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    Feb 12th, 2007 at 03:50:38     -    Resident Evil Code Veronica X (PS2)

    I would never choose to play this game - an RPG is fine - kind of fun to read the story text - watch the cut scenes - play a little - watch the cut scenes - read some more text - but it's a little disconcerting when you go into the graveyard and get eaten by zombies, then try again, and get eaten again. Probably would be a good idea to look at the manual and figure out how to stay out of the graveyard.

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    Feb 12th, 2007 at 03:43:01     -    Shadow of the Colossus (PS2)

    There is a respect
    stamina
    muscle
    fat
    sex appeal

    right away the game gives off a counter culture vibe when there is the sound of spray painting as the Rockstar logo is "painted" on the screen.

    The copious beginning title credits sends a message that the makers of this game consider themselves as or more important than the game, which is probably a good thing considering the typical way that game developers expect their workers to sacrifice everything for the game.

    The cut scenes seem to play into every cliche and stereotype in the book, but the fact that one can skip through them seems to me to be good design. The first cut scene introduces the main character Carl, the voice is familiar - IceT - ? further indicates the gang oriented culture of this game. Next cut scene features a shakedown of Carl by some dirty cops, who confiscate his drug money, apparently thinking that Carl still owes them something, they hassle him about his activities and then throw him out of the moving car into an alley in a rival part of town.

    Instructions appear and gameplay is simple. Seems like pretty good game design b/c one can simply begin to play without consulting the manual. Movement is smooth and true to human. We get on the bike and ride to the end of the alley and stop. The sound effects include the sounds of the cars going by, and the voices of people around. We sit there for a while and suddenly there are three gang-looking black men surrounding us. There are talking trash - and one of them has a gun. Suddenly there are gunshots. We are hit and bleeding. We get off the bike and start running. We go to a car and hit the X button. We get in and start driving. we are on a downward spiral - we crash that car - and get into another finally making it to our destination. The car catches fire and blows up and we are dead.

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    Feb 12th, 2007 at 03:39:02     -    Shadow of the Colossus (PS2)

    There is a respect
    stamina
    muscle
    fat
    sex appeal

    right away the game gives off a counter culture vibe when there is the sound of spray painting as the Rockstar logo is "painted" on the screen.

    The copious beginning title credits sends a message that the makers of this game consider themselves as or more important than the game, which is probably a good thing considering the typical way that game developers expect their workers to sacrifice everything for the game.

    The cut scenes seem to play into every cliche and stereotype in the book, but the fact that one can skip through them seems to me to be good design. The first cut scene introduces the main character Carl, the voice is familiar - IceT - ? further indicates the gang oriented culture of this game. Next cut scene features a shakedown of Carl by some dirty cops, who confiscate his drug money, apparently thinking that Carl still owes them something, they hassle him about his activities and then throw him out of the moving car into an alley in a rival part of town.

    Instructions appear and gameplay is simple. Seems like pretty good game design b/c one can simply begin to play without consulting the manual. Movement is smooth and true to human. We get on the bike and ride to the end of the alley and stop. The sound effects include the sounds of the cars going by, and the voices of people around. We sit there for a while and suddenly there are three gang-looking black men surrounding us. There are talking trash - and one of them has a gun. Suddenly there are gunshots. We are hit and bleeding. We get off the bike and start running. We go to a car and hit the X button. We get in and start driving. we are on a downward spiral - we crash that car - and get into another finally making it to our destination. The car catches fire and blows up and we are dead.

    The emergent complexity of GTA seems endless. In one session I just ran all over the place, and the game just plays along with me. The game doesn't seem to be time-based - and that seems like a good thing for someone like me that likes to look around and mess with the rules.

    The culture of this game is deeply rooted in crime, violence, and plays upon the negative media representation of young black men, police, and women.

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    Jan 30th, 2007 at 12:24:52     -    Katamari Damacy (PS2)

    Second and subsequent sessions:
    There is only one active character in the game of Katamari Damacy, which the player controls in order to roll the ball. The ball is really the main character. It might be a more interesting if there were other characters rolling balls around, and that you have a chance to roll them up too!

    I think it might be more fun if the gameplay were faster, that is, if one could roll the ball faster, but the pacing may be well-suited to younger kids. The game may be more interesting if there were more going on - more challenges than the rolling up things in an alloted time, which gets a little weary especially for one who is not very good with a joystick in the first place.

    A main source of the game's conflict comes from the cutscenes featuring the tirades of the King when it might be better if the conflict were focused in the the actual gameplay. More conflict might also be created by giving more points for certain items, and this would also increase the emergent complexity by offering more alternative outcomes to gameplay.

    The game does seem to flow well, but was a bit frustrating when failing to beat the clock. I think some other device for getting through the levels would be better than simply being time-based.

    This player was interested in looking at all the things in the level and rolling them up but this became a bit mundane after a while partly because the objects were everyday things like matches, animals, and food. The cute factor does wear off after a while.

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    Synthia's GameLogs
    Synthia has been with GameLog for 17 years, 10 months, and 5 days
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    Entries written to date: 12
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    1Guitar Hero II (PS2)Playing
    2Jet Set Radio (DC)Finished playing
    3Katamari Damacy (PS2)Played occasionally
    4Resident Evil Code Veronica X (PS2)Playing
    5Rez (DC)Played occasionally
    6Shadow of the Colossus (PS2)Playing

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