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    Feb 9th, 2008 at 02:30:05     -    Castlevania: Dawn of Sorrow (DS)

    Session #2

    [Gameplay]

    The second round of playing Castlevania: Dawn of Sorrow is much more exciting than the first round, mostly due to the bigger array of weapons and items and moves I have acquired. Progression through the story has also become slightly more interesting.
    Gathering weapons is one of my hobbies in games with any sort of RPG-type gameplay, or when there is an infinitely expandable wallet attached to your character. I tend to grab anything I can and sell it to the shop so I can buy a better weapon than the one I have now. There are quite a few classes of weapons, including knives, rapiers (thin, stabbing swords), swords, great swords (basically a much bigger sword, with a longer but more powerful stroke), hammers, axes, polearms (spears & other long weapons), katanas, and ranged weapons (such as throwing axes, silver 9mm bullets, etc). Within each class of weapon, there are between 3 and 8 different weapons to choose from (although not initially, because they cost quite a bit). While there are many different weapons, there are just as many different types of armor and accessories. Armor ranges from chain and plate mail to enchanted robes that increase magic regeneration, while accessories can be magical rings or leather braces to increase strength. I prefer to utilize the magic-boosting items and sell the less-useful things to Hammer, but there is always the option to become a brute with little or no magical ability as well.
    As for the storyline, not many new revelations have occurred since I got my first Soul, but it is still developing nicely, with lots of bosses to kill and exploring to do. Basically it continues along the path of talk to a bad guy who wants to kill me, kill him, explore some more, get some new cool weapons, and repeat. The bosses so far have not been much of a challenge, but I do spend my idle time before classes (certainly not before 80k) grinding between one or two rooms. Although it is effective and can get somewhat boring, it pays off in the end, when I can defeat a boss without using more than a couple potions, or reaching a point (like I did in Pokemon Diamond, where I need to level up quite a bit before I can finish the game) where I just don't want to play it anymore. Until I beat (what I assume to be Celia) the final boss, I can't see myself getting bored of Castlevania: Dawn of Sorrow.

    [Design]

    Castlevania: Dawn of Sorrow has to be part of one of the best running multi-platform series ever released. Nearly everyone I talk to who is in the gamers' scene has played (or is playing) at least one Castlevania game and enjoyed it greatly. The game is unlike other Action/Adventure games, in which it has a unique system of items and powerups, as well as a story that is just the right level of complexity. The levels are designed to let you be able to go through quite smoothly, with very few snags in progression (such as not noticing a doorway or switch needed to be opened).
    One thing that is new to the series, and unique to the DS, is the Magic Seal system. Every major boss so far has needed a certain Magical Seal to banish it from this world for good. This is done by first acquiring the new seal (located in the same region as the boss) and then, once the boss's hitpoints reach zero, you must draw the pattern with the DS stylus, which has been inscribed in the seal. If you fail to do so in a certain amount of time, or if you fail to draw it correctly at all, the boss will regain most of its health and you'll have to do it again. In the beginning, the Magic Seals were simple, with a "V" shape, or some sort of simple pattern using just a few points, but as you progress, the Magic Seal can have upwards of 8 or 10 points you will have to memorize to finish off the boss. Luckily, before each boss battle, the Magic Seal will appear ("unlocking" the door, which is very good, so you don't accidentally go into a boss that you can't seal away) and show you what you need to draw. You are also able to practice drawing the seal via the "Magic Seals" menu, which is also a very good design.
    This game has several challenging aspects of it, including level management, health and magic management, and weapon decisions. As you progress, you can do what I do and "train" your person, essentially leveling him up by killing large quantities of monsters before progressing to the next region, or you can go through the entire game all at once. You must also learn to keep your eyes constantly checking your health and magic, which are displayed in the upper left corner of the action screen. Running out of magic as you attempt to launch an attack at a boss is very scary, as it often means large amounts of damage will overcome you if you don't react quickly. Another challenge is deciding on what type of weapon to use. The game has a very precise system of time required to attack and its relationship to the amount of damage the weapon does. For example, going into an all out fisticuffs match with zombies may be an effective method(as your fists can move quite rapidly, and zombies don't have much health), but unless you have boatloads of magic up your sleeve, it won't do anything against a large boss. For this, you can use a powerful battleaxe, which can take several times' as long to swing, but does substantially more damage.
    The game takes place in a castle, with dozens upon dozens of rooms to explore, as well as hidden rooms to discover. You are unaware of the location of any of these rooms until you explore them yourself, giving a satisfying feeling for anyone who explores the entire castle. Many new areas are inaccessible until you acquire a new skill, subconsciously telling you "you haven't done everything here yet." The castle is huge, however, and traversing from left to right on foot would take much too long to be entertaining, so (much like the last Castlevania, and the ones before) there are teleporting rooms, which allow you to near-instantly travel between teleportation rooms you've visited already. This makes visiting Hammer, or quickly getting to a save spot before class much easier and less frustrating.
    Overall, I think Castlevania: Dawn of Sorrow is one of the top games released on Nintendo DS. It's large weapon selection, great, action packed gameplay, brilliant magic system, and innovative new aspects make it a fantastic game I will most definitely complete before starting any other game.

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    Feb 8th, 2008 at 22:12:34     -    Castlevania: Dawn of Sorrow (DS)

    Gamelog Entry #1

    [Summary]
    Castlevania: Dawn of Sorrow, developed by Konami, is a 2D Action/Adventure game, with a massive world and a mostly linear gameplay. Castlevania: DoS is the first of the series to be released on the Nintendo DS system, and it follows the storyline of the predecessor, Castlevania: Aria of Sorrow. You play as Soma Cruz, the reincarnation of Dracula, who has avoided becoming the new Dracula by receiving help from his friends, who also help you throughout Castlevania: DoS. The first several minutes of the game are part of a cut-scene where Soma (you) encounters a group of cultists who plan to uncover his true power and resurrect Dracula, which you must ultimately stop from happening.
    The duality of the screens allows for smooth gameplay. The top screen lists your status, weapons, Souls [a unique system of power-up-like rewards], and other information, as well as a map. The bottom screen is dynamic, where the action takes place, and where selectable weapons and upgrades can be chosen.

    [Gameplay]
    I have always enjoyed the Castlevania series, with its unique weapon system and RPG-like leveling, it has offered a great gameplay experience no matter how you play it. You start out having nothing besides a basic weapon and the clothes on your back (literally, as the only things you have in your inventory are 'Street Clothes' and a short blade). As you progress throughout the game, your level increases and you receive bigger and better drops from enemies, as well as money you can spend in a conveniently placed weapons/supplies shop run by Hammer, your old friend. You can also talk to Yoko, who conveniently set up shop across the plaza from Hammer, and have your weapons upgraded using Souls.
    The Tactical Soul system, which started in the previous game (Aria of Sorrow), allows the player to absorb abilities from common enemies and bosses who were killed. There are different levels of rarity for each soul, and every enemy has a soul, so for you completionists out there, you can strive to collect 100% of the souls. These souls can be used as is, and assigned to a certain key combo, delivering a powerful attack, summoning a familiar (friend who fights by your side), or increasing your stats while activated. Or, you can fuse them with your weapons, creating better and stronger weapons.
    The story so far is compelling, with Celia (a cult leader, bent on resurrecting Dracula) taunting you, as she repeats "I'll see you at the top of this tower," periodically appearing and re-appearing. She is not alone, however, as she has two followers who are vieing for the position as the new Dracula (after she plans on killing you). At several of her appearances, you fight each of the two followers (separately), Dmitrii and Dario, but you do not finish them, being the nice guy that you are. More and more is revealed as you continue searching through the area.


    This entry has been edited 2 times. It was last edited on Feb 8th, 2008 at 22:25:02.

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    Jan 26th, 2008 at 02:01:54     -    Grand Theft Auto - San Andreas (PS2)

    Gameplay Session 2


    [Gameplay]

    During the second round of gameplay, I found the game more enjoyable than before. The increasing complexity of the game is revealed as your character progresses through missions and side-quests. Although the game is mostly linear, the method of which you get from point A to point B is almost entirely up to you. I chose to continue doing the main missions, and progress through the storyline for this gamelog, however. Doing Drive-Bys and killing drug-peddling "Ballas" ("Ballas are your rival gang) is what most of the early missions entail, although you don't get the respect of your friends, or the responsibility to do big missions (with big cash payouts), until later on. While not every mission requires you to be a tough guy, there are plenty of other types of missions. The first alternate mission you do is a DDR-esque mission where you bounce your low rider to the beat of directional arrows. You can also do racing missions Carl's sister's boyfriend (who happens to be in a Mexican gang) told you about. Later on, you get a sneaky-style mission, which is I really didn't enjoy, because you have less than three minutes to SLOWLY walk in and out of a guy's house and steal crates of weapons, but it is a good change from the run and gun life of Carl Johnson.

    The driving in San Andreas at times can be difficult, especially if you're being shot at. Several missions have you driving a big truck that handles like a cruise-liner up and down hilly streets and back alleys, which can be frustrating. The police have also been upgraded to a better AI system, and no longer just try to ram your car off the road, which was very annoying. The police also randomly chase people, as they would in real life, which adds a tad of realism to this game.


    [Design]

    One of the many innovative aspects of Grand Theft Auto: San Andreas is the unique genre of the Grand Theft Auto name. There have been few, if any, games that are as open to exploration as GTA: San Andreas. In a quasi-realistic world where you (Carl Johnson) exist, you can do things that normal people wouldn't do in real life. You can eat a lot and get really fat, and rampage through town on a motorcycle in your underwear, or you can dress up like a gangsta and parade through town on your newly stolen car with your crew.

    The level design of GTA: San Andreas is quite amazing, with few holes in the game, and no areas where you are stuck forever. As I mentioned before, the new-found ability of Carl to climb over walls and fences granted a new challenge for level designers to make sure you can't glitch your way through certain missions, or exploit the ability to fly into nothingness. Also, having three distinct sections of the game brings an amazing level of detail, with everything from house design and pedestrian traffic to billboards and store fronts matching the real-life counterpart of these three fictional cities.

    One of the most annoying parts of GTA: San Andreas is the save system, which requires you to make your way halfway across town and enter your house (later on you will get more spaces, but it would be so much easier to save via a menu. Just today I managed to get busted trying to make it across town while the police was on my back. Which brings up another annoyance of this game, where if a police officer winds up being even close to opening your door, you are screwed. Even if you drive away, you basically have to run him over (which is somewhat easy to do)

    GTA: San Andreas has a dynamic time system, with some characters only accessible during off-work hours, as well as missions that must be accomplished during night time only. The game runs at roughly one real life second equals one minute in GTA: San Andreas. One of the mini-missions which you can get lots of cash are nighttime robberies, where you must once again sneak SLOWLY in and out of the victim's house before sunrise.


    Overall, Grand Theft Auto: San Andreas is an amazing game, with great dialogue (supposedly, over 4,000 lines of dialogue were included in the game), exciting gameplay, a well-written storyline, and new features that make it just that much better than the last installment of the Grand Theft Auto series. It is easy to see how this relatively new game wound up on the classics list.

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    Jan 24th, 2008 at 23:24:11     -    Grand Theft Auto - San Andreas (PS2)

    GameLog
    Game: Grand Theft Auto: San Andreas
    Start Date: Thursday, January 24th


    [Summary:]

    Grand Theft Auto: San Andreas is a third person shooter/action game set in the early 90's in a west coast area, with different areas that resemble real life west coast areas. Your character, Carl Johnson, starts out leaving the airport at Los Santos (a mirror to Los Angeles, California), and eventually can travel to San Fierro (a mirror to San Francisco, California) and Las Venturas (a mirror to Las Vegas, Nevada). Most of the storyline of GTA:San Andreas involves you running missions for your "crew." The basic goal of San Andreas is the same as Vice City, to become the Grand Puba, Kingpin, or whatever you call the leader of the underworld that is San Andreas.


    [Gameplay:]

    Grand Theft Auto: San Andreas plays just like the others, with several major improvements to the engine and gameplay. First of all, you CAN swim! In every other Grand Theft Auto, falling into the water meant certain death, which, as anyone who has played the game knows, is a PAIN, and can get incredibly frustrating. Another gameplay addition is the ability to crouch and walk at the same time, where in Vice City, once you crouched, you couldn't move until you un-crouched. One very helpful addition to your character's abilities is fence hopping, which allows you to scale and climb over many of the fences that are located throughout the city (which also added quite a bit of difficulty to the game's level designers to make sure you couldn't hop into a void in space). Several aspects of transportation have also been upgraded/improved. The first thing you "drive" is the newly added bicycle, which offers a somewhat realistic pedaling system where you can (for a very short time initially) stand on the bike and pedal much faster by tapping X rapidly. As you progress in the game you can pedal faster and for a longer time. Also, if you were not a perfect driver, and somehow one of your doors got “forced” open while you're driving, you can weave in and out of traffic making the door gradually gain momentum, and lock back into the closed position (which is good for all of us OCD gamers). Another very good addition is the ability to hang up the phone when your character gets a call (whether it is a mission description or any other of the game's colorful dialogues). One thing that is not very enjoyable in the beginning (but is a very effective way for the game's designers to control where you go during the beginning of your play) is the fact that you have only one save spot. But as you progress throughout the game, you are able to acquire more land, and consequently more save spots.

    The Grand Theft Auto: San Andreas game progression has been improved with an RPG-type method of improving your character. In Vice City, your character is basically the same throughout the entire game (with the only upgrades being body armor and more weapons), but in San Andreas, you can improve your character in a very wide range of abilities. In the beginning, you start with the most basic levels of Stamina, Muscle, Fat, and Sex Appeal, but as you progress, you improve these levels, with each having its own effect on your abilities. For instance, if you go to the gym and work out a lot, your character will become large and muscular, making your physical attacks stronger, but in return you will not be as fast. However, if you eat lots of food, you get very fat, and are able to take more physical attacks, but your speed and sex appeal go WAY down.

    Grand Theft Auto: San Andreas also has a very nice voice cast list, including Andy Dick and Samuel L. Jackson, who perpetuate the plot through cinematic cut scenes and in-game voicing. The voice acting also brings a sense of chaos and fear that is caused by gang violence in Carl’s neighborhood.

    So far, I think Grand Theft Auto: San Andreas is a huge step forward from Vice City, and I eagerly await playing more.

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    1Castlevania: Dawn of Sorrow (DS)Finished playing
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