Welcome!

Welcome to our community forums, full of great people, ideas and excitement. Please register if you would like to take part.

This is extra text with a test link..

Register Now

Announcement

Collapse
No announcement yet.

Alyssa Campa - Game Journal

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Alyssa Campa - Game Journal

    Name of Game
    Game author (If known)
    Game Studio

    Original Platform
    Original control mechanism when game was released

    Control mechanism you used
    Would the experience have been different using the original? How?

    Describe game Play and mechanics
    ~ 150-300 words

    Describe strengths & weaknesses of art & design
    ~ 150-300 words

    What made it fun?
    ~ 150-300 words

    Now that you’ve played it, Why would this game be considered influential? How does it fit into the evolution of games?
    ~ 150-300 words

    How would you rate this game (1-5 Stars (5 stars good))

  • #2


    Name of Game

    - War

    Game Author

    - Greg Costikyan

    Game Studio

    - This game was only made by Greg Costikyan


    Original Platform

    - Card Deck

    Original Control Mechanism Used

    - Revealing a card onto a table in turns

    Would the experience have been different using the original? How?

    - The experience is still the same and holds up to it's fun past time since it's creation in 1833.


    Describe gameplay and mechanics:

    - The gameplay of War (other times known as Battle) is a simple and luck based system on two or more players revealing their cards at the top of their delt hand at the same time, and giving the player with the highest card all cards revealed at the end of the round. The goal of playing War is to win all the cards the other players have, and a player loses the game by running out of cards. The “war” part comes in when two or more players place down a card of equal value. At this point, all players involved in the war will place down three cards that are not revealed, with the fourth one revealed. Whoever has the highest card then takes all cards that were placed down during the war, and the game continues as normal. There is another way to win the game however, and that is if one player collects all the Ace’s in the deck. In war, Ace cards are the highest card in the deck, with the two cards being the lowest.



    Describe the strengths & weaknesses of art & design

    - Though the art of the game cannot be judged due to the game using a base deck of cards, meaning players can use any deck they want in terms of art, the design of the game has many strengths and maybe one weakness. The only weakness War has is being entirely luck based. In many card games, strategy is important and often relied on to win. In War however, strategy is replaced with luck and letting the cards do the work. The deck is always shuffled before being handed out and has no advantage to anyone. When it comes to the strengths of the design, War is very fun. It’s an on edge game with an easy turnover and underdogs everywhere, making winning not out or in reach to the players. The exciting yet nervous feeling of not knowing the value of your next card compared to your opponent(s) is what makes War’s simple design so playable.


    What made it fun?

    - Part of the fun of War is not needing to use your brain or any skills/knowledge you have in order to win. The luck of the draw is rarely used in games because developers may worry about the satisfaction/want to play players might feel after losing in a luck based game. But winning War always draws the player back, knowing a win is as easy as a few cards of luck. The “war” part of the game is definitely its strongest fun point, causing the stakes to be higher on the loss or gain of cards and putting more pressure on players to hope their next card is the winning one. Having aces makes one feel pretty powerful as well, and having the higher card in the battles is a great experience. War is all by chance which means the chance to win every battle is slim, but not impossible. Though I’ve never experienced that, knowing that can happen is always a reason to play, and even if it isn’t winning the whole game in a few cards, winning a few battles in a row also is an enjoyable and great experience.


    Now that you've played it, Why would this game be considered influential? How does it fit into the evolution of games?

    - This game is considered influential in games that are luck based, using the feeling of winning and how that triumphs the feeling of losing. It also is influential on the Casino floor, being played alongside bets and letting luck take your funds or bring you someone else's. I believe it fits into the evolution of games by pushing forward luck based card games, video games, and board games. The game War may be simple, but is still a step up from simpler card games that already exist by involving the whole deck at once and not having a system. Because of the win/loss possibility while playing, War is a game that can be played multiple times without tiring and will never get old or be replaced, only possibly advanced or higher stakes added.


    How would you rate this game?

    - 5 Stars for its unpredictability and the fun of not knowing if your next card is the winning one.

    Comment


    • #3


      Name of Game
      • Mancala

      Game Author
      • Unknown Origins

      Game Studio
      • Unknown Origins


      Original Platform
      • Board Game

      Original Control Mechanism Used
      • Counting small rocks in holes either on a board or in the ground.

      Would the experience have been different using the original? How?
      • The original and modern versions are very similar if not the same, and besides the convenience of a wooden board over using the ground is the only thing that has changed.


      Describe gameplay and mechanics:
      • The gameplay of mancala includes using seeds, rocks, or modernly colorful stones in wooden holes that have been carved into the board to hold four stones in each. There's generally six holes on each side of the board, one side for one player, the opposite for the other player. Each player takes turns moving the stones around the board in a clockwise motion, and dropping them off in each hole they pass over. Every time a player passes their “mancala” they drop a stone in it before continuing. If the player goes over the opponent's mancala, they skip it. If the last stone in a player's hand is dropped in mancala, they get another turn. If playing with the capture rules in Mancala, if the player ends the turn on an empty hole, they collect the opponents stones that are across from that empty spot. Once one side of the board is cleared, the player with stones remaining on their side collects them and adds it to their mancala, and wins the game.



      Describe the strengths & weaknesses of art & design
      • The strengths of Mancala include skill and strategy. Being able to count and keep track of all the stones is an important part of the design, and the equipment and stones are quite fun and satisfying to move around the board. The mechanics are simple and easy to grasp which is another strength. It’s easy to understand counting, and the whole game uses counting as its strategy, which anyone is capable of doing and executing when playing the game. It's a perfect mix of complicated and not complicated at all and it’s easy to learn and even be good at in a short amount of time.


      What made it fun?
      • Despite losing my fair share of Mancala games both in class, after class, and on the IPhone version of it, Mancala’s nostalgia was the first step to it being fun for me. In elementary school I remember pulling out the game with a classmate, but instead of playing, we would just collect the stones and trade them based on the colors. The game properly played is much more fun than pretending to be a shopkeeper and selling them to a fellow student. Having to use your brain for counting is probably the best and most fun time to use your brain, and it's extremely rewarding when those counting skills work out in your favor. Taking a handful of stones at one time after planning out how to perfectly place one stone amongst ten in an empty hole across the board is what makes the game truly fun. And having a bigger pile of stones than your friend/newly made enemy.


      Now that you've played it, Why would this game be considered influential? How does it fit into the evolution of games?
      • This game has been played for a millennium by all ages and at bare minimum all that has been changed is the material the board and pieces were made of, but the rules have held and stayed strong all this time. Its simplicity of collecting pieces and making moves to collect the most first is displayed in many other games created after and inspired by the simple mechanic Mancala brings to the game scene. This game is a staple in games that continue to influence other games of the same tendency. It has even been added to phone games with no change but the visuals, holding true to its perfect mechanics.


      How would you rate this game?

      - 5 Stars, a very fun, easy, and timeless game.

      Comment


      • #4


        Name of Game
        • Pong

        Game Author
        • Allan Alcorn

        Game Studio
        • Atari


        Original Platform
        • Atari Game Cabinet

        Original Control Mechanism Used
        • Stick on the Game Cabinet to move up and down.

        Would the experience have been different using the original? How?
        • The experience may have felt more nostalgic on an arcade cabinet since it’s been a while since I’ve been to an arcade, but in terms of gameplay it’s the same moving up and down experience.


        Describe gameplay and mechanics:
        • In Pong, both players have a simple objective: get the ball past the other player’s side of the screen. The two rectangles, mostly known as the game’s paddles, are controlled by either player, having only the ability to move up and down, blocking the bouncing ball that is continuously hit back and forth until someone misses it. As far as mechanics and gameplay goes, Pong is as simple as blocking your goal from your opponent. Strategy can be used but isn’t needed to win; as long as one player is faster than the other, it doesn’t really matter what angle you try to hit the ball, someone will mess up first eventually.



        Describe the strengths & weaknesses of art & design
        • Pong only has one weakness, and I believe that is that it gets boring quickly due to its art and design. A scoreboard at the top, and two bars on the side with a ball in the center. This is a staple in Pong art, and though it’s unique on its own, it can get boring to look at. It’s also easy to advance in skills at Pong quickly, since its gameplay never changes. A fast reaction time is all that is needed to excel at Pong. Though I’m sure Pong could have (or may already have) some cool designs and art added to an updated version, the repetition will always be its greatest weakness. Similarly, it can also be its greatest strength. Simplicity also means that anyone can play it, it's easy to learn, and fun to replay. It depends how you look at it, but Pong's strength is also its weakness, or vice versa.


        What made it fun?
        • The ball's speed increases every time it is hit, and the nervousness and rush to reach the ball before it passes into your goal makes the game worth playing a few times. The simple mechanics and controls on mostly any platform is fun in itself. Having to lock in and focus on not hitting the wrong button or moving the joystick the wrong way adds to the excitement. It also goes from 0 to 100 very quickly, at one moment you can be hitting the ball back and forth, but the moment it strays up or downwards, the tension increases and being relaxed is almost impossible until someone scores and the calmness resets.


        Now that you've played it, Why would this game be considered influential? How does it fit into the evolution of games?
        • Pong fits into the evolution by showing games of the future that simple is okay as long as the mechanic is good. Bad mechanics and simplicity, or bad mechanics and complexity does not work for any game, and Pong proved that you only need so much to make a game fun. Being one of the first games to dominate the video gaming scene, it still holds nostalgia and a title of one of the best, despite being old. Many versions of Pong have come out to this day and it’s available on almost any system or has been in the past. If it were possible to make a Pong board game that functioned properly and held the same fun that digital Pong did, that probably would’ve been made already as well. Pong will always and continue to be an old classic game and will hold up for more generations to come due to its simplistic yet fun nature.


        How would you rate this game?

        - 5 Stars. Easy to grasp, easy to play, fun to replay.

        Comment


        • #5


          Name of Game
          • Atari Breakout

          Game Author
          • Nolan Bushnell, Steve Wozniak, Steve Jobs, and Steve Bristow

          Game Studio
          • Atari


          Original Platform
          • Arcade Cabinet and Atari 2600

          Original Control Mechanism Used
          • Joystick

          Would the experience have been different using the original? How?
          • The experience using the original would have been different in that the system itself was entirely different than using a mouse or arrow keys.


          Describe gameplay and mechanics:
          • In the game “Breakout,” it takes Pong and flips it on its side, removing the two player aspect. The game is to simply bounce a ball using your “paddle” or rectangle shape you move at the bottom into the rainbow colored bricks on the top of the screen. Each brick is worth a different number of points and speeds. The paddle shrinks the further along in the game you get, and the levels move on once the screen is cleared of bricks. So the challenge comes once you clear a few screens, and it gets harder to start keeping the ball up.



          Describe the strengths & weaknesses of art & design
          • The art of breakout is appealing, with its simple rainbow colored bricks to break, and its colors somewhat coordinating with the speed or difficulty it takes to reach those bricks. The original art of the game was that it was a prison breakout, where you were an inmate and the bricks were the cell walls. Though the argument on which one of those themes are more appealing is up to the individual, the design of the game's simple back and forth to break the bricks has kept up no matter what version you play.


          What made it fun?
          • Breakout kind of reminded me of when you were a kid and found a spare balloon from a birthday party or event laying around, and your first thought was to keep it up in the air. Breakout has that same feeling for me, the need to keep the ball up is fun on its own, but introduce the task of breaking a wall or row of bricks for points and it becomes even more fun. The simple mechanics of hitting the ball against the paddle and having the bricks ricochet the ball back at you are great, and adding in a mechanic where the ball gets faster based off how many times it has bounced off an object, or if it hit the back two rows adds more thrill to it.


          Now that you've played it, Why would this game be considered influential? How does it fit into the evolution of games?
          • Atari’s Breakout is influential in the evolution of games because it introduces a nice spin on a simple mechanic that Pong originally brought to the table. It made gaming more interactive. While in Pong you were playing against another person, Breakout had you facing an obstacle in the game, and beating that obstacle to progress further, rather than winning immediately. It also inspired other games like space invaders, where you were playing as something that had to aim at another thing in order to meet your goal. The colorful bricks in the game probably did some inspiring itself, as it strayed from the classic gray v gray, and made targets or the player more recognizable with color.


          How would you rate this game?

          - 4 Stars, fun but very simple, and boring compared to pong due to its one player aspect.

          Comment


          • #6


            Name of Game
            • Donkey Kong

            Game Author
            • Shigeru Miyamoto

            Game Studio
            • Nintendo


            Original Platform
            • Arcade Cabinet

            Original Control Mechanism Used
            • Joystick and buttons

            Would the experience have been different using the original? How?
            • I do not believe the experience would have been different using the original as the controls have not changed from climbing, jumping, and moving left/right over the years.


            Describe gameplay and mechanics:
            • The original Donkey Kong is a 2D platformer with a construction site, a monkey, and a damsel in distress known as Pauline. The player controls Mario and is tasked with making it up a series of ladders connected to said platforms to reach Pauline. The excitement not only comes from the big ape angrily staring at you in the corner with Pauline, but also from the barrels he throws. These barrels can take ladders, platforms, or simply be thrown directly at you at random. Each playthrough the player is given three lives, and many chances to use them all. There’s one item on the field in favor of the player however, and this is a hammer. The hammer allows the player to break the barrels rather than hopping over or holding onto a ladder to dodge them. Points are given for jumping over said barrels and the stage moves on to a slightly more complicated version every time the player reaches Pauline, and there are four levels in the original game.



            Describe the strengths & weaknesses of art & design
            • The entirety of the art of the original Donkey Kong game is one of its biggest strengths in itself. The game has a story, brings fun characters with unique designs, unique levels with similar goals, and power-ups for both the hero and the villain to make the repetitive gameplay and objective not tiring. The design and mechanics of the game, having a clear yet demolished path to the top is fun itself, and honestly even if the game had just an angry monkey who did not throw anything but stares at you funny, the game would probably still be fun for its characters alone. Adding the aspect of an overly active villain the player must face while climbing a construction site turned conveyor belts, turned elevators, and finally turned platforms is a huge plus to its design to keep the player fresh in their environment while not changing the gameplay too much each level.


            What made it fun?
            • Playing the original Donkey Kong lets one find joy in simplicity and excitement in giant apes throwing hazardous objects toward you while trying to reach that poor Pauline trapped and definitely confused (I would be confused too if a random ape was holding me captive and some man in overalls and a hammer took it upon himself to solve my conundrum). The fun of this platform is a mix of the mechanics: having to dodge barrels and occasional fire balls or hold onto the ladders to let one pass, while panicking as another barrel barrels toward you is very fun and intriguing. Climbing higher and higher as the ape escapes further away is also exciting, and I can see why a first play through would get someone hooked, wanting to beat their previous time and showing Donkey Kong who's boss.


            Now that you've played it, Why would this game be considered influential? How does it fit into the evolution of games?
            • Though Donkey Kong isn’t the first platformer, its predecessor: Space Panic, was pretty much a blueprint, just missing a few marks. Though they both had ladders, things to scale, bosses to fight, and a man in blue and red to play, there were a few key differences in the games that made the year later release Donkey Kong the one people talked about. First and foremost, Space Panic had a bunch of aliens you dodged, and as cool as that was, sometimes simple is better and the one man machine Donkey Kong is a much more memorable and cooler boss than the latter. The stages in DK being more unique and challenging than Space Panic was another point, since you have gameplay that just involves dodging, somethings gotta change to keep the interest. Third, there was a woman, not confirmed princess, to be saved at the end of it. You weren’t playing as some guy trying to keep the aliens from coming down, but playing as someone depicted to be a hero. And lastly, probably the most important: there was jumping. This mechanic can take a game from real boring to real fun very quickly. When it comes to the evolution of platformer games and the influence these two had, no one is talking or referencing Space Panic (sorry Space Panic). The original Donkey Kong is referenced and hailed as the first platformer game, and will forever hold that influence on all future platformer games and looked at as one (if not the best) of the originals.


            How would you rate this game?

            - 5 out of 5 stars, for the just right amount of difficulty per stage, and the slight bit of lore added to the game and its characters.

            Comment


            • #7


              Name of Game
              • Pitfall

              Game Author
              • David Crane

              Game Studio
              • Activision


              Original Platform
              • Atari 2600

              Original Control Mechanism Used
              • Joystick and single button

              Would the experience have been different using the original? How?
              • The experience would have probably been more frustrating on the original since it was more complicated than just using an arrow key and jump button.


              Describe gameplay and mechanics:
              • In Pitfall, the player controls a guy by the name of Pitfall Harry. In the game, Pitfall Harry can move left, right, and jump.The map is laid out as one continuous scene, with new parts of the stage being unlocked by reaching the edge of the screen on either side to progress forward or head back. There are many ways to lose points in the game ,as you start with a decent amount. Being hit by a rolling log, dying in crocodile infested waters, falling in a hole, stung by a scorpion, sinking in quicksand/tar pits, or being bit by a snake. However these last few (stung by a scorpion, sinking in quicksand/tar pits, and being bit by a snake) can actually cause Pitfall Harry to die. Pitfall Harry begins the game with three lives, and one way to end the game besides winning is dying.



              Describe the strengths & weaknesses of art & design
              • The art of pitfall is simple and does not have many strengths. The character’s shirt being green is the first art bit that bothers me. He blends in too well with the green background. It’s very simple and definitely unique compared to the other games that were coming out at that time. Other games focused on bright colors to catch your eye, flashy screens to hype up a moment. Pitfall is like one of the first realistic games, no aliens, yellow ball running from ghosts, or anything involving guns. This probably worked for some people, but I would consider it a weakness for the era it came out. Maybe it was ahead of its time, because Pitfall's idea in a COD style with 3D aspects and a good story would probably be much more entertaining than how it was when it came out. The mechanics don’t help much either.


              What made it fun?
              • This one was hard for me to say, because I did not have much fun at all. In theory, I could see why this is fun for someone, dodging objects, wilderness survival, crocodiles, scorpions, snakes, the whole thing. But in reality, the controls seemed a little buggy and it was kinda boring. I find this particularly interesting that Pitfall is boring to me, because I actually enjoyed Donkey Kong, which is essentially the same thing, but less complicated? Like a perfect balance. Pitfall is almost doing too much, while Donkey Kong takes it easier. This is obviously just a preference thing, but Pitfall was not fun to me.


              Now that you've played it, Why would this game be considered influential? How does it fit into the evolution of games?
              • I wouldn’t really consider pitfall influential because it was not the first of its kind to come out with jumping over obstacles as a man. Donkey Kong was not only better but more visually pleasing and definitely inspired and influenced more than Pitfall. I believe Pitfall suffered the same fate as Space Panic, in that it came out and was overshadowed. The only difference between Pitfall and Space Panic is that Space Panic came out before Donkey Kong and was forgotten when Donkey Kong came out, while Pitfall came out after and didn’t really add onto what Donkey Kong had already started.


              How would you rate this game?

              - 3 out of 5. Not for me.

              Comment


              • #8
                Alyssa Campa


                Name of Game
                • Oregon Trail

                Game Author
                • Don Rawitsch, Bill Heinemann, Paul Dillenberger

                Game Studio
                • MECC


                Original Platform
                • HP 2100 16-bit Minicomputer/Apple II

                Original Control Mechanism Used
                • Minicomputer keyboard or Apple II buttons

                Would the experience have been different using the original? How?
                • No because Oregon Trail is still played the same way by typing in numbers to get a response in the game or hitting enter, etc.


                Describe gameplay and mechanics:
                • The aim of the game, The Oregon Trail, is to educate it’s players on what traveling the Oregon Trail was like for some people. The player uses the keyboard to select numbers in response to a prompt usually about what the next course of action should be for the characters traveling the trail. There are three different roles to choose between before starting the game: a banker, farmer, or carpenter, each coming with their own perks for the perilous trail. After getting to name these characters plus a character of your own, the player purchases supplies and rations from a store. The things available to purchase are all beneficial for the trip, such as clothes, food, bullets, tools, and ox for the wagon. After all of this has been determined, the group and their wagon sets down the trail. Each screen has different paths for the player to choose: going through a river, a fort, or through a forest. Each one of these open up opportunities to lose or gain something that may help you in your journey, or to come across a shop to purchase items. While the journey goes on, many things can happen to the characters: being dehydrated, dying of starvation, getting sick, etc. The player’s job is to make sure the characters are being taken care of during the journey. The game ends if the group makes it through the trail, or if all of the characters die. The player is scored based off how well they made it through the trail (how many people died, the condition of the wagon, the amount of money and supplies left, and so on).



                Describe the strengths & weaknesses of art & design
                • So speaking only on the original 1971 game, there was no art to judge on. The game was made for minicomputers that used text to explain what was happening in the story with no visuals. However the way of playing remained the same, such as responding with yes/no or a number amount to a question or how much money the player would like to play. I think this game feels like one of the first RPGs, though I’m not sure if it was or if it was the first educational game, but The Oregon Trail does a great job at making the experience of this historical event fun and challenging. The design of the game is very user friendly, setting it up like a story book and as long as you can read, you can play. The game explains every choice, money spent, and trail taken in depth so you know exactly what resulted from your own actions. This game is really nice and great at its main function: learning.


                What made it fun?
                • The ability to influence a direct storyline, name your own characters, and make your own choices with direct results as well as having a score for how successful the journey was made the game very fun. Despite there being no space related creatures or themes, and being realistic and based off a real life event, the way the game is laid out with adventure, death, disease, starvation, dehydration, and the favorite: dysentery, makes it more fun and plays with the real life consequences.


                Now that you've played it, Why would this game be considered influential? How does it fit into the evolution of games?
                • I believe The Oregon Trail is influential in the evolution of games and other games because it’s an educational game done right. The Oregon Trail showed that games can provide knowledge of past events and be fun at the same time, and with no visual aids a story can still be good and sell its point as well as educate. I think The Oregon Trail paved the way for training and educational games, inspiring others to create with the purpose of learning.


                How would you rate this game?
                • 4 out of 5 stars. Great educational experience.

                Comment


                • #9

                  Name of Game
                  • Comix Zone

                  Game Author
                  • Peter Morawiec, Howard Drossin, and Adrian Stephens

                  Game Studio
                  • Sega


                  Original Platform
                  • Sega Genesis

                  Original Control Mechanism Used
                  • A controller with x,y and z, and a, b, and c buttons and an arrow pad. A was to attack, B was to jump, C was a block.special attack as well as a “yell” button, X used the left item on the players item bar, Y was the center item, and Z was the right item. The arrow pad moved the player.

                  Would the experience have been different using the original? How?
                  • Probably not, considering most of the buttons on the keyboard were still being used like the ones on the controller, the arrows for moving, A for attacking, but Z was jumping and X was blocking.


                  Describe gameplay and mechanics:
                  • Comix Zone plays as an action platform, with left, right, up, and down scrolling screens through a comic book where the main character Sketch, explores and fights his way out back into the real world. There's blocking, attacking in all four directions, jumping, and items to be used. There are two pages of each level, and items in each, items that help Sketch destroy obstacles, enemies, and progress. There is also a health mechanism in which Sketch uses iced tea to restore his health, and a fist which, similar to a superstar in the Mario games, allows Sketch to attack all enemies. He also has a pet named Roadkill who is a rat and was also taken into the comic book with him, who serves the main purpose of finding hidden items and areas.


                  Describe the strengths & weaknesses of art & design
                  • The greatest strength of Comix Zone is that it plays off something everyone likes: comics. It’s a creative, well executed idea, and an entertaining action platformer. The idea of traveling through a comic book with items to help you escape along the way is very enjoyable, and the characters are simple yet nicely designed. I immediately took a liking to the game because it felt like the anime JoJo’s Bizarre Adventure was inspired by this game. The villain being someone who can take the main character into a comic definitely feels like a stand user. The overall design and art of the game is likable and a cool concept.


                  What made it fun?
                  • Comix Zone almost wasn’t fun due to the fact I noticed I was losing health for progressing through breaking a door, and that if you died it was a total restart. I was able to forgive the game for those weird mechanics (because seriously, why would they take away player health while progressing in the game…) because the replayability and fun that came from just beating up enemies with cool combos and word art was enjoyable. Also that weird rat friend we had, Roadkill, was a cute addition. Though I’m still not sure how Roadkill got dragged into the comic as well. Progressing through the panels by climbing over to the next one or dropping down into the one below was pretty cool, and the puzzles and levers were pretty cool as well.


                  Now that you've played it, Why would this game be considered influential? How does it fit into the evolution of games?
                  • Maybe because of the style and way the game tackled platformers, but Comix Zone had to be influential amongst the other games coming out. It showed fourth wall breaking with some of the mechanics and featured a character that was purposely supposed to be cool. The shades, shorts, and slicked back blonde ponytail was definitely doing it for Sketch.


                  How would you rate this game?
                  • 5 out of 5 stars. Unique idea and well executed. Might be biased as well but I like the fact that there's a character named General Alyssa Cyan.

                  Comment


                  • #10

                    Name of Game
                    • Super Mario 64

                    Game Author
                    • Shigeru Miyamoto

                    Game Studio
                    • Nintendo


                    Original Platform
                    • Nintendo 64

                    Original Control Mechanism Used
                    • The N64 Controller

                    Would the experience have been different using the original? How?
                    • The experience might have been different with the controller (using a joystick and buttons over just buttons), and probably helped with the immersion, but playing on the keyboard was just as fun.


                    Describe gameplay and mechanics:
                    • The gameplay of Super Mario 64 includes, running, jumping, crouching, walking, climbing, swimming, grabbing, punching, and kicking to achieve Mario’s goal of saving the princess. This is one of the first more advanced Mario games introducing so many mechanics, and the camera having a zoom in and free rotate feature is pretty cool. The game follows Mario as he explores the different rooms of the castle and enters paintings into worlds to free the princess. Inside each painting are Power Stars, which will help Mario reverse the damage Bowser has caused and free the Princess and her Servants. Traveling through each world to the end and obtaining all one hundred and twenty power stars to free Peach from the stained glass window in her castle is how you win the game. Each level comes with its own bosses, objectives, as well as coins to collect and puzzles to complete.



                    Describe the strengths & weaknesses of art & design
                    • Super Mario 64 is full of strengths, from the simple yet effective designs of the characters in this iteration, establishing their iconic colors once again, to the complexity of each world inside its own painting. Though I must admit the Bowser design is a little goofy, being as his head his WAY too big for his body, everything else is otherwise cool. Maybe I’m spoiled because I live a life where the first version of Super Mario 64 I played gave him better proportions, but I don’t hold that against anyone seeing as there was an eight year difference. The enemies looked great for having never been 3D before, and there was just as much love put into the story as there was for the designs.


                    What made it fun?
                    • I originally played this game when it was remastered for the DS, and remember it being just as much fun as it was before. Of course the version I played had a smoother camera, simpler controls (as it was on the DS) and included multiplayer. I don’t remember if the N64 had a multiplayer version for Super Mario 64, but part of the fun did come from playing with my brothers as Mario,Luigi, and Wario (being the youngest sibling I was forced to be Wario…never liked that guy). Playing it by myself for the first time since 2008, the nostalgia is definitely still there and the game is just as good as I remember it. The goal was clear and wanting to save the Princess was something I used to and still do pride myself in. I think the add on of the health system in the shape of Mario’s face, the different colored coins amounting to the normal gold ones, and the wing cap with the metal cap (which iconically is shown in the WII version of SSB) definitely made the game more fun and complete.


                    Now that you've played it, Why would this game be considered influential? How does it fit into the evolution of games?
                    • Super Mario 64 is iconic in its own right by being the first Mario game in 3D, but its controls and camera system have influenced and shown game developers in the 90’s and now what it takes to make a great game. Many games can be compared to Super Mario 64 and their story, mechanics, and subtle guidelines the game provides. It may not be a revolutionary thing now, 360 cameras and double perspectives as well as 3D layouts, but it was for its time and will never not be a blueprint for games.


                    How would you rate this game?
                    • 5 out of 5 stars. Great back then, great now, great always.

                    Comment


                    • #11
                      Name of Game: Genshin Impact
                      Game Author: miHoYo
                      Game Studio: miHoYo

                      Original Platform: Mobile Phone
                      Original Control Mechanism When Game was Released: Phone Controls (touch screen with digital controls)
                      Control Mechanism You Used: Digital Controls (Current)

                      Describe Game Play and Mechanics:
                      Genshin Impact is an open world RPG where you play as multiple characters who wield elements such as pyro, cyro, geo, anemo, dendro, hydro, and electro. All fighting mechanics revolve around these elements
                      which are gained through the statues of the seven gods in each region they rule. Each playable character has a designated element and unique abilities that synergize with the elements they wield.
                      Players can explore the vast and visually stunning world of Teyvat, completing quests, battling enemies, and uncovering hidden treasures.
                      The combat system in Genshin Impact is dynamic and strategic, requiring players to strategically switch between characters to exploit elemental weaknesses and maximize damage. Combining elements cause elemental reactions which can increase
                      gameplay, such as attacking an ice monster with a fire character can do more damage, but attacking a fire monster with fire wont do any damage at all. The game is also a gacha game so though characters are random, every player gets a free
                      character from each region and/or element.

                      Describe Strengths & Weaknesses of Art & Design:
                      The gameplay of genshin impact follows the story of a twin of your choice (aether or lumine) traveling through the world of teyvat to figure out their past, find their siblings, and accidentally restore
                      balance among the archons (Teyvats version of gods) on the way of their journey. The strengths of the art and design in Genshin Impact is its world called Teyvat, which draws inspiration from real-world locations. The diverse regions, each with its own distinct culture, architecture, and landscapes, are beautiful and unique. Mondstadt for one is based more of of European culture and environment, while Liyue is based off of
                      China and their culture and building style. The game is open world so this works really well for each region being distinct.
                      Character design is another plus for the art, with a wide variety of characters that are visually distinct and memorable. Each character matching its region is a great design feature and makes them all the more desirable.
                      However, there are also some weaknesses in the art and design of Genshin Impact. While the environments are stunning, some players may find that certain areas lack variety and can feel repetitive after extended periods of exploration.
                      Additionally, while the character designs are generally well-received, some players may feel that certain characters lack depth or development in their designs, leading to a sense of familiarity or predictability.
                      Overall, Genshin Impact's art and design excel in creating a visually immersive and enchanting world, but there are areas where it could benefit from more diversity and depth to truly elevate the player experience.​

                      What made it fun?
                      For me personally, the co-op portion made it the most fun. But aside from the obvious multiplayer aspect of almost any game making it more fun, the huge open world fileld with different landscapes, secrets, and enemies is great.
                      The combat system and elemental reactions keeps me on my toes while playing and the abilities provided by each character makes me engaged to level up the character and test their full limits.
                      The storyline, though long, also brings a compelling interest in the story of trying to find your sibling in the vast world, and getting sucked into helping newfound friends in each region. Puzzles in Genshin Impact are also pretty intriguing and just the right amount of testing without being too hard or too boring.
                      Last but not least, the game is currently ongoing so it provides constant updates to story, characters, and art, constantly engaging the community and myself...lol.

                      ​​Why would this game be considered influential? How does it fit into the evolution of games?
                      First off Genshin Impact is one of the first most successful Open World RPGs from China that has made a boom in the United States market, with a good chunk of their playerbase residing in the US. Its free to play with a gacha system
                      that has its own built in pity system that is not entirely impossible to beat so you can collect most of the new characters in a reasonable manner. As well as their rerun banners which happen often despite the numerous amount of characters
                      currently released. The game is also live service so things being updated constantly is definitely a model to look at in this world of games, and the open world experience that its optimized to perfection and ran perfectly on almost
                      any device is amazing. The crossplatform ability is probably the biggest plus in evolution and influential ability, as Genshin Impact runs on the phone, Switch, PC, PlayStation, and Xbox, and can play with anyone around the world on any platform.

                      I would rate this game a 5 out of 5 stars.​

                      Comment


                      • #12


                        Name of Game
                        • Final Fantasy VII Remake

                        Game Author
                        • Naoki Hamaguchi

                        Game Studio
                        • Square Enix


                        Original Platform
                        • PlayStation (1997)

                        Original Control Mechanism Used
                        • PlayStation Controller

                        Would the experience have been different using the original? How?
                        • No, because the controller for the playstation hasn't been updated much since then.


                        Describe gameplay and mechanics:
                        • In the remake of FF7, you play in the city of Midgar, a city controlled by people known as Shinra: TheElectric Power Company. The gameplay in Final Fantasy VII Remake is similar to Kingdom Hearts and less of the original turn based system. The player controls Cloud Strife, and later other party members, as they battle enemies and progress the story. Players can attack enemies with a combination of basic attacks, special abilities, and magic spells. The game contains a system called "Active Time Battle" (ATB), which fills up over time and allows players to execute powerful attacks or use items when full. You can also switch between party members during battles, each with their own unique abilities and strengths. Strategy is involved by having to choose the right characters for the right moments (such as a long range or healer vs fighter character) FF7 is expansive outside of the combat itself, where players have to complete side quests, and customize their characters' equipment and abilities.


                        Describe the strengths & weaknesses of art & design
                        • Some of the strengths of FF7 Remake are the visual graphics and environments. This game runs incredibly smooth and contains tons of vibrant colors and effects that really do the original justice. The character designs are great too, following the originals but being able to use the new technology to really add to those in depth details and colors. The world building as well is a huge plus, as the game creates an immersive experience with tons of npcs and unique designs to everything. Some of the weaknesses however may be that the map is a little repetitive when above or below ground. Other than that the game is pretty perfect.


                        What made it fun?
                        • Personally it was the combat and storyline for me. Getting to watch Cloud uncover his own secrets while being forced to care about someone else in the process was fun to watch. As a guy who's super cold to everyone and only cares about his job, Aerith is a great character to contrast that and makes the story just that much more interesting. The combat in FF7 is super fun and immerses you in the fast-paced action with its system. The characters each having unique abilities and fighting styles as well as the ATB gauge to use for a big punch is amazing. And the boss battles on top of the summons are really worth seeing.


                        Now that you've played it, Why would this game be considered influential? How does it fit into the evolution of games?
                        • Final Fantasy VII Remake is a big deal in gaming because it brings back a classic game and makes it better. It shows how old games can still be awesome with new graphics and gameplay. Plus, it mixes old RPG style with new action, which makes it fun for everyone. And because it looks so good and tells a great story, it sets a high standard for other games to follow. Overall, it's a reminder of why people love games and how they keep getting cooler.


                        How would you rate this game?

                        - 1000000 out of 5 stars. I freaking love this game

                        Comment

                        Working...
                        X