God's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=250Goldeneye 007 (N64) - Fri, 23 Feb 2007 13:34:41https://www.gamelog.cl/logs/LogPage.php?Log_Id=1414Jaws finally won a round... In the temple... with the Rocket Launcher. One really cool feature about the rocket launcher is that you can bounce the rounds off of walls so that one can shoot at an enemy around the corner without exposing oneself to the enemy's open fire. This is more or less how Jaws won. This game has some pretty cool levels, with a wide range of motion, and few boundaries... True, it is a first person shooter and an RPG, however players have a say in what they do in each level. The player is not timed, and does not have to go to certain places at any certain time, or complete objectives in any particular order. Although the player must complete objectives in order to clear stages and move onto different levels, there are very few cut scenes, and the ones that do occur are mainly at the beginning and the end of the levels, as a sort of transition. The final level, where Bond meets Trevalin in the hanger, one would expect to encounter a huge cut scene, but there is none. Instead, it resembles the scene with doctor doak, where the character is free to move around and do as they please while the computer character speaks and gestures according to conversation. It's a different sort of cut scene, and one that does not bother me like the ones that can be found in later Bond games. Another cool feature in this game, particularly in Multiplayer mode, are the wide range of options ranging from level options, to control settings, lighting, different player modes such as donkey kong mode, (where the characters have big heads and long ares and big hands like gorillas), choices in characters, and weapons, the types of weapons... Basically, although the game obviously has its limits, I am very impressed by the number of choices given to the player. I believe this game gives players a large amount of freedom within the gameworld that other games of the time and even to this day do not. This clearly screams superior design.Fri, 23 Feb 2007 13:34:41 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1414&iddiary=2986Goldeneye 007 (N64) - Fri, 23 Feb 2007 13:20:19https://www.gamelog.cl/logs/LogPage.php?Log_Id=1414It would do well to note that I have not played this particular game in ages. I can remember back in the day, when the game's graphics were consiered flawless, and I remember back then, wondering how these games could possibly progress any farther in the future. Playing now, I became annoyed with the fuzzy graphics, particularly since they started to make me feel queasy after a few minutes of play. The faces of the characters still make me laugh, however. In multi-player mode, I took on the role of a Serbian guard rather than Bond or any of the other main characters. Although it would be fun to take on the persona of Alec Trevalian, Nathalia, or Xenia, I find a secial sort of entertainment in choosing the "other" characers. A Serbian guard with an Eskimo hood and strange clumps of facial hair, for instance. One of my friends turned to more traditional characters that did not appear in the film Goldeneye, but are famous nonetheless, such as Jaws, for example. I find that Jaws, though intimidating, is a very easy target because of his height. Needless to say, Jaws has yet to win a round.Fri, 23 Feb 2007 13:20:19 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1414&iddiary=2983Zelda: Windwaker (GC) - Fri, 09 Feb 2007 02:58:38https://www.gamelog.cl/logs/LogPage.php?Log_Id=1207After playing this game a little bit longer, I have decided that I do not hate it nearly so much as I thought I did. Yes, the animation is far too cutesy and cartoony for my taste, however there are some pretty cute characters in the game that make it a little more tolerable. In other news, I rather like the fact that the gameworld is so expansive. It may well be the largest gameworld in which I have ever played. That's not exactly to say that it is the biggest so much as it feels the biggest, simply because of how long it takes to cross it. I also rather enjoy the way the game makes you feel like you actually are travelling a long distance: something most games have difficulty pulling off. Among other things, I also enjoy the fact that there is SO much to explore within the game... So many islands and types of civilizations and so forth. Possibly my favorite part so far is the discovery of Hyrule Castle, and the resting place of the Master Sword... Particularly since it tied in with Ocarina of Time... It was not necessarily believable, but nonetheless rather interesting. Having that said, I think it is the exaggerated movement and ugly animation that ruins the game, because besides all of that, the game is actually pretty entertaining.Fri, 09 Feb 2007 02:58:38 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1207&iddiary=2570Zelda: Windwaker (GC) - Fri, 09 Feb 2007 02:52:11https://www.gamelog.cl/logs/LogPage.php?Log_Id=1207Once again, due to unfortunate events outside of my control, (dubbed my parent's computer) I am posting both of my game log entries one after the other. Ok, yes, I admit it, I am playing yet ANOTHER Zelda game. This game, however, is drastically different from other Zelda games that I have played, and not necessarily in a good way. First off, the controls are too sticky for my liking. That is not to say that they are sloppy, but rather that the character exhibits irratic behavior, and unpredictable movements which make it difficult to perform certain tasks such as leaping from platform to platform, or ducking into a hole. Secondly, the cut-scenes are far too long and dramatic for the type of cutesy animation in the game. Equally annoying is the fact that one cannot skip the cut scenes. I will say this though, in the game's favor: The animation in flawless.Fri, 09 Feb 2007 02:52:11 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1207&iddiary=2568Super Mario Bros. 3 (NES) - Tue, 30 Jan 2007 19:32:59https://www.gamelog.cl/logs/LogPage.php?Log_Id=962As I resumed playing, I started thinking about all of the reasons why I classify this as a great game. I began to question what it was about this game that not only had an impact on games to come, but on my childhood as well. One of these reasons, is that the levels are straightforward: You go at them in order, not necessarily numerical, but in an order so that you progress in stages. The levels get harder as the player advances farther into the game, but at the same time, they retain an encouraging sense that they are not impossible. Stemming from that, the player can, in a limited sense, choose which way they want to go. True, compared to games today, the player has practically no say in where Mario eventually goes, the worlds progress with the games, however the player can choose at times, to enter say, level 3, level 4, toad's house, or a castle. In this way, players are granted more power to choose how the game progresses. They could even choose to skip a level altogether if there are alternatives routes present (and often there are). Another huge step in the way of games from that time, is that Mario has an items list. If I remember correctly, this is the first time in which players can collect and utilize different items in the game at any given time. This paves the way for more strategic playing, and also allows the player more freedom of movement. Mario himself cannot fly, or shoot fireballs, or swim very quickly, however, he can as a raccoon, a flower dude, or a frog, and in this game, a player does not need to necessarily wait for these items to appear within the level to use them, but can hoard them on the items list and select them upon entering a level, thus giving the player an advantage they wouldn't otherwise have. This game also has clear cause and effect features which make the rules explicit without them actually being stated. This is great for kids who cannot read yet, much like I couldn't when I first played this game. The story is not told as much through words as through actions and interactions. Yes, Toad talks to you, yes, the Princess writes you letters, but even if you don't read them, you know what is going on in the game. The player is aware that the Kings of the castles look strange, and also that Toad is distressed. The player learns that after the boss is defeated, the King turns into a person, and Toad is happy. Also, the princess writes a letter and gives a gift. It is not difficult to figure out that defeating the boss is a necessary component of the game, and that the boss is responsible, considering they have the kings' sceptors. Anyway, let me end by saying that I loved this game fifteen years ago, and I still enjoy it today.Tue, 30 Jan 2007 19:32:59 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=962&iddiary=2102Super Mario Bros. 3 (NES) - Tue, 30 Jan 2007 18:35:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=962...Might I add how stoked I am that my previous entry actually posted? Thank you Jose!Tue, 30 Jan 2007 18:35:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=962&iddiary=2099Super Mario Bros. 3 (NES) - Tue, 30 Jan 2007 18:33:39https://www.gamelog.cl/logs/LogPage.php?Log_Id=962Let me begin by saying that this game really sent me into the past. I don't believe I have actually played this game since I was four or five, (when SNES came out). Along with Contra, Super Mario Bros. 2, and Zelda, this was one of my all time favorite games. Anyway, after a good fifteen years of not playing, I picked up the little rectangular controller once again, and started from the very first level. It was amazing to me how many secrets I remembered about this game, and then also amazing how many I don't even know yet. The first level took me some time only because it took a while to adjust to the controls after so many years. After playing for a while, I began to wonder if some of the cool little secrets about the game weren't in fact, just little mistakes that didn't matter in the overall gameplay. For instance: Level 1: In this level, if you stand on the first white platform, and hold down and B pressed, you can fall back behind the scenery, including the bushes. This is not a particularly productive thing to do, it doesn't really help with anything, but it is kind of fun to watch Mario run behind the foreground, as opposed to in it. Upon reaching the first mini-boss, I decided to try something different. I still had my raccoon tail, so I could fly, and I decided that I would fly over the lava, instead of jumping platform to platform. Amazingly enough, if Mario flies over the last lava pit, and continues through the wall, and then presses up when he can move to the right no longer, Mario gains access to a secret room with a single treasure chest inside. Inside the chest is what looks like either a ladder or a recorder, either way, it goes to the items list, and brings Mario back to the main world, where the castle crumbles even though Mario never even encountered the mini-boss. I honestly never knew that that was possible, but I fancy I'll try it with the other mini-boss levels, I mean, who knows what could happen?Tue, 30 Jan 2007 18:33:39 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=962&iddiary=2097Legend Of Zelda: Ocarina of Time (N64) - Tue, 23 Jan 2007 17:17:49https://www.gamelog.cl/logs/LogPage.php?Log_Id=732Due to lack of resources, I am logging yet another Zelda game. I'm not really complaining, I love these games, it's just that I'd like to see more variety in my own log. Ah well, I suppose I have some time to do that, considering this is only my second log. Starting from the Water Temple, I have been playing Ocarina of Time for a little under an hour now, and I have made it as far as the Spirit and Shadow Temples. The Water Temple, though frustratingly complex and repetitive, may well be my favorite temple along with the Spirit Temple. Aside from the fact that I find the water temple to be the most aesthetically pleasing, (and to have the least annoying music), I enjoy how puzzling the layout of the temple really is. It is so difficult to distinguish among the various floors, rooms, and water levels that it seems like you're never getting anywhere. I admit the layout makes the level feel very tedious and time-consuming, but at the same time, it really makes you think about what you're doing and where you're going. I mean, you don't want to drain all of the water if, say, you ultimately need to enter a room on the second floor. At the same time, draining all of the water may be entirely necessary in order to access the second floor room, if say, the room is locked, and you have not yet collected a key from the first floor or lower levels. I think the reason I enjoy this temple is that it is so unconventional. Unless you really explore the temple and get to know the layout a little bit, the layout really does make little to no sense. Tue, 23 Jan 2007 17:17:49 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=732&iddiary=1962Legend Of Zelda: Ocarina of Time (N64) - Tue, 23 Jan 2007 17:14:50https://www.gamelog.cl/logs/LogPage.php?Log_Id=732Due to lack of resources, I am logging yet another Zelda game. I'm not really complaining, I love these games, it's just that I'd like to see more variety in my own log. Ah well, I suppose I have some time to do that, considering this is only my second log. Starting from the Water Temple, I have been playing Ocarina of Time for a little under an hour now, and I have made it as far as the Spirit and Shadow Temples. The Water Temple, though frustratingly complex and repetitive, may well be my favorite temple along with the Spirit Temple. Aside from the fact that I find the water temple to be the most aesthetically pleasing, (and to have the least annoying music), I enjoy how puzzling the layout of the temple really is. It is so difficult to distinguish among the various floors, rooms, and water levels that it seems like you're never getting anywhere. I admit the layout makes the level feel very tedious and time-consuming, but at the same time, it really makes you think about what you're doing and where you're going. I mean, you don't want to drain all of the water if, say, you ultimately need to enter a room on the second floor. At the same time, draining all of the water may be entirely necessary in order to access the second floor room, if say, the room is locked, and you have not yet collected a key from the first floor or lower levels. I think the reason I enjoy this temple is that it is so unconventional. Unless you really explore the temple and get to know the layout a little bit, the layout really does make little to no sense. That aside, my favorite room in the Water Temple is the enchanted room where Link meets his evil shadow. Tue, 23 Jan 2007 17:14:50 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=732&iddiary=1961Legend Of Zelda: Ocarina of Time (N64) - Tue, 23 Jan 2007 17:14:28https://www.gamelog.cl/logs/LogPage.php?Log_Id=732Due to lack of resources, I am logging yet another Zelda game. I'm not really complaining, I love these games, it's just that I'd like to see more variety in my own log. Ah well, I suppose I have some time to do that, considering this is only my second log. Starting from the Water Temple, I have been playing Ocarina of Time for a little under an hour now, and I have made it as far as the Spirit and Shadow Temples. The Water Temple, though frustratingly complex and repetitive, may well be my favorite temple along with the Spirit Temple. Aside from the fact that I find the water temple to be the most aesthetically pleasing, (and to have the least annoying music), I enjoy how puzzling the layout of the temple really is. It is so difficult to distinguish among the various floors, rooms, and water levels that it seems like you're never getting anywhere. I admit the layout makes the level feel very tedious and time-consuming, but at the same time, it really makes you think about what you're doing and where you're going. I mean, you don't want to drain all of the water if, say, you ultimately need to enter a room on the second floor. At the same time, draining all of the water may be entirely necessary in order to access the second floor room, if say, the room is locked, and you have not yet collected a key from the first floor or lower levels. I think the reason I enjoy this temple is that it is so unconventional. Unless you really explore the temple and get to know the layout a little bit, the layout really does make little to no sense. That aside, my favorite room in the Water Temple is the enchanted room where Link meets his evil shadow. Tue, 23 Jan 2007 17:14:28 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=732&iddiary=1960