b-rabbit's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=615Elder Scrolls IV: Oblivion (360) - Thu, 06 Mar 2008 02:28:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=3138GAMEPLAY: While playing this game, I got really mad because I kept dieing all the time. All of the enemies kept killing me super fast. I was ready to give up playingt he game, until i finally found some weak monsters for me to kill and start training on. It takes a really long time to train a skill and get stronger at it. I like games like that. I doesn't make the game go by really fast, and then you end up beating it in a couple of hours. I also liked how you interacted with other characters. It showed a close up with the persont that you were talking to then you ask them a question about something, and depending on how they liked you or not depended on what answer they gave you. It seemed like I was actually there and talking to the person. The other characters also have little side conservations that you are able easdrop on and listen in on what they had to say. Sometimes it gave you little hints on where to go or what you should do for some extra side quests. Design: The level designs were very different but at the same time also the same. Each city had it's own feal and aspect to it. I like that in a game. You can tell where you are by just looking around and the scenery is different and the buildings are different accourding to the city that you are at. But at the same time, the dungeons and the under ground temples all look the same. Of course they should look the same since they are the same thing, but they are not that different when you get a close look at them. The only things that are usually different ina dungeon are the enemies that you face and a slightly different map construction. Another key aspect to this game that makes it so unique is the time element of the game. The game is revolved around time to make it seem even more realistic. But it is a goodthing that the time is not real life time because otherwise the game would go really slow (like animal crossing, which was really boring). Anyways, I like how they created that time developement when you walk from towns to towns, and you are able to wait or sleep for certain periods of time to get to a specified time inorder to start or continue an objective. It is just simply just amazing that every aspect of the game is revolved around time.Thu, 06 Mar 2008 02:28:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3138&iddiary=5916Elder Scrolls IV: Oblivion (360) - Thu, 06 Mar 2008 02:05:29https://www.gamelog.cl/logs/LogPage.php?Log_Id=3138SUMMARY: Oblivion is a RPG game. The default settings to this game is first person, but you are able to go to third person by a click of a button. But it is preferred to play in the first person mode for better game play experience. It is based on another world where different races like lizard people and cat people live together alongside humans and different types of elves. It is a magical world where you are nearly able to interact with every object in the game which makes this very intense to play. This game is your basic progression game. You are able to level up certain skills, and as you level up, the more abilities you are able to use. You can fight and kill pretty much anything, but you don't want to kill other people unless they are bandits or they are trying to kill you because it is considered a murder and you are fined and could potentially go to jail. The story line is pretty simple also. Since it's in this other world, there are these oblivion gates that come up from the ground and leads to the Oblivion fields. Basically, oblivion is considered hell and evil, and you have to kill all the monsters that inhabit the area and such. The evil prince of oblivion is trying take control of the above world, and your quest that you take eventually lead up to the destruction of all evil. GAMEPLAY: One aspect of this game that I really liked is how you are able to create a custom character of your liking. When you first start the game in the introduction dungeon, you are able to choose your race that you want to be. You also get to complately change how you look in the game, including all your facial qualities, and your skin tone, as well as your hair style and color. While playing the game, you also choose seven main skills that your character starts at level 25, and it could potentially go to levle 100. They give you a set of different types of skills that will be your main skills, but again, you are able to change them to your liking. And finally, near the end of the introduction dungeon, you are able to choose a god, or star figuration that gives you a special bonus for your character. One of the reasons this game is unique is its combat system as well as the actual game play. Since it is in first person, it is hard to see stuff behind you. And in a third age middle world with swords and shields and magic, it is not good when you can't see behind you. The control scheme that it has is hard to get use to and looks complately awkward at first, but eventually it seems like you wouldn't want to play this game any other way because of the so many things that you are bale to interact with.Thu, 06 Mar 2008 02:05:29 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3138&iddiary=5873Soul Calibur III (PS2) - Thu, 21 Feb 2008 02:31:26https://www.gamelog.cl/logs/LogPage.php?Log_Id=2877GAMEPLAY: This time when I played, i played through the Chronicles. The Chronicals is the conquest like mode that enables you to play like a RTS style game. It was fun to play the chronical mode. It was different and it was something knew that Soul Calibur III brought to fighting games. I liked the fact how i leveled up the characters as the more enemies that I killed. And as I progressed along the game, I saw how the game got more challenging, and it pissed me off sometimes. I would take hours to beat one of those single conquests. The Chronical mode was so much different and it was fun. Since I could create multiple characters, I was able to play along with my friend. Infact, I made myself and my friend as one of the characters. So when our character walked along to go destroy a tower and fight someone, we would switch off and play as ourselves in the game. DESIGN: The design of the game was pretty good. I liked how the movements of the characters where so fluid in chaining the attacks which made it near impossible to guess which direction the attack was going to come from. Which then made it nearly impossible to block as well. Other than that, I liked how the game had a eight direction movement system that you can use to evade or walk aorund the arena. The challenges that this game expressed were really tough. One way that the game made complications was that they made the arena that you played on have a limited amount of space to walk around. That meant that it was easy for your character to get ringed out and lose the match. Another way that this game made complications was by adding effects to the arena that helped the opponent win, which decreased your odds of winning. For instance, the arena could have poison, which made you loose health gradually. Or the thoughest effect that i found was hard to beat was called "DOWN LOSE". This meant that when your character fell to the ground, you explaode and automatically lose the fight. And on top of that, they used an extremely tough opponent which most of his attacks made you fall to the ground which resulted in losing the match and dieing. However, I finally found out that it worked on the opponent also so even though it took me about 50 tries, I finally downed the opponent and killed him.Thu, 21 Feb 2008 02:31:26 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2877&iddiary=5417Soul Calibur III (PS2) - Thu, 21 Feb 2008 02:17:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=2877SUMMARY: Soul Calibur III is a fighting game. You can play one player through an Arcade like mode, which tells a specific story for your character. So depending on your character that you choose, it is a different story line. There is also a new conquest like mode where you are able to create characters and you fight other computer controlled characters through as like a RTS style. It also has the typical multiplayer system where you fight other players and the object of the game is to just fight and kill the other opponent before they kill you. GAMEPLAY: The first time that I played, I played through different characters in the arcade mode. I found out that its really hard to block in this game. The attacks are so fluid, and it makes it hard to predict where the attacks are coming from, so you nearly always get hit from attacks. Each character has its own special moves and moves and attacks differently than the other characters. I found it hard to find the right moves and combos to use with some of the characters, so i basically just found one attack and kept pressing it multiple times. I was pretty frustrated while playing this game. Every time the opponent kept on killing me so fast that i couldn;t do anything. So I got really mad. However, the more I played it, the more i saw how to play and use the characters by just watching how the computer used those characters when they fought me. I liked how each character was a little different, but it was confusing for me because each character had to look for the soul blade. But every character knew how to use a weapon skillfully. So that didn't really match up for me, it seemed a little awkward that everyone that knew about the soul blade were skilled fighters. I liked it when I played against other people that I knew. It made the game more fun and more interesting to play because interacting with other people during the game made it so much fun. It is like any other fighting game, its fun to kill your friend in a game. It made it more interesiting also because the competition between an actual human other than an a.i. is always better because you can trash talk and do whatever comes to mind unlike when you fight the computer.Thu, 21 Feb 2008 02:17:02 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2877&iddiary=5393ブルードラゴン Blue Dragon (360) - Sat, 09 Feb 2008 02:11:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=2461GAMEPLAY While playing again for the second time, I found myself stuck in the game. I kept on playing it, and I didn't want to stop. It is really just a fun game to play. However, I still think that there can be a lot more improvements to the game. From playing for hours, I found that the game was not really any different than what it started out to be. The only difference was that the monsters got stronger and more there were more enemies to kill. Since the game was very repetitive, the gameplay didn't astound me much. The monsters looked all the same when they got stronger, all that changed was the color of the moster to indicate it is slightly stronger than the last version of the monster. But since the game was easy, but sort of fun to play because when you level up you get more abilities for your shadow, and the abilities made the game more interesting to play. So I ended up sticking to the flow of the game because I couldn't wait to level up and get new magic and other abilities. DESIGN One design element that made this game good was most definitly the battle system that they had. The batlle system was unique in it's own way. Since the fighting style was turn based like final fantasy, they made a few changes to make it more interesting. For instance, instead of a person actually doing physical damage, they control their shadow to do the fighting for them for attacks and magic use. It is also unique by letting you control when you want to do your attack, and I like it when you have some control over elements of the game. I also like it when you switch classes for your shadow; it uses a different fighting style so it seems like it does different attacks. For instance, when you ar the black magic class, when you attack, its attack looks like a physical push force towards the target. But when you are the swordsman class and you attack, it does a spin in the air and comes smashing down on your target. Another element of the game that made the game interesting was the bonus system. As you level up, you get new abilities for your shadow depending on which shadow class you leveled up. Those abilities could either by activated abilities or passive abilities. For instance, an activated ability would be "control" which enabled you to control an attacking monster. But one of the passive abilities would be "double strike" which enables you to hit the target twice when you do a regular physical attack. The challenges in the game are the monster battles and the boss battles. The monster battle are a challenge because if you are not careful and plan out your attacks correctly, then most likely your characters will die. Especially when you end up fighting stronger monsters. Some of the boss battles were pretty simple, but later in the game they start to get more complicated. The bosses start using more powerful magic and area of effect spells to hinder your characters. On top of that, the boss ends up having insane amount of heath, and even finding the weak spots for the monster won't stop it. Because when you use a certain stype of magic on a boss monster, it does a lot of damage, but somehow the magic will help them get stronger also. For instance, one of the boss battles was a dragon. When you did a physical attack on him, he would get stronger, and attack more times in one turn. So even though you were doing massive damage to the dragon, the closer you got from killing it, the harder it got to stay alive. Even though sometimes the bosses were frustrating, I thought the boss element was a good idea because it kept the player interested and it made him plan out their attacks more stratigically.Sat, 09 Feb 2008 02:11:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2461&iddiary=4833ブルードラゴン Blue Dragon (360) - Fri, 08 Feb 2008 21:27:48https://www.gamelog.cl/logs/LogPage.php?Log_Id=2461SUMMARY: Blue Dragon is a one player RPG with a turn-based battle system like final fantasy. You start out as ordinary kids and every year this land shark attacks your village when these violet clouds come. Then as the story progresses, the evil Nene had you swallow these spheres making you seem that they would help you get stronger. The spheres transformed your shadow into other creatures that can take physical form. With the shadows, you are able to use magic, and with it you try to kill Nene for attacking the village. The shadows have 9 different classes (like black magic, white magic, swordsman, etc.) and are able to level up which will let your shadow gain new abilities to fight with. GAMEPLAY: At first, this game was really slow, but when is any other game not slow at the beginning? But in this game, there was a lot of cut scenes to show the story line. Sometimes the clips were too long, and they made everything really ovious. There wasn't much thinking required to play this game. It is a simple progression game that tells you to go here and there until you have this item, and then go back and use the item on the door. A very simple game indeed. What I liked about the gameplay was the unique fighting system that they have. The battle system is like final fantasy, however, they have some extra features to it that makes it different. One, you actually see the monster that you are about to fight unlike in some typical games where wild monster fights are random. Secondly, you are able to charge your attacks so that you can make them stronger, but it takes more time. But what I like about this is that it shows you when you are going to perform your attack while charging. For instance, there will be a line before a picture of the wild monster, and a space afterthat line. If i go over the line, I'll use the attack after the monster had his turn, and if I go before the line, my character attacks before the monster. I liked that part of the battles because you are able to strategize with your attacks. I also like how their are field abilities that can help you either run away from monsters and not fight them, or hinder the monster before you fight it. Even though I liked the battle system that they use, the story line and how the characters are revealed through a narrative perspective were not so great. Since most of the characters where children, the characters were portrayed like they were really stupid and they don't know what to do. That is what made the game play so ovious sometimes because they would literaly tell you what you need to do instead of giving you small hints and trying to figure it out by yourself. Also, since they were only children, the voices didn't really set the characters straight. You would have like a 12-15 year old kid, but with like a 30 year old voice. So a lot of the dialogue to me was really poorly done, and it maded me not want to play anymore just because of how the characters are portayed.Fri, 08 Feb 2008 21:27:48 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2461&iddiary=4665Shadow of the Colossus (PS2) - Sat, 26 Jan 2008 02:28:37https://www.gamelog.cl/logs/LogPage.php?Log_Id=2222GAMEPLAY: While continuing my gameplay, It seemed to be a lot easier once a figured out what all of the controls are. But it all seemed to repetitive. All I did was get on my horse, find a colossus, find its weak spot, and climb up its leg and stab it. Killing all of the colossus were the same story. It just seemed to simple and I didn't like that. All of the gameplay was the same story. There wasn't much difference in the different colossus. It made me feel really bored while playing and after playing the game for another hour, I felt like giving up because I couldn't understand the story since it was like in another language and the only thing that talked seemed like it was some sort of god or spirit like figure. So while I was playing I couldn't understand any of the story line and all of the gameplay was all the same, nothing new never really happened and it made me really bored so i gave up on the game. DESIGN: What made this a good game in a design perspective, was I liked how the giant scale of the colossus was used to imagine as if it really is that big and it makes it seem impossible to destroy the colossus. However, all of the levels or different colossus that you have to kill were nearly all the same. I did not like that aspect of the game because it made it seem like you are fighting the same colossus every time, the only difference is that you have to stab a different area of the colossus. I also thought that their was never really any conflict in the game other than trying to hold on to the colossus when you tried to climb it. And then the colossus kept on trying to fling you off, so it would drain your energy and then you would fall off. Thats the only conflict that I felt throughout the game, but the game showed any complexity to it. It was way too easy. Right away when you look for the weak spots on the colossus, you know where to strike it and how to get to those spots, because they only give you one way to climb up its legs, so it was easy to get the weak apots and kill the colossus. I really did not like this game, it was insanely boring to me. And there was no reward system that I saw of. If I were to change something in the game, I were to grant the player a reward system somehow as well as have the AI for the colossus be smarter and move a little faster, because they moved incredibly slow. I would also make it seem a little more real. For instance, when you fall from a 100 foot colossus, you should die, and not just get injured and lose some health.Sat, 26 Jan 2008 02:28:37 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2222&iddiary=4325Shadow of the Colossus (PS2) - Sat, 26 Jan 2008 00:29:45https://www.gamelog.cl/logs/LogPage.php?Log_Id=2222SUMMARY: This game is a Role Playing Game. You control this character in a giant world. The point of this game is to collect the power of these colossus to revive your friend that was injured. So the object of the game is to kill these giant colossus creatures by climbing on them and stabbing them in their weak spots. GAMEPLAY: This game is very stange. I didn't understand any of the story line at the beginning and even later in the gameplay I still didn't understand the story line until someone told me the story. Other than that its weird that this simple little man is able to kill these giant colossus by simply shining his blade to find the weak spots of the colossus, and then somehow trying to find a way to climb up on top of the colossus and hit it with your sword while trying to hang on to it. When I first started playing the game, I couldn't understand how to kill the colossus at all. But then I finally figured out that I had to charge my wepon to inflict more damage. One of the flaws that I thought was wrong was that since it was the first time trying to kill a colossus, that they should keep showing you the controls of the game while playing in case you were stuck at a certain part of the game.Sat, 26 Jan 2008 00:29:45 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2222&iddiary=4225Mario Party (N64) - Tue, 15 Jan 2008 02:32:16https://www.gamelog.cl/logs/LogPage.php?Log_Id=1760GAMEPLAY: This time around I went along and played solo in the one player adventure. This time I was sent to another world and was challeneged to play just the mini games. If I lost the mini game, I lost a life; if i won the mini game, I would gain a life along with some coins that I got from winning the event. All the mini games were mostly time based and against the computers, so you would have to beat the computers in the mini game inorder to advance. And with every 100 coins that you collect, you get another life. Some of the mini events were easy, but some were so insanely challenging. I had to play all the mini games to pass the one player mode. So beating all 50 mini games was hard. I really hated the last mini game also when toad comes on a mushroom and challenges you to one last game. I played that last game nearly 50 times before I finally beat it. I felt so angry every time that toad would beat me and I would want to give up, but i decided that since its the last game to beat, I might as well take the time to beat it, and I finally beat it. But every time that you would lose one of those mini games you would get so angry becuase it seems so impposible to beat. DESIGN What I thought made this a good game was using the classic characters of nintendo. Like how they used Peach, Mario, Luigi, Yoshi, Donkey Kong, Wario and Waluigi. And then thye incorporated those characters to having fun in a party game. I also liked how they have the different levels that you can play on, and each one is different in its own twists and turns. Thats what also makes the game challenging is the level that you play on. Because each level has a different surprise that keeps the game interesting. For instance, one of the levels called Luigi's Engine Room, there are these red and blue doors. While the red doors are open, the blue doors are blocked off so it forces you to move in one direction. On top of that, at the beginning of every turn the walls switch, so if the red doors were open and the blue were closed, now the blue would be open and red would be closed making you go different directions and sometimes blocking you from going to where you want to go. The way that the game makes conflict also is these question mark spaces. If you land on a question mark then something happens. Its different for each level, but it usually changes something in the level to mix up the level and completely change something. It can really screw you up some times. It also creates conflict with red spaces. When you land on a red space, you lose coins and it also puts you at a disadvantage for the final mini game. It could make it so that you are against the other 3 characters, so 1 versus 3. There is also Bowser (evil character) placed on the map that will take away a lot of your coins if you get to him. The ideas that Mario Party gave me was using characters that people may be familiar with or something that they may know. Like when you say "Mario", everyone knows what Mario is. So that is something that I want to bring to my game. So that when someone sees it they will be like, "hey I remeber somthing that". It also teaches me that I should make some parts of the game simple so that the person playing it wont get frustuerated, but I should also make a part of the game so that it's really hard for them to accomplish.Tue, 15 Jan 2008 02:32:16 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1760&iddiary=3753Mario Party (N64) - Mon, 14 Jan 2008 01:17:59https://www.gamelog.cl/logs/LogPage.php?Log_Id=1760Summary: Mario Party is a turn based game. There are four characters that are used in a game either being computer players, or up to four people playing. You play on different maps that are given to you as if it is a game board and you play it out. Rolling a dice is by simply hitting a box, and the objective of the game is collect the most coins which can be used to buy stars that are placed on the map. At the end of every turn there are fun mini-games that are played with every character and the winner is rewarded with coins. Although, it may seem simple, the game has many tricks and evil events that will take away your coins. Gameplay: My experience with Mario Party was quite fun. I liked the turn based feeling to the game so I didn't feel to rushed into playing the game at a specific speed. I also like how they put the twists and turns into the game that slows down your progression in the game. However, it did have its moments that made me really angry against the computer. Like when you get to Bowser (the evil character) he takes like almost all of your coins, and then you never roll the amount of spaces that you need to roll so you get pissed off even more about the game. But what I liked the most about the game was mini games. All the mini games are fun to play especially when you play with all your friends. Then you start to make a conspiracy against the other characters so that they cant win. I also liked the complete randomness that you get while playing. Like basically its a game of luck and some little skill for the mini-games, but I liked how they made some part of the game uncontrollable, so no matter what happens in the game, there is always a chance to come back from behind and win. (This entry has been edited1 time. It was last edited on Mon, 14 Jan 2008 01:19:36.)Mon, 14 Jan 2008 01:17:59 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1760&iddiary=3485