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Rise of the Tomb Raider: it’s not that lost

Posted on 08/05/2024 Written by Xexyz

Well, Jonah didn’t last long. Trinity had the atlas which meant they looked to see where the Divine Source was, and discovered it was under a glacier. A shootout saw Jonah badly injured, and Jacob demonstrated his marvellous healing skills. Turns out he’s a bit special. This set up the thrilling climax of the game – our objective is in the Lost City; I’m going in through the secret entrance, and Trinity’s going to try going in by force through the glacier. It’s a race against time.

Well, except it’s not, because the next urgent thing doesn’t happen until you reach the next checkpoint. But still.

I was warned about the Deathless Ones. I’d seen them briefly before, when running up a large statue of the Prophet which I’d caused to fall over, but the Lost City is where they protect. When I first heard the villagers talking of the Deathless Ones I must admit my eyes rolled – yet another game where you get to fight zombies – but having encountered them while progressing through the city they’re really just another faction of soldiers, with less advanced weaponry but better armour. Because of the checkpointing system, I spent a lot of time sneaking up on the enemies and killing them from behind, or using the handily-positioned fire jars to explode them. There were a couple of big fights where hiding was not an option, but even then using the bow meant that few got close enough to actually fight.

I fought through the lower city, using a trebuchet to break down a gate; I then found another gate which also needed to be destroyed, using two different trebuchets in the area. Lots of Deathless Ones abounded. I reached a tower, at the top of which is the Divine Source – and then Trinity broke through the glacier.

The last half hour has been action-packed, with Trinity and Deathless Dudes fighting each other and me climbing the outside of the tower. Sofia turned up to help, firing one of the trebuchets at the advancing Trinity soldiers. I am concerned that I’ve reached the end of the battle with severely depleted ammunition, although I can at least craft arrows using my stocks of wood and feathers. Only the last battle to go.

I do appreciate the signposting of the point of no return. I am now in two minds – do I travel back to another area to stock up with ammunition, or do I play through as the story demands, straight to what I assume to be the point at which Konstantin gets his comeuppance? Something to sleep on.

Filed Under: Gaming Diary Tagged With: Playstation 4

Rise of the Tomb Raider: a battle and a discovery

Posted on 02/05/2024 Written by Xexyz

I journeyed through the mountain and found the geothermal valley, where Jacob’s people live. This was a large area to explore, with some parts barricaded off with obtrusive spiked gates. After running some varied errands, including helping to reinforce guard towers, a big battle occurred with helicopters dropping waves of enemies, none of whom seemed to be able to kill Lara. They killed many others, it seems, but that was a pre-ordained conclusion, and I felt no sense of urgency while pushing through the linear path. Indeed, I knew there’d be no progress in action until I reached the next checkpoint, so with the sounds of gunfire and screams of torture around me I frequently went looking for coins or relics I’d passed, or spend time reading random documents left on the path.

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

While the game is overall relatively coherent, there is a clear distinction between different gameplay types. There are combat sections, exploration sections, and puzzle sections. The last two of these are slightly combined, with the need sometimes to climb on certain things to progress. The second one has the occasional danger from wildlife, but you can tell when this happens because Lara suddenly crouches and moves stealthily rather than just running as usual, and the music suddenly gets all exciting. Similarly, during the combat sections, once you have killed the last enemy, even if you aren’t aware it’s the last one, Lara will suddenly stand upright and the music will finish. At least this meant I wasn’t swimming under the ice for hours waiting to see if anyone was still there to shoot me.

I am compelled to continue through the story, partially because I am intrigued as to what the Divine Source may be, and partially because it will mean that I’ve unlocked all the equipment and abilities and I won’t, for example, spend ten minutes climbing up a wall and jumping between platforms to get to a cave entrance, only to find I need breathing apparatus to swim along the tunnel.

Speaking of which, guess what I’ve got now. I’d better go back and find that cave again.

Anyway, I have travelled into the cathedral and found the atlas, which isn’t a Collins reference book, but instead is a pentagonal dodecahedron which shines light through and projects a map of the city. That shows you where the Divine Source is, and a secret path to get there. Jacob seems to know already. I’ve also met up with Jonah, who was saved from the storms by Jacob’s people, but who was then captured by Trinity. I’m back off now to rescue him from the gulag.

Filed Under: Gaming Diary Tagged With: Playstation 4

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

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98: There Were No Ramekins
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