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<h2>Games</h2><ul><li style="list-style-type: none"><div style="float:left;width:20px" class="gamelog_hilight">&#10025;</div> <a href="#R-Type_Tactics">R-Type Tactics</a> | PSP 2007</li><li style="list-style-type: none"><div style="float:left;width:20px">&diams;</div> <a href="#Silent_Hill_4:_The_Room">Silent Hill 4: The Room</a> | Playstation 2 2004</li><li style="list-style-type: none"><div style="float:left;width:20px" class="gamelog_hilight">&#10025;</div> <a href="#Prince_of_Persia:_Warrior_Within">Prince of Persia: Warrior Within</a> | Playstation 2 2004</li><li style="list-style-type: none"><div style="float:left;width:20px" class="gamelog_hilight">&#10025;</div> <a href="#Metal_Gear_Solid_3:Snake_Eater">Metal Gear Solid 3:Snake Eater</a> | Playstation 2 2004</li><li style="list-style-type: none"><div style="float:left;width:20px" class="gamelog_hilight">&#10025;</div> <a href="#Legacy_of_Kain:_Defiance">Legacy of Kain: Defiance</a> | Playstation 2 2003</li><li style="list-style-type: none"><div style="float:left;width:20px" class="gamelog_hilight">&#10025;</div> <a href="#The_Typing_of_the_Dead">The Typing of the Dead</a> | PC 2000</li><li style="list-style-type: none"><div style="float:left;width:20px" class="gamelog_hilight">&#10025;</div> <a href="#Alien_Hominid">Alien Hominid</a> | Playstation 2 2004</li><li style="list-style-type: none"><div style="float:left;width:20px" class="gamelog_hilight">&#10025;</div> <a href="#Okami">Okami</a> | Playstation 2 2006</li><li style="list-style-type: none"><div style="float:left;width:20px" class="gamelog_hilight">&#10025;</div> <a href="#Ninja_Gaiden">Ninja Gaiden</a> | XBox 2004</li></ul>- 8 completions in 2007<br />- symbols: <span class="gamelog_hilight">&#10025;</span>: completed in 2007, &diams;: completed other year, &middot;: not completed<div>
<a name="R-Type_Tactics" /><h2>R-Type Tactics</h2>
<div><div class="gamelog_imagefloat"><a href="images/rtype_tactics.jpg"><img style="width:300px" src="images/rtype_tactics.jpg" alt="R-Type Tactics" />
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Eat sinusoid laser, evil Bydo scum!</div><div class="gamelog_bigtext"><a href="http://en.wikipedia.org/wiki/PSP">PSP</a>
 | <a href="http://en.wikipedia.org/wiki/2007_in_video_gaming">2007</a> | <span class="gamelog_hilight">completed &#x2713;</span> | <a href="http://en.wikipedia.org/wiki/R-Type Tactics">WP</a>
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<span style="font-size:10px">MC:</span><a href="http://www.metacritic.com/games/platforms/psp/rtypetactics">69</a><span style="font-size:10px">&#37;</span>
</div>
So, what have I done since the 20th of September? Not much besides playing R-Type Tactics. I just completed the Earth campaign, 30 missions.

I will not hesitate to say that R-Type Tactics has been the best ever tactics game experience for me. So, what's to say about R-Type Tactics? Well first and foremost, read my Wikipedia article about the game. Of course, when you read this, it may not be mine anymore :).

Playing this game was a wonderful experience, even though it posed an initial problems: as of yet, it has only been released in Japan. Well, it didn't stop me, and much trial and error led my to deduce most of the japanese menus. Luckily, all the missions in the game can be completed by totally annihilating the opponent. That was what I did, and it worked :). Now I have two sheets of notes filled with characters that may look japanese, but which might very well be totally illegible by any person from japan.

So, what kind of game is this? I really liked Battle Isle back in the day, and I do prefer hexagonal to rectangular grids. R-Type Tactics is similar to Battle Isle in certain respects, but it is also an R-Type game, which makes it quite different in other respects.

The graphics is really the best of its kind. The 2D view is very clear and nicely drawn, and has 3D backdrops of floating objects in space, creating a nice ambient atmosphere. Whenever units battle each other, beautiful 3D animations are shown. The animations are a bit more abstract than you are used to in this genre. Slow-moving and brightly coloured laser beams move in intricate geometric patterns, and lends the game a more artistic feel that is usual for the tactics genre. The models and lighting are nothing short of perfect. By the way, R-Type Final for the PS2 has similar graphic qualities, and it is also highly recommended.

The gameplay of R-Type Tactics has a great flow. The rules are what has come to be expected from a modern tactics game, and the balance is great, even though the Earth campaign might be a bit too easy for the hardcore tactics gamer. Then again, the high number of levels in the game (60 in all, I suspect), and the fact that it takes several hours to complete some of the larger levels, even with 3D animation disabled and fast movement speed, completing the game is quite a task. The side-scrolling view together with the strong adherence to the rules of the strange R-Type universe, makes the game quite unique. The side-scrolling view can also be annoying in 3 or so levels, when you have to travel backwards, and your ships cannot turn around to make their wave cannons come into play. The game would be better without these levels, but they do not deduct anything from the overall experience.

Even though many of the R-Type fighters are similar, the overall abilities of the units are varied enough to enable very different styles of play. The basic strategy of any tactics game is to keep clear of the enemy's firing range and always attack first. This is even more important in R-Type Tactics, as you R-Type units lose their wave cannon charges if they are hit. One of my favourite tactics uses the UHFC-007 (carrier) in conjunction with 3 R-Type attack craft and their Forces. When the wave cannons of all the R-Type units are fully charged, the R-Types are loaded into the UHFC-007. The UHFC-007 moves fast and can take a lot of punishment. When enemies are close, the R-Types are launched and fire their wave cannons. If the Rwf-13A/B are used, they may even return to the carrier in the same turn if there is additional danger. The Rwf-13A/B are really the stars of the show, as their speed and ability to move after firing makes them absolutely essential. In my opinion, the Rwf-9D(H) has the best wave cannon, as it fires straight forward which is easier to control than some of the more esoteric wave cannons, and it has a range of 6 grid cells. Also, for scouting, the Rwf-9Ac is unsurpassed with its great range and ability to hide in subspace. You can actually hide it inside a rock and stay there without using fuel and spy on the enemy. If the enemy does come too close, the movement of the enemy will be interrupted. Very nice.

The Earth campaign was easy enough to complete; only a single level of the 30 was not completed in the first attempt, and it was one of the stupid underwater levels, where my units moved way too slow.

I have now unlocked the ability to play a campaign as the evil aliens, the Bydo.
</div><h3>Entries</h3>
<ul>
<li>2007-11-23 00:00:00: schmid <span class="gamelog_hilight">completed</span> Bydo Campaign with .
 somewhat harder than Earth Campaign, had to retry some missions a few times, especially the ones where the objective wasn't obvious. Of course the objectives were probably perfectly adequately described in the mission description, but my Japanese skills still leave a lot to be desired. :) The final boss was not interesting in any way, just another big battleship.


</li>
<li>2007-10-02 00:00:00: schmid <span class="gamelog_hilight">completed</span> Earth Campaign with .
</li>
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<div>
<a name="Silent_Hill_4:_The_Room" /><h2>Silent Hill 4: The Room</h2>
<div><div class="gamelog_imagefloat"><a href="images/sh4.jpg"><img style="width:300px" src="images/sh4.jpg" alt="Silent Hill 4: The Room" />
</a>
Silent Hill 4 - The door of your apartment</div><div class="gamelog_bigtext"><a href="http://en.wikipedia.org/wiki/Playstation 2">Playstation 2</a>
 | <a href="http://en.wikipedia.org/wiki/2004_in_video_gaming">2004</a> | <span class="gamelog_hilight">completed &#x2713;</span> | <a href="http://en.wikipedia.org/wiki/Silent Hill 4: The Room">WP</a>
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<span style="font-size:10px">MC:</span><a href="http://www.metacritic.com/games/platforms/ps2/silenthill4theroom">76</a><span style="font-size:10px">&#37;</span>
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</div><h3>Entries</h3>
<ul>
<li>2008-05-16 00:59:00: schmid <span class="gamelog_hilight">completed</span> the game with  on Normal difficulty.
 Rank: '21 Sacraments' ending - 5 big stars, 5 small, Score: 51 / 52 memo items found, Kills: 522, Deaths: 4 continues, 55 saves, Time: 14:11:05 (not exactly a speed run :)
</li>
<li>2008-05-13 00:00:00: schmid: I just realized something: This game really shouldn't be played at night. It's just too much. It's all well and good, when I can look around and the sun is out, people walking around outside the window, my darker instincts kept at bay by rationality. But when its dark, I cannot bear it. So this tip is for you who are like me, and roleplay this game all the way through: play it during the evenings - never play it at night. Better for your health that way. Yesterday night I played the return to the water tower level, and I had to take desperate measures to keep playing; I turned the TV way down, and started some random episodes of The Simpsons on my laptop on the coffee table. Combined with my usual tactics of turning my head away from the TV each time I wake up in the game, expecting the worst.  As Yngve prepared me for, Room 302, which in the beginning is your sanctuary from the horrors of the dreamworlds, gradually becomes the place you fear the most. The dreamworlds have their own reasonable gamelogic, each level has its own Victim, and I've seen every level once before. But in the Room 302, anything goes. I've seen ghostly funghi crawl slowly across my walls, blood running from my faucet, not the mention the worst of them (like the Wailling Wall of Terror).  During the evening, my mind is prepared. Every time I open the bedroom door, I expect something standing in the hallway, screaming at me. I creep into the living room like a ninja, fearing to tread each step. So when I looked out the peephole and saw my own corpse staring back at me from outside, I was ready for it. I almost laughed, content that the game is not going to kill me before I finish it. During the evening, it's not so bad. But the time is 21:04, and the shadows are growing longer. I think it's time to switch to R-Type...  Oh, and by the way, even though I fear Room 302 more than the other levels, something gnaws at my gut right now. Eileen looks stranger every time I look at her, with brown, pulsating blemishes all over her bruised body. And she talks errantly, telling her mother to wake up. Naturally, I fear the worst...
</li>
<li>2008-04-22 00:00:00: schmid: I'm dying here ... This game is the scariest sh*t imaginable. I've had to turn the volume of my stereo down, to be able to play it; the only alternative is switching to watching Star Trek or something. The constant stress of the man in the trenchcoat that can't be killed ... the hauntings in room 302 - the shadow of a little boy standing in the closet next to the bed when I wake up, crying with a hundred voices. I mean, what is that? That's just pure evil on the game designers' part. I hate them. So much.
</li>
<li>2007-10-28 00:00:00: schmid: I've returned to this horror masterpiece, and the game just keeps impressing me... The plot is mysterious, I'm keeping notes in a Memento-like manner, the graphics is wonderfully detailed, even at locations you don't visit more than once. For instance, in the apartment world, It seems as though every single apartment have received special attention and a unique design: strange colours on the walls, unique lighting due to scattered furniture. The colour of the city sky subtly changes with time, and the way that the waking world and the other worlds interact is puzzling and wonderful. But first and foremost - the atmosphere is convincingly dark, paranoid, and, at times, pure horror that makes you want to pause the game and turn on all the lights. In total, I'm loving it!
</li>
<li>2007-09-14 00:00:00: schmid: Oh man! This is my kind of game. I started playing for real yesterday, and I was scared beyond my wits. I had to stop playing when I got tired, because I just couldn't survive another shock. When tonight I encountered a certain remote location in the Forest World, a single bone-chilling howl sent me running back to the portal to The Room to save. I investigated the entire rest of the world before entering that horrible place. This game has a quality that is very rare and appreciated more by me than by most people. The world is small, but incredibly detailed and rewards my slow and investigative style of playing. The best example is the view outside the window. I've literally spent minutes at a time gazing out the window, learning every detail of the neighbourhood by heart. When the pink bunny balloon suddenly appeared in the sky, I was in a state of shock./gamelog.rb schmid Silent
</li>
</ul>
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<div>
<a name="Prince_of_Persia:_Warrior_Within" /><h2>Prince of Persia: Warrior Within</h2>
<div><div class="gamelog_imagefloat"><a href="images/pop-ww.jpg"><img style="width:300px" src="images/pop-ww.jpg" alt="Prince of Persia: Warrior Within" />
</a>
Prince of Persia: Warrior Within</div><div class="gamelog_bigtext"><a href="http://en.wikipedia.org/wiki/Playstation 2">Playstation 2</a>
 | <a href="http://en.wikipedia.org/wiki/2004_in_video_gaming">2004</a> | <span class="gamelog_hilight">completed &#x2713;</span> | <a href="http://en.wikipedia.org/wiki/Prince of Persia: Warrior Within">WP</a>
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</div>
Prince of Persia: Warrior Within is completed, and I must say that it was a bit of a disappointment. Prince of Persia: Sands of Time was a stylish and entertaining game, and this sequel has many of the same qualities, but have some new problems, that deduct a lot from the quality of the experience.

The graphics are great, great atmosphere, attention to detail, and a design that is every bit as great as the first game. Like the predecessor, the frame rate is low, but it is steady, and you forget it after playing for a few minutes.

The combat controls are fluid and intuitive, however, blocking is hard to get the hang of, compared to e.g. Ninja Gaiden. And since blocking is absolutely critical for completing the game, it is very annoying. The freeform fighting system is great, you have a great variety of moves, and the ability to throw secondary weapons at enemies far away. The fight sequences are a bit reminiscent of God of War, but just not as good.

However, the combat is not the strong point of the game. As in the other games, the Prince spends most of his time climbing on narrow ledges, swinging from poles and ropes, traversing the most impossible of paths. It is a pleasure to play as well as to watch, and this part of the game is just as good as in the first game. The camera is always placed so that you have no doubt as where to go. However, on the larger scale, finding your way requires learning the level design of the whole game by heart, as the in-game map is completely useless. This was a bit of a problem for me, and I had to consult FAQs many times to find out where to go.

The atmospheric music is great, sinister and with a distinct persian feel. However, quite surprisingly, whenever an enemy is within range, the soundtrack changes to bad-ass heavy metal. The music is actually quite good (if you like that sorta thing :), but it certainly seems a bit out of place in the atmosphere of this game. The atmospheric sounds, howling wind, machinery, etc., are great, but sounds during the action sequences suffer from disabilitating problems.

The sounds during action sequences are extremely important, as the give you instant feedback to the result of an action, e.g. did your attack succeed, did you block your opponent correctly, etc. This feedback may also be provided by the graphics, by colour changes and blood, but during a 3D fight, some of the graphical feedback may be obscured. So sounds should always indicate status during a fight. This simply does not work in POP:WW. A lot of the crucial sounds are missing, such as explosions and hitting feedback sounds.

Apart from the sound issue, the game is so full of crippling glitches, that it seems the game was released way too early. The odd sliding
</div><h3>Entries</h3>
<ul>
<li>2007-09-11 00:00:00: schmid <span class="gamelog_hilight">completed</span> the game with .
</li>
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<div>
<a name="Metal_Gear_Solid_3:Snake_Eater" /><h2>Metal Gear Solid 3:Snake Eater</h2>
<div><div class="gamelog_imagefloat"><a href="images/mgs3.jpg"><img style="width:300px" src="images/mgs3.jpg" alt="Metal Gear Solid 3:Snake Eater" />
</a>
Metal Gear Solid 3:Snake Eater</div><div class="gamelog_bigtext"><a href="http://en.wikipedia.org/wiki/Playstation 2">Playstation 2</a>
 | <a href="http://en.wikipedia.org/wiki/2004_in_video_gaming">2004</a> | <span class="gamelog_hilight">completed &#x2713;</span> | <a href="http://en.wikipedia.org/wiki/Metal Gear Solid 3:Snake Eater">WP</a>
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<span style="font-size:10px">MC:</span><a href="http://www.metacritic.com/games/platforms/ps2/metalgearsolid3snakeeater">91</a><span style="font-size:10px">&#37;</span>
</div>
This third 3D Metal Gear Solid game takes place during the Cold War, and our hero, Snake, is dropped in the Soviet Union to stop the deployment of the Shagohod, the first Metal Gear mecha. Snake starts the game with a knife and nothing much besides. He must survive in the forest and defeat enemy forces using stealth. And not just stealth like in the other Metal Gear Solid games, but he has to match his camouflage and face paint to match his surroundings, he must subsist on the animals he can kill. The stealth mechanics of this game are absolutely awesome. You can lie in the grass a few metres from an unsuspecting guard, wait for him to pass you, sneak up on him and slice his throat, or alternatively, shoot him with a tranquilizer dart. The graphics is beautiful and the overall forest illusion is most convincing. Also, the Cold War technology works very well, you feel having cutting-edge technology, while still feeling a bit nostalgic about it. The controls are hard to master without being annoying, and when you become good, you are rewarded with excellent control over Snake.

Overall, the game is almost perfect and very entertaining, and I will recommend this game wholeheartedly to anyone who likes stealth games.

The final battle with 'The Boss' was the only one to give a bit of trouble, it took me a few tries to figure out how to use the CQC counter-attack: to press and hold ○ right after the ! mark appears above snake's head (when The Boss grabs his arm). Also, peaking up when in hiding is very useful. You do this by pressing L2+R2 when in first-person mode (R1).

After completing the game, you inherit The Patriot, a assault pistol, with a ∞-shaped magazine :). Oh what fun it is to storm the first level again with this monstrous weapon. DIE!
</div><h3>Entries</h3>
<ul>
<li>2007-08-01 00:00:00: schmid <span class="gamelog_hilight">completed</span> the game with  on Normal difficulty.
 Rank: Shark
</li>
</ul>
<i>─ Thanks to Yngve for lending me this game.</i>
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<div>
<a name="Legacy_of_Kain:_Defiance" /><h2>Legacy of Kain: Defiance</h2>
<div><div class="gamelog_imagefloat"><a href="images/lok_defiance.jpg"><img style="width:300px" src="images/lok_defiance.jpg" alt="Legacy of Kain: Defiance" />
</a>
Legacy of Kain: Defiance - Raziel and The Hylden Lord possessing the body of Janos Audron</div><div class="gamelog_bigtext"><a href="http://en.wikipedia.org/wiki/Playstation 2">Playstation 2</a>
 | <a href="http://en.wikipedia.org/wiki/2003_in_video_gaming">2003</a> | <span class="gamelog_hilight">completed &#x2713;</span> | <a href="http://en.wikipedia.org/wiki/Legacy of Kain: Defiance">WP</a>
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<span style="font-size:10px">MC:</span><a href="http://www.metacritic.com/games/platforms/ps2/legacyofkaindefiance">75</a><span style="font-size:10px">&#37;</span>
</div>
This is the third game in the Legacy of Kain/Soul Reaver universe I have completed. All the games have been an absolutely wonderful experience in almost every way. When you play the games, a great saga unfolds before you. The story is very well-thought out and the voice acting is worthy of a theatric play. The graphics is absolutely wonderful; the eerie atmosphere in The Underworld is even more sinister in this third installment, as the voices of tormented souls cry out, and the eyes of the omnipresent Elder God watches you. The Vampire Citadel is grand and desolate, but is dwarfed by the gothic beauty of the mansion of the ancient vampire Vorador. The Avernus Cathedral has a grand beauty which in the course of the story gives way to the horrors below it. The attention to detail in the graphics is very impressive, even the glyphs that decorate doorways and sigils have a hidden meaning, as explained in greater detail in 'Encyclopædia Nosgothica'. The game is as entertaining as any of the series, as you alternate between controlling Kain and Raziel, each with (slightly) different abilities. The enemies are varied and terrifying, even though a cut-scene introducing each type would contribute much to their presence in the game. The only drawbacks in this game are minor collision detection bugs, a slightly annoying camera that tend to make you miss your mark when jumping, and the sound. Though the music and voice-acting is near perfect, the game just lacks sound effects in crucial scenes, and the sounds that are present are often distorted and unconvincing.
</div><h3>Entries</h3>
<ul>
<li>2007-06-30 00:00:00: schmid <span class="gamelog_hilight">completed</span> the game with .
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<a name="The_Typing_of_the_Dead" /><h2>The Typing of the Dead</h2>
<div><div class="gamelog_imagefloat"><a href="images/totd.jpg"><img style="width:300px" src="images/totd.jpg" alt="The Typing of the Dead" />
</a>
The Typing of the Dead - DIE Z..O..M..B..I..E..S</div><div class="gamelog_bigtext"><a href="http://en.wikipedia.org/wiki/PC">PC</a>
 | <a href="http://en.wikipedia.org/wiki/2000_in_video_gaming">2000</a> | <span class="gamelog_hilight">completed &#x2713;</span> | <a href="http://en.wikipedia.org/wiki/The Typing of the Dead">WP</a>
<a href="http://www.giantbomb.com/search/?q=%22The Typing of the Dead%22">GB</a>
<a href="http://www.mobygames.com/search/quick?q=The+Typing+of+the+Dead">MG</a>
<a href="http://www.gamefaqs.com/search/index.html?btnG=gamefaqs&amp;game=The Typing of the Dead">GF</a>
<a href="http://www.imdb.com/find?s=tt&amp;title_type=game&amp;q=The Typing of the Dead">IM</a>
<a href="http://www.youtube.com/results?search=Search&amp;search_query=The Typing of the Dead">YT</a>
<a href="http://strategywiki.org/w/index.php?title=Special:Search&amp;search=The Typing of the Dead&amp;go=Go">SW</a>
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The Typing of the Dead is a typing tutor game where you kill zombies and is thus probably the most entertaining educational game ever! The game is fast-paced and it sort of reminds me of Time Crisis for the PlayStation, with the rail-running gameplay and the crappy voice acting. Actually, the voice acting is hilariously bad, and it is obviously bad on purpose, which becomes evident at the end of the game. The credit listing is accompanied by dancing zombies reminiscent of Michael Jackson's Thriller-video, and of course you can type the names of the developers if you want to. Anyway, the game is crappy in all respects except for the simple fact that it is so entertaining. Here's my score sheet. I can't wait until the sequel comes out...
<h3> DC Hiscores</h3>
<ol>
<li><span class="gamelog_hilight">schmid</span> ........................ <span class="gamelog_hilight">5325</span></li>
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</div><h3>Entries</h3>
<ul>
<li>2007-06-12 00:00:00: schmid <span class="gamelog_hilight">completed</span> DC with  on Normal difficulty and got the score: 5325.
 Rank: ZombieMaster
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<a name="Alien_Hominid" /><h2>Alien Hominid</h2>
<div><div class="gamelog_imagefloat"><a href="images/alien_hominid.jpg"><img style="width:300px" src="images/alien_hominid.jpg" alt="Alien Hominid" />
</a>
Alien Hominid</div><div class="gamelog_bigtext"><a href="http://en.wikipedia.org/wiki/Playstation 2">Playstation 2</a>
 | <a href="http://en.wikipedia.org/wiki/2004_in_video_gaming">2004</a> | <span class="gamelog_hilight">completed &#x2713;</span> | <a href="http://en.wikipedia.org/wiki/Alien Hominid">WP</a>
<a href="http://www.giantbomb.com/search/?q=%22Alien Hominid%22">GB</a>
<a href="http://www.mobygames.com/search/quick?q=Alien+Hominid">MG</a>
<a href="http://www.gamefaqs.com/search/index.html?btnG=gamefaqs&amp;game=Alien Hominid">GF</a>
<a href="http://www.imdb.com/find?s=tt&amp;title_type=game&amp;q=Alien Hominid">IM</a>
<a href="http://www.youtube.com/results?search=Search&amp;search_query=Alien Hominid">YT</a>
<a href="http://strategywiki.org/w/index.php?title=Special:Search&amp;search=Alien Hominid&amp;go=Go">SW</a>
<span style="font-size:10px">MC:</span><a href="http://www.metacritic.com/games/platforms/ps2/alienhominid">78</a><span style="font-size:10px">&#37;</span>
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You gotta love this one! It may be a bit on the short side, but it is just so much fun all the way through. Nonsensical humor and fast-paced action is what Alien Hominid is all about. That and collecting hats. I won't be playing the PDA games, though, because I think they're a bit crappy.
</div><h3>Entries</h3>
<ul>
<li>2007-06-12 00:00:00: schmid <span class="gamelog_hilight">completed</span> Arcade with  on Normal difficulty.
</li>
</ul>
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<div>
<a name="Okami" /><h2>Okami</h2>
<div><div class="gamelog_imagefloat"><a href="images/okami.jpg"><img style="width:300px" src="images/okami.jpg" alt="Okami" />
</a>
Okami - what a beautiful game</div><div class="gamelog_bigtext"><a href="http://en.wikipedia.org/wiki/Playstation 2">Playstation 2</a>
 | <a href="http://en.wikipedia.org/wiki/2006_in_video_gaming">2006</a> | <span class="gamelog_hilight">completed &#x2713;</span> | <a href="http://en.wikipedia.org/wiki/Okami">WP</a>
<a href="http://www.giantbomb.com/search/?q=%22Okami%22">GB</a>
<a href="http://www.mobygames.com/search/quick?q=Okami">MG</a>
<a href="http://www.gamefaqs.com/search/index.html?btnG=gamefaqs&amp;game=Okami">GF</a>
<a href="http://www.imdb.com/find?s=tt&amp;title_type=game&amp;q=Okami">IM</a>
<a href="http://www.youtube.com/results?search=Search&amp;search_query=Okami">YT</a>
<a href="http://strategywiki.org/w/index.php?title=Special:Search&amp;search=Okami&amp;go=Go">SW</a>
<span style="font-size:10px">MC:</span><a href="http://www.metacritic.com/games/platforms/ps2/okami">93</a><span style="font-size:10px">&#37;</span>
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</div><h3>Entries</h3>
<ul>
<li>2007-04-01 00:00:00: schmid <span class="gamelog_hilight">completed</span> the game with .
 kills: 682, deaths: 0 - big deal, Praise: 3532
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<a name="Ninja_Gaiden" /><h2>Ninja Gaiden</h2>
<div><div class="gamelog_imagefloat"><a href="images/ng.png"><img style="width:300px" src="images/ng.png" alt="Ninja Gaiden" />
</a>
One of the many original and horrifying bosses of Ninja Gaiden</div><div class="gamelog_bigtext"><a href="http://en.wikipedia.org/wiki/XBox">XBox</a>
 | <a href="http://en.wikipedia.org/wiki/2004_in_video_gaming">2004</a> | <span class="gamelog_hilight">completed &#x2713;</span> | <a href="http://en.wikipedia.org/wiki/Ninja Gaiden">WP</a>
<a href="http://www.giantbomb.com/search/?q=%22Ninja Gaiden%22">GB</a>
<a href="http://www.mobygames.com/search/quick?q=Ninja+Gaiden">MG</a>
<a href="http://www.gamefaqs.com/search/index.html?btnG=gamefaqs&amp;game=Ninja Gaiden">GF</a>
<a href="http://www.imdb.com/find?s=tt&amp;title_type=game&amp;q=Ninja Gaiden">IM</a>
<a href="http://www.youtube.com/results?search=Search&amp;search_query=Ninja Gaiden">YT</a>
<a href="http://strategywiki.org/w/index.php?title=Special:Search&amp;search=Ninja Gaiden&amp;go=Go">SW</a>
<span style="font-size:10px">MC:</span><a href="http://www.metacritic.com/games/platforms/xbox/ninjagaiden">91</a><span style="font-size:10px">&#37;</span>
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Phew! This game was hard. It is similar to the also great God of War, albeit much harder. I recommend this game to everyone who has access to an Xbox, it is an instant classic. A few tips:
Use Shuriken for bats.
Use The Art of the Fire Wheels for ghost fish, and if you are low on mana, use Vigoorian Flail.
If you like using counterattacks against smaller enemies, use the Dabilahro - a single counterattack is enough to decapitate most of them.
Flying Swallow attack is effective against most bosses.
Use The Art of the Inferno against the big angel-demon-thing (second to last level) - you are invincible when using it, and it takes about 1/6th of her HP for each attack.
The skull demon boss: use bow when it is wandering around, use Vigoorian Flail when skulls are attacking and dodge the main head when it attacks.

</div><h3>Entries</h3>
<ul>
<li>2007-02-06 00:00:00: schmid <span class="gamelog_hilight">completed</span> the game with  on Normal difficulty.
 rank: Head Ninja, kills: 2203, time: 15:09:59, Karma: 7171135, Praise: 3532
</li>
</ul>
<i>─ Thanks to Jeppe for lending me his Xbox.</i>
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