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    mesofunny's GameLog for Elebits (Wii)

    Saturday 26 January, 2008

    GAMEPLAY
    The longer I play, the bigger the levels get and the stronger my gun gets. Its a good progression and I like lifting stuff I couldn't before. The first boss battle was fun and not too easy. All I had to do was shoot him a bunch, no trick to it. I was a little tired of the story mode so I tried the edit mode. It's pretty good. I especially liked the option of having no gravity, so I made a surreal house with lots of stuff suspended in the air.
    There was some levels that had restrictions to them like not breaking to many objects or not making too much noise. These game variants didn't make the game any more enjoyable. They were just annoying and limited the chaos I could cause.

    DESIGN
    This game is obviously aimed at a younger audience, with such a wimsical mood, and is extreamly mild for a shooter, but I guess that's exspected from a game on the Wii. The game doesn't force the player to complete certain quests to finish levels. It tells the player how many watts they need and leaves the rest to them. At the same time there are definate steps reached in each level, which are when the capture gun reaches new levels. When a new level is reached, the possible places to search increase untill the player is not limited by any objects. Power ups were added to give more strategy, like learning the best time to use certain ones.
    There were a lot of aspects of this game that give the player a reason to replay the missions and give skilled or bored people something to do. First, there's the time trail and other variants added to the story levels. These optional modes make a new goal for the player to acheive and really tests the player's skill. Second, there's the editor for all those creative aspiring game designers. Combine that with the online map sharing and there is sure to be some clever maps to download and play, plus theres always new ones being made. As I said before, they added a gravity modifier that increases the diversity of player's maps.
    I didn't like the layout of the turorial at the start of the game. It went really slow and taught each aspect of the game one at a time. It also asked me if I wanted to take the tutorial every time. There was about ten of these, and there were loading screens inbetween all of them. They could have just had just one tutorial that taught the player everything in order, not segmented, instead of saying "success!" after every little thing (I'm not sure if it said "success!" but it was something like that).

    Comments
    1

    Try to expand your second game play session a bit more but other than that good job.
    -Chris Ward (Grader)

    Sunday 27 January, 2008 by fuzzyLombax
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