Lagaes Rex's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=326Super Mario Bros. 3 (NES) - Fri, 23 Feb 2007 00:32:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=1362I think what makes this game such a classic (aside from being one of the first of its kind) is that the game can be played on multiple levels. On the outside, the game provides a fairly straightforward platforming experience. For the beginner player (e.g. me), the challenge is just overcoming the various brilliantly executed stages. Were it just this, the game would still be noteworthy. What makes this game so outstanding are all the secrets buried throughout the game. An iceberg would be a good metaphor for the game. There’s the little amount that is visible the whole time, and there’s the huge amount that’s hidden, waiting to be discovered. By now players have uncovered these secrets. However, since this was my first time playing, it gave me a chance to find these on my own, and it was very satisfying finding one of those hidden mushroom for the first time. Ultimately the game’s about memorization. Memorize the levels, memorize the secrets, and that’s pretty much it. Whether that’s good or bad I won’t judge. Strategy games are my specialty, not platformers, so they’ll always be a little tint of unfamiliarity.Fri, 23 Feb 2007 00:32:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1362&iddiary=2916Super Mario Bros. 3 (NES) - Thu, 22 Feb 2007 23:21:13https://www.gamelog.cl/logs/LogPage.php?Log_Id=1362I have a confession to make. Today marked the first time that I have extensively played a Mario game. I grew up as a PC gamer; my first console was the Sega Dreamcast, so I missed out on quite a bit of the old console classics. Playing this game now, for the first time, puts me in a unique position for critiquing the game. Without the rosy tint of nostalgia, I am given a chance to see whether these old games really do stand up to the tests of times. In the case of Super Mario Bros. 3, it does…for the most part. First off, this is not an easy game. I imagine anyone who says otherwise has played the game for so many years, that they have probably forgotten their initial struggles. The biggest issue lies with jumping. It seems that different jump heights can be attained depending on how hard/long the button is pressed, so figuring out the strength of jump required takes some adjusting. That, combined with the sliding effect when landing, resulted in me dying again and again in stupid ways. It was incredibly frustrating, but does create a sense of satisfaction once said obstacle is overcome. One last note before I resume playing. The level design is very well executed. They create just enough challenge to make the game interesting, but not so much of a challenge that the game feels impossible.Thu, 22 Feb 2007 23:21:13 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1362&iddiary=2906Sid Meier's Pirates! (PC) - Fri, 09 Feb 2007 19:56:16https://www.gamelog.cl/logs/LogPage.php?Log_Id=1269There are two times during a game of Pirates! where the enjoyment fades slightly. One is when you play the game for the very first time; the other is once you near the end of the game. The problem with the beginning of the game is that the player is thrown into the game world without much explanation. I read the instruction manual before playing, so that helped me jump in without difficulty. Everyone else I’ve showed the game to has a hard time getting started. It’s a big gameworld, and there’s a huge number of options available to the player, so it can get daunting in the beginning. A similar problem occurs as the player approaches the end of the game. There’s no way to make notes about which cities to go to, and for what purpose, so it’s very easy to forget what you wanted to do and where to go to do it. This problem is even worst when the game hasn’t been played in a while. Once these issues are overcome, the game is incredibly fun. I already talked about some of the gameplay mechanics, so I’ll close on one aspect that I think is really interesting. When in a city, the music changes depending on which area of the city you’re in. To clarify, the song is the same, but the instrument that plays the song is different in each section. Here’s what makes that interesting: the song doesn’t reset when this happens, but transitions naturally from one instrument to the other, as if that was part of the song. It’s not a big deal, but it’s a really subtle concept that I thought they executed very nicely.Fri, 09 Feb 2007 19:56:16 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1269&iddiary=2727Sid Meier's Pirates! (PC) - Fri, 09 Feb 2007 17:53:44https://www.gamelog.cl/logs/LogPage.php?Log_Id=1269Sid Meier’s Pirates! is one of those games that will survive the test of time, a testament to both Sid Meier and American computer games (although the game has been ported to the Xbox). There are several aspects of Pirates! that makes it an example of excellent game design. One important aspect is its replayability, which this game addresses in an interesting way. The story progressions in most games are linear and unchanging; even open-ended games like Grand Theft Auto has certain story-telling “landmarks”, which are unchanging from game to game. In Pirates! the locations and timing of major events are randomized. Although two players playing separate games may ultimately do the same thing, how it’s done may be considerably different. This allows for someone to play the game over and over again, and not feel stagnant. Another brilliant aspect of Pirates! is its ability to make simple gameplay immensely enjoyable. The game is basically nothing more than a collection of minigames tied together by a larger sailing sim. For the most part, the minigames consist of pushing the right button at the right time. This mechanic is used for dancing with the daughters of governors, and for swordfighting (you actually get to choose from a few buttons in this mode). While the game mechanic doesn’t sound exciting, when put in context it’s actually quite entertaining. As an added bonus, its simplicity means that the game is more accessible to a wider variety of players. In the next log I’ll dive more into some of the mechanics of the game, and address the few issues that I have with the game.Fri, 09 Feb 2007 17:53:44 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1269&iddiary=2698Soul Calibur III (PS2) - Wed, 31 Jan 2007 19:35:04https://www.gamelog.cl/logs/LogPage.php?Log_Id=1093Having played a little more of the story mode, and then experimenting with character creation and Chronicle of the Sword (the strategy/fighting hybrid), I’ve noticed a few things. An important element in fighting games is something that I call “flow”. By flow, I mean how smooth the character’s movements are, both when interacting with other characters and when going from one attack to another. Fighting games with a good flow tend to be more enjoyable to watch and play. All of the Soul Calibur games have felt smooth and polished, although I personally find Soul Calibur II to be the best in the series in this regard. Flow is a difficult concept to explain and is even harder to quantify, but it is paramount to the success of a fighting game. I didn’t get a chance to play very far in Chronicle of the Sword, but what I did play gave me the impression that this is a good idea that simply needs to be refined. The characters can only move along certain paths, which at first seems limiting but actually keeps the gameplay focuses, as there are enough routes to allow some choices. The biggest problem with the mode is lacks strategic depth. Yes, at the core it’s a fighting game, but I have yet to see a situation where it actually matters which character fights who. On a side note, allowing multiplayer in this mode would be a nice addition in future installations of the series. The character creation mode is a very nice touch, and will hopefully be a model for other games in the genre (I know Mortal Kombat made a subpar attempt at it in the most recent installation). Options for a game are always good things. As far as I’m concerned, the more options a player has, the better (provided the interface is easy to use). I’m impressed with the options available to the player, but it feels a little…short. Granted, I have yet to unlock most of the stuff, so maybe that’s why I can’t implement all the ideas in my head. Nonetheless, more items to choose from would be a considerable improvement. Naturally, since nothing like the character creation or Chronicle of the Sword has been attempted before, the first game is far from perfect. However, the potential is there, both for later games in the Soul Calibur series and for fighting games in general.Wed, 31 Jan 2007 19:35:04 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1093&iddiary=2388Soul Calibur III (PS2) - Wed, 31 Jan 2007 18:05:34https://www.gamelog.cl/logs/LogPage.php?Log_Id=1093Having played and really enjoyed Soul Calibur and Soul Calibur II, I was curious to see how the third entry in the series fared. Playing Soul Calibur III has caused me to notice something about the fighting game genre as a whole. It seems that fighting games are going to great lengths to be more than just a fighting game. Soul Calibur III really demonstrates this trend in the genre. In addition to a regular sparring mode and story mode, there is a hybrid strategy/fighting game mode (in which the player controls several characters on a tactical level, and then resolves conflict as would a typical fighting game), a character creator, and large amounts of unlockable content (such as accessories for the character creator, and concept artwork). Even the story mode has branches and little minigame challenges to add dimension to an otherwise typical mode. Some people might complain about the genre straying from its roots with these new additions, but I think it opens up new possibilities for the genre, both from a design and a playing perspective. So far I’ve only played the story mode. My next log will dive into some of the other features of the game. Wed, 31 Jan 2007 18:05:34 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1093&iddiary=2346Katamari Damacy (PS2) - Fri, 19 Jan 2007 01:14:41https://www.gamelog.cl/logs/LogPage.php?Log_Id=726Now that I’ve gotten a second chance to play Katamari Damacy, and have already talked about the basic mechanics of the game, I’d like to dive into more of the minutia, including issues that I have with the game. I know my last entry made it seem that Katamari Damacy is my favorite game of all time. While it certainly is an excellent game that I enjoy playing, it is not without its faults. My first complaint is with the camera. Most of the time it works just fine. However, if your katamari is near a wall and you turn so that the wall would be behind you, the camera gets obstructed by the wall. What this means is that for a few seconds you’re fumbling around until you can get far enough away from the wall that the camera works again. Considering that most of your missions are timed, and that collision results in losing items from your katamari, this can turn into a very frustrating experience. While we’re talking about frustration, I might as well talk about going up steps. In theory your katamari can go up steps provided that they aren’t too steep. I say in theory because quite often when I try to go up steps, it treats it like a wall collision and stuff flies off my katamari. Perhaps there’s some secret stair-climbing technique that I’m not aware of, but until I discover said technique I’m going to continue to be annoyed by that. I complimented the style of the game along with the gameplay in my last entry, but I also have some issues with the style of the game. In particular, there are a couple of things about the items themselves that bother me. I feel like I’m rolling through LEGOLAND than the real world. It’s not the look that bothers me; it’s the fact that every item you pick up feels like it’s made out of hard plastic, regardless of the item. Items made of paper and clothing especially annoy me, since they stay rigid and cause your katamari to become lopsided. I could understand a stick or a pen causing that, but paper and clothing should crumple and fold once it’s been rolled up. However, that would make the game more complicated to create, so I can understand why it was kept the way it is now. My final complaint I’m not even sure is applicable since I haven’t played through the game in its entirety. The complaint is the absent of a sandbox mode. So far all the stages that I’ve been played have been limited by a goal or a time limit. I want a mode where I can play at my own pace, from the very smallest size to the very largest size. I just think that it would be fun to see just how big you can get if you’re allowed all the time you need. Now that I’ve listed some criticisms, I would like to say something that I do like about the game. It’s not a big deal, but I want this to end on a happy note, since I do like this game very much. It involves the King of All Cosmos, as most good things about this game do. When he speaks, words of a faux importance are shown in a different color. This is clearly a friendly nod to role playing and adventure games, most notably the 3D Zelda games, which do a similar thing. Again, not a big deal, but I think it makes a good icing on the cake.Fri, 19 Jan 2007 01:14:41 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=726&iddiary=1681Katamari Damacy (PS2) - Thu, 18 Jan 2007 22:58:22https://www.gamelog.cl/logs/LogPage.php?Log_Id=726Although I own the sequel, We Love Katamari, this was my first time playing the original Katamari Damacy. Although there is an overlapping story, and there were some minor changes made to the sequel, from a gameplay view the games are almost interchangeable. The are two aspects of Katamari Damacy that makes it a great game: Its original gameplay and its quirky personality. Let’s talk about the gameplay first. The concept is almost painfully simple. If you’ve ever rolled up a snowball, you’ve unwittingly played Katamari Damacy. You’re given a ball (the katamari), which you use to roll up anything that’s smaller than it. As you roll stuff up, you’re katamari becomes bigger, which allows you to roll up larger items (which makes the katamari larger still). It’s simple, it’s easy to learn, but most importantly, it’s fun. There’s a sense of accomplishment that is felt as your katamari gets bigger and bigger. It’s particularly satisfying when you’re finally able to roll up an item that’s been an obstacle for the first few minutes. Now let’s talk about the game’s personality. It has a very Japanese feel to it. By this I mean that I could not imagine an American game studio making a game like this. As it result, the game has a quirky feel to it that, in my opinion, adds flavor to the game. Of particular note when talking about the personality of the game is the King of all Cosmos. He is arguably the funniest Supreme Being I have ever encountered in a video game. We are introduced to him as we watch him destroy the cosmos while blind drunk. Once he sobers up, he sends his son, the Prince (your character) to clean up his mess. Combine that with oblivious, happy-go-lucky attitude, his incessant use of the Royal We, and his constant put-downs towards the Prince, and you have some hilarious moments. It always pains me when people skip through all of his lines, as I find them to be quite enjoyable. If this game just had the innovative gameplay, it would still be a good game. It’s how it blends its quirkiness with innovative gameplay to make this game a modern classic.Thu, 18 Jan 2007 22:58:22 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=726&iddiary=1656Guitar Hero II (PS2) - Fri, 12 Jan 2007 19:35:42https://www.gamelog.cl/logs/LogPage.php?Log_Id=632So, I just finished playing a little Guitar Hero II on Hard difficulty. It was a humbling experience. One issue that I've heard about Guitar Hero II is the steep difference in difficulty from Medium to Hard, and I'm forced to agree. I shudder to think of Expert difficulty. Anyone who can play Expert difficulty with ease has my respect. I've noticed that what I enjoy most about Guitar Hero II are the subtle things that were added to make the game feel more like playing a guitar. Much of it lies in the fret board. Most people who play Guitar Hero know that for multiple notes of the same color, they can hold the color button down and just strum the "strings". What most people don't know (and can't seem to wrap their heads around, no matter how many times I tell them) is that the buttons higher on the fretboard than the desired note do not count against you if pressed. Let me explain. From the top of the fretboard down the colors are green, red, yellow, blue and orange. If a yellow note comes up, as long as you're holding down the yellow button, it doesn't matter whether you're also holding the green and red buttons (however, blue and orange would count against you). This makes sense, as this is how string instruments behave in real life. When playing "Beast and the Harlot" on Medium difficulty, one of my favorite parts is a section that alternates two colors (red/blue, then red/yellow, then green/yellow). I just keep my finger down on the one note and alternate with my other finger the other note. I don't know why I like that so much. It just feels right. The other thing that really sets the mood is how your playing affects the music. Of particular note, how the whammy bar can be used to add reverb to notes. It would seem that the guitar track was recorded separately from the rest of the song, as that's the only way I could think of being able to manipulate those notes without it affecting the other sections of the music (drums, vocals, etc.). Again, these are all subtle things that really add to the experience. You don't really notice it while you play; it's afterwards that you realize just how profound such little nuances can be to the gameplay.Fri, 12 Jan 2007 19:35:42 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=632&iddiary=1467Guitar Hero II (PS2) - Fri, 12 Jan 2007 18:54:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=632First off, let me say that I've been playing Guitar Hero II off and on for a couple of months now. I am currently playing on Medium difficulty, and can get 5 stars on nearly every song without much difficulty. For my next entry I'll talk about Hard difficulty, and perhaps multiplayer. Guitar Hero is an excellent game, both in its concept and its execution. The concept is brilliant: Take people's love for Air Guitar, combine it with a timing game in the same vein as Dance Dance Revolution, and the result is Guitar Hero. Genius. However, a good design alone does not a good game make. What causes Guitar Hero stand out in a crowd is how well it succeeds in implementing its key concepts, namely, in feeling like an upgrade to Air Guitaring. Once I became good at the game, it really felt like I was playing on a guitar, rocking out to the crowd. What makes Guitar Hero II so much fun? Ninety percent of it lies in the guitar controller. I've played Guitar Hero using just the regular controller, and it loses much of its magic. Much of the controller's success is in its simplicity. Five different colored buttons on the fret board, a tab in the middle to represent plucking strings, a whammy bar, and the Start/Select buttons. That's it. Yet, this simple and elegant design does a really good job at capturing the feel of playing a guitar. Holding down one of the buttons while stringing your hand up and down feels...right. It's one of those things that has to be experienced in order to fully understand; it's difficult to explain. Nonetheless, I'll try...in my next entry. But first, more rocking!Fri, 12 Jan 2007 18:54:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=632&iddiary=1455