Please sign in or sign up!
Login:
Pass:  
  • Forget your password?
  • Want to sign up?
  •       ...blogs for gamers

    Find a GameLog
    ... by game ... by platform
     
    advanced search  advanced search ]
    HOME GAMES LOGS MEMBERS     ABOUT HELP
     
    Recent GameLog Entries

    Paradise Killer (PC)    by   dkirschner       (Oct 16th, 2024 at 16:51:22)

    This was a huge surprise, and yet another gem in that narrative Humble Bundle from a couple months ago. I actually got this game once before and gave it away because I was on the fence about whether I thought I'd like it. But I got it again and figured I'd give it a shot. Good decision!

    Paradise Killer is extremely creative. It's like a detective game / visual novel. I don't play either genre, so this was all pretty new to me. You play as Lady Love Dies, an "investigation freak" who gets called back from exile to solve a murder. There's a whole fiction here. Lady Love Dies is part of "The Syndicate," which is a group of...I don't even know what they are...special people, I guess...who live on an island. Every so often, they destroy the island and create a new one. They usually destroy the island, it seems, because demons invade it. That's more or less the case this time, too, except that on the night that they were supposed to move to the new island, the entire Council (the Syndicate leadership) was murdered. That's the one you're called back to solve.

    There are 10 or so other (alive) Syndicate members. You run around the island, exploring it, finding clues and collectibles, learning about the history of all this, and meeting the other Syndicate members. You're collecting evidence, trying to make sense of the murder. Who did it, why, and how? Once you've collected enough evidence, you have a trial. Actually, you can have the trial immediately if you want to, just wildly accusing people. But, I was a good investigator. I think I explored most everything and discovered most all the evidence, and waited to call a trial until I had a good picture of what happened.

    And there is a lot to explore. The island has like 10 areas, and there is hidden stuff everywhere. I thought the game was going to be more like a visual novel, and although I knew there was some exploration moving through a 3D world, I didn't know that that would be most of the game. I got completely engrossed in scouring the island for clues and collectibles. You will find a ton of stuff, and you will keep on discovering new areas and secrets if you're looking hard enough, all the way up until the end. I used the word "engrossed" earlier, but "exhilarated" also is appropriate. Like, it was really exciting to find hidden objects, secrets, to get more evidence against a character, to realize I learned something that could break an alibi, and so on.

    I 100% want a sequel to this on the next island, and actually, I have some things I want to look up about this one, like what happens if you execute everyone and there is no one left to move to the next island? If you execute Lydia, can anyone be transported there? If you execute the Architect, then who builds the next island? Each character has a role, so what happens if those roles are empty? All the Syndicate members are suspicious for various reasons, and I gather in this game that there is no "right" answer. Like, it doesn't tell you if your accusations are correct; you just piece your evidence together as best you can, and if the Judge finds it reasonable, then the people you accused are sentenced and either executed or exiled. So, I guess that different players can have different outcomes of the trials.

    This entry has been edited 1 time. It was last edited on Oct 16th, 2024 at 16:52:38.


     read all entries for this GameLog read   -  add a comment Add comment 

    En Garde! (PC)    by   dkirschner       (Oct 15th, 2024 at 17:11:30)

    This is a silly, short adventure game (~4 hours) featuring fencing, and the combat is really quite good. It's predicated not only on fencing moves (dodge, parry, riposte), but on using the environment to gain advantage over enemies. For example, you can kick things at enemies (boxes, crates, vases, etc.), which will momentarily surprise most enemy types. Surprised enemies are opened up to being kicked themselves, and you can kick them off ledges, into traps, and so on. You can pick up objects (buckets, turkeys, lanterns, etc.) and throw them at enemies too, distracting them or, if you're close with a bucket or turkey, putting them on the enemies' heads. It's amusing seeing an enemy running around with a turkey on his head.

    You can also interact with the environment, such as by throwing a lantern at a cannon, which will cause it to fire, or by cutting a rope holding up a chandelier, which will cause it to fall. You can jump on tables, swing on poles, and generally run circles around your opponents, throwing and kicking things at them. Doing such acrobatics also surprises them, opening them up to kicks and attacks, or just distracting them so that you can focus on other enemies, because they will swarm you.

    There are a variety of enemy types that, especially when there are a lot of enemies together, can be pretty challenging. They basically escalate in the complexity of their patterned moves. If their swords highlight red, it's an unblockable attack that you must dodge. If their swords highlight blue, you need to parry. Different enemies have different combinations of these two moves, and they come at you fast, so you have to react quickly to their series of attacks. As you dodge and parry the more advanced duelists, you wear down their guard bar. Once that's depleted, you do damage to their health. If you get hit, their guard bar replenishes. So, you need to string together perfect moves to defeat enemies. Combat happens in arenas, often with waves; it's intense and fun!

    The fencing and acrobatic antics align with the narrative and tone of the game. You play as a heroic rapscallion who is against the "Count-Duke" and his evil scheme to milk the population and enrich himself. The plot and characters are usually over-the-top. There are plenty of funny one-liners. It's all very silly, endearing, and colorful. And I say all this with the feeling, in the end, that it was missing things. It moves at a fast pace and feels like it could have been fleshed out more, perhaps even taken a bit more seriously, and been a more engrossing action game. What's here is solid, but it feels like more of a foundation for something else than anything I'd encourage others to go out and play, although it was totally fun.

     read all entries for this GameLog read   -  add a comment Add comment 

    007 Quantum of Solace (DS)    by   jp       (Oct 14th, 2024 at 19:21:18)

    Ugh. Ok. This is going on the shelf.

    I got really frustrated at the end of the 3rd mission - you're chasing a rogue agent - all that was fine. But, at the end there's a showdown - you fight and defeat him (health to zero) but then there's "magically" a second stage where he sits behind a barrier and shoots you while goons come out and fight you with punches.

    By this point I had very little ammo left. Fortunately for me I had just enough so that I could shoot him and kill him - but only if I left that for the second stage. Had I ran out of ammo I'd have to punch goons, hope they dropped a briefcase with ammo, equipped it and continued. This would have been a timing nightmare (I do think the game pauses when you're checking the inventory), but still - it's extra awkward because tapping the inventory is a stylus rather than button (thus, a little bit slower).

    So, all of this to say that I saw how this game let me paint myself into a corner - you have to shoot the baddie in the 2nd stage - what if you run out of ammo? Sure, more can appear from punching bad guys - but you have to pick it up in an awkward way all while being shot at. So, not a design I'm particularly impressed by.

    BUT, it gets worse... at least my limited experience indicated it.

    If you kill the baddie - yay, a door pops open. BUT the goons are still there and you need to take them out. AND, they keep on coming forever...you have to run to the door. But there's little room to move around and I was already weak. So, I lost a few times despite taking out the big baddie because I thought you had to clear the rest... and they kept on coming and then I died. Eventually I just booked it to the door which I think is what you're supposed to do. But I got there with some, IMO, unfair frustration.

     read all entries for this GameLog read   -  add a comment Add comment 

    Prince of Persia: The Fallen King (DS)    by   jp       (Oct 14th, 2024 at 19:12:32)

    Playing this back to back with Quantum of Solace on the DS was interesting - both games lean heavily on the stylus as the only means of interaction (ok the Bond game uses one button). And, they're both different in how they do it. This PoP game mostly has tapping - at least in what I've played so far. Tap and hold is an option too I guess (tap hold to run to a location, just tap to move). (Bond has lots of swiping and holding while moving the stylus). Which is better? It's sort of a "meh" question - depends on the game and implementation, no?

    As a 2D side scrolling puzzle platformer it's a lot easier to control/make sense of the game compared with the 3D sort of isometric view...but, there's still some stuff that seems a bit too hard to do in this game. I'm about 17% of the way through (according to the save file at least) and, to be fair, I've only run into one major moment where I really struggled to make progress because I couldn't get either the timing of the taps or something else in order for me to make a jump. I eventually cleared it, but even as I type this I could not say what it was I was doing wrong and then did right. Perhaps it was just a finicky thing? Was my timing off? I even went back into the tutorial/help screens to see how the different moves were described in order to see if I had misunderstood something. Sadly the info was too sparse for me to figure anything out.

    I'm not sure how much further I'll continue to play - so far the gameplay has gotten a bit deeper and richer, but not THAT much? And there's so many other games left to try out...

     read all entries for this GameLog read   -  add a comment Add comment 

    007 Quantum of Solace (DS)    by   jp       (Oct 13th, 2024 at 21:34:09)

    I guess what's most interesting about this game - from what I played - is how it is almost entirely controlled using the stylus. At this point in the platforms lifecycle I get the sense that game companies where either forced to (or desirous to try out?) to implement mostly stylus-controls. Here's it's stylus all the time except that you can sometimes press a button (or keep it pressed), any button to toggle a state change. For example, to enter shooting mode, and stuff like that.

    The game is also, curiously, played with the DS sideways - book mode?. This results in a taller but narrow screen. It's interesting, and reasonably comfortable, but I felt the camera was pulled in too tight so I was often getting shot at by baddies who were out of camera. Sure, you can look at the radar/map on the other screen, but it's all dots with no facing, so it's only marginally useful (when it comes to combat). The game itself has some interesting ideas, though the controls took too long to get used to for my tastes and things were still rather imprecise and wonky. Interesting ideas (for a Bond game):

    a. This one's interesting, but probably bad. You can pick up different weapons and they have stats - like better aim and damage. So, you need to be careful. I didn't like this too much because, while firing isn't hard - you miss a lot and it's hard to tell if you missed because you were bad at aiming/tapping the stylus or if the gun's stats betrayed you.

    b. Enemies sometimes drop playing cards. They each do something different (bonuses to melee damage, for example) and you can equip five of them at a time. BUT, you get special combo bonuses if you have special poker hands! Pair, two pair, that sort of thing.

    c. Reloading is really annoying - you have to enter inventory and drag a clip over to the gun. It's annoying to do in the middle of combat. An auto-reload might have been the better design choice here?

    d. Melee combat is a special mode, you walk up to an enemy, press the button and then enter melee where you must swipe the screen in different ways to do different punches. Sometimes they'll block - or be ready to block, so you need to be careful. It's a neat system, and is definitely more interesting than just tapping a button. It feels more involved.

    I think the game is also voice acted - by the actors, and there's images from the film. So, it's pretty authentic in that sense. Mostly I'm impressed by how smooth the game runs (for being polygonal 3D and so on) even if the camera often gets in the way - I mean, the level geometry gets in the way of the camera.

     read all entries for this GameLog read   -  add a comment Add comment 
     
    What is GameLog?

    GameLog hopes to be a site where gamers such as yourself keep track of the games that they are currently playing. A GameLog is basically a record of a game you started playing. If it's open, you still consider yourself to be playing the game. If it's closed, you finished playing the game. (it doesn't matter if you got bored, frustrated,etc.) You can also attach short comments to each of your games or even maintain a diary (with more detailed entries) for that game. Call it a weblog of game playing activity if you will.

    [latest site fixes and updates]   [read more]
    RSS Feed
    view feed xml
    Recent GameLogs
    1 : jp's Prince of Persia: The Fallen King (DS)
    2 : jp's 007 Quantum of Solace (DS)
    3 : dkirschner's En Garde! (PC)
    4 : dkirschner's Webbed (PC)
    5 : dkirschner's Geometry Wars 3: Dimensions Evolved (PC)
    Recent Comments
    1 : dkirschner at 2022-10-12 08:51:09
    2 : root beer float at 2021-11-21 13:15:48
    3 : hdpcgames at 2021-10-23 07:42:58
    4 : jp at 2021-04-08 11:25:29
    5 : Oliverqinhao at 2020-01-23 05:11:59
    6 : dkirschner at 2019-10-15 06:47:26
    7 : jp at 2019-04-02 18:53:34
    8 : dkirschner at 2019-02-28 19:14:00
    9 : jp at 2019-02-17 22:48:06
    10 : pring99 at 2018-11-15 20:17:00
    Stats
  • 2250 registered gamers and 3195 games.
  • 7715 GameLogs with 13201 journal entries.
  • 5093 games are currently being played.
  • More stats
    Random

    Dream Daddy: A Dad Dating Simulator (PC)    by   dkirschner

    More visual novel than I thought, but some good humor and hopefully the ability to actively date. ------------------- Love this game.
    most recent entry:   Monday 1 April, 2019
    Completed Dream Daddy! What a great game, wow. I first heard of this around the time it came out when I was working on stuff related to GamerGate, and that semester had a student who wrote me a paper on its depiction of sexuality and fatherhood. She would rave to me about how it handled gender and insist that I play it. My immediate comparison is the only other visual novel/dating sim I've played, Hatoful Boyfriend, but genre is really the only similarity. Nonetheless, Hatoful Boyfriend (the pigeon dating sim) prepared me for Dream Daddy. Thanks Hatoful Boyfriend.

    What is Dream Daddy? It's a dad dating sim. You create a dad and begin the story. I made mine look like Carl from Aqua Teen Hunger Force and named him Carl McDad. The similarity is uncanny. You and your daughter, Amanda, move to a new town, to a house in a cul-de-sac where every other resident is also a dad. Some dads live with their kids, some are married, some are single. Some are more openly gay, some are in heterosexual relationships. They welcome you to the neighborhood, and you begin the process of meeting the game's 7 dads. This is essentially the prologue.

    Once you meet all the dads together at a barbecue, you sign up for Dadbook (like Facebook, but for dads). It's unclear whether Dadbook is only for dads or whether anyone can join and it's just called Dadbook because Amanda and other kids will pop up on there. It's also unclear whether it's more of a dating site or more of just a messaging app. Anyway, through Dadbook, you ask the other dads to hang out or go on dates, and they will occasionally message you too.

    The game flows like this: You choose a dad to message on Dadbook and go on a date. The date usually has two or three activities, and you get to know the other dad better. The date ends, you get a score based on a dialogue options you chose (the "best" dialogue option triggering a hilarious animation of hearts and eggplant emojis emanating from the wooed dad) and mini-games you completed, and you go home. You usually chat with Amanda, go to sleep, and repeat. You can initiate three dates with each dad (that's 21 dates). On the third date with any particular dad, as we found out last night, you can end the game by choosing to start dating that dad. You probably have to make correct dialogue decisions during the date, and I assume you can be rejected or choose not to date any of the dads (We will verify this later!). We went with Hugo, an English teacher and closet wrestling fan. Our other choices, in order, were Robert (mysterious, hunts cryptids), Mat (cool coffee shop owner, post-hardcore and emo fan), Joseph (married, youth minister), Craig (athletic, cool, but seemed too busy for us), Brian (competitive), and Damien (goth dad).

    "Being a dad" is the main thing the game depicts, believe it or not, and so your relationship with Amanda often takes center stage (and the other dads' relationships with their kids are important too). Amanda is a high school senior planning to go to art school. She is a great kid and is going through some of the issues of teenage life--boys, friends, college applications, etc. You and her have a wonderful relationship, and the father-daughter scenes were some of my favorite in the game. The game does not hyper-focus on sexuality, which I had sort of assumed before playing. It's a game about dating dads, yes, but the emphasis is on relationships, romantic, sexual, or otherwise. Carl never comes out and says he's gay. He's just attracted to the dads that the player guides him toward. The other dads don't identify as gay either. Hugo was married to a man, and that statement is the closest we get to a statement about sexual orientation. Sexual orientation is conveyed more through thought and behavior (e.g., Carl sees Brian shirtless and notes that he's hot or Carl flirts with Craig by making a joke about kissing). I'll keep thinking about this. At first I was disappointed that the game was avoiding talking about sexuality, but the more I think about it, I think it's really clever how it doesn't focus on identity, but instead focuses on relationships, sexual fluidity, and performance. There's a paper in there somewhere...that has probably already been written.

    I really liked how dates were not all one-on-one affairs, but involve other dads, kids, and are wrapped up in other aspects of daily life. For example, for one of the Hugo dates, he invites you to help chaperone his class on a field trip to the aquarium. I had to figure out how to get some mischievous kids out of the penguin enclosure. One of the Brian dates was a fishing trip that your daughters (who get along really well) tag along for. I always found the Brian dates funny because Carl and Brian's relationship was so competitive. Brian would always one-up Carl. If Amanda got straight As, then Brian's daughter got straight A+s. If Carl caught a 20-pound fish with his father, then Brian caught a 40-pound fish. Some of the dates involved mini-games. Sitting in Robert's truck overlooking the city, he teaches you to whittle wood, and you carve increasingly silly objects. You get separated from Mat at a punk concert and try to make your way to the front of the crowd where he is by avoiding moshing teenagers. To catch fish with Brian, you play a match-three game lining up the same kinds of fish. These were always fun little diversions.

    I cannot gush enough about the dialogue. The writing is outstanding. The tone turns serious or heartfelt when it needs to and is often laugh-out-loud funny. Additionally, there are a lot of dad jokes and dad puns. There is a certain type of humor that the game has, and I think we were a target demographic. People who were children of the 80s and early 90s, teens in the 90s and early-mid-2000s will find a lot of shared cultural references. Another SUPER WEIRD thing about the game is that it is like it has been listening to our conversations. We joke all the time about cryptids and starting a cryptid podcast and interviewing my dad, whose favorite story is of hearing a Bigfoot in the woods. We even recently went to a Bigfoot museum and are bummed to miss the first ever Georgia Bigfoot Conference because it falls on the same weekend as the World's Biggest Fish Fry in Paris, TN. Anyway, Robert is into hunting cryptids, and during one date he tells a story (I think he's kidding) about seeing this one, and then y'all spot something in the woods, get really scared, and drive away. My girlfriend and I also like to go see monster trucks, and that is discussed in detail in the game. There were no joke like 6 or 7 other even more specific things that we say to each other or that we had just talked about and that then were in the game. One thing my girlfriend always says is "You'll see..." like in a jokey-sinister way. Like about April Fools Day today, she says she's going to do something to me. I ask what she's going to do. "You'll see..." THE GAME ENDED WITH "YOU'LL SEE"! That was the last piece of dialogue between Carl and Hugo before the credits! What a coincidence.

    Okay okay, I've gone on forever about Dream Daddy, but it's not a perfect game. There are pacing issues and issues regarding what the game "knows" about your interactions with other dads. Like I said before, you can go on three dates with each dad. Sometimes, in between dates when you log onto Dadbook, another dad will message you for some sort of outing. These totally stopped before we had gone on one date with everyone, and we were then trying to figure out how the game might have expected us to date. Did it account for the player going on three dates in a row with one dad (and will this end the game after literally three dates)? Did it anticipate the player going on one date with each dad, then a second date with each dad? We assumed, once the other Dadbook messages stopped, that the meta-narrative (like the progress through the school year as Amanda applies to art school, learns she gets in, other time-sensitive events in other dads' lives, etc.) would progress once we went on one date with every dad, and that it would progress again after two dates with every dad. But after one date with every dad, nothing happened. Still no meta-narrative advancement, still no new Dadbook messages. And nothing happened after completing a second date with each dad. Why? It's like the game front-loads you with a variety of social interactions and narrative events over time, but then completely stops before you are 1/3 through dating around. After the third Hugo date, it's like time sped up to wrap up the entire story. All of a sudden Amanda graduated from high school. I thought it would follow her off to college, but it didn't.

    The other issue is what the game knows about your interactions with other dads. For example, at the end of the prologue, you are re-introduced to all the dads you've met at a barbecue. Then, as you go on dates and outings with other dads, even if you've seen dads three times since the barbecue, Carl will still think things like, "When we met last at the barbecue..." or someone will message Carl saying, "I had a great time at the barbecue! Let's go do such-and-such..." And we're like, but we just went to the art gallery with Damien, Hugo, and Craig yesterday! Why don't you remember?! This kind of thing happens enough to be noticeable. There was another glaring error last night after a Mat date. Carl was at Mat's house after shopping for records, and Mat has a lot of instruments around his house. He was in a touring band with his late ex-partner. Carl asks Mat to play the piano, and Mat doesn't want to. It dredges up memories. You have the option to push the issue and get him to play or to drop it. I dropped it. Then later that night, Carl tells Amanda about the date and says that Mat played the piano and goes on about what I assume would have happened if you push Mat on the piano issue. But Mat never played the piano! Either the game has an error in the narrative or Carl has revealed that he is a dirty liar and makes up stories to tell Amanda. I wish these issues had been ironed out.

    Play this game. I want to use it for my game-based learning SOCI 1101 course somehow. It's smart, funny, deals with gender, sexuality, parenthood, and other issues in a thoughtful way. And it might be listening. Also, the theme song is a real ear worm.

    [read this GameLog]

     home

    games - logs - members - about - help - recent updates

    Copyright 2004-2014