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    Feb 9th, 2008 at 01:53:12     -    The Legend of Zelda Twilight Princess (Wii)

    Gamelog Entry #2

    Gameplay

    After playing the game for a while, I was able to get into the main plot of the game. The way that the main plot is introduced is very well put together. The first characters you meet act as the catalyst into sending Link into his famous heroic saga. The villains use the early characters to draw out Link to save them, and through this mission the overall story is revealed to the player. The game’s narration is superb and cinematic like. The dialogue, music, setting, and cut scenes all work fluently to deliver a dramatic story line that felt very inspirational. Through progression it is revealed to the player that only he has the courage to fight the enemies others cannot. The game’s story development was a huge influence in my desire to complete the game and save Hyrule.

    The variety of weapons and tools available also increase through progression. This allowed an entertaining way to take on enemies. In dungeons many weapons that are collected are used to solve puzzles in order to advance. The game does a good job of requiring the player to keep many options open since there are several methods to try in order to complete a puzzle and advance to the next level. Combat in the game is very fluid. Combat system allows the player to view much of the action in a very cinematic way.

    Design

    The setting is incredibly massive. The land varies from thick forests to barren deserts and everywhere in between. Each environment has its own way to interact with player. Sand will sink the player, ice would leave less friction, etc... Dungeons also reflect the environment. In a dungeon located under water, water is a main component of puzzle solving. The game is very non linear. The player is free to explore and complete the game at their own leisure.

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    Feb 9th, 2008 at 00:43:45     -    The Legend of Zelda Twilight Princess (Wii)

    Gamelog Entry #1

    Summary
    In “The Legend of Zelda: Twilight Princess”, the player becomes a small town farmer "Link" who through fate of setting’s gods is chosen to banish the evil corrupting the land of Hyrule. The player progresses through the game by retrieving items, defeating enemies, and solving puzzles across an expansive free roaming environment. The genre of this game is Actioin/Adventure.

    Gameplay
    The interface with the game has a relatively easy learning curve. In the beginning much of the buttons and menu options were very confusing at best. If the player has not been accustomed to the Wii’s remote control, it would probably be even more frustrating. However as I progressed, the issues relating to the buttons, actions, and menu screen were thoroughly and easily explained to me by signs that I read in game or characters who conversed with me. The controls began to feel natural the more I played until it was all but second nature. Anything you could possibly do in game could easily be done having spent sufficient time learning the controls. The motion sensitive controls were incredibly entertaining to use. It added an extra layer of interactivity between myself and the game. It was fun to actually have to swing my remote control relative to the direction I wanted to my characters sword to swing. To aim projectiles I was also required to point the remote at enemies and other targets. The level of involvement greatly improved the entertainment value of this game.


    From the start of the game I was very entertained. I was allowed to explore and learn much of the game story and interface. Although I did not start off with a sword and shield, the beginning of the game was very enjoyable. Tasks that related to story taught me how to play the game. Instruction and gameplay were integrated very well. By doing tasks that related to menu navigation and character movement, Link's home town was described. Many of the characters also gave the instruction in their own unique personalities. I very much enjoyed how the game was able to introduce the setting and characterization in this way.

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    Jan 25th, 2008 at 23:45:19     -    Super Mario Bros. 3 (NES)

    Gamelog Entry #2

    The level design is excellent throughout what I have played. There are seperate worlds that all include regular "levels", Castles, bonus levels, and secret short cuts. The levels visually maintain a consistent theme relative to the "world" the player is in. Aside from the visual side to it, the level design is great. There are varied settings that introduce the player to increasingly difficult challenges. Among the levels are also several varied power ups that aid the player in movement and defeating enemies (sometimes both). Boss battles are reserved for the castle and airship levels. The game is incredibly linear, but not to the point where it becomes dull to play. Enemies, setting, and power ups mix things up. However the game does reward players who explore places that might seem like dead ends. Rewards may include a simple mushroom power up to a flute that allows the player to skip half of the worlds in the game. The addition of these hidden rewards increase the replay value of this and encourages me to search the levels for more.

    The story line of Super Mario Brothers 3 is incredibly simple and sappy. Bowser, King of the Koopas, is creating havoc in the world and it's up to the Mario Brothers to rescue the world. That's basically the premise. Decalogue most of the time is for completion of worlds. The story's minimal info and development does not hurt the game play at all. But when I just sit down and think of the story nothing too dynamic is occurring, for me this just makes it seem corny. I would have felt way more engaged with the story if it had been developed with a more complex premise other than "Bowser is terrorizing the world, you must stop them".

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    Jan 25th, 2008 at 23:25:57     -    Super Mario Bros. 3 (NES)

    Gamelog Entry #1
    Summary
    In Super Mario Bros. 3, the player takes control of Mario or Luigi across an expansive setting.As one of the Mario Bros. the player must avoid pitfalls and defeat enemies in order to advanceto the next level. The goal of the game is to defeat Bowser and his army in order to save Princess Toadstool. This game is of the plat form genre.

    Gameplay
    At first SMB 3 frustrated me due to controls. Although it is not hard to learn when and how to jump onto the multiple platforms, at first it made me want to pull my hair out. I kept missing the timing of when to stomp on an enemy, jump to a moving platform, and avoid moving enemy objects. Once timing was not a problem for me the game's fun level improved drastically. From there on the challenge of timing all my jumps made the game entertaining enough for me to want to play more. Power Ups such as the fire flower and the leaf all let me explore levels and defeat enemies in new ways. This gameplay in conjunction with the music made the game experience seem very enjoyable and fun.

    With the two player option at the beginning of the selection screen led me to play it with a friend. The two player mode allowed for one player to attempt or finish a level while the other waits. I found that a competitive tension arose which increased the entertainment and replay value. We would race for faster times or engage in a head to head type mini game. The progression of the game also sped due to the benefit of two players. Where I would have trouble and die, my friend would easily overcome the obstacle (then taunt).

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