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Jan 20th, 2007 at 00:17:19 - The Legend of Zelda: A Link to the Past (SNES) |
Second gamelog assignment:
Alright so I am getting better at this, sort of. I have done the rescue part and now just need to escape. I enjoy the game level and design once again, but this time of the inside of the castle. Two levels to walk around on is neat and makes it seem less limiting and gives the illusion of a grander space than it is. Pushing the guards into the abyss is rewarding, even addictive. The triumphant sound that is made when I pick up a key, kill a super bad guy, or pick up a blue crystal/coin thing keeps me interested and happy to continue, I feel like it feeds me a digital ego biscuit. I am recessing back into my childhood frame of mind, where simple rewards are the best. Good design to have both close range weapon and long range with the boomerang, this allows for further possibilities and interest as I build up my arsenal.
It felt a little repetitive in escaping, especially how not only are the guards under a mind control deal, but they are always instantly resurrected when I leave and come back… sometimes I want something to stay dead after I murder it. Other than that- I am definitely liking this better than my first session.
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Jan 19th, 2007 at 23:37:45 - The Legend of Zelda: A Link to the Past (SNES) |
Second gamelog assignment:
I have grown up watching my friends play Zelda sometimes, but I never could get hooked on this game as a kid. I was hoping that my first opinion would change with age (like it has with avocados, mmm), but this sadly was not the case, I still cannot get into it, at least so far. In concept I could see that this game would be more appealing as a kid since it stars a kid, and I idea of being given a sword and shield sounds pretty freak’n cool, or it used to in any case. As much as I used to love whacking at bushes and grass with a stick sword, being stung by a bee was never pleasurable. Just as I never learned to leave them alone as a kid, I seemed to have a relapse as an adult, which resulted in my unfortunate death. I guess you could say I suck at this game, so far.
Playing this game just a second ago, some aspects didn’t really make sense, as yet. An example would be the guards who apparently can’t see me until they walk into me with sword point- compared to the guards that have a supernatural fully integrated radar system. How does the bush hurt them when you throw it… I could see a rock hurting a bit, but I was unable to pick those up. Maybe the game is too slow for me, not enough rewards yet- like what do I do with green crystal thingies? I know that I will be able to use them soon, but I can’t and it makes me want to pout.
The story at first seems to be the classic tail and boy fantasy, save the damsel- which would make sense as to why this is a classic- even so- I wasn’t digg’n it (not that newer games and shooters are any better in or different). I enjoyed the level design though and two tier map system, X marking the spot makes me happy- allows for minimizing frustration when getting started. I like that its not turn based at all.
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Jan 17th, 2007 at 03:58:50 - Half-Life 2 (PC) |
In playing this game for my first session, starting from the beginning of the game, I found that the introductory segment successfully accomplished three main objectives: establishment of their fantasy world, introduction to quite stunning accomplishments in both graphics and game physics/cause and effects (ie throwing a soda can at the guards- guards beating you up), and finally the establishing of bad guys and basic plot: escape without fatality.
The game beginning has a comfortable and enjoyable pace that lets you adjust to the physics, elements of simple puzzles and also basic Ai interaction before you are shot off running for your life. The flow itself seems to progress by cycling through three game themes, super fast action, lull and recovery, then short puzzle. This cycle of the waterfall, pooling, then winding around rocks of forms, allows the sustaining of player interest as it is balanced and progressive, meaning that each cycle gets either more interesting each time, through plot line, difficulty, or through intensity of action sequences; there are cycles and satisfactory progressive modifications that allow for continued novelty.
Overall though it’s the small and detailed things about this game that really hooked me at first, from naturalistic and futuristic sound design to the physics of a tire swing and even the personal comments made by npcs as they despairingly go about their hopeless routines, I take it all personally; not only do these things make it believable and engaging with their elements of realness or possibility, but they also are able to augment reality in such a way that both personal interaction and engagement are demanded of the player. The cinematic third wall is completely obliterated as there is very little room for me to be removed from what I am participating with and controlling. Unfortunately though in the end I remembered that I also had other homework and forcefully partition myself from my virtual alter ego of Gordon Freeman.
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Jan 17th, 2007 at 03:36:13 - Half-Life 2 (PC) |
Inn this next session I found myself using the game quicksave almost compulsively since the game was on the hardest difficulty and hit points become increasingly valuable and worth saving, even if it means redoing the last section (a good way to be cheap and scout ahead). While at first it is annoying that it is rather easy to die, it also opens up further possibilities of player satisfaction and sense of accomplishment, another variable designed for engagement. Med kits hiding in a railroad boxcar also give the good feeling of reward, as if the game is not rewarding enough as it is… It is much like being forced to eat yummy chocolate chip cookies, then being allowed to also have a cool glass of 2% milk…
I played until I got to Ravenholm, then got too creeped out after a while. The shift of super action to super freaky felt strange and out of place and yet it adds a whole other dimension to appealing aspects that were previously toyed with, but never taken to the extreme. Having a really nice sound system with this part of the game is quite terrifying and awesome. It had all the right elements to again elicit the emotion that they wanted the player to have. I felt a little too overwhelmed with terror and suspense until I turned on iTunes tried some Enya instead for background music… which instead made it even more jarring and freaky- oh well, it was enjoyable non-the-less. The level design allowed enough elements of satisfaction to offset any hypersensitivity to their elements of terror.
Also great use of physics for puzzles in this section, it felt quite good to smash the zombies like mashed potatoes with suspended cars- or even to start up a spinning and maiming propeller that zombies were soon sliced and diced with. Yes, that did feel good. In fact, I believe it was so successful as a rewarding device that I am going to play some more right now. Goodbye.
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Externalmind's GameLogs |
Externalmind has been with GameLog for 17 years, 10 months, and 4 days |
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