refereelarry's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=564Half-Life 2 (PC) - Tue, 04 Mar 2008 17:54:37https://www.gamelog.cl/logs/LogPage.php?Log_Id=2985Gameplay 2: Upon playing Half Life 2 for my second gameplay portion, I got to experience much more that the game had to offer. Later in the game, there are puzzles integrated into your somewhat linear path. This adds a new type of challenge to the game. Instead of the standard enemy-annihilation of shooters, the puzzles slowed gameplay down a bit and made you think both logically and creatively. This variety of challenge added depth to my gameplay experience. I had a really fun time playing this game. Not only was the story interesting and level design intricate, the gameplay kept my attention and flowed very nicely. The game also came with Half Life 2 Deathmatch, which is a multiplayer version of the FPS that is played online. It is very fast-paced and exhilarating. This combination allows one to enjoy the physics engine and graphics of the Half Life 2 both in solo magic circle in the one-player campaign and also online with your peers. Design: Half Life 2 is an outstanding game in its design and set the parameter for quality in the gaming industry at the time. It uses the Source game engine, which is an adaptation of the Havoc physics engine. This allows game makers to create a highly interactive and complex gameworld that follows real-world physics more accurately than any game prior. There are a variety of items lying around the gameworld in which one can interact with. For example, there are bottles and bricks on the floor of one alleyway that will smash into pieces if picked up and thrown or thrashed against a wall. Each has a unique sound effect and the broken pieces themselves can be moved around. This detailed aspect of the game really enhances its appeal. On a related note, the game incorporates an innovative weapon: the gravity gun. This gun allows the player to attract loose items in the game (such as those mentioned above) and hurl them at enemies or other targets to complete puzzles. This can be very fun and effective. One example of utilizing this technique would be attracting a barrel of flammable liquid to you and then launching it towards an enemy, who would proceed to explode in flames. This interactivity goes great along with the intricate level design seen in the game. There are a variety of levels and beautiful scenery that make the player feel like they are traveling far distances to reach their goal. This game is hands-down a wonderful experience that should be shared by serious and casual gamers alike.Tue, 04 Mar 2008 17:54:37 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2985&iddiary=5609Half-Life 2 (PC) - Tue, 04 Mar 2008 17:54:14https://www.gamelog.cl/logs/LogPage.php?Log_Id=2985Summary: Half Life 2, by Valve, is an amazing sequel to the critically acclaimed Half Life. This first-person shooter has an intricate story line and keeps the player on the edge of their seat during gameplay. Some outstanding features (which will be covered later in the gamelog) include its physics engine and its movie-like quality. Gameplay 1: Half Life 2 was released in 2004 and won multiple game-of-the-year awards. This is not very hard to believe considering its fast-paced and addictive gameplay. During my first play period, I started a new game and watched the intro unfold. Right from the beginning, the game has a cinematic quality to it. The credits fade in and out of the corners of the screen while the setting is being established. Ambient noises and sound effects are very affective in creating a feel for this game. My mood was manipulated just by watching this intro sequence and I was hooked to see what happened next. Throughout gameplay, Half Life 2 does a great job in keeping the player interested and keeping a steady flow between levels and cinematics. At various points in the game, one will be presented with an informative dialogue by a character in the game but will still be able to move around and interact with things in the environment. The character talking to you will continue giving eye contact even if you move around, meaning their character turns to face you. This adds a feeling of reality to the event, making it seem like a conversation rather then a checkpoint in the game. This adds to the appeal of gamplay, and enhanced my absorption into the magic circle.Tue, 04 Mar 2008 17:54:14 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2985&iddiary=5608Super Smash Brothers (N64) - Wed, 20 Feb 2008 19:44:53https://www.gamelog.cl/logs/LogPage.php?Log_Id=2733Gameplay #2: After revisiting SSB, I discovered some basic elements that it lacks in comparison to conventional games on the N64. There is a limited narrative in single player and really does nothing to tell a story or give a background context to the game. There is little flow in terms of level transition because the game is set up in a series or individual battles that one plays on a limited playing field. On a positive note, there is much possibility for both quick matches and long, tense battles. Depending on the skill level of the players involved and the characters chosen, battles can range in their difficulty and length. CPU characters are an interesting addition to the game. Their availability adds opportunity for play in multiplayer mode when there is a lack of available human players, or one just wants to brush up on his/her skills. I always had fun trying to battle a pair of high-level computer players in “versus” on my own. Design: Upon playing SSB for an extended period of time, I came to realize the complexity of the gameplay. It is clearly a game of emergence and requires the honing of skills in order to beat an experienced player. Each available character has a set of skills and moves that can be used in a variety of situations. Timing is essential when play gets competitive. Certain moves in the game are useful in certain level locations or in the context of various skill combos. One has to think on the spot while planning and executing their next move. On a competitive level this all occurs very quickly. It is amazing to me how flawless the game is in terms of character-move interactivity. There is a priority system for characters’ moves and how they react to each other. For example, one character’s sword might have priority over another’s grab attack. This develops each character’s unique skill set and sets up strengths and weaknesses. The balance that is achieved despite this complexity is amazing. One can learn all of this in the game and even invent their own approach to utilizing skills. This raises replay value tremendously; the fun never ends with this game.Wed, 20 Feb 2008 19:44:53 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2733&iddiary=5137Super Smash Brothers (N64) - Wed, 20 Feb 2008 19:44:35https://www.gamelog.cl/logs/LogPage.php?Log_Id=2733Summary: Super Smash Bros. (SSB) for the Nintendo 64 is a landmark in console multiplayer. With a simple yet innovative game concept, SSB is the definition of Emergence gameplay as the player hones his/her skills to beat their opponent. Gameplay #1: There are a few different game modes in SSB including a mode for 1 person and a mode for multiple players. The most commonly played game type is “versus” which involves multiple people battling against each other and trying to stay alive while throwing opponents off the edge of the map. One scores a point by being responsible for the death of an opponent and loses a point when they themselves are thrown off the edge. Within the “versus” menu, one can select the type of match to be played. There are three variations that include: Time, Stock and Team. The Time game type sets a time limit to the match and whoever has the most points at the end of the battle wins. Stock assigns each player a certain number of lives and the last one standing wins- time is not a factor. A team battle is one of the previous game types (selected by the player) but instead of free-for-all, where all players battle each other, teams are selected and players fight against an opposing pair. This game is very fun to play. Every battle is different and hard to predict. The atmosphere created by SSB is fun and exciting. I played for a long time testing the variety of characters and levels available. One unlocks new characters after advancing in 1 player mode, which are available to use in multiplayer mode. I had a great time trying to learn all of the characters’ moves and their effects in the game.Wed, 20 Feb 2008 19:44:35 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2733&iddiary=5136Guild Wars (Prophecies) (PC) - Mon, 04 Feb 2008 22:39:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=2326Summary: Guild Wars is a blessing for those seeking a MMORPG without a monthly subscription fee. It has a wonderful story that is told through the completion of a series of missions. One organizes a party of players in a central location, and embarks on a mission or quest in an isolated world exclusively with the members of that party. Gameplay #1: I started out like any other player would by creating my own character, choosing appearance, gender, and profession. The game opens with mild exploration and narrated cinematics that set up the story. I completed a series of quests and then the main story started to unfold. I began to gain momentum in leveling up my character and started to acquire skills by completing quests. As I leveled up, I also gained attribute points that I could spend in a variety of categories that are specific to my chosen profession. The game is very fun to play and flows smoothly. The game takes you through a fairly linear path with one mission leading to the next area, and later the next mission. It is not hard to find other players eager to join your group, yet I found many players act immature and can be classified as n00bs. I have a few friends who currently play the game so I met up with them during my time playing. It is fun to interact online while completing quests together. I experienced priceless camaraderie during intense PVP sessions. They also taught me how to watch one of the main town’s public chat and scan for good deals. With experience, one can develop an eye for that sort of thing and can make large amounts of money purely on buying and selling merchandise in the game. Gameplay #2: After playing another round of this game, I got more familiar with the players go about playing the game. There are certain things that go on that were not intended by the game designers initially. For example, a strong warrior character might travel to a low-level area and offer his services as a “runner.” What this means is that, for a price, he will add you into his party and run through the enemies of a certain area in order to advance you the next area (all members in a party unlock the new area). This saves one the time of fighting through enemies and allows you to advance at a quicker pace. This should only be done after completing the game and starting a new character so that your initial impression of the game doesn’t seem rushed and so that you don’t miss anything. This game was a very enjoyable experience and gets extremely fun later in the game when one has a variety of skills and weapons to choose from. Leveling up is a fast process and the level cap is 20. Yet most of the game is played at 20 so there is no feeling of sadness when you reach it, as if the game is almost over. Design: The world in this game is well crafted. There are many expansive, 3D areas to explore and unlock. The graphics are nice (not the best) and work well with tone of the story. This fictional epic adventure takes you across multiple worlds filled with scenery and interesting level design. The overall game economy seems to be balanced. CPU characters in each town sell armor and other goods at a fixed price that set a base for the human player economy. Rare items dropped from enemies in the wild can be extremely expensive but worth it. There is a large amount of items constantly being dropped in this game, which allows everyone to have a chance at getting what he or she needs. One useful design element in Guild Wars is the ability to warp to a town or previously unlocked area at the click of a button. It takes time to travel and fight your way through hordes of enemies, so it is nice to be able to visit past locales without too much effort. Another helpful element is the bank storage system. One gets a certain amount of inventory space available on their character and, in addition to that, there is a bank in every major city where you can access your account and store items. The game is fairly flawless overall and is constantly updated online every time you play (if there is an update available). I highly recommend this game especially if you are hesitant about MMORPGs because of their price- this is free!Mon, 04 Feb 2008 22:39:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2326&iddiary=4454Legend of Zelda: Ocarina of Time (N64) - Fri, 25 Jan 2008 22:31:09https://www.gamelog.cl/logs/LogPage.php?Log_Id=2187Summary: The Legend of Zelda Ocarina of Time is an acclaimed 3D action/adventure game for the Nintendo 64. The player follows an intricate story as Link, a Kokiri child, who stumbles into the midst of a grand scheme of evil to rule the world. Link ends up fulfilling his destiny as the Hero of Time and saving the world from Ganondorf, king of the Gerudo. One completes puzzles and acquires items in this enticing, well-balanced game. Gameplay 1: This game is wonderfully crafted and has one the best stories ever seen in a video game. The Legend of Zelda Ocarina of Time won game of the year when it came out in November 1998. It was the best selling game of that year as well. It is extremely fun to play right from the beginning. There are multiple fundamental aspects of gameplay that Ocarina of Time perfects. The opening is inviting and it allows you to get accustomed to the controls scheme of the game. This game flows smoothly in its narrative, level design, and character development. The story unfolds little by little as the player learns more by interacting with characters and defeating bosses. The story is pleasantly original and intricate, and incorporates details observed during the beginning of play throughout the game’s span. This is one of the best games released to date. Gameplay 2: Ocarina of Time has two distinct parts to the plotline. As a child, you get a feel for the map and how the game plays while beating three dungeons and accumulating weapons. Later, more storyline is revealed and a cinematic plays when you pick up the ocarina of time. You wake up as an adult, the hero of time, and you continue playing in a world much changed. It is 7 years later and the world is corrupt. The game really picks up at this point and has a heroic feel to it. It is very rewarding to systematically clean out the dungeons one by one and work on hunting down Ganondorf. I have many fond memories of playing this game as a child and did not hesitate for a second to pick it up again and examine its design elements. For me, it is one of those nostalgic games that I played with my brother and felt so happy when I acquired an item or beat a dungeon. This type of game has a magical quality to it and is what gaming is all about- having fun and feeling happy while playing. Design: After playing farther through the game, one can get past his initial gawking of its beauty and delve into the finer details of its design. The level design is simple yet outstanding with scenery ranging from a rainy graveyard to a sunny ranch to a lava-filled mountain. The variety of levels and dungeons is satisfying. The controls for this game are innovative considering what was released at that time and in the past. Z-Targeting is a major battle tactic that allows for useful and quick camera orientation during puzzles or in a fight. The musical score is superb including sound effects for every little instance and event. As one progresses through the game, you learn various songs for your ocarina that can be played in certain instances for a desired effect. Useful and catchy, this idea was groundbreaking at the time. This is a single player game that does not allow for any multiplayer whatsoever. That is not to say you can’t be with friends as you battle Ganondorf in the final showdown, but there is no online functionality nor multiplayer function in the game. Despite this detail, the game’s story is captivating beyond measure and is in itself a reason to purchase a Nintendo 64 system.Fri, 25 Jan 2008 22:31:09 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2187&iddiary=4146World of Warcraft (PC) - Sun, 13 Jan 2008 20:37:04https://www.gamelog.cl/logs/LogPage.php?Log_Id=1688World of Warcraft Summary: World of Warcraft (WOW) is a massive multiplayer online role-playing game (MMORPG) made by Blizzard. One creates a character and levels up their abilities through the gaining of experience and completing of quests. Interaction with other players is constant due to the games online nature. Player versus player (PVP) combat is also available throughout the game. Gameplay: I played WOW for several months before writing this review. That time included much joy for me as a gamer and proved that this game is one of the best and most addicting games of all time. When one starts a character, there is a brief narrative on the history of that character’s race and some story elements on how they have interacted with other races in the past. The game is based on the RTS series Warcraft, and much of the story comes from those games. Other than the initial intro, there is no main plot. As one completes quests, little stories are told and one can learn about the locals of a particular area. The gameplay is amazingly addictive and enticing. It feels wonderful to have your character level up and learn new skills, spells, and fighting moves. Also, as you progress through the game you acquire new, more powerful items and gear. This process is surprisingly satisfying and is one of the reasons players continue to put up with the monthly fee for this game. Design: After further time spent playing this game, one starts to see how magnificent and cohesive it is. The world is gigantic and contains a large variety of different level characters and dungeons. There are certain parameters that ensure balance throughout gameplay. For example, there are high-level computer characters (NPCs) guarding low-level areas so that a person new to the game, who is inexperienced, will not get completely annihilated while they are tying to level up. Some of this “ganking” still occurs though, and is part of the excitement of the game. The PVP element to the game is also an important one. It allows players to utilize their hard-earned gear and weapons in combat against their peers. It is extremely fun and also gives one honor, which is an incentive that unlocks items for purchase. As a social interaction as well as a team-building activity, PVP is major part of WOW. Area design and dungeon layout in this game is quite spectacular. Although graphically WOW lacks the latest in technology, it has a certain animated feel about it and enhances the magical RPG experience. Dungeons (called instances) are the one area in the game where a party of players is separated from the rest of the game’s population. This way, nobody can take advantage of a party’s hard work and steal the final reward at the end of a dungeon. WOW has wonderful landscapes and a variety of climates and locations that make it seem like the player is in another world, literally.Sun, 13 Jan 2008 20:37:04 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1688&iddiary=3425