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    Phantom Abyss (PC)    by   jp       (Apr 6th, 2025 at 19:14:27)

    I'd heard of the game's hook (or gimmick if you will) as, everyday it's a different 1st person platforming game/run, and if you die - that's it. Play a different run later.

    I'm guessing stuff changed along the way, though the concept is still here - it's a reasonably challenging rogue-like 1st person platforming game. I've had fun, you have a whip to help you climb and each level has different modifiers (the whip has an ability) and you can pick up boons in your run (if you have enough coins to afford them) and hopefully make it to the end. BUT, you see a bunch of ghosts for everyone else who played this level - if someone died, you can collect their spirit or something for a small heal! During each run you collect keys you can use to buy permanent upgrades, and so you go up the progression ladder of many roguelites...

    Someone described this as first person temple run, which is close enough? I mean, the levels themselves are a lot more interesting than the "mere" reaction times that temple run goes for, here you can side-step/etc. stuff - and there are different paths, and in all you can be a bit creative for how you approach stuff...I've had fun so far - unlocked all the green levels and I've started on the blue ones!

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    Cuphead (Switch)    by   jp       (Apr 6th, 2025 at 13:37:03)

    I only get to play this when my son comes around - and we play together and I realized, yeah - I need to either start practicing seriously or just give up. And, I enjoy playing it co-op, so there's not much sense in practicing, so I decided to give up.

    We did make it to the 2nd island(?), and played some of the levels there - but I was clearly starting to see a steeper path to success. As in, it too us (mostly my fault) more and more tries to make less progress. He's already played it, beat it too? So, not much point for him really.

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    Sonic Rush (DS)    by   jp       (Apr 6th, 2025 at 13:34:08)

    I started playing this from the saved game - with new(?) character Blaze on "area 2" (I don't remember the exact name). And, I just could not beat the level - it was set in the casino world, and everything was moving super fast and on "automatic" - so, you just press move and the character zips along, bounces, etc.

    It's actually quite boring! Because you just do this, at some point you hit an enemy (very few enemies in the game!), lose your rings, and then carry on. But, I'd lose because I'd fall into a bottomless pit, lose three lives and then out.
    I'd say it wasn't so much frustrating as it was a disappointment. Yes, the point of Sonic is that it's "fast" - that's it's thing. But I find that there's little interaction to the game for most of the levels - you just "go along with the direction". It's neat when sometimes you get bounced around automatically, but for the most part I like to control the character.

    So, I deleted the save file and started a new one, this time with Sonic in the equivalent of green hill zone. This level has two areas and then a boss. So, it's like 3 levels make up a level.

    And, the experience was pretty similar - run on automatic for a while, lose rings suddenly or die, repeat with a bit more caution...etc. I did make it all the way to the boss fight - which I almost beat one too many times, and I just realized - ok, this is dumb - at least the boss fights have more gameplay ( you dodge, make an attack when the weak spot is open, etc.) - but it's still a pretty boring/uninteresting platforming experience.

    So, off to the shelf it goes!

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    Secret Files: Tunguska (DS)    by   jp       (Apr 4th, 2025 at 19:16:25)

    I think there's a weird moment in time when everyone thought that point-and-click style adventure games were dead, but they were not. And, I think this game is an example of a game that was under the radar of "mainstream" games press at the time? Or at least under the radar of the average consumer of videogames...

    This particular game is also a strange little time capsule - it's a port of what I think was a PC game...also at a time when people where porting all kinds of things to the DS. And, it works! Well, from a UI perspective at least. And it works pretty well. At least compared to another adventure game I played recently on the DS whose name I'm blanking on as I write this. I bounced on that one because it had some character/3D interactions that were awkward and unintuitive. Here, they were much smarter about it (I'm assuming they made UI "concessions" because it's on the DS). So, while you have a 3D character that navigates a static space - you don't actually have to move the character around directly in order to interact with objects/places in each scene. Press one button and all the interactive spots highlight, and you can just tap on them directly. I LOVE this solution - especially because I was never a fun of the "hunt for the pixel" approach that many games had (on PC) - and I'm super glad it didn't come across into this DS version (for all I know, the "here's all the highlights" was also possible on PC).

    But, the UI triumph aside, I still kind of bounced off this. I got stuck on a puzzle (how typical!) - and what I had to do was leave a location to visit another location and then continued...this seemed really "unfair" to me - as in, unintuitive - mostly because I had assumed I could not leave the locatio in the first place. It wasn't entirely unintuitive - but it was the sort of puzzle where I was sure I should be able to (in this case) get the key out of the aquarium - but it turns out that no, I had to leave the place, do some other stuff, and then come back. At this point I was well into the tried-and-true "try all the things with all the things", except that I did not know I could leave the location I was at. Sigh.

    So, from glancing at my list of DS games I still need to play...well, I wasn't THAT interested in the story so far and the puzzles didn't feel particularly interesting either..so, it was an easy game to put on the shelf.

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    Shogun Showdown (PC)    by   dkirschner       (Apr 4th, 2025 at 18:33:00)

    Clever little tactics roguelite. It reminds me of Into the Breach and other tactics games where you are given clear information about what enemies will do each turn. It's also reminiscent of Into the Breach because of the small play space. Basically, the game takes place on a 2d plane that is divided into like 8 or 9 spaces. Any given character occupies 1 space and can move left or right. You build a "deck" of "tiles" that include attacks and other special abilities, many of which involve movement (e.g., a forward dash that moves to the nearest frontal enemy and deals 1 damage). Your goal is to build up your tiles and progress stage by stage until you kill the Shogun.

    During each run, you can purchase and upgrade tiles, mostly increasing their damage or decreasing their cooldowns, purchase passive abilities, use items, and other standard roguelite stuff--make yourself stronger by strategically handling whatever random things you get.

    Most every action you do takes a turn, and all characters take turns at the same time. So, you move right (1 turn) and all the enemies do a thing (one might move left toward you, one might queue up an attack). Then you queue up an attack, and those two enemies might queue up an attack and attack, respectively. Actually, it also reminds me of Crypt of the Necrodancer, which works like this, where all characters act simultaneously. In that game, when you move, everything else moves. Shogun Showdown is like that. When you do something, the enemies do something.

    I beat the Shogun for the first time this evening, which was maybe my fifth run or so. I had what felt like extremely overpowered weapons, a sword that I'd leveled up to deal 5 damage with only a 2-turn cooldown. I also had a bow-and-arrow with 4 damage and a 3-turn cooldown. The kicker though was a curse that doubled the next damage on an enemy. So, I'd just queue the curse, the sword, and the arrow. That took literally half the Shogun's health bar. Did it again, dead and into phase 2. No problem. Did it two more times. Dead. Easy. When you beat the Shogun, you unlock "day 2", which is the next difficulty level. You can also unlock additional characters with different skills, and you can keep unlocking new tiles and stuff. I consider it beat after taking out the Shogun once. It's a fun game, really tight, and makes you think ahead. It doesn't do much that you haven't seen before though.

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    Eternal Sonata (360)    by   mfthomps

    No comment, yet.
    most recent entry:   Monday 28 September, 2009
    ****FOR THE RECORD, I'M PLAYING THE PS3 VERSION OF THIS GAME**** (I forgot to mention this at the top last time since apparently game logs doesn't want to let me put this under PS3).


    GAMEPLAY

    Another aspect of battle I didn't mention last time is the guard factor. I have actually leveled up my party quite a bit and once I reach party level 5, not only can I guard an enemy's attacks when prompted on screen with a little shield emblem and text that says "CHANCE" but if I get a attack like symbol with "CHANCE instead, I can hit X in order to counter attack for about 1-2 sec (if even that... it is INCREDIBLY short). The problem with this? I forget a lot that I CAN counter attack... mostly because I feel like I am rarely ever prompted to do so. Yes, you can ONLY counter attack when prompted. If you only get the shield/chance, the most you can do is guard.

    Guarding is key to boss battles. Although you cannot completely block an attack, guarding can make the difference between an 8000 HP loss and say 900 HP or less (depends on the boss/attack). Also, if you're really quick and get used to being able to counter attack (I feel like I'll get to that point after I've played a little more), you can completely cut off an enemy's attack after one strike. Say you're prompted to counter as soon as they hit. If you time it right, your attack gauge reappears as the enemy is falls on it's back, ENDING it's turn early. So you basically save yourself from losing even MORE HP if you are able to counter.

    Again, you cannot counter early on in the game because it is a change that only occurs after your party level has reached a certain point-- thus another example of how your strategy in battle changes as the game progresses. I realize this next comment probably goes under design, but I'm going to say it anyway. This party level aspect of the game is probably the greatest thing Eternal Sonata has going for it. Final Fantasy has done some similar things, like having players fight boss battles in which your team is unable to use magic or physical attacks or items (FF12 is a good recent example). It's good to throw some curve balls at us once in awhile you know... shake things up a bit. But in Eternal Sonata, your party level doesn't only affect your boss battles, but every regular old monster battle in between. Although I knew a girl who practically hurled her controller after reaching party level 6 (in which 3 of your button controls: X, O and TRIANGLE) switch every time you do something called a Harmony chain). Honestly, the prospect of this challenge is really exciting to me! Plus, if players REALLY wish to avoid this party level, it's possible. But they would have to give up a pretty awesome extra dungeon. I say, bring it on!

    DESIGN

    Although, as I said before, I am incredibly fond of the battle system, Eternal Sonata is not without flaws. Having a history lesson is nice (and these little lessons can be skipped), but basically each chapter of the game has a good 10 minute narration of certain important events in Chopin's life that has happened that affected/attributed to his works (each chapter seems to involve the title/music from a particular piece). What should be interesting tidbits are presented in the most boring and lazy fashion. All we get are lengthy text descriptions with slightly altered scenic images of places all over the world (basically it looks like someone used photoshop to add a paint like effect to photos). Why not have the characters interact with each other during the lesson, or better yet, how about letting US play/learn by interacting with the story.... I mean, at least most cut scenes are interesting, visually pleasing, fair voice acting (at least in the Japanese version. I take Japanese so I'm partial to the original voices). But these text dialogues are so long and drawn out... we don't really get to do anything but read a bit (and I do love to read...) but how about incorporating it into the gameplay? It's a bit of a waste really.

    Another problem would be the score pieces. Throughout the game, you can find score pieces. And as my roommate and I sadly discovered, they do not all add up to one amazing piece (which we both thought would have been cool). Instead, you meet people all over the world who want to have sessions (they play one tune and you must find one to match it). Now, if you are not musically inclined... and by that I mean have no idea how to read music, this would be an incredibly tedious process. In fact, I know this because I CAN read music, and I still find it a bit tedious. Sometimes you only get one chance to pick the right song, and other times when you simply go through your list as many times as you please, you probably don't have the right piece yet (as apparently there is a second playthrough/GAME+ option). Half the time, if you do get the right piece (which if you do you'll receive some sort of ranking ranging from B-A... I can't really figure S out... because sometime you get crap from an S ranking). It's really rather strange.You mostly get EZI items.... which are basically crap that really bring down your stats or only add the effect of +1 to ONE of your stats. This brings me to the next problem: EZI items.

    Now if you own the XBOX 360 version, the ONLY reason you would collect these times (which are usually accessories... but occasionally weapons/armor) is to get a trophy/achievement thing on your main system menu (they are called trophies on PS3). Because this is NOT an original PS3 game, I can't get any trophies. Even if I could, these items are the most worthless crap. One of them is a wooden sword that literally has FAKE written in parenthesis next to it). It's a bit much and quite frankly... a waste of good gameplay time, it seems to me. I just don't understand it. I mean, it's a big letdown to get a wooden sword when you finally play the right score piece... (although I will say CERTAIN sessions do ACTUALLY give you GOOD, DECENT items). But I digress.

    Now on to the GOOD things about the design. As I mentioned before, the battle system is FANTASTIC. But what makes my version of this game EVEN BETTER than the XBOX 360 is the extra dungeons/playable characters. Forget the extra costumes (don't really serve any role... although one of them is rather funny). The extra characters have some of the BEST stats in the game and what I'm really thrilled about is that they aren't playable for the whole game. After all, it would be a bit to easy, right? And there has to be some challenge to make it interesting. They are only available a bit in chapter 4 or 5 (I can't really remember when exactly... I read it somewhere) and for the entirety of chapter 7 (the final chapter). Both opportunities to play them include extra dungeons (although unfortunately apparently chapter 7's only available on the second playthrough). Anyways there is ANOTHER dungeon available in both versions that they'll be pretty helpful for, and fun to level up. Which brings me to another good thing about this game: when players leave your party, they don't level up while you're gone. So yes, you have to work to get them good again when they return... but since there aren't TOO many characters like that (maybe about 4 out 12?) and it is really spread out (so they aren't all out/back in at the same time), it's time consuming, but in a good way. It's a good challenge to keep them alive long enough so they level up faster (because of course, if they're dead when the battle ends, they recieve no EXP).

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