2000s adventure games that still hold up

Somewhere to get to, and plenty in the way

325 games · page 3 of 7

Games

Super Mario Sunshine 2002 Why it still holds upOne water backpack with several movement modes drives every level, while the secret courses without it test pure platforming, which still gives the game two kinds of jumping today.
NBA Street Vol. 2 2003 Why it still holds upTricks feed a meter that can turn the score around, and that keeps it worth playing today.
Star Ocean: Till the End of Time 2003 Why it still holds upA second game inside the fights keeps your attention today, because an item creation system lets you craft, patent and recruit inventors.
Off 2008 Why it still holds upThe fights still play at a rhythm of their own, with cooldowns instead of turns and elements made of materials.
New Super Mario Bros. Wii 2009 Why it still holds upIt is friendly to play with a group now: a Super Guide helps with hard levels and bubbles bring back fallen players.
Freelancer 2003 Why it still holds upFlying with the mouse, and a trade you can start whenever you like, still make it easy to jump in and fly.
Sly 2: Band of Thieves 2004 Why it still holds upEvery job still has more than one way in, because three thieves with different skills let you pick the one that suits each heist.
Pokémon Pearl Version 2006 Why it still holds upEven now, battles that depend on each move's type and category reward planning a team on the climb to the Champion.
Skies of Arcadia 2000 Why it still holds upA blank sky map that you fill in by flying between islands still gives exploration a sense of discovery today.
Kirby & the Amazing Mirror 2004 Why it still holds upA cellphone that calls other Kirbys to help, and a hub that leads to nine areas, make it easy to enjoy with friends today.
Shadow Complex 2009 Why it still holds upEach return to an old room still has a new purpose, in a world that opens as new tools arrive.
Pokémon Ruby Version 2002 Why it still holds upEven now, choosing among a move, an item and a switch gives every turn a small decision.
Ratchet & Clank 2002 Why it still holds upA pile of strange weapons to buy and find still gives every fight a new toy to try today.
Vagrant Story 2000 Why it still holds upChains that raise your risk, and gear that counts for more than levels, still make each fight a trade between risk and reward today.
Devil May Cry 2001 Why it still holds upBeing judged on how well you fight, not only on whether you win, still turns every encounter into a performance.
Golden Sun 2001 Why it still holds upPuzzles solved with magic, in places you can return to with new powers, still give exploring a reward of its own.
Conker's Bad Fur Day 2001 Why it still holds upSimple moves and pads that hand you the right tool at the right spot still keep each stretch moving today.
Katamari Forever 2009 Why it still holds upRolling up ever larger objects to make stars is still the whole idea, and it is quick to grasp now.

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