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    Mar 6th, 2008 at 03:24:07     -    Devil May Cry 3 (PS2)

    Devil May Cry 3: Dante’s Awakening
    Gamelog #2

    Gameplay:
    After an impressive cut scene, I am plunged into the next mission. I slice and dice my way through hapless enemies that do not know what they have gotten themselves into. After a certain amount of orbs are obtained, I upgrade Ebony and Ivory in order to really bring the pain. With this new upgrade plus a shotgun that I stole from the wall Resident Evil style, I can punish scythe-wielding phantoms with my infinite stock of bullets.

    The game was really getting fun, and that is when I reached the end of the mission. I then met a giant, three headed talking dog covered in ice. This giant, three headed talking dog covered in ice managed to pummel me a couple of times. It was rather hard trying to beat this monstrosity, yet I managed to do so with more ease than the mini-boss from the previous stage. Overall, the two hours spent on the this game were ridiculously challenging, yet they were so filled with fun and speed that the challenge was worthwhile. I really had fun with this game even though it made me so frustrated at one point that I threw my controller.

    Game Design:
    The first problem, in terms of game design, is the difficulty. This game is so obscenely hard right off the bat that it seems unfair. I have never played a game in which it took eight tries to beat a mini-boss at the end of the first mission. The standard enemies are not that bad, but the larger enemies are a big obstacle that even seasoned gamers will have trouble with. The second HUGE problem is the camera. There are countless times, when surrounded by ten enemies, that you can only see Dante and nothing else besides the side of a building, so you are forced to shoot randomly in hopes of hitting an enemy. You do have light control over this so called “free range camera,” but it moves so slow that you have literally no time to adjust to see the enemies.

    The levels themselves are very linear and relatively flat. The ability to jump off the walls in order to assist combos is very cool. What is not linear or flat is the intense combat system. Loaded with infinite ammo, Dante can jump slash shoot seamlessly, all before hitting the ground. The battle system is so fast and responsive that it really is a major highpoint of this game. What separates it from is other action games like God of War is the variety of combos that can be strung together. Shooting and slashing is so seamless that sometimes the transition is too good and you are not sure what happened. This battle system is truly one to behold, especially once the upgrades to weapons and abilities are acquired, making the game all the more fun.

    Overall, this game was very fun, VERY hard, and completely worth the time. If you are serious about finding a challenge, give this game a try.


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    Mar 5th, 2008 at 23:52:18     -    Devil May Cry 3 (PS2)

    Devil May Cry 3: Dante’s Awakening
    Gamelog #1

    Summary:
    Devil May Cry 3 is the third installment of the Devil May Cry series. It serves as the prequel to the first Devil May Cry and follows Dante, the son of Sparda, a powerful demon who defeated the demon army. Dante is bent on killing demons in order to rectify the death of his mother. In Devil May Cry 3, Dante is led out by his brother Vergil in order to unleash the true power of their father Sparda. The game revolves around Dante trying to prevent Vergil from obtaining these powers.

    Gameplay:
    The first thing that is notable about Devil May Cry 3 is the difficulty. The normal American version is equivalent to the Japanese hard mode, and the easy mode is not a selectable setting. Only after dying a certain amount of times can the player unlock easy mode, then they have to start their missions over. I unlocked easy mode. I did it relatively fast, too. The first mission and a half I breezed through relatively easily, then came the mini-boss at the end of mission two. He destroyed me. Every time. Even after my losses added up, he did not seem to get easier. I then tried him on easy, where I managed to get the groove down and whittle his life down slowly.

    Regardless of my mini-boss woes (which seems to be a recurring theme) I had so much fun jumping, shooting, slashing and shooting some more through a plethora of enemies. They came and I knocked them down, smashed them, flipped them, and shot right through them. The rhythm was easy to get down yet still difficult to master. Also, I enjoyed picking the style I wanted to fight in. Normally a melee fighter, I passed on the swordmaster setting and chose the gunslinger mode. This allows for cooler combos with my guns, Ebony and Ivory (by the way, the greatest names for a character’s weapons ever). I still manage to finish most of my big combos with my sword though.

    Dante, the main charcter, is most definitely one of the cooler protagonists of a video game. He has a smart mouth, trendy fashion and very slick hair. He just seems to ooze cool out of his pores in lieu of sweat. With guns blazing and mouth spewing, I think that Dante is in a different stratosphere in terms of cool game characters, along with Cloud from Final Fantasy VII.

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    Feb 21st, 2008 at 02:21:16     -    Wii Sports (Wii)

    Gamelog #2
    Wii Sports

    Gameplay:
    The initial vigor and joy wore off very quickly the second time around. In fact, the game by yourself is boring and a little depressing. As I sat in my dorm room with music blaring, I realized that it mattered to no one if I sank this putt or picked up this spare. Playing by yourself is not fun at all. I lost my drive to do well, my passion and drive left the stadium just like the constant barrage of homeruns I was now consistently crushing with ease.

    I started to get nitpicky, realizing how if I miss one tennis swing with my first player, my second was also doing the same thing and I was not going to get a clean hit off. Also, I found my groove in bowling and rolled strike after strike. The difficulty never rose to meet what I was doing, and I was slightly disappointed.

    Game Design:
    Very simple sprite designs, no detail in the levels, and no music outside of the occasional crowd cheer or racket-to-ball contact. However, this does not detract from the gameplay itself, in fact I seem to like the more childish aspect it presents. There is a simplicity that is present that makes the game more accessible to a wider audience, which is exactly what it accomplished.

    The interaction between the player and the game is very fun, despite the simplicity. There seems to be more satisfaction out of actually feeling like you are hitting a ball or throwing a punch instead of simply pressing a button. Nintendo has captured a unique aspect of gameplay that has not really been explored before this, or at least outside of lightgun shooting games. I think that there is a certain amount of success and credit that can be attributed to Nintendo for bringing forth the next step of gaming, which is increased player interaction.


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    Feb 21st, 2008 at 01:20:22     -    Wii Sports (Wii)

    Gamelog # 1
    Wii Sports

    Summary:
    Wii Sports is a sport simulation game for the Wii. Its utilizes the motion sensor capability of the Wii remote in order to create a more “realistic” version of different athletic events. The list of interactive games is tennis, baseball, bowling, golf, and boxing.

    Gameplay:
    What makes the Wii Sports franchise so different is the physical interaction that the player must partake in in order to truly experience the game. For instance, the player must actually swing the remote in order to swing the racket in the game. In order to pitch, the player must do a throwing motion like they are actually throwing a baseball.

    I found that there are incredibly lazy and cheap ways to go about these actions, instead of swinging anything you might as well just flick your wrist; it does the same thing. I, however, forwent this and actually played hard, swinging with vigor and passion. Oddly, the game was much more satisfying with this different, intense mindset. I would be ecstatic when I would launch a homerun into the stands or bowl a strike, just because I made myself feel like I actually did it.

    This game became increasingly satisfying and fun the more I played, and I had such a good time making myself feel like I was an integral part of a baseball team. Baseball, for the record, was my favorite game to play hands down. Tennis was boring and bowling became too easy. Plus, I got really good at baseball and eventually the computer had a mercy rule because I would score too many runs in an inning. Very satisfying.

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