Action games that still hold up

Brawling, fighting, and never quite standing still

390 games · page 5 of 9

Games

Final Fight 3 1995 Why it still holds upFour fighters with their own moves, a super gauge and branching paths still give each run something to learn today.
Ninja Gaiden 1992 Why it still holds upA short run of eight stages with a new jump to learn still makes it easy to try.
Metal Slug 6 2006 Why it still holds upCarrying two weapons still gives every shootout more tactical choices.
VectorMan 1995 Why it still holds upLevels with several paths and secret passages still reward looking around.
Moon Patrol 1982 Why it still holds upWith only speed, two cannons and a jump to manage, a short session still gets you a full run today.
WarioWare: Touched! 2004 Why it still holds upToday it suits a handheld well, since it plays in quick sessions between other things.
Xybots 1987 Why it still holds upLearning to read each maze, alone or with a second player, still keeps each level worth playing today.
Yakuza 3 2009 Why it still holds upOver 600 substories beside a main story of about twelve hours still give it a lot to wander off into.
Midnight Resistance 1989 Why it still holds upChoosing which gun to buy before every stage still gives each run a plan to make and revise.
SoulCalibur III 2005 Why it still holds upCreating a fighter of your own and sending it on a story is still a good reason to pick it up today.
Atlantis 1982 Why it still holds upStart it today and three fixed guns, with a city that shrinks with every miss, turn each wave into a choice of which ship to shoot first.
Metal Slug 4 2002 Why it still holds upEven today, a bonus scoring system gives a reason to replay a level.
No More Heroes 2007 Why it still holds upOdd jobs that pay for the next fight still make it a combination worth trying today.
Astro Boy: Omega Factor 2003 Why it still holds upMeeting characters that upgrade your stats and a second run with new stages still give you reasons to replay it.
Fantasy Zone 1986 Why it still holds upIt still has a rhythm of its own, from flying both ways and spending between waves.
MediEvil II 2000 Why it still holds upTwo weapons to toggle between still change how each fight is fought.
Asura's Wrath 2012 Why it still holds upA burst gauge that ends each fight still keeps the action and the story in one piece today.
The Legendary Axe 1988 Why it still holds upThe choice between swinging at once and waiting for a full charge still gives every fight a small decision today.
R-Type II 1989 Why it still holds upCheckpoints and a charged cannon make each section something to learn and retry, and that rhythm is still how it plays.
Viewtiful Joe 2003 Why it still holds upEven now, a gauge that limits how long you can bend the action makes each fight a decision about when to spend it.

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