Nobody
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Let’s Play Every GameCube Game, Part 16
Hot Wheels: Velocity X (Beyond Games/THQ, 2002) A car combat game, but I only played a mode that challenges you to get to the point the arrow is guiding you to within a time limit. The arrow is useless considering how loopy the track is, and I can’t imagine trying to shoot other cars with…
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Let’s Play Every GameCube Game, Part 15
Harry Potter and the Chamber of Secrets (Eurocom/EA, 2002) Almost a third person shooter where you blast slow-moving balls of magic at everything. It actually fared quite well critically back in 2002, but I’m guessing you had to care about the IP to enjoy it. I was very bored murdering gnomes off a ledge and…
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Let’s Play Every GameCube Game, Part 14
Wherein I play more GameCube games. Geist (n-Space/Nintendo, 2005) I know you eventually get ghost powers and whatnot, but I can’t be bothered to play long enough to get to that. It feels terrible to control because of wildly excessive head bob when you move at all and, even worse, a camera that moves many…
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Let’s Play Every GameCube Game, Part 13
This series will be on hiatus until (probably) Sunday because I’m out of town and messed up my planning to keep it going for the whole week. Finding Nemo (Traveller’s Tales/THQ, 2003) More Disney, crap, but it’s not as bad as most of them since they at least figured out how to integrate cutscenes in…
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Let’s Play Every GameCube Game, Part 12
F1 Career Challenge (Visual Sciences/EA Sports, 2003) A racing game simulating the 1999-2002 F1 seasons. It’s unsurprisingly similar to the other EA F1 game that ended the last list, but this one seems to have much more crash-prone AI. As ever, it’s hard to make out the turns of the track with the limited draw…
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Let’s Play Every GameCube Game, Part 11
Drome Racers (Attention to Detail/EA, 2002) Attention to Detail is an amazingly ironic name for the dev of a game where the loading screen shows tires clipping through the road. I also think it’s hilarious that this is meant to be set in 2015. It’s a racing game that’s fine until other drivers show up,…
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Let’s Play Every GameCube Game, Part 10
Donkey Kong Jungle Beat (Nintendo EAD Tokyo/Nintendo, 2004) This game opens with a big warning that you really want the bongo controller if you’re going to play it, and unfortunately I do not have access to one. Equally unfortunately, the game feels terrible to play without one. I’m sure it’s a lot of fun when…
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Let’s Play Every GameCube Game, Part 9
Die Hard: Vendetta (Bits Studios/Vivendi Universal, 2002) Licensed FPS with really awkward and floaty gun controls. Oddly, it does let you shoot friendly NPCs for no reason and even animates them dying and everyone else attacking you, but then it auto-fails the mission after a few seconds and resets everything. Might be the first time…
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Let’s Play Every GameCube Game, Part 8
Crazy Taxi (Acclaim Studios Cheltenham/Acclaim, 2001) A port of a Dreamcast port from arcades of a game published by Sega published by Acclaim. It’s complicated, but Crazy Taxi is as simple as ever: pick up a passenger, then get to their stop as quickly and dangerously as possible. I’ve always liked this formula. I’ve already…
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Let’s Play Every GameCube Game, Part 7
Charlie’s Angels (Neko Entertainment/Ubisoft, 2003) This is another contender for worst GCN game if you’re going by review scores, but playing it now it feels more unremarkably bland than anything else. It’s essentially a 3D beat-em-up with very little variation in combat. While I’m sure it gets incredibly tedious by the end, I didn’t see…









