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    Mar 6th, 2008 at 01:40:10     -    Fire Emblem: The Sacred Stones (GBA)

    Game Log 2

    Game Play
    My second round of playing was not particularly more fruitful than the last. Despite the fact that I know that this game was built to be difficult the fact that I also know that this is among the least difficult of the series, and my inability to proceed through a single stage without over twenty consecutive tries at the least put a slight damper on the attitude in approaching the game. Due to the constant replays of sessions you acquire naturally, a very good idea of what to expect next, but whether or not you can rise to the occasion and rule out anomalies is another matter entirely, something that proved quite evident when my enemies scored criticals or my own characters missed. Despite the relatively low energy and slow paced game play, adrenaline pumped just as for a game riddled with high action and suspence as Resident Evil Four.

    Design

    Fire Emblem and the Sacred Stones possesses a tried and true system hailing back from the original of the series. The combat system is a combination of turn based rpg and strategy. A grid system is implemented with details given about units regarding weaponry and other statistics provide more ability for strategy, as does the built in power circles balancing out a trio weaponry and a trio of magic. The easily expended weapons and magic forces the player to ration and predict when certain weapons will be more valuable and when they should be more used.

    Because gameplay is saved after every turn one wrong move could be fatal, and result in the permanent death in one of your characters forcing you to either restart the chapter or simply proceed without the character in your party, which could depending on your style of strategy either do nothing or seriously cripple you.

    Characters follow a tree formation for changing classes and the player has the choice on whether or not to change their class, what class to change them to, and when.

    The story and characters are not perhaps as fleshed out as in most rpgs, but that actually provides much more freedom in your choices. As you can determine whether or not characters live or die, and who builds a relationship with who your ending can be drastically different every time you choose to play.

    The difficulty curve is either ridiculously difficult or irritatingly simple depending on your affinity and experience with strategy games, but does leave room for a middle ground for a large amount of players. While this game doesn’t bring anything new, it is still a fine example of the strategy rpg genre and a great installment of the Fire Emblem series.


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    Mar 6th, 2008 at 01:38:06     -    Fire Emblem: The Sacred Stones (GBA)

    Game Log 1

    Summary
    The game Fire Emblem and the Sacred Stones is a strategy rpg, to wit; a game that combines the traditional leveling methods and other traits of your traditional role playing game, with the game play of a turn based strategy game. Players send out various units that they can choose to level up in certain fashions, and based on a certain turn based system the interactions and endings that certain characters can have with each other differ.

    Game Play

    Despite the fact that I had acquired the game for my library not long after it had been released it is a bit of a shocking thing that I have not yet beaten the game. When I returned to my last session I was immediately confronted with the state of mind that this game usually lent to me during game play. An extremely tense and calm state. Every single move had to be as carefully thought out as possible, lest I lose one of my characters for good. Before picking up this game I had no idea what a strategy game was actually like but as I played through I quickly grasped just how much one had to think before so much as moving a character a single space. Which instantly expelled the tense mood whenever one of my characters died, forcing me to restart and rethink my strategy.

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    Feb 21st, 2008 at 00:47:21     -    Elebits (Wii)

    Game Log 2

    Game Play

    Upon getting through the monstrous tutorial session I was finally able to get to the game itself. Upon finally entering story mode I was immediately struck by the incredibly whimsical tone that the game possessed. Despite the essentially modern and realistic (given the tone and premise of the game) the game seemed to be presented in the same manner as a fairy tale. The art was soft and glowing, as well as incredibly soothing, and the voice acting was in the tone of a mother telling a child a story only driving the sleepy fantasy mood further. However, the atmosphere was shot to hell in a incredibly wonderful way when the game play started and in a frenzy I tore the rooms apart in frantic attempts to extract every last elebit hiding in every corner of every crevice around while battling the clock.

    Design

    Game play wise, elebits is the first game I’ve played for the wii where it was not integrated well into the controls, but the wiimote was integral to the whole of the game. Elebits could not have been created with any other console as its home as its whole premise revolves around proper usage of the wiimotes sensor in invoking the games tone. Innovation takes center stage with the wiimote emulating actions such as pulling open drawers and opening doors, pulling the player further into a state of whimsy.

    The entire tune of the game is brilliantly consistent with its modern day fairy tale theme, in all the graphics, the images, the art, the music, absolutely everything has been integrated and woven together into a blanket of soft and lovely colors.

    To stop the gameplay from becoming repetitive certain conditions are added in certain matches, and the almost endless amount of items that one can interact with in every stage can do nothing but facilitate the game’s ability to entertain. The game does has its downfalls, the wiimote’s controls being fairly faulty at times, and the movement of the character himself being irritating at times

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    Feb 21st, 2008 at 00:46:31     -    Elebits (Wii)

    Game Log 1

    In the game elebits the player is in control of a boy who must take control of a capture gun to capture the escaped elebits in the house. The wiimote is used as the aforementioned capture gun to aim at the screen and interact with the environment and root out the elebits that react differently depending on the situation before them.

    Game Play

    Tutorials don’t generally take a long time for me, but exceptions were made when I entered the completely optional elebits tutorial, only to find myself caught up in the seemingly endless game of simon says for an hour’s worth of time. This said several things to me, either the wiimote’s controls were somewhat faulty, I simply sucked bollocks at the game, or the tutorial was much too long. I’m fond of a combination of the three regarding that. While I felt a mild sense of enjoyment at the various actions I was performing with the wiimote, tasks such as picking up blocks with the gun tossing them about, I was also very consciously waiting with bated breath for the completion of the tutorial which simply never seemed to want to come.

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