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00:00What is this place?
00:03Not quite your ordinary house, that's for sure.
00:07Welcome to Mojo Plays, and as much as we love a good head-to-head,
00:10this time we're not picking sides and instead just sizing up the opponents
00:14because when the games are all this good, everyone is a winner.
00:18Do you see, Gods of Olympus?
00:21Do you need more proof than this?
00:25Before we continue, be sure to subscribe to our channel
00:28and ring the bell to get notified about our latest videos.
00:33Kingdom Hearts 2
00:35Donald! Goofy!
00:41The first game proved Sora could survive a crossover
00:44without the whole thing collapsing into a parade.
00:47However, Kingdom Hearts 2 is where the fighting finally keeps up with the poster,
00:51which is the nicest thing you can say about a Keyblade tour
00:54that still has a talking duck in a sailor suit.
00:57Drive forms change the rhythm of a fight mid-combo,
01:00reaction commands turn a boss tell into a button you actually want to hit,
01:05and the worlds last long enough to feel like visits instead of hallways with a licensed coat of paint.
01:10Roxas' week in Twilight Town still works as an opening
01:13because it plays like a prologue with a pulse instead of a homework packet.
01:17People go back for the combat more than the cutscenes,
01:20and that's why this disc never really left the conversation
01:22and remains the fan-favorite in the decade-spanning series that never should have worked to begin with.
01:28Once I get rid of you, the darkness will go away.
01:32Can you do it?
01:33Fire Emblem Path of Radiance
01:35The GameCube finally gave Western living rooms their first 3D fire emblem on a disc
01:40that treated units like people you would actually miss at the table.
01:44Ike starts in a mercenary company that feels small on purpose,
01:47and Permadeath on the grill mercenaries turns a bad map into a quiet ride back to base
01:52instead of a shrug and a reset.
01:55Tellius is Lagu's politics and weather and conversations that happen
01:58because somebody lived through the chapter,
02:00and the campaign wants you to care who is standing in the rain after things go wrong.
02:05Radiant Dawn only exists as a hunger for a lot of players
02:08because this one made Ike walk out of a shed and into a continent that didn't ask for him.
02:13You can reset, but the game is far more interesting when you don't,
02:17which is a rude lesson for a Nintendo Tactics disc and the whole reason Tellius stuck.
02:22Metal Gear Solid 3, Snake Eater
02:25Spread your wings and fly, God be with you.
02:35Snake Eater is the rare sequel that makes the series feel older in a good way.
02:40Naked Snake isn't the legend yet.
02:42He's just a guy in the trees with a radio,
02:44where a hungry stomach can ruin a stakeout.
02:47And a job that looks simple until the boss walks out of the story and becomes the problem.
02:51You'll spend just as much time managing hunger and face paint as you do lining up a tranquilizer,
02:56which sounds like homework until the jungle clicks and the next boss reveals itself.
03:01The camouflage index is a joke you learn to take seriously,
03:05while fights with the end and the boss are the opposite of a quick time event.
03:09By the time the credits roll, the sneaking is still to draw,
03:12but the reason people keep the disc is that funeral of flowers.
03:16Kojima finally let the gadget serve the goodbye instead of talking over it.
03:21She isn't true.
03:23Patriot.
03:27Luigi's Mansion
03:37A new Nintendo console without Mario feels wrong
03:41until the GameCube's launch disc about vacuuming ghosts gave players what they never knew they wanted,
03:47Luigi in a starring role.
03:49Luigi's Mansion is still the GameCube game you put on when somebody only has 20 minutes
03:54and a willingness to get jump-scared by a painting.
03:57The house is dark rooms and portraits,
03:59and the lead panics in the most Luigi way possible, but still clears the place anyway.
04:04Sucking a ghost into the poltergust never stops being funny,
04:08and it never stops being a clean little piece of aim-and-release satisfaction.
04:12Day One Hardware needs a personality that wasn't another plumber jumping across the pit,
04:17and instead, Luigi showed up with a flashlight and a vacuum,
04:21which is a ridiculous sentence that still describes a good spooky night
04:24on that tiny controller and the other Mario brother.
04:36Final Fantasy X
04:45Square finally gave their main characters voices,
04:48and then set them on a pilgrimage that proceeded to traumatize an entire fanbase
04:52who thought they had already learned the meaning of loss.
04:55Final Fantasy X turns battles into something you can read at a glance
04:58and still dress up like a concert,
05:00while Tidus and Yuna dragged a religion across Spira one temple at a time.
05:05The laugh is infamous,
05:07but it's the ending that still starts arguments and group chats
05:10that should have already moved on.
05:12The cast of wonderfully realized characters
05:14is what made the game feel like the true evolution of the Final Fantasy series,
05:18and remains a high mark the series is still trying to reach six entries later.
05:23People still have their own opinions on Blitzball,
05:25but no one is replaying the journey of its star player
05:28just to re-enter the Waterdome.
05:33I love you.
05:36I love you.
05:38Want to see even more of your favorite games?
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05:42for all the best content that gaming has to offer.
05:45Scan the QR code on screen to join us live for non-stop fun.
05:49Paper Mario, The Thousand Year Door.
05:57Rogue Port is a dump with a theater attached,
06:01and The Thousand Year Door is honest about both.
06:04Battles play to a crowd that will boo you if you whip a turn,
06:07while partners feel like a troop you would actually take on the road
06:11instead of just icons you toggle in the pause menu.
06:14The jokes work because the chapters wander into weird rooms
06:17and then ask you to stamp the floor like it was always a combat system.
06:21This is the Paper Mario title people still mean when they say the paper ones peaked.
06:25Not because the writing was louder,
06:27but because the stage bits and the dungeon bit work in harmony.
06:31The audience in the stands is part of the party,
06:34which is a silly idea the GameCube happened to get exactly right
06:37and never really repeated with the same timing.
06:46A warm Sunday afternoon, a license test,
06:49and a car that looked too expensive for standard definition
06:52created an entire generation of gearheads.
06:56Gran Turismo 3 is the disc that made the DualShock feel like a wheel
07:00without pretending you needed a lecture first,
07:02and the garage is a catalog you sink into.
07:05The instant replays are the reward for not binning it in the first sector,
07:10while the handling is tight enough that a clean lap feels like you earned the paint job
07:14instead of simply unlocking a sticker.
07:16Polyphony stuffed the PS2 with showroom shine
07:19and then asked you to fail a test on purpose so the next car would show up,
07:23which is a mean loop, but also the whole personality.
07:27There's no plot for you to keep tabs on,
07:29and the moments you remember are the championship screen
07:31and a replay camera that made the living room feel like the track.
07:35Mario Kart Double Dash
07:43Two people in one cart sounds like a recipe for blaming the passenger,
07:47and Double Dash leans all the way into that.
07:50While one of you steers, the other one sits there holding a special item like a loaded secret,
07:55which is how a green shell becomes a household incident before the second lap is over.
07:59The double character gimmick is the whole personality of the disc,
08:03where every cup feels like a rivalry in the making,
08:06and Rainbow Road is just the place where the rivalry goes public.
08:09Battle Mode is where the night actually ends,
08:12usually with somebody staring at Baby Park like the track personally extended the argument.
08:17It's not the fanciest Mario Kart Nintendo ever built,
08:20but it is the one that still gets referenced in the same breath as Mario Kart 8,
08:24back when the series wasn't afraid to get experimental.
08:34Tekken 5
08:35Final Round
08:37Fight
08:41Arcade Hangouts and Couch Nights finally spoke the same language again,
08:46which is all a 3D fighter on a home console is supposed to do.
08:50Tekken 5 tightened the movements,
08:52put the roster back together,
08:53and let juggles make sense once your hands caught up to the combos.
08:57And to top off this buffet of beatdowns,
08:59Devil Within sits there as dessert if nobody else is around to eat a grab.
09:04A first to three in the living room can quickly turn into an hour without anybody calling the game broken,
09:09and fighters miss that bar constantly.
09:12Tekken 5 proved Namco remembered how to host a night at home,
09:15and gave players a save file that never got deleted because somebody always wanted one more king throw
09:21before the sun peeked through the window on a Saturday morning.
09:24Sleepless sleepovers with Tekken remain the king of the Iron Fist tournament.
09:30I told you, no one who finds out my name lives.
09:35Super Smash Bros. Melee
09:37A lot of purple cubes found their way into living rooms simply because this disc existed,
09:42which is a rude thing to say about a party fighter, but also the most accurate.
09:47Melee is a toy box that became homework,
09:50where wavedashing turned into something you practiced when you should have been asleep.
09:54Four players on one TV remain some of the best gaming memories we have
09:58because the stages are loud and the stocks disappear before anybody has time to be reasonable.
10:0420 years later and people are still bracketing it in hotel ballrooms,
10:07which would be funny if it weren't also the same game you played with a bowl of chips on the
10:12floor.
10:13Nintendo might have moved on, but Melee's fans didn't,
10:16and no amount of sequels have managed to land a full knockout.
10:20Silent Hill 2
10:23Mary, could you really be in this town?
10:26When somebody says Silent Hill and doesn't automatically add a number to it,
10:31just assume they automatically mean James in a town that feels sick on purpose.
10:36Pyramid Head doesn't need to explain himself when the radio talks before the camera does,
10:40and the ending shifts more than the other world with how you treated the whole miserable vacation,
10:45which is a nasty trick and the entire thesis.
10:49Foggy streets amid buildings with empty rooms and a letter do more work than a jump scare ever could.
10:55Which makes it even more skin-crawling when they finally get you.
10:59The lake town doesn't care that you already know the twist when the experience still haunts you decades later.
11:04The PS2 had a lot of horror options,
11:07but this is the stroll through town that stays long after the disc stops spinning.
11:11And that's the whole reputation in one walk to the hotel.
11:15It's enough, James.
11:20Eternal Darkness, Sanity's Requiem.
11:23I'm afraid there's not much to see.
11:33Nintendo lets Silicon Knight put a horror game on the family machine,
11:38and then the television started lying to you about the volume and the save file.
11:42Eternal Darkness hops centuries through multiple time periods,
11:46so the cast feels like one long bad inheritance instead of a costume change.
11:50The game's innovative sanity effects poke the picture you thought you could trust
11:54and remain some of the most memorable moments on the little cube.
11:57The game messes with you like a prank with a body count
12:00and more lore than a GameCube exclusive had any right to carry next to a kart racer.
12:05The mansion sewers of that era wanted you scared of every door,
12:09but this one wanted you scared of the menu,
12:12which is a far meaner joke,
12:13and one that remains just as unsettling as it was cruel.
12:17I can't take this anymore.
12:20Don't be so weak, Alex.
12:23You have a stronger mind than this.
12:25God of War 2.
12:26Do not turn your back on me.
12:29I owe you nothing.
12:31Then you leave me no choice.
12:34God of War 2 takes the grab-and-carve combat from the first game
12:37and gives it room to be uglier.
12:39Combos still chain into throws and contextual kills,
12:43only now the arenas are built for bigger bodies
12:45and longer stretches where the camera is fighting just to keep Kratos on screen.
12:50The Colossus fight is the game's entire thesis.
12:53Climb, rip, and use the thing's own size against it
12:56until the harbor is wreckage.
12:58And later bosses follow that same rule
13:01instead of turning into quick-time postcards.
13:04Platforming stays sharp on purpose,
13:06forcing the player to earn the violence in the next room.
13:09This is the entry that locked the series
13:11as PlayStation's flagship power fantasy.
13:14And everything after it,
13:15including the Norse reboot's introspective stretch,
13:18is answering to the standard
13:19this disc set for scale and cruelty
13:21in a single-player action game.
13:24Zeus, your son has returned!
13:27I bring the destruction of Olympus!
13:31Resident Evil
13:40Capcom rebuilt Spencer Mansion as a GameCube showcase
13:43then decided not to keep all the old rules intact.
13:47The classic tank controls and ink ribbons returned
13:49along with a tight inventory
13:51and zombies still take too many shots
13:53unless you aim for the head.
13:55However, all the remake's extra muscle
13:57goes into lighting and rain.
13:59Plus, implementing the new Crimson Heads
14:01that change how you spend ammo
14:03in a hallway you already learned in 1996.
14:06The remake still plays like the original campaign
14:09just with better threat staging.
14:11Which is why this version became the mansion
14:13people point to
14:14when they talk about survival horror
14:16on 6th Gen Hardware.
14:17Capcom's GameCube push lived or died
14:20on discs like this.
14:22And this one continues to live on
14:23because the house is still a resource puzzle
14:26that happens to look expensive.
14:27It's magnificent.
14:29For the sake of this thing.
14:33You know, I hate goodbyes.
14:36Shadow of the Colossus
14:49Riding out into an empty countryside
14:51to poke something with a sword
14:53that should have stayed asleep
14:54doesn't sound like a game that redefined
14:56the game's art argument.
14:58But Shadow of the Colossus
14:59cast a shadow so large
15:01it defined an entire console generation.
15:04Each Colossus is a moving platform
15:06with a weak point.
15:07And the grip throws you
15:09if you get greedy on a shoulder
15:10that's also trying to shake the whole world off.
15:13There's virtually no padding
15:15between those hunts.
15:16Which is purposeful design
15:18rather than a missing overworld.
15:20People still talk about it
15:21because Team Ico proved a PS2 action game
15:24could be almost only spectacles
15:25and still hold a whole disc together.
15:28Later games built around one giant enemy
15:30are still stealing that camera panic
15:32when the thing finally stands up
15:34and still somehow never managed
15:36to recapture that magic.
15:37The legacy is the climb
15:39but the sadness is in the right back.
15:48Metroid Prime
15:57Retro put players in Samus' helmet
16:00and kept the Metroid loop intact.
16:02The visor view completely changed the game.
16:05Evolving combat into lock-on and strafe
16:07while exploration lives up to the genre
16:09the series defined.
16:11The addition of scanning
16:12is how a pretty cave reveals a hidden root
16:15instead of a dead end
16:16with a nice texture.
16:17Prime is the reason a lot of people
16:19accepted a 3D Metroid at all
16:21because the Lonely Planet
16:23still plays like exploration
16:24instead of a corridor shooter
16:26with a jump slot taped on.
16:28Later Prime games kept the visor
16:30and the scan chime
16:31because this disc taught the series
16:33how 3D exploration
16:34was supposed to feel.
16:36Retro didn't reinvent
16:37Metroid's backtracking
16:38they just made the helmet
16:40the reason you didn't mind doing it.
16:51Ratchet and Clank
16:52up your arsenal.
16:53As for you filthy organic lifeforms
16:56you can look forward
16:58to being disintegrated!
17:05That's all for now.
17:06The Ratchet and Clank
17:07gameplay loop
17:08is simple on purpose.
17:09Clear a room
17:10then spend the bolts
17:11on a louder gun
17:12and go find a bigger room.
17:14Up your arsenal
17:15is Insomniac's peak gadget platformer
17:18on the system
17:19with a huge weapon roster
17:20and tight jumps.
17:21Plus online multiplayer
17:23that turned the arsenal
17:24into a deathmatch toy box
17:25instead of a solo campaign extra.
17:28The humor sits on top of combat
17:29that feels generous on purpose
17:31which is how a mascot shooter
17:33stays fun
17:34after the 10th unique gun acquisition.
17:36This is the entry
17:37that made the series
17:38feel like the PS2's
17:39flagship platformer shooter
17:41instead of another platformer
17:42with a wrench.
17:43Later games in the series
17:44still chased this platforming perfection
17:46when this one
17:47already had the full arsenal
17:49and the nerve
17:50to let you use all of it
17:51in one arena
17:52before the next planet
17:53even loaded.
17:54That was terrific!
17:56Yeah, great.
17:58Change the channel.
18:00Super Mario Sunshine
18:10Mario 64's follow-up
18:12gave the plumber
18:12a water gun
18:13and an island
18:14that keeps getting dirty
18:15on purpose.
18:16Sunshine is
18:17hover nozzle platforming
18:19and shine sprites
18:20tucked into loose levels
18:21with blue coins
18:22sitting in the corner
18:23to make completionists
18:24suffer in paradise.
18:26The flood
18:26changes how jumps work
18:28the second you leave
18:28Delfino Plaza
18:29and the physics are sloppy
18:31in a way that is
18:32either charming
18:33or infuriating
18:34depending on the spray nozzle
18:35and how many times
18:36you've bounced off
18:37a secretly required hover.
18:39People bounced off
18:40the disc in 2002
18:41and then came back
18:42years later
18:43with new appreciation
18:44because the movement
18:45is a different Mario verb.
18:47This version of Mario
18:48is why the game
18:49kept getting revisited
18:50instead of filed
18:51under a weird
18:526th gen experiment
18:53and then left there.
18:59Yee-hee!
19:01Okami
19:07Okami offers players
19:08an action adventure
19:09where the celestial brush
19:11doubles as the combat tool
19:12and the puzzle key
19:13so a fight
19:14and a broken bridge
19:15use the same motion
19:16on the screen.
19:17The gorgeous
19:18cel-shaded mythic Japan
19:20is the look
19:20people remember first
19:22while the play
19:22is exploring a map
19:24and filling the ink
19:25then using a specific stroke
19:26to knock an enemy down
19:27or put a shrine
19:29back together.
19:30It's far longer
19:31than the back of the case
19:32ever admits
19:33which is either
19:33a compliment
19:34or a warning
19:35depending on how much
19:36calligraphy
19:37you wanted that night.
19:38The brush
19:38is the reason
19:39it stuck around
19:40long after Clover
19:41was gone
19:41and decades
19:42after the PS2
19:44was supposed to be finished
19:45surprising anybody.
19:46Later re-releases
19:47exist because
19:48that one mechanic
19:49still feels like a trick
19:51nobody else copied
19:52cleanly
19:52and Amaterasu
19:54still looks like a god
19:55even when the fight
19:56is just another
19:57ink pattern.
20:06The Legend of Zelda
20:07Wind Waker
20:08The Legend of Zelda
20:21Wind Waker
20:21puts you on a talking boat
20:23until an island
20:24is worth docking for
20:25and the dungeon
20:26is just the reason
20:27you learned the wind hymn
20:28in the first place.
20:29The initial backlash
20:30over the look
20:31burned off
20:32once people spent time
20:33on the water
20:33instead of arguing
20:34with a screenshot
20:35and cel-shaded link
20:36still impresses
20:37on a modern screen
20:38because the shapes
20:39never needed muddy textures
20:41to sell a temple.
20:42Combat is the usual
20:43sword and shield timing
20:44plus the extra toys
20:46you pick up along the voyage
20:47when an island
20:48actually has something useful.
20:50Later HD versions
20:51barely had to reinvent the sailing
20:53and what remained
20:54is a Zelda game
20:55as much about navigation
20:56as it was the Triforce.
20:58The ocean
20:58was already the feature
21:00and the Triforce hunt
21:01was just the excuse
21:02to stay out there
21:03until the King of Red Lions
21:05finally ran out of speeches.
21:13We're not going to pick a winner
21:14so we'll let you decide
21:16which console
21:17had the better exclusives
21:18and why.
21:19Share your arguments
21:20for each
21:21in the comments.
21:22Did you enjoy this video?
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21:30See you next time.