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Feb 8th, 2008 at 23:02:17 - Roller Coaster Tycoon (PC) |
GAME PLAY:
Even this though this game is fun and I enjoyed playing it, I found that I'm probably older than the intended audience of this game. I remember playing this for hours on end, for many days in a row, and never getting bored of it. That was back in middle school, and now I find that I was getting bored on the second game. Achieving the goal of the scenario I played wasn't challenging at all, and there wasn't much for me to do while I waited for year 2 to come.
DESIGN:
This game is designed very nicely; it's a game of complex resource management. The resources are the guest's happiness, your money, your land, you park rating, and the number of guests. They are all connected and the game requires that you maximize as many of these as you can. It may be that the game is directed at a younger audience, or that I'm too familiar with it, but the challenge isn't enough to keep the game fun for very long. It would be nice if there was a different mode to this game, or different challenges for when the traditional ones get boring. This may actually be included in the expansion pack that I don't have. I like how the game lets you really see the park at many different zoom positions and angles, and it really allows you to get into the game.
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Feb 8th, 2008 at 00:53:03 - Roller Coaster Tycoon (PC) |
SUMMARY:
Roller Coaster Tycoon is a game where you are given some land and expected to build a successful amusement park; each scenario has a certain benchmark you have to meet. You build rides, design roller coasters, build bathrooms and food stands, hire cleaning and maintenance staff, and make sure that you have relatively happy guests and a sizable profit for further expansion.
GAMEPLAY:
The scenario I did was a start from scratch. There isn't much to worry about except providing the guests with things to do. Once the game goes on, the other aspects come into play, and it's important to check what the guests are thinking to make sure they are as happy as they could be. For example, if you open a new ride and people say it's too expensive, it would be beneficial to lower the price. As the park gets really popular, overcrowding becomes a big problem. Ride lines become very long, the walkways are busy, and the guests start to get unhappy. The new challenge becomes finding new things to build in the little space that you have left. I found that rides can sometimes be modified to accommodate for more cars, so the line can move along faster. A funny thing that happens in this game is that you become mad at your guests if they complain a lot. There's even a feature in the game where you can place guests wherever you want. If they begin to piss you off enough, sometimes it's fun to just throw them in the lake and let them drown. This is technically bad for your park rating, but a couple deaths won't really make a difference.
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Jan 26th, 2008 at 03:01:02 - Super Smash Brothers (N64) |
GAMEPLAY
The second game session was much like the first. Very exciting game play, great social aspects, and great action.
For this session, I focused on using characters that I'm not too familiar with. I found that this didn't make the game play any more difficult really. The thing with characters is that using certain moves makes the game play more fun, and there's really no difficulty in learning new characters.
DESIGN
The game is very well designed for varied yet non stop fun. Yet there are a few complaints I have with the design. The camera in the game zooms in and out to make all of the players visible. The problem is that when playing on a small screen, when the players spread out, it makes things really hard to see.
As I said before, the characters are very easy to use, and I think this is one of the greatest design pluses. Anyone can play this game and find it fun. The downside is that eventually this game can get tiring to play, but I think that would take many hours to happen. I like how the worlds are against you as well, because it adds an extra challenge to the game that's not seen in all fighting games.
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Jan 26th, 2008 at 02:44:51 - Super Smash Brothers (N64) |
SUMMARY
Super Smash Brothers puts a lot of the Mario characters together to dual it out with various items and weapons. Each character has a basic move and a special move, along with the ability to grab and jumps. These fights take place on different worlds, each one related to one of the characters. The world can also be your enemy, as dangers such as lava or wind can throw you off guard or lead to your doom.
GAMEPLAY
Super Smash Brothers is a very excellent multiplayer game, even if you are playing against a computer. Each character makes certain noises when performing their moves, and these can piss you off as they are being played against you. I noticed that as I played the game, a lot of it is based on sound. For example, when a player acquires the hammer, music plays while it is active. You don't actually have to see the hammer to know that all hell is about to break loose.
This game is very fun and exciting to play. It leaves you up on your toes, because the game is designed so that eventually, every player must die. Also, the game play can also be exciting for people in the room who aren't playing. As the game nears the end, things get very hectic. The room reactions with the game play along with the game play itself make it very fun.
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mattduckman has been with GameLog for 16 years, 10 months, and 11 days |
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