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Feb 9th, 2008 at 02:00:03 - Chrono Cross (PS) |
Gameplay:
I completed the task that Leena sent me on, for a relatively simple game it is surprisingly difficult to accomplish the tasks. This is because the game doesn't give you any guidelines of what buttons do what. The story progressed somewhat , it did not proceed a great deal but enough to keep me interested. I collected three scales for a neckless.
The story between Leena and Serge is very interesting. I kept picking the mushy answers to the sections where you were given a choice in how you want the conversation to turn out. A love story began to unfold, but a strange incident occurred and the moment was ruined. Next thing that you know is that you are alone and asleep on the beach. A person comes to tell you not to sleep on the beach and where to find Leena.
Design:
The game world is not very expansive from what I have seen. This could also be due to the time period it was made in. Seeing as the game was made for the Playstation 1, this was probably the major component of why the designers made the game into the style that they did. The fights are all set in the same location even if the places where the fights are activated are not near each other. This was created this way so that the memory necessary to story the game was not ridiculous.
The cutscenes develop the story in a unique style. The game's story-line was probably created in this way to create a sense of curiosity around the game, in other words- to keep the player intrigued and playing the game. I can only assume that the character's story's come into play later on in the story, so that the designers can keep a strong hold on how much the player is aloud to know.
Seeing as the graphic components of the game are not that great, older games must have a different type of engagement. This game has its main plot-line but also has a very unique style in which the main character engages bi-standards. The bi-standards themselves have engaging stories and aspirations for their own lives and even contemplate alternative pathways that they could have taken.
This game is most certainly a game of progression. There are not very many alternative activities that you can engage in besides the main plot. This was also due to the limitations of the first Playstation console. So this game has far less emergent behaviors then modern RPG's, but I think the developing story more then makes up for this. This a game for its time is also very impressive.
The reward system in this game is much like in any other game, you get rewards that are just found, you also get rewards for accomplishing tasks, and for defeating bosses. This game has many aspects of a modern RPG and uses all of the things that make those games great in its own gameplay experience. (It reminds me a lot of a Final Fantasy game)
I look forward to seeing what happens next.
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Feb 8th, 2008 at 23:32:43 - Chrono Cross (PS) |
Summary:
Chrono Cross is a very early style RPG with a turned based attack system. The game fallows the story of a young boy named Serge. You begin in a strange castle with two friends and you trigger a fight by colliding with your opponent. Then you take turns attacking the enemies with either Elements or the weapon in hand.
Gameplay:
Ok, the first thing to say is what the heck. I appear in a strange castle without so much as a story behind the reasoning. I get no training in fighting, unless you count training as the actual fights. I guess you learn by doing. I was confused as all get out, I was wondering whether I had started the game wrong or something. I distinctly remember hitting the start a new game button, but here I was without so much as a hint as to what I was suppose to do. It took me a sec to figure out the correct buttons to move the main character. I wondered around and triggered some beam of light to turn off, and beat up some creatures by hitting random buttons.
I have no idea about the story-line . After I was beamed to some place in the sky, a cut scene is triggered and you watch the main character stand over a girl with a bloody knife. A slightly creepy smile starts to cross his face then you apparently wake up. You end up in a little village and if you talk to people you learn about there aspirations and about the past. This was really cool, a guy told me about something happening ten years before and it made me curious to find out more.
You can pretty much activate a conversation with any bi-standard. The characters themselves are still strange to me, I know very little about them. So far the main characters, that I have met are Serge and his girlfriend Leena. She was incredibly bossy, I really felt like being rude to her when it allowed you to choose between two responses.
I am interested where the game proceeds from where I currently am. Even though the game gives no backstory, the vague aspect gives the game an air of discovery. (Curiosity killed the cat, but I can't help it)
Besides the confusing beginning the only negative aspect I ran into was the fact that you could not quite distinguish the end of a cut scene, I was never really sure whether I had control of my character until a few seconds had gone past.
This entry has been edited 1 time. It was last edited on Feb 8th, 2008 at 23:50:57.
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Jan 26th, 2008 at 00:45:08 - Final Fantasy XII (PS2) |
Gameplay:
The game play was as fun as it was the first time. The only thing that I have to complain about this time is that I completely forgot what I was suppose to do. They must have told me in passing where to go but I forgot, I tried finding the location in the menus and such but I couldn't find it.
I finally got a party member which was cool because she helped me to kill enemies easier, and it was fun to just hang with a friend. Though it kind of sucks that she left so quickly. I kind of wanted to go on a hunt with her so that she could help with the mutant wolf, but she left too quickly.
I enjoyed that the story started to develop more, it was cool because it created more character interaction.
Design:
I love that the game gives a wide amount of possibilities when trying to chose what to take part in. You basically have free reign to go get weapons, fight enemies, talk to people and go on hunts. On the other hand this aspect is also a downfall of the game because it makes the game's story much slower. I am someone that enjoys story line more than just fighting. I would love the story to pick up the pace.
There is not really any level design in the game the main character just goes around the same location. While there is some variance in the locations, it is not much. Basically the game takes place in the city and the desert surrounding.
The game was probably designed with these elements in mind so that it kept a familiar tone to the rest of the Final Fantasy series. Most of the game was probably made with this mind. Same with the menu bar that controls the techniques. The game is still based on the taking turns theme, but it has the added possibility of being able to have the chance of getting away without damage. This was most likely added to give the players more of a chance of staying alive when fighting with many enemies.
The game doesn't really have a good reward structure. The hunts do have rewards, you get money and payment for killing your mark. The more you kill the stronger you get, I suppose that is a reward in itself. The rewards are based on continuous work which isn't bad I suppose. This method challenges the player.
The game produces many challenges through quests, enemies, tasks and leveling. Which is plenty of opportunity for gameplay to occur. The game space is open with many chances to talk to pedestrians walking around the city.
The game is interesting and fun so far.
This entry has been edited 2 times. It was last edited on Mar 5th, 2008 at 15:43:37.
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Jan 25th, 2008 at 13:16:34 - Final Fantasy XII (PS2) |
Summary:
Final Fanatsy XII is a role player game, where the main character Vaan is a Rabanastre orphan who wants to take back the empire from the evil Archadian rule. Players grow stronger by fighting marks, enemies that are to be killed for payment, attacks are activated by choosing from a series of actions from a pull down menu.
Gameplay:
At its beginning the game plays like a movie, with lots of story and many cut scenes. The game then picks up a couple years latter and the story becomes much more difficult to follow. Well actually the story doesn't get difficult to follow until after you have completed all the tutorial, and have completed your first hunt.
The world is enormous and has infinite possibilities. That is really cool because you can go do whatever you wish during the game. But if you do go off and do whatever you want you begin to wonder where all the necessary action has gone. What happened to continuing the story. I could be judging this aspect too quickly, I have never played a final fantasy game before, so this is a whole new experience for me.
The intro took me forever to play, the game seems very complicated, but you never know what will happen. Time will tell.
The controls are pretty easy to follow even for a novice game player like myself. The game has given me a pretty good experience thus far, I have yet to get pissed off at it, so that is a good sign. I am pleased with what I have seen so far. The graphics are great, the player interaction with other characters is done very well. You can pretty much talk to however you want to in the city.
The activation sequence for attacks is actually pretty cool, there is not much to it. Basically you hit X scroll down a list hit X again when you have found the attack or technique that you want and off you go.
The only complaint I have about the game so far is that my player has such weak defensive capabilities, even if you try to run. When you try to run from your opponent you get hit a good 60% of the time, and your life drains quiet quickly if you arn't paying attention to it.
This entry has been edited 7 times. It was last edited on Feb 8th, 2008 at 23:39:12.
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SGA has been with GameLog for 16 years, 10 months, and 11 days |
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