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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|Call of Duty: Ghosts|
Being a fan of WWII-era when it comes to Call of Duty franchise, I thought Ghosts will be yet another modern, slightly futuristic shooter that may very much resemble Black Ops series. Luckily, it is not. It is so polished in so many new areas that it never gets boring nor repetitive through its campaign. From missions in space, or underwater combat, all the way to commandeering vehicles or rappelling down the skyscrapers, it is drop-dead beautiful and well thought of. Every level is action-paced and story is well done, although nothing we didn't see before (good soldier gone bad). Seeing how it was game for at the time next-gen consoles, its main competitor was Battlefield 4, which may have slight advantage in character graphics, but it lack in every other thing by comparison, especially in easy and fluid gameplay which this game radiates with. If CoD games are going in this way, I don't mind if we lose the well known historical setting of conflict.
Jun 15, 2015, submitted by MAT (109301)
Most arcade games were designed to drag the player in with large graphics and big sounds but they also made sure the player only got so far before losing their lives and having to put more money in. To complete them you had to be a master at the game or a pocket full of change. Although Golden Axe was no different it had a unique feature when completed. Your ranking was higher the less continues you used. It encouraged you to get better at the game by using less money. Still a hard game, it tried to make sure you completed it because of your skill not becuase you had lots of money.
Jun 01, 2015, submitted by RFGeneration (58553)
Released on a system not regarded as a home to primary games such as the Nintendo DS (the only one on which the game can be actually played), disfigured by a silly Disney variant and ludicrously delusive unplayable ports on other systems, Meteos is Masahiro Sakurai’s design peak, a falling block game towering above the entire DS library along with Nintendogs and Knights in the Nightmare, both availing themselves of the touch-screen & Stylus pair to reach otherwise unthinkable interaction intensity.
More than its technical and aesthetical audiovisual splendour, what sets apart this trip to a tiny vast universe full of worlds and variety is the entrancing thoughtful frenzy of the gameplay, a wonder exceeding that of Tetris
May 19, 2015, submitted by click here to win an iPhone9SSSS (2206)
King's Quest: Mask of Eternity
Few games were bashed by fans as unreservedly as this final installment of the longest-running adventure game series. It was done with early blocky 3D, lacking the visual charm of its predecessors; more importantly, it had combat and an RPG angle with levels, equipment, etc. Its action was unremarkable, its RPG elements forgettable, its puzzles few and mediocre, failing to satisfy fans of any genre.
Yet it was also an innovative and bold game trying to break beyond genre boundaries, ahead of its time in its treatment of 3D visuals and their effect on gameplay. Dark and atmospheric, it was curiously involving as it shuffled puzzles, encounters with friendly characters, battles, and a hunt for healing items and weapons. Its interesting structure and design philosophy have very few, if any, equivalents in the history of any of the genres it tried to merge - and that's why it deserves a second chance.
Mar 03, 2015, submitted by Cor 13 (174162)
The Space Bar|
Steve Meretzky needs no introduction to fans of classic text-based adventures. From his early titles through his memorable work for Legend, Meretzky eventually founded his own company, producing The Space Bar - one of the most imaginative, detailed, humorous, and challenging adventure games. What other game allows you to play as half a dozen aliens, each in their own unique world and environment? Travel into the minds of a wealthy alien art dealer managing a vast business, a teenage tree-like creature who writes a hilarious diary, a refugee dubbing as a singer, and more. Very difficult and beautifully structured puzzles, utmost attention to detail, and grand scope make this a fitting finale to the venerable tradition of first-person comedy adventures.
Feb 04, 2015, submitted by Cor 13 (174162)
What if I told you that in 1995 there was a horror-themed 3D shooter set in and around a stylish haunted 1930's mansion with interconnected, open levels, imaginative enemies, and ghostly live action scenes that revealed the plot without interrupting the gameplay?
Such a game exists. Killing Time is a sadly overlooked FPS that was mainly ignored due to the problems of the console it was first released on. However, the PC version of this game is not only understandably smoother and more fun to play - it has a much larger playing area with many new locations, and re-designed levels with a more realistic, organic feel.
Nov 09, 2014, submitted by Cor 13 (174162)
I don't know what happened exactly, but this game, made by the master RPG designer, shipped with missing features and severe bugs, got scathing reviews, and was quickly forgotten.
Sadly, not many people were willing to give a second chance to the fully patched version or even this less-than-perfect, but still satisfying re-release. If they did, they would discover an addictive RPG with an odd, yet enchanting flavor: the furious action and the non-stop collecting fever of Diablo are combined with engrossing dungeon exploration that brings back the joys of old RPGs that weren't holding your hand and had more gameplay than cutscenes.
Oct 26, 2014, submitted by Cor 13 (174162)
With basic graphics like most C16 games of the era, game play was an important factor but along comes, Cave Fighter, a game very unforgiving with awkward controls. Everything seems to kill you and has a jump control where the longer you hold the fire button the higher and further you jump with no indication. Worth a few minutes of your time before moving on to another game. Wrong! You are determined to master the controls and to get that bit further each time. Killed once again, start again and get that bit further.
Oct 12, 2014, submitted by RFGeneration (58553)
Dark Sun: Shattered Lands|
Everyone knows that Baldur's Gate heralded an "RPG Renaissance" in the late nineties, but fewer remember the game that had the biggest influence on it in terms of gameplay mechanics and general concept. But Dark Sun is more than just a prototype for Baldur's Gate: it combines multiple dialogue choices and sub-quests based on moral decisions with a rich, open world free for exploration. This is old-school AD&D with "new-school" streamlined interface: easy to learn, hard to master. Don't miss what might just be SSI's finest offering.
Aug 14, 2014, submitted by Cor 13 (174162)
Conquests of Camelot: The Search for the Grail
Say "Sierra adventures" and we are swept by emotions ranging from nostalgia for our childhood to vague memories of extreme annoyance caused by unwinnable situations. This game is different from most other "quests" by being rooted in real-world culture and historical material, but also by giving the "Sierra policy" a twist: you can still miss vital items and forget crucial actions, but the game lets you continue - only don't expect to reach the best ending in that case. Diverse challenges that include jousting and fighting, clever riddles, lovely visuals, text interaction with humorous comments, wealth of information, and a broad "globe-trotting" scope make this an indispensable classic.
Jul 31, 2014, submitted by Cor 13 (174162)
Stunt Track Racer
Majority of driving games in the 80s for the C64 had a 3rd person perspective or overhead view with isometric or 1st person in the minority. Most followed the same formula as well with you racing round tracks with checkpoints or competing against the other drivers. Stunt Car Racer was going to be unique from having a 1st person perspective to racing in a league system against single drivers working your way up the divisions.
The biggest selling point was the tracks themselves, huge elevated tracks with nothing stopping you driving of the edge, huge jumps, tall pillars that needed clearing as well as one track based on an actual rollercoaster. Completing one lap was a challenge let alone three but all this had to be done while racing another vehicle for precious points.
Normally in a driving game you would crash off the track and the game would put you back into the centre of the track and off you drove, but drive of the edge in this game and you watch yourself just fall until you hit the ground where damage would appear on the top of your frame. Bad driving also produced a crack across the top and things got tense when the crack was close to reaching the other side of the screen and once it did it was race over.
Jul 17, 2014, submitted by RFGeneration (58553)
There are many games these days that allow you to bring to life humans, animals and creatures and nurture them through their lives with death even playing a part in the end of the experience. Examples like Tamagotchi keeping a creature alive or the Sims series allowing you to live a double life and live it how you wished your life could be.
One of the original and unique versions of this was Alter Ego, the game of life. You started in your Mother's womb and actually decided when you wanted to leave before trying to live a full life from infant to old person with death sayng hello at the end. How you acted was up to you with many choices presented to you by a map of icons at various stages of your life.
The only drawback to this great game was lastability, as the game became repetitive with each new life you started. After playing as yourself, a good person and probably the best being as bad as you can, the game wouldn't be played again. The joy of playing for the first couple of times though was great.
Jun 27, 2014, submitted by RFGeneration (58553)