Albert's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=620Jet Set Radio Future (XBX) - Wed, 05 Mar 2008 23:05:48https://www.gamelog.cl/logs/LogPage.php?Log_Id=3041Gamelog 2 Gameplay: One thing I notice is that this game has very good collision detection. What I mean by that is that whenever the main character is near certain objects, they react to it. For example, when the main character goes by a flock of birds, the birds fly away, when the main character is near a vehicle, the vehicle slows down to a stop, when the main character is increasing in speed the faster the people move away. Also, the main character interacts with the game world very well. For example, when the main character goes climbs up stairs, he turns off the smooth rollerblading mode into choppy steps, going downstairs it is still smooth just choppy on the up and down movement. My favorite collision is when the main character goes into a stack of boxes, then the physics aspect takes over where the boxes would go in motion with the main character as well as fall down with gravity. The gameworld in the game is very big too!! Once I figured out how to get out of the garage, I got into the big world of Tokyo. The architecture is very fun to look at and the vehicles look like buses and cars that you see in cities. I enjoyed how there are many city aspects to the game. One of my favorite parts of the game world is where there was this one slanted floor that the main character had to pass by and there was a flock of birds. It was so fun just going through the flock of birds; it felt like I was at the beach running through a flock of sea gulls. I know I said earlier in my game log that the graffiti was very repetitive, but actually the later a player gets into the game, the more unique the graffiti gets. It depends on the amount of space a player can graffiti on. A player cannot freely graffiti anyway, then it will defeat the purpose of a challenge in the game. A player can only graffiti on areas where there are these floating circle things are on. Anyways, the graffiti’s looked cool when I sprayed areas where there are a lot of circle things because the graffiti is bigger and cooler to look at. I thought the first objective of the game was pretty dumb because I had to follow this one guy. I think it was a based on my control skills because the guy I followed went through VERY EASY obstacles and stopped at certain areas, then I had to do the same obstacles and talk to him. I believe there wasn’t much thought put out in the game, but it just fitted with the story of the game. Design: Like what I mention earlier, Sega tried to create a game that attracts people. They wanted people to have the desire to by the game. To do that, they had to make the game look very cool. The artwork of the graffiti looks as if someone colored it in the game (since most graffiti is cartoon like anyways). Talking about cartoons, the cartoon aspect fitted the game perfectly. They pulled off the cartoon perfectly because not only did it had vibrant colors, but there was also shading. Shading is used usually in many 3D games with 3D shapes, but this game had 3D cartoons. The level design in the game is probably what will tell people that they will use the power of the Xbox to the fullest because they used a large space with very beautiful colors. The graphics overall, is one of the reasons people should take a look at this game. The music in this game is very catchy because they used a lot of beats in it. There is many techno, drum and bass music in here. They used this to tell its customers that they have great music and that great music makes a great game. The title does say “Radio” and they used a lot of sound effects that radio stations use, such as all of the technologic and computer sounds. The sound of technology and techno music represents futuristic sounds and that is what Sega was looking for.Wed, 05 Mar 2008 23:05:48 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3041&iddiary=5742Jet Set Radio Future (XBX) - Wed, 05 Mar 2008 20:33:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=3041Gamelog 1 Summary: Jet Set Radio Future is a sequel of Jet Set Radio that was originally on the Dreamcast published by Sega. You are the main character that joins the GG’s, a rollerblading graffiti gang who covers the walls of Future Japan with graffiti and fight against Reccacuk police and rival gangs. The 3D cartoon graphics, catchy music, fun characters, makes this game one for the teenagers. Gameplay: I have never played this game before but always saw it as the free game that came with the Xbox. I love how the title screen had crazy catchy music, it drawn me into the magic circle instantly. For being such an old game, the graphics were astonishing. Another aspect that drawn me into the game is how artsy the game was. It was a cartoon game that had great FPS, and it had the graffiti aspect to it. I always loved doing graffiti (not on walls but on paper), and this game showed how it could become fun and bad. When the game actually started there was a little tutorial on all of the controls, such as jump, grind, tricks, and graffiti button. This game does not have much interactivity and a player has very limited options on the gameplay. It is somewhat like many two dimensional Mario games where a player can do very little commands. The only way this game could have a more of an interactive gameplay is to get power ups later which gives your main character more stunts, or different graffiti. And what’s up with the graffiti, there is only one type of graffiti that I see that I am doing. It would not hurt to put a verity of graffiti because the game is going to be very repetitive and boring with one type of art work. The moves are very limited too. The player cannot even go up a half pipe and do tricks. If there are rollerblades in a game, the player has to at least do multiple tricks. There is one aspect of the game I notice while playing. It is in many other games but this is an early version of a 3D game, and this games camera angle was amazing. It followed the character very well, and it showed the game world as if a person was looking at it with their own eyes (but in a cartoon world). If the camera got too close to the main character, the main character would fade so that the player could still see the gameworld without the main character in the way. This game did a very good job with showing the artwork behind it.Wed, 05 Mar 2008 20:33:02 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3041&iddiary=5694Super Smash Brothers (N64) - Thu, 21 Feb 2008 00:35:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=2721Gamelog 2 Gameplay: The second time through, I decided to do both mini games by using Jigglypuff. The first one I did was “Break the Target” which is plain and simple; break the targets as fast as you can. The rules are easy in this game, and breaking the targets is easy, except for that last one on the bottom right corner. Oh man, it was frustrating me over and over; it felt like I kept on losing for an hour. I am so competitive, that I didn’t want to leave this game without breaking that last target. I fail, and stopped playing. I took myself out of that magic circle because I thought the stress was making my hair fall off. If there is anyone that can do this little maneuver, please tell me. Other than that, I went to the other mini game mode which is the platform one. A player basically jumps onto the platform. This is a fun little mini game mode which boosted up my confidence as a videogame player because I not only beat it, but I beat it on my first try. Just by playing this little mini game made me feel like I actually accomplished something today, after that fatal lost of not breaking the last target. After a little bit of getting use to I decided to play as Jigglypuff and fought against Donkey Kong on the hardest mode again. Thanks to playing the mini games many times, I quickly adapted to the gameplay. I finally killed DK on level nine but still kept on losing. After a while I got bored with Jigglypuff so I moved on with Mario and WOW, I realized why people did not pick Jigglypuff as a character, she sucked. She cannot jump, her attacks are weak, she cant take a hit, and her best attack is a suicide attack (you have to be really close and if you mess up you fall asleep leaving you vulnerable for any attack). Design: Like what I said before, this is a unique game for all Nintendo fans, bringing 12 characters from various Nintendo games duking it out. Each character has their own special attacks that are based off of their game. For example, Link has the bombs, boomerang, chain hook, and his attacks are dealt with his sword. This is what makes this game so special, if a player has a favorite videogame, they would want to prove that their videogame is the best, thus creating their own story where their favorite videogame character is fighting against other games that their opponents might like. This creates competition and creates a community, where people want their favorite videogame characters to be the best. One main design in the game play is that this game replaces the health bar with a percentage. This creates a different type of strategy in a fighting game instead of the usual button smashing. This game, players would want to use all components to defeat their enemies such as wall hugging, fighting in a distance, and much more strategy. There is so much that a player can do to knock out another player that I cannot explain the other strategies. Overall this is a unique videogame that stands out in the fighting genre.Thu, 21 Feb 2008 00:35:02 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2721&iddiary=5272Super Smash Brothers (N64) - Wed, 20 Feb 2008 17:37:44https://www.gamelog.cl/logs/LogPage.php?Log_Id=2721“Super Smash Bros” Game log 1 Summary: Super Smash Bros, released on April 26 1999 in North America, is one of the best selling games on the Nintendo 64. Developed by HAL Laboratory and published by Nintendo, this two to four multiplayer fighting game is different from other fighting games where a player dies when a player leaves the boundaries of the screen by either being knocked off, thrown off, or smashed. The health bar is replaced by percentage of hit, where the higher the percentage is, the further you would be launched from an attack. The characters are based off of various famous Nintendo games such as Mario, Zelda, Pokémon, etc. This game is pretty much one of Nintendo’s most original video games ever made. Gameplay: I haven’t played this version of super smash bros for the longest time. It brings me back into the good old days when I would play this game with my brother. Back then, this was the fighting game that everyone played. Since this game has no story behind it, we would create our own story such as the clash of the Nintendo Games, Pokémon vs Mario vs Zelda. Since they took characters from these famous Mario Games, it is fun to see each of them beat each other up and judge which who is the strongest among the videogame world. Just playing this classic game and having the Nintendo 64 controller in my hand gives me this nostalgic feeling of why I loved playing videogames so much. Other than that, I pretty much got use to the Gamecube SSB and the rhythm of each characters movement. So the transition from Gamecube to Nintendo 64 is a big difference such as: physics in the game is a bit slower, characters have different pros and cons, graphics somewhat throws me off, and the level design is different. I am a Jigglypuff user, and she is really great at aerial attacks, but for some reason when I played her in the Nintendo 64 version; every time I was in the air, I always flew off the screen. The characters in this game is not as balanced as it is in melee because weak characters such as Jigglypuff can Easily be launched, unlike link who can smash players with ease and has a very strong defense. Other than me being frustrated with the transition of Melee to SSB, the computer is almost impossible to defeat. It is probably because I lack skill and I use Jigglypuff too much, but I cannot touch the computer. It is like the computer enemies were programmed to instantly attack you when you are in a certain distance, and with my stubby fingers and slow reaction I cannot compete with the speed of the computer. Although, as I played this game more, I understood the pattern of the computer and understood how it attacks and time intervals between attacks so I can counter attack them. It was pretty much a failure, because I have a slow reaction time, but I bet if I played this game more, I would beat it in hard mode. (This entry has been edited1 time. It was last edited on Wed, 20 Feb 2008 19:41:30.)Wed, 20 Feb 2008 17:37:44 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2721&iddiary=5117Star Wars Battlefront (XBX) - Sat, 09 Feb 2008 02:00:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=2348Gamelog 2 Gameplay: The second time playing I played with a partner which enhanced the gaming experienced. We were teammates but at the same time competing to get the most kills. I picked the same map, Genosis, because I loved this map and as an avid sniper I have the advantage. Also, there are extra enemies that when you kill them it does not reduce enemy’s troop numbers. So I could possible get over 250 kills, the number of troops each team has, even though it is nearly impossible to do. The outcome of the game was obvious; I came out to be the winner with my sniping skills. I enjoyed the fact that I started to play this game and learning the basics quickly, since the button layout is very similar to many firsts’ person shooters. The last couple of games I tried the game in the hardest mode by myself and OH MAN this mode is so difficult. Almost every character in the game seemed like a sniper, and snipers enemies were killing me with ever step that I go. Even though if I manage to kill over 100 enemies, I still lose by over 100. When the game was over and I checked the states of my fellow AI teammates, they had negative kills, thus meaning they pretty much killed each other. It would have been way better if I played with out them. There was no way I could beat this hard mode with my sniper, which is why I found a new character to play with, the pilot. The pilot had no infantry skills but when he boards a vehicle, he is a killer. Just riding on these massive vehicles made me feel like I am in the battle scenes of the movie. It took me a good 3 hours to figure out which vehicle was the most rigged of them all and I found out how rigged the board plane was. This thing was meant to transports troops back and forth in the map but ended up being a killing machine. To make this killer work is that I have to board to maximum capacity then each unit on board can control over several laser beams and own massive amounts of enemies. The best thing about this ship is that I get to hover above all the enemies which means they are so dumb that they cannot see me from above and all I did was to shoot areas where there was a dense amount of enemies and kill them by the masses. This is probably the only way I could beat hard mode on Genosis. Design: This game is pretty much nothing but emergence. I understand that it follows the story lines of Star Wars battle by battle, but it is the same kill and conquer game throughout each level and any other game mode. Even though it was the same game each time, this is the type of shooter gets credit for what I said before, kill and conquer, but by the masses. This is where Battlefront gets its credit; it is exactly like the battles of the movie. Most people watched Star Wars for the insane battle scenes and now they get to play those scenes. Like what I said about Battlefront being like the movie, but the level design in this game pretty much looks like each battle terrain in the movie. I really don’t remember how the movie goes but I do know that this follows very well with the movie at the same time giving players a fun level design where players get to run around huge levels, fight enemies in many types of laser terrants, and fight in big legged walking robots. This game may seem very easy to learn but it could be challenging, if players played this game in the hardest mode. Oh man this game mode is so tough. Just beating this game in this level gives me the reward of bragging rights for anyone who has not beaten this game in the hardest mode. MUHAHASat, 09 Feb 2008 02:00:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2348&iddiary=4821Star Wars Battlefront (XBX) - Wed, 06 Feb 2008 21:08:27https://www.gamelog.cl/logs/LogPage.php?Log_Id=2348First gamelog entry Summary: Star Wars Battlefront, developed by Pandemic Studios and published by Lucas Arts, is a first or third person shooter where players could pick to battle with the classical or the requel of the Star Wars trilogies. The classical era is the battle of the Rebel Alliance and Galactic Empire while the requel era is the battle of the Galactic Empire and the Confederacy of Independent Systems. Each faction comes with five classes of characters,basic infantry, the sniper, heavy arms, pilot, and a special unit. Battlefront is either played with a first person story mode or multiplayer where the basic objective of the game is to either kill off all the enemies or capture all of the territories. Gameplay: I played many first person shooters and this is basically like any other. I love how this game is closly related to the movies battle scenes where there are hundreds of soldiers taking out each other, laser bullets flying across the screen, and huge vehicles shooting massive lazer cannons. Another aspect that I discovered about this game is that the battle arena is huge. It takes me a while just to get to the other side of the map. Battlefront is an ideal first person shooter game that I would play because I love space and quantity when I play. The more enemies there are the more I can kill. All of this freedom and space makes me feel like I am playing Starwars the Movie. I started playing this game in the freeplay mode where there really is no objective but to kill off all of your enemies. I choosed one of my most favorite characters in any first person shooters, the sniper. The world map I choose was Genesis which was a flat desert like arena. I choose this so I could put use the less hilly terrian that gave an advantage for snipers because I could pretty much see every enemy with the sniper scope. I had soo much fun just picking of enemies here and there, even though I put it on easy mode. This game is perfect for increasing my sniping skills for any type of first person shooter. I would most definately play this game before I play a Halo tournment just so I can practice my sniping skills. (This entry has been edited1 time. It was last edited on Wed, 06 Feb 2008 21:10:01.)Wed, 06 Feb 2008 21:08:27 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2348&iddiary=4488Super Mario Galaxy (Wii) - Sat, 26 Jan 2008 02:23:26https://www.gamelog.cl/logs/LogPage.php?Log_Id=2103Second gamelog: Gameplay: This time I played the map where Mario is a bee climbing the wall. I thought it was really funny how they applied the bee aspect with Mario's oddly shaped body form, Mario is a fat bee that can only fly for a few seconds. He pretty much has all of Marios neutral maneuvers except for the double jump, instead he flies. Not only can he fly(or float) but he can fly on homeycomb walls. It pretty much acts like another gravity against a wall. The obsticals are a little bit different because when an enemy comes by you it is more challenging by the fact that Mario does not have his cat like reflex jumps, where he is stuck with his slow hover. After toying around with the bee power I went to Luigi's Mansion and used the Boo power up. I truely am not fond of this power up because it is a more stealth power up rather than an agressive attacking or super flying ability power up. Some of the special abilities for this boo is a really lame one like the other boo's cannot see you as Mario unless you come in contact with them and then you lose a life and turn into Marios natural body. Another ability similar to the bee ability is that he can do many short hops giving him the ability to pretty much float. Over all I cannot complain about how challenging this level is. There is a lot of thinking involved that it makes me forget about how boring this power up is and how fun the level is. Design: The crazy insane level design is what makes this game such a great game. Almost every world that I enter in is huge and with crisp graphics. I enjoyed all of the vibarant colors that Nintendo uses. The platforms in this game is phonominal, because Mario can climb up that it feels as if the player is going up a mountain with traps and obsticles.The enemies also match with the environment such that boo is in a haunting and scary world as to dry bones being in a desert. There are so many environments that I do not even know where to start. It like traveling the world or even better, the universe. I also believe that Nintendo did a very good job with the challenges of this game. The game starts of at an easy pace where Mario starts to collect the star bits, knock off a few enemies and thats about it. When the game is near ending Mario is running away from numerous enemies while dodging a million traps. Then there is a boss fight at the end which each boss has their own unique spells and weaknesses that makes all the boss fights so fun!Sat, 26 Jan 2008 02:23:26 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2103&iddiary=4320Super Mario Galaxy (Wii) - Sat, 26 Jan 2008 01:21:37https://www.gamelog.cl/logs/LogPage.php?Log_Id=2103Game Log 1 Summary: Super Mario Galaxy, the three diemtional platform game developed by Nintendo for the Wii is yet another great game created in the Mario series. Princess Peach has been captured by the evil Bowser and Mario travels from galaxy to galaxy to save her. The objective is pretty much like any other Mario game where your hero trys to progress with each level by collecting stars. The new gameplay of Super Mario Galaxy is that Mario gets to travel through strangely fun gravities, collect star bits, and turn into new power-ups. Gameplay I started playing this game as an avid Galaxy player so I know the controls and how things work. What I enjoyed about this game is how another Wii controller can jump in and aid the first player in his quest, such as, collecting and shoot star bits, making Mario jump and attack, holds down enemies, mess around with the terran, and most especially annoy player one. This made the game more interesting than any other single player platformers because now my friends could have his own unique way of playing that player one cannot do. I also hate how if I am in a jumping map, when my friend clicks on Mario, he could screw up the timing and Mario falls into the neverending black hole. Other than two players mode I played one of my most favorite maps, the candy land map (the same map that one guy played in class). When playing this map, I noticed how cheerful the music made me. I was singing and dancing with the beat of the song. The music made the jumping map more like a super fun hopping map. This is one of the more challenging maps in the game because when a person goes progresses each obstacle gets even harder than the first. Especially the last part of the map, Mario has to jump on circular platforms with even the slightest control errors Mario would fall into the neverending blackhole. I played this map that it is an easy but fun task for me!Sat, 26 Jan 2008 01:21:37 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2103&iddiary=4266Super Mario Galaxy (Wii) - Sat, 26 Jan 2008 00:51:07https://www.gamelog.cl/logs/LogPage.php?Log_Id=2103Sat, 26 Jan 2008 00:51:07 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2103&iddiary=4238Legend Of Zelda: Ocarina of Time (N64) - Tue, 15 Jan 2008 00:30:46https://www.gamelog.cl/logs/LogPage.php?Log_Id=1767Log 2 Gameplay: The second time I played the game was when I fought the boss. I thought it was unique to fight the boss with the upgraded hook shot I found in the water dungeon. It fits perfectly because the boss was a water tenticle that had a brain controlling it.To defeat it was to hook shot the brain out of the water and attack it with your sword. It was quite challenging because the brain move in many directions and dodged Links hookshot attack. I then discovered that whenever the boss attacks, the brain gets closer to Link, thus an easier hook shot attack. Once I defeated the boss they gave me a clue to where my next quest would be. Then I was transported out of the water dungeon into the front gate. I enjoyed the freedom of the three dimentional world of Hyrule that gives me a sense of freedom. I did not have go straight to the next dungeon,(I did not know where it was located), so instead I decide to explore. I ended up playing the mini game where Link gets to fish. This is just one of the examples of how much you can do in one game. Design: From previous years of playing Ocarina of Time, I relized that the game gets more and more challenging. As you start if with Young Link, the enemies are easy and does not require much thinking or skill to kill them. Also the earlier dungeons are not as long and the puzzles are pretty much straight forward. Once Link travels through time, the enemies evolve into bigger and stronger evils. Although, Link gets new weapons and spells as he goes along his quest which make it easier for him to fight the enemies. The weapons also expands the players puzzles because with more weapons, the more ways a player can solve a puzzle. The evolution in this game makes it interesting because it keeps the game from being the same boring rules. It is like playing a new game every time. Like what I said before, the freedom a player gets when they walk around Hyrule. The map is so big that it is like walking on another world. An extra that comes with the big world is all of the mini games that are scattered. You can walk from town to town and each of them have their unique little challenges such as shooting, race against time, swimming, fishing, and much more. There are also a lot of easter egg hunting. A player can collect many things when they kill an enemy or hidden areas all around the Hyrule world. It is like controlling another persons life all in your hands. This is why Ocarina of time made best seller for 1998.Tue, 15 Jan 2008 00:30:46 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1767&iddiary=3672