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Mar 6th, 2008 at 02:47:49 - Mario Kart: Double Dash!! (GC) |
GAMEPLAY:
I asked someone to play with me for a while. Such a request definitely added to the level of difficulty of the game. Playing with another person helped me develop strategy and also taught me how to use the power boost that I hadn't known about. I also realized that I could hold onto items by switching my characters in order to use them at a more opportune moment in the race.
I enjoyed the fact that each character has its own special ability. They served as obvious advantages over other teams. Some were more advantageous than others, but each one was an advantage nonetheless.
DESIGN:
The music added to the excitement of the game as it sped up immediately as the final lap began, during a race. Also, during the battle levels, the same musical change occurred once one of the players was clearly ahead of the rest. This change also let the players realize how successful or unsuccessful they were performing and served to motivate the players to try harder.
The bright colors and simple design of each level, character and item added to the whimsical quality of the game. The statistics and meters around the playing screen were subtle in detail and therefore did not distract the players from gameplay. Rather, they assisted in providing the player with the necessary information about the status of the player's activities when needed.
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Mar 6th, 2008 at 02:20:44 - Mario Kart: Double Dash!! (GC) |
SUMMARY:
There isn't much of a story line in this game, but the primary goal is to beat each cup with a golden trophy in each level of difficulty.
GAMEPLAY:
While playing the game, I discovered that the controls and mechanics of the game are incredibly simple. Because they were so easy to work, I quickly became familiar with them and soon was able to win golden trophies in the different levels of difficulty. Such simple game mechanics seemed to act as motivation for me to continue playing.
However, I found that I got frustrated with the fact that I continually had to repeat certain levels, depending on the difficulty. I suppose my competitive attitude and determination to win are what kept me going. Also, I enjoyed the fact that the player can switch between two characters throughout each level. It's a fun difference from Mario Kart 64.
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Feb 21st, 2008 at 02:35:03 - Rayman Raving Rabbids (Wii) |
Entry 2
Gameplay
My level of frustration has only increased at this point in the game. Occasionally, there will be one minigame which is straightforward and easily beaten, but there aren’t many of them. It seems that this game requires the use of lots of strategy. Not just one minigame in particular, but all of them seem to require a great amount of skill and practice.
I think that my "fun time" might have been inhibited by my many frustrations, but overall, my interest in the game continues to exist. No matter how frustrated I got, I continued to play the minigames over and over until I beat them, showing that determination plays an important role in the replay value of the game. Also, the fact that not every game is as difficult (or more difficult) than the next allows the player to feel more confident in his/her gameplay; the easier minigames lead one to think "this isn't so bad."
Design
The design elements to this game are fairly simple in that they are all cartoon-like. The characters are plain, solid colors. In contrast, the backgrounds to the levels are somewhat detailed with the presence of fog, clouds, and bubbles. Also, depending on the minigame, the levels of restriction vary, giving the player a sense of freedom.
The controls are easy to understand and also easy to carry out. There are, at times, issues with timing (as with the lassoing of the cow into the graveyard), but with practice, the action is successfully performed. Also, I have encountered small problems with confusion of actions between the nunchuck and the Wiimote, but otherwise, the controls are simple enough.
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Feb 21st, 2008 at 02:21:54 - Rayman Raving Rabbids (Wii) |
Entry 1
Summary
In Rayman Raving Rabbids, Rayman is kidnapped by a bunch of rabid rabbits while on a picnic. They intend on putting Rayman through a series of tests, just for fun.
Gameplay
While playing Rayman Raving Rabbids, I found myself becoming very frustrated with the timing issues and the level of difficulty of some of the minigames. I repeatedly had to replay several of the minigames before I was able to successfully complete them. Also, I found myself getting horribly tired after minigames that required me to spin my arm over my head vigorously.
The only motivation at this point, for me, has been to get through with the aggravating minigames so that I don’t have to play them again and again. However, this is pretty ironic in that the only way I can get passed the minigames that I’m tired of is to play them continually.
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Kinole's GameLogs |
Kinole has been with GameLog for 16 years, 7 months, and 24 days |
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Entries written to date: 8 |
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