GrayKat's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=168Mario Party (N64) - Fri, 23 Feb 2007 04:57:16https://www.gamelog.cl/logs/LogPage.php?Log_Id=1392So after Playing a few rounds of Mario Party with a friend, we came to the conclusion that this game is best played with four people instead of substituing an NPC character, for a number of reasons. For one, this game is designed to be directed toward encouraging multiplayer interaction and or/ "trash-talking". Playing this game isnt as much fun when you play by yourself with 3 NPCs. Another reason this game is better played with people than NPC's is that for some reason, even if you set the MPC's on easy, they still end up rolling high numbers and landing on the spaces they need to win while you get owned.Fri, 23 Feb 2007 04:57:16 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1392&iddiary=2947Mario Party (N64) - Fri, 23 Feb 2007 04:41:32https://www.gamelog.cl/logs/LogPage.php?Log_Id=1392Yesterday a friend and I checked out the game Mario Party for this weeks gamelog. I had forgotten how much i enjoyed this game until i started playing again. I never owned the game myself, but i used to play it a lot at friends houses when i was younger, so when I picked it up again a lot of good memories of times when i was having fun intercating with friends while playing this game. The quality about this game that makes it a classic is its way of focusing on multiplayer interaction in a simple easy-to-pick-up-and-play manner. Essentially the game takes its place on a boardgame (a classic pastime of intercation among people) made virtual, using the Mario Bros. characters as avatars in a competition to collect the most stars/coins, occasionally being met with minigame challenges. How much more multiplayer fun could you ask for? The Minigames are simple, and easy to understand as each one comes with a short description of instructions before the start of each mingame. Just about anyone can pick up a controller and participate. However, what keeps this game fresh and interesting is the fact that there are so many uncontrollable events that occur during the course of taking turns and the types of minigames that players are presented with. It presnets a different experience each time you play.Fri, 23 Feb 2007 04:41:32 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1392&iddiary=2946Legend of Zelda: the Minish Cap (GBA) - Thu, 08 Feb 2007 00:22:50https://www.gamelog.cl/logs/LogPage.php?Log_Id=1156Gah! I just finished the wind temple and got the last Essence. This temple is the worst for me, i have a real problem of getting hit too much and dieing (and it dosnt help that when you die it forces you to begin at the temple entrence) You have to be very careful with this temple, basically my advice is... dont die... and save after you open the first & second warp points (Warp points serve as markers when you have gone a certain distance into the temple and they warp you quickly from the entrence of the temple to where the marker is.) Now i get to go fight Vatti and save Zelda... What makes Minish Cap stand apart from the previous 2D Zelda games in my opinion is the graphics quality. Before Minish Cap was Oracle of Ages/Seasons for the Gameboy Color (I own Ages), in which the graphics resembled the origional Legend of Zelda more than anything. But with the advent of the Gameboy Advance SP came the ability to form a more developed image of Link and the world of Hyrule. Brighter colors and more sophistocated-looking sprites allow for a cleaner view of the characters, towns, landscapes and dungeons.Thu, 08 Feb 2007 00:22:50 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1156&iddiary=2484Legend of Zelda: the Minish Cap (GBA) - Thu, 08 Feb 2007 00:13:37https://www.gamelog.cl/logs/LogPage.php?Log_Id=1156Ive actually played thorugh this game a coupple times. I'm playing it again and I'm about to enter the Wind Temple. It's got your typical Zelda gaming experiences (Beat the great evil entity, save Zelda and Hyrule, get the various weapons in the dungeons, collect the crystals/essences/etc.) with its own unique features. The story this time around is deffinetly more cute-sy than most other Zelda titles, but theres nothing wrong with that, I personally enjoyed the tiny minish people and the history with Vatti (the great evil) and Ezlo (your companion/hat). well... Im off to the Wind Temple.. again...Thu, 08 Feb 2007 00:13:37 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1156&iddiary=2483mario 64 (N64) - Wed, 31 Jan 2007 00:24:58https://www.gamelog.cl/logs/LogPage.php?Log_Id=974Well I've beaten the game again, formally at least. What i mean is, I've beaten the third Bowser boss. Getting all 120 stars is a whole different story. I can get 50 and beat the first two Bowser bosses in an hour and 40 minutes, but the two highest levels in the clock room are something else. My highest star count ever was about 98. Even though I've played this game and beaten it several times in my day. I still enjoy playing it. The charm of Mario himself and the spectacular level design that has been based off of the old 2D side scrolling worlds brings the player a sense of attachment to the game. Mario64 is most certainly one of the best games for the N64 and I recommend it to everyone.Wed, 31 Jan 2007 00:24:58 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=974&iddiary=2138mario 64 (N64) - Tue, 30 Jan 2007 23:57:43https://www.gamelog.cl/logs/LogPage.php?Log_Id=974Mario 64 is by far one of my favorite platformer games. its got every aspect that you could wish for in a good platformer; decent controlls, excelent level design, objectives that are challenging yet not impossible, and Mario! My only beef with this game was the random invisible walls. granted this game is about ten years old its bound to have a few programming issues here and there. However, it gets discouraging at times when you are tying to jump onto the rolling log and get across when Mario stops in mid-jump, you hear the sound that means you've hit something even though theres clearly nothing there, and he procedes to fall into the endless pit below the level. That and i kind-of miss the mushrooms.Tue, 30 Jan 2007 23:57:43 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=974&iddiary=2133Goldeneye 007 (N64) - Fri, 19 Jan 2007 04:53:31https://www.gamelog.cl/logs/LogPage.php?Log_Id=779I have given up the one-player mode for this game. I got all the way to the Jungle mission and i found myself several times getting frustrated and yeling at the screen because of the faulty AI, getting fed up with saving Natalya, wanting to turn the game off and play a different game. I enjoy this game a lot more when im playing against my friends rather than doing the one-layer missions. I can honestly say that one thing that they did right when making this game would be the multiplayer mode. It set the bar for all future multiplayer FPS games. I would deffinetly recomend this game for its multi-player abilities, and not for the one-player missions mode speciffically for the frustrating AI.Fri, 19 Jan 2007 04:53:31 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=779&iddiary=1735Goldeneye 007 (N64) - Fri, 19 Jan 2007 04:47:06https://www.gamelog.cl/logs/LogPage.php?Log_Id=779GoldenEye007 for me is a source of good memories for me when i was younger. A friend of mine owned this game and we would spend hours in the multiplayer mode hunting eachother down in various levels of the game. However, I never had the chance to play the one-player mode of GoldenEye007 and go through each of the missons that were part of the GoldenEye movie. So when i checked out this game, i was intent on playing the one-player mode to see what it was like. (although we were only permitted to check out one controller at a time, so one-player mode was my only option) So i started to play the first coupple of missions and i was remembering the controlls for walking, exchanging and firing different wepons. This game requires smooth controlls to be able to aim and shoot right, and if you have a stcky button or analog stick on your controller, it makes the game that much more difficult to play. (which was sadly the case in my experience) The level design for this game is fun, and couppling it with the FPS style of gameplay gives you the feeling of sneaking around an enemy Soviet base, even though the graphics for the enviornment appear reppetitive, and the characters look somewhat blocky. The major downfall for this game is the faulty AI. There were times where the fact that the AI for certain characters kept glitching took the fun out of the game to the point where i got annoyed and wanted to turn the game off. One such example would be the several "Rescue Natalya" missions. After being descovered, dieing, and loosing the mission countless times, its disheartening when you have completed all the objectives and you are making your escape with Natalya when she gets caught behind a box or some piece of the environment, running in place, and gets caught in an explosion, or is descovered and killed by the enemy, when you are a few steps from finally beating the mission. For this factor alone made the game a lot less enjoyable.Fri, 19 Jan 2007 04:47:06 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=779&iddiary=1734Kingdom Hearts II (PS2) - Thu, 11 Jan 2007 02:11:20https://www.gamelog.cl/logs/LogPage.php?Log_Id=468I just beat the game again.(Ive lost count of how manny times ive played and beaten it. I enjoy this game a bit too much) I like how it takes a good amount of time to go through the game from start to finish, so the game isnt too short and isnt too easy to beat. One of the things I enjoy most about newer games is the fact that, even after you have beaten the game, there are still extra items and things you can get and side missions you can do. The extra missions for Kingdom Hearts 2 are both challenging and rewarding if defeated, allowing you to unlock easter eggs such as seeing a battle between Cloud and Sephiroth from FF7 and obtaining superb wepons and accessories to further up your stats. You gotta admit, getting Final Form to level 7 and having the Ultimate Wepon keyblade make beating the end of the game again a little more fun.Thu, 11 Jan 2007 02:11:20 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=468&iddiary=1171Kingdom Hearts II (PS2) - Thu, 11 Jan 2007 01:26:17https://www.gamelog.cl/logs/LogPage.php?Log_Id=468Kingdom Hearts 2, I would have to say is one of my very favorite games. Nearly everything you could think of that was wrong with the KH1 was fixed in its successor. (The claustophobic camera angles have now moved back, and the incompetent sidekicks have now become more helpful in battle.) And everything that was good about the first game, SquareEnix improved and added onto it. (intense and capturing storyline, crisper and cleaner animation, And the superb battle system, the crown jewel of this game.)There honestly isnt much to complain about with Kingdom Hearts 2. However, It has been argued that the flow of the game and storyline was much better in the first game than in the newest release. There are many reasons why it seems more like a chore than part of the actual objective to visit all the different worlds and help out all the loveable Disney characters. One of the many examples, is the difference between plot flow in the first and second games. In the first game, there were very few clues given to either Sora or the player as to where to find either of his friends Riku and Kairi or what was happening to them. (So for the most part, the player and Sora got to learn, together at the same time, about what happened to his friends)The flow of the first game was even and kept the player intrigued until the end. In the second game, there are several cut-scenes in which the player gets more of an omniscient view of what is happening with Riku and Kairi, while Sora is still out of the loop. For the player, the sense of mystery is taken out of the story flow, and the player gets the feeling of "I just want to get through this so I can see the ending" Another reason that visiting the Disney worlds seems like a chore in the second game is because of the physical layout of the worlds in the space on the map. In Kingdom Hearts 1 the journey began at one end of the map and as the game progressed you had to visit each world one by one and slowly make your way to the other side of the "universe" and the end of the game. In Kingdom Hearts 2 the worlds seem jumbled around and "out of the way" so the player gets the feeling of "going out of their way" to visit each world. In my opinion, the good points about this game outwiegh the bad elements by far. The game flow was one of the only things that seemed odd about kingdom hearts 2.Thu, 11 Jan 2007 01:26:17 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=468&iddiary=1170