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Rise of the Tomb Raider: through the icy wastes

Posted on 26/04/2024 Written by Xexyz

In my previous post I noted that there had been a limited number of human casualties up to that point, which was more fitting with Lara Croft’s background than the first of the 2010s trilogy. That’s changed quite a bit over the last few game sessions, but it still feels a little more restrained – and Lara certainly seems less bloodthirsty overall. There is a remarkable sense of exploration throughout the game, both in terms of finding new areas (and returning to old ones from unexpected directions) and also discovering centuries-old ruins and excavations. The story helps here; in some areas, you are exploring abandoned Soviet excavations which had uncovered ancient tombs or passages. We are on the trail of the lost city founded by the prophet, and it feels close.

After getting past the bear, I travelled through a railyard to a series of small warehouses, where I found Trinity soldiers generally being quite unpleasant and torturing a few people. There were grisly marks of what had occured before as well. At one warehouse I initially tried a stealthy approach, picking off one soldier at a time, until I got spotted – at which point I blew up a gas leak and killed the rest.

Rise of the Tomb Raider
Rise of the Tomb Raider
Rise of the Tomb Raider

A zip line led down to a logging mill, which turned out to be a large open area with several soldiers and wolves prowling. I spent quite some time exploring this, as well as completing a side mission for the native I met when first landing there. I found a number of caves, some of which contained relics, some wolves. I climbed up high and zipped down lines, I hid in bushes and found secret entrances to tombs. While the optional tombs in this game aren’t huge, they do provide a reasonable puzzle, even if it is quite linear – you may have to fill an area with water to progress, but you don’t have to work out when to drain it at a later point.

As with the Ubisoft template, you can find items that mark collectibles on your map, and you can go back to get these. This is helped with the campfire fast travel scheme, meaning it’s pretty quick to go back and claim items you missed as you played through. However, this doesn’t help with my incentives to continue the story. I am far too tempted to complete every area to 100% before progressing, but this isn’t that realistic when I am lacking in some abilities.

The story is quite compelling in itself, mind. I have found out that my dad’s partner was only with him to find out where the Divine Source was – playing the long game, indeed. She has nefarious plans for it, but also it appears that she is dying and wants to use it to cure herself. I foresee an ending in which a magical artifact creates everliving zombies. I was thrown into jail alongside a native who told me of the village the other side of the mountains – and who helped me to escape several times. I have journeyed into an old copper mine and found an ancient city behind giant doors, which required me to solve some basic puzzles to pull them open (or, rather, destroy them, as all good archaeologists do). I have found a giant statue of the prophet, and then found a way out through a flooded passage into a geothermal valley.

The game is stunning to look at sometimes, and the varied but consistent level design really helps to give it a sense of space. The vast underground caverns – sometimes covered in ice, sometimes an elaborate mine – provide a coherent link between outdoor sections. I have taken many screenshots, some of which I include below.

I feel as if I should be over half way through the game now, in terms of knowledge of the story and the exploration. I hope I am; some games like this can overstay their welcome, and I recall that Tomb Raider (2010s original) didn’t. We shall see.

Filed Under: Gaming Diary Tagged With: Playstation 4

Borderlands 2: starting a war

Posted on 23/04/2024 Written by Xexyz

I didn’t write about it at the time, but John, Kieron and I did complete Borderlands, back in March 2018. I know it was March 2018 because I started a draft blog post back then, and also that’s when I last updated the spreadsheet.

A spreadsheet? Well, yes. The way that Borderlands is constructed is that there is a main storyline, which is marked clearly on the map, and which automatically updates each time you pass a mission. As well as this, there are many side missions, which are opened by you speaking to the right character or reading a message board or finding something or … basically, it’s quite possible to miss out on doing these missions since you need to find the right person to talk to, and often these are the most fun to do.

So I put together a spreadsheet, downloading a list of where the missions are found, and marked off when we had done them. This also helped to make sure that if anyone missed a session we could redo it with them as host later on. Anyway, this preamble is to introduce the fact that we now have a spreadsheet for Borderlands 2.

We are progressing quite well at times. Some missions have been particularly easy, such as collecting fur from some low-level creatures; others have been a bit frustrating, such as having to find some recording devices that were hidden and we spent twenty minutes wandering around the same area; others have been long and difficult. At least one mission took over an hour for us to fight through the passage to the end and then defeat the enemy; this wouldn’t have been such an issue if we hadn’t started it at 23:30.

We’ve reverted to similar character types to the first game, with Kieron being someone who can go berserk with dual wielding guns, John being able to gather enemies into a black hole, and me having a handy auto-turret. For some reason Kieron’s character is really short, and waddles along at speed, adding to the comedy.

We spent a lot of time on Friday evening in Three Horns, carrying out smaller side missions and then an extended task of relocating an AI core into a variety of machines, each of which then decided to try to murder us. After the first one we were ready for it and polished off the enemies in quick succession. The last machine taken over was a Constructor, which in the game to date have been pains in the backside, creating hoards of robots for us to kill. I inserted the AI, and then very quickly John deployed his black hole, I set up my turret, Kieron fired three rockets; I don’t think the Constructor even had time to think which blueprints to follow.

Looking at the spreadsheet, we are actually over halfway through the story missions, with 11 out of 18 completed. We’re not progressing quite so fast with the side missions, though, with only 42 out of the total of 112 handed in. Our latest mission, for a jolly rotund lady called Ellie, is to start a gang war between two groups she doesn’t like very much. We have taken emblems from each camp and deposited them (alongside some destruction) in the opposing camps, and now we’re being asked to recruit for one of the sides. Or, as Kieron would describe it, let’s blow some stuff up.

Filed Under: Gaming Diary Tagged With: Xbox One

Virtua Racing and Virtua Racing Deluxe: evolution of the Mega Drive

Posted on 19/04/2024 Written by Xexyz

Virtua Racing in the arcade was a revelation. Until this point driving games were generally represented by a curving path drawn on a 2D plane, with you having to react left and right to keep in the middle of the road (the game was moving your sprite automatically in the opposite direction). As amazing a game Chase HQ on the CPC was, the driving model was basic at best. Even Road Rash had only a semblance of steering. There were some exceptions – Hard Drivin’, Stunt Car Racer, all the Mode 7 flat racers on the SNES – but it wasn’t until Virtua Racing appeared that you could really feel like you were driving a racing car.

It came with a price tag. While most games in the arcades were 50p a go (or even 10p for the older cabinets), the big noticeable Virtua Racing cabinet was £1. I hadn’t paid £1 for a go of an arcade game since the Virtuality cabinet on which I played VTOL. At least Virtua Racing didn’t make me feel ill, with a headset that didn’t fit properly and a framerate that was probably measured in seconds per frame, although going back to the arcade game now the refresh rate isn’t anything to write home about either.

So I didn’t play VR much in the arcade, but the few times I did it was a great experience. And then they announced it was going to be released for the Mega Drive. Oh my.

It cost £70, almost twice the price of a standard game, and it included an extra processor to allow for the polygonal graphics. The framerate wasn’t amazing (15 fps compared to that arcade’s 30), the graphics were very much cut back, but the feeling of racing was still there. I bought Virtua Racing and played it a lot.

I don’t think any other games ever used the same extra processor on the Mega Drive, but not long after Virtua Racing was released Sega announced new hardware for the home – not only a new console (which would be launched as the Saturn), but an add-on for the Mega Drive to increase its capabilities. The 32X did not sell well, which is why I was able to buy mine for £25 a couple of years later. It’s a fun machine to own because the games are actually pretty decent, even today.

Sega released Virtua Racing Deluxe for the 32X, and it’s a big step up from the Mega Drive version. It runs at 20 fps – which is still very low for today’s standards, but feels fine – and there’s a lot more detail on the screen. I played this version even more than the MD game, even though I did get it much later on.

Since Virtua Racing Deluxe was a launch game for the 32X, both these games came out in 1994 – March for the Mega Drive, and December for the 32X. Comparing the two games shows quite a lot of progress for nine months – and the huge upgrade the 32X was able to enable.

The resolution and clarity of the graphics is immediately apparent here – the 32X has more colours, relying less on dithering for shading, and everything is made up of more polygons. Even the HUD overlay is better constructed, with the map rotating with the car, and the information taking up a little less space.

I must apologise for the lack of consistency between these images – I wasn’t planning on comparing them when I took the screenshots. Nevertheless, you can see here the detail on the car is massively improved for the 32X game, even if you can’t see the struts holding on the wheels (due to them being the same colour grey as the road).

You can also see that I completed the course faster on the 32X.

The 32X has added particles, a clarity around the edge of the road, and for some reason the car’s at a slightly different angle.

Revisiting these games (admittedly via emulation) is instructive to see how far we’ve come, and yet also how much has remained the same. Virtua Racing came out on the Switch a few years ago, and it is (as you’d expect) even better than the arcade game – 60 fps, improved handling, expanded game modes – but the game plays the same as ever, and the Mega Drive versions are just as fun.

Filed Under: Gaming Diary Tagged With: 32X, Mac, Mega Drive

Rise of the Tomb Raider: killing the bear

Posted on 15/04/2024 Written by Xexyz

Ten years ago in 2014 I played and completed the 2013 game called Tomb Raider, which is different from the 1996 game called Tomb Raider which I completed in 1998. I’ve done this joke before. I enjoyed the last game in the series, and picked up the sequel in a sale quite soon after its 2015 launch on Xbox 360. I didn’t play it. I then bought it for the PS4 in a sale a couple of years later, when they announced a free DLC which enabled a limited VR mode. I then also didn’t play that. In 2020 Sony gave the game away on PS Plus, which I claimed, and downloaded, and again didn’t play. I can’t recall if I have it on the Xbox One as well, but that wouldn’t surprise me.

I’ve played some of it now. It’s good.

The beginning of the game is a little clichéd, in that you start in the midst of an action-packed sequence, climbing up a mountain during a blizzard and storm, and then the game resets to a few weeks earlier to explain how you got into that situation. This start acts as an introduction to the movement controls, with ice picks making a welcome return from the first game (where they were introduced half way through to allow new areas to open up). It’s nice enough, but the setting doesn’t really show off the game’s main draws. Those don’t come until a little later, when you realise that – although there is a resemblance to the Uncharted games in terms of story progression, platform puzzles, and general story – this game is a lot less linear and allows for greater exploration.

For a while you are pushed through a linear path, exposing the story of Trinity and the prophet they were chasing. Lara’s dad had tracked this down to Syria, but when you get to the tomb it’s empty. Of course, bad guys arrive at the same time and blow everything up. While fleeing, you find a clue which leads you to Siberia – and back to the opening sequence.

After climbing the icy peak, leaving companions behind, you see hidden settlements in the distance but the weather is worsening, leaving you to find shelter and explore. It is here that the open world really shows itself; you must find supplies, set up a campfire, craft a bow and arrows, and hunt for food. I explored the entire area provided, finding a few soldiers who had been left to protect the area, and quickly dispatched them and the deer that they were sitting among. Got to get some meat.

I remember a complaint about the first game (that is, the first game of the modern set) was the number of people that Lara killed, which was quite at odds to the stories of the original Tomb Raider games. This seems to be a little more restrained so far, although that may be because I have only just reached significant numbers of people Up until now, the main violence has been against animals, and in particular, a bear who was guarding the exit to the area in which I’d been hunting and exploring.

Let’s just say I’m not yet fully used to the controls.

After escaping the bear once, I found some poisonous mushrooms, made up an incapacitating concoction to add to my arrows, and then went back to dispatch him. It still took a couple of attempts. I hope my general competence with the controls improves soon.

Filed Under: Gaming Diary Tagged With: Playstation 4

Pinball Dreams: frighteningly accurate

Posted on 13/04/2024 Written by Xexyz

When I went to Arcade Club for the RLLMUK anniversary meet last year, I spent a little time on pinball machines, completely failing to get the ball anywhere I wanted – and when I did, I was never quite sure if I was meant to get there anyway. Pinball machines can be very confusing in terms of which routes you should be hitting and how to gain the jackpot. The overload of flashing lights and sounds doesn’t help.

Maybe that’s why I’ve generally preferred videogame pinball. It is often much easier to see where the targets are, the tables can often tell more of a story, and everything’s a little calmer. The extremes of this come to Sonic Spinball, which is hardly a traditional pinball game at all, and Super Mario Ball, where the game is almost adventure-like. A lot rests on the physics of the ball, and whether it’s realistic. Sonic Pinball Party was pretty good apart from the fact the ball felt too light and floaty. Pinball on the CD-i, which was probably the game I played most on that machine, was far too fast and skittery. Pokémon Pinball was a little slow. In recent years, I’ve played a bit of Zen Pinball, which is well known for its accurate ball physics but is a bit too faithful to real pinball tables for my tastes.

I remember sitting in Kevin’s house one afternoon, back in around 1993, and him showing us Pinball Dreams on the Amiga. We took turns in playing on the four different tables, and I remember being really impressed with how realistic it felt, while also being a bit frustrated with the fact that sometimes you couldn’t see far enough up the table to know where you should be aiming. Background graphics indicating the pathways were OK to a point, but I made some shots which narrowly missed the openings. Still, it was excellent and I came away very impressed. I played Pinball Dreams on WinUAE a few years ago and those memories came flooding back: this was probably the best videogame version of pinball, with clearly laid out tables, great ball physics, and a great competitive element to it. At the time I had a Mega Drive and a CPC on which to play games, and neither had a pinball game that could match it.

That’s quite a preamble but by now you may have joined the dots. Pinball Dreams, CPC, couldn’t I just have bought the port which you’ve no doubt seen in the cover image? Well, no. Pinball Dreams for the CPC is an official conversion which was released in 2019 – initially intended for a commercial release, but after that fell through it was freely distributed. With such a late release, the team behind the game has been able to make use of all manner of clever tricks to get the game running, and it’s an astounding success.

All four of the tables from the Amiga original are included, with the game requiring 128k and a disk drive to run. There are obvious graphical compromises – the CPC can manage at most 16 from a selection of 27 colours, and the tables are significantly more zoomed out (I understand to allow for a more limited scrolling requirement). Yet the physics and controls are spot on, feeling accurate and realistic throughout. There has been only one occasion where the physics model went a little wonky, with the ball balancing on top of one of the bumpers.

My favourite table is probably Beat Box, with Nightmare a close second. Both of these have some clever routing of ball paths around the table, and Beat Box in particular has a good variety of targets. There is actually a real benefit to the tables being zoomed out, as alluded to above – you can get a much better feeling for where to aim for.

I am still pretty hopeless at the game, mind. I managed to get fourth place on the high score table for Steel Wheel once. More practice is needed.

Filed Under: Gaming Diary Tagged With: CPC

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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!

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