It has taken me six months after purchasing my Vita to finally start playing a game.
New Little King's Story is a rpg with a micro management element. Your kingdom is destroyed & you are back to square one. Rebuild your kingdom by assigning various jobs to your citizens, gain gold & build new buildings to unlock more missions, skills & plans.
You can choose which citizens you wish to control and they travel the world with you fighting, digging for treasure or even collecting taxes.
Currently I can assign citizens to be a soldier (used for fighting obviously), builder (Um?? building) or gardener (used for digging). It's an enjoyable little game which will pass the time for when I can't get to use the TV to play Mass Effect 2.
Tearaway: lots of bugs
On the way home last night, the majority of people got off the train two stops before me. I saw my chance to progress in Tearaway, so got the Vita out and turned it on; it's great that I can be back in the game within a couple of seconds, something we've taken for granted since the DS and PSP.
I pressed Y to record a sound, called "hello" into the microphone, and nothing happened. Surely it can't actually recognise a roar? I pressed Y again and growled into the mic. Again, nothing. No matter what i did, the game didn't recognise that I'd made a sound.
I wondered if there was too much background noise. I waited until I got into the car, and tried again. No luck. Nothing I did let me either cancel the request for a sound or record anything. Searching the Internet today, it seems that there's a bug in the game, which should theoretically be solved by completely turning off the system and then restarting. I'll try that tonight.
I pressed Y to record a sound, called "hello" into the microphone, and nothing happened. Surely it can't actually recognise a roar? I pressed Y again and growled into the mic. Again, nothing. No matter what i did, the game didn't recognise that I'd made a sound.
I wondered if there was too much background noise. I waited until I got into the car, and tried again. No luck. Nothing I did let me either cancel the request for a sound or record anything. Searching the Internet today, it seems that there's a bug in the game, which should theoretically be solved by completely turning off the system and then restarting. I'll try that tonight.
Champ Man – Completed
Tomb Raider: sighteeing
I've been through quite a few spectacular sections in this now - running through burning buildings with things collapsing as I go, jumping across a bridge as it was being demolished, ziplining from the top of a mountain down to the beach.
In some ways it's similar to a Metroid structure of game, where as you progress you're given new upgrades which allow you to access parts of the world which were previously hidden away. The main difference here is that there is very little back-tracking, and I can only think of a couple of places where I went past a room or entrance without getting the ability to enter it very soon afterwards.
Having said that, there may well have been a number of hidden areas that I didn't notice. A few hours into the game you're given the ability to upgrade your pick, which allows you to climb walls like the above. The indicators of where you can use upgrades are generally well hidden until you know what to look for - bundles of white cloth, ropes wound around timbers, chalky walls.
After escaping the burning monastery, Lara has to avoid several machine gun emplacements and make her way down the mountain. After the first descent, you find a stunning area with a ship suspended by ropes. This ship is huge - and you have to zipline down onto its surface. By the end of the sequence, the ship's hanging by a single rope and Lara's no longer on board ...
Then down to the sea, and meeting up with the survivors. They want to repair a boat to escape the island, but we know that's not going to happen - Lara wants to take the boat inland. Before that can happen, Lara's off to explore shipwrecks to pick up a pulley system and play around on the masts.
Stunning game, and fun with it. I hope it throws in some new ideas soon, though, or even finishes - it's starting to get a little samey in terms of gameplay, even if the location changes.
In some ways it's similar to a Metroid structure of game, where as you progress you're given new upgrades which allow you to access parts of the world which were previously hidden away. The main difference here is that there is very little back-tracking, and I can only think of a couple of places where I went past a room or entrance without getting the ability to enter it very soon afterwards.
Having said that, there may well have been a number of hidden areas that I didn't notice. A few hours into the game you're given the ability to upgrade your pick, which allows you to climb walls like the above. The indicators of where you can use upgrades are generally well hidden until you know what to look for - bundles of white cloth, ropes wound around timbers, chalky walls.
After escaping the burning monastery, Lara has to avoid several machine gun emplacements and make her way down the mountain. After the first descent, you find a stunning area with a ship suspended by ropes. This ship is huge - and you have to zipline down onto its surface. By the end of the sequence, the ship's hanging by a single rope and Lara's no longer on board ...
Then down to the sea, and meeting up with the survivors. They want to repair a boat to escape the island, but we know that's not going to happen - Lara wants to take the boat inland. Before that can happen, Lara's off to explore shipwrecks to pick up a pulley system and play around on the masts.
Stunning game, and fun with it. I hope it throws in some new ideas soon, though, or even finishes - it's starting to get a little samey in terms of gameplay, even if the location changes.
Tearaway: lots of idiocy
The PS Vita is a portable system - just about, admittedly, since it's bigger than a PSP and won't fit into a normal pocket. Still, it's got an integrated screen and headphone socket, so it's ideal to play on the train during my commute. With Tearaway you do look a bit daft from time to time when you start to prod the back of the console and use the touchscreen, but nobody looks at you on the train so that's fine.
People can, however, hear you. I'm sure I'm not the only person to play Tearaway on the train - in fact, I'm sure some of the developers of the game must get a train from time to time and play their 3DS or Vita on board. Did nobody at any point in the development process think that it might not be such a great idea to include a bit in the game where you have to shout into your console?
There's no way to skip this and use a default noise, you have to record yourself (and it won't accept just background noise, either). Needless to say, I'm not going to do that on the train, and as I can hardly do it in the office either I'm not going to be able to play the game on my way home either.
Idiots.
People can, however, hear you. I'm sure I'm not the only person to play Tearaway on the train - in fact, I'm sure some of the developers of the game must get a train from time to time and play their 3DS or Vita on board. Did nobody at any point in the development process think that it might not be such a great idea to include a bit in the game where you have to shout into your console?
There's no way to skip this and use a default noise, you have to record yourself (and it won't accept just background noise, either). Needless to say, I'm not going to do that on the train, and as I can hardly do it in the office either I'm not going to be able to play the game on my way home either.
Idiots.
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