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Jan 26th, 2008 at 00:49:55 - Final Fantasy XII (PS2) |
Gameplay
Game only becomes more immersive with continued play. The story progression has the ability to pull the player in and hook them there until they reveal more of the story. It's also somewhat exhausting as you have to travel great distances on foot.
The work is overall very rewarding as more experience with the game just leads to more enjoyable playing. The game also has a tendency to build on it self and feel continually more expansive.
Design
An RPG world that feels vaguely like an MMORPG world. It is an extremely large game world that seems to spring up left and right with side quests and extra missions. The battle system is one of the best I've ever seen. Characters interact with enemies in real time and within the current environment.
The license board brings in an element that resembles job class and tech tree systems. Each character can be emphasized to be stronger in some areas such as magic or techniques. They can even specialize in different weapons and equipment in order to compliment their strengths. A very detailed and customizable game experience.
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Jan 26th, 2008 at 00:35:50 - Final Fantasy XII (PS2) |
Summary
Final Fantasy XII is an RPG with politically driven plot. The main objective is to overthrow the government of Archadia and reinstate the former monarchy. The game progresses as a typical RPG: as characters complete key events, solve puzzles, and defeat bosses.
Gameplay
This is a very immersive game. It is a very detailed and interactive world. The story is intriguing and complex. There are only six characters but they each have equally developed back stories.
The game world stetting and history is also very detailed. As the story progresses you learn more about the world and the political figures in it. It really locks you in the mindset that you are actively involved in what happens in the story.
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Jan 15th, 2008 at 01:01:25 - Shadow of the Colossus (PS2) |
Gameplay
The game is very linear with virtually no side quests. Because of this I find myself pulled more to identify the character and his objective. It creates of a feeling of unison that is often lost with just pretty graphics and big guns. I find myself wanting to be immersed in the situation that the character is in.
The story unfolds in a character dependent sort of way. Each completed objective doesn't necessarily lead to new items, abilities, or even plot points, it simply brings the character closer to achieving his goal. In a way, the gameplay even reflects the character's attitude: his only achievement or goal is bringing this woman back to life.
Design
The design of the game seems pretty straightforward and simple which allows the player to jump right in to main character. There isn't a lot of confusing plot intermingled with difficult or complicated controls. There are just a series of basic controls that let you interact rather complexly with your in-game environment.
Simple attention to detail such as the controls for the horse make it so that you control a character controlling a horse instead of controlling a horse that your character is on. The horse even acts on its own as a normal horse might. If let run straight it will turn to avoid a hill or cliff. It's these subtle characteristics that don't treat the player like an idiot and allow them to submerge themselves even deeper into the game.
The details of the game environment is almost inspiring for a PS2 game. It contains very simple yet accurate backgrounds that pull the player into this world. At the same time the world is magical yet realistic.
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Jan 15th, 2008 at 00:38:31 - Shadow of the Colossus (PS2) |
Summary
In Shadow of the Colossus the player controls a lone hero determined to restore the life of the woman he loves. The player must defeat a series of giants or colossi in order to revive her. These colossi are defeated by climbing onto them and then stabbing various vital areas all the while trying not to be thrown off.
Gameplay
This is easily one of the most reflective games I have ever played. It contains a purely emotional plot that does not have a definite back story and seems to pick up somewhere in the middle of a much larger story. The game doesn't explicitly state the connection between the hero and the girl but it is shown that he cares about her so much that he would risk everything for her.
The controls for this game really help pull you into it. They make you feel involved for each step of the process in taking down these colossi. You're only given a sword and bow in order to take them down and the rest is left to you to figure out. You feel the actual struggle in this game.
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TimBot9000's GameLogs |
TimBot9000 has been with GameLog for 16 years, 10 months, and 7 days |
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