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Feb 22nd, 2007 at 13:21:05 - Super Mario 64 (N64) |
One of the really innovative features about this game I think is the idea of breaking free of the notion that a player must complete levels in which the designer has planned out for him/her. By using unlocking mechanisms of star power for the doors and 6 different ways to get stars in each of the worlds available to you at the moment, the player is given much more freedom in deciding his/her destiny. This also help keeps a player engaged because they are able to "skip" levels they dont like, as well as act as a handicap feature for less experienced players so that they can possibly achieve success in other levels in which they are building up some more skill before they come back to complete a level that is too hard for them at the time.
Another thing I noticed about this game is the appeal it has at so many age levels. Though I believe Nintendo shoots for a younger demographic, this game appeals to people of all different age groups of the gamer subculture versus games like Manhunt that might have a select audience.
Super Mario 64 also seems to have been thoroughly play tested compared to other games that I have played. This goes back to the addictiveness factor I spoke of earlier. The fact that you are barely able to complete or not complete a mission which feels almost tailored to your personal skill and progression through the game shows that the testing for difficulty in these levels was done very well.
My only real gripe with this game which is pretty minor and in a lot of ways was still fine was the sometimes awkward positions that the camera would take leading to visual illusions about how far away an object you were jumping to etc. On top of that in trying to manually change the angle with the controls, rotation was still somewhat restricted and would not go past a certain point leaving you to really risk your life right before you got to that wonderful glowing star. An amazing game regardless.
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Feb 21st, 2007 at 22:57:43 - Super Mario 64 (N64) |
This game is simply amazing. I remember seeing it when I was younger at an electronics store with mind completely blown. Years later, I'm still very impressed by not just the ingenuity and structure of the game but just the overall addictive nature this game has on you. This is a very exceptional type of entertainment that is very hard to match even with the current technology of the games we have today.
In trying to define this addictiveness that overtook me after replaying it so many years ago, I begin to really think of the characteristics of emergence that we studied earlier in the class. Though the player experiences many different worlds and types of tasks within each one the actual gameplay components are fairly simple. Though Mario can jump, long jump, pound the ground, climb poles, etc. the actions themselves can be seen as simple in relation to their functions, however, in combining these actions to perform the tasks required can create many complex capabilities (i.e. wall kicking your way up and performing a back flip so that you can grab onto a particular ledge, where you are then able to use a magic cap to go through a wall, etc, etc.).
This idea of "keeping it simple" even though the development of the game as a whole is anything but that seems to be a common theme with Nintendo. While other game makers seek to make their graphics at the most cutting edge and that has its values, the fact is that beautiful games do not necessarily translate into great games. However, for its release Super Mario 64 was able to embody both of these aspects and blend them very well.
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Feb 8th, 2007 at 21:06:54 - Spy Hunter (PS2) |
While playing further I noticed that though the levels and settings for
them change dramatically, the actual objectives required for completion
can become repetitive such as firing trackers onto moving vehicles in
virtually every mission or the constant request to minimize civillian
casualties. I guess in some ways having repeating objectives does give
the game some continuity and multiple settings in which to develop that
particular skill.
One interesting thing is that you can also be required to play the same
level over and over. Though you have completed an obejctive needed, if
you do not also complete the primary mission associated then you will
not have enough points to advance. In the sense that you force a player
to really know your level layout and maximize gameplay for that level,
this can be seen as a good technique. However, in trying to keep with a
consistent, non-repetitive storyline, this tends to get a little
ridiculous. For example, the idea of killing the same bad guy in a
Ferrari while trying to accomplish a set of increasingly difficult
secondary objectives.
An upside to the game are the hidden paths that are discovered, which
can make things easier or more difficult depending on which objectives
you are trying to achieve. The game also boasts some great music that
sets the speed and mood of the game. Overall, Spy Hunter is a great
game that adds some planning and precision to fast-paced gameplay.
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Feb 8th, 2007 at 19:47:26 - Spy Hunter (PS2) |
Spy Hunter is a highly addictive, fast-paced game that combines many aspects of previously unrelated games; borrowing from several different genres. In one sense it is a racing game that requires that you are usually racing against the clock (alotted amount of time). In another sense, it can be seen as a mission-based that requires a certain amount of objectives to be achieved. It can also be seen as an action/shooter based in the third person with an inventory of weapons to choose from. Yet Spy Hunter has managed to combine all these into a fun way in which all these aspects are played simultaneously rather than segmented like other games have done previously.
My initial impression of this game is that its innovation lies in it's multi-facetedness yet still requiring the fast-pasced thinking of a race game. In addition, I have to admit that the metamorphosis of your vehicle in different settings (i.e. water) or upon taking damage definitely adds to the enjoyment and engagement of play.
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toxicvacation has been with GameLog for 17 years, 10 months, and 9 days |
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