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    Star Trek Bridge Crew (PS4)    by   jp       (Nov 18th, 2018 at 20:17:10)

    I played a demo of this at GDC and it was awful. It just seemed really dumb and I felt that I couldn't do anything. I was wrong!

    I picked this up on a trip over the summer in Italy. I gambled that it would work in English (it did!) so that was a huge sigh of relief.

    I played the Engineer tutorial which was fun and then decided I'd jump online to play with some other people. I must have spent 20 minutes or so in the lobby waiting - at most there were two other people, which might have been on Rifts? I wonder because they had hands they could move around (it took 5 minutes for one to make rude gestures). But, maybe they were using PSMove controls? I was using a controller and deliberately stayed quiet - though, as noted by one of the randos, he could hear my breathing. Oh well. I never did get that multiplayer match.

    Fortunately, there's a campaign so I played the first mission of that. I had to bail because, not having done the captain tutorial, I got to a point where I was unable to figure out how to proceed (UI wise). The tutorial sorted me out, it was a dumb thing but I was ready to go! It was a fun, albeit easy, mission. The Kobayashi Maru! Weird choice for your first mission, but it was a simulation (within the game), so it makes sense from the training perspective?

    Anyways, I'm looking forward to some more missions....

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    Until Dawn (PS4)    by   jp       (Nov 18th, 2018 at 20:11:01)

    I started playing this a loooong time ago, but never finished or got too far. I don't know why, other than perhaps something else - more exciting at the moment - came along. I also neglected to write anything about the experience so here goes for a more recent play session.

    I thought I'd play some more - at least finish one play through - because the unplayed pile of shame is very large. I'm surprised by how easily I was able to get back in. The game does a good job of reminding you of prior choices and important scenes. I also recalled being confused about the flashback scene. It's one where you play a few girls who are running away and then they die. They were being bullied, apparently by all the different characters you play now. I was confused for a moment because the flashback scene was inside the cabin and the scene I played had me...trying to get into the cabin. Anyways, it all made sense in the end.

    I found a few more totems - that trigger partial flash-forward scenes. Somehow I should be able to make sense of them to avoid/prevent what they refer to. I'm not sure how that will work out, to be honest. At this point I have one section of each of the totems.

    I've also been picking clues - again, I'm not sure how they will come into play. I'm guessing they might affect future events in some way? For example, I found a baseball bat - and there was a message alerting me that, it mattered somehow (it was one of those butterfly messages where things go one way or another).

    I'm curious to know how the clues and totems play out and whether or not its possible to "get everything" in one playthrough? I'm guessing not - and I'm surprised by how many clues it seems I've missed so far...

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    Invisible, Inc. (PC)    by   dkirschner       (Nov 18th, 2018 at 17:43:11)

    What a short and sweet stealth tactics game. It reminded me of a mix between XCOM and Shadowrun games, with a little bit of System Shock thrown in at the end. You are an operator leading a squad of agents to ultimately infiltrate an evil corporation and upload your organization's super AI onto their mainframe to shut them down. You've got 72 game hours to do it, and each randomized mission you choose takes, as far as I saw, between 5 and 12 hours. After each 24-hour day, the story advances and the sites you infiltrate become more difficult as the corporation gets onto you. Missions come in a handful of varieties, including ones to acquire information that gives you more mission choices, free hostages (some of whom can join your permanent roster as playable agents), steal vault keys, use vault keys to get tons of cash, and access rare items through theft or purchase. I'm not sure if I got lucky on my second run or what, but I was able to recruit two new agents very quickly, thus giving me three (of four possible) for almost the entire game. I never saw another hostage rescue mission.

    The gameplay is familiar stealth tactics fare with fun twists. Use AP to move and perform basic actions. What sets it apart is how perfectly balanced and precise everything is. If I screwed up, it was 100% my own fault. The game gives you a lot of information. For example, open a door and you get a little vision cone that your character can see. Peek around the corner and they can see most everything in the room. If you see an enemy, you can spend 1 AP to observe his movements and know what path he is taking. You can also see his vision cone, including the squares he sees and those that he is "watching," i.e., his peripheral vision (which oddly doesn't apply to squares right next to him). You can also see when enemies are alerted and what position they are alerted to. This gives you time to plan an ambush or get out of the way or distract them. Laser grids can be hacked, allowing you to cut off certain areas of the level, or, if you're clever, frying an enemy who moves near it! Surveillance drones, machine gun turrets, and various other useful things can be hacked and used to your advantage too.

    In return for such access to information, you have a lean number of AP and potential moves on any given turn. Thus, you always have to do a lot with a little, which makes every decision feel weighty. On Easy, you get 5 Rewinds per level, so you can screw up some without wiping your agents. In addition to your agents, you have your AI, Incognita, who can spend a resource called Power to hack enemy electronics, create noise distractions, and other things. Incognita hacking disables cameras, captures turrets, unlocks corporate safes, and later even decreases enemy armor. You want to manage Power very carefully because it isn't an infinite resource, although there are panels scattered throughout the levels where you can siphon more, and I luckily found a mod for Incognita early on that passively gave me 1 Power per turn. You also need to watch out for daemons, which debuff Incognita and/or your agents for a few turns (-2 AP for all agents, +1 Power cost to hack things, spawn one more enemy, etc.).

    You can install various implants in your agents and equip items. Some of the implants are freaking awesome, such as Internationale's ability to remotely siphon power from terminals. Couple that with dumping points into the Hacking stat and she wound up sucking +5 Power from every terminal from a room away, which was HUGE. Upgrading passive stats is a big deal, and costs money, which you steal from safes and from guards. It was a tough decision whether to upgrade my agents or to spend the money on new items. I went with upgrading my agents most of the time, and by the end of the game, they had maxed out speed (more movement, always useful in these games). Hacking was Internationale's specialty as mentioned earlier. I gave Decker (nice reference) a lot of strength (carry more items, drag guards farther), and Prism I gave Anarchy (steal more and better from guards), though that didn't turn out so useful, and I wound up making her well rounded.

    I played the game on Easy, which was recommended. It was challenging and taught me the game, but was never too hard, especially once I learned everything. It was constantly nerve-wracking though. As soon as I beat it, I gained experience, unlocked two new agents and two new mods for Incognita, and it said that the real challenge is on Experienced difficulty. Well! Tempting. I am sure the game becomes brutal. But I've still got Shadow Tactics: Blades of the Shogun to try, so the next stealth game will be another new stealth game.

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    Wandersong (Switch)    by   EEEEhentai       (Nov 15th, 2018 at 23:14:55)

    今天早上也是迷迷糊糊的玩了一下,Wandersong在ACT4的结尾,并不单单只是加入了平台跳跃,更是将时间结合了进来。时间影响着机关,给机关加速,减速,改变时间顺序。改变时间顺序,影响关卡机关旋转的方向,从而让玩家不断的向上跳去。影响时间的时候,玩家为无敌的状态。游戏也为这个状态,加入了对应的机关,例如,最后的依顺序降落的尖刺。

    我觉得Wandersong,让我更加了解到了一个核心机制的重要性,一个好的核心机制,更能让游戏衍生出更多的玩法,提供更多的体验。在Wandersong中与其说“歌唱”是核心玩法,我认为“歌唱盘”此是真正厉害的东西?不,可能“歌唱盘”才是真正的核心机制吧?感觉,一切游戏的玩法,都是基于“歌唱盘”所进行的,而不是“歌唱”。“歌唱盘”更像是玩家操作的衍生延长。例如,利用“歌唱盘“旋转开门,利用歌唱盘操作机关(“橡皮泥关卡”),挥舞剑,扔东西等。(可能会像是“废都物语”的光点互动?在“废都物语”,光点也可以用于解密,探索,抉择来使用)

    但,因为“歌唱盘”占据了太多的内容,导致歌唱部分与游戏并不能很好的结合?我一直期待着,玩家结合着背景音乐,在用歌声操作关卡中,提供那种人声(玩家操控的角色)与背景完美结合,精致精细的设计,但是并没有。只有部分,玩法变成音游的时候,才有点结合,但因为“歌唱盘”是旋转的盘,操作也是旋转它,(操作不是特别精确),导致歌声时常出席。

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    Nier Automata (PS)    by   Neuschwanderer       (Nov 15th, 2018 at 16:11:09)

    Third play session of the game was basically just running around the starting zone after getting down to the planet’s surface. I spent probably 2 hours just looking at every possible corner for loot and another 20 minutes at least fishing once I found out that it was something that I could do. It was interesting to see enemy robots that would just stair into space as the game said that were passive and other bigger robots that were hostile on sight. I’m wondering if there’s more to be said about smaller robots losing their aggressiveness compared to the larger more intelligent robots. It was fun to finally get another weapon and exploring the dessert zone was very entertaining once I found out that there were seemingly secret areas like the cave system below the desert floor. I could’ve probably just kept looking around the buildings in the city or the desert area and never gotten anything done and still have been entertained, but I finished up the quest lines and two first sub quests. The leader of the resistance seemed to know the character of 2B or the 2 model of android for reasons that were kept secret from us. I feel now that this game is going to require many a playthrough to get all the different story elements of this seemingly very deep and complex narrative. So long as the combat remains as entertaining as it’s been, I look forward to playing more. However, I get the feeling that the game will get to the point where combat is seen as something that you might not want to do as a player for one emotional reason or another.

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    Recent GameLogs
    1 : jp's Star Trek Bridge Crew (PS4)
    2 : jp's Until Dawn (PS4)
    3 : Neuschwanderer's Nier Automata (PS)
    4 : dkirschner's Invisible, Inc. (PC)
    5 : EEEEhentai's Wandersong (Switch)
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    Legend Of Zelda: Ocarina of Time (N64)    by   vbanuelo

    Great.
    most recent entry:   Wednesday 20 February, 2008
    GAMEPLAY

    I played this game again, and once again was very happy with my experience. The way the story has progressed has been exciting. Initially I knew that an evil man was trying to take over the world, and was told the story about how the world was created and about the triforce. When I went to Princess Zelda, she told me more of the story, she told me that the triforce was stored in the Secret Realm. More of the story was revealed. But my main point is that I like how doing certain things leads to more of the story being revealed. This in a way can be seen as a sort of reward.

    While playing this game I felt pretty happy. Maybe its cause all the kids in Hyrule Forest only have smiles on their faces. Or cause all the citizens of Hyrule seem so happy. I don't know what it was about this game but it made me feel pretty happy. It could be cause everything seems so vibrant when Link is a kid. But this of course changes as he gets older. Hyrule looks ugly and destroyed. But beforehand I feel happy.

    I like how its pretty difficult to get lost. Every so often a giant owl will come along and tell you where to go next. And if you happen to be running around for a long time without doing nothing your little fairy guardian will remind you of what you are supposed to be doing or where you are supposed to be going.


    DESIGN

    I really think Nintendo did an excellent job with the camera in this game. It seems that they took Super Mario 64's camera, and improved it dramatically. Where SM64 would frustrate me with its camera Angles it seems that Zelda only makes me happy. It could also be that I don't need the camera in the same ways that I needed it in SM64.

    The tone of the Gameworld is initially happiness. Like I stated earlier, everyone and everything is happy. Dogs are running around, people are in the town center talking, there's a couple looking in love. Everyone is just happy. But as you progress and go seven years into the future, everything changes. The world goes from happiness to ugliness. There is no longer people hanging out in the town center, and to make things worse everything is destroyed. The game does a good job of conveying this by using alot of brown. Where everything was once full of life and color, seven years later in the game the town center is in ruins and full of dirt.

    As has become standard in my game logs, I shall summarize my likes and dislikes.

    First off the stuff I like:

    I love the camera. Its always, at least up to this point, where I want it to be. In fact, as I have been playing I have forgotten about the camera. Where in Super Mario 64 where I was constantly shifting the camera, here its like that set it and forget it infomercial.

    I also enjoy the "z-targeting". I have now come to believe that GTA:SA in fact took their targeting system from this very game. And if that is not the case, then Rockstar is years behind. But I enjoy being able to target a specific enemy and then killing him, or being able to fight multiple enemies at once without getting hurt too badly. It has also made the boss battles I;ve had so far a hell of a lot easier to finish.

    I like how this game took the puzzle elements of the original Zelda games, and brought them to the world of 3D. How you might ask do they bring into the 3D world. Well at least in the very first dungeon, the deku tree, you have to fall from the third floor onto a web covered hole on the first floor to break the web and access the basement floors. There you go, one puzzle in the bag.

    Some of my dislikes.

    Having to run across the land. It takes so long. Not having Epona really makes this portion slow. So I actually figured a way to traverse the gameworld faster. I use "z-targeting" and face perpendicular to the path I need to take. I then jump sideways which seems to be a hell of a lot faster. I don't think I should have gone through all this trouble.

    But aside from that I don't know anything else I haven't liked so far. It could very well be that that's my only obvious dislike.

    Because of this, I believe this game was very deserving of its perfect or near-perfect scores when it was reviewed back when it was released.

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