nekoshii's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=611Tenchu: Wrath of Heaven (PS2) - Thu, 06 Mar 2008 02:39:28https://www.gamelog.cl/logs/LogPage.php?Log_Id=3135.GAMELOG ENTRY 2. .Gameplay. For the second half of my gameplay, I decided to try Tenchu in two player mode. There were two options of play: co-op and versus mode. I played versus mode with a friend, but it was basically like other PVP game (only with a few different weapons). It was fun trying out all of the different characters Tenchu had to offer. They all had their own signature attacks and styles, and not all button presses resulted in a simple kick or punch. There would be small cut scenes to showcase a signature move. Versus mode didn’t last very long. After that, we decided to give co-op mode a try. This was one of my favorite parts of the game. Playing story mode was fun, but playing co-op was a totally new experience. Instead of working by yourself to kill all enemies in an area, you worked with someone next to you and could speak to them. It added a whole new dynamic to the game. For example, one player could spy on enemies from one side of the field and let the other player know what’s going on, and the other player could use that to sneak up on the enemy or move around without getting caught. The levels were difficult without being impossible, and kept my friend and I motivated enough to continue playing to beat each and every level. .Design. The reward system for Tenchu was very well designed. At the end of each mission, players are awarded new skills and items. Playing the game, one of my main goals was to learn new moves with which to destroy my adversaries. This was also partly because of the stealth kill cut scenes; a reward all their own. If you are able to get sneak up on an enemy, your character is shown performing a deadly one hit kill. This was motivation enough for me to continue with biding my time in the shadows instead of rushing out and just killing enemies. Tenchu’s design fit very well with the style and story. The levels were designed with secret crawlspaces and beams that a ninja could very well utilize to surprise enemies. Lit areas always had shadows in which a ninja could hide. To give the player more reason to be stealthy, the designers threw in a few bystanders who would alert guards if they sensed someone sneaking around. Adding a bit of comedy to the game, enemies’ and guards’ mutterings could be heard when close by. Often, players can hear a man say, “I wish my wife was here”, but if caught, they get a loud, “NEEN-JA!” letting them know it’s time to run. (This entry has been edited1 time. It was last edited on Thu, 06 Mar 2008 02:59:44.)Thu, 06 Mar 2008 02:39:28 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3135&iddiary=5939Tenchu: Wrath of Heaven (PS2) - Thu, 06 Mar 2008 01:59:56https://www.gamelog.cl/logs/LogPage.php?Log_Id=3135.GAMELOG ENTRY 1. .Summary. In Tenchu: Wrath of Heaven, players take the role of one of three ninjas: Rikimaru, Tesshu, or Ayame. It can be played solo, in which the player embarks on a journey through different levels, or in co-op mode where to players must work together to achieve their mission objective. Tenchu: Wrath of Heaven is a unique game in that the goal of each level is not to burst upon the scene and kill every enemy in sight; it is to enter unnoticed and depart unnoticed, leaving enemies dead within your wake. .Gameplay. I fell in love with Tenchu: Wrath of Heaven as soon as I popped it into my PS2. Its intro was absolutely amazing. The scene opened with a ninja finding an abandoned sword in a field and smoothly transitioned into an epic battle scene between two ninja, a mob, and a demon. The music in the background was both haunting and provoking, which matched the game perfectly. As expected, Tenchu was extremely engaging. It’s stealth based, meaning all of your missions are rated according to how sneaky you were. This made it different from the mold - something I really appreciated. Tenchu REALLY drew me into the magic circle. A few minutes into the game, I started thinking like a ninja, hugging walls and hiding in the shadows. The reward system from the missions were incredibly useful and included new items and moves, allowing for even more stealthy goodness. The more I played, the more I got involved in the story and the character that I played, the sign of a perfect game. (This entry has been edited1 time. It was last edited on Thu, 06 Mar 2008 02:00:29.)Thu, 06 Mar 2008 01:59:56 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3135&iddiary=5868Super Smash Brothers (N64) - Thu, 21 Feb 2008 01:29:10https://www.gamelog.cl/logs/LogPage.php?Log_Id=2822.GAMELOG ENTRY 2. .Gameplay. Super Smash Brothers is definitely fun to play, but can get repetitive after an hour or two. I suppose the weapons and items added a bit of variety to the game, but it’s nothing special when you have to use them over and over. My opponents and I eventually just played the game while talking about other things. Like other fighting games, Super Smash Brothers can not hold a person’s interest forever. After a while, my opponents decided to take a break, and I was left to finish my game log assignment in single-player mode. Tired of simply battling other players and NPCs, I decided to try the “Break the Targets” and “Board the Platforms”, which were a great challenge in themselves. My interest in Super Smash Brothers was renewed, as were my friends’. We took turns trying to beat the various stages and each others’ record times. It’s great that these stages were included. They alleviated the monotony of simply knocking your opponents off screen, and gave me another challenge to try and beat. .Design. I loved the fact that the characters, stages, and music were true to the original games. When battling in Kirby‘s Dreamland, Kirby’s theme plays, and when fighting on Hyrule castle, one can hear the familiar sounds of The Legend of Zelda theme in the background. There were two things that bothered me about Super Smash Brothers. One thing was the camera. It is fine when you play in single-player mode, but when playing three different players, it tries to accommodate all four players, often zooming out a little too far, making me squint a little to keep track of my character. Another thing was the simplicity of its design. As I said in the previous “Gameplay” section, my friends and I got bored after playing the game for a while. Using the same moves and items over and over got repetitive, and we were eventually able to guess each other’s attacks. Adding more moves and combos would have made the game much more interesting. I plan on playing later Smash Brothers games to see what improvements the creators have made.Thu, 21 Feb 2008 01:29:10 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2822&iddiary=5322Super Smash Brothers (N64) - Thu, 21 Feb 2008 01:08:18https://www.gamelog.cl/logs/LogPage.php?Log_Id=2822.GAMELOG ENTRY 1. .Summary. When one thinks of a fighting game, usually, what comes to mind is a player versus player system in which two people duke it out until one knocks the other out. Super Smash Brothers, however, uses a completely unique battle system. Instead of simply trying to take your opponent’s health down to zero, you must also try to knock them off of the stage. In addition, up to four players can play against each other, making it a great free for all. Another feature that differentiates Super Smash Brothers from other fighting games is that you can play as characters from previous Nintendo games, giving it a sense of familiarity. .Gameplay. I started out playing Super Smash Brothers on single-player mode for the first half of this game log assignment. It has been a while since I’ve picked up a Nintendo 64 controller, and as I played, I was brought back to my younger years. This was partly a result of the characters in the game. My childhood consisted of playing games starring Mario, Link, and Pikachu, and having them all together in one game brought memories flooding back. Super Smash Brothers brought a sense of nostalgia, and I’m sure that many others feel it. Not long after I started playing, I was joined by a hallmate. It seems that games such as Mario Party and Super Smash Brothers have some kind of allure to them. It is impossible to play them alone without attracting an opponent. We were later joined by a third player, and found ourselves discussing the good old days of Pokemon Trading and original Zelda games. Super Smash Brothers is a great throwback to previous Nintendo games. It was a great decision on the creators’ part because it allows both older and newer Nintendo fans to connect with the game.Thu, 21 Feb 2008 01:08:18 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2822&iddiary=5305Mario Party (N64) - Sat, 26 Jan 2008 01:13:06https://www.gamelog.cl/logs/LogPage.php?Log_Id=2233.GAMELOG ENTRY 2. .Gameplay. The longer the game goes, the more mind-numbing it gets. I also started getting a little impatient as the second half of the game session continued. It always takes a while for players to complete their turn. First, they must roll the dice and decide their path. Next, if they run into a special space, they have to decide on a path of action. If they want to buy items, it takes even more time. It might have been the fact that I had already been playing the game for a long period of time, but the time it takes to get from the first player to the last seems to take forever. Twists and turns in the game keep it a bit interesting, however. Players are able to steal coins and stars from others, giving each player a reason to continue (revenge!). This, however, makes the outcome a bit random. In the first game that I played, I ended with the least amount of stars, but won the game because I was awarded one for having the most coins and another for winning the most mini-games. It is only possible to stay ahead in the game if you anticipate it. Overall, I think Mario Party is only good for short rounds. Long games easily get repetitive. My hallmates and I stopped in the middle of our second game because of that fact. .Design. The characters, world, and music of Mario Party were upbeat, bright, and cheerful, leading to an overall enjoyable game experience. Mario Party is great to play with other people, as I said in my previous game log. It does a great job in fostering friendly competition among players. In the game, instead of simply earning stars, players can steal them from each other. Players can also set up traps on the board, or change the location of the star to make it more difficult for others to get to it. The game is never stagnant, and there is never only one goal to accomplish, keeping it interesting for everyone. A few frustrating things about Mario Party were some of the mini games and the wait. Some mini games simply involved button mashing, which did little to keep the game appealing, especially when you have been playing the game for a long time. Other games involved vigorous use of the analog stick. After playing them for a while, my hands needed a break. Other than that, the mini games were always entertaining. After unlocking them, players can go to the library and select any of them to play at any time. This is handy if you want to simply play games against your friends without immersing yourself in another hour long game of Mario Party.Sat, 26 Jan 2008 01:13:06 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2233&iddiary=4257Mario Party (N64) - Sat, 26 Jan 2008 00:56:39https://www.gamelog.cl/logs/LogPage.php?Log_Id=2233.GAMELOG ENTRY 1. .Summary. Unlike other games of its time, Mario Party is a board game style video game. The goal of the game is to collect as many stars as possible and stay ahead of your opponents. There are numerous traps and pitfalls sprinkled about the board, and some even encourage players to turn against each other. One can enlist the aid of Bowser or Boo to steal another person’s stars or coins. Having the most stars during the game does not guarantee a win, however. At the end of each game, stars are awarded to players for their achievements. One is given to the player who collects the most coins, another is given to the player who wins the most mini games, and so on. In Mario Party, the tables are quickly turned, and players must always stay one step ahead of their opponents. .Gameplay. When Mario Party first came out, I remember falling in love with it and staying up into the wee hours of the night to play with my brother and cousins. Mario Party is a great game to play with family, friends, or even people you have just met. I started the game solo, but was soon joined by one of my hallmates. Another joined soon after, and later, we had a full-on four player game going. I did not know two of the other players very well, but by the end of the game, we were joking about the game and throwing challenges back and forth. Mario Party is a great ice breaker and social tool. Even spectators in the lounge were enjoying the game with us. I was glad that people came to join in the game, because Mario Party is definitely meant to be played multiplayer. The mini games in Mario Party were definitely fun. There is also that little bit of excitement you get when you unlock a mini game that you have never played before. One feature that was handy were the practice rounds. Before playing a mini game, you can play as many practice rounds as you like, whether for fun or actual practice. The game was interesting because the games are so varied. One moment, you can be playing on a team, and the next, it can be you alone against the other three players. Alliances continuously shift, never letting players settle into a particular rhythm.Sat, 26 Jan 2008 00:56:39 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2233&iddiary=4242The Legend of Zelda: Phantom Hourglass (DS) - Mon, 14 Jan 2008 02:37:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=1775.GAMELOG ENTRY 2. .Gameplay. The more I play The Phantom Hourglass, the more interesting it becomes. The controls, which were at first awkward, soon became familiar. It, in fact, enhanced the game. As I said before, I had never played on the DS. I was pleasantly surprised when I found that to solve some of the puzzles and get past some of the obstacles, I had to make use of the integrated microphone. For example, in order to put out torches, I had to blow on the microphone. I was also able to take notes on screen by using the touch screen. Overall, the game is very interactive, calling for me to shout or speak in order to get the attention of NPC’s. I’m excited to see what else I can do in The Phantom Hourglass on the new DS platform. The story behind the game is less exciting, however. I’ve played most of The Legend of Zelda series, and most of them have been the same. Once again, the princess gets kidnapped and I must once again save her. What redeems the Zelda games however, are the puzzles and dungeons. I found myself going back to The Ocarina of Time and Majora’s Mask. Those had more of a story and plot, but then again, they were on the Nintendo 64. At this point, I feel that I’m not going to be very interested in the story, but hopefully, something will develop that can catch my attention. .Design. The design of The Phantom Hourglass is very simplistic. As a 3-D cel-shaded game, the graphics aren’t as intriguing as others, but it makes the characters and environment very, for lack of a better word, cute. The colors, even in dungeons, are very vibrant. Choosing a simple style was a good choice for this game. The game, as I’ve said before, is very innovative. I can’t stress how much I am amazed by how interactive it is. I love being able to write down hints and clues I get on the maps (it always comes in handy later on). The microphone also has many uses. It can be used to capture the attention of other characters and even blow out “torches”! Many puzzles and dungeons require the use of the touch pad and microphone and I can’t wait until I run into more.Mon, 14 Jan 2008 02:37:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1775&iddiary=3542The Legend of Zelda: Phantom Hourglass (DS) - Mon, 14 Jan 2008 01:54:57https://www.gamelog.cl/logs/LogPage.php?Log_Id=1775 (This entry has been edited1 time. It was last edited on Mon, 14 Jan 2008 01:56:42.)Mon, 14 Jan 2008 01:54:57 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1775&iddiary=3504The Legend of Zelda: Phantom Hourglass (DS) - Mon, 14 Jan 2008 01:33:29https://www.gamelog.cl/logs/LogPage.php?Log_Id=1775.GAME LOG ENTRY 1. .Summary. In The Phantom Hourglass, a new installment of The Legend of Zelda series, Link finds himself on another rescue adventure. The player takes the role of Link who has lost his friend Tetra on the open seas. In this adventure, the player must guide Link through different dungeons in order to rescue spirits that can aid him in his quest and help him achieve his ultimate goal: rescuing his best friend Tetra (who is more important that she appears). .Gameplay. The Phantom Hourglass is the first game I have ever played on the Nintendo DS. Growing up with (and still using) the Gameboy Color and older systems, I felt that having to use a stylus would be a hassle. At this point, I would much have rather used a directional pad. Movement and gameplay using the stylus, however, was surprisingly easy, and came to me quickly. To lead Link around, the player simply had to move the stylus in the direction they wanted him to go. Attacking however, was a little more difficult. I had a harder time getting the hang of attacking monsters. In other games, I simply had to hit the “A” button, and Link would attack. In The Phantom Hourglass, I had to draw lines, circles, and aim for the monsters in order to attack them. I’m hoping to get used to this new system, or it may feel like a burden on the entire game. The story of The Phantom Hourglass seems the same as most of The Legend of Zelda Series. Link begins on an adventure with Zelda, and she somehow gets kidnapped. Link must then embark on a journey to rescue her from the clutches of evil. Even though Zelda was introduced as the pirate girl “Tetra”, it was easy to see through her guise. Although most of the Zelda games share the same premise, the dungeons and puzzles are always interesting and I’m expecting no less from The Phantom Hourglass. (This entry has been edited2 times. It was last edited on Mon, 14 Jan 2008 01:55:57.)Mon, 14 Jan 2008 01:33:29 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1775&iddiary=3491