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    Feb 9th, 2008 at 03:09:34     -    Super Paper Mario (Wii)

    Gameplay:
    After more time playing, Super Paper Mario seems to keep its charm. The simple paper style of characters continues to amuse, characters are still unique and interesting as ever. Gameplay wise, everything has only gotten better. New powers allow Mario (and allies) to go to new places and defeat more powerful foes. The paper aspect of the game world has also been implemented into the gameplay, such as the ability to become flat to slip in between things just like a sheet of paper. The game continues to amuse and entertain every step of the way.

    Design:
    The thing that is most interesting about this game compared to the two previous ones is that the level design is dramatically different. "Super Paper Mario" is certainly a fitting title, as it has the feel of the old Super Mario Bros., but with elements of Paper Mario well mixed in. This game is very reminiscent of Super Mario, as it is (leaving out the 3-D flipping power) a side scroller where one has to make it to the end of the level and hit a box with a star in it to finish. There are eight chapters, like the worlds of the original, with four sub-worlds each. Some of the RPG elements of the other two Paper Mario games still exist in this game, such as the level-up system and the overworld which one can find things like an item shop, arcade, or restaurant, but the bulk of the game has definitely become "make it to the end of the level to proceed with the story," which is a formula that has stood the test of time and continues to be fun.

    Another thing that makes this game fun and interesting is the use of space and Mario's power to flip between the planes of 2-D and 3-D. Some things in a specific area of a level may seem impossible to do in one realm, but can easily be accomplished in the 3-D world. In one case I remember, I had come to an area where I could not progress because I could no jump high enough. By flipping I found two boxes that I could flip by hitting. I hit them, flipped back to 2-D, and jumped on top of the boxes to proceed. Secret areas are also accessible through flipping, where one can obtain new powers. This power was definitely integrated into the game well, and feels like it definitely has a purpose in the game. To me, it almost feels two game levels exist in each one. There is a 2-D version of the level, as well as a 3-D version.

    This game is definitely a must play. It excellently blends the old-school feel of Super Mario Bros. with the comical and entertaining feel of Paper Mario.

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    Feb 9th, 2008 at 02:09:07     -    Super Paper Mario (Wii)

    Summary:
    Super Paper Mario is a Platformer for the Nintendo Wii in which the main character (Mario) must stop the evil Count Bleck from destroying all dimensions and creating his own "utopia".

    Gameplay:
    Except for Mario, the characters in this game all seem to refreshingly have their own quirky personality. Everytime I hear Count Bleck do his unusual laugh ("Heh he he he he he... BLECK"), or Chunks, a lackey of Bleck, talk about giving someone "the chunks" I'm reminded of how unique all of the characters are. Mario himself is for the most part the silent protagonist, but does, from time to time, say things like "Oh yeah!" which always get a chuckle out of me.

    One very intersting thing about the gameplay system of this game compared to its previous installments is the battle system. Unlike the previous games which had turn-based gameplay, the battles in Super Paper Mario are in real time, very reminiscent of the original Super Mario Bros. games. To kill an enemy such as a Goomba, simply jump on their heads. Personally I prefer this style of play to the old turn-based battles.

    Another interesting aspect of this game is the "flip" power Mario has, which basically allows him to flip the stage into 3-D, going from the usual 2-D side-scrolling style to a more 3-D style, in which one has to press up to move forward. This feature is what makes the game most fun in my opinion, and the ability is pretty heavily integrated into the game, keeping it from being just a gimmick. Most of the time when I found myself stuck in a particular room, flipping helped me to proceed to the end of the level. So far, this is a great game.

    This entry has been edited 1 time. It was last edited on Feb 9th, 2008 at 02:27:29.

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    Jan 25th, 2008 at 01:15:15     -    Super Metroid (SNES)

    Gameplay:
    After more time playing Super Metroid, making it through Miridia, not much has changed. The game is still exploration focused, with little to no plot involved. The errie tone of the game is maintained at all times through the lack of character and social interaction. Still Samus travels throughout Zebes with no direction whatsoever. Just aimless wandering.

    The gameplay aspect of the game continues to be very fun, with missle or bomb expansions in nearly any room that requires work to get to, whether it be dodging spikes, fighting off hordes of enemies, or taking on an overpowered boss in order to reach that final room. The aimless wandering, ironically, continues to be one of the most fun aspects of the game.

    Design:
    The level design of the game is excellent. Platforms are constructed in such a way that the player thinks that Samus can explore anywhere, but actually, there is really only one or two paths that lead to progression of the game. Most other times, the player will usually ed up at a wall that is too high to jump over or a door that requires a certain weapon to open. The game gives the player a space that is seemingly open, but is actually more linear than it first appears. There are, however, little sub-paths throughout areas that lead to some type of useful (though not necessary) upgrade.

    If one likes rewards, this game is one of the greatest out there. This game is constantly rewarding the player for exploration. Missle, SuperMissle, and Power-Bomb expansions can be found at the end of every path. This gives Samus the preparation needed to take on bosses with relative ease, as well as keeps the player interested in collecting everything there is to find. The enemies, once killed, also give the player any health and weapon restoration items needed to keep Samus at maximum health and firepower. The enemies also respawn upon leaving and re-entering the area, letting the gathering of ammo and life continue until the player is ready to proceed. Even defeated bosses accommodate Samus with enough compensation to make it to the next save station. Everywhere the player goes, rewards await.

    Super Metroid is a great game for the SNES, and is arguably still one of the best 2-D platformers even today. It combines a constant reward system with amazing level design to keep the player coming back for more.

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    Jan 24th, 2008 at 00:19:37     -    Super Metroid (SNES)

    Summary:
    Super Metroid is a 2-D side scrolling platformer. The goal of the game is to recover the last Metroid stolen from the Federation research facility by Ridley. Samus (the player) then travels to the planet Zebes in pursuit to begin her mission.

    Gameplay:
    This game gives the player a very errie feel, as the dead scientists can be seen after returning to the station. After the initial battle with Ridley and landing on planet Zebes, Samus is by herself for nearly the entire game, also evoking a tone of solitude. Nothing much in the form of character development is given while progressing through the game, and because of the single player mode and constant feeling of isolation, there is little to no social interaction while playing. One thing I found odd about this game is that after landing on Zebes, there is virtually no plot to the game whatsoever and the player is left to freely explore Zebes. No real sense of where one is supposed to go is given.

    This lack of direction however is possibly the best part of this game, since the reward system will keep the player interested in exploring all Zebes has to offer. As she explores, Samus will obtain an astounding number of upgrades to help her on her quest, some being weapon upgrades allowing for more potential firepower, and others being suit enhancements, which give her abilities such as jumping further/higher or increasing health capacity, which in turn permit her to explore areas that would be otherwise inaccessible. The player also does not have to worry about dying during exploration, as enemies will drop items that restore health, missles, and other equippment very frequently. Boss battles present a significant challenge, but once the pattern of attack is learned the battle can be won without too much adversity. Overall, it is the reward system that encourages the player to explore every inch of Zebes and enjoy a great game.

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