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    Jan 26th, 2008 at 02:40:14     -    Super Mario Galaxy (Wii)

    Gameplay/Level Design 2:
    The usage of the physics engine continues to impress me. The third galaxy I visited was the loopdeeloop galaxy, which tested my abilities to surf on a river with no barriers except the gravitational pulls that hold the water in place, using the accelerometers inside the wiimote as a real life balancing mechanism. The loopdeeloop galaxy seems like a sidequest for those who wish to obtain all 100 or 120 stars to collect in the game, as it does not progress the story any further. In the main galaxies new elements have been added, like the reversal of gravity that occurs when Mario crosses some invisible barrier.
    Mario Galaxy has been lauded a great deal and even called the best platformer of all time. Though many of the games in the Mario series (specifically the games which are adventure based) have been known for fantastic gameplay, this latest addition to the franchise has really perfected the genre and has polished out any kinks that its predecessors had. What makes this game so entertaining so far is it’s ability to present a new atmosphere or gameplay variant anytime I want. As I complete the missions they all move me toward the next boss battle, because my progression is based off of my magic star count. The amusing character design from the little star characters also adds comic relief to an already light-hearted game.
    The first Bowser battle was fairly generic as far as Bowser battles go, however. I didn’t play Super Mario Sunshine, but I remember that Super Mario 64 the same idea of using Bowser’s own attacks against him comes into play. Hopefully, the fact that this is the first Bowser battle means that the fights will be less predictable later on in the game. From the speed at which I’ve completed the first multiple galaxies and bosses, I am worried that the game will be too suited for children and won’t present enough of a challenge; something Nintendo has been doing too much in it’s games lately.

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    Jan 26th, 2008 at 02:07:19     -    Super Mario Galaxy (Wii)

    First Hour Analysis:

    After the first fifteen minutes of the game, the story has already been set up. Fortunately for Super Mario games, the story is not an integral part of the experience. In fact the simple and ridiculous storyline is expected and with any further depth, the Mario game wouldn’t be a classic Mario game. In the next half an hour aside from the story the game excels in graphic qualities, design elements, and gameplay design. Also the story is so cutesy, it makes me want to throw up candy… everywhere.
    Graphics:
    The graphics on Super Mario Galaxy are, as expected, bright clean, and fluid. Especially when you take into account the limited graphical capabilities of the Wii hardware. So far the levels have differing themes, that change up the esthetics of the game and keep the game fresh, to appease the 50 second attention span that I have. The top-notch graphics also give the player incentive and excitement in opening a new galaxy.
    Level Design:
    The game does a very nice job of making an emergent game look progressive. While Super Mario Galaxy is not purely emergent as the player is able to pick, choose, and skip planets (levels), the game progresses the story and boss fights the way the designers choose. Even the specific planets look open ended, but the open fields force you to complete specified tasks to continue through the story. Aside from the linear format, the design features excel in incorporating planet themes with gameplay obstacles.
    Gameplay:
    The galaxy themes, for example the honeyhive galaxy, uses honeycombs as a climbable surfaces and add a control variant that makes dodging enemy bees difficult. Aside from the predictable storyline, the gravity usage in this game adds a new dimension to gameplay that has been seldom seen in platforming games to date. I am excited to see what the physics engine holds for the next couple hours of gameplay.

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    Jan 15th, 2008 at 00:24:12     -    Shenmue 2 (XBX)

    Gamelog #1: Shenmue 2 Summary

    “Shenmue 2” is the sequel to the game “Shenmue” Released on the SEGA Dreamcast. “Shenmue 2” was only released on the Dreamcast in Asia and Europe as Microsoft paid SEGA of America for the rights to the Shenmue franchise. Fortunately, I was able to return to the series after an eight-year hiatus after having found a copy of Shenmue 2 for the original xbox in a bargain bin recently.

    Graphics:
    Even from the first cinematic it is evident that Microsoft put little effort into updating the graphics in Shenmue 2. Even in the introductory cinematic of the protagonist Ryo sailing on freighter to Hong Kong to avenge his honorable father who was murdered by a Chinese crime lord, the esthetic quality of the game looks like a direct port from the Dreamcast. The blocky extremities of the character models really dulled the excitement and did not meet the expectations that I held for a sequel to one of my favorite games on a once next generation console.

    Gameplay:
    Beyond the underwhelming graphics, I still look forward to the very in-depth fighting mechanics that the original Shenmue was able to execute so perfectly. Half an hour into the game, however, the only action elements that I have seen are an arm wrestling match that tests my dexterity in pressing the “X” button, and a running sequence that has Ryo trying NOT to harm townspeople. Ironically this makes me want to harm the townspeople, and SEGA and Microsoft aren’t letting me do it. Though the game’s introduction is slow moving, I still have high hopes for being able to beat up street thugs and crooks with a lexicon of fighting moves that I have yet to learn.
    Second Hour Review:

    Gameplay 2:
    The second hour revealed how similar Shenmue 2 and its precursor really are. Much of my time was spent building up relationships with streetwise characters and introducing new henchmen to the Hong Kong scene. Ryo has been subjected to many odd-jobs as his money was stolen and needs money for food and a mat to sleep on. There is still a lack of excitement, however I remember that the original Shenmue was the same way. It seems that once I have made enough money to continue on my quest of finding my father’s murderer I will be taken to multiple environments. I remember watching the trailer for the game and seeing Ryo escaping a prison and meeting two buxom female characters that will probably make the game more exciting.

    Overview/Predictions:
    It seems as though Shenmue 2 is basing a large part of its appeal on scripted interactions with anyone in town. This feature is supposed to add realism to bring the player into the universe more, but the lack-luster graphics are working to detach the player. Once action has taken the place of the exposition, this game should really take off, and allow me to forgive the graphical failures. Another couple hours and hopefully I’ll be hooked on the series once again.

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