Platform: Mobile
Mobile at a glance
Mobile gaming is not a side quest. It is the largest, most accessible video game platform on the planet, carried in pockets, purses, and backpacks on every continent. When someone says "Mobile" as a platform, they usually mean games designed primarily for smartphones and tablets running iOS or Android, with their touchscreens, sensors, and all the ecosystems that power downloads, payments, and updates. Over the last two decades, it has grown from simple time killers on monochrome displays to rich, persistent worlds with visuals that rival handheld consoles and PCs. It is also a cultural meeting point where grandparents match candies, teenagers duke it out in battle royales, and commuters solve elegant puzzle boxes between stations.
Framing Mobile as a single platform is a helpful simplification for a surprisingly complex world. A "Mobile game" has to work across hundreds of device models, changing network conditions, and wildly variable attention spans. The platform is a playground for elegant design, ruthless analytics, joyful experimentation, and yes, the occasional wild monetization scheme. If you have ever beaten a level of Snake, claimed a daily reward, or chased a rare Pokémon at midnight in a park, you have touched the beating heart of this platform.
Where it all started
The origin story of Mobile gaming is charmingly scrappy. Long before app stores and shader compilers, millions played tiny games on feature phones during commutes and coffee lines. This phase laid the groundwork for what would come: a habit loop, an expectation that a phone could entertain, and the first businesses around distributing games over the air.
Feature phones and the pre-smart era
Look back to the late 1990s and early 2000s and you will find Snake preinstalled on Nokia phones. That one game had a massive reach that most AAA titles can only dream of, introducing non-gamers to the feedback loop of "just one more try." Meanwhile, mobile operators experimented with WAP portals and paid downloads. Developers worked with J2ME on Java-capable phones or BREW on CDMA networks. Fragmentation was a daily reality, since every device had its own quirks, key layouts, and screen sizes. Still, small studios thrived by shipping dozens of builds and clever 64 kilobyte assets.
Nokia tried to blend phone and console with the N-Gage, often remembered for its taco-shaped silhouette and sideways talking position. It was ahead of its time in some ways, offering a catalog and 3D titles on a phone that wanted to be a Game Boy competitor. It did not reach mass adoption, but it showed ambition and seeded ideas about portable 3D gaming and platform services.
Touchscreens, app stores, and a clean slate
The true inflection point started in 2007 with the iPhone, followed by the App Store in 2008 and the rise of Android with Google Play. Those stores changed distribution completely. Instead of carrier-controlled portals and per-device deals, developers could ship worldwide to a central catalog. The ease of payment and the $0 to $1 price point created a new economy of impulse buys and viral hits. A few early titles defined the touchscreen vocabulary: Doodle Jump showed tilt and quick sessions, Angry Birds turned slingshots into a physics toy, and Fruit Ninja made slicing a primal pleasure.
Monetization evolved fast. Paid downloads gave way to freemium and in-app purchases, enabling live games that keep growing. Virtual currencies, cosmetic monetization, energy systems, and daily events became standard. The store charts became battlegrounds, powered by user acquisition, cross-promotion, and data. At the same time, ambitious titles like Infinity Blade demonstrated that a phone could render glossy graphics with responsive combat, especially when designed around one-handed inputs.
The maturing platform
By the mid-2010s, mobile GPUs, 64-bit CPUs, and fiber-class networks brought console-grade features into phones. Developers leaned on Unity and Unreal Engine to ship large cross-platform titles quickly. Asia, led by China and Southeast Asia, became a powerhouse for mobile-first esports and massive live-service ecosystems. Western publishers took notice as battle royale, MOBA, and gacha RPGs found giant audiences directly on phones. The COVID era only accelerated this trend, locking in daily rituals that anchored social life around mobile games and chat.
Today, the platform spans the full spectrum: hyper-casual one-tap curiosities, narrative indies, tactical co-op shooters, long-running MMOs, and boutique experiences on subscription services. It is not an upstart anymore. It is the default entry for billions of players.
What makes Mobile tick: hardware and core tech
Although phones look similar on the outside, their internals and sensors enable a wild range of interactions and performance. A good mobile game is as much a technical dance with thermals and memory budgets as it is about art and systems design.
System on a chip
Mobile devices are powered by SoCs that integrate CPU, GPU, ISP, DSP, NPU, and connectivity. The CPUs are typically ARM-based, designed for efficiency. Apple’s custom cores, Qualcomm’s Kryo, and other ARM licensees balance small cores for background work and big cores for bursts of performance. Games must schedule heavy tasks in short windows, then let the device cool, or face thermal throttling.
On the GPU side, vendors like Apple, Qualcomm Adreno, and ARM Mali drive the rendering pipeline. While every vendor has a different microarchitecture, the common ground is tile-based rendering and a strong bias for energy efficiency. Modern chips support advanced features like compute shaders, variable rate shading on some devices, and even mobile-friendly ray tracing on the newest flagships. Developers balance shader complexity with stable frame pacing to keep touch input responsive.
Graphics APIs and toolchains
For graphics, mobile platforms rely on OpenGL ES, Vulkan, and on iOS, Metal. Vulkan and Metal offer lower CPU overhead and finer control over the GPU. Many studios still support OpenGL ES for older devices, and maintain multiple rendering backends to cover the full install base. For reference, you can explore OpenGL ES, Vulkan, or Metal on iOS to see how the industry converged on modern APIs.
Engines abstract these details. Unity and Unreal Engine provide runtime optimizations, asset pipelines, and platform-specific fixes. Native developers often build custom engines to push the envelope or reduce footprint. Performance profiling leans on tools like Xcode Instruments, Android GPU Inspector, and vendor SDKs.
Memory, storage, and thermal constraints
Mobile memory is shared between CPU and GPU, often with limited bandwidth. This pushes developers to use texture compression formats, careful streaming systems, and aggressive asset culling. Storage matters too. Apps have to keep their download size under cellular caps, then progressively fetch additional content. Crafting the first-launch experience is critical, since players rarely wait five minutes on a splash screen. On top of all that, heat is king. Sustained 60 frames per second is a moving target when a device is warmed by the sun or a case.
Displays, touch, and haptics
It is easy to forget that a screen is an input device. Capacitive touch introduces latency that needs to be minimized with higher polling rates and smart input prediction. Refresh rates have moved from 60 Hz to 90 Hz and 120 Hz on premium phones, giving smoother animation and reduced input lag. OLED panels enable crisp blacks, but also impose concerns for burn-in and brightness management.
Haptics are an underrated superpower. The best mobile games use light taps and pulses to confirm actions and create rhythm. High-quality haptic engines on recent devices allow subtle textures under the fingertip that complement on-screen feedback. Tilt, pinch, and gyroscope aiming are also common, though they must be optional and refined to avoid fatigue.
Sensors and cameras for AR
A smartphone is packed with sensors: GPS, accelerometer, gyroscope, magnetometer, barometer, camera arrays, even LiDAR on some iOS devices. AR frameworks like ARKit and ARCore blend real-world mapping with virtual objects. Titles like Pokémon GO popularized AR by using camera overlays and geolocation to create playful walks. Many more games use sensors quietly, for location-aware events, cheating detection, or clever interactions like rotating the device to peek behind objects. If you want to explore Apple’s stack, see ARKit.
Connectivity and backend services
Online is the default. 4G and 5G networks support matchmaking, leaderboards, live updates, and synchronous play. Games lean on cloud services for authentication, inventories, social graphs, and analytics. Latency is managed with client-side prediction and lag compensation. Some titles dabble in cloud gaming streams, though battery drain and data caps limit this for now. Cross-save lets players hop between phone and PC or console without friction.
Controllers and accessories
Touch-first design dominates, but controller support is common for action titles. iOS and Android support standard Bluetooth controllers, including Xbox and PlayStation pads. The trick is communicating to players that this option exists. Clip-on controllers and backbones turn phones into mini handhelds, which is useful for shooters and platformers. Still, the majority of daily play happens one-handed in portrait, often while waiting for something else. Designing around that context is a competitive advantage.
Software ecosystem and development frameworks
Building for Mobile means working with two big operating systems and their app stores, each with its own culture, tooling, and policies.
OSes and stores
iOS devices use the App Store, while Android relies on Google Play and a variety of regional stores, especially in China. Store policies dictate age ratings, privacy disclosures, and payment methods. The App Store’s launch in 2008 created a frictionless way to find and buy software. You can read about its evolution in the App Store article. On Android, sideloading exists, though the mainstream distribution flows through Google Play for most regions. See Google Play for an overview of its services.
Store pages are mini storefronts. Icon design, app name, screenshots, and videos impact conversion. Updates are frequent and often orchestrated for events, season passes, or holidays. Feature placement from Apple or Google can massively boost discovery, so teams court editorial by aligning with guidelines and delivering quality builds on time.
Engines, pipelines, and testing
Most mobile games use Unity because of its fast iteration, broad device support, and asset store. Studios making high-end real-time graphics or large worlds often adopt Unreal Engine, especially for shooters and open environments. Lightweight engines and native frameworks are common in hyper-casual or 2D titles for small sizes and speed. To explore engines historically and technically, see Unity.
Build pipelines integrate continuous integration, automated testing on device farms, and crash reporting. QA is an art when you have hundreds of devices and OS permutations. Teams prioritize top devices by region and revenue share, then catch edge cases in automated harnesses. Beta channels like TestFlight and open testing on Google Play are invaluable to vet performance and monetization.
Money, ads, and live operations
Monetization on Mobile is diverse. There are premium titles that ask for an upfront price and deliver a finite, polished experience. There are subscriptions like Apple Arcade that fund development for ad-free, microtransaction-free games. And most commonly, there are free-to-play games that monetize through cosmetics, battle passes, gacha mechanics, and ads.
The operational layer behind a mobile hit is sophisticated. Live ops teams plan events, power-user promotions, and balance patches. Analytics guide content priorities and user acquisition budgets. Ad monetization comes through rewarded video, interstitials, and in some cases, full in-game economies that integrate ad rewards into progression. Privacy changes such as Apple’s App Tracking Transparency altered the targeting landscape, which pushed teams toward privacy-friendly cohort analysis and first-party telemetry.
Iconic and defining games
Listing every important mobile title would take a small encyclopedia, but a handful of names capture the diversity and influence of the platform. Each title taught the industry a lesson, directly or indirectly.
- Angry Birds: A triumph of tactile physics, simple goals, and lovable characters. It showed that IP can grow from a phone to cartoons and merchandise.
- Fruit Ninja: Portable kinesthetic joy. It is almost a tech demo for capacitive screens that became a phenomenon.
- Infinity Blade: An early iOS showcase with top-tier visuals and elegant, gesture-based combat. It proved that mobile could do "high-end" when the design fit the device.
- Monument Valley: Proof that art direction and gentle puzzles can make a global hit. It elevated the perception of mobile as a home for tasteful, meditative experiences.
- The Room: A tactile puzzle box series that makes great use of touch, rotation, and close-up inspection. It made the "fiddle with it until you understand it" loop feel premium.
- Threes! and its many imitators: Addictive, minimalist number puzzling. It also ignited a conversation about cloning on open stores.
- Clash of Clans and Clash Royale: Masterclasses in retention and competitive design. They crystalized the language of mobile live ops for a generation of designers.
- Candy Crush Saga: The archetype of match-three delight, gentle difficulty curves, and polished monetization. It brought millions of new players into gaming.
- Pokémon GO: Summer 2016 became a cultural moment. It put AR and geolocation into the mainstream and made parks feel like game levels. For background, see Pokémon GO.
- PUBG Mobile and Free Fire: Battle royale at global scale, tuned for low-end devices and touch controls. They helped define mobile esports in emerging markets.
- Honor of Kings and Mobile Legends: MOBA flows distilled for phones, popularized by Tencent and Moonton. Honor of Kings dominates in China with staggering engagement.
- Genshin Impact: Ambitious cross-platform open world with gacha monetization and near-parity across PC, console, and phone. It raised expectations for scope and polish on mobile. You can dig into Genshin Impact to see how it bridges platforms.
- Florence and Reigns: Narrative elegance with mobile-native interactions, showing that intimate stories belong here too.
- Alto’s Adventure and Grindstone: Atmosphere and flow, with Grindstone illustrating the role of mobile subscriptions through its Apple Arcade debut.
Some titles were platform exclusive for a time, particularly on iOS. Infinity Blade lived and died on Apple’s devices. Apple Arcade has hosted temporary exclusives and premiere windows for polished indies. On Android, regional stores and partnerships created exclusive ecosystems in China and elsewhere, tied to local payment and social networks.
Genres that found a new home
Mobile did not just port genres. It created and refined them around the strengths and context of phones. Hyper-casual titles turned one tap and one minute into repeatable loops with fast fail-retry cycles. Gacha RPGs fused character collection with seasonal events and social clans. Idle games created long-tail engagement that fits daily rhythms. MOBAs learned to condense match lengths and streamline control schemes. Card battlers used portrait orientation to feel like handling a deck in your hands.
Battle royale, a genre born on PC, adapted to mobile with generous aim assist, simplified inventory, and map designs that respect visibility on small screens. Builders and farm sims thrive thanks to relaxed sessions and asynchronous social. Location-based games created a thin but powerful layer on the real world, activating communities in parks and downtowns. The diversity is dizzying, and it is a good reminder that Mobile is not one market but many overlapping ones.
Competitive play and culture
Mobile esports are real, especially in regions where phones are the primary gaming device. Tournaments for PUBG Mobile, Free Fire, Arena of Valor or Honor of Kings, and Mobile Legends fill arenas and drive large online audiences. Professional players train on high-refresh phones with tuned sensitivity and controller attachments. Spectator modes and broadcast tools have caught up, offering clean feeds and match analytics. The mainstream still associates esports with PC titles like League of Legends or CS, but the mobile scene grew its own stars and production style.
Social features power culture. Guilds, chat, and friend ladders keep players engaged between content drops. Streamers broadcast from phones or mirrored desktops, and short-form video discovered countless titles that never saw a big paid ad campaign. The network effect is strong here. If everyone at school is playing the same game, the store listing hardly matters.
How Mobile reshaped the industry
The biggest impact of the Mobile platform is not purely technical. It changed expectations about how games are made, sold, and maintained.
- Scale of audience: Billions of reachable devices turned gaming into a truly global habit. Countries with limited console penetration adopted mobile first, shaping game design for lower spec devices and metered data plans.
- Business models: Free-to-play and live operations moved from experiment to default. PC and console games adopted battle passes and live events inspired by mobile successes.
- Production practices: Telemetry-driven design, A/B testing, and incremental updates became normal. That mindset spread across the industry, sometimes clashing with auteur visions, other times enabling sustainable live teams.
- Cross-platform parity: Hits like Genshin Impact showed that a single codebase can deliver quality across phone, PC, and console. This raised the technical floor and encouraged better input abstraction and UI scaling.
- Discovery and creator economy: App stores created massive funnels, but also noise. Influencers and short-form content platforms changed how games break out. Developers learned to create trailer-friendly beats and viral moments.
There were controversies too. Loot boxes and gacha mechanics drew regulatory scrutiny. Pay-to-win edges upset competitive balance. The Epic Games v. Apple case put store fees and alternative payments under a spotlight. You can read a neutral overview in Epic Games v. Apple. All this debate is part of the platform’s legacy, proving that phones are not a casual afterthought. They are the center of gravity.
Design lessons unique to Mobile
If you have shipped a mobile game, you learn a set of instincts. Session length matters. The first 60 seconds decides whether a new player sticks around. Controls must survive thumbs covering the screen and one-handed play on a subway. Audio is often off, so visual clarity and haptic feedback carry extra weight. And because devices vary, your game needs adaptive graphics settings that keep frame rates stable and prevent thermal throttling.
Tutorialization on Mobile is its own craft. Players will bounce if a tooltip blizzard blocks them from doing something fun in the first moments. The best tutorials feel like play, not reading. Another lesson is to design around disruptions. Calls, notifications, and transient network dropouts will happen. Saving state frequently and handling resume gracefully is part of respecting your players’ time.
Finally, people care about battery life. Your game may be brilliant, but if it burns 20 percent in ten minutes, it will be uninstalled. Thrifty rendering, capping frame rates on static screens, and parking background threads pay dividends.
Curiosities and memorable moments
Every platform has its stories, and Mobile is full of them.
The Flappy Bird phenomenon appeared almost out of nowhere. A simple tap-to-fly mechanic, unforgiving difficulty, and absurd virality made it a global fixation. The creator later removed it from stores, citing the overwhelming attention, which only boosted its legend.
Fortnite lit a different fire when it dodged the Google Play store initially and then became part of a legal arena with Apple about payments and platform control. That conversation reshaped policies and public understanding of the economics behind app stores.
On the quirkier side, the N-Gage years left us with the image of calling sideways. It was mocked at the time, but it also warned that hybrid devices would be judged as phones first. Good phone UX is non-negotiable when the device is, well, in your pocket all day.
I still remember a bus ride where a stranger and I compared Monument Valley levels and traded secrets about hidden achievements. That small moment captures something Mobile does uniquely well. It invites serendipity and shared discovery in everyday life.
Common questions for newcomers
People regularly ask a few practical questions about the Mobile platform. Here are quick, experience-backed answers.
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Do I need to support every phone model? No. Target devices that cover the majority of your intended market, then monitor analytics to fill gaps. Offer scalable settings and auto-detect presets. If your controls and UI feel great on a mid-range device, you are on the right path.
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Is portrait or landscape better? It depends on genre and audience. Portrait lowers friction for one-handed play and discovery feeds. Landscape suits shooters, racers, and cinematic experiences. Pick one early. Avoid trying to be both unless your design explicitly benefits.
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Should I include controller support? If you are shipping an action or platform game, yes. It adds little overhead and opens doors for cross-platform parity. Do not depend on it though. Touch-first must be satisfying.
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What engine should I use? Unity covers most needs with speed. Unreal is strong for high-end real-time rendering and larger teams. Native frameworks are fine for simple 2D games or when you want full control and a tiny footprint.
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How do I stand out in crowded stores? Find a crisp core loop and a visual identity that reads in a tiny icon and a five-second video. Test early with real users. Lean into community and creator content. Paid acquisition helps, but do not outspend your ability to retain.
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Is premium dead on Mobile? Not at all. It is smaller than free-to-play, but strong for certain genres and audiences that value crafted experiences without microtransactions. Subscriptions like Apple Arcade can fund polished titles and guarantee a calmer monetization environment.
The road ahead
Mobile hardware is closing the gap with consoles not just in peak performance, but in sustained performance and feature sets. High-refresh displays are common, camera arrays keep growing, and SoCs now include NPUs that accelerate on-device AI. That could unlock smarter NPCs, dynamic content generation, or locally tuned difficulty that respects privacy. Foldables add interesting UI possibilities, since a game can flow from compact portrait to a mini-tablet without a jarring transition.
Graphics APIs are converging toward modern, explicit models. Vulkan adoption rises on Android for precision and efficiency. Tooling gets better every year, which is a relief to anyone who remembers hand-tuning shaders for three different GPU vendors. Mobile ray tracing is peeking in on premium devices, though it will take careful use to avoid turning phones into pocket heaters.
Cloud and edge computing will augment, not replace, native play. Expect hybrid models where heavy compute like pathfinding or large-scale simulation runs on servers and the phone keeps input latency and rendering local. That keeps data usage manageable and preserves the immediate feel players expect when tapping a screen.
On the business front, regulation will push for transparency in loot boxes and gacha probabilities. Store policies may open up as legal and competitive pressures mount, especially in regions with strict antitrust views. That could lead to more storefronts, alternative billing, and new discovery layers.
The creative frontier is wide. AR will slowly become more than a camera gimmick as mapping and occlusion improve. Social presence layered on the world around us is an enduring dream, and phones are still the most plausible delivery vehicle. Narrative experimentation will continue, focusing on intimacy and play patterns that fit daily life. And there will always be room for a clever one-tap idea that spreads like a wink in a crowd.
Final thoughts
Calling Mobile a platform almost understates it. It is more like an ecosystem that spans hardware, stores, engines, networks, business models, and culture. Its history is a sequence of bold experiments, from Snake to app stores, from premium to live ops, from small curios to global sports. It challenged designers to think in minutes and days, not just in hours. It forced engineers to balance heat, bandwidth, and shader complexity with user joy. And it welcomed new players, which might be the most important legacy of all.
If you are building for Mobile, embrace its constraints. They are not shackles. They are a compass. Design for touch, for interruptions, for a bright outdoor screen with a smudge in the corner. Deliver value in the first minute and keep delight on a simmer. Respect battery and time. The reward is a place in the daily rituals of millions, maybe even billions, who reach for a phone to play because, at some small moment in their day, your game is exactly what they need.
Most played games
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Monument Valley 3Story 1h 57mExtras 2h 6mComplete 2h 1m
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BalatroStory 8h 1mExtras 45h 57mComplete 220h 1m
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Vampire SurvivorsStory 16h 42mExtras 30h 5mComplete 54h 49m
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StorytellerStory 2h 21mExtras 2h 55mComplete 3h 10m
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Very Little NightmaresStory 3h 15mExtras 3h 37mComplete 3h 59m
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Assemble With CareStory 1h 31mExtras 1h 38mComplete 1h 42m
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WHAT THE GOLF?Story 3h 51mExtras 5h 54mComplete 8h 53m
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Sayonara Wild HeartsStory 1h 25mExtras 2h 55mComplete 10h 12m
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FlorenceStory 0h 45mExtras 0h 50mComplete 1h 0m
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The Room 4: Old SinsStory 4h 22mExtras 4h 18mComplete 4h 29m
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Donut CountyStory 1h 57mExtras 2h 15mComplete 2h 39m
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Stranger Things: The GameStory 6h 25mExtras 6h 45mComplete 7h 17m
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Monument Valley 2Story 1h 35mExtras 1h 51mComplete 1h 45m
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Super Mario RunStory 2h 0mExtras 5h 37mComplete 20h 4m
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GorogoaStory 1h 46mExtras 2h 3mComplete 2h 35m
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Monument Valley: Ida's DreamStory 0h 22mExtras 0h 24mComplete 0h 23m
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The Room ThreeStory 4h 55mExtras 5h 49mComplete 6h 31m
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Lara Croft GOStory 3h 43mExtras 5h 8mComplete 7h 10m
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FRAMEDStory 1h 23mExtras 1h 7mComplete 1h 21m
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Monument Valley: Forgotten ShoresStory 1h 12mExtras 1h 38mComplete 1h 10m
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Hitman GOStory 5h 15mExtras 6h 44mComplete 7h 41m
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Monument ValleyStory 1h 30mExtras 2h 24mComplete 2h 42m
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The Room TwoStory 3h 13mExtras 3h 15mComplete 3h 14m
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The Room (2012)Story 2h 35mExtras 2h 37mComplete 2h 46m
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Star Wars: Knights of the Old RepublicStory 29h 1mExtras 37h 14mComplete 49h 27m
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Sonic CDStory 1h 59mExtras 3h 27mComplete 6h 22m
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Professor Layton and the Curious VillageStory 11h 33mExtras 13h 49mComplete 14h 13m
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Plants vs. ZombiesStory 8h 24mExtras 19h 19mComplete 44h 33m
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Grand Theft Auto: Vice CityStory 17h 1mExtras 24h 45mComplete 39h 17m
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Grand Theft Auto: San AndreasStory 31h 50mExtras 47h 34mComplete 77h 22m
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Final Fantasy VIStory 33h 43mExtras 40h 58mComplete 58h 39m
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Final Fantasy III (3D)Story 30h 27mExtras 35h 54mComplete 109h 42m
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Final Fantasy IIStory 21h 39mExtras 26h 16mComplete 26h 14m
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Final FantasyStory 15h 47mExtras 19h 39mComplete 20h 0m
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Dragon Quest IV: Chapters of the ChosenStory 27h 7mExtras 33h 51mComplete 43h 22m
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Dragon Quest II: Luminaries of the Legendary LineStory 16h 10mExtras 17h 43mComplete 18h 26m
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Dragon QuestStory 8h 52mExtras 10h 3mComplete 11h 36m
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Cut the RopeStory 3h 0mExtras 4h 2mComplete 7h 15m
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Chrono TriggerStory 22h 50mExtras 26h 35mComplete 42h 11m
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Castlevania: Symphony of the NightStory 8h 35mExtras 11h 43mComplete 16h 8m