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    Sep 28th, 2009 at 00:20:11     -    Marvel Ultimate Alliance 2 (Wii)

    GamePlay
    I am very excited about playing Ultimate Alliance 2 because the game seems a lot more interactive than the first—weapons range from powers, to cars and mailboxes around the user. The graphics are also aesthetically pleasing, and I have only been playing for 1.5hrs and cannot wait until the true story line of the Marvel Civil War begins to unravel.




    Design:

    One of the most important parts of game design starts with the controls of the game and I must say that the controls for Ultimate Alliance 2 have changed quite a bit. Ultimate Alliance 2 is based off of the same hack/slash game play as Ultimate Alliance 1 however the controls seem more awkward than the previous installment; the player can no longer wave the Wii-mote to attach but is restricted to a series of button mashing which can be somewhat daunting. Ultimate Alliance 2 has incorporated a new special attack system called “Fusion” where two superheros can combine their powers into one powerful attack—the introduction of this new attack is a great addition from its predecessor however the controls take a way from the experience. To activate a fusion attack a player must hold the Z button the nunchaku add-on of the wiimote and then shake the nunchaku, then there is a targeting system where a dot must be lined up exactly on another superhero and once the superhero is chosen 'A'is pressed for the fusion attack to be performed. Altogether the fusion attack is a 5-step process, and since the wiimote is wireless connected to the console precision is not used in the game UNTIL the fusion process which makes finding the on-screen pointer very difficult at times.

    Another important factor in the game design is camera controls/angle and unfortunately camera angle suffers quite a bit in Ultimate Alliance 2. One minute the camera is in front, and all of a sudden it is in the back, at a 90 degree angle – even when the player is at a steady pace and in a uniform direction the camera can still be a hassle. When fighting a boss, it can be a very frustrating task to have to adjust the camera angle throughout the battle, because of the horrible angle calculations.

    Perhaps one of the greatest new additions to the game is the greater emphasis on teamwork that the game seems to have over its predecessors; in all of the other Marvel Co-op games, teamwork was just an idea and there was no reward for cooperation, now in Ultimate Alliance 2 there is a distinct reward system. Certain medals are earned throughout the game based on teamwork, and the more teamwork medals earned the greater the damage fusion attacks have on enemies. Also, players level up a lot faster when teamwork is used. The new reward system promotes teamwork in a more absolute way rather than suggestive.

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    Sep 28th, 2009 at 00:19:49     -    Marvel Ultimate Alliance 2 (Wii)

    Game Title: Marvel Ultimate Alliance 2

    Summary:

    The game Marvel Ultimate Alliance 2 is a RPG where 1-4 players can assume the role of a superhero from the Marvel Universe. The government has the goal of making all superheros reveal their secret identity and there are some heros that agree with the government and some that are strongly against it. The player must choose a side and the story line unravels based on that decision.

    GamePlay:

    I had always been a fan of Marvel and was thrilled by the previous release in the Ultimate Alliance series. The story line was based off of two individual comic book series within Marvel, the Civil War, and the Secret War where due to the destruction of a foreign land, all superheros must register with the government and become secret agents. It is the idea of choosing a side and having fellow superheros that were once allies, as your enemies that makes the game so appealing.

    When I first started playing the game I was impressed because the interface had been severely polished since the last installment. The colors were vivid, and of a warmer variety compared to the menu's of Ultimate Alliance 1. Once I set eyes on the new menu interface, I knew I was in for a new experience.

    The Graphics had improved a lot since the first installment, each character looking more realistic this time around. In Ultimate Alliance, the characters appeared as though they came straight out of a comic book, but in Marvel Ultimate Alliance 2, each character was more detailed, and the graphics were a lot smoother. I felt as though I was truly fighting alongside Captain America, while I played.

    Overall, I am very impressed with the game so far, and am excited to continue playing.

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    Aug 24th, 2009 at 01:22:36     -    Red Steel (Wii)


    Game Log 2



    Game Play:
    I am very thrilled by the introduction of grenades into the game play, and have been using my new weapons a lot! For the most part things have remained the same and unlike the first session, where I was taught various moves and lessons with my sword and guns, I have only come across a few brief tutorials.
    The farther I progress I am starting to realize that completing a mission without dying is becoming quite a challenge, and that I cannot be as careless as I was in the beginning of the game. I am very impressed because in so many games, it is too easy to become repetitive in tactics and still progress.

    Design:
    When I first heard read the description of Red Steel, I was very interested in the sword aspect of the game, due to the Wii's innovative control system. With most games, the Wii controller feels very natural and I expected Red Steel to be among one of those games, however I was somewhat dissapointed; Red Steel's controls take some time to get used to and still the Wii's detection of sword swings, can be unresponsive, which can hurt game play in fierce battles. Where the sword lacks precision, the use of guns is precise-- a little too precise! While playing the game, I found it quite a challenge to aim efficiently because the “aiming point” was so small and left room for little error, which made the game very frustrating at first. Overall, the controls for Red Steel can be awkward, but with dedication it is an issue that can be overlooked.

    Another interesting part about Red Steel is the Japanese culture that is involved throughout the game play. All of the menus are in katakana (a Japanese writing system), and the translation is very accurate – entertaining for those who know Japanese. Along with the Japanese culture comes the idea of honor in the game, where the tactics that the player uses to defeat enemies and complete levels effects the outcome of the game. When you come across a major boss in a sword fight, if successful you have the option of sparing their life or delivering a coup de grâce. If you spare a life, perhaps you will gain a new friend or informant that will help you along the way. I find this a very nice feature because it changes my mindset of kill everything that moves across the screen.

    AI is an aspect that is very important in a game, and in Red Steel the enemies are not geniuses, but they are also not the typical drones found in other games. In the previous first-person shooters that I have played, the enemies were very slow to finding me when I hid and were awkward in movement when it came to pursuit. In Red Steel, the enemies are able to gracefully climb over tables and run smoothly making them more of a challenge. There were many times when I thought I was safe until I saw that the enemy I had in my scope, had snuck over the table that I was hiding behind to kill me; this feature was very interesting to me.

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    Aug 24th, 2009 at 01:22:13     -    Red Steel (Wii)

    Caleb Bell Game Log 1


    Game: Red Steel

    Summary: Red Steel is a first person shooter made for the Nintendo Wii. In the game Red Steel, the player takes the role of Scott Monroe, who must infiltrate the Yakuza and dispose of them with various weapons, to rescue his fiancé who was kidnapped by the Yakuza.

    GamePlay:
    While first playing the game Red Steel, I found the storyline very intriguing, even though it followed the damsel-in-distress cliché. I was very entertained with the incorporation of having a sword and also various firearms available to use, however I did favor the blade because it was more interactive than point and shoot.
    I have already progressed through many areas of the game such as a car warehouse where the Yakuza hide stolen cars, and a massage parlor but I have only completed 8% of the game,which means I have a lot more to look forward to! My favorite games are those that unfold over a long period of time rather than just a few hours.

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