2002 (Resident Evil (GC), Kingdom Hearts and Eternal Darkness are released) WIP
Metroid Prime (GC, 2002/Wii, 2009)
Subgenre: 3D FPS, Collectathon segment (12 chozo artifacts - basically key parts), Minor stealth aspect in the phazon mines
Perspective: FP View/TP View Hybrid (ball form only), Some 2.5D Side View segments (ball form)
Movement Mechanics: Boost Ball (speed boost which also lets you jump in ball form via halfpipes), Space Jump (double jump here), Spider Ball though in this game you can only use it to move along magnetic rails at specific points, Grapple Beam
Other: Magmoor Caverns is basically the hub area of the game as it connects to 4 other areas, One escape segment in the beginning
Playthrough - Video Review - Mini Review (see notes for version differences)
Subgenre: 3D FPS, Collectathon segment (12 chozo artifacts - basically key parts), Minor stealth aspect in the phazon mines
Perspective: FP View/TP View Hybrid (ball form only), Some 2.5D Side View segments (ball form)
Movement Mechanics: Boost Ball (speed boost which also lets you jump in ball form via halfpipes), Space Jump (double jump here), Spider Ball though in this game you can only use it to move along magnetic rails at specific points, Grapple Beam
Other: Magmoor Caverns is basically the hub area of the game as it connects to 4 other areas, One escape segment in the beginning
- Mostly linear structure (linear ability upgrade and area progression besides the x-ray visor and the grapple beam, can collect most of the 12 chozo artifacts in any order however most of them are only accessible in the late game, optional sidetracking and backtracking for e-tanks/missiles/bombs) - less so with sequence breaking but it's unintended here
- Frequent save points which also heal you (one slot per game), Reset and copy the file for multiple slots
- Rotatable and zoomable 3D map on the map screen (The Divide, Star Wars: Dark Forces 2), Enemy radar, Named rooms on the map screen, A room/sub area is marked as visited as soon as you enter it, Missile doors (and other special beam doors) aren't marked unless you are viewing the room/sub area it's in, Some walls within rooms aren't shown and upgrade items also aren't shown (Super Metroid showed item clues as dots in rooms), The map screen doesn't show cardinal directions and there's no visor compass - can only find out about them from elevator rooms and only indirectly (you'd have to take the elevator and memorize the other room to know, also the areas aren't positioned logically on the world map screen but instead side by side), Can't add your own notes/markers to the map - several ability and key gates early on which can't be opened until much later here
- Map stations that reveal most of the current area when found
- No teleporters and few connecting elevators between some areas
- Scanning mechanic (highlights points of interest while it's active and the "crosshair" is covering them (crucial ones are colored red) - later used in Deus Ex: HR, lets you find and read snippets of lore and gives some insight into what the pirates are thinking and doing - similar to System Shock and Bionic Commando, everything scanned is stored in a log book, can scan certain points to disable defensive turrets - similar to hacking in System Shock)
- Optional hint system (text tutorial messages here and there (doesn't pause gameplay but is a bit too obvious at times), sub objective markers on the map - these show the goal room but not the route to it)
- Various sequence breaking possibilities (bomb jump over the arboretum runic gate - unintended and fixed in later versions, advanced dashing/side jumping for early space jump and faster boost ball (have to let go of the buttons in a specific order to go further, unintended and was mostly fixed in later versions of the game), early power bomb at phendrana's edge, etc.; more with glitches)
- Some new enemies are added to previous areas when you backtrack through them and some new music as well
- Some good puzzles (magnet rail tower in the phazon mines, timing puzzles with bomb locks, some parts are designed for a double bomb jump) and platforming puzzles using the ball form
- Bosses are more like Zelda bosses in that they tend to make you use your newly gained abilities and have a minor puzzle aspect to them
- Some neutral creatures (stone toad, glider), No friendly creatures
- Environmental gameplay effects (water draining and purifying, collapsing towers, rooms suddenly becoming dark requiring the thermal visor, raise the roof of a cave at one point, etc), Can release some metroids on the space pirates at one point
- Three endings ("bad"=less than 75% completion, good=75% or more, "best"=100%)
- Bomb jumping more than twice is different than in Super Metroid (have to lay one, wait until you fall back down then tap at a certain rhythm to cancel the cooldown that would prevent you from doing it like in Super) - seems you also can't do it as consistently since in some spots you won't go straight up and can't do it infinitely
- Can't grab onto nor climb ledges (Fusion), Can't do a charge/cluster bomb attack (Super), Can't run however the ball is faster here and you can gain a boost for it, No wall jumping, Can't stand on frozen enemies without sliding off, Using missiles on regular doors doesn't work, No shinespark
- Several invisible walls where it looks like you can stand/jump
- No full control config
- Can't skip cutscenes until you beat the game once
- Enemies keep dropping items which you already have a full stock of (ammo stations only refill missiles and power bomb drops are somewhat uncommon - ammo capacity for power bombs is also very limited)
Playthrough - Video Review - Mini Review (see notes for version differences)
Metroid Fusion (GBA, 2002)
Subgenre: Horror Hybrid
Movement Mechanics: See Super Metroid
Other: Two escape segments
Playthrough - Video Review - Mini Review
Shantae (GBC, 2002)
Subgenre: Monster World/Zelda-like (animal transformations, towns w/ NPCs and shops (sub weapons/items, new combat moves via gear) connecting to two maze-like sub areas each - these connect to dungeons), Rhythm element (transforming and warping, one mini-game)
Perspective: Streamlined TP/behind the shoulder view in town
Movement Mechanics: Tapping-based flight, Climbing and wall jumping
Other: Mini-games (optional besides one on foot race), Auto-scrolling escape segment, Optional collectathon quest (12 fireflies lets you gain a healing dance) and rescue missions (4 baby warp squids per town), Overworld and dungeons split
Playthrough - Video Review - Mini Review
Subgenre: Horror Hybrid
Movement Mechanics: See Super Metroid
Other: Two escape segments
- More linear structure (sub areas can't be explored out of order), More handholding (Samus is no longer a mysterious and silent bounty hunter - talks to an AI or thinks to herself fairly frequently, lets up after a while though and there are non-mapped areas to explore)
- The Samus clone SA-X creates some very tense scenes and a sense of paranoia without dialogue (it also changes the environment at times)
- Great map system (adds a navigation room)
- Frequent save points (reset and copy the file for multiple slots)
- New enemies sometimes appear in previously visited areas as you progress and the environments in these areas also change (sector 2 becomes overgrown with vines while sector 5 is in ruins thanks to the actions of a certain difficult boss that was foreshadowed within sector 5 earlier)
- More bosses than before
- Some areas feel more like obstacle courses than realistic environments
- Scripted SA-X scenes (hurt replayability somewhat though?)
- 5 different endings (completion percentage and clear time based)
- At one point you can miss out on some items by saving too close to the end of the game
- Not a lot of sequence breaking possibilities without glitches though there is a secret message you can find (using quick maneuvers+wall jumps and shinesparks numerous Energy/Missile/Power Bomb Tanks can be obtained early, it's also possible to fight Nettori and Yakuza early by performing bomb and wall jumps in succession)
- The friendly creatures from Super return but have no in-game use here
Playthrough - Video Review - Mini Review
Shantae (GBC, 2002)
Subgenre: Monster World/Zelda-like (animal transformations, towns w/ NPCs and shops (sub weapons/items, new combat moves via gear) connecting to two maze-like sub areas each - these connect to dungeons), Rhythm element (transforming and warping, one mini-game)
Perspective: Streamlined TP/behind the shoulder view in town
Movement Mechanics: Tapping-based flight, Climbing and wall jumping
Other: Mini-games (optional besides one on foot race), Auto-scrolling escape segment, Optional collectathon quest (12 fireflies lets you gain a healing dance) and rescue missions (4 baby warp squids per town), Overworld and dungeons split
- Linear structure in terms of the dungeons (can backtrack for optional upgrades including for warp squid babies placed in beaten dungeons with later transformations, bandit town (pre-dungeon 4) is locked until you've beaten dungeon 3, can get semi-stuck and have to die once if you go west of oasis town too soon, several temporary dead ends early on since you can only take one path to progress)
- Save point and healing point/bath house in towns (one slot per game) plus mid-area save points, Lives system w/ fairly frequent checkpoints
- Day/night cycle with an effect on gameplay (some enemies are stronger during nighttime and some events only take place during day or night, can only find one of the towns at night - Simon's Quest), No wait or speed up time feature (fireflies can only be found at night for example)
- Minor sequence breaking possibilities at a couple of points (can sometimes use float muffins (consumables that save you from pits) or the tiara's twirl move instead of a transformation to reach an item)
- No sub area maps or world map (there's a vague world map in the manual but it's not helpful, at one point you actually get the wrong directions from NPCs on where to go next), The world loops around (as long as you didn't hit an ability or key gate) - however this only works going right to left until you have the harpy form found in the late game
- Can teleport to visited towns but only once you've found at least four warp squid babies (the game makes you use later transformations to reach some inside dungeons which drags this out, need to find 4 for a mom to allow teleporting to the town she's in however it is possible to mix baby squids from different moms to create warp points to some places sooner as they apparently can't tell them apart), Exit candy lets you teleport out of a dungeon, A few shortcuts though you have to open them from both sides to use them
- Ammo-based sub weapons/inventory items
- Some puzzles and platforming puzzles/gimmicks
- Frequently respawning enemies in various segments - in dungeons they don't respawn until re-entering
- Enemies keep dropping items that you already have a full stock of, Item drops disappear after about 5 seconds and if you move away until one is off screen then it disappears
- Unskippable cutscenes but they are few
- Some invisible walls where you'd expect there to be room exits
Playthrough - Video Review - Mini Review
Castlevania: Harmony of Dissonance (GBA, 2002)
Subgenre: ARPG-ish (shops - only certain items can be sold, critical hits (random), gemstones add elemental effects to the whip (replaces some of the card combo effects from CotM, no poison stone))
Movement Mechanics: Super jump/High Jump (similar to upwards shinesparking)
Other: Mini-game race, Optional collectibles (only purpose is adding furniture to a room)
Playthrough - Video Review - Mini Review
Eternal Daughter (PC, 2002)
Subgenre: Igavania/Monster World-style hybrid (NPC encounters, evolving flying familiar, the abilities, most sub weapons; no exp point leveling or shops though)
Movement Mechanics: Wall jump, Create temporary platforms on walls (Quackshot), Temporary flight via a familiar
Playthrough w/ commentary - Review - Mini Review
Akuji the Demon (PC, 2002)
Subgenre: Metroid-like w/ a cutesy fantasy horror theme
Movement mechanics: Wall jump, Horizontal air dash (also phases through certain walls), Flight via the bat form (mash the button style)
Other: Can't attack at first
Linear structure, No required backtracking to previous areas
Frequent save points
Some death pits and traps
Ability gates are often explained with signs
Some basic switch puzzles
Some breakable blocks (visually obvious)
Playthrough - Reviews
Ratchet & Clank (PS2, 2002/PS3, 2012)
Subgenre: 3D Spyro 2/Popful Mail-like TPS (buy weapons and tools at shops in the levels w/ found bolts/money, side quests/missions), Collectathon elements (1k bolts each to unlock the two traversal tools on Planet Kerwan, 4k to progress at blackwater city (meet captain qwark), around 2k at various points to buy required tools; I only had to grind a bit once) - have to grind for the best gear and the second HP upgrade, A few stealth segments (can still survive if caught)
Perspective: TP View w/ FP view aiming mode
Movement Mechanics: Wall jumps from the get go, Air dash, Glide- and double jumps, Climb certain walls and metal ceilings w/ the magneboots, Underwater swimming
Other: Hub map (galaxy map), Some Clank only segments (more limited moveset; Minor tactical/escort element - order gadge-bots to follow/wait/attack/enter doors), two giant Clank segments, Lock-on (without camera lock-on) when throwing bombs or shooting certain ranged weapons but no z-targeting or Tomb Raider-style lock on, No strafing besides when hovering and it's rather slow+you can't use FP aiming when doing it, Some mini-games (hoverboard races, ship and spaceship combat, fitness course - platforming challenge, find and destroy the enemy spawners, turret segments), Can side flip by jumping from a crouching position but it's not that flexible and you'll easily do the double jump instead by accident)
Playthrough - Video Review - Mini Review
Scooby Doo: Night of 100 Frights (PS2/GC, 2002/XB, 2003)
Subgenre: 3D Platformer w/ various 2.5D segments, Collectathon (not a problem until the mid-late game (see below); have to collect 3 keys in some rooms to progress), One cart/lawnmower segment (kinda slow but decent variation and it's forgiving), Basic optional stealth
Perspective: TP view w/ automatic camera
Other: Hub area outside the mansion (some partial hub areas inside areas), Light horror theme, You'll sometimes meet Shaggy who helps you progress after being rescued (at one point he'll toss you upwards and can be controlled - you also make him press down a switch for you in the same room, some of these ideas feel underdeveloped however), Can keep playing after the ending, No shop, No HP or AP upgrades
Video review - Mini-Review (GC)
Arx Fatalis (PC, 2002)? - WIP
Subgenre: 3D WRPG/ARPG (char creator, 4 attributes, 9 skills, dialogue trees, crafting and cooking), Immersive Sim?, Stealth (sneak in shadows/outside of light (can also do it while levitating), invis spell helps, put out torches with water bottles or spells, divert enemy attention with thrown items)
Perspective: FP View
Movement Mechanics: P&C/Mouse-driven Rune drawing to cast spells (can store 3 for quick casting)
Other: Gambling mini-games, Some platforming
Various traversal/exploration spells (levitate, telekinesis, invisibility?, super speed?, activate teleport portal, more?), 50+ spells in total
Some breakable walls using hatchets (Ultima Underworld 2) and torches or fireballs (ice walls)
Highly interactive world (P&C)
Mini-map (auto-map)
Hunger mechanic (can also feed NPC animals and poison some NPCs)
Two endings
Puzzles and riddles
Video Review - Mini Review
The Elder Scrolls III: Morrowind (PC/XB, 2002)? - WIP
Subgenre: 3D Open World WRPG (detailed char creation (somewhat simplified compared to ES2 though), can create your own class, dialogue trees - pick subjects, combat/char level gating, use-based skill and spell progression (can also buy training; ES2), when leveling up (by increasing a major or minor skill 10 times) you manually choose 3 out of 7 attributes to increase - these bonuses are also affected by how much you've trained the skills related to that attribute), Stealth element
Perspective: FP View w/ a TP view toggle
Movement Mechanics: Running+Swimming=Athletics here
Other: Large world (though it is a lot smaller than ES2's and completely handcrafted besides most item containers), No Climb skill here, Can't get a mount here (ES2)
Some traversal/exploration skills and spells (flight spell, super jump spell, acrobatics for better jumping, )
Mini-map
Highly interactive world
Transports and teleporters (costs money)+mark and recall spells
Different factions to join (affects reputation)
Two expansions (Tribunal and Blood Moon)
Deteriorating gear (and added armorer skill for repairing on your own)
Basic journal feature (clunky but can be modded)
Kinda buggy
Video Review: https://www.youtube.com/watch?v=10JTc8EhUEg
Gothic II (PC, 2002)? - WIP
Subgenre: 3D Open World (chapter-based story, combat gating) WRPG, Crafting/Forging, Sneaking
Perspective: TP View
Movement Mechanics: Jumping (can grab and climb ledges) and Swimming
Political mechanics (unions/factions, reputation)
Infinite inventory
Transform into a dinosaur - more?
No traversal or exploration spells besides teleporting and light? (being a sheep seems to help avoid fall damage at some points and being a small dinosaur might let you move a bit faster)
Revisit the mining camp from G1
New enemies appear in the world as you play (with each chapter?)
Teleporters
Some sequence breaking in that you can jump and stand on very steep walls at times
Gold Edition: More content making the game much harder, still sometimes buggy AI for summoned monsters, some other bugs
Kingdom Hearts (PS2, 2002)
Subgenre: 3D ARPG/Hack 'n Slash (mid-air combos, ability customization using an ability point system (similar to FF5 - you have a pool of AP and can pick between abilities to activate until you run out of points, some equipment increases the pool besides leveling up)) w/ Platforming, Rail Shooter segments between areas/worlds (customizable ship, can skip some of these later on), Collectathon elements (10+ items during the intro gameplay on the island, 6 projector slides in the jungle camp to progress the story there, 51 dalmatians to complete 100 acre wood area (optional), synthesizing one of each item to be able to synthesize the ultima weapon (requires a lot of ingredient items))
Movement Mechanics: Glide jump, Flight and swimming (some areas and boss fights only, flight is barely used, one underwater area)
Other: Some dungeons, Hub map (interplanetary/dimensional travel, can only travel to a destination that connects to the world/area you're at (see Clash at Demonhead or Alundra 2) until gaining warp which lets you go to visited locations freely), Crafting/synthesis, Fight alongside NPC allies after the intro gameplay (3 person party, can switch out members at will; Secret of Mana etc.), Random but (mostly) avoidable and seamless combat encounters, Some mini-games, Spaceship editor with decent depth (switch out parts on a grid system) and you can pick up various new models over the course of the game although only some can be redesigned, Battle arena with optional boss fights (coliseum world after your first visit), Two hidden bosses
Some notable cons:
Playthrough - Mini Review
Deus Ex: The Conspiracy (PS2, 2002) - WIP
Subgenre: 3D Action RPG/Stealth/FPS Hybrid (Immersive Sim)
Perspective: FP view
Port of the original with some differences (smaller areas, some new ones, some visual differences) and worse performance
Video Review: https://www.youtube.com/watch?v=nWWrBt6xlWA&t=8m4s
Subgenre: ARPG-ish (shops - only certain items can be sold, critical hits (random), gemstones add elemental effects to the whip (replaces some of the card combo effects from CotM, no poison stone))
Movement Mechanics: Super jump/High Jump (similar to upwards shinesparking)
Other: Mini-game race, Optional collectibles (only purpose is adding furniture to a room)
- More open ended in that two bosses are optional (three if you want to skip the wind book and a HP upgrade, four if you skip the cipher's charm - speeds up MP regeneration) but less in that you can't skip ahead to a later part of the game
- Three different endings
- Map items (shows a sub area of the castle when found, unexplored parts are darker), The map doesn't mark locked doors or other obstacles
- Two castles to explore in parallel dimensions (the layout is almost exactly the same and they don't affect each other except that a few barriers also open in the other one when opened)
- Puzzles get a bit better later on
- Keeps the MP regeneration from CotM (there's also an armor that slowly regenerates HP)
- Some sequence breaking possible (ice book + fist weapon spell activated near ledges that you can't quite reach otherwise lets you get a heart upgrade and Vlad's ring a bit earlier, bouncing on a flying enemy with the dive kick lets you get Vlad's eye earlier, can also get the Lure key earlier using the ice + fist combo to gain access to the castle gateway near the entrance meaning the game becomes more open ended)
- More scripted in-game events like the chase in the beginning
- No card system or battle arena (see CotM)
- No need to go into the menu to switch spells or switch between spells and sub weapons (hold R + Up or L&R + Down respectively)
- More backtracking (you can’t use all gates for teleportation within one castle, you don’t get keys/ways to break walls until much later on so you'll run into a bunch of dead ends in the first half of the game and not be able to teleport back to where you were - apparently the quick save feature can help though as it takes you back to the last save point you saved at with no progress lost?)
- Unlockables (play as Maxim (faster walking and attacks but no equipment, all doors are unlocked), hard mode - should’ve been there right away (increased enemy HP and damage - does help many enemies and some bosses become more of a threat even with spells though many still aren't, somewhat higher flyer frequency - small skulls at least), boss rush mode)
- Only one hidden room (ie behind a breakable wall) in the entire game
- New enemies do not appear in already explored areas (see CotM)
- Dashing doesn't affect jump length so most enemies can't be skipped without taking some damage
- Still no sub weapon inventory (uses Rondo of Blood style switching)
- Dropped items disappear much faster
- No config in the main menu
- No wall jump here
Playthrough - Video Review - Mini Review
Eternal Daughter (PC, 2002)
Subgenre: Igavania/Monster World-style hybrid (NPC encounters, evolving flying familiar, the abilities, most sub weapons; no exp point leveling or shops though)
Movement Mechanics: Wall jump, Create temporary platforms on walls (Quackshot), Temporary flight via a familiar
- Save points which also heal you (kinda far between them considering the difficulty in the beginning, three slots)
- Mostly linear structure ("you aren't strong enough" - trial in mines, a couple of minor and optional hidden areas - one of them is a developer's room, can do a couple of bosses in either order)
- No maps (final area is a maze, some areas look a bit samey)
- No inventory items (such as potions)
- Some sequence breaking possible (can use a trick with the dash (dash off a ledge then keep holding the direction you dashed in) to gain more movement speed and reach some areas and items ahead of time however the harsh difficulty makes it hard to use fully)
- Can't teleport
- Picking controller with F8 didn't work so had to use keyboard w/ joytokey mapping to a controller (Windows 10)
- Short pause in the gameplay when tracks loop or change (can screw you over while exploring at low health)
- Can't remap dashing+sub weapon use+sliding to their own buttons instead of button combos (since both dashing and sub weapons are mapped to pressing up you'll easily perform a backdash by accident)
- Harsh difficulty gating for alternate paths
- Enemies keep dropping items that you have a full stock of (ammo-based sub weapons)
Playthrough w/ commentary - Review - Mini Review
Akuji the Demon (PC, 2002)
Subgenre: Metroid-like w/ a cutesy fantasy horror theme
Movement mechanics: Wall jump, Horizontal air dash (also phases through certain walls), Flight via the bat form (mash the button style)
Other: Can't attack at first
Linear structure, No required backtracking to previous areas
Frequent save points
Some death pits and traps
Ability gates are often explained with signs
Some basic switch puzzles
Some breakable blocks (visually obvious)
Playthrough - Reviews
Ratchet & Clank (PS2, 2002/PS3, 2012)
Subgenre: 3D Spyro 2/Popful Mail-like TPS (buy weapons and tools at shops in the levels w/ found bolts/money, side quests/missions), Collectathon elements (1k bolts each to unlock the two traversal tools on Planet Kerwan, 4k to progress at blackwater city (meet captain qwark), around 2k at various points to buy required tools; I only had to grind a bit once) - have to grind for the best gear and the second HP upgrade, A few stealth segments (can still survive if caught)
Perspective: TP View w/ FP view aiming mode
Movement Mechanics: Wall jumps from the get go, Air dash, Glide- and double jumps, Climb certain walls and metal ceilings w/ the magneboots, Underwater swimming
Other: Hub map (galaxy map), Some Clank only segments (more limited moveset; Minor tactical/escort element - order gadge-bots to follow/wait/attack/enter doors), two giant Clank segments, Lock-on (without camera lock-on) when throwing bombs or shooting certain ranged weapons but no z-targeting or Tomb Raider-style lock on, No strafing besides when hovering and it's rather slow+you can't use FP aiming when doing it, Some mini-games (hoverboard races, ship and spaceship combat, fitness course - platforming challenge, find and destroy the enemy spawners, turret segments), Can side flip by jumping from a crouching position but it's not that flexible and you'll easily do the double jump instead by accident)
- Partially non-linear structure (branching paths in nearly every level after the short intro one (some like eudora are more linear), unlock more than one new levels at a time on a galaxy map by finding info about them in the levels, can only go to one new planet at certain points and you automatically go to fort krontos after the second boss), Various tools let you explore further into previous levels via new moves
- Some tools for exploration/traversal and you'll backtrack to unlock new areas in previous levels (bomb glove (breakable parts of walls), grind boots - grind railings like in Sonic Adventure or Jet Set Radio, heli-pack (glide+high jump), disguise, hydrodisplacer - move pools of water, magneboots - climb walls and metal ceilings, metal detector, O2 mask - unlimited swimming, pilot's helmet - use ships on some levels, swingshot - swing from hooks, thruster pack - better glide+slam/worse high jump)
- Fairly frequent checkpoints (no lives system - placed bolts that you've collected are kept and it seems you can use this to grind on respawning enemies though it's pretty slow (used ammo is not reset which is sometimes a minor issue); sometimes they're kind of far apart)
- Auto-saves at certain checkpoints and when entering a planet
- Zoomable map (2D, top down) which marks visited points of interest and what you've explored (found hidden paths/rooms don't show up on the map afterwards until you get the map-o-matic item in the late game which then reveals them without having to find them), No mini-map
- Hidden objectives for skill points (optional - unlocks sketchbook and epilogue)
- Upgradeable lifebar - only twice though and the second one is expensive
- Item drop magnet (can also throw the wrench like a boomerang at bolts to pick them up; range can be upgraded once via a found item), Suck cannon also lets you suck up bolts
- Some interesting gear (helicopter blades - gain a double jump+long jump (w/ a minor speed boost)+glide jump, sand mouse summoner - summon a flying familiar robot at the antennas placed in some spots, hydrodisplacer - lower and raise water levels in pools/lakes, magneboots - climb certain walls and metal ceilings (later used in Twilight Princess), thruster-pack - high jump+air dash+stomp+glide jump AND hovering+strafing while hovering (double tap r1 then hold r2), persuader - discount item traded for raritanium around mid-game, drone device - spinning shield drones that take out nearby enemies once per drone+they can 100% block certain projectiles for a few seconds, controllable missiles with the camera following them in FP view - Metal Gear, robot disguise, Ryno - volley of homing missiles (OP), homing tesla gun - if you're aiming near the target, glove of doom, glove of doom - hatch robots that go attack enemies on their own, taunter - used to lure enemies towards you, decoy glove - make enemies attack a clone of yourself)
- Mission/quest log
- Partially destructible environment (a bit inconsistent though - large mushrooms can be destroyed for bolts/money but not small ones)
- Various shortcuts leading back from detours (either to the beginning of the level or around the middle/crossroads point)
- Voiced tutorial messages that don't interrupt gameplay and can be stopped (can also review these messages in a sub menu)
- Enemies can accidentally hit each other when attacking
- Some puzzles (timing-based, water level altering, switch puzzles involving the gadgebots - similar to Landstalker or FF Adventure) and one puzzle involving the taunter to open a door
- Conveys a sense of vulnerability on one planet where Clank gets taken out temporarily
- Can eventually buy ammo from anywhere (but not weapons)
- Context sensitive auto-equipping of some gear (magneboots, hydro pack, grind boots, O2 helmet)
- New game+ of sorts (restart with collected weapons and money but not gadgets besides the one that calls the ammo shop)
- Some sequence breaking possibilities (minor skips like the river on the first planet after the intro level, can skip aridia, can climb certain obstacles and walls with high jumps and mashing jump, more with glitches)
- Mostly ammo-based weapons (buy ammo at shops or find it in boxes)
- Sometimes skippable cutscenes but usually not (sometimes by scene, subtitle toggle however non in-game cutscenes lack subtitles, skippable staff roll; some of the ones that aren't are kinda long) - they're all skippable on your second playthrough
- No health or ammo drops from enemies (ammo crates also don't respawn until you leave the planet)
- Some fetch quests
- The metal detector is a fun idea but the bolt stashes you find are pretty small
- Some minor aim assist+homing function for the blaster and devastator when near the target with your crosshair
- Limited oxygen underwater - some tight segments early-mid game (potentially not an issue after getting the O2 helmet but then the game uses other timers that kill you instead)
- Few boss fights
- Weapons can be upgraded once w/ hidden golden bolts at hidden shops on your second playthrough
- Some destructible walls
Playthrough - Video Review - Mini Review
Scooby Doo: Night of 100 Frights (PS2/GC, 2002/XB, 2003)
Subgenre: 3D Platformer w/ various 2.5D segments, Collectathon (not a problem until the mid-late game (see below); have to collect 3 keys in some rooms to progress), One cart/lawnmower segment (kinda slow but decent variation and it's forgiving), Basic optional stealth
Perspective: TP view w/ automatic camera
Other: Hub area outside the mansion (some partial hub areas inside areas), Light horror theme, You'll sometimes meet Shaggy who helps you progress after being rescued (at one point he'll toss you upwards and can be controlled - you also make him press down a switch for you in the same room, some of these ideas feel underdeveloped however), Can keep playing after the ending, No shop, No HP or AP upgrades
- Mostly linear structure (manor (first key)->cove (double jump)->haunted hedge maze (helmet)->back to manor etc., can enter mystic playground from the get go (just a short tutorial area though) and the mystic manor almost as quickly (collect some snacks in the hub area), can go to skull cliff or creepy crawlies sub areas after getting the stomp move however the former doesn't lead to finding another traversal ability, need the umbrella to get to the bubble gum shot (get it from the pirate boss) and the bubble gum shot to get to the soap bubbles (cellar part 4))
- Gain new movement abilities and tools for exploration and progression (springs - double jump (Dragon Buster), helmet - charge through things and into enemies+break boxes and press certain buttons (similar to Sonic or Zelda 3+LA), umbrella - glide jump (Pac-Land, Wonder Boy in Monster Land)+climb upwards winds, smash/stomp - pound enemies and press certain buttons+break through weak floors (Hammerin' Harry), shovel - dig up items at certain spots, soap bubble - encases enemies and lets you use them as temporary platforms (Bubble Bobble/Metroid; bubble gum is used in a similar manner); some just let you move where you couldn't before)
- Pretty frequent save points and health drops from enemies at first - gets kinda rare after a while
- Respawn at the beginning of the current sub area if you die with no collection progress lost
- Basic 2D TD view map (shows which room you're in and the overall world layout but*), No mini-map
- Warps/teleporters (several per area/level - accessed via the hub area outside the manor from the get go as well as found warp gates in later areas)
- Puzzle element to some boss fights, Some basic timing and switch puzzles
- Named rooms/sub areas on the map
- Some shortcuts back to the hub and between certain sub areas
- One minor sequence break (high path in hedge maze part 2 by double jumping then using the stomp to reach a little further however you don't gain anything important here, more?). Can do a partial skip in the one way trip area but you'll quickly run into an ability gate (soap?)
- Some pits and instant death hazards however the game is pretty forgiving in that you just lose additional HP picked up and restart at the beginning of current room
- One large scale environmental change (lower the water level in on sub area) and some smaller ones (bringing down the giant icicles/stalactites to use as platforms)
- The game outright tells you what ability or tool you need to reach gated items or paths early on
- Can't kill larger enemies/monsters until you get the helmet - sadly it trivializes most enemies
- Can get stuck if you enter the lighthouse area via the secret passage under the docks and then use snacks to go back. At the final area (lab) you suddenly hit an 850 snacks gate which leads to some backtracking and collecting of snacks unless you were thorough up until that point
- Some control/interface issues (no camera control - not great at picking the optimal angle outside of the 2.5D segments and sometimes doesn't keep up when running, jumps are very vertical focused like in Contra, some hit detection issues, etc)
- *map doesn't show room layouts and you can't place map markers+doesn't mark found points of interest like keys (you'll run into many temporary dead ends that you'll have to memorize or write down and backtrack to later),
- Various gated paths just lead to monster tokens (some info on monsters from the cartoon in the gallery room) or snacks
- Sub areas are mostly linear winding "corridors" with some side paths here and there. There are also many arbitrary invisible walls, making exploration often feel limited and discouraging sequence breaking
- Some tedious elements (some boring backtracking, the manor is a bit drawn out without focusing on exploration or giving you new abilities, kinda tedious platforming in the factory at the docks and parts of the wreck on the deck area, one-way path at the shipwreck - don't jump down at the snack gate, several shortcuts between being one-way seems pointless, etc)
- Some trial & error
- Some items are just placed out in the open without a challenge leading up to them or having to explore to find them
- Pretty repetitive
Video review - Mini-Review (GC)
Arx Fatalis (PC, 2002)? - WIP
Subgenre: 3D WRPG/ARPG (char creator, 4 attributes, 9 skills, dialogue trees, crafting and cooking), Immersive Sim?, Stealth (sneak in shadows/outside of light (can also do it while levitating), invis spell helps, put out torches with water bottles or spells, divert enemy attention with thrown items)
Perspective: FP View
Movement Mechanics: P&C/Mouse-driven Rune drawing to cast spells (can store 3 for quick casting)
Other: Gambling mini-games, Some platforming
Various traversal/exploration spells (levitate, telekinesis, invisibility?, super speed?, activate teleport portal, more?), 50+ spells in total
Some breakable walls using hatchets (Ultima Underworld 2) and torches or fireballs (ice walls)
Highly interactive world (P&C)
Mini-map (auto-map)
Hunger mechanic (can also feed NPC animals and poison some NPCs)
Two endings
Puzzles and riddles
Video Review - Mini Review
The Elder Scrolls III: Morrowind (PC/XB, 2002)? - WIP
Subgenre: 3D Open World WRPG (detailed char creation (somewhat simplified compared to ES2 though), can create your own class, dialogue trees - pick subjects, combat/char level gating, use-based skill and spell progression (can also buy training; ES2), when leveling up (by increasing a major or minor skill 10 times) you manually choose 3 out of 7 attributes to increase - these bonuses are also affected by how much you've trained the skills related to that attribute), Stealth element
Perspective: FP View w/ a TP view toggle
Movement Mechanics: Running+Swimming=Athletics here
Other: Large world (though it is a lot smaller than ES2's and completely handcrafted besides most item containers), No Climb skill here, Can't get a mount here (ES2)
Some traversal/exploration skills and spells (flight spell, super jump spell, acrobatics for better jumping, )
Mini-map
Highly interactive world
Transports and teleporters (costs money)+mark and recall spells
Different factions to join (affects reputation)
Two expansions (Tribunal and Blood Moon)
Deteriorating gear (and added armorer skill for repairing on your own)
Basic journal feature (clunky but can be modded)
Kinda buggy
Video Review: https://www.youtube.com/watch?v=10JTc8EhUEg
Gothic II (PC, 2002)? - WIP
Subgenre: 3D Open World (chapter-based story, combat gating) WRPG, Crafting/Forging, Sneaking
Perspective: TP View
Movement Mechanics: Jumping (can grab and climb ledges) and Swimming
Political mechanics (unions/factions, reputation)
Infinite inventory
Transform into a dinosaur - more?
No traversal or exploration spells besides teleporting and light? (being a sheep seems to help avoid fall damage at some points and being a small dinosaur might let you move a bit faster)
Revisit the mining camp from G1
New enemies appear in the world as you play (with each chapter?)
Teleporters
Some sequence breaking in that you can jump and stand on very steep walls at times
Gold Edition: More content making the game much harder, still sometimes buggy AI for summoned monsters, some other bugs
Kingdom Hearts (PS2, 2002)
Subgenre: 3D ARPG/Hack 'n Slash (mid-air combos, ability customization using an ability point system (similar to FF5 - you have a pool of AP and can pick between abilities to activate until you run out of points, some equipment increases the pool besides leveling up)) w/ Platforming, Rail Shooter segments between areas/worlds (customizable ship, can skip some of these later on), Collectathon elements (10+ items during the intro gameplay on the island, 6 projector slides in the jungle camp to progress the story there, 51 dalmatians to complete 100 acre wood area (optional), synthesizing one of each item to be able to synthesize the ultima weapon (requires a lot of ingredient items))
Movement Mechanics: Glide jump, Flight and swimming (some areas and boss fights only, flight is barely used, one underwater area)
Other: Some dungeons, Hub map (interplanetary/dimensional travel, can only travel to a destination that connects to the world/area you're at (see Clash at Demonhead or Alundra 2) until gaining warp which lets you go to visited locations freely), Crafting/synthesis, Fight alongside NPC allies after the intro gameplay (3 person party, can switch out members at will; Secret of Mana etc.), Random but (mostly) avoidable and seamless combat encounters, Some mini-games, Spaceship editor with decent depth (switch out parts on a grid system) and you can pick up various new models over the course of the game although only some can be redesigned, Battle arena with optional boss fights (coliseum world after your first visit), Two hidden bosses
- Partially non-linear structure after the first two areas (can travel to three different worlds with the ship though they vary in difficulty (enemy strength is shown as "battle lvl" on the hub map screen) and world 3/deep jungle right away is quite tough (unless you grind and/or go back and stock up on a bunch of potions, same with world 2/coliseum), have to finish Deep Jungle before you can talk to Cid about navigation gummi blocks even if you got one from elsewhere before that; after returning to traverse town and beating a boss you can go to the battle arena or two new worlds (or the first chapter of 100 acre wood though there's not much to it) - these are hidden before getting to them so you can't see which one is easier, three new locations become available after finishing agrabah (monstro, halloween, atlantica (after beating halloween (or atlantica?) you can go to neverland as well); one new chapter of 100 acre wood as well), one new coliseum cup and one more book page (100 acre wood chapter) become available after finishing the whale/monstro world), Some branching paths during the rail shooter segments while moving between some locations
- Pretty frequent save points which also restore HP and MP (multiple slots, shows location and current lvl+money+time taken)
- Learn some new movement abilities as you go (dodge roll - after first boss (lets you move faster), high jump - whale world, glide jump - neverland, super glide - end of the world)
- Some backtracking for optional items with new movement abilities and elemental spells and sometimes to progress (atlantica water current, high jump to finish monstro and bastion, glide jump is quite helpful in the bastion dungeon but might not be mandatory)
- Some spell interaction with the environment for optional rewards (potion creation in the jungle camp w/ ice and fire, shocking some of the flowers in wonderland, gravity to pull down some chests, etc.)
- Gain a homebase spaceship (gummi ship) early on that can be teleported to via most found save points. After the first three worlds you'll also be able to warp between visited worlds meaning you don't have to play the rail shooter mini-game to travel to them
- Named rooms (Jet Set Willy)
- Some minor sequence breaking possibilities (attack repeatedly in mid-air to reach further when jumping - lets you reach some chests earlier)
- Encourages aggressive play by letting you regain MP by hitting enemies - later used in Bunny Must Die and Hollow Knight for example
- Some shortcuts (there could've been more of them at times though)
- Some decent puzzles (mushroom "enemies" doing pantomimes to clue you in on what spell to use one them, spatial reasoning, clock tower's small doors, bastion library and hovering chests)
- New enemies sometimes appear when revisiting previous worlds with new abilities or trinity keys (generally they are enemies you've seen elsewhere before though)
- Pretty good sense of vulnerability during the bastion world
- Some choice over your starting stats however the effects could've been explained better, There's also a short "personality" quiz after the stat priority choice and this actually affects how long it takes to level up at certain points of the game - should've been at least hinted at, Which abilities you gain earlier based on if you picked sword/shield/staff in the intro doesn't really make sense
- There's a basic journal feature to vaguely recap what you've been doing+it includes a character encyclopedia and a bestiary but no real quest log and no message log and you can't talk amongst the party to recap what you were doing/about to do if you've taken a break from the game (see PSIV). While there's a basic trinity location list in it, it doesn't show per location progress, only totals for each color.
- The game doesn't pause when browsing commands or your item inventory during combat
- Limited control over ally behavior (they die pretty easily if you do the worlds in a different order and it would've been useful to have them rush certain enemies or bosses at key points to distract them, they can also be unreliable at using healing items when you're near death and a boss is spamming strong attacks that take priority over your healing yourself; categories: regular attacks, offensive and defensive magic, advanced magic, hp items, mp items) - Secret of Mana
- Final Mix (JP re-release, late 2002) includes the content from the North American release and additional enemies, cutscenes, and weapons.
Some notable cons:
- Repeated alarm sfx at critically low HP
- Some control/interface issues (no control config (bosses can spam strong attacks that take priority over your healing yourself (some delay for an animation)+no shortcut combos for healing items, kinda weird mappings - jump on circle/attack on cross/dodge on square, can't map right stick to camera control - uses L2 and R2 (fixed in remaster)), some movement delay after landing from a jump, attacking near a ledge makes you move forward and fall off (particularly bad when you get attacked during platforming segments or at the tower in halloween land+a couple of places in the bastion dungeon), etc.)
- Some trial & error (some shots from off screen, the game sometimes doesn't show what opened when activating a switch, the stat choices in the intro have another fairly important effect in that you gain certain abilities sooner or later depending on them if you go to world 3/deep jungle then you'll end up crashing there (even if you went there first) and have to explore that world though it's possible to exit the world before completing it as soon as you reach a save point, most boss patterns, etc)
- Unskippable cutscenes including summons (would've been best if you could skip dialogue on a per sentence or at least scene basis, some rather slow scenes)+unskippable staff rol - fixed in remaster
- Sometimes uneven difficulty
- Some dead space
- Some tedious aspects (no automatic re-equipment of used consumables (from the party stock) - added in the sequel, sometimes long pauses in the action during rail shooter segments, the vine swinging part in deep jungle would've been better if you could alter the trajectory of a vine or at least if it was consistent about using the jump on/off command instead of manual jumping (the lock-on also could've prioritized a bit better here), game could've let you unlock a shortcut to the tree house in the jungle area since it makes you backtrack there several times during that segment, no shop outside of the first world, drawn out final dungeon and boss fight, etc)
- Some arbitrary invisible walls (gets pretty bad in the area before the final dungeon)
- No 2-player co-op - Secret of Mana, Can't switch to the other party members - Secret of Mana
- Many chests contain ship upgrades which is bad since that mini-game isn't particularly good and you can skip a big chunk of it
Playthrough - Mini Review
Deus Ex: The Conspiracy (PS2, 2002) - WIP
Subgenre: 3D Action RPG/Stealth/FPS Hybrid (Immersive Sim)
Perspective: FP view
Port of the original with some differences (smaller areas, some new ones, some visual differences) and worse performance
Video Review: https://www.youtube.com/watch?v=nWWrBt6xlWA&t=8m4s
Outliers:
The Legend of Zelda: The Wind Waker (GC, 2002/Wii U, 2013 (Remaster))
Subgenre: Collectathon (triforce shards and charts, water for the withered trees, optional: golden feathers, joy pendants, nintendo gallery quest, heart pieces, etc.), Basic stealth in some segments
Movement Mechanics: Semi-automated jumping (can jump manually but only while in the boat, glide jumps with the leaf - similar to the deku form in Majora's Mask but more flexible)
Other: Large overworld to explore (fairly open in terms of side content, treasure hunting - similar to Pirates!), Some new mini-games, Fetch quests
Playthrough - Video Review - Mini Review
Mega Man Zero (GBA, 2002)
Subgenre: ARPG-ish (level up weapons - can get tedious with later weapons since they don’t share experience, feed certain cyber elves collected crystals to use them for upgrades, bosses have elemental affinities - you’ll find elemental symbols here and there which you can attach to your weapons to give your attacks added effects like a lightning element stunning regular enemies)
Other: Hub area (some missions actually take place in it), Mission-based (rescue and escort missions, sudden objective change during a mission, mechaniloid chase, bomb defusal, etc.; shorter stages than in MMX1-3)
Playthrough - Video Review - Mini Review
Star Fox Adventures (GC, 2002) - 3D Zelda-like Action Adventure (semi-automatic jumping besides the rocket boost), Hub map, Rail Shooter segments, Some vehicles and dinosaur rides, Some mandatory mini-games
Day/night cycle ()
Mini-map (have to find the area's map data)
CPU sidekicks that can dig+melt ice+stand on switches
Ability gating via the staff upgrades and the sidekicks
Ape Escape 2 (PS2, 2002) - 3D Collectathon Platformer (300 monkeys for the real final boss), Hub room w/ level select screen, See the prequel, New vehicles and mini-games
Three new gadgets (underdeveloped execution besides the bananarang though but on the other hand the RC car is better used)
Minor unlockable extras
More bosses
Lacks the time travel theme
Unlockable shortcuts (game still kicks you out of levels when first filling up the capturing quota) however they aren't always persistent
Optional tutorials here
No option for a more conventional control scheme
Widescreen and Subtitles
Super Mario Sunshine (GC, 2002) - 3D Collectathon Platformer (lower total requirement here - 30/?? key items (shinesprites) to beat it), Town hub connecting to sandbox-style/open-ended levels (one maze sub area - hotel)
Partially non-linear (can do some sub areas out of order once you get enough shinesprites/stars as well as some events (=areas opening up/getting yoshi/getting new tools), however within levels you can only grab the shines in a set order?)
Gain two tools that let you reach new areas (turbo and rocket nozzle) however they are limited to certain levels
Still kicks you out of levels after each item and there's only one entry point to a level - even the 100 coin item here (you're also kicked out if you fail certain quests/missions)
Somewhat more interconnected world in that you can see levels from the town and the world has a more cohesive theme
World restoration theme (levels start out polluted/infested and as you progress they change - unlocks new parts)
Few instant death hazards
Lose the nozzle (used for hover jumping) in secret levels - adds a sense of vulnerability however these are much more straightforward
Hover nozzle can sometimes be used to skate on water like a scooter but other times you have to ride animals and die if you get hit
Star Wars Jedi Knight II: Jedi Outcast (Multi, 2002)? - See the prequel, More linear (automatic gaining of force powers, still mostly huge levels), MP battle mode
Evolution Skateboarding (GC/PS2, 2002)? - Skateboarding/Tricks Sim, Detailed board customization and a creative a trick feature, Sandbox/open-ended levels with challenges (one Castlevania-ish level), Bosses, Mini-map
Zanzarah: The Hidden Portal (PC, 2002) - 3D Familiar Trainer RPG/ARPG, TP/FP View Hybrid, Not much platforming outside of the familiar fights
Random encounters?, No ability gating?
Sly Cooper and the Thievius Raccoonus (PS2, 2002) - 3D Stealth/Collectathon Platformer, Linear and level-based?, Mixes in other gameplay in some levels
Optional unlockable movement upgrades - not used for reaching new areas?
Densetsu no Starfy GBA, 2002) - 2D Platformer/Puzzle Platformer/Adventure (fetch quests) Hybrid, Mostly takes place underwater, Some auto-scrolling and maze levels, Optional collectibles and mini-games
Unlockable alternate paths in each level (beat the game to remove colored blocks) but no ability gating
Grand Theft Auto: Vice City (Multi, 2002) - Open World/Sandbox Action Adventure
No ability gating?
Spider-Man: The Movie (Multi, 2002) - 3D Action Adventure/Beat 'em up, TP view, Level-based and linear, Stealth element
Near unlimited web swinging, Web Zip move (basically like the hookshot in Zelda), Can't travel on the ground in outdoors city-based levels, Unlockable Harry Osbourne/Green Goblin mode
Mafia (Multi, 2002) - Open World/Sandbox Action Adventure
No ability gating?
Tom Clancy's Splinter Cell (Multi, 2002) - Action Adventure/Stealth, TP View, Level-based (alternate paths) and linear, Minor platforming?
Gain new gear for exploration and progression over the course of the game (Night vision and thermal vision goggles, Can shoot out lights (has pros and cons), Sticky Camera for scouting ahead (a miniature camera with full pan and zoom functionality plus night and thermal vision modes), Distraction Camera for luring, Laser Microphone T.A.K. (Tactical Audio Kit) for listening in on conversations, Camera Jammer, Optic cable?)
Drakan: The Ancients' Gates (PS2, 2002) - 3D AA/ARPG w/ Platforming, TP View, Level-based?, Various side quests
No ability gating? (no exploration/traversal spells or gear)
Disaster Report (PS2, 2002) - 3D AA/Survival (Catastrophe Sim), TP View, Quench/Thirst mechanic, Rescue mission
No ability gating?, Major environmental changes during gameplay
Darkened Skye (PC/GC, 2002) - 3D AA w/ Platforming, TP View, Can't swim, Puzzles, Level-based?
Save anywhere, Comedic, Kinda buggy, Item inventory resets for each level?
Lilo & Stitch: Trouble in Paradise (PC, 2002) - Crash Bandicoot-like Platformer, 2 playable chars
The Lord of the Rings: The Fellowship of the Rings (PC/XB/PS2, 2002) - 3D Action Adventure, TP View, Stealth and Puzzle elements, Level-based; 3 playable chars (switch at certain points in the game; Frodo, Aragorn, Gandalf)
The Lord of the Rings: The Two Towers (Multi, 2002) - 3D Hack 'n Slash w/ RPG elements (level up), TP View (2D Isometric on GBA), Level-based and Linear; 3 playable chars (Aragorn, Legolas, Gimli), unlockable horde mode
MechWarrior 4 (PC), Phantom Crash (XB), Steel Battalion (XB)? - Mech Sims
No platforming:
Divine Divinity (PC, 2002) - Diablo/Baldur's Gate-like ARPG, 2D Isometric, No jumping
Dungeon Siege (PC, 2002) - 3D ARPG, TP/Bird's Eye View, Party-based, No jumping; Mostly linear structure, Seamless world
Dark Cloud 2/Dark Chronicle (PS2, 2002) - 3D ARPG, TP View, No jumping
Summoner 2 (PS2, 2002) - 3D ARPG, TP View, Party-based (3 chars, can split up and switch on the fly?), Mini-map, No jumping
Genma Onimusha (XB, 2002)? - 3D-ish Hack 'n Slash, Linear?, Remix of original (same controls and camera), No platforming?
Onimusha 2: Samurai's Destiny (PS2, 2002) - Hack 'n Slash, No jump button and very little platforming
Everblue 2 (PS2, 2002) - 3D Underwater AA (No platforming), FP View, Upgradeable suit and oxygen tank which control how far you can explore
Way of the Samurai (PS2, 2002) - 3D Open World Action Adventure (Hack 'n Slash, Dialogue trees, Multiple endings), No platforming?, Upgradeable weapons, Temporary save and quit only
Hitman 2: Silent Assassin (Multi, 2002) - AA/Stealth, No platforming
The Thing (XB, 2002/Multi) - AA/Survival Horror, No platforming
The Getaway (PS2, 2002) - GTA-like AA w/ car escapes from shootouts, TP View, No jumping nor running nor driveby mechanics
Neverwinter Nights (PC, 2002) - 3D WRPG, No platforming
The Legend of Zelda: The Wind Waker (GC, 2002/Wii U, 2013 (Remaster))
Subgenre: Collectathon (triforce shards and charts, water for the withered trees, optional: golden feathers, joy pendants, nintendo gallery quest, heart pieces, etc.), Basic stealth in some segments
Movement Mechanics: Semi-automated jumping (can jump manually but only while in the boat, glide jumps with the leaf - similar to the deku form in Majora's Mask but more flexible)
Other: Large overworld to explore (fairly open in terms of side content, treasure hunting - similar to Pirates!), Some new mini-games, Fetch quests
- Linear structure in terms of the main dungeons
- Can control certain animals by using bait (seagulls - scout areas and press certain switches, pigs - dig for treasure by luring them to certain spots)
- Warp song (lets you fast travel to certain spots on the map - Link's Awakening), 3 warp points per dungeon which you can move between as you find them
- Sometimes adds new enemies when backtracking to make those moments more interesting (Circle of the Moon?)
- Sail upgrade in the remaster (faster and changes the wind direction automatically)
- Mini-map feature (two levels of zoom)
- Save anywhere (only one save slot per game though)
- Day/night cycle with some changes to gameplay (however you can't simply wait whenever you're on an island - you need to use a certain song to make time pass)
- Mail box system (NPCs send you items and info as you progress through the game or finish side quests), No quest log/journal feature (quest status only shows your main quest progress) and you can't make notes for yourself in-game - the pictograph could've been used for notes if it had much more film capacity, Can't ask anyone you want about the current quest (also can't call on your helpers/party when you need them - they call you)
- Helpers aren't as annoying as in the N64 games
- Need to own a GBA to use the Tingle Tuner item (helps you find some things (tingle statues and the NPC Knuckle, makes Tingle act similar to Navi in dungeons) and gives additional info about islands as you approach them, bomb attack at a fee, temporary hover boots effect at a fee, call a shop anywhere after upgrading it, its map sorts the islands by importance and allows marking of long distance destination), Can't carry most items through doors in dungeons
Playthrough - Video Review - Mini Review
Mega Man Zero (GBA, 2002)
Subgenre: ARPG-ish (level up weapons - can get tedious with later weapons since they don’t share experience, feed certain cyber elves collected crystals to use them for upgrades, bosses have elemental affinities - you’ll find elemental symbols here and there which you can attach to your weapons to give your attacks added effects like a lightning element stunning regular enemies)
Other: Hub area (some missions actually take place in it), Mission-based (rescue and escort missions, sudden objective change during a mission, mechaniloid chase, bomb defusal, etc.; shorter stages than in MMX1-3)
- No ability gating and no movement abilities gained (soft combat gating, elemental effects are underused in levels compared to some earlier games - can't use frozen enemies as platforms for example)
- Fairly open structure (can choose between a few missions at a time, you can even continue the story after failing some missions), Some alternate paths and shortcuts, Sometimes you revisit old areas but find new enemies and eventually different layouts further into the level
- Save feature (three slots, save in-between stages), Lives system w/ a 9 life limit (1-ups/continues are pretty rare)
- Checkpoints before bosses
- New upgrades in the form of cyber elves (often one time use bonuses like in Rockman 8 FC but some have permanent effects such as increasing your life bar - elves larger than 1x1 tile in the menu have a permanent effect, need to feed some of them to activate their abilities with crystals that you collect throughout the game)
- Pretty intricate ranking system (time, enemies killed, damage taken, elves used, retries used), The ranking system is pretty forgiving when it comes to time but not so much when it comes to taking damage and elves (not even permanent ones used outside of the mission such as sub tanks (even if not used in the mission they cost you ten points) though you can use one use-elves outside of missions)
- Hidden items
- Some environmental effects (weather machine near the disposal center, sort of-quicksand, the mechaniloid going through buildings/walls, collapsing building in the retrieval mission)
- No map
- Some difficulty scaling - most bosses change their behaviour a bit to make them harder if you're at a high rank (A or S) when encountering them
- Unlockable hard mode and easy mode, Be A or S rank to get into the room behind Ciel (there's a cyber elf there but nothing else of interest)
- Exploding traps also affect other enemies
- Minor sequence breaking possibilities (bounce off enemies with the rod - only useful once or twice though, can melee attack through walls to reach some cyber elves because after you open an elf container the freed elf will move towards you a bit, bird elf to reach higher quicker in one stage)
- Insta-kill spikes during boss fights and in some other spots (along with some pits; can move on spikes during invincibility time) however there are elves that prevent death from these
- Some backtracking - can’t quickly teleport back to base when revisiting a beaten area (need to go to the teleporter)
- Off screen enemy respawning (can be annoying due to the low res)
- Some interface issues (can't see how long you have left to level up a weapon, no hints for some elf locations (would've been less tedious to find them all if the ranking screen or Ciel told you how many were left in that mission), The game is a bit vague about cyber elf uses and what kind of elf you’ve just picked up when you find a new one (it just says "found a cyber elf!!" and then you’ll have to go into the menu and remember how many you had in each category and what they did/what their names were), Can't see how many crystals you've fed an elf with unless you use the teleporter (trans server))
- Can’t just hold dash to keep dash jumping here (see MMX4)
- Some missable elves (for example there are temporary enemies in some missions that you need to kill 5 of to get an elf)
- You'll still get health drops when at full health (would've sped up crystal collecting considerably to only get crystals at that point)
- Can't revisit some mission areas and the game doesn't tell you in advance which ones (so find any elves you can during these missions: desert, train; for the subway you need to find your way in there and find the teleporter after the rescue mission (with the green flying boss harpuia) since there was a soldier blocking your way when beginning the mission and another blocking the way to the subway (which is connected to the broken road leading to that boss) previously)
- No ammo
Playthrough - Video Review - Mini Review
Star Fox Adventures (GC, 2002) - 3D Zelda-like Action Adventure (semi-automatic jumping besides the rocket boost), Hub map, Rail Shooter segments, Some vehicles and dinosaur rides, Some mandatory mini-games
Day/night cycle ()
Mini-map (have to find the area's map data)
CPU sidekicks that can dig+melt ice+stand on switches
Ability gating via the staff upgrades and the sidekicks
Ape Escape 2 (PS2, 2002) - 3D Collectathon Platformer (300 monkeys for the real final boss), Hub room w/ level select screen, See the prequel, New vehicles and mini-games
Three new gadgets (underdeveloped execution besides the bananarang though but on the other hand the RC car is better used)
Minor unlockable extras
More bosses
Lacks the time travel theme
Unlockable shortcuts (game still kicks you out of levels when first filling up the capturing quota) however they aren't always persistent
Optional tutorials here
No option for a more conventional control scheme
Widescreen and Subtitles
Super Mario Sunshine (GC, 2002) - 3D Collectathon Platformer (lower total requirement here - 30/?? key items (shinesprites) to beat it), Town hub connecting to sandbox-style/open-ended levels (one maze sub area - hotel)
Partially non-linear (can do some sub areas out of order once you get enough shinesprites/stars as well as some events (=areas opening up/getting yoshi/getting new tools), however within levels you can only grab the shines in a set order?)
Gain two tools that let you reach new areas (turbo and rocket nozzle) however they are limited to certain levels
Still kicks you out of levels after each item and there's only one entry point to a level - even the 100 coin item here (you're also kicked out if you fail certain quests/missions)
Somewhat more interconnected world in that you can see levels from the town and the world has a more cohesive theme
World restoration theme (levels start out polluted/infested and as you progress they change - unlocks new parts)
Few instant death hazards
Lose the nozzle (used for hover jumping) in secret levels - adds a sense of vulnerability however these are much more straightforward
Hover nozzle can sometimes be used to skate on water like a scooter but other times you have to ride animals and die if you get hit
Star Wars Jedi Knight II: Jedi Outcast (Multi, 2002)? - See the prequel, More linear (automatic gaining of force powers, still mostly huge levels), MP battle mode
Evolution Skateboarding (GC/PS2, 2002)? - Skateboarding/Tricks Sim, Detailed board customization and a creative a trick feature, Sandbox/open-ended levels with challenges (one Castlevania-ish level), Bosses, Mini-map
Zanzarah: The Hidden Portal (PC, 2002) - 3D Familiar Trainer RPG/ARPG, TP/FP View Hybrid, Not much platforming outside of the familiar fights
Random encounters?, No ability gating?
Sly Cooper and the Thievius Raccoonus (PS2, 2002) - 3D Stealth/Collectathon Platformer, Linear and level-based?, Mixes in other gameplay in some levels
Optional unlockable movement upgrades - not used for reaching new areas?
Densetsu no Starfy GBA, 2002) - 2D Platformer/Puzzle Platformer/Adventure (fetch quests) Hybrid, Mostly takes place underwater, Some auto-scrolling and maze levels, Optional collectibles and mini-games
Unlockable alternate paths in each level (beat the game to remove colored blocks) but no ability gating
Grand Theft Auto: Vice City (Multi, 2002) - Open World/Sandbox Action Adventure
No ability gating?
Spider-Man: The Movie (Multi, 2002) - 3D Action Adventure/Beat 'em up, TP view, Level-based and linear, Stealth element
Near unlimited web swinging, Web Zip move (basically like the hookshot in Zelda), Can't travel on the ground in outdoors city-based levels, Unlockable Harry Osbourne/Green Goblin mode
Mafia (Multi, 2002) - Open World/Sandbox Action Adventure
No ability gating?
Tom Clancy's Splinter Cell (Multi, 2002) - Action Adventure/Stealth, TP View, Level-based (alternate paths) and linear, Minor platforming?
Gain new gear for exploration and progression over the course of the game (Night vision and thermal vision goggles, Can shoot out lights (has pros and cons), Sticky Camera for scouting ahead (a miniature camera with full pan and zoom functionality plus night and thermal vision modes), Distraction Camera for luring, Laser Microphone T.A.K. (Tactical Audio Kit) for listening in on conversations, Camera Jammer, Optic cable?)
Drakan: The Ancients' Gates (PS2, 2002) - 3D AA/ARPG w/ Platforming, TP View, Level-based?, Various side quests
No ability gating? (no exploration/traversal spells or gear)
Disaster Report (PS2, 2002) - 3D AA/Survival (Catastrophe Sim), TP View, Quench/Thirst mechanic, Rescue mission
No ability gating?, Major environmental changes during gameplay
Darkened Skye (PC/GC, 2002) - 3D AA w/ Platforming, TP View, Can't swim, Puzzles, Level-based?
Save anywhere, Comedic, Kinda buggy, Item inventory resets for each level?
Lilo & Stitch: Trouble in Paradise (PC, 2002) - Crash Bandicoot-like Platformer, 2 playable chars
The Lord of the Rings: The Fellowship of the Rings (PC/XB/PS2, 2002) - 3D Action Adventure, TP View, Stealth and Puzzle elements, Level-based; 3 playable chars (switch at certain points in the game; Frodo, Aragorn, Gandalf)
The Lord of the Rings: The Two Towers (Multi, 2002) - 3D Hack 'n Slash w/ RPG elements (level up), TP View (2D Isometric on GBA), Level-based and Linear; 3 playable chars (Aragorn, Legolas, Gimli), unlockable horde mode
MechWarrior 4 (PC), Phantom Crash (XB), Steel Battalion (XB)? - Mech Sims
No platforming:
Divine Divinity (PC, 2002) - Diablo/Baldur's Gate-like ARPG, 2D Isometric, No jumping
Dungeon Siege (PC, 2002) - 3D ARPG, TP/Bird's Eye View, Party-based, No jumping; Mostly linear structure, Seamless world
Dark Cloud 2/Dark Chronicle (PS2, 2002) - 3D ARPG, TP View, No jumping
Summoner 2 (PS2, 2002) - 3D ARPG, TP View, Party-based (3 chars, can split up and switch on the fly?), Mini-map, No jumping
Genma Onimusha (XB, 2002)? - 3D-ish Hack 'n Slash, Linear?, Remix of original (same controls and camera), No platforming?
Onimusha 2: Samurai's Destiny (PS2, 2002) - Hack 'n Slash, No jump button and very little platforming
Everblue 2 (PS2, 2002) - 3D Underwater AA (No platforming), FP View, Upgradeable suit and oxygen tank which control how far you can explore
Way of the Samurai (PS2, 2002) - 3D Open World Action Adventure (Hack 'n Slash, Dialogue trees, Multiple endings), No platforming?, Upgradeable weapons, Temporary save and quit only
Hitman 2: Silent Assassin (Multi, 2002) - AA/Stealth, No platforming
The Thing (XB, 2002/Multi) - AA/Survival Horror, No platforming
The Getaway (PS2, 2002) - GTA-like AA w/ car escapes from shootouts, TP View, No jumping nor running nor driveby mechanics
Neverwinter Nights (PC, 2002) - 3D WRPG, No platforming