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Pikmin 3 Deluxe: I found a pear

Posted on 30/03/2024 Written by Xexyz

I have a tendency to come to the Pikmin games late.

I completed the first game on the GameCube, over two years after it released, due to people on uk.games.video.misc enthusing about it. I previously on this blog said that I played it twice, the second time in order to come in under the 30-day limit, but I think I was mistaken on that point; my first playthrough on the GameCube came in at 29 days, and my second playthrough was on the Wii version a while after that came out. I bought the second game relatively soon after release, I recall, because there was a sale in Woolworths. I put it into my GameCube in 2005, but never actually played it until I got the Wii version many years later, and finally completed it in 2014, after Pikmin 3 came out, spurring me onto playing it. I bought Pikmin 3 for the Wii U in 2015, but never played it past the first half hour; and then I bought Pikmin 3 Deluxe in 2021, intending to play it and then … not. When Pikmin 4 came out on the Switch, I added it to my wishlist, and then received it for my birthday this year. Which is a longwinded way of saying that it’s finally time to play Pikmin 3.

I found the first game very stressful due to the 30-day time limit; I was always aware that I had to cram as much into each game day as possible, and since I didn’t know what was needed in future days, I had a tendency to panic. The second game, where there was no time limit inside the caves, was less stressful, but this meant that there was less compelling me to the end. The third game strikes a good balance; there is a daily time limit, but as long as you recover at least one jar’s worth of fruit each day (since your crew drinks one a day) you know you can continue going for some time. While there is a theoretical time limit overall, governed by the number of fruits scattered around the levels, it’s so long that I doubt anyone would have run up against it. For the first few days you are led to fruits quite directly, while searching for your missing crewmates, and so it’s not until you’re well established that the time constraints start to take hold.

The game is beautiful to look at, with varied backdrops being present and useful for recognition. There isn’t much of a gameplay difference between snowy and rainy levels – pikmin seemingly just walk on the snow as if it’s solid ground – but it helps to remind you of your location. The map areas are relatively small, but then again so are pikmin, and it can take a little while to explore everywhere.

By Day 8 I had discovered three types of pikmin – red, yellow and rock – and there were some areas in which I could see fruit but not reach it since none of my companions could swim. I had worked through the storyline a bit, rescuing the second crewmate of the Drake, and building up pikmin populations. I was busy trying to reach Captain Charlie, but that took a couple of days before I could finally rescue him – by which point I had some significant juice reserves built up.

Now that the three-strong crew is back together, it’s time to follow the rest of the story. The objective of the mission is to steal Earth’s fruit – or, at least, the seeds of them – to overcome a famine back home. However, the ship crashed during landing, and there’s a vital component – some sort of drive key – that’s gone missing. We found some notes saying that Captain Olimar had found the key, so we’re in hunt of him – but we keep going to the wrong places, where old phones are broadcasting interference. Luckily we can use those to extend our listening capabilities. We’re also getting hold of some new fruit as well, particularly through murdering the local animal population.

And then finally we found Olimar, who was being held by a big conical wasp thing. That was one of the harder boss battles so far, requiring flying pikmin to attack small swarming bugs, and then sending the other pikmin in for the main boss when the swarm had disappeared. Eventually it fell, with Olimar lying on the ground.

But wait, I hear you say; you said we are in hunt of Olimar, not we were. Well, yes. Because while the crew of the Drake think we have rescued Olimar, and are just waiting for him to wake up, the character lying on the ground was actually Louie – Olimar’s brother from Pikmin 2. Oh, what a lovely plot twist.

And I ran out of daytime to bring him back to the ship, so the next time I play there’s an important first job to do.

At least I have about 35 days of juice left to try to find Olimar for real.

Filed Under: Gaming Diary Tagged With: switch

Portal: completed again, and the boss battle

Posted on 22/03/2024 Written by Xexyz

I have now lost count of the number of times I’ve played through Portal. The last time I posted about it, back in 2010, I said I’d completed it on four platforms; by now I must have completed it multiple times on each of those, and additional platforms since. This latest completion is due to the Portal collection (both games) being cheap on Switch, and the desire to try playing through Portal 2 on a convenient platform. But I couldn’t let the first game just sit there.

I actually played through the game twice, the second time listening to the developer commentary – I meant to only do this for the first couple of levels, but each time a new level started I could see the speech bubbles hanging temptingly close. It is still magnificent, with its short length adding to its genius. But I’ve said all that before.

What I found interesting this time, following so close to my completion of Metroid Prime Remastered, and also various other games over the past couple of years, is how the boss battle in Portal was so clearly signposted. As you enter, one of GlaDOS’s orbs falls to the ground and before you are in any danger you have to incinerate it. Once that’s done, you know that you will have to do that again, and you can see where the orbs are, and it’s very soon after that you realise how to get them after some of GlaDOS’s commentary hints at the rockets. Even with the one-hit-kill nature of Portal’s gameplay, it’s easy to both understand what to do, and also to do it.

This is in contrast to some of the bosses in Metroid Prime, for example. The last boss, in particular, had no signposting on how to damage it, until I accidentally stood on some of the deposited goo and realised that the HUD now read “hypermode” (or similar). The Omega Pirate killed me many times until I realised that missiles dealt huge amounts of damage. Thinking back to Sonic on the Mega Drive, bosses often required a little trial and error before you worked out how to hit them consistently.

As I’ve grown older I think that the signposting is appreciated – but the challenge of Metroid Prime came as a welcome surprise, and the bosses in the Zelda games are an appropriate crescendo – plus the minor bosses across the worlds of Breath of the Wild and Tears of the Kingdom, optional as they are, are a great focal point for adventure.

Filed Under: Gaming Diary Tagged With: completed, switch

Moving day

Posted on 19/03/2024 Written by Xexyz

19 years.  I started this gaming diary 19 years ago, because I wanted to write something. It's fair to say there have been ups and downs in my writing frequency.  It's time for a big change now, though - after a few years of procrastination I'm moving this over to Wordpress.

Blogger has been fine, but there are some limitations that I'm not going to overlook any more.  As I've included more and more screenshots in my posts, the lack of a gallery function has annoyed, and the interaction between my Google account and Blogger files has annoyed me.  It's time for a move.

I won't be updating this blog any more.  See you on the other side.

Filed Under: Gaming Diary Tagged With: completed

Moving day

Posted on 19/03/2024 Written by Xexyz

Regular readers of this blog may notice some change.

Well, they won’t, because this is now going to be at a completely different web address, so regular readers won’t see this until I post on my old blog and tell them about the move, at which point they will be expecting change anyway. Plus, of course, I have very few regular readers, if any at all, given my infrequency of posting.

Anyway.

I am moving to WordPress from Blogger, due to feature availability, a desire to decentralise, and a fear that Google may one day just drop Blogger support with no notice. The move was not exactly seamless. Old posts have strange formatting quirks; images seem to still be hosted at the Blogspot server; there is an inconsistency in categories and tags which will take some time to get my head around. I will update some posts over time; I will also publish some others which have been stuck in draft form for months. If you find anything completely broken, please tell me.

Good to see you again.

Filed Under: Gaming Diary Tagged With: Site News

Two Dots: how to ruin a game

Posted on 18/03/2024 Written by Xexyz

I have been playing Two Dots for a number of years now; it’s a really well designed puzzle game, ideally suited for mobile and portable use, short levels and touch screen control. The game starts easily, requiring you to clear a certain number of dots of defined colours, then introducing the square move (make a closed area of a certain colour, and all of that colour disappear). Slowly other mechanics are introduced – bugs that change colour each time they are connected until they fly away; fire which consumes a dot each time unless it’s cleared; water and slime which spread around the level; other blocks which cover or obstruct play.

I am now at level 5434 of the game. That is a huge amount of content, however you measure it, but it still feels like new levels have something different to try. It’s a while since new mechanics were introduced, admittedly, though the interplay between existing ones isn’t yet explored fully.

Getting that last coconut slice in the bottom left is a huge pain.

I’m not sure it will be. Unfortunately Two Dots, as an ongoing game, has been sold to Take 2, and they seem to see it as a cash cow. Increasingly levels are becoming difficult to pass without using boosters or other power ups, and these are in short supply unless you buy them with real money. In the past I’ve willingly paid for access to different modes, since that felt like additional content. This now just feels like cynical money grabbing, and according to others I’m not even up to the really impossible levels yet.

Apparently the concerns over increased difficulty have been heard via the game’s social media channels, and adjustments were made. It doesn’t seem to have changed much.

Filed Under: Gaming Diary Tagged With: iPhone

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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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