ajf's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=601Dynasty Warriors 6 (360) - Thu, 06 Mar 2008 04:46:21https://www.gamelog.cl/logs/LogPage.php?Log_Id=3116GAMEPLAY One of the things that gets old in this game is the level design. There are three kingdoms and they almost always battle against each other. As a result, almost all of the characters receive the same battles just on different sides. Once we play through a battle a few times we know what will happen. This cuts down on the necessity to experiment with strategies which is a fun part of the game. The characters suffer from some of the same problems. A lot of characters have the same weapons (i.e. swords, spears) with slight differences. The skill trees help vary the characters but the play style is the same for many. It can be annoying to get excited about unlocking new characters just to find out they're pretty much the same as four other characters we've played with. This isn't as big of a deal as it sounds though because it is still fun to play through the individual characters' story lines and work towards powering up a character that I like a lot or unlocking more characters. DESIGN As mentioned before, the levels of this game could be better. Instead of making each character just play a different part of the same battle, the developers could have made the characters go through different paths and fight different battles. There are four kingdoms in the game, Wu, Wei, and Shu, as well as "Other" which is made up of characters with individual story lines and objectives. All of these kingdoms are essentially battling each other for control of China. The "Other" characters are often the most interesting because they tend to be unique in both their design and the path that they take through battles. As a fan of the Dynasty Warriors series I have also noticed that this game has actually removed a lot of the things that were improvements on past installments. For example, there are actually less characters in this game than number five. The tribal, jungle inhabiting Meng Huo and his wife are no longer available for play, as are the levels that centered around their home land. This is unfortunate, as the jungle levels were a fun change from the traditional battle grounds found in the rest of the game. This seems lazy on the part of the developer; they seem to have not wanted to invest the time to add this part of the storyline into this installment for some reason. Another thing absent from this installment is the weapon variation and individuality of characters from the previous installment. Many of the characters with unique weapons such as claws, nunchuks, or tonfas, have been given more generic weapons such as spears and swords. This makes the seem even more repetitive which is bad due to the repetitivity already inherent in the game play.Thu, 06 Mar 2008 04:46:21 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3116&iddiary=5997Dynasty Warriors 6 (360) - Thu, 06 Mar 2008 00:59:23https://www.gamelog.cl/logs/LogPage.php?Log_Id=3116SUMMARY Dynasty Warriors 6 is the sixth installment of the very popular Dynasty Warriors series in which players control a hero in feudal China, hacking through waves of soldiers and other heroes. The game also includes RPG elements such as leveling up and a skill tree. GAMEPLAY Part of what games this game fun is the ability to fight off hundreds of enemies at a time while controlling only one character. This really makes the player feel like a hero and not just another soldier on the battlefield. This feeling is captured as well by the effect I had on the over all battle. If I let the enemy attack my AI controlled team mates, our bases would be captured and we would lose. If I ran over and defeated the entire attacking force we could continue winning. The game does a good job of making the player feel that even though a huge battle is going on, they are vitally important I played this game multiplayer with one of my friends. This makes the game much more enjoyable in my opinion. Before each battle we would look at the map and decide who was going to head where or if defense or offense was more appropriate. If we failed, we would often look back and try to plan a different strategy. This added another level of interactivity between both the game and my friend and I that often does not happen in games. Dynasty Warriors' gameplay is very repetitive; almost every battle's goal is essentially to protect your leader and defeat the enemies' leader. What keeps it fun is being able to get new abilities, weapons, horses, and even characters as you defeat enemies and battles. It is very fun to have a high level character who can mow down everything, even enemy generals, in a couple of hits with a powerful weapon that was discovered. All of these things made the game fun to play over and over even though my friend and I were basically doing the same thing every time. (This entry has been edited1 time. It was last edited on Thu, 06 Mar 2008 01:03:39.)Thu, 06 Mar 2008 00:59:23 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3116&iddiary=5799Grand Theft Auto - San Andreas (PS2) - Thu, 21 Feb 2008 02:55:42https://www.gamelog.cl/logs/LogPage.php?Log_Id=2903GAMEPLAY As I mentioned before one of my favorite things about this game is the ability to interact with everything. We had some more fun stealing a two person airplane and attempting to infiltrate the GTA equivalent of Area 51. I really like being able to get in and take control of any vehicle I see. Not just that, but the game adds in little features like allowing the passenger to drive bys, which are also fun. This game really gives me a sense of scale that no other non-RPG games do. I feel so tiny in the game world yet the game did a job of making me feel like I was becoming more powerful as I progressed through the story. Being able to go from riding a bike to driving a car to piloting an airplane expands the world in a really nice way. DESIGN One of the most innovative aspects of this game is not just how large the world is but the freedom the player has to explore it. They can drive around it in a car, fly over it in a plane or helicopter, walk/swim, or even ride a bike. This aspect is what allows for nearly limitless replay value even after all of the missions have been completed. Multiplayer adds another fun aspect. Although it seems as if it was tossed in at the last minute, two players can often spend a great deal of time traveling around the world causing havoc or trying to complete self made objectives. I would have liked to see Rockstar flesh this mode out more; in its current state it is buggy and very limited compared to the rest of the game. For example, you can not enter buildings or participate in many of the in-game events if multiplayer mode is enabled. Bugs include the camera getting stuck where one or both players cant be seen and players getting stuck too far away from each other, unable to move. In this section, you should write 2-5 paragraphs with your observations on the design of the game you have played. The emphasis here is reflection upon the design of the game. It is fine to mention specific aspects of your gameplay in this section, however, the discussion of gameplay must be there solely to provide supporting evidence for your assertions about the design of the game.Thu, 21 Feb 2008 02:55:42 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2903&iddiary=5451Grand Theft Auto - San Andreas (PS2) - Thu, 21 Feb 2008 02:54:57https://www.gamelog.cl/logs/LogPage.php?Log_Id=2903SUMMARY GTA:SA is an open ended third person shooting/driving game that allows the player to roam around the world freely but also offers a storyline with missions for the player to complete. More weapons, clothing, cities, etc. are opened up as the player completes these missions and progresses through the storyline. GAMEPLAY I had beaten this game long ago but decided to play the multiplayer with a friend. Upon activating two player mode one of the first things I noticed was how limited the camera was. Both players have to be very close to each other or else the camera will zoom out and warn that the second player is too far away, preventing any more distance between the players. This can be frustrating, especially when something happens like one player falling off of a high area. This happened when we were throwing grenades at cars on the freeway; one of us fell off, causing us to suicide because we were too far apart to move at all. This wasn't too terrible as we were not progressing through the game but was still pretty annoying. We had a lot of fun trying to cause huge pile ups on the freeway and then blowing them all up with grenades. It was quite satisfying to see and hear 20 cars exploding in a chain reaction of explosions. The other part that made it fun was fighting off the police officers and helicopters as they came. We tried to get all the way up to 6 "wanted" stars so the army would come but only managed to get to 5, the FBI. It was also fun hijacking cars or motorcycles and trying to run away once we had reached such a high wanted level. What made it fun was how open the world was, making it feel like even though we were being chased by five FBI trucks we at least had a small chance of escaping. The interactability of everything from AI driven cars to their passengers also kept things interesting with no one experience being the same.Thu, 21 Feb 2008 02:54:57 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2903&iddiary=5450Shadow of the Colossus (PS2) - Thu, 21 Feb 2008 02:36:51https://www.gamelog.cl/logs/LogPage.php?Log_Id=2893SUMMARY GTA:SA is an open ended third person shooting/driving game that allows the player to roam around the world freely but also offers a storyline with missions for the player to complete. More weapons, clothing, cities, etc. are opened up as the player completes these missions and progresses through the storyline. GAMEPLAY I had beaten this game long ago but decided to play the multiplayer with a friend. Upon activating two player mode one of the first things I noticed was how limited the camera was. Both players have to be very close to each other or else the camera will zoom out and warn that the second player is too far away, preventing any more distance between the players. This can be frustrating, especially when something happens like one player falling off of a high area. This happened when we were throwing grenades at cars on the freeway; one of us fell off, causing us to suicide because we were too far apart to move at all. This wasn't too terrible as we were not progressing through the game but was still pretty annoying. We had a lot of fun trying to cause huge pile ups on the freeway and then blowing them all up with grenades. It was quite satisfying to see and hear 20 cars exploding in a chain reaction of explosions. The other part that made it fun was fighting off the police officers and helicopters as they came. We tried to get all the way up to 6 "wanted" stars so the army would come but only managed to get to 5, the FBI. It was also fun hijacking cars or motorcycles and trying to run away once we had reached such a high wanted level. What made it fun was how open the world was, making it feel like even though we were being chased by five FBI trucks we at least had a small chance of escaping. The interactability of everything from AI driven cars to their passengers also kept things interesting with no one experience being the same.Thu, 21 Feb 2008 02:36:51 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2893&iddiary=5429City of Heroes (PC) - Sun, 10 Feb 2008 02:13:15https://www.gamelog.cl/logs/LogPage.php?Log_Id=2596GAMEPLAY As I mentioned in my last entry, the customability of this game is one of my favorite aspects. As I leveled up my character I was able to choose from various powers between my power pool. I like this, because it allows the player to flesh out their character the way they want. "Alternate" power pools become available with classic super hero skills like super speed, super jump, flight, and teleportation. It's fun to play around with these powers, my favorite of which is super jump. Jumping from roof top to roof top is a fun way to get from one place to another as opposed to the traditional running or horse-like mounts found in most MMORPGs. Further adding to the character building aspect is the ability to add slots for enhancements as I level up. These can be filled with enhancements such as damage and accuracy bonuses that can be dropped by enemies, bought in stores, or created using the crafting system. I enjoy being able to feel my powers get stronger as I level up and trying to figure out the best combination of enhancements. The thing I like least about this game is the same thing that plagues many MMORPGs: repetition. All of the missions consist of going into a warehouse/club/enemy base and killing all of the enemies in order to defeat a boss, rescue a hostage, or find an item. Although these may sound different, they are essentially all set up in the same way and consist of beating up groups of enemies to get to the final point and complete the objective. It can become boring, especially when soloing. DESIGN Although it consists of a lot of the same MMORPG gameplay elements, what sets City of Heroes apart is the way it executes them. For example, most MMORPGs allow the player to customize the look of their character. City of Heroes takes this a step further by going all out and letting the player customize almost every aspect of what their character looks like. Hats, helmets, glasses, sunglasses, horns, wings, capes, beards, hair, and other articles of clothing are abundant, with many options available in each. Like other MMORPGs, players ultimate goal is to level up and make their character stronger. City of Heroes escapes the "cookie cutter" problem that many class based games have by allowing the player to tailor their character almost perfectly to their play style. Few heroes will be identical, even if they are the same archetype with the same power pools. This is due to alternate power pools, enhancement slots, and the ability to choose which powers are received upon level up instead of receiving a set ability or group of abilities. The combat is well designed as well, making the player feel as though they are actually playing a hero with things like knock back, rag doll physics, pretty graphics for ice/fire/energy/dark, "super" travel powers. Even if enemies are higher level than a hero, most are easily dispatchable. This allows the game to spawn many enemies and create the feeling that the character is in fact a superhero who can take on multiple "simple" enemies at once.Sun, 10 Feb 2008 02:13:15 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2596&iddiary=4936City of Heroes (PC) - Sun, 10 Feb 2008 00:47:46https://www.gamelog.cl/logs/LogPage.php?Log_Id=2596SUMMARY City of Heroes is a MMORPG in which players create a hero and then enter Paragon City in order to fight crime and gain levels. At creation, players decide which "archetype" (similar to classes in other games) and power pool (weapons, defensive types, etc.) they want their hero to have. As they gain experience from completing missions and defeating enemies, heroes level up, allowing them access to new powers and enhancement slots for their powers. Combat is semi-real time, with each power having its own reuse timer and energy cost. GAMEPLAY I recently got back into playing City of Heroes after stopping for about a year. The things I originally liked about the game have been improved on while some things that needed work have been dealt with accordingly. One of the best things about this game is the customization aspect, allowing nearly limitless options for character design. Even when the game first came out, it boasted of a level of customization never before seen in a MMORPG. It made me happy to see that even more costume pieces had been added, especially some "eviler" pieces due to the release of the City of Villains expansion (allowing players to now play as villains as well). One of my favorite new additions is the ability to customize weapons. Whereas previously all players with the "mace" powerset had to use the same weapon graphic, new options were introduced such as a baseball bat, medieval mace, futuristic mace, wrench, and even a shovel. The customization was what initially drew me to City of Heroes, as well as the fact that it was a superhero themed MMORPG. I've always been into comics so I was thrilled that a game had been created allowing the player to totally create their own superhero. When I first logged back into my old account, I stopped at the tailor in order to see all of the new additions to costume. I gave my character a complete remodel, as they had now introduced the jester themed clothing I had wanted for my character since release. After completing the costume, I looked for a team in order to get back into the actual gameplay. After finding a team and starting a mission, I remembered why I had liked the combat in City of Heroes so much. It really makes me feel like a superhero as I use powers that cause multiple enemies to fly backwards, complete with ragdoll physics and bone crunching sound effects. I also like that it is possible to solo but heroes really thrive when on teams with each other. Being on a team and fighting off hordes of enemies non-stop is very satisfying. Compared to other MMORPGs, the combat in City of Heroes feels much more hectic and numerically the enemies are much more overwhelming. This is part of what gives it the comic book feel and makes it so much fun.Sun, 10 Feb 2008 00:47:46 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2596&iddiary=4933Super Mario Galaxy (Wii) - Sat, 26 Jan 2008 19:16:25https://www.gamelog.cl/logs/LogPage.php?Log_Id=2286SUMMARY Super Mario Galaxy is a traditional 3D Mario game similar in play style to Mario 64 and Mario Sunshine. The main difference in this game is the ability to travel between "planets" and run along any side due to the presence of gravity. The goal of the game is to collect stars in order to open up more worlds and ultimately rescue Princess Peach. GAMEPLAY I have always been a fan of Nintendo and Mario, so I have been looking forward to getting a chance to play Super Mario Galaxy. I was happy as soon as the game started, expecting a new spin on the class formula seen in Super Mario 64. The game did not disappoint. The story is simple, just another excuse for Mario to collect stars in order to save Princess Peach. This works for the game, though, and the introduction at least made sense in relation to what you would soon be doing in the game. The core game play of this game is very enjoyable to play and does not get old quickly, even though it was almost exactly the same throughout the time I played. One of the main differences from other Marios that I noticed first was the ability to run along every side of a planet without falling off. At first I didn't know if I liked this and it was a bit disorienting and headache inducing. After just a few minutes, though, I got used to it and began to enjoy this game play decision. This game flows together very well. After you beat a level, collecting its star, you are told if any new galaxies have been added. You can then decide whether to go to a new galaxy or try to collect the next star in an older galaxy. This keeps the game constantly moving, allowing the player to choose a different galaxy to attempt if they become frustrated with a certain level in a certain galaxy.Sat, 26 Jan 2008 19:16:25 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2286&iddiary=4387Team Fortress 2 (PC) - Mon, 14 Jan 2008 03:19:28https://www.gamelog.cl/logs/LogPage.php?Log_Id=1741GAMEPLAY One of the aspects of Team Fortress 2 that I enjoy is how rewarding the kills are. I especially noticed this while playing the spy class. To disguise as a member of the opposing team and sneak around before backstabbing an unsuspecting enemy, killing them instantly, is fun over and over again. I almost always play on the same server, so I know a large amount of the people playing with me. This is nice, because one of my biggest problems with the game is finding a good server to play on. If the server I normally play on is full, I often have to go through several servers to find one worth playing on due to annoying players, unbalanced teams, etc. which wastes time and sometimes makes me lose interest in the game. DESIGN One of the first things that stood out to me were the style of graphics. They are cartoony, with each class acting as a different character . The game lacks a story, but the characters' unique personalities give Team Fortress 2 a sense of humor even though players are getting blown up and bloody body parts are flying everywhere. The presentation is lighthearted and a bit dark at the same time. As mentioned before, getting hit with a rocket and exploding into 20 pieces causes the shot to freeze before an arrow points to a lone leg flying through the air, labeled "Your leg." The violence matches the style of graphics with its cartoon nature. There are not very many maps initially available in this game. Custom maps are allowed, but are not frequently used on most servers due to mixed feelings among gamers. The maps can get repetitive at times, but have a surprisingly good replay value considering there are only about five or six. Three different game styles aid this. One is a capture the flag style game, which is enjoyable but can turn into a stalemate if both teams have strong defenses. The other two styles are based on capturing control points. In one, one team tries to defend two or three points while the other tries to capture them. The last point will be "locked" until the remaining are captured. This is usually a lot of fun although sometimes games can drag on for too long. The last type of game involves a total of 7 control points. Each team starts off controlling 2 with the 3rd up for grabs. Like in the other control point mode, only the point farthest away from a team's "base" is available for capture. Whoever controls all the points first is the winner. This is possibly my favorite, as teams need to balance offense and defense in order to advance without losing their position. The combat system works well, although I have heard some people ask to have critical hits taken out of the game. These are essentially "lucky shots" that do extra damage and can kill an enemy much faster than normal. I find this positive as it adds another aspect to the game that keeps players on their feet. On the downside it can reward classes with the ability to "spray and pray" by giving them lucky kills that do not require as much skill. All of the classes seem to be balanced, giving everyone the opportunity to find at least one, but probably more, play styles that they will enjoy. (This entry has been edited1 time. It was last edited on Mon, 14 Jan 2008 03:22:22.)Mon, 14 Jan 2008 03:19:28 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1741&iddiary=3559Team Fortress 2 (PC) - Mon, 14 Jan 2008 01:49:24https://www.gamelog.cl/logs/LogPage.php?Log_Id=1741SUMMARY Team Fortress 2 is an online multiplayer first person shooter in which two teams compete against each other. The player may choose from a variety of classes with their own distinct weapons and abilities. There are about five different maps with two different styles of play. "Capture the Intelligence" is a classic capture the flag style game and "Capture the Point" consists of each team attempting to capture points in order to advance. GAMEPLAY When I first started Team Fortress 2 about a month ago, I did not enjoy it close to as much as I do now. As I have improved, the game has become more fun. In the beginning it could be frustrating due to more experienced players killing me repeatedly. What kept me sticking with it was the new approach to team based FPS . The class system is one of the things I like most about Team Fortress 2. It keeps me playing longer than I may play another online FPS, such as Counter-Strike, due to the ability to switch classes if I am not doing well with or getting tired of a certain class. Since each of the classes has different speed, amount of health, weapons, and special abilities, the play experience will vary depending on which is chosen. At any time after being killed while waiting to respawn, it is possible to change which class you will spawn as. I like being able to change classes on the fly depending on what is currently going on in the game. Another thing that makes this game fun is the ability to see myself improving both over all and with certain classes. Detailed statistics are available such as amount of time spent total with each class, record amount of points per round with each class, and amount of over all damage done in a round. As I see myself getting better it makes me want to play more and beat old records. This is one of my favorite games currently and I will continue playing it for quite a while. (This entry has been edited1 time. It was last edited on Mon, 14 Jan 2008 01:50:48.)Mon, 14 Jan 2008 01:49:24 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1741&iddiary=3500