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Feb 22nd, 2007 at 23:03:24 - Soul Calibur III (PS2) |
After playing with some of my friends I realized the importance of mastering the combat system is. Though none of them have gone through the training mode all of them are significantly better then me because they have properly mastered the system of moves. Though there are different moves, which is one of the primary design structures of a one-on-one fighter, there are not drastically different characters and controls. Most of the characters control very similarly, with only speed and power being the significant alterations, with a notable exception of Voldo, who has the advantage of unpredictability. I am amazed that fighting games have been able to succeed as a genre, since there is little to no real variation between them as a whole over the last 5 years. 3D even has had little effect on how they are played. It shows you that often games can succeed even when on the design level they are identical to other games, often the budget and graphics are just as important as the originality.
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Feb 22nd, 2007 at 22:38:39 - Soul Calibur III (PS2) |
Soul Calibur III seems at first to be the usual one on one fighter, but with a little time spent I realized that I had misjudged it as such. The wonderful design present in the original Soul Calibur is once again present, with a balance between fighters that all have a unique set of moves. In addition the speed is good but not at a hyper and rediculous level, emphasizing more of a tactical strategy. This appeals more to a hardcore audience, people who are planning to strategize their moves rather then go for power hit after power hit. The game plays well and having previous fighting game experience seems to some extent to be expected. This brings up a design issue, because though there is a training mode it is clear that to some extenct the average gamer needs to already be in to games to access games such as this one. When you introduce the game to people who don't normally play video games they are able to play it and have fun, but not able to properly fend against the game until hours are spent.
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Feb 9th, 2007 at 05:21:58 - Halo 2 (XBX) |
I played another hour of Halo 2, though this time I played the multiplayer. Multiplayer in Halo 2 is a good example of emergent game type. I was impressed by how good the level and weapon design is in Halo 2. There are clearly some weapons that are easier to use then others but in general any weapon can be used when put in to the right hands.
The levels themselves each have a specific plan for them that can be excellent for certain game types. I played the system link and it was very good to be able to play the larger levels instead of being more confined to smaller levels because of a lack of players. The Multiplayer has disturbingly addictive and well designed qualities.
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Feb 9th, 2007 at 04:46:33 - Halo 2 (XBX) |
I played the one player section of Halo 2 for an hour and I was not as impressed as the previous times I played through the game. This time I found the one player boring, it has very little replay value compared with other genres. Because the one player game is such a strongly progressive game type it is very boring on a second trip when compared with more emergent games.
I tried the game on a harder difficulty then last time. Unfortunetly the characters seemed more powerful but not necassarily more intelligent. I am looking forward to the next generation systems for the more sophisticated artificial intelligence. Hopefully Halo 3 will do what the first Halo did for me, convince me to buy an Xbox (though it will be a Xbox 360 this time).
My issue with the game on a design level is that it is not really an advancement from the previous game in the series and therefore it seems a bit repetitive. There are a few advancements, but most of them are gimmicks that are only used once, such as the space part.
This entry has been edited 1 time. It was last edited on Feb 9th, 2007 at 04:51:28.
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squeakytoydeath has been with GameLog for 17 years, 10 months, and 12 days |
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