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    Castlevania: Order of Ecclesia (DS)    by   jp       (Mar 17th, 2018 at 15:57:54)

    I've been vacilating for a while now. I enjoy the game - fighting monsters, getting beaten, exploring, etc. until I get to a boss. I really struggle against the boss, decide I'm done, then I defeat the boss. And on the cycle goes. One of the more annoying things about bosses is that I feel like I have to spend/waste a lot of time trying out different weapons and spells (and equipment) until I find the "correct" ones and then, I practice and practice and practice and get really frustrated along the way and then, the boss dies. There's no feedback on the bosses (e.g. how much life left) and so I go in blind and hope for the best...

    I'm currently fighting Albus - the main opponent, though I'm guessing it's Dracula after this and, sigh, it's the same thing. I've gotten good at dodging most of his attacks and I hit back...but it feels like a slog. I might defeat him and then quit. We'll see...

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    Bound (PS4)    by   shidokureima       (Mar 12th, 2018 at 21:07:40)

    Main story: 2 hours
    Completionist: 2.5 hours

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    Castlevania: Order of Ecclesia (DS)    by   jp       (Mar 1st, 2018 at 12:43:37)

    It's been a while since I've played a game that kicked my butt. And this game started out kicking my butt pretty badly. But, I've been learning and improving and better understanding how the game works (and strategizing for that). Mostly, I've been really enjoying it (though I'll admit there have been moments of intense frustration).

    I recall really enjoying the GBA castlevania games I played and I think this one is cut from the same mold. The main difference, and I might be misremembering the GBA games is that I've spent a lot of time backtracking to a village to save but also to talk to villagers I've rescued who have little quests and (some) sell items. Rather than switching between weapons you switch between "glyphs" that, for all intents and purposes are weapons. You find some in the wild and there are monsters that also "drop" them. I think the monster drops are random, so you can do a fair amount of grinding (not just to get the glyph drop) but also to get money and items you need for the villager quests.

    So far, the hardest part for me to get used to is how far apart the save points are - as you move along an area clearing monsters you keep making progress hoping to get to the next save. You can't really return the way you came either, because all the enemies re-spawn when you move between areas. I've frequently lost a lot of progress because I died just before getting to the next save.

    So far I haven't done any grinding and I really hope I won't have to (grind for money to buy healing potions...)....

    Based on how full the map is of locations, I'm guessing I'm halfway there? (I'm clearing Somnus Reef right now)

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    Flower, Sun, and Rain (DS)    by   jp       (Feb 26th, 2018 at 14:59:51)

    Started it up and I found a bunch of new puzzles...all numbers and I just gave up. I'm not intrigued enough by the story to really want to bother with reading a bunch of text for clues to solving the puzzles. Time to move on....

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    Florence (iPd)    by   jp       (Feb 23rd, 2018 at 16:31:21)

    It's short, it's sweet, and well worth it.

    It feels very much like what I'd like interactive comics to be - or at least what I imagine they could be? I have no idea what interactive comics are currently like or even if that's a term that has mostly disappeared from our lexicon. Either way, I really enjoyed Florence - mostly for what I'd call its little interactive metaphors. Much like what Nintendo does a lot in its games, it introduces an idea uses it once to some effect and then it's gone. They're not throway because they have just the right amount of impact - sometimes it's emotional, sometimes it's communicative, and so on. They're quite clever even as they're simple and easy to understand. My favorite ones were:

    a. Spinning the hands of a clock to make time move forward to the next moment.
    b. Putting together speech balloons in the argument - when they're also unbalanced.
    c. I enjoyed placing items in the kitchen and apartment entrance with K moved in. It was obvious that not everything would fit and it felt interesting to decide which things to stow in order to make place for the new ones (oh, and the bit later on when I had to pack K's stuff was really cool as well). It only just occured to me that I never tried to purposefully pack something that wasn't K's or try to store something that was K's after placing it in the entrance/kitchen.

    Not all the interactive metaphors were clever but - since they were all used so sparingly, it was fine.

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    Mario Party (N64)    by   origin8

    No comment, yet.
    most recent entry:   Wednesday 20 February, 2008

    Mario Party 2 is a game designed for either multi-players or one player versus the computer. Within the game the players play within a board game looking platform. In the board game the players are required to hit a dice and walk the number of spaces the on the dice number. The goal of the game is to acquire the golden star and get as many coins as possible. Moreover the players also play battle games at the end of each round where the winner receives ten coins.


    My emotional state while playing Mari Party 2 was excitement because I was playing with multiple people and we were all trying to compete with each other. There were times in the game when I was also very nervous because I was afraid I was not going to be able to make it through the multi-player games. It would be easier to say that my emotional state kept changing through the entire game process because there were always different situations where I was either winning or losing.

    I didn’t really like the characters within Mario Party 2 because there wasn’t much variety. The female character was only Peach and the rest were all male characters. I really wished that Toad or Toadette could have been some of the characters. My character was Peach. There were times when I would get frustrated with character because she wouldn’t cooperate with the actions I wanted her to do.

    Even though the goal of the game was clear the outcomes were random. Most of the challenges that I faced were determined by the difficulty of the game and the strength of my opponent and the computer. The narrative of the game was pretty simple because it went from round one where all the players rolled the dice to a multi-player game and then back again to the board game.

    Overall the game was really fun to play because it kept me interested and interconnected with the narrative and gameplay. My thoughts throughout most of the game were I want to win I have to win!

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