mwyattma's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=586Castlevania: Aria of Sorrow (GBA) - Thu, 06 Mar 2008 05:44:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=3188GAMEPLAY So, I didn't talk about the bosses last time. I've beaten this game already, but showing off this one part of the game is always fun. Once you have beaten the game, you unlock the "Boss Rush" mode, which basically takes you through all of the bosses in order. You're timed while doing this and if you do it fast enough, there's a reward waiting at the end. I think that this is a VERY nice addition to the game and I'm surprised that many other games don't have it. I mean, isn't a lot of the fun of a game in the boss battles? Bosses present the hardest challenge to the player, and it's kind of a drag to have to play through the game again in order to fight the bosses again, which is especially true in Castlevania because the bosses are usually pretty difficult. Also, when one beats the game, they unlock the "Julius" mode, where they can play as the character Julius Belmont who is more like the traditional Castlevania hero because he uses the signature whip and sub-weapons. This mode, however, is extremely limited. There's no dialog and no items -- not even healing potions! What you see is what you get! Of course, you do start out with 800 health, which never changes, but certainly gets you by. The only way to make Julius stronger is by defeating the bosses in the game. One of the things that I like about this game is the multiple endings. There are some weird books one can find hidden away in the castle. They refer to three different powers one should use when fighting the final boss. If you don't use these three specific soul powers, or even change out of them, you spoil the ending. The story goes that there is a man, Graham, who thinks he is Dracula. He goes about the castle collecting power, and you must fight him in the end. When you defeat him, his body emits a kind of darkness that your character, Soma, is either possessed by (when you use the proper three souls) or just passes over. The "bad ending" is where you've defeated Graham, but there is very little closure as to how your character came to possess the unusual power of soul stealing (or whatever it's called). The "good ending" is where you are possessed by the power of the castle and you realize that you ARE Dracula! It was kind of obvious, what with the demonic power and all, but you still want to be surprised. This way, you unlock the final area - the chaos realm - where you fight the chaos that binds the castle together, then you get to watch the cliche scene of the castle falling apart. Altogether, it's a really cool storyline, and I consider it to be a bit better than, "you are a Belmont, a Vampire Hunter! Banish Dracula! GO!" DESIGN BOSSES: The bosses of this game aren't as hard as the other Castlevania games I've played, namely Circle of the Moon, but they still have their challenges. Death, in particular, was really hard. Although Graham was pretty anti-climactic, he's not exactly the last boss. There's also Julius and Chaos. Julius Belmont is a very tricky one to beat because he's so darned fast. Chaos is pretty hard to predict, but then again, it's in the things nature... But by the end of the game, you've learned your lesson and stocked up on health potions, so there's not much risk involved. ITEMS: In this game, you can at least buy some potions so that you don't have to farm zombies like other games. They're essential to beating some bosses for the first time, as there are many attack patterns that are just painfully difficult to dodge. The best items in the game come from completing challenges and finding the secret entrance to the forbidden area, which is, yet again, much better than having to farm zombies. Also, there's a bit of pride one can take from having one of every item in the game. COMBAT: Enemies have set health, experience, weaknesses, and resistances that you can look up once you've collected their soul. When you attack, the damage you cause is expressed by a number that rises from your enemies' feet. The only suggestion I would make here is to have some sort of health bar for enemies, but that might just muddy up the scene. Your character has the typical Strength, Constitution, and Luck attributes that go up when levels are gained. It's a pretty basic RPG, but that's what makes it so beautiful. There's nothing weird like "Charisma" or "Spirit" to deal with. Your health is represented by a bar at the top left corner of the screen as well as by a number just to the left of that. This is useful because there isn't often a variance in the damage monsters deal to you, so you know exactly what you can take. Of course, there's no such number that represents the magic meter, which is annoying when you want to cast a spell one last time and find you can't. Overall, however, this doesn't affect gameplay very much. DIFFICULTIES: There's a hard difficulty setting, but I found it to be...easier. The items and souls (thank GOD) one collects throughout the game carry over, which actually makes beating the game a breeze. There's a ring you really need to get in order to find all the souls -- the soul eater ring -- but it costs $300,000, which isn't that hard to get once you play the game a second time around because you don't need two super duper awesome swords that cost $50,000 each. Also, the hard difficulty allows access to certain silly items, like the silver handgun and Death's Scythe. It's an okay bonus, but there's really not much of a difference. I found that once you collect all the souls, do the Boss Rush in under two minutes, and get all the items, there's no point in ever playing the game again. You've probably run the game into the ground by beating every single monster twenty times to get their soul, not to mention you've also done the Boss Rush enough times that it's easy, but that's another reason why I like this game. When you're done, you're done! The game cuts back a lot on busy work, even though you spend a good deal of time farming some really tough monsters for their souls, but it sure beats the hell out of collecting them all twice or something.Thu, 06 Mar 2008 05:44:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3188&iddiary=6007Castlevania: Aria of Sorrow (GBA) - Thu, 06 Mar 2008 04:37:53https://www.gamelog.cl/logs/LogPage.php?Log_Id=3188SUMMARY Castlevania: Aria of Sorrow is a 2D platformer action/adventure role playing game that takes place entirely within Dracula's castle (dubbed Castlevania). You fight your way through hordes of demons, gain levels, and test your skill against some pretty tough bosses. GAMEPLAY At first, this game is kind of creepy, and not just because you're inside of Dracula's castle being attacked by some freaky looking monsters. I mean that if you haven't looked up the gameplay instructions beforehand, you might not understand how or where to save the game. It's not like you can do it through the start menu, you have to get to certain save points. This is kind of annoying because there are going to be lots of moments where you run out of health potions, don't want to turn back, and don't know just how far away the next save point is. Save points completely restore health and are dispersed throughout the castle is a semi-even fashion. The problem comes when you take a wrong turn and accidentally skip a save point, which is annoying because whenever you move a screen over, the monsters reset themselves, even if they're really hard monsters you don't want to deal with. So, my point is that because the saves are hard to get to, or not exactly made obvious by some marking from the outside, one can easily find themselves in a pickle, which makes the game kind of claustrophobic. One of the first things one notices about this game is its artwork. It's amazing. Honestly, I haven't seen many 2D games that look this good. The dialog comes complete with portraits of who's talking, which is a lot better than just having their featureless counter-parts bob their heads like in Zelda. The castle itself is quite remarkable. There are some areas that are very cool, with scrolling background of dragon statues and fire. The whole thing is pretty epic. One also notices the combat system. I've played other Castlevania games before, and I find I like this one the best. You get a really cool magic system that's based upon the souls you collect throughout the castle. When you kill a monster, you have a chance of getting their soul and its associated power. One of the challenges of the game is collecting all the souls, which has the reward of the chaos ring that allows the player to use any soul without paying the magic cost, which feels a lot like cheating, but I guess the player earned it. The effects are pretty standard; bullet spells, over time spells(like channeling), and passive effects. Also, one gets to collect many different items including armor, weapons, accessories(rings, charms, etc), and typical healing/mana potions. There's a certain fun in collecting all the items in the game, and it's really not all that hard, although some items are rewards for beating harder difficulties.Thu, 06 Mar 2008 04:37:53 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3188&iddiary=5995Legend Of Zelda: Ocarina of Time (N64) - Thu, 21 Feb 2008 00:33:25https://www.gamelog.cl/logs/LogPage.php?Log_Id=2784GAMEPLAY I wanted to skip around the levels or something for this second session, but I realized that I can’t actually do that. It’s either the endgame, where all there is to do is fight Ganondorf, or you just play through it again. This game doesn’t have all that much replay value, though. It’s not like I enjoy re-doing a puzzle that took me five hours the first time I tried. I mean, there are some spots that I forgot about, and it made me happy to see those places. Actually, come to think of it, I think that’s why Zelda is a good game. It’s all in the discovery of the game, unlocking everything and finding the secrets that makes it fun to play, but I went ahead and fought Ganondorf for this session anyways. Yeah, Ganondorf isn’t hard. At all. I mean, he’s the guy with the most health, but it’s not like you don’t have a bunch of hearts just sitting in some pots waiting for you to scoop them up. I remembered a few fairy bottles, too, so there’s just no way I could screw up enough to die. Even if I fell off the tower, I think I would just reappear with one less heart. Now, although the boss is easy, I still like doing it because of the cinematic quality it has. It’s a pretty epic battle. I don’t know how the entire castle folded in on itself to make a battlefield, but I’m not complaining because it’s awesome. Also, the ending cinematic is really cool, although the story itself makes little sense. I watched a video that explained the Zelda series and how they all connected, and I must say that it sounded bogus, but I’m not complaining. DESIGN So, the levels themselves are actually pretty big for an N64 game. I like how each level forces you to think in a different way. Each level also provides you with a different tool, like the hookshot, that you have to use in order to access other parts of the level. This is why Zelda is really cool. Every level is like playing a new level. Every boss is different. You practically never just swing your sword around. Instead, you have to use your tools in combination with good timing and accuracy in order to win. I live for the secrets of these games. When I find a piece of heart, it’s like putting a piece into my own. But seriously, not really. My point is that this game is one big mystery. It does an excellent job hiding stuff from you, but that’s where the game is kind of lost. I mean, if you’ve already beaten the game, there’s no point in finding the rest of the secret hearts other than to have the “perfect character”. Also, going back to dungeons is a real drag. It’s kind of eerie, too, because you’ve probably gutted the place already anyway. Now, I have a few complaints about the Zelda games, although this game in particular isn’t quite as bad as some of the others. If you’ve played a lot of Zelda, you already know what the entire game is going to be like. You’re the courageous hero who is destined to overthrow the evil king of darkness. There’s always something like eight levels, and at the end of each level, you get some holy relic that’s supposed to help you win the fight against evil. Of course, many games are like that, but Zelda in particular is very formulaic. Boss fights are a disappointment in most Zelda games because once you’ve figured out the thing’s weakness, it’s all over. It’s not that hard. If you’re an experienced player, you might die only once or twice throughout the whole game, and the only reason you died was because you were doing something silly like looking for pieces of heart where there are none. Now, some people say that this is the best game ever made. I can’t say it’s the BEST game, but at the time of its release, it was definitely my favorite game, and as far as video games go, I had more fun with that game than I have had with many others. Looking back on the game from a 20th century perspective, I would say that this game set the bar for 3D RPG’s. I mean, it was just that good. The 3D environment totally changed the game. Of course 2D Zelda games are just as good, but the mechanics are really different. I think the 3D environment draws the gamer into the world better than a 2D one.Thu, 21 Feb 2008 00:33:25 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2784&iddiary=5271Legend Of Zelda: Ocarina of Time (N64) - Thu, 21 Feb 2008 00:12:26https://www.gamelog.cl/logs/LogPage.php?Log_Id=2784SUMMARY The Legend of Zelda: Ocarina of Time is a fantasy RPG. Basically, you fight through dungeons, defeat monsters, and solve puzzles. What makes this game unique is that it was the first Zelda in 3D. Also, it is rated as one of the greatest games ever made. GAMEPLAY I forgot how slow things start out in this game. It’s so weird not having a sword at first, or anything for that matter. Actually, I’ve forgotten a lot of things since the last time I played. I can’t really remember how I got all those pieces of heart and all those secrets. They’re actually pretty hard to get to. Anyways, I like how the game starts. You’re nobody in particular, just a forest elf minding his own business, then you slowly realize your destiny as you pick up a sword, a shield, and make your way into the first dungeon. Do I remember the graphics being better than this? Well, I guess that would be because when this came out it actually had pretty good graphics for a video game. It seems all you really do in these Zelda games is solve puzzles. Actual fighting is secondary. The puzzles can take a while, but you get it eventually. Hell, most dungeons are just one giant puzzle where you have to solve smaller puzzles to solve the big one. The game itself isn’t actually that challenging, but you stay interested for a number of reasons. Personally, the story line keeps me interested. You have to get the master sword, travel into the future, and defeat the evil king Ganondorf. It’s pretty awesome. So, I got through the first level and it was kind of disappointing. I mean, I’ve done it before, but back when I was a little kid playing it for the first time, the boss was actually kind of hard for me. Now that I know how to Z-target, it’s a piece of cake. Just shoot the spider in the eye, and somehow you kill it. It seems with Zelda that you only do things three times, though. Later bosses might have three different sets of three hits you have to perform, but it’s kind of obvious what you have to do.Thu, 21 Feb 2008 00:12:26 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2784&iddiary=5248Super Mario 64 (N64) - Sat, 26 Jan 2008 02:57:12https://www.gamelog.cl/logs/LogPage.php?Log_Id=2276GAMEPLAY Second time around, I’m still liking this game. It definitely gets harder as you play, and finding the secret levels and stars are a real joy. Come to think of it, the only way to play this game is to simply go through it on a new file. Playing levels I’ve already beaten has very little effect on me, probably because I think it’s so unnecessary. I really need that drive – the drive to complete the game – to keep me going. I think that’s true of most games for me, though. Looking further into this exhausted form of gameplay, I realize that there are only a few extra things one could do in the game. You only need 70 stars to win the game, but there are 120 to unlock, and once they are unlocked, you can visit Yoshi on top of the castle. He gives you 99 lives, but that’s not much of a reward as far as Super Mario goes. There are a few secret stages one can find, but they aren’t all that hard to find. Really, one of the only ways of improving this game after 120 stars is timing yourself on the levels. This kind of play, called, “Time Attack”, is kind of pointless because these days, there’s YouTube. On YouTube, there’s a video of some guy who beats this game in 20 minutes with 16 stars. I guess I could try and copy him, but he’s some type of God, and I don’t have that kind of time or dedication. But the game doesn’t exhaust itself that easily. It’s still fun to go through a level you forgot about, and you have many to choose from. Playing with friends also makes the game a lot better. I had a few people coming and going this time, and it’s really cool to have that interaction, even though it’s just a single-player game. I turned over the controller a few times when my friend challenged me to a time race. That was fun, but I think the game should have a built-in timer anyways. DESIGN Super Mario 64 is a pretty basic game… by today’s standards. Back when it came out, however, this game was a revolution. It was the first 3D platformer. It set the bar for every other game that would come after it, and that bar was high. The game may not have that much dimension by today’s standards, but it had EVERY dimension back in the day. LEVELS – This turns Mario into Super Mario. The level design pretty much defines the whole game (almost. See the next point, 3D). The whole game is planned out so that each level presents its own, unique challenges. Each level is unique, and is set up with its own unique goals. The levels can pretty easily force you to go certain ways, and they have a broad range of things they throw at you. Also, the way the level is presented can have a big change in the gameplay. When you go underwater, you have to watch your oxygen meter, although strategically placed coins can save you at the last moment. Sometimes you have to go across bottomless pits, lava, etc… Sometimes you have to find switches that change the landscape, effectively making a 4-dimensional level! The maneuvers you have to do are pretty spectacular, and very hard to pull off in later levels. This game, like any other Mario, provides a good challenge to the player because it forces you to have good timing. Of course, other than the levels, Mario has very little. There are secret stages, but it’s not so hard to find them, and once you’ve done it all, you’ve done it all. Personally, I don’t really count Time Attack as a good excuse for extending a game because it becomes very redundant, something that I find is the main cause for game exhaustion. 3D - Super Mario 64 was the first Mario in the third dimension. Doing this forced players to think in a whole new way. At the same time, the potential for success in the third dimension was as potent as the potential for failure. Nintendo could have made something that didn’t follow off of Super Mario, but instead, they delivered something that was distinctly Mario, but even better. Basically, it made other Mario’s almost obsolete. Not to mention any other 2-D platformer.Sat, 26 Jan 2008 02:57:12 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2276&iddiary=4358Super Mario 64 (N64) - Sat, 26 Jan 2008 02:42:18https://www.gamelog.cl/logs/LogPage.php?Log_Id=2276SUMMARY Super Mario 64 is the three-dimensional version of Super Mario. You need to run, jump, and fly through the levels you find in paintings, collecting coins, defeating enemies, get the stars for each level, defeat Bowser, and save the princess. GAMEPLAY I’ve completely beaten this game before, but it’s always fun to revisit. I haven’t played this in a few years, and the first thing I notice is that I am WAY better at this game than I used to be. When I was younger, and my coordination wasn’t all that great, I considered it an incredible accomplishment to beat Bowser. Now it’s easy. So that’s the difference these days, I guess; we’ve become so used to 3-D video games that these games, although difficult when they first came out, seem very basic to a modern-day gamer, but that’s probably because this game set such a precedent for video games back when it was released. Anyways, my point is that the gameplay has changed for me over the years, but that’s why I like playing it again. There are some shortcuts I wouldn’t have noticed before. Plus, having played through the game already, I get to skip all of that, “I don’t know what to do!” stuff, something that I used to have a lot of trouble with. So, the gameplay is pretty flawless. I mean, I used to screw up every now and then, and I would have to run back up an epic set of obstacles, but now I don’t really have that problem. Without those really bad mistakes, I can experience the game better. At least, I think its better. The game is set up so that you have a definite set of obstacles to overcome, and you’re expected to do it all in order. It’s kind of a restricting style, but it’s all in the way you do it that makes each game session unique. You can always challenge yourself to go faster. But, I digress again. Well, I still like this game. The first couple of levels are pretty basic, though, but back when the game came out, they were anything but. It was a real eye-opener. I mean, it literally adds a new dimension to gameplay. As skeptical of the added dimension as I was at the time, however, I think they really pulled off an awesome game, and I couldn’t imagine Super Mario going back to the 2-D scroller, except on special occasion. The third dimension adds everything one would want as an added challenge in Super Mario.Sat, 26 Jan 2008 02:42:18 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2276&iddiary=4352Diablo II (PC) - Mon, 14 Jan 2008 00:13:53https://www.gamelog.cl/logs/LogPage.php?Log_Id=1722GAMEPLAY I played online for this session, and I must admit, it has a completely different feel to it. I like it, but at the same time, it can be unsatisfying. I can't seem to duel anybody because everybody who still plays is a lot better than me. Also, the game is very unbalanced in terms of dueling. The game is really just all about "boss runs" where you and a team of players fight a boss and collect his loot, which doesn't really make that much sense, come to think of it. I mean, loot is first come first serve. So if you don't click fast enough, you might get nothing (except the experience). Another bad thing about multiplayer is the arguments. When under a different identity, people figure they're free to do/say whatever they want with no consequences. I've seen people get into some pretty nasty fights online before, and it's not pretty. There are two types of multiplayer modes - closed battle.net and open battle.net. Closed battle.net is fun to a degree, but it can be repetitive, as I have mentioned before. Closed battle.net doesn't allow cheating in any form, but it does have more powerful items and uber diablo, a special super-boss. In open battle.net, anything goes. You can find some really crazy stuff on open battle.net. I just saw a guy who had a charm that created uber diablo whenever he killed an opponent. This version of the game can be fun...if you get into a game. In this mode, you aren't guaranteed to get into a game because of "hackers" who have set up their games in such a way that if you don't have a special patch (like an add-on program), you can't join. Hacked stuff is pretty awesome, though, and great for laughs. DESIGN There are a few major design characteristics that I see in Diablo II. 1. LOOT - The only way you get loot is to kill monsters, which each have only a small percentage chance of dropping a good item. What you get depends on some unknown combination of the level of the monster you killed (and there is no way of knowing what level a monster is during gameplay), your level, and whatever items you have that increase the percentage chance of finding such items. Personally, I don't like how this is set up. You never know what to expect because you can never know how the game works in this regard. All you know is that you need more levels and more items with +%magic find. In terms of loot and reward, I prefer games like World of Warcraft that have set rewards for certain quests and actual displays of monster stats. Either way, you would still have to play with another computer on so that you could refer to the item/monster database... 2. ITEMS - The items in the game are awesome. They have many categories. There are different levels of items. Basically, they come in mundane, magical, rare, crafted, set, unique, socketed, and ethereal, and that's only scraping the surface. This game has a huge assortment of items, but there is a drawback -- the game is heavily item-based. In other words, you are your equipment, which is painful because loot is random. So, if you're playing single player, you will be hard put to find anything that really suits your character...But when you do get that item you've been searching for, it's a party. 3. SKILLS - This is a pretty good system, but it is incomplete. There are many items that can enhance your skills beyond the maximum that your hero can train them. Other than that, they're pretty cool. Each class is fairly self-sufficient, with a broad range of skills that have amazing effects. Also, there are enough skills worth having for each class that it makes every class highly customizable. 4. COMBAT - Hectic, to say the least. You'll find yourself mashing the keyboard, using all the quick-key shortcuts (pressing one assigns a different skill to either your primary or secondary attack), and constantly, CONSTANTLY pressing the 1-4 keys. Those are your potions, which can heal your health or mana or both. The potions makes the game pretty unrealistic. I'll run through about 25-50 potions every game. Sometimes more. It feels like a bit of a cop-out on the designers' part to just put in a million potions, drinkable instantly, and at any time. Another thing I've noticed about this game is Attack Rating and Defense. What is that? I have no idea what it does, or how much more attack rating would help me hit what. The best the game comes up with is how likely it was for you to hit the last thing you were trying to hit. For example, if I was trying to hit Diablo, I can go back and check how likely it was for me to hit Diablo and how likely it was for Diablo to hit me. It just bothers me how little one gets to know about these things. 5. QUESTS/STORY - This is where the Diablo series really stands out for me. It's just an epic tale of one hero's battle against all the evil in the world. It's a very satisfying story that keeps me coming back. I mean, who doesn't like the sound of defeating the devil? Of course, doing the same quests three times (once for each difficulty) is tedious, but not without its benefits. To sum it all up, this game would be a lot better if you could see the inner-workings of it all. Also, there are a lot of things that were implemented as a cheap way of adding to the game (like different difficulty settings). The game becomes repetitive, but before any of that becomes apparent, it is an unbelievably awesome game full of challenges with an engaging storyline. Overall, this is one of my favorite games.Mon, 14 Jan 2008 00:13:53 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1722&iddiary=3471Diablo II (PC) - Sun, 13 Jan 2008 22:57:22https://www.gamelog.cl/logs/LogPage.php?Log_Id=1722SUMMARY Diablo II is the sequel to Diablo, a fast-paced hack and slash fantasy-style RPG game. You choose from a list of classes such as barbarian, necromancer, or sorceress, complete quests, gain experience to train abilities and skills, collect magical items, and basically kill the legions of hell and eventually the devil himself. GAMEPLAY I've played this game a lot in the past and I have a set of characters that I like to play. It seems that the point of every game session I start is one of two things: 1. Just kill hordes of monsters, or 2. kill hordes of monsters to find better gear to fight harder monsters to gain more experience to gain more levels to improve my character so he can fight more monsters to find better gear, etc... To be completely honest, I can't play this game for very long anymore. I used to be able to, but then it got repetitive. Sure, there are other difficulties, but they're just harder instances of the same thing. Although, when you do get to another difficulty, the gameplay changes dramatically, but after a while, it becomes routine again as all you have to do is find better gear and do the exact same quests as before. Unfortunately, most of the joy of this game comes from playing it through for the first time, something I've done already. The gameplay is very challenging. Around every corner is a team of monsters trying to kill you. The boss fights are spectacular, not to mention nearly impossible if you aren't quite qualified for the fight. You have to be on your toes at all times, especially at higher levels and difficulties. There's something really satisfying about fighting your way through hell to kill the devil. Of course, after a while, you just end up doing "boss runs" over and over again, seeing as how every time you start a game you can fight them again and get their loot.Sun, 13 Jan 2008 22:57:22 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1722&iddiary=3453