jp's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=1Bridge Constructor Portal (PS4) - Sat, 12 Sep 2026 16:02:23https://www.gamelog.cl/logs/LogPage.php?Log_Id=8021Oh, the main reason I got bored is because, once the levels start to get a lot more complicated, I found myself in the situation of having to painstakingly "rebuild" bridges from scratch because my first attempt just just off by a little bit...and you can't really do things like select a whole construction and, say, move it to the left a little bit...you just have to built it again from scratch, which got a bit tiresome - felt more busywork. That being said, because the physics simulation isn't quite 100% predictable - there are moments of genuine surprise and laughter. Each level has essentially two goals - get one cart across and get a convoy (multiple, that come out at a regular rate) of carts across. The convoy part was definitely more fun because your bridge might work for one cart, but oscillate a bit such that the next cart barely missed, and then there's a whole pileup with carts flipping and getting stuck or the entire bridge swinging out of control.Sat, 12 Sep 2026 16:02:23 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=8021&iddiary=13547Bridge Constructor Portal (PS4) - Sat, 12 Sep 2026 15:58:36https://www.gamelog.cl/logs/LogPage.php?Log_Id=8021I played 40 plus levels, it was fun, didn't take too long but began to get a bit tiresome (which is why I've bailed and moved on). This game is a portal-themed bridge-constructing game in which carts move automatically and you have to build structures that will sustain/hold them on their way to a pre-determined exit. It's physics based, and having taken static mechanics as an undergraduate I appreciated the load-balancing/bearing principles behind a lot of the gameplay. However, the game's gameplay is portal-themed and not portal-based. In the main Portal games (1 and 2), the cognitive challenge comes from figuring out where to place portals and how to navigate yourself (your character, in first-person view if I recall) around an area such that you can reach the exit. In this game, the portals (and later gels for speedy and bouncy effects) are already placed - you just need to build bridges. This is fair to the game's title - just an observation not a complaint. In fact, the existence of portals arguably makes the puzzles themselves more interesting because it affords larger areas withing a single screen/area. If a level in this context is a large rectangular "diorama" - there are only certain ways to navigate from, say, the top left corner down to the bottom right. Portals allows the game's designers to create different navigational paths that violate the regular rules you'd have to follow in a normal space - Portaling around is basically teleporting (going from A to B without traversing anything in between) - so you can have more "interesting" routes you need to build bridges in. I haven't played the other games in the series, which I assume have their own interesting mechanics and level-things to avoid/make use of, and I wonder if "teleporters" were used in their earlier games? If so, then this game is a lot less interesting - after all it limits itself to portal themed things (switches, sentry guns, the gels, etc.) while the other games could presumably have all that and much more. Still, as a theming exercise, it's really well done - GladOs and more...and fun little interstitials every 10 levels (or was it 20?).Sat, 12 Sep 2026 15:58:36 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=8021&iddiary=13546Senran Kagura Peach Ball (NSW) - Sat, 12 Sep 2026 15:48:09https://www.gamelog.cl/logs/LogPage.php?Log_Id=7997I kept on playing the main story - it did become a bit of a drag mostly because I did not care about the story or characters - in the vain hope that this might unlock an additional table to play on. Alas, this was not the case. It did not help that I kept unlocking different cosmetic items and virtual things that threw me off - there was one whose icon was a small pinball table. It took me a while to figure out what they referred to and, sadly, it was not a new table. That being said, I thought the game's table goal design was interesting and how it triggers a broader goal you reach and then move on. Another way to describe it is that the game's main mode of play (the story mode) is one in which the pinball table is NOT played "until you lose", rather it is play until you complete it's goals - and then it forcibly ends you get another story sequence. There is, of course, an "endless" mode which I would call "regular pinball". LOL. As I write this I continue to wonder why they decided NOT to go with a vertical orientation for play but alas. The different camera angles helped some, but I still felt like the game was harder to play than it should have been (it wasn't hard to play, just made harder) because of the aspect-ratio limiting how much you could see on screen or how small/big it would be. I found better success changing the pinball to different colored/textured ones I unlocked because they had better contrast with the background table... Oh, also the tables often got stuck in an "infinite" situation that I had to nudge out of to continue playing, which is why the endless mode and score chasing are kind of pointless. BUT, it was an interesting game. Creepy in many ways, but true to the series theme (which is, I guess, creepy/pervy already?). The table goal design were interesting, even if I found it hard to follow them (look at the right-side of the screen while playing)...Sat, 12 Sep 2026 15:48:09 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7997&iddiary=13545Record of Lodoss War: Deedlit in Wonder Labyrinth (NSW) - Fri, 11 Sep 2026 09:55:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=7996After another hiatus - I picked it up again last night. I had played a fair amount and had gotten to a boss fight I was sort of stuck on. Sort of in the sense that I didn't clear it, but also hadn't tried for too long or too hard. The boss was Karla - who when defeated triggers a second boss fight against Flaus(?). I'm having a hard time remembering the names because I haven't been paying too much attention... So, I booted up last night expecting to get stuck again, and although it took me a bit to get used to the buttons and actions again, I was able to (luckily!) quickly figure out where I was at/stuck - I mean, I didn't remember what I was doing at all. And so, it was back to Karla! And...I was able to finally beat them both...and then made my way back to a part of the map that look open...and yes! Finally made some progress. There was a room that had a giant rock and... I had been finding these keys (I had four) and...Karla gave me a 5th (well, Flaus) which was exactly the number I needed...So, it felt really good to finally unlock that area - one for which I had no real idea what I was doing and for which I was starting to get a bit worried and confused. I had picked up these keys, didn't know how to use them, didn't know if they had been used already(?). Anyways, now it was made clear and I'm looking forward to seeing what new things open up now! I've also hit level 22...I wonder how far this goes? A few more interesting things: a. You have a bow you can aim, and there's some puzzles/mechanics requiring the bow. They're clever in principle - for example, fire arrows at a large gear so that it rotates and lifts an elevator you need to ride in. But, you need to fire multiple arrows at it, so it gets a bit annoying because I'm bad at aiming the bow... There are other puzzles that were more fun - shooting arrows to hit a thing that opens a door - but sometimes there are magnets that affect the trajectory of the arrow and that sort of thing. Those were neat. b. I ran across a buy that oversees a bow shooting mini-game - I did very poorly (you get rated/ranked) and I'm not sure if there's some sort of reward associated to doing well? I've moved past it now in terms of level layout...Fri, 11 Sep 2026 09:55:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7996&iddiary=13543Dishonored 2 (PS4) - Tue, 08 Sep 2026 16:17:20https://www.gamelog.cl/logs/LogPage.php?Log_Id=8014Finished playing this last night and I've been chewing on my overall impressions. First thing is, obviously, that I really enjoyed it and I thought it was something quite special how the different missions had their own unique "thing" while all being fully coherent with each other, the game's world, the story, etc. Ok, the time-travel mission might be a bit of a stretch - because you're only able to play around with the mechanic of flitting between past/present in that one mission and never again...but still. The other thing I really appreciated is how this also applies to enemies and what they do and so on. I vaguely recall from the first game that as new enemies were introduced, they were then THERE for the rest of the game (mostly) - so, the difficulty did sort of go up (even as things got easier because you had more/better powers/abilities). Here I was worried that the clockwork soldiers would then appear everywhere - but they didn't. Or that the witches would show up all the time after being introduced, and they didn't. They appeared when it made sense for them, and this helped keep things interesting and fresh rather than "incremental" if that makes sense. I did find myself leaning into the same modus operandi as I went about playing the game - lots of blinking around to takeout enemies and for the most part I was pretty cheap when it came to using ammo and equipment. Because the game explicitly encourages you to lean into its' two main flavors (violence vs non-violence) - I felt that I had to commit to one. Sure, I could play differently each mission and sort of flip flop, but then I think I'd be excluding myself from both of the end-game trophies? (I decided to do the non-killing option for the main targets on all the missions, but I assumed that the end trophy would be binary - if either killed them all or did not kill them all, kill some but not others would have NOT resulted in either trophy, but maybe I was wrong). I noticed a new menu option - for a New Game + and I now wonder if that's what I should experiment with next? I did spend about 30 hours just completing this one - and it's probable that the more violent mode is just faster. But, will I still have to scrounge around scavenging in new game+? That's what took a lot of time on the clock, and I don't think it even counts all the times I just let myself get killed because I inadvertently killed someone without meaning to. The game's help tips - that appear during loading screens and you can switch between - are encouraging of the player to experiment, try stuff out, and so on - but I always felt cautious about doing that (and I'm not going to try the "never spotted"/full stealth mode of play either) and I've been wondering how they could have encouraged repeat play while still preserving the "this was your campaign"? (while playing it, rather than as an after-you've-beat-it option. I think I can now go back and do any mission, but I would have liked to have tried some earlier ones in that way so long as they weren't "wasted time" for the purposes of end-game trophies. I guess this makes it all seem like end-game trophies can be a real bad idea for some types of games? (because they force your players to "pick a side" and commit to it, when you want them to experiment and mess around - even finding mixed-modes in between.) I never put points on lots of abilities simply because I knew they were "violent abilities" and so why bother if I would never use them. Similarly with the item upgrades - I spent so much money on the upgrades, for no good reason knowing that I wouldn't be doing any shooting...Tue, 08 Sep 2026 16:17:20 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=8014&iddiary=13542Dishonored 2 (PS4) - Sat, 29 Aug 2026 12:35:25https://www.gamelog.cl/logs/LogPage.php?Log_Id=8014Finished the Dust District - and yes, it took me a while because I discovered a (to me) fun new ending. Since I've been trying to play non-violently, I've been focused on trying NOT to kill the main characters - just render them unconscious. The setup for the Dust District is that your trying to get into this house with a crazy puzzle lock. There are two factions in the area and if you deliver the leader of one to the other, the other will help you out. Well, I solved the puzzle - so I could have moved on to the house, but I thought I'd take out both leaders! And then I came upon this additional plot to send some people hidden in these crates - and I got a new objective, pack up the leaders of each faction instead! I thought this was pretty fun and funny...so I did that. Now, this area wasn't small - and I was taking a long time, but it turns out the house is another level entirely! So, not like the Clockwork mansion where you make your way through other parts of the city with the mansion at the end. Here, the house is another level entirely. I'll see if I can finish that one some time soonish!Sat, 29 Aug 2026 12:35:25 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=8014&iddiary=13537Smashing Bottles (PC) - Sat, 29 Aug 2026 12:30:49https://www.gamelog.cl/logs/LogPage.php?Log_Id=8017I've really been enjoying this - I had even played the demo (finished it, in the sense of unlocking everything there was to see, unless there was some secret stuff?). It's basically an idle game about smashing bottles...so, lots of chaos on the screen. What I've found most interesting are two things: a. There are two ways to play the game, and they're interleaved to an extent. There's an "active" mode - where you do smashing until a timer runs out, then spend what you earned on upgrades, rinse and repeat. The other mode is a more standard idle mode, where most of the smashin is automatic and you sort of let it run and buy upgrades as they become available. However, the upgrade tree in the idle mode has elements you need to unlock in the active mode, which I thought was kind of interesting. b. Most idle games have a meta loop that's the "prestige reset" - for some games, it's a way to extend the gameplay experience. In my mind, when it takes a really long time to get to the prestige update, then it's sort of like "you beat the game but can continue playing if you want". But this game has a really tight/short prestige upgrade loop - so, you do it a lot and it helps charge up the regular update loop. This felt new/fresh to me, and it was fun to have toflip between upgrading on the regular tree and deciding when to reset and upgrade the prestige side of things. At this point I'm in the final final(?) grind - which feels a lot longer than everything else so far, but we'll see. I'm not expecting much more from this point, so I might just bail? I mean, I think I've seen what's most interesting about this design...Sat, 29 Aug 2026 12:30:49 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=8017&iddiary=13536Slay the Spire 2 (PC) - Sun, 23 Aug 2026 09:46:33https://www.gamelog.cl/logs/LogPage.php?Log_Id=8015Despite the long hours I've put in already, the game feels a lot less like a sequel and a lot more like...an add-on. Which feels like a mean thing to say, but still... The first, I don't know how many hours, was basically playing the same characters as the first game. It's possible, actually probable, that there are some new cards and that the numbers might be a little different and that sort of thing. But, it feels like the same game in the fundamentals. That would be the summary of my experience until I unlocked everything. And now, with more hours in and that sort of thing, I still feel like it's not quite a sequel even if the experience does feel somewhat different - mostly from some of the new (to me?) artifacts and how they interact. I'll be fair, the new characters are fun and different and I've enjoyed messing around with them...but the game still feels the same? And this isn't a bad thing - I mean, I really enjoyed playing the first one for sure.... I guess there's no reason to go back to it at this point?Sun, 23 Aug 2026 09:46:33 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=8015&iddiary=13533Slay the Spire 2 (PC) - Sun, 23 Aug 2026 09:24:27https://www.gamelog.cl/logs/LogPage.php?Log_Id=8015This is probably the most I've ever played a game in early access. Kind of embarrassing really, but I don't think I've been playing it all THAT much? When I first started, I wanted to complete a run with each of the main characters, especially as I unlocked them. And since then I'll occasionally play a daily run. Those have been fun, and my success rate seems pretty high?Sun, 23 Aug 2026 09:24:27 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=8015&iddiary=13532Dishonored 2 (PS4) - Sun, 23 Aug 2026 09:07:28https://www.gamelog.cl/logs/LogPage.php?Log_Id=8014I've been sitting on this one for what seems like forever - more like five years - and I've enjoyed getting back in the world of Dunwall, though this game takes place in other locations too, as I soon came to know. I'm playing it on the PS4, and you would think this would be bad/awkward given how old the game is (10 years!), but the art direction is so good (IMO) that, other than long loading times, it really does hold up. As I write this I realize I need better language for this - the idea that it's great and timeless regardless of the technological foundation underneath it. I mean, I don't think people watch Disney's Snow White and say "oh, it really holds up". I was surprised, going in, that I had to pick a character for the rest of the game and I wonder what will happen once I beat it. Will I then be able to pick levels to play from a menu, with either character available to me? Or will this be a "play the entire game all over" kind of situation? I don't really want to play it all over again, mostly due to other games I'd rather get to, but we'll see. I guess ideally I'd like to try a few levels just to see how different the characters are? So far my only real gameplay-related disappointment has been that I misunderstood the structure of the game. The first "real" level was one that had lots of thing to find/pick up - and I assumed that most would only be accessible once I had acquired a few powers and abilities. For example, there was a rune in the water next to the boat where you start, I went for it and died to some carnivorous fish. Oh, I'll try again later when I can turn into a fish (I though), or when I can attack them (maybe I could already, I realize in hindsight). No worries, I'll come back to this later. And, there was no later. So I missed that - and many others as well. People who say the Clockwork Mansion was an amazing level are correct. It is. Very interesting and clever and, I'm sure, I technical nightmare to put together and test. I wonder if there are any GDC talks or such about it? I need to make a mental note to look around. Anyways, I'm currently in the Dust District - interesting because there's a sandstorm that blows in periodically, giving you a chance to sneak past or silently take out enemies. I've been trying to be silent - rendering enemies unconscious - with the occasional "oopsie", and I've had mixed success. This mostly means that it's been taking me forever to make much progress. So, I wonder if I played more shooty-killy, could I then get back and re-play sneaky-sneaky?Sun, 23 Aug 2026 09:07:28 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=8014&iddiary=13531