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Sanrio Characters Picross (3DS): COMPLETED!

Posted on 08/11/2018 Written by deKay

I was convinced this took me around 40 hours, but no, just under 28. It just felt much longer than the other picross titles I’ve played on the 3DS, but it’s about par for them.

There’s not a lot else to say, really. It’s picross, with Sanrio (think Hello Kitty) characters as the puzzles. There are loads of stickers to unlock, but they’re of little use as you can’t take screenshots, but the main picross is the same picross as picross ever was.

The post Sanrio Characters Picross (3DS): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: 3ds, completed, hello kitty, picross, Post

Burly Men At Sea (Vita): COMPLETED!

Posted on 08/11/2018 Written by deKay

I was going to buy this for the Switch on a number of occasions, but never got round to it. And then it appeared on PS+. My Vita came out of retirement, and after twice as long updating it as it took to play the game, I’d completed it.

And then completed it again. And again. And again.

You see, this story about four bearded sailor brothers is somewhat short, but that’s only part of the point. At various points in the story you can make a choice (although it isn’t always obvious there is a choice!) and the story takes a new direction. Whatever you choose to do, you’ll end up back at the start ready to begin a slightly different adventure.

I really love the art style, and the text is humourous. There isn’t much in the way of puzzling or gameplay of any kind, really, but it’s an enjoyable set of sea tales nonetheless.

The post Burly Men At Sea (Vita): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, Post, ps+, psn, Vita

Car Quest (Switch): COMPLETED!

Posted on 03/11/2018 Written by deKay

My first impressions of Car Quest were, it has to be said, less than favourable. It had, as I mentioned on Twitter after my first hour’s play, a definite air of “My First Unity” game about it, not least because of the sparse, blocky environment that just screams “I can’t draw but I can sellotape geometric shapes together”. You, a car, don’t fit within this style either thematically or graphically, and it feels like a placeholder that was never replaced with a giant marble or something that matches the rest of the game.

Blocktacular! You’ve successfully written the first paragraph of your Car Quest diary post!

I can’t really say my second impressions were much better. The basic aim is, you see, to drive your car through this blocky world, finding rotating shapes known as artefacts. Each one opens a new route or area in the world, invariably as far away from your current position as possible so as to artificially extend the length of the game. As you drive around, you collect batteries, which you need to open portals to other areas and so the game is lengthened further as you collect these – which require no skill, just time.

Well done for informing the reader about elements of the game! Some parts of the game require artefacts, and others require time consuming item collection.

My third impressions? Well, near the end of my first hour I hit something new. Puzzles. Things to push around, tiles to drive over quickly in sequence. Clever driving stunts. More started happening – a level with a night and day warp, which raises a water level to ad a new dimension to the puzzles. Some sheep to herd. Timed sections, a maze, and more. Slowly, the game was becoming more.

Over time you may notice new features added to the levels! Like a maze! Or some sheep to herd! It’s blocking incredible.

In terms of gameplay, I was actually starting to enjoy it. The plain graphical style actually started working. I still couldn’t figure out exactly why you were a car, and how Lord Blockstar – who is King, despite being a Lord – the transparent floating head WHO NEVER SHUTS UP managed to convince you to help repair his world by doing all these things.

I do tend to state the obvious. In fact, in the game, I even tell you I state the obvious.

Every time you collect an artefact, of which there are approximately seven zillion, Blockstar tells you you’ve just collected and artefact. And, after opening a new area (which the camera pans to in order to show you’ve opened a new area), Blockstar tells you you’ve opened a new area. And when it’s obvious where to go next, he tells you where to go next. All. The. Sodding. Time. It’s maddening. And then there are all his puns, many of which are block or brick related and they hurt. 

You’ve just finished reading that paragraph but there’s another paragraph to read next!

Car Quest isn’t a difficult game either. In fact, there are only really two difficult things: forgetting where to go next (even if you’re shown, then told by Blockstar, it’s too easy to get disorientated on the map – not least because everything looks the same), and not knowing if you’re doing something not quite right, or aren’t supposed to be doing it yet.

I get the feeling you’re going to sum up the game for the reader now.

To sum up, Car Quest is an oddity. It’s not very well designed, it’s not short of problems, it has too much unnecessary to-ing and fro-ing and the damn lordking guy needs gagging. The car physics don’t feel right, and there being a car not a ball or similar instead doesn’t make any sense. The world of Blocktaria is just too abstract and plain and bizarre. It shouldn’t work and I’d be giving it a 1/5 and telling you not to play it.

But. BUT. Give it an hour or two. I know that’s a big ask. But do that. Play it. Ignore the “college game design project” feel to it and just let it happen. Something clicks, and even though you can see it shouldn’t work, it’s actually fun. A sort of guilty pleasure. And as you groan at yet another “blockcredible” or a 14th loop of the main world to collect yet more batteries, you’ll realise that somehow, you’re enjoying it. It’s not blocktacular, but it’s certainly blockisfactory.

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

Filed Under: Gaming Diary Tagged With: car quest, completed, Post, switch

The Gardens Between (Switch): COMPLETED!

Posted on 27/10/2018 Written by deKay

Well that was over quickly. So much so I’m a little annoyed I paid £11.99 for it, and that was an offer price! That much money for a game that offered no challenge, lasted less than an hour, and has zero replayability? At least Pan-Pan was a tenth of that.

Money aside, The Gardens Between is a beautiful and clever puzzle game. Each level is a small island, and your only controls are to move forwards and backwards in time, and sometimes press a button to ring a bell or trigger something. As you control time, your two characters – one who can hold and put down a lantern, and the other who can interact with bells – move through the level, sometimes together, sometimes independently. The aim is usually to “catch” a light in the lantern then take it to the pedestal at the top of the island, but as time moves forward things happen to prevent this.

It’s hard to describe but considering how little control you have and how linear (albeit backwards as well as forwards) it is, it’s incredible how many ways they’ve managed to use the gimmick.

Sadly, this works against it too – with so little to interact with, levels are very easy to solve, and even though there are a lot of ways they’ve used the formula, they ran out all too soon.

A clever experience, and one I definitely enjoyed, but over far, far too quickly for the price.

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

Filed Under: Gaming Diary Tagged With: completed, Post, switch, the gardens between

ugvm Podcast Episode 16

Posted on 19/10/2018 Written by deKay Leave a Comment

It’s time once more to cuddle up with a loved one, dim the lights, and listen to the latest episode of your favourite podcast! And when you’ve done that, listen to episode 16 of ours. Please.

In this episode, Choobs does one of the Big Swears and deKay couldn’t find it in the edit so if you have young ears in the room we apologise. Choobs is a trained grownup so please don’t try it at home, kids. Choobs is also, in his own words, a “pansy foo-foo”, Kendrick is playing the inferior version of a game because reasons, Zo is glad winter is over and deKay is fed up with game bugs now.

We also talk about the end of Telltale, happenings at Rockstar, Sean Actual Bean, and all these games:

  • Etrian Odyssey Nexus
  • Trails of Cold Steel
  • Omega Vampire
  • Elite Dangerous
  • No Man’s Sky
  • Pan-Pan
  • Donut County
  • Yakuza 3
  • LittleBigPlanet
  • Asura’s Wrath
  • Forza Horizon 4
  • Shenmue 1&2
  • Life is Strange 2
  • Monster Hunter Generations Ultimate
  • Garage
  • Octopath Traveller

And! If that wasn’t enough we have some listener questions including one about Brexit so sorry, so very very sorry. That might also be where the Choobs Big Swear is too. Sorry. We’re really sorry.

https://ugvm.org.uk/podcasts/ugvmPodcastEpisode16.mp3

(Direct link here)

Links to things we mentioned:

Games4EU

GameSX

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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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