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Maxwell Weinberg's Ninety Nine Nights (360)
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[March 5, 2008 10:24:23 PM]
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Maxwell Weinberg
CS80k
March 5th, 2008
Ninety Nine Nights
GAMEPLAY:
This time, I concentrated on Myifee's missions. I beat the first mission, and unlocked his special combo, which causes meteors to rain down on enemies. But that was about the most significant part of this gameplay session.
I found a few items and equipped them (like a life-orb that gives extra health, and a shield that raises other stats).
After that, on the second level, I spent 15 minutes getting about 1/3 through the level, fighting about 600 goblins (just like the other levels), and then came a mini-boss fight with a thief named Tea Tea. You would think that a mini-boss duel would have some slightly more significant gameplay aspects, but no, it was the same hack and slash as before.
Tea Tea actually ended up killing me, and I was reverted back to the beginning of the whole level. 15 minutes later, I made it back to Tea Tea. He killed me again.
Then I became incredibly frustrated with the penalty of death in this game. You revert back to the beginning of the entire level.
There are no checkpoints. It's as if they expect you not to die, because after having to do a 15-minute-section 2 or 3 times, the game becomes unbearable . I couldn't continue to play after he killed me a third time. The level-revert aspect killed the game experience. Although I really wanted to see Myifee's storyline, an annoying boss battle that takes too long to get back to turned me off to the game completely.
DESIGN:
The fact that this game can have so many enemy units on screen at once is unique. It feels epically proportioned as you play.
However, the gameplay itself lacks variance, and even when playing as different characters, the game feels generally the same.
The levels are repetitive and have no effect on gameplay. It's simply castle walls or grass or canyons or whatever tile-set the current mission takes place in.
The game attempts to keep the player interested by using an "Orb Gauge" system. Each time you kill a bad guy, the gauge fills up slightly. When it's full, you can use your ultimate move, which lets you instantly kill enemies in a wide range attack. But once you use it, it ends, and it's back to the same boring hack and slash as before.
Again, the most frustrating aspect of this game was the fact that there are no checkpoints.
If you die, you go all the way back to the beginning of the level, which makes the repetitive gameplay even MORE repetitive.
The cut-scenes of the game aren't interesting, and simply act as pauses in the gameplay. Many of them have no voice acting, and the text is poorly placed and poorly timed.
This game has a lot of potential to be great, but it leaves the player hanging with lack of variable gameplay, repetitive levels, and a
basic, trite storyline.
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[March 5, 2008 09:42:06 PM]
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Maxwell Weinberg
CS80k
March 5th, 2008
Ninety Nine Nights
SUMMARY:
In Ninety Nine Nights, you play as a fierce warrior of your choice. You weild a rather large weapon, and you take on hordes of hundreds of enemies at at time (usually Goblins or Orcs).
At the start of each level, you also choose a set of guards that will help you throughout the mission. You can choose archers, pikemen, heavy infantry, or infantry. I played through a few levels with 3 different characters: Asphaar, Inphyy, and Myifee.
Asphaar is blue, and weilds a large bladed pike.
Inphyy is his younger sister, and she weilds a large sword.
Myifee is a mercenary warrior who weilds a large double blade on a chain.
GAMEPLAY:
The gameplay, although visually appealing, gets very repetative and old. Hack and slash, hack and slash, pound more on the X and Y buttons to pull off combos over and over and over again. Yes, you are attacking 40 bad guys at a time, and getting 1200 hit combos, but it gets old much faster than other games. I had fun at first, but once it got boring, the only thing keeping me going was the visuals and the simple satisfaction of killing 50 goblins with one swing of the blade. But there is no mental demand, only a button-smashing demand. I was left feeling bored throughout most of the gameplay.
Simple tasks were thrown in to "change it up", such as "Destroy the catapults
before they break the gates," but it didn't change gameplay. You just run up to the catapult and slash at it until it breaks.
The characters were cliche', and the dialogue was terrible (The English-translation voice acting is bad, too).
A simple story about a "kingdom under attack by goblins", and Inphyy's burning revenge regarding the death of her father, doesn't provide much as far as an interesting story plot.
I feel like this game has a lot of potential to be a fun game, but the gameplay itself is repetative and uninteresting.
The visuals are amazing, however. Thousands of enemies are on screen at once, and can be seen in the distance, but the combat system could flow better and be more varried, rather than "UP-SLASH, DOWN-SLASH, BIG ATTACK COMBO, Rinse and repeat!"
-Maxwell Weinberg
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Maxwell Weinberg's Ninety Nine Nights (360)
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Current Status: Playing
GameLog started on: Wednesday 5 March, 2008
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