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    Jan 31st, 2007 at 01:26:11     -    Soul Caliber III (PS2)

    "ARG," is essentially how I feel about Soul Calibur at this point. In my last journal I spoke about how too overly accessible, and unchallenging the versus level was, well as soon as I began playing legend mode I found all the frustration I could ever hope for. I’ve played Soul Calibur and soul blade before, in fact I have beaten both with every player and at one point I virtually unlocked every secret level/character in the game. And I could NOT beat Soul Calibur III. Not even once!!! Now it’s been awhile since I had played the previous games. I could understand losing once or twice, while I got a feel for the gameplay again, but I devoted two hours to the game and could not beat it once. Frustration does not even capture the pain and shame I feel at this moment.

    My failing found me in my 5th challenge. I lost to one of the characters, not even by that much, so I think "no biggie" I try again. I lose even harder then I did before. Still I'm calm- I’m thinking "wow this is tough-cool!" then I lose again and again and again and again and again and again. And I would swear at this point the guy I’m fighting is at least eight bloody times harder then when I first fought him. But enough is enough. I'm done ranting.
    I have a feeling someone changed the difficulty just to mess with me.

    Now for the good stuff:

    The Soul Calibur single player mode, called tale of souls, is the obligatory story mode. The down fall of this game is its new very narrative story element. Too many cut scenes, and horribly boring text based narratives in between every battle. And though there was an element of role-playing in the same vein as choose your own adventure books, the added effect was made the progression of the story and gameplay even slower then it had to be. The narrative elements and cut scenes effectively distanced the player from the game, making it difficult to become fully engrossed in its threadbare storyline as well and made the games progression painfully slow. Soul Calibur, while drawing from its predecessors, endeavored to tack on additional features, without creating anything original or innovative, and in my mind succeeded only in complicating and cheapening structure of the gameworld and gameplay.

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    Jan 31st, 2007 at 00:57:40     -    Soul Caliber III (PS2)

    I’ve played games from the soulcalibur/blade series before, so it was not very difficult to reacquaint myself with the basic game play. General graphics were improved and flasher, more intricate specials and combos were introduced. However despite this, I very quickly became bored and even irritated with the versus mode. Playing my housemates I found myself being losing 1 out of 3 rounds just due to their furious button smashing. Also besides the few new characters there was nothing compelling about the vs. mode. Stages were same old same old, and the new characters tended to be way too easy to get a feel for. Essentially there was something almost too accessible about versus mode; there was no challenge, only luck of the button smasher's draw.

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    Jan 22nd, 2007 at 20:18:19     -    Katamari Damacy (PS2)

    Part two

    Elements of game design whihc make this game my favorite

    -Simple yet highly aesthetic graphics and character design.
    As I stated in the previous log, the graphics for this game never get dull. Fresh and modern in quirky japanese pop/cute appeal. Encourages all ages and all levels of gamers from casual to devout.
    -Witty humorous and playful storyline and dialogue
    There is no overdramatic plot plot in this game, straightforward in the manner of a particualily funny one liner.
    -does not depend on extensive out-of-play cut scenes to move the game along.
    the cute scenes are random and hilarious, and in no way really super relevent to the main goal and motivation of the game. cut scenes involving the adventures of an astronaut's family are amusing but can also be skiped with the push of a button, without missing a beat. levels are introduced by the King of the Cosmos who detais your mission and its goal and motivation. levels are in turn completed with the king rating your success and then sending your star into the cosmos. simple short and amusing.
    -innovative and simple to play game play.
    forward means push analog controls forward. back means push the analog controls back. simple.
    -stress-free gaming experience!
    You wont die. simple. you wont be injured. there is no planet princess or universe whose life despends on your success. if you fail a missionyour dad lectures you for a second but there are no wounds or money/items lost.

    Cons to gameplay:
    I hate it when the king talks while in the process of the game. the dialogue box pops over the middle of the screen and youre left jabing buttons to get it to dissapear so you can see what youre doing. it would be helpful to have a quick skip button to get it out of the way right quick.


    This entry has been edited 4 times. It was last edited on Jan 22nd, 2007 at 20:22:03.

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    Jan 22nd, 2007 at 19:56:44     -    Katamari Damacy (PS2)

    so it turns out my second game log was too long to post. :(
    i cut it down and its now up.

    This entry has been edited 1 time. It was last edited on Jan 22nd, 2007 at 20:23:41.

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