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    dawndawn's GameLog for Rez (DC)

    Saturday 19 January, 2008

    Game log #2

    -Game play:
    After writing the first game log, and having a cigarette, I was feeling calmer and more ready to take on"Rez." At this point, I had gotten to the 3rd area, and the speed of the game had intensified. "Rez" is definitely a stress reliever in the sense that it is stressful in itself. The virtual world around my character changed colors more rapidly and became a bit more confusing as enemies started to not only appear in the distance, but from all sides, next to, under and from behind. This addition was fun, in the sense that more difficulty had been added.
    After the first few area's a "narrative progression" started to appear. While the game just kind of flings you into a virtual world filled with enemy's, music and colors, as the game continues you start to learn that killing as many enemies you can, as fast as you can, unlocks more worlds you can play. The point is to build your skill levels so you can take on more and more at once. From what I could gather, the story line is the basic, travel through worlds, kill the enemy, beat the boss, to find the key to new worlds with different shapes, colors and sounds.
    The game play is definitely fun. I enjoyed the new enemies that were attached together in dragon formation and the way overdrive just obliterated the enemies in one astounding hit, producing an epic concert orchestra sound at the same time. Also, the explosions and such from hitting the enemy felt more dramatic and visually pleasing.

    -Design:
    A particular design element of "Rez" that made it especially fun, or "good," was the fact that it was 3 dimensional, yet unrealistic, in comparison to "our real world." It was technologically advanced looking, for it's time period of course," kind of like traveling through the BIOS system of your PC. Since I'm a girl who like bright colors, I of course loved the grid lines and shapes in hot pinks, white, bright blues and lime greens. The purples were a nice add as well.
    The game creates conflict by making the enemies harder and harder to lock on to. It also starts to introduce enemies from different directions, which confuses you at first, but once you get it, the added difficulty is fun. Also, I noticed that as I progressed through worlds or "areas" within the game, it took more than one shot to kill enemies, or to gain the access key, while speeding up traveling time.
    The tone of the game is very high tension adreniline rush, for me. I suppose the speed, the matrix style world, and the fast oncoming enemies induce this tone of high tension. You have free time to rest between levels, to enjoy the visuals and a "chiller" beat, but not much. Again, you are rushed through the world and it is very fast pace at times. It can be a little hard to handle, but I liked it.
    All in all, the game was simple by modern standards, but the speed and the sounds made it interesting. It did not utilize realistic artistry, but kept to a basic generic style, with pumped up pace, and music coordination. My verdict: Simple, sweet, to the point, and fun.

    Comments
    1

    Nice gamelog. This is definitely the sort of thing we're looking for.

    In the future, please put a blank line between your paragraphs. It makes it a lot easier on the eyes.

    -Gillian Smith (TA)

    Monday 21 January, 2008 by GillianSmith
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