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    Feb 10th, 2008 at 15:36:02     -    Metroid Prime: Hunters (DS)

    GameLog #1

    Summary:

    Metroid Prime: Hunters is a 3D FPS action-adventure that revolutionized gameplay, graphics and wireless networking on the hand-held Nintendo DS. The game includes a single player adventure-mode, as well as four-player online or local Wi-Fi multiplayer mode.

    In the adventure mode, players play as the heroine Samus Aran and progress through a Galaxy of five different worlds (Celestial Archives, Alinos, Vesper Defense Outpost, Arcterra, and Oubliette). Within each world players are required to analyze, destroy, and tour through a multitude of obstacles, enemies and bosses (6 other rogue hunters and end of world bosses). As the game progresses, Samus obtains up to six additional weapons, energy boosts (total amount of hitpoints), and capacity boosts (total amount of ammunition). Additionally, players unlock different features of the game as they accomplish different aspects.

    Multiplayer is achieved either locally or across “Nintendo Wi-Fi Connection,” and can link players worldwide. Gameplay is comprised of 26 total arenas (15 unlockable), where up to four players are able to battle head-to-head. Players choose between the seven hunters (including Samus) and play different “game modes.” The seven different multiplayer game modes include battle, survival, bounty, defender, prime hunter, capture, and nodes. Gameplay varies depending on the mode, but players are primarily required to compete with each other by staying alive, killing opponents, and obtaining weapons, ammunition and energy orbs. Rankings, awards, and other player information is kept on each player’s very own “Hunter’s license," which is shared between worldwide opponents.



    Personal Gameplay Critique:

    Metroid Prime: Hunters is an amazing and revolutionizing game because of its gameplay, perspective and multi-playability. However, since I am not a follower of the Metroid series, the story and incentives of playing the adventure mode never quite appealed to me and I found myself rather bored. Nevertheless, with multiplayer’s vast mode selection, I wound up spending hours playing with friends and online opponents worldwide. Since Metroid Prime has unmatched multiplayer gameplay, I strongly recommend this title to stay on any DS’ R4 card.

    Initially my first impressions to the game were of pure amazement. Not only did I believe that a multiplayer FPS would be unlikely with Nintendo’s DS, but I also thought its graphics technology would be garbage. In comparison (graphically and mechanically), Metroid Prime Hunters is ideally a mini “Quake III Arena” even though the gameplay, resolution ratio and in-game features are somewhat different. Additionally in the multiplayer mode, Metroid Prime: Hunters plays almost identically to a Q3A-like game because of the fast pace, absence of recoil, and respawning consumables.

    I have concluded that gameplay is relatively simple, but may also be understandably annoying. The game utilizes the top screen to display the player’s vision and the bottom screen is used to aim/navigate the player’s vision and also to select different features on Samus’ suit. The buttons utilized come in four different preconfigured sets, but the primary controls (which I used) involve the left and right triggers, D-pad, and the stylus. The left trigger is used to fire, the D-pad is used for movement (forward, backward, strafe left and strafe right), and the stylus is used to turn, select, and jump (by double tapping). Due to the importance of the stylus, players may find themselves wrenching their wrists like mad. Also the right trigger is basically only used for the weapon “Imperialist,” which zooms in and out of a “sniper-like” view. Additionally for multiplayer, friends may use of the DS’ built in microphone, which allows anyone on an online mutual friend-list to communicate with one another.

    This entry has been edited 7 times. It was last edited on Feb 10th, 2008 at 19:21:56.

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    Feb 10th, 2008 at 15:35:08     -    Metroid Prime: Hunters (DS)

    GameLog #2

    Personal Gameplay Critique:

    As Samus, the player’s primary objective is to progress within the game and defeat all enemies. Players may also choose to search and explore for secrets and new areas within each world. Enemies within adventure mode include a multitude of different robots, hunters, and organisms. In order to advance in the game players are required to use their analyzer which scans and helps players identify and unlock doors, buttons and portals within the game. In addition, players are forced to use Samus’ “morph ball” capability in order to fit into small areas and tunnels.

    Primarily, Metroid Prime rewards players by introducing new weapons and boosting Samus’ energy (hit points) and ammunition capacities (capacities are fixed for multiplayer). Although not exactly an intentional in-game reward, but there’s an amazing feeling of supremacy if you’re good at multiplayer. Three differently sized energy packs (health) are also awarded frequently throughout both multiplayer and adventure mode to recover lost health. As far as weapons go, Samus (or whatever hunter players choose) begins with a stock “Power Beam” and Missile La,uncher and is able to obtain six different additional weapons. Each weapon opens specific doors and each specializes in killing a particular enemy hunter (only in adventure mode). Ammunition is never scarce and players can backtrack to Samus’ ship, which automatically reloads all weapons.

    All in all, Metroid Prime: Hunters is a breakthrough game for the Nintendo DS. It may not be worth the adventure and might not be the most enticing FPS, but for players looking for an amazing hand-held multiplayer experience, Metroid Prime: Hunters is a vital game to have stashed.



    Design:


    Metroid Prime: Hunters is not an excellent game in comparison to other games of the FPS genre, but it is the first and foremost in its Nintendo DS league. There are some gameplay aspects in which the game could use more innovation to provoke player incentive in adventure mode. Primarily, the gameplay coupled with the multiplayer system is what earns my five star rating. Playing a 3D FPS on a hand-held is an astonishing accomplishment alone, but Metroid’s multiplayer mode is what sets it aside and makes this game addicting.

    As stated earlier, Metroid Prime: Hunters is a 3Dimensional, FPS and adventure game. Design and graphics of the game has an overall Quake III and Quake III Arena feel, in both the adventure and multiplayer modes. I found myself constantly reminded by all the futuristic doors, rooms and weapons in Quake III as I was playing Metroid Prime. Obviously the enemies and violence are a lot less vulgar, but Metroid Prime has relatively identical play, pace and mechanics (especially in multiplayer). Probably the only major differences between the games are the hunters' ability to morph into a smaller objects and the scanner system, which Samus uses to open doors and paths. However, coupled with similar level design and overall gameplay, Metroid Prime brings Q3A to the palms of the hands. The graphics technology isn’t quite as nice as Quake III’s potential, but I see it as a scaled down screen size. Regardless of possible drawbacks, Metroid Prime: Hunters revolutionizes both design and graphics technology for the Nintendo DS.


    I feel that Metroid Prime: Hunter’s gameplay lacks as far as incentive goes in adventure mode, but multiplayer mode brings near gameplay perfection. I personally enjoy different types of FPS games and when I’m tired of all Counter-Strikes and Call of Duties, I’m ready to take on the Quake and Unreal Tournament type games. Metroid nailed that satisfaction and did so within a handheld console.

    As I’ve been mentioning throughout this gamelog, the multiplayer mode is what set Metroid on the podium. The multiplayer system is split between “local play” and the “Nintendo Wi-Fi Connection play.” Multiplayer’s nonstop action keeps players on their toes and automatic respawning allows for players to continue hunting (also increases game pace). However, probably the biggest innovation is the implementation of the “Hunter’s License,” which keeps track of player’s rank, record and accomplishments. Having permanent shareable information adds more incentive into playing multiplayer. My only complaint about the multiplayer mode is that it only supports up to four people and because of this, maps are relatively small.

    Thanks to Metroid Prime: Hunters, Nintendo DS owners and their friends can now enjoy hours of multiplayer fun alongside famous titles such as “Mario Kart” and “Mario Party.” In the end, Metroid Prime: Hunters has definitely paved the way and set the standard for handheld multiplayer first-person shooters and I plan to see a multitude of offspring titles in the near future.


    This entry has been edited 6 times. It was last edited on Feb 10th, 2008 at 19:32:47.

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    Jan 26th, 2008 at 00:03:41     -    Gradius 3 (SNES)

    Gamelog #1

    Summary:
    Gradius III is probably one of the most influential 2D space shmup ever created, and is by far one of the most revolutionary games of its time. As with any space shooter, Gradius III unfolds through a multitude of different levels in which the player plays as a super spaceship known as the “Vic Viper.” Within each level, players are supposed to kill a bombardment of enemy ships and other creative doodads.Instead of killing, the player may also choose to dodge enemy ships at the cost of possible score points. Within each level, your goal is to destroy a powerful boss at the end of each level. All in all, Gradius III takes a conventional 2D space shooter and innovatively introduces an intricate space world, a countless variety of obstacles, and an intriguing “life or death” award system.



    Personal Gameplay Critique:
    I thought Gradius III was overall a great game within the hour in which I beat it. Playing the game reminded me of my rich childhood experience on the SNES, and I really enjoyed the short-lasted fun. Despite its simplicity, I would probably end up spending many hours maneuvering throughout the world of Gradius, just to try out each different skill.

    Primarily, Gradius’ main objective is to kill/maneuver through as many obstacles and bosses as possible. In my case, I attempted to kill everything that appeared, however I can see how some players would take a pacifistic attempt and try to evade obstacles. In the end, Gradius III only requires you to stay alive and kill the bosses in order to beat the game.

    Since Gradius III is an SNES game, the controls shouldn’t be hard for anyone to learn. All you really need to do is maneuver (arrow pad), hold down on fire (“B”) , and select upgrades (“A”). Despite the simple controls, Gradius is not an easy game for the literal noob.

    Gradius III begins its nonstop bombardment of pixilated bullets and spaceships right from the start, but it is very straightforward. Due to its repetition, I’m pretty sure almost anyone will eventually get the hang of it. Towards the beginning of the game, players will find that the game will get easier and easier as they upgrade their ship accordingly. Eventually when the ship becomes fully upgraded, the game progressively increases in difficulty. Gradius makes this increase apparent by littering the player’s screen with more and more obstacles. Despite Gradius III’s repetition, its award system is what separates it from other space shooters and makes it so damned fun to play.

    This entry has been edited 2 times. It was last edited on Jan 26th, 2008 at 00:05:43.

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    Jan 25th, 2008 at 10:24:38     -    Gradius 3 (SNES)

    Gamelog #2

    Personal Gameplay Critique:
    As the Gradius III progressively gets harder, Vic Viper’s customizable upgrade-set keeps this game a synch. With the help of several rewarding power-ups, players are able to improve and upgrade their ship to make it virtually unstoppable.

    Gradius III’s reward system is what earns the game its rank on the podium. By killing specific rows of enemy starships or by destroying any orange colored starship, players are left with flashing orange “power-up” thingies at the site of death. These “power-ups,” are meant for the player to accumulate and spend accordingly on ship upgrades. Each ship upgrade is separated into 7 levels of classes. Within 6 of these classes (“Speedup” does not count) lie 4 different ship upgrades, which the player must select wisely before the game even begins (players will be stuck with this upgrade throughout gameplay). As the players accumulate power-ups they can either spend or save, depending on which class they want to upgrade. Each power-up only increases by one level at a time and upon receiving a power-up at lvl7, the power-up loops back to lvl1. The classes and an explanation of each are listed as follows…

    • lvl1 Speedup *5 - (speeds up the ship)
    • lvl2 Missile *1 - (An additional weapon. Useful for enemies cruising along the top and bottom of the screen)
    • lvl3 Double *1 - (Adds an additional machine gun [Vic’s Stock Weapon], but removes the Laser upgrade)
    • lvl4 Laser *1 - (Turn Vic’s main attack to lasers, but removes the “Double” upgrade)
    • lvl5 Option *4 - (Adds an orange ball that hovers around Vic and copies all its attacks [including missile]!)
    • lvl6 ? *1 - (Player decides whether Vic adds a protective full-body force field, reduces Vic’s size, provides a frontal protection shield, or generates a rotating protection shield)
    • lvl7 ! *1 – (This class is weird for me to explain, because it’s composed of 4 random/useless skills)

    “*”- Shows how many times players are able to upgrade the specific class. (ie. Option may be upgraded 4 times)

    I won’t go into details about the 4 specific upgrades within each class, but I personally beat the game with 2 levels of speedup (most of the game), hawk wind missile, E-laser, circular rotation option, reduce, and speed-down. (Tap "B" for semiautomatic E-laser when plowing through a level and hold "B" to destroy bosses) This combination brings new meaning to "Haxxorz."

    Despite its amazing reward system, Gradius III also has amazing creativity as far as level design and enemy design. Each level contained new themes, new environmental obstacles and new enemies. An often overseen famed gameplay feature of Gradius is its centralized aiming. Each detailed boss requires players to aim accordingly (typically at the blue orbs for spaceships or some random body parts for the monsters) while maneuvering in order to kill the boss and stay alive. However, I sometimes found myself baffled at certain boss battles that did not utilize the “blue orbs,” as the centralized aiming point. For example the big brained final boss was just randomly defeated by me flying around the screen.

    Another thing that I noticed during gameplay is that it would really suck if I died. Like its Konami bretheren Contra, Gradius doesn’t have too much mercy. Gradius’ death penalty strips Vic from all upgrades and puts him back at the last achieved checkpoint.

    Throughout the game, Gradius III kept me enticed and encouraged me to keep playing. Regardless of the repetitious maneuvering and my imbalanced spaceship that obliterates bosses in a matter of seconds, I enjoyed devastating level upon level just to see how hard Gradius was really going to get. Another interesting point in the game was towards the end, in which I had to face 5 bosses in a row. After defeating the bosses another level began and it gave me incentive to play on. In reality, the reward system is what made Gradius III fun for me. However, even though I maxed out Vic’s upgrades by the second level, Gradius kept me on my toes for more action and adventure.

    This entry has been edited 9 times. It was last edited on Jan 26th, 2008 at 00:59:55.

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