|
Feb 20th, 2008 at 20:30:55 - Katamari Damacy (PS2) |
Session #2
Game Play: In my second session of playing Katamari Damacy I was still very engaged in the game. The story still made sense and some new story elements were added in, specifically the creation of constellations by gathering specific items with the katamari. This gave another dimension to rolling your ball around because you have to target crabs or bears, etc. I do not understand the story about the father going to a different location at the beginning of every level, telling you that you should go there, and having a gift for you that he lost. That part of the story does not flow well with the game. The cut scenes of the family going on a trip does make sense and flows better with the overall story of the game. The story of the father and prince was stagnant during my second session. The story of the family continued but the king of the galaxy did not have much new going on.
I became somewhat frustrated after having to play level seven three times because I could not get my katamari large enough, fast enough. It was still fun at this point and very challenging but my emotional state was not quite as good as at the beginning of play.
Design: Katamari Damacy is innovative in several ways. First, the premise and goal of the game are very novel. Rolling a ball around and making it larger does not sound like fun but, in fact, it is very fun and amusing when presented to the player in the game.
The controls are also interesting and add to the overall gaming experience. They are simple but put he player in almost complete control. This control over the ball is added exemplified through level design. The levels are relatively open space with no path that the player is forced down. Almost every thing visible can be rolled onto through a clever system of ramps made of ordinary objects. This makes the levels look as if they are not design heavy but actually must have taken a lot of thought to make every surface so playable. The overall level design makes the game feel like an “open world” and to some degree, it is. The designers have limited movement in some places by making steps too large to get over until your katamari is of a large enough size. In this way they limit you but make it feel like you are not limited.
The gameworld in Katamari Damacy is a cross between very ordinary places like the home, the town, and the world, with very wacky objects and character. It is not meant to be serious but a little bit humorous. I think this is tied in with the fact that all of these wacky items get rolled up in a strange shaped ball. It is funny to see a penguin, a bikini girl, pineapples, and a sumo wrestler all next to each other in a huge glob and this adds to the entertainment of the game.
read comments (1) - add a comment - read this GameLog |
Feb 20th, 2008 at 20:03:06 - Katamari Damacy (PS2) |
Summary: In Katamari Domacy, the player controls a tiny prince who rolls a ball, the Katamari, around. The ball picks up anything smaller than it and grows as it picks up more objects. The goal of the game is to pick up enough objects to make stars and refill the galaxy with stars.
Game Play: Katamari Domacy has a fun feel to it right from the beginning. You are a tiny guy with a giant dad who has destroyed all of the stars. I felt a little cheated because I didn’t get to destroy the stars but have to do the work to recreate them. Overall, there was a great explanation of the story which sets up the premise for the rest of the game.
Controlling the katamari is a little difficult as it is done by dual thumb sticks. The first few levels I made it through but did not have a good feel for the controls. This was frustrating because I was starting to formulate a very good idea of what I wanted to do but could not achieve it as easy as I would have like. This might have been part of the goal of the control design. In real life it would be very hard to control a lopsided, un-round ball that is at least twice the size of yourself.
While I was playing this game a random guy came and watched for a while. He was very inquisitive about the game and wanted to know exactly what I was doing and why. Once he got the idea of the game goals he said it looked like a boring game. He even declared that if he were playing the game it would put him to sleep. I can see how you could get that feeling from watching the game. I really don’t think it is a game good for a spectator. I, on the other hand, was not bored as I was deeply involved in making my katamari grow. I think the difficult controls may have added to my personal connection but made game play look very boring for the bystander.
add a comment - read this GameLog |
Jan 15th, 2008 at 06:00:25 - Medal of Honor Frontline (XBX) |
Gamelog #2
Gameplay: While playing this round of Medal of Honor I did not feel bad about the war aspect. I had a lot of fun with this game as I got more into it. In my second setion of gameplay I infultrated a U-boat depot. I found that as I got more comfortable with the game I used the small handgun more often than the machine gun (sloppy) which was my favorite weapon in the first session.
The reality aspect of this game continued in the second session. At one point an enemy stumbled around for several seconds as if he was in a corny western movie before falling dead. This really wasn't realistic but in general the rest of the game play continued with the style from the first session.
In my second session with this game I found that the sniper rifle had an adjustable scope, activated by the directional pad on the left side of the controller. This was very usefull and would be extremely advantagous in other games. I could leave the sniper zoom near 2x so that when I re-activated it the next time I could find my target, then zoom right in to where I wanted. It worked extremely well and was fun to play with.
The one big complaint I have with this game after my second session is the lack of a map. I continually was getting turned around, backtracking until I recognized an area and turning around, or having to spin around several times to figure out where I was. A map would have helped me when I was lost in the dark and it would have helped in the maze of rooftops that all look the same.
Design:
This game is relatively simple. The player walks around killing Nazis and destroying their plans. The important features to its design are the fact that it is historically based and uses weapons from the era it is based on. These are really the only things that make it different from any other war game or RPG.
The challenges and level design are based on what could have been reality in WWII. The player moves through bunkers, hangars, towers, etc. to destroy radios, U-boats, and machine gun nests. In fact the conflict that this game is based around is also taken from the history of WWII.
In this second analysis I realize that the game designers did create game space well. While your path is often narrow it seems like the game has endless distance and the game space in whole could be huge. I think this is just an aspect of good game design as the player feels like the available space is large while there really is only a small path you cna move in.
Another interesting aspect of Medal Of Honor is the rewards recieved acter each level. Sticking with the WWII theme, players can recieve medals for exemplory service. If you don't reach this level you still recieve a gold, silver, or bronze star based on percentage of hits to enemies, number of hits to yourself, and the time taken to complete the level. Levels become replayable when you make your personal goal speed or better hit percentage.
Overall, his is a fun game but I can see myself becoming bored with it after a few weeks of play.
I havn't found anything about the game design especially extrordinary yet I am having lots of fun playing the game.
read comments (1) - add a comment - read this GameLog |
|
|
|
petehvid's GameLogs |
petehvid has been with GameLog for 16 years, 10 months, and 9 days |
view feed xml
|
Entries written to date: 3 |
|