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    Jan 15th, 2008 at 03:08:19     -    Silnet Hill: Origins (PSP)

    log #2
    Game play
    It’s clearly that I played more than the professor requires us to, and I have beaten this game for only 3 hours and 27 minutes without reading any kind of walk through. I was so disappointed by this game because it’s length and it’s difficulty. As I recall from those pervious one, player are able to choose between the difficulties of the puzzle, yet, in this game, this option is omit. Also, this game showed me that it’s lag of improvement with new stuff, even though this game showed a lot on its Interior environments which feature a lot of fine detail and crisp textures, also the contrast between the real world and the otherworld is palpable.

    Also, as I play along this game, I figure that I do not have to kill those monsters whenever I see them, that just a wastes of my ammos and health pad, it’s much better to saves those to beat up the final boss. Yet, when it’s come to the final boss, there is another disappointment. From a developer aspect, I can see they put so much effort on designing how different boss on each stage should behave. From those different kinds of attack weapons, I believe those bosses should be powerful. But it fact, they are weak. It’s easy for me just to stand at the same place and keep fire with guns, the boss will die within few shot. Yet, those low level monsters usually take me so much more effort just to kill one, and they tend to gang up on player, and the boss play to play fair, so he go for one on one.

    As I approach toward the end of the game, the main character discover more about his hidden memory, the mirror world became more bloody as I get closer to the final boss. It’s really enjoyable game play in term of the graphic, sound, and story. So as I approach more toward the ending, I somehow find myself doesn’t treat this as a puzzle, horror game anymore. It became a sad story telling.

    Design
    This game gave us two different battling methods, one is melee, and other one is gunplay. As we walking through the town, we get to collect different kinds of weapons at our disposal. A funny question came up to my mind, “how can he carry a TV, a hatchet, a drip stand, a scalpel , a meat cleaver, a filing cabinet, and a huge plank of wood, as well as different types of guns at the same time? Right now, there are many games, for example, like resident evil 4, has limited inventory space. Yet, it is less convince, however, it is much more realistic.

    In terms of gunplay toward those bosses from different stage, the reason why I can kill them in just a couple shot, because the system allow player to reload in their inventory, while nor the boss or anything else can move. Therefore, it created a gap so then I can keep reload n shot until the boss is dead as long as I have enough ammos. It will be great if the game can change this and make it like the boss will attack us even when we are reloading. In a way, it can increase level of difficulty while it’s lead more to a reality.

    Overall, the game still a great game for silent hill fans, and it’s worth trying. Since it’s quite fun when you get bored and play dump thing with those monster. =)

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    Jan 15th, 2008 at 02:17:10     -    Silnet Hill: Origins (PSP)

    Blog entry #1
    Summary
    Silent Hill, a series of games which famous with its foggy town, cryptic dialogue and bloody environment. As with the hints from the title of this game, we can tell that is a prequel set before the events of the original PlayStation game. In Origins, we play as Travis Grady, a truck driver who somehow tries to drives though the mysterious town called “Silent Hill” in a raining night, and somehow find him trapped in there and face alone about his chaotic past. The purpose of the game is to make Travis get out of the town safely while player has to solve all kinds of cryptic dialogues, put back the puzzle together and kill some monsters when it’s necessary.

    Game Play
    The graphic is great. As this is the third game I have played on silent hill series, this game clearly have inherited all the famous characteristics from the pervious works. Just like all “Silent Hill,” from the starting of the game, it already tried to create that horror atmosphere, which does not scare me at all. Since that’s just like pervious one.

    So far, the puzzle isn’t that hard, pretty clear as I just have to go though them step by step and while try to explore the environment.

    I like this game so far, both the environment and the atmosphere the game trying to bring really attracted me from continue playing it.

    Design:
    As I play this game a bit longer, it’s clear to me that the game tries to create an atmosphere that show sadness, horror and a sense of confusion between the real and the world inside the mirror. No matter from it’s sound track (extremely quiet and might suddenly some noise came up indicating that there are monsters around) or the graphic (the CG environment, looks of the monsters - which is less disgusting compare to pervious version), they are all try to hold a support to make this game become a one of the classic horror game. For some new gamer like my girlfriend, this game really scared her away from playing it.

    In terms of the battle system, the character gets to hold guns and melee weapons this time, and for the melee weapons, Ranging from dinner knight to portable TV, Travis almost get to hold all kinds of stuff that he can pick up from side walk.. The melee weapons are so diverse, giving player different kind of experience besides just punching those alien types looking with fist.


    This entry has been edited 1 time. It was last edited on Jan 15th, 2008 at 03:07:03.

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