jnguyene's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=205The Legend of Zelda (NES) - Mon, 26 Feb 2007 00:44:03https://www.gamelog.cl/logs/LogPage.php?Log_Id=1499The Legend of Zelda seems to be a high interactive game, where the player can freely explore the territories, find and buy items throughout the game. The flexibility of taking different approaches to reach a goal is seen, for instance, when Link acquires an upgrade for his sword. This type of power up allows the player to defeat enemies in a way that continues to engage the player; it gives the player a sense of reward and more options to defeating Link's enemies throughout his quest.Mon, 26 Feb 2007 00:44:03 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1499&iddiary=3155The Legend of Zelda (NES) - Mon, 26 Feb 2007 00:27:14https://www.gamelog.cl/logs/LogPage.php?Log_Id=1499The Legend of Zelda starts out with an old man giving Link his sword. In this adventure game, the player has the ability to explore new territories, encounter different characters, and defeat his enemies. The plot of the story unravels and becomes more clear as the player progresses through the game. It is noticible that the rules of this game makes the gameplay experience pleasurable. For instance, in Link's quest to find the princess, the player must interact with different characters who give him clues and the player must also defeat the enemies that prevent him from following his quest. Here after the player overcomes the obstacles and is rewarded by being able to continue exploring the new spaces in the game as well as entering new levels and acquiring objects.Mon, 26 Feb 2007 00:27:14 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1499&iddiary=3154James Bond Goldeneye 007 (N64) - Sat, 10 Feb 2007 08:29:40https://www.gamelog.cl/logs/LogPage.php?Log_Id=1306Although there are some limitations to the game such as the slow reaction time of the shooter, the game does not necessarily limit the player from developing a personal fighting style. In order to compensate for the slow reaction time of shooting an opponent, it seems that the player can create a strategic and expressive range of interaction with the game. For instance, one of the patterns I picked up from one of my opponents was his consistency to get a type of grenade launcher. This type of weapon became a part of his strategy to get the most kills in the shortest amount of time without having to struggle much with the slow reaction time as I was experiencing. In this case, the player learned to overcome the slow reaction time with his strategy. I also noticed that personal style can evolve and become more efficient in the way the goals are executed to the player's quick decision making skills. As the game progressed, I learned to make quick decisions of whether a certain weapon would do the most damage.Sat, 10 Feb 2007 08:29:40 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1306&iddiary=2790James Bond Goldeneye 007 (N64) - Sat, 10 Feb 2007 06:36:19https://www.gamelog.cl/logs/LogPage.php?Log_Id=1306Similarly to the Street Fighter game, Golden Eye's main attraction is the shooting and killing of characters through strategies. While Street Fighter is welcoming to players of all levels, Golden Eye also has a similar accessibility for players to press random button and develop strategies to defeat their opponents. For instance, after a series of trail and error with trying to figure which weapon is the most effective for close range attacks to accurate and deadly hits, I realized that Golden Eye's conflict is driven by the players' competitiveness among each other. Like Street Fighter, the violence is the primary aspect of the gameplay as well as its multi-player interaction.Sat, 10 Feb 2007 06:36:19 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1306&iddiary=2789Super Mario Bros. 3 (NES) - Fri, 02 Feb 2007 03:15:01https://www.gamelog.cl/logs/LogPage.php?Log_Id=841After playing a level several times, the player accepts the limitations and rules of the games. Although I thought I would never get out of this location near a body of water, I realized that one of the limitations such as the ability to go backwards in the game, allowed me to use this ability to my advantage if I had missed an item. As oppose to getting an item on the first try, the limitation, in this sense, helped me to acquire the item by walking backwards on a second try. So, I discovered that limitations are not necessarily limits to the players decisions while playing a game. Instead, a limitation can create possibilities to achieve a goal.Fri, 02 Feb 2007 03:15:01 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=841&iddiary=2428Super Mario Bros. 3 (NES) - Fri, 02 Feb 2007 02:33:52https://www.gamelog.cl/logs/LogPage.php?Log_Id=841While playing Super Mario Bros. 3, I noticed how easily I became part of the "magic circle." The first sign I noticed was the feeling of being safe and unharmed by any of the villains. Although I have felt a stronger sense of safety while playing Resident Evil, SMB 3 allows players to experience a new reality. It seems natural for people to sometimes experience and live in another world that is beyond our own physical limitations such as defying gravity. For just a few seconds to a couple of hours, I noticed how my attention became completely focussed on the game-characters, setting, and goals-while everything else is ignored. I felt completely absorbed into the game. Is this a lusory attitude?Fri, 02 Feb 2007 02:33:52 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=841&iddiary=2427Super Mario Bros. 3 (NES) - Fri, 19 Jan 2007 18:25:10https://www.gamelog.cl/logs/LogPage.php?Log_Id=841Does Mario have some pre-3D effect such as his head moving when he is walking? Other than the appreciated 2D quality, the power ups – fire flower and super leaf - are important elements to Mario’s quest. Although it took a sizeable amount of time to adjust to the controls, especially when using a power, I realized that a character’s range in powers makes the game more thought provoking. For example, I could not beat my enemies with the usual stomp; I could beat them with a bat of Mario’s raccoon tail. The variety of power ups allows for something other than a monotonic game play experience by allowing the player to choose the most appropriate and effective power to break a block or defeat an enemy. Possibly, this is something to keep in mind when creating our own games.Fri, 19 Jan 2007 18:25:10 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=841&iddiary=1871Super Mario Bros. 3 (NES) - Fri, 19 Jan 2007 17:39:28https://www.gamelog.cl/logs/LogPage.php?Log_Id=841Super Mario Bros. 3 is an example of how the rules make this game a memorable one. Considering the previous example of the complexity of rules between Final Fantasy XII and Legend of Zelda, I noticed that Super Mario Bros. 3 undergoes a similar sense of evolution when it began as Super Mario Bros. For instance, SMB 3 gives the player more control such as choosing which levels to play to anticipating a body of water according to the map rather than not being able to travel backwards in a level and so forth. It is clear that SMB 3 is a better game than its predecessors since it creates new game play experiences through the expansion of its rules.Fri, 19 Jan 2007 17:39:28 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=841&iddiary=1856X-Men Legends II: Rise of the Apocalypse (XBX) - Thu, 18 Jan 2007 19:47:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=724While the game X-Men might be rewarding for comic fans, I am somewhat satisfied with the overall graphic quality. The costumes appear to be flawless when they are seen up close, but when the villains and superheroes mishmash together in one small area, there is no clear distinction among the characters. Despite the poor graphics of the characters, the game keeps the player interested with the cutscenes. The cutscenes, so far, provide a sit back moment to listen and process the new objective. The dialogue between the characters also gives that effect. For instance, Wolverine and Cyclopse make some caddy remarks to each other, which obviously follows the tension in the comic history. The only thing I would change about the game would be the view shots. I would prefer a classic arcade view with a hint of 2D images.Thu, 18 Jan 2007 19:47:02 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=724&iddiary=1633X-Men Legends II: Rise of the Apocalypse (XBX) - Thu, 18 Jan 2007 19:15:12https://www.gamelog.cl/logs/LogPage.php?Log_Id=724X-Men Legends II: Rise of the Apocalypse The sequel continues with slightly better improvements such as features, but mainly has a stronger plot. Unlike the 3-dimensional familiar graphics, the X-Men design is 2-dimensional which resonates with a comic book feel. As the story continues, the X-Men reunite with the Brotherhood in order to defeat Apocalypse. The intensity of the colors and comic book design appeals to X-Men fans since the overall play contains a hit and beat theme with distinguishable combos and powers. During the game, the adventure begins with four heroes placed in a path where assignments are given through talking to different mutants such as Professor Xavier and exploring the wide range environments. These diverse environments make the game more interactive unlike a slide show game. In addition, the most entertaining part is being able to choose from 16 playable characters (X-men and Brotherhood) with options to mix a team with different powers and personalities. Each voice is exact to its character, although there are sometimes annoying expressions with over enthusiastic voices such as Ice Man. Overall, the game captures the smooth motions, real voices, interesting story line, and cooperative play.Thu, 18 Jan 2007 19:15:12 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=724&iddiary=1623