World of Warcraft 2004
2000s adventure games that still hold up
Somewhere to get to, and plenty in the way
Games
World of Warcraft 2004
God of War 2005
Why it still holds upFluid combat, broken up by puzzles and platforming, still keeps it worth playing 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.
The Legend of Zelda: The Minish Cap 2004
Why it still holds upShrinking turns the same places into two scales, and that still makes its level design work today.
Metroid Prime 3: Corruption 2007
Why it still holds upAiming with a pointer rather than auto aim still puts the shooting in your own hands today.
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.
Katamari Damacy 2004
Why it still holds upOne idea, a sticky ball that grows, drives every stage, so the scale of the rooms keeps changing, and that still keeps it fresh 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.
Star Wars: Jedi Knight - Jedi Academy 2003
Why it still holds upBuilding your own lightsaber and choosing light or dark skills still give a second run a different shape 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.
Star Wars: Jedi Knight II - Jedi Outcast 2002
Why it still holds upLightsaber, blaster and Jedi powers in one game still give it a mix of melee and ranged fighting today.
Pokémon FireRed Version 2004
Why it still holds upCollecting badges toward the Elite Four, with battles and capture in between, still gives the adventure a clear shape today.
Commandos 2: Men of Courage 2001
Why it still holds upA squad of specialists, each with abilities of their own, and missions with several objectives still give it plenty to plan today.
Final Fantasy XII 2006
Why it still holds upGambits, which let you program how each character fights, still make combat a matter of setup as much as input today.
Thief II: The Metal Age 2000
Why it still holds upLarge levels with several routes, and tools that change light and sound, still leave you to plan your own way past the guards today.
Golden Sun: The Lost Age 2002
Why it still holds upPsynergy puzzles that open new areas, and Djinn that tie exploration to battle stats, still link finding things to fighting today.
Dragon Quest VIII: Journey of the Cursed King 2004
Why it still holds upA whole 3D world to cross, with more to do than fight, still gives the adventure plenty of ways to play today.
Kingdom Hearts 2002
Why it still holds upSimple controls and a structure of self contained worlds, each with its own sub story, still make it easy to pick up and repeat today.
Psychonauts 2005
Why it still holds upEach mental world is its own set of levels built around one character's psychology, which gives distinct settings and mechanics and still gives every area a new idea today.
Pikmin 2 2004
Why it still holds upA day that always runs short, with randomly built caves below it, still makes every trip a set of choices today.
Mega Man ZX 2006
Why it still holds upForms with abilities of their own, in a world to explore between missions, still give the platforming variety today.
Indigo Prophecy 2005
Why it still holds upScenes that leave you free to act, and characters whose threads feed each other, still let the same events play out differently today.
The Secret of Monkey Island: Special Edition 2009
Why it still holds upPuzzles where no choice is wrong, and a presentation you can switch back to the original at any time, still make the adventure easy to explore today.
Dofus 2004
The Legend of Zelda: Oracle of Ages 2001
Why it still holds upWith the same map in two ages, puzzles are solved by changing something in the past and walking through the present, and that still gives each area two layers to work out today.
Pokémon LeafGreen Version 2004
Why it still holds upWith the catching and battling kept intact, each badge is still a clear goal today.
The Witcher 2007
Why it still holds upA world full of quests, with choices whose cost arrives later, still keeps each act worth the time today.
Phoenix Wright: Ace Attorney 2001
Why it still holds upEach trial is a puzzle of attention: you spot the one statement in a testimony that your evidence contradicts, and the cases are fun to solve today.
The Chronicles of Riddick: Escape from Butcher Bay 2004
Why it still holds upFists and shadows, with guns held back, still give the escape its own tension today.
Cave Story 2004
Why it still holds upWeapons that lose levels when you are hit still make every fight about avoiding damage today.
LEGO Star Wars: The Complete Saga 2007
Why it still holds upA mistake only costs studs you can pick up again, so a second player can join in now without fear of losing the run.
Aquaria 2007
Why it still holds upExploring the sea is still a puzzle of what to try where, because songs are built from notes and forms open new barriers.
Bayonetta 2009
Why it still holds upA dodge rewarded with a slow moment to strike, and a grade at the end of each fight, still give a reason to fight every battle better today.
Prince of Persia: Warrior Within 2004
Why it still holds upA rewind that undoes a fatal mistake, and portals between two eras, let you recover from a wrong jump and plan a route, so the acrobatics are easy to retry today.
Pokémon Sapphire Version 2002
Why it still holds upDouble battles and abilities still give team building more to think about today.
Castlevania: Dawn of Sorrow 2005
Why it still holds upEven now, souls you can swap and a castle that opens as you find items give you reasons to explore every room.
Mega Man ZX Advent 2007
Why it still holds upBringing the right form to each new boss, from forms taken off the last ones, still gives it variety today.
Machinarium 2009
Why it still holds upPuzzles stay in one place and the world is told without words, so each room is a self contained riddle that is easy to dip into now.
Prince of Persia: The Sands of Time 2003
Why it still holds upA hard jump that can be retried at once, by rewinding, still keeps its acrobatics easy to enjoy today.
Clannad 2004
Why it still holds upRoutes that unlock one another give a long read a structure that still pulls you forward today.
Nine Hours, Nine Persons, Nine Doors 2009
Why it still holds upDoors that open only for the right combination of people make each puzzle also a decision about who goes where, so replaying it still pays off.
We Love Katamari 2005
Why it still holds upRolling from the smallest things to the largest, an idea anyone gets at once, still makes every level easy to pick up today.
SpongeBob SquarePants: Battle for Bikini Bottom 2003
Why it still holds upThree characters with different moves, and areas that the spatulas open, make a stage worth revisiting with a new ability today.
Star Wars: Republic Commando 2005
Why it still holds upSquadmates you can order and revive give each fight a team feel, which a first mission still shows.