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    dmacleod's GameLog for Street Fighter II Alpha (SNES)

    Thursday 6 March, 2008

    /GAMEPLAY/ session #2

    The game was too hard on maximum setting, the computer fighters were reacting too quickly to every punch and kick I threw at them. Certain moves in this game will take priority over others, an example is an Uppercut from Ken, the move will cancel out the other opponents strike and the Ken will win the exchange.

    Turning the difficulty up made the game more rewarding how ever, fights became more intense and I had to play defensively and more strategically, even exploiting some of the games bugs. It took me about 45 minutes to finally beat the game on this maximum setting, and I think it made me better at the game.

    /DESIGN/

    The game is a game of emergence, there are only a set number of actions you can take and it is the player’s job to string together a sequence that can enable them to win fights. Moving left and right, kicking and punching, jumping and blocking are the tools given to the player. The player’s buttons also correspond to the strength of the attack, such as strong punch or weak kick.

    I am not entirely sure how the priority (mentioned above) fighting system works, but it seems like on the ends of every kick and punch the attack will do damage if it literally touches the opponents sprite during the few moments after the attack is initiated. This is a design element that makes the game have a lot of depth, as players at a competitive level are going to need know when and where to attack.

    The overall graphics in the game are good for the Super Nintendo and are well drawn. The game is extremely similar to the other previous Street Fighter games and obviously the things that make this game fun are the things that make the others fun. New characters aren’t what make sequels better, it’s the technicality and understanding of the fighting system used.

    Comments
    1

    Nice Work -Trevor Prater(grader)

    Saturday 15 March, 2008 by Tdprater
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