megatronsf's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=740Medal of Honor: Frontline (PS2) - Thu, 06 Mar 2008 00:34:17https://www.gamelog.cl/logs/LogPage.php?Log_Id=3086Gameplay: Granted, there are a million first person shooter games about war and even WWII in particular. Either way I felt that the versatility of this game stands out even within the MOH series itself not only because of the intensity of the six missions that Patterson is led through, but also for the genuine nature of it. The levels vary greatly in their lengths and content, but throughout all of them the player feels satisfaction at the downfall of the enemy or any of the many destructive projects that Lt. Patterson and his squads of American and sometimes British soldiers. What I found most mazing on my second go at the game was the flawless interaction between the player and the game environment, and how well the levels aid in shooting. Not only are there randomly placed barrels containing gunpowder, but also smaller gas tanks that explode with a large enough radius to kill anybody near. Design: There are many elements to this game's overall design that are still impressive to me such as the ability to shoot through most openings and windows without question. That along with the fact that the levels vary from very open grassland type maps where sniping is essential, to hand-to-hand combat in confined city streets. The way that the towns are depicted as ravaged and battered from war adds to the game's fidelity and mood while also limiting the players movement to the right direction in most cases. Where in modern games, the player would probably just be able to crawl around or over a huge chunk of dislodged concrete, in Metal of Honor: Frontline there has to be an alternate route. I find this completely acceptable given the detail that the game has elsewhere especially in segments of the game where stealth is utilized. That is where I found the true subtlety of the game to lay was in the parts where the slightest wrong move will awaken a guard, or rouse a group of stationary soldiers. (This entry has been edited1 time. It was last edited on Thu, 06 Mar 2008 00:53:56.)Thu, 06 Mar 2008 00:34:17 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3086&iddiary=5782Medal of Honor: Frontline (PS2) - Thu, 06 Mar 2008 00:01:56https://www.gamelog.cl/logs/LogPage.php?Log_Id=3086Summary: The fourth game in the Medal of Honor series is an amazingly concise first-person-shooter game that starts right out with a simulation of D-Day at Omaha beach from the perspective of Lt. Jimmy Patterson. The aim settings are very easy to get adjusted to in the game, and like many games for the PS2 it’s partially automated to lead you through the first level as if it were a training sequence. The game is led primarily by narrative segmentation as it is relaying the story of Sgt. Patterson from D-Day through his experiences in Germany after being surreptitiously shipped overseas in a wooden crate and other such random plot fillers like that. Another thing that plays a dominant role in the game is stealth, and the ability to move unseen or unrecognized. The element of suspense is heavily reliant on this aspect of stealth within the game, but also on the fact that it is a WWII game where the enemy is Nazi Germany. The selection of weapons is something the game thrived on as well as the range of objects to be thrown or utilized in other ways such as the Nazi uniform that Patterson gets before entering the Golden Lion pub in Germany. The shock of being discovered is twice as intense at a Nazi convention, which is another part of the game where the uniform is needed, and the suspense of the plot definitely adds to the intensity of the game and it's magic circle. Gameplay: Considering that the game was out in 2002, it had very detailed levels that were challenging enough to make the game extremely engaging. The reactions from enemies when they are shot is very realistic as well in how they will fall away from the bullet, as well as die from head shots quicker than any other body part. Many buildings can be accessed for long range shooting and the ability to mount alternate weapons is excellent, but the complexity of the routes throughout the level sometimes leads to confusion as to the proper direction. When you throw grenades, Nazis will often throw it back if it doesn’t blow up quick enough, and when there are other soldiers they will even dive onto it to limit the deaths. I thought that was eerily realistic when I first saw it, but nowadays there are many subtly programmed reactions like that in most first person shooters. A lot of the missions were reminiscent of Metal Gear Solid which I played earlier in the quarter, things like deactivating bombs placed on bridges were based on the same fundamental PS2 actions and buttons. After getting adjusted to the aim sensitivity, the game got increasingly entertaining especially in situations where there's sniping. (This entry has been edited1 time. It was last edited on Thu, 06 Mar 2008 00:13:22.)Thu, 06 Mar 2008 00:01:56 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3086&iddiary=5764Donkey Kong Country 2 (SNES) - Wed, 20 Feb 2008 01:53:09https://www.gamelog.cl/logs/LogPage.php?Log_Id=2676Summary: This game is an excellent sequel, and i think that the Donkey Kong legacy has this game to thank for a lot of its success. The wide variety of backgrounds, and consistency of extra levels throughout the large part of the game I played made this session much easier than say Metal Gear Solid 2:(SOL). The mood of the game is just enough to illustrate the game's difficulty, and accented need for reflexive attention which is not only thanks to the broody graphics, but also the orchestral soundtrack. In the first DKC, I always used Diddy because for one reason or another I could always get him to jump higher than DK, and in this one he could again get higher than Dixie which probably subconsciously motivated all the kids who played the first one to buy the second with its focus being Diddy. Gameplay: The Maps for level progression were pretty much the same as they were in the first game, usually containing some kind of upward slope, hill or zenith where the boss waits in order for you to be able to pass to the next map. As I made my way through the levels, I realized how full immersed one can get inside the "magic circle" of this particular game. Even though it's primarily testing your direct hand-eye coordination, the game's way of addressing that ability is very artsy and fun. It isn't just about getting past the enemies when you think about all of the hidden levels, and the amount of coins that reside in each level. It is always easier to collect coins and of course flawlessly run through levels when you're transformed into a rhinoceros or a swordfish whih is why I liked how sparsely those transformations were placed around this game. Now that I play this game, I find that the skill level required (in terms of eye-had coordination) seems far lower than that of most of today's games which contain not only realistic third person perspective, but also a lot more buttons on the controller. Most of the seven year olds who play games today would have no problem with the reflexivity required to dodge giant bees while hopping from rope to rope over alligators and rolling armadillos. Regardless of this fact, the game remains one of my all time favorites fun wise and even visually and audibly.Wed, 20 Feb 2008 01:53:09 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2676&iddiary=5057Donkey Kong Country 2 (SNES) - Wed, 20 Feb 2008 01:13:47https://www.gamelog.cl/logs/LogPage.php?Log_Id=2676Gameplay: This game is more than just another platform sequel to me because of it's nostalgic quality, but even after so many years the game still has its difficult parts. Diddy was also my favorite in all the previous games so having it be just him and Dixie in Diddy's Kong Quest was fine in my opinion. This game is so capturing for a number of reasons, but the fact that it was a successful follow up to Donkey Kong Country shows how many upgrades had ben made for this game. The amount of underground levels and side missions is doubled in DKC2, but of course not nearly all of them can be found because most of them require unnecessary risk to find. I love games that still manage to test my reflexes despite their lower standard of visual graphics and age. The thing about DKC2 is that it does so with graphics that were unmatched at its time of release, and I believe can still be appreciate as such. The array of villains this time around is comparable to the first DKC, but the storyline and Donkey Kong's capture gives you an incentive to tackle them even more so than the original. Design: The graphics for Super Nintendo(ES) are still up to par with the sort of pixelation seen in many hand held game systems nowadays, but I still find them just as entertaining as many photo-realistic shooter games that are out for X-Box 360 or PS3. The levels are very well designed in terms of platform layout, and that is not to mention the background pictures which move much more fluidly than the first DKC, and are a lot cooler in general. There are a lot of subtle design changes from DKC that I noticed when I first played this game, and the players' ability to change into the animals that were usually ridden in the first one was noticeably improved. Also where the first game focused mainly on the idea of industrial filth and mineshaft levels, DKC2 has a lot more levels with pirates, water and boats as opposed to snow and karts. Many things were altered and added for the second game, but there was also a lot that got taken out.Wed, 20 Feb 2008 01:13:47 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2676&iddiary=5054Metal Gear Sold 2: Sons of Liberty (PS2) - Fri, 08 Feb 2008 16:02:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=2407Summary: This game was especially difficult to pick up in a short amount of time. It is extremely realistic in the way that the main character Raiden navigates all the maps. The game was released on March 8th to European countries by Konami Computer Entertainment, and actually had to have its entire plot changed because of the original plan to have it take place in Iraq and Iran. Due to the terrorist context of the game, this was far too close for comfort. The game is extremely versatile, and has vast levels with seemingly endless maps, but even through all this complexity, there is always only one place to be going, and one objective to complete at a time. There is no question in my mind however, that this game's controls are far more complex than most PS2 games. Game play: I had to spend a good ten to fifteen minutes just getting used to the controls which were precise, yet only as ridiculous as the amount of actions that Raiden can actually commit. Anything from leaning around corners to watch for potential enemies to crouching while sniping long-range can be done, but usually requires that every one of your fingers be on a button at any given time. The default action button was one that I found to be especially useful for small tasks such as opening lockers and doors. The array of tasks that one has to complete to pass through a level is really what impressed me about this game. Once you get the hang of the game, I suppose it's not as difficult, but I could see myself playing this game for months without beating it. The fact that your character is attempting to remain covert through most of it makes the game not only suspenseful, but also very time-consuming. Instead of straight rifles, you are equipped with tranquilizer guns and thermal weapons that can freeze bombs. There are also cameras stationed in almost every room which of course have to avoided unless you wish to have all of the supposed terrorists come after you. Gameplay#2: This time around, I played the terrorists threat level where Raiden's objective is to deactivate all of the bombs in this large quarry of elevated water towers. The whole time Snake Pliskin is in the corner of the screen giving you directions toward the next objective within the overall attempt to disarm the terrorists' bombs as they are dispensed throughout the area. There were many smaller tasks that had to be taken care of such as hiding at appropriate times, or else the occasional shoot out. Figuring out how to crawl, and sneak around on the ground became a very essential aspect to this prologue level because of it's c extremely covert nature. I also found that the only times I would ever recieve ammunition, health (rations), or weapons would be when I was hiding, crawling or sneaking. Design: The graphics in this game are some of the best that I have seen for the PS2, and Konami really has set the level as far as versatility of character in the case of Raiden, and Pliskin throughout the very complex storyline that is Metal Gear Solid. The different views can be interfering at times, but for the most part just aid in the gameplay. For example when a camera is near, the view always includes it to allow you to avoid being detected. As I said earlier, the aspect of suspense in the game is crucial, but there is no doubt that the level design, and structure certainly accentuate that uneasiness at every corner. (This entry has been edited3 times. It was last edited on Mon, 11 Feb 2008 20:59:47.)Fri, 08 Feb 2008 16:02:54 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2407&iddiary=4575Tekken 5 (PS2) - Fri, 25 Jan 2008 14:47:01https://www.gamelog.cl/logs/LogPage.php?Log_Id=1970Session 2: Gameplay For my second round, I chose to play with Jin Kazuma, who is featured on the cover of the game, and in the storyline is the son of Kazuya, and the grandson of Heihachi Mishima. With Jin, his moves are more based on power than speed, but his combos were so extensive that defeating characters with him was much easier than even Raven, whose combos seemed unmatchable. The difficulty settings were very accurate, and maintained challenging matches throughout my gameplay, but I prefer to play against people around my same skill level. Another very intriguing aspect of this game, and this particular session that I had was the array of levels that I played, and the progression of background art as the arcade mode is played. By the time that the final battle is commenced against the master Heihachi who can spit flaming meteorites from his chest, the background, and foreground are as chaotic as the match itself. There are tornadoes and dust flying everywhere, but that is less impressive than the fact that this level along with a few others including the beach map are continuously scrolling, and larger than levels from Tekken 4. When the levels are enclosed though, it is done succesfully because they are usually basements or garages with spectators and everything.Fri, 25 Jan 2008 14:47:01 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1970&iddiary=4046Tekken 5 (PS2) - Sun, 20 Jan 2008 18:40:25https://www.gamelog.cl/logs/LogPage.php?Log_Id=1970Gamelog #1 Entry 1 Summary: To me, Tekken represents the ever-evolving industry of single and two-player fighting games. It was developed by Namco, and released in the US in February 2005 after first being released in arcade format. When played on Playstation 2, the d-pad is the primary motion control thus leaving out the joysticks (L3, R3), but in terms of countering moves, and attacking at a fluid tempo I found this to be a useful feature. Another very attractive aspect to this game is the amount of available characters, and within that, the realm of move banks for each. Gameplay: There were many facets to this game that seemed to make it especially more enjoyable than the previous versions, but also more attractive than many other fighter games. Although it didn’t necessarily include counter-attacks, the variety of characters and their immediate connection to the progressive storyline of the game holds the player’s interest. As far as the rules are concerned, they are based primarily on the number of lives each player is originally given. From this preset, one can choose to either fight a shorter match with each player given only three lives, or a longer game where the winner only succeeds after five winning rounds. The only exception to this rule is the outcome of a draw, where both of the player’s live meter’s run out at the same time. That would mean that there are really only three possible outcomes throughout the game (winning, loosing, and draws). Because certain moves, like the invisible jump kick by Raven are more or less elegant and aesthetically pleasing, it entices people to feel more upset when attacked by them, but more fervent when using them. The individual player effort is mostly in the blocking patterns, and the timing that most fighting games require, but until those skills are developed, the gratification from a winning outcome is unknown, and simple longed for. Once satisfaction is obtained through a good match where exceptional moves are demonstrated, and one becomes the clear winner, the incentive from then on is to feel that same winning emotion. For me, once I won a single game with Marshall Law, I knew that his array of moves, and overall accessibility as a character made him my favorite character. Overall Tekken is a very enjoyable game that keeps you interested, and striving to complete showy moves while defending enough to maintain health throughout the match. Sun, 20 Jan 2008 18:40:25 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1970&iddiary=3852