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toxicvacation's Shadow of the Colossus (PS2)
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[January 19, 2007 06:05:24 PM]
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While the game already provides a variety of levels of gameplay simultaneously (horizontal) along with the many mini-games that the player comes upon by surprise or purposely, there is also another interesting element to this multiplicity in San Andreas that makes it unique in a lot of respects. I noticed, while playing, that even with specific, goal-oriented missions, there is the ability to employ a wide range of approaches. This is in contrast to the classic game idea (even ones that allow you to use multiple strategies) that one approach with the correct strategy solves the level when in fact there can be many was to complete the same mission.
For example, the last mission I just played includes a warehouse with machines that creating fake poker chips that have infiltrated a casino. While going in guns blazing and taking out the band of 10-12 guys within the warehouse usually will end up with you getting shot to death instantly it definitely is possible to beat it this way. In addition, you could modify your approach by letting them shoot at your car from a moderate distance until its about to explode and speed the car toward the entrance and dive out at the last minute letting it explode inside and then go in and clean up. You can also sneak in a side entrance taking out guys more quietly and by surprise etc. etc. This list could continue. The point I am trying to make though is that even with a specified objective that historically had few ways of achieving victoy, San Andreas opens up a huge world of possibilities in how to win which is also ironic considering you could argue it tries very closely to mirror real-life in so many ways instead of some crazy fantasy style game.
This idea of mirroring real-life but at the same time satirizing it (the radio stations are a great example) is also interesting because I believe it is achieving an aspect of wanton violence (similar to the reception of Mortal Kombat a decade or so earlier) but at the same time acknowledges in a lot of ways that it is doing/allowing this. But once again, social implications aside, a great game with so many levels of gameplay (simple to complex- short term to long term goals), freedom, and genuine entertainment that it definitely deserves to be on the classics list for this class.
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[January 19, 2007 04:50:00 PM]
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Grand Theft Auto: San Andreas as the other games in the series, pose the ultimate question. What would you do in our contemporary society if had complete freedom to rob, kill, and commit other acts of deviance without impunity. While a game of this kind poses a myriad of philosophical questions (Nietzsche comes to mind) as well as other socio-cultural concerns (satire and/or reinforcement of racial stereotypes? fetishizing of black urban culture, etc.) the game itself is an amazing experience.
Cutscenes for missions seem to be shot with theatrical quality as far as camera angles, etc. but at the same time are kept to the regular gameplay graphics. This I believe is a smart move because while cutscenes that are highly rendered and look amazing can add to the atmosphere, they also tend to let the gamer down when game play is reverted back to a lower quality of graphics. This interruption of continuity is something that I think is less than desirable but of course personal preference.
The controls are very intuitive with all modes such as driving, shooting, and general navigation matching up and making a lot of sense with the frequency that you use them. The ability to customize your character down to haircut, tattoos, clothing style, and even body type (fitness). I think this allows the player to feel alot more connected to his/her avatar a lot more emotionally as well allowing a wide range of possibilities as far as identity is concerned.
Another feature of San Andreas that I think is done very well is the skill build up for each individual weapon and vehicle. This is interesting for several reasons. While being along the lines of RPG as far as a cumulative build up of skills, San Andreas streamlines this classic notion of a constant reminder (usually a level up bar) with points until your next level, which I think makes you overly focused on a little ratio based on points, and simplifies it with a progress bar that only pops up when you have gained more proficiency in that specific component of the game (based on time played with it?)
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