Teen Titans (Artificial Mind and Movement/THQ, 2006)
A co-op brawler in the story mode and a 3D arena fighter in multiplayer. I only tried the latter, and it's a disaster. Starfire here can shoot green circles so quickly and with so much knockback that the other characters don't seem to be able to do anything about it except block, but blocking cancels out all damage and there's no time limit. That means it's just a test to see who runs out of patience first. It reviewed decently, so presumably these broken abilities are more fun in the campaign mode.
Teenage Mutant Ninja Turtles (Konami, 2003)
A 3D brawler based on TMNT. It looks great and I love the music, but combat is extremely repetitive and it reuses the same handful of one-liners every time you use some of your moves.
Teenage Mutant Ninja Turtles 2: Battle Nexus (Konami, 2004)
Now it's an isometric brawler with much worse animation for some reason. They added in some light puzzles and platforming but drastically reduced the number of attacks you have, so it's overall a simpler package. It was heavily criticized for being simple and repetitive.
Teenage Mutant Ninja Turtles 3: Mutant Nightmare (Konami, 2005)
Largely TMNT2 again, though it does at least have a slightly better variety of moves and the empty player slots are filled by AI allies. I wish all these developers that released the effectively the same game many times in a row had thought about how hard it would be to come up with things to say about them. Good thing there aren't any sports games left, right? ...Right?
Tengai Makyou II: Manji Maru (Hudson Soft, 2005)
A remake of a 1993 PC-Engine RPG that was, at the time, the most expensive game ever made. No version of it has ever released outside Japan and I don't have a ton of information on it, but Famitsu readers apparently voted it the twelfth best game of all time in 2006. That's awfully high praise for such an obscure game, so I'm putting it on the list.
Tensai Bit-Kun: Gramon Battle (Garakuta-Studio/Taito, 2003)
Wikipedia calls this a tactical RPG even though it's really a very basic version of a game like Pokemon Stadium. I don't blame them for being wrong, though. This game required me to skip at least two dozen tutorials in order to get to a battle, and that's not counting the many static cutscenes I also had to skip or the long loading screens I have to wait through. All of that just to make the ugly creature I drew fight another ugly creature in an extremely simple RPG system. Even most mobile games can only dream of having so little return on time.
Terminator 3: The Redemption (Paradigm Entertainment/Atari, 2004)
A third person shooter featuring very slow movement and very bullet-spongey enemies. It got a mixed response at the time and most of the praise was for the graphics and open levels, which are obviously nothing remarkable today. Though not nearly as uninspired as most licensed games, it's still not worth playing.
Tetris Worlds (Radical Entertainment/THQ, 2002)
Tetris with a scifi theme and story mode. It was received terribly by critics because of the changes it made to the core formula, but it was something of a success commercially. This is another genre (game?) where everything in it is basically the same thing to me, so I can't tell you why it's better or worse than any of the other ways to play Tetris.