nanostylex7's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=482Portal (PC) - Wed, 05 Mar 2008 20:08:34https://www.gamelog.cl/logs/LogPage.php?Log_Id=3022Gamelog Entry #5 (Log 2) Gameplay This game got so much better in my second 45 minute round, and it also got pretty hard too. I still had a blast with it though. Finally being in control of both portals, GLaDOS now informs you that the tests are going to get much harder. And they do. You need to get the flinging mechanism down (momentum) for much of the puzzles, and you'll start getting worried as you hear some of the corrupted comments GLaDOS makes. Kinda eerie. You will also encounter a new kind of danger in the form of sentry turrets. Though they aren't really characters in the game, they have funny (but creepy) voices and they don't hesitate to mow you down with gun fire. Another character that isn't really a character in this game is the Weighted Companion Cube. The WCC (weighted companion cube, for short) doesn't speak and, in fact, doesn't do anything a noraml weighted cube doesn't. The only reason players become attached to the companion cube is because GLaDOS seems to emphasize a lot on it, so it is kept in your mind longer. The game produced quite a character and people have become rather attached to it, until they realize that they have to incinerate it in order to continue. Something else I encountered while moving exploring some of the test chambers, were small areas that appeared to have had people living in them. The plot thickens as you read some of the things they have written on the walls and the game does a great job of making differences in the design of these areas aside from the test chambers. It is only after GLaDOS tried to kill the main character that you realize, you might want to escape from this facility. After this level you end up moving through the actual building itself instead of the test chambers and in the end, come face to face with GLaDOS herself. Hilarious comments commence. (One thing not really mentioned before, is that you never really see who you're avatar looks like, but as soon as you get the upgraded portal gun, you can place them close together so you can actually see that you're a female.) Design Though this game doesn't provide much difference in level design (most levels were either in the testing areas or the faciilty itself), but it does such a good job with those two that it completely makes up for a lack of variance. The testing areas really do give you a feeling of sterile and clean areas, while falling down into the toxic death-water gives you a feeling of being in a sewer. The games level design in the testing areas really take advantage of portal use, as flinging avoiding death traps becomes essential. For most of the game, you are deceived into thinking that there will be cake at the end of the road, until you actually reach that point when you realize GLaDOS intends to have you incinarted and it becomes apparent that she is a bit homicidal. That is when the level design of the clean test facility comes to an abrupt stop and shifts to that of the gritty and dark tone feeling of the actual facility. (You see bits a and pieces of this in small areas where it appears people tried to escape.) The change is very dramatic and the dangers escalate as GLaDOS seems intent on killing you. What this game does best is let you have full control of the portals you make (with limited restrictions on where you can place them), but you can have a lot of fun with the portal mechanics themselves. This also brings me to another aspect of level design that I find quite intriguing in this game: gravity and momentum. The flinging process is only achieved with a believeable sense of gravity in the game. In other words, the gravity mecahnics here actually made me feel like I was in the game myself. It pulled me in that deep. And in the end, thats what really matters to me about games. (This entry has been edited5 times. It was last edited on Wed, 05 Mar 2008 22:00:30.)Wed, 05 Mar 2008 20:08:34 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3022&iddiary=5690Portal (PC) - Wed, 05 Mar 2008 17:51:14https://www.gamelog.cl/logs/LogPage.php?Log_Id=3022Gamelog Entry #5 (Log 1) Summary Portal is a fun 3-D Platform/Puzzle gmae for the Xbox 360. (It is one of five games offered with "The Orange Box". The goal of the game is to make your way through many tests (levels) filled with all sorts of danger and puzzles, using a gun that fires portals, in order to make your way through safely. Gameplay The first 45 minutes of Portal were fun and amazing. To start off, you don't start with the portal gun and, in fact, you start off in what is basically a cage. From that first moment, the game does a great job of making you feel like a lab rat of some sort. This feeling is further enhanced when you first hear the main computer, GLaDOS. GLaDOS seems talks in a robotic voice, but you can tell from the tone that she is female, but she is, quite frankly, the funniest character in the game, only because shes a bit of a smartass and has some dark humor behind her. Her comments alone, are very entertaining. As I progressed through the first stage, I finally got my hands on the portal gun. Unfortunately, this wasn't the better version of the portal gun and only seemed to fire one portal (blue) instead of two (orange). Still, it was a blast experimenting with it, though. As the game progressed, the test enviroment starts to become a little more life threatening and you'll realize that GLaDOS might have a few bugs in her system. The next few chambers all contained relatively simple challenges such as keeping pressure switches held down and redirecting dangerous high energy pellets ("...the Aperture Science High Energy Pellet seen to the left of the chamber can, and has, caused permanent disabilities, such as vaporisation...", hilarious), then I came upon one of the more innovative aspects of the game: momentum. Apparently, the same speed you are traveling when you go through a portal, is the same speed you'll be traveling when you come out of the second portal, basically introducing a new aspect to the game that you should get used to because you're going to be needing it often. The only problem I've had so far is that there are 20 tests (levels) and I just got the upgraded portal gun (now able to fire two different portal) on the 11th test. Kind of a let down. (This entry has been edited6 times. It was last edited on Wed, 05 Mar 2008 20:08:00.)Wed, 05 Mar 2008 17:51:14 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3022&iddiary=5672Super Mario Galaxy (Wii) - Wed, 20 Feb 2008 19:20:49https://www.gamelog.cl/logs/LogPage.php?Log_Id=2709Gamelog Entry #4 (2nd Session) Gameplay In my second hour play through of Super Mario Galaxy (SMG), I was sucked further into the fun and zany galaxies the game had to offer. There is much variety in the levels and with the addition of costumes, I was happy. (There were costumes in my first session, but I didn't mention them until now.) The costumes in each level are crazy and have more variety than the different hats in Super Mario 64. On one level, you could be flying around and buzzing like a bee and on the next, you could be jumping around while wrapped in a giant spring. Something else not mentioned in my first session is the inclusion of boss battles. Though relativley easy, they're always fun to beat and are very interesting as well. What made the game even better is that the levels increased in difficulty and the presence of comet-stars made exploring each level more worthwhile. What I liked a lot about this game is that it actually tells you which levels hidden stars are located in (provided you collected the stars in that galaxy already). This made collecting stars substantially easier to collect. Overall, this play through has made me want to collect every star in the game. Yeah, it's that fun. Design Well when it comes to level design, SMG does not falter, even for a second. i never found myself frustrated with this game at all (in terms of level design, not difficulty). I enjoyed exploring every planet and playing with the physics of them as well. This leads into another important element of level design I found fun and interesting: planet gravity. I can't tell you how much fun I had jumping off the sides of platforms only to be launched off and pulled down to the bottom of the platform. This was entertainment on its own, though the controls made the experience a little disorientating. Gravity aside, the levels were very varied from lava worlds to haunted houses to deadly desersts. What I loved most, is that each level provides some new mechanic to employ whether it be controlling the abilities of new costumes (ghost costume is my favorite) or learning how to use shells in water, I felt as though things never got old and boring, ever. The better times of this game came when I had a partner with a second Wii remote. This made the game substantially easier as I did all the main actions and my partner just watched my back. Of course, we would always mess with each other, leading to some bad jumps and a lot of deaths. Still, it made the experience more enjoyable, social, and fun. Something I favored in this game as opposed to Super Mario 64, is that every star you find requires you to take a different path to get to it. This made the game feel more fresh, instead of having you go through the same level again to get a different star. One thing I haven't mentioned is the better features: star bits. These surve as the games monetary system and also serves as ammo as well. Star bits can be collected by walking to them or, even better, collecting them with the on screen star I mentioned in my first section. (They can also be collected by player 2's star.) The on screen star is also a cursor to show where you can fire star bits, preferably at enemies. But they are also required to feed hungy Lumites you encounter, which in turn, transform into galaxies for you to visit. All in all, Super Mario Galaxy is a fantastic game. It excels in level design and playability, resulting in one of the greatest games of all time. It's a hall of famer for sure.Wed, 20 Feb 2008 19:20:49 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2709&iddiary=5131Super Mario Galaxy (Wii) - Wed, 20 Feb 2008 16:38:18https://www.gamelog.cl/logs/LogPage.php?Log_Id=2709Gamelog Entry #4 (1st session) Summary Super Mario Galaxy is an extraordinary platformer for the Wii console and the most recent sequel in the series. In SMG (Super Mario Galaxy), you play as Mario and your goal is to save the princess from the evil clutches of Bowser. The setting for this game, though, takes place in space and you must explore many colorful galaxies and planets in search of power stars that will take you to further galaxies to explore. Gameplay This was quite an amazing play through of SMG and I am thoroughly impressed with what I experienced. The story starts off with the same plot, though (but hey, I guessed they just used what worked). You start off in a festival of some sort, which ends up with the princess being nabbed by the evil Bowser and you soon find yourself on some strange planet in space chasing bunnies. But this is where the real game starts. The colorful shades used on each planet in the varied galaxies gives it a sense of overwhelming fun and the musical score attached to it only makes it that much more fun. The character models this time around are much more colorful and though there is very little dialogue (very little), the characters do have great facial expressions, which gives them a more life-like appearance. One of the things I find a little annoying though, is that there isn’t much of a story to this game, as it follows the whole save the princess theme. The game does give you a little background in the form of chapters in a book that can be accessed at any time by going to the library (in the game, not in real life). SMG makes excellent use of the Wii control, mostly in the form of mini games that you’ll encounter in the game. These range from twisting the Wii remote to control the direction when you surf or holding it upright and tilting to roll a ball along a dangerous obstacle course. All of these make the game even more fun to play, though it does take some time to get used to. The Wii motion sensing function also serves as the main attack function for Mario, as a quick wag of the remote makes him spin adding extra fun to the game as you must also use this function to traverse the many planets in each galaxy. What really caught my eye was the fact that this game could be played co-op, in a sense. When an extra Wii remote is plugged in, a second player appears as the form of an extra star on the screen (you already have a star for single player, but more on that in the second log). While player 2 can’t control the direction of Mario, they can force him to jump and even spin, which can help inadequate players or, if you have a jerk for player 2, they can really mess you up. But other than that, player 2 also has the function to collect star bits and stop enemies in there path, which is tremendously helpful when player 1 is distracted with the actions at hand. This makes interaction with people around you even greater as you must communicate with your comrade on collecting items and strategies for getting through levels. And every minute of it is a rip roaring good time. Wed, 20 Feb 2008 16:38:18 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2709&iddiary=5104Donkey Kong Country 2 (SNES) - Fri, 08 Feb 2008 19:55:30https://www.gamelog.cl/logs/LogPage.php?Log_Id=2409Gamelog Entry #2 Gameplay For my second walkthrough of Donkey Kong 2, my skills improved (or more of, they had to improve) as I went further through the game. I myself felt this game to be too challenging for younger kids, which is troubling because with all the whimsical graphics and and ideas, I really felt as though this game was aimed at a younger audience. The level of difficulty aside, I was highly intrigued by the the boss battles and after a while, finding enough coins to access the bonus levels (which were insanely difficult as well). The game really caught my attention in the difference of levels and backgrounds which really captured a sense of being not very possible and more imaginative, which was fun. Another aspect of the game not mentioned in my first log is the inclusion of animals that help you in your quest. Each animal has a different skill which you can use when you mount them. These skills include speed, swimming, or jumping. Plus, some of them you don't ride or even physically interact with,but still provide a tremendous amount of support. The game gets even better when you actually get to transform into one of the many animals present giving you better movement and control. Design The level design for the game follows a simple process. The beginning levels of the game of deceptively easy, but as the game progresses, these levels become very hard. The first world serves more as a training ground to hone your skills controlling the chimps, but as you reach later worlds, you'll have to deal with harder obstacles and enemies. The levels are of great variation, though. From pirate ships to carnivals, this game will constantly keep you entertained, as each new world brings some new level design concept such as riding roller coasters or getting over large gaps using nothing, but spider webs. I felt as though I needed to grasp a new concept or skill in the game just to keep up, which is good, since this idea will make it so that you always feel involved. The game has a very strong reward system, but the most difficult I've encountered. You can search every piece of land there is an Donkey Kong 2, so that you can find every coin and bonus box so that you can admire your 100% completion of the game. (In which case, I will bow before and worship you as a platformer god). Of course, you have all the resources to find these hidden items, it just requires a lot of skill, time, and a little luck. Fri, 08 Feb 2008 19:55:30 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2409&iddiary=4634Donkey Kong Country 2 (SNES) - Fri, 08 Feb 2008 16:19:06https://www.gamelog.cl/logs/LogPage.php?Log_Id=2409Gamelog Entry #1 Summary In Donkey Kong Country 2: Diddy's Kongquest, players take control of a chimp named Diddy and girl chimp companion in a 2-D, side-scrolling platformer. The goal of the game each world is to go though every level and defeat the main boss of that level, while the end goal is to save Donkey Kong from an evil pirate lizard. The game provides many side challenges such as finding bonus barrels within levels or beating the secret levels in the game. A unique function in the game lets you switch between the two chimps at any time (because you only control one at a time, while the other just follow until summoned). Gameplay In my first 45 minutes of playing this game, I can say that I feel like I have really been challenged in this game. It was very fun to play, though I must say that it lacks a good story. All you know is that Donkey has been kidnapped and it is your job to rescue him. As I played the first few levels, I got a good sense of enviroment from each world (though I've only seen two so far). I started off on a pirate ship and the levels progressed through the ship with very few deviations from the path you needed to take. Each level has a plethora of items to be found. From bananas to banana coins to extra live ballons, there was plenty of hidden items to be found. What I liked best is that there are hidden stages within levels that, at first, will be simple to locate, but later on, become increasingly harder to either find or get to. Herein, lies my greatest facination with the game: anyone can pick it up and start playing. If you want to just get through the game without locating all the items or secret levels, it is perfectly fine because those items are optional anyways. It only takes a true perfectionist to search every nook and cranny to find everything and get 100% completion. (Though I've got to say that when you take this into account, this is one of the hardest platormers I've ever played.) The main characters in the game are a little whimsical (seeing chimps in clothing is always amusing), but don't say much in the game. You don't hear a lot of people talking in this game, but there is some dialogue (some). So like I said before, this game doesn't excel at storytelling, but the interaction between your two main characters is a highlight in the game. You can switch between both main characters at anytime (provided that both of them are with you) and the animation between switching is hilarious everytime I watch it. As a plus, you can even use a tag team throwing manuever that becomes really useful once you learn how to use it. Overall though, the characters are simple to control, but take sometime to master.Fri, 08 Feb 2008 16:19:06 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2409&iddiary=4587Super Metroid (SNES) - Sun, 13 Jan 2008 22:53:45https://www.gamelog.cl/logs/LogPage.php?Log_Id=1711Gamelog Entry #1 (pt. 2) Gameplay My second session only increased my desire to explore planet Zebes. As I moved from sector to sector, easy enemies became increasingly more difficult. Plus, the boss fights got much more exciting, as I battled creatures more than 10 times my size. Coming out victorious after overcoming insurmountable odds made me feel like a champion. Of course, that feeling lasted only a short while as I plunged back into the world of exploration. As I moved on from the Norfair (the lava sector) with my brand new weapons, I temporarily became stuck. Because there is so much emphasis on exploration, the game doesn't really tell you where to go. This adds to the challenge, as you must forge a pass through the sectors with your upgraded rockets and morph ball bombs. It was quite a shock when I discovered where the next area was. Right away, I had moved from the fires of Norfair, to the depths of the Madrina (the water sector). To take note, Norfair was a sector so hot that it burnt through the battle armor and required a special suit upgrade. But in the Madrina, I was completely submerged in water and it affected Samus' movement as now she was very slow which required expert shooting to defeat the enemies who moved swiftly through the waters. It is a challenge that I am facing to this day. Design As a whole, Super Metroid is a great platforming game. Excellent in many ways yet its main objective (exploration) is a double-edged sword. For starters, the game has excellent level design. I loved seeing the change in background for every sector from the outer caves of Crateria to the lush vegetation of Brinstar to the firey pits of Norfair to the watery depths of Madiria, I really felt like an explorer when I was done. The change in scenery also came with a change in music with each piece going beautifully with it's accompanying sector. And as stated before, as the sectors changed, the enemies inhabiting each became increasingly to difficult to beat. To make things even more challenging, every time you leave any given room and return, the enemies respawn! This makes it so that there is never a dull moment. To add to the empahsis on exploration, you can not access certain areas without the proper equipment whether it be weapon upgrades or suit upgrades. Of course, the game allows it so that you do not have do that much exploration, though the reward for your extra effort is paid off greatly, as you may locate special weapon upgrades that are not necessary to beat the game but help you greatly. All this aside, I address the few problems I had with this game. To start off, my biggest problem with this game is also its main emphasis: exploration. Don't get me wrong, I mean I loved having to find all the energy tanks and missle tanks off the beaten track, but the trouble occured when I tried to go back to the main quest. Because the game puts so much emphasis on exploration, it never really points you in the direction you need to go to, so you must find out where to go on your own. Which pretty much led me on a 30 minute hunt to find out where I was supposed to go, which also led to much frustration. My second problem in this game comes from the controls. The actual controls take some getting used to and simple actions are easy to perform as well. But to fully explore the planet Zebes, you must learn advance moves, which take a lot of time to nail down. These problems aside, Super Metroid is one of the top games out there, in design and gameplay, and I highly recommend it to anyone who loves adventure/exploration games.Sun, 13 Jan 2008 22:53:45 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1711&iddiary=3452Super Metroid (SNES) - Sun, 13 Jan 2008 21:56:22https://www.gamelog.cl/logs/LogPage.php?Log_Id=1711Gamelog Entry #1 (pt.1) Summary In Super Metroid (a 2-D platformer), players control Samus, an intergalatic bounty hunter clad an battle armor. The main focus of the game is the exploration of the planet Zebes in search of the last Metroid (a space parasite) that was stolen from the space station it was kept in. During your quest you must also find power-ups and upgrades to ehance your suits abilities and allow you further access into the different sectors of Zebes. Gameplay Right off the bat when your turn on the system, the games creepy music and partial images give you an ominous feeling of what's to come. Even better, if you have not played the two previous installments, the game fills you in on the story in the form of a journal entry by Samus. Also the journal entry gives players some insight of who Samus is and what her motives are, but you still can't help but feel a little distant. As soon as your start, the ominous feeling kicks in. As you enter the desolate space colony and view the bodies, you already know something bad is about to happen. And after you face-off against the first boss, everything changes for a brief amount of time. Faced with the self-destruction of the space station, the omnious feeling swiftly changes to that of panic as the background glows red and the timer appears. So far, the controls are hard, and take some getting used to, but still very fun to play. It is alsoe very challenging because the physics of the game are very realistc. Examples of this are present in the gravity of the planet allowing Samus to make very large jumps and if you happen to end up in water, your movement are slowed and that jumping height diminishes greatly. As I progressed further, I became even more enticed by the games different sectors and felt that I myself was on this distant planet, which pushes players to explore the enviroment even more. And they are rewarded for the exploration in the form of energy tanks and missle tanks, both which increase the amount that you can carry. On another note, social interaction is non-existent here. Since Super Metroid is a single player game and because it is best played while alone in a dark room, don't expect to be talking with friends or anybody else for that matter. It just throws of the games atmosphere and ruins the feeling of truly being on your own.Sun, 13 Jan 2008 21:56:22 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1711&iddiary=3439