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Jan 31st, 2007 at 17:25:26 - Goldeneye 007 (N64) |
I had forgotten how easy killing enimies becomes after a you play for a bit. The game actually aims for you, all the player has to do is point in the right direction and fire. This becomes somewhat monotonous for an expierenced player, especially compared to more modern shooters where there is a fair degree of skill required. Perhaps the game was designed this way in order to accomodate the fact that people had not had much expierence with this type of shooter before, and thus did not have the skills that players do today. After playing a few levels, I did however begin to appreciate haw well cutscenes were used to open and close each level. The designers were able to integrate them well into the gameplay, contributing to the smooth flow of the game. This is fairly impressive given the graphical capabilities of the day.
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Jan 31st, 2007 at 02:00:21 - Goldeneye 007 (N64) |
Just started playing Goldeneye. I remember playing it when it first came out, and being impressed by both the graphics and the game play. The game was a real hit, and my friends and I played together often. What this game really had going for it was that it had really innovated in the field of the shooter. It had an in depth story which was great, but more importantly, this is the first game that I can really remember as having really good PvP multiplayer for a console. It really paved the way for games like Halo. The single player campaign is really well done, and is enjoyable even today with games like Halo readily available. The simplicity of the game combined with the nearly endless fighting provides the visceral pleasure for which good shooters are known. The scenic backdrop for the levels promoted the flow of the game, smoothly transitioning one area into the next. A good play experience.
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Jan 19th, 2007 at 18:38:58 - Legend Of Zelda: Ocarina of Time (N64) |
Durring my second session of play, two things really struck me: the fact that, like all the Zelda games, the plot and gameplay are both very smooth, and the fact that the cutscenes that make them so smooth cannot be bypassed. One is good the other is not so good. I love that the game flows so well, but I wish that I did'nt have to set through every damn cutscene and conversation with no possibility of escape! Oh well, at leats it is good story. I just wish that there was'nt such a lengthy explaination for everything. This could just be the veteran gamer in me though. It is hard for me to really imagine what level of understanding of the controls gamers would have possesed when this game first came out. It is all second nature to me at this point.
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Jan 19th, 2007 at 18:00:26 - Legend Of Zelda: Ocarina of Time (N64) |
I just started plaing Zelda for 64. The first thing that I noticed was that the game is noticably less complex that later titles in the series. The tasks and activities designed to familiarize the player with the controls, and to illicit in the player the mindset/thought processes required to solve the puzzles for which the series is famous are definitly less complicated. In addition, the plot and character development of both the PC and the NPC's is noticably less complex than in Windwaker or Twilight Princess. This causes me to harken back to what the professor said in lecture about gamers becomming increasingly skillful and perhaps "jaded" over time, thus demanding more challnging and emersive games. One thing that initially bothered me was the patches of plants that you could just "walk through". They did not interact with the PC in any way, but were simply incorporeal.
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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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