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Feb 9th, 2008 at 18:48:48 - NFL Blitz (N64) |
GAMEPLAY:
The more I played the more I discovered about this game, and how it can be complicated. If you sack the quarterback twice in a row, then your team is on "fire". This gives you unlimited turbo running and an advantage over the other team. You tackle harder and the computer plays better on your team. It is possible to get it while on offense, you just have to pass and complete it to the receiver that blinks before the play. If you get fire on offense, it is a lot more useful because you are harder to tackle, and can throw the ball incredibly far.
When people try to tackle you, the character just drags them on their back until tackled again by another player. This sometimes can mean the difference between a touchdown or not, which makes it really unfair for the other player.
All this mayhem contributes to a great conversation between the players. A lot of trash talking is involved and game outcomes disrupted from the crazy rules of blitz. If you have 4 people playing, or at least another person on your team, it allows for a lot more strategy that the computer is incapable of. One example is the computer doesn't tackle the player until they actually catch the ball, which allows for unnecessary risks. You can just continuously tackle the player and not allow for any open targets on the field. On offense the player can actually knock over the defender, and create your own route. You don't have to follow what the play the quarterback chose.
DESIGN:
This is a very fun game to play, but the passing mechanics are really not user friendly. It gets very frustrating and annoying at times. The way the passing works is by highlighting one of the 3 receivers by moving your joystick to one of three options: right, left, and down or up or middle. Those choose between the receiver on the right, left, and the one in between them. This leads to many mis-passes and passing to people that are knocked over. Accidentally passing it to the wrong person is very likely. Especially if the receivers are running a route where they run past each other and switch field position. There are even more mistakes because sometimes a receiver will be running a route off the screen, where you can't see. So you think you are passing it to the guy on the left, but you actually are eying the guy in the middle. So you end up passing to a guy that isn't standing or that isn't open.
The more I played the more I found out the probability of fumbling on a onside kick are exponentially increased. So there is really no point in kicking it all the way down the field, because there is a large chance they will just hail marry it down the field. It is very easy for the receiver to out run the defender, and let a 80 yard pass/touch down happen. If you are going to stop them, you have sack them and obtain fire or just take out the receiver quick enough, so it doesn't matter if they are all the way down the field or close to the touchdown. Therefore an onside kick is one of the best strategies in this game, you have a huge probability of obtaining re-possession of the ball. This can easily lead to another touchdown. I actually went on a few sprees were I scored 3 or 4 touch downs in a row, then still lost. It almost seems like if you are the first to start winning in the game, the odds are put against you and you fumble easier and throw more picks. This allows for anyone to win this game if they can just grasp the basic concept of it.
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Feb 9th, 2008 at 18:16:49 - NFL Blitz (N64) |
SUMMARY:
NFL Blitz was probably the most fun out of all the football games I've played. This is because it is the least realistic football game I've played. Either the gravity portion was altered or just their strength and ability to launch themselves extraordinarily far. Almost every tackle is an amazing one, and every tackle looks like the guy got seriously injured. The purpose of the game is the same as regular football though, score touch downs and field goals.
GAMEPLAY:
This game was very entertaining and easy to get into. I was definitively in the magic circle while I was playing this game. The rule alterations from regular football allowed for much different strategies. There are no rules against pass interference, which in this game is actually tackling the guy before he catches it, and there are no rules against late hits. You can actually do wrestling moves on them after they are on the ground. Body slams, choke slams, any unnecessary move you can think of were apart of tackling the person.
The announcers for the game were also key in the game. They are always screaming and talking up the game to make it sound exciting. As soon as you catch the ball, and you have no chance of making it, they will still start screaming "He .... may .. go.. all .. the ..way!!!" and other phrases like that. So when a crazy play actually happens, which occurs a lot in blitz, it hypes up the game play. There is never a for sure winner, because of all the fumbles and interceptions that occur during the game. So you always have to be on your toes when you're playing this game, anything can happen.
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Jan 24th, 2008 at 22:25:55 - Super Smash Brothers (N64) |
GAMEPLAY
The more I played Super Smash Brothers the more I realized the game does not get boring. Due to the vastness of variables in the gameplay, the match can go either way, not always depending on the skill level. Items are such a great way to allow any character to gain an advantage. I also found there are different modes of multi-player, one which uses time and one that uses stock lives. The timed version seems to be a lot more fun because of the way it is scored. The person with the most kills (KOs - deaths) wins the match, and in the event of a tie sudden death mode is initiated. This is where each character is an obscene amount of damage percentage, which in turn means the smallest of attack can send them flying. So usually it means the first person to inflict damage wins.
DESIGN
The percentage of damage is one of the most innovative ideas I've seen in a video game. Certain attacks do a percent of damage, and have a different degree of impact on the character(how far they fly after an attack). The higher the percent, the more vulnerable the character is to fly the furthest. So, when you have a character with high percent, and is hit with an attack that does a very low percent of damage, it is still possible for the character to fly out of the screen and be KO'd if the attack has a large force of impact upon the character.
I also found that the characters have different ways of jumping back onto stage. The most common form is two jumps and one attack that boosts them into the air. There are many exceptions to this though. Characters that are small and are easily knocked off the level have more jumping abilities than the rest. And if a character is not knocked off easily, then they have fewer jumps or not as much range in their jumps.
These qualities of characters are very important and actually make up a big part of the game. The slower characters have more powerful moves and usually are not thrown off the level that easy. Each good quality of the character is evened out with a bad quality , making the characters fight in their own special way. Each character has different strategies and combinations that they can do.
The one most frustrating part of the game was people that are considered "edge campers", where they just stand on the ledge knocking you back every time you get close to coming back. After the character uses the certain amount of jumps awarded to that character, and they are attacked in the air, they are not able to jump anymore. So after you use all your jumps a person can just knock you back and you will just float helplessly off the end of the level.
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Jan 24th, 2008 at 17:00:58 - Super Smash Brothers (N64) |
SUMMARY:
I can see why Super Smash Bros is considered a classic. The single player is almost the same as the multi-player component of the game. The purpose of the game is to knock the opponent off the stage or level, by either launching them too far to the left, right, up, or down. This allows for a lot of versatility in ways to eliminate your opponent. There are many attacks for each character, most of them unique to just that certain character. There are items that are dropped in the midst of battle, allowing for unfair advantages to be obtained.
GAMEPLAY:
The game was amazingly intense, because they added the option to hold onto the ledge if you come close to the side of a stage. There are also background noises of an imaginary audiences that cheer or "ooo" when there is a big hit or some one barley makes it to the edge of the stage. They even clap at good plays and at times even start cheering a character's name if you start doing really well. This makes you strive to do better and out do your opponent.
The story line for the single player isn't really a story line, you just battle every other character as a computer. Sometimes you have the odds against you so you have other characters on your side, or the enemies are really easy to knock out of the level. It is really fun but really doesn't follow a story line or plot. There are also secret characters that you can unlock by beating the single player with certain handicaps. I had to look online how to unlock these characters because it would have taken too long to figure out how by just trial and error. The single player can take a while if you play on a harder difficulty.
This was one of the multi-player games that had the most interactions because of the tension built up with the gameplay. There are boxes that sometimes have items, sometimes explode, and other computer interactions that are special to the level you are playing on. Like in one level fox's spaceship comes and shoots randomly at anyone oblivious to stand in its path. It even shoots at fox, there is no exceptions to who gets attacked. Link's level has a tornado that starts randomly anywhere in the level and launches you in the air. These random level attributes contribute to the conversation. There are also items that can take away all your damage and can completely change the advantage mid battle.
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eazya has been with GameLog for 16 years, 10 months, and 5 days |
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