Please sign in or sign up!
Login:
Pass:  
  • Forget your password?
  • Want to sign up?
  •       ...blogs for gamers

    Find a GameLog
    ... by game ... by platform
     
    advanced search  advanced search ]
    HOME GAMES LOGS MEMBERS     ABOUT HELP
     
    Recent Entries

    Jan 25th, 2008 at 10:03:56     -    Gradius 3 (SNES)

    Gamelog #2 CONTD.

    Design:
    Gradius III in my opinion is a monumental space shmup because it brought popularity to horizontal-scrolling (The original Gradius alone brought upon a horizontal shmup revolution), the centralized aiming system (I’m sure it inspired the “headshot”), and finally the amazing reward system (which also had its fair share of copycats). With these themes, Gradius III is a great game not only because it serves the incentive of beating levels, but it also awards survivability, and allows players to become ridiculously powerful.

    As stated earlier, Gradius is a horizontal-scrolling 2Dimensional space shmup, which scrolls from right to left. In this constantly scrolling world, players are able to maneuver Vic anywhere within visible range of the player’s screen. However, some levels extend even further than the top and bottom of the players visible screen. When this happens, the camera view is typically centralized on Vic. As the scrolling progresses, new monsters appear and the level unfolds itself.

    As far as actual gameplay, Gradius III plays by having the player control the Vic Viper that is constantly traveling from the left to right. Players are able to move Vic virtually anywhere across the screen as it automatically progresses through the level (meaning towards the top, bottom, left, right, center, or corners of the screen). Like many other space shmups, Vic never runs out of ammunition or needs to reload. This allows players to hold on “B” and constantly unleash Vic’s firepower. Also like other space shmups maneuvering is the key to survival and is probably the most important factor of the game. If players do not maneuver accordingly, they will die and lose all their upgrades, therefore making the game much harder than it should be.

    The complexity of the gameplay arrives when, players attempt to interpret the reward system. I found myself running through a couple test runs just to pinpoint the differences of each skill within the 6 class sets. However, once players get the hang of it, the tides turn in favor of the player. Basically, Gradius III introduced a complex reward system that is “required” (unless you are space shmup messiah) to beat the game. That factual theme eventually gets players to understand the reward system’s intention and I believe will add a lot of fun to whomever decides to decipher these skills.

    The design and graphics of Gradius III aren’t particularly great, but what you’d expect from any SNES game isn’t great either. Gradius made a multitude of enemies and bosses, but in reality they’re really all the same. Each of them shoots the same laser lines, rhombus bullets, and circular ball thingies that try to kill Vic. The variety of enemies and their location on the screen is quite complex, but in reality most of them are the same ships with different sprites and skins. Each level is also created quite complexly and the player faces harder environmental obstacles (usually special walls in which Vic can crash into and die) as the game progresses. A typical level in Gradius III lasts about 5-10 minutes depending on how fast the player is able to kill the level’s boss. Since I don’t know how to classify the standard 2D and 2.5D graphics of the SNES, I need to say that the graphics in Gradius III do not matter because all SNES games look pretty much the same to me.

    Despite my appeal, Gradius does fall short at giving a helpful introduction to features and gameplay. I’m quite sure that many players will be confused about what each upgrade does without a proper explanation. Also players may need to play several test runs before finally learning the basics of the game and knowing what to expect in the future. Repetition is another mixed bag because as it may help players become good at the game, other players will complain about its boring and sappy recurrences.

    Since the original Gradius, Konami has revolutionized the game world in general with this series. For those willing to understand its reward system, Gradius can become an immensely fun and replay-able. Players are in total control over Vic in this installment of Gradius. They are able to choose what kind of ship Vic has potential to become and get a chance to unleash different combinations of overwhelming firepower. Gradius III has potential to be lots of fun for any average open-minded gamer and I can definitely see how it has inspired modern game themes.

    This entry has been edited 24 times. It was last edited on Jan 26th, 2008 at 00:18:07.

    read comments (1) read comments  -  add a comment Add comment  -  read this GameLog read

    Jan 14th, 2008 at 10:20:42     -    Fable: The Lost Chapters (XBX)

    Game Log #1

    Summary:

    Fable: The Lost Chapters is a third person action RPG that takes typical RPG play to a new level. The game unfolds as you play through the life of a boy who is stripped from his family and home due to a devastating bandit raid. In vengeance of the boy’s ravaged childhood, you focus on training the boy into a hero. Like a typical action RPG, Fable plays like a “hack and slash,” but maintains complexity and excitement throughout the gameplay. Also like many other RPGs, Fable is item-based and relies on you leveling up to choose attributes and skills. However, Fable takes a new approach to all these concepts and concocts a very interesting, intricate, and largely replayable game.

    Personal Gameplay Critique:

    I thought Fable was overall an incredible game within the two hours in, which I played it. Unfortunately I am critiquing a game that I was unable to complete, but I could tell that the game was definitely heading in the right direction.

    The objective of the game is solely to become stronger, achieve good deeds or bad deeds, and become a known “hero” within all of the land. Fable brings back the classic item-based concept of finding better items/equipment and leveling up to strengthen your character. Similar to such games as “God of War,” Fable also brings back the third person perspective, which I believe is the best perspective for any action RPG.

    Immediately after playing the game for just a few minutes, I was able to tackle the main controls and get a feel of the game mechanics. I was impressed by Fable’s introduction, which revealed the gameplay and storyline. Fable kept me content by awarding my fulfillment of deeds and quests, which were requested by the townsfolk. Despite the introduction’s complexity it did not overwhelm me with things to do and I was quickly drawn into the game.


    Game Log #2

    Personal Gameplay critique:

    As for the “action”, Fable takes a typical “hack and slash” approach, but introduces new forms and features of combat that keep the mouse mashing fun and exciting. As for the player, deciding and timing your actions are vital in Fable’s combat system. Fable did a good job at keeping me on the edge of my seat as I decided the right times to attack, block and evade during combat. Along with other great action RPGs, Fable brings back the forms of melee combat, ranged combat and a magical skill set. Switching between weapons and skills is a breeze with Fable’s hotkey selection and I learned the key configurations in a synch.

    Development and customization of your character is what I believe Fable scores high on. As the player you are able to fully customize your appearance, by attributing stat points, getting new gear, and even by playing the open storyline. Probably Fable’s biggest triumph is the way in which the story is solely based upon the player’s boundless actions and interactions. As the player, everything you accomplish within the game directly affects the outcome of the story as well as the appearance and stature of your character within the world of Fable.

    Finally, I believe Fable scores high on the overall game design. Primarily speaking, the voice actors and actresses for each character are voiced with perfect amounts of effort and emotion. The world of Fable is really brought to life, through the conversing of each personality found within Fable. On top of that, the sound effects throughout the game serve their purpose and never miss. Despite its release date in 2004, the graphics don’t fall short even to today’s standard of role-playing games. The story and environment was quite astounding and fits perfectly with its exciting gameplay.

    Overall, Fable is an amazing game, which is the top of its class. I believe it is a “must play game” for all of the action RPG fans out there. Fable’s story and action kept me excited, intrigued and busy throughout my gameplay experience. The game mechanics were easy to learn and the voice acting brought this game to life. Fable is instantly a timeless classic that brings many hours of replayability due to its large amount of outcomes. Other than the few features that Peter Molyneux promised, I don’t believe anything falls short in Fable. It is a definite is a milestone in gaming and I highly recommend it.



    Design:

    Unlike other action RPGs Fable brings a “hack and slash” interactive game and brings it to a new level. Fable is a great game due to its pace, interactivity, combat style and its large replayability.
    Fable innovatively takes the action RPG genre and adds depth and perspective. While many action RPGs are focused on a fixed birds eye third person view, Fable brings a totally three-dimensional third person perspective which players are able to adjust for viewing different situations.

    Focusing on the actual gameplay itself, Fable unfolds itself nicely with the many conflicting quests which the player may choose to accomplish. Quests lack repetitiveness and each quest brings new challenges and has an award structure based upon player performance in the game. The award system is also well-met, making in-game items such as weapons and gold plenty of an incentive to perform your best throughout the game.

    During these quests Fable fulfills its role as an action RPG by introducing uses of melee combat, bow combat and separate magical spells. What separates Fable from other games is the use of a blocking and evading technique achieved by the player’s maneuvers. Another innovation within the combat of Fable is its use of a zoom-able first person view which is able to “snipe” enemies while wielding a ranged weapon.

    As far as level design, Fable is split into perfectly sized and beautifully detailed areas. Each area is created so that the player is more or less able to run through it typically within a minute. Graphics are nowhere near the capability of today’s technology, but it doesn’t fall short of other action RPGs of its time. Some of the shadows and plant growth textures are rather two-dimensional and pixilated.

    Fable is good at unfolding new features to enhance gameplay experience by introducing game mechanics in small increments and explaining in depth descriptions both vocally and within text. The game first starts by introducing movement and interaction with your environment, while unveiling the story and purpose of the game. As the protagonist grows older, Fable introduces its intricate combat system along with the item-based side of the game. Finally, fable introduces its leveling up system and broad character customization. Probably the most important gameplay feature that Fable features is its player based outcome. Since players are able to choose a good or bad path, the world of Fable reacts accordingly to the way in which the player develops the protagonist. Fable ensures large replay-ability because of this and will have gamers playing Fable over and over again.


    This entry has been edited 8 times. It was last edited on Jan 14th, 2008 at 14:14:35.

    read comments (4) read comments  -  add a comment Add comment  -  read this GameLog read

    Jan 14th, 2008 at 10:20:18     -    Fable: The Lost Chapters (XBX)

    please view my other Fable game log

    This entry has been edited 9 times. It was last edited on Jan 25th, 2008 at 22:36:49.

    read comments (1) read comments  -  add a comment Add comment  -  read this GameLog read

    next   More Recent Entries
     
    GameLogs
    Akai_Tenshi's GameLogs
    Akai_Tenshi has been with GameLog for 16 years, 10 months, and 7 days
    RSS Feed
    view feed xml
    Entries written to date: 11
      Game Status / Read GameLog
    1Fable: The Lost Chapters (XBX)Stopped playing - Something better came along
    2Fable: The Lost Chapters (XBX)Playing
    3Gradius 3 (SNES)Finished playing
    4Metroid Prime: Hunters (DS)Playing
    5Sins of a Solar Empire (PC)Playing
    6Super Mario World (SNES)Playing

     home

    games - logs - members - about - help - recent updates

    Copyright 2004-2014