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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

Metroid Prime Remastered: completed!

Posted on 15/03/2024 Written by Xexyz

The very first time I ever posted to this blog, back in 2005, was to talk about Metroid Prime.  Reading back, my writing skills were a little lacking, with the post being almost entirely descriptive.  It appears that that was my second time of playing the game; the first time I’d got to a “plant boss” which I couldn’t defeat, whereas the second time I progressed past this for a couple of hours.  Assuming that the plant boss was Flaahgra, that means that I’d hardly touched the game either time; I’d have managed to explore most of the Chozo Ruins, maybe, but probably barely got to Magmoor Caverns. It’s all speculation; I can’t remember 19 years ago.

It’s all academic now in any case.  About a year ago, Nintendo released an updated version of Metroid Prime for the Switch, and I’ve been playing through it over the last month.  The game structure itself is identical, but it’s had a major graphical revamp and (more importantly) controls have been adjusted.  One thing I did recall about the Gamecube game was the difficulty I had in controlling Samus, not so much in terms of movement but in terms of looking around and finding enemies or points of interest.  The new game allows you to use classic controls, but having tried these against the standard dual stick controls, there’s a night and day difference.  I was able to get Samus to do what I wanted, and also look around to see what to do next.

And it was certainly worth looking around.  The original game was known as being good looking on the Gamecube, but this remaster has had a huge amount of effort poured into it which makes the world look astounding.  There’s so much detail to see and interact with; at times it seems a shame that the visor obscures your view a little so you lose some of the magnificence.

All the areas you explore are made of small rooms; there are no expansive vistas here. This is fortunate, given that you need to retrace your steps many times over as you unlock new doors and abilities; somehow they have made the world seem small yet simultaneously very expansive. This is helped by the variety in the levels – what my son would refer to as biomes – with snow and lava settings giving a diversity to the visuals.

What was interesting was seeing this very modern game with a slightly anachronistic structure.  Defined save points, signposted boss battles, secret pickups and upgrades – after the freedom afforded in Breath of the Wild and other open world games, this seemed quite old fashioned … yet this was at times to its benefit, with genuine tension arising from exploring the world and trying to find the next save room.

Everything was cleverly designed.  Enemies are varied and require different techniques to defeat (or, as you progress through the game, avoid and run past).  Platforming and traversal, particularly in the morph ball, had a lot of thought put into it, especially the mazes on magnetic rails.  When fighting a boss, I knew there was a way of avoiding attacks – even if I couldn’t actually do it consistently.

There are endless clever touches and one-off events.  I particularly liked the room which held a hologram of the solar system.

Looking at this was pretty tense, because each time I scanned something new I thought enemies were about to attack.  Tension was quite thick throughout the game, partially caused by the save system, but also because the enemies – particularly metroids – were generally quite unpredictable.  I’m not a huge fan of scary games, but this just landed on the right side for me.

The scanning mechanic was a bit tiresome.  Having to make sure you scan everything in order to get 100% completion, quickly became unrealistic after I forgot to scan one of the earlier bosses.  That’s probably a good thing, as otherwise I imagine I would have become quite obsessed, and a final number of 99% is probably worse than the 91% I ended up with.  I also didn’t find all the upgrades.  Going by the HUD at the end, I estimate that there was one energy pack I didn’t find, and there must have been quite a few missile and power bomb expansions left unfound.  I am also assuming [and I don’t want to know otherwise] that there weren’t map stations (to reveal unexplored rooms) in every region, since I only found them in three.

It’s taken me 20 years or 19 years or four weeks, depending on your starting point, but I have completed the game.  I didn’t have much of an issue with any of the normal enemies, and faltered at only a couple of the bosses.  The omega pirate took a few attempts before I realised that he was recharging his health from time to time.  Meta Ridley just took far too long to kill.  The first time I got to the core of Metroid Prime I had a single energy tank remaining, and died before I worked out how to do any damage.  Otherwise, the difficulty was pitched exactly right to make it challenging but not disheartening.

Now to wait for the remaster of the second game.

Filed Under: Gaming Diary Tagged With: completed, GameCube, switch

Metroid Prime Remastered: completed!

Posted on 15/03/2024 Written by Xexyz

The very first time I ever posted to this blog, back in 2005, was to talk about Metroid Prime.  Reading back, my writing skills were a little lacking, with the post being almost entirely descriptive.  It appears that that was my second time of playing the game; the first time I'd got to a "plant boss" which I couldn't defeat, whereas the second time I progressed past this for a couple of hours.  Assuming that the plant boss was Flaahgra, that means that I'd hardly touched the game either time; I'd have managed to explore most of the Chozo Ruins, maybe, but probably barely got to Magmoor Caverns. It's all speculation; I can't remember 19 years ago. It's all academic now in any case.  About a year ago, Nintendo released an updated version of Metroid Prime for the Switch, and I've been playing through it over the last month.  The game structure itself is identical, but it's had a major graphical revamp and (more importantly) controls have been adjusted.  One thing I did recall about the Gamecube game was the difficulty I had in controlling Samus, not so much in terms of movement but in terms of looking around and finding enemies or points of interest.  The new game allows you to use classic controls, but having tried these against the standard dual stick controls, there's a night and day difference.  I was able to get Samus to do what I wanted, and also look around to see what to do next. And it was certainly worth looking around.  The original game was known as being good looking on the Gamecube, but this remaster has had a huge amount of effort poured into it which makes the world look astounding.  There's so much detail to see and interact with; at times it seems a shame that the visor obscures your view a little so you lose some of the magnificence.
All the areas you explore are made of small rooms; there are no expansive vistas here.  This is fortunate, given that you need to retrace your steps many times over as you unlock new doors and abilities; somehow they have made the world seem small yet simultaneously very expansive.  This is helped by the variety in the levels - what my son would refer to as biomes - with snow and lava settings giving a diversity to the visuals.
 
What was interesting was seeing this very modern game with a slightly anachronistic structure.  Defined save points, signposted boss battles, secret pickups and upgrades - after the freedom afforded in Breath of the Wild and other open world games, this seemed quite old fashioned ... yet this was at times to its benefit, with genuine tension arising from exploring the world and trying to find the next save room. Everything was cleverly designed.  Enemies are varied and require different techniques to defeat (or, as you progress through the game, avoid and run past).  Platforming and traversal, particularly in the morph ball, had a lot of thought put into it, especially the mazes on magnetic rails.  When fighting a boss, I knew there was a way of avoiding attacks - even if I couldn't actually do it consistently. There are endless clever touches and one-off events.  I particularly liked the room which held a hologram of the solar system.
Looking at this was pretty tense, because each time I scanned something new I thought enemies were about to attack.  Tension was quite thick throughout the game, partially caused by the save system, but also because the enemies - particularly metroids - were generally quite unpredictable.  I'm not a huge fan of scary games, but this just landed on the right side for me. The scanning mechanic was a bit tiresome.  Having to make sure you scan everything in order to get 100% completion, quickly became unrealistic after I forgot to scan one of the earlier bosses.  That's probably a good thing, as otherwise I imagine I would have become quite obsessed, and a final number of 99% is probably worse than the 91% I ended up with.  I also didn't find all the upgrades.  Going by the HUD at the end, I estimate that there was one energy pack I didn't find, and there must have been quite a few missile and power bomb expansions left unfound.  I am also assuming [and I don't want to know otherwise] that there weren't map stations (to reveal unexplored rooms) in every region, since I only found them in three.
It's taken me 20 years or 19 years or four weeks, depending on your starting point, but I have completed the game.  I didn't have much of an issue with any of the normal enemies, and faltered at only a couple of the bosses.  The omega pirate took a few attempts before I realised that he was recharging his health from time to time.  Meta Ridley just took far too long to kill.  The first time I got to the core of Metroid Prime I had a single energy tank remaining, and died before I worked out how to do any damage.  Otherwise, the difficulty was pitched exactly right to make it challenging but not disheartening. Now to wait for the remaster of the second game.
   

Filed Under: Gaming Diary Tagged With: completed, GameCube, switch

Legend of Zelda: Twilight Princess HD: completed!

Posted on 15/11/2022 Written by Xexyz

Having bought Twilight Princess alongside my Wii on launch day in December 2006, but then being captivated by other games (and with a general desire to not play the game until Kieron and John were going to do so as well), I didn’t get around to actually playing it until 2011, after I finally gave up on my friends’ lackadaisical attitude to Zelda gaming.  As I was more active here at the time, you can read several posts about my progress then, where I completed the forest temple, was whisked away to the twilight, had trouble with controlling Wolf Link, met Midna, and scouted for the three parts of the Fused Shadow.  I seemingly got as far as the temple at the bottom of Lake Hylia, including defeating the boss, before giving up.

Giving up? I don’t think it was a conscious decision. Instead, Mario Kart 7 was released, I was also playing a Layton game, and other stuff just seemed to grab me instead. I always intended to go back, but I never did.

Skip forward a decade, and I realise that I bought a copy of Twilight Princess HD for the Wii U when it was cheap somewhere, I have no big story game on the go, and I quite fancy crossing this off my list – particularly because I was bought Skyward Sword HD for the Switch for my birthday and I’d like to play that sometime.  So, rather than resurrecting my old save and complaining about being lost, I unwrap the new game and start it.

After a few hours I remember why I lost interest in the early days of my first playthrough. It’s just a little dull to start with, meeting people around the village, fishing, running down narrow corridors between areas. There is some interest when children are captured …

… but the muted (brown, C64-like) colour palette does its best to dissuade this interest. And then you get to the twilight, which (as my tweets above show) I found pretty difficult to progress through.

And yet I did.

At least my thoughts have been consistent.  The top tweet is eleven years after the bottom.

I remembered very little about my original playthrough other than chasing monkeys through a forest and the aesthetic.  I suspect that this is largely due to the relatively generic nature of the world; the art direction isn’t as recognisable as Breath of the Wild, for example.  It wasn’t until I was many hours in that I started to remember my routes through places; but those many hours became more and more exciting as I progressed.  It was clear to me that the story of Midna and the story of Zelda were somehow intertwined, but it wasn’t until I met up with the scary-floating-faces crew that things became clear.

Midna is probably the best thing about the game, and having her constant companionship and annoyances throughout the story meant that the end was quite affecting.  Having traversed through Hyrule, back and forth to collect hearts and rupees and equipment and whatnot, there was a definite shift in the endgame once you travel to the skies and then to meet Ganon.  On the way there’s a few non-surprises …

And then once you get to Ganon, it’s a pretty standard big boss Zelda game fight, with a few tricks with Midna and Zelda and unexpected but expected changes.  You know you’re coming to the final fight when you come across a room full of chests.

Midna doesn’t like Ganondorf, by the way.

And then the end of the game.  I think I’ve mentioned before about the final blow in the Wind Waker, and how no other Zelda game has quite met it – but this came close.  After taunting and attacking and generally making those I cared about suffer, it was nice to make Ganondorf wear a new brooch.

It isn’t the best Zelda game.  It’s not even the best Zelda game on the Gamecube.  But it is a Zelda game, in the classical form, and the dungeons are well designed, and the characters are (mostly) distinctive and fun, and the puzzles and equipment is intuitive and challenging, and the story is a bit rubbish but you want to see the end of it, and the enemies are enjoyable to fight, and … it’s good.  Overall it went on a little too long, even if the story did take some interesting twists and turns, and the oppressive nature is a huge barrier to enjoyment.  But it’s good.

Filed Under: Gaming Diary Tagged With: completed, Wii, wii u

Legend of Zelda: Twilight Princess HD: completed!

Posted on 15/11/2022 Written by Xexyz

At least my thoughts have been consistent.  The top tweet is eleven years after the bottom.

Having bought Twilight Princess alongside my Wii on launch day in December 2006, but then being captivated by other games (and with a general desire to not play the game until Kieron and John were going to do so as well), I didn't get around to actually playing it until 2011, after I finally gave up on my friends' lackadaisical attitude to Zelda gaming.  As I was more active here at the time, you can read several posts about my progress then, where I completed the forest temple, was whisked away to the twilight, had trouble with controlling Wolf Link, met Midna, and scouted for the three parts of the Fused Shadow.  I seemingly got as far as the temple at the bottom of Lake Hylia, including defeating the boss, before giving up.

Giving up? I don't think it was a conscious decision. Instead, Mario Kart 7 was released, I was also playing a Layton game, and other stuff just seemed to grab me instead. I always intended to go back, but I never did.

Skip forward a decade, and I realise that I bought a copy of Twilight Princess HD for the Wii U when it was cheap somewhere, I have no big story game on the go, and I quite fancy crossing this off my list - particularly because I was bought Skyward Sword HD for the Switch for my birthday and I'd like to play that sometime.  So, rather than resurrecting my old save and complaining about being lost, I unwrap the new game and start it.

After a few hours I remember why I lost interest in the early days of my first playthrough. It's just a little dull to start with, meeting people around the village, fishing, running down narrow corridors between areas. There is some interest when children are captured ...

... but the muted (brown, C64-like) colour palette does its best to dissuade this interest. And then you get to the twilight, which (as my tweets above show) I found pretty difficult to progress through.

And yet I did.

I remembered very little about my original playthrough other than chasing monkeys through a forest and the aesthetic.  I suspect that this is largely due to the relatively generic nature of the world; the art direction isn't as recognisable as Breath of the Wild, for example.  It wasn't until I was many hours in that I started to remember my routes through places; but those many hours became more and more exciting as I progressed.  It was clear to me that the story of Midna and the story of Zelda were somehow intertwined, but it wasn't until I met up with the scary-floating-faces crew that things became clear.

Midna is probably the best thing about the game, and having her constant companionship and annoyances throughout the story meant that the end was quite affecting.  Having traversed through Hyrule, back and forth to collect hearts and rupees and equipment and whatnot, there was a definite shift in the endgame once you travel to the skies and then to meet Ganon.  On the way there's a few non-surprises ...



And then once you get to Ganon, it's a pretty standard big boss Zelda game fight, with a few tricks with Midna and Zelda and unexpected but expected changes.  You know you're coming to the final fight when you come across a room full of chests.



Midna doesn't like Ganondorf, by the way.

And then the end of the game.  I think I've mentioned before about the final blow in the Wind Waker, and how no other Zelda game has quite met it - but this came close.  After taunting and attacking and generally making those I cared about suffer, it was nice to make Ganondorf wear a new brooch.

It isn't the best Zelda game.  It's not even the best Zelda game on the Gamecube.  But it is a Zelda game, in the classical form, and the dungeons are well designed, and the characters are (mostly) distinctive and fun, and the puzzles and equipment is intuitive and challenging, and the story is a bit rubbish but you want to see the end of it, and the enemies are enjoyable to fight, and ... it's good.  Overall it went on a little too long, even if the story did take some interesting twists and turns, and the oppressive nature is a huge barrier to enjoyment.  But it's good.

Filed Under: Gaming Diary Tagged With: 32X, completed, Wii, wii u

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