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21: Bum Stimulator

Posted on 27/03/2019 Written by deKay Leave a Comment

No, you are in the right place for Episode 21 of the world-famous ugvm Podcast! Brought to you with only the finest, freshest ingredients, direct to your aural face holes.

In this episode, deKay, Toby, Zo and Kendrick discuss the Physics Defying Google Stadia, the Ad Stripping Apple Arcade, the Saga Ending ZX Vega+, the Coke Taking Pierre Taki, the Face Sitting Switch VR, the Good Eatin’ Overwatch Cookbook, and the Click Baiting Bum Simulator. Those important things, and these games of assorted type:

  • Crackdown 3
  • Hellblade: Senua’s Sacrifice
  • Life is Strange 2: Episode 2
  • God Eater 2
  • God Eater 3: Tokyo Drift
  • Operation Babel
  • Tokyo Xanadu
  • Strange Brigade
  • Mortal Kombat X
  • Phantasy Star III
  • Saboteur!
  • Baba is You

Plus we answer your questions (assuming you’re one of the people who sent some in), talk utter nonsense, and lay down some Facts.

https://ugvm.org.uk/podcasts/ugvmPodcastEpisode21.mp3

(Direct link here)

Saboteur! (Switch): COMPLETED!

Posted on 10/03/2019 Written by deKay

I was never not going to get this, as a fan of the original Spectrum game, but I’d seen a lot of reviews and forum comments saying it was overpriced for a simple port of the Spectrum original. Sure, it had new music and sound, but £6 for a Spectrum game (and a very short Spectrum game at that) did sound a bit much, so I waited for a sale. 94p (free, actually, due to Nintendo Gold Coins) and I was in.

And everyone was wrong. What nowhere I’d seen actually mentioned at the time was that once you’d completed the five minute long original game, but a whole new hour long section opens up. New items to find in new locations, new enemy types, puzzles, tasks and tricky platforming sections. That was a big surprise. Imagine avoiding Donkey Kong on the Game Boy because you thought it was only the four arcade levels!

This bit has fewer and fewer platforms the higher the difficulty level.

Despite being new, it still looks and plays exactly like the original. There’s Spectrum colour clash, there’s the same colour palette, and it’s not as smooth or precise as a modern game. It absolutely doesn’t matter, however. What has changed, besides the length, is mainly sound based. Some more realistic thumps and gunshots, and a great soundtrack that fits perfectly. OK, it’s no BEEPer, but the upgrade still works here.

Hope there’s no leaves on the track.

There’s a concession to modern multi-button controllers too. On the Spectrum, the joystick would move and fire would pick up and drop objects, interact, and punch. Up would be go up ladders, jump, jump-kick, and long jumps would be a tricky diagonal. On the Switch, there’s a jump button now which makes things a lot easier, but Up still performs the same functions. Sometimes this means climbing a ladder is frustrating, or you might nudge up, and therefore jump, by mistake. The latter is especially compounded due to the game’s insistence on only allowing use of the analogue stick rather than the d-pad. The original wasn’t analogue, and neither is this, so it feels slightly inaccurate and out of place. That’s the only major flaw I can find though.

Naturally, this relic of a game isn’t for everyone. It’s no Hollow Knight or The Messenger, as it wears it’s origins proudly without much modern modification. It is, however, still a lot of fun and just shows how old games can still work now. In this way it has much in common with Castlevania: Spectral Invasion, only this is on the Switch instead of the original machine. Just don’t let the reviews of “it’s just a port” put you off like it did me: it’s not.

One of the (extensive) new areas.

The post Saboteur! (Switch): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, Post, retro, switch

Deltarune: Chapter 1 (Switch): COMPLETED!

Posted on 09/03/2019 Written by deKay

Deltarune is the follow up to Undertale, that underwhelming RPG from a few years back that ended up with a huge following. It baffles me that so many people revere Undertale as it was so flawed. Entertaining, yeah, interesting, probably. Great? Absolutely not.

So you might be wondering why I’m playing Deltarune at all, let alone to completion. And the only answer I have, is that this chapter was free and, well, maybe it’s better?

And it is better. Not a lot better, and aside from new characters and a three person party, it’s really just more of the same. Sure, it has better background graphics and a slightly less guessworky “act” system in battles, but it’s just more Undertale with the same weird for the sake of weird humour and the quirky but rubbish characters and dialogue. It’s no more fun, deep or playable.

If it ain’t broke and all that, and clearly I’m in the minority thinking it was broke, but I was hoping for improvements in the places that mattered to me. Still, it was free and if wasn’t terrible at all – just not for me, same as the last game. If you loved Undertale, you’ll probably love this too.

The post Deltarune: Chapter 1 (Switch): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, deltarune, Post, switch, undertale

Phantasy Star III (Switch): COMPLETED!

Posted on 05/03/2019 Written by deKay

I wasn’t going to move onto Phantasy Star III so soon after Phantasy Star II, but there it was on the Sega Mega Drive Classics menu, winking at me, so I didn’t really have a choice.

As I’ve mentioned before, Phantasy Star III was my first JRPG. It’s still my favourite, and although Phantasy Star IV is probably technically better, it’s III that I have more fondness for. Back in the day I completed it many times. The first time, it took from Christmas to August, but after a few more I could do it in a single 24 hour sitting. This is the first time I’ve completed it in probably two decades, and it took perhaps 15 hours, but there’s a reason for that: I played most of the walking and some of the fighting on Fast Forward (an option in the Mega Drive Classics). If there’s one thing that hasn’t aged well in RPGs, it’s how slow you move.

Gianticorn and Wolfsnail was a short lived kid’s cartoon in the 1990s.

Surprisingly, I still knew almost all of what I needed to do in the game. Even the routes through some of the dungeons was still etched in my brain. I also found the game much, much easier than I ever remember it being, with much less grinding too. I seem to recall always needing to level most of my party up to around level 55 for the final dungeon and boss, but here I walked it at around level 48. Maybe I’m just better now.

For those interested, the characters I played as (the game spans three generations with a slightly different story depending who you marry at the end of each) were Rhys, who married Maia and had a son, Ayn, who married Thea and had a son Sean.

  • Rhys and Chums
  • That bottom. It was a different time!
  • Some of the baddie designs were… not the best
  • The Sages that Say “Nei”
  • Wren is a transformer and can fly.
  • The penultimate boss was easy

Now, do I start IV or do something else first?

The post Phantasy Star III (Switch): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, Mega Drive, phantasy star, Post, retro, switch

Doom (PS4): COMPLETED!

Posted on 28/02/2019 Written by deKay

Usually, for me to enjoy a first person shooter, there needs to be some added mechanics. Some puzzles. A story. Something more than just mindless shooting. When I think of games from the genre that I’ve liked a lot in the past, I think of stuff like Bioshock, Wolfenstein The New Order or Dishonoured.

But then I forget the older FPS titles which were very much the opposite – the original Wolfenstein 3D and Duke Nukem. Properly mindless. Open a door? Loads of baddies. Pick up a key? Loads of baddies. Press a button? Loads of baddies.

And now there’s Doom. Or to give it its correct title, DOOM (2016). Which is as anti-cerebral as you can imagine. Most of the time the only thoughts you need are “which gun should I use?” and “has my shotgun got enough ammo?”. And you know what? That’s perfect.

Yeah, there’s a story. Some nonsense about you being awoken from stasis to work for the guy who helped unleash Hell on Mars by un-unleashing Hell on Mars. What the story actually is, is Shoot All The Things. Sure, you also have to destroy a big tower and shut down a computer but you even do these things by shooting everything. Or elbowing everything. What DOOM (2016) adds to the formula is the concept of “glory kills” – damage a demon enough and it glows. Then melee it and you finish it off with an elbow to the neck, or rip off their arms, or crush their face, or tear out their heart, or any one of a number of other visceral dispatches. There’s a reason, besides the gory fun, to do this too: glory kills make ammo and health pop out of the corpse.

But mainly the gory fun. So much gore. So much blood and entrails and faces that explode and dripping dismembered corpses and unidentified severed body parts and fleshy chunks of unknown peoplemeat. Gory fun.

The best bits of the game are the arena type areas where demons all spawn and try to take you down while you run around both manically and maniacally, gunning and elbowing all the time. It’s quick paced, feeling a bit more like Quake 3 Arena than original Doom, and far more fun than I can explain. You’re always forewarned one of these fights is going to happen because of the “Checkpoint” save icon and loads of health, ammo and armour is strewn around. In lesser games I’d see these signs and think, gah – another fight. In DOOM (2016) I’m oh hell yes bring it.

One failing the game has is between these big fights, especially on the levels set in Hell itself, is the platforming sections. Platforming and first person don’t sit well together usually (Mirror’s Edge notwithstanding), and when bottomless pits are added, and enemies who can shoot you as you jump the gaps, it’s just annoying. Thankfully most are short and enemyless. In the scheme of things, it’s a minor point but baffling nobody on the development team thought perhaps it was a stupid idea?

Finally, a mention to the sound in the game. The thrashing metal music is great, but the meaty bassy sound effects and excellent “ambient demon noises” in surround sound are just perfect. It’s not creepy enough to be scary, but it’s certainly worrying, when you’re walking down a corridor and the monsters can be heard behind the walls or above the ceiling or seemingly behind you…

Here’s a video of my complete playthrough:

(P.S. there aren’t many in the game, but the toilets that are there are excellent)

The post Doom (PS4): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, doom, Post, PS4

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95: Bother Me Anatomically
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Unforeseen circumstances, and definitely not Podcast Apathy, resulted in just deKay and Kendrick bringing you this episode, but don’t worry! As a bonus to make up for the cast shortfall, Episode 95 is slightly shorter, so you’ve less to endure! Rejoice.

This time around, your heroes discuss the general meh-ness of recent gaming news, the Switch 2 having no games, a new Lego Batman (and Batman in general), and Ys X Proud Nordics. With, naturally, many deviations and diversions.

95: Bother Me Anatomically
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95: Bother Me Anatomically
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94: Secrete Yellow Ooze From Their Knees
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93: A Playdate In The Back Room of Ann Summers
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