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Feb 23rd, 2007 at 17:08:42 - Goldeneye 007 (N64) |
If you didn't know what i mean by a super funky game then let me explain. This super funky game creates many interesting and diverse missions. The game does a great job of tying in mission objectives with the story, as opposed to some games that tell you to run around and shoot people like time splitters. These mission objectives range from protecting somebody as they steal data from a computer to breaking out of prison and sneaking around an enemy base. Each level has its own unique feel which creates a more rewarding experience when you unlock a new level. Another feature that elevates this game to super funky status comes from the amount of unlockable content that can be found in this game. Some of the most rewarding moments in this game happens when you have been working to beat a level under a certain amount of time and you finally squeeze under the clock and unlock some freakin funky cheat like turbo mode, or the bomb-digety paint ball mode. In the end, its not the graphics that make the game, its how much funk that flows through the game that counts.
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Feb 23rd, 2007 at 10:10:00 - Goldeneye 007 (N64) |
Goldeneye 007 was an amazing game which combined intense shooting and double 0 secret missions. Back in the day this game was the pinnacle of fps console shooters that my friends and I would play for hours. After being spoiled by the next generation of consoles and their fps such as Halo and Doom 3, I have found it harder to enjoy Goldeneye the way i used to. The N64 controllers are not the ideal mode of playing a fps, with only one joystick the player must use the 4 C buttons to get full control of their character. Although the game does a good job of allowing the player to look everywhere they want, its extremely hard to be precise when trying to aim. The game does have an auto lock system for your guns which makes up for the hardwares restrictions, which is a good save but doesn't compare to games nowadays. On the note of the hardware, the games frame rate is horrendous and I'm surprised i never noticed it when i was a kid. While playing 4 player vs, If there are 3 people fighting the games frame rate drops considerably to the point where aiming is futile and you just have to spray and pray.
Even though the hardware does slow this game down, its still a super funky game, if you know what i mean...
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Feb 7th, 2007 at 20:02:10 - Ninja Gaiden (NES) |
As i got farther into the game i started to notice the subtle game design features that made this game so much fun. The game designers effort to ensure that every moment in the game is challenging really pays off. This is a fast paced game that usually awards the player who runs through the level as fast as he can. But the game designer put in certain situations where waiting gives the player an advantage as opposed to just running and swording people. An example this is when your running through the level then you meet a bazooka soldier that is on higher ground than you. Bazooka soldiers fire a shot off every couple of seconds. So knowing this the player has to wait for the soldier to fire a bazooka, then jump up and slash him before the next bazooka shot comes. This small change of pace keeps the player always thinking.
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Feb 7th, 2007 at 16:44:08 - Ninja Gaiden (NES) |
Ninja Gaiden was a game made for NES and has had multiple installments in the series, the last being on the xbox. Ninja Gaiden follows the story of Ryu who is a ninja that gets caught up in a search for a statue that can destroy the world. The game is sectioned by levels, bosses, and story. The levels are extremely well designed and incorporate a point system that rewards the more skilled player. For example, the faster you beat a level, your timer will have more time left, and that time gets converted into points.
Something that i disliked about this game was the enemy appearing system. The game has enemies appear if you scroll to a certain point and then the enemy either gets killed or if you run past him. If you kill the enemy then run past the fallen foe but decide to go back, the enemy will reappear. Another complaint i have about the gameplay is when you get hit. When you get hurt, your character gets knocked to the side and becomes invisible for a second. Getting knocked to the side can cause you to fall to your immediate death, or get you caught up in an enemy's path and get hit again. The game designers did a good job of getting around this problem though by adding wall clinging, and also the player has a large health bar.
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tricap's GameLogs |
tricap has been with GameLog for 17 years, 10 months, and 15 days |
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Entries written to date: 10 |
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