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YOUR CART

2004 (MGS 3: Snake Eater, Half-Life 2 and World of Warcraft are released) WIP

2000|​2001|2002|2003|2004|2005|2006|2007|2008|2009
Picture
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Cave Story (PC, 2004/WiiWare, 2009/PC, 2017 (Cave Story+))
​Movement Mechanics: Air boost in four directions, Hover via gun recoil
Other: Hub areas, NPCs
  • Mostly linear (one major dialogue choice leads to an alternate path in the late game, backtracking to previous areas)
  • Save points
  • Area maps
  • ​Few movement abilities gained (limited air boost, recoil from one gun lets you hover if you keep shooting downwards)
  • Multiple endings
  • ​Two minor sequence breaks (using damage boost+pausing): first, second
  • Version differences: https://cavestory.fandom.com/wiki/Version_differences
​
Playthrough - Video Review - Mini Review


Metroid Prime 2: Echoes (GC, 2004)
Subgenre: 3D FPS
Perspective: FP view
Parallel worlds mechanic


Playthrough - Video Review - Mini Review


​
Metroid: Zero Mission (GBA, 2004)(Metroid Remake)
Subgenre: Added stealth segment
​Movement Mechanics: See Super Metroid
​​Other: Escape sequences
​Save points
Map system
Various control improvements
New bosses
​Objective markers (can be removed via a hack)
​Unlockables (Hard Mode, Sound Test, Original NES Metroid, Metroid Fusion Gallery - a gallery of Metroid Fusion ending images)

Playthrough - Video Review - Mini Review
​
​

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Shaman King: Master of Spirits (GBA, 2004)
Subgenre: Igavania-ish (features a soul system variation (AoS) which lets you combine up to 5 abilities/buffs at once (0-2 active and 0-5 passive abilities) as well as make 4 sets to switch between on the fly, back- and forward dashing, no exp point leveling - hp and mp+ability slot upgrades are found and gained after bosses), Collectathon element (5 guardian ghosts/silver spirits for the totem attack to break a barrier)
Movement Mechanics: Grapple hook, Dash jump (see Mega Man X)
​Other: Hub map (still have to traverse the distances shown on the map in-game to get to sub areas - even after completing a route you have to backtrack through it), Consumables shop which can be accessed via the hub map (can sell items), Small sheep transformation - moves quickly and reaches into smaller spaces but can't attack and doesn't last that long
  • Save on the map screen (one slot only)
  • Mostly linear structure besides optional backtracking and sidetracking for upgrades and combat abilities (can take 4 paths from the get go and 2 more paths open up for each new location that you visit up to a point however nearly all of them are blocked off early on - you can really only go to where you get the box pushing ability and then only the path where you use it which is then repeated for the next ability (freeze fire pillars) and then the next (gas protection), the world is divided into 8 areas (unnamed in-game and even in the manual?) which in turn are divided into several paths, two optional bosses in the NW in the end-game and some optional (and missable) spirits)
  • No area maps, No area names on the hub map screen or title cards shown when entering them, Can't tell on the map screen if you've visited a path or not - only if you've cleared it once, Can't see if/how many items are left to find on a path
  • Gain a teleporter spirit/soul in the late game (go to the other side of a previously finished path, some one way paths before gaining it)
  • Regenerating MP/special move energy (can also upgrade the speed of it by using up one special item slot), No MP restoratives
  • ​Enemies carrying special items/souls always drop them after one kill and some are placed in the areas
  • Difficulty options (normal and hard)
  • Some minor shortcuts when backtracking through paths (not enough of them though)
  • New game plus (cleared levels+items+spirits etc. will be the same as before fighting the final boss plus you'll have the fire spirit which lets you gain some HP by hitting enemies - seems the fire spirit should've been there in the regular game since it makes the game easier)
  • Some decent switch and box puzzles (red temple, factory) - at times it would've been good if the game showed exactly what pulling a switch accomplished though
  • Good economy in that being careful with your money stays relevant throughout
  • Can't move while crouching or attacking (can jump while attacking)
  • Can't swim (a familiar of sorts picks you up and puts you at the last platform you were standing on but you also lose a lot of HP)
  • Most locations on the map simply represent the end of a path rather than a location you can visit (the inn/your home base is the only exception)
  • Partial life refill after finishing a path (getting to the other side of it in either direction)
  • Frequently respawning enemies (as soon as you leave a room)
  • Enemy drops do disappear but it takes 10+ seconds
  • Some resource management (chests don't respawn and enemies rarely drop money - most enemies don't seem to drop anything, enemies never drop healing items, a few ammo-based special attacks, carry capacity limitations on inventory items)
  • Can jump past most enemies
  • While you can upgrade your main weapon it has the same range and 3 hit combo (gaining the light sword also turns your first special attack into one which adds a projectile) - no alternate main weapons
  • Some pits however they don't kill you - instead you lose some health and are carried to the platform you were on previously,
  • A few NPC encounters but no neutral creatures
  • New enemies don't appear in previously visited paths
  • No control config and you double tap down to perform a backwards dash
  • No breakable walls or floors
  • Box puzzles don't stay solved, Totems and fire pillars don't stay removed
  • No double jump or wall jump moves and the slide isn't used to dodge with much

Playthrough - Video Review - Mini Review


Vampire: The Masquerade - Bloodlines (PC, 2004)
Subgenre: 3D ARPG/WRPG (dialogue trees, choose your clan/sect (affects story and quests) - can also go your own way, manual skill point distribution)
Perspective: TP view/FP view hybrid (FP ranged combat)
Movement Mechanics: Some platforming
Maps at bus stops only?
Some ability gating (stealth and computer hacking allow for different paths, your race affects NPC reactions, spells/disciplines: celerity - super speed, dementation can unlock more dialogue options for Malkavians, dominate - persuade or kill people mentally (unlocks dialogue options, works well on humans but not vampires), obfuscate/invisibility - can perform stealth kills and hack during it at a high enough level, werewolf form - scares NPCs, )
​Fast travel via subway map?
​Can stand on a frozen enemy to reach higher - sequence break?
Can get an apartment and add furniture to it
Seduction mechanics
No loot or exp points from killing regular enemies

Playthrough - Video Review - Mini Review


Spider-Man 2 (Multi, 2004)
Subgenre: 3D Sandbox/Open World Action Adventure/Beat 'em up
Perspective: TP view
Movement mechanics: Web swinging and wall sprinting, Ceiling climbing, Lamp post swinging, Strong charge jump, Spider Reflexes Mode (similar to bullet time in Max Payne or Intenso mode in Guacamelee)
Other: Hub area w/ shops and quest giving NPCs as well as scripted events and story quests (some are random), Some chase and on foot race segments (basic ranking for the optional ones and you get more points for beating the "mega" challenges), Pizza delivery and basic photo jobs, Fight alongside NPCs in some missions (the police, black cat), Collectathon element (find all hint markers/tutorial icons, find various tokens) and grinding elements (finish a certain mission x number of times) - for point rewards
  • Partially non-linear structure after a quick tutorial (sandbox-style/open-ended - you have an overarching line of story missions divided into chapters which is pretty much linear but can enter side missions via NPCs or icons placed around a large city at will and some of these change depending on the current chapter - once you have enough points you move on to the next (doing the story missions first is generally better since they tend to yield more points, can also find and grab secret tokens for a decent amount of points each), sometimes you run into a mission/encounter while moving towards a story objective or just moving around the city)
  • Some movement/locomotion upgrades (swing speed - 8 levels, wallsprint duration - 2 levels, web zip - have Spidey shoot a web-line and jerk himself along for a forward air dash (for moving with more maneuverability), slingshot jump - swing backwards with two webs attached and do a charge jump for a longer forward air boost; needed for certain race challenges? - the game makes you buy speed upgrades to proceed to the next chapter a few times though there isn't something like an obstacle or an impossible to reach platform that you need to gain a new move for as you can get anywhere with the default abilities given enough time) and various combat move upgrades (grapple (carry enemies by grabbing them with your web and pulling them towards you (can throw them around by default) is required at a certain point to progress though the mandatory challenge where you're supposed to use it to throw enemies into pits in doesn't actually require it if you're good at throwing them with the web) - buy these at stores spread around the city with points/money gained from finishing missions or found at harder to reach/find locations
  • Mini-map (mission goal/point of interest radar feature, shows how far something is from you vertically as well with a pillar display), 2D map screen w/ four levels of zoom (shows points of interest and your location as well as enemies, nice transition between it and in-game)
  • Day/night cycle (don't need to sleep, no effect on gameplay besides it being harder to see at night?)
  • Mostly skippable cutscenes (a few are not)
  • some good bosses (Shocker, Doc Oc besides when he grabs and pummels you for several seconds), pretty good pre-rendered cutscenes (besides the last ones where doc oc looks sleepy, peter looks a bit off and mary jane looks 10 years older), unlockable fight arena (enemy encounter gauntlet, gets very hard towards the end as you'll fight multiple bosses) - beat the game and then buy it for 5k
  • Save anywhere (multiple slots - doesn't show your current stats or chapter though)
  • Can't see what a mission is like before taking it on by talking to an NPC (can do it with the race challenges)
  • Web is infinite
  • Fall damage but you have to fall very far to get hurt
  • Can't upgrade your health bar (it's generally restored after a mission though not always, can restore it at the stores)
  • Exaggerated ragdoll physics when hit by enemies or grabbing them with web
  • Dialogue isn't interactive
  • No difficulty options
  • Can't swim (he can swim in the comics and movies)
  • Hint markers are generally placed on the ground so you have to interrupt your swinging to move into them - breaks flow
  • No full button config (can choose a few settings and reverse the camera)

Playthrough - Video Review - Mini Review

​
Sly 2: Band of Thieves (PS2, 2004)
Subgenre: 3D Action Platformer/Stealth (Robbery theme)
Perspective: TP View
Other: Hub areas w/ Sandbox-style/open-ended levels (that you can do in any order?), Shops, Some chase segments, Mini-games
3 playable chars (switch between missions)
Gain movement abilities and tools (climbing poles, sliding along narrow ledges, parkouring, paraglider, hover pack; tools are ammo-based)
No mini-maps (also can't see where you've been on the maps?)
No lives system (checkpoints)
Recon missions (take a photo of the villain and points of interest)
Some minor sequence breaking (train level)

Playthrough - Video Review - Mini Review
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Kirby & the Amazing Mirror (GBA, 2004)
Subgenre: 2D Platformer, Similar to Great Cave Offensive in Kirby Super Star (optional exploration for chests and alternate exits - what matters is finding and beating the bosses), One vertical scrolling shooter boss fight
Movement Mechanics - Flight, Underwater swimming, Air dash
Other: Basic hub area and branching paths within areas/levels (can replay beaten areas), 3 CPU allies (can call them up when needed to make them join you and they can help with combat and healing as well as a handful of minor puzzles but on the whole are underused in SP mode and they can also get in the way in several ways - costs phone battery life)/4-player Co-op (can split up), A lot of paths lead to mini-games that send you back to an area's hub afterwards, MP coop mode where you can teleport to each other or explore on your own (making the allies system more useful since you can help each other open up paths, can also keep going even if player 1 dies in this mode)
  • You don't gain any permanent abilities/forms
  • World persistency issues - Chain bomb blocks used for puzzles generally don't reset when re-entering a room (sometimes blocks you off from alternate paths based on trial & error and you then have to re-enter the area from the hub area) while other opened paths that you'd want to keep opened do reset 
  • ​Mostly non-linear structure after the first boss (branching paths (called hidden routes) within levels, can sometimes pick between more than one level in the hub world, can open up paths to some later areas instead of doing them in order - some areas connect to four other areas, area 5 doesn't connect to area 6 and area 7 doesn't connect to area 8)
  • More connected world than in previous games (levels/areas have a door around the mid-point (sometimes on a hidden path) which connects back to the hub world, more paths between areas)
  • Some abilities/forms for traversal and exploration (missile+fireball (fast flight), sword and cutter for ropes and vines, some "block breaker" forms which break the steel blocks/hard blocks (missile, master, smash, stone, UFO), laser ability - ricochets on slopes (a few puzzles), mini form for small paths, hammer/master/smash/stone for pegs/stumps (see Yoshi's Island), fire or burning form for lighting fuses on two cannons that transport you to another room, ice form lts you not slip on ice - not required, ranged attack forms - for taking out the door stealing enemies that burrow some doors underground) - the alternate forms gained are all temporary however and pretty easily lost like in previous games (here your allies can also steal them and you can't make them give you theirs), ​Some new forms
  • ​Can exit to the hub area at any point
  • Can find area maps (these show which rooms are connected and where you are+where you've been before+area names+boss and level goal rooms however they don't show room layouts at all, zoomable with A, they also don't show minor detour paths nor do they show which room has an unopened ability gate in it+you can't place a map marker in-game, no mini-map) - have to find one per area
  • Mostly mundane chest items/collectibles besides 4 extra HP for your life bar via the hearts​ (music tracks, color change, health and phone battery life consumables)
  • Minor puzzles (chain reaction blocks (some paths that open temporarily as you hit one of these forcing you to move quickly to get through the path - generally a trial & error affair, some spatial awareness challenges, at one or two points you make your CPU allies stand on door switches to progress - easy), 
  • the other ones can be trivialized by calling your allies and the mole boss is easy with the throw ability), 3 other mini-games (decent but not part of the game itself), decent variation
  • If you inhale two enemies with Copy Abilities then you'll start a chance wheel and get a random ability, 
  • Most alternate exits won't open up a new area in the hub world
  • Lives system (pretty easy to gain extra lives, frequent checkpoints)
  • No form/ability inventory (form/ability stars bounce away in an unwieldy way when hit or letting them go+disappear after a few seconds, can also bounce through one-way switch gates, can't grab dropped stars underwater), No item inventory (can't carry HP or battery items with you for later if currently at full stock)
  • Off-screen enemy respawning (mini-bosses also respawn however you can skip them when backtracking) - generally good for ability enemies but bad for others given the above
  • Auto-saves after reaching a level goal or mid-level exit (one slot per game only, respawn at hub area w/ CPU allies next to you)
  • One-way paths between rooms at various points in areas - you frequently run into a block type that only some forms can break and without such a form nearby so you're unable to take that path in your current run of the area (the game also doesn't show on the block or elsewhere which ability is needed or which form has it, you also might not get the right form when re-entering the level via the mid-point door which tends to have a couple of form spawners/statues in the first room)
  • Death pits here and there
  • Double-tap to run however you can tap once while moving and start running that way so it's a bit better
  • Can't stand on blocks created when freezing enemies (only push them forward)
  • No difficulty options (ignoring your allies is basically hard mode)
  • No item explanations in-game

Playthrough - Video Review - Mini Review

​

Outliers: 
The Legend of Zelda: The Minish Cap (GBA, 2004)
2D ARPG/AA
TD/Bird's Eye view
​Roc's Cape (jumping and gliding, gained in the fifth dungeon)
Save anywhere?
Map feature but no mini-map

The Legend of Zelda: Four Swords Adventures (GC, 2004) - 4-player co-op (requires one GBA per additional player..., when you split up by moving indoors you see gameplay on your GBA instead), Level-based and linear (level/area select map screen), Party-based with formations in SP, Platforming via Roc's Feathers (can also be upgraded for a double jump), Collectathon element (2k force gems to power up the sword and open the exit - some are worth 300)
​Keys are carried like pots or rocks here
​One player can only carry one weapon at a time

Atelier Iris: Eternal Mana (PS2, 2004) - 3D-ish JRPG/AA (2D chars, 2D isometric area exploration, TD/Bird's eye view overworld/world map exploration), Platforming during exploration (TB battles), Crafting
Gain movement abilities (transformations, flight)

Paper Mario: The Thousand Year Door (GC, 2004) - 2.5D JRPG/ARPG Hybrid w/ Platforming (see the prequel), Many optional fetch quests, 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 but can switch on the fly, yoshi kid lets you fly over pits, madame flurrie can reveal some hidden pipes by blowing away obstacles, bomb partner)
Paper transformations which let you reach new areas (airplane, flat profile, rolling paper tube)
No mini-maps

​Some badges help outside of battle? ()
Can buy hints from a fortune teller
Battle audience mechanic
Random shop restocking mechanic

​Blood Will Tell (PS2, 2004) - 3D AA/Hack 'n Slash w/ RPG elements (weapons level up, stat upgrades), TP view w/ automatic camera (right stick goes into FP mode which isn't useful), CPU ally which you can give orders to and switch to - She's good for puzzle and platforming segments; Linear structure w/ maze levels/areas but can backtrack for optional bosses (often requires puzzle solving)
​Gain a weapon that can be used to create platforms similar to Quackshot
Area maps and semi-transparent mini-maps
​No fast travel system

Gurumin: A Monstrous Adventure (PC, 2004/PSP, 2007) - 3D ARPG w/ Platforming, TP view, Rhythm element to combat (for critical hits), Block puzzles
​No ability gating?
Mini-maps
​Two endings

Super Mario 64 DS (NDS, 2004) - 3D, TP view, See Mario 64
​Temporary balloon form (NDS only) - temporary flight, temporary giant form (NDS only) - smash rolling boulders and invulnerability)
​Basic map feature on NDS (vague top down view, rotates based on the camera, shows the current star's location)
New playable chars in the DS version which sometimes leads to alternate ways of getting to stars
​Getting 100% on DS and going to the castle roof lets you find a green rabbit which gives you another key to the drawer of the Princess's rec room (mini-games)) and you can get a wing cap in the courtyard area

X-Men Legends (Multi, 2004) - 3D ARPG/Beat 'em up, TD view, Linear and level-based (you sometimes revisit previous levels), Party-based (select 4 from a larger roster to create a team, switch on the fly, can switch chars in and out of the team at save points), Escort and destructathon segments
​Some ability gating (create bridges, flight)
Semi-transparent mini-map

Prince of Persia: Warrior Within (Multi, 2004) - See the prequel, More hack 'n slash focused (many combos, dual wielding option, can pick up and use enemy weapons, more bosses), Some chase segments (get chased by the main villain), Somewhat less linear (hub area and backtracking to previous areas (usually in different time periods?) - these change in some ways when you do, hidden challenge areas for HP upgrades), No escorting here
​Can gain haste+slowed down surroundings abilities based on power tank collection but you don't gain new moves over the course of the game (start with more moves instead)
Save points don't give clues to the next puzzle here
Healing points (fountains)
Draining life in the end game
​No mini-map - no maps at all?

Jak 3 (PS2, 2004) - 3D TPS/Action Platformer, See the prequel, Desert hub area (larger and more barren than the city, some enemies), More vehicle segments
​Some new temporary movement abilities?

Forgotten Realms: Demon Stone (PS2/PC/XB, 2004) - 3D ARPG/Hack 'n Slash, TP view, Linear, Switch between 3 chars on the fly (party-based, the other two are CPU controlled like in SoM)
​Ability gating in that only 1 char can jump

Second Sight (Multi, 2004/PC, 2005) - 3D AA/Stealth Action/TPS Hybrid, TP view (FP aiming mode)+automatic camera toggle, Level-based w/ some open ended levels?, Minor platforming
​Gain some exploration/traversal focused psychic powers over the course of the game (projection - go through laser traps as a ghost of sorts and possess enemies after it's upgraded, charm/partial invisibility, psionic blast? - basically force push) - start with telekinesis which lets you move/throw enemies and objects around+interact with stuff from afar

Onimusha 3: Demon Siege (PS2, 2004/PC, 2005) - 3D Hack 'n Slash w/ some AA elements (time travel puzzles, upgradeable equipment), TP view w/ automatic camera, Linear?, 2 playable chars, Non-tank controls
​Swing to normally unaccessible areas using Oni Fireflys as Jacque - no other ability gating?
Item drop magnet

Thief: Deadly Shadows (PC/XB, 2004) - See the prequel, TP view/FP view hybrid (switch at will), City hub area w/ shops (missions tend to be split up between two areas), Linear?, Can't swim or use rope arrows here
Ability gating?

Baldur's Gate: Dark Alliance II (PS2/XB, 2004) - See the prequel, TD view, 2-player Co-op, 5 chars/classes, Can choose which order to do some levels in, Some platforming
​No ability gating?

Grand Theft Auto: San Andreas (PS2, 2004/PC/XB, 2005) - 3D Open World AA, Various vehicles
​No ability gating?

A.I.M. (Artificial Intelligence Machine)(PC, 2004)? - 3D ARPG, Flight/hover-based (robot avatar), FP view, Open world?, Factions?, Weather changing NPCs?
Ability gating?
​Map feature

Ninja Gaiden (XB, 2004/PS3, 2007) - 3D Hack 'n Slash/Action Platformer w/ RPG elements (upgrades, shops), TP view w/ FP aiming mode, Hub area (Level-based and linear)
No ability gating?

Pyuu to Fuku! Jaguar Byuu to Deru! Megane-Kun (GBA, 2004) - Linear 2D Action Platformer/Misc action (some long maze levels, some levels are timed, beat 'em up and sokoban-like segments), TD/Side view hybrid, Shops w/ temporary upgrades, Hidden bonus levels, One Shoot 'em up level

​Mini Review

​
Breakdown (XB, 2004) - 3D FPS/FP Beat 'em up/AA/Survival, CPU ally, Linear structure but interconnected world?
​Minor ability gating (gas mask)
Starts with you vomiting in the intro scene for some reason
​Have to lean down to pick up items

Tales of Rebirth (PS2, 2004)(Untranslated) - 2.5D ARPG/JRPG Hybrid (isometric exploration/side view battles w/ 3 rows, manually upgrade your gear, 3D overworld/world map exploration in TP view), Very minor platforming during exploration (no jump button outside of battle?)?, Puzzles, Cooking?
​Minor ability gating (melt ice blocks w/ a spell, more?) 

Tom Clancy's Splinter Cell Pandora Tomorrow (Multi, 2004) - See the prequel (fewer alternate paths through levels?), Minor platforming?, added MP mode (4-player matches, asymmetric in that one team plays in TP view an the other FP view w/ different gear)
​Any new exploration gadgets?
​Save anywhere on PC

Operation Shadow (N-Gage, 2004)? - 3D AA/TPS, Vehicles

Tenchu: Fatal Shadows (PS2, 2004) - See the prequel, 2 playable chars (ayame and rin), No 2-player?, No shops? (find items or get them as rewards after missions)
​Some exploration/traversal tools (Chameleon and invisibility spells, Hand Claws - cling to walls, some decoy and stunning tools, start with a grappling hook)

The Incredibles (Multi, 2004) - 3D AA/Beat 'em up w/ Platforming, TP view (FP aiming mode), Level-based and linear (level select menu)?, 4 playable chars (each one has their unique levels and abilities, violet only gets one level and it's stealth based)

The Suffering (PC/XB/PS2, 2004) - 3D AA/Survival Horror, TP/FP view hybrid (switch at will), Level-based and linear, Basic morality system affecting the ending, Minor platforming
​No ability gating?
​Transform into a beast after killing enough enemies (using it too much can kill you and affects the ending) - not used for gating?

City of Heroes (PC, 2004) - 3D MMORPG (detailed char creation), Some platforming, Level gated zones/sub areas
​Gain travel powers as you level up (fly, super speed, super jump, teleport)
Maps (and mini-maps?)
​Rest skill (regenerate your HP and endurance)

World of Warcraft (PC, 2004) - 3D MMORPG (Real-time battles and exploration), TP view, Jumping but little platforming?, Mounts (hippogryph can fly, horses, tigers, raptors; some have been removed), Cooking and fishing, Optional PvP combat
​Maps and mini-maps
"corpse runs" after death (similar to Diablo) - as a ghost/wisp run back to the location you died at (can also resurrect at a graveyard but you reduce your armor/weapon durability by 25% and incur ten minutes of resurrection sickness which further hinders your abilities)
​Fast travel via vehicle routes (or you or someone else at a high level teleporting you)

EverQuest II (PC, 2004) - 3D MMORPG (many races and classes - 4 main classes w/ 6 subs each?, choose starting city), TP view, Jumping but little platforming?, Mounts (leaping+gliding+flying ones at higher levels), Crafting, Houses
​No ability gating? (invisibility spell)
Maps (w/ auto-mapper) and mini-maps
​Fast travel (CPU controlled mounts, teleport stations)

​Monster Hunter (PS2, 2004/PSP, 2005 (Remix)) - 3D ARPG/MMORPG (real-time combat), TP view, Very little platforming (can climb ledges+vines and jump down), Hunting/Gathering/Capturing quests, Crafting and Cooking
​No ability gating?
Worse drops in SP
​Maps and mini-maps

​
​No platforming: 
Boktai 2: Solar Boy Django (GBA, 2004) - See the prequel, Melee weapons replace guns, Exp point leveling w/ manual stat distribution, Hub town w/ NPCs, Fewer mini-dungeons but the optional ones are about as big as the main ones, Side quests/"requests", More limited item carrying capacity, Weapon crafting, More IRL sunlight mechanics (puzzles, item decay, forging weapons, item prices), No platforming
​Can transfer your completion data from Boktai 1 for a stat boost
​Gain a vampire form which can transform (bat - fly over small pits, mouse - move into tight spaces, wolf - regain hp by attacking)

Star Wars: Knights of the Old Republic II (XB, 2004/PC, 2005) - 3D WRPG (reputation/influence), Party-based, No platforming?
​Movement abilities aren't used to reach new areas? (Force jump (can get it with one class only?), Knight speed?)

Champions of Norrath (PS2, 2004) - 3D ARPG/Hack 'n Slash, TD view, No platforming

The Bard's Tale (PS2/XB, 2004/PC, 2005) - 3D ARPG/Hack 'n Slash, TD view, No platforming

Knights of the Temple: Infernal Crusade (Multi, 2004) - 3D ARPG/Hack 'n Slash, TP view, Linear, No platforming

Sacred (PC, 2004) - 2D ARPG, Isometric, No platforming

Beyond Divinity (PC, 2004) - 2D ARPG, TP/Bird's Eye view, No jumping

Sudeki (XB, 2004/PC, 2005) - 3D ARPG, TP view, No platforming; Mini-map

Fable (PC, 2004) - 3D ARPG, TP view, No platforming

Metal Gear Solid 3: Snake Eater (PS2, 2004) - 3D AA/Stealth, No platforming besides falling down in a few spots (no jump button)

Metal Gear Solid: The Twin Snakes (GC, 2004)(MGS Remake) - See MGS

Kuon (PS2, 2004) - 3D AA/Survival Horror, TP view w/ static camera angles, Linear but takes place in one big location (a manor), No platforming (no jumping); Short, Map feature (no mini-map), Consumable spells ()

Katamari Damacy (PS2, 2004) - 3D Action Puzzle/Collectathon/AA (roll every loose object into a sticky ball to make it grow - its size determines how big the objects you add to it can be), TP view, Level-based and linear (level select screen, open ended levels); No mini-map?, No ability gating and no power ups, Diameter eyeballing mode (try to get the ball as close as possible to the objective), 

Silent Hill 4: The Room (PS2/XB/PC, 2004) - 3D AA/Survival Horror, TP/FP view hybrid (mostly TP) w/ automatic camera, Small hub area, No platforming (besides jumping into a few holes); No ability gating?, Map feature

Final Fantasy XI: Chains of Promathia (PC/PS2, 2004)(Expansion) - 3D MMORPG (can switch classes once unlocked, Semi-TB battles), No platforming?, Mounts (chocobo, raptor, crab, beetle, levitus, tulfaire (chimera), etc.; some can hover but you can't fly freely nor jump); Fast travel via found teleporter books (or airship flights), Map feature and mini-map+compass, Auction house, No hunger or fatigue mechanics

Disney's Toontown Online (PC, 2004)(Original version is dead/closed) - 3D MMORPG, Shops, Pets, Houses, Mini-Games, Platforming in some mini-games only?; No ability gating?, Mini-maps

Summon Night: Swordcraft Story 2 (GBA, 2004) - Tales of-like ARPG, TD View (Exploration)/Side View (Encounters) Hybrid, Crafting, Can only jump during combat?; No ability gating? (run faster and jump higher based on your agility stat), Dialogue heavy

Star Ocean: Till the End of Time (PS2, 2004) - 3D ARPG, TD/Bird's eye view, No platforming besides falling down some holes (can't jump outside of battle)

Riviera: The Promised Land (GBA, 2004) - 2D JRPG, Very little platforming (no jump button - just a context sensitive action at times)

Mabinogi (PC, 2004) - 3D MMORPG (JP, pretty detailed char creation, talents/jobs instead of classes), TP view, Mounts (horses, more?); No ability gating?, Mini-maps

Dragon Ball Z: Buu's Fury (GBA, 2004) - 2D/2.5D ARPG (manual stat distribution), TD view (mode 7 style overworld/hub map w/ flight), No platforming (can fly between pads in some top down view segments but the movement seems automatic), Literal level gates w/ level numbers on them; No ability gating?, Can stun lock bosses, 4+ playable chars (switch at certain pads)

​Trickster Online (PC, 2004) - 2D MMORPG (JP), TD view, No platforming; Maps
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