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    Feb 8th, 2008 at 23:10:33     -    Spyro 2 Ripos Rage (PS2)

    SUMMARY:

    In Spyro 2 Ripos Rage for Playstation 2, the single player controls a small fire-breathing dragon accompanied by a color-changing dragonfly. The main objective is to complete levels, either torch or ram bad guys, while attaining gems and orbs at the same time.

    GAMEPLAY:

    I remember watching my younger brothers play the first version of this game and enjoying the overall game. My very first impressions of the game were that the game was a really happy and very cute game. Killing was never so cute and I noticed that the creators of the game took extra steps to make their game seem harmless to anyone playing it. One example included when Spyro was talking to a monk-like fellow, the monk asked Spyro to kill the beat that was rampaging his town. In the text at the bottom of the screen where the dialogue was, instead of the word ‘kill,’ it was replaced with torch. It was funny to see that even the bad guys looked cutesy and not exactly similar to the average bag guy in other games. The game made me feel like it had a very ‘kid-like’ appeal and I wonder what age-range the game designers were hoping to design the game for. The music was very upbeat and happy feeling even when Spyro were to face a boss, there was no sense of negativity.

    The only thing that bothered me while playing this game was the amount of gems that I needed to get. I am not a man of great detail and to be honest I didn’t want to collect the large amount of gems, I wanted to simply get through the levels while still managing to have a good time. But there were points where I had to collect a certain amount of gems in order to continue or advance through a certain part of the level, which I wasn’t a huge fan of. This made some game play somewhat obnoxious for me, but I can see how it may appeal to other players. One cool aspect of the design of the game was that there were many secret locations I had found, and getting the gems or earning them by finding these secret ways I felt that it was worth my time. Overall the game play was pretty fun and I would give it a 7.5 out of 10.

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    Feb 8th, 2008 at 23:08:51     -    Spyro 2 Ripos Rage (PS2)

    GAMEPLAY:

    The second time around playing the game I began to ease up on finding and getting gems and actually started to enjoy finding them. The game still remained a very happy and upbeat tone as the levels increased. I realized that this game required a lot of going back to places where I had already been and a lot of exploring. When I learned or when Spyro learned how to swim, I went back in the level to find out there was a completely different underwater aspect to the game and I began to find more new locations. That’s one of the main aspects of my second game play that I really enjoyed, the ability of exploration, it really makes the game fun and worth the play.

    DESIGN:

    What I thought was innovative and really cool was the portal aspect. When I completed a level, I didn’t advance to the next level, lets say by walking, but by portal. When I had finished a level, at the end there was this portal and you could look into it and it would be a sky and instantly when you crossed through it, you were flying. I really liked that design aspect.

    Another aspect of design that I really enjoyed was the tasks that I had to complete in some certain levels. It made the game much more intriguing and made the game very fun. Some examples include when I would have to hit a bunch of gems in a certain order while flying in order to brighten a larger gem. What made it fun was the fact I was able to fly as opposed to gliding, it was hard with the increased speed to get eat gem, in order, and in the end the reward a gem. These challenges made the game more exciting and I found myself wanting for more as the game progressed. The game makers as well did a very good job of mixing up levels; they were each different and had their own personalities. Again, they as well managed to keep the game very friendly and happy. I don’t think that a parent could refuse their child from playing such a game and I think that is why the game was rated E for everyone.

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    Jan 25th, 2008 at 23:10:58     -    Super Mario World (SNES)

    GAMEPLAY
    Playing Super Mario World for a second session proved to be more rewarding than the first. My partner and I were simply addicted, oftentimes screaming because we both would die at the same locations or at just the sheer frustration of some hard levels. Level after level, I think we began to grow much more sensitive to the controller, being smoother and getting through levels with more grace and agility.
    I am not a huge video game fan and really have never really been, but Super Mario World has me. Like the first session, the game was simply a process or flow, getting from the beginning to the end and like machines–we did. Those around us began even to get jealous of our newfound addiction and demanded that they play!

    DESIGN
    There were two major aspects that stood out to me when playing Super Mario World. One included the vast variation of levels there were. I think initially what drew me to the game and I’m sure many others, is the array of levels I was able to play: caves, trees, cliffs, haunted houses, clouds, and more! As each level progressed, the environment changed and as well as its bad guys. These bad guys became much better at attempting to hurt me as I progressed. For example, more towards the beginning, bad guys would attempt to just jump on me and further into the game there came to be bad guys who would spew multiple fireballs in my direction. Also what was interesting was at the end of some levels there were bosses. These bosses oftentimes were very different from the bad guys within levels, giving them a more ‘special feeling’ when fighting them, This was a change from the typical beginning/end playing, I had to begin and not only get through the level, I had to beat a boss in order to advance. This only made the playing experience much more addicting and fun.

    The second aspect of design that really stood out to me was the sound in the game. It was all just so classic! There was a very wide arrange on songs that went with and fitted with each level that were really corny and yet at the same time so awesome. It gave the game a really fun feeling and really creates the mood for which you play in. Some sounds that really stood out in my mind were: the noise that occurs when you get a coin, when you are small Mario or Luigi and you get a mushroom that makes you grow, the ‘invisible mode’, and when you die. These are all so classic sounding and again, I think this classic-ness is what really contributes to the awesomeness of Super Mario World.

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    Jan 25th, 2008 at 22:31:11     -    Super Mario World (SNES)

    SUMMARY

    In Super Mario World for Super Nintendo, the player or players (the game enables a one-player or two-player mode) are in control of either two characters by the names of Mario and Luigi. These two characters are able to jump, run, grow, and even receive powers such as the ability to shoot flame balls or the ability to fly. The main goal is to avoid ‘bad guys’ and to work your way around obstacles in the many different levels to further your way into the game.

    GAMEPLAY

    This game would have to be one of the most enticing games to ever be created in my opinion; I couldn’t put the controller down! This game is really fun not only alone, but as well as with the two-player mode. You automatically build a bond with your partner as you attempt to further yourselves through each level, pushing each other and getting psyched up. Mario (and Luigi alike) is able to do many things that enabled me to make ease of things. One beneficial factor within the game included the ability to hop onto Yoshi (a green little dinosaur with an appetite) and eat bad guys who approached me. Mario is able to grow from being small, run really fast, fly, shoot fire balls, and I’m sure further into the game more powers will be available. Mario is very well rounded and with this, I was able to solidly get through levels getting coins and extra lives.

    The amount of constant flow in the game was very much present. It’s a simple concept; I would start at the beginning of a level and finish at the end. This beginning/end flow resonates throughout each level of the game and makes the players eagerly wait for the next and the next level. When playing, I played with an audience of four people, and what was interesting was that not only the players were the ones who were into the game, but also everyone watching was really into the game. At times I would look over and the audience would emulate Mario or Luigi’s movements with their mouths or heads because they were so into it. Super Mario World is a very social game and I think that is what really makes this game one of the best.

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