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Feb 8th, 2008 at 22:48:44 - Aero Fighters (SNES) |
Game log #2
Gameplay:
Again the fast paced arcade aspect of the game is what draws the player in the most. Once one begins playing the game it’s hard to pay attention to anything else, you are so preoccupied with dodging the enemy fire and destroying opposing airships that you forget about anything that is going on around you. Basically there is no quiet time in on the screen, at every moment there is an enemy or incoming fire. That makes for a very enjoyable videogame experience throughout.
The story of the game varies for each character, one is on a mission while another is doing it to save his girlfriend. While story may be a big element for some in whether the game is good or not, the cliché lines and cheesy stories are of no real bother when it comes to the gameplay, one can easily forget or not even realize what some of the quick cut scenes are saying, again the real draw of the game is its all out fun shooting aspect.
Design:
One thing I noticed in this second play through is that all the enemies obviously fire in a programmed way, and therefore always attack in the same way every time in every level. However, the way I reacted to the enemy and how I killed them was almost always different, so although there is a large amount of uniformity in the game, it also allows for some interesting variety.
The overall challenge of the game makes for great gameplay, but one of it’s biggest challenge is of course the bosses. In a sense the bosses are hard and easy to beat. What I mean is that rather than using a particular weapon or skill to defeat the enemy, you simply just shoot the boss until it gets destroyed, so its no hassle finding certain weapons. However, the bosses do of course still pose challenges. The bosses are all different and attack in distinctly different ways. Generally it is easier if one has a stronger gun or many special attacks, yet it can be just as easy if one has a weak gun. Generally it is a manner of dodging the enemies attacks and keep shooting.
The reward system for the game is basically like any other arcade game, points. It would be nice if the player could get more airplanes or more interesting shooting capabilities, yet, in the end it is just a small annoyance if one just wants to have the highest score.
Overall the design of the game is like any other shmups game, only the story and artwork is different, yet it is still a fun game to play. The challenge it posses can create some great interactions between the player and the game so a player really becomes immersed in the game.
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Feb 8th, 2008 at 21:51:04 - Aero Fighters (SNES) |
Game log #1
Summary: Aero Fighters is a vertical scrolling shoot em’ up(shmup) arcade game. The player must choose one of four nationalities (USA, Japan, England, or Sweden), and proceeds to fly through seven enemy infested stages, dodging large amounts of enemy fire in order to reach the colossal end boss of each stage.
Gameplay: I have been playing this game for several days now, it is a very simple and standard shmup game, but that of course means that it’s completely addicting. The reason the game is so much fun is basically in its standard structure. It is a very fast paced game and requires some pretty quick reflexes for those trickier levels. Because of this rapid pace the game can get very exiting, as with many other arcade games, one can find themselves screaming at the game because you cant get past that one level. The game gets harder and harder with each level you pass so by the final levels it can get pretty frustrating. But that of course is part of the fun, were it a fairly easy game then it would be simple to get through the levels and the challenge would be gone, one would get trough the entire game in no time.
One aspect of the game that I very much enjoyed was the fact that one can choose what kind of plane they will fly. There are four different kinds and each has their own unique fighting style. The Japanese plane for example shoots ninja stars. A player can take a preference to a certain plane and later argue with other players why that certain plane is better than the rest. The levels are basically the same whether you choose the American plane or British plane, they all have the same enemies and bosses, yet it is up to the player to choose which plane is better for the boss fights, or which one is better for clearing out enemies, or which one can dodge planes better. With that, the game is given a nice little amount of variety.
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Jan 26th, 2008 at 03:32:28 - Legend of Zelda: Ocarina of Time (N64) |
Log #2
GAMEPLAY:
Fighting one of the many bosses you do in the epic game brings another aspect of the games gameplay that just enriches the game, its challenge. Many games loose their challenge after ones gets accustomed to it. However, with Ocarina of Time its large scale means the challenges must be continual, and they are. Each dungeon is extremely different than the next so there is no one technique in passing each dungeon. The bosses at the end of each dungeon can often times be just as difficult and require new and different ways to be destroyed. Also in a quick horse race, not necessarily part of the main storyline, can be quite challenging.
In talking about the boss battles, many of these climactic sequences can be extremely cinematic, and exiting. These sequences are very often extremely climatic and make the entire experience of fighting the dungeon boss very enjoyable and fun. Much of the rest of the game is similar, cinematic and cut scenes aside, you can find yourself in a very climactic battle between various enemies or jumping past tremendous obstacles in different dungeons.
DESIGN:
As with the rest of the game, the design is near perfect. As mentioned previously, the kingdom of Hyrule is extremely large and not at all repetitive. One area may be a giant lake while another can be an arid desert. And each level has its own cast of individuals ad enemies so each area is almost like a different game, each with its individual challenges and surprises. There is also an extremely large number of enemies in the entire world, each with a unique attack and different weakness, making the game just a bit more challenging and varied.
I believe that the open ended aspect of the game is extremely innovative. Although by today there are many games that allow you to explore, for its time Legend of Zelda was extremely ahead of its time. The possibilities of what you could do in the game was endless as opposed to many platform games where you were forced to go as directed. How you react with your world is also innovative, if you want you could pass the game with what you need, but if you choose to do many of the side missions you may be rewarded with stronger weapons, newer spells, etc. so it could be much easier for the player to go through the game.
Of course there is the reward at the end of the game, the rescue of Zelda. The anticipation one gets throughout the entire game to save the princess, all the blood sweat and tears the player goes through, makes the final boss battle between Ganon all the more personal.
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Jan 26th, 2008 at 01:08:25 - Legend of Zelda: Ocarina of Time (N64) |
Log entry #1
Legend of Zelda: Ocarina of Time is a single player action-adventure game where the player plays the sword-wielding hero, Link. The objective of the game is, like the so many other Legend of Zelda games, is to find and rescue princess Zelda from the clutches of the evil Ganondorf.
At the beginning of the Ocarina of time you awake in the small Kokiriki village, their you’re a primarily limited to the small village until you defeat your first boss. It is basically a training session, when you exit the village you arrive in the vast Hyrule field. From here on end you can basically do what your heart desires. The game has such a huge world that one can explore endlessly and even find something new all the while, with its many little hidden niches. The game has a story of course, and advancements in the story will influence what different things you can do, however one can choose to ignore the story for as long as they want and come back to it later. The open-endedness really creates an epic feel of the game and will have the player playing for a hefty period of time. Accompanying the epic world of the game is its epic story. Perhaps one of the greatest story in video game history, Ocarina of time creates a story full of twists, turns, tears, laughs, and fears. It’s diverse levels and captivating story makes the player want to continue with the story. If one considers the simplicity of the concept, saving the princess from the bad guy, it is amazing how it keeps its story so rich.
Perhaps one of the ways it does this is with its diverse cast of characters. You can always count on meeting someone new and interesting. The characters are so well drawn that it is easy to fall in love with many of them, or in some cases feel total hatred towards them. For example, in the course of my brief adventure in Jabbu Jabbu’s belly I became
“engaged” to a very young princess who was enthralled that I helped rescue her fishy friend. At the tender age of 8, Link can find love! It is this that I enjoy most of the game, its extreme diversity in doing whatever you want. The main puzzles and dungeons are challenging and fun, but of course you can usually only do them once. But if you have not had your fill of difficult puzzles you can go out and find different other ones. If you want you could find all the Poes, collect thousands of rupees, find all the heart pieces, and still have time to do the amazing story. It is almost impossible to get bored of this game.
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