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    Shmaughn's GameLog for Shadow of the Colossus (PS2)

    Wednesday 20 February, 2008

    Shadow of the Colossus- Round Two

    GAMEPLAY

    Social Aspect
    By this time quite a crowd had gathered to see this thing of beauty. Many people in the group of onlookers had already seen the game (obviously fans), but some were seeing it for the first time. "The Bird" is clearly one of the most favored Colossi in the game, and were excited to see how I would handle the situation. Every time the bird swooped past my roommates weak-hearted girlfriend would scream in some cliche kind of way and everyone would get really excited.

    Gameworld
    One might think they had seen everything there is to see within the first hour of playing SotC, but with my recent run-in with "The Bird" Colossi I now believe that nothing in this game can be assumed. The fact is that each new boss brings with it a new terrain to fight on, lending new, beautiful scenery to the gameworld. "The Bird's" stage took place on a genuinely unique foggy lake with platforms and ruins to give the stage more atmosphere.

    DESIGN

    Innovation
    When one thinks of SotC one thinks of how innovative and new this game is. The concept behind only having 16 enemies, each with the characteristics of a "boss" from a typical RPG, is innovative enough by itself. To then successfully add horseback as a functional element throughout most of the game is yet another beautiful innovation. The final innovation is one that took the modern climbing mechanism and improved upon it.

    Variation
    I can see how a player who was introduced to SotC would be bored with game if they only ever played "The Bird" level. The thing with this game is that it has a wide variety of Colossi that all have unique strengths and weakness'. With that said, I think it is the variety of Colossi that keeps any player of SotC interested to the very end.

    Comments
    1

    how does the variety of the Colossi keep the player interesting? Why do these make the game great, or just good? Try to ask yourself why and how your initial design section realates to the game. Good entyr otherwise

    Thursday 6 March, 2008 by TA-Nate
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