2005 (RE4, Shadow of the Colossus, Ninja Gaiden Black and Jade Empire are released) WIP
La-Mulana (PC 2005/WiiWare, 2011 (Remake))
Subgenre: 2D Puzzle Platformer (MSX throwback-style - flip screen), One short minecart ride segment, One short horizontal shoot 'em up segment
Movement Mechanics: Wall grab and wall kick (grapple claw), Double jump (feather), Underwater (and under lava w/ the ice cape) "swimming"/space jumping (default ability)
Other: Town hub of sorts w/ a shop (connects to two sub areas of a large dungeon), Basic exp point system however it just heals you (Maze of Galious; also takes a long time until you find a certain item), Stat upgrades, Some shops and NPC encounters within the ruins and some NPCs hand out hints, Pot contents respawn when reloading a save
Playthrough - Review - Mini Review
Castlevania: Dawn of Sorrow (NDS, 2005)
Subgenre: ARPG (see the prequel), Basic crafting (upgrade weapons using souls in a "fusing shop")
Movement Mechanics: Limited flight in bat form, Glide jump, High jump, Underwater swimming, Touch element (magic seals to seal beaten bosses (otherwise they return to life with a little bit of health restored), to remove ice blocks) - Can be removed w/ a hack
Other: The setting isn't limited to Dracula's castle (you still spend most of the game in it though), Optional collectathon element (the coin gates)
Playthrough - Video Review - Mini Review
Subgenre: 2D Puzzle Platformer (MSX throwback-style - flip screen), One short minecart ride segment, One short horizontal shoot 'em up segment
Movement Mechanics: Wall grab and wall kick (grapple claw), Double jump (feather), Underwater (and under lava w/ the ice cape) "swimming"/space jumping (default ability)
Other: Town hub of sorts w/ a shop (connects to two sub areas of a large dungeon), Basic exp point system however it just heals you (Maze of Galious; also takes a long time until you find a certain item), Stat upgrades, Some shops and NPC encounters within the ruins and some NPCs hand out hints, Pot contents respawn when reloading a save
- Partially non-linear structure after the first area (you can explore several areas right away but you'll frequently need one or more items or abilities to make the most out of exploring later areas (plenty of key item gates), surface area eventually connects to 3 dungeon areas, can't explore much of area 4/spring in the sky until after area 2/mausoleum (need helmet from twin labyrinths/area 7 though it can be reached after area 2), can't get to cave of inferno before temple of the sun?, need to get a key from confusion gate to explore most of area 8/endless corridor, need to enter area 4/tower of the goddess via area 6 or after clearing parts of area 5/inferno cavern, can finish chamber of birth/confusion gate/endless corridor in any order?, one optional challenge area, ), Item path chart
- Layered world within the dungeon (front- and rear-side versions of each area however they aren't as strictly aligned or as interconnected as in Goonies 2 for example and tend to have only one connecting point here - instead areas on the same plane also tend to have fairly complex connections between them and parts of some areas are only accessible via a certain ladder going from one or two other areas and/or via a front/rear-side door in a not very obvious way)
- Scan for hidden items or clues and lore on signs and stone tablets - Maze of Galious/System Shock/Metroid Prime
- Many key gates (weights as generic keys, four seals, various key items)
- Teleport to visited and recorded areas with the grail item (found in the first dungeon area, need to find the grail transfer point and use the glyph reader on it in an area to record and teleport to it, antarctic adventure+comic bakery rom combo lets you teleport to the rear-side dungeons as well), Some shortcuts can be opened up (area 5->area 7 and 5b/tower of ruin->1b/confusion gate for example)
- Save point in town which can be warped to later on (any collected "experience" is lost when loading a save but you're also healed, one slot at first which can be upgraded to 5 slots with an item in the mid-game, only shows date and time of save), No save points within dungeon areas here
- Decent area maps (have to find them; maps need to be used via the in-game laptop (fully upgraded map takes up 2/2 slots and shows exits to other areas, the grail tablet/warp room, the opposite area (rear/front) entrance room and the basic layout; no room topography, no paths between rooms, no chests, no shops, no NPC caves; several areas having a part which is separate from the rest of the area that can only be accessed via another area can lead to some confusion since you can only view one area map at a time and not see if an exit is one-way only)
- Also have to find: Save cartridge, scanner and reader items, multiple save slots, map upgrade
- Many puzzles and various puzzles span more than one area (various spatial awareness and some block puzzles but most are clue-based and/or key item-based, some good platforming puzzles; there's a lot of trial & error here but there are some decent puzzles: some spatial awareness puzzles, some riddles, most block puzzles, most time freeze puzzles (lamp of time item) besides the long cooldown time on it, some logical puzzles besides the harsh punishment for failing)
- Control and volume+OST config (have to use the keyboard for teleporting though, two different versions of the soundtrack based on the SCC MSX sound chip (added stereo and echo/reverb) and the Roland SC-88 midi module)
- Many breakable walls and hidden paths
- Off screen enemy respawning in various rooms (sometimes they respawn like this until you've cleared the room and after that they respawn if you move two rooms away or into another area and back - other times they always respawn)
- No health drops from enemies
- Many places near the village where it looks like you can exit the screen when you can't
- Features a fairly large and varied collection of equipment including various sub weapons
- Audio clues for breakable objects and walls (Link's Awakening/Metal Gear) as well as hidden rooms (shops and NPC encounters) within rooms if you buy a certain item
- Item combination effects (can combine some of the game roms found after upgrading your laptop - for example athletic land+cabbage patch kids=much longer invincibility time after a hit, 3 of them also contain mini-games for a total of 4, this is a reference to some Konami MSX games that let you do this for various effects)
- One optional area (hell temple - as brutal as it sounds)
- Some environmental effects (transformed final area, flooding part of temple of the sun via a4/spring in the sky+parts of area 4 itself+tower of the goddess via the mausoleum, hitting switches or breaking objects to rearrange larger platforms in some rooms, activating and deactivating a pretty large statue to use it as a platform at one point; MMX, Strife, Metroid 2 & Prime, etc.) and some interesting transitions between sub areas (area 4 down to area 3)
- Static difficulty (an area or its boss doesn't become more or less challenging based on what you've cleared so far)
- Healing points in some areas via semi-hidden fairies (if you bring a certain item to the one in the endless corridor; one of them (yellow) also helps open a door or solve a puzzle in the current area)
- Super Metroid-style area foreshadowing at one point (confusion gate to temple of moonlight path via tower of the goddess)
- Can get permanently stuck in a few spots from failing to solve a puzzle (get trapped in small section of a room and have to reload your save if you trigger some mechanism that blocks off exits) or if you didn't get the grail/teleport item in the first dungeon area before wandering off into a later area (happens in the mausoleum if you stand around for a few seconds after grabbing the red jewel)
- New enemies appear in a previously visited area but only at two points in the game (area 1 spinning fireballs room and shrine of the mother after its transformation - unless you also count enemies appearing where you beat a mini-boss in dimensional corridor)
- Unlockable hard mode though the way to unlock it is odd - have to read a tablet in the mausoleum area twice (reading it once gives you a warning not to read it twice, hard mode=more monsters and monster spawners)
- Can't enter rooms from below by jumping except for at a single point in the game (sometimes used for puzzles but can be annoying when it's not which is more often the case)
- Used weights/keys disappear visually when reloading but the effect remains (need to keep in mind where you've used one to not waste time getting to a pedestal again)
- No jingle for when there is a puzzle yet solved in a room (now you pretty much have to kill every enemy in every room and hit walls and statues even if most are traps to be sure that it doesn't unlock something) - see Link's Awakening
- Economy stays relevant throughout the game however the grinding makes this tedious
- Two teleporter mazes with invisible teleporters
- No bunemon.exe (message log) software here and you also can't place map markers - taking notes is required for various puzzles, The town elder sometimes gives gameplay tips which aren't repeated while his other comments are often repeated
- Up to jump and to climb ladders
- Can't speed up dialogue text
- Plenty of backtracking (no warp point before the final boss (5+ min walk), to save and regain health (no consumable health restoratives that you can bring with you), to the rear-side areas until you get the Antarctic Adventure+Comic Bakery rom combo (mid-late game), for the mantra tablets and then the rooms where you input the mantras in the late game, to summon key fairies until you get the Q-Bert+Diviner rom combo (mid-game), to make the jewel appear in twin labyrinths (would've been better if you could open a path from the small space with the chest in room d-2))
- Some other tedious aspects (see the mini review)
- No checkpoints or lives means the early game is hard until you find the grail and can teleport back to town (there is a single checkpoint outside one entrance to the twin labyrinths if you die to the gas there)
- The "get all roms and something good will happen" tip is false according to the fandom wiki
- A few neutral creatures but they can't be interacted with
Playthrough - Review - Mini Review
Castlevania: Dawn of Sorrow (NDS, 2005)
Subgenre: ARPG (see the prequel), Basic crafting (upgrade weapons using souls in a "fusing shop")
Movement Mechanics: Limited flight in bat form, Glide jump, High jump, Underwater swimming, Touch element (magic seals to seal beaten bosses (otherwise they return to life with a little bit of health restored), to remove ice blocks) - Can be removed w/ a hack
Other: The setting isn't limited to Dracula's castle (you still spend most of the game in it though), Optional collectathon element (the coin gates)
- Same teleport system (choose where to go in the map view, teleport between visited warp rooms, frequent teleporter rooms)
- Level design is more linear than in AoS (can sometimes choose to fight two bosses in either order, opens up a bit more after reaching the water area)
- Same improved shop (stays in one place close to a portal, sell or buy anything except for souls and weapons not crafted yet, can't buy back rare items you've found and sold though)
- Good map system (view the map or status screen (press select) on the top screen, can't place markers or notes on the map - would've actually been a good use of the touch screen, some walls within rooms aren't shown on the map)
- Frequent save points which also restore HP and MP, Quick save/sleep feature lets you quickly backtrack but only to the beginning of the current room so it's not that helpful
- More distinction between weapon types (big weapons are much slower and hit much harder)
- No sequence breaking opportunities until you unlock Julius mode (teleport attack + Succubus soul lets you go through walls, Cutall/Cinquedia super attack glitches/oversights let you reach switches on the other side of some doors (allows skipping Rahab+Gergoth+Puppet Master), some more severe ones in new game plus but they also involve glitches)
- Three endings (depends on your equipment during the late game and one choice that you're told about after the fact)
- Switch between two sets of gear and abilities on the fly (X button - need to find the ability for it)
- Some breakable walls (though much fewer than in CotM and you need an ability to spot them meaning it takes up a slot you could've used for something else)
- In-game bestiary
- Can't hold more than 9 of each item at once - still a bit OP though
- Skippable dialogue scenes and staff roll
- Somewhat interactive backgrounds (sit on chairs, can stand on certain enemies (skull dragon turret, plated part of bull))
- Some puzzles (sliding block puzzle that changes the layout of a smaller area, enter mirrors to explore the other side in some rooms - a bit underdeveloped though, no box pushing here)
- Unlockables (hard mode, boss rush and an alternate character (Julius Belmont again and here he can gain two allies - Alucard and Yoko, triple fireball - hard mode?, new game plus)
- Pretty nice transition between the town fountain and the southwestern area (similar to the "rain" in the city of tears in Hollow Knight)
- There's a bunch of lore put in a "library" menu now
- Respawning treasure chests (contain multiple coins - makes it a bit easier to farm for money in some areas; can also farm for souls then buy cheap weapons to sell back as upgraded weapons early on), Can also farm for health at times
- Partial control config (red soul ability is still mapped to up + main attack and that can't be changed)
- Slowly regenerating MP, One HP draining (not that effective) and one HP regenerating soul (works anywhere but is kinda slow and the enemy's drop rate for it is very low)
- Dropped items disappear after a few seconds
- Enemies respawn when exiting the room they spawned in (generally a good thing)
- No battle arena (AoS, CotM), No new enemies added to previous areas (CotM)
Playthrough - Video Review - Mini Review
Shaman King: Master of Spirits 2 (GBA, 2005)
Subgenre: See the prequel, Similar to Igavanias and Clash at Demonhead (no exp point leveling here)
Movement Mechanics: Wall jump, Grappling Hook, Dash jump, Backwards dash dodge
Other: Two hub maps (one larger and one smaller), Shop (anywhere on the hub map in-between paths, can only buy and sell some consumables), Repeated collectathon element (5 guardian ghosts/silver spirits for the totem attack to break a barrier), The dungeon-like areas in some parts (also made up of several themed paths) sometimes have more than one entry point
Some notable cons:
Playthrough - Mini Review
Tim Burton's The Nightmare Before Christmas: The Pumpkin King (GBA, 2005)
Subgenre: Metroid-like/Igavania-lite (no exp point leveling, upgradeable weapons and HP), A few rail shooter/obstacle course segments where you control the ghost dog, Stealth segment in one area (flying enemy that periodically scans the screen and you have to break line of sight with)
Movement Mechanics: Climb certain walls and ceilings (can jump off of walls), Repeated air dash in pumpkin king form (ammo-based)
Other: 3 optional mini-games (outside of the main game, unlocked through normal progression), Prequel story, Timed segment in one area (includes a boss fight in the middle of it), Some fetch quests
Playthrough - Mini Review
Albero and the Great Blue Emblem (PC, 2005) - WIP
Other: Elevator hub, NPCs, Some fetch quests
3 playable chars that you can switch between at certain points (Rusty fits into small spaces)
Save points
Auto-mapper which is placed in the background in a room in-game
The Incredible Hulk: Ultimate Destruction (XB/GC/PS2, 2005)
Subgenre: 3D Open World-lite Action Adventure (Mission-based, shop, char upgrades, some hidden items)/Platform Adventure-lite, Beat 'em up, Optional on foot races and collectathon element
Perspective: TP view
Movement Mechanics: Wall running and jumping, Double air dashing, Super high charge jump (can start charging it again in mid-air), Air strike (air dash+punch), Aimed throws which can also be charged (and you can pick stuff up as well as throw them while running with an upgrade), Knock enemies into the air and perform mid-air combos, Can kick a grabbed aircraft into another one, Air recovery move (recover from knockback-causing attacks similar to when thrown in Streets of Rage)
Other: Two hub areas, Various optional mini-games/side missions, Fun exaggerated physics, ERS meter/threat level meter (similar to GTA) - eventually a strike team is sent after Hulk if you destroy enough things and you get extra smash points/money for taking them out (also resets the meter) - threat level goes down to zero when taking out a helicopter strike team (otoh it would be annoying if the helis kept coming and out of character for Hulk to run away until it lowers), Minor QTE element when some bosses grab you, Some fetch quest missions, No puzzles
Playthrough (Easy) - Video Review - Mini Review
Subgenre: See the prequel, Similar to Igavanias and Clash at Demonhead (no exp point leveling here)
Movement Mechanics: Wall jump, Grappling Hook, Dash jump, Backwards dash dodge
Other: Two hub maps (one larger and one smaller), Shop (anywhere on the hub map in-between paths, can only buy and sell some consumables), Repeated collectathon element (5 guardian ghosts/silver spirits for the totem attack to break a barrier), The dungeon-like areas in some parts (also made up of several themed paths) sometimes have more than one entry point
- Mostly linear structure besides optional backtracking and sidetracking for upgrades and combat abilities (can take 4 paths after a couple of areas and 2-3 more paths open up for many new locations that you visit however nearly all of them are blocked off by ability gates - you can really only go to where you get the box pushing ability and then the only path where you use it which is then basically repeated for the next ability (dash jump) then again for the poison gas protection ability (you can then explore 2 paths with the "freeze fire pillars" ability but only one leads anywhere new, etc.; in other words the main progression is pretty much linear), 2-3 more with the high jump or slide ability?, can go past the water in the north before getting the antiquity/final sword, two optional bosses (can go face magister before getting past the NE totem pole) and ten optional areas+some optional (and missable) spirits, no alternate paths on the hub map during the end game in the second hub area?)
- The world is divided into a number of areas (unnamed in-game and even in the manual?) which in turn are divided into several themed paths
- Save on the hub map screen (one slot per game only, three in total) - can't save within areas and there are no continues or lives
- Partial life refill after finishing a path (getting to the other side of it in either direction)
- Adds fast travel via teleporters/dobie gates - teleport between visited ones. Footballer/dash attack special attack also lets you backtrack through areas with weaker enemies quicker (a weaker version of ultra cavalry charge however (late game move) and it only really works in the early game). There's also a spirit item for teleporting back to the first location though you get it pretty late
- Gain a dragon for fast travel about halfway through the game here too (2-3h; a bit annoying how you have to use it for every path between two locations though)
- Some new combat moves besides ones tied to spirit items (combo-based)
- Get the forward dash+dash jump ability sooner (Mic spirit)
- Enemies carrying special items/souls always drop them after one kill
- Sometimes a minor puzzle element to bosses and three chase segments
- Some interesting abilities (wall jump/triangle jump w/ upgraded lee pai long, mid-air block/platform creation - optional and not used much though)
- Difficulty options (easy-expert/very hard)
- Can increase the number of sets to 7+ here as well as turn off ones you're not using in the menu
- Boss rush mode (at the first location; time attack - the rewards are just some artwork though, can refight some bosses from the prequel here too)
- Regenerating MP/special move energy (can also upgrade the speed of it by using up one special item slot)
- Some minor shortcuts when backtracking through paths (not enough of them though)
- Good economy in that being careful with your money stays relevant throughout unless you take it slow and use Mash (or play really well) - until the late game anyway
- Mandatory gates are often placed at the beginning of paths so that you can quickly backtrack to the map when running into them (there might still be a few paths to backtrack through leading up to that area though and there are exceptions such as a high wall in the NE totem area)
- New game plus (cleared levels+items+spirits etc. will be the same as before fighting the final boss)
- Most locations (dots on the map) can't be visited and explored - most of them simply represent the end of a path rather than a location you can visit and are where you access the shop and save screens (the training area at the beginning is an exception)
- Can jump past most enemies after gaining the dash jump (works like in MMX)
- Can look around but still need a soul equipped in a quick slot for it - a couple of leaps of faith before you find this ability (the camera is also too loose while falling)
- Some pits however they don't kill you - instead you lose some health and are carried to the platform you were on previously (there's also a spirit item that reduces damage from falling into them)
- Hotdogs aren't worth buying in terms of $ per HP (3 sushi are cheaper and heal more) - only in terms of space. Hamburgers aren't either but somewhat less so and you become encumbered before filling up the item inventory with either sushi, hotdogs or burgers
- Enemies now drop healing items (used immediately though - you can't carry them with you) but they are rare and a tougher enemy isn't more likely to drop one
- Carry capacity limitations on inventory items (better balanced due to the above but has the same weight limit issue)
- Can't escape from boss battles and they tend to be surprises
- Frequently respawning enemies (as soon as you leave a room/sub area)
- Enemy drops do disappear but it takes 10+ seconds
- Some resource management (chests don't respawn and enemies rarely drop money, a few ammo-based special attacks)
- Short knockback when hit but also short invincibility time (can get annoying vs some enemies like the eagles that swoop back and forth quickly)
- Frozen enemies still hurt when moved into meaning you can't use them as platforms
- Very little gear besides accessories that expand your spirit deck slots (the sword is upgraded after beating certain bosses)
- Lose your current weapon and have it replaced by the worst sword during the in-game intro cutscene
- 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) - in underwater areas you move around underwater so it's a bit odd
- Box puzzles are pretty underused here after the early game (you just use that ability as a door opener a few times)
- A few NPC encounters but no neutral or friendly creatures (see SM; a couple of unkillable enemies that act more like obstacles though)
- Still no breakable walls or floors besides the obvious stone block doors
Some notable cons:
- Still no area maps and you can't check the world map while in an area (too many ability gates to remember besides the mandatory ones - while it's hard to get lost it is easy to keep taking non-essential or blocked off paths when you didn't want to, the game doesn't tell you if/how many items are left on a path, no area names on the hub map screen or title cards shown when entering them). At least the silver gear/guardian ghost locations are marked on the hub map
- Various control/interface issues
- Backtracking early on (you still have to backtrack through visited paths to go to previous locations on the map - can't just move past them on the map, if you screw up a box puzzle you have to re-enter the path instead of just moving a couple of screens away, you'll run into some temporary dead ends from ability gates pretty early on)
- Repeats various bosses from the prequel (no new patterns for these?; snowboard guy, blonde girl, dashing black guy, lee pai long, dragon guy, lyserg/chloe ability guy, etc.)
- Some tedious aspects (weird final boss second phase where you're floating around in space and can only use the default special attack while he has a bunch of different ones and frequently blocks, still no MP restoratives besides some temporary ones you can find in certain areas which trigger when picked up (can break flow or make some segments harder since even dashing and sliding costs a non-negligible amount of MP), box puzzles still don't stay solved - there could've been a default ability to reset them, removed fire pillars+stone block doors+totems don't stay removed, some pointless one way paths, the underwater areas, still has the weight mechanic, some optional areas aren't worth backtracking to, etc)
- New enemies don't appear on previously visited paths
- Some trial & error
- Some useful items are placed haphazardly instead of rewarding exploration
- Various abilities are redundant or weak
Playthrough - Mini Review
Tim Burton's The Nightmare Before Christmas: The Pumpkin King (GBA, 2005)
Subgenre: Metroid-like/Igavania-lite (no exp point leveling, upgradeable weapons and HP), A few rail shooter/obstacle course segments where you control the ghost dog, Stealth segment in one area (flying enemy that periodically scans the screen and you have to break line of sight with)
Movement Mechanics: Climb certain walls and ceilings (can jump off of walls), Repeated air dash in pumpkin king form (ammo-based)
Other: 3 optional mini-games (outside of the main game, unlocked through normal progression), Prequel story, Timed segment in one area (includes a boss fight in the middle of it), Some fetch quests
- Linear structure (linear progression between areas, linear progression through the last area, can get some collectables and HP upgrades in any order)
- Some backtracking to previous areas with new abilities to progress
- Pretty frequent save and healing points (electric chair). One slot per game, No quick save
- Pretty good map system (shows your location, the layout and what you've explored; doesn't show room topology, can freeze enemies and use them as platforms with the gun gained very early on, ), No mini-map, The layout of an area is already revealed when entering it (spoils some of the fun of exploring)
- Some NPC encounters during exploration (at one point you get trapped and have to find a new way out of the area, they some times give directions)
- Some shortcuts (some are one-way only, the on rails flight segments as the dog are also used as such later on (getting out of your house via the chimney and getting from the pumpkin patch to the graveyard for example))
- Opened one way locked doors (opened via boomerang switches) don't stay opened when moving to a different room however once you've upgraded your boomerang you can shoot through the doors and hit the switches
- Mostly useless collectables (random items scattered across the world)
- Some control/interface issues (can't shoot while climbing a ladder, slow ladder climbing, can't look up/down (some leaps of faith, loose downwards vertical scrolling), can't place map markers at points of interest and they aren't marked by the game, have to let go of the shot button for a sec to aim upwards, some movement delay when shooting, etc)
- Some tedious aspects (the final bosses - long and arbitrary invincibility periods, some boring backtracking (kinda long detours for useless collectables which often also include some of the more challenging platforming segments), etc)
- Some trial & error (drop down "puzzles" where you have to know a ghost block is on the way down and time your shot exactly right or you have to backtrack a vertical segment over and over (just a collectible reward for it too+it's repeated a couple of times later on), etc)
- Re-uses earlier enemies in various later areas - makes them feel less unique and overly easy at times
- Kinda boring mini-bosses/search & destroy objectives in some areas
- No teleporters (no dash move besides in the limited pumpkin king form)
Playthrough - Mini Review
Albero and the Great Blue Emblem (PC, 2005) - WIP
Other: Elevator hub, NPCs, Some fetch quests
3 playable chars that you can switch between at certain points (Rusty fits into small spaces)
Save points
Auto-mapper which is placed in the background in a room in-game
The Incredible Hulk: Ultimate Destruction (XB/GC/PS2, 2005)
Subgenre: 3D Open World-lite Action Adventure (Mission-based, shop, char upgrades, some hidden items)/Platform Adventure-lite, Beat 'em up, Optional on foot races and collectathon element
Perspective: TP view
Movement Mechanics: Wall running and jumping, Double air dashing, Super high charge jump (can start charging it again in mid-air), Air strike (air dash+punch), Aimed throws which can also be charged (and you can pick stuff up as well as throw them while running with an upgrade), Knock enemies into the air and perform mid-air combos, Can kick a grabbed aircraft into another one, Air recovery move (recover from knockback-causing attacks similar to when thrown in Streets of Rage)
Other: Two hub areas, Various optional mini-games/side missions, Fun exaggerated physics, ERS meter/threat level meter (similar to GTA) - eventually a strike team is sent after Hulk if you destroy enough things and you get extra smash points/money for taking them out (also resets the meter) - threat level goes down to zero when taking out a helicopter strike team (otoh it would be annoying if the helis kept coming and out of character for Hulk to run away until it lowers), Minor QTE element when some bosses grab you, Some fetch quest missions, No puzzles
- Gain only one new traversal/exploration move used for progression by buying it at your home base (air dashing and its upgrades are optional but very useful for timed missions or on higher difficulties), Shield grind helps with some side missions and some combat moves are required for progression or for certain side missions)
- Partially non-linear structure (side missions/challenges are optional and can be done in any order (have access to 12 of them after the tutorial and two intro missions), story missions are done one at a time in a set order, new shop moves are unlocked with each finished chapter which is 2-5 story missions long)
- Save anywhere while in a hub area (5 slots, can't save during a mission or boss fight, shows the current mission only), Can abort and retry missions and boss fights at any point
- Decent map system (shows the basic layout in 2D and mission markers+teleporters/jump markers, not zoomable, doesn't show building heights, can't place your own markers or notes, no cardinal directions+the mini-map spins when you turn around), Mini-map with objective markers (shows the direction of the objective - GTA?)
- Teleporters (jump markers) - can exit a hub area at any point via these. There are also several teleporters you can find per hub area which can be used as shortcuts and reward you with money for finding them, Can quickly access any finished side missions from the story mode menu
- Partially destructible environments (vehicles, some smaller buildings and a few larger ones during story missions, rock formations, weak walls and pillars during some indoors boss fights) - gain money/smash points from destroying things which can be used to buy new moves in a shop
- Bought lifebar+critical mass power+some attack move upgrades
- Temporary weapons and shields, Temporary "skateboard" car wreckage vehicle, Can use a certain balloon in the first city as a hang glider though it's underused
- Can deflect larger enemy projectiles with a couple of bought moves
- Find some additional lore via the Blonsky files - Bruce/Hulk and his buddy Samson also comment on these when they're accessed at the church (the home base)
- "Critical mass" mode (similar to intenso mode in Guacamelee) - energy is built up from the point that you gain 100% HP via health from defeated enemies/destroying some objects/placed health items and while the mode is active you do more damage with each attack and can use special critical mass attacks. Using critical moves and getting hurt lowers the meter and eventually takes you out of it
- Subtitles toggle (doesn't add it for some NPC comments during minor cutscenes though and the mission briefing texts are completely different to the spoken ones)
- Regenerating health but only up to half the health bar and it's a bit slow
- Skippable cutscenes
- People run away in fear and driven cars tend to veer to the side and into walls when you get close
- Enemies can accidentally damage and kill each other with their shots
- Decent sense of vulnerability during some of the later missions
- Can skip getting trapped at one point in the late game (no other skips?)
- Difficulty options (easy-hard, have to unlock hard)
- Some unlockables (play as abomination and savage banner, new game+ (restart with all moves you bought))
- Placed health items as well as ones dropped by enemies and ambulances (health also fills up the critical mass meter a bit) - respawns when re-entering an area but not when retrying a failed mission
- Optional tutorial though you'll miss some unlockable items if you skip it. Optional move tutorials for some bought moves as well
- No damage or other penalty from falling into water - Hulk just jumps back out of it
- The game doesn't really react to you throwing civilians off rooftops besides giving you a lower rank at the end of one side mission (also doesn't react to you hurting NPCs during for example the hit the car into ring of flames challenge)
- Enemies in hub areas spawn based on the threat level you achieve and if you move around the basic enemies seem to respawn (police - a few missions in these get replaced by military). Surviving story mission enemies also tend to still be there when you exit a mission. During some story missions there are frequently respawning enemies
- While there is an item drop magnet, its range is very short
- Adrenaline Surge mode - do more damage+gain access to critical mass moves while very low on health (more of a help if you're doing poorly than a risk/reward thing)
Some notable cons: - Health resets to a little below 100% in-between missions
- No invincibility time after taking a hit from a homing missile means you can get pinned and hurt very quickly from volleys of them (they also take priority over an air stomp move) - besides shields the air cannonball helps a bit but you get it very late
- No button config
- Air strike automatically homes in on enemies and breakable objects nearby
- Most tutorial messages pause the gameplay+cover the whole screen (there's also a ~1.5 second delay before you can close a tutorial message or blonsky file notification for some reason - it also repeats if there are more than one messages in a row) - the tutorial area had mostly voiced messages, Some tutorial messages are also pointless
- Missions feel detached from their areas in that you go up to a star to start them (rather than talk to an NPC) and then the screen cuts to a new scene within that area, and it's not something happening as you're traveling through the area like in Spider-Man 2
- Arbitrary invisible walls near the top of mountains and at the edge of the hideout/church area
- Showing all the side mission locations in an area right away takes away from the exploration aspect (teleporter shortcuts/jump markers are not shown and also reward you with money for being found which works better)
Playthrough (Easy) - Video Review - Mini Review
Chibi-Robo! (GC, 2005)
Subgenre: 3D Open World Adventure (explore a house and its garden as a small robot, goal is to make people happy and help a dysfunctional family while also uncovering a magical treasure), Similar to Banjo-Tooie and Shenmue, Collecthathon (happy points and money are often gained by walking around and picking stuff up and you need these to progress, reactivating Giga Robo costs 10k, etc.; optional: 6 colored blocks, 20 frog rings for jenny, stickers), One short Stealth segment
Perspective: TP view w/ FP view aiming mode where you can't move around, One SV 2.5D segment
Movement Mechanics: Temporary hover and hover jumps
Other: Day/night cycle (minor layout differences between day- and nighttime, NPCs with schedules that change a bit as you progress the story, days only last 5 mins at first but this time can be extended, can't skip ahead besides when using the pajama which is a late-game tool), Shop, Side quest focus (mostly fetch quests, some optional mini-games including two races of sorts that you buy vehicles for - can't use them outside of these), Forgiving betting mini-game (2x money if you win, 10% of bet back as happy points if you lose), Living toys theme, modern setting, Leveling by performing positive actions and finishing quests which yields happy points - trade these in at your "home base" to gain life bar upgrades and tools/abilities, Random enemy encounters which you can escape from
Playthrough - Video Review - Mini Review
Castlevania: Curse of Darkness (PS2/XB, 2005)
3D Hack 'n Slash w/ Trainer RPG elements (summon CPU-controlled familiars which you can set to a certain behavior and level up, these evolve based on what weapons you use, craft new ones as well as weapon and armor; shop), Level-based and mostly linear (maze-like levels)
Perspective: TP View (some FP turret segments)
Other: Very little platforming, Optional tower gauntlet areas
Some ability gating (glide over long distances, transform into a flat circle that lets you fit under gaps in some walls, etc.; mainly for optional items you can backtrack for?)
Map system
Warps/teleporters and warp tickets (to the shop or to the last save point you registered one at)
Lots of dead space
Unlockable Trevor Belmont mode (equipped with the "Vampire Killer" whip and the classic subweapons)
Subgenre: 3D Open World Adventure (explore a house and its garden as a small robot, goal is to make people happy and help a dysfunctional family while also uncovering a magical treasure), Similar to Banjo-Tooie and Shenmue, Collecthathon (happy points and money are often gained by walking around and picking stuff up and you need these to progress, reactivating Giga Robo costs 10k, etc.; optional: 6 colored blocks, 20 frog rings for jenny, stickers), One short Stealth segment
Perspective: TP view w/ FP view aiming mode where you can't move around, One SV 2.5D segment
Movement Mechanics: Temporary hover and hover jumps
Other: Day/night cycle (minor layout differences between day- and nighttime, NPCs with schedules that change a bit as you progress the story, days only last 5 mins at first but this time can be extended, can't skip ahead besides when using the pajama which is a late-game tool), Shop, Side quest focus (mostly fetch quests, some optional mini-games including two races of sorts that you buy vehicles for - can't use them outside of these), Forgiving betting mini-game (2x money if you win, 10% of bet back as happy points if you lose), Living toys theme, modern setting, Leveling by performing positive actions and finishing quests which yields happy points - trade these in at your "home base" to gain life bar upgrades and tools/abilities, Random enemy encounters which you can escape from
- Find/buy a few tools and suits used for exploration and traversal (ladders and bridges, the blaster at a few points to remove obstacles or hit switches, spoon - dig holes in soft dirt (for planting seeds) or dig up buried objects, radar - pinpoint the location of something hidden such as doors, frog suit - talk to any frog+the Bluebird and Jenny)
- Partially open-ended structure (some key/quest item gating in that you can't go into the foyer before learning to pose or into the kitchen before posing in front of sophie for example - can get the chibi-blaster and go outside before doing this; the living room is a hub for the first floor while the foyer is a hub for the second though some other rooms also connect to more than one room, have to get the giga-battery before you can get the living room ladder?, can't buy the kitchen or foyer ladders before the living room one, can only buy 1-2 different traversal tools at a time in the shop)
- Decent map system (detailed and zoomable - really a zoomed out overhead view camera rather than a map, shows most quest items), most quest items are highlighted when looking around in FP mode if there is line of sight; only shows the current room and not where you haven't been in each one+can't mark points of interest not yet marked on it), Radar tool - detects nearby items
- Pretty frequent save points placed at outlets in the house which also serve as battery recharge points (3 slots, shows collecting and leveling progress as well as time taken), Can get auto-revived with a bit of health if you buy the chibi-battery (about an hour into the game; Zelda 3) - one use item only though which is annoying considering its price+you can only buy one at a time, Unlimited lives however you lose some money from dying and you always restart back at your base - no checkpoints
- Gradually unlock faster travel methods (some warp points/teleporters (only from the bottom to the top of stairs though and you have to buy them with bolts that you grind for, trauma suit can be used to warp back to your base/house), Some shortcuts (not quite enough of them though)
- Minor puzzle element to getting around the house and some decent spatial awareness ones when it comes to getting to the frog rings and certain other items as well as a decent matching/timing puzzle in the UFO
- Draining battery mechanic (works like a hunger mechanic as well as your HP, can be upgraded and eventually becomes infinite with grinding or finishing the main quest) besides the day/night cycle
- Can see your avatar when it's behind objects
- Decent level of world interaction (feeding the fish and other animals, getting reactions from posing in front of NPCs, etc.)
- Pretty hand-holdy early on and from time to time later on as well (your flying helper called telly vision talks a lot)
- In-game manual however it can only be accessed in the living room at night
- Semi-silent protagonist (can only say yes/no and use poses with different suits to get a reaction out of NPCs), Can't make your helper ask other toys to carry you or help you in a fight
- Garbage+coins+dirt spots respawn in the same spots (good in that it's easy to slowly grind money and exp but also makes exploring for them less interesting)
- Unskippable cutscenes and dialogue scenes, Can't speed up or skip dialogue on a per sentence/paragraph basis - lots of dialogue in the game (there's also some repeated dialogue for repeated actions like recharging which gets annoying)
- Fall damage - drains the battery/your HP
- Annoying sfx when near death
- Would've been better if the outlets were also checkpoints
- Some waiting for events to happen
- The default battery doesn't last long enough and the first two upgrades are too minor
- So-so rewards for various challenges and side quests
- Various fake dialogue choices
- Sometimes need to talk to an NPC twice to trigger the next scripted event
- No reward for getting all the stickers, No special reward for getting all the frog rings (just a sticker; you do get some money and exp from giving them to Jenny though), No special reward for finding all the coin rooms - just a sticker and 1k exp
- Combat is a bit too easy and simplistic (no strafing, blocking, dodging or even jumping plus the beams automatically home in on the enemies) and there's only one boss which is also easy
Playthrough - Video Review - Mini Review
Castlevania: Curse of Darkness (PS2/XB, 2005)
3D Hack 'n Slash w/ Trainer RPG elements (summon CPU-controlled familiars which you can set to a certain behavior and level up, these evolve based on what weapons you use, craft new ones as well as weapon and armor; shop), Level-based and mostly linear (maze-like levels)
Perspective: TP View (some FP turret segments)
Other: Very little platforming, Optional tower gauntlet areas
Some ability gating (glide over long distances, transform into a flat circle that lets you fit under gaps in some walls, etc.; mainly for optional items you can backtrack for?)
Map system
Warps/teleporters and warp tickets (to the shop or to the last save point you registered one at)
Lots of dead space
Unlockable Trevor Belmont mode (equipped with the "Vampire Killer" whip and the classic subweapons)
Ys: The Oath in Felghana (PC, 2005/PSP, 2010)(Ys III Remake)
Subgenre: 3D ARPG/Zelda-like w/ some 2.5D segments and Platforming (pre-rendered sprites, seems to use the Ark of Napishtim engine), Top Down/Bird's Eye/Side View hybrid
Movement Mechanics: Double jump, glide jump/hover jump, tackle used as a block/dodge move, Lunge forward when attacking in mid-air (default move, can be used to dodge or move a bit faster)
Other: Overworld and dungeons split, Sometimes interactive dialogue (can ask about a few predefined subjects and sometimes asking about one thing unlocks a new subject - not interactive on the same level as western RPGs or Adventure games), Can't change the camera angle (sometimes changes angles automatically to show more of a certain area)
Playthrough - Video Review - Mini Review
Ultimate Spider-Man (Multi, 2005)? - WIP
Subgenre: 3D Action Adventure/Beat 'em up
Perspective: TP view
Other: See Spider-Man 2
Can play as Venom for some missions (chase or destruction missions, draining health - can feed on kids)
3D mini-map
Venom starts with all his moves
Worse swinging and combat than SM2?
Psychonauts (PC/XB/PS2, 2005)
Subgenre: 3D Action Platformer w/ Action Adventure elements (basic level up/rank system, show items to NPCs for more info about them or related quests, revisit levels to search for missed items and to remove cobweb which can be traded in for Psi cards (combined with another item lets you increase your level/rank and learn new psi abilities), One TBS hybrid level
Perspective: TP View
Movement Mechanics: Glide jump using levitation ball in mid-air, Move up slopes+move faster and jump farther when standing on the levitation ball
Other: Fairly large hub area w/ hidden items and a shop, Optional collectathon element
Playthrough - Video Review - Mini Review
Ty the Tasmanian Tiger 3: Night of the Quinkan (GBA, 2005)? - WIP
Subgenre: 2D Platformer/AA Hybrid
Perspective: TD Overworld/Hub map (long paths between locations and some dead ends for some reason), SV Town hub and levels, TD free-roaming helicopter and horizontal shoot 'em up levels
Other: Mechs
Ability gating? - seems you can buy elemental boomerangs to remove some obstacles
Partially non-linear?
No maps?
Mina of the Pirates (PC, Unfinished)?
Kingdom Hearts II (PS2, 2005) - WIP
3D ARPG/Hack 'n Slash (mid-air combos), Rail/Horizontal Shooter segments between areas/worlds, Crafting/synthesis
Jumping but not much platforming
Other: Hub map, Rhythm segment (optional), Flight and skateboarding segments, Racing and jumping mini-games, Linear?
Gain movement abilities (double jump, gliding) with which to backtrack to previous areas/worlds for optional items - also for progression? (new area in the Final Mix version requires them)
Boss fight focus
“IIRC they're (abilities) never needed to advance in the main game. Cavern of Remembrance (CoR, optional dungeon) does ask you to either have the Lv 3 or MAX version of almost all of the mobility options except Dodge Roll. Note that CoR and the Roll are Final Mix exclusive. Also, you get Guard a few minutes into the game instead of having to wait at for a specific level to use it at all. Then there's combat, some or most optional encounters require those, and obviously having these would make main game things easier. KH2 adds maps and has a much better camera, but the level design is more simplistic.”
Sly 3: Honor Among Thieves (PS2, 2005)
3D Action Platformer/Stealth (Robbery theme), See the prequel
Perspective: FP swimming segments
Other: Large hub areas w/ Sandbox-style/open-ended levels (that you can do in any order?), Shops (buy abilities w/ coins here), Mini-games (vehicle segments)
7 playable chars (switch between missions)
Basic dialogue trees
Some new movement abilities and tools ()
No mini-maps (also can't see where you've been on the maps?)
Combat is less dangerous
Unlockable master thief challenges=remixed missions
More maneuverable Murray and Bentley
No hub area collectibles here=no reason to explore them fully
Ty the Tasmanian Tiger 3: Night of the Quinkan (Multi, 2005)
3D TPS/Action Platformer w/ AA elements (buy movement upgrades for the mech, customizable boomerang weapons but they're only needed for optional collectibles here), Mech segments, Mandatory kart racing levels, Flight segments
Other: Two hub areas, Level-based
Can unlock a few levels at a time which can then be finished in any order
No ability gating?
Mini-maps
Some invisible walls
Fantastic Children (GBA, 2005)? - "Rock, Paper, Scissors"-style battles in some areas (some additional moves), Linear?
No movement abilities gained?
Save points
Ainevoltas (PC, 2005)? - Exp point leveling, NPCs, Literal level gates
No ability gating?
Regenerating HP when still
Very short
Extra Mario Bros. (PC, 2005)(NES Rom Hack)? - Only scrolls right, Time limits
Subgenre: 3D ARPG/Zelda-like w/ some 2.5D segments and Platforming (pre-rendered sprites, seems to use the Ark of Napishtim engine), Top Down/Bird's Eye/Side View hybrid
Movement Mechanics: Double jump, glide jump/hover jump, tackle used as a block/dodge move, Lunge forward when attacking in mid-air (default move, can be used to dodge or move a bit faster)
Other: Overworld and dungeons split, Sometimes interactive dialogue (can ask about a few predefined subjects and sometimes asking about one thing unlocks a new subject - not interactive on the same level as western RPGs or Adventure games), Can't change the camera angle (sometimes changes angles automatically to show more of a certain area)
- Mostly linear structure (can only go to the quarry dungeon early on (can't apply to become a knight or reach the mountains nor the ruins) and to the other dungeons in a set order, can do some side quests in-between the main quests, can go to the mountains before finishing the abandoned mine (you get the double jump here pretty quickly) but it's gonna be very tough due to the harsh level gating, linear dungeons overall), Some optional side quests, Two optional bosses but getting to them is too a hassle and they're only fought in time attack mode
- Some backtracking into previously visited dungeons to progress or (using gained traversal abilities) for optional goodies. Once for an item which is traded for a basically required item (nightfire gem which lets you see invisible platforms)
- Some movement abilities which are used for traversal and exploration besides combat (wind/spinning lets you glide over gaps and onto platforms below, fireballs can light torches and melt ice, dashing/tackling (earth/yellow) can break walls and be used to dodge/block) and some gear used more like keys (boots to avoid sliding on ice (also lets you climb some icy slopes), item to let you traverse shallow lava, item that lets you see invisible platforms). You also gain a double jump which also increases your chance of stunning an enemy with the downstab move
- Upgradeable equipment including the magic/sub weapon bracelets, Max HP upgrade items (found or bought) - they only add 3 HP though
- Save points which also heal you (fairly frequent, 64 save slots (location, time, stats))
- Pretty fast MP regen, No HP regen until you find the spirit cape here (late game item) and it takes about 5 seconds to kick in+you have to stand still
- Vague overworld map (shows you general location as well as the main roads and locations; see Ark of Napishtim), No dungeon maps
- Gain the ability to teleport between all visited save points after the third dungeon (wing item)
- Retry option when dying to a boss (can't use it before defeat however)
- Difficulty options (very easy-inferno (two steps above hard))
- Some minor puzzles (switches, platforming puzzles; still a very combat focused game with various forced encounters). Some spatial awareness puzzles
- New enemies sometimes appear when backtracking (zone of lava, color swapped enemies in the overworld, valestein castle, overworld after the reveal)
- Silent protagonist (game shifts to a narrator's voice briefly summarizing what he's saying)
- Frequent enemy respawning (as soon as you exit the room/sub area)
- Can't access the menu during a boss fight
- Some sequence breaking possibilities (faux double jump/long jump trick)
- Sometimes uneven difficulty and often pretty harsh level/gear gating at bosses which leads to grinding on Normal
- Some control/interface issues (no journal/quest log feature, fall off a platform if you attack near its edge, almost no invincibility time after taking a hit, somewhat unforgiving hit detection at times, etc)
- Some tedious aspects (still can't sell gear, single coin drops even a few dungeons into the game, overly expensive revival item, game keeps dropping items you can't use/have a full stock of such as herbs instead of something you could use, no item drop magnet, can't buy healing items nor can you use them during boss fights anyway, some unavoidable damage, having to retread your steps quite far after falling down at some points, etc)
- Trial & error (boss patterns, where to go after the mines, bug swarm in lava dungeon, finding a save point past the midpoint of the mountain area, etc)
- Various invisible walls - even above the low railings in dungeons
- Unskippable staff roll and in-game cutscenes (dialogue scenes)
- Mostly non-interactive environments
Playthrough - Video Review - Mini Review
Ultimate Spider-Man (Multi, 2005)? - WIP
Subgenre: 3D Action Adventure/Beat 'em up
Perspective: TP view
Other: See Spider-Man 2
Can play as Venom for some missions (chase or destruction missions, draining health - can feed on kids)
3D mini-map
Venom starts with all his moves
Worse swinging and combat than SM2?
Psychonauts (PC/XB/PS2, 2005)
Subgenre: 3D Action Platformer w/ Action Adventure elements (basic level up/rank system, show items to NPCs for more info about them or related quests, revisit levels to search for missed items and to remove cobweb which can be traded in for Psi cards (combined with another item lets you increase your level/rank and learn new psi abilities), One TBS hybrid level
Perspective: TP View
Movement Mechanics: Glide jump using levitation ball in mid-air, Move up slopes+move faster and jump farther when standing on the levitation ball
Other: Fairly large hub area w/ hidden items and a shop, Optional collectathon element
- One entry point per level
- Mostly linear structure besides the tower level (you open up most of the hub area by getting the levitation ball)
- Non-intrusive helper sidekick (Cruller's telepathy link - gives puzzle/quest/combat hints) - can also teleport you out of and back into levels which lets you add new abilities almost on the fly
- Upgradeable spells/psi abilities (some for traversal/exploration: invisibility, telekinesis for grabbing certain objects)
- Mind reading theme (each level is a representation of a character's personality or psychological state) - a "mental world" connects all characters' minds besides the hub area
- Save anywhere (loads you at the previous checkpoint though), 5 save slots per game (shows time and location)
- No mini-map and no level maps, Can't zoom out the hub area map
- Underground fast travel system in the hub world (Zelda 1), Cruller can also teleport you out of and back into levels which lets you add new abilities almost on the fly
- Item magnet item (mental magnet)
- Some sequence breaking possibilities (super long forward jump trick, flight via an oversight/glitch, Edgar and Fred before Gloria)
Playthrough - Video Review - Mini Review
Ty the Tasmanian Tiger 3: Night of the Quinkan (GBA, 2005)? - WIP
Subgenre: 2D Platformer/AA Hybrid
Perspective: TD Overworld/Hub map (long paths between locations and some dead ends for some reason), SV Town hub and levels, TD free-roaming helicopter and horizontal shoot 'em up levels
Other: Mechs
Ability gating? - seems you can buy elemental boomerangs to remove some obstacles
Partially non-linear?
No maps?
Mina of the Pirates (PC, Unfinished)?
Kingdom Hearts II (PS2, 2005) - WIP
3D ARPG/Hack 'n Slash (mid-air combos), Rail/Horizontal Shooter segments between areas/worlds, Crafting/synthesis
Jumping but not much platforming
Other: Hub map, Rhythm segment (optional), Flight and skateboarding segments, Racing and jumping mini-games, Linear?
Gain movement abilities (double jump, gliding) with which to backtrack to previous areas/worlds for optional items - also for progression? (new area in the Final Mix version requires them)
Boss fight focus
“IIRC they're (abilities) never needed to advance in the main game. Cavern of Remembrance (CoR, optional dungeon) does ask you to either have the Lv 3 or MAX version of almost all of the mobility options except Dodge Roll. Note that CoR and the Roll are Final Mix exclusive. Also, you get Guard a few minutes into the game instead of having to wait at for a specific level to use it at all. Then there's combat, some or most optional encounters require those, and obviously having these would make main game things easier. KH2 adds maps and has a much better camera, but the level design is more simplistic.”
Sly 3: Honor Among Thieves (PS2, 2005)
3D Action Platformer/Stealth (Robbery theme), See the prequel
Perspective: FP swimming segments
Other: Large hub areas w/ Sandbox-style/open-ended levels (that you can do in any order?), Shops (buy abilities w/ coins here), Mini-games (vehicle segments)
7 playable chars (switch between missions)
Basic dialogue trees
Some new movement abilities and tools ()
No mini-maps (also can't see where you've been on the maps?)
Combat is less dangerous
Unlockable master thief challenges=remixed missions
More maneuverable Murray and Bentley
No hub area collectibles here=no reason to explore them fully
Ty the Tasmanian Tiger 3: Night of the Quinkan (Multi, 2005)
3D TPS/Action Platformer w/ AA elements (buy movement upgrades for the mech, customizable boomerang weapons but they're only needed for optional collectibles here), Mech segments, Mandatory kart racing levels, Flight segments
Other: Two hub areas, Level-based
Can unlock a few levels at a time which can then be finished in any order
No ability gating?
Mini-maps
Some invisible walls
Fantastic Children (GBA, 2005)? - "Rock, Paper, Scissors"-style battles in some areas (some additional moves), Linear?
No movement abilities gained?
Save points
Ainevoltas (PC, 2005)? - Exp point leveling, NPCs, Literal level gates
No ability gating?
Regenerating HP when still
Very short
Extra Mario Bros. (PC, 2005)(NES Rom Hack)? - Only scrolls right, Time limits
Outliers:
Mercenaries: Playground of Destruction (XB/PS2, 2005)
Subgenre: 3D Open World Action Adventure w/ Tactical elements (mission-based), Optional turret segments, Rescue missions, Timed race missions, Taxi and escort missions, Vehicle theft missions, Defense/holdout missions, Basic stealth which is basically optional (stay disguised as long as no one saw you get into a vehicle belonging to their faction (can also move far enough away from where you were seen to re-disguise), lose the disguise if a faction's officer spots you; sniping, alarm towers - can also trigger them in an allied base, sneaking on foot doesn't really work - see below). Can also sneak better as Jennifer though it's not that useful?
Perspective: TP view w/ FP view sniping/looking around with binoculars
Other: Two large hub maps, Very little platforming and seemingly no ladders (would've helped with sniping at times), Most main missions take place in the same instance of the game world (unlike in Spider-Man 2 or Incredible Hulk: UD) - Ace contracts are an exception, Shop (make money from missions; buy from anywhere outside (vehicles, weapons and ammo, explosives, air strikes and satellite strikes; wares are delivered to you via helicopter drops - similar to JP: Lost World (MD) and later used in Just Cause); can't sell items), Vehicles (jeeps, APCs, trucks and cars, tanks, helicopters - can carry objects with a winch; can also steal manned enemy vehicles), Fairly unusual setting (North Korea), Fight alongside a bunch of CPU allies (you'll also come across NPCs or different factions fighting against each other and can choose to join in or not), Crouching stance (weapon effectiveness is increased during it, can move but the stance is automatically left if you start running; L3)
Dragon Quest Heroes: Rocket Slime (NDS, 2005) - 2D Action Adventure w/ Platforming, TD view, Giant tank/mech battles (you run around the mech to interact with cannons, etc. kinda like in Starsiege: Tribes, can fire yourself into the enemy tank to sabotage it, CPU allies that you can order around in these battles after saving and enlisting them)
Upgradeable tank
No permanent abilities gained? (carry different enemies with different attacks to progress?)
Block/stacking puzzles
Vague maps
Atelier Iris 2: The Azoth of Destiny (PS2, 2005) - 3D-ish JRPG/AA (2D chars, 2D isometric area exploration, TD/Bird's eye view overworld/world map), Platforming during exploration (TB battles), See the prequel
Steambot Chronicles (PS2, 2005) - 3D Sandbox ARPG, TP view, Personality quiz char creation, Mech focus (customizable, battle arena, Cyber Sled-style controls), Dialogue trees and choices that affect the story, Romance element, Music element (rhythm, pitch, note length)
Can upgrade the mech into a boat or a mining machine - any other ability gating?
Fuel and hunger mechanics
Mario & Luigi: Partners in Time (NDS, 2005) - 2D RPG/ARPG/Platformer Hybrid, TD/Bird's eye view, See Mario & Luigi: Superstar Saga, 4-char party
Summon Night EX-Thesis: Yoake no Tsubasa (PS2, 2005)(Untranslated) - 3D-ish ARPG (2D sprite chars) w/ Platforming, Tilted TD view (lower than in Zelda), Can summon monsters, 2 playable chars that you can switch between on the fly
Some summons are used for traversal (a golem is used to ride it and cross spikes, Tete can be sent into small holes to search, etc.)
X-Men Legends II: Rise of Apocalypse (Multi, 2005) - 3D ARPG/Beat 'em up, TD view, See the prequel
A bit more varied with less padding?
Prince of Persia: The Two Thrones (Multi, 2005) - 3D AA/Puzzle Platformer/Hack 'n Slash (Cinematic Platformer), See the prequel, Switch between forms (dark prince's chain lets you swing over larger gaps and pull blocks but has draining health - have to find sand/kill enemies as only he can progress in some segments), Stealth kills/speed kills (QTE), Chariot race segment (a fast travel of sorts?)
Linear?
No new abilities gained?
GoW/SotC-style bosses
LEGO Star Wars (Multi, 2005) - 3D Action Platformer/AA (Small hub area w/ a shop - buy chars), TP view, 2-player co-op (player 2 can also be AI controlled), Level-based and linear, Racing and Dogfight segments
Switch between various characters to progress by using their special abilities (later on you have to use 6 different chars to solve some basic puzzles) - chars are chosen for you based on where you are in the movies?
Hidden chars
Can replay beaten levels with any chars you want (free mode)
Devil May Cry 3 (PS2, 2005/PC, 2006) - 3D AA/Hack 'n Slash w/ RPG elements, Level-based and linear w/ some maze-like levels? (less open ended levels than in DMC2), Classes/Styles w/ different moves (switch at the goddess statues), See DMC1
Gain moves as you level up your styles - any ability gating?
No checkpoints?
God of War (PS2, 2005) - 3D AA/Hack 'n Slash/Action Platformer, TP view w/ automatic camera, Level-based and linear (levels have some optional paths w/ hidden items), Some puzzles, QTEs
No ability gating?
Item drop magnet
Upgradeable attacks
Frequent checkpoints
Save points
Resident Evil 4 (Multi, 2005) - 3D AA/Survival Horror/TPS, TP view (behind the shoulder), Some platforming (context sensitive, no jump button), Linear structure (some levels w/ maze-like segments and problems that can be solved in multiple ways), Some vehicle and escort segments
Some tools for progression/exploration but they are situational (dynamite used in one spot, infrared scope?, ) - no other ability gating
Shadow of the Colossus (PS2, 2005) - 3D AA, TP view (FP aiming), Linear?, Horse mount, Not much platforming besides climbing the bosses
No ability gating (temporary torch used against one boss)
Unlockable boss rush
Puzzle-like boss fights
Ninja Gaiden Black (XB, 2005)(Includes the prequel) - See the prequel
Unlockable mission mode which is open ended (level select screen)
Oddworld: Stranger's Wrath (XB, 2005/Multi, 2010) - 3D Action Adventure/Hunting & Capturing/Trapping, TP/FP view hybrid, Hub area w/ a shop, Non-linear (mission-based), No hidden items?
Ability gating but no movement abilities?
Enemy radar
Shinobido: Way of the Ninja/Shinobido Imashime (PS2, 2005) - 3D AA/Stealth Action, TP view, Non-linear (Mission-based, mission select menu), Shop in-between levels
Ability gating? (can buy a grapple hook and decoys)
Level editor
Sigma Star Saga (GBA, 2005) - 2D ARPG (ranged combat)/Shoot 'em up Hybrid, TD/SV (Shoot 'em up random encounters, customizable ship) Hybrid, Multiple endings, Linear?, No traditional platforming (can fly across gaps and jump down at certain spots)
Scanning and warp tools let you reach new TD areas
Can't choose which ship to pilot for each encounter
Map system
Xanadu Next (PC, 2005) - 3D ARPG (manual stat distribution, hitting from behind gives a dmg bonus), TD/Bird's eye view & Isometric (hostile areas/dungeons) & TP view (town) hybrid, Minor platforming (no jump button, climbing of boxes that you cut in half), Linear (some optional sidetracking)
Some movement/exploration abilities gained (Winged Boots let you walk on air, Rangstone lets you breathe underwater, Spectacles lets you see hidden walkways and chests, Gauntlet - smash weak walls and boulders, Ruby lets you push heavy steel crates)
Teleport pads (need the fire crystal) - can also return to town with the Moonstone
Mini-maps
Stat requirements on equipment
Can level down in town to respec
Save points (multiple slots)
Built for KB&M controls though using a controller is possible
Block puzzles
Shortcuts via circular routes
Killer7/Killer 7 (GC/PC/PS2, 2005) - 3D AA/ARPG (manual stat distribution), TP/FP view hybrid (FP combat), Not much platforming (jumping is a special ability only one char can perform), 7 playable chars that you can switch between on the fly, Puzzles
Don't gain new abilities or chars over the course of the game?
Very on-rails exploration movement
Grand Theft Auto: Liberty City Stories (PSP, 2005/PS2, 2006) - 3D Open World Action Adventure
No ability gating?
Rogue Galaxy (PS2, 2005) - 3D ARPG (skill grid), TP view, Similar to Kingdom Hearts and Dark Cloud 2, Party-based w/ CPU allies (team moves), Minor platforming, Random encounters, QTE elements, No co-op mode, Hub map, Linear? ("Your map is mainly filled with narrow corridors to explore and all branching paths end up coming right back to the main route sooner or later"), Bounty hunt side quests
No non-combat abilities?
Compass and mini-maps
Save points which also heal you and let you teleport to previous ones
Mimic chests
Optional dungeon and side planet
Long dungeons
Stubbs the Zombie in Rebel Without a Pulse (PC/XB, 2005) - 3D AA, TP view, Zombie avatar, Possess people by throwing out your hand and grabbing their heads, Convert people into zombies to fight for you, some QTE dance-off segments, Level-based and short (open ended levels), 2-player co-op mode, Some vehicles
Some ability gating (the hand can also move into tight spaces and cling to walls, possession (clear mines), using your head as a remote controlled exploding bowling ball?) - gain 3 additional abilities over the first few levels
Can't go back to the previous level and get your zombies but if you know where the end of a section is at then you can push your zombies ahead of it and when the new section loads you can use your zombies in the new area
Save anywhere?
Tom Clancy's Splinter Cell: Chaos Theory (Multi, 2005) - See the prequel, Linear and level-based but w/ more open ended levels and optional secondary objectives, 2-player co-op (different missions, some team moves)
Electrical equipment disabling alternate fire
Enemy radar
Sound meter
Yakuza (PS2, 2005/PS4, 2017 (Yakuza Kiwami)) - 3D Open World Action Adventure/Beat 'em up w/ RPG elements (exp leveling, unlock new combat moves), TP view, Mini-games, Side quests, Dating, Very little platforming (no jump button)
No ability gating?
Mini-map
Call of Cthulhu: Dark Corners of the Earth (XB, 2005/PC, 2006) - 3D Action Adventure/Horror (Detective Sim)/FPS Hybrid, FP view, Linear, Stealth element
No ability gating?
Sanity system (affects vision and movement)
Can examine most things and get a voiced comment from your char
Some bugs
Genji: Dawn of the Samurai (PS2, 2005) - 3D AA/Hack 'n Slash, TP view w/ automatic camera, Hub town w/ shops, Linear, 2 playable chars, Hidden items that level you up (also gain some exp from combat)
No ability gating?
Short
Unlock secret areas by beating it
Hello Kitty: Roller Rescue (Multi, 2005) - 3D Action Adventure/Beat 'em up, TP view, Minor platforming, Temporary CPU allies (car breaks certain walls for example), Linear and level-based
Spartan: Total Warrior (XB/GC/PS2, 2005) - 3D AA/Hack 'n Slash w/ some RPG elements, TP view, Fight alongside CPU armies, Linear and level-based, Minor platforming
No ability gating?
Compass w/ objective markers
Hi Hi Puffy AmiYumi: Kaznapped! (GBA, 2005) - 2D Puzzle Platformer, 2 playable chars that you switch between on the fly (these have different abilities used to progress), Linear, Shoot 'em up segments
No new abilities gained?
Short
City of Villains (PC, 2005) - 3D MMORPG, See City of Heroes
Digimon World 4 (XB/GC/PS2, 2005) - 3D ARPG w/ Platforming, TD view w/ automatic camera, 4-player co-op, Hub areas w/ dungeons, Auto-scrolling mini-games without checkpoints (some in TP view), 4 playable chars - evolve by completing side quests
No movement/exploration abilities gained?
Mini-maps in dungeons
Teleport out of dungeons at teleporter pads
Bottomless pits that reduce HP to 1
Dungeon Lords (PC, 2005)? - 3D ARPG
Peter Jackson's King Kong: The Official Game of the Movie (Multi, 2005) - 3D AA/FPS, Level-based and linear (not much exploration?), Chase and raft segments, Escort segments, Play as Kong in some segments
No permanent abilities? - Use fire to remove obstacles and food to distract enemies in some segments
Can only carry one weapon at a time
No HUD (no health bar, ammo, mini-map etc. - your avatar instead tells you the ammo count)
Regenerating health (distracting audiovisual effect when near death)
Frequent checkpoints
Space Cowboy Online (PC, 2005)? - 3D MMORPG, TP view, Vehicle focused (planes)
Fullmetal Alchemist 3: Kami o Tsugu Shoujo (PS2, 2005)(Untranslated) - 3D ARPG, TP view, Minor platforming
Enemy radar
No platforming:
Shin Bokura no Taiyou: Gyakushuu no Sabata (Boktai 3)(GBA, 2005)(WIP Translation) - 2D ARPG/Stealth, Isometric/Side View Hybrid (Bike races between dungeons), See the prequel, Puzzles
Two transformation spells and one dash spell, Multiple swords replace spear and hammer
Tales of the Abyss (PS2, 2005/3DS, 2011) - 3D ARPG (full control of 3D combat movement here), TP view, Random encounters, Party-based (CPU allies), See the prequel, No platforming
Fable: The Lost Chapters (XB/PC, 2005) - 3D ARPG (Use-based (and story choice-based) char progression), See the prequel, Linear? (Mission/quest-based), No platforming, More side quests on PC
From Russia With Love: 007 (Multi, 2005) - 3D Action Adventure/TPS (FP sniper segments), Very little platforming (context sensitive in a few spots, one jetpack segment), Hub area (office), Level-based and linear (some maze-like segments), Driving levels; Mini-maps, Level specific gadgets (mini-copter, )
Jade Empire (XB, 2005/PC, 2007) - 3D ARPG (Hack 'n Slash combat, manual stat and fighting style distribution), TP view, 3 moral paths w/ different endings, Party-based/CPU allies (one at a time in combat which you can set the behavior for), Slow down time w/ Focus, No platforming (no jumping outside of combat)
Fighting better yields better rewards from enemies, Mini-maps
Condemned: Criminal Origins (XB360, 2005/PC, 2006) - 3D AA/Horror (Detective Sim elements), FP view, Melee focused, Stamina mechanic, No platforming (you just jump down in some spots, no jump button); No ability gating?
Shadow of Rome (PS2, 2005) - 3D Stealth Action/Beat 'em up hybrid (different playable chars for these segments though the BEU guy also has to do some stealth), TP view, Level-based and linear?, No platforming?; No ability gating?, Weapon durability, Kinda buggy stealth segments
Radiata Stories (PS2, 2005) - 3D ARPG, TP view, 2 factions leading to different endings, Day/night cycle w/ an effect on gameplay (NPC schedules), Random encounters, CPU allies (team attacks), No platforming; Highly interactive environment
Dungeon Siege II (PC, 2005) - 3D Diablo-like ARPG (classes and skill trees), See the prequel; Teleporter spell, Mini-map
Champions: Return to Arms (PS2, 2005) - 3D ARPG/Hack 'n Slash, Champions of Norrath sequel, No platforming, Good and evil paths
Fatal Frame III: The Tormented (PS2, 2005) - 3D AA/Survival Horror, TP view w/ fixed camera angles (FP view camera), No platforming besides one basic and context-sensitive segment, Day/night cycle, 3 playable chars that explore different areas
Top o Nerae! GunBuster (PS2, 2005)(Untranslated)? - 3D Action Adventure, TP view, Mech combat, Some flight-based fights in space
Hissatsu Ura-Kagyou (PS2, 2005)(Untranslated)? - 3D AA/Stealth, TP view, No platforming?
The Quest (PC, 2005) - 2.5D WRPG, FP view, Tile-based movement, No platforming?
Neverwinter Nights Diamond (PC, 2005)(Includes the expansions but not all DLC?) - 3D WRPG, See NN
Dungeon Fighter Online/Dungeon and Fighter (PC, 2005) - 2D MMORPG/MMO ARPG (real-time combat, 16 chars, up to 5 classes per char), Tilted Side view (see Double Dragon), No platforming; No ability gating?, Corridor dungeons
Guild Wars (PC, 2005) & Guild Wars Trilogy (PC, 2005) - 3D MMORPG, Bird's Eye view, Can create parties of 7 w/ 6 NPC chars, Questing system more connected to the main story than other games?, No platforming?; Maps and mini-maps
Secret of the Solstice (PC, 2005) - 2.5D MMORPG (JP, sprite characters, real-time combat?), TD/Bird's eye view, No platforming?
Bouken-Ou Beet: Vandel vs. Busters (NDS, 2005)(Untranslated) - 2.5D ARPG (3D-ish backgrounds), Tilted view (see Double Dragon), Random encounters, No platforming?
Dream of Mirror Online (PC, 2005) - 3D MMORPG (JP, pretty detailed char creation w/ bodypart sliders), TP view, Non-linear, No platforming?; Maps and mini-maps
Fate (PC, 2005) - 3D ARPG, TD view; Mini-map w/ auto-mapper, No platforming
Shaiya (PC, 2005) - 3D MMORPG (JP, tab target combat=world of warcraft-style), TP view, Mounts, No platforming?; Maps and mini-maps, Difficulty options (perma-death option)
.hack//Fragment (PS2, 2005) - 3D MMORPG (JP), TP view, Generate dungeons at gates, No platforming?; Mini-maps
Summon Night Craft Sword Monogatari: Hajimari no Ishi (GBA, 2005)(Untranslated) - 2D Tales of-like ARPG, See the prequel, No TD view platforming here?
Freedom Force vs The 3rd Reich review (PC, 2005) - 3D WRPG/Squad Tactics, Real-Time w/ Pausing combat, TD/Bird's Eye view,
Me & My Katamari (PSP, 2005) - 3D Action Puzzle/Collectathon, See the prequel
Pokemon Mystery Dungeon: Red Rescue Team (GBA, 2005) & Blue Rescue Team (NDS, 2005)? - Rogue-like RPG, TD view, No platforming; Semi-transparent mini-maps
Dance Dance Revolution Ultramix 3 (Xbox, 2005)(Quest Mode)? - Rhythm Game, Hub Map, Non-linear?
Mercenaries: Playground of Destruction (XB/PS2, 2005)
Subgenre: 3D Open World Action Adventure w/ Tactical elements (mission-based), Optional turret segments, Rescue missions, Timed race missions, Taxi and escort missions, Vehicle theft missions, Defense/holdout missions, Basic stealth which is basically optional (stay disguised as long as no one saw you get into a vehicle belonging to their faction (can also move far enough away from where you were seen to re-disguise), lose the disguise if a faction's officer spots you; sniping, alarm towers - can also trigger them in an allied base, sneaking on foot doesn't really work - see below). Can also sneak better as Jennifer though it's not that useful?
Perspective: TP view w/ FP view sniping/looking around with binoculars
Other: Two large hub maps, Very little platforming and seemingly no ladders (would've helped with sniping at times), Most main missions take place in the same instance of the game world (unlike in Spider-Man 2 or Incredible Hulk: UD) - Ace contracts are an exception, Shop (make money from missions; buy from anywhere outside (vehicles, weapons and ammo, explosives, air strikes and satellite strikes; wares are delivered to you via helicopter drops - similar to JP: Lost World (MD) and later used in Just Cause); can't sell items), Vehicles (jeeps, APCs, trucks and cars, tanks, helicopters - can carry objects with a winch; can also steal manned enemy vehicles), Fairly unusual setting (North Korea), Fight alongside a bunch of CPU allies (you'll also come across NPCs or different factions fighting against each other and can choose to join in or not), Crouching stance (weapon effectiveness is increased during it, can move but the stance is automatically left if you start running; L3)
- Very little hard ability gating and you don't gain any movement abilities (sometimes have to use a chopper, fast ground vehicle or an air strike (or C4) for a mission - can move boxes to skip the C4 in one or two spots)
- Mostly non-linear structure with two large hub areas (gain access to 15 minor side missions after the first main one, linear main story structure until after you've done one mission for each faction - after that you can choose who to work for and when for the most part (for ace leader missions you can't choose), can also capture some clubs/leaders outside of the main missions by following clues picked up during missions, optional side objectives/bonus conditions during most of the main missions, gain access to the second hub area after finishing enough missions - ?, work for the south koreans becomes unavailable at one point (after the timed artillery mission at the NE gate even if you beat it in time), not much point in going back to the first hub after getting to the second - can only do the leftover side missions at that point)
- Can abandon or retry a mission via the pause menu - keep playing where you left the mission with minimal interruption
- Can change allegiances (the game shows a faction's gauge going up or down depending on your actions; Pirates!). Can also bribe a hostile faction at their HQ to be able to work for them. Some gates only open for vehicles of a certain faction
- Optional side objectives/bonus conditions during most of the main missions
- Decent freedom in how you use your weapons and vehicles (or stealth or speed) to tackle a mission and you can choose to capture and extract or kill wanted enemy leaders/cards (capturing yields more money)
- Three somewhat different playable characters (Chris Jacobs (black american) - resilient but slow+speaks korean, Jennifer Mui (Asian Brit) - better sneaking (she doesn't get detected at all if on foot outside of an enemy's cone of vision)+speaks chinese, Mattias Nilsson ("Swede") - fast and tough+speaks russian). Can't switch character during the game
- Pretty good map system (marks the next objective+your location+side mission locations, mini-map which also shows side missions (dollar signs)+wanted enemy leaders/cards+faction areas in blue+enemy and ally aerial vehicles+restricted areas in red where you'll be killed if you enter)
- Highly destructible environment and you start off with C4 (can blow up entire buildings with certain turrets and air strikes, some skyscrapers can be demolished)
- Rescue/Medivac feature which also serves as a teleport to a single location on each hub map (costs some money but it's cheap at 1k, also restocks you+repairs your vehicle if you drove/flied to the MASH - see notes below, you also end up getting medivaced automatically if you get KO'd as long as you have $1k). Can also fast travel via helicopter though these are pretty rare until the late game and a captured one can sometimes disappear when taking on a mission
- Save anywhere outside of contracts/missions (multiple slots, character and time taken only). Partial HP regen (up to 20 HP only)
- Some voiced assistance and commentary (occasionally the instructions and comments are too obvious)
- Can investigate units and objectives for more info with the binoculars
- Can listen in on some radio transmissions talking about how things are progressing
- Different ending depending on which faction you help the most and if you stopped the nuclear missiles or not
- Can only carry two different guns at a time - not flexible enough at times and you can't mark where a weapon you didn't pick up was (later on you can bring supplies in though)
- No lock-on but some aim assist when on foot - not very reliable as it moves kinda slow and sometimes just drops the aim (a bit worse with Nilsson maybe? - nothing about this in guides)
- No dodge or block moves - would've been useful vs rockets (you're expected to take damage here and there in the game). Dodging anti-air in a chopper is also near impossible though if you know where they are you can sometimes sneak up on them
- Limited ammo for all non-melee weapons
- Can run into soldier NPCs outside of HQs but nothing happens (they just get displaced). Civilians on the other hand get killed and you lose money for it. Can shoot a supply crate's chopper pilot to get the chopper (non-allied supplies only)
- Keeps track of various stats like amount of saves and shots fired but doesn't rank you on them
- Non-interactive dialogue
- Game goes into slow motion/survival mode when near death (can help but the screen also gets a strong red tint and you can hear your heartbeat which can be stressful)
- Exaggerated physics
- Can't carry health packs with you for later use
- Can't grab ledges while jumping
- Allied soldiers forget about you being in a vehicle a bit too quickly (and then think you're the enemy if you honk at them) - can just honk but you lose the disguise which sometimes feels clunky such as when a certain faction should know that you're on a mission be expecting certain vehicles
- Respawning enemies at certain enemy structures (can be destroyed)
- Sometimes have to work for a different faction than the one you want
- No difficulty options
- No character armor or health bar upgrades (can't upgrade vehicles either)
- Generally can't choose which vehicle to use for Ace missions
- The map doesn't show railroads - these can be used to get past roadblocks when escaping bases. Can't place map markers - would've been useful for where you parked your chopper or another vehicle (or allied forces which also aren't shown on the map) for example
- No camera quick turn button (also can't shoot opposite to the direction the camera is facing). It also zooms in rather than the wall becoming transparent when your back is up against a wall - gives you a worse overview to the sides
- No control config besides inverted Y axis for aiming/looking around and aiming speed (horizontal axis isn't flipped if inverting the y axis - I could eventually fix this by using dshidmini in PCSX2 (scptoolkit didn't work for this particular thing for some reason))
- Can't check a mission and say no then come back later
- Annoying how your sights get tossed around if you get shot while trying to snipe and it's too hard to snipe certain pilots
- Can't give other orders to allied soldiers than summon to vehicle and get out of vehicle - telling them to move out of the way of your vehicle, retreat, give cover fire or take cover would've been useful
- Some trial & error (surprise reinforcements, if you say no to a side mission after entering a vehicle then it's gone forever - you might just've wanted to grab the vehicle for now, so-so draw distance for people and some fog, etc.)
- Sometimes stupid allied AI in terms of friendly fire and shooting deck 52 members/key enemies (which you should capture instead). NPCs sometimes run into the road as you're driving near them as well
- Some tedious aspects (a chopper can sometimes disappear if parked outside of a faction HQ (or even at the helipad at the MASH camp!) after taking on a mission therenear impossible to snipe certain chopper pilots, dead space - after three missions you'll be able to buy new vehicles and have them delivered to you however it takes a while before you get proper fast travel via helicopter unless you kill the pilot of a supply helicopter (and travel distances between bases can get pretty long, too easy to die from falling, nearly impossible to stay undetected when sneaking around on foot (unless playing as Jennifer?) - OTOH you're counted as not seen unless an alarm is sounded for rescue missions so you'll generally just lose some favour with that faction, jeeps blow up+turn over+get stuck too easily plus you lose a bit too much speed from touching obstacles, The game is overly picky about landing zones for helicopters, pop-up style tutorial messages that pause gameplay and are sometimes repeated (the game does have non-pausing ones for context sensitive actions with triangle so what gives) - the game also pauses when you gain a new inventory item, etc.)
- A parked chopper seems to disappear after an ace mission Can't enter a vehicle or move over knee-high obstacles while carrying someone, can't blow through fence gates with rockets or grenades - only C4, etc.)
- Indestructible trees and they can also block your view if standing right in front of them and facing away from them
- Can't enter most buildings and can't talk to most NPCs
Dragon Quest Heroes: Rocket Slime (NDS, 2005) - 2D Action Adventure w/ Platforming, TD view, Giant tank/mech battles (you run around the mech to interact with cannons, etc. kinda like in Starsiege: Tribes, can fire yourself into the enemy tank to sabotage it, CPU allies that you can order around in these battles after saving and enlisting them)
Upgradeable tank
No permanent abilities gained? (carry different enemies with different attacks to progress?)
Block/stacking puzzles
Vague maps
Atelier Iris 2: The Azoth of Destiny (PS2, 2005) - 3D-ish JRPG/AA (2D chars, 2D isometric area exploration, TD/Bird's eye view overworld/world map), Platforming during exploration (TB battles), See the prequel
Steambot Chronicles (PS2, 2005) - 3D Sandbox ARPG, TP view, Personality quiz char creation, Mech focus (customizable, battle arena, Cyber Sled-style controls), Dialogue trees and choices that affect the story, Romance element, Music element (rhythm, pitch, note length)
Can upgrade the mech into a boat or a mining machine - any other ability gating?
Fuel and hunger mechanics
Mario & Luigi: Partners in Time (NDS, 2005) - 2D RPG/ARPG/Platformer Hybrid, TD/Bird's eye view, See Mario & Luigi: Superstar Saga, 4-char party
Summon Night EX-Thesis: Yoake no Tsubasa (PS2, 2005)(Untranslated) - 3D-ish ARPG (2D sprite chars) w/ Platforming, Tilted TD view (lower than in Zelda), Can summon monsters, 2 playable chars that you can switch between on the fly
Some summons are used for traversal (a golem is used to ride it and cross spikes, Tete can be sent into small holes to search, etc.)
X-Men Legends II: Rise of Apocalypse (Multi, 2005) - 3D ARPG/Beat 'em up, TD view, See the prequel
A bit more varied with less padding?
Prince of Persia: The Two Thrones (Multi, 2005) - 3D AA/Puzzle Platformer/Hack 'n Slash (Cinematic Platformer), See the prequel, Switch between forms (dark prince's chain lets you swing over larger gaps and pull blocks but has draining health - have to find sand/kill enemies as only he can progress in some segments), Stealth kills/speed kills (QTE), Chariot race segment (a fast travel of sorts?)
Linear?
No new abilities gained?
GoW/SotC-style bosses
LEGO Star Wars (Multi, 2005) - 3D Action Platformer/AA (Small hub area w/ a shop - buy chars), TP view, 2-player co-op (player 2 can also be AI controlled), Level-based and linear, Racing and Dogfight segments
Switch between various characters to progress by using their special abilities (later on you have to use 6 different chars to solve some basic puzzles) - chars are chosen for you based on where you are in the movies?
Hidden chars
Can replay beaten levels with any chars you want (free mode)
Devil May Cry 3 (PS2, 2005/PC, 2006) - 3D AA/Hack 'n Slash w/ RPG elements, Level-based and linear w/ some maze-like levels? (less open ended levels than in DMC2), Classes/Styles w/ different moves (switch at the goddess statues), See DMC1
Gain moves as you level up your styles - any ability gating?
No checkpoints?
God of War (PS2, 2005) - 3D AA/Hack 'n Slash/Action Platformer, TP view w/ automatic camera, Level-based and linear (levels have some optional paths w/ hidden items), Some puzzles, QTEs
No ability gating?
Item drop magnet
Upgradeable attacks
Frequent checkpoints
Save points
Resident Evil 4 (Multi, 2005) - 3D AA/Survival Horror/TPS, TP view (behind the shoulder), Some platforming (context sensitive, no jump button), Linear structure (some levels w/ maze-like segments and problems that can be solved in multiple ways), Some vehicle and escort segments
Some tools for progression/exploration but they are situational (dynamite used in one spot, infrared scope?, ) - no other ability gating
Shadow of the Colossus (PS2, 2005) - 3D AA, TP view (FP aiming), Linear?, Horse mount, Not much platforming besides climbing the bosses
No ability gating (temporary torch used against one boss)
Unlockable boss rush
Puzzle-like boss fights
Ninja Gaiden Black (XB, 2005)(Includes the prequel) - See the prequel
Unlockable mission mode which is open ended (level select screen)
Oddworld: Stranger's Wrath (XB, 2005/Multi, 2010) - 3D Action Adventure/Hunting & Capturing/Trapping, TP/FP view hybrid, Hub area w/ a shop, Non-linear (mission-based), No hidden items?
Ability gating but no movement abilities?
Enemy radar
Shinobido: Way of the Ninja/Shinobido Imashime (PS2, 2005) - 3D AA/Stealth Action, TP view, Non-linear (Mission-based, mission select menu), Shop in-between levels
Ability gating? (can buy a grapple hook and decoys)
Level editor
Sigma Star Saga (GBA, 2005) - 2D ARPG (ranged combat)/Shoot 'em up Hybrid, TD/SV (Shoot 'em up random encounters, customizable ship) Hybrid, Multiple endings, Linear?, No traditional platforming (can fly across gaps and jump down at certain spots)
Scanning and warp tools let you reach new TD areas
Can't choose which ship to pilot for each encounter
Map system
Xanadu Next (PC, 2005) - 3D ARPG (manual stat distribution, hitting from behind gives a dmg bonus), TD/Bird's eye view & Isometric (hostile areas/dungeons) & TP view (town) hybrid, Minor platforming (no jump button, climbing of boxes that you cut in half), Linear (some optional sidetracking)
Some movement/exploration abilities gained (Winged Boots let you walk on air, Rangstone lets you breathe underwater, Spectacles lets you see hidden walkways and chests, Gauntlet - smash weak walls and boulders, Ruby lets you push heavy steel crates)
Teleport pads (need the fire crystal) - can also return to town with the Moonstone
Mini-maps
Stat requirements on equipment
Can level down in town to respec
Save points (multiple slots)
Built for KB&M controls though using a controller is possible
Block puzzles
Shortcuts via circular routes
Killer7/Killer 7 (GC/PC/PS2, 2005) - 3D AA/ARPG (manual stat distribution), TP/FP view hybrid (FP combat), Not much platforming (jumping is a special ability only one char can perform), 7 playable chars that you can switch between on the fly, Puzzles
Don't gain new abilities or chars over the course of the game?
Very on-rails exploration movement
Grand Theft Auto: Liberty City Stories (PSP, 2005/PS2, 2006) - 3D Open World Action Adventure
No ability gating?
Rogue Galaxy (PS2, 2005) - 3D ARPG (skill grid), TP view, Similar to Kingdom Hearts and Dark Cloud 2, Party-based w/ CPU allies (team moves), Minor platforming, Random encounters, QTE elements, No co-op mode, Hub map, Linear? ("Your map is mainly filled with narrow corridors to explore and all branching paths end up coming right back to the main route sooner or later"), Bounty hunt side quests
No non-combat abilities?
Compass and mini-maps
Save points which also heal you and let you teleport to previous ones
Mimic chests
Optional dungeon and side planet
Long dungeons
Stubbs the Zombie in Rebel Without a Pulse (PC/XB, 2005) - 3D AA, TP view, Zombie avatar, Possess people by throwing out your hand and grabbing their heads, Convert people into zombies to fight for you, some QTE dance-off segments, Level-based and short (open ended levels), 2-player co-op mode, Some vehicles
Some ability gating (the hand can also move into tight spaces and cling to walls, possession (clear mines), using your head as a remote controlled exploding bowling ball?) - gain 3 additional abilities over the first few levels
Can't go back to the previous level and get your zombies but if you know where the end of a section is at then you can push your zombies ahead of it and when the new section loads you can use your zombies in the new area
Save anywhere?
Tom Clancy's Splinter Cell: Chaos Theory (Multi, 2005) - See the prequel, Linear and level-based but w/ more open ended levels and optional secondary objectives, 2-player co-op (different missions, some team moves)
Electrical equipment disabling alternate fire
Enemy radar
Sound meter
Yakuza (PS2, 2005/PS4, 2017 (Yakuza Kiwami)) - 3D Open World Action Adventure/Beat 'em up w/ RPG elements (exp leveling, unlock new combat moves), TP view, Mini-games, Side quests, Dating, Very little platforming (no jump button)
No ability gating?
Mini-map
Call of Cthulhu: Dark Corners of the Earth (XB, 2005/PC, 2006) - 3D Action Adventure/Horror (Detective Sim)/FPS Hybrid, FP view, Linear, Stealth element
No ability gating?
Sanity system (affects vision and movement)
Can examine most things and get a voiced comment from your char
Some bugs
Genji: Dawn of the Samurai (PS2, 2005) - 3D AA/Hack 'n Slash, TP view w/ automatic camera, Hub town w/ shops, Linear, 2 playable chars, Hidden items that level you up (also gain some exp from combat)
No ability gating?
Short
Unlock secret areas by beating it
Hello Kitty: Roller Rescue (Multi, 2005) - 3D Action Adventure/Beat 'em up, TP view, Minor platforming, Temporary CPU allies (car breaks certain walls for example), Linear and level-based
Spartan: Total Warrior (XB/GC/PS2, 2005) - 3D AA/Hack 'n Slash w/ some RPG elements, TP view, Fight alongside CPU armies, Linear and level-based, Minor platforming
No ability gating?
Compass w/ objective markers
Hi Hi Puffy AmiYumi: Kaznapped! (GBA, 2005) - 2D Puzzle Platformer, 2 playable chars that you switch between on the fly (these have different abilities used to progress), Linear, Shoot 'em up segments
No new abilities gained?
Short
City of Villains (PC, 2005) - 3D MMORPG, See City of Heroes
Digimon World 4 (XB/GC/PS2, 2005) - 3D ARPG w/ Platforming, TD view w/ automatic camera, 4-player co-op, Hub areas w/ dungeons, Auto-scrolling mini-games without checkpoints (some in TP view), 4 playable chars - evolve by completing side quests
No movement/exploration abilities gained?
Mini-maps in dungeons
Teleport out of dungeons at teleporter pads
Bottomless pits that reduce HP to 1
Dungeon Lords (PC, 2005)? - 3D ARPG
Peter Jackson's King Kong: The Official Game of the Movie (Multi, 2005) - 3D AA/FPS, Level-based and linear (not much exploration?), Chase and raft segments, Escort segments, Play as Kong in some segments
No permanent abilities? - Use fire to remove obstacles and food to distract enemies in some segments
Can only carry one weapon at a time
No HUD (no health bar, ammo, mini-map etc. - your avatar instead tells you the ammo count)
Regenerating health (distracting audiovisual effect when near death)
Frequent checkpoints
Space Cowboy Online (PC, 2005)? - 3D MMORPG, TP view, Vehicle focused (planes)
Fullmetal Alchemist 3: Kami o Tsugu Shoujo (PS2, 2005)(Untranslated) - 3D ARPG, TP view, Minor platforming
Enemy radar
No platforming:
Shin Bokura no Taiyou: Gyakushuu no Sabata (Boktai 3)(GBA, 2005)(WIP Translation) - 2D ARPG/Stealth, Isometric/Side View Hybrid (Bike races between dungeons), See the prequel, Puzzles
Two transformation spells and one dash spell, Multiple swords replace spear and hammer
Tales of the Abyss (PS2, 2005/3DS, 2011) - 3D ARPG (full control of 3D combat movement here), TP view, Random encounters, Party-based (CPU allies), See the prequel, No platforming
Fable: The Lost Chapters (XB/PC, 2005) - 3D ARPG (Use-based (and story choice-based) char progression), See the prequel, Linear? (Mission/quest-based), No platforming, More side quests on PC
From Russia With Love: 007 (Multi, 2005) - 3D Action Adventure/TPS (FP sniper segments), Very little platforming (context sensitive in a few spots, one jetpack segment), Hub area (office), Level-based and linear (some maze-like segments), Driving levels; Mini-maps, Level specific gadgets (mini-copter, )
Jade Empire (XB, 2005/PC, 2007) - 3D ARPG (Hack 'n Slash combat, manual stat and fighting style distribution), TP view, 3 moral paths w/ different endings, Party-based/CPU allies (one at a time in combat which you can set the behavior for), Slow down time w/ Focus, No platforming (no jumping outside of combat)
Fighting better yields better rewards from enemies, Mini-maps
Condemned: Criminal Origins (XB360, 2005/PC, 2006) - 3D AA/Horror (Detective Sim elements), FP view, Melee focused, Stamina mechanic, No platforming (you just jump down in some spots, no jump button); No ability gating?
Shadow of Rome (PS2, 2005) - 3D Stealth Action/Beat 'em up hybrid (different playable chars for these segments though the BEU guy also has to do some stealth), TP view, Level-based and linear?, No platforming?; No ability gating?, Weapon durability, Kinda buggy stealth segments
Radiata Stories (PS2, 2005) - 3D ARPG, TP view, 2 factions leading to different endings, Day/night cycle w/ an effect on gameplay (NPC schedules), Random encounters, CPU allies (team attacks), No platforming; Highly interactive environment
Dungeon Siege II (PC, 2005) - 3D Diablo-like ARPG (classes and skill trees), See the prequel; Teleporter spell, Mini-map
Champions: Return to Arms (PS2, 2005) - 3D ARPG/Hack 'n Slash, Champions of Norrath sequel, No platforming, Good and evil paths
Fatal Frame III: The Tormented (PS2, 2005) - 3D AA/Survival Horror, TP view w/ fixed camera angles (FP view camera), No platforming besides one basic and context-sensitive segment, Day/night cycle, 3 playable chars that explore different areas
Top o Nerae! GunBuster (PS2, 2005)(Untranslated)? - 3D Action Adventure, TP view, Mech combat, Some flight-based fights in space
Hissatsu Ura-Kagyou (PS2, 2005)(Untranslated)? - 3D AA/Stealth, TP view, No platforming?
The Quest (PC, 2005) - 2.5D WRPG, FP view, Tile-based movement, No platforming?
Neverwinter Nights Diamond (PC, 2005)(Includes the expansions but not all DLC?) - 3D WRPG, See NN
Dungeon Fighter Online/Dungeon and Fighter (PC, 2005) - 2D MMORPG/MMO ARPG (real-time combat, 16 chars, up to 5 classes per char), Tilted Side view (see Double Dragon), No platforming; No ability gating?, Corridor dungeons
Guild Wars (PC, 2005) & Guild Wars Trilogy (PC, 2005) - 3D MMORPG, Bird's Eye view, Can create parties of 7 w/ 6 NPC chars, Questing system more connected to the main story than other games?, No platforming?; Maps and mini-maps
Secret of the Solstice (PC, 2005) - 2.5D MMORPG (JP, sprite characters, real-time combat?), TD/Bird's eye view, No platforming?
Bouken-Ou Beet: Vandel vs. Busters (NDS, 2005)(Untranslated) - 2.5D ARPG (3D-ish backgrounds), Tilted view (see Double Dragon), Random encounters, No platforming?
Dream of Mirror Online (PC, 2005) - 3D MMORPG (JP, pretty detailed char creation w/ bodypart sliders), TP view, Non-linear, No platforming?; Maps and mini-maps
Fate (PC, 2005) - 3D ARPG, TD view; Mini-map w/ auto-mapper, No platforming
Shaiya (PC, 2005) - 3D MMORPG (JP, tab target combat=world of warcraft-style), TP view, Mounts, No platforming?; Maps and mini-maps, Difficulty options (perma-death option)
.hack//Fragment (PS2, 2005) - 3D MMORPG (JP), TP view, Generate dungeons at gates, No platforming?; Mini-maps
Summon Night Craft Sword Monogatari: Hajimari no Ishi (GBA, 2005)(Untranslated) - 2D Tales of-like ARPG, See the prequel, No TD view platforming here?
Freedom Force vs The 3rd Reich review (PC, 2005) - 3D WRPG/Squad Tactics, Real-Time w/ Pausing combat, TD/Bird's Eye view,
Me & My Katamari (PSP, 2005) - 3D Action Puzzle/Collectathon, See the prequel
Pokemon Mystery Dungeon: Red Rescue Team (GBA, 2005) & Blue Rescue Team (NDS, 2005)? - Rogue-like RPG, TD view, No platforming; Semi-transparent mini-maps
Dance Dance Revolution Ultramix 3 (Xbox, 2005)(Quest Mode)? - Rhythm Game, Hub Map, Non-linear?