Doc's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=505Wingnuts 2: Rise of Raina (Other) - Thu, 06 Mar 2008 03:16:19https://www.gamelog.cl/logs/LogPage.php?Log_Id=3091Gamelog Entry #2 Gameplay: After a second hour of gameplay, I still find myself attached to the characters. They have not lost any of their quirkeness and are still really entertaining to listen to. There was something missing though, because the gamer, like I said in my previous gamelog entry within the gameplay section, does not control an avatar, and that felt like something was missing. I was wrong, however, and discovered that I do feel an attachment, an attachment to all of the planes that one acquires during and throughout this game. I thought this is cool, because the player is attached to even more "characters" than any other game because he has such a selection to choose from. Wingnuts still has an interesting story. We are still chasing down the Baron and trying to prevent the world from his chaotic manner, but I have gotten far along in the game to know that there is another motive for why we are chasing this maniac around. I'm not that far along to know the exact reason, but I am curious to find out, which keeps me interested as a gamer. There is still no social interaction between human beings, which I am kind of bummed about, because I think that a multiplayer element in this game would have made it that much more better. Design: What I really like about this game is how the developer's tried to add a new element to level design in this SHMUP. The player has control of the plane in the X and Y coordinates and the camera is looking down on the plane from the top, but the developers gave the player a boxed area that they could move around in. It's a pretty cool design and I have not played another SHMUP that have designed levels in this way. The levels are also designed differently. Some levels are sunny and have a happy feel to them, while other levels it its snowing and the player gets that cold feeling by being in that level. All of the levels are the same size, which is kind of a down side, because I think some more elements could have been added to the game if the developers changed the dimensions of the level size throughout the game. Another thing that I really, really like about this game was the reward and punishment system. After completing certain missions, the player gets access to more a couple more planes. But you have to be careful and not run out of fuel or lose all of your hit points, because you will lose your plane and never be able to use it in the game again! A really neat feature though is that if you upgrade a plane, that plane keeps all of its upgrade's throughout the rest of the game. If you crash it, for whatever reason, like I said before, that plane is lost forever. I also feel that this element plays a huge role in having players attached to the planes, because they can customize their planes and they strategize their gameplay so that they do not lose their planes, especially the ones that they have modified. The different planes that the developers put in the game are really cool also. The planes are based off of real air planes, so this game is especially fun to play for a person who is really into planes, like, for example, myself. During my second hour of gameplay, I earned the A-10, which is an attack plane. I upgraded that plane as much as I could and was very careful not to lose it in battle. The planes themselves can also be upgraded a certain number of times, so that the player can not just modify one plane and defeat the game that way. Another cool feature about the planes is that the developers took the different attributes of the planes in real life and added it to the game. For example, the American P-51 Mustang is a WW 2 fighter, so its top speed is slower than that of the F-84 Thunderstreak, yet the P-51 does have a higher agility than the F-84. Another example would be that the F-84's air attack power is greater compared to that of the A-10's, but the A-10's bombing capabilities are superior to those of the F-84. This game incorporates all of this information and the player can feel it when they are playing the game. The main downfall to this game is the fact that their is no multiplayer. I think it would be awesome for two players to work together over some sort of connection in order to chase the Baron down together. I think this would encourage social interaction while still incorporating the elements of fun that this game introduces to the general public. Overall this game is very fun, and I thoroughly enjoyed both hours of gameplay. This game keeps me interested because I want to know the truth about why the Wingnuts are chasing the Baron. I also want to increase my quiver of planes so I can use them for suture missions. This game receives a 4 out of 5.Thu, 06 Mar 2008 03:16:19 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3091&iddiary=5975Wingnuts 2: Rise of Raina (Other) - Thu, 06 Mar 2008 00:14:46https://www.gamelog.cl/logs/LogPage.php?Log_Id=3091Game Entry 1 Summary: Wingnuts 2: Raina's Revenge (I know...i got that wrong in the title, this is the correct one) is a Mac game original. It starts off with the protagonist field testing a new jet, but then this crazy Baron comes and steals it away. The Baron has the power to time travel, so he travels to different places in time and creates havoc. It is your duty as a Wingnut (a group of superb pilots) to track him down and stop his chaotic madness. Gameplay: From first play, the player definitely notices the characters. All of the characters seem to have an element of Anime to their look and quirky personalities, which makes them instantly liked, even the bad guys. The player does not really control an avatar, but they feel like they are given control of a pilot, even though they only get to select the plane(s) they want to fly. The characters are well liked, even the bad guy. He has this mental good-guy gone crazy aura about him, which makes the player a sense of attachment to him. The game does not seem to promote social interaction, as there is not multiplayer mode in it. Also, ac couple of my friends walked into my room while I was playing the game, and I was immersed into the gameplay that I did not pay much attention to them. From this standpoint, i do not believe this game incorporates social interaction amongst human beings very well. The game is definitely interesting to play. It is kind of like a SHMUP, but it incorporates new elements into it. I have not played another game that has felt like this experience, which is good, because it brings a sense of uniqueness that the player experiences. The game flows really nicely and there are really no faults that I have about this game. Overall, the first gameplay experience was fun and I look forward to my second hour of gameplay...Thu, 06 Mar 2008 00:14:46 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3091&iddiary=5769Soul Caliber III (PS2) - Thu, 21 Feb 2008 04:01:31https://www.gamelog.cl/logs/LogPage.php?Log_Id=2740Game Entry #2: Gameplay: For the second hour of gameplay, Soul Calibur 3 fails to lose any of its original attractions that I first felt about it. I still have a sense of attachment to the same characters that I liked in my first hour of gameplay, maybe even more-so, and multiplayer with friends has not lost any element of fun. During a versus match, one of my friends brought up that he felt like the game was just all about button mashing and that it required no skill...I quickly had to shut down this theory of his with a couple of guard blocks against his button mashing followed by a swift set of deadly combos with Kilik's bowstaff. I got a little more into the single player modes and I have the same feelings as I previously did about the new elements that the developers added to this game. The new ideas that the development team added does not take away any element of gameplay at all and the whole game still flows nicely together. I have gotten more emotionally involved with the outcome of the battles as well, especially in versus matches against friends. We all seem to get pretty riled up at any outcome of a match up, and this feeling has us wanting to play the game more. The main plot of the narrative part of the game is the same though, and once you have beaten it with one character, you have played through the entire main narrative plot of the game, which sort of turns me away from that element of the game. Game Design: I absolutely loved the implementation for the character movement that the developers used in this game. From my personal programming experience, it seems like the implementation for all of the different characters and their moves would be pretty complex, and I believe that this game does an excellent job of handling this. When you want to pull off a move with a certain button combination, the move will execute when you get the combination right. I also feel that this gives the gamer a sense of accomplishment; if that is a difficult move to pull off, then they should be proud that they did so. An element that I think the developers could have improved on is level design. Level design in Soul Calibur 3 did not change much from its predecessors, which is kind of a disappointment. One semi-improvement on level design is that some barriers break when an object hits them, but it has no effect on the gameplay itself. The graphics and backgrounds are definitely pretty in the game, but it feels like you are always on the same playing field in every level, that nothing new ever happens. The music score is another element in which I think the developers could have improved. The music gets rather repetitive, which eventually becomes a nuisance to the ears of the gamer. I understand that it is a fighting game, but background music does have effects on gamers and if the development team would have put a better score together for their game, then the game itself would be that much more memorable. I absolutely loved the award system that this game provides. There is so much content and hidden elements to unlock, that it makes me, as a gamer, want to play the game until I unlock everything. There are numerous weapons for every character in the game, different outfits for every character, different concept artwork that can be viewed, different modes to unlock. There is a lot of content, and every time I played a level I unlocked something, which got me excited and kept me thinking "What will I unlock next?" The reward system is excellent in this game. Overall, I give this game a 5 out of 5 stars because the elements that were bad did not take away from the gameplay experience at all. When you look at the very heart of the game, it is an excellent fighting game. The music is not that big of a deal, and levels are the same as in any regular classic fighting style game. I could never get bored of multiplayer, and there is enough content in the game to keep me wanting to play it. This is a great game.Thu, 21 Feb 2008 04:01:31 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2740&iddiary=5473Soul Caliber III (PS2) - Wed, 20 Feb 2008 23:15:39https://www.gamelog.cl/logs/LogPage.php?Log_Id=2740Game Entry #1: Summary: Soul Calibur 3 for the Playstation 2 platform is classic fighting game. The main plot is that all of the different characters want to find this sword named Soul Calibur and destroy it. This is because it spreads evil across the land, and each character wants to save the land and purge it from evil doings. Gameplay: Right off the bat, I noticed that this game has a lot of characters in it from previous games of the series. This instantly gives me a comforting feeling because I am already familiar with an aspect of the game. I do feel a sense of attachment to the characters, or rather some specific characters. I feel this attachment because there is something about these personalities that I like, for example, I like the character Ivy because I think she has a very interesting story behind her. I also like the character Kilik, but it is because I like his fighting style and I think it is very unique among the many different characters throughout the fighting genre of games. As a gamer I am drawn into certain characters, and I think that gamers are attached in this way in this game because the developers have put such a variety of personae's into their creation. During my first gameplay experience of this game, a couple of friends were over at my place. Remembering that most of the time fighting games are fun with multiple players, I asked my comrades to join me for part of this experience. It was a lot of fun, as I was hopefully expecting it to be. Since all of us are gamers to a certain extent, once everybody got the controls down the experience was fun and challenging. This game does a great job of promoting social interaction between human beings and I really felt that me and my group of friends were bonding by having a fun time together. The single player mode(s) are also engaging in this game. Soul Calibur 3 provides several different single player modes (I have not been able to play some of them in only an hour of gameplay) and I find the ones I did play very interesting. Some of the modes definitely brought some new concepts to the genre, and they seemed to work. I did not get bored with it or wish that the developers had done something different to the mode, but I found it engaging and very interesting to a rather classic style of game. It did not seem to hinder the style of a fighting genre game either, which I was pleasently surprised. Overall my first gameplay experience was excellent and I can not wait for more...Wed, 20 Feb 2008 23:15:39 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2740&iddiary=5214Call of Duty 4: Modern Warfare (360) - Fri, 08 Feb 2008 21:44:38https://www.gamelog.cl/logs/LogPage.php?Log_Id=2403Gamelog Entry #2: Gameplay: This game continues to astound me. It has not lost any of its great quality on over 3 hours of gameplay. I still feel an attachment to both of the protagonists, and the story is still compelling. The story line is great, is good as you can get for a military first-person shooter game. Im not quite sure where it is going yet because I have not gotten that much farther, but I still know that the US is trying to stop the terrorist organization in Russia from completing their goal, which is to bring back the Soviet Union. My friends still watch me play the game, so I know that it has not lost its human to human interaction while I play the game for over 3 hours. The NPC's still interact with you also during various points of the game, which keeps you from losing all human emotion while playing this game if you do not have any friends who want to sit and watch you play it. This game also flows really nicely. The transitions fro level to level are really smooth. The player understands where he is going to next and for what reason... and it all makes sense. I definitely am still interested in playing out this game. I still feel submersed in the gameplay and the game has lost non of its interesting qualities I felt at the beginning. I absolutely loved playing this game. Desgin: This game is designed really, really well. One thing that i especially like about the game is the level design. Like I have mentioned in earlier gamelogs, I believe that an important aspect to any game is level design and that each level should bring a new element to the game to complete the gameplay experience as a whole to the player. This game accomplishes this from the very beginning. This game has a huge range of different levels. For example, the first level is a training mission, and afterwards, for the second level, you are dropped off on a cargo ship in order to capture a warhead of some kind. At the end of the second mission, two Russian Migs come and attempt to shoot down the ship and everyone inside of it, so you have to make it out of the cargo hold alive before you accomplish the mission. This is a really innovative concept and I have not played any other game on the market that has this same type of scenario. After the cargo ship, you have to rescue an important government personal that the terrorists have managed to take hostage, and this is a sniper level. There is another level where you are the gunner of an AC-130 gunship and you have to provide air support for the ground troops. These levels are very different but work together to make this game a complete and thorough experience for the gamer. Another aspect I really liked was the level of strategy that the developers put in this game. This is not just a regular first person shooter...it takes a bit of skill to accomplish the missions. For example, for the sniper levels, some of the terrain is better suited for sniping, while other parts of the level are suited best for short burst machine gun action. There is also different types of objects to take cover behind. If you try to hide behind a hay bill or a thin piece of wood, enemy troops will be able to shoot you through it, just like in real life. But if you hide behind a tank or a thick sheet of metal, enemy troops are not able to shoot through it. The developers did a really nice job adding this element into the gameplay. The controls for the controller work correctly. There is nothing wrong with the implementation of the controls and it seems like the developers had a really good button layout in mind when creating this game. Multiplayer is so much fun in this game. I did not get a chance to play it online, but I did get to play it with my roommates, and each level is different and brings a new strategy to the table. The only thing that i really would have liked to see added was a co-op campaign mode. I think it would have added a lot more social interactivity among gamers, however, the versus multi-player mode is outstanding. The sound effects if the game are right on. It really does sound like a grenade is going off, or that a helicopter is hovering 25 feet off of the ground right next to you. The grenades design is also an awesome element of this game. The smoke grenades provide excellent cover, and how the developers implemented the flash-bang grenade was outstanding. The artificial intelligence in this game amazed me as well. The soldiers would seem to fight each other, even if you were not in the fray. Your allies would actually help you out in all of the situations and would not leave you like a siting duck like a lot of other military first-person shooters do. Overall, this game was amazing and if this website would have allowed me too I would have given it 6 out of 5 stars. I thoroughly enjoyed it and can not think of a single element that the designers left out.Fri, 08 Feb 2008 21:44:38 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2403&iddiary=4667Call of Duty 4: Modern Warfare (360) - Fri, 08 Feb 2008 17:50:35https://www.gamelog.cl/logs/LogPage.php?Log_Id=2403Game Entry #1: Summary: Call of Duty 4: Modern Warfare for the XBox 360 starts the player off on a training mission somewhere in the MIddle East. A terrorist organization does not like how Russia is being run and wants to bring the Soviet Union back into existence, so the leader of the terrorist organization knowing full well that other countries of the world will join the war, starts a civil war. The single player campaign is played from two perspectives, one perspective os from that of a US soldier and the other is from that of a member of the SAS. Gameplay: The beginning scene is a training mission, where the developers teach the player how the game works. It is a great introduction because the controls are not too complicated and easy to learn, and the level feels less like a standard tutorial and more like a level of the game. The player is also introduced to an avatar of the game, Soap, a US soldier recruited fresh out of training. From the very first mission, I can feel the badassery of Soap and instantly get attached to his personality. From the first real mission, aka, the mission right after the training mission, the player is instantly fully immersed into the game. There is instant action as soon as the level starts, which immediately drew me in as a gamer. I could not stop playing, even if if for a short amount of time. The story progresses and you get to be a member of the SAS. I find this interesting because you get to see how the story emerges from two different perspectives at the same time, and I can only assume that these two characters' paths will cross at some point in the story later in the future. Human to human interaction in this game is very active. My friends were watching me play this game, and we were talking and they were "helping" me out by shouting random pieces of information while I was playing, such as "Dude to your left" or "Grenade, THROW IT BACK!". It was lots of fun and very social. The NPC's are also very active and will interact with you at certain points throughout the game, which made the game feel more realistic and more human. My first hour of gameplay during this game was phenomenal and I can not wait for the second hour of gameplay...Fri, 08 Feb 2008 17:50:35 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2403&iddiary=4598Elebits (Wii) - Sat, 26 Jan 2008 01:53:20https://www.gamelog.cl/logs/LogPage.php?Log_Id=2199Game Entry #2: Game Play: I still do not believe that there is much to the story after my second hour of game play. I got a little bit further into the game, where Kai's father calls him and says the he will not be coming home and that the Elebits are acting kind of strange. Kai still believes that his parents love Elebits more than himself. Not much more going on in the story than that. I cant really say that after two hours of game play that I feel any connection with any of the characters in the game. They characters feel empty and dull. They do not have much personality to them. The levels are still the same, except I have moved from the upstairs area into the downstairs area. The objects f the levels are still the same, except the developers threw a couple more twists into the objects. One of them was that the gamer has a certain limit of objects they can break, and if they break more than that limit, the game terminates with a level failed. The other new aspect that the developers threw into the fray was that the gamer gets a noise meter, and if they go above the noise meter a certain number of times, then the game terminates into a level failure. They overall objective is still the same though, capture enough Elebits to get enough watts within a certain time limit. As dull as I make this game out to be, I still find I give it a 3 stars because there is something that makes me want to keep playing it for a short amount of time. If I fail in a level, I keep trying to beat it, so there is some sort of motivation affect that Elebits does bring to gamers. Design: I think that overall what the developers were trying to do with the game was very creative and unique. However, I don't think that they implemented it very well at all. I personally believe that level design is an important aspect to any video game. Each level should contribute something unique to bring the game together as a whole. I definitely do not believe Elebits has this effect. Like I said previously, the levels are not much different from each other and the overall objective is the same. I find this to become boring quickly, which results in me, as a gamer, not wanting to play this game for more than a couple of levels at a time. The developers also implemented the Wii controllers into their game very well. To open a door, the gamer must click on the door knob, hold and make a twisting motion with the Wii-mote. This goes for opening faucets and other various objects that the gamer can interact with in the game. However, I did get frustrated easily with these controls as well. When I would open a door, sometimes I would open it up too hard and the door would close automatically, kind of like in real life. This was annoying, as I always had a tendency to do this with the door. The same thing went for opening drawers and cabinets in the rest of the game. I found that you can interact with everything in the levels, which I absolutely loved about the game, but i was also easily frustrated with this fact as well. There would be these items that the gamer would pick up occasionally, and to activate it, the gamer would have to pick it up and slam the item against the floor or an object. Whenever I wanted to do this, the item always never seemed to activate, but when I was just simply trying to move it from one place to another, the item ended up activating and would thus result in me, as a gamer, wasting an item, which would just frustrate me farther. I also found the music to be really annoying. I am usually tolerant of most music, because I have been heavily involved in orchestras and bands throughout my life, but I could not stand this music. All of it sounded the same. In every level. In the beginning of every level, it had an option that you could pick music from previous levels if you wanted to. I do not know why it had this option, as the entire score sounded the same, which added annoyance as I played through the game. Overall, I found this game to be an average experience. I did not find anything too great about it. Everything was average about it. The story, the game play, and music, the controls, the game world. So, for the overall gaming experience, I give this game a 3 out of 5 stars.Sat, 26 Jan 2008 01:53:20 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2199&iddiary=4281Elebits (Wii) - Fri, 25 Jan 2008 23:30:22https://www.gamelog.cl/logs/LogPage.php?Log_Id=2199Game Entry #1: Summary: Elebits starts off introducing the protagonist of the game, Kai. Kai is a little boy who feels like his parents do not love him because they are too wrapped up in their research of creatures called Elebits. One night there is a storm, and Kai's parents leave him to go take care of their lab, when all of a sudden the electricity goes out. Kai wants to watch his favorite television show, but can't because of the electricity. Remembering that his father told him that Elebits create electricity for humans, Kai grabs his father's capture gun and is bound to capture enough Elebits to get the television working. Game Play: This game definitely starts off with an interesting story line. During my first hour of game play, the story really did not progress at all. After an hour, I was still playing the character Kai, and still capturing Elebits with my fathers capture gun in order to turn on the television. I feel that every level has the same objective; capture enough Elebits so that I can have enough Watts to power whatever device I want within a time limit. I do not really see what time limits has to do with capturing enough wattage to power up electronic devices throughout the house. I think the developers had a good idea in creating this game, but they did not tie the story very well into the game play...at least not very well within the first hour of game play. But maybe, I am hoping, that that will change my second hour of game play. The game play itself was not all that interesting. Like I said before, it felt like every level was the same and all of the objectives of every level was the same. I did not feel like the levels progressed very well. For example, the first level was the bedroom. I had to collect so may Watts within a certain time limit. The second level I started off in the bedroom, but got to go out into the hallway. I had the same objective as the previous level, collect so many Watts in a certain time. And the objective in the third level was the same as level one and two, except the only difference was that I got to explore the bathroom. It felt very repetitive and not very exciting because of this. The story does not progress either; I'm still Kai and I'm still trying to capture Elebits to watch my television show. Elebits also is a single player game. There really is no interaction with any bystanders. Come to think of it, there isn't any interaction with NPC's either, which, in my opinion, kind of dulls the game a little bit more. I'm hopeing my game play experience will be more exciting the next time around...Fri, 25 Jan 2008 23:30:22 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2199&iddiary=4189Super Mario Galaxy (Wii) - Tue, 15 Jan 2008 03:50:20https://www.gamelog.cl/logs/LogPage.php?Log_Id=1628GameLog #2 GamePlay: My second time around playing Super Mario Galaxy for the Wii continues to be a fun and exciting experience. As I continue playing, throughout the game more familiar characters become intertwined within the story line. For example, Bowser shows up for the first time during my second hour of playtime for this game, as well as Luigi. I feel that these familiar characters keep the story moving along and from becoming an uninteresting piece of artwork. I also discover during my second hour of gameplay more about the newly introduced characters to the story, which is another element which keeps the story line compelling and unique. As I continue playing, Super Mario Galaxy continues to keep my interest. I do not get bored with it, yet I find myself becoming more engrossed in this made up world. I believe that all of the games elements, via level design, music composition, story line, the implementation of the controllers, characters, make and keep this game flowing smoothly. I never thought at any point during my gameplay experience that this game was awkward or was not fun to play. It keeps the interest of the gamer with different and unique surprises throughout the made up world. Design: I feel that Super Mario Galaxy is an excellent game because of all of the elements combined. The way the game creator's intertwined the different elements of the game is what truly makes this an excellent game. The main thing that I noticed about the game was the level design. All of the levels are unique and contain excruciating detail. The way the creators designed the levels is very original and I do not know of any other game on the market right now that has this same 3D environment as in Super Mario Galaxy. The game physics is also constant throughout the entire game, which is really nice. Each level within the game is also unique and brings something new to the game as a whole. There are certain characteristics on one level of the game while there are completely other characteristics on a different level of the game. For example, on one of the levels, Mario can turn into fire or ice Mario and obtains certain abilities, while on another level Mario can turn into a bee and have completely different abilities, while on another level Mario can become a ghost and have completely different abilities than the first two levels. Each level is different, so players are constantly having to change their game plan come time for a new level, which I believe is just one element that keeps this game very interesting. Another thing that I loved about this game was the music score. The score was new and it definitely added to what the players feeling throughout the game. The music also did a very nice job of complementing the already incredible level design. For example, there is a beach level that i am particularly fond of. When I first entered the level, I felt like I was being taken away to a relaxing, tropical island, just through the design of the level. Then I noticed the music, and it was a very light-hearted tune that added to my feeling of being on a vacation. The music combined with the level design made it so much more appealing. Also, the music changes throughout the game to complement the different levels. For example, when I am about to fight Bowser, the music will change to add to the feeling of doom and despair. I absolutely loved the musical score and would change nothing about it. I also really liked how the creator's implemented the unique Wii controls into the game. The controls are accurate and quick to respond, and I found nothing at fault with that part of the game. The controls felt very easy to learn and master, which I think helps appeal to a wider age group of gamers. Another element that I also liked that I thought helped a wider array of people like the game was the difficulty of the objectives throughout the game. I feel that the objectives are complicated enough that hard core gamers are still interested in playing the game yet simple enough for a less intense gamer to figure out what the objective is without being discouraged. I believe that the developer's did an excellent job of creating a wide medium for the difficulty of the missions throughout this game. Although this game is excellent, it still has some flaws about it. I believe that the multiplayer mode throughout the game can be improved quite a bit. All the second player does is point the Wii-mote at the screen and slow down bad guys for the first player. The second player can also make Mario spin, but I found this to be annoying and cumbersome for the gamer who is playing Mario at the time. This feels like a solo single player game, which does not help the social interaction between human beings while the game is being played. Another element of the game that I found to be lacking is the camera angles. For the most part, the camera angles are good, but there are some parts in the game where I found myself losing a life or two because of the camera angle. The game does not let you switch the camera angle around when you need to, which results in a very frustrated gamer. Overall the game is excellent. The flaws are not that bad and can be dealt with pretty easily. The pros heavily outweigh the cons on this game. I think it is a very well constructed game that is interesting and appeals to a wide range of gamers, and I give at 5 stars out of 5. (This entry has been edited2 times. It was last edited on Tue, 15 Jan 2008 04:40:22.)Tue, 15 Jan 2008 03:50:20 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1628&iddiary=3803Super Mario Galaxy (Wii) - Tue, 15 Jan 2008 03:49:00https://www.gamelog.cl/logs/LogPage.php?Log_Id=1628Gamelog Entry #1 Summary: This Mario game starts off just like the previous ones. Peach sends Mario a letter asking him to meet her at her castle at a certain time, due to the fact that she has a gift she wants to give him. On his way to the castle, down comes Bowser and kidnaps Princess Peach. Mario then has to venture forth into the galaxy collecting the Stars to power up a space ship in order to save Peach. Along his adventure, he makes various allies, helping them as well as continuing his quest to save the Princess. Gameplay: This game begins the same as other Mario games, so when I first started playing and watching the introduction, I didn't feel that the story line was going to be original. I soon found out that the creator's of this game put a new twist on the story by adding in the character Rosalina and her small friends the Lumas. Since I grew up in the generation playing the Mario games, I am already familiar with the main characters of the series, and I feel that the addition of the characters to this game is a good aspect to add on to an already incredible series. I feel this way because I feel that closeness to the original characters while also becoming interested in getting to knew these new added personalities. Whenever I watched the television commercials for Super Mario Galaxy, I thought to myself that this new 3D environment in which the game takes place in looks kind of awkward, which, in turn, I thought would take away a fun element of the game. However, over winter break, a couple of my good friends from high school bought the game and said it was a great game so I sat there and watched them play it for a couple of hours, still hesitant on whether or not its a fun game. I decided to demo this game for this assignment to see whether my predictions of the game would be true or false, and I am safe to say that they were false. This game is a lot of fun and how the creator's implement this innovative environment is interesting. The mixture of a regular 3D platform game in some of the levels and of this new 3D game world in other levels is well balanced. I do not find myself wishing more of one type of level over the other type of level design. Another element that I was skeptical about is how they would implement the Wii's unique form of controllers into the game. I was always used to having the "old school" type of controllers, "old school" referring to the likes of Nintendo, Super Nintendo or Nintendo 64 controllers. I had this weird idea etched into my mind that this kind of control was going to create a hassle for movement and the completion of objectives in this game world. I am pleasantly surprised at how there is no hassle like I thought there would be and the controls are quite easy to learn and get used to. My first time experience playing this game is excellent and I enjoyed it immensely... (This entry has been edited1 time. It was last edited on Tue, 15 Jan 2008 03:49:27.)Tue, 15 Jan 2008 03:49:00 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1628&iddiary=3802