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    Dragon Quest V: Hand of the Heavenly Bride (DS)    by   jp       (Sep 13th, 2019 at 10:27:55)

    Finished!

    The end was looking a bit dire - like I'd need to grind a lot in order to take down the final baddy. Fortunately(?) I was able to "cheese it" a little - I realized that I had an item that healed everybody and that if I spam used it, I'd be able to save all the magic points I really needed for the protection spells...and so, YAY!

    Looking at my shelf, it seems like I've played the Zenithia trilogy (IV, V, and VI) which are apparently the better ones. That's good. As I've mentioned before, these are some of the more enjoyable JRPGs I've played. Weirdly, I've completely lost track of when they released originally. In my mind they're all SNES era games (they're not) and this last one definitely had 3D graphics and such...

    One of the things I've enjoyed the most is how the game plays against convention rarely. But it does so in moments that really help heighten the novelty/experience. So, there are a few cut-scene moments that go "3D"...one notable one is a giant monster that awakens and walks towards Monstroferrato - you kill it to get a key. It was a cool moment that really played well into the "this monster is huge".

    Anyways, now on to other games!

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    Detroit: Become Human (PC)    by   Chuanqi Liu       (Sep 12th, 2019 at 01:17:41)

    I like the way of Detroit combing game system and narrative. The game uses the symbiosis to simulate all sorts of situations, often with quite pleasing results. What stood out for me was an interrogation scene with a stressed-out android, and a scene where I had to make sure a police officer didn’t become too suspicious of my character. The success of those scenes came from mixing simple, gamey systems together with narrative in a holistic manner. In some scenarios, by showing some numbers going up and clear objective pointers, the game manages to add a more concrete feedback loop. The system gives the game more opportunities for narrative-system symbiosis.

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    Detroit: Become Human (PC)    by   Chuanqi Liu       (Sep 11th, 2019 at 00:25:45)

    I think the game might be more thematically interesting if protagonists didn’t look so human. Most players can be easily sympathized with protagonists because of their humanoid looks and actions. It would be more fun if the player started the game thinking the robots did not deserve any rights, and the thinking would evolve throughout the game.
    For example, it doesn’t make sense for a player to want for Connor to stay an obedient robot in the game. The story pretty clearly pushes the player to want Connor to become a deviant. If the Connor had looked a bit more spooky, or had weirder ways of thinking like a machine, it would have made the choice less obvious and forced me to think more about my alternatives. A version of Detroit with protagonists that are clearly not human would be also interesting to play.

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    Detroit: Become Human (PC)    by   Chuanqi Liu       (Sep 9th, 2019 at 22:08:26)

    The ethical controversy story of Detroit: Become Human intrigues me to think about the boundary between humankind and robots. How do we judge and distinguish robots from human? Is it wisdom, or life, or even emotion?
    One thing I found particularly interesting is a choice offered to the player about the android appears on the title screen, Chloe. Chloe is present on the game’s title screen to discuss the player’s choices, make comment on their progress, and generally interact with the player. After a successful android revolution, Chloe poses a question to the player; will the player allow her to leave to join the revolution or deny her request and make her remain as an in-game hostess. I think this request raises an implicit question of gender issues in the game, whether certain roles would only be fulfilled by certain genders. Would players respond differently to this request if it were made by a male android?

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    A Way Out (PS4)    by   jp       (Sep 9th, 2019 at 19:14:34)

    Played some more yesterday - we've escaped prison, wandered in the woods for a bit, and now repaired an elderly couple's old pickup truck and are escaping in it.

    At this point I'm really curious to know how long the game is - my wife isn't too comfortable with the controls (especially the camera control)...so we'll see how much patience she has.

    I'm really enjoying it so far...

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    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.

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    Random

    Super Mario Bros. 3 (NES)    by   jegmarqu

    No comment, yet.
    most recent entry:   Friday 19 January, 2007
    Game Log #2 Session 2

    In my second session, I teleported to world 2 to obtain the last of the warp whistles. I planned this in advanced because I wanted to go all the way to world 8. In world 2, I was faced with the same choices of avoiding certain levels to progress in the game. I also noticed that the raccoon suit and the flower suit have to be strategically used in order to make the progression in the game easier. For example, the choice between these two suits is important because only certain villains can be destroyed by wagging your raccoon tail. It is a very interesting aspect of the game that I find to be executed very well.

    After obtaining the last warp whistle from the hammer head brothers in world 2, I teleported all the way to world 8. Skipping all the way to the end was interesting because the level design and difficulty has changed dramatically. What seemed to be a fairly easy task of completing stages in world 1 quickly was now quite difficult. The level design in world 8 consists of a controlled side-scrolling movement. Although the side-scrolling is slow, it manages to make the level ultimately tricky because of the many objects from bullet, bones, and balls shooting out from Bowser’s ship filled with cannons.

    In conclusion, the level design is great because it is consistent with the level of progression from easy to difficult. The choices the player has in the “linear” narrative are quite constrained although the player can choose to avoid many stages. It is amazing how a game that utilizes only two buttons can manage to be so entertaining and challenging. This is definitely a game that succeeds at allowing almost anyone to pick up the control, learn quickly and play.

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