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Feb 20th, 2008 at 18:39:24 - Super Mario Galaxy (Wii) |
Summary: Super Mario Galaxy is by far the most enjoyable game. The goal of the game is to save the princess from evil Bowser. The main player is Mario who has to go through a variety of planets and galaxies in order to get through the game.
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Feb 17th, 2008 at 18:23:09 - Wii Sports (Wii) |
Second Game play: The second time was enjoyable, but I lost interest because once I understood the space and the time in the game, there was nothing new I could do, but to pursue the same movements when swinging the racket. That got boring especially when the people watching got bored as well. The more the people saw the game the more enjoyable it was to play. People watching put more pressure to win. The "AAAwwww" and "oooooo" noises made me and even the people watching make similar noises, which created the rowdiness. There was no storyline to grasp because the game was primarily focused on challengers and the people watching to get hyped and rowdy together. This game is to merely give a group of friends excitement and playful competition in regards to social interaction. This is a good game because the realism is good and the social interactions amongst the players and the ones watching are helpful in making the game popular.
Game Design: The design of the game is to make people buy their game by getting buyers and their group of friends to get excited and pumped about competition when having absolutely nothing to do. Swinging the racket made me feel physical, which got me pumped. Getting pumped about the game could have made me release endorphins or other things that made my emotions competitive and happy. The game creates conflict by the noises of the people watching the tennis game in the game and then slowly the noises from my friends who were watching the game. The "AAAwwwww" noises were frustrating noises, which made me want to win and to pursue the game longer. There was not a lot of complexity in the game in regards to the goal, but to be champion. The reward structure was the presentation of the winner in the screen for a few seconds during the clapping noises from the game. Overall, the popularity of the game may be due to the quality of the Wii controller and the addiction to compete. The manipulation of the players by the game is due to the noises and visual presentations similar to actual tennis tournaments. The level of visual design was not that good in regards to detail and realism. The players looks bubbly and clean. There were not a variety of detail and color. The style of the game was clean, but the accuracy with the controller was one of the best I have ever played.
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Feb 17th, 2008 at 18:22:01 - Wii Sports (Wii) |
Summary: The game offered several sports for me to play and to act like i was physically playing the sports. The sports available were tennis and baseball. For tennis I would have two people on my side and an opposing challenger would also have two people in the game. The goal of the game was to win all the sets of games like how it would be in real life.
Game play: The design of the game was primarily to emphasize which opposing player was a better real-life tennis player. The game was obviously nothing like an actual tennis game, but the remote (which was my tennis racket) helped me use my actual tennis skills in playing the game. The distance of my tennis balls were pretty accurate in where it would actually go. The speed however was not accurate most of the time. There were some times where I would miss the ball a few seconds before it would supposedly come in contact with my racket. There was no storyline. The goal of the game was to physically and mentally hype a person up by feeling like it was an intense sport. The game was fun because I felt energized and determined to win, like I was in an actual tournament. The social interactions were loud, aggressive and competitive, which was fun and entertaining to do with a group of friends. The environment of the room was mimicking an environment similar to the surroundings of an actual tennis game. My emotional state was rowdy and competitive.
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Feb 17th, 2008 at 14:46:12 - Dead Rising (360) |
Game play: The game was about zombies that were trying to invade a a central mall in a suburban town. The storyline was kinda comedic in regards to stereotypical characters. The main character is a photojournalist who ends up stuck at the mall with a few other characters who end up dieing as the game progresses through each levels. It is interesting to pick up anything from the mall and use it against the zombies like a drill from the hardware store. The player can even eat a bag of chips. A storyline progresses throughout the game but in a superficial mentality. The game was pretty amusing during Frank Wilde's social interaction with a sexy woman. The game primarily focused on her chest and butt, which was funny.
Design: I thought the game was overall pretty enjoyable in regards to taking snap shots of the zombies in action. The storyline definitely created an amusing game experience. A lot of boys would be very interested in this type of situation and that is why the game is so seductive.The challenges were creative because there were a variety of objects to use against the zombies, which made me want to play the game even more. The idea that there are more objects to incorporate as a weapon is alluring as well. The reward structure for the game was so far to get through each levels with a more gradual complexity of each level task. The task gets more difficult when the conflicts are created by the invading zombies through doors and other openings.
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luckybug's GameLogs |
luckybug has been with GameLog for 16 years, 10 months, and 9 days |
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Entries written to date: 18 |
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