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    Mar 4th, 2008 at 21:49:13     -    New Super Mario Brothers (DS)

    Gamelog Entry #2
    Gameplay
    Alright, so I have spent about an hour playing MvL mode and the Mini-games with my girlfriend via the DS's wireless gameplay. I know I was kind of hard on the mini-games in my first gamelog entry, but I still stand with my first assessment of them. The music wasn't that great, and the games are derivatives of one another (with some exceptions). Even when playing them in 2 player mode, the mini-games weren't as fun as they could be. I found that some of the games (blackjack, speed, etc) made me wonder why I didn't just get a real deck of cards and play with my friends. Bottom line, mini-games work for something like Mario Party where it makes sense to have them: not as a tacked on feature on NSMB.

    On the other hand, MvL mode makes sense and is a lot of fun. The mode itself has the look and feel of the main game and is loads of fun to play. I found myself getting really involved in trying to win each round. MvL mode is a lot like the mode featured in Super Mario Bros. 3 mixed with Mario 64. I would argue that NSMB only needs its the main game and MvL mode. Ether way I guess it doesn't matter if the mini-games are included or not. Overall, NSMB is a decent game.

    Design
    Like I wrote before, the level design of the game allows for the player to rush through the game effortlessly. The incentive to make the player replay or slowdown is to collect gold coins or find alternate routes which lead to secret alternate worlds. Another thing that makes the game fun to play are the power-ups. The Mega Mushroom, Blue Koopa Shell, and Mini-Mushroom, change the gameplay. With the Mega mushroom, the player can essentially power their way though 3/4's of a level in a few seconds. With the Blue Shell, they player can turn themselves into a spinning shell and make themselves invincible. Lastly the Mini-Mushroom makes the player the size and weight (yes weight) of a flea. This makes the player extremely vulnerable yet virtually weightless. Apart from those deign elements, the game shares many of the same characteristics as many of the other Mario games.

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    Mar 4th, 2008 at 18:30:32     -    New Super Mario Brothers (DS)

    Gamelog Entry #1
    Summary:
    New Super Mario Bros. (NSMB) is a continuation of the Mario franchise on the DS. The plot, like most mario games, revolves around rescuing the princess who has been captured. The game itself spans across 8 worlds and has a variety of bonus features that take advantage of the DS's wifi, touch screen, and mic. Other elements that have been added to this game are the use of the the Mega Mushroom, Blue Koopa Shell, and Mini Mushroom.

    Gameplay:
    When I bought my DS Lite, it came with Brain Age 2 and not NSMB. That said, I am writing this gamelog entry from the perspective of someone who hasn't played NSMB. Playing the game has the feel of classic Mario Bros. with an updated 64 twist. Subtle things I noticed are double jump, triple jump, wall jump, duck, and ground pounding. Not to mention that the game graphics have a pseudo-3D feel to them, while maintaining 2D side scrolling gameplay. Anyways, I found that the controls, levels, and worlds design allow for the game to be played in a fast paced way, while having lots or replay value. Many extra features in the game are unlocked in the player goes back and tries playing the level in different ways. One method in particular is the beating of the castles while the player is in Tiny Mario mode. Overall I found the single player mode or gameplay both classic and refreshing.

    Other options in the game include Mario vs Luigi (MvL) Mode and Mini Game mode. For the this gamelog entry I am going to skip MvL Mode as it is 2 player and I usually review 2 player modes in my second gamelog entry. NSMB comes with an variety of mini games which can be played both in single mode and 2 player mode. Overall the mini-games feel a bit tacked-on and banal. Even though they are mini-games, the only reason I could see myself playing them is if I was bored on the bus and didn't have much else to do. I suppose the mini-games aren't that bad. This portion of the game is the only part that really takes advantage of the DS touch and mic features as the main game doesn't really use these features. Overall, NSMB is pretty fun if you play the main game. For my next gamelog entry I will review playing MvL mode and Mini-Games in 2 player mode.

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    Feb 19th, 2008 at 12:22:04     -    Katamari Damacy (PS2)

    Gamelog Entry# 2: Classics list: Katamari Damacy
    Gameplay:
    Ok, 2 player mode was a bit of a let down. Don't get me wrong, it is still fun however it feels like it is lacking something. Considering how much potential the game has, I am disappointed in the 2 player mode didn't take advantage of it. Perhaps a bigger level, or team play (instead of just versus) would have helped. I guess the biggest problem is that the level is just too small. Anyways, that said, there were also many good things about 2 player mode. The gameplay was still electric, and having someone else on the screen (split screen) gave a different feel to the game. Also the fact that we could roll up each other if one person was bigger than the other, was a nice tough. Regardless that 2 player mode wasn't too exciting, it was strangely interesting playing with someone else and just switching off controllers in single player mode.

    So back to single player mode. The game is so addictive. Its weird, I can't put my finger on exactly I find it so fun. Like I said before. The music is really catchy. So catchy in fact that I would consider the sound track "buy worthy". The music is very diverse with an underlying quirky japanese feel to it. Second the controls are really innovative. Traditionally the second analogue stick on the DualShock is used to control a camera (while the other control is for movement). In Katamari, both sticks are used to move the katamari forward, and in other directions depending on which stick is forward or back. The last thing I would note (I posted in the pervious entry) is that the game truly feels limitless. Given that you can roll up virtually anything that isn't nailed down (and even then I am sure you could roll it up if you wanted), the game has lots and lots of potential.

    Game Design:
    Each level seems really well designed with usually and usually has underlying theme. Even though some of the levels are reused, with different objects in their place, there is still a different feel to the level. This is usually due to the time limit or Katamari size which limits how big you get. If there is really long time limit, then you katamari can get so HUGE that it seems like a completely different level. Also the theme of each level makes each level feel "fresh".

    The graphical style of the game is also something really unique. Rather than try to go for realistic graphics, the game uses blocky vectored lego-esque graphics. This provides a whimsical fun atmosphere as the graphics are consistent throughout the game, even in the cut scenes. I believe that because the graphics are so basic looking, it allows for more objects are more fun gameplay. My final thoughts on the overall game design are that obviously a lot of time went into this game. It is hard to imagine what would make this game better. My only suggestion would be to incorporate a more involved 2 player mode. If you have never played Katamari Damacy and find yourself in the presence of the game, don't pass up the chance to play it.

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    Feb 19th, 2008 at 00:53:54     -    Katamari Damacy (PS2)

    Gamelog Entry# 1: Classics list: Katamari Damacy
    Summary:
    Katamari Damacy is a puzzle/action/ball/chaos simulator. To say this game is anything short of madness is a gross understatement. In the game, you play "the prince", who is the son of the "King of all Cosmos". Because the King of the Cosmos destroy the universe (drunken rage?) it is your job to recreate the create the planets and stars in the sky. To do this you role around a little ball that can pick up small objects. Once the ball gets bigger, ball has more gravitational pull and then can pick up bigger objects. These balls get thrown into the sky and become new planets and stars.

    Gameplay:
    When I first turned on the game, I sorta knew what to expect, but after playing for a few minutes I knew I have never played a game like Katamari Damacy. This game is sheer brilliance. The spherical world menu, innovative controls, crazy music, random characters, insane objects, and brilliant dialogue differentiate this game from all other games. So how did I feel when playing this game? Immersed. When reflecting on the gameplay, the game sounds like a dull. I mean, what is fun about rolling around a ball collecting things? Regardless of how boring it sounds, I found myself 'energized' by the gameplay. With catchy japanese-esque music, and random objects, I found myself saying WTF? or No F*ing Way.

    I guess what makes this game so fun to play is that the player is constantly trying to make a bigger katamari by collecting the most bazaar objects. Crabs, people, food, erasers, cats, tacks, pencils, ANYTHING you can think of. Also the fact that size is relative makes this game so interesting. I mean, you start off no bigger than a flea (with a slightly bigger ball) and you can roll that ball to pick up, something as big as a building (though it's a gradual progression to get that big). Anyways, I guess the appeal is that the game give the illusion of having infinite potential. I plan, for my next post entry, to try the game in 2 player mode. Hopefully it will be just as addictive is not more (usually more players = more fun).

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    1Katamari Damacy (PS2)Played occasionally
    2Mario Party DS (DS)Played occasionally
    3New Super Mario Brothers (DS)Playing
    4Shadow of the Colossus (PS2)Finished playing
    5Super Puzzle Fighter II Turbo HD Remix (PS3)Played occasionally

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