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    dmacleod's GameLog for Super Punch-Out (SNES)

    Sunday 10 February, 2008

    /GAMEPLAY/ Session #2

    After cleaning up the first half of the game, it took a corner and became downright challenging as I faced the boss, Mr. Sandman, reigning ass-kicker of the major circuit. His patterns were noticeably more difficult to predict, he had a plethora of attacks that were un-blockable, and he threw punches that were impossible to dodge unless you knew they were coming (which means fighting him four or five times over).

    The patterns have become more complex, creating a more rewarding experience every time I complete a fight.

    /DESIGN/ Session #2

    The game feels like a game of emergence rather than a game of progression because of the limited amount of actions the player can take when presented with a direct challenge. It is a real time decision making game, ducking, dodging, blocking, punching are the tools that the player has. When you are attacked with, let’s say, a low left hook, you dodge right, block the punch, you can’t duck it, or you can try counter-punching your foe (a difficult undertaking).

    These rules never change.

    As the game progress, the player presents patterns that become un-predictable. Indeed some of the boxers have counter attacks of their own, and they begin to block and dodge punches more and more frequently. The AI improves in the latter stages as well, and the player must go beyond the skills they learned in early levels. The basic rules are unchanged, it is the way the player is forced to play that is changed. Pattern memorization is less important compared to “on-the-fly” tactics. This is a design feature that gives the player a lot of freedom when it comes to style of play and emergent strategy. This is a key characteristic of SPO that adds to the already fun game it is.

    The notion of being the underdog is also a very powerful theme through out this game; it gives the player a sense of self-worth and confidence, which is a powerful game design feature. Playing off the stereotypes from a “Rocky” type setting, there are glorious cut-scenes after defeating the bosses in each circuit, strengthening the players resolve to keep fighting!





    Comments
    1

    I tried adding this on friday, didn't work, tried it again on sunday and it worked.

    Can i still get credit even though it's technically late?

    Monday 11 February, 2008 by dmacleod
    2

    [Nicolas Kent - Grader]

    Good game log.

    Thursday 14 February, 2008 by Jade
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