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    Dragon Quest V: Hand of the Heavenly Bride (DS)    by   jp       (Sep 13th, 2019 at 10:27:55)

    Finished!

    The end was looking a bit dire - like I'd need to grind a lot in order to take down the final baddy. Fortunately(?) I was able to "cheese it" a little - I realized that I had an item that healed everybody and that if I spam used it, I'd be able to save all the magic points I really needed for the protection spells...and so, YAY!

    Looking at my shelf, it seems like I've played the Zenithia trilogy (IV, V, and VI) which are apparently the better ones. That's good. As I've mentioned before, these are some of the more enjoyable JRPGs I've played. Weirdly, I've completely lost track of when they released originally. In my mind they're all SNES era games (they're not) and this last one definitely had 3D graphics and such...

    One of the things I've enjoyed the most is how the game plays against convention rarely. But it does so in moments that really help heighten the novelty/experience. So, there are a few cut-scene moments that go "3D"...one notable one is a giant monster that awakens and walks towards Monstroferrato - you kill it to get a key. It was a cool moment that really played well into the "this monster is huge".

    Anyways, now on to other games!

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    Detroit: Become Human (PC)    by   Chuanqi Liu       (Sep 12th, 2019 at 01:17:41)

    I like the way of Detroit combing game system and narrative. The game uses the symbiosis to simulate all sorts of situations, often with quite pleasing results. What stood out for me was an interrogation scene with a stressed-out android, and a scene where I had to make sure a police officer didnít become too suspicious of my character. The success of those scenes came from mixing simple, gamey systems together with narrative in a holistic manner. In some scenarios, by showing some numbers going up and clear objective pointers, the game manages to add a more concrete feedback loop. The system gives the game more opportunities for narrative-system symbiosis.

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    Detroit: Become Human (PC)    by   Chuanqi Liu       (Sep 11th, 2019 at 00:25:45)

    I think the game might be more thematically interesting if protagonists didnít look so human. Most players can be easily sympathized with protagonists because of their humanoid looks and actions. It would be more fun if the player started the game thinking the robots did not deserve any rights, and the thinking would evolve throughout the game.
    For example, it doesnít make sense for a player to want for Connor to stay an obedient robot in the game. The story pretty clearly pushes the player to want Connor to become a deviant. If the Connor had looked a bit more spooky, or had weirder ways of thinking like a machine, it would have made the choice less obvious and forced me to think more about my alternatives. A version of Detroit with protagonists that are clearly not human would be also interesting to play.

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    Detroit: Become Human (PC)    by   Chuanqi Liu       (Sep 9th, 2019 at 22:08:26)

    The ethical controversy story of Detroit: Become Human intrigues me to think about the boundary between humankind and robots. How do we judge and distinguish robots from human? Is it wisdom, or life, or even emotion?
    One thing I found particularly interesting is a choice offered to the player about the android appears on the title screen, Chloe. Chloe is present on the gameís title screen to discuss the playerís choices, make comment on their progress, and generally interact with the player. After a successful android revolution, Chloe poses a question to the player; will the player allow her to leave to join the revolution or deny her request and make her remain as an in-game hostess. I think this request raises an implicit question of gender issues in the game, whether certain roles would only be fulfilled by certain genders. Would players respond differently to this request if it were made by a male android?

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    A Way Out (PS4)    by   jp       (Sep 9th, 2019 at 19:14:34)

    Played some more yesterday - we've escaped prison, wandered in the woods for a bit, and now repaired an elderly couple's old pickup truck and are escaping in it.

    At this point I'm really curious to know how long the game is - my wife isn't too comfortable with the controls (especially the camera control)...so we'll see how much patience she has.

    I'm really enjoying it so far...

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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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    James Bond Goldeneye 007 (N64)    by   akhera

    One of the best shooters!
    most recent entry:   Wednesday 5 December, 2012
    In Golden Eye 007, you are Bond, James Bond and your mission is to recover the key to a devastating Soviet orbital weapon, GoldenEye. The core mechanic of Golden Eye is shooting. The primary interaction patterns are single player vs. game and multilateral competition. In the single player mode, your objective is to save the world by destroying the Soviet forces. However, in multi player mode your objective is defeat the opposing players. The resources that each player has to manage in each match is health and ammunition. There are a variety of different weapons such as the Golden gun, proximity mines, and the magnum,which are placed at random locations in each map. Therefore, map control is especially important in order to secure a strategical advantage. However, the weapons are balanced and the maps are designed extremely well. So if a player does not get to his or her preferred weapons it is not the end of the world because every weapon can hold its own in combat. Also the levels are designed so that players can find a way to take control of a portion of the map from the opposition because of the prevalence of several flank routes in each map.

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