2000s adventure games that still hold up

Somewhere to get to, and plenty in the way

325 games · page 2 of 7

Games

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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Cave Story 2004 Why it still holds upWeapons that lose levels when you are hit still make every fight about avoiding damage today.
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.
Clannad 2004 Why it still holds upRoutes that unlock one another give a long read a structure that still pulls you forward today.

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