Classic 2000s games that still hold up

137 games · page 2 of 3

Games

Mother 3 2006 Why it still holds upEvery fight asks for timed input and not only menu choices, and the story of a family and a changing village mixes humor and grief, which makes it worth the effort today.
Halo 3 2007 Why it still holds upCo op for up to four and a map editor for your own multiplayer maps are the reason to play it now.
Castlevania: Aria of Sorrow 2003 Why it still holds upIts castle opens up as you gain abilities and its soul system offers many ways to fight, which keeps it worth playing now.
Gothic 2001 Why it still holds upExploring without markers, in a world of rival camps, is the reason to play it now.
Paper Mario 2000 Why it still holds upPartner choice and timing keep every battle engaged in a streamlined role playing formula, and that is why it is worth playing now.
Star Wars: Battlefront II 2005 Why it still holds upGround, space and hero battles in one game, and the space battles in particular, are the reason to play it now.
Tony Hawk's Pro Skater 2 2000 Why it still holds upA focused score chase of two minute runs and chained tricks, with parks of your own to build, is still the reason to play it today.
Perfect Dark 2000 Why it still holds upMissions built on objectives, and a large multiplayer toolkit, still give it more depth than a straight shooter today.
Braid 2008 Why it still holds upOne idea, rewinding time, with a fresh rule in each world, makes every mistake part of solving the puzzle, and that is the reason to play it now.
Demon's Souls 2009 Why it still holds upLarge, distinct and believably connected areas, and careful stamina based fights with gradual improvement as the core loop, are the reason to play it now.
Metroid: Zero Mission 2004 Why it still holds upIts map still reads clearly: areas linked by doors and elevators and opened by power ups, with statues pointing the way.
God of War 2005 Why it still holds upFluid combat, broken up by puzzles and platforming, still keeps it worth playing today.
Halo 2 2004 Why it still holds upTight controls and weapons that each cost something still carry the campaign today.
Ico 2001 Why it still holds upNo HUD, a distant camera and one relationship between two characters still make it feel unlike later, larger games.
Silent Hill 3 2003 Why it still holds upA flashlight, a radio that crackles near monsters and an Otherworld that changes around Heather still make the horror a matter of sight and sound today.
Halo: Combat Evolved 2001 Why it still holds upWith two weapon slots and vehicles you can drive, every weapon you pick up is still a choice that shapes the next fight today.
Devil May Cry 3: Dante's Awakening 2005 Why it still holds upFour combat styles and four weapons to switch between on the fly, paired with a style meter that climbs through combo ranks, still give the combat something to aim for today.
Banjo-Tooie 2000 Why it still holds upJiggies unlock new worlds, so backtracking is a major part of the challenge, and a duo that can split up still makes that backtracking its main puzzle today.
Metroid Fusion 2002 Why it still holds upA mission based layout with a pursuer always close still keeps its six hours moving today.
Metroid Prime 2: Echoes 2004 Why it still holds upCrossing between two worlds, one of which wears her down away from safe zones, still makes every route a puzzle today.
Counter-Strike 2000 Why it still holds upWith no respawn and weapons bought with money from wins, losses and kills, each round is still a team decision about what to buy today.
Fire Emblem 2003 Why it still holds upWith early chapters that introduce each idea alongside the story, and losses that are permanent, every move still matters today.
Fable 2004 Why it still holds upA character whose look and reputation follow good and evil acts still makes those choices visible today.
Mario & Luigi: Superstar Saga 2003 Why it still holds upBecause each brother has a button and presses are timed, every turn of battle still involves timing as well as choosing today.
SSX 3 2003 Why it still holds upOne connected mountain with no loading screens still turns each run into a single long descent today.

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