Please sign in or sign up!
Login:
Pass:  
  • Forget your password?
  • Want to sign up?
  •       ...blogs for gamers

    Find a GameLog
    ... by game ... by platform
     
    advanced search  advanced search ]
    HOME GAMES LOGS MEMBERS     ABOUT HELP
     
    Recent Entries

    Feb 9th, 2008 at 02:49:57     -    Chrono Cross (PS)

    GAMEPLAY
    Getting a little more used to the battle system now... Aside from the weak vs. strong attacks, there's also a magic system in place that I don't quite fully understand because, well, Serge only has one! >.< From what I can tell, you get these Elements, which you can buy, and equip them to your characters. Then in battle, after you've hit somebody and gained these in-battle levels (that I *totally* don't understand yet), you can use an Element (which is reusable, like materia in FFVII) and it will subtract a certain amount from those in-battle levels.
    In the second gameplay session I had to go and get these scales from the CUTEST komodo dragons ever! It was a mini-game and I have very mixed feelings about mini-games, especially when they rely on very specific timing and you're stuck for ten minutes trying to jump off of a stupid ledge to land on a stupid dragon so it doesn't run stupidly away from you. Mini-games = awesome when they follow the rules of the metagame, such as the game has to be pleasurable and not insanely difficult. In fact, I'd posit that the latter is even more important in mini-games because often times the poor player just wants to move on to the actual plot! It took me way to long to get those scales, and afterwards I felt kind of disillusioned and then realized I had to hurry the heck up and write my gamelog!

    GAME DESIGN
    One of the more unique aspects of the game is certainly the battle system, more with the weak-to-strong stuff than the Element stuff, in my opinion. With a turn-based fighting style, it can be hard to break out of the box, and I definitely feel that the rhythm and focus is different from any other game. Related to the battle system is how you enter battles. Random battles can be great for experience, but they can get really annoying when you're just trying to move through an area, so I appreciated that you could see the monsters and choose to battle them. Except, of course, when they were in my way and to get to the treasure chest or dragon I had to do battle. *le sigh*
    I love that there is such a huge cast of characters from whom to make up your party. Of course, I didn't get very far at all, but I imagine that that feature adds a lot of replay value to the game, as well as emotional value for the player, becoming attached to specific characters. Every character, whether you could play them or not, had something aaalmost interesting to say. If I was playing the game in my own free time and not under a deadline, I think I would have been more attentive to their babble, but as it was I kind of skimmed most of it.
    As I mentioned in my first gameplay log, the aesthetics and score of the game are really, really pleasing to me. The bright colors (of this first place, at least) just make me *happy* and the score, while very typical of RPGs, is of the highest, highest quality. In fact, I may just have to get my hands on it!

    read comments (1) read comments  -  add a comment Add comment  -  read this GameLog read

    Feb 9th, 2008 at 02:20:07     -    Chrono Cross (PS)

    SUMMARY
    Chrono Cross is a Playstation RPG and the sequel to the SNES RPG, Chrono Trigger. Like all RPGs, the characters, plot, and setting are the main draw of the game. Chrono Cross features an immense cast of 45 (according to the Wiki) and has a fairly original battle system.

    GAMEPLAY
    Alright, let me first just say that I hate that RPG plot device where you begin as a more powerful character and tra la la go along killing things. Then something dramatic happens, the screen blacks (or whites) out, and you wake up as a weakling boy (inevitably a boy, of course). You've got, like, 1/5 or 1/10 the hitpoints, little or no magic (or "Elements" in the case of this game), and oftentimes you're in your hometown where everything is about to go horribly wrong.
    I understand the draw of this device, but it had become cliche and for a genre that is more about plot than any other, I wish they'd just give a little more effort into being original. After all, this game was released in 1999, two years after FF Tactics and two years after FFVII (which didn't do the "back in time" thing, but did do the "separated from the people you started the game with" thing, which is the umbrella thing that back-in-time lives under). FFX did it, too, though a year later in 2001, when Titus washes up on the shores of Besaid. I can't think of any others off the top of my head, but if I feel like it's a cliche, it must be one, right? :P
    Alright, let me actually talk about the game for a moment. The art is very pretty, with really bright colors and graphics that are totally on par for PS1, the music is GORGEOUS, and the battle system a little overwhelming, though less so after the tutorial. Quick, probably slightly misunderstood version is that a. it's turn-based, b. you have three melee attacks weak (1), medium (2), and strong (3), c. in battle, each number will have a percentage next to it, with higher percentages for weaker attacks. So you have to balance having weak but guaranteed attacks with strong but high-miss-chance attacks. I definitely don't have the rhythm down yet, we'll see where I am in an hour. :)

    add a comment Add comment  -  read this GameLog read

    Jan 26th, 2008 at 02:32:33     -    Super Metroid (SNES)

    GAMEPLAY
    My first gameplay session was pretty awesome: lots of memories, not much frustration. When I sat down to play a second time, though, I found myself pretty much stuck. I backtracked, trying to get into these spaces that I saw were on the map, but I don't think I figured out a single one. The actual play was still fun, shooting things, running around, working on my mad skillz, but it's very frustrating to be unable to progress.
    I saw Samus die for the first time (since I was a kid) during this session. Pretty cool stuff. It's great to have a strong female lead who isn't really stereotypical, because it isn't about her being female, it's about a main character who kicks a lot of alien butt!

    GAME DESIGN
    Super Metroid combines a solid story with both platform and action & adventure elements. At the time, the graphics were state-of-the-art, and though they're not much by today's standard, they are perfectly acceptable. The platform element is interesting, because although it is certainly a platform game (there are 'levels' that you access through doors/elevators where you have to jump onto/over ledges, etc.), it is to some extent an open-ended world. You can go to any level (as long as you have the power-up you need to open the door) and you can backtrack to any previous level. A classic element of Metroid games is to include hidden levels, which gives great replay value.
    I love the music of this game. Like all good music should, it creates a very specific atmosphere. Combined with the dark colors and often dank looking areas, Super Metroid can be a very creepy game!
    Like I said, though, I got stuck. I'm not sure if I missed something, don't remember a necessary move, or what. Without knowing what's gone wrong, I can't say whether or not it's the game's fault. A tutorial of some sort might be useful, even if it's as simple as "Hold down B to dash. Press down once to crouch, twice to morph into a ball."

    read comments (1) read comments  -  add a comment Add comment  -  read this GameLog read

    Jan 25th, 2008 at 18:21:12     -    Super Metroid (SNES)

    SUMMARY

    Super Metroid is the third game in the Metroid series. It is a platform game where your character, Samus, goes around killing aliens and getting power-ups that allow you into new areas (secret and otherwise) where you get more power-ups and kill more aliens.

    GAMEPLAY

    Wow, I haven't played this since I was seven or eight! I picked up the controls much better than before. I think that when I was younger I had to play through the thing like four times before I could get out of the lab, which is one of the very first things you have to do! The beginning of the game is blessedly short. Less than five minutes after you boot up you get to shoot something!
    I had three people watching me play, which surprisingly didn't bother me much. Only one of them had ever played before, but he proved very helpful by reminding me how to turn into a ball. I love the controls of this. They probably feel natural to me because Super Metroid was one of the first games I ever played, but I still love them. For instance, to kneel, you press down. To morph into a ball, press down a second time. To get to the missiles, press select. I also love that the Left and Right shoulder buttons give you a couple of different 45 degree angles to shoot at. Very, very handy!
    I'm having loads of fun playing this, so I'm going to go back.

    add a comment Add comment  -  read this GameLog read

    next   More Recent EntriesOlder Entries   next
     
    GameLogs
    penryn's GameLogs
    penryn has been with GameLog for 16 years, 10 months, and 8 days
    RSS Feed
    view feed xml
    Entries written to date: 10
      Game Status / Read GameLog
    1Assassin's Creed (360)Playing
    2Chrono Cross (PS)Playing
    3Super Mario World (SNES)Playing
    4Super Metroid (SNES)Playing
    5Weird Worlds (PC)Playing

     home

    games - logs - members - about - help - recent updates

    Copyright 2004-2014