Tom and Jerry in War of the Whiskers (VIS Entertainment/NewKidCo, 2003)
Further proof that no self-respecting media franchise could survive the period between 2001 and 2006 without a 3D arena fighter. This one defaults every player to Tom but does not bother to provide more than two colors or more than one intro animation per character, but it does at least give you a permanent player indicator over your character. VIS Entertainment and NewKidCo both made their last games in 2005 and went bankrupt soon after. Neither of them ever made anything worth mentioning, sadly.
Tom Clancy's Ghost Recon (Red Storm Entertainment/Ubisoft, 2003)
One of the games that essentially created the squad shooter genre, although you probably wouldn't have guessed that it'd be remembered for long if you played the disastrous GCN or PS2 versions. It was a huge hit on PC and Xbox, which is why there are eight more of these to cover.
Tom Clancy's Ghost Recon 2 (Red Storm Entertainment/Ubisoft, 2005)
The GCN and PS2 versions were once again significantly worse off than the Xbox release, although this time they also had a completely different campaign and were using Unreal 2 instead of Red Storm's custom engine. This game certainly looks a lot better than the first one, but movement feels incredibly sluggish and aiming almost seems to stop at certain points for no reason. I assume those issues are a large part of what led to this release scoring so badly.
Tom Clancy's Rainbow Six 3 (Ubisoft Shanghai/Ubisoft, 2004)
The GCN fared a little better with Ubisoft's other big tactical shooter. This was still the worst version of the game, but it was at least close to the PS2 game this time and could be considered just mediocre instead of truly bad. Still, if I was going to play a game with loads of detailed squad commands, I probably wouldn't want to play it on a console with as few buttons as the GCN.
Tom Clancy's Rainbow Six: Lockdown (Red Storm Entertainment/Ubisoft, 2005)
The GCN version wasn't the worst this time, but unfortunately that was due to all versions having their scores fall to where the GCN was previously rather than this version getting better. It seems like every system got a slightly different game for very confusing reasons, including the GCN having an exclusive split-screen mode to make up for the lack of online play. I don't know why they didn't just put everything they could into each game, but here we are.
Tom Clancy's Splinter Cell (Ubisoft Shanghai/Ubisoft, 2002)
And now we have Ubisoft's first big stealth series. Unlike the other Tom Clancy games, this one was received very well on all systems and I've heard positive recommendations for it even now. I might get around to checking out this series someday on PC, but for now I just want to appreciate that they had the futuristic spy agency using Palm Pilots in this game. There aren't many less intimidating pieces of technology than that.
Tom Clancy's Splinter Cell: Chaos Theory (Ubisoft, 2005)
The third of the four Splinter Cells in this era seems to have greatly reduced the brightness and also brought back inferior GCN ports. In this case, GCN reviews were merely 8/10s against 9s on other consoles and PC. I don't have any technology observations to comment on here, but the voice acting seemed surprisingly stiff.
Tom Clancy's Splinter Cell: Double Agent (Ubisoft Montreal/Ubisoft, 2006)
The final game in this series on GCN seems convinced that videos were destined to replace real tutorials as the way of teaching games. It was wrong. It was, however, a return to form for Ubisoft in the sense that the GCN version is far worse than almost any other system. You could blame that on a presumed focus on the 36