GameCube games that still hold up

First released on the GameCube

58 games · page 1 of 2

Games

Metroid Prime 2002 Why it still holds upExploring is still the draw, 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.
Super Smash Bros. Melee 2001 Why it still holds upFast, physics driven fighting that is easy to pick up and frantic with four players keeps it played today.
Resident Evil 4 2005 Why it still holds upIt escalates steadily, and its muted colours keep the places oppressive, so the pacing keeps its grip today.
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.
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.
Beyond Good & Evil 2003 Why it still holds upPhotography, stealth, hovercraft racing, melee and exploration are mixed so that no single mechanic wears out, and that is the reason to play it now.
Tales of Symphonia 2003 Why it still holds upReal time combat with a shared team gauge and AI party members you can customize is the reason to play it now.
Metroid Prime 2: Echoes 2004 Why it still holds upMoving between two intertwined worlds, one of which drains her health away from safe zones, still makes every route a puzzle today.
Need for Speed: Underground 2003 Why it still holds upWith tuning unlocked through story races and Style Points earned by drifting and shortcuts, the garage and the road still feed each other today.
SSX 3 2003 Why it still holds upOne connected mountain with no loading screens still gives each run a single long descent today.
TimeSplitters 2 2002 Why it still holds upSplit screen with bots, sixteen modes and a level builder still make a shared session easy to fill today.
Pikmin 2 2004 Why it still holds upPausing the clock underground, randomly built caves and 201 treasures still give each trip below a fresh set of choices today.
TimeSplitters: Future Perfect 2005 Why it still holds upA campaign across five time periods, plus arcade and challenge content and a level maker, still gives it more to do than the story alone 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.
Fire Emblem: Path of Radiance 2005 Why it still holds upPermanent losses and support bonuses between fighters who talk make each unit someone you plan to keep alive, and that tension is still there.
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.
NBA Live 06 2005 Why it still holds upEven now, a franchise you run across many seasons gives a single team a long story.
Tony Hawk's Pro Skater 3 2001 Why it still holds upThe revert links ramp tricks to manuals, so a single combo can run across a whole run, and that still gives score chasing its depth today.
NFL Street 2004 Why it still holds upIts looser street rules make for a quick game today.
NFL Street 2 2004 Why it still holds upStyle points for every juke and hurdle are still a good reason to play on the street.
Killer7 2005 Why it still holds upEvery room still has a shape you can read, in a game that holds you to its paths.
Pikmin 2001 Why it still holds upWith only 30 days and a hundred Pikmin, every day is still something to plan.
Gladius 2003 Why it still holds upA school with different classes to balance gives each fight a puzzle.
F-Zero GX 2003 Why it still holds upRacing thirty machines on tracks you learn by heart is still a test of nerve today.
SSX Tricky 2001 Why it still holds upThemed tracks and an uber trick system that turns trick chains into boost still give each run something to chase today.
Second Sight 2004 Why it still holds upPsychic powers include throwing enemies and taking control of their minds, but the power bar drains quickly, which still pushes you toward weapons.
Luigi's Mansion 2001 Why it still holds upEvery ghost is still a small two step puzzle, stunned with the flashlight and then sucked up.
Viewtiful Joe 2003 Why it still holds upEven now, a gauge that limits how long you can bend the action makes each fight a decision about when to spend it.
XIII 2003 Why it still holds upIt still feels like a comic you control, with comic insets and a cel shaded look.

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