mirokulove's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=539Monkey Island 2: LeChuck's Revenge (PC) - Thu, 06 Mar 2008 00:20:00https://www.gamelog.cl/logs/LogPage.php?Log_Id=3068GAMEPLAY: Another thing I really love about the Monkey Island games is the characters. Guybrush is a great mix between a brave, witty hero and an adorable, weaselly coward. He is the hero of the series and often saves the world, but most of his items are stolen or tricked away from their original owners. There are a large amount of recurring characters as well: the mysterious and all-knowing Voodoo Lady, the sarcastic and tough Elaine, Murray the megalomaniacal talking skull, and Stan the traveling salesman. It's always fun to see recognizable characters that span multiple games. The story of the game, if a little meandering, is quite fun. However, sometimes it's hard to remember the track of the narrative when you're caught up in retrieving item after item. Most of the game's narrative is told through the cutscenes, while the actual gameplay is more about solving puzzles and collecting things. The story in Monkey Island 2 isn't as strong as in the other games, but it's still fun enough to play out. DESIGN: The graphic design of the game is relatively poor by today's standards, but amazingly expressive for when it first came out. The characters are basically pixellated in front of hand drawn backgrounds. The style is slightly more realistic than the cartoony sequels, but you can tell where the series is heading. The graphics are a lot better than the prequel, and reflect the tone of the game adequately well. Helpfully, there is always a description of the item when you roll your mouse over it, so you're never confused by the graphics for long. The only major problem I had was that sometimes it was hard to see small, but crucial, items because of the fairly poor graphics. For having come out almost 20 years ago, Monkey Island 2:LeChuck's Revenge, shows a lot of emergent complexity for its time. The player has a fair few different choices of how to reply to character statements. What you choose to say doesn't really have an effect on the narrative or gameplay, but can change the responses of the other characters. You can find out different expositional information depending on how you answer, or just get different witty lines each time you play. The emergent complexity here might be extremely limited, but it is still impressive for it's time.Thu, 06 Mar 2008 00:20:00 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3068&iddiary=5771Monkey Island 2: LeChuck's Revenge (PC) - Wed, 05 Mar 2008 23:03:39https://www.gamelog.cl/logs/LogPage.php?Log_Id=3068SUMMARY: After the first installment in this series of games, Guybrush is finally a mighty pirate. Unfortunately, (due to a completely unforeseeable and unpreventable series of circumstances) the evil pirate LeChuck is resurrected. Guybrush must use only his wits to defeat LeChuck and save the Tri-Island Area once again. GAMEPLAY: The gameplay in this game is so much fun, it's a wonder I didn't pick it up before. Your only weapons are whatever you can pick up and store in your inventory, and your brain. The puzzles in this game are extremely difficult, but the payoff is so much fun that you rarely get frustrated. Sometimes it takes an hour before you figure out what you need to do because you really have to think in a very different way from other sorts of puzzle games. At one point, in order to steal a key hanging on a wall, you have to lock a coffin salesman inside one of his own coffins. At another point, you have to replace the picture on your "Wanted" poster with a glass-bottomed boat flyer so you can steal from the boat's captain. The puzzles may take awhile, but once you figure them out, there is such a sense of self-satisfaction (unless you've had to cheat and use the walkthrough). My absolute favorite aspect of this game is the humor. Not only is the scripted dialogue hilarious, but sometimes Guybrush will comment humorously on non-essential items. For instance, there are a bunch of chickens hanging on a line in the Voodoo shack, and if you click 'pick up' Guybrush will say, "No way, haven't you ever heard of Salmonella?" Also, at one point Guybrush falls and hits his head while trying to climb a tree. He then has a hallucination about his parents transforming into skeletons and singing The Bone Song ("The leg bone's connected to the knee bone", etc...) Not even to mention the cannibals that don't eat red meat or the ridiculously non-sequitur ending. The humor is what makes me keep playing the Monkey Island games over and over again, and even for the first time in this particular case.Wed, 05 Mar 2008 23:03:39 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3068&iddiary=5741Wii Sports (Wii) - Thu, 21 Feb 2008 01:59:18https://www.gamelog.cl/logs/LogPage.php?Log_Id=2841GAMEPLAY: For my second session, I played bowling and boxing. I have also decided that boxing is my favorite Wii Sport of all time! Virtually punching Mii's in the face is the most fabulous way to relieve tension that I can think of. Again, the "virtual reality" is very realistic, which makes the fake punching really cathartic. It was also super fun to taunt my opponent like it was a real boxer. "Yeah, you just try and get up again sucka!" The bowling was a tad more slow paced, and while I don't want to say it was boring, it definitely lacked a lot of the multiplayer competitive spirit that the other sports have. Again, the form is very similar to actual bowling and for this particular game, form is everything. Bowling is one of the sports that would be really good to practice with on your own because it isn't as fun as the others in multiplayer. I think Wii Sports works very well despite not having any sort of narrative. It's very easy to get into for the first time because there's no story to follow. This was the first game I'd ever played on my Wii and it was a great start for me to get used to the controls of the Wii-mote without having to worry about a complex game. It also allows you to focus more on taunting your friends (which I believe is a necessary part of the gameplay). DESIGN: This game is so innovative because it was the first game for the Wii, and considering that the Wii is the first basic "virtual-reality" console, that makes Wii Sports the first basic "virtual-reality" game. Using the Wii-mote to move instead of a controller really gets you moving a lot more than average games do. It also forces you to think spatially in a way you aren't used to in most other games. Also, the fact that it uses Mii's as tiny avatars of yourself, while not the first game to do it, does so in a way that blows it's predecessors out of the proverbial water. It's amazing how much the Mii's actually look ike you considering the ridiculous features they have as options. However, because all of the creativity went into the mechanic, it left a lot to be desired in the level design and challenges. The levels are different for each sport, but that's where the variety stops. For example, in tennis you use one court over and over again no matter how many times you play. Now, this is fairly realistic, but lacks the fun of a game like Mario Tennis which allows you to play on many different courts, each which affect the playing field differently. Also, the AI of the computer players you go up against is very weak. It isn't hard to beat your opponents over and over and over and over again once you've fairly mastered a sport. They don't seem to increase noticeably in skill level at all, eve if you do. Of course, this just makes the multiplayer far more challenging and interesting. (This entry has been edited1 time. It was last edited on Thu, 21 Feb 2008 02:46:31.)Thu, 21 Feb 2008 01:59:18 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2841&iddiary=5374Wii Sports (Wii) - Thu, 21 Feb 2008 01:46:27https://www.gamelog.cl/logs/LogPage.php?Log_Id=2841SUMMARY: Wii sports doesn't have so much of a story per se as much as it is a conglomeration of virtual reality-type sports games. You can play tennis, baseball, bowling, golf, or boxing alone or with up to three friends. It also happens to be one of the most innovative games of all time. GAMEPLAY: For my first gamelog session, I decided to play tennis and baseball. I played with my friend Leila, who is also in this class. The gameplay of Wii Sports is amazing! It totally combats the typical complaint about video games being too inactive. Tennis is one of my favorites in Wii Sports because the controls are so responsive, and it actually feels like you're swinging the racquet. With baseball too, it really feels like you're swinging a bat which adds immensely to the fun level. It's like mixing video games with role-playing (much like Guitar Hero does with "air guitar") A great part of Wii Sports is that you get to play with all the Mii's you've made. There's nothing more inspiring to me than when I'm playing baseball, and suddenly my senior English teacher is up to bat. It also allows you to identify way more with your game avatar because it feels like you're actually playing, even more so when you're going head to head with a friend who also has their own Mii. Socially, this game is very rich as well. Sure you have the option to play in single-player mode, but the true point of the game is to interact with other people (whether it's in your room or online). Wii Sports managed to turn a simple assignment into a Wii-thon where several people (some of whom aren't even in the class) saw me playing and begged to join. It was also extremely fun to taunt and badmouth my friends while I was beating them. (This entry has been edited1 time. It was last edited on Thu, 21 Feb 2008 01:58:24.)Thu, 21 Feb 2008 01:46:27 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2841&iddiary=5353Katamari Damacy (PS2) - Fri, 25 Jan 2008 21:07:46https://www.gamelog.cl/logs/LogPage.php?Log_Id=2148GAMEPLAY: While my second hour of Katamari was certainly more frustrating than the first, it was no less fun. One of the major problems I encountered, was that it was very easy to accidentally become stuck. Also, trying to wiggle your way out of whatever crevice you managed to get yourself into wasted valuable time. If you were stuck for too long and happened to bump into larger things in your efforts to escape, you would lose items from your katamari (which you would then have to backtrack and re-collect). A lot of the living objects also tended to move around a lot, bumping into you and making you drop things. The camera angles also made things extremely difficult. They would often zoom right into a wall, which made it very frustrating to try and blindly navigate your way out. The only other major thing I had trouble with was the time limit. I would often come in only a centimeter or two under the goal and have to restart the entire level from scratch. I understand the limit was the only way to add conflict to the game, but it seemed a little strict for the earliest levels. It was very stressful to try and maneuver the katamari around obstacles, especially when it got larger and unwieldier. It was also tough to navigate my way around the world when I only had a height radius of 10 centimeters or so. However, this could easily be attributed to my lack of directional skills at even 5 feet tall :) DESIGN: The design of the game was extremely innovative. The entire concept is ingeniously simple, rolling a ball around and sticking things to it. But the simplicity of it leaves room for all other sorts of genius, such as the humorous characters and dialogue. The game also uses both of the PS2 directional joysticks, which results in movement very similar to the controls of a wheelchair. You have to push one up and one down in order to sharply turn. This happens to work very well considering you're mainly controlling a giant sphere. The game also makes it a little easier by having a few hot buttons that help you charge-roll or flip to the opposite side of the katamari quickly. The levels of the game are all extremely similar. Even though at the start of each, The King specifically places you in Buenos Aires or The Philippines, they all look incredibly like Japan. The Spain level is even full of Japanese candy, products, and people. The levels are a bit difficult to navigate, but extremely rewarding as you get to pick up larger and larger items. You are also rewarded with little presents that The King leaves for you on each of the levels. If you manage to find and pick them up, you can put them on The Prince at the menu screen. Despite the similarity of the levels, each of your katamaris are categorized differently depending on how much of each type of object you pick up. For example, if you grabbed a lot of stationary material, your star would be labeled "The Pencil Star" or something like that (This entry has been edited1 time. It was last edited on Fri, 25 Jan 2008 21:34:43.)Fri, 25 Jan 2008 21:07:46 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2148&iddiary=4117Katamari Damacy (PS2) - Fri, 25 Jan 2008 21:06:19https://www.gamelog.cl/logs/LogPage.php?Log_Id=2148SUMMARY: Katamari Damacy starts out with your father, the King of the Cosmos, going on a joyride and accidentally destroying all of the planets and stars in the Solar System. Since the King is a little bit absent-minded (as shown by his ridiculously technicolored attire) he sends you off to Earth to do all of the work in re-creating the Universe. You use a katamari, or sticky ball, to pick up increasingly larger items in order to turn your katamari into a star. GAMEPLAY: The game Katamari Damacy couldn't take itself less seriously if it tried. The opening sequence was filled with rainbows, catchy music and singing ducks, and luckily the zaniness transfers over to the actual gameplay as well. You play as the Prince, a tiny green alien, and you are presented with a different, brightly-colored katamari ball every time you start a new level. You start at about 5 centimeters tall inside a random house and must pick up objects in order to reach a specific size goal for the level. The items you have to pick up range from dominoes to mice to vegetables and even people! Not only is it fun to chase down a frightened mouse, but you are also rewarded with a ridiculous scream once you actually capture it. The living things you pick up don't stay still either. It's hilarious to watch a person you've caught frantically try to wriggle away from your katamari. This fanciful and ludicrous feel to the game makes it way more fun to play than if it tried to be realistic in any sense. Half the humor comes from watching your prey try to escape your rapidly growing ball. The characters are equally as ridicuous. Your main avatar is a miniature humanoid wearing a green suit with a pom pom on the top of his head, and the only name you're given is "The Prince". As your katamari grows it becomes more difficult to see your character, but there is a tiny section of the screen that shows him at all times. If you stand still for a while he'll even start to dance. The Prince has an assortment of "cousins" (in varying colors and shapes, but with basically the same design) that you can battle against in an arena. The most hilarious character of all is, of course, The King of the Cosmos. He is about 300 times your size and lords it over you whenever he can. He wears a giant, cylindrical, psychedelic headdress, a huge white ruff, and tight purple pants. He also has the ability to shoot rainbows from out of his mouth that can transport you to Earth.Fri, 25 Jan 2008 21:06:19 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2148&iddiary=4115Super Paper Mario (Wii) - Mon, 14 Jan 2008 17:18:51https://www.gamelog.cl/logs/LogPage.php?Log_Id=1674GAMEPLAY: One aspect of the gameplay that I discovered in my second hour of playing is that you can actually play as Peach. This isn't new to the Paper Mario genre, but in the earlier games you controlled her for a brief amount of time during miniature in-between chapters. She also couldn't jump and had no attacks or special abilities. Her chapters consisted of mostly walking around her prison and happening upon certain helpful situations. However, in this game, she is an actual playable character. She has a jump attack and can glide across distances using her parasol, you can access her at any time from the menu and some situations can't be solved without using her. Another thing I found amusing was that many of the characters display a 4th wall-ish knowledge of the fact they're in a game. At one point, a character was explaining how to do a special attack by pressing the 1 button, and then they commented that the mystic being who watched over everything would understand what that meant. Also many characters throughout the game comment on Mario's magnificent mustache. In fact, some characters will only help him out because of it. Some characters even comment satirically on the earlier Mario games. At one point Luigi states that he's bored and how wonderful it would be if some badguy happened to randomly kidnap Princess Peach. DESIGN: This game was extremely innovative because of Mario's new flip ability. He can flip between 2-D and 3-D. The 2-D environment plays out very similar to an early side-scrolling platformer. However, when you flip to 3-D you can avoid enemies, walk around obstacles, find secret paths, and read inscriptions on the other side of things. In one case, there was a giant row of spiked boulders completely blocking the path. Any way across was certain death, but if you flipped into 3-D you could simply walk by all of the boulders because they only existed on one plane. The game relies heavily on this ability and it is the way to solve almost all of the puzzles. The level design was very clever and borrowed immensely from the earlier Mario games. There is a large number of familiar enemies such as Goombas and Koopas, but there are a fair number of new enemies as well. There are tons of secrets to be found in the 3-D mode and every level has hidden coins or enemy cards that increase your attack power. Some platforms are only accessible in 2-D or 3-D, requiring a bit of thinking to overcome some problems. The music in Super Paper Mario is also very similar to the first NES game. Many of the songs are simply revamped remixes (including the dungeon songs).Mon, 14 Jan 2008 17:18:51 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1674&iddiary=3609Super Paper Mario (Wii) - Sun, 13 Jan 2008 17:15:59https://www.gamelog.cl/logs/LogPage.php?Log_Id=1674SUMMARY: Super Paper Mario is the third installment of the Nintendo Paper Mario games. Like it's predecessors before it, the game starts with Peach being captured by another nefarious evil-doer and Mario has to save her using his jump attack and other various paper-related abilities. However, this time around Mario doesn't have his trusty hammer, and the only ability he has is that he can "flip" between the 2-D and 3-D dimensions. GAMEPLAY: The characters in Paper Mario are just as adorable and clever as in the first two games. There are familiar faces such as Luigi, Toad, Princess Peach, and Bowser; but the game also introduces something called a Pixl. Unlike in the earlier games, instead of Mario having various Yoshi or Goomba companions, he has pixellated rainbow helpers (each with a specific ability). Also, instead of being able to only use one at a time, every one you've collected stays with you and follows you in a line. While this makes it much easier to use them quickly, it lacks the feel of the original games. The battle system is also completely different. Instead of having hammer and jump attacks that do more damage depending on the timing of a button press, Super Paper Mario plays out more like an original Mario platform game. The enemies no longer have a separate battle screen, they side-scroll across and die after a few jumps to the head. Mario doesn't have any of the special "Star" attacks he had in the other games and has also seemed to have lost his hammer, leaving him with jump as his only attack. This is very cleverly done to mimic the old NES Mario game (including a mushroom that will turn you giant every once in a while), but in doing so, it loses what made the original Paper Mario so successful: a mixture of an old school Mario platformer with an RPG battle system. (This entry has been edited2 times. It was last edited on Mon, 14 Jan 2008 16:44:13.)Sun, 13 Jan 2008 17:15:59 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1674&iddiary=3390