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    Sherlock Holmes: Crimes and Punishments (PS4)    by   jp       (Apr 21st, 2024 at 00:26:13)

    This game is way more interesting than I initially gave it credit for (and I might even play all the cases, I'm that curious!)

    There's a bunch of cases, you're Sherlock and you gather clues, investigate locations, use your special "eyesight", interrogate suspects, and more. So far, this is what you'd expect.

    Some clues become more important and they show up in your "brain" where you can pair it up with another clue (if it's the correct one) to deduce something. Once you have enough of those, you can reach a conclusion. ALSO, once you've reached a conclusion you can decide how to act on it (usually it's either call the cops or call Mycroft - i think...).

    What's really wild is that in the brain-connecting clues interface, you can reach lots of different conclusions! (I think it's 4 per case, at least it has been that so far and I've completed two cases). OH! And, as far as I can tell, the you can get it wrong! And, you just move on...the game calls some of them moral choices - which I'm confused by. But the idea that you could arrive at an incorrect conclusion and the game just moves on to the next case is pretty wild. So far, I've gotten both right (because there's abutton you can press that even warns you - like "spoiler alert" and it shows my result in green - which I assume is that I got it right).

    Anyways, that's super cool!

    Oh, and the game haslots of little mini-games that you play once, and they're part of the story (e.g. taking sherlock's pulse, or arm-wrestling with a sailor)..

    The 2nd case is pretty neat - it takes place in the UK, there's a missing train...and there are rich Chilean (and Mexican) businessmen involved! Whoah.

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    Fights in Tight Spaces (PC)    by   jp       (Apr 21st, 2024 at 00:19:38)

    This one's a bit weird and I'll confess I didn't play it that much (just played one mission - which is like 1/5 of a full run?). It looks like it wants to be SuperHot, but it isn't - that's ok. But, it has a "play the movie" of what you just did in a level that you would think would play fast and smooth and super action-y. But now, it's slow and it even pauses between card plays...so it looks rather boring, which is a real shame.

    As for the game, there's interesting stuff going on, but I haven't fully understood everything:

    a. There's a typical energy system for casting, but a secondary system (combo) that lets you play some cards with a combo cost. If you move in your turn you lose combo so it's sometimes tricky to get everything to pull off.

    b. While playing I was disappointed (because it seemed unfair) that there are objectives (bonus ones) in each level - and I wasn't getting any because I didn't know what they were! Apparently they're actually shown on screen, but in a place I did not see or notice.

    c. The game seemed a bit slow - I was just moving and getting out of the way as I waited to draw into a good hand of cards. This cuts the momentum for sure and also made it hard/impossible to accidentally hit the secret (not really secret) objectives. So, I'm curious to go back and try again with awareness of the objectives. They should help a lot - in that I'm more likely to try to "solve the puzzle" of each turn and hopefully get the bonus objectives.

    d. It's strange that you have to pay to heal, but I thought it was neat that you can upgrade several cards (if you have the money) and that some cards are cheap to upgrade - there's different pricing for them!

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    Hadean Tactics (PC)    by   jp       (Apr 21st, 2024 at 00:11:34)

    Ok, I've now cleared the game (not unlocked everything, of course) and it really is quite fun and interesting. The 3rd character (which I was waiting on to try out because I wanted to clear the game with the 2nd one) is pretty neat as well though as I write this all I can really remember is that it has an orb mechanic similar to one of the characters in Slay the Spire.

    The harder ending is basically another 3 levels, but they get shorter! The last one, if I remember correctly, is just the boss. I don't remember what deck I was running, but it was pretty good - in the sense that I had picked up some good combos..traps and all.

    I'm going to stop playing, for now, mostly because the list of games too look at keeps on growing - one a week - because of the design seminar I'm teaching.

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    Before Your Eyes (PC)    by   dkirschner       (Apr 14th, 2024 at 13:51:13)

    I've been looking forward to playing this, especially after playing One Hand Clapping, which had a singing mechanic. That game activates your mic and you use your voice, raising and lowering pitch, to interact with the game. Before Your Eyes was similar in that the game activates your webcam and uses your eye blinks as input. Before Your Eyes works WAY better than One Hand Clapping, and it's the better game all around. I figure that detecting blinks (yes/no) is easier than detecting notes along the range of human vocal pitch, so kudos to One Hand Clapping for trying.

    Blinking in Before Your Eyes doesn't do anything unless you do it over a prompt (mouse over the prompt, then blink to interact) or unless you do it when the metronome icon is visible, which progresses the story to the next scene. The rules are simple, and it became a game in and of itself for me to blink strategically. I imagined that at the end of A Clockwork Orange, Alex's eyes are forced open so that he could successfully complete this game. At times, I felt like holding my eyes open with my fingers. This is because your eyes will get tired/dry/itchy while playing and you will screw up and blink when you don't mean to, skipping dialogue or ending a scene early. That's frustrating enough. Make sure you do the blink calibration, but I think that no matter how well you do it, it will still occasionally register some non-blinks as blinks. This really didn't happen much for me; through calibration, I think I turned the sensitivity way down, and I wonder what effect wearing glasses had. But like I said, it works surprisingly well.

    So, the game itself is narrative-heavy. It's an obvious play on the idea that a life can pass in the "blink of an eye." You're picked up by a ferryman of souls who asks you to tell the story of your life. Back in time you go to remember it: your childhood, your parents, your career, etc., blinking your way through each scene. I won't spoil the story, but there is a twist that I absolutely did not see coming (though I should have paid more attention to the mysterious dark scenes) that changes the narrative and the tone of the game. This is one you can spend time reflecting on.

    Aesthetically, it's got a simple visual presentation, sort of painterly, with some really nice piano music. The voice acting is good, with the exception of the girl-next-door (who sounds the same at 10 as she does at 40). For some reason, they also used the same voice actor for your dad and her dad, which made the one scene with her dad calling her very confusing ("Why is my dad at her house?!"). But I liked the dad and mom's performances. I was wondering through the whole game if your character was mute and/or on the spectrum because he doesn't talk--only through a typewriter later in the game--and otherwise expresses himself through his prodigious musical and artistic talents. But I think he's just a silent main character, not actually mute.

    Anyway, the game won a BAFTA for a reason. It didn't blow my mind, but it's a neat experience that's worth having. It's short too, doesn't waste your time. I'm considering incorporating it into a class.



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    Stray (PC)    by   dkirschner       (Apr 13th, 2024 at 12:00:39)

    Patrick and I have been playing this together this semester, and finished it a couple weeks ago. We were talking after beating it about despite how simple and straightforward of a game this is, it manages to be something new. Playing as a cat (and being able to do cat things like curl up and sleep, scratch things, knock objects off tables, etc., so cuuuute) was novel, and the setting and story were interesting. But really, playing as a cat. I smiled a whole lot throughout the game. The lil companion robot was cute too.

    On the other hand, I was often tired and bored while playing, and literally fell asleep during several sessions. Patrick would be making dinner or something in the kitchen, and I'd snap awake, cat walking into a wall, and I'd pretend I had not fallen asleep, and that I was just watching the cat walk into the wall and thinking. Like how my dad always used to claim he was "resting his eyes" when he'd fall asleep on the couch.

    I would not call the game exciting. It was a lot of wandering around the city and talking to robot NPCs, fetching things for them. The city is a really good-looking dystopia, and the robots are quirky, but I wish they had more dialogue. You don't get a sense that many of them have personalities besides whatever one-note thing they do. I mean, the lack of dialogue makes sense, and it's not really "dialogue" since the cat can't talk. The fact that you are a cat adds a whole layer of silly to the game. Like, why has this lil robot befriended a cat? Why are all these robots putting all their faith in a cat to save them? Cats don't understand what we're saying to them, and cats do whatever they want! Playing as a cat in a game where you're doing fetch quests (fetching is dog stuff!) and doing things to help people is very un-cat-like.

    But, you know what? The ability to play as a cat and do cat things trumps how little sense it makes, and I would play as a cat in this dystopia again. Idea for next time: more cats. And what do you think? Were there cats at the end?! Optimistically, I think so.



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    GameLog hopes to be a site where gamers such as yourself keep track of the games that they are currently playing. A GameLog is basically a record of a game you started playing. If it's open, you still consider yourself to be playing the game. If it's closed, you finished playing the game. (it doesn't matter if you got bored, frustrated,etc.) You can also attach short comments to each of your games or even maintain a diary (with more detailed entries) for that game. Call it a weblog of game playing activity if you will.

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    1 : jp's Sherlock Holmes: Crimes and Punishments (PS4)
    2 : jp's Fights in Tight Spaces (PC)
    3 : dkirschner's Blair Witch (PC)
    4 : dkirschner's Creaks (PC)
    5 : dkirschner's Before Your Eyes (PC)
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    1 : dkirschner at 2022-10-12 08:51:09
    2 : root beer float at 2021-11-21 13:15:48
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    Deus Ex (PC)    by   djs224

    A unique blend of shooter and roleplaying game set in a dystopian future. Players' choices can have more effect on the outcome than they first realize. Takes some getting used to the controls, but it's a classic that no PC gamer should go without playing.
    most recent entry:   Wednesday 27 February, 2013
    Deus Ex is a first-person shooter/roleplaying game hybrid, released in 2000 by developer Ion Storm and publisher Eidos Interactive. Set in the year 2052 and featuring a plot involving cybernetic augmentations, the Illuminati and secret societies, and a dystopian world, the game has been critically acclaimed as one of the best PC games of all time.

    I have previously played through Deus Ex in its entirety; this gamelog is for a fresh start with the game, mixed with some insights based on my previous knowledge.

    -Player-

    Deus Ex is primarily a single-player game (with a multiplayer mode consisting of deathmatch variants patched in later). The player takes on the role of JC Denton, an operative for the United Nations Anti-Terrorist Coalition (UNATCO). Character customization is limited to one of five skins for JC, as well as a "real name" which comes up in text a couple times during the game. At the start of the game, the player can choose one or more skills to allot their starting 5000 skill points to (typically, no more than three). These vary from computers and electronics to various weapon proficiencies to swimming and environmental training. Gaining additional ranks in a skill will allow the player to better perform tasks relating to it. For example, training in pistols will allow faster, more accurate aiming; training in electronics will allow the use of fewer multi-tools to hack security panels or doors.

    -Setting-

    Deus Ex takes place in the year 2052 in a variety of locations, starting in New York City before transitioning to such varied locales as Paris, Hong Kong, secret institutions, and even Area 51. As the nano-augmented JC Denton, the player is tasked with putting down a terrorist threat, as a group called the NSF is stealing Ambrosia, a vaccine for an unstoppable plague known as the Gray Death. The vaccine, very expensive, is reserved for the elites of society, with the masses never being able to afford the vaccine. The plot quickly escalates into a story of intrigue, double-crossing, and conspiracy, which I won't go into here.

    -Gameplay-

    Deus Ex is primarily played as a first-person shooter, though with mechanics most players of the genre are unfamiliar with. For starters, using a gun requires the player to steady themselves if they wish to aim accurately, holding still until their reticule pinpoints their target; the speed of this action is increased if the player trains that weapon's skill. Thus, those who attempt run-and-gun tactics early on will find themselves dying very frequently. There are also several melee weapons in the game, with a strike to the back being lethal in practically every case. A particularly game-breaking weapon, the Dragon Sword, is available fairly early on, and provides a fast way to kill most any humanoid enemy in the game.

    Stealth also plays a heavy role. Crouching while walking silences footsteps, allowing the player to sneak past guards (or up to them, if they wish to take them out). Levels are usually designed with a "sneaking" path or two in mind, to allow a stealth-focused player to get into areas they might not otherwise be able to. A player will have to be stealthy if they wish to undergo a pacifist run, in which they refrain from killing any enemies during the course of the game; this is a player-designed challenge, and there are no rewards for doing this during the game itself, save for some different dialogue in places after not killing anyone.

    Since the game is heavily cyberpunk-inspired, it is no wonder that hacking is an important game concept. While most (if not all, I'm not sure) passwords and codes can be found somewhere in the game for those diligent enough to look for them, a player can use multi-tools to hack electronics, lockpicks to open locked doors, or their computer skill to break through a computer's login. This allows for many secrets to be uncovered over the course of the game.

    As the player completes missions, they gain more skill points, which can be put towards the same skills presented to them in the beginning of the game. It is impossible to earn enough points to fully max out all skills, so careful planning is key. Through the course of the game, the player can find augmentation canisters; these can be installed through a medical bot to gain access to nine additional augmentations. Each canister gives the player a choice of two augmentations (a permanent choice), and each augmentation can be upgraded three additional times through upgrade canisters to increase its effect.

    Roleplaying is a fundamental part of the game. A player can choose to be a walking death machine, if they so wish, by selecting skills and augmentations to support this. Alternatively, a more stealth-inclined player can choose a different set of skills and augs to suit their playstyle. Some even play without any skills or augmentations, as the game is designed to allow this (even if it's rather challenging!). A player can choose to kill some or many enemies, or take them down through non-lethal means; NPCS will sometimes compliment JC if they refrain from killing, or admonish him if he doesn't. Dialogue with NPCs will sometimes offer a choice in what JC says; NPCs will react differently depending on what is said.

    The game is heavily mission-oriented, with a primary task and sometimes an optional secondary or two. Completion of the primary task is required for plot progression. The player will usually have multiple ways to handle any given situation, whether through direct combat, stealth, hacking, or other means. Levels are designed to support a wide variety of options, allowing for a lot of replayability. Options are even included for boss battles; if a player wishes, they can avoid killing any of the bosses in the game, including the final one. They can also handle some bosses earlier than they are "intended" to.

    -Game Log-

    For this section, I started a new game, opting to put my skill points in electronics, computers, and lockpicking. The first mission, Liberty Island, is frequently cited by players as a difficult area, mostly due to the lack of experience with the game's controls. It took me a few minutes to get reacquainted, then I began to play.

    The mission required the infiltration of the damaged Statue of Liberty and the takedown of the NSF commander at the top; an optional objective involved freeing another UNATCO operative from a prison at the bottom. I opted for a stealthy approach, sticking to the shadows and avoiding guards entirely. A back entrance into the statue helped me scale the statue quickly, though I decided to try climbing back down to free the operative. The path was difficult to really pursue, and thanks to being bottlenecked in a stairwell, I died, highlighting a noteworthy flaw or feature (depending on your point of view): no auto-saving. If a player forgets to regularly manually save, they can lose hours of progress due to an ill-timed death.

    Restarting the game, I decided to try a different approach through the front. I found out from an informant on one side of the island that the commander should be kept alive so he could continue to spy on the NSF. In a cargo bay, I found supplies and the password to the security system; using a panel near the entrance, I was able to turn off the cameras, force the turrets to attack enemies, and unlock the doors.

    The prison had two ways to enter, by hacking an electronics panel near a laser grid or by crawling through some air ducts to bypass it entirely. I chose the former option and eventually managed to free the operative. I then proceeded up the statue and found the commander, refraining from killing him and learning that the Ambrosia the NSF had stolen was being shipped to the masses.

    I was then ordered to proceed back to UNATCO headquarters on the island, where I got my first augmentation installed, opting for the strength augmentation rather than the hand-to-hand combat one. The next mission was to track down the stolen Ambrosia and get it back for UNATCO; it was here that I ended my session.

    The gameplay was fairly easy to pick up on again after having not played it for a year and a half. I know a newcomer would have a bit of trouble getting used to it, but most people I know who play it say that the game picks up after Liberty Island, as a means of encouragement to players considering giving up so early. I think there are two reasons for that. One, Liberty Island is a bit of a slow mission with not a whole lot of options for how to complete it (yet still considerably more than most shooters). And two, by the time you finish the mission, you're fairly familiar with the controls and can better handle the game's challenges. In addition, later levels provide the player with more weapons, augmentations, and skill points; by the time you've got a large array of skills and items at your disposal, you're free to choose exactly how you want to pursue a mission.

    For things that might be turnoffs to today's gamers, the graphics would definitely be one. Everything definitely screams "late 90s" graphically, both through textures and models. However, I would hope that someone who was interested in the game would look past that; it was released in 2000, after all, so the graphics aren't going to be stellar. The voice acting is also a bit laughable at times (from memory, most of the Chinese VAs are comically bad, and the children are ear-gratingly terrible), but to me, that adds to the charm. The story is one that can throw you for a loop at times if you're not entirely paying attention (it does NOT just spell out the plot for you), but for those who like to delve into cyberpunk stories full of intrigue, it's definitely worth it to keep up with it. And while the controls and gameplay are a bit confusing at first (especially to someone raised on the latest hand-holding games), the learning curve isn't terribly steep, and rewards a persistent player with a memorable experience.

    -Overall-

    Deus Ex is classic for a reason: it's a game that was deeper mechanically than a lot of games of its time, and certainly deeper than most recent games. Its blend of shooter, stealth, and roleplaying game hasn't been matched by any game I've ever played, and is one I would wholeheartedly recommend to anyone who craves something different. I would also recommend its prequel, Deus Ex: Human Revolution, as it is a fairly solid follow-up; the game incorporates many of the systems of Deus Ex, but with more modernized gameplay that would be more enjoyable to today's audiences. I would also recommend playing Deus Ex first, as it gives the player insight into many of the references to it given in Human Revolution, and because it's a bit hard to go back to the first game after playing something more modern that feels like it. Not impossible, just hard.

    In short: a classic PC game that exemplifies great game design. A must-play title.

    [read this GameLog]

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