Team Fortress 2 Classified is a modification of Team Fortress 2 (2007), which had originally started as Team Fortress 2 Classic (2014) before being rebuilt from the ground in order to release officially on Steam.
How are Team Fortress 2 and Team Fortress 2 Classified different from eachother? Perhaps it's easiest to describe specifically what Team Fortress 2 Classified (doesn't) have over Team Fortress 2:
+ 100% more teams
+ 10% more classes
- 80% fewer weapons
- 90% fewer maps
- 100% fewer hats
Team Fortress 2 Classified throws nearly everything from Team Fortress 2 in the trash and starts over from scratch, instead reimagining Team Fortress 2 if its development went in a different direction.
When it comes to alternate weapons in Team Fortress, there are two types; weapons with different stats (e.g. the Direct Hit), and weapons with different functions (e.g. the Chargin' Targe). Unlike the original Team Fortress 2, Team Fortress 2 Classified puts its focus entirely on weapons with different functions.
For example: In Team Fortress 2 Classified, you won't find Heavy having six different Miniguns that function slightly differently from eachother like in the original Team Fortress 2. Instead, he simply has a Minigun that shoots bullets, and a Minigun that shoots rockets. That's it. You can either use one or the other.
Team Fortress 2 Classified also brings back cut features from past Team Fortress games, namely the Yellow and Green teams, which allow for four-team matches, as well as the tenth class; the Civilian.
DEVELOPERS: Traveller's Tales, Sonic Team
PUBLISHER: Sega
Now that the 20-day-long April 1st event is finally over (this section was supposed to be added on the 2nd, not the very last possible day of April), it's time to bring up the most not-bad racing game of all time:
If you've been on the internet and watched videos about old video games for as long as I have, you've likely heard so much about how horrible of a game Sonic R is. Some YouTubers I used to watch talked about this game like it is the worst video game Sega had ever had a hand in, mainly due to its controls.
What I didn't know until recently, though, is that Sonic R was released as part of collections on both GameCube and PlayStation 2, and that the controls were massively improved for both. It is highly recommended that you play either the GameCube or PlayStation 2 version over the Saturn version. As for the PC version, I haven't touched it, and don't know anything about it.
(Some features may only be in the GC/PS2 versions and abscent from the Saturn Versions)
DEVELOPER: Hudson Soft
PUBLISHER: Hudson Soft, Nintendo
Wario Blast: Featuring Bomberman! is a game I randomly played one day back around ~2019, which has occasionally crept back into my mind since, for no other reason than it's a simply enjoyable game.
The game is simple: Blow up Wario and his clones, and avoid getting blown up by Wario or his clones. Each level is best two out of three: Once you win against Wario and his clones twice, you move on to the next level. As you progress, you unlock new abilities, such as being able to kick around bombs, or even being able to kick around Wario and his clones, which aide you in bombing Wario and his clones, but *also* aid Wario and his clones in bombing you and your- well, just you.
Bomber beware: As you progress to each new world, the game throws in new environment hazards as well. Well, they're not exactly "hazards," as you can use them to your advantage to win... though if you're *really* not careful, you can wind up in a trillion pieces because of them.
So, the regular levels are really enjoyable, but how about the boss fights at the end of each world? They absolutely fucking suck, and for one specific reason: Hit registration. In the regular levels, when your bomb explodes and comes in contact with a Wario, the Wario dies. When your bomb explodes and comes in contact with an end boss, they only take damage like ~30% of the time.
Other than the bosses, this game, with its simple premise and gimmicks, can be pretty enjoyable, and watching the prolific AI manage to blow itself up is always funny.
DEVELOPER: GSC Game World
PUBLISHER: THQ, GSC Game World
S.T.A.L.K.E.R.: Shadow of Chernobyl is an open world first-person shooter game where you play as a Russian, wandering about an extremely radioactive Russia, and fighting off other Russians, as well as Russian-made horrors beyond Russian comprehension. Its world takes some inspiration from the novella Roadside Picnic (1971) and its fittingly titled film adaptation Stalker (1979), though despite the game's similar name to the film, the video game itself is not actually a direct adaptation or spinoff of it, nor the novella.
If you're familiar with more modern open world games like Skyrim or Fallout, S.T.A.L.K.E.R.: Shadow of Chernobyl is very similar, especially to Fallout. Also like Skyrim or Fallout, S.T.A.L.K.E.R.: Shadow of Chernobyl is one of those games that you can play right out of the box, as I did when I first began playing, however it is heavily recommended that you first install some bug fixes and quality-of-life mods beforehand. Thankfully, installing such mods is a simple process with basic technical knowhow. You can find the recommended mods on the game's PCGamingWiki page, linked further down.
It should be noted that in 2025, S.T.A.L.K.E.R.: Shadow of Chernobyl got an "enhanced" re-release titled S.T.A.L.K.E.R.: Shadow of Chernobyl — Enhanced. I personally do not recommend that you buy the Enhanced version, though if you think you may want to, then I suggest that you first look into reviews for it.
Perhaps I cannot fully judge the Enhanced version myself since I've never actually played it, but from everything I've seen, it's literally just the original 2007 game, but slightly worse:
The Enhanced version looks better than the original in some ways, and worse in others — The Enhanced version has cleaner looking cutscenes than the original version, but the Enhanced version has much worse looking shadows than the original version — but despite these minor differences, they both still look strikingly similar to each other, and chances are, if you were to look at both the original version and the Enhanced version side-by-side, you would not be able to tell which is which.
So, maybe the Enhanced version isn't focused on enhanced graphics, but rather enhanced performance? According to reviews I've seen, that's not the case. In fact, I've heard from some that the original 2007 game runs noticably better on modern hardware than the 2025 Enhanced version. It makes me question what the point of the Enhanced version even was. It's a shame the game wasn't handed off to Nightdive Studios, a group of developers actually specialized in enhancing decade(s)-old games, adding new features, and sometimes even turning the games into their own museums by adding concept art, original development documents and looks into cut content. *Sigh* — that would've been so cool for Shadow of Chernobyl and its sister games. Maybe it could still happen?
House of Necrosis is a roguelike Mystery Dungeon game that takes heavy inspiration from the original Resident Evil games on PlayStation, and it executes the concept fantastically. You play as a woman who has mysteriously found herself stuck inside a mansion, and has to escape by treversing through various areas of the property. Inventory management, planning and stopping to think through your next move(s) are key in this game, especially as the game progresses, as one wrong move can result in a major set-back. You may think carrying your best items on you at all times will make you unstoppable, and maybe they will, but when you die, your items are gone for good, so you must be considerate with what you take with you.
DEVELOPER: Arsi "Hakita" Patala
PUBLISHER: New Blood Interactive
Ultrakill (currently in early access) is a singleplayer lightning-fast-paced first-person shooter inspired by classic first-person shooters such as Doom and Quake (I hate the term "Boomer Shooter" because it sounds insulting to the obviously superior FPS genre), where you play as a war-purposed robot fighting its way through the nine layers of Hell. While Ultrakill's gameplay is catered towards those with nanosecond-reaction times, it manages to be enjoyable even if you're not that good.
Each layer of Ultrakill, minus the initial tutorial layer, is based on the seven nine deadly sins, with enemies and visual styles centered around each sin. No two levels are the same... minus those found in the tutorial layer — with each level standing out in their own unique way, especially within the later layers. The game's long development cycle; 2019 to present day, has worked in its favour in regards to the levels, as Ultrakill's development team have only gotten better at designing each level as the years march on.
Ultrakill's music, composed by the game's actual creator, a la Toby Fox with Undertale, is also phenominal, but you probably already knew that — Just listen to the select bangers below: