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    Galactiger's Lunar: Silver Star Story Complete (PS)

    [February 8, 2008 09:02:21 PM]
    Gamelog #3 Session #2 for CMPS 20
    Start Time: 7:00 pm
    End Time: 9:00 pm
    Assignment due 2/8/08

    GAMEPLAY

    I really enjoyed the story of L:SSSC. The characters, as I've mentioned, were absorbing and entertaining. When you play certain scenes outside of cutscenes, the faces of the characters speaking show up in various moods and emotional states. This furthers plot progression and is more interesting than text alone. When I last played the game, I had just begun on a story arc past the first major conflict. I suspect the game supplies many more conflicts, and that this is just the beginning. I really want to keep playing to find out.

    The game was a lot of fun to play. A lot of that was because of content other than gameplay. This was kind of strange for me; usually the gameplay is what matters in a game. However, the music was original, the art was consistently good, and the animated cutscenes really make this game unique. They all made me want to play more of the game. It also didn't hurt that the gameplay, which could have been neglected, was awesome. With this game's scope as vast as it is, leaving things less than great was a distinct possibility, and I'm pretty relieved it didn't happen.

    The game was interesting to play. Besides offering interesting characters and story, there were puzzles where you had to observe how your environment would respond to certain actions. It took me a while to figure out how to clear the path in the first cave, but after I figured it out, I was fine. Besides that, I didn't even get frustrated with the puzzles because I was gaining experience, leveling up, and gaining new abilities. In other words, the rewards in-game more than balance out the puzzles' difficulty. Even when you're technically stuck, you're usually having a great time.

    However, there's not much social interaction while you're playing. The game has a small but devoted following that enjoys discussion of the game, but, there is no multiplayer option. That doesn't mean that observers don't get absorbed in the game right along with you, though. While I was playing, several people stopped what they were doing to watch me play. It has a pretty cool effect on people. Just passing by, they go from not caring to wanting to watch you play, if not play themselves.

    The storyline has a strong but linear flow. I experienced a little bit of flow while playing the game. Playing the first few hours of this huge game, I got a sense that there was some urgency involved in the story. It was a little bumpy, though, in terms of coherence. Specifically, in one scene, the main characters are preparing for a festival in honor of their goddess, Althena. However, after you retrieve a treasure from the nearby cave, you make plans to depart right away. This was a little strange, considering that some of the main characters had been preparing for something they weren't going to follow through on. Real people probably wouldn't forget something like that as easily. Despite its minor flow issues, I really liked this game.

    DESIGN

    Some of the innovative things in this game were the previously mentioned technical achievements. I'm still amazed that you can play a game with this scope on a PlayStation. They crammed a whole lot of game onto two discs. I have a feeling this was made possible by cutting corners on the main gameplay graphics, which are solely in 2D. Cutting corners in this way, however, was surely an early game design decision, rather than one coming from a poorly managed schedule or budget. I was pretty impressed with this game.

    The tone of the gameworld is excited and adventurous. The use of mostly bright colors helps with the tone. You never feel a sense of despair playing this game. The characters also have a huge emotional expressiveness. That always appeals to me. Some emotions the characters have displayed so far include the basic happiness and sadness, but also embarrassment, shock, worry, and anger. The wide expressive range of the characters helps to flesh them out and make them seem more like real people.

    Some ideas this game gives me for my own project is using resources wisely. It's not necessary to have lots of hours of gameplay on a game so long as the game is fun and interesting. It helps to decide with certainty on what style to use for creative content. I may eventually make a game with cutscenes, but I won't worry about having cutscenes that look like the main gameplay. A lot of games brag about that, but most gamers don't really care. The styles on L:SSSC vary a lot, but they're always high-quality and appropriate for the tone of the game.

    This game is pretty much non-emergent. There are some basic moves involved in gameplay, but it is definitely an RPG. As such, I would expect to find a walkthrough for this game more easily than I would find a strategy guide. There is a user manual for if you can't figure out the basics, but it's not really necessary. It would be even easier if the choices you could make were labeled with buttons to press beside them, but they didn't choose to do that in this game.

    The cutscenes were really impressive. They support gameplay by contributing to the flow and tone of the game. The visuals and audio were always pleasant to the senses, and so I enjoyed playing more. The cutscenes don't really interfere with gameplay at all; the cutscenes are short and they're only used when the story needs an extra boost of creative expression. They are not used overly much; they are not abused.

    I really, REALLY liked Lunar: Silver Star Story Complete. I would recommend it to anyone.

    Keep playing!

    This entry has been edited 4 times. It was last edited on Feb 8th, 2008 at 22:43:24.


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    [February 8, 2008 09:01:44 PM]
    Gamelog #3 Session #1 for CMPS 20
    Start Time: 5:00 pm
    End Time: 7:00 pm
    Assignment due 2/8/08

    SUMMARY

    Lunar: Silver Star Story Complete is a beautifully crafted game. It boasts anime cutscenes, varied and plentiful voice acting, and old school RPG gameplay reminiscent of a 2D RPG by Square/Square-Enix. The story is pretty compelling, and it's really interesting what can be done on a mere PlayStation in terms of artistic achievement and interesting gameplay. If you ever get the chance to play this game, drop whatever you're doing and play this one. It's that good.

    GAMEPLAY

    Emotionally, I was totally absorbed in this game and loving it. The art in-game is really beautiful; it really fits the story and capabilities of the PlayStation system well. Even though the main initial puzzle of the game took a long time to figure out, I didn't get frustrated. I did get a little tired of looking for clues, but I was rewarded enough for my effort that I didn't really mind. Furthermore, the solution to the ice puzzle was pretty novel and interesting. I didn't get lonely because I was so absorbed in the game, despite the game's lack of a multiplayer aspect.

    The characters in the game include Alex, Nall, Luna, Ramus. Alex is the green-eyed protagonist who dreams of becoming a DragonMaster like his idol, the hero Dyne. Nall is a white-and-gold daemon with a high-pitched voice in which he speaks the same language in spite of not being human. Nall resembles a winged cat, and he tends to blab with unfortunate consequences. Luna is a girl with a beautiful singing voice with magical properties. Blue-haired Luna has been raised by Alex's parents, but Alex and Luna's relationship is not quite brother-sister; there's a little bit of romantic tension between them. Ramus is a nerdy boy who is a little greedy and a little chunky. Even though he has brown hair in the cutscenes, the action scenes show him with blue hair.

    I really liked these characters, which is good; you spend roughly three hours or more with only them in your party. The characters caught my interest, and they seemed pretty well fleshed out. I was laughing out loud when playing sometimes; the characters are easy to relate to and it's fun to play through the story. There are some interesting story arcs, but it's important to note that, at least in the start of the game, the game flows linearly.

    In video games, I like female characters who sing. Marin from Z:LA is a notable example. The singing is usually an important story element, but it takes time to make music for a game. You wouldn't make a character sing unless it was important. When a female sings in-game, it tends to signal that she will become more important later or that she is a love interest, usually both. Luna follows this paradigm. She is important as a character, but she also is Alex's main companion and one of the most prominent love interests for Alex. Even though the singing is an important cue, it's also very rare for a singing character to be left by the wayside.

    The characters were pretty convincingly executed. The voice acting was appropriate. The art made it more interesting to look at, which also improved how much I stayed interested in the game. In an RPG, the character development is usually crucial. There is a bit of humor in the game, but it's usually situational and dependent upon the characters, rather than being slapstick, potty humor, sarcasm, or satire. The characters seem to care about each other and be motivated in non-arbitrary ways. In other words, I really liked these characters for being well-developed and deep. I think they're pretty cool.

    This entry has been edited 5 times. It was last edited on Feb 8th, 2008 at 21:54:15.


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    Status

    Galactiger's Lunar: Silver Star Story Complete (PS)

    Current Status: Playing

    GameLog started on: Friday 8 February, 2008

    Opinion
    Galactiger's opinion and rating for this game

    With fully animated cutscenes, sweet voice talent, and amazing old school 2D RPG gameplay, I feel fortunate to be able to play L:SSSC.

    Rating (out of 5):starstarstarstarstar

    Related Links

    See Galactiger's page

    See info on Lunar: Silver Star Story Complete

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