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Feb 23rd, 2007 at 18:23:50 - The Legend of Zelda (NES) |
After playing further, my earlier conclusions were essentially confirmed. The game is still hard, and there is still no narrative development. Similarly, there is no character development. The game begins with no introduction, and there is no indication as to who the PC is or what he is supposed to be doing. This does not change in the time that I have continued to play. One quality of the game that does impress me as I continue to not make progress is the level design. The variety and complexity of each area is quite impressive given the limmited graphical pallette used. On the whole, hovever, the lack of narrative progression and my inability to make any measurable progress has left me somewhat bored.
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Feb 23rd, 2007 at 17:46:06 - The Legend of Zelda (NES) |
This game is actually far more difficult than I remember it being when I played it as a child. It essentially embodies the credo "simple to learn, difficult to master". While the controls and the gameplay are actually quite simple, defeating enemies while avoiding harm yourself is quite challenging, and requires timing and stratagy. This is exemplified by the enimies that throw spears and fire arrows, as these must be avoided while simultaneously getting close enough to attack. One critique I would make is that the game initially lacks any narrative. This leaves the player without purpose or motivation.
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Feb 9th, 2007 at 07:59:23 - Knights of the Old Republic 2 (XBX) |
The game generates conflict by pitting the character against either the forces of "good" or "evil". Based on the PC's actions, he accumulates either light or dark side points, which determine his moral alignment. In he is played as good or "light" the PC will take quests and be presented with options/oppertunities to combat criminals, self-interested or tyranical individuals, groups, corporations, etc. If played as evil or "dark" the PC will be presented with more self-interested options, opertunities to cause NPCs pain and suffering, as well as combat the established order of society. Both light and dark characters are presented with options to act in opposition to their alignment; thus, forcing constant choice is yet another way in which the game creates conflict. The requirement that the player dynamically choose his course keeps the game fresh and interesting, allowing for a great deal of replay value.
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Feb 9th, 2007 at 06:54:03 - Knights of the Old Republic 2 (XBX) |
Knights of the Old Republic 2 is an extremely story based RPG. The game is fairly graphically realistic, although the facial expressions are not so great. One thing that I noticed about the game was the way in which it lends itself to exploits. This is the case with most compicated games. Elements of the code that allow for repetitions such as saving before one first interacts with a shop keeper so that one can reload the game until his inventory contains a desired item adds a dynamic to the game not seen in other genres. While this kind of behavior opens up new strategies and options to gameplay, value judgements either for or against the use of exploits can easily be made in either direction. While exploits can provide a more varied game expierence, they can also eliminate a degree of challange and realism.
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LudusDominus's GameLogs |
LudusDominus has been with GameLog for 17 years, 10 months, and 9 days |
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Entries written to date: 11 |
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