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    panda-venom128's Gradius 3 (SNES)

    [January 24, 2008 11:52:23 PM]
    Entry #2:

    GAMEPLAY:

    Once I decided to check the options screen to see if there was a way to adjust the difficulty, the game became a heck of a lot more fun. The gameplay was changed considerably. On easy mode, many of the enemies that were at your throat on normal simply fly by as if saying "Hello, player whom I'm supposed to kill, how are you today?" Dodging projectiles became simple. Attaining power-ups was no longer a chore. I was able to get to the third level without losing a single life. I wouldn't have even dreamed of doing that on "normal" mode. Pfft, normal...more like "nor-hell"...

    DESIGN:

    The designers of this game must've had a field day on the testers. I feel sorry for the guy whose job it was to play it on hard mode. The game requires the ability to look in more than one direction, which human eyes simply can't do. Enemies mostly come from the right of the screen with a few exceptions. Unless you completely destroy every last one, you've got a lot of work to do. If you, by chance, let an enemy get past you, you have to contend with the enemies coming at you from the right, and the enemy that got past you along with his bullets. Let more than one enemy get past you, and you've ruined your life. The thing that makes this a prolem is that a collision with enemy units results in instant death. At this point in gaming history, they didn't like the idea of a "life bar" or a "health system" because that would be too FUN. So you can't go back to kill the guy you missed, you just have to grow another set of pupils. Sounds easy right?

    With design like that, there's no skill involved, only memorization. A monkey can memorize stuff (not as much stuff as in Gradius, though), so all you have to do to be good at this game is memorize the locations of all the enemies, when EXACTLY do they appear, and what do I need to have to kill them.

    The power-up tree is the unholy union of genuis and "effing retarded". The first branch is always "Speed Up", and without that, the game would literally be impossible. You have to be at a certain speed to get to the enemy locations on time in order to prevent them from getting behind you. And if you suck too bad, the game will highlight the Speed Up brach when you restart, because the game knows that if you don't speed up at least once...YOU HAVE NO FRIGGIN' CHANCE!

    The first boss on normal mode CAN NOT be defeated unless you've earned the laser weapon and a couple of "options" (little balls that mimick your weapons). Well, it could, it would just take a little less than a MILLENIUM. The object of the game then becomes "speed up" or "get the laser", instead of "get to the end".

    Gradius has a lot of things going for it. Even though it's completely unforgiving, it can still be pretty addictive. I still think Contra's Konami's best shooter series, though.
    read comments (1) read comments - add a comment Add comment
    [January 24, 2008 01:01:07 AM]
    "$#*%!", "%$@*", and "$%?@!@#$%&~!!!"
    That's all I found myself saying while playing Gradius III. This game is HARD. Unforgiving. Unrelenting. Almost impossible.
    Before the start of the game, you select your power-up tree. Throughout play, you receive a power-up that highlights a branch on the tree. When a branch you want is highlighted, you have the option to either activate it or wait for another power-up that highlights the next branch in the tree. The game lets you create a custom tree or select from a few pre-made templates. At first, I went with the custom method in hopes of picking the best weapons possible. Selecting from the templates forces you to compromise, so I thought this was the best option. I THOUGHT WRONG!

    The game starts off slow. Your ship moves pretter solemnly, and there's a lot of empty space to just flutter around in. Then the game throws the first set of enemies at you, and they move ten times faster than you do. If you defeat the line of enemies, they give you a power-up. My first instinct was to save it, as the more powerful weapons occur later in the tree. However, this puts you at a huge disadvantage, because your ship wont move fast enough to even get past the first minute of gameplay.

    I die over and over again. Creating custom power-up trees became tedious three lives ago, so selecting from a template is now the way to go. By now I've memorized the locations of the enemies up until before the first boss, because by then, the game sends SO MUCH STUFF at you that you have no idea what's going on. You have to dodge bullets, other enemies, even the environment (when present). That's not a big deal, I've dodged all that stuff countless times in the past. The problem is that Gradius III sends this stuff at you in such grand quantities that the game can't even keep up with itself. At times this is a welcome defect, because when this happens, human reflexes are finally enough.

    I played this game for an hour. Why? Because I hate myself...
    read comments (1) read comments - add a comment Add comment
     
    Status

    panda-venom128's Gradius 3 (SNES)

    Current Status: Stopped playing - Something better came along

    GameLog started on: Tuesday 22 January, 2008

    GameLog closed on: Wednesday 20 February, 2008

    Opinion
    panda-venom128's opinion and rating for this game

    Really. Effing. Hard.

    Rating (out of 5):starstarstar

    Related Links

    See panda-venom128's page

    See info on Gradius 3

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