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Showing posts from October, 2017

Universal Paperclips

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Based on Nick Bostrom's "Paperclip Maximizer" thought experiment, Universal Paperclips  poses the player as an A.I. told to continually make paperclips. The premise is deceptively innocent, seeming as though it may be just another idle game droplet in the sea that genre has become. However, the game's depth continues to increase, both by further complicating the play screen and everything that the player has to balance, as well as weaving a subtle narrative with a satisfyingly sadistic culmination to top it off. Universal Paperclips  is not a game to be played while working (and it is definitely meant to be played on a computer, trust me). The climbing numbers and the strategic management are both engrossing and intoxicating, making it one of the only things that I could think about or focus on, anytime I had it running, even if I meant it to just be racking up numbers in the background. That's where it really shines though, I wasn't just playing the A.I.,

Asteroids

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As I was playing around with my copy of Asteroids  for the Gameboy , I began to notice something. I was not having any fun. The game felt like a chore and really didn't seem like it was worth my time. Honestly, I thought about writing a disappointed review right then so that I could be done with it and move on. Fortunately, I decided to get my screenshots from the PC Atari Anniversary Edition  version instead of the Gameboy  version, and I actually found myself having fun! The gameplay was smooth and exciting, with each dodge of an asteroid or evasion of an alien bullet feeling like a huge success. I'm pretty sure that the only real difference between the Gameboy  and PC versions (besides the updated graphics for Gameboy ) was the fact that I could control the ship's direction with the mouse instead of buttons. I felt as though I had more control over the vehicle and and it allowed me to be much more immersed in the title. In the future, I will probably end up playing

Final Fantasy II

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Like its counterparts on the NES ,  Zelda II: The Adventure of Link  and Super Mario Bros. 2  ( Super Mario USA ), Final Fantasy II  almost completely ignored what made its predecessor so successful. However, I think it was a much more enjoyable game as a result! Final Fantasy II 's most blaring difference was the implementation of a stat-growth system instead of the traditional leveling system found in the series' other entries. Many found it tedious that you had to repeat an action to improve it (or its associated stats), but I actually enjoyed grinding in this entry because I could focus on new combat strategies in order to improve my target stats, instead of just fighting the same fight repeatedly. FFII  also took a huge step by introducing characters with names, faces, and personalities, over the anonymous heroes of FFI . The interactions between characters through predetermined dialogue sequences and the interactive "ask/learn" system helped to flesh out the