globaladdict's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=637Raiden III (PS2) - Tue, 04 Mar 2008 21:56:52https://www.gamelog.cl/logs/LogPage.php?Log_Id=2990Raiden III Gamelog Entry 2 Gameplay After getting the hang of the game, I decided to try playing it at the normal difficulty and got a friend to play along as well to see if the game got any easier. Sure enough, having two players cover opposite sides of the screen made the battles much easier and more fun as we coordinated power-ups as well as plans of attack for the seven bosses of the game. The multiplayer functionality of the game extends the game exhaustion of this game, as each level is different when played with two players rather than just one. Because enemies of the same type have the same shooting patterns, it became easier to dodge attacks once we started recognizing them. It also allowed us to prioritize which enemies to take out first, as the ones that shoot the harder patterns to dodge become exponentially harder to dodge if you lose your powerups and are unable to keep the amount of onscreen enemies to a minimum. Something I didn't realize until after playing for a while was the placement of power-ups and score multipliers. The game purposely puts them in dangerous areas where those who go straight for them tend to die on the spot. Not only do they cause one to move further upscreen and more likely to die sooner, but they also distract one from all the enemies and onscreen fire, which adds a temptation element to this game. Do I play it safe and forget about the score multiplier or do I go for it and achieve a higher score? This element seems to work best against boys, who place a higher value on competition and elitism than girls do. Design Without bombs, this game would be impossible for me. Not only do bombs typically take out every onscreen enemy or do a lot of damage to a boss, but they also eliminate all onscreen enemy fire. This is particularly useful when too many enemies appear or your ship cannot avoid a shooting an oncoming shot pattern. The respite they provide is particularly useful, as the amount of action in this game rapidly wears down your focus as the onslaught never ends. The power-up choices significantly affect the gameplay experience of Raiden III. The vulcan cannon makes it much easier to eliminate small foes rapidly, but makes it harder to kill larger enemies due to the spread unless you move closer to them, which is risky. The straight laser makes it harder to destroy enemies spread across the screen, but makes short work of larger foes as well as enemies in a line. The proton laser can cover the whole screen by moving back and forth small distances, but can be harder to focus on larger enemies. In a way, the different power-ups make an entirely different game and require different approaches to the enemy hordes of each level. There also some extra modes available for those who get bored of story mode or complete it. Score attack allows players to replay single levels to try and achieve the maximum score possible. It also doubles as a practice mode as you can replay a level you beat over and over in order to master it and easily beat it in story mode with a minimum amount of deaths. The boss attack mode also adds the same functionality as score attack, but for the hardest enemies in the game. By memorizing boss attack patterns and streamlining their destruction, the game becomes much more manageable to beat on a single continue. One of the difficulties in the high score mechanic of this game lies in the fact that your score gets reset when you use a continue, which would equate to inserting another coin in the arcade machine. This is definetely a hardcore gamer feature as players can spend hours mastering the game in attempt to beat it on a single continue or even a single life in order to achieve the highest score possible.Tue, 04 Mar 2008 21:56:52 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2990&iddiary=5625Raiden III (PS2) - Tue, 04 Mar 2008 21:52:49https://www.gamelog.cl/logs/LogPage.php?Log_Id=2990Raiden III Gamelog Entry 1 Summary Raiden III represents the classic shmup that many have come to love. The gameplay is simple: players control a small ship through a number of levels with increasing amounts of enemies that must be destroyed and/or avoided in order to reach the boss at the end of each level. To help with the increasing swarms, powerups and bombs can be collected and deployed to make the task slightly easier. Gameplay Despite the flashier graphics and bomb effects, Raiden III essentially plays the same as the first one that I played in arcades as a child: press one button to shoot, press one button to use a bomb, and use the analog stick or d-pad to dodge enemies, bullets, and collect powerups. While the game is simple to pick up, it is quite difficult to play even through the first level. Because you die after either colliding with a ship or an enemy's bullet, spatial awareness and fast reflexes are essential to survive. Having not played many shmups as of late, the game quickly took me apart. Fortunately, I could lower the difficulty as well as increase the amount of lives I got per credit, which allowed me to build up my proficiency in the game without repeatedly failing on the first couple levels. The bosses added an epic dimension to the game as well as the music changes and the insanity begins. They tended to be deceiving as their shooting patterns were easy to dodge at first. But once they got closer to dying, the patterns became insane to the point where only a virtuoso of the series could avoid dying at least once. While the game appears progressive because of the linear level progression of the game, it is largely emergent because the amount of power-ups you've collected, which type you're using, and how many bombs you have make each moment in the game different than the last play-through. Some sections might have been a breeze since you had your shots powered up to the maximum while they may be hell on another play-through because you just died. Speaking of dying, it's rather painful in this game. When you die, besides losing a life, you also lose one level of power-up permanently. This really hurts on the last few levels, as enemies become too numerous if you don't have the maximum level of power-ups for your ship. For some, this can deter people from finishing the game. Overall, this game appears to appeal to hardcore shmup gamers due to the level of difficulty and death functionality in Raiden III.Tue, 04 Mar 2008 21:52:49 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2990&iddiary=5623Shadow of the Colossus (PS2) - Wed, 20 Feb 2008 22:55:25https://www.gamelog.cl/logs/LogPage.php?Log_Id=2778Shadow of the Colossus Gamelog Entry 2 Gameplay For the second round of gameplay, I switched off with a friend after each colossus was defeated. The game has a fun social aspect despite being single player as the other person can focus on examining the colossus for its weaknesses. When you're playing, it's much harder to do when your avoiding the colossus' giant feet or desperately jumping around the colossus in an attempt to scale it. As we progressed through the game, the challenges became more difficult. For one, it quickly became essential to use your environment in order to defeat your opponent. For the second boss, I found it too intense to stay on level ground and try to hit his hoof with an arrow, but by going on a hill he couldn't scale, life became much easier. I felt a sense of accomplishment by using my environment strategically and commend the developers for adding this strategy element to the game. It also adds to the game's replayability because you can fight the colossi again after the game is completed; you could spend hours trying to find all the different ways to kill them as easily or as perilously as you choose. The variety of the colossi also added to the difficulty of the game, as you had to study their anatomy each time to assess how to get onto the beast and scale it to reach their weakpoints. Some have hair, some swing large weapons you can climb, etc. As a result, although you only fight sixteen colossi for the game, it never becomes redundant and feels like a reward as you defeat one colossus and gain the ability to tackle the next one. Design The decision to downplay health in the game was an interesting choice because it put more emphasis on the puzzle aspects of the game. Because your health rejuvenates over time and getting stomped on once or even falling from the top of the colossus isn't fatal, the game takes on a more cinematic quality as you can focus more on the epic scale of task at hand rather than just trying to survive. Another interesting design decision lies in the lack of monsters aside from the colossus. Again, this choice gives the game a more cinematic quality as you can enjoy the gorgeous countryside that you traverse to get to each colossus. To deal with the intense strain the game's graphics put on the playstation two, the graphics blur a little when you move rapidly or if a lot is going on onscreen. While this could be a liability in some situations, it makes the action feel more dramatic and ultimately is a benefit to gameplay. Admittedly, there are lizards and birds you can kill in the game, but they aren't hostile and drop permanent health boosts and even additional weapons to aid you in your quest. This prolongs the game's inevitable exhaustion point as you can spend additional time trying to find all the extra power ups spread throughout the game world. (This entry has been edited1 time. It was last edited on Wed, 20 Feb 2008 22:56:22.)Wed, 20 Feb 2008 22:55:25 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2778&iddiary=5201Shadow of the Colossus (PS2) - Wed, 20 Feb 2008 22:54:57https://www.gamelog.cl/logs/LogPage.php?Log_Id=2778Shadow of the Colossus Gamelog 1 Summary As a platform/action adventure game, Shadow of the Colossus puts players in control of a warrior who's charged with destroying sixteen giant colossi in order to revive a girl. The mechanics are simple enough, as the warrior has a bow and sword for combat and the ability to jump, ride a horse, and climb things. Despite these limited amount of actions, the game succeeds to innovate through creative level design concerning uniqueness of each colossi's weaknesses. Gameplay The graphics immediately struck me as fantastic for the Playstation 2. The level of detail, lack of loading times, and blurry landscape in the distance created an epic world that felt limitless and non-linear as you could travel wherever your character could reach at any point in the game. While the game does allow you to go anywhere, it still progresses linearly as you flash your sword under sunlight to reveal where to go for the next chronological colossus. From the first boss, I could tell this was no ordinary hack-and-slash game. After foolishly dying while trying to simply strike my foe, it became clear that it takes more than a couple button combinations to succeed in this game. Because each boss contains specific weak spots that require the player to scale the colossus in order to strike them, you're forced to look for ways to get on the creature and use your surroundings to help you reach them, which lies at the core of this game's innovation. But it was no simple matter to climb up the beast. Because you have a limited amount of time that you can hang onto an object, you have to scale quickly, adding a frantic, exciting pace to the game. The colossi often try to shake you off as you scale them, adding a random factor that keeps you on your toes. After defeating the first colossus, I was then given free rein to find the next colossus when I was ready. While the game is progressive, the game feels non-linear because you can go anywhere in the game world at any time. This was an innovative feature because the graphics for this game are some of the best on the playstation two and I could explore the world without any pressure to get somewhere immediately.Wed, 20 Feb 2008 22:54:57 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2778&iddiary=5200We Love Katamari (PS2) - Sat, 09 Feb 2008 02:01:14https://www.gamelog.cl/logs/LogPage.php?Log_Id=2559We Love Katamari Gamelog Entry 2 Gameplay For the second round of gameplay, I got a friend to play the versus and co-op mode with me. We Love Katamari’s versus mode allows you to compete against your friend on three different levels where you try to collect as much of a specific item as you can. While it would be nice if you could play the story levels in versus, the versus mode in this game is an improvement over the first game’s mode because of the multiple levels and objective. Despite its shortcomings, the versus mode is fun to play due to the social aspect that arises in trying to roll up your friend and much trash talking. The co-op mode, on the other hand, allows you to replay all the story levels, but the catch is each player controls one analog stick. It’s rather tricky to do at first, but once you and your friend figure out how to work together, it’s rather fun to roll the same katamari. In the Japanese version, they have a little icon that shows which analog stick is moving where, which would have made this mode much easier to play with and possibly more enjoyable. After progressing through the game’s story line, I came across perhaps the greatest feature of this game: you can roll up the entire world! Not the katamari world, but every country on earth. Infinite enjoyment could be had simply by replaying this level to see how fast you can roll up every country. My hope would be that in the future they make another katamari game where you can roll through every country starting as a tiny katamari, but nevertheless this level makes the game a dramatic improvement over its predecessor due to its novelty. Design While there was nothing new to learn in terms of controls, We Love Katamari managed to feel new and exciting by adding in new scenarios. In one level, you roll around a sumo wrestler, get him as big as you can, and then roll up his opponent at one place in the level within five minutes. While the level played like any katamari level, by giving the player more purpose to their rolling and even getting to roll something besides the same katamari made the game more exciting than before. One problem in the first game was that the objectives and levels were pretty similar and monotonous; the sequel solved this problem with more innovative level design as well as more levels in general. The creation of two objectives (as large as possible and as fast as possible) was clearly done to delay the inevitable game exhaustion that, for many, came to quickly in the first game. The new “as fast as possible” objective creates for some interesting emergent gameplay. As you play in this mode, you go from just rolling around until time runs out to trying to figure out the route around the level that leads to the most growth potential as well as trying to do it fast via dashes and skilled analog stick usage. The benefit of working on these levels is dramatically improved katamari rolling skills; trying to roll around as fast as possible tightens players’ rolling as well as their proficiency with the dash ability (you move the analog sticks alternating each up and down rapidly to get a burst of speed). Another thing to note is that this sequel was clearly made not to be innovative but to give more of the excitement of katamari to those who are enamored with the series. Since the game introduces no new mechanics, the game simply added more levels, variety, and absurd narrative for the fan base who loved the original game.Sat, 09 Feb 2008 02:01:14 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2559&iddiary=4824We Love Katamari (PS2) - Sat, 09 Feb 2008 02:00:32https://www.gamelog.cl/logs/LogPage.php?Log_Id=2559We Love Katamari Gamelog Entry 1 Summary As the sequel to Katamari Damacy, We Love Katamari retains its original gameplay mechanics, but introduces a number of new scenarios and areas to roll around in. The game has players roll around a round ball called a katamari, which collects items smaller than in the game world as you roll over them. Objects as large as the katamari require you to hit them before you can roll them up, while others require you to become larger before you can roll them up. Gameplay From the first hour of gameplay, I found We Love Katamari to be more engrossing than the first game because it had more of a story than the first. The cutscenes between levels told the story of the king of all cosmos; there was no dialogue, but the images depicted the king’s hillarious ascent to the throne and enriched the game world in a way that the first game didn’t. Additionally, each of the game’s missions are accessed by talking to different people in this meadow on earth called the select meadow. The peoples’ stories behind needing the prince to roll the katamari gave the player more of a reason to roll a katamari other than to just roll one as big or as fast as you can, which kept me more engaged. The conversations between the king and prince that took place before the start of a mission were entertaining as ever, and provided a nice humor break between rolling. Another new feature of the game was that the prince’s cousins are scattered throughout the levels and if you roll them up, you can play as them. While they don’t have any special abilities, it’s nice to be able to change your character to vary things. They come in all shapes and sizes and extend the game’s replayability as you try to find them all. Apperantly, there’s a level where you get to roll them all up in one level once you find them all, which leads to other unlockable content that extends the game.Sat, 09 Feb 2008 02:00:32 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2559&iddiary=4822Katamari Damacy (PS2) - Fri, 25 Jan 2008 14:49:35https://www.gamelog.cl/logs/LogPage.php?Log_Id=2102Katamari Damacy Gamelog 2 Gameplay For the second round of gameplay, things started picking up as I got a better handle on the controls. After the first few levels, I realized that many of the levels had these long lines of items that you could follow with some careful maneuvering. They allow you to grow much faster than if you aimlessly wander the level and opened a new level of strategizing to the game as I tried to find the most efficient route that grew the katamari the fastest. Although the game has a rather short set of ten story levels, there are a number of consellations like Ursa Major that the player can recreate by fulfilling certain conditions, like roll up only one bear or roll up as many crabs as you can. These variations on the story levels add more content to the game and prolong the inevitable game exhaustion one will run into after rolling up everything on a level. Despite the variety, they don’t add too much more to the game; a longer set of story levels and more varied locales to roll about are the only suggestions I could make to improve the Katamari series. Design When playing Katamari Damacy for the second hour, the simplicity of the game leading to complex, emergent gameplay came to mind. While the game control of the katamari and object of the game are very straightforward, a lot of strategy develops out of the fact that you have to race against the clock to reach a specific size during the story levels, which force one to determine the order to go to different areas of the world as well as finding ways to roll around the level to maximize growth within that time limit. Thus, this simple rule brings a level of strategy to the game that is not explicitly created by the game rules but an emergence from the game’s rules. Another emergent feature of the katamari experience lies in the challenge factor that ai controlled objects add to each level. Until large enough, the cars, people, and large animals on each level slow down one’s growth when hit by them because they knock you in the direction they’re headed and knock some of your rolled up objects off the katamari. This forces players to maneuver more carefully around levels, especially when trying to reach the required size faster than before or roll up everything on the level before time’s up. Without this aspect of the game, only time would be a challenge for the game; the annoying ai controlled objects give the game a random factor that keeps the game challenging even if you know the best route to take on a level. After completing the final level to make the moon, the eternal mode is unlocked, which allows you to replay 3 levels with unlimited time. This mode was probably created to allow players to leisurely roll up the entire world and figure out the best routes through the game for the timed levels, which adds more replay value to the game. While the time levels can eventually become too tedious to play for the 50th time, the eternal mode allows players to just enjoy the game at a less frantic pace and allow completists to get every object on the level. (This entry has been edited1 time. It was last edited on Fri, 25 Jan 2008 14:51:36.)Fri, 25 Jan 2008 14:49:35 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2102&iddiary=4048Katamari Damacy (PS2) - Fri, 25 Jan 2008 14:48:09https://www.gamelog.cl/logs/LogPage.php?Log_Id=2102Katamari Damacy Gamelog 1 Summary In a category of its own, Katamari Damacy is a cross between a puzzle and platform game where the player controls a “katamari,” a small colored ball that picks up anything smaller than it runs into as the player rolls it around the world. The story progresses from a person’s bedroom rolling up erasers and pencils to rolling up skyscrapers and superheroes. Gameplay Another nostalgic game, Katamari’s simple to learn yet easy to master design drew me in again as one could spend hours finding the best way to roll through levels to maximize size and score. My friend described the game as “zen like,” and this seems rather fitting because the player is constantly starts small, rolls up a masterpiece from his environment, and lets it go, which goes against the typical gameplay structure which has a player constantly building up his character or score throughout the game. The reward structure of the game lies in the satisfaction of rolling up continually bigger objects, and becomes quite sadistic yet entertaining as you begin to roll up people and entire buildings. There’s also gifts and different princes you get access to as rewards for playing, but the real attraction lies in the satisfaction of eventually being able to roll everything in the katamari world. The story really adds to the quirkiness of Katamari Damacy with its numerous drug references and silly dialogue. Essentially, the player plays the little prince rolling around a katamari because his father, the king of all cosmos, decided to destroy all the stars in the universe. Along with the amount of mushrooms and rainbows present in the title screen, I wouldn’t be surprised if the creators of this game were on a lot of drugs when they developed this game. Nevertheless, the eccentric story line evokes much laughter and at least can be quickly skipped through if you wish to replay previous levels, which helps encourage replay. In addition to the single player story, I also played the versus mode with a friend to see if Katamari Damacy could be enjoyably played with multiple people. As it turned out, the game is a blast between friends, even if they’re just watching. The oddness of watching a player roll up gradually larger objects and the sweet satisfaction of rolling up your friend’s katamari should you grow bigger than him make for much enjoyment and trash talking. The down side to Katamari Damacy’s multiplayer is the fact that you can only battle in this one circular room and not roll around the rest of the world to get as large as possible, which would have more replay value; the three minute battles in the same area get tedious after 4 or 5 games. (This entry has been edited1 time. It was last edited on Fri, 25 Jan 2008 14:50:54.)Fri, 25 Jan 2008 14:48:09 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2102&iddiary=4047Disgaea 2: Cursed Memories (PS2) - Tue, 15 Jan 2008 01:32:59https://www.gamelog.cl/logs/LogPage.php?Log_Id=1857Disgaea 2: Cursed Memories Gamelog Entry 2 Gameplay For the second hour of Disgaea 2, I chose to go to the “item world,” where you can enter an item in your inventory. Doing so allows you to increase the strength of the item; a spell orb for a mage will give more spell points after clearing the enemies on each level of the item. This element of the game consumes much of the time the 100+ hours the game’s box advertises to players. When you enter an item, each level is randomly generated and the monsters get progressively stronger with each one, so the challenge factor never disappears because of overpowered characters so long as you enter an item that’s stated enemy level on the first floor matches your own. Before entering the item world, one has to prepare carefully as one must either have an item called “Mr. Gency’s Exit,” which works like a town portal from other RPGs, or finish 10 levels of the item. As a result, the player is challenged to play strategically by bringing plenty of healing items and using prudence to ensure that valuable characters like the mage or cleric, who are very useful but die easily, aren’t taken out early on, which can dramatically reduce the player’s chance of survival. This rule structure forces players to play intelligently whereas one can be more reckless in situations where one’s party vastly overpowers the enemy, negating the challenge factor that makes these games so rewarding. Design Because the Item World is one of my favorite features of Disgaea 2 and provides the majority of replayability in this game, I will focus on the numerous elements that make this game so fun despite it being fundamentally similar other turn based RPGs. As each item has 100 levels and allows you only to leave every ten levels unless you have an item that allows you to escape and come back, the game allows you to extend the usage you can get from much of your equipment. Each item can also contain a number of specialists, which one must “subdue” or eliminate on the level they are found; they give certain bonuses to the item they are in, like increased health or experience, and can even be traded between items. Along the fact that going through ten levels of an item often gives one lots of treasure and experience, there is a lot of incentive to go to the item world. Many hours can be spent getting specialists from items and trying to reach the 100th level one’s items, which leads to a fight with that item’s “item god,” who gives the item a large boost. Within the item world, a number of other features become essential and help add enough variety to the game that I would bother to spend countless hours on it. The geo panel system of the Disgaea games adds an interesting layer of strategy. The battlefield can have colored tiles, and geo blocks on these colors can give characters on that color different attributes while on it. The attributes range from beneficial, like healing, to the perilous, like having one of your characters cloned for the enemy’s party. The blocked can be moved onto other colors of tiles, but they can even move on their own, which adds an unpredictable element that positively adds to the game’s challenge factor. Geo Panels have lead to some satisfying moments where I defeated enemies with no damage to myself by paying attention to the colored tiles, so they represent an innovative feature that isn’t seen in other turn based RPGs and adds to the game. The geo panel system also adds a puzzle element to Disgaea 2 because the blocks also have colors; when they are destroyed, they turn the colored tiles it was on into the color that it is. By making chains of destroying all the blocks in an order that makes all colored tiles one color and destroying the block that nullifies that color, one could potentially defeat all enemies on the field without attacking one (characters on colored tiles that get changed by the geo blocks take damage for each change) and increase the amount of treasure one receives at the end of combat. Overall, the innovative elements of Disgaea 2 add to the gameplay and succeeds in adding strategy elements to the turn based RPG genre to the point that I’d spend a large chunk of my life completing it. The ultimate limitation of this game however, lies in the grinding aspect of the game. While it’s good that the game has a lot of replayability, things such as optional quests that reveal more about the story or perhaps a nonlinear storyline that lets players make actual decisions in the game beyond killing the boss and progressing to the next episode would be an evolutionary leap for the genre. (This entry has been edited2 times. It was last edited on Tue, 15 Jan 2008 01:34:02.)Tue, 15 Jan 2008 01:32:59 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1857&iddiary=3704Disgaea 2: Cursed Memories (PS2) - Tue, 15 Jan 2008 00:44:17https://www.gamelog.cl/logs/LogPage.php?Log_Id=1857Disgaea 2: Cursed Memories Gamelog Entry 1 Summary For fans of Dungeons and Dragons and Final Fantasy Tactics, Nippon Ichi Software has dedicated itself to primarily producing turn based dungeon crawling role playing games (RPGs) like Disgaea 2: Cursed Memories. In the game, the player commands a party of ten members in search of the Overlord Zenon, master of the Underworld, with different strategic roles to defeat opponents with each side giving commands to each character. While you start with a smaller number of characters and limited equipment and abilities for them, you obtain better equipment and skills as you go, which gives the player new strategy options with new abilities and the satisfaction of seeing your party grow stronger. Gameplay Having played the original Disgaea years ago in high school, playing the sequel was a nostalgic experience that spoke to my level up syndrome that draws me to this type of game. The fact that the game’s back cover tells players to “get ready for 100+ hours of devilish mayhem,” immediately appeals to the hardcore completist gamer types who play this game. I had to spend the first half an hour just properly equipping my party and reviewing my party members’ abilities; I chose to start from a later game save file so that I could focus more on the more challenging gameplay that comes out near the end of the game. Getting back into it, I realize that the steep learning curve for this game probably limits its fan base because it takes a hefty investment of time to fully comprehend the battle mechanics of the game. With over twenty classes to play as, a lot of time must be spent deciding what classes to employ and how they can work together. The fact that it takes a lot of work just to play this game may deter most casual gamers, but the immense complexity that successful players overcome to thrive in Disgaea 2 lies at the core of why I enjoy this game. Once I relearned the battle system and had my party properly equipped, the game was a joy to behold as I took down my opponents systematically on old I levels and accrued more levels and treasure to shape my party with. Because the game is turn based, it can actually be a rather social game to play with friends as you can discuss possible courses of action between enemy turns and switch off at every other level. I played the first hour with a friend and found my experience improved since I had someone to bounce strategies off of and made the game less of a grind in some places. The downside to Disgaea 2 is that to enjoy everything in the game, there are points where you need to repeat old levels or go to the “item world”(more on this in the second log) to level up and get better equipment to progress in the game. This part of the game got monotonous rather quickly and feels rather backwards as even Final Fantasy Tactics had optional quests that revealed more about the story and gave nice rewards to keep you moving along. Despite this setback, the game’s storyline, although uninnovative, contributes to my attraction to this game as it takes place in the underworld with demons as playable characters; the cliché RPG has the player play the good guys, but in Disgaea 2 the good guys aren’t as stoic and without much emotion, which comes out especially with the main character Rozalin, whose pretentiousness as the daughter of the Underworld and treatment of everyone as her personal servants make for an amusing environment to spend 100+ hours in. (This entry has been edited2 times. It was last edited on Tue, 15 Jan 2008 01:34:30.)Tue, 15 Jan 2008 00:44:17 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1857&iddiary=3677