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    Sep 25th, 2018 at 22:13:35     -    Hitman (PS4)

    Tuesday September 25, 2018. The emphasis of "crime noticed" written on the screen; "Gunshot Heard", "Close Combat Heard" makes me feel rather uncomfortable while playing the game. I do like the "poison", "Target Lockdown", "follow the target", "Suspicious", "subdue", "Opportunity Revealing", "Pick Up", "Slide", "Vault", "Dismiss", "combat", "turn off", "open", "place", "detonate", labels easily read on the screen for it aids my playing. The multiple ways to taking down the victim (I don't want to write my victim) would be a parallel to real life, wouldn't it? Of course I can proceed as I want, in the game. The experience that I am having while playing Hitman (Complete First Season) is diverse, intense, in general I felt "cool". When asked "tell me, what did it feel like taking lives?" the protagonist replies "random, disorder." Then roaming through a warehouse and the indication "disguise as a mechanic" written on the screen, which helps me instructions and is what I'm going to do. It's true, people tend to see uniforms, not faces; and it works, you know, in the game. I liked the gorgeously decorated hallways through which Agent 47 runs with his weapon on his back. I even find it hilarious how he can run through the kitchen without any of the employees at the kitchen paying any attention to him and his large weapon on his back.

    This entry has been edited 7 times. It was last edited on Sep 27th, 2018 at 20:44:27.

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    Sep 24th, 2018 at 13:19:57     -    Hitman (PS4)

    Monday September 24, 2018. First off, it is rather difficult to relate Hitman to Ethics given that it is not a game about ethics, it is a game about business. Hitman is a stealth game in which the player takes the role of a hitman and takes hitman jobs for money, like a hitman. The gameplay felt very systematic. The game was not bad by any means but it was not spectacular either. It was fun. There was an unnecessary amount of loading screens during the intro., which crippled the game's immersion. The game was not particularly tense. Agent 47 has an entirely business approach to being a hitman. It's nothing personal.

    This entry has been edited 5 times. It was last edited on Sep 27th, 2018 at 14:52:47.

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    Aug 31st, 2018 at 13:19:55     -    Little Nightmares (PS4)

    Wednesday August 29 and Thursday August 30 I continued to play. Tiny Six climbed on a chair to reach the door knob and open a door. She finally passed. Six saw babies sleeping in a crib. They never woke up, they were always asleep. I was surprised by a large man and his shadow entering the room. But he didn't come to take care of the babies in the crib, he just passed by the room. Eventually I was on some bookshelves and the long arms of the man tried to reach me and I would try to escape. Throughout the game I also encountered cooks with shaggy faces that looked like masks. Nobody talks to me in this game; it's only images. I finally reached the mysterious Geisha and with a mirror almost my size I defended myself from her; the mirror was my weapon in a way.

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    Aug 31st, 2018 at 13:10:22     -    Little Nightmares (PS4)

    On Tuesday August 28 I began playing Little Nightmares. I couldn't tell if the character under the yellow raincoat was a girl or a boy. I wasn't aware of the place where the avatar was at. First it appeared to me that the character could have been kidnapped. She pops out of a suitcase with no apparent explanation. There's a couple of pictures inside the cover of the luggage piece. The image of a Geisha was evident since the beginning of the game. I didn't understand if she was a good character or a mean one. Wanted to believe that she was benevolent but she didn't seem kind. The child in the raincoat, Six, had some light in one of her hands and she would pass through tunnels until she reached a place with huge toilets and toilet rolls that I as the player tried to throw to pass a door that was blocked with electricity. I turned off the power in the room with great effort to reach the lever, since Six is smaller than everything around her; like some small rag doll. And I was able to pass through the door, since the electricity was off. Another noticeable element was Six's hunger, she inspired pity.

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