 |
|
Crime O'Clock (NSW) by jp (Oct 8th, 2026 at 09:44:19) |
First, what a banger of a name for a game. Ha!
I picked this up from the box art. It looked like this was "MicroMacro: Crime City" in videogame form. A good thing in my mind. What made MicroMacro cool/fun is that it's a giant "where's wally" with an extra twist - you have to find things but then also "trace" them over time. So, a character might be dead in part of the "map", but you can look around to and see the character still alive walking to the place where they're dead, and so on. So, you trace time through space.. it's hard to describe.
This game - at least from what I've played so far does exactly the same thing with two differences. First, the map (illustration) changes - so, there are different maps for different snapshots in time (some things change others stay the same from what I can tell). Second, there are occasional mini-interactive activities you have to do (not quite enough depth to call them minigames) - these represent "computer analysis" moments - like tracing a cell phone being used to towers, or identi-kit-style assembling the portrait of a perp. They take place in a sort of "computer network" visualization that's all black background which is in direct contrast to the main map that's on white.
The art style is all black line drawing comic-style characters (like MicroMacro, but different enough) on a white background with color used very sparingly for UI-stuff.. I think it looks great.
The maps (only played on one, the tutorial and the first case) are fun to look at with lots of little easter egg style details.
I think I'm going to enjoy this!
read all entries for this GameLog
- add a comment
|
|
Hello Neighbor: Hide & Seek (PS4) by jp (Sep 27th, 2026 at 16:53:00) |
I knew this game hadn't reviewed well when I bought it, but it was cheap and I was curious.
I think it's worse than what I expected. I may be a bit unfair hear, but I reacted really negatively to the game's onboarding experience - or what I would call a lack of onboarding. The game starts with a cut-scene showing your character (a young girl) playing with her brother. The game's hide and seek and you hide in a hallway cupboard, are quickly found and then...you're in control. Your brother is close by, his back turned and he's "counting" (like you do when playing hide and seek). Ok! I must run around and find a new place to hide. This makes sense with the game's title. There aren't many places to go, I run up the stairs, enter a room and somehow manage to make my way onto a shelf that's nailed to the wall a good height above the floor. This seems like a good place to "hide" - it's also, the only place I think other than just waiting in a corner? There's a bunch of looked doors but I can only peer through keyholes and none of the doors seem to open. I only "learn" this from poking into the game settings to see what the controls are.
Ok. This is fine - I just need to wait for my brother to stop counting and start searching and we'll see what happens.
Nothing happens. Oh. Am I supposed to hide in a special pre-determined hiding location? I jump off the shelf and start wandering around - maybe I missed something. I learn I can crouch - but there's a space that's too low for me to crouch under. I peer through the key holes of all the doors to see if I'm missed something. Nothing. I go back into the settings to remind myself of the "use button" (R1?). I go back to a door leading out of the room at the top of the stairs...and nothing. But then, it works and the door opens. Oh, I guess that door does open. I never go back to check the others because a cut-scene cues in and it's the girl just standing behind the door as her brother runs and in immediately finds her. The camera then pans to a clock on a dresser and control is now back in my hands.
I realize a dresser drawer opens, I can use it to jump up..and somehow pick up a dunce cap of sorts (paper cone with flag on top) and a pillow? I can't seem to use them for anything..so uh, I jump back down and open the door to leave the room and...
..it opens into a different space. Now we're in "imaginary land" - a large space with household furniture that's too large and warped and so on. This reminds me of some of the Psychonauts levels - sort of wonky geometry that looks different. Still fine, it's like the kids are imagining they're someplace they're not but there's still references to real-world things - and they're large because you're a small kid. It's ok.
I'm still holding the pillow (or the dunce cap?) and...dont' know what to do. So, I start wandering...there's a large bird creature...I see a stake under the water but can't pick it up. Oh. Then, suddenly my brother appears (in a sort of tiger costume)...and it's game over, go back to the start - I mean, a reset and I'm at the part where I entered this fantasy land space.
I have no idea what I'm supposed to do. Hide again? Find the pre-designated hiding spot, find "the spot" which triggers the cut-scene? Leave the area?
I start exploring and see a large lounge chair at the top of a rock mountain. Ok, lets go there. I make my way up (not easy, jumping is weak, you slide off things, etc.)...get to the chair - but it's more like a couch. There's a ovaloid rock...I pick it up. There's also a sort of plush animal. Pick that up also. Nothing happens.
Uh. Maybe I'm supposed to go somewhere else? There are things that seem high up and out of reach... I end up throwing the rock and the plushie - sort of by mistake (R2)... I wander/fall down...get caught by my brother.
Still no idea what to do. Time to consult a guide.
Oh, it turns out you're supposed to find these plushies and put them in a basket. What? How was I supposed to figure that out? No idea.
I do some wandering and find a door that serves as a ramp to the top of a large basket - which is where you're supposed to drop the plushies. There's a cardboard sign with...16 of them? Lots of them. I found one, but now have no idea where it is.
I decide to restart, maybe there was a bug and a tutorial was supposed to fire but didn't? No, it's the same. Fine. I go back to the top of the rock mountain, get the plushie and drop it in the basket. There's a ding noise...and that's it. I have no idea how many are left. As far as I could tell the sign stayed the same, no checks or crossed-out plushies. I find another plushie inside a large, very large, bucket I was able to fall into after jumping higher thanks to a geyser. Nice. Oh, there's no way to get out of the bucket. I hit the menu and there's a "I'm stuck" option - this triggers a cutscene of a bird that swings down and takes you back to the start. Oh. Seems like a solution to a problem than shouldn't exist. I get it if you squirrelled your way behind some strange geometry and don't want to lose the game state. It's almost elegant in that context. Here it just feels lazy - put a required item inside an inescapable object to force you to use the bird. Ok, maybe that was on purposes (so you learn the bird thing. But, I had to poke around in the menus - instead of it triggering a tutorial text - "Hey, you're stuck inside the bucket, if that ever happens do this..".
I gave up in frustration soon after that. I was able to pick up the raw steak at one point...but the general physics and navigation felt so poor that adding the pressure of your brother coming at you to reset your place in the level felt at odds with the experience. This wasn't hide and seek now, it was a scavenger hunt...and not a particularly interesting one at that either.
read all entries for this GameLog
- add a comment
|
|
Record of Lodoss War: Deedlit in Wonder Labyrinth (NSW) by jp (Sep 22nd, 2026 at 07:38:16) |
The night before last I played some more and beat the gauntlet! I felt very chuffed about that...kept on going, got to another boss (Parn!) beat that, and immediately after was ANOTHER boss...I lost really quickly and got really mad. In my mind it was boss gauntlet + Parn + final boss...with no saves in between and the thought of doing it all over was too much. So, I put the game down pretty confident that I'd just have to watch the ending on Youtube or something.
Last night I picked it up for a "last attempt" of sorts - before that though I scoured the map and found a few secret areas I had missed! And one area that was now accessible I had forgotten about. Good thing I did, I got a new weapon (the Chakram?) with great range, for a little less damage, but just the sort of thing I'd need for the final boss fight. I then stocked up on potions, swapped my spell to one I thought might work better, and went back in.
And success! (I think I had to try twice)
And in the end, was it all a dream. Sure. With some more to it...but still. The epilogue was nice, though it was weird to going back to level 1 with none of the additional movement unlocked - not that there was any challenge.
It feels strange to beat a game like this. I usually bail a lot earlier due to my lack of interest in practicing enough to improve enough so I can clear certain challenges. This game hit the sweet spot for me - it wasn't trivial, and I felt like I improved and learned the game's systems over time.
read all entries for this GameLog
- add a comment
|
|
Please, Don't Touch Anything! (PC) by jp (Sep 20th, 2026 at 13:12:20) |
It's weird for me to think/write that the most important "contribution" this game has had for me is how useful/intriguing it's been to show students in experimental games class. The game is strange and quirky and funny and genuinely interesting as a puzzle box style game, especially once you've peeled back a few of its layers and understand how the game's support to work.
Over the years fewer students have heard of it, or played it, which is both good and bad. Good means there's more room for it to be genuinely surprising to them, bad means it's also increasingly more "strange" - I've found that students have a lot less to go on with this game since it is so exploratory in the beginning. Hmm. it would have also made a good addition to the "thinky games" cycle when we did the game design seminar...
Now that I'm at a new place with a new group of students, I wonder how it would go with them?
It's been a while since I've played it - and I don't recall which endings I got or anything like that, but it seems like I did make decent progress since I've only got 5 locked achievements. One if for every ending, the other for ending 25 without unnecesary buttons being pressed. 3 are hidden.
read all entries for this GameLog
- add a comment
|
|
Record of Lodoss War: Deedlit in Wonder Labyrinth (NSW) by jp (Sep 20th, 2026 at 12:41:02) |
I'd been playing until I got stuck on a fight - it's a two-parter boss against a soldier guy. The second part is against a sort of zombie/ghoul version of this soldier guy who spews green venom and turns into toxic clouds.
After scouring the map for missing things - found a few new upgrades (not interesting ones at this point) and filled in the map a bit more which was nice - I finally realized that I could buy more than one health potion (up to 10!) and I've come to better appreciate how the magic select menu works. So, I devised a new strategy for the boss fight. I'd get to the 2nd phase and swap out the spell with healing potions and try to use those to stay alive. And it worked! I was down to 3 or so...but still.
Yay!
I'm now in Stage 6. I think this might be the last chapter?
So, I kept on moving through new areas...and went back to older areas too - found a few secret areas as well (null space on the map)...and then I hit what I hope does NOT become a new wall.
Maybe this is the end/last battle? It's basically been - so far - a gauntlet of all the bosses (I think all?) in the game. And, while I don't think they've been scaled in difficulty (meaning some are way easier than when I fought them originally), it is quite tiring.. I did quite well until I got to the boss fight I'd just been stuck on earlier. My hands were cramping up and I just...couldn't.
Thankfully after I forget which boss there are items between them to heal up and such...but still. I think I lost this one from nerves and cramps more than difficulty? Though, I dread to see what happens AFTER this one. Will there be another boss? Sigh. I hope not.
read all entries for this GameLog
- add a comment
|
|
|
|
|
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]
|

view feed xml
|
 |
|
2323 registered gamers and 3387 games. 7926 GameLogs with 13437 journal entries. 5111 games are currently being played.
More stats
|
 |
|
Super Mario World (SNES) by Tabh |
| No comment, yet. |
|
most recent entry: Saturday 26 January, 2008
|
Summary:
Super Mario World is a sequal to the previous Super Mario game on the NES. SMW offers both a series of levels for Mario make his way to the end of, or plug in a second controller and play co-op as Mario's brother Luigi joins the adventure. The goal for each level is to reach the end of the level without being killed by enemies or terrain obstacles. The eventual goal is to defeat the King Koopa Bowser and rescue Princess Peach.
Gameplay 1:
Though I have played through this game many times and discovered all the secret levels I opted to start a fresh game and attempt to view the game as a new player would. By the end of the first gaming session I had managed to knock out the first world and was close to engaging the second boss.
The simple platform jumping fun that comes from this game paired with the power-ups the Mario can collect such as fire power or flight makes adventuring through Super Mario World enjoyable time and time again. Some gamers may chose to do time trials, or unlock the many secret levels of the game through beating red stages via some hidden alternate method unique to each level. Furthermore the highly unique graphics of the Super Mario World astonish gamers with vivid colors and strange architecture.
Gameplay 2:
In this session of gaming I ventured into the second castle, then from there into the vanilla dome and into castle three. In all of the above the visual style has transformed from the magical bright colors of the outdoor world to a dark and dank setting cast in the caves of the vanilla dome and then into some sinister reptilian architecture of the castle levels, augmented by the lava pits common of all boss castles. These later levels provided a more rigorous challenge for the player but were also much more entertaining, balancing the effort/reward ratio.
The approach to level design seems to have changed a little since the previous world. In one particular case the level flow was from bottom to top rather than from left to right like all previous levels and the player had to work his way to the top with a series of pillars and ladders and platforms and the like. Another implemented an automatic scrolling screen forcing the player to keep pace for fall off the screen and die.
Design:
The design of this Super Mario World is roughly similar to the previous ones in that you jump from platform to platform in a 1 dimensional with jumping with the inclusion of power ups and strange monsters to prevent you from reaching your ultimate goal of the end of the level.
In Super Mario World little has changed from Super Mario 3, except the for implementation of the feather cape, which allows Mario to fly whereas the previous leaf raccoon suit only allowed Mario to slow fall. Level design wise more has been done with moving platforms than in the previous game, and the concept of switch blocks was implemented which allows the player to make levels easier if they discover secret levels with switch blocks in them.
Lastly, Super Mario World heralded in Yoshi, Mario's lovable dinosaur companion who Mario rides into battle againts the Goomba and Koopa armies that Bowser commands. All in all the game bears an epic experience that is fun to the end and every time you play it again.
[read this GameLog]
|
|
|