Araad's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=735Mario Kart (Wii) - Wed, 05 Mar 2008 23:13:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=3073GAMEPLAY This game was extremely fun to play. The variation of weapons made the game very fun. This contributes to the number of ways an opponent can attack another. This game is much better than the original SNES Mario Kart. That version was 2D and there were no elevations of such. Everything was flat. This particular console offers a lot more. It adds a great deal to gameplay and with its core the game wouldn’t be nearly as exciting as it is. Mario Kart has many ranges of difficulty creating challenge in the game. I felt like flow was experienced during this session especially. I felt like I could handle my favorite character, Yoshi, very well. Whether it was drifting off corners or a quick action move, everything seemed to be going my way especially after a playing a level more than once. With playing the same level multiple times you get the hang of it and do well. This is when difficulty comes in and makes the game more fun. When we stepped of the difficulty to 150 CC, that’s where it was at. The game was at a much faster pace making it much more enjoyable. DESIGN Levels in this game vary significantly. One of my favorite but easiest is the mushroom cup. This has 5 different levels with all different themes. You start out with Mario Raceway and end at Kalimari Desert. In these names you can start to see the variation. To keep the player interested they have level design elements to make it more challenging. For example in Kalimari Desert there is railroad crossing and if your unlucky you will hit the train. Other levels like sherbet land is very icy making drifiting harder and slowing the pace down. While in levels like Koopa Troopa beach, if the player is lucky there is a shortcut on the last jump in a series and leads you into a pathway through the middle of the mountain. A player can jump from 6th to 1st instantly. A thing that makes this game really tight is some game elements it contains. One element is the weapons the game has to offer. My favorite was the star, not only were you invincible, but you also get a speed boost. Another thing I noticed was the randomness of the weapons. The weapons I received were better when I was doing worse. When I was in first place I would usually get useless single bananas and green shells. With these weapons the game is always exciting. It usually turns out to be extremely competitive till the end. I learned that when I was 1st not to get my hopes because that spot could be lost in a second.Wed, 05 Mar 2008 23:13:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3073&iddiary=5744Mario Kart (Wii) - Wed, 05 Mar 2008 22:50:10https://www.gamelog.cl/logs/LogPage.php?Log_Id=3073SUMMARY Mario Kart 64 for Nintendo 64 is a 3D style racing game. The user has a selection of Mario characters. There are 2 game modes, racing and battle. The game allows up to 4 players. Overall, the user is trying to one all the ‘cups’ to beat the game. In battle mode, damage can only be done three times before being defeated. GAMEPLAY When I picked up the oddly shaped N64 controller I didn’t expect to be wowed at the awesomeness known as Mario Kart. I first started playing 2 player racing on 100 CC. Once we started the ‘cups’, the game went all out. Usually if you are in the top 5, it’s a teeth-grinding finish. Sometimes I would go over a weapon box and get a single banana and other times I would get 3 red ring shells. The coolest thing about the game is the surprises that can happen. Sometimes lighting is used and everyone shrinks except the person who caste the lightning giving them a huge advantage. I thought the characters were very appropriate for the game. Of course they had the classics, Mario and Luigi, but they also have Yoshi, Peach, and Donkey Kong. Never choose DK for racing by the way. Each character seems to have there own special talents. My friends and I quickly found favorite characters. Nintendo did a good job in its characters like usual. Everyone always hated on DK and was pissed that Peach always did well for A.I.Wed, 05 Mar 2008 22:50:10 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3073&iddiary=5733Goldeneye 007 (N64) - Tue, 19 Feb 2008 01:21:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=2647GAMEPLAY The multiplayer mode allows you to experience a fantastic time with a few friends. The abundance of levels, characters, weapons, scenario’s, and game modes (ex. one shot one kill) makes the game have exciting surprises. Sometimes, we would dual it out it in long distance battles while other times it would just be face on face encounter. If we were only playing with remote mines, planning a successful attack was difficult. I noticed that everyone was having a good time. All of us were competing to 25 kills, which we usually played. At the end of every match it would give rankings like “Best Marksmanship” and “Most Dishonorable”. In multiplayer there were several different characters. All of them are famous characters played in James Bond Movies. They have characters ranging from different heights and speeds. Jaws is enormously tall while Oddjob is ridiculously short. It seemed like Jaws’ pistol was aimed directly at the average characters head. Oddjob however was short and hard to aim at. The further in the match you got the bloodier the characters close got. This added to the chaos this came had become at times. DESIGN I found that there were a decent amount of levels for multiplayer. One level in particular bothered me. The level is called Stack. I happened to be playing with a very experienced player. In Stack, the level is fairly small and apparently spawn points reoccur in the same order. My friend knew where I would re-spawn and could get their quickly enough killing me without having a fighting chance. Of course he received “Most Dishonorable” every time. The challenges in the game kept me extremely interested. There can be a lot of objectives with guidelines. On the first mission I killed a man in a white coat. Turns out that’s an innocent scientist and I failed the mission. Things like this make you extra careful in the game. Other times for instance I need to enter a door, but the door needed a card. I searched and searched and finally found it over a dead guards body, I just never picked it up. These occurrences make the game more challenging and interesting to play.Tue, 19 Feb 2008 01:21:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2647&iddiary=5020Goldeneye 007 (N64) - Tue, 19 Feb 2008 01:12:44https://www.gamelog.cl/logs/LogPage.php?Log_Id=2647SUMMARY GoldenEye 007 is a first person shooter for the Nintendo 64. In the game there are two choices of play; Single player story mode and Multiplayer Deathmatch. In single player, you control James Bond. The objective is to follow the mission objectives progressively moving through levels. James Bond investigates a satellite known as GoldenEye. It is planned on being launched into orbit by Russia. The satellite would send an electro magnetic pulse at an electrical path. The multiplayer mode allows you to have 2-4 players all against each other with many options of different weapons and levels. GAMEPLAY In single player, the game takes you by grasp unexpectedly. With the variety in difficulty, the game can only get harder. The first person shooter style puts things a little fast paced and a skill that is acquired with time. This style is fairly new to me, but kept me interested in the game. I had to consider different tactics, ways of killing quicker and avoiding damage. This when I had to in affect controls such as strafing and manual aim. Strafing really helped when I wanted to shoot and have cover quickly. This was essential to blind corners. The manual aim comes in affect say if you’re standing behind an enemy and want to shoot him in the head so he will die quickly. The game was very interesting to play. Stealth was a huge factor and kept surprises coming. An essential weapon was the silenced pistol. Any normal guns would be loud and alert other guards. The guards can also trigger alarms that making the game much harder. Another thing that kept me interested was the variety of weapons on objectives. Some objectives were to plant C-4 explosives. Other missions were to take pictures of rockets as evidence. If you don’t want to play the game very seriously you can also pull out an automatic weapon and try advance as fast as possible.Tue, 19 Feb 2008 01:12:44 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2647&iddiary=5019Super Smash Brothers (N64) - Fri, 08 Feb 2008 21:48:10https://www.gamelog.cl/logs/LogPage.php?Log_Id=2470GAMELOG #1 Summary Super Smash Bros. for Nintendo 64 is a crossover fighting game. There are a couple different modes (1-player, versus). In 1 player you follow a progression of levels battling different characters as it gets harder and harder. In versus, two-four players battle each other with your choice of characters and levels. Gameplay I experienced a lot of flow when playing the 1-player mode in this game. You really don’t need a tutorial because the levels start out easy and then get harder. So as it gets harder, the user gets better. The cool thing about this mode is your not always facing 1 other person. On one level there were 20 or so Yoshi that I had to battle. The way the levels progress and the variety in the character set up got me really zoned into the game. I had very interesting social interactions when I played versus against a few friends. Every battle went down to the wire. We all seemed to get the hang of it fairly quick. The random weapons allow spontaneous deaths to occur causing many curse words to be exchanged. Definitely versus mode makes it great and four people can play at the same time. GAMELOG #2 Gameplay The game consists of twelve characters. The characters are all notorious from previous Nintendo games. This is an amazing feature in the game. Each character has different moves making it highly compatible with different users preferred attributes. For instance Samus is pretty fast and very maneuverable as for Donkey Kong is large and slow, but has devastating moves if contact is made. Every character has their pro’s and con’s. At first the game was fun to play, but when I played for an hour I kind of got bored. Everything seemed to be too repetitive. Some characters were just unbeatable against certain other characters. This got me a little frustrated. Also after someone gets a hang of a characters good move, that’s all that seems to reoccur. This made it really hard to defend myself. Design I think a huge innovative element to this game is the weapons. The weapons drop out of the sky randomly. There are at least 15 different items that can be picked up. These also deal with classic Nintendo features like the Pokemon balls and the Donkey Kong hammer. These different items determine the outcome of the game a lot of the time. Sometimes your opponent’s health is very low and a heart falls. This basically re-energizes your health essentially giving you another life. The powerful hammer comes into play a lot because each hit from the hammer delivers a devastating blow. The levels in this game are pretty cool because it relates to the characters. Each of the characters has their own home level. Pikachu’s level has a lot of gaps and hurtful surprises that pop out of nowhere. Links level happens to be a castle that’s pretty maneuverable. The occasional random hurricane comes and can send you flying. The variation in levels keeps the game interesting in both modes. But again for being such a small game everything becomes familiar fast. My recommendation is that they expand the game in levels and more characters.Fri, 08 Feb 2008 21:48:10 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2470&iddiary=4669Crash Bandicoot (PS) - Fri, 18 Jan 2008 22:01:10https://www.gamelog.cl/logs/LogPage.php?Log_Id=1962I was late in enrolling in the class. Session 1 SUMMARY In Crash Bandicoot for Playstation One the player controls a character by the name of Crash. Crash was developed by Doctor Cortex. The game follows Crash trying to halt his masters plan of global command. GAMEPLAY Playing this game was really interesting. I remembered seeing all those commercials when I was kid, but never to got to have the ‘crash’ experience. As far as the story, it’s a little corny, but for their aimed audience it is appropriate. Crash is a good example. He is a marsupial and is an attractive choice for the younger players. At first I was a little bewildered on the pace of the game. It turns out it is a pretty easy game to pickup. With simple controls and easy jump maneuvers, Crash was fairly easy to control. In the game you try and get all the boxes and apples. Once you get 100 apples one more life is given to you and the counter restarts. There are also various bonus stages for extra apples. The game goes on to encounter various predators and using the simple spin move to kill them. Session 2 GAMEPLAY After returning to Crash Bandicoot I became excited, it had a lot more to offer than I originally thought. In some boxes there is mask that protects your from predators but not from holes. I also noticed if you spin near the apples they fly away, which is looses you points. DESIGN The level variation makes the game much more entertaining. Each level has a new obstacle to offer, but not as hard to achieve. In one level, Boulder, the screen does a 360° and Crash gets chased by a boulder running towards the screen. With all the variation, the game gets slightly addicting. Crash Bandicoot also has side missions along with the main theme of the game. At the end of each level they count how many boxes you missed. If you achieve 100% of the boxes than you open up new levels. Overall Crash being so simple is yet so entertaining.Fri, 18 Jan 2008 22:01:10 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1962&iddiary=3840