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    Wandersong (Switch)    by   EEEEhentai       (Nov 15th, 2018 at 23:14:55)

    今天早上也是迷迷糊糊的玩了一下,Wandersong在ACT4的结尾,并不单单只是加入了平台跳跃,更是将时间结合了进来。时间影响着机关,给机关加速,减速,改变时间顺序。改变时间顺序,影响关卡机关旋转的方向,从而让玩家不断的向上跳去。影响时间的时候,玩家为无敌的状态。游戏也为这个状态,加入了对应的机关,例如,最后的依顺序降落的尖刺。

    我觉得Wandersong,让我更加了解到了一个核心机制的重要性,一个好的核心机制,更能让游戏衍生出更多的玩法,提供更多的体验。在Wandersong中与其说“歌唱”是核心玩法,我认为“歌唱盘”此是真正厉害的东西?不,可能“歌唱盘”才是真正的核心机制吧?感觉,一切游戏的玩法,都是基于“歌唱盘”所进行的,而不是“歌唱”。“歌唱盘”更像是玩家操作的衍生延长。例如,利用“歌唱盘“旋转开门,利用歌唱盘操作机关(“橡皮泥关卡”),挥舞剑,扔东西等。(可能会像是“废都物语”的光点互动?在“废都物语”,光点也可以用于解密,探索,抉择来使用)

    但,因为“歌唱盘”占据了太多的内容,导致歌唱部分与游戏并不能很好的结合?我一直期待着,玩家结合着背景音乐,在用歌声操作关卡中,提供那种人声(玩家操控的角色)与背景完美结合,精致精细的设计,但是并没有。只有部分,玩法变成音游的时候,才有点结合,但因为“歌唱盘”是旋转的盘,操作也是旋转它,(操作不是特别精确),导致歌声时常出席。

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    Nier Automata (PS)    by   Neuschwanderer       (Nov 15th, 2018 at 16:11:09)

    Third play session of the game was basically just running around the starting zone after getting down to the planet’s surface. I spent probably 2 hours just looking at every possible corner for loot and another 20 minutes at least fishing once I found out that it was something that I could do. It was interesting to see enemy robots that would just stair into space as the game said that were passive and other bigger robots that were hostile on sight. I’m wondering if there’s more to be said about smaller robots losing their aggressiveness compared to the larger more intelligent robots. It was fun to finally get another weapon and exploring the dessert zone was very entertaining once I found out that there were seemingly secret areas like the cave system below the desert floor. I could’ve probably just kept looking around the buildings in the city or the desert area and never gotten anything done and still have been entertained, but I finished up the quest lines and two first sub quests. The leader of the resistance seemed to know the character of 2B or the 2 model of android for reasons that were kept secret from us. I feel now that this game is going to require many a playthrough to get all the different story elements of this seemingly very deep and complex narrative. So long as the combat remains as entertaining as it’s been, I look forward to playing more. However, I get the feeling that the game will get to the point where combat is seen as something that you might not want to do as a player for one emotional reason or another.

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    Nier Automata (PS)    by   Neuschwanderer       (Nov 15th, 2018 at 16:10:54)

    Second time playing the game after you die from killing the goliath unit, I finally got to save so I took a break. When I got back, I was highly impressed on how they handled the game menu and made it part of the in-game universe. Your immersion is rarely broken which is quite impressive. What really made me impressed and further solidified my idea of what this game will be like is when they have you go through your settings. The best part being when you are asked to set the self-destruct options for yourself. If you choose to keep them off 9S will actually comment on the choice and promise to keep it as a secret from command. I was floored by this feature in the game and chose then and there to see just what was possible in this game and decided to keep the self-destruct access turned off. I’m actually hoping that it will become a pivotal factor later in the game and affects me in some creative way. After which I went to talk with the commander who gave us a mission to meet up with the resistance forces on the ground. As I headed over to the hanger to get the flight gear, I found myself talking to many of the NPC’s in the space station to hear what they had to say. I found it interesting to hear how one of the combat units wished they had been assigned as an observer while another observer wished that she could go to the ground to see all the data she read about in person. But what really got my attention was how in the space station everything was without color for the most part unlike how things were down on the planet. I wasn’t sure if this was just a creative call on the developer’s part or something more deeply rooted in the games message and theme.

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    Nier Automata (PS)    by   Neuschwanderer       (Nov 15th, 2018 at 16:10:33)

    Nier Autanoma is a game where you play as 2B who is from my understanding a cyborg or android who follows missions set by the Operator. During my first play session I went through and played the mission where you have to beat the goliath. Ethically the first two things that really stuck with me was how calm she was in the beginning just loosing her entire team within the first 10 minutes of the game and is completely unphased. In addition to that the game doesn’t include the option to save the game in a normal way. Although the latter isn’t as easy to make the claim for the fact that the game tells you straight up as soon as you start that you can’t save makes for an interesting dynamic. It made me on constant edge while playing the game to make sure that I do well because I couldn’t save the game if I died. I thought of it as a somewhat grey ethical decision on the designer’s part to give that stress to players straight out of the gate, but also very clever if they were planning on having you feel tense in a way that B2 clearly doesn’t feel. Yet, after fighting the goliath unit 2B starts to show signs of emotions towards 9S which contradicts this earlier premises. In fact, she fully contradicts herself when she shows great deals of emotion when they sacrifice themselves to beat the other 3 goliath units. On top of that she shows reserved anger when finding out that 9S only had bandwidth to upload one of their memories and chose to upload her memories instead of his own. Not delving too deep into the moral dilemma of how easily they came to the decision of sacrificing themselves to defeat the enemy the game does an amazing job right off the bat of making sure that this game came across and a highly complex game.

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    Wandersong (Switch)    by   EEEEhentai       (Nov 13th, 2018 at 11:56:52)

    今天早上起来打了一会,说真的wandersong的确是我最开始想要做的游戏类型,游戏中歌唱时固定的机制。在这个机制的基础上, 加入了其他机制,并让游戏的体验完全的不一样。而且,可以说,每一个机制,都没有说做到非常深。例如Act1里面,主角利用歌声去和幽灵战斗,跟幽灵对话。在Act2里面,则大部分都是音乐部分,引入了一部分的用歌声去解密。但到了Act3,歌声可以控制船的方向,歌声可以用做解密,最搞笑的地方在于,当主角喝下咖啡后,疯狂旋转的“歌唱盘”。

    最令人惊艳的地方,还是在Act3-4中间,游戏进行了反转,真正的英雄出现了。英雄利用原本歌手的歌唱盘,进行攻击,转眼游戏变成了一个ACT游戏,而已英雄切开Act4的银幕也很让人意外。到了Act4,游戏更是加入了时间这个机制,一瞬间似乎又变成了某个冒险游戏?主角需要掐点去寻找特定任务,给特定人物物件之类的,而且到了Act4后期,直接引入了各种只有在跳跃游戏会出现的“机关”,一瞬间似乎又变成了跳跃游戏?

    利用歌声,环境颜色,字体,主角状态来表达情感,也是很让我惊艳的地方,例如Act3里面的船长,例如Act4里面的主角。经历一场大难后,主角的表情变成了难过的表情,环境的颜色也变成了灰蓝色冷色调,跟Act3的暖色调完全不一样了。

    虽然说是,转换游戏体验,但实际上也并没有引入多少新的机制,改变最多的地方便是真正的英雄跟怪物战斗的地方,这一点实在是让人佩服!

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    GameLog hopes to be a site where gamers such as yourself keep track of the games that they are currently playing. A GameLog is basically a record of a game you started playing. If it's open, you still consider yourself to be playing the game. If it's closed, you finished playing the game. (it doesn't matter if you got bored, frustrated,etc.) You can also attach short comments to each of your games or even maintain a diary (with more detailed entries) for that game. Call it a weblog of game playing activity if you will.

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    Recent GameLogs
    1 : Neuschwanderer's Nier Automata (PS)
    2 : dkirschner's Invisible, Inc. (PC)
    3 : EEEEhentai's Wandersong (Switch)
    4 : dkirschner's That Dragon, Cancer (PC)
    5 : NotMegan's Little Nightmares (PC)
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    Super Mario 64 (N64)    by   mwyattma

    Basically one of the best video games ever made.
    most recent entry:   Saturday 26 January, 2008
    GAMEPLAY

    Second time around, I’m still liking this game. It definitely gets harder as you play, and finding the secret levels and stars are a real joy. Come to think of it, the only way to play this game is to simply go through it on a new file. Playing levels I’ve already beaten has very little effect on me, probably because I think it’s so unnecessary. I really need that drive – the drive to complete the game – to keep me going. I think that’s true of most games for me, though.

    Looking further into this exhausted form of gameplay, I realize that there are only a few extra things one could do in the game. You only need 70 stars to win the game, but there are 120 to unlock, and once they are unlocked, you can visit Yoshi on top of the castle. He gives you 99 lives, but that’s not much of a reward as far as Super Mario goes. There are a few secret stages one can find, but they aren’t all that hard to find. Really, one of the only ways of improving this game after 120 stars is timing yourself on the levels. This kind of play, called, “Time Attack”, is kind of pointless because these days, there’s YouTube. On YouTube, there’s a video of some guy who beats this game in 20 minutes with 16 stars. I guess I could try and copy him, but he’s some type of God, and I don’t have that kind of time or dedication.

    But the game doesn’t exhaust itself that easily. It’s still fun to go through a level you forgot about, and you have many to choose from. Playing with friends also makes the game a lot better. I had a few people coming and going this time, and it’s really cool to have that interaction, even though it’s just a single-player game. I turned over the controller a few times when my friend challenged me to a time race. That was fun, but I think the game should have a built-in timer anyways.

    DESIGN

    Super Mario 64 is a pretty basic game… by today’s standards. Back when it came out, however, this game was a revolution. It was the first 3D platformer. It set the bar for every other game that would come after it, and that bar was high. The game may not have that much dimension by today’s standards, but it had EVERY dimension back in the day.

    LEVELS – This turns Mario into Super Mario. The level design pretty much defines the whole game (almost. See the next point, 3D). The whole game is planned out so that each level presents its own, unique challenges. Each level is unique, and is set up with its own unique goals. The levels can pretty easily force you to go certain ways, and they have a broad range of things they throw at you. Also, the way the level is presented can have a big change in the gameplay. When you go underwater, you have to watch your oxygen meter, although strategically placed coins can save you at the last moment. Sometimes you have to go across bottomless pits, lava, etc… Sometimes you have to find switches that change the landscape, effectively making a 4-dimensional level! The maneuvers you have to do are pretty spectacular, and very hard to pull off in later levels. This game, like any other Mario, provides a good challenge to the player because it forces you to have good timing. Of course, other than the levels, Mario has very little. There are secret stages, but it’s not so hard to find them, and once you’ve done it all, you’ve done it all. Personally, I don’t really count Time Attack as a good excuse for extending a game because it becomes very redundant, something that I find is the main cause for game exhaustion.

    3D - Super Mario 64 was the first Mario in the third dimension. Doing this forced players to think in a whole new way. At the same time, the potential for success in the third dimension was as potent as the potential for failure. Nintendo could have made something that didn’t follow off of Super Mario, but instead, they delivered something that was distinctly Mario, but even better. Basically, it made other Mario’s almost obsolete. Not to mention any other 2-D platformer.

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