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Feb 9th, 2008 at 02:33:20 - Nancy Drew: Secret of the Old Clock (PC) |
Game Log Entry #2
Gameplay: I was actually not paying attention to the time, and went three hours overboard for the game, but that shouldn't be too important. I noticed after taking my break that the second round of tackling the case really didn't have any actual detective work at all! A lot of the game is sequence based, where I just run around, doing odd tasks such as delivering mail and running errands by driving around the whole town. It isn't until after I finish such tasks that I actually do get somewhat of a continuation into the story or have a new event open up for me to do. Despite the major annoyance, it was hilariously fun listening to the different voices and personalities of the townsfolk who actually do depict a very good 1920s/30s impression.
Solving puzzles became tiring and I actually found one of the obstacles that I had to go through in order to receive a toy that gives me the word "pony" to be ridiculous. I had to go through a golf course and win with the least par. Personally, I found a lack of actual detective work and its actually quite irksome in comparison to the past Nancy Drew games that I have played before. Somehow, overtime, the games went from actual sleuthing, where Nancy waits till nighttime to look scavenge through her suspects belongings with the intimidating feature that they'd be back any moment, to just regular puzzle solving and sequence of story. The thrill is gone when the idea of the game just goes off track like this.
DESIGN: Overall, the graphics design of the game is beautiful. The art and 3D graphics is artistic in a sense that it is not active, but still. The game bases itself on moving by using screen to screen images, making it seem like you're psuedo-moving. You click either right or left and a new image shows up to show you what's on your right and what's on your left. It's not very complicated because there's not a lot of animation with exception of the characters and certain background props (clock, steam, etc.) The cut scenes during events were actually quite disappointing because of all the parts where you actually get to see some bit of animation in the game, it's short, stiff, and choppy. For example, a quick cut scene where you're actually not controlling the character is when Nancy runs up the stairs to address the scream she heard. You see the bottom of the stairs shift to the top of the stairs, to the bedroom, and that's it. It's back to game play.
The game runs on a simplistic click-based type of style where you just click around to navigate, and pick up stuff. There is a very limited amount of space where you can explore the world. You're only allowed to go where the arrows on your mouse allows you to go, which is usually right, left, forward, or back to a new screen. You're also very limited as to what you can pick up when facing a certain part of the room and it's actually quite frustrating to me because sometimes you see very cool things in the background such as an instrument or a bright orange bouncy ball that you'd just have the urge to pick up if it was real life. Unfortunately , the game would only allow your mouse to glow red when you're over a magazine or tool that will assist you. Sometimes it's fun to explore the random parts of a game and I think that'd be an awesome feature to include, where not every clue is helpful. It'd definitely make the game more challenging aside from the sequences and sequences or puzzles that have nothing to do with detective work in which they just love to throw at you.
This entry has been edited 1 time. It was last edited on Feb 9th, 2008 at 02:39:55.
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Feb 9th, 2008 at 02:09:39 - Nancy Drew: Secret of the Old Clock (PC) |
Game Log entry #1
Summary: In Nancy Drew: Secret of the Old clock, you play as the spunky teen detective, Nancy Drew, to battle her first case in solving a new mystery that involves her friend's mysterious jewel disappearance and find a secret will left by an eccentric man of eccentric interests.
Gameplay #1: Having played the past Nancy Drew series games before, I was a little surprised as to how the Dream Capture company has improved their graphics so dramatically in comparison to the first game, Nancy Drew: Secrets Can Kill. The game setting takes place in roughly the early 1900s. I actually quite like how the atmosphere of the early 20th century was portrayed through the various character's way of speech. I wonder when was the last time I heard the word, "chip off the old block" and "don't take any wooden nickels!" Anyhow, a problem that I've encountered while playing the game was how subtly feminine the game is. Usually, playing as a female character is fine in a game is fine, but in Nancy Drew, you are literally playing through the eyes of Nancy. In other words, what you see is what she sees. You feel as if you are her, and when she picks up the phone to whine to her father, it is easy for girls to sympathize, but a little more difficult for males to due to the tone of her voice and the way she acts.
The game has a major lack of action and is based purely on how well you observe your background and gather useful information. I was a little annoyed at the puzzles I had to solve in the Lilac Inn waiting room in order to obtain a mirror clue. Interrogating people was actually enjoyable because I was given a choice as to how I should respond to people. The choices are pretty limited, and I noticed that it doesn't affect the story much, but at least I was given a choice as to how to approach the interrogation. Overall at the moment, the game is very intriguing and I have a bunch of notebook paper ready to jot down the puzzles, clues, and other oddities I find.
This entry has been edited 1 time. It was last edited on Feb 9th, 2008 at 02:36:13.
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Jan 25th, 2008 at 23:17:05 - Super Mario World (SNES) |
Gamelog entry #2:
GAME PLAY-
Yes!!! After another 45-minutes of frustration and lava burns, I have defeated Iggy Koopa and blew up his castle and moved on to Donut Plains, or the second Island stage. Apparently, to my surprise, there is a little bit of storyline to the game, so far at least. I wasn't able to read when I first played the game, being four at the time, so it's actually interesting to know that I was actually rescuing one of Yoshi's friends who was trapped in an egg. As a kid, I always thought that the egg was just some kind of food or power up that Mario got as a prize. Go figure.
So now I'm finally on donut island, where I get to obtain those cool feather magic capes that allow me to fly. I was a little moody after playing the game for a while, needing to run back to the first island several times to obtain more green mushroom life ups in order to move on in the game.
There was one trivial thing that frustrated me throughout the game which never really bothered me before as a kid, and it's that Mario's abuse of Yoshi. I know it's silly, but the idea of Mario bonking Yoshi on the head in order for the dinosaur to stick its tongue out just seems slightly barbaric to me now. There are also, as I've noticed, certain times in the game where it is actually helpful to jump higher across ledges and "save yourself" by getting that extra momentum off of Yoshi and abandoning him to fall into his pit of doom. Of course, the game is very cute, and meant for an audience of all ages. I just couldn't help to think that the idea of doing such a thing to be a little hilarious, yet sad, at the same time.
DESIGN-
I was slightly surprised when I came across the second level of Donut plains to find a pan-scrolling level where the screen would just not stop scrolling, forcing you to move to the right whether you like it or not. The style change caught me off guard, and since the setting was underground, there isn't much room to navigate the little sprite, placing you at risk of getting caught between the wall, and the magical moving screen. Logically, you can't die from being squished along the side of a TV screen, but not in the case of Mario! Invisible moving screens that push you against the side can kill you too, apparently. I actually forgot all about that kind of style play, and it actually gave me a surprise because I canno take my time leisurely (within the time limit) on the level.
It's actually good that Super Mario World is different from the other past Mario games in that it actually allows the player to replay levels, a luxury that mustn't be taken for granted. Now we can actually explore and go about the individual levels for "completeness." As a gamer, it's always exciting when new secrets are revealed, such as a hidden path, a warp pipe, or an extra cloud surprise in the sky. It actually does keep a player interested.
Mario has also dug itself deep into my heart again with their vibrant colors. The style of the artwork is very cartoony and inviting to make it as universal for a s broad a range of audience as possible.
Although generally a 2D game, Super Mario World gave a somewhat pseudo-3D feel to the game with adding a map to portray the Mario World. Different from the map in Super Mario Bros. 3, where the map is basically laid out in boxes and straight lines, Super Mario World portrayed the map in a more pseudo-realistic sense by adding actual curves and depths in the style. It not only involves islands, but allows you to enter caves and underwater worlds as well. The game certainly added a lot more detail and features.
This entry has been edited 3 times. It was last edited on Jan 26th, 2008 at 00:34:19.
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Jan 25th, 2008 at 22:46:04 - Super Mario World (SNES) |
Gamelog entry #1:
SUMMARY - Super Mario World is a one or two person game where you get to play as Mario or Mario and Luigi. You are given the aid of Yoshi, your dinosaur companion, along your journey, to cross the levels on the map and save the Princess who was captured by Bowser.
GAMEPLAY - I remember first encountering this game when I was four. I was literally obsessed with it, frustrated at my lack of coordination, and determined to cross each level in the best way possible. Playing Super Mario World again gave me a big flash shock to see how rusty I have gotten at maneuvering the tiny little Mario sprite. It's actually quite cute when he's in his pre-mushroom state, very unproportionally tiny. I actually do really miss the old, simple style of the game, along with it's simple upbeat midi music. It really does remind me of the good ole days before homework, before tests, quizzes, and where I just play as Mario, jumping on Yoshi and bonking on his head to eat those bush apples. It's typically a very carefree game, where the objective is to just cross the stages within the time limit, and where the only thing to worry about are the boss battles that occur at the end of each island you complete on a map.
The game at the moment has a good impression on those who play around me. It's not a cinematic game, and lacks an overall storyline, so all there is is basically game play. Those who are standing around me can easily relate to the game. There's only two simple buttons along with the directional pad to guide you, and after that, you're all set. Being a platform game, it definitely allows players to be able to watch and cheer or groan as you play, struggling and trying to cross those increasingly hard/absurd levels.
So far, I've only reached the third water level on the first Island, which is pretty sad after playing for 45 minutes. Again, I will admit that my "skills" have definitely gotten worse for platform games over the years, but Super Mario World is, overall, great.
This entry has been edited 1 time. It was last edited on Jan 26th, 2008 at 00:33:05.
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haruki has been with GameLog for 16 years, 10 months, and 21 days |
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