Past Featured GamesDid you know that you can add a game of the week to MobyGames? If you have an idea for a featured game, go ahead and add it.
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Takedown feels fluid, fast and meaty, and it feels great ramming into cars and causing widespread destruction in the fan-favorite Crash modes. Each car type and the variants they have feel relevant and not out of place unlike most racing games. Each car is different than the last.
There's also a killer soundtrack (though I usually substitute this with custom soundtracks. Armored Saint, anyone?), and a DJ that's pretty charming, even if some of his jokes get repetitive. Overall, it's one hell of a Burnout game, and maybe one hell of a racing game altogether.
Dec 03, 2016, submitted by Tony Denis (102)
Disagree on how the world is turning out? Think you can do better? Well, let's see how you do it then!
Control and form humanity from the very early years until the space age in this fine, yet somewhat crude, civilization simulator. Never has politics and war been so much fun - and you might even learn a thing or two!
Nov 20, 2016, submitted by Coreus (161)
Meet Duke Nukem 3D for Game.Com. No it's not a hyperlink - it's a name of the system. It was a PDA-like handheld console with a black&white screen, an 8-bit CPU and wasn't really up to the task. What the "porters" done - is to take the sprites and part of the graphics from the real Duke 3D and stuff it onto a two-megabyte cartridge.
The end result however is plain weird as not only there's no third dimension, but also you can't even turn, meaning you can't look back or to the sides, only sidestep. Overall it feels like a weird mix of old dungeons crawlers with Operation Wolf-like shooter. Despite all that – the game tries to mimic the original in other aspects, for example the first stage is clearly made after the starting cinema level with what limited resources they had in hand.
Nov 12, 2016, submitted by Virgil (6333)
Arika's The Grand Master sub-series is exactly that. This third game in the series has a well-earned reputation for being the most extreme of them all, to the point that some top players defend the odd subtitle of Terror-Instinct as perfectly appropriate.
Not content to merely challenge players to achieve the highest level and score in the shortest time possible, the game forces them to contend with pieces that fall and lock into place near-instantly, rising garbage blocks, and even invisible blocks.
The ultimate goal is to earn the Grand Master rank, a feat so difficult that nobody was able to accomplish it until over two years after the game's initial release. Though it takes a special kind of player to stand up to Terror-Instinct's supreme difficulty, the rest of us can enjoy it through recorded footage - a worthwhile experience in and of itself.
Nov 06, 2016, submitted by Harmony♥ (11903)
Bladestorm: The Hundred Years' War is a typical Koei game with its setting found in, you guessed it, the Hundred Years War. Players fight alongside (and against) Joan of Arc, La Hire and Edward, the Black Prince.|
All levels feature immense battlefields with many villages and/or cities that can be taken over. These villages can be conquered with many of the players' troops, including horsemen, archers, and even elephants.
The game features a long campaign with many characters to meet and defeat. Personally I initially expected it to be boring, but that skepticism quickly made way for excitement for the next battle!
Oct 30, 2016, submitted by Kennyannydenny (20369)
Blackguards is proof that the typical script of a pen-and-paper role-playing adventure path is not always suited for other media. There's a barrage of clichés and stereotypes to face, like brash dwarves, crazy wizards and amnesiac protagonists, but also betrayal!
The best part is some of the dialogue that captures the crazy and stupid things people say during real life pen-and-paper D&D sessions. There's a little less of those pompous conversations that mark most AAA titles' characters. I believe they should've focused more on this and less on making you feel like you're still the hero, while you're obviously playing a band of criminals.
The story, however, is of secondary importance. The game lives and dies for its hex map battles, and they've really succeeded with those. Most fans of turn-based tactical RPGs will find them a delight.
Oct 15, 2016, submitted by CalaisianMindthief (7555)
Building from the phenomenal original Stronghold, Stronghold Crusader can be looked as both a standalone expansion pack and a title that can work well on its own.
Released in the age where the average add-on wasn't just an extra silly hat, Crusader completely replaced the environment of the original with deserts, included an entire set of new units, and almost seamlessly migrated from a medieval England setting to the brutal Crusades.
Like a true expansion, Crusader finished what the original game started, added what it missed (skirmishes and proper multiplayer), brought a worthy new singleplayer experience and cemented the series' popularity.
Oct 09, 2016, submitted by Plokite_Wolf (1888)
This game is as frustrating as it is appealing and fun. Betcha you hit the quickload hotkey as soon as you read the name ;)
Commandos spawned an entire subgenre of real-time tactics games, where a handful of unique commandos caused complete havoc in Nazi bases, but to even close in on their objectives, they needed to pass an entire army of guards and patrols. The game valued stealth over brawn, and imitating Rambo was a completely failed strategy.
Every commando had his use, and apart from managing their positions and actions, their every move needed to be properly timed to avoid being confused for Swiss cheese. While each mission was hard in its own right, passing them felt gratifying to compensate, even without spectacular cutscenes.
Sep 28, 2016, submitted by Plokite_Wolf (1888)
When your project's tech demo gathers thousands upon thousands of downloads in the course of one summer, you know that you're doing something right. If your customers are only angry because there's not enough copies sent to stores, you've hit jackpot.|
The year 2001 was a breakthrough for the small Croatian studio Croteam, having released the first Serious Sam title to an audience that grew up on Doom, Quake and Duke Nukem and liked the game not only before it hit the shelves, but long after the fact. Meet Sam Stone, pure walking testosterone armed with lots of different weapons engaging various monsters (including the iconic Headless Kamikaze) without flinching. Couple that with Duke-style one-liners, numerous levels and never-ending streams of enemies, this digital adrenaline kick is a testament to old-school shooters.
Sep 18, 2016, submitted by Plokite_Wolf (1888)
Free roaming has become a big part of the gaming industry, including the more obvious titles like Assassin's Creed or Grand Theft Auto. The Saboteur is one of these free roaming games, and does it splendidly.
As someone who loves history, I couldn't be more happy to play Sean Devlin, fighting Nazis in occupied France. Using cars and weapons based upon real-world World War II designs, Sean fights for his best friends' country and people.
The atmosphere of the game is one to admire. With Nazis on every corner, searching and executing any people not abiding their new laws, it couldn't have been a more dangerous time to be part of the French Resistance.
Sep 08, 2016, submitted by Kennyannydenny (20369)
Not too long ago, I mentioned the period between 1999 and 2003 as the prime era of Star Trek gaming. Armada was one of the games that showed this the most.
While it doesn't follow the true Trek spirit of exploration and diplomacy, the game's storyline was very much enjoyable. It managed to show the Borg as resourceful and fearsome as they were intended to be (*coughVoyagercough*), and the sole thought of their vicinity has major races shaking in their boots here.
Wonderfully voiced, with good soundtrack and ship designs true to the Trek style, Armada had a singleplayer experience rivalled only by the first Elite Force among the licensees. As an RTS game, it fell a bit short, particularly in multiplayer, but as a Trek game, it's highly regarded for a reason.
Aug 27, 2016, submitted by Plokite_Wolf (1888)
It's possible that Live a Live could have gotten by on novelty alone. Its story structure is rare for JRPGs, in that it consists of several separate chapters that each have their own cast of characters, narrative theme, and distinct gimmick. Protagonists range from a caveman, to an elderly martial arts master, to a spherical robot.
On their own, none of the stories seem connected to one another, and they indulge heavily in the clichés of their respective genres. What makes each chapter memorable is the unique gameplay mechanic or storytelling tool it uses. Beating the seven main stories unlocks an eighth chapter that ties them all together in one fell swoop, leading into a final scenario that gives all eight protagonists a satisfying ending. Detailed sprites and lovely music complete the package, making Live a Live a worthwhile experience that's much greater than the sum of its parts.
Aug 20, 2016, submitted by Harmony♥ (11903)