Please sign in or sign up!
Login:
Pass:  
  • Forget your password?
  • Want to sign up?
  •       ...blogs for gamers

    Find a GameLog
    ... by game ... by platform
     
    advanced search  advanced search ]
    HOME GAMES LOGS MEMBERS     ABOUT HELP
     
    Xoulone's GameLog for Folklore (PS3)

    Monday 14 January, 2008

    GAMEPLAY
    Right when the game loaded, I realized how much I wished I could run inside buildings. It's very irritating having to walk from one side of the room to the next.

    After getting back into the Netherworld in Faery Realm, I meet more Folks and absorb more IDs. I didn't state before, but folk attacks can be assigned to the controller's X, Y, triangle and circle buttons. This allows the players to choose a combination of four attacks that will benefit them the most in certain areas. You can upgrade these IDs by performing certain tasks, such as using their ability to kill a certain number of other folks. I liked the engagement of having to switch around the roles of what attacks I use most and to choose what attacks I want to focus upgrading.

    During these two hours of gameplay I didn't learn too much about Keats. Getting through the Faery Realm took a lot longer than I thought because I encountered some difficulties in some levels (explained later in this entry). This was discouraging because I spent a lot of time doing nothing but absorbing more Folk IDs. Getting experience is good, but so far I don't know the true goal of the game. What's the point of getting strong when I don't know what I'm going to use me strength for?

    DESIGN
    The design of the levels are pretty simple. Each level is designed with different path structures, different patterns/colors of vegetation, varying room sizes, and multiple exits that lead to other levels. No levels look like previous ones, which is exciting. Each level resets if you reenter it and this especially helpful if you're grinding experience or upgrading attacks. Some levels even connect to one another and create a loop. Unfortunately I found out the hard way and I traveled around in circles for quite some time. It was embarrassing, really. It wasn't until about the third time through when I realized this and it wasn't until the fifth time when I noticed there was a small narrow path that lead northeast to another level. The map in the upper left hand corner of the screen does a good job of pointing out Folk locations but it doesn't have fog of war so it gives me no incentive to explore the entire map myself. Maybe I was just too lazy to run along the borders, but I guess that's what I get when I'm not forced to take those extra steps.

    After every three non-looped levels or so is a safe zone where you can talk to NPCs, learn new things about the world, and save your progress. Save points are called Portals, but these are also used to restore your HP, return you to Doolin, or transport you to another portal within the same Netherworld area. These are very useful because the Folks don't tend to drop too many HP restoring items. You can always retreat back to these Portals to refill your health and go back to killing afterwards. Leveling in this game doesn't seem like a problem because of level resets.

    Folklore is the first game I played that uses the controller’s motion sensor functions. In order to absorb this spirits, the player is required to shake the controller in one of six different ways. I found this really neat and innovative because this game’s method of using the SIXAXIS controller is very sensible. ID absorb actions vary from Folk to Folk, which is beginning to make me see challenges I’ll face as I progress. One of the six ways of absorbing a Folk’s ID is called “Balance.” As the ID tries to escape from left to right, the player has to tilt the controller in the opposite direction to keep it centered. By absorbing IDs, you get powers and experience points.

    So far this game isn't too bad. It doesn't have a spark to excite me. I think I like the Folk attacks more than the main characters! But it does magically draw me back. I think the story's mysteriousness is addicting, but I'm afraid it won't be enough to fill up all of this FUN I'm lacking.

    Comments
    1

    This is on the right track, but not quite what we're looking for. Your design section talks more about gameplay, sort of brushing on design in a few places. Also, I'm not even sure what kind of game this is, though I'm guessing RPG because you mention leveling. What's the graphical style? 2d or 3d? first person or third person?

    - Ian Rickard, your TA

    (the following is included on all my first-round gradings, and should not be taken as any commentary on your writing.)

    If you're interested, I'm happy to provide additional nit-picks of your writing. However as this course is not considered writing intensive, lapses in spelling and grammer of the type I would critique will not have any affect on your grade and so you really needn't worry about them. If you're interested in this type of feedback, email me at inio@soe and I'll provide it privately.

    Friday 18 January, 2008 by inio
    write a comment      back to log
     
    NEED SOMETHING HERE
    blablabla
    blablabla

     home

    games - logs - members - about - help - recent updates

    Copyright 2004-2014