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Forgotten Video Games

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An old 32-bit game from my childhood that I had lost forever when the disc cracked. It was unavailable to download from anywhere until recently. You play on a canvas with four bugs of your choosing, all of which run around and play a note based on the painted color. Super simple and fun for a kid.
 
Blackthorne for SNES, made by Blizzard Entertainment. I used to think this game was soooooooooo badass

 
I'm not sure I know some forgotten games. Maybe The Incredible Machine? The Ur Quan Masters? Commander Keen?
 
Where it includes the real life tabletop as well, is it wrong if I say Dungeon Dice Monsters?
 
Guardian's Crusade is an rpg I enjoyed as a kid that nobody ever seems to have heard of.
 
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One of my favourites as a kid was Urban Assault:

The game has a lot of flaws, but I still make the effort to reinstall it from time to time.
 
Guardian's Crusade is an rpg I enjoyed as a kid that nobody ever seems to have heard of.
Wow, I vaguely remember that one! I think long ago my friend and I found it when we were looking for new stuff to play at the rental store, and we rented it along with Granstream Saga. We ended up focusing on Granstream, which was all right, but looking back, we probably should have spent more of that time on GC instead. I should go back and play it sometime, just to make up for that. Sometimes you DO owe a game an apology!
 
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Let's see...
One of my first games, loved it so
I remember playing the first game and being amazed, followed by getting beaten so badly. It seemed so intimidating back then, but I've learned its not that bad as long as you played smart
More forgiving and action packed than the first, I tend to gravitate towards this one more. Sadly, though I know there was a third one that was cancelled, only recently was some prototype gameplay revealed. Sigh, what could have been
Granted doesn't look like much, but it would have closed the story, introduce more exploration, and do some cool stuff with the Grim Transformation, which felt like a Get Out of Difficult Situations Free card in Army of Zine
MY CHILDHOOD. I loved Ghostbusters growing up, had a plastic proton pack I used to take around everywhere. I lucked out that the only old school ghostbusters game I had was one of the best. I loved the monster designs and the music.
Be Donald. Shoot everything with Plungers. Again, music was a major reason I loved this game. I'm also starting to notice all the platforming shooters I loved when I was little
 
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I haven't gotten to try Ghostbusters yet, but I also own Quackshot and Maximo. Both are pretty great. Maximo is probably my favorite 3d platformer ever (only other game/s that come close are Mario Galaxy 1 and 2).
 
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I haven't gotten to try Ghostbusters yet, but I also own Quackshot and Maximo. Both are pretty great. Maximo is probably my favorite 3d platformer ever (only other game/s that come close are Mario Galaxy 1 and 2).
Not sure if I should spoil this or not but got a small rant to offload.

Just finished Army of Zin which wraps up my jaunt through the Maximo series. I had to say that by the end of AoZ I was tired and ready to be finished. Good thing it ends on two fairly solid boss fights though, one thing Ghosts to Glory suffered from is really bland boss encounters. It's been a couple of months but I can only really remember three fights from that game. But that's fine because I really enjoyed the hub worlds and levels of GtG.

On the flip side, Army of Zin had more enjoyable bosses and I can remember pretty much all of them. But it's levels drag on for too long at times and it really shows towards the last 1/3 of the game. It also lacks a real variety in enemies; something both games struggle with because there are very few enemy types available overall. But where GtG broke some enemies up by hub worlds (Graveyard, Bayou, Castle, etc) and gave you a fair amount of new enemies; Army of Zin doesn't have nearly as many region specific enemies and you spend the majority of the game fighting the same red, grey, and green clanks.

There is also the matter of how powerups work in both games. Army of Zin being more combat focused opts to give you fixed upgrades for both weapons and your shield and that's fine. The real highlight is the different types of boxers which I payed far more attention too and wish there was a quicker way to cycle between pairs without fussing with a menu. GtG was more arcade-like with it's powerups and you found them in the wild and lost them on death; but the game also gives you the option to "lock" a number of them in place to retain between lives. It made level's feel more interesting when I knew side paths could yield a new or previous ability. AoZ just uses Armor as it's reward for going off the path and it feels less interesting.

It's funny because the stuff I like in Army of Zin is the stuff I complained about in GtG like a far too simple combat system and weak bosses. But then Army of Zin sacrifices interesting (and short) levels and cool powerup interactions for those things. If a third one ever came out I'd want it to combine the best of both games. But I'd definitely say that I liked them both for what I got out of them.

Edit: I just read about the fate of Maximo 3. That sucks. It sounds like it would have been exactly what I wanted. Intead Capcom put it straight in the :BIN:
 
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I've always had an unhealthy obsession with the Boktai series, I love those games so damn much. For those who don't know it (or for those of you who might only vaguely know it as "that thing that cameo'd in Mega Man Battle Network"), it's a series by Hideo Kojima about a vampire hunter with a solar powered gun. The crazy twist for the original GBA trilogy is that the cartridges all had ultraviolet sensors on them, meaning you have to go outside to play the game with real IRL sunlight.

The Solar Sensor is such an unusual gimmick, and on paper it certainly sounds like the silliest thing in the world. But it works surprisingly well to create a link between the game and the real world, and is actually a lot of fun to play with. It's certainly something that makes the game so much more memorable and unique. One of my favorite tricks you can do is to find a skylight, cover the solar sensor with your hand to hide it, lure an undead monster under it, and then uncover it to shine a light down and fry them like an ant. (Try doing this to The Count in some of his appearances for an easter egg!)

The obvious downside of the Solar Sensor though is, of course, trying to play without it indoors or at night. The first game especially needs sun a lot, having more sections that literally require sun and since the Gun Del Sol is your only weapon you need to keep your ammo battery charged all the time (though there is a bank and consumable items to alleviate that). 2 and 3 however have very few moments where sunlight is outright required besides the Piledriver fights, and the addition of melee weapons mean you can fight without energy now.

However there are a few workarounds to get in-game sun for a bit. The Mr. Rainnot item gives +2 bars of sunlight for 24 hours, but is very well hidden, usually late in the game, and requires sun to get one in the first place. 2 and 3 also add the Sunny Clog, which randomly gives +/-2 (you can save scum or use another if it rolls face-down), and both games have a hidden spot early on where you can farm them. However there are some places these won't work on, either because you need to toggle sunlight for some puzzles or have more than 2 bars for some sun-based spells. There's also the Rising Sun grenade/spell, which temporarily grants 4 bars - not long enough to do a Piledriver fight or final boss though. And of course, you can cheat the sensor with a blacklight since it's just looking for UV.

The original Boktai: The Sun is in Your Hands is super rough around the edges, it really wasn't until 2 and onward that I really fell in love. It does has some neat stuff going for it like the gun customization, big overworld that has branching paths to go through various mini-dungeons between the main story ones, and a lot of stuff to do in new game+ several times over. Also has the best puzzles and the best bonus dungeon, Azure Sky Tower, though it really sucked that the emblem trading nonsense meant there was no way to unlock the 100th floor and fight the Silvery White Knight unless you have multiple IRL friends to link up with. Why? The heavy emphasis on stealth, even forced in some places, was also a big pet peeve of mine, I always haaaate stealth.

Boktai 2: Solar Boy Django set a new direction for the rest of the series, introducing all the RPG mechanics, melee weapons (you don't get your gun back until you beat the game, and it's heavily nerfed), new inventory system, and a lot of other stuff that would carry through the rest of the series. And no more forced stealth, it's an option but you can also fight as loud as you want. It also introduces some great characters and has IMO the best story in the series, with a twist I won't spoil as one dungeon forces you to play the game in a very different way and then afterwards you can freely switch playstyles. As mentioned above, it also makes a noticeable effort to reduce how much sun is necessary, and is plenty playable in the dark most of the time. Overall it's just a very well polished game in so many ways. My only real complaint is that for some reason this is the only game in the series without a new game+ option, and since there's only one save file you'll have to wipe your old save if you want to replay it. I didn't wanna lose all my Mega Man Battle Network crossover unlocks since I can't find my GBA wireless adapters to link them up again. :(

Shin Bokura no Taiyou: Gyakushuu no Sabata is the one that never came out in English, breaking my heart forever. A translation patch exists, but since it's not like I can get the Solar Sensor onto a flashcart I never got to fully enjoy it the way it was meant to be played. Emulating just isn't quite the same. There's a lot of cool new stuff here, bringing back the old Gun Del Sol with the new mechanics (alongside melee weapons for whichever playstyle you like), the Trance meter which lets you briefly turn into either of two powerful forms once full (though this replaces the spoiler thing from 2), and a fucking motorcycle! There are a few steps back though, no more overworld, no sidequest dungeons at all (not even the trademark postgame superdungeon), the melee weapons work kind of weird, and there are almost no puzzles. I didn't really like the plot either, Trinity was an annoying character and the opening more or less spoiled everything, it should've been saved for a reveal at the end.

Bokura no Taiyou: Django & Sabata (I refuse to call it Lunar Knights) changed a ton, and the localization changed even more for seemingly no reason. Most references to the original trilogy were removed, such as the protagonists being named Aaron and Lucien instead of keeping their ancestors names, and I will never understand who thought Otenko should be renamed fucking *Toasty*. And of course it doesn't explain how this game fits into the timeline, which I guess is understandable since they'd have to explain the events of Boktai 3's time travel stuff. Oh, and all online features are removed, as is the Mega Man Star Force crossover sidequest and unlocks from linking up. I'm not really sure what all online features it had besides the Brother Bands, but just losing those was a big deal as it means there's no longer any way to get your stats above 50 despite the menu clearly showing they're supposed to go up to 99. Of course the biggest change is that there's no more Solar Sensor, instead replaced with an in-game weather system (which is not even real time either, day changes to night and vice versa every 10 minutes). The game is obviously designed around this since you have one character using sunlight and one character using moonlight, encouraging you to tag them out every sunrise/sunset. I will say that the addition of temperature, wind, and humidity to affect the elements is a very neat evolution too. But overall it just isn't the same anymore. They did include an option to slot in a GBA game, but rather than using the sensor the way the originals did it just reads the level of sun once when you activate an item then adds that many bars of sunlight/moonlight on top of however much you're currently getting from the in-game weather. And I miss the Piledriver most of all - while the idea of flying their coffin out into space and jettisoning it into the sun is admittedly hella badass, the minigame isn't fun and they also got rid of the whole coffin dragging thing as you just go straight to space right after defeating the boss. What I did like though is all the new additions to combat, the new weapons feel great, guns are much easier to use with a lock-on button instead of trying to line up your shots from only 8 d-pad directions, shields are a good addition, and dashing is a lot more usable now when you don't have to set it as your current spell. Also there's a new game+ difficulty that makes every enemy level 99, and you can decide whether to reset your own levels or not.

Boktai DS ended with a clear sequel hook, but with Konami's current state I can't imagine that's ever going to happen now, especially since Kojima left. Really though what I had dreamed of most of all was some sort of trilogy rerelease or remake, an opportunity to give everyone another chance to go appreciate these beautiful games this time, and it would've been the only way localizing the third game could ever have been possible. It also would've been really cool to see Boktai 1 remade with the mechanics of the sequels. I guess I have to stop dreaming now though, it can't happen... RIP...

I've been thinking of trying to gather up some hardware to start speedrunning the series. The setup I'm picturing would need a Game Boy Player (already have it but I lost the boot disc...), a blacklight set up such that I could toggle 10 bars on/off at the push of a button (maybe hook it up to a foot pedal?), and of course a capture card for streaming. I don't think I'm gonna try it any time soon, but maybe one day I'll save up to get all that equipment. It could make for such an amazingly silly meme run, I bet the novelty of it would be a hit at something like GDQ.
 
I was considering buying the first Boktai game a while back along with a few others. Not sure why I didn't end up going through with it, but tbh even if I did it would probably still be sitting there unplayed.
 
We will have forgotten to forget.
 
Ogre Battle 64 on the N64 and the Ogre Battle Series in general would be forgotten games.
 
@PaperBag_Sniper Interesting, I actually never played Army of Zin.

I never really had a problem with the combat/enemies in the first one. It was basic and sparse (admittedly, as many hack and slash games were back then, when the whole "character action" genre was still in its infancy), but it was the interplay of action and platforming that made it memorable.

I always think of Cave Story immediately when I think of Forgotten Video Games
Odin Sphere as well, but that'll be less forgotten with the rerelease in 2 weeks.

Ah ha, Cave Story is great, but you might be a bit unfamiliar with its history if you think it is or was forgotten.

It's probably one of the most revered, ubiquitous, and popular indie/doujin games ever made. Even before the Cave Story+ remake came out, the original freeware version was getting raved about in gaming mags that usually specialized in console stuff, and you could find mention of it even on mainstream message boards. Game was very influential IMO.
 
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"that thing that cameo'd in Mega Man Battle Network"
That's pretty much how I got introduced to the Boktai series. Would have been BN4 Sun Red where you had the Solar Gun chip and then I remember finding the first one at a gamestop and going with it. I never played any others but I liked the mix of stealth and combat, it really does show that Hideo Kojima had a hand in that game.

@Squire Grooktook Enemies outside of bosses are not a problem with Ghosts to Glory as far as I'm concerned. They work with a small number of enemy types and seed them very intelligently through the levels. Combat in Army of Zin however get's some more wrinkles which I greatly appreciated.

You get; a dodge roll (executed after jumping) for some I-frames, two launchers and more variety in ground and air combos, and a second weapon type. Makes combat more varied which is very welcomed.
 
Soul Nomad and the World Eaters was a great SRPG by NIS, the makers of Disgaea and Witch And The Hundred Knight. I'm surprised it isn't talked about more. Gig is a super popular character as far as DLC for the Disgaea games go but his game was never ported to PSN. For that matter, Phantom Brave seems to be lost in the dust as well. A lot of NIS' older series kinda got swept under the rug. Makai Kingdom barely got western release, and a buncha other games just kinda poofed onto the market for PS2 and disappeared. So far only Disgaea and La Pucelle Tactics have been made available on PSN and such, and that saddens me. NIS' old SRPG are all mostly golden and deserve all the love they just didn't get.

Hey I come from the future, Phantom Brave is getting it's 3rd port to PC!

Also a forgotten game...one of my favorite and most underrated horror games of all time:
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This article explains it better than me: http://tinyurl.com/jsxmzby
 
Okay this one isn't probably forgotten but it didn't get enough credit in my opinion. It's also the second movie tie in game I've ever played. But man, was it good. I'd waste hours playing this when I was younger. It was Bolt.

(There's supposed to be a picture here but the server couldn't process the image.)

Anyways, I'm not sure how the Wii version of the game was like since I had the DS version which implemented the touch screen nicely and had a steady difficulty progression. And it had outfits you could unlock and wear any time.

The first movie tie in game I've played was The Chronicles of Narnia: Prince Caspian. It was an RPG which also used the touch screen. Though it was used for attacks and special moves. And it had a pretty diverse cast of characters to equip. Also since I hadn't been able to see the Prince Caspian movie when it came out, I learned the story of the book and movie from the game. The game told the story through a book-like perspective, so whenever you beat a boss or advanced further into the story, you had to read it like an actual book! Which I think is actually pretty cool.

Sorry if the Bolt section isn't big enough. I don't remember much about it.
 
Not sure if I should spoil this or not but got a small rant to offload.

Army of Zin: Great bosses
Ghosts to Glory: good level and more monster diversity
Bosses were DEFINITELY better in Army Of Zin compared to ghosts to glory, with cyclocks being my personal favorite. Regarding level size, I thought Army of Zin was alright, thought secret hunting sucked at times (stupid hidden diamond in the scrapyard). Enemy diversity, there probably wasn't enough, not to say that it was always the clockwork guys but they were far too common.

There is also the matter of how powerups work in both games. Army of Zin being more combat focused opts to give you fixed upgrades for both weapons and your shield and that's fine. The real highlight is the different types of boxers which I payed far more attention too and wish there was a quicker way to cycle between pairs without fussing with a menu. GtG was more arcade-like with it's powerups and you found them in the wild and lost them on death; but the game also gives you the option to "lock" a number of them in place to retain between lives. It made level's feel more interesting when I knew side paths could yield a new or previous ability. AoZ just uses Armor as it's reward for going off the path and it feels less interesting.
Quick selecting boxers would have been amazing.
Regarding the abilities in Ghosts to Glory, I did not like how specific combination could create a much easier game. Ring of Pain + Wider Shockwave, Mighty Blow + Long Sword were the two main ones that you try to lock in early. At least in AoZ, the abilities costed meter, which meant you couldn't just use them all the time [/quote]

Edit: I just read about the fate of Maximo 3. That sucks. It sounds like it would have been exactly what I wanted. Intead Capcom put it straight in the :BIN:
Saddened. So saddened.

Also, in cased anyone is curious, Maximo was my first cosplay I was really proud of
and yes, i will post this video whenever its relevant
 
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