ss3teddy's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=538The Legend of Zelda: Phantom Hourglass (DS) - Thu, 06 Mar 2008 02:38:11https://www.gamelog.cl/logs/LogPage.php?Log_Id=3101Gameplay: After more time playing Phantom Hourglass, the characters continue to be entertaining and colorful. The animation of the world is bright and colorful, while the ghost ship gives off a grave and dangerous tone with its monochromatic coloring. Linebeck, now basically my ride around the world, continues to annoy and entertain at the same time. Going into dungeons to find maps is a blast as I discovered that the microphone is also implemented into the gameplay in order to call out to people or blow out a fire. I also acquired the boomerang in the first dungeon, which is very easy to use with the touch screen, as the player simply selects the boomerang weapon and draws the desired path using the stylus. Exploring undiscovered islands and charting them is a large part of the game as well, and very rewarding secrets can be discovered. The game as a whole continues to entertain to no end. Design: The design of this game’s control scheme truly sets a new standard for games on the DS using touch screen control. During the quest, the player can mark things on the map and seacharts using the stylus in order to mark places to return to later, or mark which levers to pull and in what order. I remember a particular time I entered a room with four levers and a sealed door ahead. I had to go to a room on the right, where I found a map that marked the order the levers were supposed to be pulled in. I brought up the map, and wrote down the order, I returned to the room, pulled the levers in order, and was able to move to the next room. The controls used in Phantom Hourglass are the most unique in any game so far, and make the game very fun to play. The DS’s mic also plays a large roll in the game. I recall an instance in which I had to open a temple to get inside and find another seachart. There were multiple windmills on a platform. I had found the map which told me which windmills to turn and marked them. Then I returned to the platform and blew into the mic to cause the windmill to spin. The intuitive and clever integration of the mic is truly a welcome addition to the gameplay of Phantom Hourglass, as it is very often overlooked.Thu, 06 Mar 2008 02:38:11 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3101&iddiary=5935The Legend of Zelda: Phantom Hourglass (DS) - Thu, 06 Mar 2008 00:27:01https://www.gamelog.cl/logs/LogPage.php?Log_Id=3101Summary: The Legend of Zelda: Phantom Hourglass is a 3-D action/adventure game for the Nintendo DS in which the main character, Link, must rescue his pirate captain Tetra from the clutches of the mysterious Ghost Ship. Gameplay: While watching the intro, I was very pleased with the paper like slide show that discusses the events that had transpired in the previous game, Legend of Zelda: The Wind Waker, and was surprised to find that at the end, the slideshow had actually been done by one of the crew members. So far, everything about this game is whimsical and amazing. The characters all look so unique, and have personalities to match. One of the major characters, Linebeck, even reminds me somewhat of Captain Jack Sparrow. The animation in this game has returned to the less realistic, more stylized feel of the Wind Waker, which personally I adore, as it is a break from the realism I often encounter and creates a more animated feel. The graphics are top-notch on the DS; everything from the oceans to the monsters look excellent, and are very well done. The controls of this game is the most unique feature ever seen on the DS. Phantom Hourglass is the first game ever for the DS to feature complete touch screen control. The only buttons used are the down and B buttons which function as shortcuts to the map screen. For being a touch screen only game, controlling Link and his actions was executed extremely well in order for the experience to be enjoyable. Link moves toward where ever the stylus is pointed at on the screen, and can even slow down to a walk if the stylus is closer to him. Picking up miscellaneous objects such as pots or rocks is as easy as touching them. Swinging the sword for a horizontal slash took some getting used to, but is easy after some practice. So far, this game is one of the greatest experiences ever and I recommend it to anyone who has a DS. Thu, 06 Mar 2008 00:27:01 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3101&iddiary=5775Donkey Kong Country 2 (SNES) - Thu, 21 Feb 2008 03:04:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=2844Gameplay: After more time playing, I have discovered that some enemies cannot be killed using just any method. Some can only be defeated by a thrown barrel, and some cannot be killed and must simply be avoided. I remember numerous times where I had been knocked off of a platform by a crocodile in a barrel running up behind me and bumping me. Also, there are little rest stop type areas in each world that exist for various purposes. Some of the ones I’ve visited so far are a museum, a school for learning moves, and a game show where various mini-games can be played. They are all fun and interesting in different ways. Design: The various challenges presented by the level design create a satisfyingly difficult time getting through to the end of a level. Certain instances I can recall include jumping over a bee while hanging onto a rope, and, like mentioned above, dodging an incoming enemy when attempting a carefully timed jump. I find myself continuing after a death just to execute a jump that looks easy at a glance, but is more difficult than it seems. Boss battles in particular aren’t too hard, at least so far. It is actually more of a challenge getting through the world to reach the boss than actually defeating the boss himself. But overall the game provides enough of a challenge to keep the game interesting. One innovative aspect of the game I feel is the tag element of the game play. Breaking a barrel with Dixie inside instantly gives the player access to all of her moves, and her and Diddy can be switched to on the fly just by pressing Select. Often I find myself using Dixie, as her spin move reduces her falling speed, making her much more useful when needing to land on narrow ledges (there are quite a few). Another thing about the tag aspect that is very useful and appreciated is that when either of them take damage, the player automatically switches to the character that did not take damage. It is somewhat of a life-saving mechanic that is reminiscent of rings from Sonic the Hedgehog. It is very valuable as there is no health meter present. Donkey Kong Country 2: Diddy’s Kong Quest is definitely a game focused on fun that is worth playing.Thu, 21 Feb 2008 03:04:02 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2844&iddiary=5455Donkey Kong Country 2 (SNES) - Thu, 21 Feb 2008 02:03:00https://www.gamelog.cl/logs/LogPage.php?Log_Id=2844Summary: Donkey Kong Country 2: Diddy's Kong Quest is a 2-D side scrollig platformer for the SNES. The overall goal of the game is for Diddy Kong and Dixie Kong to rescue Donkey Kong from the clutches of Kaptain K. Rool. Gameplay: Not much in the form of storyline presentation seems to be present. The game pretty just jumps right in to the first level once a save file is chosen. The gameplay is rather addicting though. The main characters, Diddy and Dixie, can defeat enemies by jumping on them or throwing barrels, while each character also has individual moves. Diddy can cartwheel into enemies, nd Dixie can use a tornado spin. Dixie's spin mive seems to come in quite handy when traversing the lands in the first world that are particularly pit-filled. The wide range of animal friends in the game, from a rhino to a spider, also add to the fun factor by allowing the player to discover secret areas and mow down enemies. One thing that is different from other 2-D platformers is the tag aspect of the gameplay. After breaking Dixie out of a barrel, the player gets access to her powers and can switch back to Diddy with the press of a button. The characters can carry each other and throw each other to defeat enemies as well. The tone of the game is easily portrayed in the game as light hearted and fun oriented. The main characters are monkeys with big eyes that can throw each other and hang fom things, using cartwheels and spin moves to attack. The lack of any storyline portraying Donkey Kong being kidnapped helps contribute to the child friendly aspect of the game as well. So far, nothing about this game is really different from the average 2-D platformer, other than the tag-team aspect of gameplay. This game really focuses on just being fun to play, which is enough for me.Thu, 21 Feb 2008 02:03:00 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2844&iddiary=5378Super Paper Mario (Wii) - Sat, 09 Feb 2008 03:09:34https://www.gamelog.cl/logs/LogPage.php?Log_Id=2564Gameplay: After more time playing, Super Paper Mario seems to keep its charm. The simple paper style of characters continues to amuse, characters are still unique and interesting as ever. Gameplay wise, everything has only gotten better. New powers allow Mario (and allies) to go to new places and defeat more powerful foes. The paper aspect of the game world has also been implemented into the gameplay, such as the ability to become flat to slip in between things just like a sheet of paper. The game continues to amuse and entertain every step of the way. Design: The thing that is most interesting about this game compared to the two previous ones is that the level design is dramatically different. "Super Paper Mario" is certainly a fitting title, as it has the feel of the old Super Mario Bros., but with elements of Paper Mario well mixed in. This game is very reminiscent of Super Mario, as it is (leaving out the 3-D flipping power) a side scroller where one has to make it to the end of the level and hit a box with a star in it to finish. There are eight chapters, like the worlds of the original, with four sub-worlds each. Some of the RPG elements of the other two Paper Mario games still exist in this game, such as the level-up system and the overworld which one can find things like an item shop, arcade, or restaurant, but the bulk of the game has definitely become "make it to the end of the level to proceed with the story," which is a formula that has stood the test of time and continues to be fun. Another thing that makes this game fun and interesting is the use of space and Mario's power to flip between the planes of 2-D and 3-D. Some things in a specific area of a level may seem impossible to do in one realm, but can easily be accomplished in the 3-D world. In one case I remember, I had come to an area where I could not progress because I could no jump high enough. By flipping I found two boxes that I could flip by hitting. I hit them, flipped back to 2-D, and jumped on top of the boxes to proceed. Secret areas are also accessible through flipping, where one can obtain new powers. This power was definitely integrated into the game well, and feels like it definitely has a purpose in the game. To me, it almost feels two game levels exist in each one. There is a 2-D version of the level, as well as a 3-D version. This game is definitely a must play. It excellently blends the old-school feel of Super Mario Bros. with the comical and entertaining feel of Paper Mario.Sat, 09 Feb 2008 03:09:34 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2564&iddiary=4888Super Paper Mario (Wii) - Sat, 09 Feb 2008 02:09:07https://www.gamelog.cl/logs/LogPage.php?Log_Id=2564Summary: Super Paper Mario is a Platformer for the Nintendo Wii in which the main character (Mario) must stop the evil Count Bleck from destroying all dimensions and creating his own "utopia". Gameplay: Except for Mario, the characters in this game all seem to refreshingly have their own quirky personality. Everytime I hear Count Bleck do his unusual laugh ("Heh he he he he he... BLECK"), or Chunks, a lackey of Bleck, talk about giving someone "the chunks" I'm reminded of how unique all of the characters are. Mario himself is for the most part the silent protagonist, but does, from time to time, say things like "Oh yeah!" which always get a chuckle out of me. One very intersting thing about the gameplay system of this game compared to its previous installments is the battle system. Unlike the previous games which had turn-based gameplay, the battles in Super Paper Mario are in real time, very reminiscent of the original Super Mario Bros. games. To kill an enemy such as a Goomba, simply jump on their heads. Personally I prefer this style of play to the old turn-based battles. Another interesting aspect of this game is the "flip" power Mario has, which basically allows him to flip the stage into 3-D, going from the usual 2-D side-scrolling style to a more 3-D style, in which one has to press up to move forward. This feature is what makes the game most fun in my opinion, and the ability is pretty heavily integrated into the game, keeping it from being just a gimmick. Most of the time when I found myself stuck in a particular room, flipping helped me to proceed to the end of the level. So far, this is a great game. (This entry has been edited1 time. It was last edited on Sat, 09 Feb 2008 02:27:29.)Sat, 09 Feb 2008 02:09:07 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2564&iddiary=4831Super Metroid (SNES) - Fri, 25 Jan 2008 01:15:15https://www.gamelog.cl/logs/LogPage.php?Log_Id=2000Gameplay: After more time playing Super Metroid, making it through Miridia, not much has changed. The game is still exploration focused, with little to no plot involved. The errie tone of the game is maintained at all times through the lack of character and social interaction. Still Samus travels throughout Zebes with no direction whatsoever. Just aimless wandering. The gameplay aspect of the game continues to be very fun, with missle or bomb expansions in nearly any room that requires work to get to, whether it be dodging spikes, fighting off hordes of enemies, or taking on an overpowered boss in order to reach that final room. The aimless wandering, ironically, continues to be one of the most fun aspects of the game. Design: The level design of the game is excellent. Platforms are constructed in such a way that the player thinks that Samus can explore anywhere, but actually, there is really only one or two paths that lead to progression of the game. Most other times, the player will usually ed up at a wall that is too high to jump over or a door that requires a certain weapon to open. The game gives the player a space that is seemingly open, but is actually more linear than it first appears. There are, however, little sub-paths throughout areas that lead to some type of useful (though not necessary) upgrade. If one likes rewards, this game is one of the greatest out there. This game is constantly rewarding the player for exploration. Missle, SuperMissle, and Power-Bomb expansions can be found at the end of every path. This gives Samus the preparation needed to take on bosses with relative ease, as well as keeps the player interested in collecting everything there is to find. The enemies, once killed, also give the player any health and weapon restoration items needed to keep Samus at maximum health and firepower. The enemies also respawn upon leaving and re-entering the area, letting the gathering of ammo and life continue until the player is ready to proceed. Even defeated bosses accommodate Samus with enough compensation to make it to the next save station. Everywhere the player goes, rewards await. Super Metroid is a great game for the SNES, and is arguably still one of the best 2-D platformers even today. It combines a constant reward system with amazing level design to keep the player coming back for more.Fri, 25 Jan 2008 01:15:15 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2000&iddiary=3981Super Metroid (SNES) - Thu, 24 Jan 2008 00:19:37https://www.gamelog.cl/logs/LogPage.php?Log_Id=2000Summary: Super Metroid is a 2-D side scrolling platformer. The goal of the game is to recover the last Metroid stolen from the Federation research facility by Ridley. Samus (the player) then travels to the planet Zebes in pursuit to begin her mission. Gameplay: This game gives the player a very errie feel, as the dead scientists can be seen after returning to the station. After the initial battle with Ridley and landing on planet Zebes, Samus is by herself for nearly the entire game, also evoking a tone of solitude. Nothing much in the form of character development is given while progressing through the game, and because of the single player mode and constant feeling of isolation, there is little to no social interaction while playing. One thing I found odd about this game is that after landing on Zebes, there is virtually no plot to the game whatsoever and the player is left to freely explore Zebes. No real sense of where one is supposed to go is given. This lack of direction however is possibly the best part of this game, since the reward system will keep the player interested in exploring all Zebes has to offer. As she explores, Samus will obtain an astounding number of upgrades to help her on her quest, some being weapon upgrades allowing for more potential firepower, and others being suit enhancements, which give her abilities such as jumping further/higher or increasing health capacity, which in turn permit her to explore areas that would be otherwise inaccessible. The player also does not have to worry about dying during exploration, as enemies will drop items that restore health, missles, and other equippment very frequently. Boss battles present a significant challenge, but once the pattern of attack is learned the battle can be won without too much adversity. Overall, it is the reward system that encourages the player to explore every inch of Zebes and enjoy a great game.Thu, 24 Jan 2008 00:19:37 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2000&iddiary=3890Sonic and The Secret Rings (Wii) - Tue, 15 Jan 2008 03:19:58https://www.gamelog.cl/logs/LogPage.php?Log_Id=1682Gameplay: As far as the personal experience of the storyline goes, it is the same as the last time I played. The presentation of the story is the same as before, with the enjoyable storybook arrangement and the entertaining implementation of characters. In the gameplay, I have found that learning more of the very precise controls have made it much easier to collect those hard-to-obtain gold medals. Learning these little tricks have overall made my personal gameplay experience much less difficult and more enjoyable. Design: One of the most interesting innovations of this game is that it is rail based, meaning that Sonic travels through one or multiple paths of the level non-stop. The player uses the acceleromters of the Wii Remote to control Sonic by steering him left and right by tilting the Wii Remote (held sideways), creating a more interesting and immersive experience. Another addition to this game that has never been used before is a level up system. Upon reaching the end of a level, Sonic gains experience from the time it took to complete the level, rings collected, etc. These things cause Sonic to gain levels, which allow more items to be equipped to him, improving things performance and abilities, which allow for an easier time when attempting to obtain gold medals. One thing about the game that I feel wasn't so great is the use of the 2 button. Instead of pressing and holding the 2 button to cause Sonic to jump higher, it causes him to charge his jump, and releasing the 2 button is what actually executes the jump. This can cause the game to become frustratingly difficult at times, as quickly executed high jumps are nearly impossible to execute. However, the player can usually get around this somehow, and will have to just deal with this, in my opinion, design flaw. Sonic an the Secret Rings is a great game, with the 2 button being my only dispute. It is a fast paced and fun game, which Sonic fans should at least give a try.Tue, 15 Jan 2008 03:19:58 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1682&iddiary=3792Sonic and The Secret Rings (Wii) - Sun, 13 Jan 2008 18:22:49https://www.gamelog.cl/logs/LogPage.php?Log_Id=1682Summary: Basically this game is an action/platformer game with rail elements mixed in. The object of the game is to stop a genie named Erazor from erasing the pages of the book of the Arabian Nights and restore them to their proper state. Personal Gameplay Experience: Emotionally this game did not really grab me. The overall goal of the game feels like the usual "hero is called on to save the day once again," which is not a bad formula necessarily, just not very immersive or new. The way in which this typical formula is presented, however, makes the story of the game feel like something fresh and interesting. Having an antagonist other than Dr. Robotnik is out of the ordinary, full voice-overs are done nicely, and the storybook presentation of the game's storyline is a nice touch. The representation of Sonic characters as individuals in the book of Arabian Nights (Knuckles represents Sinbad the Sailor) makes for a humorous and enjoyable experience. The gameplay is a pretty linear. One races through a level to get to the goal, and along the way obstacles will appear to obstruct the path. The rail element is involved in that Sonic will run on his own and the player must steer him through the level in order to reach the goal. After the initial level is completed, several missions open up for that level which must be completed to unlock various extras. The missions themselves are what cause the gameplay to become less than fun. At times they can be frustrating, as a missed jump or sudden enemies can cause one to fail at the mission quickly. In missions where the player must race a glowing ball to the end of a level, for example, can cause one to restart the mission more than a desired amount of times, as missing one jump or running into one enemy by mistake can leave the player without any chance of successfully completing the mission. Aside from the difficulty factor of the missions, I feel that Sonic and the Secret Rings is a great, though not perfect, approach to how Sonic games can be returned to it's roots: speeding through levels and having fun doing it.Sun, 13 Jan 2008 18:22:49 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1682&iddiary=3404