eatfffire's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=693Star Wars: Republic Commando (PC) - Thu, 06 Mar 2008 00:45:13https://www.gamelog.cl/logs/LogPage.php?Log_Id=3113Gamelog Entry#1 Summary Star Wars: Republic Commando is a science fiction themed tactical first person shooter. The player is given the role of the leader of a four clone elite commando squad. The setting is set during an era in the Star Wars universe that is mostly fought in large part by cloned humans and autonomous robots. The player must utilize weapons, terrain, and squad mates to successfully complete the mission assigned and help turn the tide of the Clone War for the Galactic Republic. Gameplay Given that this is a first person shooter that is played with a computer keyboard and mouse, the controls are relatively easy to pick with anyone familiar to the control scheme of FPS’s. The game did well to provide a very enjoyable and interactive gameplay experience. What set this game apart from other first person shooters was the depth of interaction I was given with my squad mates. I was given a great deal of freedom in how I wanted my squad to defend, attack, or monitor during play. For example, going down a long straight path filled with enemies, I was able to assign a squad mate to hang far behind the rest of us in order to provide sniper support in order to allow us to find cover and neutralize the enemy. Other orders could be to breach a door with explosives or software hacking, manning turrets, and taking other offensive positions. The freedom given to the player in solving battlefield conflicts is enormous. I felt I had a more intimate interaction with the game since my squad mates would listen to my orders. The freedom of choice in this game also helped with the gameplay experience by creating conflict. For every situation I had a variety of ways to approach them which led me to think where I could best make the use of 4 soldiers and limited ammunition against entire armies. The interface of the game and weapons further added to the general positive gameplay experience. As a soldier in a technologically advanced army, I had been given an advanced interactive helmet with a H.U.D. which allowed me to communicate with squad mates, monitor health and ammunition, and navigate to waypoints. The player uses this interactive H.U.D. to view the environment, aim, and use the said features previously mentioned. This H.U.D. added an extra layer of authenticity that helps the player feel like an actual republic commando. While there are a few weapons available, I never felt bored with any. Each reflected the culture of the user that it came from. For example, the well financed Grand Army of The Republic gave their commandos weapons that were quick, adaptable, and lethal. The standard commando issue DC- 15 rifle acted provided a role as an efficient plasma rifle, long range sniper, and anti- armor fire in one sleek black package. Weapons used by greedy and violent mercenaries usually looked like it consisted of scrap metal and junk while using older technology. These weapon’s fire rates, damage, and accuracy made them very distinct from one another. The variety of weapons further added to the tactical gameplay of Republic Commando by allowing me to decide what weapon would be more suitable for each conflict.Thu, 06 Mar 2008 00:45:13 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3113&iddiary=5790Star Wars: Republic Commando (PC) - Thu, 06 Mar 2008 00:44:45https://www.gamelog.cl/logs/LogPage.php?Log_Id=3113Gamelog Entry #2 Gameplay As the player progresses through each level, new weapons and enemies were slowly introduced. I felt that this progression allowed the player to spend enough time with each weapon and enemy and discover the strengths and weaknesses of both. One major flaw that I found was the quantity of health stations in the game. They were found in what I felt too many locations. By doing this the game looses a bit of its difficulty edge since the player can find a healing station in the general vicinity. Although I did enjoy having that luxury at times, I knew that if they were less in number I would be more weary over my movement in enemy infested settings. Although not a huge drawback, it does give the player a sort of safety blanket that it could do without. Design Levels through out the game were well put together. Various ways to tactically trek through the environment were placed. Settings were graphically appealing (for the time of release) and interesting to explore. Setting ranged from heavily vegetated forests, barren desert worlds, and even a drifting ghost space craft. The first campaign that I was assigned involved helping an infantry offensive on enemy territory, later it is changed to destroying part of a battle droid factory due to the haphazardness of war. It acted as an introduction to the game’s interface and proved to be very enjoyable while still teaching me the way to interact with the game. Factors such as having my commanding officer change my mission objectives mid way into a mission due to the termination of another fellow commando squad added to the sense of reality; it felt like if I was in an actual science fictional war. Progressing into the game, I was shipped off to other places around the galaxy where they needed covert operations to handle a conflict. The way the game submerges the player in this alternate universe is fantastic. The designers created missions that sounded completely logical if the setting was in a technologically advanced universe. For example, the Republic Army found a missing capital spaceship and wanted to investigate why it went missing without alerting anybody, their solution comes in the form of a four clone commando unit. These missions are realistic in this fictitious world which greatly added an addictive realism on top of an addictive gameplay.Thu, 06 Mar 2008 00:44:45 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3113&iddiary=5789Super Mario World (SNES) - Thu, 21 Feb 2008 00:12:21https://www.gamelog.cl/logs/LogPage.php?Log_Id=2764Gamelog Entry #1 Summary In Super Mario World, the player takes on the role of one of the Mario Brothers in a new world. The player will once again face off against various enemies across dangerous terrain to advance in the game. Bowser has (Surprise surprise!) kidnapped Princess Toadstool, and it is the goal of the game to rescue her. The format of the game has not changed, it is still a side scrolling platformer. Game Play People familiar with the control scheme of the Super Mario Bros. Series should have no trouble picking up the control and going. The controls remain relatively the same. Enemies are neutralized by stomping...etc. A new addition which was absent in earlier games was the addition of Yoshi, a friendly ally to the Mario Bros. Yoshi added new way to move,attack, and defend in the game. The player now could plug into a new slew of power ups on top of the previous mushroom and fireflower. I experienced a very fluid sense of action progressing through levels. The areas never got so inactive that i was bored, or too hectic that it was impossible to move without dying. Enemies were as fun to defeat as they were challenging. The variety increased the way to approach them. No longer were most just "stompable ". Bob-ombs blew up after you stepped on them and charging chucks would try to jump on you.Thu, 21 Feb 2008 00:12:21 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2764&iddiary=5247Super Mario World (SNES) - Thu, 21 Feb 2008 00:04:36https://www.gamelog.cl/logs/LogPage.php?Log_Id=2764Gamelog Entry #2 The replay value on this game has increased dramatically from the previous series installment. The major factor into this is due to the amount of secrets that are in the game. Levels are filled with secret passages and power ups. The addition of these allows for the player to have a relatively large amount of freedom in how to complete the game. For example, if the player chooses to spend some of the alloted time in a level to search out pipes that lead somewhere, the end result might lead to a short cut in the overworld that would lead to the end of the game sooner. There are two main ways to approach the game from this, the player can either speed through the levels to finish the game quicker or spend time seeking secret areas to extend the game with new levels. I enjoyed the themes that the game possessed. The settings were consistent throughout the game. If the player was in an underground overworld, the lighting, terrain, and music would reflect this. It would be dark, rocky, and have a darker tone to the music. These characteristics also extended to the levels themselves. The music also was astonishing in by itself. It reflected the game play in an incredibly well put together manner. If the game play forced the player to be constantly jumping and moving, the fast tempo light hearted music would reflect it. Areas that involved much dark emotions such as the Haunted Houses or the Castles would half slow dreary and sinister sounding music to add to the mood.Thu, 21 Feb 2008 00:04:36 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2764&iddiary=5238The Legend of Zelda Twilight Princess (Wii) - Sat, 09 Feb 2008 01:53:12https://www.gamelog.cl/logs/LogPage.php?Log_Id=2468Gamelog Entry #2 Gameplay After playing the game for a while, I was able to get into the main plot of the game. The way that the main plot is introduced is very well put together. The first characters you meet act as the catalyst into sending Link into his famous heroic saga. The villains use the early characters to draw out Link to save them, and through this mission the overall story is revealed to the player. The game’s narration is superb and cinematic like. The dialogue, music, setting, and cut scenes all work fluently to deliver a dramatic story line that felt very inspirational. Through progression it is revealed to the player that only he has the courage to fight the enemies others cannot. The game’s story development was a huge influence in my desire to complete the game and save Hyrule. The variety of weapons and tools available also increase through progression. This allowed an entertaining way to take on enemies. In dungeons many weapons that are collected are used to solve puzzles in order to advance. The game does a good job of requiring the player to keep many options open since there are several methods to try in order to complete a puzzle and advance to the next level. Combat in the game is very fluid. Combat system allows the player to view much of the action in a very cinematic way. Design The setting is incredibly massive. The land varies from thick forests to barren deserts and everywhere in between. Each environment has its own way to interact with player. Sand will sink the player, ice would leave less friction, etc... Dungeons also reflect the environment. In a dungeon located under water, water is a main component of puzzle solving. The game is very non linear. The player is free to explore and complete the game at their own leisure.Sat, 09 Feb 2008 01:53:12 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2468&iddiary=4813The Legend of Zelda Twilight Princess (Wii) - Sat, 09 Feb 2008 00:43:45https://www.gamelog.cl/logs/LogPage.php?Log_Id=2468Gamelog Entry #1 Summary In “The Legend of Zelda: Twilight Princess”, the player becomes a small town farmer "Link" who through fate of setting’s gods is chosen to banish the evil corrupting the land of Hyrule. The player progresses through the game by retrieving items, defeating enemies, and solving puzzles across an expansive free roaming environment. The genre of this game is Actioin/Adventure. Gameplay The interface with the game has a relatively easy learning curve. In the beginning much of the buttons and menu options were very confusing at best. If the player has not been accustomed to the Wii’s remote control, it would probably be even more frustrating. However as I progressed, the issues relating to the buttons, actions, and menu screen were thoroughly and easily explained to me by signs that I read in game or characters who conversed with me. The controls began to feel natural the more I played until it was all but second nature. Anything you could possibly do in game could easily be done having spent sufficient time learning the controls. The motion sensitive controls were incredibly entertaining to use. It added an extra layer of interactivity between myself and the game. It was fun to actually have to swing my remote control relative to the direction I wanted to my characters sword to swing. To aim projectiles I was also required to point the remote at enemies and other targets. The level of involvement greatly improved the entertainment value of this game. From the start of the game I was very entertained. I was allowed to explore and learn much of the game story and interface. Although I did not start off with a sword and shield, the beginning of the game was very enjoyable. Tasks that related to story taught me how to play the game. Instruction and gameplay were integrated very well. By doing tasks that related to menu navigation and character movement, Link's home town was described. Many of the characters also gave the instruction in their own unique personalities. I very much enjoyed how the game was able to introduce the setting and characterization in this way.Sat, 09 Feb 2008 00:43:45 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2468&iddiary=4762Super Mario Bros. 3 (NES) - Fri, 25 Jan 2008 23:45:19https://www.gamelog.cl/logs/LogPage.php?Log_Id=2176Gamelog Entry #2 The level design is excellent throughout what I have played. There are seperate worlds that all include regular "levels", Castles, bonus levels, and secret short cuts. The levels visually maintain a consistent theme relative to the "world" the player is in. Aside from the visual side to it, the level design is great. There are varied settings that introduce the player to increasingly difficult challenges. Among the levels are also several varied power ups that aid the player in movement and defeating enemies (sometimes both). Boss battles are reserved for the castle and airship levels. The game is incredibly linear, but not to the point where it becomes dull to play. Enemies, setting, and power ups mix things up. However the game does reward players who explore places that might seem like dead ends. Rewards may include a simple mushroom power up to a flute that allows the player to skip half of the worlds in the game. The addition of these hidden rewards increase the replay value of this and encourages me to search the levels for more. The story line of Super Mario Brothers 3 is incredibly simple and sappy. Bowser, King of the Koopas, is creating havoc in the world and it's up to the Mario Brothers to rescue the world. That's basically the premise. Decalogue most of the time is for completion of worlds. The story's minimal info and development does not hurt the game play at all. But when I just sit down and think of the story nothing too dynamic is occurring, for me this just makes it seem corny. I would have felt way more engaged with the story if it had been developed with a more complex premise other than "Bowser is terrorizing the world, you must stop them".Fri, 25 Jan 2008 23:45:19 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2176&iddiary=4200Super Mario Bros. 3 (NES) - Fri, 25 Jan 2008 23:25:57https://www.gamelog.cl/logs/LogPage.php?Log_Id=2176Gamelog Entry #1 Summary In Super Mario Bros. 3, the player takes control of Mario or Luigi across an expansive setting.As one of the Mario Bros. the player must avoid pitfalls and defeat enemies in order to advanceto the next level. The goal of the game is to defeat Bowser and his army in order to save Princess Toadstool. This game is of the plat form genre. Gameplay At first SMB 3 frustrated me due to controls. Although it is not hard to learn when and how to jump onto the multiple platforms, at first it made me want to pull my hair out. I kept missing the timing of when to stomp on an enemy, jump to a moving platform, and avoid moving enemy objects. Once timing was not a problem for me the game's fun level improved drastically. From there on the challenge of timing all my jumps made the game entertaining enough for me to want to play more. Power Ups such as the fire flower and the leaf all let me explore levels and defeat enemies in new ways. This gameplay in conjunction with the music made the game experience seem very enjoyable and fun. With the two player option at the beginning of the selection screen led me to play it with a friend. The two player mode allowed for one player to attempt or finish a level while the other waits. I found that a competitive tension arose which increased the entertainment and replay value. We would race for faster times or engage in a head to head type mini game. The progression of the game also sped due to the benefit of two players. Where I would have trouble and die, my friend would easily overcome the obstacle (then taunt).Fri, 25 Jan 2008 23:25:57 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2176&iddiary=4183Halo:Combat Evolved (PC) - Tue, 15 Jan 2008 02:36:52https://www.gamelog.cl/logs/LogPage.php?Log_Id=1883Game Log#1 Summary Halo: Combat Evolved is a first person shooter where the player assumes the role of a super human soldier thrown into an interstellar war between a collection of alien races and humans. The game has a wide variety of weapons and terrain that the player can use to create battle strategies. The goal of the game is to attempt to defeat the enemy on an unknown space installation and try to unravel the secret of the "Halo" . Game Play Right from the beginning the player is shown a devastating attack on his comrades that he must somehow repel. As soon as I received my first weapon I became hooked on the game play of Halo. I survived intense wave after wave of aliens and explosions. Soldiers were dying in the setting while I kept pushing on to combat the opposing force. The action kept me interested in the game long enough for the story to become interesting enough for me to continue playing. Progression through the levels taught me that I had to worry about running out of rounds in my current clip, having my shield deplete, and getting a plasma grenade attached to my helmet. Further complexity was added when new weapons were introduced to me. I had to decide on which to take with me since I am only allowed to carry two. Each was as different as they were powerful. Each weapon possessed a unique advantage while providing a disadvantage as well. Deciding among weapons, managing shields, and attacking enemies allowed for dullness to be absent from this game. Game Log#2 Game Play Not too much deviated from the beginning, a little repetitive but not to the point where i feel I'm drowning in a sea of "sameness". The aliens kept coming at different rates, but it was still fun taking them out. As I continued through the levels, more weapons and vehicles were made available to me. This allowed me to interact with the computer controlled allies in a new way. A vehicle that could accommodate passengers would increase its firepower from my allies. This added a need for me to care for my fellow soldiers since they increased my offensive capabilities. Other vehicles allowed me to blow up enormous structures and plow over enemies. Mysteries were also brought up which increased my interest to finish the game. When an important part of the plot and mystery of the game was to be explained, a cinematic scene would occur. This increased the reality of the game to me. By making it more dramatic, I was more interested in immersing myself in the game. The secrets and plot twists added more enemies which led to an incredibly action filled climax against them. Design What makes this game strong is a mixture of its story and game play. Right off the bat, the story will attract many sci fi or action oriented players. The story is further developed as the player progresses through the levels. In small increments the secrets and plot twists are revealed which will leave the player wanting to finish the game in hopes of finding out if humanity will survive or will finally lose the uphill battle. The music and cinematic sequences further add to the "insperational-last ditch" mood of the story. The music is suspenseful when there is a drastic plot twist and blood pumping when the player is on a high of flying lead and exploding shards of metal. The game play adds strategy to the interesting story line.The player carries two weapons, 2 types of grenades (plasma and frag),and must manage a shielding system. The two arms the player carries can come from human or alien technology. Each of the weapons have drastic drawbacks and advantages. The player creates his own individual style in which to combat opposing forces. The shielding system is essential the players health meter. It can withstand a certain amount of force before it completely gives and leaves the player vulnerable. It is the players task to manage the time in which he is exposed to enemy fire. Vehicles further add to the complexity of the game by allowing the player to pilot them in hopes of defeating the enemy faster. Both alien and human technologies are available to the player allowing a varied gameplay experience to everyone. (This entry has been edited4 times. It was last edited on Tue, 15 Jan 2008 02:40:49.)Tue, 15 Jan 2008 02:36:52 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1883&iddiary=3759