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Feb 10th, 2007 at 02:32:26 - GLtron (PC) |
There is one more very important element to GLtron's gameplay: wall acceleration. When one player's cycle is moving very close to another player's wall, it begins to accelerate. Normally, all cycles have the same speed, not controlled by players. Thus, it is possible to take a path on the map where your cycle would accelerate on enemies' walls and give player a speed advantage. On the downside, if a you get trapped between other players' walls, the lightcycle can accelerate uncontrollably.
The graphics in GLtron are 3D and very stylized - true to the movie look. There is a grid on the floor of the arena to aid precise turning, and the walls have some decorative computer-themed ornaments. The important this is that the game runs very smoothly at high frame rates, which makes precise navigation through the arena possible.
If you are interested in the game, visit http://www.gltron.org/
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Feb 10th, 2007 at 02:18:47 - GLtron (PC) |
GLtron is a pretty basic implementation of the famous light-cycle game from the TRON movie. Several players (2-4, human or AI) start at opposing ends of a square map. Each cycle can only make 90 degree turns, i.e. cycles always go parallel/perpendicular to walls. Each light-cycle leaves a solid trail of light behind it, collision with which destroys anyone's cycle. Collision with the wall also destroys a cycle. When one player is destroyed, his trail is removed from the arena.
The challenge of the game is to survive the growing maze of trails, and not crash into anything (or at least be the last person to crash). There are many strategies to doing so, some are defensive and some are offensive.
There are no weapons, in the conventional sense, in this game. By planning the lightcycle's path, it is possible (and necessary) to use the cycle's own trail as a weapon. Common techniques include trapping a player inside a loop in your trail, squeezing him between the wall, and making zigzags in from of him.
The level design is really, really simple - a square arena with walls around it. More complications then this are really not necessary, because the game focuses on player-created obstacles rather then preset ones.
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Jan 31st, 2007 at 13:04:42 - Katamari Damacy (PS2) |
I wanted to add a note on the level design in Katamari Damacy. The levels are cleverly layed out; small and easy-to-pick-up items are usually scattered near the starting spot. Levels are split into distinct areas, and player has to roll up a big enough clump to be able to go over the obstacles that block entrance to a next area. Although going forward to the next area is usually a good strategy, here are many larger items available to pick up in earlier layers if the player decides to revisit the place. This adds to the non-linearity to the game, making the rolling of each katamari a unique experience. Makes the game more re-playable, to a certain extent.
I tried the multiplayer also. Two players compete (in split-screen, on the same arena) to make a larger katamari then the other player. If one player gets a sufficiently larger clump then the other, it is even possible to roll up the opponent into your own katamari. You can really annoy someone by rolling him/her up many times in a row. :)
The controls in the game pretty intuitive (only the two analogue sticks are used), and easy to learn. The challenge of the game comes from the strategy of navigating the levels, not the controls. Choosing the right path through the level is key to getting high scores. My largest katamari was 900 meters (0.6 miles) in diameter, and included quite a few little islands!
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Jan 30th, 2007 at 23:43:38 - Katamari Damacy (PS2) |
Katamari is certainly unlike any other game I've played. Extraordinarily stylish, and fun to play too. The basic gameplay is very simple: you roll around a clump ("katamari"), which picks up various objects and grows. From ants to cars to small islands, it is possible to pick up anything and everything with an appropriately sized katamari.
The single-player campaign is a series of challenges, which include variations on the basic gameplay: looking for (or avoiding) certain objects, making a large enough katamari within a time limit, rolling it to a certain size, etc.
This primitive gameplay is oddly engaging. I've played Katamari Damacy for hours, until my thumbs begin to hurt, and I'm not tired of the game at all.
One of the things that really make the game fun is the soundtrack. It's very diverse, featuring styles like J-pop, Modern Classical, Future Jazz, Experimental, Trance, Techno, and what not. I liked the music so much that I went on eBay and got the soundtrack on CD the very next day; listening to it right now.
Another great aspect of the game is its art. Every single object, character, scene, even the loading screens, have a unique look. The game makes great use of low-poly models, incorporating the blocky feel into the style of the game. It's hard to describe; it's just well done. There are a lot of funny, random design decisions that would pass as an Easter egg in any "normal" game.
I love this game!
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fragmer's GameLogs |
fragmer has been with GameLog for 17 years, 10 months, and 8 days |
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