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Feb 9th, 2007 at 15:24:36 - Gusanos (PC) |
Playing against other human players was a suprisingly hilarious and frustrating experience. Apparently, there is still a market for DOS-era graphics in shooter games. As fun as this game is, I had no idea that it had such a wide following and community. After spending about 35 minutes getting repeatedly blasted by the Railgun (which did not appear in the original Liero), I gave up and went back to competing against AI enemies. I believe the limitations on the cardinality of movement and the emmergent qualities of the game are what contributes to its success (gaining skills with the railgun in particular, or with any other weapon are rewarded).
I for one am not about to be carried away. If I weren't enrolled in college, I might.
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Feb 9th, 2007 at 15:20:16 - Gusanos (PC) |
Gusanos is a clone for the old MS-Dos Phenomenon known as Liero. Liero (Polish for "worms") was intended to be a real time version of Worms and was known for its frenetic gameplay and awesome 2 player head-to-head action. Gusanos (spanish for "worms") improves upon the old Liero by adding the ability to play online, improved AI and weapon sets, and the ability to play against multiple opponents.
I stumbled upon this game while doing research for the Game designe project (we were thinking of making a game similar to Liero). I remembered playing Liero back in 1999 and wasted an hour or two playing Gusanos before I had realized what happened. Perhaps the most successful gameplay element of Liero that was conserved was the intuitive controls and great variety of weapons. I also immediately noticed that the AI was better in that it actually was able to kill my character consistantly.
Next time I shall try playing online against people who are probably better than I.
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Jan 31st, 2007 at 17:25:31 - Super Smash Brothers (N64) |
I had to cut my gaming session shorter than the participants would have otherwise wanted. But I have other homework to do, and can't spend all of my time playing video games.
I don't think I've had a bad time playing Super Smash Bros with a group of friends. Whereas with Halo or Goldeneye one could easily get frustrated with losing repeatedly, with Smash Bros, it's all in good fun (apparently). The cartoony nature of the game allows for this (as opposed to a more serious one). While the game rewards combos, on several occasions it was entirely possible for a button masher to emmerge victorious. By its frenetic nature, the game just sometimes invokes chance and luck. I think randomness plays a part in many successful game designs. It certainly does here, sometimes to stupendously comic effect.
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Jan 31st, 2007 at 17:21:22 - Super Smash Brothers (N64) |
I was really looking forward to doing an NES game this week, but alas, circumstances have not allowed me to. Oh well. We'll stick with the classic Super Smash Bros for the Nintendo 64. Smash Bros is a three dimensional fighting game that supports up to four players, but only has 2-D cardinality of movement. I think as a design choice that is is fine, because having to negotiate in three dimensions would probably change the dynamic of the smashing characteristics of the attack system. Attacks would have to have a wider area of effect (and this is a game someties of precision attacks), and 3-D movement would also change the tension of falling off the battle platforms. But perhaps the most effective reason that this works is the fact that it would be much more difficult to implement a 3-d world for 4 players in such a game (it would have to split the screen, which games like Halo can do effectively, but such games also present a much much larger world for players to interact in).
As far as the gameplay, Smash Bros rewards familiarity with the controls and the unleashing of devastating combos on your opponents. The graphics were acceptable for the time (1999), but the most influential aspect of Smash Brothers was definitely the frenetic and original gameplay.
I will make some attempt to get many people together and do a log on the multiplayer experience.
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OLEG has been with GameLog for 17 years, 10 months, and 13 days |
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