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    Feb 23rd, 2007 at 18:31:56     -    Goldeneye 007 (N64)

    Game Log #4 Session 2

    In my second game logging session, I chose focus more on the multiplayer aspect of Goldeneye as it is just as important as the single player element. One of the interesting aspects of Goldeneye is that it takes elements from the James Bond films and uses them as settings for the multiplayer levels, such as the Facility, Complex, Aztec, and Egypt. Another interesting aspects are the array of characters the players get to choose in the player select screen. All of the characters range from the various James Bond films and is important, I think, to the wide appeal of the game. Not only does this multiplayer component incorporate levels and characters, but weapons as well. The “golden gun” is a weapon of choice as well as the form of gameplay in multiplayer. The Aztec Complex level was partially taken from the James Bond film, Moonraker, and is unlocked when the player completes the entire game on Secret Agent difficulty. Furthermore, the second bonus level, Egyptian Temple, blends elements from the films The Man with the Golden Gun, The Spy Who Loved Me and Live and Let Die. To access this level players must complete the entire game on 00 Agent difficulty. Completing the single player aspect on different difficulty levels added onto the number of missions for each level. The player, however, does not have to complete the more difficult missions if one just wants to beat the game, but has to in order to achieve these bonus multiplayer stages. This idea of exhaustion is apparent and thus, adds to the lasting appeal of gameplay.

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    Feb 23rd, 2007 at 18:18:47     -    Goldeneye 007 (N64)

    Game Log #5 Session 1

    For my fifth game logging session, I chose to play Goldeneye 007 for the Nintendo 64. This first-person shooter, in my opinion, is one of the best multi-player games of all time and it laid the groundwork for future games like the Halo series. One of the most important aspects of this game is the ease of the control. The control layout made this first-person shooter accessible and easy to play on a console platform. It was groundbreaking because it made the transition onto a console without the use of a mouse. This first gamelog will examine the level design of the first few stages, the Byelomorye Dam and Arkhangelsk Facility. The introductory level, the Dam, puts the player right into the action. Always equipped with a pistol and silencer, the player gets to acquire more weapons by killing enemies and gadgets as the game progresses. The Dam level is very open and spacious, which contrasts to the next level, facility which is closed off and narrow. Although the levels are very different, they both utilize a simple linear focus, which makes it clear to the player where to go next and does not have confusing pathways that can detract from the gameplay or make a player frustrated. These level aspects carry on to the following levels and keep the player engaged.

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    Feb 9th, 2007 at 18:02:06     -    Super Metroid (SNES)

    Game Log #4 Session 2

    In my second game logging session, I chose focus more on the gameplay of Super Metroid and level design aspects of Zebes, specifically Brinstar and Crateria. One of the important aspects of the gameplay, worthy of noting is the ease of replenishing health and ammo. Almost immediately after killing any enemy in the game, they leave either health or ammo power-ups if Samus is ever in need of them. This is important because while the game may seem easier, it is ultimately the enemies that cause massive amounts of damage and the boss fights that are challenging. The journey and exploration aspects of the game are just hindered by enemies in process of getting to these more important foes in the game. There is also an emphasis on actually controlling Samus. The game seems to have various ledges that a prominent in basic platformers. However, in Super Metroid, Samus is given a pretty high amount of jumping ability that causes it to be somewhat difficult to target jumps and gain access to specific spaces in the game. Similarly, the jump combined with having to shoot enemies makes it pretty difficult when trying to attack enemies that are in the way. On that note, enemies in the area tend to return after Samus has left and come back, another aspect which could potentially make the game more challenging. After gaining the “bomb” attack, I was able to access many parts of the area. The level design is meant to limit access to certain areas by blocking them with walls or doors that can only be opened by specific weapons. Furthermore, areas of access can also be limited by the height or length of Samus’s jump. This sets the groundwork for the rewards system found in Super Metroid and is prominent throughout the levels in Zebes.

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    Feb 9th, 2007 at 17:42:03     -    Super Metroid (SNES)

    Game Log #4 Session 1

    For this forth installment of my game logging sessions, I chose to play Super Metroid for the Super Nintendo. This game is one my all-time favorite games because it has one of the best reward systems, level designs, and boss fights. However, Super Metroid’s reward system owes much of its due to the original Zelda series. With that said, after the introductory battle sequence with one of the last bosses of Super Metroid, you explore your way through the Planet of Zebes. In order to gain access to specific areas on the planet, Samus must obtain various power-ups, abilities and weapons that open colored doors. The first of these rewards are the infamous morphing ball ability and missile powerup. One thing that surprised me, playing Super Metroid again, was how decontextualized the story was, in a way. Sure Samus is a bounty hunter in search for a stolen metroid larva, but during gameplay, none of that matters and the game is not dependent on the narrative arc of the story. The only actual character that has space for development is Samus, who only develops as a “body” because of the various power-ups and abilities the player can gain. One a player is immersed in the gameplay, it becomes easy to forget the primary objective of the game, to find the larva. Part of this is probably due to the ambiguous introduction to the character of Samus and her mission objective.

    This entry has been edited 1 time. It was last edited on Feb 9th, 2007 at 19:10:10.

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    1Goldeneye 007 (N64)Finished playing
    2Super Mario Bros. 3 (NES)Finished playing
    3Super Metroid (SNES)Finished playing
    4Super Smash Brothers (N64)Finished playing
    5The Legend of Zelda (NES)Finished playing

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