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Mar 5th, 2008 at 23:05:48 - Jet Set Radio Future (XBX) |
Gamelog 2
Gameplay:
One thing I notice is that this game has very good collision detection. What I mean by that is that whenever the main character is near certain objects, they react to it. For example, when the main character goes by a flock of birds, the birds fly away, when the main character is near a vehicle, the vehicle slows down to a stop, when the main character is increasing in speed the faster the people move away. Also, the main character interacts with the game world very well. For example, when the main character goes climbs up stairs, he turns off the smooth rollerblading mode into choppy steps, going downstairs it is still smooth just choppy on the up and down movement. My favorite collision is when the main character goes into a stack of boxes, then the physics aspect takes over where the boxes would go in motion with the main character as well as fall down with gravity.
The gameworld in the game is very big too!! Once I figured out how to get out of the garage, I got into the big world of Tokyo. The architecture is very fun to look at and the vehicles look like buses and cars that you see in cities. I enjoyed how there are many city aspects to the game. One of my favorite parts of the game world is where there was this one slanted floor that the main character had to pass by and there was a flock of birds. It was so fun just going through the flock of birds; it felt like I was at the beach running through a flock of sea gulls.
I know I said earlier in my game log that the graffiti was very repetitive, but actually the later a player gets into the game, the more unique the graffiti gets. It depends on the amount of space a player can graffiti on. A player cannot freely graffiti anyway, then it will defeat the purpose of a challenge in the game. A player can only graffiti on areas where there are these floating circle things are on. Anyways, the graffiti’s looked cool when I sprayed areas where there are a lot of circle things because the graffiti is bigger and cooler to look at.
I thought the first objective of the game was pretty dumb because I had to follow this one guy. I think it was a based on my control skills because the guy I followed went through VERY EASY obstacles and stopped at certain areas, then I had to do the same obstacles and talk to him. I believe there wasn’t much thought put out in the game, but it just fitted with the story of the game.
Design:
Like what I mention earlier, Sega tried to create a game that attracts people. They wanted people to have the desire to by the game. To do that, they had to make the game look very cool. The artwork of the graffiti looks as if someone colored it in the game (since most graffiti is cartoon like anyways). Talking about cartoons, the cartoon aspect fitted the game perfectly. They pulled off the cartoon perfectly because not only did it had vibrant colors, but there was also shading. Shading is used usually in many 3D games with 3D shapes, but this game had 3D cartoons. The level design in the game is probably what will tell people that they will use the power of the Xbox to the fullest because they used a large space with very beautiful colors. The graphics overall, is one of the reasons people should take a look at this game.
The music in this game is very catchy because they used a lot of beats in it. There is many techno, drum and bass music in here. They used this to tell its customers that they have great music and that great music makes a great game. The title does say “Radio” and they used a lot of sound effects that radio stations use, such as all of the technologic and computer sounds. The sound of technology and techno music represents futuristic sounds and that is what Sega was looking for.
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Mar 5th, 2008 at 20:33:02 - Jet Set Radio Future (XBX) |
Gamelog 1
Summary:
Jet Set Radio Future is a sequel of Jet Set Radio that was originally on the Dreamcast published by Sega. You are the main character that joins the GG’s, a rollerblading graffiti gang who covers the walls of Future Japan with graffiti and fight against Reccacuk police and rival gangs. The 3D cartoon graphics, catchy music, fun characters, makes this game one for the teenagers.
Gameplay:
I have never played this game before but always saw it as the free game that came with the Xbox. I love how the title screen had crazy catchy music, it drawn me into the magic circle instantly. For being such an old game, the graphics were astonishing. Another aspect that drawn me into the game is how artsy the game was. It was a cartoon game that had great FPS, and it had the graffiti aspect to it. I always loved doing graffiti (not on walls but on paper), and this game showed how it could become fun and bad.
When the game actually started there was a little tutorial on all of the controls, such as jump, grind, tricks, and graffiti button. This game does not have much interactivity and a player has very limited options on the gameplay. It is somewhat like many two dimensional Mario games where a player can do very little commands. The only way this game could have a more of an interactive gameplay is to get power ups later which gives your main character more stunts, or different graffiti. And what’s up with the graffiti, there is only one type of graffiti that I see that I am doing. It would not hurt to put a verity of graffiti because the game is going to be very repetitive and boring with one type of art work. The moves are very limited too. The player cannot even go up a half pipe and do tricks. If there are rollerblades in a game, the player has to at least do multiple tricks.
There is one aspect of the game I notice while playing. It is in many other games but this is an early version of a 3D game, and this games camera angle was amazing. It followed the character very well, and it showed the game world as if a person was looking at it with their own eyes (but in a cartoon world). If the camera got too close to the main character, the main character would fade so that the player could still see the gameworld without the main character in the way. This game did a very good job with showing the artwork behind it.
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Feb 21st, 2008 at 00:35:02 - Super Smash Brothers (N64) |
Gamelog 2
Gameplay:
The second time through, I decided to do both mini games by using Jigglypuff. The first one I did was “Break the Target” which is plain and simple; break the targets as fast as you can. The rules are easy in this game, and breaking the targets is easy, except for that last one on the bottom right corner. Oh man, it was frustrating me over and over; it felt like I kept on losing for an hour. I am so competitive, that I didn’t want to leave this game without breaking that last target. I fail, and stopped playing. I took myself out of that magic circle because I thought the stress was making my hair fall off. If there is anyone that can do this little maneuver, please tell me. Other than that, I went to the other mini game mode which is the platform one. A player basically jumps onto the platform. This is a fun little mini game mode which boosted up my confidence as a videogame player because I not only beat it, but I beat it on my first try. Just by playing this little mini game made me feel like I actually accomplished something today, after that fatal lost of not breaking the last target.
After a little bit of getting use to I decided to play as Jigglypuff and fought against Donkey Kong on the hardest mode again. Thanks to playing the mini games many times, I quickly adapted to the gameplay. I finally killed DK on level nine but still kept on losing. After a while I got bored with Jigglypuff so I moved on with Mario and WOW, I realized why people did not pick Jigglypuff as a character, she sucked. She cannot jump, her attacks are weak, she cant take a hit, and her best attack is a suicide attack (you have to be really close and if you mess up you fall asleep leaving you vulnerable for any attack).
Design:
Like what I said before, this is a unique game for all Nintendo fans, bringing 12 characters from various Nintendo games duking it out. Each character has their own special attacks that are based off of their game. For example, Link has the bombs, boomerang, chain hook, and his attacks are dealt with his sword. This is what makes this game so special, if a player has a favorite videogame, they would want to prove that their videogame is the best, thus creating their own story where their favorite videogame character is fighting against other games that their opponents might like. This creates competition and creates a community, where people want their favorite videogame characters to be the best.
One main design in the game play is that this game replaces the health bar with a percentage. This creates a different type of strategy in a fighting game instead of the usual button smashing. This game, players would want to use all components to defeat their enemies such as wall hugging, fighting in a distance, and much more strategy. There is so much that a player can do to knock out another player that I cannot explain the other strategies. Overall this is a unique videogame that stands out in the fighting genre.
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Feb 20th, 2008 at 17:37:44 - Super Smash Brothers (N64) |
“Super Smash Bros”
Game log 1
Summary:
Super Smash Bros, released on April 26 1999 in North America, is one of the best selling games on the Nintendo 64. Developed by HAL Laboratory and published by Nintendo, this two to four multiplayer fighting game is different from other fighting games where a player dies when a player leaves the boundaries of the screen by either being knocked off, thrown off, or smashed. The health bar is replaced by percentage of hit, where the higher the percentage is, the further you would be launched from an attack. The characters are based off of various famous Nintendo games such as Mario, Zelda, Pokémon, etc. This game is pretty much one of Nintendo’s most original video games ever made.
Gameplay:
I haven’t played this version of super smash bros for the longest time. It brings me back into the good old days when I would play this game with my brother. Back then, this was the fighting game that everyone played. Since this game has no story behind it, we would create our own story such as the clash of the Nintendo Games, Pokémon vs Mario vs Zelda. Since they took characters from these famous Mario Games, it is fun to see each of them beat each other up and judge which who is the strongest among the videogame world.
Just playing this classic game and having the Nintendo 64 controller in my hand gives me this nostalgic feeling of why I loved playing videogames so much. Other than that, I pretty much got use to the Gamecube SSB and the rhythm of each characters movement. So the transition from Gamecube to Nintendo 64 is a big difference such as: physics in the game is a bit slower, characters have different pros and cons, graphics somewhat throws me off, and the level design is different. I am a Jigglypuff user, and she is really great at aerial attacks, but for some reason when I played her in the Nintendo 64 version; every time I was in the air, I always flew off the screen. The characters in this game is not as balanced as it is in melee because weak characters such as Jigglypuff can Easily be launched, unlike link who can smash players with ease and has a very strong defense.
Other than me being frustrated with the transition of Melee to SSB, the computer is almost impossible to defeat. It is probably because I lack skill and I use Jigglypuff too much, but I cannot touch the computer. It is like the computer enemies were programmed to instantly attack you when you are in a certain distance, and with my stubby fingers and slow reaction I cannot compete with the speed of the computer. Although, as I played this game more, I understood the pattern of the computer and understood how it attacks and time intervals between attacks so I can counter attack them. It was pretty much a failure, because I have a slow reaction time, but I bet if I played this game more, I would beat it in hard mode.
This entry has been edited 1 time. It was last edited on Feb 20th, 2008 at 19:41:30.
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