Akai_Tenshi's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=635Sins of a Solar Empire (PC) - Tue, 04 Mar 2008 00:58:42https://www.gamelog.cl/logs/LogPage.php?Log_Id=2973GameLog #1 Summary: Sins of a Solar Empire is a new 4X, RTS game released by Ironclad Games. Players choose among three specialized races (“Trade Emergency Coalition” (TEC), Advent and Vasari) and primarily “explore, expand, exploit and exterminate.” The playing field is comprised of a 2D solar system, which includes 3D asteroids, planets and stars. Players and/or computer opponents all inhabit the same solar system and are given the ability to battle, form alliances, and trade amongst each other. Personal Gameplay Critique: Initially, I started playing Sins of Solar Empire primarily because of good reviews and my roommate’s interest astrophysics. Fortunately, we were both impressed by the new range of aspects within its gameplay. However, since we were both playing multiplayer, I never had the chance to play single player and grasp the game’s plot. Since I was a kid I have always been a “Blizzard” loyal RTS fan. Unfortunately, I must warn readers for the fact that Sins of the Solar Empire does not “play” like anything from the StarCraft or WarCraft series. This game is very slow paced game in respect to the Blizzard hits and additionally, Sins of a Solar Empire bases much of the player’s succession on economy and expansion. Ideally, Sins of a Solar Empire took the RT-4X genre, added new interesting gameplay aspects, and created a world of both economic and militant warfare. As with most RTS games, getting good will take some time, but for the most part Sins of a Solar empire allows succession to any player who focuses on a particular aspect of the 4X genre. Ideally, the game will eventually require for players to fulfill each of the 4X aspects. For example, players may choose to focus on maximizing economy, unlocking research, exploring as many planets as possible or even just massing fighter spacecrafts. Keystrokes and hotkeys help with macro-management, but due to Sins of a Solar Empire’s pace and level design, micro-management is not as important. (This entry has been edited3 times. It was last edited on Tue, 04 Mar 2008 14:03:56.)Tue, 04 Mar 2008 00:58:42 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2973&iddiary=5590Sins of a Solar Empire (PC) - Tue, 04 Mar 2008 00:56:44https://www.gamelog.cl/logs/LogPage.php?Log_Id=2973GameLog #2 Personal Gameplay Critique: The world of Sins of a Solar Empire is inhabited by three discrete races known as the TEC, Advent, and Vasari. Additionally there are neutral bounty hunters known as pirates, who will target any player with the highest bounty. Each of these ethnic groups has an arsenal of researchable technologies, different structures, and spaceships ranging in size and power. The TEC specialize in heavy armor and ballistic weapons for their ships and structures. Secondly, Advent have low cost and low armored units, but use energy and psi (mental power) weapons. Finally, the Vasari is the most technologically advanced race and have more expensive ships, but are much stronger in terms of shields, weapons and armor. Design: Sins of a Solar Empire is an amazing game for anyone willing to devote hours of gameplay. Rather than explaining the design in terms of the 4x genre I will instead describe the new design aspects that were implemented in the game. Like other RTS and/or 4X games, Sins of a Solar Empire requires players to gather resources and spend them on new structures and units in order to create an army. In doing so, players are also required to expand and fend off any opposition. However, Sins of a Solar empire is not a huge playing field. Sins of a Solar Empire separate each playing field into the 3D planets, asteroids and stars that make up the 2D solar system. Additionally players “expand” by colonizing one of these planets or asteroids. Graphics and level design are beautifully detailed and help Sins of the Solar Empire look, feel and play the way it does. Sins of the Solar Empire make graphics technology amazing by giving players the option to zoom all the way into a specific ship or all the way out to see the entire solar system. My only complaint is that bullets and lasers to not instantly inflict damage when they are shown on the screen, making the game feel a little non-“real-time.” All in all Sins of a Solar Empire is an entirely new concept of RTS game and is successful because of its new ideas, themes and forms of gameplay. Research consists primarily consists of economy and military upgrades/un-lockables, but also has other forms of gameplay specific upgrades. (This entry has been edited3 times. It was last edited on Tue, 04 Mar 2008 20:45:55.)Tue, 04 Mar 2008 00:56:44 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2973&iddiary=5589Super Mario World (SNES) - Thu, 21 Feb 2008 00:33:15https://www.gamelog.cl/logs/LogPage.php?Log_Id=2809Gamelog # 1 Summary: Super Mario World is a 2D side scrolling platform game that eventually became the best selling game of the SNES consol. In this installment of Mario, Princess Toadstool is kidnapped by the infamous Bowser and players play as the heroic Mario to save her. Super Mario World consists of a total of 72 levels (including secret levels) within 7 different worlds. Within the levels are 96 exits (multiple exits for certain levels), in which Mario crosses to pass a level and come closer to beating the game. Also within the game are two unlockable areas, which consists of “Star Road” and another special area. Players who unlock “Star Road” are given the chance to skip immediately to Bowser’s final stage by passing the 12 levels within the path of Star Road. Unlike previous Mario installments, Super Mario World took the original jumping hero and also gave him some new capabilities. Personal Gameplay Critique: I have always loved Super Mario World since the days I’ve played it as a child. After not having played in such a long period of time, I found myself relearning basic mechanics of the Mario world. However within minutes of play, I quickly found myself re-enjoying the continuous jumping. The objective of Super Mario World is to complete each level to get farther and farther within the game. Occasionally the game will ask players to save before beating certain ghost and boss castle levels. By saving the game, players are able to lose all their lives and return to the game to the previously “saved” spot. Normally players would be required to beat all 72 levels, and Bowser, but players who unlock “Star Road” are otherwise able to beat the game in 12 levels. Controls take a little bit of time to get used to, but I found that they were relatively easy to learn because they are each useful if utilized correctly. Movement is achieved through the conditional D-pad and jumping is achieved by pressing “b.” Additionally, Mario can run by holding the “x” button and the D-pad designated direction. Mario is also able to spin jump which can destroy certain yellow blocks by pressing the key “A” key. Furthermore, if Mario has a special power or his companion Yoshi, players may press “Y” to use a special ability. (This entry has been edited3 times. It was last edited on Thu, 21 Feb 2008 06:45:05.)Thu, 21 Feb 2008 00:33:15 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2809&iddiary=5269Super Mario World (SNES) - Thu, 21 Feb 2008 00:33:06https://www.gamelog.cl/logs/LogPage.php?Log_Id=2809Gamelog #2 Personal Gameplay Critique: Players play through a multitude of obstacles such as short “Goombas” or shelled “Koopa Troopers,” in which they may either avoid or kill. Mario’s standard attack is his jump which kills enemies as Mario lands on them. In order to achieve this maneuver players are required to jump and navigate Mario so that he will land on the enemy. Furthermore Mario is also able to kill enemies using the different power-ups, which are accumulated throughout the game. In total there are four power-ups within the game. The first power-up is the red mushroom which increases Mario is size and gives him an extra shield from dying. The second power-up is the green mushroom which adds an additional life to Mario’s total life bank. Additionally players may accumulate lives for each 100 coins collected by Mario. The third power-up is the fire plant, which grants Mario’s growth and the ability to shoot fireballs at enemies. With this special ability, Mario is able to shoot up to three fireballs on the player’s screen by pressing the “y” button. Mario’s fourth and final consumable power-up is the feather which gives Mario a cape and grants him the ability to run, jump then fly or float across a level. In addition to the four power-ups, players may also find a “Yoshi,” which grants players the ability to ride a dinosaur like creature and consume enemies. Super Mario World plays relatively fast and never slows down due to the array of actions players are able to choose at any particular moment. Play constantly changes due to the variety of environments within the worlds and levels. Players will often find themselves flying in the air, swimming through water, or climbing fences and vines despite the games platform genre. All in all Super Mario World has a timeless classic gameplay that has gone on to spread inspiration to many other 2D platform games within its genre. By adding these new themes and skills to the Mario series, Super Mario World easily sets aside its gameplay between other 2D platforms of its time. Design: Rather than just jumping through a map, Super Mario World has added new ways to beat the conventional Mario type game and its predecessors. Super Mario World is a great game for pace, player interactivity, and its new power-up reward system. Comprised of 72 environmentally challenging levels, Mario must also face new methods of maneuvering and killing obstacles within each progressively harder level. Super Mario World introduces its powerful rewards in the beginning of the game, but these powerful rewards are often short lived due to the constant bombardment of enemy obstacles. Even though the game is beatable in 12 levels, Star Road is still respectively hard to beat. The reward system is what sets Super Mario World on to the classics list. The combination of power-ups and Yoshi served as an amazingly incentive filled game in my opinion. Furthermore, Mario’s individual attack movements added appeal to the interactivity with Mario. Maneuvering through the game and getting the hang of timing actions correctly was very rewarding to me. Also, using the different abilities of the colored Yoshi added replay-ability of certain levels within the game. By allowing Mario to interact with many different objects within Super Mario World, the Super Nintendo was able to release its best selling game. Unlike previous Mario titles, Super Mario World added player interactivity and new items for Mario to cope with. This combination creates an addicting fast paced thriller that utilizes items to keep players wanting to try more. (This entry has been edited1 time. It was last edited on Thu, 21 Feb 2008 06:46:27.)Thu, 21 Feb 2008 00:33:06 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2809&iddiary=5268Metroid Prime: Hunters (DS) - Sun, 10 Feb 2008 15:36:02https://www.gamelog.cl/logs/LogPage.php?Log_Id=2599GameLog #1 Summary: Metroid Prime: Hunters is a 3D FPS action-adventure that revolutionized gameplay, graphics and wireless networking on the hand-held Nintendo DS. The game includes a single player adventure-mode, as well as four-player online or local Wi-Fi multiplayer mode. In the adventure mode, players play as the heroine Samus Aran and progress through a Galaxy of five different worlds (Celestial Archives, Alinos, Vesper Defense Outpost, Arcterra, and Oubliette). Within each world players are required to analyze, destroy, and tour through a multitude of obstacles, enemies and bosses (6 other rogue hunters and end of world bosses). As the game progresses, Samus obtains up to six additional weapons, energy boosts (total amount of hitpoints), and capacity boosts (total amount of ammunition). Additionally, players unlock different features of the game as they accomplish different aspects. Multiplayer is achieved either locally or across “Nintendo Wi-Fi Connection,” and can link players worldwide. Gameplay is comprised of 26 total arenas (15 unlockable), where up to four players are able to battle head-to-head. Players choose between the seven hunters (including Samus) and play different “game modes.” The seven different multiplayer game modes include battle, survival, bounty, defender, prime hunter, capture, and nodes. Gameplay varies depending on the mode, but players are primarily required to compete with each other by staying alive, killing opponents, and obtaining weapons, ammunition and energy orbs. Rankings, awards, and other player information is kept on each player’s very own “Hunter’s license," which is shared between worldwide opponents. Personal Gameplay Critique: Metroid Prime: Hunters is an amazing and revolutionizing game because of its gameplay, perspective and multi-playability. However, since I am not a follower of the Metroid series, the story and incentives of playing the adventure mode never quite appealed to me and I found myself rather bored. Nevertheless, with multiplayer’s vast mode selection, I wound up spending hours playing with friends and online opponents worldwide. Since Metroid Prime has unmatched multiplayer gameplay, I strongly recommend this title to stay on any DS’ R4 card. Initially my first impressions to the game were of pure amazement. Not only did I believe that a multiplayer FPS would be unlikely with Nintendo’s DS, but I also thought its graphics technology would be garbage. In comparison (graphically and mechanically), Metroid Prime Hunters is ideally a mini “Quake III Arena” even though the gameplay, resolution ratio and in-game features are somewhat different. Additionally in the multiplayer mode, Metroid Prime: Hunters plays almost identically to a Q3A-like game because of the fast pace, absence of recoil, and respawning consumables. I have concluded that gameplay is relatively simple, but may also be understandably annoying. The game utilizes the top screen to display the player’s vision and the bottom screen is used to aim/navigate the player’s vision and also to select different features on Samus’ suit. The buttons utilized come in four different preconfigured sets, but the primary controls (which I used) involve the left and right triggers, D-pad, and the stylus. The left trigger is used to fire, the D-pad is used for movement (forward, backward, strafe left and strafe right), and the stylus is used to turn, select, and jump (by double tapping). Due to the importance of the stylus, players may find themselves wrenching their wrists like mad. Also the right trigger is basically only used for the weapon “Imperialist,” which zooms in and out of a “sniper-like” view. Additionally for multiplayer, friends may use of the DS’ built in microphone, which allows anyone on an online mutual friend-list to communicate with one another. (This entry has been edited7 times. It was last edited on Sun, 10 Feb 2008 19:21:56.)Sun, 10 Feb 2008 15:36:02 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2599&iddiary=4944Metroid Prime: Hunters (DS) - Sun, 10 Feb 2008 15:35:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=2599GameLog #2 Personal Gameplay Critique: As Samus, the player’s primary objective is to progress within the game and defeat all enemies. Players may also choose to search and explore for secrets and new areas within each world. Enemies within adventure mode include a multitude of different robots, hunters, and organisms. In order to advance in the game players are required to use their analyzer which scans and helps players identify and unlock doors, buttons and portals within the game. In addition, players are forced to use Samus’ “morph ball” capability in order to fit into small areas and tunnels. Primarily, Metroid Prime rewards players by introducing new weapons and boosting Samus’ energy (hit points) and ammunition capacities (capacities are fixed for multiplayer). Although not exactly an intentional in-game reward, but there’s an amazing feeling of supremacy if you’re good at multiplayer. Three differently sized energy packs (health) are also awarded frequently throughout both multiplayer and adventure mode to recover lost health. As far as weapons go, Samus (or whatever hunter players choose) begins with a stock “Power Beam” and Missile La,uncher and is able to obtain six different additional weapons. Each weapon opens specific doors and each specializes in killing a particular enemy hunter (only in adventure mode). Ammunition is never scarce and players can backtrack to Samus’ ship, which automatically reloads all weapons. All in all, Metroid Prime: Hunters is a breakthrough game for the Nintendo DS. It may not be worth the adventure and might not be the most enticing FPS, but for players looking for an amazing hand-held multiplayer experience, Metroid Prime: Hunters is a vital game to have stashed. Design: Metroid Prime: Hunters is not an excellent game in comparison to other games of the FPS genre, but it is the first and foremost in its Nintendo DS league. There are some gameplay aspects in which the game could use more innovation to provoke player incentive in adventure mode. Primarily, the gameplay coupled with the multiplayer system is what earns my five star rating. Playing a 3D FPS on a hand-held is an astonishing accomplishment alone, but Metroid’s multiplayer mode is what sets it aside and makes this game addicting. As stated earlier, Metroid Prime: Hunters is a 3Dimensional, FPS and adventure game. Design and graphics of the game has an overall Quake III and Quake III Arena feel, in both the adventure and multiplayer modes. I found myself constantly reminded by all the futuristic doors, rooms and weapons in Quake III as I was playing Metroid Prime. Obviously the enemies and violence are a lot less vulgar, but Metroid Prime has relatively identical play, pace and mechanics (especially in multiplayer). Probably the only major differences between the games are the hunters' ability to morph into a smaller objects and the scanner system, which Samus uses to open doors and paths. However, coupled with similar level design and overall gameplay, Metroid Prime brings Q3A to the palms of the hands. The graphics technology isn’t quite as nice as Quake III’s potential, but I see it as a scaled down screen size. Regardless of possible drawbacks, Metroid Prime: Hunters revolutionizes both design and graphics technology for the Nintendo DS. I feel that Metroid Prime: Hunter’s gameplay lacks as far as incentive goes in adventure mode, but multiplayer mode brings near gameplay perfection. I personally enjoy different types of FPS games and when I’m tired of all Counter-Strikes and Call of Duties, I’m ready to take on the Quake and Unreal Tournament type games. Metroid nailed that satisfaction and did so within a handheld console. As I’ve been mentioning throughout this gamelog, the multiplayer mode is what set Metroid on the podium. The multiplayer system is split between “local play” and the “Nintendo Wi-Fi Connection play.” Multiplayer’s nonstop action keeps players on their toes and automatic respawning allows for players to continue hunting (also increases game pace). However, probably the biggest innovation is the implementation of the “Hunter’s License,” which keeps track of player’s rank, record and accomplishments. Having permanent shareable information adds more incentive into playing multiplayer. My only complaint about the multiplayer mode is that it only supports up to four people and because of this, maps are relatively small. Thanks to Metroid Prime: Hunters, Nintendo DS owners and their friends can now enjoy hours of multiplayer fun alongside famous titles such as “Mario Kart” and “Mario Party.” In the end, Metroid Prime: Hunters has definitely paved the way and set the standard for handheld multiplayer first-person shooters and I plan to see a multitude of offspring titles in the near future. (This entry has been edited6 times. It was last edited on Sun, 10 Feb 2008 19:32:47.)Sun, 10 Feb 2008 15:35:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2599&iddiary=4943Gradius 3 (SNES) - Sat, 26 Jan 2008 00:03:41https://www.gamelog.cl/logs/LogPage.php?Log_Id=2088Gamelog #1 Summary: Gradius III is probably one of the most influential 2D space shmup ever created, and is by far one of the most revolutionary games of its time. As with any space shooter, Gradius III unfolds through a multitude of different levels in which the player plays as a super spaceship known as the “Vic Viper.” Within each level, players are supposed to kill a bombardment of enemy ships and other creative doodads.Instead of killing, the player may also choose to dodge enemy ships at the cost of possible score points. Within each level, your goal is to destroy a powerful boss at the end of each level. All in all, Gradius III takes a conventional 2D space shooter and innovatively introduces an intricate space world, a countless variety of obstacles, and an intriguing “life or death” award system. Personal Gameplay Critique: I thought Gradius III was overall a great game within the hour in which I beat it. Playing the game reminded me of my rich childhood experience on the SNES, and I really enjoyed the short-lasted fun. Despite its simplicity, I would probably end up spending many hours maneuvering throughout the world of Gradius, just to try out each different skill. Primarily, Gradius’ main objective is to kill/maneuver through as many obstacles and bosses as possible. In my case, I attempted to kill everything that appeared, however I can see how some players would take a pacifistic attempt and try to evade obstacles. In the end, Gradius III only requires you to stay alive and kill the bosses in order to beat the game. Since Gradius III is an SNES game, the controls shouldn’t be hard for anyone to learn. All you really need to do is maneuver (arrow pad), hold down on fire (“B”) , and select upgrades (“A”). Despite the simple controls, Gradius is not an easy game for the literal noob. Gradius III begins its nonstop bombardment of pixilated bullets and spaceships right from the start, but it is very straightforward. Due to its repetition, I’m pretty sure almost anyone will eventually get the hang of it. Towards the beginning of the game, players will find that the game will get easier and easier as they upgrade their ship accordingly. Eventually when the ship becomes fully upgraded, the game progressively increases in difficulty. Gradius makes this increase apparent by littering the player’s screen with more and more obstacles. Despite Gradius III’s repetition, its award system is what separates it from other space shooters and makes it so damned fun to play. (This entry has been edited2 times. It was last edited on Sat, 26 Jan 2008 00:05:43.)Sat, 26 Jan 2008 00:03:41 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2088&iddiary=4209Gradius 3 (SNES) - Fri, 25 Jan 2008 10:24:38https://www.gamelog.cl/logs/LogPage.php?Log_Id=2088Gamelog #2 Personal Gameplay Critique: As the Gradius III progressively gets harder, Vic Viper’s customizable upgrade-set keeps this game a synch. With the help of several rewarding power-ups, players are able to improve and upgrade their ship to make it virtually unstoppable. Gradius III’s reward system is what earns the game its rank on the podium. By killing specific rows of enemy starships or by destroying any orange colored starship, players are left with flashing orange “power-up” thingies at the site of death. These “power-ups,” are meant for the player to accumulate and spend accordingly on ship upgrades. Each ship upgrade is separated into 7 levels of classes. Within 6 of these classes (“Speedup” does not count) lie 4 different ship upgrades, which the player must select wisely before the game even begins (players will be stuck with this upgrade throughout gameplay). As the players accumulate power-ups they can either spend or save, depending on which class they want to upgrade. Each power-up only increases by one level at a time and upon receiving a power-up at lvl7, the power-up loops back to lvl1. The classes and an explanation of each are listed as follows… • lvl1 Speedup *5 - (speeds up the ship) • lvl2 Missile *1 - (An additional weapon. Useful for enemies cruising along the top and bottom of the screen) • lvl3 Double *1 - (Adds an additional machine gun [Vic’s Stock Weapon], but removes the Laser upgrade) • lvl4 Laser *1 - (Turn Vic’s main attack to lasers, but removes the “Double” upgrade) • lvl5 Option *4 - (Adds an orange ball that hovers around Vic and copies all its attacks [including missile]!) • lvl6 ? *1 - (Player decides whether Vic adds a protective full-body force field, reduces Vic’s size, provides a frontal protection shield, or generates a rotating protection shield) • lvl7 ! *1 – (This class is weird for me to explain, because it’s composed of 4 random/useless skills) “*”- Shows how many times players are able to upgrade the specific class. (ie. Option may be upgraded 4 times) I won’t go into details about the 4 specific upgrades within each class, but I personally beat the game with 2 levels of speedup (most of the game), hawk wind missile, E-laser, circular rotation option, reduce, and speed-down. (Tap "B" for semiautomatic E-laser when plowing through a level and hold "B" to destroy bosses) This combination brings new meaning to "Haxxorz." Despite its amazing reward system, Gradius III also has amazing creativity as far as level design and enemy design. Each level contained new themes, new environmental obstacles and new enemies. An often overseen famed gameplay feature of Gradius is its centralized aiming. Each detailed boss requires players to aim accordingly (typically at the blue orbs for spaceships or some random body parts for the monsters) while maneuvering in order to kill the boss and stay alive. However, I sometimes found myself baffled at certain boss battles that did not utilize the “blue orbs,” as the centralized aiming point. For example the big brained final boss was just randomly defeated by me flying around the screen. Another thing that I noticed during gameplay is that it would really suck if I died. Like its Konami bretheren Contra, Gradius doesn’t have too much mercy. Gradius’ death penalty strips Vic from all upgrades and puts him back at the last achieved checkpoint. Throughout the game, Gradius III kept me enticed and encouraged me to keep playing. Regardless of the repetitious maneuvering and my imbalanced spaceship that obliterates bosses in a matter of seconds, I enjoyed devastating level upon level just to see how hard Gradius was really going to get. Another interesting point in the game was towards the end, in which I had to face 5 bosses in a row. After defeating the bosses another level began and it gave me incentive to play on. In reality, the reward system is what made Gradius III fun for me. However, even though I maxed out Vic’s upgrades by the second level, Gradius kept me on my toes for more action and adventure. (This entry has been edited9 times. It was last edited on Sat, 26 Jan 2008 00:59:55.)Fri, 25 Jan 2008 10:24:38 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2088&iddiary=4031Gradius 3 (SNES) - Fri, 25 Jan 2008 10:03:56https://www.gamelog.cl/logs/LogPage.php?Log_Id=2088Gamelog #2 CONTD. Design: Gradius III in my opinion is a monumental space shmup because it brought popularity to horizontal-scrolling (The original Gradius alone brought upon a horizontal shmup revolution), the centralized aiming system (I’m sure it inspired the “headshot”), and finally the amazing reward system (which also had its fair share of copycats). With these themes, Gradius III is a great game not only because it serves the incentive of beating levels, but it also awards survivability, and allows players to become ridiculously powerful. As stated earlier, Gradius is a horizontal-scrolling 2Dimensional space shmup, which scrolls from right to left. In this constantly scrolling world, players are able to maneuver Vic anywhere within visible range of the player’s screen. However, some levels extend even further than the top and bottom of the players visible screen. When this happens, the camera view is typically centralized on Vic. As the scrolling progresses, new monsters appear and the level unfolds itself. As far as actual gameplay, Gradius III plays by having the player control the Vic Viper that is constantly traveling from the left to right. Players are able to move Vic virtually anywhere across the screen as it automatically progresses through the level (meaning towards the top, bottom, left, right, center, or corners of the screen). Like many other space shmups, Vic never runs out of ammunition or needs to reload. This allows players to hold on “B” and constantly unleash Vic’s firepower. Also like other space shmups maneuvering is the key to survival and is probably the most important factor of the game. If players do not maneuver accordingly, they will die and lose all their upgrades, therefore making the game much harder than it should be. The complexity of the gameplay arrives when, players attempt to interpret the reward system. I found myself running through a couple test runs just to pinpoint the differences of each skill within the 6 class sets. However, once players get the hang of it, the tides turn in favor of the player. Basically, Gradius III introduced a complex reward system that is “required” (unless you are space shmup messiah) to beat the game. That factual theme eventually gets players to understand the reward system’s intention and I believe will add a lot of fun to whomever decides to decipher these skills. The design and graphics of Gradius III aren’t particularly great, but what you’d expect from any SNES game isn’t great either. Gradius made a multitude of enemies and bosses, but in reality they’re really all the same. Each of them shoots the same laser lines, rhombus bullets, and circular ball thingies that try to kill Vic. The variety of enemies and their location on the screen is quite complex, but in reality most of them are the same ships with different sprites and skins. Each level is also created quite complexly and the player faces harder environmental obstacles (usually special walls in which Vic can crash into and die) as the game progresses. A typical level in Gradius III lasts about 5-10 minutes depending on how fast the player is able to kill the level’s boss. Since I don’t know how to classify the standard 2D and 2.5D graphics of the SNES, I need to say that the graphics in Gradius III do not matter because all SNES games look pretty much the same to me. Despite my appeal, Gradius does fall short at giving a helpful introduction to features and gameplay. I’m quite sure that many players will be confused about what each upgrade does without a proper explanation. Also players may need to play several test runs before finally learning the basics of the game and knowing what to expect in the future. Repetition is another mixed bag because as it may help players become good at the game, other players will complain about its boring and sappy recurrences. Since the original Gradius, Konami has revolutionized the game world in general with this series. For those willing to understand its reward system, Gradius can become an immensely fun and replay-able. Players are in total control over Vic in this installment of Gradius. They are able to choose what kind of ship Vic has potential to become and get a chance to unleash different combinations of overwhelming firepower. Gradius III has potential to be lots of fun for any average open-minded gamer and I can definitely see how it has inspired modern game themes. (This entry has been edited24 times. It was last edited on Sat, 26 Jan 2008 00:18:07.)Fri, 25 Jan 2008 10:03:56 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2088&iddiary=4030Fable: The Lost Chapters (XBX) - Mon, 14 Jan 2008 10:20:42https://www.gamelog.cl/logs/LogPage.php?Log_Id=1799Game Log #1 Summary: Fable: The Lost Chapters is a third person action RPG that takes typical RPG play to a new level. The game unfolds as you play through the life of a boy who is stripped from his family and home due to a devastating bandit raid. In vengeance of the boy’s ravaged childhood, you focus on training the boy into a hero. Like a typical action RPG, Fable plays like a “hack and slash,” but maintains complexity and excitement throughout the gameplay. Also like many other RPGs, Fable is item-based and relies on you leveling up to choose attributes and skills. However, Fable takes a new approach to all these concepts and concocts a very interesting, intricate, and largely replayable game. Personal Gameplay Critique: I thought Fable was overall an incredible game within the two hours in, which I played it. Unfortunately I am critiquing a game that I was unable to complete, but I could tell that the game was definitely heading in the right direction. The objective of the game is solely to become stronger, achieve good deeds or bad deeds, and become a known “hero” within all of the land. Fable brings back the classic item-based concept of finding better items/equipment and leveling up to strengthen your character. Similar to such games as “God of War,” Fable also brings back the third person perspective, which I believe is the best perspective for any action RPG. Immediately after playing the game for just a few minutes, I was able to tackle the main controls and get a feel of the game mechanics. I was impressed by Fable’s introduction, which revealed the gameplay and storyline. Fable kept me content by awarding my fulfillment of deeds and quests, which were requested by the townsfolk. Despite the introduction’s complexity it did not overwhelm me with things to do and I was quickly drawn into the game. Game Log #2 Personal Gameplay critique: As for the “action”, Fable takes a typical “hack and slash” approach, but introduces new forms and features of combat that keep the mouse mashing fun and exciting. As for the player, deciding and timing your actions are vital in Fable’s combat system. Fable did a good job at keeping me on the edge of my seat as I decided the right times to attack, block and evade during combat. Along with other great action RPGs, Fable brings back the forms of melee combat, ranged combat and a magical skill set. Switching between weapons and skills is a breeze with Fable’s hotkey selection and I learned the key configurations in a synch. Development and customization of your character is what I believe Fable scores high on. As the player you are able to fully customize your appearance, by attributing stat points, getting new gear, and even by playing the open storyline. Probably Fable’s biggest triumph is the way in which the story is solely based upon the player’s boundless actions and interactions. As the player, everything you accomplish within the game directly affects the outcome of the story as well as the appearance and stature of your character within the world of Fable. Finally, I believe Fable scores high on the overall game design. Primarily speaking, the voice actors and actresses for each character are voiced with perfect amounts of effort and emotion. The world of Fable is really brought to life, through the conversing of each personality found within Fable. On top of that, the sound effects throughout the game serve their purpose and never miss. Despite its release date in 2004, the graphics don’t fall short even to today’s standard of role-playing games. The story and environment was quite astounding and fits perfectly with its exciting gameplay. Overall, Fable is an amazing game, which is the top of its class. I believe it is a “must play game” for all of the action RPG fans out there. Fable’s story and action kept me excited, intrigued and busy throughout my gameplay experience. The game mechanics were easy to learn and the voice acting brought this game to life. Fable is instantly a timeless classic that brings many hours of replayability due to its large amount of outcomes. Other than the few features that Peter Molyneux promised, I don’t believe anything falls short in Fable. It is a definite is a milestone in gaming and I highly recommend it. Design: Unlike other action RPGs Fable brings a “hack and slash” interactive game and brings it to a new level. Fable is a great game due to its pace, interactivity, combat style and its large replayability. Fable innovatively takes the action RPG genre and adds depth and perspective. While many action RPGs are focused on a fixed birds eye third person view, Fable brings a totally three-dimensional third person perspective which players are able to adjust for viewing different situations. Focusing on the actual gameplay itself, Fable unfolds itself nicely with the many conflicting quests which the player may choose to accomplish. Quests lack repetitiveness and each quest brings new challenges and has an award structure based upon player performance in the game. The award system is also well-met, making in-game items such as weapons and gold plenty of an incentive to perform your best throughout the game. During these quests Fable fulfills its role as an action RPG by introducing uses of melee combat, bow combat and separate magical spells. What separates Fable from other games is the use of a blocking and evading technique achieved by the player’s maneuvers. Another innovation within the combat of Fable is its use of a zoom-able first person view which is able to “snipe” enemies while wielding a ranged weapon. As far as level design, Fable is split into perfectly sized and beautifully detailed areas. Each area is created so that the player is more or less able to run through it typically within a minute. Graphics are nowhere near the capability of today’s technology, but it doesn’t fall short of other action RPGs of its time. Some of the shadows and plant growth textures are rather two-dimensional and pixilated. Fable is good at unfolding new features to enhance gameplay experience by introducing game mechanics in small increments and explaining in depth descriptions both vocally and within text. The game first starts by introducing movement and interaction with your environment, while unveiling the story and purpose of the game. As the protagonist grows older, Fable introduces its intricate combat system along with the item-based side of the game. Finally, fable introduces its leveling up system and broad character customization. Probably the most important gameplay feature that Fable features is its player based outcome. Since players are able to choose a good or bad path, the world of Fable reacts accordingly to the way in which the player develops the protagonist. Fable ensures large replay-ability because of this and will have gamers playing Fable over and over again. (This entry has been edited8 times. It was last edited on Mon, 14 Jan 2008 14:14:35.)Mon, 14 Jan 2008 10:20:42 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1799&iddiary=3577