dtdrama's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=475WarioWare (Wii) - Thu, 06 Mar 2008 02:30:35https://www.gamelog.cl/logs/LogPage.php?Log_Id=3013GAMEPLAY This game is amazing! I am having a such blast at completing these tasks that I have completed the story mode! What's neat about this is now I can play multiplayer. I got my friends to come and play with me and it was a blast. We would take turns passing around the controller. It kind of felt like we were playing hot potato. It took a few minutes for my friends to find out how to play, but part of the thrill is discovering what's next to do. Eventually we were pros and it was all down to who would mess up and not complete the task. This game is great to play with friends because it is very fast paced and social. I really enjoyed the game on a completely different level with friends. Another great thing about the gameplay is there are so many tasks to perform. There are hundreds of tasks that appear randomly and this makes the game more challenging. Plus the timer keeps getting faster which means you must constantly be paying attention or you will mess up. What is really great is each task gives a short sentence for the thing you must perform. This gave me an idea of what to do next but it would also sometimes trick me and I would mess up the task. I found little boredom completing these tasks since there were so many. The tasks gave not only a great challenge but kept the gameplay new and never got me bored. If you play this game enough you get the joys of unlocking new tasks to complete. Since the tasks appear randomly and there are so many, I found myself losing before I completed all the tasks of the levels. I then had to play the level again and play long enough without dying hoping that those tasks would appear. This allows each level to be played over and over. Also there is a high score that it counts and you can keep playing to beat you best. I couldn't help but trying to play every single task in this game. DESIGN The look of this game is very artistic. This game is extremely cartoony and it always throws the most random Images your way. The tasks you perform have a variety of artistic styles that can look really cool or very dorky. This gave me eye candy to keep me entertained while playing. There were so many bizarre and different images that would come on the screen. Some images would gross me out in a childish way others would make me laugh while performing the tasks. I enjoyed the great amount of effort that went into the art in this game. The control for this game is the most unique yet most simple control I've ever seen. There are many different ways to use the controller and the control scheme makes it very easy to perform. I found it very natural to use the controller to point and slash and every other task. I also felt like the designers worked very hard on getting the controls to work just right. What better way to introduce the Wii controller with this game! I also enjoyed unlocking things in this game There were a copious amount of things you could unlock to keep playiing this was a great design point. I really enjoyed finding minigames that I could play to pass the time . Great game!Thu, 06 Mar 2008 02:30:35 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3013&iddiary=5924WarioWare (Wii) - Thu, 06 Mar 2008 02:02:41https://www.gamelog.cl/logs/LogPage.php?Log_Id=3013SUMMARY Warioware is a game where you use the Wii controller perform a huge vairety of random tasks. From sawing to shaking to picking someones nose. This game has hundreds of tasks for you to perform. The goal of the game is to complete these tasks in the time given. GAMEPLAY The game starts off introducing you to the first position to use which is pointing the Wii controller. The first level consists of many tasks using the same movement . Each level would add new positions for you to use in order to complete the tasks. I found this very helpful. It got me used to each position as I went along so I was able to perform the new tasks knowing what to do. This game is very crazy and as you are going through each level the tasks to perform get harder. I couldn't believe how many crazy tasks this game had me doing. One second I was sawing wood and the next I was clearing the air because Wario laid one. I really am enjoying the many tasks and I hope to continue to be surprised about what is to come.Thu, 06 Mar 2008 02:02:41 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3013&iddiary=5870Elebits (Wii) - Thu, 21 Feb 2008 01:44:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=2839GAMEPLAY Every level in this game I discover new elements and larger areas to explore. One element that I enjoyed was finding the rare and special types of Elebits. In each level there is a very small amount of special Elebits that are worth many more points and help unlock more features in the game. I found it a fun challenge in this game searching for these rare creatures. Even if I found one, it could quickly hide and I'd have to start searching all over again. When I completed some levels, if I didn't find the special Elebits I found myself replaying the level to try to find it. This made the gameplay last longer and also kept the player wanting to go back for more. Another neat thing about the game is every level you progress through is a different area in the house. You start out in the boy's room with the many toys and balls to throw around. You then can move out in the hallway and then the kitchen searching for Elebits. Each area gets larger in size so you can search far and wide for these Elebits. I thought it was very fun finding all of the neat things hidden in the levels and some actions I performed on objects would cause Elebits to come out of hiding. The growing levels gave me a good sense of free roaming capabilities and it made me feel more live I was in control of what to do. One great element about playing this game is that you never have to clean up after yourself. Since most of your time is spent looking for Elebits, you don't have time to be neat about it. Anyone who has played this game will tell you that you have to make the house a mess to find all of the Elebits. I found it fun launching boxes, lamps, and household appliances across rooms in order to find more Elebits. By the end of every level I found myself trying to get through the mess I made, but it was so much fun to make the mess in the first place. DESIGN This game has very good design elements that are like no other game. One element that really got me was the control. This game relies on control that is precise and quick. Using the Wii remote made this possible. Using the accurate pointer and the movement censor gave this game a feeling that you really are in control in this game. When you toss objects in the game, you are actually waving the controller in the same manner. This gives the feeling that you are actually making those objects move in a somewhat realistic way. Another design element that I enjoyed was the timing factor. Some players might not like this, but I actually think that timing this kind of game keeps the player moving towards the goal and leaves a challenge and a chance to replay the levels many times. Other games in the past have had timing and the reason for it was to keep the gameplay constantly moving. Super Mario Bros used it to keep the player focused on the goal instead of playing through the level at a slow and steady pace. I had to work hard in the game to achieve what I wanted in the amount of time for each level. It was challenging but I enjoyed the push for the goal. Another great design element about this game that I wasn't able to see full extent of was the level editor. This is a neat feature where you unlock more objects from the levels that you complete. Then you can use these objects to make your own level full of random junk where Elebits might hide. This adds to player creativity and it has an endless amount of possibilities. Once the level you designed was finished, you could even have the ability to send your level online for other players to try out. I think that if most games had editors, they would all be more enjoyable. There is just something amazing about how much stuff you can make in your own way. Playing this game was very enjoyable and I found that there is so much more to discover in this game. I've got a feeling I will be addicted for a while, but I would recommend this if you are looking for something out of the ordinary.Thu, 21 Feb 2008 01:44:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2839&iddiary=5347Elebits (Wii) - Thu, 21 Feb 2008 01:06:37https://www.gamelog.cl/logs/LogPage.php?Log_Id=2839SUMMARY Elebits is about a boy that wants to collect tiny creatures Elebits to restore power to the earth so his parents will come home. The player uses the Wii remote as a pointer to lift objects up and throw them about. The goal of the game is to find the Elebits hiding in the levels by picking up objects and turning on things. GAMEPLAY This game starts out a little slow, but once you get past the tutorial, the gameplay is very fun and unique. The tutorial is mandatory if you want to fully learn the capabilities of the controls. Using the Wii remote as a controller is fun, but because it is so new, all of the games developed using it must have a large amount of teaching you how to use it. It was a bit difficult controlling what happened on screen for about the first ten minutes. I would pick up objects and then try to move them, but the object would either fly fast or not move at all. Once I figured out that I had to collect more Elebits to pick up larger objects, it was a little easier. Figuring out the right amount of force of moving the remote was very crucial. Once I figured out moving the objects in certain ways the game became much easier. There is so much more to explore in this game and I have a feeling that I will only touch upon a small portion.Thu, 21 Feb 2008 01:06:37 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2839&iddiary=5301No More Heroes (Wii) - Sat, 09 Feb 2008 00:39:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=2500GAMEPLAY This game still stays exciting even if you don't play through the storyline. I found the odd jobs to be very fun to play. I could collect coconuts from trees, mow lawns, or even pump other people's gas for them. Each of these jobs had an interesting way to use the controller since it was the wii remote. The jobs were challenging but were also very fun to do using the wii remote in the many different ways. I earned copious amounts of money performing the odd jobs. The two lead characters in this game are very unique and have odd personalities. Travis is one guy that likes to have fun with his job as an assassin. All he really cares about is becoming number one and hooking up with the girl. The girl is Sylvia and she works for he United Assassins Association. In the first cutscene after the 10th assassin, Travis asks Sylvia if she would hook up with him if he becomes number one. Not every guy would be this forward with someone and Sylvia doesn't exactly say no either. Throughout this game I thought it was fun see how these characters interact with one another. Fighting the bosses can be fun but also frustrating at times. The very first boss is very hard for a first boss in any game. He has a huge amount of health, is really good at blocking, and my Beam Katana only does minimal damage. Since the players health is so very small, I had to use a lot of strategy in order to defeat this boss. It took me a couple of tries, but each time it was a learning experience. As the game progresses, there are more bosses and each one has a certain strategy that I had to use to defeat them. Even though I died many times fighting bosses, it did not frustrate me. I enjoyed learning about each boss and developing new strategies that might or might no work. I found this strategy exploration more interesting than just constantly fighting the same types of bosses with just some more health. DESIGN The controls are a very crucial, unique, and fun design element in this game. This game utilized the wii remote very well. Using them in the odd jobs is one fun way, but I found other parts it was used in ways I didn't take into account. The most surprising thing about this game is it uses the speaker on the wii remote as an ear piece on a phone. I didn't find this out until the remote started ringing so I put it up to my ear. Then Sylvia started talking and I couldn't believe it! No other game I played on the Wii had used the speaker to this extent. It was very fun listening in and before every boss, I would hear another one of Sylvia's phone call conversations. Another great thing about the wii remote is the way I used it for combat in the game. I had to press the a button hitting the enemy until I could finish him with a final slash. Then with the remote I had to slash it in the direction that was displayed on the screen. This made the player finish the enemy with a blood gushing swipe. I enjoyed this because it made me feel like I was really using the Beam Katana to defeat the enemies. I could also grab the enemies with the grab button and then I had to move the remote in the direction displayed on the screen so that I moved the controls like I was actually grabbing something. This was very fun because it was different than the constant mashing of buttons. This also made the game feel like it was more realistic and that I was really a part of the action instead of just a button mashing observer. The artistic style in this game is very surreal and it never seems over done. I love games that think of everything bizarre and put it into the game. There is no shortage of unique art styles in this game. This game is highly cell-shaded so it sort of looks like a 3-D comic book world. When the player runs, clouds of dust get kicked up and follow behind him. Some of the vehicles look outrageous in proportions and there is some weird reason why there are Easter Island states scattered throughout the city. Other artistic parts of this game are styled like 8-bit arcade games. The health is a heart with large square pixels. The pickups are pizza and batteries with square pixels. Even the mission entrances are symbols with huge square pixels. The most exciting artistic object in this game is the assassins list. After you defeat a ranked assassin, an arcade style high score ranking list pops up to show that you have gained a rank on the assassin's list. There is even dorky midi music playing in the background to congratulate you. No art element or any other element was not enjoyable in this game.Sat, 09 Feb 2008 00:39:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2500&iddiary=4760No More Heroes (Wii) - Fri, 08 Feb 2008 23:58:50https://www.gamelog.cl/logs/LogPage.php?Log_Id=2500SUMMARY In No More Heroes the player controls Travis Touchdown, the 11th ranked assassin who's goal is to become number one. The object of the game is to defeat all ten of the assassins and their goons so Travis can be the number one assassin. The main weapon used to achieve this goal is a Beam Katana. GAMEPLAY The game instantly starts the player into action with the arrival at the 10th ranked assassin's mansion. The first level starts off with a very helpful tutorial that can get you used to the unique way of using your weapon. Immediately, I could defeat the many goons coming at me. Each one was easy by themselves, but the more enemies on screen made this difficult. I enjoyed getting into the action and I was able to learn the controls and get through the beginning without having too much trouble. I enjoyed the fact that this game was progressive and it also had emergent elements. I enjoyed being able to explore the town between the storyline missions and being able to purchase new clothes and upgrages. The player is given a gnarly motorcylce that helps you move around town so you can complete odd jobs and assassin missions. I love the fact that this game gives players a break from the storyline and allows you to do whatever you please around the town. If you wanted, you could play the game without ever finishing the storyline. By far the most enjoyable aspect of this game was the fighting. The battles in this game are completely unrealistic and this is what makes them so fun. Using the Beam Katana, you can shred through dozens of enemies in just a few seconds. Nothing is left up to your imagination, because this game shows every bloody bit. If you cut off an enemy's head, it comes off and a fountain of blood squirts out. You can cut enemies completely in half and blood bursts out. If you can think of it, it is probably in this game. Deaths are performed so unrealistic that it makes it more enjoyable than one might think. Eventually if you kill enough enemies, you get combos that enable you to kill even more enemies. It will take a lot for this gameplay to get boring.Fri, 08 Feb 2008 23:58:50 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2500&iddiary=4736Super Metroid (SNES) - Fri, 25 Jan 2008 23:17:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=2163GAMEPLAY By this point playing through this game, I have seen many things. There are many levels and places to explore. There are also a great amount of upgrades to get. These upgrades have neat features that are added to your suit so you can go further through the game. I found it fun to find new abilities that I could use in areas that I wasn't able to reach before. Gaining the ability to jump high was very helpful as well as getting the super missiles to fire. All of these upgrades are put to great use in this game and you cannot get to the end of this game without using them all. This gave the game a variety of ways to play it and made it worth it to continue playing. I enjoyed playing through the many levels and areas. Every time I got to a new level, the background would change and the enemies would be different. This made me want to keep on playing because I wanted to see what levels were to come next. There were levels above ground and below ground and even levels with lava. Some games there are very little difference between levels. Sometimes the next level is just like the first except the colors have changed even though the enemies are the same. In this game this is completely untrue. I found a great amount of different types of enemies and the levels were completely unique from each other. I wish other games were as creative and more diverse. DESIGN The levels were large and there were many ways to go and explore. Exploring was a big part of this game. I found myself going far distances and getting stuck at dead ends or doors that I needed a new weapon or ability to get past. I enjoyed the free roam capability of the game, but I wish that some times I was given direction to go somewhere. At one point I went so far ahead in the game that I had to backtrack to the beginning to get an upgrade to use in the level I had gotten stuck at. Sometimes I would get new abilities that I could use for certain areas that I had seen before. This meant that I had to backtrack a great amount in this game. I found this irritating about the level design because not only did I have to backtrack, but I also had to fight my way through all of the enemies that I had defeated before. The controls in the game were straight forward and I was able to figure them out in the first few minutes. Moving through the levels was simple for the most part, but I found that some of the controls got irritating. Some of the enemies that were on the ground or flew could only be shot by a diagonal shot easily. The only problem was getting the character to shoot diagonally. It took me a while to figure out when to shoot the enemies and then I had to hit them with the laser blast. This took a lot of time and damage. The most irritating control in the game was the Jumping control. You could either jump straight up, then move a little to each side or you could use the diagonal jump that enabled you jump further. The only problem about these two jumps is that you ended up doing the wrong jump when you wanted the other type of jump. This got very frustrating at certain rooms where you had to jump up many platforms. I found myself spending more time jumping and falling instead of progressing through these rooms. I guess the programmers added this to require more skill, but it only made the game frustrating. Luckily all of the rooms weren't like this. After all of these aspects of examining this game, I still think it is worth a try to beat. It may not be a perfect game, but it is still decent enough to keep my interest for the time being.Fri, 25 Jan 2008 23:17:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2163&iddiary=4179Super Metroid (SNES) - Fri, 25 Jan 2008 22:32:41https://www.gamelog.cl/logs/LogPage.php?Log_Id=2163SUMMARY In Super Metroid you play as Samus Aran exploring planets and defeating aliens and other creatures you encounter in a 2-D sidescroller.Your character has a space suit with an arm blaster that you use to shoot laser blasts and missiles from. The suit also allows you to roll into a ball and lay tiny bombs. The object of the game is to defeat all of the bosses on the planets that you explore to save the day. GAMEPLAY I started exploring the planets and finding creatures to fight and upgrades to collect. The suit your character has is pretty cool. I mainly use the laser blaster arm attachment since it was the first weapon given and I had infinite shots. It worked pretty well in the beginning and I was able to take down the enemies with one or two shots. Eventually I got missiles and this helped me access new areas, but since I stared out with only five shots I didn't use it to kill many enemies. The most enjoyable thing about the character is the ball that you can morph into. The ball helps you maneuver around small areas that you can't reach normally. I was able to find my way past a few dead ends and I also found some hidden areas as well. The ball also comes equipped with a bomb that does little damage to enemies, but breaks rocks. There were a few save points in the game. This made it difficult to go far with the small amount of life in the beginning. I died many times before I got more energy to move further through the levels. The enemies were scattered well throughout the game and there were plenty to fight. Every time I went through a room and went back the enemies would reappear. This kept me busy when I was heading back and forth between save points. Since the enemies stayed, there was never a point where I had to travel back from a save without meeting enemies on the way. The enemies were varied and some required certain techniques to destroy. This increased the difficulty of the game and made it so you couldn't just run through this game quickly. The gameplay was pretty fun and I think that it might keep me interested for a while longer.Fri, 25 Jan 2008 22:32:41 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2163&iddiary=4150Super Mario Galaxy (Wii) - Mon, 14 Jan 2008 17:51:46https://www.gamelog.cl/logs/LogPage.php?Log_Id=1761GAMEPLAY Continuing playing this game has been exciting! I started playing and could not stop and I must have played over an hour. The objectives in this game seem simple and the levels seem small, but by the time I complete one, much more time had passed than I thought. The size of this game is huge! There are dozens of levels and objectives that give this game a great amount of replay. I must have only tipped the surface of levels in this game, but every level I encountered was very unique and engaging. DESIGN Super Mario is a great game overall. I found little complaints because the controls were great, the visuals were stunning, and there was always something new around the corner. Looking back at the levels, I thought the design for them was superb. The amazing thing about having the worlds be sphere shaped or otherwise gave the variety of levels a more exciting aspect. Instead of just the background changing in a 2-D side-scroller, the whole shape would change throughout the levels. The use of gravity effects in these levels were very important and kind of stepped out of the reality of the gravity on Earth. I found this was a one of a kind design with many more possibilities to come. The cartoon style and effects helped add to the magic of this game. This game of course is in no way realistic, but it allows the player to escape reality and become immersed in this wonderful universe. In some levels there were gigantic objects that are small in the real world and this gave an out of place feeling. The bright colors of everything gave a cartoony feeling as well as the way enemies are defeated. When I attack the enemies the die in a poof of clouds. I found this quite amusing the first time I saw it. This gave the feeling of a quirky world with no blood and guts. The one feature that was lacking in this game was the control the player had over the camera angles. For the most part the camera automatically goes where you want it to, but at the moments I wanted to control the camera to change angles, I couldn't. This was not very helpful and it was frustrating at times. I was able to see what I needed to see but didn't have the freedom to see what I wanted to see. This is a very enjoyable game with new types of design and gameplay that should entertain anyone for hours. I'm not putting this game down for a while.Mon, 14 Jan 2008 17:51:46 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1761&iddiary=3613Super Mario Galaxy (Wii) - Mon, 14 Jan 2008 01:54:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=1761SUMMARY In Super Mario Galaxy the player plays as Mario exploring galaxies, defeating enemies and collecting stars and star bits. When you collect enough stars you unlock new galaxies to explore and more enemies to defeat. The Object of the game is to collect stars and to defeat the final boss, Bowser, who kidnapped Princess Peach and this should bring everything back to normal. GAMEPLAY The game starts of with a cutscene where the hero, Mario must see Princess Peach. Immediately the player is thrown into play and must walk over to meet the princess at the castle. On the way to the castle, Bowser comes in his airship and takes the whole castle with Princess Peach inside. I tried to get to the castle in time but a cutscene started ending the gameplay. This was on purpose of course otherwise there would be no obvious objective to this game. Eventually I got knocked away into space far away and landed in an area which was a tutorial level where I could get used to the controls and learn some things about the game. The controls were simple and easy to figure out. Use the joystick to move and press A to jump. One very interesting control is the attack. Instead of just pressing another button on the controller, you just have to shake it and Mario does a spin attack. For some gamers this might be hard to adjust to, but I found it pretty east after twenty minutes of play. Playing as Mario is always very fun. Since his first debut in Donkey Kong and then later on NES, Mario has been a symbol of one of the first video game heroes. Getting another chance to play as Mario gives you that feeling of playing a historical character. Many of the other characters in the game are also from the older Mario games so it is another trip down memory lane. The appearance of new characters in this game is also very exciting. Princess Rosalina is a more emo version of Princess Peach, but she is a pleasant new face. The star-shaped creatures called Lumas are also fun to interact with, helping you along the way and floating around looking cute. There are many new enemies that I have never seen before such as the dino-Venus flytrap boss. Playing the game is very fun and engaging especially when the levels aren't on a flat plane. In fact most of the levels are shaped spherical or similar. This was a very neat feature that I had never seen used in a game like this before. I found it a little more tricky to get used to than playing on a flat plane. It is a new feature that I'm sure we will see much more in the future. This game has been very exciting and fun so far and I hope to continue enjoying it.Mon, 14 Jan 2008 01:54:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1761&iddiary=3503