bchang953's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=607Garry's Mod (PC) - Thu, 06 Mar 2008 03:00:54https://www.gamelog.cl/logs/LogPage.php?Log_Id=3177Gameplay Continued: For my second round of Gameplay, I decided to join a server with a new player-mod for Garry's Mod called Zombie Survival. This meant that the entire game was changed around to look like a zombie survival game where one person was a zombie, and the rest of the players on the server were humans with guns. The zombie had the advantage of being able to see at night, where humans only had flashlights. If you were killed by a zombie, you became one and were free to wreak havoc on the rest of the humans. After playing on both sides it turned out to be one of the most entertaining video-gaming session I've had since the discovery of Counter-Strike.<br> It was really fun for a variety of reasons. For one, it was entertaining to play a different game-mode using the same exact game, basically re-skinned to be another game entirely, but still retaining some of the qualities of the original.<br> Garry's Mod in general is just so much fun because of the freedom it gives the players. The physics sandbox is interesting just to imagine all the programming and work that went into showing a simple box (that I flung) flying through the air. The challenge of also trying to construct something using this game with its defined rules is also very appealing, and once built, the sheer childish joy in your heart is well worth the work. Design: As it turns out, Garry's Mod was created with a directory structure which makes it easy for players to make add-ons for the game, as there are many other insanely fun game modes to play in Garry's Mod such as SpaceBuild, and Roleplay. Essentially by playing Garry's Mod you essentially have many different, yet linked games at your disposal. This very much open-source approach at this game is a big plus for it, as with many fun things to try in Garry's Mod, it's playability and value go up.<br> The tool system, although complex, is comprehensive and enables the player to perform a wide variety of functions on a large database of objects. Once the player has "gotten the hang" of the tool system, Garry's Mod turns into an adult version of the Lego Box, except better. <br> The use of simplicity in creating the game actually makes it far more interesting than many other games out there, because it (as it states in the advertisement of it) really is a sandbox that enables players to create their own games, yet gives them defined rules to play within, all while making it look sexy with Half-Life 2 graphics. (This entry has been edited1 time. It was last edited on Thu, 06 Mar 2008 03:01:12.)Thu, 06 Mar 2008 03:00:54 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3177&iddiary=5964Garry's Mod (PC) - Thu, 06 Mar 2008 02:39:44https://www.gamelog.cl/logs/LogPage.php?Log_Id=3177Summary: Garry's Mod is a unique (as far as I know) third-party first-person mod for Half-Life 2. It is a physics sandbox game, where there are no pre-defined goals, instead players go onto online servers and may use a variety of tools and objects to build, destroy, or just play.</p> Gameplay: Starting up this game I was excited beyond belief with high aspirations of building rockets and houses, and then having the joy of obliterating them with some other concoction. Unfortunately, when I started the game, I found that using the tools was a complex undertaking, with so many options I spent the first 20 minutes trying to affix a wheel to a bathtub. Needless to say it felt like it had a fairly difficult learning curve at first. <br>I was in a server with 3 other people, and what they were building did give me hope. One HAD built a rocket, a very very large one using giant gas tanks and bits of doors and things. I also had great fun in using the moving tool (which enables you to move objects, pretty self-explanatory) against the other players, grabbing them then swinging them around the flat level, much to their dismay. However, they then got me back by shooting me down with a couple shotguns.</p> (This entry has been edited2 times. It was last edited on Thu, 06 Mar 2008 02:41:51.)Thu, 06 Mar 2008 02:39:44 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3177&iddiary=5940Super Smash Brothers (N64) - Thu, 21 Feb 2008 05:10:03https://www.gamelog.cl/logs/LogPage.php?Log_Id=2791Gameplay: The second time around I really came around to seeing how the game could be so addictive, and could spawn so many subsequent versions of the game. It was just so much fun and lighthearted, one could play it for hours against their friends. It is not as heavy or stressful as darker themed games. It is the perfect video game to crack open a soda and make some popcorn with your buddies. We played on one particularly hilarious level themed for Yoshi, with prettily colored clouds and happy music in the background. When playing as characters such as Pikachu and Samus, trying to blow each other up set in this backdrop, one can't help but smile or be cheered up. Another thing is that te humans without the Y-chromosomes, being ladies, even dig the game. They were having just as much fun as us guys, and were clamoring for the remotes. Unlike shmups or other more "manly" games, Super Smash is all about just having fun. The characters could also be described as "cute," which probably also helps. Design: The game design is original, simple, elegant, yet effective. What more could one ask for. This game has proven itself to be a timeless classic. Because the game is easy to pick up for newcomers/observers, it attracts them easily. It is not (usually) a game that people obsess over to achieve their maximum skill potential. There is a single player mode which did look fun, but from what I've been told it is beaten fairly quickly and quickly wears out. It seems to be a game which mostly enhances social interaction and can act as an icebreaker at a party, or just something fun to do among friends. Most players can relate to at least one of the characters, as all the characters have been iconic figures for video games. This makes it fun to be able to control Mario for example, in a completely new way with completely different mechanics than in the actual Mario game. Each level has it's own theme and it's own unique feel. As such the game does not get old too quickly, but I wouldn't say it's a game which I would play every day, just one which I'd pull out if my friends were over and we had nothing to do. This game isn't too pretentious. There are no real stories behind any of the characters, except for what people know from the characters in their real respective games, and there's no real reason that they're all fighting, except that they're possibly actually puppets being controlled by some glove thing? Anyways, the point is, it's not too deep of a game, but still is very satisfying and entertaining. (This entry has been edited2 times. It was last edited on Thu, 21 Feb 2008 05:22:14.)Thu, 21 Feb 2008 05:10:03 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2791&iddiary=5485Super Smash Brothers (N64) - Thu, 21 Feb 2008 04:55:36https://www.gamelog.cl/logs/LogPage.php?Log_Id=2791Summary: Super Smash Brothers was a huge hit when first released for the N64, and was critically acclaimed by video gamers everywhere as somewhat revolutionary. Players play as popular video game characters in third-person deathmatch/team or no team free-for-all brawls set in themed levels, each correlating to one of the characters (Kirby, Mario, Pikachu, etc...) Gameplay: I decided to start out using Pikachu, seeing as I was a big Pokemon fan in my younger days. The level we played on turned out to be on a spaceship from the video game StarFox, also which I was a fan of, which was very cool. When the match first started up, I was struck by the sheer pace of the game. The controls were fairly unwieldy at first, and everyone else seemed to be zooming about, whether throwing flaming flowers at me, chasing me with a huge @$$ hammer which would kill me in one hit, or my friend (who was playing as Kirby) trying to turn into a rock and falling on me. The level was also very small, and there is nowhere to hide as all four players were displayed on the screen at all times (which makes sense because all four players need to be able to see their characters). Despite my shortcomings, however, I did manage to master fairly quickly the [down stick - press b] move where I would erupt in electricity, and a lightning bolt would hurl down from the heavens, zapping anyone nearby. This was immensely enjoyable for me as now every time my friend Kirby tried to hover above me to fall on me as a rock, I could electrocute him (which subsequently just pissed him off). The nice thing about the game is that it was fairly easy to grasp quickly, so I could join the fight and have fun attempting to decimate the other players. Once I got the controls down, attacking and dodging became so much easier, and more fun - unlike a game like Tekken, where complicated formulas have to be memorized to perform moves, Super Smash does not have complicated maneuvers, only a couple simple control combinations which are the same for all characters. (This entry has been edited2 times. It was last edited on Thu, 21 Feb 2008 05:24:13.)Thu, 21 Feb 2008 04:55:36 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2791&iddiary=5481Day of Defeat: Source (PC) - Sat, 09 Feb 2008 04:54:35https://www.gamelog.cl/logs/LogPage.php?Log_Id=2578<b>Gameplay (cont.):</b> One great aspect about the game is the very critical component of communication. Since the maps are relatively small, with the tide of battle constantly shifting, communication is essential. Many players use headsets and use effective military phrases such as, "flank left," "cover fire," "grenade!" etc, adding to the immersive experience. Players also engage in sportsmanlike banter using the chat function. Another great aspect is the experience outside of the game itself. Day of Defeat has a rabid fan-base and is played competitively in online gaming leagues such as CAL (Cyberathlete-Amatuer-League) and OGL (Online-Gaming-League). There are many dedicated Ventrilo servers and a huge network of mIRC chat rooms where players can "chill-out" in between games and talk with recently made e-friends (haha...), or where they can find scrimmages (games set up like they are in league matches) to join, and eventually dedicated teams. <b>Design:</b> Day of Defeat is different from other WW2 games such as Battlefield and Call of Duty primarily because of its small maps. Though this seems like not such a big deal, it completely changes around the combat dynamics as well as the social dynamics. Because the maps are small, a team of people who have never met or played with each other before can more easily strategize against the other. The key to victory is micro strategizing, like how a SWAT team strategizes to take a house, as opposed to how an Army brigade strategizes to take an island. This brings the combat (and the action) much closer, giving players a large kick of adrenaline. The levels themselves are also designed well so that they are "balanced." This means that it is not drastically easier for one side to win on a map than another, based on their spawnpoints. There are also many clever sniper and machine gunner spots on the maps, which can be hilariously fun for whoever is in one of those spots, and maddeningly frustrating for those being attacked by them. Each level also comes with its own theme, and each level has completely unique structure each with their own "choke-points" and prime areas where combat may take place. The fact that how well you do is completely based off of skill also propels players to practice and keep playing to be as good as they can since they cannot often blame being shot down on bad luck. Usually when you are killed in Day of Defeat, it is because it was someone better than you. The movement/aiming system/weapons in Day of Defeat are easy to grasp, but set up to make it clear who is really the best. One can easily tell by spectating another player first-person how good he or she is. This game encapsulates that old paradox: easy to learn (at first), but (very) difficult to master. The more trained your wrist, and the cooler nerve you have, the better you are. This will also earn the respect of everyone else in the game. After I pulled off a particularly long headshot I earned many "ns" comments from the other players, "ns" meaning "nice shot." In short, this is one great game, so pick it up and play! [An exmaple of an Allies player model] <img src="http://www.dayofdefeatmod.com/images/alliedmodels/aassault.jpg"> (This entry has been edited3 times. It was last edited on Sat, 09 Feb 2008 05:06:42.)Sat, 09 Feb 2008 04:54:35 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2578&iddiary=4897Day of Defeat: Source (PC) - Sat, 09 Feb 2008 04:16:03https://www.gamelog.cl/logs/LogPage.php?Log_Id=2578<b>DAY OF DEFEAT: SOURCE</b> <img src="http://www.dayofdefeatmod.com/images/screens/sc2_thumb.jpg"><img src="http://www.dayofdefeatmod.com/images/screens/sc5_thumb.jpg"><img src="http://www.dayofdefeatmod.com/images/screens/sc7_thumb.jpg"><img src="http://www.dayofdefeatmod.com/images/screens/sc9_thumb.jpg"><img src="http://www.dayofdefeatmod.com/images/screens/sc8_thumb.jpg"> <b>Summary:</b> Day of Defeat: Source is an update to the critically acclaimed game Day of Defeat, both of which are currently being released off of the Steam game management program (steampowered.com). Day of Defeat: Source is an online multiplayer first-person-shooter (FPS) mod using the renowned Half-Life 2 engine to create intense WW2 style combat. The object of the game is to capture all of the flags ("control points") around each map. <b>Gameplay:</b> To me, the gameplay of this game is unbeatable. I must admit that I am a huge sucker for intense WW2 style games, and this game definitely delivers. Upon entering my first game I was immediately blown away by a sound barrage of grenade blasts and machine gun fire coming from every which direction. This immediately got my blood pumping as I joined the Allies team with hopes of blowing away some fascist Nazis. There are several classes available, including Rifleman, Machine Gunner, Assault, Sniper, Rocket, and Support, with different weapons according to whether you choose the Allies or the Axis team. I chose to be a Machine Gunner first. This proved to be infinitely entertaining as I set my bipod on a stack of sandbags and began laying down a wall of suppressive fire down into a courtyard as my team advanced on the hardest flag to capture--the one right in the middle of both team's spawn points. The effort to capture that flag proved to be huge on both sides as neither could gain a strong foothold over the middle-ground. After each death I had to wait around 10 seconds to re-spawn which gave me just enough time to reformulate my strategy for a more effective attack next time. Playing as a Sniper was also fun as I had to completely change tactics from spraying the entire field with fire, to being as stealthy as possible, picking my shots from a distance. (This entry has been edited8 times. It was last edited on Sat, 09 Feb 2008 14:48:51.)Sat, 09 Feb 2008 04:16:03 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2578&iddiary=4896Goldeneye 007 (N64) - Sat, 26 Jan 2008 20:17:40https://www.gamelog.cl/logs/LogPage.php?Log_Id=2287<b>GAMEPLAY:</b> After writing my first review on Goldeneye, we started it back up again, and it proved to be just as fun as before. For this bout we broke out a bag of Tostitos chips and some soda pop while playing. The map we played on appeared to be inside of a pyramid and was a little larger and darker with many rooms. However, everyone was able to orient themselves quickly. The pace of the game was fast, and definitely kept our attention. The gameplay itself is not complicated. 1) Spawn, 2) find better weapons in the map, 3) kill whoever you see, and 4) reload--repeat steps 3-4 until killed, then go back to step 1). Though the maps were nothing special, and the graphics sub-par to today's standards, the game was just as fun as any multiplayer FPS game I've played recently, especially on one hit kill mode, where things got very intense. <b>DESIGN:</b> The multiplayer is where the game truly shined for me. The split screen deathmatch style gameply was intensive, but not all consuming. The levels are designed cleverly in that they are interesting with multiple floors and angles to get on opponents, and are small enough so that there is constant action, without frezied chaos. With some console FPS games there isn't this space and time and the games end up being too intense to allow players to be social and have actual FUN. This way the game did not becoming mentally tiring too quickly, allowing for games to go on and on. Goldeneye strikes that perfect balance between the stress of trying to virtually obliterate your friend and the fun of being social while playing. In Goldeneye there are not many uncontrollable variables in Goldeneye with simple maps and predictable weapons. One nice feature is the slight auto-aim of the weapons, along with an option to aim manually. This is a good feature which makes killing more fun because aiming manually each time would definitely prove to be irritating with the Goldeneye aiming system. As it turns out, though the auto-aim helps, the outcome more often than not is the ability of the player. Thus, players feel a large amount of pride and desire to prove their "mettle" against the others, and so beating or losing against other players either causes a great amount of satisfaction, or a desire to face them again in hopes of attaining it. The beauty of the game really lies in the social interactions of the players while playing Goldeneye, and this game does a truly wonderful job of facilitating that. (I apologize for the lateness, my entries kept getting deleted by the website whenever I tried to add them in using internet explorer and wouldn't let me add anything at all :[... until I figured out to use Firefox instead) (This entry has been edited6 times. It was last edited on Sat, 26 Jan 2008 20:38:36.)Sat, 26 Jan 2008 20:17:40 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2287&iddiary=4389Goldeneye 007 (N64) - Sat, 26 Jan 2008 20:02:37https://www.gamelog.cl/logs/LogPage.php?Log_Id=2287<b>SUMMARY:</b> Goldeneye, 007, released in 1997 and developed by Rare for the N64 (also the creators of the hit game Perfect Dark), is considered one of the most important games in forwarding the development of first person shooters. It has both a single player and a insanely addicting multiplayer mode, and to this day still remains a great, entertaining game. <b>GAMEPLAY:</b> Although, at the time, the single player mode was very entertaining and seemed state of the art, games nowadays have much more in-depth and immersive environments for the player to play in. Having been accustomed to first person shooters with far better graphics and more immersive storylines (COD 4 for example), I found myself quickly bored. Though the storyline is compelling, what I had heard about most was the multiplayer. So, my friends and I booted up the multiplayer mode. This is where things got ridiculously fun. It was a four person split screen deathmatch between my buddies and me. We first all got to pick out what our character would look like in the game. I picked out “Elvis,” a short alien looking character. Each of us started out with a pistol on a relatively small, sparse map with two floors and around 10 rooms. Those of us who had seen the game before scrambled to find the better weapons lying around the map, and we began looking for each other. Each time someone made a kill he would cry out with some sort of victorious yell–which would be met with a disgruntled mutter. The maps were spaced out enough that the game was not all out chaos, yet the games remained very intense. As it turned out, my choice to pick the short alien was a good one, as it was quite difficult to kill me as I was such a small target! This brought out quite a few angry R-rated comments which in turn simply produced a gloating smile on my face. (This entry has been edited3 times. It was last edited on Sat, 26 Jan 2008 20:21:03.)Sat, 26 Jan 2008 20:02:37 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2287&iddiary=4388Natural Selection (PC) - Tue, 15 Jan 2008 04:47:10https://www.gamelog.cl/logs/LogPage.php?Log_Id=1793<b>Gameplay:</b> However, after playing the game for a few hours and mastering the basics of the strategy of the game, it immediately started to become boring, and began to seem like simply an average FPS. Playing as an alien for a while was enjoyable as I was able to fly around and climb on walls, but also became quickly became boring. To attack a marine as an alien really doesn't require much skill as there is no precise aiming mechanism (for the marines either for that matter... The most widely used strategy when shooting as a marine was the "spray" method where the player would simply hold down the trigger and get the cross-hair somewhere near the enemy). Much of the time as an alien, to attack a marine, you would simply hold down the trigger and run up to him, hopefully surprising him, and hope your gnashing teeth would take him out before his rifle took you out. <br>As the games went on and on without any rest I began to feel mentally fatigued from the constant stress in the game, to the point where it eventually ceased to be fun anymore (which is the point when I quit it and played some Counter-Strike instead). <b>Design:</b> Upon starting the game, it seems to be akin to the smash-hit mods for Half-Life of Counter-Strike and of Day of Defeat, except instead of being set in the present or in the WW2 era (respectively), it is set in the future, as the player must choose to either be a marine or an alien, both with a variety of classes with various strengths and weaknesses. <br>However, this game has several distinct differences from the others. Both races may make use of weapon/armor upgrades attained by securing various resource points throughout the map. There are no "rounds" in Natural Selection. Each game goes on until the other race is wiped out. Thus, each game is a constant struggle to obtain resources and to kill the enemy at the same time. The RTS aspect (which Unknown Worlds highlights as a major selling point of the game) of the "commander" gives the game added depth. This hybrid/complex aspect of the game seems to give it a distinct edge over other "standard" fps games. <br>However, stripped down, Natural Selection is basically the same as Counter-Strike or Day of Defeat, except worse. The fact that there are no "rounds" is actually detrimental as it doesn't give the player any rest time to the point where the game just becomes tiring. The actual maps themselves are fairly poorly designed in that they are all indoors and seem very constrictive with very little hint of an outside world. One feels like they are in a controlled videogame environment. <br>The lack of ability to become a true master at the game because of lack of skill required by the game is also another reason why it will never be as good as Counter-Strike or Day of Defeat. All in all, the "commander" part is fun for a while, but if you're looking for a real FPS mod for Half-Life, go for the good stuff. (This entry has been edited5 times. It was last edited on Tue, 15 Jan 2008 05:01:31.)Tue, 15 Jan 2008 04:47:10 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1793&iddiary=3809Natural Selection (PC) - Tue, 15 Jan 2008 04:22:44https://www.gamelog.cl/logs/LogPage.php?Log_Id=1793<b>Summary:</b> Natural Selection is a third-party mod using the well known Half-Life engine. It is an online multiplayer hybrid FPS/RTS computer game, produced by Unknown Worlds, which pits human marines against aliens in a battle to the death, set in futuristic backdrops. The RTS aspect comes from the ability for one of the marines (per game) to be a "commander," where this player views the battlefield from a top-down perspective, instead of being an actual character in the game. The commander may issue orders and build mechanical equipment to help aid the marines. The aliens have no such commander though they are compensated with special abilities such as flight, being able to crawl on walls, and speed boosts. <b>Gameplay:</b> Upon starting my first game, I was immediately immersed in a barrage of controls in menus in a space world map with eerie music. Players rushed left and right with mechanical equipment spawning all around me. Needless to say, for the first few minutes I was running around like a chicken with its head cut off, shooting at the first thing I saw that moved. <br>Although I am no noobie when it comes to first-person-shooters (I was in a competetive CAL-m Counter-Strike team), this game appeared much more complex and in depth. The game had no rests--the pace was fast and constant as there were no "rounds." Each game went continuously on until all of the players on one team had been killed. Because of this the game was very entertaining, requiring my full attention as I struggled to understand this new type of gameplay. Although there was the familiarity with the "running around and shooting things," the added RTS depth and upgrade menus, coupled with the non-stop action made this game immensely enjoyable, at first. (This entry has been edited4 times. It was last edited on Tue, 15 Jan 2008 04:57:15.)Tue, 15 Jan 2008 04:22:44 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1793&iddiary=3807