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    Creaks (PC)    by   dkirschner       (May 21st, 2024 at 07:48:19)

    I haven't played an Amanita Design game in a long time, and what a treat this was. I'd never heard of Creaks, but it was in some puzzle game bundle I purchased a while back. It’s got the exceptional art and music you expect from Amanita. The puzzles are creative and the concept is original. In Creaks, you are a guy who finds a hidden passage behind his bedroom wall. He turns on his flashlight and goes through the crawlspace. Turns out that below his room is a sprawling cavern with a massive tower, wherein live all manner of strange creatures. The anthropomorphic birds are the main ones, and they’ve got a problem. A giant monster is crawling around the outside of the tower, destroying everything. The birds are trying to figure out a way to stop the monster. You stealthily follow the birds down, down, down, watching what they are up to, solving puzzle rooms as you go. Eventually, they discover your presence and enlist you to help destroy the monster.

    The puzzles in Creaks are great! Over time, you’ll be introduced to various mechanics, but they basically involve manipulating creatures and light sources, which when shining on a creature, change them into furniture. The first puzzle creatures you encounter are dogs. The dogs activate when you get close and bark at you. When you get too close, they chase you. If you jump off a ledge or go down a ladder, they’ll stand there barking for a minute, then trot back to where they were. So, for example, if you need to get around a dog, you might get it to chase you, climb down a ladder, and climb up a ladder now behind it while it stands barking at the ledge you dropped from. Or, if you lure it to a light source, then turn on the light, the dog will change into a chest of drawers, which (as long as it stays in the light!) you can move or climb on.

    You’ll see jellyfish creatures, which have rules governing their constant movement; goat creatures, which run away from you if you go near, and which otherwise will move toward patches of grass to graze. Dogs will also chase goats. Then there are these weird plant (?) creatures. One type copies your movements and the other type does the opposite of your movements (e.g., you step left, it steps right). And so on. You are generally trying to position the creatures onto buttons or beneath light sources such that you can get past them and move to the next “scene.”

    There are something like 50 scenes. Not only is the puzzle design excellent, but the larger environment design is cool too. As you’ll see, the scenes are all interconnected in the tower. The difficulty is just right. Some of the puzzles had me scratching my head and then feeling clever once I figured out the trick. I got really stuck only one time, but put the game down for a week, played Firework, came back, and with a fresh perspective solved the scene in 5 minutes.

    Highly recommended for a creative, charming, chill puzzle game.

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    Firework (PC)    by   dkirschner       (May 21st, 2024 at 07:04:53)

    This is a point-and-click psychological horror game from a Chinese developer that one of my friends recommended. He's studying representations of traditional Chinese religious practices in games. This one has a sort of shaman woman, whom we never see, and spirits. The main character, a rookie police officer, can communicate with the dead, and he does so as he attempts to uncover the mystery behind a fire in a funeral home and the death of an entire family.

    The story was the strongest part of the game. Although it could be confusing at times, I liked how the protagonist occasionally recapped what was going on as he talked about the case with the teacher of the child who died, who was also investigating for her own reasons. One reason that the story got confusing is because of what I don't know about Chinese folklore. I kept thinking, "A person from China would have all the cultural context and knowledge to understand this," whereas I lacked such background assumptions. This might have been why the humans or spirits were doing some of the things they were doing, various symbolism, the significance of the grandparents going to see the shaman woman, how she or those visits might have been viewed, and so on. In the end, the story is really, really sad!

    The gameplay in this one is straightforward. There is nothing challenging about it. Puzzles are easy. The environments are tiny. You won't get lost or stumped. You generally navigate one or a few screens at a time, interact with a few interactable objects, perhaps pick up an item or two, perhaps solve a puzzle. All of the objects and puzzles affect something on the same or nearby screen, and it's very linear. In typical psychological horror game fashion, the environment changes (e.g., new object appears, color shifts, spirits appear, phone rings, etc.) in generally unnerving ways. There aren't many scares per se, but certainly the creepiness factor is present. The one novel mechanic was a camera that you can use to invert colors in certain places, which changes how the rooms look and reveals new areas or objects that you need to progress.

    Overall, the game kept me engaged through the intriguing story. Gameplay was slow-paced and easy, and it's good that the story consistently moved forward through exploring the environments (mostly the deceased family's house) or else I would have gotten bored. Not essential, but neat game. Now, I've got to talk to my friend about it!

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    Balatro (PC)    by   jp       (May 19th, 2024 at 22:05:30)

    Having spent the last few months playing a lot of deckbuilders, and then hearing a lot of buzz around this one..well, I had to try it out! (fortunately I got it for my birthday as well, yay!)

    And, is it fun? Yes.
    Is it hard? Yes.

    I got really lucky with wins in 2 of my first 3 games. Really lucky. But, now I have a better idea of how the game works, what's good, not so good, and when to invest in different things.

    As far as deckbuilding games go it's got a few unusual things going for it...

    1. Your deck starts out really large! (a regular deck of playing cards) Generally it's pretty hard to make it smaller - there are a few options you might get, but it's not a general/typical option as you play the game.

    2. You can easily add cards to your deck, but mostly you want to upgrade either the cards themselves (not THAT easy, but doable) or (more often?) the value you get from the different poker hands you do. So, increasing the multipliers/base value of two pairs might be better than improving one card that may not appear in a hand all that often.

    3. You can sell your jokers - these all have different effects and, if you get a n interesting one at the start you can (hopefully) lean into it and shift your deck in the direction that takes the most advantage of it. (and then hopefully pick up other jokers that "double down" on that option). For example, a joker that gives you money when playing face cards coupled with a joker that treats all cards as face cards is good.

    So far I've won with a few different decks (there are starter decks that have a different effect) and I'm trying to get the green one to work! (you get money for not playing all the hands). I thought I had it when I last played earlier today - but no luck.

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    Mass Effect: Andromeda (PS4)    by   jp       (May 13th, 2024 at 17:44:13)

    After an "ooh, that was close" moment where I almost bailed (there was a door that bugged out and didn't open, wasted a lot of time backtracking to figure what I missed, went online saw that it was supposed to open and quit the game, next day, when I loaded again I was thankfully at the door and it worked), I must say that I'm really having fun with this. Mostly I'm enjoying the fantasy the game provides: lead a community in creating a settlement in an undiscovered (to you) galaxy.

    So far I've created the first "foothold" on a planet (a science base instead of a military one) after "magically" (deus ex machina moment for sure) being able to interface with an ancient(?) alien technology that somehow near instantly controls the weather making everything work. There's apparently a whole network of these alien structures across different planets and I imagine I'll be investigating more of them!

    Doing this unlocked a new mechanic/system in the game where I can automate some resource generation because there are enough "viability points" (well explained in the game's narrative!) to bring out a group of people from cryo-hibernation to continue working on settling.

    I think I'm a little over 8 hours in... I have no idea how much longer I'll engage or id this will start to drag/grind a bit? We'll see..

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    Battlefield 4 (PS4)    by   jp       (May 13th, 2024 at 14:39:55)

    I decided to bail from the game - in frustration - I Was making "fine" progress in the campaign, but after losing a few times in a mission I decided to call it quits because - the checkpoint was too far (I had made slow but significant progress, then died, and had to go back to the beginning, and it was too many times at this point). But, more importantly, I just ran into too many technical issues that sort of "broke" the game experience for me. A few examples:

    a. AI partner is 2 meters away from an enemy, both are shooting at each other - super close, and no one hits. The partner AI just seemed obviously too ineffective (as well as the enemy AI).

    b. In the "escape from jail" mission - the part right after you turn off everything from a tower in the middle and then have to go back down to guards waiting for you - all the guards were somehow completely unaware of my presence, so I knifed them all, they died and then more respawned and ran in, and still did not see me. I eventually just moved on...

    c. I'm shooting at enemies, through the scope and clearly and obviously hitting them - but there's no effect. I wasn't "hitting the ground" nor was there anything in between myself and the target. And the target wasn't that far for the ballistic drop off or weapon range to be an issue. I have no idea what was going on to be honest but I had experienced earlier similar issues.

    d. They story/narrative started to rapidly decrease in its comprehensibility. I was captured in china, taken to a prison that was then in Singapore? Or that's where I arrived after escaping, but it was in the jungle, but the jail was at the top of a really snowy mountain? Maybe I'm just confused by the geography here? But there's also some super secret that involves a Chinese national I helped bust out, whose "wife" (not the wife?) was a double agent, she got us all jailed, but then she's "the good guys" again? But what's this all about anyways? Now, there's a difference between "the story's simple, but it's kind of stupid" which I'm usually fine with. But here I feel like it's in the "kind of stupid" camp - but too complicated to follow along with easily?


    All that being said...

    I though the weapon system was interesting - you can hit the "boxes" in the level and just equip whatever you want (that you've unlocked/found). I was partial to some of the Chinese-manufacture weapons (are they based on real weapons?). It was also fun to ride around in vehicles (once I learned how to exit them). I also thought it was pretty neat how the art direction on the cover (blue/orange color palette) is also part of the game - at least in some of the earlier missions!

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    Super Mario 64 (N64)    by   jrboone2

    No comment, yet.
    most recent entry:   Monday 5 October, 2009
    Entry #1:

    SUMMARY

    Super Mario 64 keeps many of its classic Mario elements: jumping, collecting coins, and stomping enemies. Each level has a set of objectives where the completion of each one rewards the user with a golden star. Collecting enough of these stars opens up new levels and areas in the game. Also as the player reaches new levels, Mario gains new skills which he can use to get previously unreachable stars.

    GAMEPLAY

    Super Mario 64 sticks to the usual plot where Mario has to save the princess from Bowser, jumping through levels to reach some goal. However, rather than just trying to reach the end of a level, like in the older games, Mario now has to collect stars. Each level has its own unique theme, which can range from a scorching desert to a frozen mountain. Since the game is of the platformer genre, nearly every level has some star that is in a very high location, requiring Mario to make a series of skilled jumps to reach it.

    Mario doesn’t really have much of a personality and just listens to what other NPCs have to say and does what they tell him. He does however have a little phrase that he says when entering a level, and he gets very excited when he gets a new star. There are other characters that appear at various points throughout the game to give Mario guidance or give him a challenge where he can earn a star.

    Overall the levels provide a nice amount of variety to keep the game interesting and the challenge progressing as a nice pace. With the addition of a new ability here and there the gameplay never gets boring. It can however get somewhat repetitive when trying to reach difficult stars, but this is a common occurrence in games anyway.

    Entry #2:

    GAMEPLAY

    After collecting enough stars one of Bowser’s areas will become accessible. These areas tend to really focus on refined Mario maneuverability skills. There are many places that Mario can fall off the side of the level, often causing the player to have to restart from the last check point, or falling to a much lower platform. This can be frustrating, but these levels are intended to provide a challenge to the player and are not meant to be easy.

    Throughout the levels, the player is introduced to new moves that Mario can use. Most of these moves are available to the player from the beginning of the game, but are not actually presented to the player until the first time they need to be used to reach a goal. Another element that is given to the player as they progress through the game is access to colored blocks which provide power-ups for Mario. I recognized this element from the original Super Mario World, where once the blocks had been unlocked, they gave Mario a way to access new areas. They have a similar effect in Super Mario 64.

    DESIGN

    The controls for Super Mario 64 take some getting used to as Mario has some interesting physical properties and has also moved from 2D to 3D. Mario can now move in all directions, including jumping. As the player progresses to new levels and gains new abilities, the player must learn new ways to control Mario. These abilities, in combination with the new levels that they come from, does a pretty good job of keeping the game interesting.

    There are also other additional elements such as cannons. These cannons allow Mario to reach new areas in levels that he would not normally be able to jump to. He can also use the cannons as a new way to get around difficult jumping puzzles. Cannons also open up the amount of space that is accessible in a level; however, if a player tries to shoot Mario out of the level he will bounce off an invisible wall which can remove the player from the game experience.

    Being that Super Mario 64 was one of Nintendo’s first major 3D games, there are a few graphical elements to the game that look slightly out of place. Many objects can be represented as 2D sprites which can save processing power. While these 2D objects don’t look terrible, they also don’t look great. Trees look especially bad; no matter what direction the player’s camera is facing, all trees have one view and appear to always be facing the camera.

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