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    mesofunny's GameLog for Rayman Raving Rabbids (Wii)

    Thursday 21 February, 2008

    GAMEPLAY
    The wii-mote in a variety of ways in these games. Many of the games are first person shooters with a plunger gun that is far too easy. Another game had me swing the wii-mote and release to send a cow on a chain flying. Some games weren’t actually fun, they just showed off an aspect of the wii-mote, like a game were all I did was shake the wii-mote up and down. It wasn’t fun, it just hurt at the end. Imagine my horror when not long after there was another game with this simple, tedious gameplay.
    Within the few hours I played Raving Rabbids I think I got most of what I can out of it, other than trying to get the high score on all the games. This game is best the first time around, but many of the games are not worth playing more than a couple times. There are some good ones that have a high replay value, like one where I drew the shapes of food as close as possible to the outline on the screen. The point is this game is short but sweet.

    DESIGN
    I think the developers made this game with a certain kind of player in mind. They wanted to appeal to a wider audience so they made the games easy to understand, fast, and real attention grabbers. They tried to make it so the player didn’t have to commit any time in learning the controls or starting a new game, which was good for more casual gamers who might only want a short game session. Unfortunately, what this game gained with this design, it lost in depth and replay ability. Once I got past the bells and whistles, I found that many games were overly simple. Gameplay was not the focus on many of this minigames, which shows that the target audience was not skilled, experienced gamers, but people new to games and young kids.
    The reward system in the single player mode was also aimed at keeping people who aren’t normally as interested in games playing for at least a couple hours. Every couple of games I would unlock new costumes for Rayman to wear, which is nice and good for a laugh, but doesn’t really affect the gameplay at all. Every five games or so I would win a plunger that Rayman stuck to the wall to make the next step in a latter to an open window in his prison cell. This instantly showed me the main goal of the game and how far I was to reaching it. But I don’t get why Rayman didn’t just stand on one plunger, take one below that and put it above, get on that one, and repeat the process until he reached the window. He could have escaped with just two plungers! Oh well, I guess Rayman isn’t that smart

    Comments
    1

    this is very close to being a good game log. first off you lack in length as all your sections are only one paragraph instead od two. also while your design section has stelar analisys your two gameplay section have very shallow description with very little analisis
    Alon chanukov(grader)

    Thursday 6 March, 2008 by chanukov
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