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    Significant's GameLog for Shadow of the Colossus (PS2)

    Friday 25 January, 2008

    Gamelog Entry #2

    Game play:

    As I played more, there was still little known about the characters, which somewhat affected the flow and story of the game. Like I didn’t know why the character was on this journey. Was it because it was for love of the dead girl or did he have a different agenda? The lack of info just made it seem like I was just completing the task to ultimately beat the game without story or substance. Other than that it became a little more fun to play and a bit challenging as I had to find out how to defeat each colossus.



    Design:

    To start off, there were some good elements about the game. The artistic design was very good; from the vast landscapes and different terrain to each of the colossus themselves. It exemplified the hero’s meager size compared to the vastness of the environment and the colossal size of his enemies. It promoted this sense of fantasy that he was in some foreign land where gods and giants lived.

    Another good element of the game was the different colossi that I had to fight. Instead of classifying this game as an action-adventure, I would say it’s more of an action puzzle game. Each colossus represented a unique level in which I had to figure out how to use different tools whether it was my surrounding environment or the weapons given to me to defeat the boss. For example, for one of the colossi, I had to shoot the bottom of his foot with my bow and arrow so that he would kneel down allowing me to climb his leg to the top of his head where I could kill him. The design of the colossus was well thought of because although there were only a couple ways of killing each boss, the means of getting there was totally left up to the player. For example, for one of the bosses I had the option of scaling the giant by jumping onto his tail or choosing to jump onto some rope hanging from his chin, which was more difficult but faster.

    Some of the bad elements to the game were the navigation of the game and some of the controls. Like I described in my previous log, I was pretty much lost in the beginning of the game, which kind of showed that the navigation of the game wasn’t all too clear. The map given to you in the game has little to no use, because it only provides a map of the landscape and that’s it, no directions or no pinging dot about where you’re suppose to head. So, if you didn’t know how to use the sword, you would be left wandering the entire map. Although it was a little fun riding a horse, it wasn’t too appealing because it was like driving a bulldozer. The horse could hardly maneuver in small areas and in order to keep running I had to keep tapping x.

    Another problem that I seemed to start noticing as I played more and more was that the camera angles were always messing up my direction. For example, I was climbing up a colossi’s leg and he was shaking which moved the camera around, so in order to get my camera angle back on my hero, I had to manually rotate the camera to actually see where I was going. It felt like I was fighting the default camera view all the time, which made maneuvering difficult.

    Another drawback to the game was the time spent climbing or waiting for the colossi to do something so you can attack it. If I fell off the colossi I would have to wait another minute or so before he would try to attack me again, which became a little irritating. In another instance, there was a walkway that I had to walk up in order to reach the next colossi. At the end of the walkway was a jump that I had to make to get to another platform, but because I missed it and fell, I had to spend another 30 seconds or so walking all the way back up and trying the jump again.

    In conclusion, although each colossus was challenging and sparked a little amount of fun, the overall game and game play didn’t suit my appeal. The several drawbacks about the game allow little to no replay value and the lack of story makes the game a little bland. There was no reward system so there was a sense of repetitiveness as you were teleported back to the “main center”, just to go out and do the task all over again with no immediate reward. Although, one good thing that I take from this game that I might be able to use in my own project is the use of puzzles on a live action monster. The incorporation of puzzle like features into the action of the game was a genius feature.

    Comments
    1

    your gamelog is very good but it lacks in your second entry about gameplay. 3 sentences is way too short and also it realy barely added to the first gameplay section, please try to have both gameplays be as long as the first ones and add more details in the second ones. (also as a side note you learn more about storyline later in teh game)

    Alon Chanukov (grader)

    Sunday 27 January, 2008 by chanukov
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