2000 (Paper Mario, Diablo II, Thief II and Tales of Eternia are released) WIP
Wario Land 3 (GBC, 2000)
Subgenre: 2D Puzzle Platformer/Platform Adventure Hybrid
Other: Hub map (as you find and unlock hidden treasure chests you beat levels and see new levels or paths unlock on the map depending on what you found (basic environmental effects), several found items also change the level layouts a bit (for example the flute awakens the giant snakes in some levels), some branching paths), Minigolf mini-game (forced however there aren't that many levels where you need to play it)
Playthrough - Video Review - Mini Review
Ikachan (PC, 2000)
Subgenre: 2D ARPG (level up by eating dead fish or killing enemies - dead fish also restore HP and so does leveling up, fetch quests)
Other: Underwater-based
Playthrough - Mini Review
Subgenre: 2D Puzzle Platformer/Platform Adventure Hybrid
Other: Hub map (as you find and unlock hidden treasure chests you beat levels and see new levels or paths unlock on the map depending on what you found (basic environmental effects), several found items also change the level layouts a bit (for example the flute awakens the giant snakes in some levels), some branching paths), Minigolf mini-game (forced however there aren't that many levels where you need to play it)
- Partially non-linear structure (linear until you get the first ability - you're locked out of various parts of all the early levels, two optional levels)
- Binary day/night switch that triggers when re-entering the hub map and which has effects on gameplay (sometimes different enemies giving access to different parts of levels, in some levels certain gates are only open during night or vice versa)
- No level maps (hard to get a good overview of some rooms - can't look up/down either) however the game does briefly show which levels to use a gained ability on right after getting it with flashes on the map screen and the looking glass item lets you see which treasures you've gotten on the level you’re standing at on the map screen (gained pretty late but you can also pause while in a level to see which chests have been opened and which key(s) you're carrying)
- Can go back to the initial location (temple) to get told where to go next to progress - can also just press up at that location on the map to get the direction without triggering the dialogue scene (can press select while on the map screen to teleport to that part of the map)
- Can exit a level at any point (this can be used to switch to night or day - eventually you can gain an item letting you switch while on the map screen)
- Save anywhere outside of boss battles (also auto-saves when exiting a level, one slot per game)
- Many puzzles (some get tedious because you need to memorize several screens of level design or due to control/level design issues), The game focuses mainly on temporary transformations to progress and there are a few new ones here
- Optional collectathon element (7 crayons to unlock a longer version of the minigolf mini-game - no rewards gained for beating it, can unlock its last course by getting all big coins - several per level), Unlockable Time Attack mode (get all 100 treasure chest items; goal here is to open all 4 chests in each level as quickly as possible)
- Enemies respawn when re-entering rooms but destroyed blocks don't (some enemies that you want to avoid also respawn as soon as you move away from their spawning point)
- Get thrown out of (most) boss fights from one mistake
- Minor sequence breaking possibilities (in the colossal hole level you don't need to become flat for one of the chests, more?)
- Can't stay in a level after opening a chest in it
- Chest keys+big coins+bosses respawn when re-entering levels and so do a few puzzles that unlock parts of their levels (such as the torches at the beginning of the tower level)
- No alternate end bosses and endings here
Playthrough - Video Review - Mini Review
Ikachan (PC, 2000)
Subgenre: 2D ARPG (level up by eating dead fish or killing enemies - dead fish also restore HP and so does leveling up, fetch quests)
Other: Underwater-based
- Can't attack enemies at first
- Save points which also let you rest to restore health - somewhat frequent (only one save slot though - not just one per game, fast resting)
- Enemies respawn when resting
- Very short
- Only two new moves gained and they just let you break walls
- Escape sequence (untimed and no new threats)
- No maps
- Made by the Cave Story developer
Playthrough - Mini Review
Banjo-Tooie (N64, 2000)
Subgenre: 3D Spyro 2-like/Collectathon (some notes in each level to be able to gain abilities - not a high requirement generally, jigsaw puzzle pieces/jiggies which unlock new levels - lower requirement than in the prequel but fairly high to reach the final area (70/90), Rescue mission - 1 jigsaw piece per full jinjo family found and rescued (9 families and each one has 1 more member starting with 1 member for the white family so 45 in total) - mostly optional if you just want to beat the game)
Perspective: TP & FP View Hybrid
Other: Hub area which is divided into a few parts, Many mini-games (a few are required, solve jigsaw puzzles to open levels), NPCs with fetch quests (there are many of these and some have several steps to them) and other minor quests
Playthrough - Video Review - Mini Review
Blaster Master: Blasting Again (PS1, 2000)
Subgenre: 3D Vehicle Action/TPS, Basic stealth element (moving laser sensors in a few rooms)
Perspective: TP View
Movement Mechanics: Limited flight and Underwater swimming upgrades for the tank
Other: One surprise escape segment (indoors area in the lava area) and one rail shooter segment (sixth boss), Retains the in-vehicle/on-foot dynamic from the first game, Can't swim as the pilot here
Playthrough - Review - Mini Review
Subgenre: 3D Spyro 2-like/Collectathon (some notes in each level to be able to gain abilities - not a high requirement generally, jigsaw puzzle pieces/jiggies which unlock new levels - lower requirement than in the prequel but fairly high to reach the final area (70/90), Rescue mission - 1 jigsaw piece per full jinjo family found and rescued (9 families and each one has 1 more member starting with 1 member for the white family so 45 in total) - mostly optional if you just want to beat the game)
Perspective: TP & FP View Hybrid
Other: Hub area which is divided into a few parts, Many mini-games (a few are required, solve jigsaw puzzles to open levels), NPCs with fetch quests (there are many of these and some have several steps to them) and other minor quests
- More Platform Adventure-like gameplay (some levels connect to each other (not just the hub area) and you sometimes have to return to previous levels and hub areas with gained abilities to fully clear them - optional but can let you unlock more levels sooner making the game less linear, a train runs through each level as you open up its stations and you can call on it from any station after activating it and the stations, collecting progress in a level is saved even if you didn't get 100% in a category here, gain more permanent moves/tools and start with a few more moves)
- Save and quit feature (can save anywhere but loading puts you back at the second hub area, one slot per game - three in total), No lives system and some checkpoints within levels (not before bosses though) means you can use deaths to warp
- Partially non-linear (linear at first - after unlocking level 1 you can unlock 2 more levels by collecting the available jiggies in it and then 2 more levels by collecting jiggies in the next one you enter, can do some objectives in any order inside levels, in hellfire peaks you can choose which boss to fight first and the latter one is a bit tougher), can't use the railroad tunnels without taking the train ("bad things will happen"), can't choose to unlock a later level - have to unlock them in order, hub area gradually opens up a bit more but uses gated progression (collecting and abilities) throughout the game - some minor puzzles and hidden items here as well as some hazards and enemies)
- No level or hub area maps in-game or in the manual (the good but not great draw distance makes it harder to spot items by looking around in FP view which leads to some trial & error, the fps mini-game segments are timed mazes, kinda hard to spot certain points of interest at times)
- Can exit unbeaten levels at their entrances or by saving and quitting
- Teleporters (tunnel shortcuts and warp points) in the hub area and levels respectively - can warp to found ones and there's only a few tunnel entrances in the hub area (there are however 2-5 warp points per level)
- Upgradeable health bar (collect the honeycomb pieces and trade them in at the plateau)
- Some sequence breaking opportunities (can pick up some items sooner with the remote controlled bomb robots, can double jump as banjo by jump-canceling out of a mid-air attack (also a bit higher than his high jump), etc.; more with glitches)
- Can cause environmental changes in some levels by doing something in the same level or another one (MMX, Wario Land, etc.)
- Some puzzles (can split Banjo and Kazooie up at split-up pads to control either of them alone and they can learn a few solo abilities)
- Temporary invincibility power up (triggered manually and uses up a golden feather every 2 seconds)
- Dropped HP items don't disappear (and eggs shat/shot backwards can be recollected)
- Some unlockable "cheats"/optional abilities
- Oxygen mechanic underwater and in some poisonous areas
- Some resource management
- Some enemies respawn while in the same area/room
- Invisible walls/roofs in outdoors areas (roofs are pretty much required but makes the world feel less interconnected and open and air dashing into the walls hurts you)
- Fall damage when falling very far - can often use double jump to prevent it (but not the stomp),
- No quest log (there's at least a progress screen showing how many of each item there's left to find - also there's apparently a cheat that activates short location hints for each jiggy which don't really spoil any puzzles afaict)
- Stealth element (pretty rare and basic)
- Skippable intro and ending however parts of other cutscenes and some minor ones are not, Can speed up dialogue (not instant per paragraph/text box though and not all dialogue, can also skip it with l+r+b which works for in-game cutscenes but it's not consistent - sometimes you skip the scene and sometimes you skip one sentence at a time)
- 4-player MP mode (mini-games only)
Playthrough - Video Review - Mini Review
Blaster Master: Blasting Again (PS1, 2000)
Subgenre: 3D Vehicle Action/TPS, Basic stealth element (moving laser sensors in a few rooms)
Perspective: TP View
Movement Mechanics: Limited flight and Underwater swimming upgrades for the tank
Other: One surprise escape segment (indoors area in the lava area) and one rail shooter segment (sixth boss), Retains the in-vehicle/on-foot dynamic from the first game, Can't swim as the pilot here
- Partially voiced radio assistance (similar to OoT, MGS or Burning Rangers; get frequent gameplay tips and directions) - very handholding early-mid game
- Linear structure overall (small hub area with teleporters to sub areas (these aren't connected despite it looking like it in the manual, use gained movement abilities and backtrack to find new parts of these sub areas and to progress) that unlock in order as you finish the previous one - while you can get to the teleporters to later areas after beating the second boss you can't enter them, opens up a bit more after unlocking all the emblem doors after the fifth boss)
- Several save points/maintenance terminals per area (this is also where you get new weapons added to your tank after the first boss and new moves after most subsequent bosses, can also heal at these), Multiple slots
- Mini-map+enemy radar and compass in one (rotates, pause menu map shows next objective and current sub area, doesn't show enemies, no topography in either besides a few overlapping paths on the mini-map), Menu map (shows which room you're in but not your exact location), The maps don't show solid walls nor laser barriers/locked doors within rooms and don't show the gates connecting the hub area to the others, No full world map view - can view only the current sub area via the pause menu, the menu map doesn't show switches/support items (sub weapon strength+ammo capacity upgrade - some can only be reached with new abilities later on)/save points/elevators and the mini-map doesn't show save points
- Difficulty options (easy-hard)
- Control config (full besides select and start functions)
- No dual analog support so you can't map camera rotation/pitching to the right stick (actually can't pitch the camera at all during gameplay (only pick between two view modes before beginning) which can be a problem during some platforming segments as the "long" angle is pretty high besides for some tighter spaces and the "up" angle is basically behind the avatar at all times - they should've let you switch during gameplay)
- Ammo capacity and sub weapon upgrades for the tank (8 levels each and some change besides dealing more damage), Pilot only gets temporary main weapon upgrades which are lost when hit like in the NES game
- Environmental effect in one indoors area (freeze the water by activating a machine)
- No teleporters - Can teleport back to the tank from on-foot (your assistant tells you when it's available early on) but you actually have to exit the indoors areas first so it's situational in usefulness
- No weapon inventory for the pilot (the highest level is a flamethrower which isn't optimal in some situations)
- Boss rush - have to fight the bosses again to unlock the final boss fight (also have to find the bosses again in a fairly large new area)
- Very light on hidden items or paths behind breakable walls - seems to use only rocks placed in the open (as in not part of the regular walls) to obscure some objects, Few hidden rooms (rooms that don't have an obvious door connection on the map) and items period
- Destructible enemy spawner machines in some rooms (these and the enemies respawn whenever you exit a room)
- Skippable cutscenes (these are fairly frequent)
- One decent switch puzzle in the last indoors segment
- Shows enemy and boss health bars
- Hazardous liquids don't do much damage if you keep jumping
- No life bar upgrades
- Some invisible walls (sometimes where you'd expect there to be a narrow path to a different room)
Playthrough - Review - Mini Review
The Legend of Zelda: Majora's Mask (N64, 2000/GC, 2003/3DS, 2015 (Remake))
Subgenre: 3D Action Adventure, Repeats the collectathon tendencies in OoT (the wallets - need to store 200 in the bank to be able to carry more and finish the oceanside spider house in one day to carry 500 which is kind of tedious) and adds more (stray fairies/fairy parts - in dungeons leading to backtracking (for example you have to redo a switch puzzle in the stone tower dungeon to get to one) or really stressful gameplay, mushrooms for blue potions, fresh water for soft soil spots, gibdo fetch quests - have to fetch various items in the "beneath the well" mini-dungeon), Another added collectathon element in the 52 (!) heart pieces (at one point in Ikana you need to have 16 full hearts to get to another piece)
Perspective: TP view w/ FP view aiming/looking while still, TD view during the one stealth segment
Other: More platforming via certain forms, Overworld & dungeons split, More developed time travel concept (you're stuck in a three day loop until the end (similar to Groundhog Day); you can now skip ahead by 6 hours or slow time down by 2/3 using versions of the song of time (can listen to stories in clock town to advance time a couple of hours but only during certain hours of the day) - more flexible on 3DS), Horse race mini-game returns and there's a Goron rolling race as well, Stealth sequence (swamp) that you have to redo from the start if you get spotted
Playthrough - Video Review - Mini Review
Blaster Master: Enemy Below (GBC, 2000)(Remix of the NES game) - WIP
Different level design and bosses (same backgrounds and mostly the same enemies)
Some new abilities and weapons
Password save
Subgenre: 3D Action Adventure, Repeats the collectathon tendencies in OoT (the wallets - need to store 200 in the bank to be able to carry more and finish the oceanside spider house in one day to carry 500 which is kind of tedious) and adds more (stray fairies/fairy parts - in dungeons leading to backtracking (for example you have to redo a switch puzzle in the stone tower dungeon to get to one) or really stressful gameplay, mushrooms for blue potions, fresh water for soft soil spots, gibdo fetch quests - have to fetch various items in the "beneath the well" mini-dungeon), Another added collectathon element in the 52 (!) heart pieces (at one point in Ikana you need to have 16 full hearts to get to another piece)
Perspective: TP view w/ FP view aiming/looking while still, TD view during the one stealth segment
Other: More platforming via certain forms, Overworld & dungeons split, More developed time travel concept (you're stuck in a three day loop until the end (similar to Groundhog Day); you can now skip ahead by 6 hours or slow time down by 2/3 using versions of the song of time (can listen to stories in clock town to advance time a couple of hours but only during certain hours of the day) - more flexible on 3DS), Horse race mini-game returns and there's a Goron rolling race as well, Stealth sequence (swamp) that you have to redo from the start if you get spotted
- Four transformations via masks (Deku - hover jump (via certain flowers which can also be used as an upward attack as well as upward air streams in a few parts)+skip on water a few times (not used that much though)+spit attack, Goron - fast rolling ball (with longer jumps via certain ramps) and super bomb user+stomp move+can walk in lava, Zora - improved swimming+MP-based shield and has a ranged attack if you hold down the attack button+you can jump out of water when swimming quickly (kinda tricky to pull off though), Fierce Deity - basically just an easy mode for boss fights; the first three are all useful in the last main dungeon)
- Partially non-linear structure (can't do most of the main dungeons out of order but you can beat dungeon 4 without entering dungeon 3/water temple with a trick (can actually skip the ice arrow gate before the canyon town as you can just barely reach the tree on the other side of the river with the hookshot instead of freezing the octoroks in the river - fixed in the 3DS ver. however you can do a bomb jump as Zora link to hop over the river here). Two optional dungeons (three if counting the graveyard; swamp spider house, moon dungeons - 4 parts)
- Some backtracking to previously visited areas with new abilities/forms to progress and some for optional items)
- Quick save/sleep mode (the owl statues), Can't save properly without going back in time to the first day. Reset and copy the file for multiple slots (2)
- Warp song (Song of Soaring; warp between activated owl statues (hit them with your sword, about one per area) and the dungeon entrance if you're in a dungeon, can't use it while indoors) - you'll get it pretty early too
- Added log book/quest log feature (called a notebook; good since there's more to remember this time around though it doesn't save all useful dialogue - not the dialogue from the enemies in Ikana that give clues when defeated for example) - need to complete a quest to get it unless you're playing the 3DS version
- 2D and TD view maps without much topography shown (see OoT, have to buy OW area maps and they are mini-maps of the current sub area/room only - can't zoom these out to show a detailed OW map)
- Camera returns (LA GBC - used in a couple of side quests and can only store on picture at a time)
- Some other interesting masks (movement speed+jump length upgrade+see some hidden timers w/ the bunny hood, can make redeads dance with Garo's mask, the stone mask lets you become invisible to most NPCs and enemies), blast mask gives infinite "on the spot" bombs (block to not take damage), great fairy mask pulls found/released stray fairies towards you but not other items)
- Some good puzzles (big goron outside the mountain/snowhead temple, ikana castle falling floor room, way to the stone tower temple entrance, some light reflection puzzles, upside down flip of the stone tower dungeon - kinda like the inverted castle in SotN except you also unlock chests that you open in the flipped version and vice versa, can freeze enemies to use them as platforms with the ice arrows (Metroid)+create temporary ice platforms on water surfaces)
- Some sequence breaking opportunities (backwards jump past the guards of deku palace, ice arrow skip at ikana canyon, faster climb towards stone tower temple, can get to some stray fairies earlier than intended in stone tower, more with bomb jump and other glitches)
- Some environmental changes from beating the boss of each area (temporary though), a couple of fairly major environmental changes (restore a dried up river - Zelda 3/Golvellius 2, the giant skeleton that breaks a bridge)
- Less intrusive fairy companion (would've been nice to be able to ask it for clues in some cases though)
- The NPC schedules and (minor) interaction between races makes the world feel a bit more organic
- Temporary infinite magic power up (special milk, lasts for three days)
- Many more sidequests
- Mostly unskippable cutscenes yet again (except for when transforming; makes the stone temple in particular tedious when you have to play a certain song over and over) - at least the switching between transformations ones are skippable, Still has the same inconsistent dialogue speed options
- You'll lose disposable items and dungeon progress after traveling back in time (except rupees put in the bank, includes gold dust (!) and the sharpened blade) as well as quest items (for example the land deed or magic beans) and the scarecrow's song - you'll keep hearts/masks/weapons/bags and some quest items like the ocarina, You'll also lose sidequest progress like having returned the great fairy to her normal form (though you keep the reward) and stray fairy progress is lost - progress being saved and having a general tally where you're able to pick between a couple of rewards at a time would've been preferable as you really have to finecomb dungeons to find all of them and they are also put in chests that are indistinguishable from other ones which slows the pace down considerably)
- Some interface issues are fixed in the Redux romhack
- Some non-persistent parts of dungeons such as a couple of puzzles in the stone tower dungeon, have to refight the swamp boss if you missed doing the post quest side quests there (at least you can teleport straight to it from the dungeon entrance)
- Keep getting item drops that you already have a full stock of (mp/hp)
Playthrough - Video Review - Mini Review
Blaster Master: Enemy Below (GBC, 2000)(Remix of the NES game) - WIP
Different level design and bosses (same backgrounds and mostly the same enemies)
Some new abilities and weapons
Password save
Mega Man Legends 2 (PS1, 2000/PC, 2003/PSP, 2005)
Subgenre: 3D Zelda-like Action Adventure/TPS (overworld and dungeons, towns and NPCs, shops, overworld encounters (same screen as during exploration) which can be escaped from)
Perspective: TP view
Movement Mechanics: Faster movement and longer jumps via the jet skates (automatic jumps via ledges or hills), Can lift some objects while not having a special weapon equipped (can throw some enemies as well as throw them into other enemies (can also grab and throw some bombs and projectiles but not others))
Other: Hub map where you can move around in the airship (but not interact in any other way?) and select locations to go to - like Space Hunter, The main dungeons don't end up connecting to each other here, Dual analog stick support and you can look around while moving here as well as move around while locking onto an enemy+you can switch lock-on targets, Upgradeable weapons and special weapons (5 categories) and health bar+health/energy tank and medicine tank (not the sub weapon energy (ammo)/hyper cartridge though), Sometimes interactive dialogue (can ask about a few subjects at certain points but not make any real decisions relating to the story or main progression), Optional pop culture/history quiz mini-game, Some missions outside of the dungeons (put out the fire, protect the base, fortress attack including a rescue/escape sequence, knock down the lava pillar with thrown enemies, train fight)
Playthrough - Video Review - Mini Review
Vagrant Story (PS1, 2000)? - WIP
Subgenre: Dungeon Crawler JRPG w/ Platforming, Real-Time w/ Pausing Combat, Stacking Puzzles
Other: Pretty complex crafting
-Faerie Wing and Invigorate let you move faster and jump further which is sometimes needed to progress, Fixate can lock moving platforms (cloudstones) into place - No other movement abilities?
Medievil 2 (PS1, 2000) - 3D Action Adventure, Hub room w/ level select screen, WIP
More linear structure?
Sorcerian: Disciples of Seven Star Sorcery (DC)(Untranslated)? - ARPG, Side View w/ some TD segments
Remake w/ 5 new scenarios
Might and Magic VIII (PC, 2000)? - 3D FP RPG (pre-rendered sprites for models), party-based, not much platforming
Some exploration spells (feather fall - take no damage from long falls, jump (60 feet), invisibility, flight - outdoors only, torch light, telekinesis, water walk)
Map feature with manual notes
Town portal and beacon (placed teleporter) spells
Bouken Jidai Katsugeki: Goemon (PS2, 2000)(Untranslated)? - ARPG (leveling up w/ manual stat distribution), Zelda- or JRPG-like in structure?
Outliers:
Deus Ex (PC, 2000)
Subgenre: 3D ARPG/Stealth/FPS Hybrid (Basic character creation with 11 skills and manual ability distribution (skills and augmentations, gain skill points and augmentation canisters as well as upgrade canisters from exploration and progression - skill points and augmentation upgrade points can be spent at any point while augmentations are installed by med bots at certain spots and you generally have to choose between two at a time), Basic dialogue trees), Mission-based (some revisiting of previous areas during new missions to open up new paths within them, some points of no return within some missions), Immersive Sim (multiple solutions to problems, mostly open-ended areas)
Perspective: FP view
Other: Some basic shops (can't sell or trade your items), Ranged attack accuracy is dependent on waiting for the crosshair to shrink while aiming at something until you master your skill with a certain ranged weapon - makes a guns blazing approach less viable early on
Playthrough - Video Review - Mini Review
Spyro: Year of the Dragon/Spyro 3 (PS1, 2000)
Subgenre 3D Collectathon Platformer/PA-lite
Perspective: TP view w/ FP view aiming mode, Some TD view segments
Other: Several hub areas connected to sub areas/levels, Various mini-games including skateboarding w/ basic tricks (Tony Hawk-like) - temporary power up
Mini-Review
Spider-Man (GBC, 2000) - Hub area, Attack/Defense/HP upgrades
Linear structure?
No new movement/exploration abilities gained (can find an ammo-based shield and an immobilizing web attack)
Lives system
Password save
No maps
Bionic Commando: Elite Forces (GBC, 2000)
Like BC except without the flare item (so no ability/tool gating)
Armored Core 2 (PS2, 2000) - 3D Mech-Based TPS w/ AA elements (detailed mech customization & creation, buy parts), Mission-based (there's also an arena mode where you can win prize money)
Non-linear structure (taking on some missions blocks access to others)
No ability gating?
Resource management - have to repair damaged parts after each mission so doing well is rewarded by lower expenses for them
Enemy radar
Paper Mario (N64, 2000) - 2.5D RPG/Platformer Hybrid (real-time elements in combat and platforming during exploration, manual stat distribution on level up, party-based, bought upgrades/badges add combat abilities and buffs (works like charms in Hollow Knight and takes up slots/badge points))
Mostly linear structure (maze dungeons)?
Gain new partners some of which let you reach new areas (can have only one active member which follows you around, can switch on the fly, koopa partner lets you fly over pits)
Non-random encounters
Some badges help outside of battle (one of them helps you find certain items, dash speed and range upgrade)
Nox (PC) - Diablo-ish Isometric ARPG (3 classes, no stat distribution unlike Diablo), little platforming (can jump over some lava and some traps)
Semi-transparent mini-map
Teleportation (same area - only used by wizard class and for a couple of secrets in the whole game; the only real ability gating and it's optional) and invisibility spells
Enemies can open doors
MP restoration points
Breakable walls
Line of sight mechanic (Rogue/D&D: Cloudy Mountain)
Traps also affect enemies
Regenerating health (have to be still?)
Journal/quest log feature
Dark Cloud (PS2, 2000) - 3D ARPG (weapons gain exp)/Building & Management Sim Hybrid, TP View/TD View respectively, Survival element (resource management)
Linear structure until the end game where it opens up more and lets you do dungeons in any order
No ability gating?
Switch between 4 chars on the fly
Can re-spec your build
Not much platforming?
Daikatana (GBC, 2000) - 2D Action Adventure, TD View w/ Platforming
Tenchu 2: Birth of the Stealth Assassins (PS1, 2000)? - 3D Stealth Action, TP View, Mission-based (select screen) and linear?
3 playable chars w/ different paths/objectives/enemies & bosses
Tools -
JP ver.: more missions (and more in the mission editor?), slightly better gfx
"Tales of Destiny II"/Tales of Eternia (PS1, 2000) - 2.5D ARPG, 2D TD View/Isometric Hybrid Exploration, 2D Side View Combat, 3D TP View Overworld
Not actually ToD II (which was released for PS2 later on)
Non-random encounters in sub areas but not in the overworld/on the world map
CPU-controlled allies
Spider-Man (PS1/PC, 2000) - 3D Action Platformer/Stealth hybrid, TP View, Level-based and linear (some maze levels and various hidden items), Collectathon element (32 comic books - unlocks an optional costume)
No abilities/tools gained
Can climb on ceilings and walls+swing between buildings with your web+pick up and throw objects+trap enemies in web
Can examine items in free-look mode
Unlockable costumes (most have stat bonuses: unlimited web, double damage, invincibility, toggleable invisibility (spidey unlimited) - doesn't work on bosses)
Compass but no maps
Napple Tale: Arsia in Daydream (DC, 2000)(Untranslated)? - 2.5D Platformer/AA Hybrid, TP/Bird's Eye View, Hub Town, Crafting (Dolls/Pafets (a bit like Cyber Elves in MMZ) - action pathets are familiars, some furniture pathets are usable items like a camera and some are used to advance the story, some restore HP and some increase your life bar)
Linear structure?
Mini-map
Some maze levels
Save points within levels
Summoner (PS2, 2000/PC, 2001) - 3D ARPG, TP view, Real-time w/ pausing, Party-based, No platforming, Hub map with free movement
Some lever puzzles, large areas, toggleable mini-map
https://www.youtube.com/watch?v=NPJvMY39qhI
Siege of Avalon (PC, 2000) - No platforming
Subgenre: 3D Zelda-like Action Adventure/TPS (overworld and dungeons, towns and NPCs, shops, overworld encounters (same screen as during exploration) which can be escaped from)
Perspective: TP view
Movement Mechanics: Faster movement and longer jumps via the jet skates (automatic jumps via ledges or hills), Can lift some objects while not having a special weapon equipped (can throw some enemies as well as throw them into other enemies (can also grab and throw some bombs and projectiles but not others))
Other: Hub map where you can move around in the airship (but not interact in any other way?) and select locations to go to - like Space Hunter, The main dungeons don't end up connecting to each other here, Dual analog stick support and you can look around while moving here as well as move around while locking onto an enemy+you can switch lock-on targets, Upgradeable weapons and special weapons (5 categories) and health bar+health/energy tank and medicine tank (not the sub weapon energy (ammo)/hyper cartridge though), Sometimes interactive dialogue (can ask about a few subjects at certain points but not make any real decisions relating to the story or main progression), Optional pop culture/history quiz mini-game, Some missions outside of the dungeons (put out the fire, protect the base, fortress attack including a rescue/escape sequence, knock down the lava pillar with thrown enemies, train fight)
- Mostly linear structure (can take the digger license tests when you want to, can explore one optional dungeon per island after the first two areas (three of them in total) before or after continuing the main quest, some very straightforward areas like when you first get to the forbidden island, another optional dungeon on Nino island which can be fully explored after getting the drill, partially non-linear desert city mission and ice dungeon)
- Very little mandatory ability gating (fire extinguisher/aquablaster for the first mission, lifter but it's a default ability, skate jumping helps with some platforming)
- Revisit the first area to progress at one point+the southeastern island at one point (no other backtracking to previous areas to progress)
- Save points at your current homebase (shows current location and time taken, 5 slots per card) and certain town houses+in some hostile areas via Data the monkey. He can also heal and recharge you
- Optional tutorial (you still get some tutorial messages during normal gameplay though and these sometimes pause gameplay)
- Skippable cutscenes
- Can ask Data (save/recharge monkey) about what to do next, No message log (generally not needed)
- Decent map system (2D auto-mapper, shows which door you exited last and your location+elevators and room connections, can switch between floors like in Zelda, can find an item marker in the main dungeons but not others, can find a map for each main dungeon (shows where you haven't been yet with darkened tiles)), Less detailed maps for non-dungeon areas - get the mini-map and a zoomed out one of the current area though, Can't see past the room you're in on the mini-map - makes it look like you haven't opened a door when you have, The way dungeon maps fill in "by tile" makes it fairly easy to miss certain paths (would've been best for exploration if the auto-mapper range was just extended a bit in lower floors, can find a map item only in the main dungeons), Can browse but not zoom out while viewing the map screen - too zoomed in, The map doesn't mark found chests by default (can find an item for this in the main dungeons only) and you can't place your own markers
- Voiced tips via radio during gameplay return (Burning Rangers) and Roll sometimes follows you around here though she doesn't fight alongside MM - the tips are a bit too obvious though and you can't turn them off
- Difficulty options (easy-very hard, easy lets you begin with some OP equipment and you can access all optional ruins+money value is 4x the normal amount, very hard or SS (can only be selected before beginning, not by taking a test) is even harder but money value is actually halved here so it's tedious to play this way). There are also additional adjustable difficulty options of sorts via the license tests however you're expected to take them at some point (B license/default (don't take the test) on Normal mode=normal enemy HP and money value, A license="normal" (get more money from enemies and they take more hits, access A license ruins), S=even tougher enemies in the early game (you're apparently expected to take it around mid-game where it becomes the same as normal in terms of how hard the enemies are?) and even more money gained from them) - can't lower the difficulty after raising it!
- Some new enemies and hazards appear when backtracking through the main dungeons (none in the nino water dungeon however)
- Can examine most objects in the environment in friendly areas (some that seem interactive aren't though including a big red button in one house)
- Some neutral creatures and NPCs in hostile areas (generally no gameplay use for them but there are exceptions such as the reaverbot fish which serves as a moving platform at one point (can also use an enemy for this to skip a box stacking room at one point in the same dungeon) or the truck driver during the desert city mission)
- Teleports you out of finished dungeons after beating the boss (except for the water dungeon; Zelda 3). No other quick travel here
- Some minor sequence breaking possibilities (can place a box in a way that lets you skip stacking them at one point in the calbania fortress mission, in the water dungeon you can skip placing the blocks to progress a couple of times, can skip getting help from the truck driver at one point with precise skate jumps, can skip part of a sidetracking segment in the ice dungeon by standing on top of a door and skate jumping; some more with glitches (blade arm jump?, box hit detection glitch underwater))
- A few decent puzzles
- A few shortcuts (ice dungeon, elysium)
- Morality aspect which affects some NPCs, shop prices+roll's upgrade prices and side quests (MML1; generally better to be good - completionists need to do both though as only a bad Mega Man can trade with a shifty merchant for exclusive items, one of which is needed for a special weapon). Can donate to the church to regain a good reputation (buying gifts for Roll or additions to the ship makes her like you more but doesn't affect the rest of the world)
- Some good environmental storytelling (finding the crashed plane and the frozen people once on board, the loneliness of the passed parents in the disheveled home of Shu and her trying to mother her siblings, the empty village of the lost humans on Elysium, statues coming alive and the boss harassing you in the desert ruins dungeon - decent horror element)
- Enemy drops disappear after about 5 seconds - way too quick when underwater and often too quick above as well
- Can attack NPCs and shooting or lifting Roll or the ship a lot has an effect on story and gameplay (nothing happens if you kick other NPCs, can also knock away animals and the small lego-like pirate bots but not kill them)
- Dungeon enemies generally respawn when re-entering the floor they were on (in some rooms there are frequently respawning smaller ones and in others there are smaller ones that respawn when re-entering the room they were in)
- No HP refill after bosses
- Can skate or jump past a lot of enemies (but you generally don't want to since items are expensive)
- Boss rush before the final one (the 4 main dungeon ones only)
- No buster charge shot, no slide and no wall jump (MM/MMX)
- Partial control config only (fourth option is good but it would've been good not to have camera quick turn and interact be mapped to the same button and to have a separate button for dodge rolling), Can't reverse the horizontal camera controls - only vertical (can be fixed in emulation though)
- Very short to non-existent invincibility time when hit by certain attacks such as the frogs means you can be hit several times in a row
- If you jump at the same time as you let go of the d-pad then it doesn't register
- The game automatically switches lock-on targets if hit
- Can only carry one sub/special weapon or tool besides lift at a time and can only switch sub weapon via Roll back at your ship - sometimes you're supposed to use a specific one to be able to fully explore a dungeon. Still need to use a special weapon (vacuum) as an item magnet rather than a passive ability and it takes a while before you get it (also can't move or shoot normally while using it). Enemy drops can also fall into walls or pits
- Can only side roll dodge if you're standing still and pressing l/r on the right stick also makes you side roll which can get in the way
- Contact damage even from knocked down enemies
- Non-persistent block placements in dungeons - means you can't place a block then go change water levels and go back
- Can't equip parts nor compare parts via the shop menu
- Overly slow movement while underwater (painfully slow when walking which you're supposed to do in one room to sneak past some larger enemies) - Used in one main dungeon and one optional one
- Enemies won't necessarily drop what you need at the moment (more ammo would've been useful since you can only carry one refill). Enemies can drop health even if you're at full health
- More expensive sub weapon upgrades leads to a bunch more grinding unless you play on Easy - can use some tricks for faster money but it still takes quite a while to get the best upgrades for just the buster and one special weapon. Not needed on Normal though if you use the shining laser for the final boss
- No subtitles during cutscenes
Playthrough - Video Review - Mini Review
Vagrant Story (PS1, 2000)? - WIP
Subgenre: Dungeon Crawler JRPG w/ Platforming, Real-Time w/ Pausing Combat, Stacking Puzzles
Other: Pretty complex crafting
-Faerie Wing and Invigorate let you move faster and jump further which is sometimes needed to progress, Fixate can lock moving platforms (cloudstones) into place - No other movement abilities?
Medievil 2 (PS1, 2000) - 3D Action Adventure, Hub room w/ level select screen, WIP
More linear structure?
Sorcerian: Disciples of Seven Star Sorcery (DC)(Untranslated)? - ARPG, Side View w/ some TD segments
Remake w/ 5 new scenarios
Might and Magic VIII (PC, 2000)? - 3D FP RPG (pre-rendered sprites for models), party-based, not much platforming
Some exploration spells (feather fall - take no damage from long falls, jump (60 feet), invisibility, flight - outdoors only, torch light, telekinesis, water walk)
Map feature with manual notes
Town portal and beacon (placed teleporter) spells
Bouken Jidai Katsugeki: Goemon (PS2, 2000)(Untranslated)? - ARPG (leveling up w/ manual stat distribution), Zelda- or JRPG-like in structure?
Outliers:
Deus Ex (PC, 2000)
Subgenre: 3D ARPG/Stealth/FPS Hybrid (Basic character creation with 11 skills and manual ability distribution (skills and augmentations, gain skill points and augmentation canisters as well as upgrade canisters from exploration and progression - skill points and augmentation upgrade points can be spent at any point while augmentations are installed by med bots at certain spots and you generally have to choose between two at a time), Basic dialogue trees), Mission-based (some revisiting of previous areas during new missions to open up new paths within them, some points of no return within some missions), Immersive Sim (multiple solutions to problems, mostly open-ended areas)
Perspective: FP view
Other: Some basic shops (can't sell or trade your items), Ranged attack accuracy is dependent on waiting for the crosshair to shrink while aiming at something until you master your skill with a certain ranged weapon - makes a guns blazing approach less viable early on
- Mostly linear overarching structure (mission-based however you can affect the story in various ways and take alternate paths to your goals, some side missions, cities are hubs that connect to certain locations and you can do some missions and side missions in any order but you have to visit each city in a set order, can start the game with exp points unspent if you want to save them for later, can also carry an augmentation canister with you for later, can't go back to the hell's kitchen area during mission 3, partially open-ended MJ12 facility area and Versalife area)
- Gain some permanent abilities used for exploration/traversal (cloaking, lockpicking, computer+security system (cameras, turrets and some robots)+ATM hacking and electronics (disables laser alarms and electrical hazards), speed enhancement=run faster and jump higher+further, swimming=faster movement and stay underwater for longer, microfibral muscles=lift heavier metal crates, explosives to remove some doors (Outcast) and some weapons can be upgraded enough to be able to remove some doors as well) however these are all optional besides using either lockpicks or explosives at some points
- Save anywhere (many slots, the game automatically enters current area+time taken+keeps track of the number of times you've saved), Energy recharge and healing robots (moving stations) here and there - these are sometimes OP in that you can keep using them over and over with just a 1m cooldown in-between charges
- No maps at all for some areas and maps are generally just 2D images - they don't show your location or found points of interest (fairly easy to miss some objects in the environment including safes containing augmentation canisters - these are also missable however most of them can be found again later on, a few times it's fairly easy to miss even the required path forward, can also lead to taking alternate paths that lead to somewhere that you've already been if you try to explore everywhere), No mini-map, Can add your own notes to maps (System Shock)
- Move and stack crates to use as platforms (can also be used as obstacles in a few spots) or explosives - some decent puzzles involving these
- Pretty involved stealth: Silent takedowns and you can move bodies, Can knock enemies unconscious, Lean around corners (System Shock), Can throw or shoot objects to distract enemies and attack or run past them (Flashback), Guards have to run and hit an alarm button to call for reinforcements, Can 1 hit KO enemies with melee weapons if you hit the in the right spot (the lower spine) as well as with ranged by aiming at the head (sniper rifle or sawed-off shotgun) or back of the neck
- Separate health meters for 6 different body parts (explosives for certain doors and obstacles, leg health affects movement speed (so does torso health to a very slight degree), arms your accuracy and so does your head to some degree)
- Can affect the story pretty drastically (can kill or save some major chars) and there are three different endings depending on one major choice during the final mission
- Quest journal and message log features (can also edit and remove notes+copy and paste parts of them), No longer relevant text notes aren't removed automatically however
- Weapon modifications with consumable items (reload speed, accuracy, clip size, accurate range increase for hitscan/insta-hit weapons, recoil reduction, laser pointer=perfect accuracy for hitscan weapons unless a scope mod is installed, scope=adds sniping but also an accuracy penalty when not using it, silencer)
- Breakable doors and some other objects, Can open some doors by luring enemies or making them escape through them
- Full control config besides "put away weapon" being mapped to RMB
- Optional and interactive tutorial (however some skills are barely covered at all and neither are augmentations)
- Some hidden shortcuts
- Difficulty options (easy-realistic/very hard)
- Areas feel more like actual places than the average FPS level from the '90s (SS2)
- Some other interesting abilities/augmentations (spy drone - flying controllable EMP bomb, vision enhancement - nightvision at lvl 1+infravision at lvl 2+see enemies and NPCs through most walls at levels 3-4 (lvl 4 increases the range), aggressive defense system - on max lvl it causes enemy explosive projectiles to detonate in their face)
- Voiced radio assistance that doesn't pause gameplay and which generally happens outside of combat (Burning Rangers?)
- Fight alongside allied NPCs in some missions
- Skippable cutscenes besides a few minor ones
- No reputation or morality sliders - the game judges your actions with NPC reactions and they tend to vary (some NPCs like a violent approach while others don't for example), No speech or charisma/persuasion skill
- Good sense of vulnerability at some points
- Some scripted events
- Easy to disarm gas grenades and explosives set as traps and use them yourself
- Fall damage - can be reduced with the speed augmentation and its upgrades
- Some resource management (ammo/tools/energy; limited inventory and no stash+can't fully explore every area, lockpicks are kind of rare in mission 2 and in hong kong, paths generally require using more than one kind of skill to get through)
- Can't respec your augmentations or skills
- Some bugs (see the mini-review)
- Can skip mission 1 and part of mission 3 (can skip a lot more with glitches)
Playthrough - Video Review - Mini Review
Spyro: Year of the Dragon/Spyro 3 (PS1, 2000)
Subgenre 3D Collectathon Platformer/PA-lite
Perspective: TP view w/ FP view aiming mode, Some TD view segments
Other: Several hub areas connected to sub areas/levels, Various mini-games including skateboarding w/ basic tricks (Tony Hawk-like) - temporary power up
- Spyro starts with all his Spyro 2 moves here (except for the double jump exploit which isn't in this game unless you add it with a gameshark code)
- Free animals and play as them for certain levels (can't switch at will) - need to backtrack to previous levels as them to fully complete them (optional, you also play as Sparx (the fairy/hp meter) in some levels - he can unlock 1 extra hp+further reaching gem magnet+point sparx to nearby gems ability (default ability in Spyro 2))
- Using an alternate character to reach further in a main level is only used in one level (enchanted towers) - otherwise they are used in separate bonus levels or mini-games
- Partially non-linear structure
- Save anywhere and frequent checkpoints, Lives system, Can leave a level at any point and have your collection progress saved
- No map system (More linear structure in that you now have to finish the main side quest in each level of the first hub area to unlock the next hub area)
Mini-Review
Spider-Man (GBC, 2000) - Hub area, Attack/Defense/HP upgrades
Linear structure?
No new movement/exploration abilities gained (can find an ammo-based shield and an immobilizing web attack)
Lives system
Password save
No maps
Bionic Commando: Elite Forces (GBC, 2000)
Like BC except without the flare item (so no ability/tool gating)
Armored Core 2 (PS2, 2000) - 3D Mech-Based TPS w/ AA elements (detailed mech customization & creation, buy parts), Mission-based (there's also an arena mode where you can win prize money)
Non-linear structure (taking on some missions blocks access to others)
No ability gating?
Resource management - have to repair damaged parts after each mission so doing well is rewarded by lower expenses for them
Enemy radar
Paper Mario (N64, 2000) - 2.5D RPG/Platformer Hybrid (real-time elements in combat and platforming during exploration, manual stat distribution on level up, party-based, bought upgrades/badges add combat abilities and buffs (works like charms in Hollow Knight and takes up slots/badge points))
Mostly linear structure (maze dungeons)?
Gain new partners some of which let you reach new areas (can have only one active member which follows you around, can switch on the fly, koopa partner lets you fly over pits)
Non-random encounters
Some badges help outside of battle (one of them helps you find certain items, dash speed and range upgrade)
Nox (PC) - Diablo-ish Isometric ARPG (3 classes, no stat distribution unlike Diablo), little platforming (can jump over some lava and some traps)
Semi-transparent mini-map
Teleportation (same area - only used by wizard class and for a couple of secrets in the whole game; the only real ability gating and it's optional) and invisibility spells
Enemies can open doors
MP restoration points
Breakable walls
Line of sight mechanic (Rogue/D&D: Cloudy Mountain)
Traps also affect enemies
Regenerating health (have to be still?)
Journal/quest log feature
Dark Cloud (PS2, 2000) - 3D ARPG (weapons gain exp)/Building & Management Sim Hybrid, TP View/TD View respectively, Survival element (resource management)
Linear structure until the end game where it opens up more and lets you do dungeons in any order
No ability gating?
Switch between 4 chars on the fly
Can re-spec your build
Not much platforming?
Daikatana (GBC, 2000) - 2D Action Adventure, TD View w/ Platforming
Tenchu 2: Birth of the Stealth Assassins (PS1, 2000)? - 3D Stealth Action, TP View, Mission-based (select screen) and linear?
3 playable chars w/ different paths/objectives/enemies & bosses
Tools -
JP ver.: more missions (and more in the mission editor?), slightly better gfx
"Tales of Destiny II"/Tales of Eternia (PS1, 2000) - 2.5D ARPG, 2D TD View/Isometric Hybrid Exploration, 2D Side View Combat, 3D TP View Overworld
Not actually ToD II (which was released for PS2 later on)
Non-random encounters in sub areas but not in the overworld/on the world map
CPU-controlled allies
Spider-Man (PS1/PC, 2000) - 3D Action Platformer/Stealth hybrid, TP View, Level-based and linear (some maze levels and various hidden items), Collectathon element (32 comic books - unlocks an optional costume)
No abilities/tools gained
Can climb on ceilings and walls+swing between buildings with your web+pick up and throw objects+trap enemies in web
Can examine items in free-look mode
Unlockable costumes (most have stat bonuses: unlimited web, double damage, invincibility, toggleable invisibility (spidey unlimited) - doesn't work on bosses)
Compass but no maps
Napple Tale: Arsia in Daydream (DC, 2000)(Untranslated)? - 2.5D Platformer/AA Hybrid, TP/Bird's Eye View, Hub Town, Crafting (Dolls/Pafets (a bit like Cyber Elves in MMZ) - action pathets are familiars, some furniture pathets are usable items like a camera and some are used to advance the story, some restore HP and some increase your life bar)
Linear structure?
Mini-map
Some maze levels
Save points within levels
Summoner (PS2, 2000/PC, 2001) - 3D ARPG, TP view, Real-time w/ pausing, Party-based, No platforming, Hub map with free movement
Some lever puzzles, large areas, toggleable mini-map
https://www.youtube.com/watch?v=NPJvMY39qhI
Siege of Avalon (PC, 2000) - No platforming