OLEG's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=256Gusanos (PC) - Fri, 09 Feb 2007 15:24:36https://www.gamelog.cl/logs/LogPage.php?Log_Id=1260Playing against other human players was a suprisingly hilarious and frustrating experience. Apparently, there is still a market for DOS-era graphics in shooter games. As fun as this game is, I had no idea that it had such a wide following and community. After spending about 35 minutes getting repeatedly blasted by the Railgun (which did not appear in the original Liero), I gave up and went back to competing against AI enemies. I believe the limitations on the cardinality of movement and the emmergent qualities of the game are what contributes to its success (gaining skills with the railgun in particular, or with any other weapon are rewarded). I for one am not about to be carried away. If I weren't enrolled in college, I might.Fri, 09 Feb 2007 15:24:36 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1260&iddiary=2673Gusanos (PC) - Fri, 09 Feb 2007 15:20:16https://www.gamelog.cl/logs/LogPage.php?Log_Id=1260Gusanos is a clone for the old MS-Dos Phenomenon known as Liero. Liero (Polish for "worms") was intended to be a real time version of Worms and was known for its frenetic gameplay and awesome 2 player head-to-head action. Gusanos (spanish for "worms") improves upon the old Liero by adding the ability to play online, improved AI and weapon sets, and the ability to play against multiple opponents. I stumbled upon this game while doing research for the Game designe project (we were thinking of making a game similar to Liero). I remembered playing Liero back in 1999 and wasted an hour or two playing Gusanos before I had realized what happened. Perhaps the most successful gameplay element of Liero that was conserved was the intuitive controls and great variety of weapons. I also immediately noticed that the AI was better in that it actually was able to kill my character consistantly. Next time I shall try playing online against people who are probably better than I.Fri, 09 Feb 2007 15:20:16 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1260&iddiary=2671Super Smash Brothers (N64) - Wed, 31 Jan 2007 17:25:31https://www.gamelog.cl/logs/LogPage.php?Log_Id=1081I had to cut my gaming session shorter than the participants would have otherwise wanted. But I have other homework to do, and can't spend all of my time playing video games. I don't think I've had a bad time playing Super Smash Bros with a group of friends. Whereas with Halo or Goldeneye one could easily get frustrated with losing repeatedly, with Smash Bros, it's all in good fun (apparently). The cartoony nature of the game allows for this (as opposed to a more serious one). While the game rewards combos, on several occasions it was entirely possible for a button masher to emmerge victorious. By its frenetic nature, the game just sometimes invokes chance and luck. I think randomness plays a part in many successful game designs. It certainly does here, sometimes to stupendously comic effect.Wed, 31 Jan 2007 17:25:31 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1081&iddiary=2328Super Smash Brothers (N64) - Wed, 31 Jan 2007 17:21:22https://www.gamelog.cl/logs/LogPage.php?Log_Id=1081I was really looking forward to doing an NES game this week, but alas, circumstances have not allowed me to. Oh well. We'll stick with the classic Super Smash Bros for the Nintendo 64. Smash Bros is a three dimensional fighting game that supports up to four players, but only has 2-D cardinality of movement. I think as a design choice that is is fine, because having to negotiate in three dimensions would probably change the dynamic of the smashing characteristics of the attack system. Attacks would have to have a wider area of effect (and this is a game someties of precision attacks), and 3-D movement would also change the tension of falling off the battle platforms. But perhaps the most effective reason that this works is the fact that it would be much more difficult to implement a 3-d world for 4 players in such a game (it would have to split the screen, which games like Halo can do effectively, but such games also present a much much larger world for players to interact in). As far as the gameplay, Smash Bros rewards familiarity with the controls and the unleashing of devastating combos on your opponents. The graphics were acceptable for the time (1999), but the most influential aspect of Smash Brothers was definitely the frenetic and original gameplay. I will make some attempt to get many people together and do a log on the multiplayer experience.Wed, 31 Jan 2007 17:21:22 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1081&iddiary=2319Super Mario 64 (N64) - Fri, 19 Jan 2007 19:26:21https://www.gamelog.cl/logs/LogPage.php?Log_Id=736After playing a few more levels, I think part of the key to Mario 64's success was not only its simplicity in level design, but also the variety of levels (while maintaining this simplicity). Playing a level substantially consisting of water was a tad frustrating, but 'twas over soon enough and I was on my merry way. Considering that this game was among the first generation of platformers in 3-D, it displays a remarkable amount of replay value and aptitude with negotiating the 3-d space.Fri, 19 Jan 2007 19:26:21 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=736&iddiary=1905Super Mario 64 (N64) - Thu, 18 Jan 2007 20:38:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=736I've actually never sat down and played this game (back in the day, I owned a PS1), but its status in the world of 3-D gaming is supposedly legendary. I played through 2 levels in this sitting, and I think the linear level design (a series of platforms, climbing a tower to fight an oversized boss character) was a particularly successfully executed aspect of the gameplay. The controls are responsive enough, albeit simplistic. The graphics were probably mind-bogglingly amazing for their time; I was somewhat bemused by the grandiose self-exaltation of what now seem like simplistic graphics. The one thing that I felt frustrated with was the difficultly of lining Mario up to read signs in an effecient manner (I spend an extra 5-10 seconds each time attempting to reposition him). I was also somewhat miffed by the camera controls. These problems were fairly minor and I look forward to "doing more homework" (as I explained to my housemates when asked).Thu, 18 Jan 2007 20:38:02 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=736&iddiary=1638Ape Escape (PS) - Fri, 12 Jan 2007 17:35:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=624YES!! I was introduced to a function in the game that allows you move the camera immediately behind Spike (the only playable character in the game, apparently) by tapping one of the shoulder buttons. I discovered this almost on accident, up until now I had been using the D-pad to (slowly) move the camera around. Although I do wish that the automated camera movement were a bit less frustrating. But I digress. I suppose I should try to answer some of the questions that are being posed by my professor. Level design, while starting off relatively simplistic, is solid in this game. Of note, there is a level in which you must navigate the bowels of a dinosaur in order to find... monkeys. The level is huge and presents maze-like constructions and just generally a huge space to explore. I believe that the designers did a good job of trying to take advantage of the new controller by making the use of both analog sticks an integral part of gameplay. The solid level design, and the promise of new and interesting gadgets really beg the player to keep going, as each new gadget allows for older areas that were not accessible before to be cleansed of monkeys. I am unsure as to the emergent nature of the game. I can't really say that it exhibits any, the plot is fairly linear and the progession through the levels is relatively straightforward. I think in the world of single player platformers that Ape Escape demonstrates competance and complexity that would keep even the oldest of children pleasantly occupied.Fri, 12 Jan 2007 17:35:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=624&iddiary=1445Ape Escape (PS) - Fri, 12 Jan 2007 17:07:58https://www.gamelog.cl/logs/LogPage.php?Log_Id=624Ape Escape was one of the first games for the PS1 that tried to take full advantage of the then-new dual analong controller. Most of my gaming is done with cards, although back in the day I used to play a fair amount of RPGs and RTS games. Therefore I thought a platforming game would be interesting. My first impression of the game, taken from my sister's game library, was somewhat tainted by the bizarre and quirky visual style. It is decidedly manga-esque, and the characters' voice overs are extremely awkward. The cut scenes were probably dubbed from the japanese and not re-rendered for the english version. But on with the gameplay. The controls definitely take some getting used to, although thankfully, the learning curve is relatively shallow. Movement is not really the issue; rather, the game asks that you move with the left control stick while simultaneously using the right control stick for directional attacks with "gadgets." You begin the game with 2 such gadgets: the "stun club" (which is really a lightsaber, probably renamed for liscensing purposes) and the "time net" (which allows you to capture escaped monkeys... who have travelled back in time with brain-enhancing helmets to take over the world). On a sidenote, the plot is rather silly. The most frustrating thing for me in the early levels is the camera. It always seems to impede my progress, especially during particularly heated battles with monkeys or at difficult platform-jumping sequences. So far I have only unlocked 2 more gadgets: the underwater time net and the Monkey Radar, which allows you to locate your next target. Hopefully I can become more accustomed to the controls and camera and enjoy this assignment more.Fri, 12 Jan 2007 17:07:58 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=624&iddiary=1440