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Sonic Generations: hitting walls

Posted on 23/01/2016 Written by Xexyz

Oddly enough, although I wrote at length about my experiences with the 3DS game, I don't appear to have written about the Xbox 360 version which I played at pretty much the same time.  I didn't complete it though; of the nine main stages of the game I had completed both acts of six and played through the 2D parts of the remaining three.  I've no idea why I stopped.

With the launch of TrueSteamAchievements, I was able to register and see which games I own but have hardly played on Steam. Most of them, it turns out. One of the more interesting pages is 'My Easy Achievements' which lists those achievements I've not yet won which most people who own the games in question have. This list was topped by the achievement for completing the first Act in Sonic Generations. I have absolutely no idea when I bought the game on Steam, though I won't have paid much for it.

Anyway, suitably shamed, I loaded the game on my work PC - no Mac version, it seems - and played through both Acts of the Green Hill Zone. That took some effort; the game juddered and slowed in the resolution it recommended, and then looked ugly and in the wrong aspect ratio when I tried to change that. Why was I struggling through it when I had a perfectly accessible console version?

No, I didn't know either. And that, in a roundabout way, is why I loaded up Sonic Generations on my Xbox 360.

I'm glad I did. This is a good Sonic game - particularly the 2D sections, although most of the 3D Acts are fun as well. The only real problem is that the controls feel a little imprecise at times, which I think is down to using the analogue stick (with its length of travel) over digital pads. Turning in the air to avoid spikes can take a fraction of a second too long, and occasionally I can't steer Sonic away from the walls that jut out into the 3D levels.



I played through the second Acts of Crisis City, Rooftop Run, and Planet Wisp, with a number of lives lost due to me trying to hurry through the levels. It's easy to forget that even in the original Mega Drive games you had to take the later stages somewhat slower. There's a boss battle next, but first I've got to unlock it by completing three challenges - special requirements within existing levels. What a faff. 
 

Filed Under: Gaming Diary Tagged With: PC, Xbox 360

Rocket League: an epic match

Posted on 06/01/2016 Written by Xexyz

Yes, I have a PS4.  I've not played on it too much yet - this three-month-old baby is less accommodating to gaming than the last one - but what I have played has been largely split between FIFA 16 and Rocket League.  The latter is a sort of football game, or maybe more hockey, where you use cars to hit a ball into your opponents' goal.  Your cars can jump, boost, and even fly if you use the booster rockets right.

Last night I had an epic match.  My team quickly fell to 3-0 down, partially due to a player dropping out and being replaced, and partially because we were all over the place.  With two minutes left on the clock, someone scored one back, then I scored a second.  Time ticking down, until I finally equalised with three seconds left on the clock.  Into overtime, and the ball went back and forth on the pitch until finally we scored and won.

The PS4 has a pretty nifty function where you can record your last 15 minutes gaming.  So I can show you the match in full.  Enjoy!


Filed Under: Gaming Diary Tagged With: Playstation 4

Switchblade: exploring the caves

Posted on 06/01/2016 Written by Xexyz

Switchblade was always touted as one of the great games on the GX4000, using the power of the console over the standard CPC version and benefiting from instant loading.  Given the size of the map, that's not surprising; the disk version certainly seems to chug regularly.  Despite having owned it for many years, I've never given it a proper go beyond making sure that the cartridge worked.  Over the Christmas holidays I had some time to rectify that.


The first thing I was surprised about was the accuracy of controls. When playing many 8-bit games, there's a noticeable lag in inputs, and games are often designed to allow for this.  Some games did this better than others - Titus the Fox, for example, allowed a bit of leeway in jumping.  That's not the case here, but the response to inputs is instant, making you feel much more in control.


The second thing I noticed, after playing for a while, is how complex the game is.  It's packed with puzzles, in terms of finding new rooms, finding ways to attack enemies without taking damage, and exploration.  I originally thought that the fact that enemies can't attack you while you're standing on a crate was a limitation of the game, but in many cases it's the very basis of the puzzle.

That's not to say that the game isn't an action-based title.  I've not completed it yet, because the five lives you start with don't last long when you're being attacked.  I shall try again, though - each time I play I get a bit further.  I may need map paper soon though ...

Meanwhile, I loaded up an emulator to take some screenshots, and took the opportunity to compare the GX4000 game to the CPC version.  As I said above, the disk version seems to chug a bit more, which may be loading, but the main difference is the visuals.  Look at them, it's an astounding change.



(GX4000 is the top, standard CPC is the bottom.)

Filed Under: Gaming Diary Tagged With: CPC, GX4000, PC

Switchblade: exploring the caves

Posted on 06/01/2016 Written by Xexyz

Switchblade was always touted as one of the great games on the GX4000, using the power of the console over the standard CPC version and benefiting from instant loading.  Given the size of the map, that's not surprising; the disk version certainly seems to chug regularly.  Despite having owned it for many years, I've never given it a proper go beyond making sure that the cartridge worked.  Over the Christmas holidays I had some time to rectify that.


The first thing I was surprised about was the accuracy of controls. When playing many 8-bit games, there's a noticeable lag in inputs, and games are often designed to allow for this.  Some games did this better than others - Titus the Fox, for example, allowed a bit of leeway in jumping.  That's not the case here, but the response to inputs is instant, making you feel much more in control.


The second thing I noticed, after playing for a while, is how complex the game is.  It's packed with puzzles, in terms of finding new rooms, finding ways to attack enemies without taking damage, and exploration.  I originally thought that the fact that enemies can't attack you while you're standing on a crate was a limitation of the game, but in many cases it's the very basis of the puzzle.

That's not to say that the game isn't an action-based title.  I've not completed it yet, because the five lives you start with don't last long when you're being attacked.  I shall try again, though - each time I play I get a bit further.  I may need map paper soon though ...

Meanwhile, I loaded up an emulator to take some screenshots, and took the opportunity to compare the GX4000 game to the CPC version.  As I said above, the disk version seems to chug a bit more, which may be loading, but the main difference is the visuals.  Look at them, it's an astounding change.



(GX4000 is the top, standard CPC is the bottom.)

Filed Under: Gaming Diary Tagged With: CPC, GX4000, PC

The Stanley Parable: completed!

Posted on 11/12/2015 Written by Xexyz

The Stanley Parable is an odd narrative game, where you are effectively given instructions by the narrator.  As an office worker, you suddenly realise that everyone else has disappeared, and it feels that the point of the game is to understand why.  If it were a traditional game, that would be the case.

The game is most fun, or rather funny, when not following instructions.  I didn't know that, of course, and my first play through I did what the narrator told me was going to happen, with one exception - I went down a corridor marked as certain death, and only turned around at the end when I realised they weren't joking.

I found the boss's office, I found the secret passageway, I went through and completed the game.  That wasn't the end, though.




On my second game, I turned left when I was told right, and ended up backstage.  I found myself eventually in some sort of museum with maps of the game and concept sketches.  I tried again and the game was reset by the narrator.  I found an odd subgame where I was pretending to be at home with a mannequin.




I saw a lot of office buildings and the central control room, many times.




I escaped a few times.


I got trapped in a room once, when the narrator decided that he was fed up with my excursions and told me that I had won the game.



I was given a helpful hint on where to go.




And I don't think I've seen it all yet, but it'll have to wait for another day.  I suspect that I shall put this on the TV and show Justine at some point, and maybe she'll want to experiment as well.


I wonder which ending she'll get.

Filed Under: Gaming Diary Tagged With: completed, PC

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