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YOUR CART

2005 (RE4, Shadow of the Colossus, Ninja Gaiden Black and Jade Empire are released) WIP

2000|​2001|2002|2003|2004|2005|2006|2007|2008|2009
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Picture
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
  • 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, )
  • 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)
  • 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)
  • Includes a Maze of Galious-style mini-dungeon (very simple for how far into the game you are though)
  • ​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)
  • Can't dodge (can upgrade movement speed and block most enemy shots with the silver shield/nearly all shots with the angel shield - used manually as a sub weapon)
  • 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)
  • No save points within dungeon areas here
  • 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 + to climb ladders, Can't speed up dialogue text, Have to re-equip the sub item and any rom items every time you reload a save, If you fall into a wall and keep falling or if you walk off a ledge you can't then start steering yourself in mid-air (see NES Castlevania), No weapon or sub item/weapon cycling - the scanners and map items should've been passive abilities so you didn't have to go into the menu and switch between them and a sub weapon or other roms
  • 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
Other: Hub map, Shop (on the map screen)

Difficulty options
Save on the hub map

No area maps?
​

Tim Burton's The Nightmare Before Christmas: The Pumpkin King (GBA, 2005)
Subgenre: 
No exp point leveling?, A few rail shooter/obstacle course segments where you control the ghost
Other: 3 optional mini-games

Partially non-linear?
Map system (marks some points of interest and which rooms you've visited; no mini-map)
Checkpoints before bosses (otherwise fairly far in-between)
No quick save
​Prequel story


Albero and the Great Blue Emblem (PC, 2005)
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 Action Adventure (Mission-based), Side quest races
​Other: Mini-games

Gain new moves (Pick up and throw vehicles (including airplanes, also animals!) or use them as shields, surf wrecked buses, use the ball and chain from a crane truck, etc) - start with super jump and dash?
Destructible buildings
Mini-maps


Chibi-Robo! (GC, 2005)
Subgenre: 3D Open World Adventure (explore a house and its garden as a small robot), Collectathon?
Other: Day/night cycle (NPCs with schedules, days only last 5 mins at first but this time can be extended, can't skip ahead besides when using the pajama), Shops, Side quest focus (mostly fetch quests, some mini-games including two races that you buy vehicles for - can't use them outside of these)

Gradually unlock the world and faster travel methods (ladders, bridges, warp points)
Find/buy a few tools and suits used for exploration and traversal (spoon - dig holes in soft dirt 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, alien ear chip - understand alien speech; can only equip one tool and costume at a time)
Draining battery mechanic (works like a hunger mechanic, can be upgraded)
Living toys theme
​


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)


Mercenaries: Playground of Destruction (XB/PS2, 2005)?
Subgenre: 3D Open World/Sandbox Action Adventure w/ Tactical elements, Turret segments, Rescue missions

Perspective: TP view
Other: Shop (make money from missions), Vehicles
3 playable chars
No ability gating? (alternate solutions to missions)

Mini-maps
Destructible buildings


Ultimate Spider-Man (Multi, 2005)
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, M
ove 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
  • ​Item magnet item (mental magnet)

Playthrough - Video Review - Mini Review

​
Ty the Tasmanian Tiger 3: Night of the Quinkan (GBA, 2005)
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)
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

​​​
​

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

​
​
Extra Mario Bros. (PC, 2005)(NES Rom Hack)? - Only scrolls right, Time limits
​

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


​
Outliers: 
Ys: The Oath in Felghana (PC, 2005/PSP, 2010)(Ys III Remake) - 3D-ish ARPG (pre-rendered sprites, seems to use the Napishtim engine), Top Down/Bird's Eye View, Linear?
3 abilities gained via elemental bracelets which are used for traversal and exploration besides combat (wind/spinning lets you glide over gaps, fireballs can light torches and melt ice, dashing can break walls)
Some invisible walls
Upgradeable equipment
Checkpoints at the beginning of areas and boss fights
Sometimes harsh level/gear gating at bosses
No maps?
​Warp between save points

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?
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