HHoran's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=241Super Mario Bros. 3 (NES) - Fri, 23 Feb 2007 17:14:38https://www.gamelog.cl/logs/LogPage.php?Log_Id=1444I have now completed my second hour of playing Super Mario Bros. 3, and found it to be less interactive than the first. After the player is acquainted with the new features of the game, their appeal quickly fade. Personally, as a Mario player, I find that it is most fun when played against someone, life for life, and that all other features just serve as distractions the real fun of the game. I quickly got tired of the mini-games, all the new levels and bad guys are virtually the same, and your ability to gain a tail, displayed on the cover of the game (making it the watermark of the game), is overrated. They all detract from the point of the game and all combine to make less fun, insufficient third installment of the Mario series. The one thing I will say for Super Mario Bros. 3 is the artwork. The artwork in this game, as with the first two in the trilogy, are far superior to any of the competing games of the mid-80s. Everything from the bright colors from every part of the spectrum to the shadowing of objects, such as the clouds, makes the game so attractive and, in reality, playable or hours on end. And while this hasn't changed much from game to game, the third Mario has made minor, and effective changes.Fri, 23 Feb 2007 17:14:38 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1444&iddiary=3047Super Mario Bros. 3 (NES) - Fri, 23 Feb 2007 17:04:00https://www.gamelog.cl/logs/LogPage.php?Log_Id=1444I have completed the playing the first hour of my new game from the classics list, Super Mario Bros. 3. Nintendo could do no wrong with this entire series, so this game, merely on its gameplay, is awesome. However, it seems that while there are new features, the initial 'boom' of the entire mario saga was over when this is made and just doesn't possess the 'wow' factor of the original Super Mario Bros. I started on the first level and managed to progess mildly quickly. Just after playing the first few levels I found out about the new features such as, new power-ups, levels, and enemies. However the most innovative new feature is the minimap. This changes the game in one primary way. It takes the original platform genre and makes it into a hybrid with an RPG. Because while mario is still progressing through the levels in the same fashion, the levels are more elaborate and provide for a little more room to roam. Finally, this new version of the series also moves away from the traditional platform genre by adding the mini-games. These mini-games provide the gamer with a break from the usual epic version of Mario. However, this, in my opinion, takes away from the gameplay, as it makes the game less addicting. Each break allows players to move away from the game, whereas the time level after level had your undivided attention.Fri, 23 Feb 2007 17:04:00 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1444&iddiary=3043Madden NFL Football 2007 (PS2) - Mon, 05 Feb 2007 23:57:41https://www.gamelog.cl/logs/LogPage.php?Log_Id=1137Now I've completed my second session of Madden Football 07 and it still showed an improvement from last year's game, which was good as well. In this session, I didn't have anyone to play with so I didn't play against anyone in a game. Rather, I explored the infamous franchise mode that has received such a good reputation over the years. The basic idea of it is that instead of controlling a player during a game, you instead control a team in the traditional role of an owner of a team. And while you can play any game on your schedule, the idea is that you make the necessary draft picks and free agent acquisitions to bring your team to the superbowl. As someone who solely plays sports games, I have never seen a better franchise system that they have in the series of Madden football games. Becuase video games are fun when they are able to make something fake seem real, this feature makes these games especially entertaining. It takes the reality in a video game to the next level, as you can not only play with other players, but create yourself, put yourself onto a team, and then progress their abilities. It is rediculously real, making quite addictive for sports game freaks everywhere. But unlike the usual franchise feature, the new version of Madden takes it to another letter. The NFL Superstar: Hall of Fame feature is detailed beyond any video game ever created. It allows you to create your own superstar who owns his own apartment, and become a hall of famer while gaining influence on gameday, watch an accelerated version of the game with your player, or earn position-specific roles to increase your influence. Unbelievable.Mon, 05 Feb 2007 23:57:41 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1137&iddiary=2448Madden NFL Football 2007 (PS2) - Mon, 05 Feb 2007 22:45:31https://www.gamelog.cl/logs/LogPage.php?Log_Id=1137So I just finished my first hour of Madden Football 07'. I've been hearing a lot about this game and thought it was worth a shot to play it myself. After playing my fellow classmate with the Bears, I realized that Electronic Arts stepped their game up from last year. The gameplay, as well, as the controller configuration are far superior to last year's model. Also, it seems every single aspect of the game, if it hasn't been improved, it has just been amped up and more in you face. The first thing I noticed after playing a game of this was the difference in the controller configuration from last year's model. For the last five or six years or so, the X button has represented a speed burst on offense whereas the O button has represented a speed burst on defense. However, in 07, they have switched the controls so X is a speed burst on offense and defense, and switch players is mutually the O button. This provides a major convenience compared to the last several games, even though some gamers might be used to the old controls. Also, the model for kicking has changed. They've switched it from two consecutive taps on the X button to a much smoother motion by rocking back and then foward on the right analog stick. Furthermore, the gameplay has made major leaps and bounds. They've added a multitude of new features including the highlight stick, which provides two new "jukes" when running the ball, and double moves, which is yet another type of "juke", on offense. Also, on offense they've added the new lead blocking controls, which let's you assign blockers in the middle of a play. All of these features aid the offense, making the game more interesting in general. But they've also made one new adjustment on defense, as well. Now the player you have highlighted is able to commit to a run or a pass by a quick reflex right after the snap. This keeps the player on defense, typically the boring position, on his toes and into the game.Mon, 05 Feb 2007 22:45:31 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1137&iddiary=2446Shadow of the Colossus (PS2) - Mon, 29 Jan 2007 23:52:47https://www.gamelog.cl/logs/LogPage.php?Log_Id=942I have completed another hour of Grand Theft Auto: San Andreas and have advanced a little bit more through the game. I am still by no means far but have run from rival gang gunfire, gotten a haircut, eaten pizza, and put my colors over the rivals' with spraypaint. When I was ordered to follow my brother on a bike to get away from enemy gunfire I realized the extent of the world your playing in, or San Andreas. It was pretty amazing when I paused the game to find taht I had only discovered about a tenth of what I could find. This makes the design of the game remarkable as it provides some incentive to work through the game and move to the neighboring cities. The next thing I did in the game was get a haircut. This was revealing of the superior design on two different levels. First, it is evident that the designers were mindful of the background culture in this game. You walk into the barbershop and are required to choose from a variety of haircuts, something that has been a staple in many cultures for a long time. The incorporation of culture also makes the game more real to many people. And reality makes any game more entertaining for nearly any player. The other thing that makes the game more real is the eating aspect. One of the missions early on is to get some pizza from a local restaurant. And then it reveals that you are required to feed your character as you progress through the game. If you eat too little, you have no energy, and if you eat too much, you get fat, weak, and slow. This makes the game more difficult, but more realistic, and therefore engaging. The last task, or mission, that I was required to complete was to cover up the rival gang's graffiti with my own gang's colors. This was yet another way to break the law and gain street rep, which is a plus for the game and kudos to the game designers. I have now realized that the idea of the game is to create as many possible ways to break the law, oust the rival gang, or get more respect and after graffitiing I realized that this game is chalk full of oppurtunities do compelete these types of tasks. In my opinion, the design is great, but the idea is an infidelity.Mon, 29 Jan 2007 23:52:47 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=942&iddiary=2069Shadow of the Colossus (PS2) - Mon, 29 Jan 2007 23:22:37https://www.gamelog.cl/logs/LogPage.php?Log_Id=942So I just finished playing an hour of Grand Theft Auto: San Andreas for Playstation 2 and realized what all the buzz was about a few years back. It is an incredibly unique game in that it represents the first RPG, or the first influential one, that takes place on the streets. What makes it so influential is the violence, profanity, and graphic content. It is completely clear to me why a young child would play this game and be instantly inspired to go rob the local liquor store. And this why it remains to be one of the most contraversial games of all time. As for my experience of play, it was pretty gripping. The first thing you see is a cut scene introducing your character, who appears to be "innocent" as he is abused by a couple of racist cops (hence a child's distaste for cops at a very very young age). This immediately sets the tone for the storyline, which is the priority of this RPG. It is clear from the very beginning of this game that your character starts off at the bottom of the food chain and the idea is to work your way up the ladder until you have a considerable amount of pull in the crime world. Then you are set on your own, or the free aspect of the game, which many people choose to just wander and kill and rob civilians. The first mission is to steal a bike and ride to your mom's house. It is made clear that your mom was killed by an undisclosed thug and your job is to take revenge on whoever is at fault. This is the second objective in the game and the ultimate goal. However, what really struck me in the wrong way was the language in the game. The next cut scene was an introduction to your brother and his friend and the language that they throw into even that one cut scene is outrageous. Children are most easily influnced by profanity and a player of this game doesn't need to get very far into the game to be exposed to some pretty intense languauge. I normally would say this detracts from the game's design, but I suppose that is the point of these games.Mon, 29 Jan 2007 23:22:37 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=942&iddiary=2068The Legend of Zelda (NES) - Thu, 18 Jan 2007 13:29:01https://www.gamelog.cl/logs/LogPage.php?Log_Id=706I'm now done with my second session of playing the Legend of Zelda for NES. The second session revealed to me the gravity of the complexity of this game. Although the graphics and idea of this game are simple, because it is for the innovator of platforms, the gameplay is quite complex and extravagent. There were a couple of things that made this clear to me. First, the scale of the map. From the start of the game you can go in any direction and I'm sure keep going (I have no idea because I'm terrible at the game). Also, the map at the top left hand side of the screen seems to be pretty extensive, considering your marker doesn't move very much when jump from room to room. Second, is the fact that there are dark entries into firelit rooms periodically throughout the first level. The first couple of these rooms that you can enter didn't really materialize for me. The first one had two fires but no one and nothing else. The next one I entered had a man sitting in between two fires. This was curious, as he had to have some sort of meaning that I hadn't discovered yet, but I'm not sure what that is. The the third one I entered turned out be a shop, and the foundation of the increasingly complicated gameplay. The shop is where you can take your character to the next level, no PUN intended, by decking him out with a shield, a key, or a candle: all things that are necessary, or helpful, to advancing your character through the game. Finally, I made it to the fourth level, the farthest point that I got to, and discovered the next complexity fo the game. The dark rooms and artwork to display the proper level of lighting is impressive. Although you can't see the possible walkways, you can see, at the very least, the yellow eyes of you enemies, your character, and the vague sillouette of the doorways. This provides for a new challenge and something to be dealt with. Also, the enemies in the darkrooms that produce to new enemies when killled are a great touch. It is something that I can't recall being done by any other game up to that point. What I didn't like about Zelda is that sometimes when trying to stab an enemy you get turned the wrong direction on the grid and the enemy, because it can move diagonally, hurts you.Thu, 18 Jan 2007 13:29:01 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=706&iddiary=1591The Legend of Zelda (NES) - Thu, 18 Jan 2007 13:03:38https://www.gamelog.cl/logs/LogPage.php?Log_Id=706So for the first time in my life, I played the world renowned Legend of Zelda for NES. As soon as I turned on the system, the story line of Zelda came up. I didn't even realize that there was one, but now I see that that is what's so appealing about the game to most gamers. I started a new game and began to learn to the controls. Because it's on NES they came to me very quickly (this is the genius of the NES system; ANYONE can play the games for it). Also, the famous Zelda music started in the background, which has become a staple in the gaming world as an outstanding RPG soundtrack. It has the perfect balance of intensity that it doesn't overexaggerate the situation you're in, but doesn portray the feeling of being on an adventure, or an epic. When I started to move around and jump from scene to scene, I quickly realized that enemies pop up after a half second delay. This provides a surprise element, absent from most games, that keeps you on your toes everytime you go into a new room. Granted, they pop up in the same places everytime you enter the same room as far as I can tell. The other thing I noticed was that the enemies are very consistently brightly, or noticeably, colored. For example, in the first level, the first enemies you encounter are a reasonably bright red. This is good for a couple of reasons. For one, it establishes a you-against-them relationship because you are more the color of the background and surroundings. Second, they stand out among all the green on the screen and because of this you notice them. I think it's possible that the game designers intended them to stand out to let the gamer know the significance of confronting them. Every attained item, not to mention you're overall success in the game, pretty much hinges on fighting enemies, because if you kill them they occasionally spit up money, health, or keys (all necessities for completing the game successfully). So I keep wandering around, attacking various enemies, and realize that your sword acts as a projectile or can be used for hand to hand combat. However, I couldn't figure out after how long, or why, the projectability of your weapon runs out. It seemed like for, say, the first fifteen to twenty enemies I could "throw" my sword at enemies, while still retaining the ability to use it by hand. But after that I was unable to use that feature. I'm not sure if I'm doing something wrong or if the makers of the game meant to give the player some sort of a headstart, or advantage, at the very beginning of the game. I don't know, but things were a lot easier with rather than without using the sword as a projectile.Thu, 18 Jan 2007 13:03:38 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=706&iddiary=1590James Bond Goldeneye 007 (N64) - Thu, 11 Jan 2007 13:31:28https://www.gamelog.cl/logs/LogPage.php?Log_Id=475Now I've completed my second hour, more than I've played in 4 years, of GoldenEye for Nintendo 64 and my interest has only increased. I'm playing with the same three knuckleheads and still have the same desire to kill all of them. Who knew that bragging rights serves as the same sort of motivator in video games as it does in real activities. And this factor plays far greater a role in GoldenEye than in other games, with the exception of Madden or NBA Live. That's what makes it so fantastic. GoldenEye is one of, if not the most, universally played and accepted multiplayer games. All gamers, regardless of interest or personality, can relate when playing this game. I suppose this is what people mean when they say that there is a social aspect to playing video games. I don't see why two polar opposite personalities couldn't interact and relate after playing a few games of GoldenEye. But a game with less of a universal effect couldn't splice various social groups in the same way. And this aspect of the game is what makes it worth playing. Finally, although Goldeneye is a representation of an outstanding multiplayer game, its single player is nothing to sneeze at either. And while it's not on the same level as a Mario, Metal Gear Solid, or a Final Fantasy, it's elaborate enough to kill some time and necessary to have a memory card. The bad guys are already created but provide a motivating goal for the game.Thu, 11 Jan 2007 13:31:28 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=475&iddiary=1178James Bond Goldeneye 007 (N64) - Thu, 11 Jan 2007 12:56:42https://www.gamelog.cl/logs/LogPage.php?Log_Id=475I played GoldenEye for the first time in years and it remains to be a powerhouse and among the ranks of the greatest multiplayer games ever created. The key to the design of it is the flawless blend of complexity and simplicity. Becuase while there is a plethora of weapons and scenarios to choose from, and various levels, the controls are relatively simple. Whether you are playing with proximity mines, an RCP-90, or even a moonraker, the idea is consistently to move, aim, and shoot. Therefore, anyone can pick up a controller and have a respectable level of success killing opponents. And one doesn't need to be good at the game, by any right, to have fun with it. Anyone can enjoy seeing their tally of kills jump as the infamous death music sounds and their oppenent's screen oozes red. But the better one is at the game (i.e. evasive technique, aim, knowledge of levels) the more fun it becomes for them. Ergo, the addictiveness to the game. Furthermore, James Bond's sauve attitude and perilous lifestyle is iconic of one that we all wish we could live, but would never have the cahones to. To enter yourself into a virtual reality and carry out tasks you would never be able to is the appeal of all video games, but it is particularly appealing to virtually take a ride on the wild side as a trained secret agent, or assassin.Thu, 11 Jan 2007 12:56:42 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=475&iddiary=1177