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Metrico: not an infographic

Posted on 17/10/2014 Written by Xexyz

Metrico is a puzzle platform game.  Your actions - jumping, throwing, falling - make different parts of the world move, such as bars and lines that sort of resemble graphs.  This bars and lines often have percentages or fractions attached to them.  The trick for each puzzle is working out how to manipulate the moving parts in just the right way to let you get to the other side of the world - for example, you may need to land on a certain pad to make a bar move out of the way, but the action of jumping causes another bar to fall across the exit.


It's a very stylised game, and many compare to to an infographic.  This is reinforced by the official Twitter account publishing various statistics and links to interesting information.  The thing is, it's not.


Each of the six worlds I've uncovered so far has a new gameplay mechanic.  At first, you could only move left and right and jump.  After that came the ability to throw (using the triggers or front touch screen), then the ability to aim using the back touch pad.  The worlds are visually quite striking, and many move away from the flat-colour approach making this even less like an infograph.


Some of the puzzles have caused me to pause for a while, but none have been impossible.  There are a couple I've encountered so far where even after working out the methodology, it's been difficult to implement, which has annoyed me a bit.


But that hasn't annoyed me as the shoehorning of the Vita's motion controls and camera.  Hooray, another potable game I can't play on the train.  Throughout World 4 you have to rotate the Vita in different directions to move the bars, and it's taken me a week to get around to doing these levels because it's not practical to do them during my commute - you know, the time I actually play portable games.



And then you get to World 6, which I've worked out needs you to hold the Vita camera up to a specific colour and hold the button down.  Strangely I don't carry red, green and blue bulbs with me on the train.

It's a shame, since it's a clever game and has made me think a few times about how to progress.  Maybe I'll get around to completing it one evening.

Filed Under: Gaming Diary Tagged With: PS Vita

Populous: the Beginning: unexplored territory

Posted on 17/10/2014 Written by Xexyz

I have now progressed further than ever before.  Bloodlust has been conquered.

Back in 2005, I wrote of my troubles.  I started optimistic, settled for a war of attrition, then got a bit gung-ho and lost it all.  I tried many times to complete that level, and never managed it.  I did this time, though - on the fourth attempt.  This was a hard level.

I think my focus was initially misplaced. Just over the ridge from my starting position was a stone head, which the red tribe began worshipping at pretty soon after the start of each game.  I was dashing over there as soon as possible, to stop them gaining a spell that I thought would be catastrophic for me.  In fact, by leaving them to it (and blocking off access to the reds from my village) they used the bloodlust spell they gained on the yellow tribe part way through the game, causing chaos in my enemy's village.

So, rather than attacking the reds, I concentrated on killing off the greens as quickly as possible.  I built up a small army of preachers and warriors, and opened a pathway as quickly as I could down to their village.  I sent my followers down for a scrap, and quickly demolished the village.  One enemy down.

This then gave me a lot more space to expand my village, but I was suffering from attacks from the reds and yellows in the older side of my settlement.  I built a huge wall across the level, separating us off - though I left a small gap through which the red team was constantly funnelled, including the shaman.  I put down about 20 swamp spells there, meaning that I kept on gaining a nice manna boost.

As I said, the reds and yellows were fighting among themselves as well.  This meant that the yellow settlement shifted over time, and the yellows moved closer to the newer side of my settlement.  I was suffering a constant influx of armies, so I eroded the land around the edge of my settlement to create a water channel.  I still had to contend with balloon invasions, but that was soon sorted.



My settlement was thriving, now that I was concentrating on defence (you can see the cliff wall on the west of the map in the screenshot above, and the balloons around the edge of the village), but there were a few issues.  Firstly, the other settlements were also growing quickly, and secondly I was running out of building materials.  I needed to be able to build more balloons for defence, but had nothing to make them out of.  I just had to wait for trees to grow, to build up my army, all the time repelling the yellow army's attacks.


Note in the screenshot above the odd spit of land coming from the south of my settlement.  I had noticed another stone head in the middle of the sea, and rather than using precious balloons to ferry people over there, I just raised land all the way across.

Eventually, I decided to make my move.  I closed off the narrow cliff to make sure that the reds couldn't get through to my village just by sacrificing large numbers to overcome the swamps, and I raised a land bridge towards the yellows.  I sent a huge army of preachers, warriors and some balloon-based firewarriors across, led by my shaman in a balloon who killed off the opposing firewarriors before they could attack.  I killed the shaman, I destroyed the balloon factory and firewarrior training hut with tornadoes, I killed the shaman, I positioned a number of warriors and firewarriors around the resurrection site to kill the shaman every time she resurrected.  It was a rout.

Until I noticed that the reds were on their way down the coast to attack my village.  I quickly positioned all the remaining firewarrior balloons along the coast, and sent the shaman back to cast swamps to make sure.  It took ages for my army to finish off the yellow village, because the iditos kept rebuilding it ...


... but eventually, with a bit of help from earthquakes and tornadoes, it fell.

Two down.

The reds were still a force to be reckoned with, however.  They had a huge village and a huge army.  My excursions to the yellows hadn't hurt my fortunes too much, luckily, and my villages were replacing the dead pretty quickly.  I just needed to train more warriors and preachers - and particularly firewarriors.

But I had a trick up my sleeve.  I'd found another stone head, which had given me four spells of bloodlust ... but the one in the middle of the sea had given me angel of death.  Coupled with the fact that the reds hadn't built up a balloon army, this made things pretty easy.  I took over my balloon army, destroying the firewarriors as we went, and then I unleashed the angel of death.


Once the enemy was reduced to a manageable amount, I ordered the rest of my followers to come up and destroy the village.  They didn't even get there before the reds fell.


Nine years after I first started, I've completed Bloodlust.


I didn't stop there.  The next level was good fun, with an armageddon spell available in the middle of the map.  I think that the level is meant to see you stopping the others from getting that spell and then casting it for a massive brawl, but instead I wiped out two of the villages before casting the spell of a much reduced yellow army.  Still fun though.

Filed Under: Gaming Diary Tagged With: PC

Populous: the Beginning: unexplored territory

Posted on 17/10/2014 Written by Xexyz

I have now progressed further than ever before.  Bloodlust has been conquered.

Back in 2005, I wrote of my troubles.  I started optimistic, settled for a war of attrition, then got a bit gung-ho and lost it all.  I tried many times to complete that level, and never managed it.  I did this time, though - on the fourth attempt.  This was a hard level.

I think my focus was initially misplaced. Just over the ridge from my starting position was a stone head, which the red tribe began worshipping at pretty soon after the start of each game.  I was dashing over there as soon as possible, to stop them gaining a spell that I thought would be catastrophic for me.  In fact, by leaving them to it (and blocking off access to the reds from my village) they used the bloodlust spell they gained on the yellow tribe part way through the game, causing chaos in my enemy's village.

So, rather than attacking the reds, I concentrated on killing off the greens as quickly as possible.  I built up a small army of preachers and warriors, and opened a pathway as quickly as I could down to their village.  I sent my followers down for a scrap, and quickly demolished the village.  One enemy down.

This then gave me a lot more space to expand my village, but I was suffering from attacks from the reds and yellows in the older side of my settlement.  I built a huge wall across the level, separating us off - though I left a small gap through which the red team was constantly funnelled, including the shaman.  I put down about 20 swamp spells there, meaning that I kept on gaining a nice manna boost.

As I said, the reds and yellows were fighting among themselves as well.  This meant that the yellow settlement shifted over time, and the yellows moved closer to the newer side of my settlement.  I was suffering a constant influx of armies, so I eroded the land around the edge of my settlement to create a water channel.  I still had to contend with balloon invasions, but that was soon sorted.



My settlement was thriving, now that I was concentrating on defence (you can see the cliff wall on the west of the map in the screenshot above, and the balloons around the edge of the village), but there were a few issues.  Firstly, the other settlements were also growing quickly, and secondly I was running out of building materials.  I needed to be able to build more balloons for defence, but had nothing to make them out of.  I just had to wait for trees to grow, to build up my army, all the time repelling the yellow army's attacks.


Note in the screenshot above the odd spit of land coming from the south of my settlement.  I had noticed another stone head in the middle of the sea, and rather than using precious balloons to ferry people over there, I just raised land all the way across.

Eventually, I decided to make my move.  I closed off the narrow cliff to make sure that the reds couldn't get through to my village just by sacrificing large numbers to overcome the swamps, and I raised a land bridge towards the yellows.  I sent a huge army of preachers, warriors and some balloon-based firewarriors across, led by my shaman in a balloon who killed off the opposing firewarriors before they could attack.  I killed the shaman, I destroyed the balloon factory and firewarrior training hut with tornadoes, I killed the shaman, I positioned a number of warriors and firewarriors around the resurrection site to kill the shaman every time she resurrected.  It was a rout.

Until I noticed that the reds were on their way down the coast to attack my village.  I quickly positioned all the remaining firewarrior balloons along the coast, and sent the shaman back to cast swamps to make sure.  It took ages for my army to finish off the yellow village, because the iditos kept rebuilding it ...


... but eventually, with a bit of help from earthquakes and tornadoes, it fell.

Two down.

The reds were still a force to be reckoned with, however.  They had a huge village and a huge army.  My excursions to the yellows hadn't hurt my fortunes too much, luckily, and my villages were replacing the dead pretty quickly.  I just needed to train more warriors and preachers - and particularly firewarriors.

But I had a trick up my sleeve.  I'd found another stone head, which had given me four spells of bloodlust ... but the one in the middle of the sea had given me angel of death.  Coupled with the fact that the reds hadn't built up a balloon army, this made things pretty easy.  I took over my balloon army, destroying the firewarriors as we went, and then I unleashed the angel of death.


Once the enemy was reduced to a manageable amount, I ordered the rest of my followers to come up and destroy the village.  They didn't even get there before the reds fell.


Nine years after I first started, I've completed Bloodlust.


I didn't stop there.  The next level was good fun, with an armageddon spell available in the middle of the map.  I think that the level is meant to see you stopping the others from getting that spell and then casting it for a massive brawl, but instead I wiped out two of the villages before casting the spell of a much reduced yellow army.  Still fun though.

Filed Under: Gaming Diary Tagged With: PC

Extreme Bike Trip: my favourite waste of time

Posted on 04/10/2014 Written by Xexyz

If you asked me which game I have played most this year, I'd probably say Populous: the Beginning, with its 4-hour sessions, or Mario Kart 8 with its endless online.  Professor Layton's Azran Stuff has taken many hours as well, with daily puzzles adding to that.  One of those then.

But I'm kidding myself.  I have no doubt sunk the most hours into Extreme Bike Trip, a simple iPhone game where you control a bike hurtling through a hilly landscape.  It automatically accelerates (all the time it has petrol, at least), and your controls are a left and right rotate trigger.  The priority is to land on your wheels after every jump; but if you do only this then you'll quickly run out of fuel.  Instead, you must do tricks - flipping the bike over, landing into a wheelie, or slamming the bike downwards - which then give you a boost and allow you to collect more fuel cans.  Do enough tricks in one combination, and you get an overdrive which sends you rocketing.


It sounds simplistic, and it is.  There are a few things that set it out from similar games - many by the same developer.  Firstly, when you crash, your game's not quite over.  You control your hapless rider, hurtling along the ground, and you can try to make him reach that extra star by forward rolling.  The ragdoll physics are at times hilarious, as you land from a 30m drop straight onto your bum.


Secondly, there are the missions.  Each bike - and there are lots of bikes, each controlling differently - has a set of missions which you can work through.  It's a similar mission structure to many games, with you being given three missions at a time and only those that are current can be completed.  Early missions - jump over 25m, collect 100 stars - are all ticked off in their first game, but they get quite tricky towards the end.  On some of the bikes I have only one mission to complete, which tends to be something like travelling 200m upside down on a jump, or jumping over 300m.


And lots of these missions do really rely on luck - hitting a mine at the top of a long hill just after you've activated overdrive, for example.  Maybe that's why I'm finding it so compelling - I'm good at the game, but at times I can be great, and it's just making sure that I'm great at a time when a certain mission can be ticked off.

There's a load of other stuff in the game too.  You can buy new bikes using ether stars or bucks, which theoretically you can pay real money for but I haven't as yet (since I feel they're a bit too expensive for the amount you get).  Each day you get a 'frenzy run', where you get given a jet pack and have to collect as many stars and bucks as you can while keeping refuelled.


There's a multiplayer mode, where you can win trophies (which can be used to purchase some other bikes).  There are leaderboards for the fastest to 1km, 2km, 5km, longest distance, longest distance after crashing, and so on.  I dread to think how much time I've spent playing this, but I've completed the missions for only 15 bikes out of a total of about 40.

I'm not going to stop any time soon.

Filed Under: Gaming Diary Tagged With: iPhone

Borderlands: back to the start

Posted on 15/09/2014 Written by Xexyz

I never did complete Borderlands with the UGVM crew.  We were doing quite well, having travelled through the Arid Badlands and the Dahl Headlands.  But then Nicholas arrived and I couldn't commit to a regular time to play, and it all fell apart.  We kept a spreadsheet to keep note of who had passed which mission, and this informed us who should host each time - since the host defines the story progression.

I've started again with John and Kieron.  It's not the ideal game to play with our group.  The potential for Kieron to wander off and get lost is huge, and there are often times when a specific action is needed which doesn't get done because nobody is actually paying any attention.  After six hours play, Kieron still hasn't bothered to understand how you pick up and turn in missions, and John doesn't know what his special skill does.

But it's great fun.  There are frequent breaks in action while the two newbies faff around in the shop trying to work out how to buy new weapons, but once we're on the road it's very amusing watching Kieron pummel enemies into the ground as a berserker.  At the end of our first play session we had levelled up to 8, and had been repeatedly killed by Bone Head who seemed to be able to one-hit kill us.  Our constant individual running into the same arena didn't help.  In our second session, we completed a couple more side-missions, levelled up a bit more, then actually hatched a plan before taking him on.  I threw a turret and shield down and helped to regenerate health; John had a weapon which set Bone Head on fire; we set up at opposite ends of the arena so he couldn't shoot us all at the same time.  Despite this, it was still a bit tense, and it was almost a disaster as after he died a couple of his henchmen were still running around to kill us.

But now we have vehicles.  The first vehicle mission was to jump the creek and open the gate so that we could access the rest of the Arid Badlands.  Somehow Kieron and I glitched through the gate, meaning that the game told us we'd passed the mission when we hadn't.  John didn't actually open the gate, and we were left in limbo for a while until we did it all properly.

We've got a fair few missions on the go at the moment, but we finished with the Circle of Death arena round 2 - a hard fight, but made easier with incendiary weapons.  We may need to level up a bit before going further though ...

Filed Under: Gaming Diary Tagged With: Xbox 360

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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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97: I’m Feeling A Bit Squiffy
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95: Bother Me Anatomically
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