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Super Mario Maker (Wii U)

Posted on 17/01/2016 Written by deKay

Impossible (1)I got Super Mario Maker for Christmas, and soon set about creating some utterly fantastic levels with it. Sadly, they were all lost in the New Year’s Eve Mario Level Fire, so you’ll have to make do with the other creations instead. I’ve some listed in this blog post over here.

Mostly, though, I’ve been playing other peoples’ levels, which is frankly the only other thing you can do with the game. There’s no “story mode” or anything, so it’s user generated content or create user generated content. There is a set of levels collected together to become a sort of “new” Mario game, but it’s actually just user levels randomly picked that you play one after another.

Ice_ClimbersEach level has a difficulty rating, seemingly applied based on the number of people who managed to complete it, and there are three levels of difficulty you can play through in this random level story mode thing, with a set number of lives with which to try and make it to the end. It’s fun, but invariably due to the random nature of it, you’ll get some terrible levels thrown in. Thankfully, you can skip them and they’re swapped out for another level instead.

You can also just pick and choose other players’ levels, either by using a code to look them up, or following some of your friends or favourite creators. It’s this second option that I’ve mainly been doing when playing rather than creating.

tumblr_nzzmy80qj81svmpf2o1_400The actual creation side of things is as simple as you’d expect from Nintendo. Drag items from the toolbox onto the play area, and that’s it. Shake items to modify them (e.g. green koopas become red) or feed items mushrooms to make them larger. Add wings to things to make them fly, put them in pipes to make the pipes spit them out, and combine or stack items, blocks or baddies for other, sometimes unexpected, stuff. You can change the theme of the level, swapping between Super Mario Bros, Super Mario Bros 3, Super Mario World and New Super Mario Bros U tilesets, and configure it to be a grassy level, underground, an airship level, and so on just by clicking a button. It’s very easy.

Sadly, to actually get to do all these things, you have to unlock all the modes and items, and doing that is a combination of using everything already available and placing lots of items. You have to spend a couple of hours just placing objects in order for the game to allow you the full freedom it can. I understand Nintendo trying to ease you in, but why there’s no “OK, I’ve played Mario games before – skip to the end?” option, I don’t know.

This_is_stupid.A minor complaint, but understandable when you consider how easy it is to flip between game types, is the physics. Mario jumps around like he does in New Super Mario Bros U, which is great. Only his physics are the same in a Super Mario Bros level too, and a Mario 3 level, and in the original games they didn’t all handle the same at all. I realise why this is done – you’d probably have to redesign a level to accommodate different jump heights or run-up distances every time you swap theme – but it’s a shame you can’t have “original physics” as a choice. After all, each Mario in each theme has other differences anyway, as Mario U call wall jump, and Mario 3 can pick up feathers to fly.

Worst_episode_of_Fort_Boyard_everThat aside, it’s a great little package. Something “create your own levels” games often become is tiresome as your imagination fades, but when you upload levels for others to play – and get feedback from – this adds something, and coupled with the breadth of ideas from other creators (you’d think by now Mario ideas had been exhausted: It would appear not) you’re constantly exposed to new gimmicks, set pieces and ideas to add, modify or combine for your own levels.

The post Super Mario Maker (Wii U) appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: mario, Post, wii u

Fallout 4 (PS4): COMPLETED!

Posted on 15/01/2016 Written by deKay

Crawl out through the fallout, baby
When they drop that bomb
Crawl out through the fallout, baby
With the greatest of aplomb

Crawl out through the Fallout back to me! Oh yes. Fallout is BACK and I’ve bloody loved it. Fallout 3 and New Vegas were two of my favourite games from the last generation of consoles, and two of the most played. As soon as Fallout 4 was announced, I bought a PS4 so I’d have something to play it on. I was so excited I posted about it on Twitter every single day from announcement to release. Oh god, Fallout 4.

Fallout_4_20160108224324

 

But first, some bad stuff. And spoilers – definitely read no further if you don’t want spoilers. Stopped reading? Excellent.

I didn’t like the ending. I know there are several endings, and I’ve some earlier saves ready to return to when I decide to try for the others, but I felt that the Railroad ending was looking like the “good” ending. It wasn’t. Not unless you think slaughtering dozens of innocent scientists and destroying 200 years of scientific progress (not to mention re-radiating a large chunk of the Wasteland) in order to save the “lives” of some synthetic humans is a “good” ending. Here’s a video, spoilers abound:

What I wanted, really, was for the Institute to see sense and either hide away completely (they supposedly could with their reactor) or share their advances with everyone for the good of the world. But no, that doesn’t seem to be an option.

That aside, the game itself is excellent. I’ve posted about the bugs, of which there are a lot, but they’re mostly minor. Two major ones happened (the next quest didn’t trigger), but they resolved themselves eventually after doing some sidequests for a while. There’s some annoyance with the dialogue choices, as the options on screen just give you an idea of what you’ll say rather then the exact words and intonation meaning you can end up with a totally different conversation to that you expected. These make up a small part of the game though, and the rest more than makes up for it.

I love the setting. I love the exploration. I love the 40s, 50s and 60s songs on the radio. I love the characters, especially Nick Valentine who, since meeting him about 12 hours in, has become my only companion. He’s awesome:

He has great one-liners, keeps me on the straight and narrow (he’s not a fan of stealing or being nasty to folk) and looks fantastic with his private dick outfit and half his face torn off. One day I’ll actually go and find Eddies tape for him. One day, Nick. One day.

I even love the base building, which is new to Fallout 4. It’s clunky, it’s buggy, and is a completely pointless time-sink, but for some reason I keep getting addicted to it. I’ve built towers and castles in the sky and a warehouse full of beds with a disco ball, and it’s incredible.

Besides that though, and the massively improved graphics (and palette – there are blue skies now!), it’s all still pretty much Fallout 3 again, in a new location with new things to do. In a way, you’d think that’s a little disappointing, but it’s actually exactly what I wanted. There are tweaks to improve things, like being able to tag required parts so junk items show up as needed when looting, and being able to see and take what is in a container without “opening” it, but they just improve the experience rather than vastly change it.

Click to view slideshow.

I just wish there was a better ending. Maybe one of the others will surprise me. Or maybe I missed some dialogue options somewhere. I’m sure I’ll find out, as I’m going to play some more. A lot more. After all, I’ve only put 65 hours into it so far, so I’ve barely scratched the surface.

The post Fallout 4 (PS4): COMPLETED! appeared first on deKay's Gaming Diary.

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

Fifa 16 – Getting ready for TOTY packs

Posted on 15/01/2016 Written by gospvg



After finishing Fallout 4 I've gone back to playing Fifa & FUTdraft to collect packs for the TOTY team release this weekend, I've got 12 packs at the moment waiting to open in the hope I can get one TOTY player.

I usually play FUTdraft with the boys and to make it more interesting we are now choosing our selections by blind picks (picking a number & see who we get). This has resulted in some dreadful choices like John Terry, Shane Long or a horrible formation like 5221.

Scored a lovely volley with Hulk, wish me luck for the weekend for a TOTY player.

Filed Under: Gaming Diary Tagged With: Fifa, Playstation 4

Rocket League: an epic match

Posted on 06/01/2016 Written by Xexyz

Yes, I have a PS4.  I've not played on it too much yet - this three-month-old baby is less accommodating to gaming than the last one - but what I have played has been largely split between FIFA 16 and Rocket League.  The latter is a sort of football game, or maybe more hockey, where you use cars to hit a ball into your opponents' goal.  Your cars can jump, boost, and even fly if you use the booster rockets right.

Last night I had an epic match.  My team quickly fell to 3-0 down, partially due to a player dropping out and being replaced, and partially because we were all over the place.  With two minutes left on the clock, someone scored one back, then I scored a second.  Time ticking down, until I finally equalised with three seconds left on the clock.  Into overtime, and the ball went back and forth on the pitch until finally we scored and won.

The PS4 has a pretty nifty function where you can record your last 15 minutes gaming.  So I can show you the match in full.  Enjoy!


Filed Under: Gaming Diary Tagged With: Playstation 4

Switchblade: exploring the caves

Posted on 06/01/2016 Written by Xexyz

Switchblade was always touted as one of the great games on the GX4000, using the power of the console over the standard CPC version and benefiting from instant loading.  Given the size of the map, that's not surprising; the disk version certainly seems to chug regularly.  Despite having owned it for many years, I've never given it a proper go beyond making sure that the cartridge worked.  Over the Christmas holidays I had some time to rectify that.


The first thing I was surprised about was the accuracy of controls. When playing many 8-bit games, there's a noticeable lag in inputs, and games are often designed to allow for this.  Some games did this better than others - Titus the Fox, for example, allowed a bit of leeway in jumping.  That's not the case here, but the response to inputs is instant, making you feel much more in control.


The second thing I noticed, after playing for a while, is how complex the game is.  It's packed with puzzles, in terms of finding new rooms, finding ways to attack enemies without taking damage, and exploration.  I originally thought that the fact that enemies can't attack you while you're standing on a crate was a limitation of the game, but in many cases it's the very basis of the puzzle.

That's not to say that the game isn't an action-based title.  I've not completed it yet, because the five lives you start with don't last long when you're being attacked.  I shall try again, though - each time I play I get a bit further.  I may need map paper soon though ...

Meanwhile, I loaded up an emulator to take some screenshots, and took the opportunity to compare the GX4000 game to the CPC version.  As I said above, the disk version seems to chug a bit more, which may be loading, but the main difference is the visuals.  Look at them, it's an astounding change.



(GX4000 is the top, standard CPC is the bottom.)

Filed Under: Gaming Diary Tagged With: CPC, GX4000, PC

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