lpvillan's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=544Guitar Hero III (PS3) - Thu, 06 Mar 2008 02:32:30https://www.gamelog.cl/logs/LogPage.php?Log_Id=2998SESSION 2: GAMEPLAY: This second session I exclusively played only in Career Mode and was determined to get through the game. I found that after coming back to the game playing Slash was actually a lot easier than I thought. The game also became slightly easier and now I seem to be passing more songs that I couldn’t get through before. I however have not graduated into Medium setting. I’m only just starting to become comfortable on Easy . I actually found the end battle against the Devil and the concept of playing for my soul as really interesting and very entertaining. I wasn’t a big fan of this new “cover” version of “The Devil Went Down to Georgia” (I actually really love the original song) but I thought that the song was very fitting and a very nice surprise as well. One thing I really enjoyed was seeing my avatar’s hands fire up when I managed to hit a lot of notes in a row. I also found that choosing your own avatar in Career Mode was a very nice feature in the game and I wish that this feature was also part of the Quickplay Mode. Being a game of emersion, the rules of this game are fairly simple to learn but it does take a while before you get used to the game and develop your skill. I hope to eventually get to the point wee I will be able to reach the orange and blue buttons sometime in the future. GAMEDESIGN: I actually find this game a nice alternative to DDR (which is impossible for me to do). Partly I find this true because of the guitar controller. Its very comfortable and helps involve you more into the game. It’s not the same playing GH with the regular PS2 controller and loses some of its appeal. I’d say the controller is a big part of the gamer’s experience. I particularly enjoyed the small narrative within the Career Mode. I liked that the challenges forced you to play songs that weren’t songs you were necessarily comfortable playing with. The reward system (money) was also a nice touch to add to the magic circle the game created in which the player becomes an actual rock star. It seems that every element in the game was really pushing to create the illusion of rock star lifestyle (the cheering crowd, the “breaking” news stories, signing contracts, touring to Japan, money rewards etc.) My favorite feature in GH was the ability to customize my avatar’s clothing and even change her guitar and buy songs. My favorite is “Radio Song” by Superbus, which is a song I have never heard before and the band is very new to me. I also liked how the songs are characterized by time period or genre. The conflicts were also very enjoyable. The Boss battles were a nice touch and playing an encore with Slash was also a lot of fun. The final boss was the best part of the whole game. The song and playing against the Devil was a very nice way to end the game. Its also nice that the game has different levels (Easy, Medium, Hard) and it does take a while before you can actually get really good and play Hard flawlessly. This gives the game a large replay value. This as well as the point system and the star power also contribute largely to the appeal of GH because you can always play to better your score and master the best way to use star power. Also GH has a very large fan following. People are constantly comparing scores and having battles. The game is very sociable in this way. Its also entertaining to play with bystanders because they make good real-live spectators and there is definitely cheering and booing involvement from them.Thu, 06 Mar 2008 02:32:30 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2998&iddiary=5928Guitar Hero III (PS3) - Wed, 05 Mar 2008 01:58:36https://www.gamelog.cl/logs/LogPage.php?Log_Id=2998SUMMARY Guitar Hero III doesn't have much of narrative outside of Career Mode. The objective of the game is to play different songs and to pass them (without getting booed and to get the highest score you can). You play by pressing 5 colored buttons on the tab of the guitar controller as you see the notes scroll down the screen. There is also a battle mode in which you can play against a second player or in Co-op you can also form a band (like in Career Mode)with a second player. In career mode the levels are set up in a way that you must beat 3 out of 4 songs, pass the encore and the 2 boss battles, beating levels you advance in your career like signing under a label, playing in different venues, and final playing in Tokyo. Unfortunately you end signing your life away to your label company. In the final level you are actually playing to win back your soul and the third boss is the the Devil. GAMEPLAY Being only the third time playing GH III (and having never played any of the preceeding GH titles). I remember being really frustrated playing n EASY because I could only get through "Hit Me With Your Best Shot" and I always got booed in Quickplay. I did alot better this time (after having not played GH since Winter Break). I actually found the game very entertaining and I was actually enjoying myself. Eventually I became alot more comfortable and was getting 4 star rating on my favorite songs on Quickplay so I decided to play Career Mode. This forced me to play some of the other songs that I wasn't so comfortable playing (because I had not played them because they had not interested me). I found myself welcoming the challenge though somewhat reluctantly. In the end I felt very accomplished getting past any song not just the ones I preferred to play. What took me a while to get used to was the boss battles. Not only did you have to out play them, the game awarded you tools to hinder your opponent's playing. One example is forcing them to play a lot of double notes, or reversing the color order on the screen so it was confusing to play the notes. I found this frustrating because when the boss would "attack me" it would take me a long time to compose myself and I ended up losing my rhythm. Also, because so much stuff was going I found it hard to decide when to "attack" my opponent so the I could cause the most damage to his playing. Sometimes I would attack but it was wasted because he had no notes to play anyways. Eventually, I got the hang of it and I did get passed the first Boss. However, once I got to Slash I gave up and stopped my session here. I really liked that in Career Mode you chose your avatar and with the money you won you could customize their clothing and even buy songs. I also found the game most enjoyable when I'd play songs I really liked because I would play just to listen to them. Also, because you begin to associate the different note patterns with the advancement of the song, you begin to memorize part of the notes as well so after a while I found myself listening a lot closer to the music. I found that very cool and added to my personal involvement with the game and effected my gameplay in a positive way.Wed, 05 Mar 2008 01:58:36 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2998&iddiary=5638Super Mario All stars and Super Mario World (SNES) - Wed, 20 Feb 2008 20:48:04https://www.gamelog.cl/logs/LogPage.php?Log_Id=2668Gamelog #2: Entry 2 GAMEPLAY: This second session although I still played mostly SMW, I also played Super Mario Bros. 2 and Super Mario Bros. 3 (in 2 player battle mode). The fact that this cartridge has varios Super Mario games contributes to extended play because the player can switch to different games depending on his or her preference. Again, there isn’t much narrative in most of these games. The format is the same, get through a level, reach the boss, fight the boss, go on to the next level. In almost all the games, the goal is to reach Bowser (final boss) and save the world, Peach, or other friends. Obviously the reason I kept playing was because the puzzles are enough to keep me satisfied, the story isn’t too much of a factor. What I liked most about SMW is that the worlds aren’t as linear as Super Mario and Super Mario the Lost Levels. In SMW there are various short cuts and hidden doors and bonus goods that you can collect (not just coins). Also, sometimes the worlds have more than one exit. I also liked that sometimes after getting through one level you were left a simple small Mario but you could always return to other levels and regain you Super or Fire status or pick up a Yoshi. In Super Mario Bros. 2 I remembered more of the secret “warp” holes and I really enjoyed skipping certain worlds to get to my favorite (the ice world). Unfortunately this allowed me to advance maybe too quickly and I became stuck because I got to more complicated parts in the game without much experience and therefore had a hard time passing some levels (the desert world). GAME DESIGN: In SMW and Super Mario Bros. 3, the grafics and the worlds seemed much more developed and colorful. One of the things that characterize Super Mario is the cartoony animation and vivid colors, and the absurdly endearing koopas and other villains. The musical score is also a very important factor in the aesthetic design for these games. The Super Mario tunes are infamous and are very upbeat and very encouraging to the player’s ears. One thing I noticed is that Super Mario and all its versions are meant to be played with no interruptions. You have a counter and in the older Marios there’s a scrolling screen to keep you moving. If you don’t finish before time is up, you die. If you don’t move and the screen scrolls, you can be squashed by the edge of the screen and a wall or rock. Also in each of the games as you advance into a new world, all the levels within the world have a similar theme (or a complimenting factor). Also as you advance into a new world some new features (like the Super feather in World 2 in SMW) are offered and sometimes they can be a handy tool to get through the rest of the world or worlds there after. Also with each new level, the puzzles become a little more complex. For example in SMW, almost all the worlds have 1 ghost house level. The ghost house levels are all very similar in that they have the same music and are the worlds with darker colors and elements that add to the creepy and eerie level design. They are also different from the other levels in that the way out of these Haunted Houses isn’t as linear as the rest of the levels in the game. The puzzles in the houses are sometimes a lot trickier and there is often trick doors that lead you back in the level rather than forward. Sometimes you have to move backwards and find certain objects and do certain things to unlock the doors. The exits aren’t obvious and the clues to get out of these levels are often times more subtle. These levels also tend to be slower than with the other ones. This is also true of the Boss Castle levels, which are characterized by stone brick walls, a lava component and sometimes a “climb up” rather than “move right” gameplay aspect. I really liked that the games also tended to provide the player with the tools they would need at various parts throughout a level. For example there are various Mushrooms and Question boxes that can contain feathers and Fire Flowers in case you got hurt by a tricky or unseen opponent. Even in levels in which Yoshi are especially useful will offer you a Yoshi egg at least once within the level. I also kind of liked that the levels wouldn’t change. After going through the earlier levels various times (to collect fire flowers or Yoshis) you can actually memorize the pattern and number of opponents coming. So in other words, you already new what is coming so you can actually begin to do speed runs, or explore and find hidden or bonus “vines” or “tunnels” that take you to maybe a new exit or “coins-galore”. With that said, there was a feature in SMW that sometimes was useful and other times annoying. That was the mid way marker, which were two poles with a blue bar connecting them. If you were a small Mario and you went through the Bar you saved the game at the midway point and because a large Mario. What this did is that every time you would go to a level which has been saved at half way, from that point you’d start the level. This could be a good thing so you don’t have to restart each level from the beginning. However, I found that sometimes the reason’s I’d go back to a level was to collect objects that were offered at the beginning of a level. So when I returned to a “saved” level I would have to move back to the starting point and then retrace my steps back and continue to the exit (which can be a huge waste of time and be annoying). Super Mario is also characterized by the massive reward structure. There are coins everywhere and every enemy you stomp on gives you points. Also the end of the game offers you points depending on how “high” you cross the finish line. Collecting 1 hundred coins, or five dragon coins get you an extra life. Getting 100 finish line point sends you to a bonus round where you hit boxes and try to match up pictures on a 3 by 3 square formation. Depending on how many tic tac toe style match ups you get, that many 1 ups are offered. Although there are all these rewards they are all the same extra life reward. After a while I did wish for something else. Often times I got tired or needed a break from the game and I’d still have 10+ lives accumulated. I think SMW and most of the Super Mario games in the cartridge have the same weakness and strength: the simplicity. The goals, the artwork, and even the gameplay concept is pretty simple. Unfortunately this can make the game drag. I do get bored of sitting and playing for two hours straight. However, its simplicity is what makes it classic and also make it have replay value. I can’t sit for more than two hours playing it without getting tired or moving on to maybe one of the other games but I have no problem returning to it the next day or the day after. SMW is best served in small dosages each day. Not so much a very long game play session in one day. (This entry has been edited1 time. It was last edited on Wed, 20 Feb 2008 20:51:12.)Wed, 20 Feb 2008 20:48:04 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2668&iddiary=5150Super Mario All stars and Super Mario World (SNES) - Wed, 20 Feb 2008 03:15:07https://www.gamelog.cl/logs/LogPage.php?Log_Id=2668Super Mario All Stars and Super MarioWorld for the Super Nintendo Entertainment System. Gamelog #1: SUMMARY: Super Mario All stars and Super Mario World for the SNES is a compilation of some of the first Super Mario platform games. I primarily focused on playing Super Mario World. In super Mario World, Mario (one player mode, or Mario and Luigi , for two players) go through various worlds and levels saving Yoshi’s friends who are trapped in Eggs. The main goal is to fight Bowser and his children (each stationed at a castle at the end of a level ) and save Princess Toadstool and Yoshi’s friends. As you go through each level you can power up you Mario (i.e. Fire Mario or Super Mario) as well as get a Yoshi (blue, green, yellow or red). Sometimes different Marios are more effective in getting through a level or going through secret short cuts. Yoshi’s are also handy in certain levels and help you get through a level more easily. GAMEPLAY: I started playing feeling a little too sure of my abilities with this game despite having not touched my Super Nintendo in probably 10 years. So I was a bit shaken when I realized that my skills were a bit rusty and I wasn’t as comfortable with the controller as I thought I was going to be. However once I heard the familiar jingle was fired up to relive some old time memories. The characters and the game don’t have much of a story as it does a goal. The goal is to save the princess. Although I find Mario (and Luigi) a bit dull, but I really like all the other charcters like the koopas, goompas, Yoshi, and Bowser’s children. The villains all had their own personalities and traits and were very entertaining although sometimes really easily defeated. Yoshis on the other hand were very useful and very entertaining to watch when he gobbled up enemies and cherries and pooped out 1up mushrooms. I did play Super Mario Bros. 2, in which I preferred Princess Toadstool because of her ability to jump and hover for a ridiculous amount of time and kind of wished I could have played her in Super Mario World (which wouldn’t make sense seeing as how the goal in SMW is to save her). I played in 2 player mode for a while with a friend who kept dying so I ended up giving her lives. However, I did find the game to be very entertaining to play with another person because you can help each other get through levels faster (if the other player is as good or better than you). Unfortunately the game is turn based and you can’t go through a level together. Sometimes there was even competition because in each level there are opportunities to get 1 ups which once gotten can’t be taken up again unless you restart a session. However, this slight competition was fun . The game is also pretty slow and the puzzles aren’t ridiculously complex and you can talk to other people without hindering your gameplay.Wed, 20 Feb 2008 03:15:07 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2668&iddiary=5065God of War (PS2) - Sat, 09 Feb 2008 01:27:15https://www.gamelog.cl/logs/LogPage.php?Log_Id=2458Session 2 GAMEPLAY: The story has not gotten much interesting. What seems to be developing are the different powers I can combine with your combos. Also I really like that there is no limit to the red orbs you can get (which are kind of like a currency). Once you collect enough you can level up the weapon and then your combos become more powerful, more effective and battle becomes more bloody which really excites me. Also the variety of difficulty, sizes, and techniques of the enemies really put your new combos and “God powers” to the test. The game is fun to play, but I notice that its fun without thinking of the narrative. The story doesn’t interest me and I’m not playing because I care to find out more about Kronos. I’m a lot more anxious to get to Ares and see how I’d fare against a true God of war. GAME DESIGN: One thing I really enjoyed in this game is the number of chests with different colored orbs that increased you health, “magic” and “power-up points” that were made readily available after segments in which you fight different enemies. This was good because after fighting my “magic” was always very low. I also liked that the camera angles were forced in a way so that the game always guided you to where to go. There was some flexibility (exploring or looking for more orbs) but the game didn’t really let you get lost. I also enjoyed the artwork; it made everything look realistic and made my attacks pleasurable to see and helped keep my interest. I also really liked that some things, like opening heavy doors required quickly pushing R2 multiple times to represent the force Kratos was using to pull up on the door. I think that really helped involved the player in a new “realistic” way because it’s a way to represent exerting force through the controller. One thing I noticed was the absence of “levels”. There are no clear level you move on to except that when you earn enough red orbs you can afford to “level” up and as you progress in the game and get closer to Ares you encounter enemies that are slightly harder or come in more numbers than before. You also are awarded powers from the Gods and that also seemed to me a type of reward/level hybrid because that usually marked you going into a new stage in the game in which that technique would be needed from then on until the next power. The only thing I’d probably change would be adding some more clothing on the poor girls. I’d probably also give them a breast reduction on account that I feel they might be suffering from back problems.Sat, 09 Feb 2008 01:27:15 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2458&iddiary=4792God of War (PS2) - Fri, 08 Feb 2008 23:08:41https://www.gamelog.cl/logs/LogPage.php?Log_Id=2458Play session 1 SUMMARY: God of War is one-player action adventure game with some puzzle elements. The story takes place in ancient Greece where Ares is destroying Athens. The Gods of Olympus have ordered Kratos (your avatar) to go and destroy them. Along the way they may assign some small tasks and then they grant you some powers. There is a back story about Kratos being a bloodthirsty fiend but is now repenting and so is a slave to the gods. Your main weapons are two blades tied to a chain which you swing around. You also receive Medusa's power and a "Godly" shield and armor that helps you beat stronger, bigger fiends. GAMEPLAY: I was really excited about the game because I thought that the concept of Ancient Greece and the Gods of Olympus and fighting Gorgons and mythological beasts, would be very interesting. I was even more excited about how good the graphics are. Everything is very detailed and atmospheric. Unfortunately for some reason I wasn’t as compelled in the story as I have been with other games. I wasn’t a big fan of Kratos it may have been because of the unnecessary bedroom scene in the game. I will however admit that using the control to have sex with both girls was a little tricky. It’s obvious who the intended audience for this game was. However, I did enjoy the weapons Kratos uses. I found them unique and a lot of fun to maneuver. I played this game on EASY for the reason that I’m not exactly the best at these types of games. I enjoyed the Hydra that I had to battle early on in the game because there was a bit of puzzle solving aspect to it. Other puzzles in the game are mostly to get you from one place to the other. Like pushing a box so you can jump to higher ground and continue attacking you opponents. The trick however is not letting the enemy hit your box more than three times as you push it. This part is tricky because you have to distract the archers and then go back to pushing the box. This game requires thinking and analyzing to come up with strategies in many parts of the game similar to this part.Fri, 08 Feb 2008 23:08:41 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2458&iddiary=4706Shadow of the Colossus (PS2) - Sat, 26 Jan 2008 01:04:15https://www.gamelog.cl/logs/LogPage.php?Log_Id=1975SESSION #2 GAMEPLAY: After playing the second session for 2+ hours I was able to get deeper into the game and reached up to the 10th colossus. The plot in the game hasn’t developed much outside of defeating the colossi which brings you closer to saving your dead girlfriend. During this session in the game I did become more and more frustrating with every new colossus that is more difficult than the last. The game’s difficulty did begin to make quitting it a lot more tempting. One thing I noticed as I progressed in the game was that the colossus went from being gentle to a lot more aggressive. At the beginning because the colossus were so docile and the art work is so elaborate that you can see facial expressions killing them was almost heart breaking because you could see that they were living, breathing, sentient beings. The realistic artwork, graphics and sounds contributed to this, I believe. Just when I was going to call a quits, I decided to call my friend’s little brother, who has played the game before for some assistance. He told me how to defeat the water-snake as well as let me in on some cheats. If you kill lizards with white tips on their tails and pick up the tail you increase your “grip” circle. Also, if you knock down fruits from trees and pick them up, you make your health bar bigger. These tips really got me getting back into the game and it wasn’t as frustrating. GAME DESIGN: Another tip my friend’s brother gave me was showing me were some hidden “save” points (go to temples and press O) were. This was especially useful since the game doesn’t tell you about “save” points and the only way to save your progress is an automatic save point after defeating each colossus. Unfortunately the game always sends you back to the main castle after you defeat the colossus, so when you set out to find the next one you start from the same place and sometimes it gets boring riding out from the same place. This was a small but very annoying problem I had with the game. Another thing that really bothered me with this game was the camera angles. Unfortunately I think the forced camera views on some parts of the game were very frustrating, other times when you were able to lock on to a colossus or when you moved the camera you still had problems with being able to see either your self or your target. I think this is mainly due to the fact your avatar is so small compared to the enormous colossus. However despite all this, the over all concept of the design including the breathtaking artwork is all superb. I really liked the idea of this game having no side quests and how each level was made up of colossi each with their own personalities, behaviors, and style. My favorite colossi were by far the bird and the water snake. I thought that the element of fighting while being pulled through the sky or submerged under water while going really fast was very challenging without losing the player’s interest. Sometimes the colossi did get difficult and since the game offers one obscure clue per colossi, this did put a damper on my experience. I feel that the designers could have given more obvious clues or been a little more helpful with longer text. The tone of seriousness and realism to support the gravity of the situation of the character (he is fighting colossi with a sword after all) all the more real and really helped to involve me further into the minimal story there was. It awakened the curiosity to find out what will happen after the 16th colossus falls. Will the black aura destroy me? Will the god uphold the promise. Or will the god turn out to be a malevolent spirit? This whole story mystery was also a very clever device to keep the player interested. (This entry has been edited1 time. It was last edited on Sat, 26 Jan 2008 01:05:42.)Sat, 26 Jan 2008 01:04:15 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1975&iddiary=4249Shadow of the Colossus (PS2) - Mon, 21 Jan 2008 23:15:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=1975"Classic's List" Gamelog #2 I: SUMMARY: The Shadow of the Colossus is an action-adventure game. The central plot is of a (so far)nameless boy who is trying to resurrect the girl he loves. She was sacrificed because she had a "cursed" fate. He brings her body into the "forbidden" land to call upon a god-like being with the power to bring back the dead. This so-called god promises to grant the young boy's request if he kills the 16 colossi that inhabit this forbidden land. In order to reach each colossi you must solve the puzzle of getting to them (climbing mountains, swimming and climbing ruins, etc.). Once you find them, killing them is the second puzzle since the character is only equipped with a sword (that when raised into sunlight will guide you to the colossi, and then to their weak points), a bow and arrow, and a loyal horse “Argo”. Unfortunately Argo can’t always get to the colossi and sometimes must be left behind to await your safe return. GAMEPLAY: At first the game felt overwhelming because you are just one boy and the colossi you are fighting are a lot larger than you and they seem indestructible. Once you defeat the first colossi and you get into the format of the game and you see it as puzzle solving the odds don’t seem so terrifying and more like a worthy challenge. The different colossi come in many forms even that of a horse and a giant bird, and this variety makes the game that much more exciting. I have not defeated all the colossi (I’m at number 6), and so the plot hasn’t really gotten anywhere nor do I think it will until I have defeated the 16th colossus. I have noticed that after each colossus I kill, I am engulfed in black aura from it and I am guessing that by the end of the game all this aura is going to affect the fate of my character. This game is a ONE-PLAYER game only and it makes sense because the only characters are the young man, Argo, the colossi, the dead girlfriend, and the disembodied god. I believe that the simplicity of the goal (just kill the colossi) and the absence of side quests (that sometimes can get tedious make the game drag) make this game so amazing. The puzzle solving challenge is enough of a challenge to keep the player going. Also the fact that the player doesn’t have sophisticated weaponry makes the game more realistic and once you bring down the giant colossi I was filled with a feeling of power and invincibility that I couldn’t get to the next colossi on the hit list fast enough! The graphics in this game are also very sophisticated and very detailed which help to make the environment that much more realistic. From the movement of the colossi’s fur, to the sound of the wind, and the light reflected underwater, everything is contributing to the realism of the game. (This entry has been edited2 times. It was last edited on Mon, 21 Jan 2008 23:18:30.)Mon, 21 Jan 2008 23:15:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1975&iddiary=3862Naruto: Ultimate Ninja Heroes (PSP) - Mon, 14 Jan 2008 19:04:45https://www.gamelog.cl/logs/LogPage.php?Log_Id=1689ROUND TWO GAMEPLAY: This second round I completed the first promotion test but I ran into trouble finding colored scrolls in the other modes to unlock my missions. With the more play time I have done better in memorizing my attacks and using secret and specialty moves. I'm still experiencing difficulty with items. I began to use other characters and experimenting with the other techniques of my other favorite characters. I've also noticed that there are a few “mystery” characters which I have to unlock in order to use. This is frustrating me because the only thing I seem to be getting are golden scrolls but I am still in want of blue, green, yellow, and pink scrolls. DESIGN: This game is pretty simple in that all you have to do is fight with combo attacks but the fact that you have a variety of characters each with different styles and attacks makes the game intresting because you can test different techniques against others. This makes each game play unique and there's many ways to win. I also liked that there were different modes and that the modes supported each other so you don't get bored playing in the same style for long because you switch from team to single battles constantly. This game however was a little confusing because it's a bit unclear in where to find or what you have to do in order to earn scrolls so you can advance on missions on the Promotion Test mode. Also during battles you had to destroy objects in order to recieve items. The items were confusing because there were so many and they're all similar looking and sometmes they harmed my character. Overall its a fun game filled with corny battle cries and dialogue. I think people who are fans of either the anime or manga may enjoy it more because the characters' personalities stay true to the anime and the techniques are the ones seen on TV. The game tone is lightly competitive but can be alot more competetive when playing against another person rather than the CPU. It is a sociable game.Mon, 14 Jan 2008 19:04:45 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1689&iddiary=3621Naruto: Ultimate Ninja Heroes (PSP) - Mon, 14 Jan 2008 19:02:18https://www.gamelog.cl/logs/LogPage.php?Log_Id=1689SUMMARY: Naruto Ultimate Ninja Heroes is in short a two player fighting game based on the Naruto manga and anime. Basically, its a universe of ninja's each with they're own special techniques going on missions and competing against each other to gain higher ninja rankings within the village. In the game the ultimate goal is to become Hokage (the village protector and strongest ninja). In this game there are three different modes you can play. One is the Heroes Mode in which you choose a team from the list of characters from the anime and you fight against other teams as well. During battle you collect items that will help you in battle and also in the other modes. There's the one on one against the CPU you mode in which you use only 1 character instead of a team of three. In the third, Promotion Test Mode you choose 1 character and go on different missions and grow as a ninja to higher and higher rankings. In order to unlock new missions you must collect scrolls from the other two modes. GAMEPLAY: Being mainly a two-fighter game, this is much more enjoyable playing against another person. However, I enjoyed this game because there's a lot to keep in mind like memorizing fighting combo's keeping track of your items, knowing how and when to use them and when not to use them. I had trouble with this because I kept using paper bombs and bomb kunai and I would get caught in the explosion. Attack combos were a bit frustrating at first I had trouble with remembering combos but when I'd stumble into a secret attack combo I was very proud of myself. I also kept choosing my favorite character from the anime which of course is one of the weakest characters in the game and has made playing this game slightly harder for me. So far she hasn't let me down too much and I quite enjoy the "gentle-fist" style of hers.Mon, 14 Jan 2008 19:02:18 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1689&iddiary=3620