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Halo Reach: flying around in space

Posted on 26/11/2015 Written by Xexyz

I am, apparently, a little way through the game, and I restarted halfway through chapter 3.  The difference in gameplay from the first Halo is marked, with increased reliance on team members and communication, and a move to large scale set pieces rather than small-scale battles in corridors from one waypoint to the next.  The world feels a lot more empty and open, and you have a sense of partaking in a massive war rather than an individual battle - as you drive around, you see fighting way off in the distance.


It's not just the scale of the world that feels different, but the detail.  Battlegrounds are strewn with objects, pathways, and debris.  Guns are located all over, and you sort of understand why - the previous battles have been hard.


It's still a Halo game, though, with the need for intelligent tactics to overcome the multitude of enemies.  Invisible Elites and Hunters make the combat fraught and it's best to stay at a distance as much as possible.  This isn't always easy, though, as your team mates have a tendency to barge in and get themselves killed if you're not supporting.

And then suddenly it wasn't a Halo game any more, it was a generic space shooter using Banshee controls.  Having to take to the skies to protect the space station seems a little odd, as surely the military should have a separate air force.  We're meant to be experts in ground combat.  Surely we haven't had that many casualties?




The flying bits were a disappointment.  Aim at the pre-set point and fire; there was no need to judge speed and distance unlike the Banshee battles in other games.  It didn't outstay its welcome though, especially as it transitioned into a segment set on an orbiting ship where I was able to sneak around and hit Elites with swords.  Blew up the ship, ran back to my craft, and I was soon on solid ground.


Lots of things have exploded.


Filed Under: Gaming Diary Tagged With: Xbox 360

Halo Anniversary: completed!

Posted on 16/11/2015 Written by Xexyz

Amusingly, as I travelled to work this morning I was reminded that I completed Halo 2 eight years ago today.  And today I have completed the updated original game.

I have a soft spot for the original Halo.  When I first played through it, the story wasn't massively inspiring, but the gameplay was and as I progressed through the game I got interested with the overall objectives.  Until, that is, I got to the Library, and the flood, which seemed to go on forever and really was pretty dull.  But after escaping from the library and backtracking through previous levels, watching the covenant fight the flood, I felt a sense of urgency and importance which was compounded by the final escape run.  I said I might play it again some time.

And, you know what, I did.  I played through the whole game again a year or so later, and of course played multiplayer a few times when people visited.  Each of the levels, while part of the narrative, stands up well as a separate game.  And then when Halo Anniversary was released, it seemed an ideal time to go back to it.  Unfortunately it came at a time when I'd just finished ODST and started Reach, and it appears that I stopped playing after the Pillar of Autumn.  With a renewed freshness for the game, I decided to play it again.

The thing about Halo Anniversary is that it looks how you remember the original game to look.  For example, I remember this:


I don't remember this:


 But the second picture is what the original game actually looks like.  Plain, muddy, dark.



The needler has always been pink, hasn't it?




Lot of dead spartans in a co-op mode, looking either rugged or metallic depending on when you play the game.



Lush scenery, or foggy closeness.



At least the light bridge is the same.

One of the very cool things about remasters such as this is the ability to switch between original and new graphics at will.  This isn't quite as slick as the Monkey Island remake, with a fade to black between the styles, but it still works well.


So, anyway, I played through the game to the end.  Blah blah, Library dull, Keyes face, nuclear reactors exploding, drive warthog, escape.  Still a fantastic game.

There are some additions to the game as well.  Borrowed from Halo 3, there are a number of skulls located in hidden areas.  I actually looked up where they were, since there is no way I would ever explore enough to find them, and then went through the game collecting them - sometimes in a co-op game with both controllers in order to get to obscure areas.  It was well worth it, because some of the skulls make the game more fun to play again.  Particularly infinite ammo.  That even makes the Library fun, throwing limitless grenades, especially with the double explosion size also turned on.


I think I may have had my fill now, though.  Time to leave the comforting familiar environments behind, and go back to see where I reached in, er, Halo Reach.

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

Just Cause: just about playable

Posted on 24/10/2015 Written by Xexyz

I have had Just Cause sitting in a variety of places for a while - in the PS2 games box in the loft, in my Steam library on my PC, and on my Xbox 360 shelves - but despite the fact that I've heard it to be great fun and the sequel is an amazing sandbox experience, I've never played it.  Until now.

I decided to play the PS2 version, since my PS3 (which is backwards-compatible) was set up and my 360 wasn't (due to the Wii being plugged in to the component inputs for Luigi's Mansion; yes, it's complicated).  The opening cinematics looked pretty awful, but once I got control of my character I was quite impressed by the scale of the game and its vision.  Parachuting down to the island was a pretty spectacular start, and once I transitioned into running along the beach and stealing a car, I could see that there were clear open-world GTA influences at play.

Unfortunately, the PS2 was a bit underpowered for such a grand vision.  The framerate was, at times, awful - to the extent that I actually had to run away and stand still for the console to catch up.  This was not helped by the controls which were not nearly customisable enough, and felt very imprecise.

That's not to say I didn't have fun.  After a while I was given a grappling hook, with which I could grab onto cars and paraglide behind them.  That was good fun for a while, and useful on a mission where I had to destroy a car and take the place of the now-dead dignitary.  The main issue with the game was a lack of a sense of urgency; you are going to kill a dictator and free the island, sure, but there was little spurring you on to do this, and the game was almost too non-linear with no clear sense of direction.

If I go back to it it would be on the 360, but I may skip to the sequel.

Filed Under: Gaming Diary Tagged With: PlayStation 2, Playstation 3

Alleyway: completed

Posted on 20/10/2015 Written by Xexyz

I remember always wanting to buy Alleyway, as it had an exciting cover evoking memories of Super Breakout, but at the time I didn't have a Game Boy.  By the time I got a handheld of my own (excluding my Mum's Game Gear, that would be the Game Boy Colour I bought on launch day from WH Smith in Bristol, just before I caught the coach back to London for the weekend) Alleyway was old news, a relic from a simpler time.

Simple it is.  I finally got a copy for free through the Club Nintendo stars catalogue last month, and I've been playing through it since.  Being able to suspend and resume play is a luxury that the original didn't have, but even with that it's disturbing how easy it is.


I did appreciate the way that levels were varied, with static levels followed by the same levels with progressing blocks, and the same levels with blocks scrolling across the screen.  I found the powerups to be pleasantly understated and useful.  I liked the bonus levels that popped up where the blocks didn't stop your bat and you just had to clear them in the time limit.


But that doesn't take away from the fact that on my first playthrough of the game, I completed it with seven lives left.  I'd have been a bit annoyed about that if I had bought it for £30 back when it first came out.

Filed Under: Gaming Diary Tagged With: 3ds, completed, GB

Luigi’s Mansion: completed!

Posted on 09/10/2015 Written by Xexyz

Yes! After only twelve years, it's done!  And people said it was a short game!

In fairness, it is a short game, and not overly difficult, but it's actually significantly longer than, say, the single-player components of most Call of Duty games.  It's infinitely more charming and fun.  Overall, the game took me about 9 hours to complete, and that was including a bit near the end where I ran around the whole house trying to find the last few boos.  I had collected most of them through normal play, but there were some hidden in Level 1 rooms which I had completed before acquiring the scanner.


The game continued to be inventive, the the last moment.  Puzzles were rare and because of this they threw me - having to freeze a stream to cross it was used in only one place, and was an elegant way to prevent early progress.  Although the game was actually very linear, it didn't feel like it.


The final boss battle was the hardest part of the game by far.  I wasn't expecting Bowser ...


... but it wasn't him, anyway.  It took me a couple of attempts, but finally he was defeated (with me on minimal health).  I actually remembered to capture it on my video box for once.


So, game completed and Luigi happy for a while.  Having seen what he went through, I'm not surprised he's so aggressive in Mario Kart 8.

hmgh

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

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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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