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Jan 31st, 2007 at 05:35:01 - Goldeneye 007 (N64) |
The structure of Goldeneye is setup to be very mission oriented and it does this well. However, a level's completion is not limited to its objectives and there are some room for maneuvering within them. For example, one might try sneaking through a level taking out security cameras and using a silencer to stealthily dispatch enemies or go on into a compound Rambo-style with guns blazing. In some instances one approach might be better than the other but regardless it seems, depending on your skill you can choose to do either or employ a combination of these methods. There is also the ability to pick up other items on missions that are kind of out of the way and most times make gameplay easier once you find them (think grenade launcher in an open-area snow plains level).
While the controls were fairly intuitive, one of the things that was mildly frustrating about this game was the use of the "B" button for reloading and for actions such as opening doors. This lead to some damage to my character by opening a door with guys charging it through it when I was trying to do the opposite and prepare for the next room. While this is a minor issue and tended to only happen in close quarters it was still disappointing and should have been caught by game testers. Strafing with the C buttons also took some time to get used to but was back to my original level in no time.
While the game does take place in a 3d space it does tend to be very linear and simple in how you complete missions. The layouts are not entirely complex but what I found intriguing about this game in its being ahead of its time was the idea that you should not always trust the characters in the game and how situations can be presented somewhat deceptively, such as the programmer that takes you to the mainframe promising to hack it for you but then activates the alarm or going to the satellite dish and hitting the action button which actually alerts them to your presence rather than just blowing it up, etc. This adds a level of surprise to a game that for the most part has pretty simple missions.
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Jan 31st, 2007 at 04:50:41 - Goldeneye 007 (N64) |
One of the first things I noticed about 007 is the detail put into creating an environment that is destructable. This applies to the explosive crates and shattering windows found in a lot of shooters but also to the more mundane items like a rack of test tubes for example. The player also leaves his/her mark on the world whenever he accidently (or purposely) shoots a wall leaving bullet holes. This adds to the realism of the game and draws the player in more I believe.
A lot of effort was also put into the death animations when the player murders Soviet soldiers. There are a myriad of ways in how you can "drop" a body depending on where you hit them and how much you shoot them.
Cutscenes are used very effectively with a camera fly-by of the environment you are about to encounter along and a finishing animation that lets you know you succeeded in your mission (usually posing the Bond characater as very relaxed and cocky as he leaves the scene). What is good about these cut-scenes is that they use the same graphics that you were just or just about to play with and they are short and to the point. This makes sense because the developers probably assumed a wide range of players would already be familiar with the movie and James Bond in general. Also, by using actual gameplay graphics for cut-scenes, continuity of the game is not broken and expectations are not raised.
An innovative feature of this game, for its time, is an auto-aim feature which totally makes sense in trying to introduce players to become more comfortable with an analog stick that was fairly new to everyone. There is also the ability to turn it off which helps with handicap issues in multiplayer if you have a younger sibling, etc.
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Jan 19th, 2007 at 18:05:24 - Shadow of the Colossus (PS2) |
While the game already provides a variety of levels of gameplay simultaneously (horizontal) along with the many mini-games that the player comes upon by surprise or purposely, there is also another interesting element to this multiplicity in San Andreas that makes it unique in a lot of respects. I noticed, while playing, that even with specific, goal-oriented missions, there is the ability to employ a wide range of approaches. This is in contrast to the classic game idea (even ones that allow you to use multiple strategies) that one approach with the correct strategy solves the level when in fact there can be many was to complete the same mission.
For example, the last mission I just played includes a warehouse with machines that creating fake poker chips that have infiltrated a casino. While going in guns blazing and taking out the band of 10-12 guys within the warehouse usually will end up with you getting shot to death instantly it definitely is possible to beat it this way. In addition, you could modify your approach by letting them shoot at your car from a moderate distance until its about to explode and speed the car toward the entrance and dive out at the last minute letting it explode inside and then go in and clean up. You can also sneak in a side entrance taking out guys more quietly and by surprise etc. etc. This list could continue. The point I am trying to make though is that even with a specified objective that historically had few ways of achieving victoy, San Andreas opens up a huge world of possibilities in how to win which is also ironic considering you could argue it tries very closely to mirror real-life in so many ways instead of some crazy fantasy style game.
This idea of mirroring real-life but at the same time satirizing it (the radio stations are a great example) is also interesting because I believe it is achieving an aspect of wanton violence (similar to the reception of Mortal Kombat a decade or so earlier) but at the same time acknowledges in a lot of ways that it is doing/allowing this. But once again, social implications aside, a great game with so many levels of gameplay (simple to complex- short term to long term goals), freedom, and genuine entertainment that it definitely deserves to be on the classics list for this class.
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Jan 19th, 2007 at 16:50:00 - Shadow of the Colossus (PS2) |
Grand Theft Auto: San Andreas as the other games in the series, pose the ultimate question. What would you do in our contemporary society if had complete freedom to rob, kill, and commit other acts of deviance without impunity. While a game of this kind poses a myriad of philosophical questions (Nietzsche comes to mind) as well as other socio-cultural concerns (satire and/or reinforcement of racial stereotypes? fetishizing of black urban culture, etc.) the game itself is an amazing experience.
Cutscenes for missions seem to be shot with theatrical quality as far as camera angles, etc. but at the same time are kept to the regular gameplay graphics. This I believe is a smart move because while cutscenes that are highly rendered and look amazing can add to the atmosphere, they also tend to let the gamer down when game play is reverted back to a lower quality of graphics. This interruption of continuity is something that I think is less than desirable but of course personal preference.
The controls are very intuitive with all modes such as driving, shooting, and general navigation matching up and making a lot of sense with the frequency that you use them. The ability to customize your character down to haircut, tattoos, clothing style, and even body type (fitness). I think this allows the player to feel alot more connected to his/her avatar a lot more emotionally as well allowing a wide range of possibilities as far as identity is concerned.
Another feature of San Andreas that I think is done very well is the skill build up for each individual weapon and vehicle. This is interesting for several reasons. While being along the lines of RPG as far as a cumulative build up of skills, San Andreas streamlines this classic notion of a constant reminder (usually a level up bar) with points until your next level, which I think makes you overly focused on a little ratio based on points, and simplifies it with a progress bar that only pops up when you have gained more proficiency in that specific component of the game (based on time played with it?)
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toxicvacation has been with GameLog for 17 years, 10 months, and 9 days |
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