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    dawndawn's GameLog for Rez (DC)

    Saturday 19 January, 2008

    Game log Entry #1

    -Summary:
    "Rez" is composed primarily of a 3 dimensional world that circles around the main character like Mario Galaxy. The character that you control is shaped like a person, but will level down once hit by the flying enemy's coming at you. Once you level down the shape of your character will change into an orb. When you hit the enemy's you can gain experience or overdrive experience, which allows you to hit all enemy's on the screen. Hitting the blue orb, or the "password key" will take you to the next level in the area you are playing. The speed of the virtual world around you varies according to how far you are in the game. What makes this game particularly interesting, is the fact that there is a base beat for each level, and when you hit enemies, or even just lock on to them, electronic music corresponds to each button press. The game is visually pleasing with it's "matrix" style world, highlighted geometric shapes that change with each area. Each area has 9 levels, and once completed you have to beat a boss to get to the next area.

    -Game play:
    I started playing this game at Pete's (a good friend's) house. I had a full stomach and was a little sick when I started playing, but the high tension beats and the fast pace of the game instantly caught my attention and made me feel better. The game seemed to induce a sort of adrenalin rush, which is cool. Unlike Rock Band or Guitar Hero, I felt like I had more of purpose, like I had to beat this or else my character would really die and all hope for a peaceful digital matrix world with awesome electronic music would be lost forever, instead of just lower in status or lose fans, or something. The speed at which I moved through the world was equivalent to what I think flying a fighter plane through a sky full of rockets would be like. The virtual world itself was highlighted in electric blue, pink, lime green, brilliant white, against black, which is very different to the less turbulent colors of everyday life.
    The character I played really had no defining aspects except for the fact that it was shaped like a human, and downgraded to an orb when hit. It also became more solid when I was hit less (or at all) for a long period of time. I liked this because rather than focusing on a stereotypical "hero" with definable morals, etc., I got a more industrial fighting machine that seemed more efficient and industrial, and definitely more applicable to different types of people. It was "open" to imagination I guess.
    The Flow of the game was very smooth. Once you killed one enemy, more came up at the right time, so that you could make more intricate sounds with the button action. Yet, if you missed, it sucked because there would seem to be a pause in the melody.
    The game was definitely high tension, and I really needed a cigarette after the area 2 boss. My thumb started to hurt after a while, because I was so pumped up, and was obviously hitting the buttons really hard with my pent up energy. Overall, the game was fun, visually pleasing, a definite work out, and made me feel like going to a rave. Most games don't make me appreciate music as much as Rez, which I guess is significant in the idea that there was more to the game than just harmless fun. There was... I guess, "meaning" .. maybe, if your like me.

    Comments
    1

    Hi,

    If I remember correctly, you can collect little white "pills", once you get enough of them you "evolve" into a higher form, in the same way that if you get hit you "devolve". I'm not sure that you can evolve automatically by not getting hit for a long time.

    Tuesday 29 January, 2008 by jp
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