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Tokyo Mirage Sessions #FE (Wii U): COMPLETED!

Posted on 16/08/2016 Written by deKay

Oh yes. Now this is a damn fine game. I’ve always liked JRPGs although it’s few that I finish mainly due to their overwhelming length, or in some cases, complexity or difficulty. I thoroughly enjoyed Persona 4 Golden for the 10 or 15 hours I put into it, but something about the complicated Persona system confused me enough to cause me to back away. Having completed Tokyo Mirage Sessions #FE, I’m dying to get it back in.

Tokyo Mirage Sessions #FE

Why would Tokyo Mirage make me want to get back to Persona? Because Tokyo Mirage is Persona, only with a light Fire Emblem theme and a more streamlined, easier to understand, weapon and skill system. It’s My First Persona, and that is absolutely in no way putting it down – it’s a way into the world of Persona and is more than awesome enough in its own right too.

I loved the setting, the quirky Japaneseness, the characters and the real world (almost) locations. The acting and singing as a form of “training” for battle and unlocking abilities is crazy but works, with performances of some great JPop tracks. I became obsessed with the Carnage weapons and their upgrade system, unlocking skills and powers as you go. I don’t recall playing a game where as well as levelling up your characters, you can also level up your powers and your weapons, and even your capabilities as a performer allowing even more skills and abilities.

Tokyo Mirage Sessions #FE

Dungeons don’t feel like dungeons, even though they plainly are, and each isn’t just differently themed, they have their own puzzle mechanic – from finding the correct order of buttons to press, to running errands, to essentially a variant on a slide puzzle. It might have just six or so of these Idolaspheres, once for each chapter, but they’re large and full of surprises, especially when you return to them later and access different areas.

There’s a well paced difficulty curve, but if you find things difficult and decide to push that JRPG staple of grinding, the game helps out by providing not only a specific area – the arena – full of enemies, but also two skills or items you can use to summon random encounters at a higher rate, or even higher level enemies more frequently.

As for my playthrough, I spent 70 excellent hours working my way to the final boss, and another five failing, levelling and then defeating him. Seventy five hours of glorious combat, funny dialogue and twisted Tokyo. Quite possibly my game of the year so far.

Click to view slideshow.

The post Tokyo Mirage Sessions #FE (Wii U): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, Post, tokyo mirage, wii u

Beware Planet Earth (PC): COMPLETED!

Posted on 15/08/2016 Written by deKay

I continued playing this again a few days ago having “paused” almost exactly a year ago. I think I’d struggled on a level and lost interest, but it is actually a very good tower defence game. I resumed it part way through Autumn (the game is split into four chapters, one for each season), and quickly progressed to Winter, where I ran into difficulty.

Beware Planet Earth

It’s just so damn hard. In the final season, you have to deal with your weapons freezing, and although you get an item to help negate this later on, it’s not cheap and uses up precious space on the map. Eventually though, I made it to the end boss who was surprisingly simple – or not surprisingly, considering a power-up you’re given right at the end.

I can definitely recommend Beware Planet Earth, especially if you like this sort of game. And it has a toilet in it, so what more can you want?

Click to view slideshow.

The post Beware Planet Earth (PC): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: beware planet earth, completed, PC, Post

McPixel (Mac): COMPLETED!

Posted on 03/08/2016 Written by deKay

Filling the five-minutes-here-and-there hole left by Gunpoint, is this – McPixel. It’s sort of like Warioware in that you’ve only a few seconds to complete each level, but different in that you have more seconds, and that to win you mostly just randomly click on things with little or no logic. A speed point-and-click adventure game, if you will.

McPixel 2016-08-03 at 16.43.43

McPixel is funny, and I mostly enjoyed it, but too many of the levels involve finding an almost imperceptibly different background tile, or a few indistinct pixels to click on, sometimes in combination with other unrecognisable items in order to beat them.

I can’t recommend it for anything more than novelty value, unfortunately, but since I got it for free I’m not going to complain too much. And I completed it (although didn’t stretch to the bonus and DLC levels), which counts for something, perhaps.

Click to view slideshow.

The post McPixel (Mac): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, Mac, Post

Missing: An Interactive Thriller – Episode One (Mac): COMPLETED!

Posted on 30/07/2016 Written by deKay

Missing: An Interactive Thriller, is rubbish. Not so much the game itself, which is very much in Zero Time Dilemma/Room Escape style only with actual full motion video, more the fact that this is it. Episode One, it seems now that I’ve finished it and looked for the next in the series, is all that they’ve made, or will ever likely make.

missing

It’s not a fantastic game, as the puzzles are mostly too simple, or too vague (needing you to move the pointer over everything), and there are a few “CLICK HERE!!!!!11!!1” QTEs which don’t quite gel with the rest of what’s going on, but it isn’t really bad. The acting of everyone bar the main guy is poor, and there are pangs of Night Trap about it, but I did enjoy it enough to want to play the rest.

Which won’t happen because there isn’t any. So I can’t really recommend it any more than I can the first chapter of a book.

missing

The post Missing: An Interactive Thriller – Episode One (Mac): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, Mac, Post

Gunpoint (Mac): COMPLETED!

Posted on 29/07/2016 Written by deKay

Considering all the games I’ve completed in the first half of 2016, I’ve been a little bit lax recently, it would appear. The main cause is, of course, the fantastic Tokyo Mirage Sessions #FE (which I’m over 55 hours into now), but I’ve also been catching up on demos on the Wii U and 3DS – I may post about those later.

Gunpoint, however, is something I’ve been playing off and on over the last week. Each level is pretty short, and you can save whenever you want (and if you die you can rewind a few seconds, which is a great feature), so it lends itself well to a few minutes play every so often.

The aim of the game is to infiltrate various buildings and retrieve/destroy/plant evidence or computer files, with the overarching plot relating to you being a freelance spy with hugely powerful spring boots working for three different sides, to various degrees, in a murder case. A case you’re involved in yourself, leading to bizarre situations like having to recover CCTV footage may contain evidence that would incriminate yourself.

Gunpoint

Each level plays out with three main skills. You can jump really high, or far, and use this to scale walls, smash though windows, or pounce on guards. You can (after the first couple of levels) hack electronic devices too, rewiring the building so that, for example, a light switch now opens a door, or a security camera calls a lift. Finally, you can punch (and later, shoot) guards, although to score highly you need to be silent, undetected and refrain from violence.

Gunpoint

Far from being a platform game like the superficially similar The Swindle, the emphasis is much more on puzzle solving, with often many solutions – sometimes clever, sometimes funny. Wiring up a motion sensor to a plug socket so that one guard electrocutes another elsewhere in the building never ceases to entertain. As you unlock more abilities (such as more powerful jumps or additional gadgets), more solutions present themselves. I realised that I could, on a very late mission, use a light switch to trigger a guard’s gun for instance – and he merrily shot his own guardchums.

Gunpoint isn’t a long game (three hours, perhaps?) but it’s clever, makes you feel clever, and is genuinely fun and funny. If only I could remember, like most of my Steam games, why I own it.

20160729122929_1 20160729140009_1 20160729141753_1

The post Gunpoint (Mac): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, gunpoint, Mac, Post

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97: I’m Feeling A Bit Squiffy
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G’morrow beautiful friends! Here to waft away the damp, darkened skies of the season (or maybe make them damper and darker), it’s Episode 97 of the ugvm Podcast. The podcast you love to subscribe to but hit skip when it comes up on the playlist. Yeah, we know. It’s OK. We don’t get paid either way.

In this episode, deKay, Kendrick and Toby “entertain” you with fun game related news and chat, which this time round includes speculation on Valve’s new hardware triple combo, a show report from the Valorant Champions event in that there Paris (France, not Texas), and one of the team became A Magnificent Man in a Flying Machine. Oh, and Kendrick has bought a new VR headset. Yes, Hell has finally frozen over. Not only that! We have gaaaaaaaaames!

97: I’m Feeling A Bit Squiffy
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97: I’m Feeling A Bit Squiffy
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96: Magic Beans
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95: Bother Me Anatomically
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