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    petehvid's GameLog for Medal of Honor Frontline (XBX)

    Tuesday 15 January, 2008

    Gamelog #2
    Gameplay: While playing this round of Medal of Honor I did not feel bad about the war aspect. I had a lot of fun with this game as I got more into it. In my second setion of gameplay I infultrated a U-boat depot. I found that as I got more comfortable with the game I used the small handgun more often than the machine gun (sloppy) which was my favorite weapon in the first session.

    The reality aspect of this game continued in the second session. At one point an enemy stumbled around for several seconds as if he was in a corny western movie before falling dead. This really wasn't realistic but in general the rest of the game play continued with the style from the first session.

    In my second session with this game I found that the sniper rifle had an adjustable scope, activated by the directional pad on the left side of the controller. This was very usefull and would be extremely advantagous in other games. I could leave the sniper zoom near 2x so that when I re-activated it the next time I could find my target, then zoom right in to where I wanted. It worked extremely well and was fun to play with.

    The one big complaint I have with this game after my second session is the lack of a map. I continually was getting turned around, backtracking until I recognized an area and turning around, or having to spin around several times to figure out where I was. A map would have helped me when I was lost in the dark and it would have helped in the maze of rooftops that all look the same.

    Design:
    This game is relatively simple. The player walks around killing Nazis and destroying their plans. The important features to its design are the fact that it is historically based and uses weapons from the era it is based on. These are really the only things that make it different from any other war game or RPG.

    The challenges and level design are based on what could have been reality in WWII. The player moves through bunkers, hangars, towers, etc. to destroy radios, U-boats, and machine gun nests. In fact the conflict that this game is based around is also taken from the history of WWII.

    In this second analysis I realize that the game designers did create game space well. While your path is often narrow it seems like the game has endless distance and the game space in whole could be huge. I think this is just an aspect of good game design as the player feels like the available space is large while there really is only a small path you cna move in.

    Another interesting aspect of Medal Of Honor is the rewards recieved acter each level. Sticking with the WWII theme, players can recieve medals for exemplory service. If you don't reach this level you still recieve a gold, silver, or bronze star based on percentage of hits to enemies, number of hits to yourself, and the time taken to complete the level. Levels become replayable when you make your personal goal speed or better hit percentage.

    Overall, his is a fun game but I can see myself becoming bored with it after a few weeks of play.

    I havn't found anything about the game design especially extrordinary yet I am having lots of fun playing the game.

    Comments
    1

    A good initial entry. In future entries try to ask yourself why these games are making you do the actions or feeling the way it is and ask if it makes the game better or worse from a design perspective. Try to stay away from a play by play entry of what it was like to play the game.

    Monday 21 January, 2008 by TA-Nate
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