2000s adventure games that still hold up

Somewhere to get to, and plenty in the way

325 games · page 1 of 7

Games

Silent Hill 2 2001 Why it still holds upThe horror is the reason to go now: it is psychological, built from the characters' regrets and fears and from a town seen through fog, rather than from monsters alone.
Metroid Prime 2002 Why it still holds upExploring is still the draw today, with a story you find by scanning and locked areas that pull you back later.
Paper Mario: The Thousand-Year Door 2004 Why it still holds upThe timed hits and the audience make the battles worth playing today, since stylish play is rewarded, and each chapter is nearly a self contained episode.
Uncharted 2: Among Thieves 2009 Why it still holds upIt stays playable now because you keep control of Nathan almost every time something happens on screen, and the characters talk like people.
Shadow of the Colossus 2005 Why it still holds upEach colossus is its own puzzle in scale, with only a quiet land between them, which is why it holds up today.
Super Mario Galaxy 2007 Why it still holds upEvery level is built around that gravity, so walking upside down and jumping between small planets is what you do throughout, which keeps it fresh today.
Grand Theft Auto: Vice City 2002 Why it still holds upA whole city built on one decade and its music still makes every drive part of the same setting, which is the reason to play it now.
Resident Evil 4 2005 Why it still holds upThe game escalates steadily, and muted colours keep its places oppressive, so the pacing still keeps its grip today.
Final Fantasy IX 2000 Why it still holds upA party in which every member fights differently still gives each battle its own shape.
Final Fantasy X 2001 Why it still holds upTime stops while you decide and swapping characters makes each fight a choice of who suits it, so the battles still reward planning.
Assassin's Creed II 2009 Why it still holds upFree running and a choice of how to handle each situation, with several ways past the guards, are the draw today, in a Renaissance Italy with an orchestral score.
Portal 2007 Why it still holds upOne tool and its momentum rules still open many solutions today, and the humour and writing make you want to keep going.
Pokémon SoulSilver Version 2009 Why it still holds upBadges, hidden machines and new creatures to catch still give it a steady pull today, with enough freedom to explore.
Mafia 2002 Why it still holds upThe period setting is why it is worth playing now: Lost Heaven is modelled on 1930s American cities, and the missions move between chases, races and shootouts.
The Legend of Zelda: Majora's Mask 2000 Why it still holds upThe three day cycle keeps it worth playing today: you plan your days around what people need, and the world changes with the clock, with the music growing more menacing toward the end.
Deus Ex 2000 Why it still holds upWith several routes to every objective, both a pacifist and a combat approach work, and that freedom in level design is the reason to play it today.
God of War II 2007 Why it still holds upIt holds up now because combat, platforming and puzzles are designed as one adventure.
Resident Evil 2002 Why it still holds upAmmo, inventory and saves are scarce, so you keep deciding what to fight, what to carry and when to backtrack, and that tension is the reason to play it now.
Gothic II 2002 Why it still holds upA compact, hand placed world where exploring pays off is still the reason to play it today.
The Legend of Zelda: Twilight Princess 2006 Why it still holds upNine dungeons with distinct themes and tools, joined by a large overworld, and two ways of moving and fighting in one adventure, are why it is worth playing now.
Grand Theft Auto III 2001 Why it still holds upA city built as a place rather than a level, where what you do is your choice and the world carries on around you, is still worth playing today.
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.
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.

Much of this page is room to roam: worlds to cross on foot, on horseback or by car, and stories long enough to live in. The ones that hold up give you somewhere you want to go, not just distance to cover.

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