psettle's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=579Mass Effect (360) - Wed, 05 Mar 2008 20:18:18https://www.gamelog.cl/logs/LogPage.php?Log_Id=3031Gameplay: Just got past the second part where I now become a spector for the Galactic Council. This means that now I get to kick some ass and take name later. This was a wonderful addition to the classes because this helps me train and become better with the pistol and the shotgun. I love using the shotgun whenever I enter a warehouse or underground cave because I am like a surgeon carving my way through the tunnels, slicing away at enemies with my boom-stick. The pistol is still a good weapon to use for long distance stuff, and if you activate marksman, you can tear through 3 guys, all with head shots, in just one boost of the marksman. One thing that makes this game so much fun to play is the unique enemies you encounter along with the exotic places you travel. Already I have seen a paradise world and another which was like a Citadel that was used for the Galactic Council. I have heard that you get to travel to other worlds and use like a tank to survey the planets for minerals, gases, and other collectible items. I have only been to one galaxy, but then this galaxy has like 2 or more systems, then from there each system may have from anywhere to 4 to 7 planets in each system. Now I have already seen like 7 galaxies, and I know that as the story progresses, you get to come across like 9 more galaxies. I cannot wait to do some more exploring on these foreign planets and uncover some more of the mystery. Design: It must have taken a team of like 150 people to come up with the artwork, level design, narrative, and game play because there is such remarkable work involved with this game that needs recognition. First off, the story for Mass Effect is unlike anything I have ever come across because it involves a storyline that is compelling and somewhat believable. Also, the story includes detailed accounts of an additional 20 alien races, all with their own back story and unique factual information. I find this to be quite amazing because hardly do you come across a game with such a detail narrative that directly helps to make the game play and progression of the game that much more interesting. Since Bioware was the company the did Knights of The Old Republic, 1 and Sith Lords, and Mass Effect, it wasn't too shocking to see the decision tree stuff from KOTOR inside of Mass Effect. It was nice however, that they made his talk this time and you only had to choose key phrases, like Maybe and Hell no, and the character avatar of John Sheppard would speak like a couple of lines of dialog. This never happened in KOTOR, but it still was a good game with or without it. I liked how Bioware kept the same stuff, like different aliens for your team, along with the different classes and sub weapons that made for a truly customizable, but not full control game, like we are constantly searching for as hardcore gamers.Wed, 05 Mar 2008 20:18:18 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3031&iddiary=5692Mass Effect (360) - Wed, 05 Mar 2008 20:01:31https://www.gamelog.cl/logs/LogPage.php?Log_Id=3031Summary: In Mass Effect, you take control of Commander John Sheppard as he discovers the truth behind a rogue spector and the revival of a ancient deadly race. You will encounter many situations that require a unique response that ultimately change your fate in the galaxy. Gameplay: Mass Effect is unlike any game that I have ever played before because it combines some unique aspects of both a over the shoulder third person shooter within the setting of a role playing game. This allows you to have the ability to customize your equipment from the bullets you shoot to the scope or barrel you choose to put on the gun. This allows you to shoot enemies from either a close range with a shotgun, to long range with the assault rifle. This makes for unique game play from a fps but you can customize weapons like a rpg. You can also attack enemies with certain tech abilities like disable and sabotage, or biotic abilities like lift and warp. You have to choose from either one class or possibly a hybrid of the two and you must stick with this for the entire game. I decide for my first run through to choose a hybrid class known as the Vanguard, who are both soldier and biotic. This allowed me to get the best of two worlds. I was able to use weapons like pistols and shotguns, and also biotic abilities like warp, lift and revive. I would have liked to have tech and solider, but the idea of "science magic" was too tempting to give up on my first try of the game. I have to say that this class seemed to be somewhat difficult to control but once you get the hang of the two classes combined, you become somewhat of a killing machine as you take out squads of enemies with only your shotgun. I would recommend on your first run, choose the vanguard class because you can unlock 75% of the achievements on the Xbox 360. For someone who is a completionist this makes the job much simpler if you had chose another class like either soldier or technician. With just playing one time, I am already hooked on this game play and plan on not coming to class to finish up the first mission.Wed, 05 Mar 2008 20:01:31 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3031&iddiary=5688Legend Of Zelda: Ocarina of Time (N64) - Wed, 20 Feb 2008 17:55:45https://www.gamelog.cl/logs/LogPage.php?Log_Id=2701Gameplay: So I got really into the game and what do you know almost 5 hours later I am three dungeons down and about to race to the temple of time to get access to the Master Sword. Well, I actually did get the Master Sword and from there on, I found out that being an adult isn't all that's cracked up to be. The next two dungeons that I went through were good if not much better designed than the first dungeon. My favorite one so far though has been the dungeon inside of Lord Jabu Jabu's stomach. It was kind of annoying dealing with Princess Ruto and trying to help her escape and find that damn stone of hers(not knowing it was actualy one of the crystals I needed to open the Temple of Time, but besides her constant nagging and the occasional weird attacks inside, that was pretty fun to play through. The second dungeon was alright, except it just seemed to be pretty repetative and the puzzles weren't as great as the other two dungeons that I faced off in. Plus the boss fight was way too simple in the second dungeon. I actually found more of a challenge with the boss in the other two. When I finally reached the adult stage of the game, I was kind of mad that I lost some of my equipment, but then learned that it was possible to gain new and better equipment along the way. The world so far that I witnessed has gone from a very bright, peaceful place to this dark and gloomy hell hole. But of course, you can thank Ganondorf for that, according to the story line so far. One thing that I did notice was that there were some cool things that I could do with my Ocarina that I never could before. The Ocarina was a good addition to the the game, because it allowed for some cool abilities, especially the one where you can communicate to your friend and ask for advice. I can't count the many times where this came in handy when I had beaten an area and needed to go to where next. The transition between dungeons was sort of cumbersome because it seemed like I had to kind of guess where to go next. But this session was interesting and can't await another run through. Design: So like I said before, the change to 3D makes this Zelda game a notch above the previous games that were two-dimensional. Of course this game doesn't even hold a candle to Twilight Princess, but at the time they came out with Ocarina of Time, this had to be revolutionary for die hard fans of the Zelda series. The storyline of the game is somewhat similar to the other games, in the sense that this time also you have to fight Ganondorf/Ganon and save the princess, but the designers encapsulated this basic storyline into a much more developed background story than the previous games. But basically this story is very much similar to the one from Link to The Past. There is nothing wrong with this, except that most of the games follow the same basic princess/evil wizard trying to capture Princess, but it is a essential part of the Zelda games and as long as the designers figure out new people and puzzles to include with this plot line, Zelda games like this one and future Zelda games will continue to be successful. In general, Ocarina of Time gave designers the flexibility of a large environment compared to older, 2D games but it seems that this was met with outstanding results. As you move through these areas, you feel like you are in the Kingdom of Hyrule. This is done through the use of very basic elements that we think of with old kingdoms, such as castles, horses, villages, and the basic weapon of Link, the sword and shield. One way that this game could have got it wrong was if they had left out the basics that made the Zelda series the success it already it. The reward systems are basically the same, you have to find new items to help you progress through the dungeons, find keys, such as the master key, to unlock doors in the dungeons, and kill the boss to get the crystal/stone and like always a piece of heart to increase your total life. It may seem like the designers just got lazy and used the same old stuff and just made the game 3D, but the removal of these basic building blocks in all Zelda games would have left the player with something that has the Legend of Zelda logo, but nothing like they ever witnessed before. I think that if you have something that works and has continued to work before the next generation comes up, you shouldn't have to redo the entire game mechanic. Keep what works for you and has proven to work in the past, and just figure out how to incorporate new, small additional elements that make the game better than the last, which is exactly what Ocarina of Time has done and what makes this game a great addtion to the Zelda library.Wed, 20 Feb 2008 17:55:45 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2701&iddiary=5120Legend Of Zelda: Ocarina of Time (N64) - Wed, 20 Feb 2008 17:16:58https://www.gamelog.cl/logs/LogPage.php?Log_Id=2701Summary: In The Legend of Zelda: Ocarina of Time, you take control of our hero Link as he sets out on a quest through Hyrule, trying to save the Hyrulian Kingdom from ultimate destruction by the hand of the evil Ganondorf. Throughout the game, you must aquire new weapons and skills to overcome the evil that is bound to destroy the peaceful kingdom of Hyrule and ultimately save Princess Zelda from the evil wizard/thief Ganondorf. Gameplay: After playing most of the 2D Zelda games, it was kind of weird getting used to the 3D version of the game, but I have to say this is quite an improvement over the previous ones. Don't get me wrong, A Link to The Past was by far one of the best Zelda games ever created, but this one seemed to have some new concepts behind it that I thought were pretty cool. Right off the bat, you are thrown into this storyline that is quite compelling and interesting. The story behind the creation of Hyrule and the three Golden Goddesses is very intriguing because you build a back story into how you character must try and discover how the three parts of the Triforce became unknown to the world. One thing I found interesting was how this story began compared to the other Zelda games, In Link to the Past, you just know that you are some kid living with your uncle. In Ocarina of Time, you are a fairy child living in the Deku Forest, under the protection of the mighty Deku Tree. During this play through, I was able to beat the first dungeon and leave the forest heading for Hyrule Castle. I have to say that this dungeon fight was much better then the other games because you actually felt like you were in some sort of underground area where you had to find some treasure and beat the main boss of the area. It had the same idea like previous Zelda games, but with the addition of 3D, the gameplay value goes way up as you progress through the areas of the world. As I entered the new and large map, I immediately understood why most of my friends claimed that this was one of the best Zelda's to this date. The area was full of wonderful artwork and details such as rivers flowing and the transition from day to night. Can't say that I witnessed much of this from a 2D perspective. In just one dungeon and completing a small portion of the story line, I am already hooked on this game and await another session sometime real soon.Wed, 20 Feb 2008 17:16:58 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2701&iddiary=5112Halo 3 (360) - Fri, 08 Feb 2008 19:41:46https://www.gamelog.cl/logs/LogPage.php?Log_Id=2434Gameplay: I got pretty far but about a couple of levels after my first gamelog, I had to change the difficulty to Heroic because it was just getting a little easy to get past levels. After I change my difficulty, a lot of unique stuff started to happen when I tried to kill my enemies. First off, the enemies AI went up almost a factor of 10. Now the enemy uses unique grenades to try and kill me off. Some of these grenades do different things, such as create a large impenetrable shield around the user for a short period of time, drain the shields off any person that is caught in its path, recharge any units shield that is within the range of it, and create like a wall that you can peek around to shoot at enemies. What made this really cool and challenging was multiple levels, the Brutes would through down Bubble Shields, stay in the bubble shield, and force you to come inside and kill them. This proved quite challenging because most of the enemies that stayed inside of these shields would carry large explosive weapons that would destroy you if you got too close. The Brutes would also throw drain grenades to drain all of my health and then come in to try and finish me off, or they would drop a recharge grenade and while I would try to kill them, they would heal at the same time, making my attack almost useless. Another thing I thought was cool about the enemy AI was the use of the smaller Grunt units to perform some unique tasks to ultimately get me killed faster. First off, the Grunts would sometimes run to a Bubble shield that was active, so as a player you would want to kill them, but instead run after them, enter the shield to finish them off, and come face to face with the blunt end of a grenade launcher that had a pretty sharp edge to it. The Grunts would also come up to me sometimes holding two live grenades in their hands, trying to be like a kamikaze unit, and blow me up while they to were killed as well. I can't begin to count the times that happened to me, after I had just disposed of a group of Brutes in the same area. But the thing I loved the most about the enemies improvement was the semi-boss battles against these walking tank units known as Scarabs. In Halo 2, you only had to destroy 1 Scarab and were linearly led up to attack it because it stalled at a predetermined point so you could board it and kill all the enemies. But this time, you have to fire rockets or tank rounds at its legs to get it to crouch to the ground, then board it and destroy the reactor for it to be completely killed. This proved to be a challenging task because the Scarab would fire a large plasma beam that would instantly kill you if it touched you, so riding around in a slow tank trying to fire at it would ultimately end up in you dying about 80% of the time. But I loved how you are just 1 genetically enhanced super solider and you are able to take down this massive, destructive machine all by yourself. Design: One of the first things that makes this such a good game is the design of the enemy AI. Off the bat, you instantly can tell a huge difference in how the Brutes organize their attacks against you. In Halo 2, Brutes didn't have much of a personality and thus weren't able to construct well thought out plans of how to kill you. You could basically just launch a grenade at them or fire you rifle at them and they would go down. But this time they organize better and pull of some unique skills that make them a truly challenging enemy. I thought that the way that they commanded other units to kind of lure you to them was pretty interesting as well. The games new AI engine in general is just such an improvement over the other games because I had to really think out my attack plans before I would go in and try to blast my way through them. This time the enemy would take advantage of the unique secondary grenades, surroundings, and a better arsenal to try and eliminate me. The design of this enhanced AI system would scare away some players due to the difficulty of getting through the levels, but as a serious FPS player, this made for a much better gameplay experience and as such a more pleasurable feeling when you were able to kill your way through this onslaught of intelligent creatures. Halo 3 also seemed to try and capture some of the elements that made the first Halo game a success. In this game, they brought back some of the older weapons, such as the classic assault rifle that was fully automatic and not just a 3 round burst mode, and the classic pistol, that had a small scope to it, over the pistol that was available to you in Halo 2, that didn't have a scope. This addition of the old weapons was great because I personally liked the old assault rifle, but at certain points in the game I would carry both the old assault rifle and the new assault rifle just so I could have one weapon that would be good for up close and personal attacks and something that was good for long range head shots. The graphics in this Halo game were also a huge improvement over the second and first Halo games, due to the large amounts of detail that went into the environments. On one level, you are in a desert like area and you truly feel like you are part of a real life desert, but in reality you aren't. The designers also seemed to put emphasis on old, classic material when they thought of some of the levels. A small amount of the levels seemed to have similar aspects as those in the previous games. In particular, it seemed in the final level, that I was almost playing the same exact level as the first Halo game. Overall, the design of Halo 3 was beautiful and very well developed, and as such makes this final installment of the Halo series a great conclusion to a gaming series that has changed the way FPS are played.Fri, 08 Feb 2008 19:41:46 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2434&iddiary=4630Halo 3 (360) - Fri, 08 Feb 2008 18:59:25https://www.gamelog.cl/logs/LogPage.php?Log_Id=2434Summary: Halo 3 is a first person shooter where you take control of Spartan 117 aka Master Chief to finally defeat the rest of the Covenant army and finish the war against the human race. This time, you are on Earth trying to stop the prophet Truth from using an ancient artifact to activate the remaining Halo's which will destroy all life in the galaxy. Gameplay: I have played through the previous two Halo games and have loved both of them. The same applies to Halo 3. The first thing that you notice when beginning this game is that your enemies are somewhat similar and also different. In the first Halo game, your main enemy were the elites, but now they are on your side so the next best things are the Brutes. Brutes are basically a primate-type creature except they can speak and fire large destructive weapons at you. As I played through the first couple of levels, a lot of interesting things changed during the second Halo and this installment. One was that there were a couple new weapons at my disposal. The first of these weapons was called the Spiker, and basically it was just a different version of the Needler, a weapon that fires a barrage of energy charged needles at your enemy. The designers focused more on this type of weapon due to they stopped letting the player dual wield the Needler and let them dual wield the Spiker. As I continued to play the game, I felt like I had more of a challenge this time as my main enemy had much stronger armor and weapons than the previous Halo game. It took more effort and more unique ways of killing them. In the first two, it was kind of possible to just walk up, bash your opponent, fire a large amounts of bullets at them, then leave. But in Halo 3, this was not the case. On a Normal difficulty, walking into a large crowd of Brutes almost guaranteed you a quick death. I was constantly having to crouch behind cover and try to take quick shots at their heads just to weaken them enough were I could attack them with a simple assault rifle. On certain parts of a level, I couldn't count the many times I would have to restart the area just trying different techniques of killing my enemies without dying. One might consider this to be quite tedious and force the player to put down the controller, but I loved figuring out witty ways of tearing my way through 3-4 Brutes at one time. Something that I loved about this play session was the addition of the Gravity Hammer. This has to be one of my three favorite weapons in the Halo series, behind the Energy Sword and the Shotgun. Nothing makes this game more fun then running up on a Brute who has you in his cross hairs and bashing him to death with this massive, two handed hammer. It is also quite effective and cool to watch when you might have a group of 8-10 small Grunts and with one effective swing, take them all out at once. Just this small addition to the arsenal and the changes to enemy attack and effectiveness made killing them that much more fun. I always enjoyed killing the different enemies but this time I have almost a wave of euphoria every time I dispose of a batch of deadly creatures.Fri, 08 Feb 2008 18:59:25 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2434&iddiary=4616Final Fantasy XII (PS2) - Fri, 25 Jan 2008 02:20:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=2057Gameplay: I have played another 4 hours and have come across two new party members, Balthier and Fran. When I finally got these characters, the game introduced what were called Gambits. Gambits are like battle commands you give your party, except they are defined by you and the party member automatically executes them within battle. Gambits have different parts to them, such as whether to perform this action on a enemy or party member, whether to attack, use techniques, or use magic, and finally a certain condition to perform this action. So for example, I gave Fran two gambits. The first one was to use the cure spell to heal Vaan whenever his health fell below 70% and the other was to attack all enemies the Vaan had targeted. This allowed me to fight battles without having to stop and give battle commands to my other party members while in the middle of a battle. Another cool aspect of the game that I have come across is the usage of what are called Licenses. Licenses in FFXII are what the name entails. Whenever you receive a new weapon, armor, spell, or accessory, you need to have the correct license for it. Now some people might not like this new element in the game, but I find it quite fascinating. First off, you change your license through the use of License Points. You obtain License Points by defeating enemies, and you always have a enemy to fight, so upgrading your license isn't that demanding or limiting in the usage of certain equipment. One reason I love the license feature is that you can customize your party to focus on certain weapons, such as Vaan using more swords and Balthier using more sword guns. Design: One thing that makes FFXII's design so rich and interesting is the vast amount of detailed artwork and animation that you come across while playing the game. The detail in the levels you walk through is amazing and allows you to feel like you are actually in the royal city of Rabanastre. The game is full of magnificent cut scenes that look like they come from an animated motion picture. The cut scenes are also amazing because they take a very important part of the story and give it that little extra touch to make it quite exciting to watch. One of my favorite cut scenes so far is when I come into the castle and the resistance is trying to take over the castle during a royal banquet. They invade on a hover ship and well the entire scene is quite awesome to watch. Another element in the game that I also found innovative was the use of these dashed blue lines to split a large area into a much smaller area. Whenever you entered say the sewers, you would every so often come across a blue dashed line. This would take you to a new area but you are still in the same sewers you were when you entered. I found this interesting because you could focus more on discovering hidden items and not be worried about becoming lost in the area. Did I say that the level design was something to fascinate over? Overall the game uses magnificent artwork to really bring this imaginary world to life and it pays off because as a gamer I am drawn into the world and am curious to see what the next game session on this has to offer. I'm off to save Ivalice!!!Fri, 25 Jan 2008 02:20:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2057&iddiary=3995Final Fantasy XII (PS2) - Thu, 24 Jan 2008 23:56:58https://www.gamelog.cl/logs/LogPage.php?Log_Id=2057Final Fantasy(FF) XII is a role playing game where you take control of Vaan Ratsbane, a young boy in the royal city of Rabanastre who joins a rebellion against the Archadian Empire. Throughout the game, you accumulate party members and go through the fictional world of Ivalice destroying evil monsters and soldiers of the Archadian Empire as you try to ultimately defeat the evil empire. Gameplay: I had heard many rumors about FFXII, most of them being that this was one of the best FF games out there and a couple saying that it was way to complicated and just mimicked what the other FF games on the Playstation 2 did. After playing the game, I would have to agree that the rumors of it being a great game were actually true. I had never played any of the PS2 FF games, such as X or X-2, so this allowed me to experience the game without a certain bias. The first thing that I loved about the game was it's storyline. It was very complex and the game began with a long and detailed background of the Archadian Empire and it's oppression through Ivalice. While playing the game, I discovered that the battle system was unlike any other FF game I had ever touched. First off, it isn't turned based. You can freely move and lock onto enemies, but from there you can choose to attack or use techniques or even magic. This made the battles seem more real because depending on where you attack, you can deal more damage from the back then the front. The environment also becomes more realistic because you aren't constantly going off to another screen to battle, like previous FF games. I kept playing the game due to the beautiful landscape and areas that I traveled through. Even down in the sewers felt like you were traversing a ornate castle. The enemies were quite unique as well, including a side mission where I had to defeat a "rogue tomato", and potentially fight a T-rex like creature that had the same size and dimensions as a potential real-life T-rex. All of these aspects had very detailed drawing and artwork, so it felt at all times that you were emersied in this beautiful and chaotic world. I have had friends watch me play and they all have PS2's, and from what I hear, all of them hope to rent copies from the library as soon as they come back in. I myself can't wait to put in another 4 hours tomorrow so that way I can finally get some party members. Thu, 24 Jan 2008 23:56:58 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2057&iddiary=3970Final Fantasy VI Advance (GBA) - Sun, 13 Jan 2008 21:16:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=1712Summary: Final Fantasy(FF)VI Advance is a role playing game from the FF series where you take command of a group of rebels trying to protect their world from an evil empire who is trying to use magic to control the world. Throughout the game, you control up to four characters as you level them up, defeating warriors and magical creatures, completing many tasks, until you ultimately defeat the evil empire. Gameplay: I have played a couple of FF games in the past, notably FFI&II: Dawn of Souls and FFX. Although I did get far on FFX, I stopped playing Dawn of Souls due to it was a real basic attack and magic system and very early in the game I got lost and couldn't figure out where to go. But this was not the case with FFVI. One thing I liked about VI was there was an emphasis on characters with unique secondary attacks. The main character, Terra, is the only one for a while who has the ability to use magic attacks to defeat her enemies, while her companion, Sabin, can use attacks known as "Blitz", where the player has to input a sequence of inputs from the control pad to perform a different blitz. This makes fighting the endless amounts of enemies and monsters much more fun and exciting. The story was quite intriguing as well. I liked how I would meet the characters and get a small background of them, give them a name, and then discover their story as the game progressed. Another aspect of the story that I found very cool was that the world in which Terra and her allies live in is going through almost a "industrial revolution" if you might say, where you have machines capable of walking and destroying villages and people set within a very simplistic, mid evil world where the average warrior still fights with a sword and shield. Another factor that made the game much more exciting was at a certain point in the game, your party splits and you must determine which scenario to deal with first. I know this has been done before in other games, but for me this is something quite new and exciting within the FF series. This broke up the monotony of having to follow a predetermined path of events, where now I have the decision of either sneaking around a village that was just captured by the enemy, or teaming up with a mysterious warrior only known as "Shadow" and taking on a enemy camp ready to attack another kingdom. Thanks to this new secondary attack system and new scenarios within the game, FFVI is a wonderful game to play until you have gotten all the way through it. It's just a shame it took this many FF games to finally get it right. Second Gamelog: Gameplay: During this interval, the game has kept up with the same elements that were mentioned before. New characters were introduced with new secondary attack systems. One of the characters depending on how long you would let his charge gauge go, would perform either a real basic attack if you only waited 1 second and a 4 person enemy KO attack if you waited for 4 seconds. I found this to be quite interesting and now the character is one of my primary party members. The game also took a turn for the worse. In this FF game, you must take part in a tragic sequence of events where a enemy general doesn't wish harm on his enemies, just to capture them while a jester who is on the same side as the general wants to poison the kingdom they are trying to capture. Within this, you get to see how these characters have emotions and interact with each other. You'll have to play the game to see what happens, but I can tell you that it's pretty bad. Design: FFVI's design is just like that of any other FF game, except of a few changes to the levels and fighting system. As mentioned before, characters now come with a secondary attack system that is specifically unique to their character. One character can use magic, another can use tools such as crossbows, and another can perform attacks based on the player's input. There weren't many cutscenes, but whenever a long period of conversation, it usually was well planned as to reveal more information about a character and the story in general. The levels were basically the same as the other FF games. As the others, you walk around on a large overworld map and would either enter towns and kingdoms or caves when you got close, or engage with enemies. One thing that made this not so bad was sometimes you battle formation would change when engaging an enemy. Usually when you enter a battle, your party lines up vertically on the right side and your enemies on the left. Now you can get a "back attack" where you line up on the opposite sides, affecting certain attacks such as Sabin's blitzes. Another formation is where you become surrounded, so only certain party members can attack certain enemies. There isn't much I would change about the design of this game. Since they had 5 FF games before this, the game designers finally got it right. I haven't got to far but one thing I would like to see is more weapons I can give to my characters and more magic spells to Terra, the main character in the game. Another thing that made this a better design was that I have a large amount of money, so it's not like I can't afford new stuff for my party. Hopefully I can finish the game soon and find out what more awaits in the world of Final Fantasy. (This entry has been edited1 time. It was last edited on Mon, 14 Jan 2008 21:24:04.)Sun, 13 Jan 2008 21:16:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1712&iddiary=3433Final Fantasy VI Advance (GBA) - Sun, 13 Jan 2008 20:50:14https://www.gamelog.cl/logs/LogPage.php?Log_Id=1712Sun, 13 Jan 2008 20:50:14 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1712&iddiary=3427