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    Feb 21st, 2008 at 02:45:57     -    Soul Caliber III (PS2)

    Gameplay
    After playing longer I have developed some combinations or sequences of moves that allow the game to run smoother. While playing this way game play does not stop even for a second between victories. The game becomes more franticly paced although skill with blocking does keep the game from being too fast. I start to enjoy the game more, because I can now perform some of the more complex moves such as Ivy's summoning which causes a large amount of damage and more importantly very tantalizing effects.
    However the button mashing strategy is too powerful because the emphasis on speed over skillful button pressing counts for too much in this game. Although counters do help maintain a balance. However especially with voldo when you discover one move that works perfectly you can easily win if you get through your opponents initial defenses.
    Design
    The characters are made to move extraordinarily quickly and attack quickly to keep game play fast. That is about the only notable part of the design because otherwise it's simply a common fighter game with triple cardinality. The graphics are good but not notable, the game play is basic, and the game is not progressive in any way in multi-player.

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    Feb 21st, 2008 at 02:33:56     -    Soul Caliber III (PS2)

    Game play
    I really enjoyed playing this game because of the gripping multi player. The multi player game can be played for hours on end because each game is unique. Because it takes so long to defeat the opponent there is much option for the choices players make to change each outcome of the game. Although only one person wins or a draw, the percents of health between players changes.
    Allow with so many characters, 42, the amount of replay value is large. Fighting against my friend who was in the room with me, no online play, also gave a more real competitive nature to the game. Along with some cheating...
    Design
    I played the multi player portion of the game with one of my friends. This section involves a choice between many characters each with their own special moves and talents. Very much like Soul Calibur 2 the game has two characters battle each other in a 1v1, first to 3 kills, setting. The characters have 3 types of attacks: vertical, horizontal, and special moves. The horizontal attacks are able to hit characters even when they strafe, while vertical attacks are more powerful. The special moves vary depending on the character, Ivy for one has an attack that strikes from behind the enemy. In addition to attacks the player can block attacks coming from the front or side but has to choose between high, center, and low block each one corresponding to a like attack. The player can also move to avoid attacks and use in conjuntion with attacks.
    The visuals in this game are also pleasing although admittedly to a majority of males. The backgrounds are interesting but not compared to the characters many of which are scantedly clad women.

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    Feb 9th, 2008 at 07:24:01     -    Baldur's Gate Two: Throne of Bhaal (PC)

    Game play
    The use of warrior characters is mainly to create a buffer between the enemies and the more fragile characters, normally heavy armor and melee weapons serve well. Thieves serve a less combat intensive purpose, catching traps and opening locks, but can serve as backstabbers and ranged. Mages serve as the most powerful offensive characters with devastating spells. Clerics serve as healers and support, acting as the mage or warrior role if needed.
    A good party has a thief, mage, cleric, and 2 warriors + one extra character for narrative value. By multi-classing less characters are required leaving room for more "fun" characters. It is also possible to win the game with only the main character.

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    Feb 9th, 2008 at 07:15:54     -    Baldur's Gate Two: Throne of Bhaal (PC)

    Game play
    The game play of this game is amazingly complex and the replay value is infinite. The many combinations of classes and skills allows for over 50 different games each one taking between 2 months to 2 weeks. While the game world doesn't change between the different classes other than a sub quest that is different depending if you choose mage, warrior, thief, or cleric, the gameworld is so huge that It is nearly impossible to discover every sub quest without playing the game over 10 times. (I personally have finished this game over 50 times).
    The graphics for this game are amazingly good for age it was created and cinematics are frequent. This aspect combined with the effort put into the plot and storyline make this game one if not the best game I have ever played. The difficulty settings of this game allow for a challenge no matter how talented a player becomes. This allows the intricate combinations of spells and melee/ranged weapons to be both fun and necessary.
    Design
    This game is one of the most innovative games because of the limitless possibility of the genre, along with the enormous effort put into its creation. The only game that dampers this innovation is it's prequel. The game never fails to challenge, as long as the player attempts to play through the game with more than a leisurely pace, especially with the expansion pack. The conflict between the nemesis and main character is augmented by excellent writing and enemies that inspire loathing. Levels are in abundance and each one contains more than can be found after many play throughs. The reward for beating this game is as to be expected of a game that takes months to play with never a dull moment, except maybe the first level.

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