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 Entries

    Feb 12th, 2018 at 20:57:36     -    Middle-Earth: Shadow of Mordor (PS4)

    Stupid POS ate my entry and I'm too frikkin tired to type it up again!

    * * * * * * * * * * * * * * * * * * * *
    * * * * * * * * * * * * * * * * * * *
    * * * *
    * R E C O N S T R U C T I O N *
    * * * *
    * * * * * * * * * * * * * * * * * * *
    * * * * * * * * * * * * * * * * * * * *

    Caught halfway through a cross-town move, I almost forgot about this second series of game logs and spent most of the day (now yesterday) tearing through both places trying to find both the game and the console to get them set up. Managed about an hour and a half of gameplay which - given the overall scope of this title - was barely enough to get my feet wet.

    The game opens with a series of vignettes from the perspective of the game's protagonist - a wraith-like Gondorian ranger named Talion - as he 'relives' the deaths of his son, his wife, and himself. The backstory's similarities to the tales of Beren and Lúthien, accompanied by the eerily-familiar wraith effects, prompted me to check online and, sure enough, Peter Jackson and Weta Workshop were both involved in this game, working from Tolkien's own writings. As a huge Lord of the Rings fan (Jackson's trilogy in particular), these immediately altered my early apprehensions about the game. Atrocious bastardizations of Tolkien's work is fairly ubiquitous so I came into this title with low expectations - the earmarks of Jackson's influence were apparent enough to turn my thoughts hopeful.

    (The elf-wraith Celebrimbor reforging the broken sword - highly reminiscent of when Narsil was reforged into Andúril - was bonus joygasm!)

    Beyond this, most time was spent familiarizing myself with the game's controls. Inexperienced with the PS4 control scheme in general, I often found myself somersaulting over enemies I meant to attack and missing opportunities to parry. Likely far less an issue for more experienced PS4 gamers, but an additional layer of awkward when playing a swift-paced action/adventure title. Setting out, the gameplay was generally straightforward hack-and-slash.

    A clever ruse, it turned out.

    Having escaped after failing to take down the first uruk leader I challenged, I was startled when he seemed to recall my previous attempt when I took a second crack at him. This spurred me to check online again to discover the Nemesis System; essentially a simple 'learning AI'. I've been a stickler fangirl most of my gaming career and it often irked me how enemy NPCs would just casually stroll past their dead comrades and, if you go beyond the reach of their chain, they simply return to "first positions" and act as if the encounter never happened.

    With the joy of this discovery still settling in, I caught glimpse of a certain former Stoor (an early Hobbit tribe that flourished along rivers) named Sméagol (aka Gollum). Bonus @joygasm!

    * * * * * * * * * * * * * * * * * * * *

    It was getting late and I was beyond tired; encounters were running together in a blur and I began losing fights to mere minions, so I decided to call it a night. Most of this was originally written and submitted February 12, 2018 (8:55 PM host time / 7:55 PM local time) but this stupid piece-of-crap 'blog' ate it and the entry was nowhere to be found! I suspect my original entry was superior to this one but, finding it had vanished into the ether, I was in no fit condition to attempt to reconstruct it last night.

    This entry has been edited 1 time. It was last edited on Feb 13th, 2018 at 09:39:59.

    add a comment Add comment  -  read this GameLog read

    Jan 20th, 2018 at 00:56:09     -    Zero Escape: Zero Time Dilemma (PS4)

    Spent most of today's gameplay (a bit over an hour) with C-Team trying to sort out the puzzles in the Rec Room. Fiendishly clever puzzles, though it took me a while to find the 'threads'. Very deep ethical conundrums to transpire.

    The "roll three 1s" was diabolical, particularly poor 'sportsmanship' for the number and difficulty of the puzzles to work out. Though it's hard to say if the miracle (third try) was worth it. Even more curious as the later dialog specifically mentioned the third attempt - curious as to whether the third effort would auto-succeed or if the narrative changes to match the 'winning' throw.

    The subsequent debate, however, got REALLY deep. Five x-passes announced, with only Phi remaining. The clear tension between the younger school chums (drawing a blank at their names atm), regret, things unsaid.

    Reminds me of a few things in my own life I'd like closure on.

    read comments (1) read comments  -  add a comment Add comment  -  read this GameLog read

    Jan 18th, 2018 at 10:53:18     -    Zero Escape: Zero Time Dilemma (PS4)

    Got home yesterday to find my disabled roommate in very bad shape, so I didn't get anything done towards this as intended. Fortunately, she's okay now.

    Most of today's gameplay was figuring out the puzzles in the Healing Room. Interesting three-stage design - using the camera to photograph shapes which resembled the harpsichord keys, using the physical keys as keys, then using the 'keys' as keys. ('Key'sian, perhaps?)

    The bit with the button was a particularly curious conundrum. Rather than a simple Yes/No selection, a timer counted down while Sigma and Phi argued about whether or not to press the button. An interesting juxtaposition of obedience vs curiosity.

    Rather dissatisfying to discover that neither course of action was truly viable - NOT pushing the button meant escape from the room, only to be assassinated individually by a cloaked figure (despite Diana rightfully escaping via the six x-passes, only to be assassinated anyways); pushing the button detonated a massive explosion.

    Like a mousetrap with poisoned cheese, the utter lack of any 'correct solution' was dissatisfying at best.

    add a comment Add comment  -  read this GameLog read

    Jan 16th, 2018 at 21:42:26     -    Zero Escape: Zero Time Dilemma (PS4)

    My initial conception of the game went right out the window as the nine characters are separated into immutable groups of three, so no picking and choosing specific individuals. Whether by chance or design, I called the coin flip correctly and my first playthrough found everyone safe and alive on the surface with only vague memories of what had happened. Roll credits.

    Further gameplay offered particularly squirrelly dilemmas. The dog (a seeming Deus Ex Machina, as it had never before been mentioned) showed up in the vent with a note from the other two groups with a plan to vote in a circular arrangement so no group would be eliminated (in theory, at least). An old bromide asserts that a person who trusts everyone will make fewer mistakes than one who trusts no one though, from the gameplay, it was difficult to discern if this had the intended outcome. Switching between groups seemed like a cheat.

    The incinerator proved fiendishly difficult to make headway with, as it was the first time interacting with objects and connecting the sliders on the control panel with the letters from the poster only visible through the goggles was a bit of a stretch. From there on, the puzzles were easy though the 'key' was a bit of a surprise.

    The resulting dilemma with Sigma wasn't as intense as it might have been. Sigma rightly argued that either option - pulling the trigger or not pulling it - would guarantee the survival of Diana and one other, but pulling the trigger (with a 50/50 chance of killing Sigma) was the only option which allowed a chance for all three to survive. What's more is that Sigma himself was advocating for this course, all but relieving Diana of any accountability for taking said course of action.

    The manufacturing room was simple straightforward puzzle logic throughout until the very end, when Zero conveniently disapproved of the escape plan and claimed that one of the other teams would be destroyed in the process. Considering that the system had just announced the demise of one team, this ploy turned the situation into something of a win-win.

    Per the available maps, the area opposite the target door could not have been normally occupied by any of the other groups. There was no certain means whereby the explosive could be stopped or, if so, stopped before detonation; additionally, the group had only Zero's word for it that anyone else was indeed in jeopardy from the detonation, only after-the-fact at that. Even assuming the claim to be true Zero would have had to move at a blazing pace to have become aware of the escape plan, devise this counter-ploy, incapacitated the other team, position their unconscious bodies on the opposite side of the door, then casually goad the first group as if he had anticipated it all along.

    Not bloody likely.

    And here's where I paused for the night. Still feeling quite terrible as I think I picked up that Super-Flu over the weekend, but at least I managed to get this much done.

    read comments (1) read comments  -  add a comment Add comment  -  read this GameLog read

    next   More Recent EntriesOlder Entries   next
     
    GameLogs
    TwylaFox's GameLogs
    TwylaFox has been with GameLog for 6 years, 10 months, and 5 days
    RSS Feed
    view feed xml
    Entries written to date: 8
      Game Status / Read GameLog
    11979 Revolution: Black Friday (PC)Playing
    2Middle-Earth: Shadow of Mordor (PS4)Playing
    3Zero Escape: Zero Time Dilemma (PS4)Playing

     home

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

    Copyright 2004-2014