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    Devil May Cry 5 (PS4)    by   jp       (Mar 16th, 2024 at 19:57:52)

    I started to play this fully expecting to not really like it, not get too far, but at least have some sense of how the game works. So far it's full of surprises (for me at least).

    I'm probably playing on the equivalent of "easy" (I think the mode was explained as "recommended for newcomers to the DMC series", which is exactly me), so the game has not been that challenging for me. Rather, it's been enjoyable as I'm trying to learn to execute some of the combo abilities I've unlocked. I guess that's surprise number one.

    My second surprise is how many cut-scenes the game has and how often I've noticed I'm smiling at something genuinely funny that happened. I was expecting annoying man-bro teenage snark. And, there's a little bit of that - but it's not that bad. It's sort of on the right side of snark/funny. I guess that's too surprises. Lots of cut scenes and the humor.

    Third surprise is that, and I've only played 5 missions, there are (at least?) two playable characters! I've started with Nero and now I'm playing with "V". And V plays VERY differently from Nero. He doesn't really attack, he has these demons you control that are sort of like your attacks. He's weak...there's other energy bars you need to pay attention to. Obviously he's got his own set of upgrades and stuff.

    So. Lots of fun! I might even (try) to finish this one! The try is because who knows what'll happen with the difficulty level.

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    République (PS4)    by   jp       (Mar 16th, 2024 at 09:54:40)

    I picked this up a while ago because I was curious about the game. I recall it getting "ok" reviews, but that it got a lot of media attention. What I don't remember right now is if the media attention was from the crowdfunding campaign (this would have been in the early days of videogame crowdfunding) or after that (e.g. failed to deliver? needed more money? crowdfunding drama?)... or something else entirely. I remember there being drama and attention... Maybe the episodic thing they wanted to do was also super fresh at the time and that was driving the games media cycle?

    So, here I am, maybe 10 years later? More? Playing the game on a PS4...I think the crowdfunding was all about touch interfaces and the (at the time new?) ipad? So. What is the game?

    Well, it's episodic. I finished episode 5. It's a stealth game. It's set in some sort of dystopian fascist 1984-style future, and it has an interesting split-attention thing going on. You control both a character who must move around in a 3rd person 3d space to escape (walking around, hiding in lockers, avoiding guards, finding items, that sort of thing) while at the same time you control a "hacker" (I have no idea who) who can hack items and hop around from camera-to-camera. So, you often have to scout ahead (by hopping to other cameras - you only see things through the PoV of a camera - mostly), see what's up, unlock things, hack things, etc. and the hop back to a camera that gives you a view of the character such that you can see what you're doing when you're controlling her.

    It works! And, I appreciated that there weren't a lot of high-stakes time-based challenges because the camera hopping (which changes your perspective) can really slow things down and it was easy for me to get caught on corners and that sort of thing. It wasn't too hard, and I enjoyed the first episode - lots of cut-scenes though...and...lots of humor? This was unexpected...

    - So, all of the guards carry around a passport you can scan to see who they are. And they all appear with realistic-looking pictures and sort of normal names. But, I was a bit confused that they also had flags from countries all over the place. It all clicked when I scanned a guard whose picture was not a photo but a cartoon character. Specifically Tycho or Gabe from PennyArcade! I then realized - OH! The photos are all of Kickstarter funders! (which was also indicated on the passport, I just hadn't noticed!). The guards are all essentially criminals with mental and behavioral problems...and it's cool that, even as late as the PS4 version, the creators are holding up to what I imagine was promised during the Kickstarter campaign. Still, it was a weird 4th wall breaking thing for me...

    - Which was perhaps augmented because... When you pick a guards pocket you get a game disk! (3.5 inch disc) Each disc is of a different indie game - which was cool - and there's commentary on the game and everything. This made no sense to me at all either...Though it was cool, I thought. And perhaps a sign of what the indie community was then (when things were really taking off!). Later on I discovered why there were all these disks - you get help from a turncoat guard who is into retro games and whose collection was raided by his fellow bullying guards (thus, the discs everywhere). It was a reasonable explanation - but it came too late and also in a context such that I felt it was lucky I even found it...

    So, overall - will I continue playing? I had some fun with the game, but not enough to be compelled into the later episodes. I took a quick peek and it seems the ratings/scores went down starting with episode 3, so I felt I played enough to get a good feeling of the game (I thought the black hacker market where you could sell intel/dirt you found along the way in exchange for new abilities was pretty cool), without needing to spend more time on it.

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    Pyre (PC)    by   dkirschner       (Mar 11th, 2024 at 09:09:55)

    A Supergiant Games game! I loved Bastion and Transistor, and knew that this one was a bit different, some sort of RPG-sports hybrid. I have been looking forward to playing it, with dreams of Blitzball. It’s a tougher recommendation than the first two, though. And whatever preconceived notions I had about playing RPG basketball were a bit misplaced. I think that first and foremost, this is a visual novel, with some RPG, sports, and MOBA elements. As a visual novel, the focus is on character development and storytelling, and I think that if you approach it like this, then you will enjoy it more. As per other Supergiant Games games, the narrative, the worldbuilding, the characters, all that is quite good. You will spend more time reading, especially if you read the (100 or so?) entries in the Book of Rites, than doing anything else.

    You’ll recognize similar themes as in Bastion and Transistor: a disembodied voice (here, not so much a narrator, but actually a titular Voice) whose origin is later revealed; characters who are trapped in one way or another (here physically in the Downside and by reputation and past deeds); and an end-of-the-world scenario (or a major change or remaking of the world). Despite the shift in genre, some of the RPG stuff is still there (combat, leveling up, some equipment, some skill trees), and so is the modifiable difficulty of Bastion and Transistor, this time in the form of constellations, members of a pantheon that you can toggle on/off to make the Rites (the MOBA/basketball sport) harder on yourself.

    The Rites is the sports part. You and others cast into the Downside must compete in the Rites to earn your freedom and return to the Commonwealth. The Rites are divinely inspired and ritualistic, serious business. Most of the characters (especially those on the opponents’ teams) very much want their freedom, and they all resent the system that would cast people into the Downside. Much of the story is about how the Rites came to be, including about the Eight Scribes who banished the Titans and formed the triumvirates, and on and on, and you can read the extensive mythology.

    I am trying to start talking about how the Rites work, but keep veering instead into the narrative surrounding the Rites because that’s the more interesting part! It really is “just” RPG/MOBA basketball. Games are played between two teams of three. Your goal is to put the celestial orb (ball) into the other team’s pyre (basket) and extinguish it (score enough points to win). Each character has attributes that govern movement speed, how quickly they respawn once defeated, how large their “aura” (attack range) is, and how much damage they do to the enemy pyre. They also all have some movement and attack abilities (e.g., sprint, leap; project aura, spawn sapling), and can gain various skills (e.g., more stamina, faster speed, faster respawn, force enemy to drop the ball in flight, etc.). The characters really don’t play all that differently from one another, Rites are over in a matter of minutes, and in my experience, the faster/more mobile the character, the better they are. Fast characters, especially once upgraded with stamina and greater burst speed, can just zip around the field and outmaneuver the slower ones. Sure, their strength isn’t great, so you have to score a few more baskets, but you’ll be doing donuts around the strong, slow characters. The game emphasizes teamwork, but it isn’t all that necessary.

    All in all, the story is the star. The sports addition was a miss. It was a weak vehicle for delivering narrative. I would have liked a more fleshed out sports component, with more complexity, longer matches, and so on. I think I could have really gotten into it then.

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    The Unfinished Swan (PS4)    by   dkirschner       (Mar 11th, 2024 at 08:21:56)

    I’ve taken an embarrassingly long time to get to this PS3 (!) game (and soon, both Flower and Journey [and I really, really hope I have not waited out the wonder that Journey has sparked for so many players]). Before beginning The Unfinished Swan, I thought it would be something like Beyond Eyes or Chicory: A Colorful Tale, two games that probably derived inspiration from it. I thought that you’d “paint the world” to navigate it, progress the story, solve puzzles, or whatever. And yeah, that was spot on, except instead of painting with a brush, you lob paintballs, which is a more chaotic way to apply color.

    Though the game itself is not chaotic! It’s so straightforward and static that my girlfriend asked if it was a children’s game. You go through four chapters, and in each chapter, you do something a little different with the paint. For example, in the first chapter you shoot black paintballs at white space to reveal the level geometry: walls, stairs, doors, and so on. This was interesting, if basic, lobbing paintballs around until you saw stairs or a door or a hallway, walking there, then lobbing more paintballs until you saw the next way forward, and repeat to the exit. In the second chapter, you shoot “water” balls at vines. The vines grow and you can climb them, so this chapter had some light platforming. This was my least favorite chapter by far because it was tedious to direct the vines where you wanted them to go. Hold down the triggers and just wait for the vines to creep…neat to watch them grow, but boring after a few minutes.

    The last use of paint was the most interesting, to shoot lights to illuminate dark areas, and to shoot paint at a light orb, following it down a river. (If you attempt to walk in the dark, spiders attack you and a terrible, tinny screeching noise emerges from the controller. It was so jarring that I turned off the sound effects until I figured out the trick with the lights!). Then the very last thing was, for some reason, unrelated to paint. You basically create blocks in the environment, then use them to platform around. This was neat and could have been the basis for some more puzzles, but felt like a level from a different game.

    The whole thing is wrapped up in a children’s storybook narrative about a king, his wife (representing the main child character’s mother), and his mismanaged kingdom. Also featuring a giant swan who appears to honk at you and run away, which made me think of Untitled Goose Game. The swan is, as you may have guessed, an unfinished painting. Specifically, its neck is missing, which raises questions about how it can vocalize.

    Interesting game for sure, and short enough to not wear out its novelty. Similar mechanics are implemented better and more cohesively in other games, but I can’t knock it for 2012. I did notice a familiar name in the credits, Ben Esposito, who made Donut County (underwhelming) and worked on What Remains of Edith Finch (loved). Looks like this was one of his first.

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    Uncharted 4: A Thief's End (PS4)    by   dkirschner       (Mar 9th, 2024 at 13:43:15)

    Burned my way through this over Spring Break and thoroughly enjoyed it. This is the final (?) entry in the series with Nathan Drake, which is sad. He’s so likeable! Naughty Dog has perfected this series. They’ve taken everything great about the previous games and polished them even shinier, with more crazy chase scenes and set pieces (e.g., running from the machine gun truck in the city; getting dragged behind a jeep on a rope; exploding corpses; etc.). I liked everything about it except that it ran long, although imagining this from the developers’ perspective, that this is the last game featuring a beloved character, I understand the sentimentality. The worst offender on this point was the chapter where Nate and Sam break into the old lady’s house to find their mom’s stuff. It slammed the brakes on the momentum at the end. Though again, it’s hard to critique for character development and nostalgia.

    One thing they added (or I just don’t remember from previous games, but really liked) was nuance to the climbing animations that signify when Nathan can safely jump to the next thing. For example, when climbing around on a cliff, Nathan will reach toward the next ledge, indicating that you can jump there. When swinging on a rope, he will reach out when he is close enough for you to leap onto a platform. The interactable ledges blended in well with the cliffs and other environments, such that Nathan’s reaching was quite useful. I was thinking about pattern recognition while playing, how I have learned to recognize what is “climbable” and what isn’t in games, and how specific games train you a bit differently. Also, it’s interesting to think about Nathan’s “knowledge” versus the player’s knowledge. Nathan reaching indicates to the player that Nathan “knows” something, and the player, reading the cue, can then act on Nathan’s knowledge.

    Another thing I was thinking about while playing was Tomb Raider. I played Rise/Shadow of the Tomb Raider a year ago and remember hating all the collectibles and crafting, and how those games were moving more in the direction of open worlds. I spent those games clicking the right stick to activate “hunter instinct” or whatever it was called, which highlighted crafting resources, collectibles, and so on. I am so thankful that Uncharted didn’t move in that direction. There are totally optional treasures to find that have no bearing on Nathan’s strength or abilities, and a reasonable amount of journal entries (and the journal is fun to engage with). I loved that there was not a ton of shit to pick up. No resources, no crafting, no inventory, no skill trees, no upgrades, no costumes or cosmetics, no intrusion of online play, no microtransactions. The writing, platforming, puzzling, and shooting carry the experience without needing all those other sources of motivation that, for me, usually just bloat the game and make me worry about searching every corner, hoarding inventory items, going to every “?” on the map, etc. That made Uncharted 4 refreshing to play.

    I do want to know, regarding the epilogue, how in the world Cassie didn’t know more about her parents’ adventures! How did she reach adolescence—being a young adventurer/archaeologist herself, interacting with Sully, Sam, and the rest of the gang, presumably having THE INTERNET—without learning that her parents were involved in such dangerous work? Specifically, I want to be there for the conversation, after she is stunned by seeing a picture of Nathan holding a shotgun (“Dad has a shotgun?!”), when they recount to her the thousands of hired goons they’ve killed over the course of four games. There’s your story for Uncharted 5: The Drakes Go To Family Therapy. Haha, oh man. Anyway. I’m looking forward to knocking out Lost Legacy soon, then cleaning out my remaining PS4 games, which are all old indies that I’m ashamed of not playing sooner, perhaps subscribing for a month of PS Plus, and then trading in the ole’ PS4 for a shiny new PS5! Summer 2024 maybe? Early birthday present? Woohoo!

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    Random

    Soul Calibur III (PS2)    by   GameKyuubi

    The definitive 3D weapon-based fighter. A tad unbalanced, but otherwise awesome.
    most recent entry:   Thursday 18 January, 2007
    So I played Anthony for a few hours recently. He certainly picked up his game since we last played. He started with Mitsurugi, and I with Siegfried of course. We were pretty even, though I think I won more of the matches. When fighting Mitsurugi, the match either goes one way or the other. Once he puts you on the ground, it's difficult to get your mojo back. If you try to roll away, you get a sweep, if you try to rise ducking, you get uppercutted, if you try to rise standing, you run the risk of getting grabbed. Mitsurugi is one tough customer, so in this case, the best defense is a good offense. Make sure Mitsurugi's out of range for most of the match, which can be hard considering Mitsurugi has almost as much range as Siegfried, but if you manage to keep the right distance, you can poke him without running the risk of getting knocked down. If you fall, you have about a 1/3 chance of recovering the match. So after some Mitsu smackdown, Kilik decided to come out of the closet. Some of Kilik's weird spin moves were hitting, but I was able to read and block most of it. When that wasn't enough, out came Maxi again. This time, I didn't fare so well. I kept letting him get close, which I learned was a baaaaad idea. There just isn't any way to properly read and punish his stupid high/low strings that doesn't involve mind-reading. Thus, the solution here is to again, keep out of range. This is a little easier with Maxi than with Mitsurugi. Mitsurugi is slower than Maxi, but has more range, so it requires some intuition in order to see the fine area where you can move without worrying about being hit. Maxi is faster, but has less range, so it's easier to know when you are/aren't in the sweet spot. However, this knowledge didn't save me from many an embarrassing Maxi-mixup-landings. I guess I just need to fight Maxi more. :/

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