jp's GameLogBlogging the experience of gameplayhttp://www.gamelog.cl/gamers/GamerPage.php?idgamer=1Call of Duty WWII (PS4) - Mon, 21 May 2018 19:15:20http://www.gamelog.cl/logs/LogPage.php?Log_Id=6688I'm 6 or 7 missions into the campaign and it's "ok". I've been struggling to articulate why I'm not enjoying the bombast as I usually do with CoD games. This one is obviously different - what with the setting and such, it looks amazing as usual BUT the gameplay doesn't quite work for me. The standout exception so far was the infiltration mission (where you play a female character from the resistance who is infiltrating - in disguise - a giant german-occupied building in France..it's sort of a command center/officer club). I'm not sure if this is what's bugging me the most, but I'll try... a. I've run into multiple moments where I hit an invisible checkpoint at a really bad (low health and ammo) moment such that when I die later on, it's much harder to make progress because the checkpoint reloads with low health and ammo (and sometimes even under fire?) This has happened enough times that I've noticed. b. I've been able to "peek-behind-the-curtain" way too many times in ways that have been immersion breaking and disappointing. The standout one so far was a mission where you have to attack and take over a church. As I was about to exit on the opposite end - having fought soldiers and whatnot, I look left and see a staircase going up. I wonder if I can go up, but I can't because there's some furniture and stuff blocking the way. So, I continue (2 meters?) towards the door which triggers a cut-scene/dramatic moment with explosions and NPC instructions to head up the stairs to the belltower or something. I had JUST looked there and it was blocked, but when I turn to look now - it's magically cleared! I noticed this in a few other places which is a real drag... c. The level/fight design seems to favor rushing in and hoping for the best. If you stay back and cautiously move forward enemies just keep magically re-spawning. Agh. It's a drag - especially because the enemies respawn pretty much right there. d. I've run into many, many firefights where I just keep on dying and dying until I'm able to luckily make it through... these include firefights with internal checkpoints that are also a bit awkward. Overall, it seems like the pacing is often "off" for me? I have enjoyed the NPC characters - you can call on them for ammo and health!Mon, 21 May 2018 19:15:20 CDThttp://www.gamelog.cl/logs/LogPage.php?Log_Id=6688&iddiary=11853Dead Island (PS3) - Mon, 07 May 2018 17:54:34http://www.gamelog.cl/logs/LogPage.php?Log_Id=6689I really, really enjoyed a lot of things about this game - it's sort of what I had hoped Dead Rising would be when I first played it: an open world zombie game where, for the most part, you're pretty safe. There's a ton of rpg-lite elements in tha tyou gain XP, level up, unlock perks but also have to manage equipment. Weapons break (really quickly), need repairing, and can be upgraded. There's tons of side missions where you find things, find people, deliver things, kill zombies, etc. There's also driving. And the game (still) looks pretty amazing. It's all set in a resort/holiday getaway island so pretty much all the zombies are in swimwear. I stopped playing mostly because I did not understand (or appreciate) the combat. It's mostly close combat and it feels really hard to gauge successful hits and such (it's in 1st person). When attacking two or more zombies the whole thing is a mess - most hits don't land. But sometimes they do. And you take hits all over the place. It wasn't really an issue in that I was dying all the time. Rather, it felt like it mas more of an exercise in frustration than fun. So, back on the shelf it goes! Oh, there was a game design/UI element I thought was really cool. There's a few missions where I had to get gas from a gas station or get some juice packs. It was recommended that I take a car (pickup truck) and when I found the items I had to carry them to the car and place them in an outline in the back of the truck. The truck has 4 spaces where you can place items that are carried around. It was nice touch I thought - much more interesting than simply adding stuff to an inventory, especially since carrying the things around meant that you could not wield a weapon and where thus temporarily vulnerable (so, parking close matters!).Mon, 07 May 2018 17:54:34 CDThttp://www.gamelog.cl/logs/LogPage.php?Log_Id=6689&iddiary=11849Gardening Mama (DS) - Wed, 25 Apr 2018 16:17:14http://www.gamelog.cl/logs/LogPage.php?Log_Id=6687It's the same as all the other mama games I've played! I'll admit I don't have too much patience for this, though the different theme was fun. I had problems with a few of the "swipe this way" steps when planting bulbs or whatever so I wasn't as enthused for this game as I might have otherwise been. So, played a few hours and that's it - moving on. Weirdly the "is this a bad Japanese accent?" that many of the characters have still rubs me the wrong way....Wed, 25 Apr 2018 16:17:14 CDThttp://www.gamelog.cl/logs/LogPage.php?Log_Id=6687&iddiary=11847Magical Starsign (DS) - Wed, 25 Apr 2018 13:00:40http://www.gamelog.cl/logs/LogPage.php?Log_Id=6683I've decided to pull the plug ten hours in. While I'm enjoying the writing and the characters, the combat system has started to become somewhat tiresome (and I'm not enjoying random fights either). It's not that they take too long it's just that the system is not all that interesting. It's intriguing, but never feels fully realized. So, there's a planetary system (with planets that move around that's based on gameplay time). When a planet is in a certain location (think pie slice of its orbit), any character associated with that planet gets a boost. This also applies to enemies who can have skills/spells aligned to planets. So, some characters might be brilliant one time, but not so good later on. There's also a rock-paper-scissors relationship between different planets as well. So, it's neat - BUT you can't really plan for it or do much about it. It feels "random" in the sense that I never know if a character will be all that great or not - and I don't want to wait around for that to happen. There is a power/spell that lets you move the planets along (which I've used when an enemy is boosted so that they're no longer boosted), but it feels like a one-off thing that you use rarely because it's really expensive in terms of magic points. So, I'm done!Wed, 25 Apr 2018 13:00:40 CDThttp://www.gamelog.cl/logs/LogPage.php?Log_Id=6683&iddiary=11846Mini Metro (PC) - Fri, 20 Apr 2018 19:01:36http://www.gamelog.cl/logs/LogPage.php?Log_Id=6682I'm surprised by how easy this seems, but then it isn't. I lose pretty quickly even though I usually feel like I'm entirely on top of things. So far I've improved my game by: a. Not holding back in the early game with starting new lines. b. Trying to make circular lines that overlap on a single station (which is then upgraded) c. Making sure each line has a circle, triangle AND square. One of each is super important. d. Being less scared to pause and completely redraw everything as needed.Fri, 20 Apr 2018 19:01:36 CDThttp://www.gamelog.cl/logs/LogPage.php?Log_Id=6682&iddiary=11845Rime (PS4) - Mon, 16 Apr 2018 18:04:57http://www.gamelog.cl/logs/LogPage.php?Log_Id=6684Finished! (over the weekend) I want to say it gets better - the environments, art, and so on definitely get more interesting. But also, I felt like it never really "took off". That's a bit unfair because I went back to the 1st chapter (to pick up some trophies) and I realized that there's a remarkable amount of variation in terms of how you solve different puzzles and so on. This is not a game that tries to give you all the possible variations of a single mechanic. Thankfully! Towards the end the story starts to make more sense...but it only comes into focus at the very end. I think it's supposed to be a big twist/surprise but it didn't quite work. I was mostly confused to be honest. With a bit of "oh, I guess that's what it all means". Part of me wants to say that it would work better had I known the premise going in. Otherwise it's just too metaphorical? In all, beautiful game but it felt a bit emotionally...dry? On the plus side, it was cool to read the credits, and then the after-credits credits with a whole bunch of stuff in Spanish. It turns out the developers are Spanish! Yay!Mon, 16 Apr 2018 18:04:57 CDThttp://www.gamelog.cl/logs/LogPage.php?Log_Id=6684&iddiary=11844Magical Starsign (DS) - Fri, 13 Apr 2018 18:45:02http://www.gamelog.cl/logs/LogPage.php?Log_Id=66834 hrs in and I've reached the (a?) 4th planet. My party now has a total of 4 characters and I must admit that I'm getting more and more interested in the game. The last planet was fun because it involved more talking to people, a few fun gags, and not that much combat. The standout was a comedic sequence where you visit the Space Police HQ to file a complaint about space pirates and are given the run around from one desk cop to the next - all different bureaucratic offices. It was short, but funny. Especially as you catch on to what is actually going on.Fri, 13 Apr 2018 18:45:02 CDThttp://www.gamelog.cl/logs/LogPage.php?Log_Id=6683&iddiary=11843Rime (PS4) - Fri, 13 Apr 2018 17:54:05http://www.gamelog.cl/logs/LogPage.php?Log_Id=6684I've pretty much wrapped up the 2nd chapter/section of the game. The game is pretty...and it seems like it's trying too hard to be Journey. At least that was the impression I got in the first chapter. There are puzzles, but they're not really that hard, so I don't think that's the main point or focus of the game. There's a story/narrative that I'm slowly uncovering but, to be honest, I'm not really paying all that much attention to it and I'm not sure it's that interesting? I guess I'll see...the game is definitely still pretty and, I've really enjoyed how the 2nd chapter was different from the first with new puzzles and more interesting environments to explore - especially the sections where I had to swim around.Fri, 13 Apr 2018 17:54:05 CDThttp://www.gamelog.cl/logs/LogPage.php?Log_Id=6684&iddiary=11842Titanfall 2 (PS4) - Fri, 13 Apr 2018 17:49:11http://www.gamelog.cl/logs/LogPage.php?Log_Id=6626Ugh. I was sure I had written an earlier entry...oh well. So, finished! It's definitely the bombastic experience I was hoping for and expecting with an interesting set of mechanics. Weirdly, I didn't particularly enjoy riding around in the Titan - it felt too slow and I don't think I was that good at it. I mostly went "all in" and then retreated to heal the titan up, so I don't think I was really making the most of the different powers and abilities. It's almost like the Titan combat veered into fighting game territory (attack, respond, block, etc.) rather than shooter territory. In the former I really need to be up to speed on what my opponent is doing while in the latter as long as I hit the enemy and use cover I should be ok. Strange. The standout moments of the game are by far a few of the middle missions where you discover/use the time travel mechanic. It was an interesting experience as you start to realize the tactical potential it has - namely that you can warp in and out of combat giving your opponents an incredibly hard time to respond. I also thought the way those experiences were layered over successive areas in the game was well thought out, interesting, and engaging to play. After I finished the campaign I spent an hour or two in the multiplayer - I joined a group playing a "fight back waves of enemies" mode that was interesting, but I wasn't all too excited to run the experience grind to get better equipment and loadouts and all that stuff. Made it an easy decision to move on to another game...Fri, 13 Apr 2018 17:49:11 CDThttp://www.gamelog.cl/logs/LogPage.php?Log_Id=6626&iddiary=11841Magical Starsign (DS) - Fri, 06 Apr 2018 19:14:31http://www.gamelog.cl/logs/LogPage.php?Log_Id=6683So far this game reminds me of the Mario & Luigi games - not for the mechanics, which are pretty standard RPG fare, but for the characters, humor, and art style. The game's art feels playful in the way the M&L games were. Also, AFAIK, there's no random encounters? (which may or may not have been an issue/present in the M&L games, but I think they weren't)Fri, 06 Apr 2018 19:14:31 CDThttp://www.gamelog.cl/logs/LogPage.php?Log_Id=6683&iddiary=11838