Ys Origin 2006
Why it still holds upA run takes roughly six to eight hours, short enough to fit all three characters in now.
2000s RPGs that still hold up
Somebody to become, and a long while to become them
Games
Ys Origin 2006
Why it still holds upA run takes roughly six to eight hours, short enough to fit all three characters in now.
Xanadu Next 2005
Why it still holds upA knight bound to an island with one way out gives the exploration a purpose.
Harvest Moon 3 GBC 2000
Why it still holds upCrops and animals worked around the days the ferry runs still give the week a rhythm today.
Shadow Hearts: Covenant 2004
Why it still holds upA journey across a continent at war still gives the road from town to town a flavor of its own today.
Ys: The Oath in Felghana 2005
Why it still holds upThe bosses are still patterns to learn, in fights that are fast.
Divine Divinity 2002
Why it still holds upEvery class can grow in any direction, so a second character today can play out very differently.
Dragon Warrior Monsters 2: Cobi's Journey 2001
Why it still holds upA second version with its own monsters gives a reason to swap with a friend.
Suikoden III 2002
Why it still holds upBecause no recruit can be lost for good, collecting the whole cast is still a calm goal beside the story.
Wizardry 8 2001
Why it still holds upBuilding a party of your own is the heart of the game, and the invitation to do so is still open.
Icewind Dale 2000
Why it still holds upThere is still room to plan every battle, with a party of six you build yourself and fights you can pause.
Super Robot Taisen: Original Generation 2 2005
Why it still holds upIt is where the story of the original cast continues, and a way to play the Original Generation line on the Game Boy Advance today.
Rebelstar: Tactical Command 2005
Why it still holds upAction points and short ammunition still make every turn a count of what each soldier can afford today.
Magi Nation 2001
Why it still holds upA creature collection tied to a card game still gives it a pace of its own.
Dragon Warrior III 2000
Why it still holds upA party you shape yourself, with classes you can switch, still keeps the long quest personal.
Tactics Ogre: The Knight of Lodis 2001
Why it still holds upThere is still plenty to plan with an army that grows from six units into dozens.
Jeanne d'Arc 2006
Why it still holds upToday, the affinities and the aura make the choice of who attacks whom clear.
Grandia II 2000
Why it still holds upShort dungeons with puzzles of rising water and glyphs still keep the journey moving.
Shining Soul II 2003
Why it still holds upClasses that fight differently still give each run its own flavor.
Persona 2: Eternal Punishment 2000
Why it still holds upRumors that can turn events for or against you still let what you do in the city change what happens next today.
Mario & Luigi: Partners in Time 2005
Why it still holds upFour heroes split into pairs, with timing in every battle, still make it worth picking up today.
Phantasy Star Online 2000
Hellgate: London 2007
Why it still holds upA random city to hack through still makes each run a different London.
Bomberman Tournament 2001
Why it still holds upA handheld battle among friends still needs only a link cable.
Anachronox 2001
Why it still holds upThe team is still a private eye's odd friends, with a jump to a new planet between fights.
Arx Fatalis 2002
Why it still holds upCasting by hand still makes every fight feel different from picking a spell off a list.
Lunar Legend 2002
Why it still holds upA familiar story, made smaller and easier for a handheld, still fits in the palm of a hand today.
Boktai: The Sun Is in Your Hand 2003
Why it still holds upA cartridge that reacts to real sunlight still gives each session a different feel.
Boktai 2: Solar Boy Django 2004
Why it still holds upPlaying outside still gives the game its own rhythm.
Jade Empire 2005
Why it still holds upA quest through a world of Chinese myth is a journey still worth making.
Fable II 2008
Why it still holds upA life spent building up Albion is still a story worth living through.
Dungeon Siege 2002
Why it still holds upA party of eight that follows your formation is still a fine way to run a fantasy expedition.
Dungeon Siege II 2005
Why it still holds upA party of six led from one hero still gives each run a different shape today.
Freedom Force 2002
Why it still holds upEach team is still your own, built ability by ability.
Pokémon Diamond Version 2006
Why it still holds upChoosing a first partner and growing a team is a long journey that is still open today.
Eve Online 2003
Why it still holds upOne shared universe still means every player's war or trade touches someone else's.
RuneScape 2001
Kingdom Hearts: Chain of Memories 2004
Why it still holds upCards that decide both the fights and the rooms still make each floor a plan worth drawing today.
Super Paper Mario 2007
Why it still holds upA hero who steps from flat to deep and back again is a trick that is still fun to watch.
The World Ends with You 2007
Why it still holds upShort chapters and a combat system that uses both screens still fit a handheld.
Dark Messiah of Might and Magic 2006
Why it still holds upRooms built to be used against the enemy still make every fight worth thinking about today.
Marvel: Ultimate Alliance 2006
Why it still holds upBuilding your own team from a huge cast still makes every run different.
Nox 2000
Why it still holds upTrueSight still keeps the dungeon only as big as what your character can see.
Titan Quest 2006
Why it still holds upA skill system you mix yourself still gives each hero its own shape.
Gothic 3 2006
Why it still holds upA large world where you choose a side still leaves a lot of room to explore.
Risen 2009
Why it still holds upThe island is still small enough to know, with a faction that decides who you become.
Torchlight 2009
Why it still holds upThe pet still makes the walk back to town to sell somebody else's job.
Spore 2008
Why it still holds upDesigning what you play still makes each species your own.