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    Feb 8th, 2008 at 16:02:54     -    Metal Gear Sold 2: Sons of Liberty (PS2)

    Summary:
    This game was especially difficult to pick up in a short amount of time. It is extremely realistic in the way that the main character Raiden navigates all the maps. The game was released on March 8th to European countries by Konami Computer Entertainment, and actually had to have its entire plot changed because of the original plan to have it take place in Iraq and Iran. Due to the terrorist context of the game, this was far too close for comfort. The game is extremely versatile, and has vast levels with seemingly endless maps, but even through all this complexity, there is always only one place to be going, and one objective to complete at a time. There is no question in my mind however, that this game's controls are far more complex than most PS2 games.

    Game play:
    I had to spend a good ten to fifteen minutes just getting used to the controls which were precise, yet only as ridiculous as the amount of actions that Raiden can actually commit. Anything from leaning around corners to watch for potential enemies to crouching while sniping long-range can be done, but usually requires that every one of your fingers be on a button at any given time. The default action button was one that I found to be especially useful for small tasks such as opening lockers and doors. The array of tasks that one has to complete to pass through a level is really what impressed me about this game. Once you get the hang of the game, I suppose it's not as difficult, but I could see myself playing this game for months without beating it. The fact that your character is attempting to remain covert through most of it makes the game not only suspenseful, but also very time-consuming. Instead of straight rifles, you are equipped with tranquilizer guns and thermal weapons that can freeze bombs. There are also cameras stationed in almost every room which of course have to avoided unless you wish to have all of the supposed terrorists come after you.

    Gameplay#2:
    This time around, I played the terrorists threat level where Raiden's objective is to deactivate all of the bombs in this large quarry of elevated water towers. The whole time Snake Pliskin is in the corner of the screen giving you directions toward the next objective within the overall attempt to disarm the terrorists' bombs as they are dispensed throughout the area. There were many smaller tasks that had to be taken care of such as hiding at appropriate times, or else the occasional shoot out. Figuring out how to crawl, and sneak around on the ground became a very essential aspect to this prologue level because of it's c extremely covert nature. I also found that the only times I would ever recieve ammunition, health (rations), or weapons would be when I was hiding, crawling or sneaking.

    Design:
    The graphics in this game are some of the best that I have seen for the PS2, and Konami really has set the level as far as versatility of character in the case of Raiden, and Pliskin throughout the very complex storyline that is Metal Gear Solid. The different views can be interfering at times, but for the most part just aid in the gameplay. For example when a camera is near, the view always includes it to allow you to avoid being detected. As I said earlier, the aspect of suspense in the game is crucial, but there is no doubt that the level design, and structure certainly accentuate that uneasiness at every corner.



    This entry has been edited 3 times. It was last edited on Feb 11th, 2008 at 20:59:47.

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    Jan 25th, 2008 at 14:47:01     -    Tekken 5 (PS2)

    Session 2:
    Gameplay
    For my second round, I chose to play with Jin Kazuma, who is featured on the cover of the game, and in the storyline is the son of Kazuya, and the grandson of Heihachi Mishima. With Jin, his moves are more based on power than speed, but his combos were so extensive that defeating characters with him was much easier than even Raven, whose combos seemed unmatchable. The difficulty settings were very accurate, and maintained challenging matches throughout my gameplay, but I prefer to play against people around my same skill level.
    Another very intriguing aspect of this game, and this particular session that I had was the array of levels that I played, and the progression of background art as the arcade mode is played. By the time that the final battle is commenced against the master Heihachi who can spit flaming meteorites from his chest, the background, and foreground are as chaotic as the match itself. There are tornadoes and dust flying everywhere, but that is less impressive than the fact that this level along with a few others including the beach map are continuously scrolling, and larger than levels from Tekken 4. When the levels are enclosed though, it is done succesfully because they are usually basements or garages with spectators and everything.

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    Jan 20th, 2008 at 18:40:25     -    Tekken 5 (PS2)

    Gamelog #1
    Entry 1
    Summary:
    To me, Tekken represents the ever-evolving industry of single and two-player fighting games. It was developed by Namco, and released in the US in February 2005 after first being released in arcade format. When played on Playstation 2, the d-pad is the primary motion control thus leaving out the joysticks (L3, R3), but in terms of countering moves, and attacking at a fluid tempo I found this to be a useful feature. Another very attractive aspect to this game is the amount of available characters, and within that, the realm of move banks for each.

    Gameplay:
    There were many facets to this game that seemed to make it especially more enjoyable than the previous versions, but also more attractive than many other fighter games. Although it didn’t necessarily include counter-attacks, the variety of characters and their immediate connection to the progressive storyline of the game holds the player’s interest. As far as the rules are concerned, they are based primarily on the number of lives each player is originally given. From this preset, one can choose to either fight a shorter match with each player given only three lives, or a longer game where the winner only succeeds after five winning rounds. The only exception to this rule is the outcome of a draw, where both of the player’s live meter’s run out at the same time. That would mean that there are really only three possible outcomes throughout the game (winning, loosing, and draws).
    Because certain moves, like the invisible jump kick by Raven are more or less elegant and aesthetically pleasing, it entices people to feel more upset when attacked by them, but more fervent when using them. The individual player effort is mostly in the blocking patterns, and the timing that most fighting games require, but until those skills are developed, the gratification from a winning outcome is unknown, and simple longed for. Once satisfaction is obtained through a good match where exceptional moves are demonstrated, and one becomes the clear winner, the incentive from then on is to feel that same winning emotion. For me, once I won a single game with Marshall Law, I knew that his array of moves, and overall accessibility as a character made him my favorite character. Overall Tekken is a very enjoyable game that keeps you interested, and striving to complete showy moves while defending enough to maintain health throughout the match.

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    1Donkey Kong Country 2 (SNES)Playing
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    3Metal Gear Sold 2: Sons of Liberty (PS2)Playing
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