Jherbold's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=558Fire Emblem: Radiant Dawn (Wii) - Wed, 05 Mar 2008 22:00:30https://www.gamelog.cl/logs/LogPage.php?Log_Id=3040Gamelog #2 GAMEPLAY: On my second segment, I managed to get past the second fight (after three attempts) and lost once on the third battle. The most significant gameplay feature I discovered this time was the item trading and weapons systems. As a character gains experience, they also gain a weapon level, which allows them to equip new weapons. By defeating certain enemies, one can acquire new weapons, but since there’s no shared inventory, a bow user might need to trade a sword he picked up to a sword user. The whole system is very realistic, and along with the fact that if a character dies they can’t be revived, the whole game seems very modern and plausible. The storyline also picked up, leading to some interesting conflicts. The main villain at this point is diabolical, killing civilians who stand in his way to capture the dawn brigade. As the young group continues onward in their journey, more people join them and battles have become more large scale and tactical. The strategy that this game requires is amazing. The player has to make almost no mistakes in order to protect every single member of their party, and multiple replays of each level are almost required. While I can see how this would be extremely frustrating to many, I find the realism extremely refreshing. The music has remained more or less the same, but still inspires greatness. DESIGN: From a design standpoint, this game (at a small first glance) appears to be remarkable. The storyline is done well, the characters fun and enjoyable but with a serious side, the battles intense and strategic, and the music entertaining and atmospheric. It takes the genre of tactical rpgs and expands on it, adding realism and difficulty. The one major fault I’ve seen with the design aspects of the game so far has been the AI. At some points, enemy units almost allow themselves to be killed easily, without positioning themselves in strategic ways. It’s unclear whether this was done to make the game easier or just an oversight, but at times it feels like the enemy is waiting for you to come kill them. Another issue is the difficulty. Having to repeat maps over and over again can really tire out a player, unless they enjoy the punishment. I can only imagine how upset you would be if you reach the boss of a level after a long and grueling battle only to move a unit one space too far and die, losing the game. The difficulty problem could be solved by making counterattacks less powerful- but by doing so battles become less strategic. As such, there is a trade off, and I believe the developers of this game made the right choice in sacrificing ease of play for strategy. The level design of each map is really interesting, as well. The first two battles take place in pretty interesting city terrain, and maneuvering through the battlefield creating choke-points and positioning ranged units in firing distance is fun. The third level is inside a manor, and the battle has a more cluttered feel, adding to the atmosphere. Overall, I thought the game so far has been a blast. The difficulty, strategy, music, and story all help to push this game to a new level of fun I haven’t experienced in a while. (This entry has been edited1 time. It was last edited on Wed, 05 Mar 2008 22:02:22.)Wed, 05 Mar 2008 22:00:30 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3040&iddiary=5714Fire Emblem: Radiant Dawn (Wii) - Wed, 05 Mar 2008 22:00:13https://www.gamelog.cl/logs/LogPage.php?Log_Id=3040Gamelog #1 SUMMARY: Fire Emblem: Radiant Dawn is a turn-based strategy game for the Nintendo Wii. Sequel to Path of Radiance, the game deals with the story of the dawn brigade. Known for its amazing difficulty and music, Fire Emblem games first gained notoriety with the inclusion of Marth and Roy in Super Smash Bros. Melee. GAMEPLAY: I’ve heard of the fire emblem games, but never had a chance to play them. As such, I was really excited to give this one a try. The game began with several cutscenes showing the fall of a castle and a large battle taking place. Not much has yet been explained, but watching the scene unfold was certainly exciting. After the battle, the story shifted over to Micaiah and a man escaping. Micaiah is evidently the leader of a group called the dawn brigade, and the soldiers have been ordered to capture her. She manages to escape to a nearby city, where the first battle of the game takes place. You begin with two units faced off against eight enemies. This tutorial stage doesn’t do much in the way of showing you how to play, but does offer a slow introduction to the battle system. I learned of different battle mechanics as I progressed, like the different between mage, ranged, and melee attackers, how to judge distances between enemies, and the counter-attack system. I managed to fight off most of the enemies until the boss caught me off guard and defeated my melee attacker, ending the game. On my second try at the battle, I once again got to the boss, but underestimated his counterattacking capabilities and lost a character again. It appears that the death of one character means an instant game over, so I can see why people say this game is so difficult. Because I am no stranger to tactical rpgs like this one, I could quickly understand the battle system. However, without much of a tutorial at all, I can see how players might get frustrated- especially with the fact that if one character dies it’s game over. That amount of realism in the game is actually pretty cool, though. If a character dies in this game, (it appears) there is no miraculous way to revive them. I wonder if, in some battles, your characters can die and you not lose, changing the final outcome of the storyline. One thing I noticed while playing was that the cinematic experience was exceptional. I loved the music and presentation of the storyline, and, despite not fully understanding what was taking place, I quickly became attached to the characters. Hopefully the game will attempt to enlighten me on the events of the past game, and I won’t be too confused as time goes on. I haven’t yet managed to beat the first level, but I believe I have a pretty good strategy to use for my third try. Now that I understand the combat system more, this should be easy.Wed, 05 Mar 2008 22:00:13 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3040&iddiary=5713Gradius 3 (SNES) - Thu, 21 Feb 2008 00:20:27https://www.gamelog.cl/logs/LogPage.php?Log_Id=2790Gamelog Entry #2 GAMEPLAY My second run-through saw little improvement in my skill over the first. I finally died in almost the same place I did the first run-through, despite my better knowledge of the power up system and enemy attack patterns. This time, I tried slowly building up my ship while protecting myself for as long as possible. This strategy seemed to work- at one point I was equipped with 3 wingmen and a ripple laser. It was really fun to destroy enemies this way, and really frustrating when I died. I was still relying on the massive destruction attack, but I found that using it would reset the powerups I had built up until then so I had to be more careful with my usage of it. The game definitely showed promise- it could easily reward skilled players and make you feel good when you managed to finally change your craft into a death machine. The enemy formations this time were mostly the same, but I learned some new things about how the game worked. For example, I found that, in most cases, destroying an entire wave of enemies almost guaranteed a powerup, so I had to maneuver my ship carefully so as to not miss any of the wave. If I ended up missing one or two enemy ships, I would focus my attention away from those enemies knowing I probably would not get rewarded with a powerup. Small little things like this in the game made it pretty fun, although still at times very challenging, almost to a point of cruelty. DESIGN From what I’ve witnessed, there are three main things that make a shmup. The first is the powerup system, and the ways you can increase your ship’s capabilities. Gradius 3 does a good job in this aspect, allowing for interesting combinations of powerups and careful strategical planning to ensure that you remain alive with as much power as possible. The second is the enemy formations and level design. Forcing a player to be in certain places at certain times and offering the powerup rewards in certain locations allow the designers to carefully manage where your ship will end up, and they can edit the attack patterns of the enemy ships using that principle. The third aspect of a shmup that I noticed here was, of course, the bosses. I never really had much difficulty with the bosses in this game, as I had unlimited bombs. However, I did, at times, allow the bosses to live and watch and see what types of attack patterns they had. The bosses look cool and unleash a variety of interesting attacks, always forcing you to move throughout the screen. I was disappointed with the lack of challenge, however. The atmosphere of the game, although basic, added to the fun that I experienced while playing it. I liked going through space and shooting enemies, and I really enjoyed the level design when I finally made it to the volcanoes in the third level. Maneuvering in-between erupting volcanoes while dodging enemies and shooting powerful weapons was definitely the high-point of my game experience. My only criticism with the atmosphere is the repetition- in the first few levels I played, most of them where the same, with slight color variations. The volcano section was able to stand out, and I’m sure as you progress further into the game the environments become even better. Perhaps the most frustrating aspect of the design, however, was the difficulty. Getting hit with one attack after carefully avoiding so many and having built up such a strong ship was aggravating and at times made me want to stop playing. Gradius 3 could have had an easier learning curve, allowing the player more room to master the controls and learn how to avoid enemies. I felt, however, that the more I played I really didn’t improve, and the sporadic movement of the ship that I was forced to make to avoid attacks got to be, at times, very tiring. The game seems better suited toward fans of the genre, with some prior experience preferred. Overall though, I thought this was an excellent game. I enjoyed the upbeat music and atmospheres, especially liked the powerup system, and enjoyed gaining new powers to kill enemies with. The difficulty was a slight put-off, but with more skill I’m sure the game will only improve. (This entry has been edited1 time. It was last edited on Thu, 21 Feb 2008 00:21:04.)Thu, 21 Feb 2008 00:20:27 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2790&iddiary=5258Gradius 3 (SNES) - Thu, 21 Feb 2008 00:20:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=2790Gamelog Entry #1 SUMMARY For this gamelog, I chose to play Gradius 3 for the Super Nintendo. I’ve never really played shmups much, so this should be a fun experience. Gradius 3 is a side scrolling adventure in which you pilot your spaceship through waves of enemies and bosses. As you kill more enemies, you gain distinct new powerups, which you upgrade your ship’s firing and defensive capabilities. GAMEPLAY I began Gradius 3 with no knowledge of the controls or with shmups in general. However, it didn’t take too long to get into the game. I quickly learned the controls and picked up generally how the powerup system worked. The game begins with some pretty easy enemies, all coming at you with various attack patterns. The patterns allowed for easy shooting, and if you carefully positioned your ship in front of a wave of enemies, you were usually able to kill them all. The attacks were relatively easy to dodge, good for an introduction level for someone who never played. I soon learned that one hit would kill you, and I was worried I’d have to start over completely. Luckily, there was a checkpoint, and I continued on my way. The second part of the first level had me going into a cave and fighting enemies there. The fights were much harder at this point, and I died several times. As I messed around with the controls, I soon found out that you could launch an attack that would destroy everything instantly, and there was (seemingly) no limit to the amount of times you could do it. I used this new technique to easily clear the rest of the level, and wondered why something like that would be in the game. On my next play through, I’ll have to test and see if I accidentally set an option that did that. Aside from the infinite mass destruction attack, the powerup system was very interesting. As you collect powerups you become vulnerable to attacks, and several times I died trying to pick one up. The powerups accumulated in you like points, and you could spend them on different tiers of upgrades. The first tier was a simple speed up, later ones were various offensive skills. I really enjoyed the strategical aspect of the game that emerged from this- do I save my powerups for the really good attacks and possibly die trying to get there, or do I build up my ship first with cheap powerups like increased speed or the double attack and then slowly improve my ship’s power but with less chance of death? I found that I was more often saving up the powers, and it became frustrating when I was almost a really cool ability and died. The difficulty of the game also ramped up immensely as I progressed. With one hit deaths, I found it very hard to move forward. Luckily, as checkpoints kept showing up, I did progress. I really liked the way the developers situated the various enemies and the cool attack patterns they made. The bubble level was interesting and I felt good when I successfully destroyed a wave without dying myself. I managed to get to the third boss before finally losing all my continues. I can see that this game is not as beginner friendly as it could be, but I’m sure many fans of shmups like it better that way. For my next segment of play, I hope to learn more about the powerup system and see new and interesting enemy patterns. (This entry has been edited1 time. It was last edited on Thu, 21 Feb 2008 00:21:28.)Thu, 21 Feb 2008 00:20:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2790&iddiary=5257Advance Wars: Days of Ruin (DS) - Mon, 11 Feb 2008 18:01:23https://www.gamelog.cl/logs/LogPage.php?Log_Id=2614Gamelog entry #2: GAMEPLAY For the second hour, I returned to the main campaign and progressed through a few more levels, getting to know the new characters and their plight. After around 30 minutes, I moved back to standard battles, and tried the Nintendo Wifi system. At first glance, I was amazed. By connecting to the internet, you can participate in random, ranked battles with people all around the world, challenge friends to voice-chat matches, and upload/download new maps from the servers every day. I decided to try my luck with a 1v1 random worldwide battle, knowing full well that I was about to get destroyed. My opponent was, to no surprise, excellent. I began with my old fashioned Advance Wars 2 strategies, and kept figuring out new stuff about the new units that I didn't know was possible. For example, the Resupply units in this game, Rigs, can build temporary airports and seaports that resupply troops that rest on them. My opponent quickly overcame my weak army, and I accepted defeat. It was a really fun fight, though, and I was ready to try again soon. From this hour of play, it seems that the biggest improvement is the new internet battling system. Bringing the emergent gameplay of Advance Wars online offers unlimited replay value, and by gaining more knowledge of the new game mechanics one can continually play and challenge others. DESIGN Advance Wars is, at the most basic levels, a more complicated game of chess. By moving pieces, you can attack enemy pieces and eventually either annihilate their forces or capture their HQ. Because of the fact that this is a video game, it allows for a degree of complexity and micromanagement that far exceeds the possibilities of chess, while adding cinematic elements that enhance the experience for the players. Although the game is not amazingly innovative, the appearance of new unit types, wifi capabilities, and 2 screen system offer much improvement over previous games in the series. In the campaign, the game uses the storyline to entice players to keep playing, fighting for the characters they slowly grow attached to. As new enemies emerge, you must fight evil to prevail. The game allows for the fantasy of controlling an army to save mankind, to be a general that's strategic input sways the battle in their favor. This is perhaps why the game is fun- it allows a player to play a role as a strategist. By playing others, two people can compete for victory, making extreme player vs. player conflict possible. The game's tone, music, and storyline are all essential in creating the game experience. This game takes a much darker overtone, dealing with the death of billions of people and the struggle for life itself. Cold, barren environments span the campaign. Dark, foreboding music helps to create drama and suspense. The cinematic elements enhance the emergent style gameplay to create something truly fun and interesting to play. The characters help to keep players interesting, offering rewards for completing missions and incentives to keep fighting. Overall, the game takes what the previous Advance Wars titles did well and expands on them. New unit types, characters, internet capabilities, and storylines make this game a new and more intense installment in the already great series of Advance Wars.Mon, 11 Feb 2008 18:01:23 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2614&iddiary=4960Advance Wars: Days of Ruin (DS) - Mon, 11 Feb 2008 18:00:38https://www.gamelog.cl/logs/LogPage.php?Log_Id=2614Gamelog entry #1: SUMMARY For this gamelog, I decided to play Advance Wars: Days of Ruin. The game takes place in a post-apocalyptic world, devastated by a cataclysmic bombardment of meteors to the earth's surface. You play as a small battalion on a mission to help as many survivors as possible. The game is a turn based strategy game, in which you have several different units that you send at your opponent in a chess-like fashion. GAMEPLAY This is the third advance wars game I've played, and as such, I was already very familiar with the combat system and general strategies going into it. However, my first hour of play turned out to be unusually exciting, with a much different and more realistic feel than it's predecessors. The game begins with you as Will, a confused teenager stranded alone after the meteors hit. As bandits rush to kill you, Captain Brenner comes to the rescue. You control several different military units while attempting to save Will- like infantry, bikes, mechs, and recon units. By sending a unit to attack another in it's radius, you deal damage to the enemy unit. Terrain, unit type, and unit health all come into play in determining how much damage a hit returns. By dealing 10 damage, a unit will be destroyed. The strategy comes into play in determining when you should attack an enemy unit, how best to protect your own units from enemy fire, and what sacrifices you are willing to make in your own units in order to kill an enemy. The game is one of emergence, and the possibilities for strategies are almost endless. By utilizing terrain, capturing cities to acquire money, and preparing defenses to counter an opponent, you can lead yourself to victory. After completing the first mission, I decided to try out some regular battles and see what was different about this installment. The game features several new units, like anti-tank units, bike infantry, and dusters that all lead to different gameplay decisions. The 2 screen system was a big improvement as well, as important information about unit types, terrain, and map locations are always visible. With all of the new improvements, this game seems to be the best Advance Wars yet. The music in particular is amazing, much more dark and sinister than it's previous counterparts. The characters are more three-dimensional and realistic, and the storyline is appearing to be excellent. I couldn't keep a smile off my face the entire hour I played- everything just felt so nostalgic and yet so new at the same time. I was reminded of how great a game Advance Wars was- and just how much strategy was required to win. (This entry has been edited1 time. It was last edited on Wed, 13 Feb 2008 02:57:49.)Mon, 11 Feb 2008 18:00:38 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2614&iddiary=4959Chrono Trigger (SNES) - Thu, 24 Jan 2008 23:04:10https://www.gamelog.cl/logs/LogPage.php?Log_Id=2030Gamelog 2 Gameplay: The game continued to improve as I played the second segment. After spending 10-15 minutes wandering around trying to figure out what to do, I finally made it to the first dungeon- the cathedral. The puzzle in here was a simple, yet effective one- hit two switches to disable a spike barrier, then cross the barrier to activate a switch to open the door to the boss area. The monster battles remained entertaining, and my characters learned several new and fun abilities. It was here that I first was introduced to the dual attack techniques- attacks where two members of your party combined skills. This really helped to make battles more interesting and to see some nice animations. After solving the puzzle I fought the first boss. The music was dramatic and intense, and, although the boss seemed pretty easy, it was nice to see some different attacks and skills. I tested out all of my new dual-skills, and found that a careful balance between Area of Effect damage skills, single high damage attacks and healing abilities would be the focus of many fights to come. The first story quest drew to a close with the boss battle, and I stopped the change of history. The characters now are on a journey back home. The dialogue so far has been excellent and I'm really enjoying watching this story unfold. Design: For it's time, Chrono Trigger must have been a very innovative game. It is a game that remains fun to play today, and it has shown the timelessness of a well made video game. The music is inspired, the fights exciting, and the story engaging. I must say, however, that without the music and story, this RPG would be just like any other. The graphics look nearly identical to other similar RPG titles, the fights are rather generic at times, and the story, though good, is competing with many other amazing titles. The first dungeon had a simple level design, nothing amazing. However, I did really enjoy the atmosphere and placement of the areas on the world map. Also, because there were no random battles, the world map was a fun place to explore and never became tedious. The game is mostly a solo game, so you can't really talk much to others while playing. However, the game has such a huge cult following that conversations can spring up about the game all the time. Games like this tend to have huge support- and many develop unique challenges to get more out of the game. Speed runs, low level challenges, no items, etc. are all common. Players can bond over completing difficult challenges like these. Overall, I felt that the game held up to it's praise. I will probably continue to play it until I beat it, as I've been meaning to play it for a while anyway. On a design level, I feel that this is a good game to examine for it's story, music, and combat system, but not necessarily it's innovation. (This entry has been edited1 time. It was last edited on Thu, 24 Jan 2008 23:05:16.)Thu, 24 Jan 2008 23:04:10 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2030&iddiary=3953Chrono Trigger (SNES) - Thu, 24 Jan 2008 19:50:12https://www.gamelog.cl/logs/LogPage.php?Log_Id=2030Note: I typed up a long gamelog entry, and when I hit submit the system, for some reason, didn't add it. I ended up loosing my entry, so here's my attempt at a second. :( Gamelog 1 Summary: For this gamelog entry, I decided to try Chrono Trigger. Chrono Trigger is a standard squaresoft RPG known for it's amazing story and music. The game has you follow the adventure of Chrono in his quest to save the world. Gameplay: I am a long time fan of RPGs, so the gameplay here was nothing new or innovative to me. However, I did have a great time trying out this classic. In Chrono Trigger, you journey around fighting monsters, gaining experience and finding new equipment. Battles take place without going to a separate screen- and characters fight the monsters exactly where they appear in the dungeons they traverse. For an RPG, the whole system is very formulaic, and yet I felt that the implementation was excellent. There are three things that make an RPG: the combat system, the music, and the storyline. Chrono Trigger seems to do all three of these things well. Battles are fast paced and exciting- monsters surround chrono and can move around the field of battle, attacking in intervals. As your own attack meter rises, you can take an action and perform a variety of attacks. The music was amazing, the battle track was intense and catchy, the castle music was dramatic and epic, and the town music was peaceful and serene. All of the music complemented the atmosphere of the areas extremely well, and I was surprised when I discovered I had heard several of the songs before on the internet. The storyline itself so far has been above and beyond other RPGs. The game starts with Chrono and his journey to meet his friend Lucca at the millenium festival. There, he meets Marle and Lucca sends her back in time in a time machine she accidently invented. Chrono sets out on a journey to save her, and discovers that Marle is really the princess of their kingdom. Because of her presence in the past, the queen is put in danger and history itself is threatened. Overall, I've had a really fun time playing the game so far. I can see why it is so highly regarded in the video gaming community- the music and storyline are amazing. I hope to soon experience more of this great adventure. (This entry has been edited3 times. It was last edited on Thu, 24 Jan 2008 23:05:26.)Thu, 24 Jan 2008 19:50:12 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2030&iddiary=3929Ratchet and Clank: Size Matters (PSP) - Sun, 13 Jan 2008 21:55:22https://www.gamelog.cl/logs/LogPage.php?Log_Id=1678Second Entry Gameplay: After another session, my enjoyment of the game only increased. A few of my guns leveled up, and I have almost 20 hp. The highlight of my second segment was definitely the first boss battle, which was against this huge gorilla-like animal. The battle was, in every way, epic- the music was intense, dodging attacks was really fun, and using my newly acquired agents of doom really sped along the process. The boss used pretty standard moves, like circular fire waves coming out from it that you had to jump over and normal melee attacks. Because of the speed of the boss, you had to constantly be strafing around it to avoid damage, and it intensified the feeling of danger the battle brought. After the boss had been killed, the story took an unexpected twist- the little girl that had been captured was actually part of an evil organization with (as of now) unknown motives. She immediately captures ratchet and control shifts over to clank. I spent a while doing some clank based mini games that again were surprisingly fun. They rewarded me with new pieces of armor and more bolts to spend on weapons. Overall the gameplay remained solid. I felt increasing anticipation throughout the level leading up to the boss, and the fight was amazing. The storyline has continued to improve and, although the slightly different control scheme (and annoying fact that it is difficult to switch between strafing and moving in heated battles) has taken a while to get used to, I feel that this game has done a fantastic job entertaining me and drawing me into the story and fights. The platform style adventure mixed with RPG elements is a great mixture of my two favorite genres. Design: While the game may not be anything new when it comes to Ratchet and Clank games, I feel that more of the same defiantly works in this situation. The developers stuck with the tested formula that worked for the past games, and as a result the game is another fun experience. By combining platforming, shooting, and RPG elements it appeals to fans of all three. The music in the game is fast paced and catchy, and the techno style tracks help make the game feel more futuristic and intense. The one thing that this game perhaps does better than the previous games in the series is the level design; even though I've only been to a couple levels, the atmosphere, enemies, and obstacles spread throughout are very well placed and contribute a lot to the game's experience. I feel that this game also handles mini games very well. The rewards for completing the mini games are worthwhile, and they themselves are fun enough to play without needing the promise of a reward to entice players to do so. All games should strive for this- make a mini game fun, but at the same time offer a reward so players feel that they are advancing in the story while having a good time. Overall, the game is designed very well. But that is to be expected from the people who make Ratchet and Clank games- I have never been disappointed by one of their works. This game shows that you can take an old idea and keep it fresh with entertaining level design, mini games, and a clash of several elements from different genres. So far so good.Sun, 13 Jan 2008 21:55:22 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1678&iddiary=3437Ratchet and Clank: Size Matters (PSP) - Sun, 13 Jan 2008 19:52:01https://www.gamelog.cl/logs/LogPage.php?Log_Id=1678First Gamelog Entry Summary: For the first gamelog of this quarter, I decided to try Ratchet and Clank: Size Matters. It's a psp installment of the popular Ratchet and Clank games, and it's something I've been meaning to start for a while now. The game has you play as Ratchet, a lombax who reluctantly is dragged into saving the universe time and time again. He is assisted by his friend Clank, who rides on his back and works as a jetpack, helicopter pack, and allows ratchet to perform a variety of additional moves. The game is a platformer, where you travel from world to world in search of new clues of where to go next. Gameplay: After about an hour through the game, I managed to get a good feel for the gameplay and controls. Surprisingly, the PSP installment of the PS2 series does a remarkably good job keeping to the feel of the original. Although the controls take a while to get used to, I felt like I was playing a true PS2 ratchet game before too long. The load times are manageable, the graphics are decent, and the music and sound is entertaining. Overall, I've been very impressed with the game, having assumed that since it was a PSP game, it could not match it's predecessors. The main style of gameplay remains mostly unchanged from previous ratchet and clank games. You start with a relatively low amount of health, and gain levels by killing monsters. Your main weapons are all different types of guns, ranging from flamethrowers to laser guns. As you kill monsters with different guns, the guns "evolve" into stronger versions. Monsters in the game drop bolts which you can use to purchase new weapons and ammo. It has the feel of an RPG but all of the fun of an action platformer. One thing I really found fun was the racing minigame on one of the beginning worlds. It was a hoverboard racing game, where you had to avoid obstacles, grab fuel packs to allow temporary flight, and hit boosters while avoiding decelerators. The races where challenging, but also immensely fun at the same time- the difficulty was perfect. The storyline of the first few minutes was pretty simple. Ratchet and Clank are on vacation (yet again) when a young girl is kidnapped. They journey off to rescue her, discovering that the monsters who had captured her were really after a technomite artifact. The characters then begin a journey to discover the importance of the artifact and why the monsters wanted it so badly. Although it's a relatively simple story, I was drawn in by the familiar characters, good voice acting, interesting music, and frequent use of humor throughout. Overall, my first impressions of this game have been very good. Since I haven't played a Ratchet and Clank game for quite some time, revisiting the universe has been an amazingly enjoyable experience. (This entry has been edited3 times. It was last edited on Sun, 13 Jan 2008 19:58:41.)Sun, 13 Jan 2008 19:52:01 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1678&iddiary=3419