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YOUR CART

2006 (Hitman: Blood Money, Bully, FF XII, LEGO Star Wars II and Mother 3 are released) WIP

2000|​2001|2002|2003|2004|2005|2006|2007|2008|2009
Picture
Castlevania: Portrait of Ruin (NDS, 2006)
Subgenre: ARPG (see Dawn of Sorrow), Removes the touch screen elements
Other: Non-castle areas accessed via paintings (can move back and forth? - these segments are single entry point and mostly straightforward levels but you do backtrack into one of them to progress at one point), Small hub within the castle where you can take on some side quests (have to finish the first 5 to unlock the next set, etc.), MP mode (boss rush) - however you don't play at the same time?
2 different playable chars that you can switch between on the fly after getting an item for it (shared HP & MP, the other char can also move along with you while being controlled by the CPU - then it uses MP as HP and is stunned if it runs out)
​​Mostly linear structure? (no reason to revisit the buried chamber for example)
Some puzzle make you use both chars (a bit underdeveloped) and there's an assist move you can gain (use a button combo to trigger it)
Fewer soul abilities
Some environmental storytelling (witch who created the blob boss), Use-based skill progression for Jonathan (See Mega Man Zero however you only get skill point exp from the finishing blow) - allows for a minor damage boost when using sub weapons
End game remixed painting areas in the end-game that you unlock and beat for the true ending (a bit like the inverted castle, can do these in any order)
Unlockable painting area if you get 100% map completion (recycled DoS and SotN bosses here)

Playthrough - Video Review - Mini Review


Mega Man ZX (NDS, 2006)
ARPG-ish?
​Other: Town hub?, Partially non-linear mission-based structure (choose from 4+ at a time after the early game, can only complete one mission at a time and have to activate them in the transerver room which leads to backtracking)
Gain transformations (biometals) w/ new movement abilities
Some areas/levels only have a single entry point
Basic world map system (only shows basic world layout and area names), Sub area maps show topography and doors but only while in them?
Start with z-saber and buster abilities gained in the MMZ series
Don't gain new weapons (no shield boomerang/rod/knuckle)
Can only see the full world map when going to a new location
Teleporters+save points (warp between visited ones, 3 slots per game; these also let you abort a mission) and regular save points (should've all been teleporters really)
Control config
Upgrade chips replace the Cyber-elves (they make some appearances but can't be used for buffs/upgrades here)
​Constant beeping after finishing the objective in an area

Playthrough - Video Review - Mini Review
​


Soldexus (PC, 2006) - 2D Igavania-like
​Unlockable second playable character with different bosses (beat it)


Within a Deep Forest (PC, 2006)
Subgenre: 2D Puzzle Platformer, One mine cart segment (charge jumps rather than bouncing here, very short though), Flip screen (instead of scrolling), One escort segment
Movement Mechanics: Bouncing ball avatar (similar to Cauldron 2 but more advanced, bouncing rather than jumping), Hover via air streams/wind (push back and then forward for a momentum boost)
Other: Hub area and levels w/ single entry points, 3 secret mini-games (accessible via the Secret Levels.exe application after they have been unlocked via found 4-digit codes or with a cheat)
  • ​Mostly linear (you can enter some of the sub areas/levels before you're supposed to but in all cases but two (one without sequence breaking) you'll just run into an ability gate/temporary dead end, two paths through the "that hover thing" level, some optional areas that lead to hints but you don't know it beforehand, can get the yoga ball before the glass ball)
  • ​Multiple ball forms with different properties (for example: black/iron ball - heavy+less bouncy and breaks weak walls+no effect from wind, glass ball - bounces higher and moves faster than the pink ball+can pass through lasers but shatters if it hits solid ground or walls at high speeds including longer falls, ascent ball - button mash flight; Can switch between forms at checkpoints)
  • Difficulty options (normal and hard)
  • Frequent checkpoints/temporary save points (can jump over them) and a few save points ("menu rooms")
  • ​Suicide command (Zillion) - Used as a sort of fast travel from levels back to save rooms here (can also teleport between a save point to the tutorial area and back but not between save points or visited levels)
  • One hit deaths
  • Platforming puzzles and logical (sort of) puzzles
  • Optional tutorial area that expands with each ball form/material gained (sort of, some balls don't get a new segment here)
  • One major sequence break possible (getting to the iron ball before the pink ball by jumping to the left off the mountain, early shadowlands via a glitch)
  • Partial time travel/climate change theme (go to a different version of the hub area where it's winter and you can cross water)
  • Kinda weird save/load and fast travel systems (no "resume game" option in the menu - instead you pick the area name of the area you were in and it continues from where you saved in that area which is kinda vague)
  • Many neutral creatures but you can't interact with them (only with stationary NPCs)
  • Can't attack enemies
  • Glass ball form makes you feel vulnerable but the game takes it a bit too far, non-interactive dialogue
  • Some non-persistent obstacles (breakable walls/floors)
  • No control config and no built-in controller support (also can't fully map the game to a controller due to how ball selection and menus work)
  • No message/quest log - pretty big info dump from the first NPC you meet if you go right in the beginning and others are in remote locations so you'll want to write their hints down
  • No maps (and some identical level entrances don't have signs)
  • No bosses

Playthrough w/ commentary - Review - Mini Review


Lyle in Cube Sector (PC, 2006)
2D
Other: Use cubes to fight and to jump further (double and more)
​Don’t start with a full life bar after death?

Playthrough - Video Review - Mini Review
​


Bunny Must Die: Chelsea and the 7 Devils (PC, 2006/PS4/PSV, 2016)
2D, ​
Bullet hell elements
Perspective: Side View
Other: Chibi bunny suit girl avatar

​Can only hold one weapon at a time (unlike in CV it's your main weapon)
Time slowing+stopping and reversing abilities (Sands of Time)
Map feature (shows layout, doors and some points of interest but no topography within rooms)

Parry system (time directional inputs with the moment of impact according to the direction something is hitting you from - Street Fighter 3)
Odd jumping (jumping without pressing a direction at the same time reaches higher and lets you attack enemies below but has poor horizontal length)
Unlockable second character (new abilities and controls)

​
​
​
Okami (PS2, 2006)
3D Zelda-ish Action Adventure (towns and dungeons, helper NPC, manual jumping as well as double jump and air dash moves), Minor stat distribution aspect, Wolf avatar, ​Enemy encounters in some areas
​Perspective: TP view
Mostly linear structure ()
Learn spells that are used to transform the environment and progress (also used for some combat, symbols drawn manually on the screen similar to Dawn of Sorrow)
World restoration theme
​Some unskippable cutscenes?

Playthrough - Video Review - Mini Review
​


Flushed Away (NDS, 2006)? - 2.5D, Side View, Mini-games, Boat segments, 2 different playable chars (Rita has a grappling hook needed to progress at times for example)
Death pits
Can't kill enemies
​No handholding after the tutorial?



The Legend of Zelda: Twilight Princess (Wii/GC 2006)
Subgenre: 3D Action Adventure, Music element (pitch and note length control but no time signature switching), Rapids/waterfalls canoeing segment, Some collectathon elements (the poe sidequest - find and kill 60 for an endless supply of 200 rupees reward (lame reward on GC)), need to find all 24 bugs to be able to carry 1k rupees on GC, five heart pieces required for each new heart here, tear of light collecting, forced collectathon quest before the sky temple), Some Okami-style enemy encounters, A couple of flight segments where you ride an enemy creature for a bit, Escort mission segment (on horseback so it's fast-paced), Snowboarding segment w/ manual jumping (can replay it as a racing mini-game later on), Boar riding segments
Perspective: TP view (FP aiming mode)
Movement Mechanics: Manual jumping with Epona and between rails with the Spinner, QTE jumping in wolf form, Swimming
Other: Fishing, Sumo wrestling mini-game
  • Linear structure (Midna tells you to go back if you try to go to Hyrule field before the forest temple for example, can't go north of hyrule field once it opens up nor return to Link form to meet the golden wolf after reaching death mountain, etc.; some dungeons are also linear besides some optional chests) - opens up more after the third dungeon and gaining the ability to switch forms on the fly but you still have to do the dungeons in a set order
  • One optional gauntlet dungeon (cave of ordeals in the desert) and some optional caves
  • Gain a wolf form early on (dig (pass some wolf-only paths and find a few optional caves within stone circles), talk to animals and explore the twilight-covered parts of Hyrule (similar to the dark world in Zelda 3), perform more difficult jumps in certain spots, can learn scents to see trails leading to certain NPCs while in sense mode)
  • Epona stays where you left her even if moving to another area and back+you can summon her in certain areas using special grass and the game automatically plays her song when interacting with it - later on you get an item to summon her with in more places
  • Some new movement focused tools
  • Can warp out of dungeons as well as back to the last room you were in using a bird that you can carry with you (have to find it in each dungeon, can't warp back to finished dungeons from the outside with it though), Fairly frequent warp spots
  • Very good map system (togglable mini-map, three levels of zoom, show the basic layout+area exits+which door you exited last+dungeon doors(+treasure chests and the boss's location but you need to find the compass to see these as usual), ), Signs outside of houses, Area maps show the whole area as you enter them (helps you not miss details but lessens the sense of exploration a bit), Can't use map markers and the map doesn't show which doors are locked
  • Three save slots per game (shows current stats, location and time taken; save anywhere though you're taken back to a checkpoint when loading (in dungeons you get sent back to the entrance), Frequent checkpoints besides this as well except for a few spots in the fields)
  • Day/night cycle (OoT, each is about 8 mins long? (about twice as long as in OoT), some new enemies in some areas at night and houses in towns tend to be locked, time pauses while in towns; there's only a couple of ways to switch faster: go to the city in the sky and back and it switches to day/go to the twilight palace and back and it switches to night), No song of the sun (to jump to day/night anywhere)
  • Fight alongside Zelda against Ganon (Wind Waker)​
  • Pretty good fortune teller hints (heart piece locations)
  • More believable/immersive world (the world map isn't overly box- or oval-shaped finally, one pretty large town (castle town - plenty of NPCs moving around or doing other things here as well), the different "races" interact more with each other), Can throw rocks at NPCs but they don't tell you off (can also swing the sword and make some NPCs dodge it which is kinda funny), The game breaks from the "can't move items between dungeon doors" rule in the final dungeon, Breaks up the division between hostile and friendly areas at times with enemies appearing in towns (Zelda 3) and NPCs living in a dungeon, The dragon boss of sky temple interrupts your progress once during that dungeon (Shinobi ARC)
  • Some additional lore delivered via the mailman on the field over the course of the game (besides quest-related info; his repeated cutscene should've been skippable though)
  • Skippable cutscenes
  • Partial control config (hold or toggle Z-targeting, have to map Midna to Z - could equip 3 items in WW)
  • ​Some wolf paths get arbitrarily blocked off when back in Link form, Can climb some ledges but not other similar ones (similar issues with QTE jumping at times)
  • Dropped or found hearts/rupees/ammo disappear after a few seconds
  • More scripted events in-between dungeons
  • Enemies (and fish) keep dropping items which you already have a full stock of
  • No proper journal/quest log (the letters help a bit though and it's not much of an issue unless you take a longer break from the game)

Playthrough - Video Review - Mini Review
​


Scurge: Hive (GBA, 2006)? - 2D, Isometric View
Scurge: Hive (NDS, 2006)? - 2D, Isometric View, same game?


The Elder Scrolls IV: Oblivion & Knights of the Nine DLC pack (PC/XB360, 2006/PC, 2007)?
3D Open World WRPG (in-depth char creation, create your own class), ​Stealth
FP View
Horse mounts
Spells and skills for traversal/exploration (see the prequel?)
Starts with a tutorial w/ pop-ups
Fast travel points
More action/reflex-focused combat
Dynamic level scaling (not perfectly balanced)
Highly interactive environment
Persuasion mini-game
Quest markers
Fewer gear types


Forbidden Siren 2 (PS2, 2006)?
Subgenre: 3D AA/Survival Horror, Some platforming (context sensitive)
Perspective: TP/FP view hybrid (toggle)
Level-based and mostly linear (secondary objectives unlocking new levels, two endings, level select screen, basic hints/briefings before levels, can revisit levels)
​9 playable chars (most w/ unique abilities - Akiko can see visions from the past, one can lay traps, two can use flares, one can possess enemies, one sees through others (sightjacking), )
Difficulty options
Optional map markers
Subtitles and JP voices options
Control config
Maps but no mini-maps
​Unlockable mini-games


Gothic 3 (PC, 2006)
3D Open World WRPG (no arbitrary gates, can kill anyone)
TP View
Other: NPC schedules (day/night cycle), 2 factions (orcs and humans, humans are occupied and you can liberate cities)
Teleport stones - have to find them
​Some spells and skills for exploration/traversal (Telekinesis?, Light, Fog (stealth), Soul Travel, Some transformations?)
Buggy w/o fan patch
Map and compass (no mini-map?)
Hard
Quest log and dialogue journal features
Highly interactive world?
Tooltips for nearby interactive objects - SS1?
Save anywhere
Night to Day - skip ahead and heal spell
Visual effect when hurt
NPCs tend to knock you out and steal your stuff rather than kill you if you misbehave
​Can make NPCs and enemies fight for you

​
Sketchy (PC, 2006 (Demo)/2013 (Longer but unfinished)) - https://studiohunty.com/sketchy/


Outliers: 
Dark Messiah of Might and Magic (PC/XB360, 2006)
FPS/FP ARPG w/ Platforming (3 skill trees), ​Stealth and Trapping elements (can make enemies slip on ice or demolish wooden structures on top of enemies for example)
Level-based and mostly linear (two story choices)
No shops
Some spells for exploration and traversal (rope bow, telekinesis, highlight secret switches when still skill, ); Interactive environment (used for puzzles), Underdeveloped archery/ranged combat, Can stun and then disarm enemies, Many secrets, MP regen and you can gain HP regen, Mini-maps

Ys Origin (PC, 2006/Multi, 2017)
2.5D ARPG (sprite characters, fixed camera angles)
Bird's Eye View/Side View hybrid (a few segments)
3 different playable chars (choose before beginning), See the prequel, Basic swimming
Gain dash and double jump moves+wind skill that allows for a hover jump (also items for seeing hidden things and holding your breath longer underwater), Linear structure (some detours for items), Rough level scaling, Fast travel+healing+save point statues, No mini-maps

Valkyrie Profile 2: Silmeria (PS2, 2006) - 3D/2.5D hybrid JRPG (3D battles in TP view - enemies move when you do, 2.5D location exploration w/ mostly 2D sidescrolling gameplay), Party-based combat w/ CPU allies?, Non-random encounters, Hub map
Gain some movement abilities? (short teleport/blink, can freeze enemies to use as platforms), Prequel story, Mini-maps

LaTale (PC, 2006) - 2D MMORPG w/ Platforming, PvP, Similar to Maple Story; Can/could gain some movement abilities but there's no ability gating, Attack combos, Level gating, Mini-maps

LEGO Star Wars II: The Original Trilogy (Multi, 2006) - 3D Action Platformer/AA (Small hub area w/ a shop - buy chars), TP view, See the prequel, Hub room w/ a shop (access all 3 first episodes based on the movies and create a character based on bought chars, can you go back and forth between episodes during a session?), More vehicle segments
No new moves gained for any char?

Raw Danger!/Zettaizetsumei Toshi 2 (PS2, 2006)? - 3D AA/Survival (Disaster Sim), Open ended w/ missions (Rescue, ), Basic dialogue trees w/ story choices, Stealth element, Crafting
Can't travel between locations freely?, Gain vehicles and tools used to progress (temporary vehicles?, need umbrellas to stay dry?, flashlight), Some NPCs can open certain doors found later on, Large-scale environmental effects and destruction, Some puzzles, Body temperate mechanic affecting your performance, Save points, Weight mechanic

Bully (PS2, 2006/PC/Wii/XB360, 2008) - 3D Open World AA w/ RPG elements, TP view, Chapter-based (map expands as you complete each one), Reputation/respect levels (nerds, bullies, preps, etc.), Race segments, Mini-games, Dating, Schedules, Stealth element
No ability gating besides combat moves and weapons?, Mini-maps, Fast travel via buses/skateboards/bikes/scooters

Tomb Raider: Legend (Multi, 2006) - 3D Puzzle Platformer/TPS, No more tank controls, See the prequels, Hub area of sorts (mansion which gradually unlocks) - Linear and level-based otherwise?, Semi-automatic jumps and grabs?, Less boxy environments and obstacles+physics, QTEs
Three tools for progression (flashlight, grapple, pistols?), Bullet time (slow motion), Fewer weapons, Can only carry 3 health packs, Still no maps?, Partially skippable cutscenes

Atelier Iris 3: Grand Phantasm (PS2, 2006) - 2D JRPG/AA Hybrid w/ Platforming, Isometric View exploration/Tilted View battles (TB), Sandbox/Open World structure

Valkyrie Profile: Lenneth (PSP, 2006)(Remaster of the PS1 game)? - New cutscenes and presentation, See the PS1 game, Don't gain new movement abilities?, Time limit, TB battles?

Destroy All Humans! 2 (XB/PS2, 2006) - Open World 3D AA/TPS, Mission-based (mainly protection, destruction and infiltration), TP view, Crafting? (gene blender), Flying Saucer segments, Side quests
​Some ability gating (body snatching - time limit), Mini-maps

Wild ARMs 5 (PS2, 2006) - 3D JRPG w/ Platforming, TD/TP View hybrid (TD Hex-based battle system), Collectathon element, Puzzles; Gain some abilities for progression in dungeons?, Can turn off encounters with an item

Tom Clancy's Splinter Cell: Double Agent (Multi, 2006) - AA/Stealth Action, See the prequel, Partially non-linear (some story choices and you can do missions for two different factions (need to keep both sides happy but it's fairly easy on Normal?), three endings), Some more open areas with missions in daylight, Swimming and skydiving segments, 3v3 MP and Co-op modes (MP is less technical than the prequel?); Mini-maps, Have to wait in some missions (can't speed up time), Difficulty options, No shop?, Save anywhere, No revisiting of previous areas?

Hitman: Blood Money (PC/PS2/XB, 2006) - 3D AA/Stealth/Trapping (Assassin Sim), TP view/FP view hybrid, Larger and sandbox-style/open-ended levels/missions, Shops, Minor platforming; Lore via newspaper articles, Minor optional ability gating (disguises, explosives, ), Get penalized for going on rampages, Time limits between saves?, Maps but no mini-maps

Grand Theft Auto: Vice City Stories (PSP, 2006/PS2, 2007) - 3D Open World AA, Two hub areas (islands), See Vice City, Swimming; No ability gating besides vehicles needed for some missions?, Maps and mini-maps

Yakuza 2 (PS2, 2006) - 3D Open World AA/Beat 'em up w/ RPG elements, See the prequel, Some QTE elements, Many fetch quests, Little platforming (context sensitive); No ability gating?, Mini-maps

Scarface: The World Is Yours (Multi, 2006/Wii, 2007) - 3D Open World AA/Crime Sim (see GTA), Dancing and decorating your mansion; No ability gating besides vehicles used for some missions?, Mini-maps

Dead Rising (XB360, 2006) - Open World/Sandbox Action Adventure/Hack 'n Slash (Zombie theme) w/ RPG elements (HP, inventory, gain moves - mainly combat moves), Mission-based (scheduled objectives), Time limit (72 game hours/7-8 real hours), Escort missions (can sometimes carry them), Cooking; Some gating via vehicles?, Few movement/traversal abilities or tools gained (zombie ride lets you walk on zombie crowds, gain japanese language ability for rescuing such NPCs, zombie walk=disguise), Weapon/item/vehicle deterioration (can boost their durability w/ items), Can start the story over while keeping your gained levels, Unlockable overtime and infinite modes, No mini-maps?

The Godfather (Multi, 2006) - 3D Open World AA/Crime Sim (see GTA) w/ RPG elements (skill point allocation), Stealth element; No ability gating besides vehicles used for some missions? (upgradeable movement speed - not required?), Mini-maps

Monster House (GBA, 2006) - 2D AA/Survival Horror, TD view, 3 playable chars - Can switch in certain rooms, Single dungeon (house) setting, No platforming (besides jumping down in a couple of spots), Dark rooms, Some ability gating (disguise, put out fires, DJ can climb, Chowder can push obstacles, Jenny can go into small spaces), Save+healing points, Basic maps (shows layouts and false doors), Die if one char dies, Upgradeable HP, Fast travel via an elevator you can activate

Marvel: Ultimate Alliance (Multi, 2006) - 3D ARPG/Beat 'em up, TD View, 24 playable chars, CPU allies that you can switch between on the fly, Some QTE mini-game battles, Co-op; Individual abilities are sometimes used to progress?, Semi-transparent mini-maps, Simple puzzles

Ys V: Lost Kefin, Kingdom of Sand (PS2, 2006)(Remake) - 3D-ish ARPG (2D sprite characters) w/ Some platforming, Isometric view, Voice acting, See the SNES game; No ability gating?
​
ROBLOX (PC, 2006) - 3D Sandbox Creation Kit/Platformer/TPS/MMO/Action (a bit like Little Big Planet or Minecraft), TP View, Some games are basically clones of other games; Transformations and vehicles

Rengoku II: The Stairway to H.E.A.V.E.N. (PSP, 2006)? - 3D AA/TPS, TP View, Hub area, MP mode; Mini-maps

Saints Row (XB360, 2006) - GTA-like Open World AA (Crime Sim), TP View; No ability gating besides vehicles?, Mini-maps

Monster Hunter 2 (PS2, 2006)(semi-fan translated) - 3D ARPG/MMORPG (real-time combat), TP view, See the prequel, Very little platforming (can climb ledges+vines and jump down), Hub towns?; No ability gating?, Worse drops in SP?, Maps and mini-maps, Seasons mechanic/cycle, Day/night cycle

Baten Kaitos Origins (GC, 2006) - 3D-ish JRPG (pre-rendered backgrounds besides the battles which are TB, non-random encounters), Some platforming?, Meaningless dialogue choices?, Hub map, Many side quests; Card mechanics

Tales of Destiny (PS2, 2006)(Remake, untranslated)? - Partially 3D backgrounds during exploration (automatic camera, sometimes static), fully 3D WM/overworld, See the original, Story changes, No platforming during exploration?

Ace Online (PC, 2006) - 3D MMORPG, Plane-based w/ real-time combat, Hub area (hangar); Mini-maps

Veggie Tales: LarryBoy and the Bad Apple (GBA, 2006) - 2D Puzzle Platformer?, Level-based (level select)

Wai Wai World (Mobile, 2006)(NES port/remix) - 2D Maze Platformer, Replaces two chars and their levels

Painajainen (PC, 2006) - 2D Collectathon/Puzzle Platformer

Knytt (PC, 2006) - 2D Collectathon/Maze Platformer

Akumajo Dracula Special: Boku Dracula-kun or "Devil's Castle Special: Kid Dracula" (Mobile, 2006)(NES port?) - 2D Action Platformer

Ar tonelico: Melody of Elemia (PS2, 2006) - 2D JRPG, Isometric View, Very little platforming

Brave Story (PS2/DS, 2006)(Untranslated, not the same as New Traveler for PSP) - 3D ARPG w/ platforming, TP View, Hub map; No ability gating?, No mini-maps

EverQuest II: Echoes of Faydwer (PC, 2006)(Expansion) - 3D MMORPG, TP view, Jumping but little platforming?, See EQ2

Blue Dragon (XB360, 2006) - 3D JRPG, Minor platforming (context sensitive?), TB battles, Non-random encounters

No platforming: 
Onimusha: Dawn of Dreams (PS2, 2006) - 3D AA/Hack 'n Slash, No platforming (no jump button), CPU ally (or 2-player co-op w/ a code), Level-based, Weapon crafting; Multiple playable chars - Only certain characters gained can reach certain parts of levels, 

Metal Gear Solid: Portable Ops (PSP, 2006) - 3D AA/Stealth, See MGS 3, Recruit allies, No platforming besides jumping down? (can jump over some obstacles with the roll move), Some strategy aspects

Blood+ One Night Kiss (PS2, 2006)(Untranslated) - 3D AA/Survival Horror?, TP view w/ automatic camera, Chapter-based (Sandbox/open-ended areas?), 2 different playable chars, QTE finisher moves, No platforming?; Maps

Juka and the Monophonic Menace (GBA, 2006) - 2D Isometric AA, No platforming besides jumping down a few times?, Swimming, Crafting/Potion mixing; Tedious combat?, Minor ability gating (animate potion raises and lower platforms in certain spots, status potions used against enemies)

Resident Evil: Deadly Silence (NDS, 2006)(RE1 Port/Remix) - 3D-ish AA/Survival Horror, TP view w/ fixed camera angles, Second screen is used for the map; Skippable cutscenes (including door animations)

Guild Wars Nightfall & Guild Wars Factions (PC, 2006) - 3D MMORPGs, TP view, See the prequel, No platforming?; Fast travel

Final Fantasy XI: Treasures of Aht Urhgan (PC/PS2, 2006)(Expansion?) - 3D MMORPG, TP view, Mounts, No platforming?

.hack//G.U. vol. 2//Reminisce (PS2, 2006) - 3D ARPG, TP View, No platforming, Flight-based battles?

.hack//G.U. vol. 1//Rebirth (PS2, 2006) - 3D ARPG, TP View, No platforming, Flight-based battles?

Final Fantasy XII (PS2, 2006) - 3D JRPG (semi-TB battles - actions are on timers but can move around freely), Party-based (in-depth behavior system (gambits - if/then command strings); can manually order chars as well), Linear (optional side quests/bounty hunts in the mid-late game), No platforming

Mega Man Star Force: Leo & Mega Man Star Force: Pegasus & Mega Man Star Force: Dragon (NDS, 2006) - 2D ARPG, Isometric view, No platforming

Shin Megami Tensei: Devil Summoner - Raidou Kuzunoha vs. the Soulless Army (PS2, 2006) - 3D ARPG/RPG, TP view, No platforming

BOTS (PC, 2006)? - 3D MMORPG, TD view, No platforming?

Dragon Quest: Shounen Yangus to Fushigi no Dungeon (Young Yangus' Mysterious Dungeon) (PS2, 2006) - 3D Rogue-like RPG, TP view towns/TD view dungeons, No platforming; Semi-transparent mini-maps

Sword of the New World: Granado Espada (PC, 2006) - 3D MMORPG, TP View, Control up to 3 characters at the same time, Healing and basic attacks are handled automatically by the game, No platforming?, PvP in 3 layers (player, guild, city); No ability gating?, Get knocked out for a couple of minutes if you die?, Mini-maps

Dungeon Siege II: Broken World (PC, 2006)(Expansion) - 3D Diablo-like ARPG, See the prequel, No platforming

Final Fantasy XI: The Vana'diel Collection 2007 (PC, 2006)(Expansion?)?

Neverwinter Nights 2 (PC, 2006) - 3D WRPG (in-depth char creation), TP view (can pitch the camera to TD view), Party-based (real-time w/ pausing), Tactical element (gain a stronghold - a bit like Suikoden), No platforming, MP mode; Mini-maps

Rune Factory A Fantasy Harvest Moon (NDS, 2006) - 2D ARPG/Farming Sim Hybrid, TD View, No platforming?; No ability gating?, Stamina mechanic, Non-persistent dungeons

Harukanaru Toki no Naka de: Maihitoyo (DS/PS2, 2006)(Untranslated? - No video footage or screenshots

Brave Story: New Traveler (PSP, 2006)(Remake/Remix?) - 3D JRPG, TD view exploration/TP view battles (turn-based), No platforming

DragonFable (PC (Browser), 2006) - 2D WRPG, Tilted view, Mouse-driven exploration, No platforming?

Titan Quest (PC, 2006) - 3D Diablo-like ARPG, Isometric view, No platforming

Phantasy Star Universe (PC/PS2/XB360, 2006) - 3D MMO ARPG, Party-based (2 CPU allies in SP), See the prequel, Linear?, No platforming; No ability gating?

Tales of the World: Radiant Mythology (PSP, 2006) - 3D ARPG, TP view, No platforming? (combat jumping only?), See the prequels

​Lunar Knights (NDS, 2006) - 2D ARPG, Isometric View, Boktai spinoff, 2 playable chars, No platforming
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