It's so much better than the international versions. It actually doesn't feel like a quarter muncher
In a similar vein, I've beaten a romhack of Ninja Gaiden III that makes it play like the Japanese version and once again, that version of the game is just better balanced and less frustrating than it's US counterpart. I am discovering that a lot of games in the late 80s and 90s were made unnecessarily harder when making the trip overseas. One notorious example is Streets of Rage 3, and Contra Hard Corps is another one. I've even hard that the Japanese NES version of Battletoads is not as infamously difficult as its US counterpart.
Some other great arcade games I finished besides The Simpsons Arcade Japan edition are Cowboys of Moo Mesa and Metamorphic Force, both excellent games. Konami at its absolute peak. Forget trash like X-Men Arcade, these games are where it's at.
Also finished King of Demons on the SNES. Awesome game.
Evil Dead Regeneration I finished on the PS2. It's pretty good and should satisfy Evil Dead fans.
This is now the only way I will ever play this game going forward. It's so much better than the international versions. It actually doesn't feel like a quarter muncher
In a similar vein, I've beaten a romhack of Ninja Gaiden III that makes it play like the Japanese version and once again, that version of the game is just better balanced and less frustrating than it's US counterpart. I am discovering that a lot of games in the late 80s and 90s were made unnecessarily harder when making the trip overseas. One notorious example is Streets of Rage 3, and Contra Hard Corps is another one. I've even hard that the Japanese NES version of Battletoads is not as infamously difficult as its US counterpart.
Some other great arcade games I finished besides The Simpsons Arcade Japan edition are Cowboys of Moo Mesa and Metamorphic Force, both excellent games. Konami at its absolute peak. Forget trash like X-Men Arcade, these games are where it's at.
Also finished King of Demons on the SNES. Awesome game.
Evil Dead Regeneration I finished on the PS2. It's pretty good and should satisfy Evil Dead fans.
- PartridgeSenpai
- Next-Gen
- Posts: 3053
- Joined: Mon Dec 14, 2015 9:27 am
- Location: Northern Japan
Re: Games Beaten 2025
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)
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)
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
- Markies
- Next-Gen
- Posts: 1502
- Joined: Fri Mar 27, 2015 4:29 pm
- Location: St. Louis, Missouri
- Contact:
Re: Games Beaten 2025
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)

I beat Rogue Galaxy on the Sony Playstation 2 this evening!
I first learned about Rogue Galaxy from a friend of mine as he played it many years ago. I remember him talking about the game and it got me interested in wanting to play it myself. The game was always in the background, but I never felt the need to jump at it. My PS2 backlog was always insanely high, so I just kept passing it up for other games. In 2023, with my Backlog beaten and wanting to do some game shopping, I went my local retro game store with the same friend and found a copy. Obviously, I couldn't pass it up and after Backlog Roulette said I should play it this here, I finally sat down and played through it all.
Rogue Galaxy is a very long and can be a very difficult Action RPG. It has a Star Wars influence as you are an orphan on a desert planet that eventually saves the entire Galaxy. You meet up with several different characters and traverse many long dungeons. Ironically, my favorite part about the game is outside of the battle. You learn skills by placing items in a FFXII License Grid style and did that ever become addicting fast. Getting rare drops from monsters or chests and unlocking new skills was so satisfying. It made items the most important aspect of the game. Aesthetically, the game has a cell shaded look that is timeless and beautiful. It has not aged a day at all. Along with some lovely music and a lot of fantastic voice work, the game is very appealing to the eyes and ears. The characters are all unique and I love their dialogues together.
I just wish the battle system was as good. You get little armor in the game and nobody heals, so to win, you have to be 100% offensive. You go through items all the time and attacks do a quarter of your health throughout the entire game. This is fine later on, but its hard at the beginning when you are dirt poor and very low on items. So, the trick is to use hit all attacks, but then the game throws in enemies that have different shields or you need to jump and attack them. It can get really annoying after a while.
Overall, despite the battle system, I still really enjoyed Rogue Galaxy. The game reminds me very much of Radiata Stories. They both can be very funny in their dialogue. But, both games have a battle system that is very frustrating while having some of the most amazing parts outside of it. Despite that, I would still recommend Rogue Galaxy, especially if you love PS2 era RPG's!
***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)

I beat Rogue Galaxy on the Sony Playstation 2 this evening!
I first learned about Rogue Galaxy from a friend of mine as he played it many years ago. I remember him talking about the game and it got me interested in wanting to play it myself. The game was always in the background, but I never felt the need to jump at it. My PS2 backlog was always insanely high, so I just kept passing it up for other games. In 2023, with my Backlog beaten and wanting to do some game shopping, I went my local retro game store with the same friend and found a copy. Obviously, I couldn't pass it up and after Backlog Roulette said I should play it this here, I finally sat down and played through it all.
Rogue Galaxy is a very long and can be a very difficult Action RPG. It has a Star Wars influence as you are an orphan on a desert planet that eventually saves the entire Galaxy. You meet up with several different characters and traverse many long dungeons. Ironically, my favorite part about the game is outside of the battle. You learn skills by placing items in a FFXII License Grid style and did that ever become addicting fast. Getting rare drops from monsters or chests and unlocking new skills was so satisfying. It made items the most important aspect of the game. Aesthetically, the game has a cell shaded look that is timeless and beautiful. It has not aged a day at all. Along with some lovely music and a lot of fantastic voice work, the game is very appealing to the eyes and ears. The characters are all unique and I love their dialogues together.
I just wish the battle system was as good. You get little armor in the game and nobody heals, so to win, you have to be 100% offensive. You go through items all the time and attacks do a quarter of your health throughout the entire game. This is fine later on, but its hard at the beginning when you are dirt poor and very low on items. So, the trick is to use hit all attacks, but then the game throws in enemies that have different shields or you need to jump and attack them. It can get really annoying after a while.
Overall, despite the battle system, I still really enjoyed Rogue Galaxy. The game reminds me very much of Radiata Stories. They both can be very funny in their dialogue. But, both games have a battle system that is very frustrating while having some of the most amazing parts outside of it. Despite that, I would still recommend Rogue Galaxy, especially if you love PS2 era RPG's!
Re: Games Beaten 2025
1. Growing My Grandpa! (Point-and-Click Adventure)(PC)
2. The Black Masses (Action RPG)(PC)
3. Dead Estate (Action)(PC)
4. Call of Cthulhu (Horror RPG)(PC)
5. 100 Asian Cats (Puzzle)(PC)
6. Blade Chimera (Action)(PC)
7. Bloodstained: Ritual of the Night (Action)(PC)
I haven't kept up with this thread as well as I should. That's on me. Oh well, got some games to share that I have beaten in the last few weeks.
Call of Cthulhu
This is the 2018 game that is listed on Wikipedia as a "role playing survival horror" title because it is based on the tabletop Call of Cthulhu game. You play an alcoholic (or not) detective who is tasked with traveling to a mysterious island off the coast of New England to investigate what really happened during a fire that maybe killed a wealthy patriarch's beloved artistic daughter. Or not. You know how these crazy Cthulhu cults are. The game does a good job of generally providing you a handful of ways to get through any situation, so there is a lot of replayability, as well as a handful of endings. While there is no New Game + option, you can try different stat loadouts along the way to see how events play out if you had the option of B instead of A, though all roads ultimately lead to the same intersecting points. Apparently one particular run actually gives you the option of all four endings, decided at the end by the player's whim.
There are some clunky stealth sections and one area of gunfights, though most of the game consists of investigation and looking at things you really shouldn't be looking at. Odds are, you'll be insane by the end, which is pretty normal for a Call of Cthulhu game.
100 Asian Cats
This is a short free puzzle game on Steam, one of a series of nearly identical titles. It's an object finding game, where you have to find 100 cats in a drawing. Click the cat, and it colors it in so you no longer have to concern yourself with it. I was having my house reroofed at the time, so I wanted something soothing and simple, and this fit the bill.
Blade Chimera
This is a Metroidvania title from the same developer as Deedlit in Wonder Labyrinth. I really enjoyed that game, so when I found out this one had been released, I jumped at the chance to pick it up. The story focuses on a scientist who has been woken from a cryogenic slumber and discovered the world overrun by monsters, so he now works as a super soldier for the religious government to take them down. Only things aren't as they appear, a new monster has imprinted itself upon him as a floating sword, and his past is about to catch up with him. It's not exactly high art literature, but the story works well enough and keeps things moving. And it's supported by some absolutely gorgeous spritework and background design, with challenging bosses and a well designed mix of weapons and abilities.
There are a couple of problems, the first being the controls. There are a lot of things going on, and even at the end of the game, I still found I was having to think about which button did what whenever I'd start up the game for a minute before things clicked back into place. Your melee, gun, demon sword, and demon sword abilities are all different buttons and require aiming, and while the game does a decent enough job of feeding them to you in an order where you get used to it, it still took me more time than I like to admit to really feel comfortable. The other problem is that the game lets you teleport almost everywhere you have been immediately, making backtracking almost nonexistent. This is great, but it spoiled me. It spoiled me hard. Still, this caveat aside, I'd recommend this title to anyone who likes Metroidvanias.
Bloodstained: Ritual of the Night
And because I was in the mode for more Metroidvanias, and this has spent years languishing on my GOG account, I thought it best to finally get around to it. Yes, I backed this game, and yes, I have already played the first of the Curse of the Moon games and absolutely loved it. So much, in fact, that I opted to wait on playing this for years because I didn't want to taint it with comparisons. I'm glad I did. Unfortunately, Blade Chimera's lack of backtracking did spoil some of this, but...ah well, the backtracking wasn't that bad.
Bloodstained: Ritual of the Night is a spiritual successor to Castlevania from Koji Igarashi, the series' producer for a decade who left Konami because Konami is Konami. So he created a modern take on what the likes of Castlevania: Symphony of the Night could be, and it largely works and wears its influence on its sleeve. The story involves alchemists summoning demons, and people who can use demon power from crystals implanted in their body and...you know what, Blade Chimera's story is looking better. But more importantly, you get powers from killing enemies, who can randomly generate a shard that you use for magic spells or status upgrades. And these can be made more powerful by leveling them up and gathering more of the same shard. Then you have your equipment, which can be crafted, bought, or found. And then you have the food items, which give permanent buffs the first time you eat them. And then there's a library, where you can check out stat-boosting books...by the end of this game, you're a total beast, and you can build out your character to focus on the weapon type you want with a wide-ranging array of playstyles depending on what you want. In fact, some of the shards give you shortcuts to enable fast swapping between varied loadouts, so you can easily set yourself up for success depending on whatever part of the castle you're in.
There are some downsides. For one, there is a lot of backtracking. Ritual of the Night doesn't always signpost well, and there is one particular point that is absolutely awful where you have to brute force your way through a bunch of spikes or find the hidden suit of armor that makes you immune to them. I haven't got the armor. I know where it is, but I don't know how to get there, because of a different problem I have with the game: it mixed 2D and 3D. It's not so bad normally, when you have 3D backgrounds giving depth to rooms. But there are certain areas where the section warps around you, and it's represented as a 2D plain on the map. My mind struggles to figure out how any of this is laid out. It just...it's not working for me. The instances are few where it's problematic, but when it is, it really is.
There is also a lot of time spent on quests requiring you know where certain items drop and going back to farm enemies. Sure, farming item drops is a pretty common occurrence in this genre, but it feels like it happens a LOT in Ritual of the Night. But considering all the various systems, I suppose it makes sense to make the player work for the power you know you can get. Because again, you can become absurdly overpowered. And that's a good thing.
2. The Black Masses (Action RPG)(PC)
3. Dead Estate (Action)(PC)
4. Call of Cthulhu (Horror RPG)(PC)
5. 100 Asian Cats (Puzzle)(PC)
6. Blade Chimera (Action)(PC)
7. Bloodstained: Ritual of the Night (Action)(PC)
I haven't kept up with this thread as well as I should. That's on me. Oh well, got some games to share that I have beaten in the last few weeks.
Call of Cthulhu
This is the 2018 game that is listed on Wikipedia as a "role playing survival horror" title because it is based on the tabletop Call of Cthulhu game. You play an alcoholic (or not) detective who is tasked with traveling to a mysterious island off the coast of New England to investigate what really happened during a fire that maybe killed a wealthy patriarch's beloved artistic daughter. Or not. You know how these crazy Cthulhu cults are. The game does a good job of generally providing you a handful of ways to get through any situation, so there is a lot of replayability, as well as a handful of endings. While there is no New Game + option, you can try different stat loadouts along the way to see how events play out if you had the option of B instead of A, though all roads ultimately lead to the same intersecting points. Apparently one particular run actually gives you the option of all four endings, decided at the end by the player's whim.
There are some clunky stealth sections and one area of gunfights, though most of the game consists of investigation and looking at things you really shouldn't be looking at. Odds are, you'll be insane by the end, which is pretty normal for a Call of Cthulhu game.
100 Asian Cats
This is a short free puzzle game on Steam, one of a series of nearly identical titles. It's an object finding game, where you have to find 100 cats in a drawing. Click the cat, and it colors it in so you no longer have to concern yourself with it. I was having my house reroofed at the time, so I wanted something soothing and simple, and this fit the bill.
Blade Chimera
This is a Metroidvania title from the same developer as Deedlit in Wonder Labyrinth. I really enjoyed that game, so when I found out this one had been released, I jumped at the chance to pick it up. The story focuses on a scientist who has been woken from a cryogenic slumber and discovered the world overrun by monsters, so he now works as a super soldier for the religious government to take them down. Only things aren't as they appear, a new monster has imprinted itself upon him as a floating sword, and his past is about to catch up with him. It's not exactly high art literature, but the story works well enough and keeps things moving. And it's supported by some absolutely gorgeous spritework and background design, with challenging bosses and a well designed mix of weapons and abilities.
There are a couple of problems, the first being the controls. There are a lot of things going on, and even at the end of the game, I still found I was having to think about which button did what whenever I'd start up the game for a minute before things clicked back into place. Your melee, gun, demon sword, and demon sword abilities are all different buttons and require aiming, and while the game does a decent enough job of feeding them to you in an order where you get used to it, it still took me more time than I like to admit to really feel comfortable. The other problem is that the game lets you teleport almost everywhere you have been immediately, making backtracking almost nonexistent. This is great, but it spoiled me. It spoiled me hard. Still, this caveat aside, I'd recommend this title to anyone who likes Metroidvanias.
Bloodstained: Ritual of the Night
And because I was in the mode for more Metroidvanias, and this has spent years languishing on my GOG account, I thought it best to finally get around to it. Yes, I backed this game, and yes, I have already played the first of the Curse of the Moon games and absolutely loved it. So much, in fact, that I opted to wait on playing this for years because I didn't want to taint it with comparisons. I'm glad I did. Unfortunately, Blade Chimera's lack of backtracking did spoil some of this, but...ah well, the backtracking wasn't that bad.
Bloodstained: Ritual of the Night is a spiritual successor to Castlevania from Koji Igarashi, the series' producer for a decade who left Konami because Konami is Konami. So he created a modern take on what the likes of Castlevania: Symphony of the Night could be, and it largely works and wears its influence on its sleeve. The story involves alchemists summoning demons, and people who can use demon power from crystals implanted in their body and...you know what, Blade Chimera's story is looking better. But more importantly, you get powers from killing enemies, who can randomly generate a shard that you use for magic spells or status upgrades. And these can be made more powerful by leveling them up and gathering more of the same shard. Then you have your equipment, which can be crafted, bought, or found. And then you have the food items, which give permanent buffs the first time you eat them. And then there's a library, where you can check out stat-boosting books...by the end of this game, you're a total beast, and you can build out your character to focus on the weapon type you want with a wide-ranging array of playstyles depending on what you want. In fact, some of the shards give you shortcuts to enable fast swapping between varied loadouts, so you can easily set yourself up for success depending on whatever part of the castle you're in.
There are some downsides. For one, there is a lot of backtracking. Ritual of the Night doesn't always signpost well, and there is one particular point that is absolutely awful where you have to brute force your way through a bunch of spikes or find the hidden suit of armor that makes you immune to them. I haven't got the armor. I know where it is, but I don't know how to get there, because of a different problem I have with the game: it mixed 2D and 3D. It's not so bad normally, when you have 3D backgrounds giving depth to rooms. But there are certain areas where the section warps around you, and it's represented as a 2D plain on the map. My mind struggles to figure out how any of this is laid out. It just...it's not working for me. The instances are few where it's problematic, but when it is, it really is.
There is also a lot of time spent on quests requiring you know where certain items drop and going back to farm enemies. Sure, farming item drops is a pretty common occurrence in this genre, but it feels like it happens a LOT in Ritual of the Night. But considering all the various systems, I suppose it makes sense to make the player work for the power you know you can get. Because again, you can become absurdly overpowered. And that's a good thing.