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3D Fantasy Zone II: The Tears of Opa-Opa (3DS): COMPLETED!

Posted on 17/11/2016 Written by deKay

To the untrained eye, it would appear that I’ve already completed this game already, just a week or so ago. But you would be wrong, as this 3D Fantasy Zone II is actually the Master System version, whereas the other one was the (later) arcade version. They are both on the Sega 3D Classics Collection though.

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I actually tried to completed this before the other one, but I made a terrible mistake buying a load of smart bombs with all my money going into the final boss fight, and when I died lost all my power-ups and didn’t have any money to buy anything else. Not even Big Wings, which made one of the end bosses (there’s a SuckySuck Bit(TM)) impossible. Rather than start all over again at that point, I went on to the other version of the game, returning to this now.

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Although the game is effectively the same, there are some differences. Each level is seemingly larger, with up to 5 areas joined by warps (rather than two versions of each level, swapped between via warps). The bosses are mostly similar with a few variations, and you have an energy bar (which can be refilled and extended with power-ups) rather than a single hit kill.

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It’s obviously on less powerful hardware, but some slowdown and less impressive (but still excellent) graphics aside, it’s at least as much fun. It’s odd, that back in the day the Fantasy Zone series never appealed much, whereas now I love them. I feel I’m going to have to dig out the Mega Drive version soon now…

The post 3D Fantasy Zone II: The Tears of Opa-Opa (3DS): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: 3ds, completed, fantasy zone, Master System, Post

3D Maze Walker (3DS): COMPLETED!

Posted on 17/11/2016 Written by deKay

I’m still ticking off the games on the Sega 3D Classics Collection. Only three to go now, I think. With 3D Maze Walker, I’ve been plugging away a couple of levels at a time, and finally completed it today.

Why did it take so long? It wasn’t exactly hard, nor were there many levels. No, the main reason for taking so long was that it’s utter crap and I simply could not bear to play more than two or three tedious, boring levels in one go.

3d maze walker

You know how I wasn’t exactly complementary about 3D Altered Beast? This is worse. Far worse. The idea is to find a key in a maze, then reach the exit. You can smack roaming baddies with a stick. You move like you’re wading through treacle. Going the wrong way is a trial because you have to play the game for longer by backtracking. It has just one redeeming feature: Excellent 3D. That’s it.

I hated every minute of Maze Walker and I’m glad it’s finished. I will never, ever, ever, play this fetid pile of dung ever again. And neither should you.

Click to view slideshow.

The post 3D Maze Walker (3DS): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: 3ds, completed, maze walker, Post

Assassin’s Creed III: an unlikable toff

Posted on 16/11/2016 Written by Xexyz

Progressing with the series, a change of time period, a change of location, and a change of console.  I'm not sure if the latter is a good idea or not, because the combat controls have changed a lot from previous games, and I'm not sure if this is a change due to moving away from the Xbox 360, or if all versions have the same changes.  I assume it's the latter, and that means the change is a good one since I now how a larger map available to me (although not separately zoomable, which is annoying).

I seem to remember Assassin's Creed Revelations ended with Desmond being trapped in the Animus, but here he is, walking around with his friends, going to the pub and the greyhound races, having a picnic in the local park, watching the X-Factor and eating crisps.  Well, he's in the real world anyway.  There was a very brief explanation of him getting out, but it felt pretty tacked on.


Oh, and his dad was there as well.  I don't remember his dad from before.  Have I missed something?

Anyway, the big glowy ball of wonder opened a door, and the animus was set up inside a big cave system with no obvious food supply.  The target avatar this time was Haytham Kenway, a British man sent over to the US at the time of colonisation.  The first mission, however, was set in the Royal Opera House in Covent Garden (or, rather, the Theatre Royal as it was then known).  I was tempted to watch the play, but I suspect it would have repeated quite quickly.


I quite liked the effects of the world being built around you as you walked through the courtyard.

After assassinating in the theatre, I was sent to the US, and several missions aboard a boat.  It was only on arrival in America that the title screen appeared, over an hour into the game.


I don't like Haytham.  He is a calculating, mean, simplistic idiot who has no morality or ethics.  I didn't want to do half of the stuff he was meant to, particularly because it was largely directed against British soldiers who were innocent of malicious schemes.  That wasn't the only reason I struggled though; as mentioned above the controls have changed significantly, with aiming and combat 'simplified'.  There is no longer the need to lock on in hand-to-and combat, but this means you lose some control of where to direct your attacks.  Shooting is also much more difficult.


Assassin's Creed games were never about the shooting, though, so I wasn't too worried about that.  Except I should have been, because a few missions have almost depended on it.  Sigh.

Anyway, the changes don't stop at the controls.  Yes, there are still viewpoints ...


... and collectables such as note pages, but there is a distinct lack of the empire building from previous games.  No shops to buy, no assassin network to command - or even assassins to call on during missions, except in very restricted ways.  In a way this is good, since my main complaint about Revelations was that there was too much to do.  It may be that the game expands a bit, since previous entries introduced them gradually, but I'm now four hours in and it's still very linear.

It's lovely to look at though, certainly more so than Revelations, and there are some very nice graphical effects around the world.  I am currently hiking around the countryside in the snow trying to find out about the movements of someone called Braddock, and there's a real sense of inertia to movement.  As you walk, you dig furrows in the snow.  Unfortunately not everything is modelled with accurate physics, meaning that if you kill an animal (such as one of the wolves which are constantly attacking you) and then walk around its corpse, you can make it levitate.


Hopefully I will adapt to the controls soon.  The Wii U controller is great for the game though, and I like the larger map, especially for planning movements through lots of guards.

Filed Under: Gaming Diary Tagged With: wii u

The not so weekly update – Still playing

Posted on 16/11/2016 Written by gospvg



I'm still playing Dragon Quest Builders, just completed Chapter 2. The final boss destroyed part of my original town so I rebuilt it into a wooden castle.

Completed Everybody's gone to the rapture, did not like it. 3 hours walking simulator which they could have made a 90min movie & I would have enjoyed it more.

iOS nothing new just the usual. Got to Arena 8 in Clash Royale now, it's tough but I'm still doing ok with my Giant, Dragon, Prince & Hog Rider deck.




Filed Under: Gaming Diary Tagged With: Clash Royale, Dragon Quest Builders, iOS, Playstation 4

Virginia (PS4): COMPLETED!

Posted on 15/11/2016 Written by deKay

The odd thing about Virginia is that it was recommended to me the day before it was in a sale on PSN. And it has toilets in it. It must have been fate.

As a narrative discovery game, it’s hard to tell you much without spoiling the plot, but I’ll try. You play as a newly qualified FBI agent, who is assigned the task of investigating a long serving FBI agent because, well, they have unusual ideas and methods. As your “cover”, you’re assigned as her partner, and so together have to investigate the disappearance of a Virginian teen son of a vicar.

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Interaction in Virginia, as is the norm for games of this genre, is minimal. You can activate objects like door handles and so on, and walk around limited areas, but it’s about furthering the story, not solving puzzles.

And what a story. A confusing one, where it’s hard to tell what’s real and what’s a dream, what happened and what is hallucination, and sometimes even what order everything occurs. You find out more about your partner’s past, your own past and possible futures, but even after completing it I had questions and remain somewhat confused.

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Imagine something like Firewatch, mixed with the setting of The X-Files, and you’re mostly there. The art style is close to the former, but the FBI partnership and events are right out of the latter. There are also parts that feel a lot like The Stanley Parable, although without the humour. Or the narration. In fact, there’s no dialogue in the game at all, which you’d think would hamper its efforts to put across a story over everything, but no: It’s expertly “acted” and directed, and even without conversation (and not a great deal of explanatory text) everything comes across. It’s still hard to piece together some, but I don’t think talking characters would help there. It feels like a film or TV show too, with hard cuts from location to location, which was jarring at first but felt natural when you experience it like a film rather than a game.

virginia

I can certainly recommend it, and will probably pore over my recorded playthrough (which I did in a single sitting – it’s not very long) a bit to see if I missed anything. I obviously did as I have a fair few achievements missing! If you want to see my run through Virginia, you can below but be warned: It is full of spoilers.

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

Filed Under: Gaming Diary Tagged With: completed, Post, PS4, psn, virginia

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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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