1990s adventure games that still hold up

Somewhere to get to, and plenty in the way

192 games · page 1 of 4

Games

Super Mario World 1990 Why it still holds upExploring the world map pays off as much as the levels, with red spots that lead to secret routes, so it is still worth playing today.
Super Metroid 1994 Why it still holds upThe world is still the reason to go back today, made to be explored from its silent, empty start.
Final Fantasy VII 1997 Why it still holds upThe Materia and the size of the world still give you plenty to get into.
Half-Life 1998 Why it still holds upThe story told without cutscenes keeps it fresh to play now, and its soldiers still change how a gunfight plays.
Super Mario 64 1996 Why it still holds upMario still controls crisply today, and each painting lets you pick which star to chase, so the game feels open.
Day of the Tentacle 1993 Why it still holds upIts comic writing and voice acting are the reason to play it now, since in the CD version every line of dialogue is spoken.
Pokémon Silver Version 1999 Why it still holds upA world that runs on its own clock, with a second full region after the first, is the reason to go back to it now.
Pokémon Gold Version 1999 Why it still holds upTwo regions on one cartridge keep the adventure going past the first Elite Four, and that is the reason to play it today.
Pokémon Blue Version 1996 Why it still holds upThe loop of catching, training and battling is simple enough to pick up now, and the version differences make trading with friends part of the design.
Grim Fandango 1998 Why it still holds upPlay it now for a Day of the Dead inspired afterlife styled as film noir, in a game where you cannot get stuck.
Pokémon Red Version 1996 Why it still holds upA journey past eight gyms with a collection to complete along the way is still the reason to play it today.
Banjo-Kazooie 1998 Why it still holds upWith every world a themed space full of different tasks, the collecting stays varied, and that is still the reason to play it today.
Silent Hill 1999 Why it still holds upWhat you see and hear is limited to a flashlight, a radio and the fog and darkness of the town, and that is why it is worth playing now.
Terranigma 1995 Why it still holds upBecause the world is rebuilt as you progress, its towns and dungeons change with Ark's actions, and quick controls keep it easy to pick up today.
Sam & Max Hit the Road 1993 Why it still holds upPuzzles that ask you to collect items and combine them with scattered objects, in a tourist trap setting that cannot dead end, still let you explore at your own pace today.
Final Fantasy IV 1991 Why it still holds upCharacters with fixed roles who join and leave the party make the story and the combat change together, and that still shapes every battle today.
Chrono Cross 1999 Why it still holds upGrowth that comes from bosses instead of grinding, and a stamina bar for each action, still keep every battle worth thinking about today.
Final Fantasy VIII 1999 Why it still holds upJunction and Draw give deep, customizable character building, and Triple Triad ties into progression, which still makes each build your own today.
Sonic the Hedgehog 3 1994 Why it still holds upA second player who flies and swims as Tails shares the same stages, so it is still a game for two.
The Neverhood 1996 Why it still holds upA puzzle is a matter of what Klaymen can do in the room you are in, which is simple to follow now.
Secret of Mana 1993 Why it still holds upA party that fights beside you, alone or with friends, and a menu that pauses the action still keep fights simple to manage today.
Sonic the Hedgehog 2 1992 Why it still holds upRings you can win back and acts built around a ride give it a pace of its own, and six hidden emeralds still give a reason to search every act.
Full Throttle 1995 Why it still holds upOne menu for every action, and dialogue where you pick the answer, still keep the adventure easy to get into today.
Jurassic Park 1993 Why it still holds upA hunt that makes its biggest dinosaur something to dodge, not to shoot, still gives each level some tension today.

Many of these are generous: a map with secrets tucked into the corners, a story that takes its time and characters worth talking to twice. Few explain everything, and that is part of the pleasure.

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