tricap's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=208Goldeneye 007 (N64) - Fri, 23 Feb 2007 17:08:42https://www.gamelog.cl/logs/LogPage.php?Log_Id=1403If you didn't know what i mean by a super funky game then let me explain. This super funky game creates many interesting and diverse missions. The game does a great job of tying in mission objectives with the story, as opposed to some games that tell you to run around and shoot people like time splitters. These mission objectives range from protecting somebody as they steal data from a computer to breaking out of prison and sneaking around an enemy base. Each level has its own unique feel which creates a more rewarding experience when you unlock a new level. Another feature that elevates this game to super funky status comes from the amount of unlockable content that can be found in this game. Some of the most rewarding moments in this game happens when you have been working to beat a level under a certain amount of time and you finally squeeze under the clock and unlock some freakin funky cheat like turbo mode, or the bomb-digety paint ball mode. In the end, its not the graphics that make the game, its how much funk that flows through the game that counts.Fri, 23 Feb 2007 17:08:42 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1403&iddiary=3044Goldeneye 007 (N64) - Fri, 23 Feb 2007 10:10:00https://www.gamelog.cl/logs/LogPage.php?Log_Id=1403 Goldeneye 007 was an amazing game which combined intense shooting and double 0 secret missions. Back in the day this game was the pinnacle of fps console shooters that my friends and I would play for hours. After being spoiled by the next generation of consoles and their fps such as Halo and Doom 3, I have found it harder to enjoy Goldeneye the way i used to. The N64 controllers are not the ideal mode of playing a fps, with only one joystick the player must use the 4 C buttons to get full control of their character. Although the game does a good job of allowing the player to look everywhere they want, its extremely hard to be precise when trying to aim. The game does have an auto lock system for your guns which makes up for the hardwares restrictions, which is a good save but doesn't compare to games nowadays. On the note of the hardware, the games frame rate is horrendous and I'm surprised i never noticed it when i was a kid. While playing 4 player vs, If there are 3 people fighting the games frame rate drops considerably to the point where aiming is futile and you just have to spray and pray. Even though the hardware does slow this game down, its still a super funky game, if you know what i mean...Fri, 23 Feb 2007 10:10:00 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1403&iddiary=2967Ninja Gaiden (NES) - Wed, 07 Feb 2007 20:02:10https://www.gamelog.cl/logs/LogPage.php?Log_Id=1151As i got farther into the game i started to notice the subtle game design features that made this game so much fun. The game designers effort to ensure that every moment in the game is challenging really pays off. This is a fast paced game that usually awards the player who runs through the level as fast as he can. But the game designer put in certain situations where waiting gives the player an advantage as opposed to just running and swording people. An example this is when your running through the level then you meet a bazooka soldier that is on higher ground than you. Bazooka soldiers fire a shot off every couple of seconds. So knowing this the player has to wait for the soldier to fire a bazooka, then jump up and slash him before the next bazooka shot comes. This small change of pace keeps the player always thinking.Wed, 07 Feb 2007 20:02:10 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1151&iddiary=2477Ninja Gaiden (NES) - Wed, 07 Feb 2007 16:44:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=1151Ninja Gaiden was a game made for NES and has had multiple installments in the series, the last being on the xbox. Ninja Gaiden follows the story of Ryu who is a ninja that gets caught up in a search for a statue that can destroy the world. The game is sectioned by levels, bosses, and story. The levels are extremely well designed and incorporate a point system that rewards the more skilled player. For example, the faster you beat a level, your timer will have more time left, and that time gets converted into points. Something that i disliked about this game was the enemy appearing system. The game has enemies appear if you scroll to a certain point and then the enemy either gets killed or if you run past him. If you kill the enemy then run past the fallen foe but decide to go back, the enemy will reappear. Another complaint i have about the gameplay is when you get hit. When you get hurt, your character gets knocked to the side and becomes invisible for a second. Getting knocked to the side can cause you to fall to your immediate death, or get you caught up in an enemy's path and get hit again. The game designers did a good job of getting around this problem though by adding wall clinging, and also the player has a large health bar.Wed, 07 Feb 2007 16:44:08 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1151&iddiary=2473The Legend of Zelda (NES) - Wed, 31 Jan 2007 16:38:10https://www.gamelog.cl/logs/LogPage.php?Log_Id=1018This session I had a friend with me who had played the game before which helped me find the location of the first dungeon. The first dungeon was actually farther away from the start of the game than the third dungeon was which didn't make much sense to me, but in the end didn't really matter i guess. Even with the help of my friend finding the entrance of the dungeon was still difficult and i think the game should of given you some hints on where to go. Finally having found the dungeon, it had a ddistinct feel to it that was different than the other one i beat. For one thing enemies in this dungeon were bats and skeletons, instead of the knights and blobs. This gave the game a refreshing feel that gave the game play more meaning, to discover new enemies and environments. Also in this dungeon was forced, by the game design, to find the bow. This made the dungeon feel more complete for me since I'm used to the newer Zelda games. Something that I'm not used to though happened, finding very useful items from random enemy drops. I acquired the boomerang this way and it seemed very odd to me to have an enemy that you didn't even need to kill to drop such a valuable item. I feel this could of caused some players to miss out on some of the game play and lessened their experience with the game. The last thing in the dungeon was the boss fight, which is probably the best part of the game. This boss fight however was disappointing because of the non existing challenge of destroying the boss. All i had to do was stand in one spot and swing my sword, then POOF, the boss was dead and the dungeon was done. Then I got the customary heart at the end and a piece of the triforce, which made it feel like i accomplished something important for the overall goal of the game.Wed, 31 Jan 2007 16:38:10 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1018&iddiary=2300The Legend of Zelda (NES) - Wed, 31 Jan 2007 04:31:00https://www.gamelog.cl/logs/LogPage.php?Log_Id=1018Although this isn't my first time playing Zelda in the NES, this is the first time I've played this classic game for more than a few minutes and i have to say it doesn't disappoint. The game starts off with no story and just plops you down in the center of a large realm. The game then forces you to grab a sword then unleashes you onto the world with no direction. I find this to be a small flaw with the game because it gives the player no direction to go and leaves the player feeling lost. But the desire to explore kept me playing and the joy of fighting the array of creatures scattered around the map was entertaining enough. Nintendo also did a good job of varying the environment so you get a sense of finding new lands. After wandering around the world map for awhile and randomly finding some bombs, i stumbled upon my first dungeon. At the top left of the screen it said it was the third dungeon, so somehow i managed to skip the first two dungeons. Although this initially seemed like a game design flaw, in the end it didn't prevent me from running through the dungeon. Something that i found weird though is that the dungeon seemed incomplete in the sense that it didn't give me any more items. I guess this is a game convention that has been introduced in the newer zeldas, but its a convention that makes dungeons seem more meaningful. Something that the zelda dungeons have had since the beginning is the heart at the end which adds a reward for the completion of a dungeon. Then i stopped playing after that dungeon (This entry has been edited1 time. It was last edited on Wed, 31 Jan 2007 16:23:38.)Wed, 31 Jan 2007 04:31:00 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1018&iddiary=2190Super Smash Brothers (N64) - Fri, 19 Jan 2007 17:31:24https://www.gamelog.cl/logs/LogPage.php?Log_Id=776Having nobody else to play against, i decided to try out my skills in the single player mode. I put the game on hard mode thinking that the game would be a breeze, and it was. Each level is its own scenario usually consisting of a character or killing multiple characters. To keep the game exciting though, nintendo threw in opponents that have super abilities such as a large amount of life. Also there are levels that have nothing to do with killing other computer controlled characters, these levels are timed puzzles where you either need to destroy targets or land on top of all the platforms on the level. This puzzle element to the single player game keeps the texture of the game from becoming repetitive.Fri, 19 Jan 2007 17:31:24 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=776&iddiary=1852Super Smash Brothers (N64) - Fri, 19 Jan 2007 04:16:01https://www.gamelog.cl/logs/LogPage.php?Log_Id=776I would like to start of by saying that i play ssbm all the time and have gotten pretty good at it, but ssb i don't play too often. For this game log i played a friend, who is decent at ssb, 1on1. I really shouldn't use the word decent for my friend, if he were to play any average Joe, he would win every time, but against me, he didn't win a single game. This is actually one of the main reasons i love ssb so much, its because of the immense depth of the game. There are a number of features that nintendo implemented in the which allowed the fighting to have so much depth. One of the most important of these game design features, is the ability to reduce lag when hitting the ground after an aerial. While landing on the ground after performing and aerial attack, one can press the z button which enables you to perform your next action quicker. It sounds easy, but its takes training to achieve any kind of consistency to perform this advantageous move. I'd also like to point out that pressing a button at a certain time, and getting rewarded for it, is extremely fun for game play. I remember losing countless quarters to an arcade game back in the day where all you do is push a button to make a spinning light stop on the spot that would give you the most tickets. Moving on, the ability to perform short hops, as opposed to the normal size jumps, adds another lair of depth into the game. Being able to short hop increases the pace of ssb games and allows players even greater control over their character. Well these are just 2 awesome, innovative ideas that the genius over there at nintendo came up with to make ssb a great game.Fri, 19 Jan 2007 04:16:01 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=776&iddiary=1726Trauma Center: Second Opinion (Wii) - Thu, 18 Jan 2007 17:59:16https://www.gamelog.cl/logs/LogPage.php?Log_Id=423After beating the game, there are a few things that i noticed which made my game experience fun, but one stood out the most, The games ability to have multiple people enjoy the game at the same time. TC:SO is a single player game, but the game designers created the game in a way that allows many people to enjoy the game. One of the key features that allowed this to happen is the in game clock for each mission. On each level of the game, there was a 5 minute time limit that you couldn't exceed. Having a time limit in a game makes it easy for multiple people to enjoy the game by having a built in system of when to hand the controller over. Also, having such short turns allows others to maintain their interest in the game so that they will know what to do when they're playing. Another device which makes the game fun to play with others is the easy controls. The learning curve for the controls is extremely short, which means almost anyone can have fun with the game in a matter of minutes. So this allows random people to walk in a room, sit down, and start playing the game with some sort of success.Thu, 18 Jan 2007 17:59:16 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=423&iddiary=1611Trauma Center: Second Opinion (Wii) - Thu, 11 Jan 2007 16:38:58https://www.gamelog.cl/logs/LogPage.php?Log_Id=423My experience with Trauma Center: Second Opinion was awesome. I started playing the game with a couple of friends and we became immediately hooked to the game. The game is structured by an exchange of dialogged between characters which leads into a surgery. The surgery is the reason you play the game, although its repetitive. The first few stages introduces you to the various tools that you use to cure your patients. Then your introduced to GUILT, a virus that mutates through out the game and you need to cure it with your tools and amazing concentration skills. After all the tools and GUILT is introduced, the game becomes repetitive because all you do is destroy GUILT or use the same medical techniques taught earlier to save patience but and the game saved by the control. The Wii's controllers is perfect for this game. You point the controller at the screen to control where you are going to use your tools;from using your scalpel to injecting your patient with "life juice", the controls are precise and responsive. The Wiis novelty will probably wear off after a few years, but it made this game awesome.Thu, 11 Jan 2007 16:38:58 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=423&iddiary=1189