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Moving day

Posted on 19/03/2024 Written by Xexyz

19 years.  I started this gaming diary 19 years ago, because I wanted to write something. It's fair to say there have been ups and downs in my writing frequency.  It's time for a big change now, though - after a few years of procrastination I'm moving this over to Wordpress.

Blogger has been fine, but there are some limitations that I'm not going to overlook any more.  As I've included more and more screenshots in my posts, the lack of a gallery function has annoyed, and the interaction between my Google account and Blogger files has annoyed me.  It's time for a move.

I won't be updating this blog any more.  See you on the other side.

Filed Under: Gaming Diary Tagged With: completed

Moving day

Posted on 19/03/2024 Written by Xexyz

Regular readers of this blog may notice some change.

Well, they won’t, because this is now going to be at a completely different web address, so regular readers won’t see this until I post on my old blog and tell them about the move, at which point they will be expecting change anyway. Plus, of course, I have very few regular readers, if any at all, given my infrequency of posting.

Anyway.

I am moving to WordPress from Blogger, due to feature availability, a desire to decentralise, and a fear that Google may one day just drop Blogger support with no notice. The move was not exactly seamless. Old posts have strange formatting quirks; images seem to still be hosted at the Blogspot server; there is an inconsistency in categories and tags which will take some time to get my head around. I will update some posts over time; I will also publish some others which have been stuck in draft form for months. If you find anything completely broken, please tell me.

Good to see you again.

Filed Under: Gaming Diary Tagged With: Site News

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

Portal 2 (Switch): COMPLETED!

Posted on 16/03/2024 Written by deKay

Having completed Portal 2 in co-op, I thought I should really play the single player too. I’d remembered the overarching plot from my first playthrough, and the end boss fight (including how to beat it), but almost none of the puzzles and areas were familiar. Or rather, were but in a fuzzy sort of “this looks like something I have a very vague recollection of” in terms of graphics more than anything.

So as with Portal, it was a nearly new experience and it still holds up well today. The new additions over the first game such as the bouncy gel and slidey gel are fun, but I seem to remember that those bits of the game, specifically in the Cave Johnson areas, made up a much larger proportion of the game than it turns out they do. As in, I was sure they took up at least 90% rather than the 20%-ish they actually do. Memory, eh? It isn’t how it used to be.

Cave Johnson is great, by the way. His audio recordings and descent into old man lunacy as they progress are hilarious. As is the rest of the dialogue, actually, with Wheatley being excellent and Potato-GLaDOS an excellent alternative to the unhinged normal-GLaDOS.

Portal 2 may not be as fondly remembered as Portal but it is still fantastic. If only Valve knew how to count to 3, eh?

Filed Under: Gaming Diary Tagged With: completed, Diary, Portal, 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

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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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96: Magic Beans
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95: Bother Me Anatomically
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