|
Jan 31st, 2007 at 18:05:51 - Katamari Damacy (PS2) |
The controls of the game are simplistic and easy to pickup although efficently manuevering the ball to collect as many objects as possible can be exceedingly tricky. The controls combined with the timer create an emergent gameplay despite the linear progression in unlocking new levels. The level design appears chaotic at first glance however as you then start focusing on rolling through the level you notice that to get higher scores you should be aiming for specific areas such as balancing across bridges and dodging large objects. As you grow in size smaller objects start dissappearing from view so the screen is never overcrowded. My only complaint is the camera which at times can be frustrating as you get the katamari trapped under a large object and cannot see what you're doing.
add a comment - read this GameLog |
Jan 31st, 2007 at 17:58:20 - Katamari Damacy (PS2) |
Right from the opening screen this game has you smiling and laughing with a crazy introduction sequence and comments from the king of the cosmos. The soundtrack throughout is highly original and really adds to the atmosphere of the game as you frantically manuever your katamri within the time limit. I especially liked the scratching sound effects as the king of the cosmos spoke. The sounds and visuals combine to create a crazy colourful world which almost mirrors the earth in a cartoon style. Objects are instantly recognisable as you roll them up although they're in the most perculiar places as you find crabs inside the house alongside numerous blocks of caramel.
add a comment - read this GameLog |
Jan 19th, 2007 at 17:06:13 - Legend Of Zelda: Ocarina of Time (N64) |
The game starts in kakariko village where you learn the controls and techniques to help you through the game. As far as introductions go its definitely one of the best with information being sought out as opposed to being forced upon you. Due to the technology constraints seeing characters appear in front of you due to the relatively short draw distance can be overlooked, fortunately enemies do not attack you from outside of your viewing distance. After gaining the sword and buying the shield (getting the rupees for this was a little tedious) you progress to the first dungeon. Here is your first experience of combat which through the use of L-targeting makes for a very simple and intuitive control system.
In terms of dungeon design they all seem to follow a simple formula of gaining a new ability (often in the form of an item) and it's very much the puzzles that present a challenge as oppose to the combat.
Unfortunately I didn't experience that much of a drive to keep playing as I much prefer games with a more competitive aspect. Maybe the puzzles become complex later on in the game but at the moment they are not challenging enough to give any real sense of satisfaction and feel more like a chore.
add a comment - read this GameLog |
Jan 19th, 2007 at 16:49:09 - Legend Of Zelda: Ocarina of Time (N64) |
Before I even start writing about the game I should first make one thing clear - I hate the N64 controller! I find it too large and oddly shaped to reach all the buttons and the control stick is awkward with little grip or feel. After some time playing the stick even looses its return to centre function due to excessive wear.
Playing through the legend of zelda changed my opinions: the controller actually feels perfectly suited as the adventure style does not require large numbers of buttons to be accessed simultaneously. Holding the controller in a "gun" style position allows for extended play with greater comfort than a PS2. The control stick however remains a problem as it wears on my thumb and it gives little control to aiming weaponry such as the bow or slingshot feeling more like a button than an analog stick.
add a comment - read this GameLog |