aceyo's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=324Legend Of Zelda: Ocarina of Time (N64) - Fri, 23 Feb 2007 05:56:53https://www.gamelog.cl/logs/LogPage.php?Log_Id=1396So I have began my adventure as Link in Legend of Zelda, Ocarina of time. The game begins with you waking up in the Kokiri Forest by your fairy Navi, because the great Deku Tree has summoned your presence. Apparently evil forces are taking over Hyrule... again... Since I have played this game before, I tended to ignore the NPCs in town and ran around until I made 40 rupees so I can buy the Deku Shield. It is kind of frustrating to not be able to progress in the game because some chump won't let me through to see the Tree that has summoned me. I think it would have made me felt like less of a wuss if the Tree itself told me to equip myself, but oh well. After purchasing the shield, I climbed into a the little tunnel that brings you to a maze area where you must avoid a rolling boulder. At the end of this mini maze was the Kokiri sword, which allows me to progress to the Deku Tree. Upon entering the Deku Tree, you are introduced to the first dungeon in the game. The dungeons in this game offer a variety of different atmospheres, as well as different puzzles and enemies. This atmosphere was fairly self explanatory, I was in a gigantic tree with ladders, spiders, and lots of wood. (On a side note I found it was actually faster to hold the strafe button down and run backwards instead of normally running forward) I climbed up the ladder on my left and proceeded to jump across platforms until I went into a room where the door locked behind me. The enemy in here was simple to defeat, I just had to block a deku seed he shot at me and deflect it back to hit him. After the dialogue, leap across another platform and receive the Slingshot, which is a key item in order to complete this dungeon, and defeat the boss. Then I shot the ladder with the slingshot to exit the room. I proceeded across a few more platforms, and shot some spiders out of the vines with my slingshot. After clearing the vines, it was time to begin climbing up. I then jumped off the platform and performed a diving slash to open up the spider webs to the next area. In the next area it was a matter of setting torches on fire and pushing blocks around to progress to the next area. After falling down into the hole, I was ambushed by three of the seed shooters, and I had to successfully beat all three in order to progress to the boss fight. The first boss fight is extremely easy, you shoot the eye of the spider to stun it, and hit it with your sword while it is down. Rinse and repeat to victory. Once the boss was defeated, it was off to Hyrule Castle to pay Zelda a visit. However, before I was allowed to leave the forest I received the Ocarina in a cut scene, oh joy. Now it was time to run across Hyrule Field until I reached the castle. During the day, no enemies spawn, so its more convenient to hurry the hell up before it turns dark. You can actually make the run before it turns dark if you go into strafe mode and run backwards. I proceeded to run through town and talk to Malon, who calls me a fairy boy. (Haha) Then I ran back out and back into town to trigger the scene where she moves outside the castle gates and gives me an egg. I climbed the vine to her right, and began my sneaking mission to meet with Princess Zelda. The guards who defend the castle are quite blind and deaf, as you do not really have to be careful at all to sneak past them. After sneaking past a few guards, it was time to wait till it was morning so the egg would hatch and I can awake Talon. While I waited, I pushed a box into position so I can make a leap into the castle walls through a small water way. It was time to continue my sneaking mission, however this feat was quite easy with how stupid the guards are. You can literally follow right behind them and they won't even notice you. After sneaking through the courtyard, I initiated a cut scene with Zelda who told me of her prophecies, and I learned my first Ocarina song. This is where I ended my game session. Fri, 23 Feb 2007 05:56:53 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1396&iddiary=2955Legend Of Zelda: Ocarina of Time (N64) - Fri, 23 Feb 2007 05:27:25https://www.gamelog.cl/logs/LogPage.php?Log_Id=1396The Legend of Zelda: Ocarina of Time is an action/adventure game where you play as Link. Princess Zelda embarks you on an adventure where you must travel through time to defeat the evil Ganondorf and save Hyrule. This game had it all when it released, great sound, great graphics, and most importantly great game play. This is one of the few games where I actually remember some of the music scores, especially the Spanish Flamenco music. Link moves about in a 3d world, capable of 360 degrees of movement within a level's design. The control scheme is set up using the center analog stick of the n64 controller, and walking/running is pressure sensitive. The game offers various different kinds of attacks and weapons. Notably, you still use the sword and shield as your main weaponry to battle your enemies, but this game introduces a new feature in which you must use to progress in certain parts. This new feature, the Ocarina of Time, allows you to do things such as change between night and day and call your horse Epona. Traditional Zelda weapons also make their appearances, such as the bombs, bow and arrow, and the hook-shot. Although some new weapons have surfaced, such as the Deku seed. This game also introduces a great targeting system in which you can lock on your enemies instead of the traditional four directional slashing Zelda combat. Furthermore, this game offers you a fairy assistant that is automatically coded to expose certain hints to solve puzzles, offer advice, and even point out enemies. Another distinct feature of this is it allows you to play as two different Links, young and older. The game also has an inventory system which allows you quick access to three items that you can set to C buttons from the inventory screen.Fri, 23 Feb 2007 05:27:25 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1396&iddiary=2954Teenage Mutant Ninja Turtles: Turtles In Time (SNES) - Fri, 09 Feb 2007 06:32:49https://www.gamelog.cl/logs/LogPage.php?Log_Id=1221After selecting Raphael and getting plunged into the first stage, "The Big Apple." It was time to kick some ass. I began the stage by using Raphael's special dash move to dispatch all enemies that come at you at the very beginning. Then as enemies appear from elevators in the background, I hit one and grappled him and used the slam technique to kill all the other ones who came off. On the next screen, it was a matter of dodging a wrecking ball while slide dashing attacking all the enemies on the screen. It's a rather cheap strategy to use, but slide dashing with Raphael is so effective because you can kill most enemies in one hit. In the next area, I lured the enemies who come off the elevator near an explosive barrel, and hit it to kill them all. In the next screen, I continued slide dashing and ground smashing to dispatch all enemies, and jumped to avoid the random robot's laser eye attack. Then it was just a matter of dodging one more wrecking ball and finish off the rest of the enemies in the area. Now it was time for the first boss fight, a fly named Baxter. He is an extremely easy boss, all you have to do is dodge his machine gun fire, which is easy to predict. Then, just do a standard jumping attack until he is defeated. Not really much strategy involved, but that's how I've learned to defeat him easily through my experience of playing this game. The next level, "Alleycat Blues" is even more simple than the first level. There are more enemies at one time, but there are less obstacles to dodge. However, being clustered with enemies is a good thing in this game, since all you have to really do is slide dash into a crowd of them, or kill them with a ground smash. The trick is to get them to gather around you on the left and right. This level also introduced a new type of enemy besides the standard grunt, little robots that pop out of the ground that are killed with one hit. Nothing too frightening. This level also introduces the spinning hurricane power up that sends your turtle into a spinning frenzy for a short period of time, however this enables him to kill anything he comes in contact with during the period of time. The next Boss, the "Machine Head" is even more simple than the first boss. All I had to do to defeat this guy was trap him on the edge of the screen when he tried to jump kick me and my slide dash would hit him 3-4 times. I defeated him in a matter of seconds. The next level is considered to be a bonus stage called "Sewer Surfing." This level is different because now you are on a surfboard and aren't allowed to do special dashes or throws. Since I don't really care about my score, I spent most of this level dodging enemies without moving too far from the bottom of the screen. This level also introduces random aliens you never see later in that game that hop out of the water in a predictable manner which you can dodge by just sitting at the bottom of the screen. Also, there are 2 obstacles you must dodge, spiky fences and mines in the water. Nothing that is surprising after you have beaten the game more than two times. Now it was time to fight the boss of this level, "The Rat King." He has two different types of attacks, torpedoes he shoots out from the side or a scatter type shot he shots out of the center of his vehicle. To defeat this boss, I employed the "lets take damage from his weak center shot, while spamming kick on his vehicle to kill him" strategy. I guess you can say he was easier than the first two previous bosses since I killed him by centering my surfboard with the center of his ship and just spam kick without even dodging his center attack. Fri, 09 Feb 2007 06:32:49 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1221&iddiary=2605Teenage Mutant Ninja Turtles: Turtles In Time (SNES) - Fri, 09 Feb 2007 06:11:10https://www.gamelog.cl/logs/LogPage.php?Log_Id=1221This has to be my favorite SNES game of all time. Teenage Mutant Ninja Turtles: Turtles In Time is a 2-D side scrolling fighting game where you can be any of the 4 Ninja Turtles from the series. The game begins after you select one of the four turtles at your disposal, but me choosing anyone but Raphael is unlikely. The story is introduced after the character select screen in the form of a cut scene, the turtles are watching T.V. and they notice Krang steals the Statue of Liberty on the news. The movement in the game is 4 directional on a 2-D side scrolling plane, within the levels boundaries. Each turtle has their own distinct attacks and special moves, but I find Raphael to be drastically overpowered. His attacks are quick, and he has a sliding dash special that completely destroys crowds of enemies with very little effort. Aside from your standard kick and slash, your turtle can do more advanced moves after one initial hit. After an it initial hit, its possible for your turtle to throw enemies off the screen, or do a a smashing attack where he repeatedly smashes your grappled enemy into the ground. This move is particularly helpful because you can smash other enemies with the body you have grappled and kill as many as up to 4 enemies at once with this. There are also 2 different types of power ups in the game. There is a Pizza which regains your health fully, or the spinning hurricane power up which grants your turtle the power to spin around and kill everything in his path for a short period of time. There are basically 5 different types of basic enemies in the game, with bosses at the end of each stage. Enemies attack in predetermined waves, they do not differ from game to game. You advance through a level by defeating all enemies on screen, then moving to your right. You pass a stage by defeating the boss at the end. Stages are fairly short, but they are packed full of enemies. The boss fights can prove to be difficult, until you learn how to defeat them with ease through repeated play. Some stages offer obstacles you have to dodge, so you have to be quick on your feet in order to avoid unnecessary damage. The game ends if you run out of 3 lives, or you defeat the final boss. The game keeps score depending on how many enemies you defeat, one defeated enemy is one point. The score has really no affect on the outcome of play, however. (This entry has been edited1 time. It was last edited on Fri, 09 Feb 2007 06:33:40.)Fri, 09 Feb 2007 06:11:10 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1221&iddiary=2602Goldeneye 007 (N64) - Wed, 31 Jan 2007 07:19:28https://www.gamelog.cl/logs/LogPage.php?Log_Id=1032After the menu screens and receiving my objectives, it was time for me to destroy some enemies rambo style. I began the first level, dam, by running past all enemies until I got to the second guard tower after the tunnel. The enemies in this game have really terrible aim if you are strafing in a non linear fashion. Once I dispatched the guards in the vicinity with my silenced pistol, I shot out the first alarm which was one of my objectives for this mission. I then proceeded to plant the bug on the monitor attached to the wall. After breaking the lock and running down the dam, it was time to go to the first challenging part of the game, that is, the shootout below the dam's surface. If you don't want to die, you can approach this area in two different ways. The first way is using the neat peak feature offered by hitting the right shoulder button and the right C button simultaneously and dispatch enemies around corners. This takes time and patience, so instead I took the easy approach. That is, running past all enemies that weren't directly in my way, and shooting those that were. I took some damage, but not enough to warrant me not to play this way. Once I got to the end of this underground hall, I activated the server and backed up the information. After running past the enemies that were still alive, it was a matter of simply destroying the other alarms spread throughout the dam before jumping off and completing the mission. Simply too easy. The second mission, facility, begins by placing you in a ventilation shaft above a bathroom. Now as you don't get the famous toilet scene like you do in the movie, its time to kick some ass. I began the level by exiting the stall and the bathroom without alerting any guards. I then ran down the stairs and into a door under the stairway, and shot the guard with the helmet for the keycard. This keycard grants me access to a control room which allows me to enter a locker room. This level does not reward you for strafe running past enemies, so I dispatch every one I see on the way. Now this is one of the rewarding parts of having previous gameplay experience. The next room adjacent to the locker room has three guards charge you as soon as you open the door. Therefore, upon opening the door I threw a remote mine in the middle of the room and detonated it, killing all of them without taking any damage. I peaked into the room on my right to check if the scientist had the key decoder, but he didn't so I moved on. In the next area, my previous gameplay experience kicked in once again as I moved left, killed the guard with a loud weapon, triggering a guard to come through a door thats locked. I killed the guard and proceeded on (this allows me to skip the room in the center with the control panel to open this door). In the next area, I dispatched all the guards and checked the various laboratories for the scientist with the key decoder. Once I received the key decoder, I unlocked the room with the gas tanks and Alec. I planted the rest of my remote mines on the gas tanks, and had Alec follow me to the middle of the room during the text interaction between the characters. As soon as I got him clear of the explosion, I blew up the tanks and ran out of the room. I completely avoided the ambush that was supposed to happen at the end of the level. I've played this game too much. On to the next level, Runway. This level has to be one of the easiest levels in the game. I began by running out and dispatching the guard in front of spawn. Afterwards, I ran to my left and entered the little guard room, took care of the guards and got the key to the tank. I ran out of the guard house and all the way to the right side of the level and hopped into the tank. It's time for some real fun. Once in the tank, I proceeded down the runway shooting guards and sentry guns mounted on the walls with the tank's explosive shells. This is one of those times in the game where you have to actually manually aim. But nothing is more satisfying then running over your enemies for a lovely crunching noise. Once everything in my path was utterly destroyed, I hopped out of the tank and into the plane. This was the end of this level and my current gamelog session. (This entry has been edited1 time. It was last edited on Wed, 31 Jan 2007 07:21:05.)Wed, 31 Jan 2007 07:19:28 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1032&iddiary=2212Goldeneye 007 (N64) - Wed, 31 Jan 2007 06:50:29https://www.gamelog.cl/logs/LogPage.php?Log_Id=1032GoldenEye 007, one of the 3 games I have played through over 4 times. This game absolutely blew me away when I first got it for my N64. I will begin my session by playing a new campaign on the hardest difficulty, 00 Agent. After you get through the menus, the game begins by giving you your mission objectives and background information. Afterwards, you get a spiraling camera cut scene of the man of the hour, James Bond. Once the camera throws you into his body, it is time to become our favorite English "Spy." I put quotations around the word spy, for he is really not a spy, but an all out Rambo. But before I get into the shooting, I will begin by explaining the movement. The movement in this game feels great, I face a direction and Mr. Bond will run depending on how hard I press the analog stick. This allows a great freedom of movement within the level's boundaries. There is also strafing offered by the C buttons, which I used throughout the whole game because strafing left and right actually makes you run faster than holding the analog stick. As for the shooting, the auto aim feature in this game is greatly overpowered. However, playing without auto aim on with the 00 Agent difficulty spells disaster if you actually wanted to shoot enemies by manually aiming. Noticeably, this is one of the first games I can remember having different damages for different hitboxes. If I shoot someone in the head, usually they die. If I shoot someone in the feet, it takes quite a few bullets to take them down. With the auto aim feature on, when you shoot using the Z button, Bond is designed to shoot towards the chest region. However, using the right shoulder button, a small red crosshair will appear and let you manually aim. This feature is frustrating, for I find it difficult to aim with analog sticks, which helps contribute to my hatred for most console first person shooters. That being said, it does come in handy in certain situations, such as when the enemy AI is designed to stay behind cover and not move. Now for the most disappointing aspect of the game, the enemy AI. That being said, the enemy AI did not hamper my gameplay experience. They did their job rather well. Notice me, aim, shoot, and finally chase me if I'm running away. The enemy has a rather timely delay in between the notice and shoot process, giving the player ample time to dispatch them if they have the jump. Some enemies are designed to stay behind cover, and these enemies do not actively pursue you if you run past them. The enemy's aim is rather devastating if you stand still, which leads me to play in the strafing run and gun with auto aim on mode. In some levels, its actually safer to just run past most of your enemies than shooting them. This is one of the major flaws in the gameplay. A funny note is when the enemy AI is randomly trigged to roll on the ground in a pathetic attempt to avoid your bullets, if you kill them in their rolling animation it will finish it before they die. The level design offers varying degrees of linearity. Some levels (such as silo or train) have an extremely linear design, and there is literally only one direction in which to progress. On the other hand, there are some levels that aren't very linear at all (such as surface 1 and 2), which plunge you into a vast snowing level where there is really no set path. In my next log I will actually get into my gameplay experience.Wed, 31 Jan 2007 06:50:29 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1032&iddiary=2209Soul Calibur III (PS2) - Fri, 19 Jan 2007 18:28:28https://www.gamelog.cl/logs/LogPage.php?Log_Id=834As I was playing through the "Tales of the Soul" mode, I noticed more flaws in the game's design. First of all, this game has way too many unlocked features that I feel are useless(concept art, character backgrounds, weapons etc). I also noticed that every character has the same cut scenes where they act exactly the same but pitch different one liners. I feel this is very redundant, and lacks the creativity to put characters into different situations. The first time I saw the clock gear fall on my character I was kind of surprised and liked the little effect, but after seeing it 20 times with different characters, it gets old and annoying really fast. Since I already know whats going to happen, why does the game make me have to watch the cut scene all over again? Because I have to wait for the prompt to dodge it, otherwise I start the fight handicapped, and I think that is quite lame. I believe each character should have their own story and their own sets of cut scenes, because I think that is good game design. Another thing I've noticed when battling the AI, is they are very vulnerable to a run and grapple at the beginning of the fight. For some reason, the computer does not push you off, and 80% of the time you can gain an advantage at the beginning of the fight. During the fight itself, they sometimes push you off grapples, but not at the beginning. Also, another thing I've noticed is that for some reason the AI is extremely difficult to beat when you have to fight against Setsuka or Talim. I think this is due to the quick nature of their attacks, and their animations are hard to read to time guard impact properly. I usually resort to running at them and grappling, otherwise I'm usually in for an ass kicking. Which is another flaw in the game's design, I can win a lot by using this cheap strategy. (On a side note, I just found out it was possible to ring out on Ivy's stage if you hit them over the ledge in the back) (This entry has been edited1 time. It was last edited on Wed, 31 Jan 2007 06:08:53.)Fri, 19 Jan 2007 18:28:28 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=834&iddiary=1872Soul Calibur III (PS2) - Fri, 19 Jan 2007 18:01:58https://www.gamelog.cl/logs/LogPage.php?Log_Id=834Soul Calibur III is a 3D fighting game where each character has a unique weapon to battle with. Weapons ranging from your standard swords and rapiers, to scythes and quarter staffs. The game's design is very simple, either deplete your opponents health before he depletes yours, or knock him out of the ring. The fights are always 1 vs 1, and depending on what options you pick in the menu, have a time limit. I am currently playing through the "Tales of Soul" mode with Raphael. Raphael is a favorite character for me due to his easily executed combos, and I love the animations of his fencing style of fighting. The graphics of this game are awesome, as well as the sound. Well, everything is great in the sound department except for the voice actors, but that's having minimal affect on my gameplay experience. The general character design is also excellent, as you have a large representation of different fighting styles and weapons from many countries. However, I do not have a fondness towards the "over the top characters" wielding huge axes and or having demonic appearances. I know the game's aim is not towards realism, but for some reason I just can't get into the likes of these characters. Each character has a unique stage where they are either high in altitude or surrounded by lava or water. I suppose they design them this way to reward players for trying to go for ring knock outs. But every stage has a great feeling and sense of uniqueness representing the character. For instance, the Pirate Cervantes fights on a pirate ship, and the wealthy Ivy fights in a mansion. Each stage also adds a unique element to the fight, due to the radius of the arena. For instance, in Ivy's mansion you can't actually ring out, but in Yoshimitsu's lava arena it is very easy to ring out. But what it all boils down to is not just the presentation, but the gameplay itself, and this is where I believe the game is really successful. The game is rewarding to different types of players, and is easy for a novice to get into. The guard impact system is my favorite aspect to the game's design. I love the fact that I can parry attacks then unleash my own combos. This appeals to me because I don't fall into the category of losing to button mashers or over using my defense. Instead, I'll give my opponent the chance to strike me, rely on my reflexes to block the attack, then unleash my own combo. However, if I fail in timing my block, I get in a world of hurt. This gamble is what makes the game exciting for me. There are basically 4 different types of attacks. Square and Triangle execute different types of attacks with the character's weapon, and circle is to execute a kick which is sometimes useful to use to stop characters from unleashing huge attacks, or powering up. X is your standard blocking mode, which cannot be broken unless hit by a powered up attack or by a grapple. As I am playing through the "Tales of the Soul" mode with Raphael which I'll get into more detail later, I noticed a few flaws in the game's design which through me off. First of all, the way the story is presented is through windows of text and a cursor on the map. The text is rather uninteresting and not presented in a good fashion. After the first few lines of text, I became really uninterested in the story and started skipping it all. To give you little interactivity, the game sometimes prompts you to make a choice which ultimately leads you to always to the same place anyway. Fri, 19 Jan 2007 18:01:58 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=834&iddiary=1862Pro Evolution Soccer 6 (PC) - Fri, 12 Jan 2007 19:22:31https://www.gamelog.cl/logs/LogPage.php?Log_Id=629Game 2: Semi-Final cup match vs. Liverpool The atmosphere of the cup match is much more exciting than that of a regular season match. The stadium is now full of fans, and you also get bird eye view shots of your stadium at night which look rather nice. The entrance scenario is also much longer and detailed. TV crews are on the pitch adding to the authenticity, and sometimes you can even see the players chanting their national anthems. However, since it is a special match, the AI play much harder than that of a normal season match. 1': The AI is already showing its coded anxiousness to win the match by chasing my players with the ball at full speed, something you don't see too often in a normal season match. Furthermore, the AI is positioning itself in ways that intercept your passes at a greater success rate than that of a normal game. This not only leads to the difficulty of the game, but it also adds a new frustration factor, which sometimes can get you yelling at the monitor in my case. So not only do I have to pass more because I am being chased around by mad AI soccer players, they get intercepted a lot more. 17': The AI's star player began a nice run through my midfield and approached my last defender. As the crowd began booing and hissing, I felt I shouldn't let my fans down, and attempted a last ditch tackling effort to steal the ball with my last defender. I mustered up my bravery and approached his player with caution, waiting for the perfect moment to hit the tackle button. When I saw small my window of opportunity open up, thanks to my great reaction speed from years of gaming I made an excellent sliding tackle to steal the ball and felt totally relieved and awesome. 22': The AI's star player was once again on a mad run through my defense, even literally shoving some of them out of the way. You only experience this type of AI behavior in important matches, but it is really poor that you have try and defend against this type of advantage the computer has when you cannot do it yourself. I suppose its easier to design the game to be more difficult and give the AI certain advantages rather than giving them better attacking play. Anyway, I ended up being lucky as my goal keeper got in the way of his shot and the ball went wide. 24': After the goal kick and a few passes, I saw my first opening in the AI's defense and sent a pass up the field. In frustration from previous events in the game, I started unnecessarily smashing the sprint button which lead to an easy tackle for the AI to steal the ball back. 40': The AI's star player received a lofted through ball, and once again began plowing through my defense. In frustration and in fear of being scored on, I maliciously tackled him from behind and received a yellow card. 2nd Half: 42': Right at the beginning of the 2nd half, I had an excellent scoring opportunity as I had 2 of my forwards against only 1 of his defenders. It was my chance to try and taking an early lead in this game. The tension in my mind was building up as I had precious seconds to decide my plan of attack. Do I try to dodge him and take on the goalkeeper myself, or do I risk an intercepted pass to my other forward? In the end, my decision was to pass to my other forward, which was successful, and the anxious adrenaline buildup once again began flowing through my body. The defender was left isolated, and I was in a perfect 1 on 1 situation with the AI's goal keeper. I hit the shot button, and to my horror he shot it way wide. 47': After that nasty reality that I was still even with this team, while dribbling around with one of my midfielders I noticed that I wasn't being covered by my opponents defense. At this moment, I realized this was an excellent opportunity for a long range effort on goal. I sprinted up, smashed the shoot button and it was parried into a corner kick by the AI's keeper. Here was a real chance for me to put it in the goal. I then powered up my corner kick and directed it towards my opponents goal. The pass was blocked out by a defender. 51': I had yet another great attempt on goal moments later after a few passes between my fowards called in soccer a 1-2 sequence. My forward was speeding past the AI's defense, and only had the goal keeper between him and the net. It was another nail biting situation for me. Do I just attempt a direct shot on goal, or do I risk being tackled attempting the shot fake? I opted for option 2, and was disgusted when the AI's keeper didn't fall for it and stole the ball from my foot. 78': After a few more malicious tackles on the AI's star player, to my surprise I actually injured him and put him on a stretcher. Although it felt kind of dirty playing this way, I justified my feelings by just thinking of some of the things the AI was doing with this player. Take that computer! 90': At this point, a draw was really inevitable, and I was just passing the ball around keeping it away from the AI. I passed it to one of my midfielders, which again I noticed was uncovered. I figured, what the hell, even though I know this is going to miss why not go for it anyway. I sprinted up, smashed the shoot button, and actually watched the ball fly towards the AI's net. This was a few precious seconds to me, as it felt like I was watching the game in slow motion. As the ball got even closer and closer, I began realizing that it might score, and with background ambiance of the crowd cheering and the commentator screaming, I unconsciously began flailing my arms in the air in real life. In a mad flurry of excitement and adrenaline, I realized the ball was tucked into the top right corner and the commentator yelled "what a goal!" It was a moment in gaming history to remember, I had robbed the AI of a game that should have been a draw. I cannot describe being any more happy playing a video game than I was at that very moment. 1-0 win for Black Hawks FC. Fri, 12 Jan 2007 19:22:31 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=629&iddiary=1463Pro Evolution Soccer 6 (PC) - Fri, 12 Jan 2007 18:42:53https://www.gamelog.cl/logs/LogPage.php?Log_Id=629Pro Evolution Soccer 6 is a fairly realistic simulation to what a soccer game actually is. Although the commentary, graphics, and audio in general are rather poor, it does not infringe on some of the great previous gameplay experiences I've had with this game. I am currently playing one of the modes this game has to offer, which is called Master League. Master League is a mode in which I can create or choose an existing club team and basically become their manager. I can choose which formation to play, sign and trade players, and even change what their uniform looks like (if the team is not officially licensed that is). As you win games, your club gains ranking, which allows you to purchase better players. I started the mode on the highest difficulty the game has to offer (Top Player) with a custom team named Black Hawks. Since I am already a bit into an English Premier League division 1 season, I will start with the current game I am on. Game 1: Black Hawks vs. Newcastle United The game begins by showing the crowd going crazy, tossing confetti onto the pitch(the playing field), waving flags, cheering, etc. Then, you see both participating teams march onto the pitch and line up with the referees just like in real life. These two moments in the beginning really offer you an authentic simulation of what really happens at the beginning of a real soccer game. Then sometimes it randomly introduces your star players, offering statistics and their age just like on TV during a real life soccer match. Once the kick off takes place, the games runs very fluidly with no slowdown on my system, which contributes to a great gameplay experience. A real soccer match consists of two 45 minute halves, and how I describe what happens in the blog I will use the corresponding minute of when it happened in my game. 5': After dribbling the ball around and making a few passes around the pitch, I saw my first opening in Newcastle's defense and attempted to play a through ball to one of my forwards which was intercepted by the AI's defender. This leads me to one of the major frustrating quirks about this game, is the passing system is sometimes highly inaccurate and sometimes the player will even pass it in a direction in which I am holding on the controller. 16': The AI team played a rather good lofted through ball over my defense, and one of their forwards began making a run to my goal. The atmosphere at this moment from the crowd was particularly great, since the away team was advancing towards the home team's goal. Because of that, the crowd was making a noticeably loud booing and hissing noise. The commentator also announced "it has to be a goal!" which helped my current feeling of dread feel even that much more dreadful. To my angst, I brought out my goal keeper as a last resort to keep the ball out of my net. The AI forward kicked the ball towards my net, which was miraculously saved by my goal keeper with a superman dive. After that nail biting moment, I let out a huge sigh of relief. I then safely cleared it out of my goal box when the corner kick took place. 29': After a few passes going back and forth across the pitch, one of my midfielders intercepted the ball, which enabled me to play a great ball to one of my forwards. As my forward advanced towards the AI's goal, the crowd roared with approval which helped attribute to the oncoming adrenaline rush. It was a chance for my team to shine and perhaps put away their opponents. However, to my horror, I waited too long to shoot the ball and the oncoming AI goal keeper slid in and perfectly tackled my forward. My perfect setup had gone to waste which left me feeling disappointed in myself. 2nd Half: 59': The computer began a relentless onslaught on my goal. It all began with another "sweet" (the computer is rather annoying with this, due to their perfect ability to always perform this type of pass when it is capable of doing it) lofted through ball from the computer, which lead to multiple attempts on my own goal. To my relief though, I was able to keep the ball out of the net by throwing my defenders in the way of oncoming goal attempts. 76': After some previously failed goal attempts by me, I was already disappointed and rather sad that it looked like this game was going to be a draw. After knocking the ball around, I finally saw an opening to pass to one of my forwards. Luckily for me, the pass penetrated the AI's defense and found my favorite forward's boot perfectly. As I mashed the sprint button in a mad dash towards the AI's goal, I performed a trick which has a rather fairly dicey success rate, the shot fake, which happened to work in this instance and send the AI's keeper diving the wrong way. This left my forward with an open net and I smashed it right in. The excitement from my success left me doing a mad fist pump flurry while screaming "EAT IT NEWCASTLE!" This goal lead me to a 1-0 victory, and a very overall satisfying gameplay experience.Fri, 12 Jan 2007 18:42:53 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=629&iddiary=1452