This is a look into the personal game history of Nick Porch, Student at Full Sail University
Created by BlackLotus47 on Jun 7, 2010
Last updated: 06/07/10 at 11:34 PM
Tags: Personal Game History Full Sail Nick Porch
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1. Why was this game important to you? A) While it cant ever be said enough that I love Castlevania; SoTN is important to me on a different level. Seeing this game for the first time is literally what made me change loyalties from Nintendo to Sony. 2. From a design perspective, what made the game fun? A) This game was insane! I could wield not one but TWO weapons of MY choosing, explore the castle at my leisure and with an overly complicated set of Street Fighter like button combos; I could cast numerous spells.
1. Why was this game important to you? A) This game was important to me because I felt like it was the game my brother would never let me play, made for me; with a deeper story and much better graphics. 2. From a design perspective, what made the game fun? A) The fact that I could roam anywhere and that the enemies actually seemed to 'stalk' you. The NPCs were not just out in the open waiting for you; they took you by surprise.
1. Why was this game important to you? A) Megaman X offered a lot more than it's previous titles. The graphics and level design made this stick out all on its own. Even Megaman was different; while 'X' being the roman numeral for 10 (And this was the 10th game) X is really his own man or reploid if you want to get technical. 2. From a design perspective, What made the game fun? A) The dash feature that seemed to come and go from previous Megaman games became a lot more advanced. Now you could preform the legendary "Dash Jump" for much needed speed; you could also dash up the walls, which you could never do before. Let's not forget to mention the introduction of Riding Armor.
1. Why was this game important to you? A) I grew up playing Contra with my brother and he always took the best power ups. If I was ever going to get the gun I wanted, it would mean letting him have it first. With Gunstar Heros, I could set my gun up before I entered the level and be damned with whatever my partner wanted. I knew my set up was the best. 2. From a design perspective, what made this game fun? A) Gunstar Heros let me throw enemies and drop kick them across the screen; I was able to climb walls and most ceilings in monkey bar type fashion. When playing Contra with my brother it was only jump and shoot.
1. Why was this game important to you? A) I love rpgs and I love being different. While everyone was playing their Final Fantasy's or Zelda's; I was looking for the, "Diamond in the ruff" nobody knew about yet. 2. From a design perspective, what made the game fun? A) Point blank I enjoyed the fact that my attacks were not just simple sword strikes. Getting into a battle with an enemy would evoke a hurricane combo of spinning kicks, back hands and blade attacks. While a knife was your default weapon; you could find and equip swords and bows as well.