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.
GameCube games that still hold up
First released on the GameCube
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.
The Legend of Zelda: The Wind Waker 2002
Why it still holds upYou would still sail it today for the way dungeons and tools follow each other without busywork, in a look that keeps its charm.
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.
Tom Clancy's Splinter Cell: Chaos Theory 2005
Why it still holds upPlay it now for stealth built on light and sound that you manage yourself, with guards that react to what you disturb.
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.
Need for Speed: Underground 2 2004
Why it still holds upAn open city to drive between races, and tuning deep enough to include a dyno, still give it a shape of its own today.
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.
Mario Kart: Double Dash!! 2003
Why it still holds upPosition weighted items keep races close, and the pairing system gives many combinations 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.
Prince of Persia: The Sands of Time 2003
Why it still holds upRetrying a hard jump at once, after a rewind undoes a fatal mistake, is how it keeps its acrobatics easy to enjoy 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.
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.
Metal Gear Solid: The Twin Snakes 2004
Why it still holds upEvery sneak is still a matter of staying unseen, with soldiers who talk to each other and notice you by sight and sound.
NBA Live 06 2005
Why it still holds upEven now, a franchise you run across many seasons gives a single team a long story.
Star Wars: Rogue Squadron II - Rogue Leader 2001
Why it still holds upEach mission still has a new angle when you replay it in a different ship.
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.
Baten Kaitos: Eternal Wings and the Lost Ocean 2003
Why it still holds upYou play a voice the characters answer to rather than the hero, and that still shapes every conversation.
Eternal Darkness: Sanity's Requiem 2002
Why it still holds upIts sanity effects tie tension to how you fight, and three antagonist paths still give a replay something new today.
Harvest Moon: A Wonderful Life 2003
Why it still holds upA life with a deadline for settling down still gives every season a reason to hurry.
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.
Def Jam: Fight for NY 2004
Why it still holds upBrawls where the room fights back are an easy pick for a night with friends now.
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.
Tony Hawk's Underground 2003
Why it still holds upA trick line you build yourself is still satisfying to land.
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.
Prince of Persia: The Two Thrones 2005
Why it still holds upWall-running through a palace is a movement that is still worth practicing.
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.
On sale
Ty the Tasmanian Tiger 2002
Why it still holds upIts hubs, its eggs to hunt and its growing set of boomerangs still make it a laid back collecting platformer worth playing now.
Tony Hawk's Pro Skater 4 2002
Why it still holds upA career with no time limit is a way to skate at your own pace that is still worth trying today.
XIII 2003
Why it still holds upIt still feels like a comic you control, with comic insets and a cel shaded look.
Rayman 3: Hoodlum Havoc 2003
Why it still holds upFive power ups to find and use are still a reason to explore each level today.