elit3deception's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=504Halo 3 (360) - Thu, 06 Mar 2008 00:25:18https://www.gamelog.cl/logs/LogPage.php?Log_Id=3051GAMEPLAY Once I began to play the game for a second time around, I noticed it quickly became very difficult. I chose to put it on "Heroic Mode" (similar to hard). Since I am an avid FPS player, I assumed my inability to master the controls to the extent of some of my peers (who seem to have mastered Halo on a completely different level) would be compensated by my general ability to adeptly play a variety of different FPS's. I found that the game, as I progressed, met my ability to play FPS's in general, while also greatly challenging my inability to properly control this game. This aforementioned notion was expressed mainly through Halo 3's gigantic and greatly varied level designs. The game is played basically by progressing through smaller areas and continually arriving at larger open areas involving epic battle sequences. As I kept playing, there were certain areas in which I died literally over 20 times, but I kept playing with more and more drive almost never getting bored. What helped this aspect of the game, I realized, was the fact that there was an almost limitless way to conquer each epic battle sequence. For each section, I was given the option to explore the areas and find new ways of conquering each one. One particular of this example (I found), was during the first battle between Master Chief and the giant Scarab (a large ground based enemy machine). The section that I had to fight in was very large, giving me the ability to explore different options. My options ranged greatly from attacking the machine with a Warthog (a drivable military vehicle) to attempting to bring it down on foot. I felt this aspect of the game created a higher level of interactivity than I have seen in its predecessors. DESIGN Perhaps the best aspect of this game that I discovered was the amazing multiplier and co-op missions. After playing the game to what I felt to be quite extensively, I offered my roommate a chance to help me with the co op missions. He quickly agreed and we began our play in the co op mode. I was greatly impressed by many aspects of the co op play, particularly though, I appreciated the appropriate change in the amount of enemies, as well as the unique ability to control the vehicles throughout the game. Though the game was noticeably shorter (we beat it in only about 3 sittings), I found to be surprisingly more enjoyable than the 1 player mode. I was allowed to customize both the difficulty and the the level that we started on. Even further, I was allowed to select the desired checkpoint I wished to start at (marked by alpha,etc.) within each level. This allowed my roommate and I to select levels we knew to be fun and play them at any part. I felt that this aspect of the co op mode created an extremely enjoyable playing experience. Once we began a level, I found that the amount of enemies had changed to accommodate the fact that there were two players rather than one. I felt this notion allowed for a unique gaming experience that I would have never been exposed to had I not played the co op. Though it also made it noticeably harder (as it seemed some areas had an endless amount of enemies - especially the areas with the notorious "Flood"), it created a very challenging experience that made both my roommate and I desire to push through the difficult sections of the game. In addition to this, I found that the co op mode did an excellent job in regards to giving the players the ability to control the various vehicles. I recalled that in the first player mode, many missions completions relied heavily on my ability to use the vehicles, and I questioned how the co op mode would handle this aspect of the game. To my surprise, it handled it very well. The vehicle heavy missions, I remembered from the first player mode, created numerous spawns of vehicles all over the maps. This allowed both my roommate and I to choose whether we wanted to team up and control the same vehicle (Me-turret, him-drive, etc.), or if we wanted to take on the enemies with our own single person vehicles.Thu, 06 Mar 2008 00:25:18 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3051&iddiary=5773Halo 3 (360) - Wed, 05 Mar 2008 22:22:32https://www.gamelog.cl/logs/LogPage.php?Log_Id=3051SUMMARY Halo 3 is an immersive First Person Shooter taking place in the futuristic universe of "Halo." The player starts the game with Master Chief (your playable character) being shot down through Earth's atmosphere and crashing into the dirt. My goal through the game (aka the plot) was to prevent the leader of the opposing alien forces (called "Covenant") from reviving an ancient race of intelligent beings that will threaten the existence of the universe. GAMEPLAY Having played both Halo and Halo 2, I suspected that the third installation would remain very much the same. However the advanced game play and unique story helped to prove this theory incorrect, much to my enjoyment. Once I was thrown through the atmosphere into Earth, I was already immersed in the story of the game, as I felt like I actually was Master Chief. Being "thrown" (literally) into the plot of the game and being allowed to move around instantly already made me realize I was in for a pleasurable gaming experience. Whereas I felt the previous Halo's suffered from heavy exposition, Halo 3 allowed me to get right into the action, which is a crucial element of an enjoyable FPS. As I began to first explore the surrounding area, I was completely amazed and impressed by the environmental aspects as well as the whole level design of the graphics in general. As I traveled through shade into a sunny area, it accurately captured the effect of this occurrence as it exists in real life. This again added to the feeling that I was actually in the game. I felt this aspect of the game was particularly important because many FPSs suffer from a detached atmosphere between the player and the game for one reason or another, and as I played Halo 3 further, I realized this was not such a game. In addition, I found that the already engaging story also acted as a guide to direct me where to go next. Whereas many games offer excessive, though sometimes interesting, story lines, Halo 3 not only created a unique storyline but also used it as a method to progress game play, which I found to be a particularly helpful and unique element of this game. Another aspect of the game that helped create an immersive environment was the voice acting (which greatly aided the development of the the story). Many FPSs tend to avoid helpful (and well acted) dialog and focus mainly on the action. Playing Halo 3, I felt its story was not only presented and developed, in no way detracted from the overall game play of the game. It was short and to the point, yet still very interesting. Typically I feel like I want to skip through the boring and uninteresting narratives of most FPSs, and I find myself unable to do so, greatly taking away from the "funness" of the games. However, I always found myself engaged with Halo's story, and if at any parts it were to lag a bit, I happily discovered I was allowed to skip the scene if I so desired.Wed, 05 Mar 2008 22:22:32 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3051&iddiary=5722Chrono Trigger (SNES) - Thu, 21 Feb 2008 02:13:06https://www.gamelog.cl/logs/LogPage.php?Log_Id=2765GAMEPLAY Upon playing the game for a second time, I found that the storyline was even more unique and interesting than I previously thought it to be. After realizing that I had been exploring the world map and particularly the Millennial Fair for over 30 minutes, I realized that I was in for a treat (knowing that this was undoubtedly the least interesting part of the game, yet it managed to capture my attention and interest for such a long amount of time). Another factor which added to my desire to wander aimlessly was the music. I didn't appreciate it as much when I first played, but as I explored and enjoyed the unique dialogue of each NPC, I began to pay closer attention to the background music. I found it to be so engaging that I let my character rest as I sat back and enjoyed the music for certain portions of the game. I was particularly surprised by this gameplay aspect of Chrono Trigger, particularly knowing that it was for the SNES, which tends not to focus on background music for its video games. As the story began to unfold, I found myself already caring for the characters more than I thought I would, and much more than I do for at least 80% of the RPG's I have previously played. When Marle disappeared through a mysterious time warp, I realized I was just as confused as Crono and Lucca and just as unable to explain the mysterious occurance. Knowing this, I found myself greatly impressed by the designers ability to create dialogue and events that captivated me so early in the game. Rarely have I been so interested in the fate of an RPG's main characters within the first several hours of gameplay. After following the story I found my character warped into a mysterious mountainous world, of an unknown location. I found the battle system to be similar to many other RPG's (as I confronted enemies almost as soon as my character arrived in the new area), but still extremely challenging (as I will further discuss in the design portion of my blog). The designers provided chests along the way which allowed my character to obtain, what I felt to be, the perfect items for the situations I found myself in (for example, as I lost health from the battles, I obtained a tonic that restored my health soon after, preventing a potentially frustrating section of the game). DESIGN One design aspect of the game that I found impressive was the unique battle system. Many early RPGs implement this same battle system of fighting the bad guys that the character comes in contact with. However, at the beginning of Chrono Trigger, when I created a new file, I was given the option to select a battle system in which the enemies would wait to attack until I chose my attacks, or if they would attack whenever it was their turn. Initially I assumed that this idea would be secondary to the gameplay and would merely not matter with regards to the overall feel of the game. However, realizing that I had chosen to allow the enemies to attack whenever they were ready, I actually found the game to be more challenging this time around. Even at the first level (after being teleported via Lucca's teleportating machine and Marle's pendant) I found it to be extremely challenging. At first I died rather fast, and I was afraid it would be so difficult that it would detract from the aim of the game. However, dying so quickly allowed me to better plan my attacks and actually understand the game better and on a different level. When the game could have been unnecessarily difficult, it actually excelled and proved to be superior to many of its predecessors in the RPG genre. I almost instantly gained a level after only a few battles, allowing my character to be able to compete on an equal level with the tougher bad guys presented in the game. I find that many other RPGs are too hard earlier in the game as your characters are too weak. However, this unique design aspect of the game prevented me from becoming frustrated with the battle system, and actually enjoy it and explore the many options within each individual battle (For example, I soon learned new Tech moves that allowed Crono to use what I found to be equivalent to magic in the game). In addition to the battle system, I found the storyline of this RPG to be the biggest driving factor of the game. As aforementioned, I discovered myself greatly caring about the fate of the main characters even though I had only played for a little over an hour or so. Whereas many RPGs rely on the battles to progress the story and allow the player to continue playing, I actually found myself wanting to uncover the fate of the main characters. The designers created an interesting enough storyline so that I cared enough about it to want to keep playing, thus realizing that the battles were merely a pleasant addition to the very much engaging storyline of the RPG. (This entry has been edited2 times. It was last edited on Thu, 21 Feb 2008 14:22:00.)Thu, 21 Feb 2008 02:13:06 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2765&iddiary=5389Chrono Trigger (SNES) - Wed, 20 Feb 2008 22:09:44https://www.gamelog.cl/logs/LogPage.php?Log_Id=2765SUMMARY Chrono Trigger is an innovative and "ahead of its time" RPG released in 1995 for the Super Nintendo. The main character, Crono, travels through time to prevent the destruction caused by Lavos while meeting new characters (a total of 7 playable characters) in different points in history (as well as the future) along the way. GAMEPLAY I returned to Chrono Trigger after playing it several years ago, as I wanted to obtain a more analytical perspective of the game. Knowing that this is one of my favorite games of all time, I was afraid my bias would blur my examination of the structure and gameplay of the game. However I found that its vastness and creativity allowed me to examine it with a detached perspective and still have an enjoyable experience exploring the game in a new light. The game begins with Crono waking up and visiting the towns Millennial Fair in 1000 A.D.. This momentous occasion marks the unveiling of Lucca's (soon to be a playable character) teleportation machine. When I began exploring the fair I eventually ran into (literally) another playable character named Marle. I liked that the game creatively introduced multiple characters without seeming overwhelming in any way. Rather I found the quick introductions to be unique as it made me more interested in the game's storyline and overall character development. The thing I initially liked about this game was the dialogue. Whereas many RPGs begin with boring story line oriented dialogue, I found that the method in which this game revealed its story was innovative and very interesting. I found myself pausing and taking time to read everything the characters said, as I could tell it would be important later in the game. Each of the two characters that I first interacted with (Marle and Lucca) had very obvious and interesting character traits. Marle was care free and joked with my character, whereas Lucca appeared to be an eccentric scientist. As storyline and character development are extremely important to the gameplay aspect of RPGs, I felt that this was something that made the game initially quite enjoyable. Whereas many RPGs throw in characters that no one really cares about and just sit in your party, I found that I was excited to have both Marle and Lucca join my party and add a more interesting aspect to the potentially uninteresting character oriented aspect of the game. Another thing I appreciated about the game was the immersive world that I was initially allowed to explore. RPG's rely heavily on environments and level designs and many fall short of interesting and unique. However, in Chrono Trigger, I was impressed by the colorful and interactive world that I was required to venture through. I found that I could interact with almost every NPC in the area, and many even had interesting mini games I could participate in. (For example, there was a race constantly going on that I was allowed to bet on, and even a House of Horrors). I felt in particular that the games graphics, though limited by the SNES' capabilities, were colorful and created a world which I felt I would want to visit in real life. It pushed the graphical limitations of its day further then most SNES games I have played in the past. I felt this aspect of the game in particular greatly helped my experience of the game become more enjoyable the more I explored each level. (This entry has been edited3 times. It was last edited on Thu, 21 Feb 2008 01:50:18.)Wed, 20 Feb 2008 22:09:44 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2765&iddiary=5175BioShock (360) - Fri, 08 Feb 2008 18:03:48https://www.gamelog.cl/logs/LogPage.php?Log_Id=2404GAMEPLAY Upon playing the game for a second time, I found that the expanse of the graphics (primarily in regards to character and level design) as well as the immersive storyline surpassed by previous amazement even further. I consider myself an avid horror movie fan, and even this game was frightening and rather disturbing to me. I found the storyline disturbing and extremely interesting. As it progressed, I found myself feeling sorry for the inhabits of Rapture who had been overtaken by greed and gluttony. One aspect of the game that made it unique among the genre was its use of weapon and plasmid upgrades. I found the enemies becoming progressively harder (for example there was a new bomb throwing enemy), and as they became harder I found myself needing more powerful weaponry and plasmids. The game accurately answered this concern by allowing my main character to obtain new upgrades at various dispensers. As opposed to most FPSs where you simply obtain new weapons and rarely use your old ones, Bioshock allowed for multiple types of ammunition for each gun, making them extremely important based on the situation I was in. Making it even more interesting, my character obtain the currency ("Adam") necessary to purchase upgrades by following the storyline and confronting the "Big Daddy's" (protectors of the demonic little sisters). This idea greatly helped to make me more inclined to continue the game rather than simply get frustrated and quit. Also, this gave me a choice of whether or not I would spend my money or save it for upgrades later. I found this aspect of the game to increase not only the enjoyability but the replayability as well. DESIGN One thing I found interesting about the game was the control scheme. At first I found it clunky and hard to aim, causing me to die rather frequently. However, once I got a tolerable control of the movement, I was able to focus more on strategies involving the other buttons. For example, the two back buttons made you shoot (the left = plasmid / the right=guns). I found this particularly important and interesting in that it was a very intuitive control scheme, which isn't often seen in first person shooters. This was also good in that the game often required me to quickly change guns and plasmids depending on the situations, and the control configuration allowed me to quickly change, rather than having to think about it for several minutes while being constantly attacked. The one drawback I would say, though it is not exclusive to this FPS, was the difficulty of movement. Like I mentioned previously, the control scheme was intuitive and unique as far as weapon and plasmid usage, however, I found the difficulty of actually moving and aiming to be a drawback (though minor) to the overall game. Even though I didn't mind continually playing certain parts of the game as a result of dying, I felt that the movement controls made this almost an inevitability. In addition, the difficulty to control the character made it difficult to use health and evo packs, particularly during intense battles. I found my necessity to use both hands for controlling the character made it very hard to stop movement in order to press one of the buttons necessary for accessing my med kits. This, in addition to the difficult movement, made me die more frequently than if perhaps there were a more intuitive way to perform these actions. It goes without saying, however, that these minor drawbacks barely made the game any less enjoyable. They were only minor concerns that I expressed while playing the more difficult segments of this amazing game. (This entry has been edited1 time. It was last edited on Sat, 09 Feb 2008 21:35:28.)Fri, 08 Feb 2008 18:03:48 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2404&iddiary=4602BioShock (360) - Fri, 08 Feb 2008 16:05:51https://www.gamelog.cl/logs/LogPage.php?Log_Id=2404SUMMARY BioShock is an immersive first person shooter taking place in the past of an alternate reality (around the 1960's). After surviving a plane crash into the ocean near the "abandoned" city of Rapture, the main character, Jack, must survive amongst "Adam" hungry, deranged monsters and Big Daddys (tough mechanical body guards of demonic "little sisters"). GAMEPLAY When I first picked up Bioshock, I assumed I'd be playing through another formulaic first person shooter that merely involves exploring and killing anything that I see. However, even within the first 10 minutes of play, I was happily surprised to find out my previous assumption was completely wrong. The game throws you (literally) into the ocean requiring you to swim to the forsaken looking city, Rapture. I thought that was well done in that it made you realize you had no choice but go to the city, which helped create the overall tone of fear and despair early on in the game. The inevitably of your soon to be realized challenges creates a unique environment and really set up the game well for me, putting me in the mood to become immersed in the game. Once in the city, I was amazed by the unique graphics, whether it was the dynamic lighting effects, or the weapon designs, I found them to be superior to any other first person shooter I have played. The level designs were large and open, creating a unique and extremely believable environment. At the beginning of the game I was taken via a transportation device to what appeared to be the lower city area. I appreciated this in that it gave me a larger view of the area I was about to explore. It gave me a taste of the overall environment of the game, and made me feel as though I was really being thrust into this spooky city. Another aspect I found unique to this game was the well done voice acting. In many first person shooters, the voice acting is either terrible or non existent. I found this game's narration, guided primarily by Atlas (who initially tells you where to go and what to do) to be not only helpful but very interesting to listen to. As opposed to some games, I found my self stopping what I was doing in the game to listen to Atlas as the story developed. I felt this to be a great plus for the game as well as an aspect that separates it from many of the other FPSs I have played in the past. (This entry has been edited2 times. It was last edited on Fri, 08 Feb 2008 16:31:09.)Fri, 08 Feb 2008 16:05:51 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2404&iddiary=4578Super Mario Galaxy (Wii) - Fri, 25 Jan 2008 00:28:27https://www.gamelog.cl/logs/LogPage.php?Log_Id=2050GAMEPLAY After playing the game for a second time I began to appreciate the expanse of the game as the story began to unfold. I found that, even after beating galaxies, you can still go back and do various challenges to obtain new stars. For example, when a comet is present in a galaxy, I was allowed to do a timed race through a planet. Also, many levels have "hungry stars" that require an arbitrary amount of star bits in order to become a planet. I thought this greatly added to the overall replay value of the game, making it even harder to put down. In addition to this, I was also amazed by the level design of some of the planets. What I found particularly impressive was how the planets explored the 3D aspects of the environments to solve puzzles and progress. Many of the levels forced me to "think outside the box" in order to move on, and in ways that I haven't had to think in previous games. One level in particular caught my attention. It was a space junk level that required me to use all the junk surrounding me as platforms to move around. I thought this aspect was very unique and was something that I haven't seen in any other game I have played. DESIGN One design aspect that I found intriguing was the use of the Wii controllers (both the Wiimote and the Nunchuck). At first it was troublesome trying to move Mario with essentially two hands, but the simplicity of the first planets you play on really helped me to get used to it and give me a taste of the moves I would have to be doing in the future (for example you learn how to wall jump early on which I ended up using on almost every level later in the game. In addition, I felt the controls helped to make me feel even more immersed in the game. I had to pay attention all the time (which I didn't mind doing) and eventually the controls became very natural and intuitive. Many levels required that I point the Wiimote at the screen to pull Mario around (like the blue stars that acted as intergalactic monkey bars), which I found to add to the overall difficulty of the game. The controls helped me enjoy the game more especially in relation to the various boss battles. I found that all the boss battles require that I use a combination of various moves that I had learned through the the galaxy that the boss pertains to. (For example, later Mario becomes "spring Mario" and, in that galaxy, the boss requires you battle in that form of Mario). I thought that this allowed for a very smooth learning curve, and the bosses never seemed too difficult, (though they were often not very easy either). The one drawback I found was that often the camera angles were frustrating and difficult to control. And though this didn't greatly detract from the overall game play, I found that it sometimes got annoying and was hard to adjust. Even though the camera angles were adjustable (using the D-Pad) I found that the situations when I needed to change the angles were too intense to deter my concentration enough to use the D-pad.Fri, 25 Jan 2008 00:28:27 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2050&iddiary=3974Super Mario Galaxy (Wii) - Thu, 24 Jan 2008 23:49:23https://www.gamelog.cl/logs/LogPage.php?Log_Id=2050SUMMARY Mario Galaxy is an immersive action game utilizing classic Mario moves and story lines. Mario's quest in this installment of the series is to, as always, rescue the princess from the clutches of the evil Bowser. The levels are unique in that they play out in the forms of various galaxies and planets, as you search for your beloved Princess Peach. GAMEPLAY As soon as I began to play this game, I found it very difficult to put it down. The levels begin very easily (with a tutorial exploring the basic moves and methods in which you can explore the planets you're on) and they progress to higher difficulties. Even at the start, the levels are engaging and the storyline progresses in a very easy to follow method. You are guided through the levels with the help of various smaller stars (some which become planets). Upon completing my first "galaxy" within the game (which consists of about 4 planets including a "bowser" planet) I was afraid the linear format (beat one world move on to the next with 4 planets and a boss planet) would get old. However, I found that in the next galaxy, the levels were even more interesting and graphically pleasing then the previous. Something about the game that made me particularly drawn to it was the different "Mario forms" you could obtain depending on the planet you were on. For example, on the honeycomb planet, Mario becomes a bee and has special powers until he is hit or touches water. I felt this aspect was particularly unique and really helped prevent me from getting bored with the level designs. Another fear I had going into the game was that it might be too easy. I easily conquered the first galaxy as well as the second, but I found that my fear was proven wrong by the difficulty of the following galaxies. Not only this, but the story soon reveals your ability to feed your star bits to smaller stars making them turn into planets, or levels. Another aspect of the game that I really enjoyed (and didn't notice at the start) was the music. Many of the levels use "remastered" versions of older Mario music, even dating back to the original Mario for NES. I thought this was very clever, and it was something that I haven't seen in any of the previous Mario installments. Thu, 24 Jan 2008 23:49:23 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2050&iddiary=3965Katamari Damacy (PS2) - Sun, 13 Jan 2008 21:38:28https://www.gamelog.cl/logs/LogPage.php?Log_Id=1627GAMEPLAY Upon playing the game further after a brief break, I noticed that the expanse of the newer levels in the game was practically limitless. As the levels progressed, the required size of the Katamari increased, even up to 30m (which is a lot in comparison to the 15m sized trees and buildings). I enjoyed this discovery as I was soon able to pick up almost anything in the entire play. The challenges of the game began to present themselves in unique ways as I progressed through the game as well. In order to gather enough items to increase in size, I had to discover new areas which also required me to get to a certain size. This allowed for a refreshing gaming experience as I began to grow tired of picking up the seemingly endless spread of small fruits and vegetables. DESIGN For design, I chose to focus on the graphics of the game and particularly how they affected the overall level design in the game as well as how they increased the replay value of the game. I also noticed an interesting and clever graphical inclusion in the game that made me appreciate the detail that went in to the creation of the game. As you reach certain increments of size (such as every 10cm or every 1m) the screen blurs and you grow. However, even prior to these landmarks, as you begin to pick up items you slowly notice things getting very subtly smaller and smaller. At first I didn't notice this, but upon the realization, my like for the game, as well as my appreciation for its uniqueness increased. In relation to the graphics, I found that the level design, though sometimes frustrating (as you could get stuck behind fences for seemingly forever), added to the overall "replayability" of the game. Even once you reached the assigned size, you are still allowed to explore the level for as long as your remaining time allows. This made my desire to complete the task within a short time period increase as I really wanted to explore the world roll over many new items. Even after you complete a level, you can try it again and try to get to a bigger size than you did the previous try. This made me enjoy playing the game and somewhat look past its overall brevity (as you could beat it in one sitting). Though the story of the game seemed somewhat tacked on, I felt (since it in no way hindered or contributed to the gameplay) it was still tolerable (and often quite funny as the crazy king developed the storyline) Overall, I felt this game was very fun and unique. Whereas most games might suffer from a weak storyline (as the one in this game) Katamari's simplicity allowed me to look past that an feel as though I was playing an arcade game that I would use all my quarters on. The replay factor was high and the controls, though initially difficult to figure out, became increasingly intuitive and helped strengthen the already high uniqueness of the game. (This entry has been edited2 times. It was last edited on Sun, 13 Jan 2008 21:49:19.)Sun, 13 Jan 2008 21:38:28 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1627&iddiary=3436Katamari Damacy (PS2) - Sat, 12 Jan 2008 20:34:38https://www.gamelog.cl/logs/LogPage.php?Log_Id=1627SUMMARY Katamari Damacy is a unique game featuring a game play centered around a simple ball. Playing as the prince (of a nation who has destroyed all the stars but now feels guilty and regrets it) the player's goal is to roll up everyday items all around Earth with your ball (or Katamari as it's called) which will be formed into a star in order to replace all the stars that have been destroyed. GAMEPLAY I returned to Katamari after completing it upon its initial release in order to gain a closer analysis of all the various intricacies within the game. The game features unique (mostly beat boxing techno-esque) type music. The music carried very well through out all the levels (even those lasting 10+ minutes). The character design is engaging as the story unfolds through the eyes of a "slightly off" King. The general graphics of the game, mostly of random objects, are blocky but interesting and very unique. The simply designs allowed me to identify each object that I was picking up. I also found that the game consisted of many colorful environments, adding a postive feel to the overall game playing experience (This positive element was reinforced by the upbeat and happy music throughout each level). I enjoy games with interactive environments and, because that is the main aim of this game, I found that aspect to be the most enjoyable. The player can literally pick up any item in the environment. Though, upon starting out, the Katamari is only big enough to collect smaller items (paper clips, thumb tacks, etc.) the player is eventually capable of rolling over cars, people, and even buildings. I found my interactions with the environment greatly extended the engaging game play.Sat, 12 Jan 2008 20:34:38 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1627&iddiary=3349