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    Jan 19th, 2007 at 04:10:32     -    Shadow of the Colossus (PS2)

    After my second hour, I was totally hooked. This game is absolutely amazing, And the collosi are ridiculously gorgeous for something rendered with the PS2's dusty old hardware. There seems to be a very wide gap between the skill required to beat the first two collosi and what it takes to beat the third. Finding and beating the Third collosus probably took longer then my combined time on the first two. Also, I think its interesting how the collosi don't even fight back till the third; it makes you really question what you're doing. Also, everytime I kill a collosus, dark black tentacles flow from the collosus into the player character. The story, while presented competantly, is also very vague, which i think adds to the mystery and allure and uncertainty that so far pervade this game.
    Its nice the developers made this game feels action-oriented without any real sort of combat system: all you can do with your sword is swing when standing or pull back and stab while clinging to something, and your bow functions just like a bow in any of a multitude of other games; the longer you hold it down and the harder you press the button, the farther the arrow goes. Despite this extremely simple combat system, the game is incredibly engrossing and fun.
    I immensely enjoyed killing the third collosus, even though it got extremely frusterating. This one is located on top of a tower, and i fell of when i was still trying to figure out how to kill it, and for some reason it took me three trys to get back up, and given that its takes 2-3 minutes to climb to the place where I was falling, that got somewhat unpleasant. However, all in all, I think this is an extremely good game, and i plan to play it all the way through.

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    Jan 19th, 2007 at 02:52:37     -    Shadow of the Colossus (PS2)

    Shadow of the collosus is so far a very unique experience. From a design perspective, it's something that hasn't really been done before. Its sort of as if the designers decided to take the boss battles of an RPG or Adventure game, expand on them, and then turn the whole business into a game.
    That thought, in addition to some independant games i've been playing lately, got me thinking about game design, and about how those of us who grew up playing games, when we're thinking of a game, always have to make it conform to some archetype we know and recognize; be it a shmup, a first person shooter, or an RPG, or even some combination of multiple genre's, we always categorize. I think alot of the most interesting games that have been released lately are the ones that are hard to classify. E.G. Shadow of the Collosus, GTA 3, or Flow( an Independant game).
    Anyway, to return to the topic at hand, I'm greatly enjoying Shadow so far. i've killed the first two Collosi, and I had trouble making myself stop to write this. So far, the one part of this game that has really lept out at me is the moral uncertainty of your actions; When you defeat a collosus, you feel triumph at having overcome a difficult obstacle, but you also get the impression that you just destroyed something grand, perhaps even benign.
    I find it very interesting to play a game where morals aren't black and white, and from the little i've seen so far, I feel like shadow of the collosus was a very ambitious and successful work.
    The only problem i've had with the game so far, ironically enough, was when I couldn't figure out how to get to the first collosus in the very beginning because i couldn't figure out what to climb. My roommate eventually suggested a wall that appeared to be covered in vines, which i realized i should have tried pretty much the instant i saw it, as climbing walls covered in vines is an extremely common gaming convention, but for some reason the idea just didn't strike me. I don't if this was a failing on my part or the games, but I think that it was at least partially because a wall with green spots just doesn't visually appear to be something a person could climb.

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    Jan 12th, 2007 at 13:00:09     -    World of Warcraft (PC)

    having played WoW for another hour or so, all my old problems with the game are becoming readily apparent. I spent the entire time trying to find a group to instance with without finding a single complete group. WoW is an amazingly designed game in alot of ways, and i think that the new looking for group system is really well done. But for some reason people just won't seem to use it, which ruins all the work they've done. Designing a good MMO must be enormously difficult, because the gameplay experience is so dependent on player interaction, and you have absolutely no control over that.

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    Jan 11th, 2007 at 22:41:37     -    World of Warcraft (PC)

    Today I played World of Warcraft for the first time since the beginning of the school year. I'm enjoying it alot relative to how tired i had gotten of it, but the whole experience is remind me of why MMO's are far from my favorite type of game.
    A good number of the problems i remember WoW having when i last played have been fixed, but it still feels like a fairly incomplete experience. Really enjoying the game is dependent on finding the right people at the right time, and when that doesn't happen, the game can be extremely boring.
    Never the Less, the fact that rogues have finally been given the power boost that they have been so desperately in need of is enough to keep me playing for another few months at least, and not regret my purchase of the expansion pack.

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    1Final Fantasy XII (PS2)Playing
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    4Zone of the Enders: the Second Runner (PS2)Playing

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