Thursday, August 6, 2009

----->>>HIT-MAN<<<<-------





Game type: Role Playing


Intro: Take on the role of a silent assassin and ...


The 'M' thing: The game make sense


The 'D' thing: Player can put on whatever role in during the game play. It allows multiple tactical or strategic approach to reaching the goal. However, the point of player attack is largely distal and minimally proximal.


The 'A' thing: Every scene "during the real time gameplay" is well depicted. Take a look at the architecture and interior design, they resemble in actuality and virtually "places of interest". Eg. the Taj Mahal, KL petronas tower etc...The embroideries facaded the interior create substance and lack nothing nor portray sloppiness.


Story line development: Not much of a character build up but the last stage was a twist, as the client turn against his own vendor.


















Indiana Jones® and the Infernal Machine®




Game Type: Role Playing Game
Intro: You're "Indiana Jones Jr" going on an epic adventure ..... Yeee Haaa

I would reckon this game as a character to environmental conflict. Many can clearly define the role of the character and its objective.
This is perhaps a linear structured game where there shouldn't be room for failure or mistakes. When I miss an item, I felt like stopping the game. This is because the distance between the key and the door is a long drap (Alot of running...although I using my finger and it hurts). What's worst is when swimming is part of the game plan. Perhaps, it is also the mechanics of the game.

METAL GEAR SOLID


Game Type: Role Play

Intro: Play the role of stealthy Solid snake....sssisssiss








The Cool side: Alot of activity on the part of the player. Crawl,combat..etc. Cameras, alarm and guards provided the adrenalin behind this game. There are also AI elites/bots to overcome as part of the mini hurdles I need to get across.

The (-)side: You are all alone. 'No' fellowshipping

GHOST RECON

Game Type: Multiple Tactical Shooter

What is enjoyable about this game is when I am able to switch between a unit of NPC. This is a team play, where each soldier has their own unqiue sets of skills. For example, a single unit may comprise of a sniper, mortar man etc..So I am able to switch between role at real time and coordinate my team in a mission. This is the dynamic of the game.

There is no storyline in this mission base game. However, there are many ways to execute the task and explore new strategy, which is a hub structured gaming.

The rules of the game is logical and funny at times. I remember throwing a grenade into a room and accidently I threw it against the wall instead, it richoted and drop infront of me(Bom!).

The asthetics of the game is pretty plain I guess it got to do with the context(war). So there is the sky, trees, plain etc...I realised there is no animal(anyway, it is still cool).
On top of this, the game provides interaction tools (LAN) between team members (fellowshipping).

Red Alert C&C



Game Type: Real Time Strategy

Red Alert!!!

It is a great game. Especially, it is intelligible to me and to those who is well acquainted with current affairs of the states.

The aesthetics of the game is very appealing especially the various units are very well depicted without much explanations.

I personally like the "SPY" unit. A spy unit can convert into any enemy unit like an undercover. So what I did is to convert the spy into a 'DOG' and guess what, it works perfectly (COOL!!). This is what I call dynamic. But the unit will die if end up approaching an enemy 'rEal Canine'. On top of this, I can use psychic like yuri to control any civilian buses and create a COvert Op.

Unlike war craft, this game do not have a lot of protagonists. Basically, the fun part is to unlock new weapon factories and create new units. This is more of a mission base game and so the ending is more or less determines 'WORLD DOMINATION'.











War Craft III ~FROZEN THRONE~ It's cool out there



The battle begins...

Game type: Real Time Strategy

The storyboarding of the game is great. I could see the development of a particular character that changes from good to evil, humble to wanton lust for great power.

In this game, I could choose different races and peer into series of new episodes and campaign. Maps layout gave room for alternative strategy to win the game. I would infer from this game as a HUB structure.

The mechanics behind the game is very constructive or logical, as there is always a countermeasure for every unit. The gamer might need to understand which unit has the comparative advantage to another or vice versus.

The dynamics are the weapons, items and power. Weapons and items allow me to control or customize my heroes. Unlocking of new power becomes a mini motivation or driving force.

Furthermore, it provides a character versus environment and character base game play. The network base game terrain is fun especially playing alongside with peers. I remember playing corridors and Dota with my peers in the past (what a FRACA).




CHRONICLE