Leress's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=1749Lufia II: Rise of the Sinistrals (SNES) - Mon, 02 Mar 2015 17:46:11https://www.gamelog.cl/logs/LogPage.php?Log_Id=5981Rules: Goal: Defeat the final boss Game Structure: The plot directs the player to the town with a problem, next the player enters a dungeon that is the cause of the problem. When the dungeon is completed the problem is usually solved and the way is opened to go to the next town and repeat the process. Character Customization: Characters are predetermined stat wise, but can be customized to an extent by their equipment and spells. Spells must be bought in magic shops for each character, and not all characters get access to the same spells. Combat: Turn based battle system: Speed determines action order, but sides alternate turns. Spells can be cast to target single or multiple targets Magic Point system for spells. Up to four party members in battle party, but there is no customization of who can be in the party, that is determined by the plot of the game. There are two combat positions of front row and back row, and each has up to two characters for those slots. The capsule monster was the fifth member and was not really in a combat position. Capsule monsters: Must be found and raised by feeding them items. They act randomly and can run away. The player has no control of actions IP system: A meter is filled by taking damage, equipped items give IP abilities that take a percentages of the gauge to perform. This meter can be stored for later. Tools use in dungeons The tools obtained in some dungeons can be used to solve the puzzles in the game. They can also be used against monsters in the dungeons to stun them for a few moments to either evade or get the possible advantage in starting battle. If the player messes up a puzzle they can reset the room with a tool. Exploration and Interaction: Over world enemies are random encounters, but in dungeons they can be seen and interacted with since they move only when the player moves. The player can also sword slash to cut down grass or activate switches. The player can also push certain blocks. Play: The main game is reading the story, watching the cut scenes, getting to the next dungeon to solve puzzles and fighting monsters. The IP system was very good since it is like a back up spell system. Even when the player has no MP left, if they have the right items equipped they can still have the ability to survive the dungeon. The odd design choices were the use of having random encounters on the over world map, but have the enemies be seen in the dungeons. It makes sense to have the enemies seen in the dungeons since otherwise it would make solving the puzzle more frustrating to figure out due to constant interruption. It should have taken a Chrono Trigger approach and just have monsters only in the dungeons. Another system that was not very good was the capsule monsters. It was not really worth leveling them up since they acted randomly, and the resources needed to level them up could be better spent on the main characters for spell, equipment, or even items. Another odd choice was having that the player could only push blocks but not pull them. The exclusion of pulling lead to most of my reasons to reset a puzzle because a block was pushed to a place that I could not move it from. This could have been easily fixed by just making it so a player could pull blocks. The Legend of Zelda: A Link to the Past which came out years before this game allowed for pulling so it could be done on that hardware. Culture: Zelda style for dungeons with the use of tools, block pushing, grass cutting and switch activation. It seems to take some cues from Final Fantasy Mystic quest where in dungeons enemies can be seen. Nethack or other rogue-likes that have the enemy move only when the player moves. This game would be seen as the best of the Lufia series and was remade to lackluster reviews. The IP System and Capsule Monsters were brought back for the sequel to the game. (This entry has been edited1 time. It was last edited on Mon, 02 Mar 2015 17:50:30.)Mon, 02 Mar 2015 17:46:11 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5981&iddiary=10442Barbarian Prince (Other) - Tue, 10 Feb 2015 21:46:58https://www.gamelog.cl/logs/LogPage.php?Log_Id=5958Rules: The goal is to raise 500 gold pieces before 70 game days have pass. Character Generation: Roll to determine starting gold, and "wit and wiles" stat. Roll and look at a table to determine results of an action that would be performed. Combat: Subtract Attacker's Combat Skill from Defender's, roll two dice and add that to the result as well as possible modifier due to the wounds of the combatants. Look at table and use the final result to determine the damage dealt. Days: At the end of each game day the player and companions eat 1 meal. If there isn't one then they starve, but it won't kill any characters, just adds a penalties. The rules work very well, it was slightly confusing since the combat table doesn't tell you that if a result is not on the chart the damage is zero. It is also not clear on which actions stop travel and which do not. Play: The Setup is quick and the starting location is randomly determined from one of six locations. The player always starts with no food so the usually means that the player will have to use the first day trying to get food. It does get cumbersome with constantly flipping through the rule book and event books when you wanted to do an action, making a special book for the more common actions would have helped. The game is quite difficult since there are many chances for multiple enemies to attack when the player only has one person in the party. Culture: I played Dungeons and Dragons as well as other fantasy games and watched fantasy movies. I also played a number of Rogue-likes: (Nethack, ADOM, Rogue, Rogue Legacy, Guided Fate Paradox,Zettai Hero Project) I came into the game ready to lose very quickly and having many deaths. This game seems to have come from the need for games that could be played with only one person, but that person still wanted an experience that was like playing with friends during a session of a pen and paper role-playing game. This game has a cult following and a couple of games were inspired by it. One being Road of Kings for IOS and Android. Session 1 Day 1 Started in the Ruins of Jakor's Keep Attacked and surprised by a Great Hunting Cat: After 6 rounds was victorious Day 2 Cross the river to the south into the forest and no other events Day 3 Hunted for food and gain 5 food, ate 2 to reduce starvation penalties Day 4 Tried to move south from the forest and became lost Day 5 Still lost Day 6 Hunted for food, got 2 food Day 7 No longer lost and moved south and met with a band of 6 elves: Surprised and attacked by them and after 5 rounds died. Final amount of gold: 1 Session 2 Day 1 Started in the town of Ogon, left Day 2 Starving Hunted and gained 8 Food, ate 2 Day 3 Lost Day 4 Lost Day 5 Went south and found Ruins Choose to explore ruins Encountered and surprised by 2 Bandits and their leader After 5 rounds (with 2 failed Escapes) Defeated Final Gold: 0 (This entry has been edited1 time. It was last edited on Tue, 10 Feb 2015 21:48:03.)Tue, 10 Feb 2015 21:46:58 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5958&iddiary=10399Natural Doctrine (PS3) - Mon, 19 Jan 2015 18:26:22https://www.gamelog.cl/logs/LogPage.php?Log_Id=5939Natural Doctrine is a Strategy Role-Playing Game from Kadokawa Games and Published by Nippon Ichi Software America and released to North America on September 30, 2014. Rules: Play: Culture: (This entry has been edited2 times. It was last edited on Mon, 19 Jan 2015 18:29:19.)Mon, 19 Jan 2015 18:26:22 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=5939&iddiary=10365