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Assassin’s Creed Revelations: completed!

Posted on 01/08/2016 Written by Xexyz

I actually completed this a while ago, but it's taken me ages to get around to writing about it - and getting the screenshots off my capture box.  Plus, you know, there were some after-game parts I wanted to get around to, including an achievement for catching the taxman which occurs once in a blue moon.  I may write about those separately.

The main game first, then.  The storyline, pulling together the missing parts of Altäir's life with the later years of Ezio, was probably the most coherent yet, although the modern-day parts, with Desmond in some sort of coma, were less successful.  The story missions seemed more varied and tighter than in previous games, but the amount of extraneous guff seemed too high - the tower defence games and constant need to send assassins to the Mediterranean were not optional enough and felt entirely superfluous.

The city of Constantinople wasn't as interesting as Rome, partially due to a lack of countryside and ancient ruins.  There was possibly more variety in buildings, but I found myself constantly having the refer to the map to work out where I was, whereas navigating Brotherhood's city was second nature by the time I finished the game.  The poor draw distance from viewpoints didn't help.


Having said that, the game on the ground is stunning to look at, and I enjoyed the parkour more than before, largely due to the hookblade which allows you to make large jumps with little fear of damage. I noticed I played the game slightly differently as well - making more use of the hiding places and running from enemies, rather than simply engaging in the fight until they were all dead.



The one weak point in the story was the involvement of Sofia Sartor, who came across as naïve and hopeless at several points throughout the game.  Her kidnapping was a cliche too far.  It wasn't made clear why she was so interested in Ezio's books, and the limited involvement the two of them had didn't establish any sort of relationship.  Ezio continued to ignore her and hide away throughout, which makes the idea that there would have been any sort of romance extremely unlikely.


But she helped him find random books, so that's alright.

The end credits went on for hours, over a dull background of the destroyed animus hub.  Which was then rebuilt, so you could continue to play and find stuff.


Which I did.


Filed Under: Gaming Diary Tagged With: completed, Xbox 360

Missing: An Interactive Thriller – Episode One (Mac): COMPLETED!

Posted on 30/07/2016 Written by deKay

Missing: An Interactive Thriller, is rubbish. Not so much the game itself, which is very much in Zero Time Dilemma/Room Escape style only with actual full motion video, more the fact that this is it. Episode One, it seems now that I’ve finished it and looked for the next in the series, is all that they’ve made, or will ever likely make.

missing

It’s not a fantastic game, as the puzzles are mostly too simple, or too vague (needing you to move the pointer over everything), and there are a few “CLICK HERE!!!!!11!!1” QTEs which don’t quite gel with the rest of what’s going on, but it isn’t really bad. The acting of everyone bar the main guy is poor, and there are pangs of Night Trap about it, but I did enjoy it enough to want to play the rest.

Which won’t happen because there isn’t any. So I can’t really recommend it any more than I can the first chapter of a book.

missing

The post Missing: An Interactive Thriller – Episode One (Mac): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, Mac, Post

Gunpoint (Mac): COMPLETED!

Posted on 29/07/2016 Written by deKay

Considering all the games I’ve completed in the first half of 2016, I’ve been a little bit lax recently, it would appear. The main cause is, of course, the fantastic Tokyo Mirage Sessions #FE (which I’m over 55 hours into now), but I’ve also been catching up on demos on the Wii U and 3DS – I may post about those later.

Gunpoint, however, is something I’ve been playing off and on over the last week. Each level is pretty short, and you can save whenever you want (and if you die you can rewind a few seconds, which is a great feature), so it lends itself well to a few minutes play every so often.

The aim of the game is to infiltrate various buildings and retrieve/destroy/plant evidence or computer files, with the overarching plot relating to you being a freelance spy with hugely powerful spring boots working for three different sides, to various degrees, in a murder case. A case you’re involved in yourself, leading to bizarre situations like having to recover CCTV footage may contain evidence that would incriminate yourself.

Gunpoint

Each level plays out with three main skills. You can jump really high, or far, and use this to scale walls, smash though windows, or pounce on guards. You can (after the first couple of levels) hack electronic devices too, rewiring the building so that, for example, a light switch now opens a door, or a security camera calls a lift. Finally, you can punch (and later, shoot) guards, although to score highly you need to be silent, undetected and refrain from violence.

Gunpoint

Far from being a platform game like the superficially similar The Swindle, the emphasis is much more on puzzle solving, with often many solutions – sometimes clever, sometimes funny. Wiring up a motion sensor to a plug socket so that one guard electrocutes another elsewhere in the building never ceases to entertain. As you unlock more abilities (such as more powerful jumps or additional gadgets), more solutions present themselves. I realised that I could, on a very late mission, use a light switch to trigger a guard’s gun for instance – and he merrily shot his own guardchums.

Gunpoint isn’t a long game (three hours, perhaps?) but it’s clever, makes you feel clever, and is genuinely fun and funny. If only I could remember, like most of my Steam games, why I own it.

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

Filed Under: Gaming Diary Tagged With: completed, gunpoint, Mac, Post

Pokémon X: lost in Reflection Cave

Posted on 26/07/2016 Written by Xexyz

I've not written about Pokémon X before, and yet have fifteen hours logged to it.  Partially that's because I've been rather lazy with my gaming diary, and partially that's because Nintendo have prevented you from posting screenshots to Miiverse, which in turn means I can't post them here.

Anyway.  I don't have a great record with pokémon games.  I have played Yellow, Sapphire, LeafGreen, Pearl, Black, and now X.  I have never completed one; I have reached the Elite Four on the first four games listed, and on Pearl I managed to beat them - only to get defeated by a champion and sent back to the beginning.

Yet I keep getting drawn back in.  Maybe it's that I love the beginning game - exploring the map, catching pokémon and filling up the pokédex.  The gyms to start with are generally easy, and the main problem you can have is being too powerful, with a team who just KO any rare wild pokémon instead of letting you catch them.

And so it has been the case with Pokémon X, except the game seems to be progressing a lot slower than previous iterations.  I have played for 15 hours, and have only cleared two gyms.  The journeys between gyms are not only longer - multiple long routes each time - but also contain more sidequests and distractions.  It feels a bit Assassins-Creed-ish.  I am trying to ignore anything not important, outside of the usual pokémon collecting and levelling, but I fear that I may end up with an underpowered team.  We shall see.

I've just arrived in Shalour City, where I believe there is a new gym.  People are talking of a strange tower, though, so I suspect I may investigate that first ...

Filed Under: Gaming Diary Tagged With: 3ds

Monster Hunter Generations (3DS)

Posted on 18/07/2016 Written by choobs

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Look! I’m not Bague! I’m Chewbury! And I’m a bloke! This is a direct result of the Rath Heart Armour making me look like a cupcake in MH4U.

Oh Lordy! It’s a new Monster Hunter game. And I haven’t even reached G-rank on MH4U yet! Well, that’s embarrassing! Anyway, all is not lost! Just like MH4U played sufficiently differently to MH3U that it didn’t supplant the previous version, MHGen does the same thing – in spades. The jumpy mechanics introduced in 4U are still there, but there’s a whole new “Styles” system which allows you to switch up both your play style and the special abilities that style gives you, depending on the fight you’re doing.

For example, this time round I’m using the switch-axe as my main weapon. I’m also using the ‘Aerial’ style rather a lot. This basically adds a little jump to my dodge, meaning I can vault off monsters (which makes special attacks fun and mounting easy). The trade off is that I can only select one special move and my combo finishes can only be triggered while part of an aerial chain. Other styles allow you to select up to three special moves and provide a wide range of defensive and offensive options.

On top of these new mechanics, there’s a buttload of new areas and new monsters as well as a VAST array of villages, areas and monsters from earlier editions, right the way back to Monster Hunter 1. I think I could probably play this one forever.

 

Filed Under: Gaming Diary Tagged With: Game Diary

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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.

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