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Tomb Raider: sighteeing

Posted on 13/01/2014 Written by Xexyz

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.

Filed Under: Gaming Diary Tagged With: Xbox 360

Tearaway: lots of idiocy

Posted on 13/01/2014 Written by Xexyz

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.

Filed Under: Gaming Diary Tagged With: PS Vita

Super Mario 3D World (Wii U)

Posted on 12/01/2014 Written by deKay

The post-game mop-up continues apace. I’ve played through all of Star, Mushroom and Flower worlds (although not collected everything in each level), finishing at Boss Blitz.

It’s not that the level is especially hard, because it isn’t. In fact, most of the bosses in this – which technically classifies as a SuckySuck(TM) Bit – are the same as earlier in the game. The main issue is beating them in the time allowed. Actually, the main issues is beating the Hisstocrats in a short enough time to fit everything else in, as all the other bosses are really easy.

It took about 30 attempts, but not 30 lives as I quit if the Hisstrocrats (the bosses I attempted first) fight was taking too long, but finally:

bossblitzdoneWoo!

Then nothing. That was it. Surely not! Of course not. I “simply” hadn’t collected all the stars, stamps and gold flags in the rest of the game. Ooops.

So off I set to correct that. I’ve now 100%ed all of worlds 1-5, and almost done all of world 6. This is where the challenge is, I suspect!

 

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

Super Mario 3D World (Wii U)

Posted on 12/01/2014 Written by deKay

The post-game mop-up continues apace. I’ve played through all of Star, Mushroom and Flower worlds (although not collected everything in each level), finishing at Boss Blitz.

It’s not that the level is especially hard, because it isn’t. In fact, most of the bosses in this – which technically classifies as a SuckySuck(TM) Bit – are the same as earlier in the game. The main issue is beating them in the time allowed. Actually, the main issues is beating the Hisstocrats in a short enough time to fit everything else in, as all the other bosses are really easy.

It took about 30 attempts, but not 30 lives as I quit if the Hisstrocrats (the bosses I attempted first) fight was taking too long, but finally:

bossblitzdoneWoo!

Then nothing. That was it. Surely not! Of course not. I “simply” hadn’t collected all the stars, stamps and gold flags in the rest of the game. Ooops.

So off I set to correct that. I’ve now 100%ed all of worlds 1-5, and almost done all of world 6. This is where the challenge is, I suspect!

 

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

Phoenix Wright Ace Attorney: Dual Destinies: Turnabout Reclaimed: completed!

Posted on 12/01/2014 Written by Xexyz

Let's just deconstruct that headline.  I've completed the game!  The game in question is the additional case for the 3DS Phoenix Wright game; this additional downloadable case was called 'Turnabout Reclaimed'.  It involved two court cases, in fact, first defending an orca from a murder charge, and then defending her trainer.  In that second court case, I called the orca as a witness.

Yes, an orca.


Having the case split into two worked quite well, as otherwise it could have become a little excessive in length.  Towards the end of the second case there were a number of clever twists which referred right back to the initial investigations, and the cast of characters was exactly the right size to avoid confusion.  The only story-related point which did seem a little off was the marginalisation of Prosecutor Blackquill, whose role seemed to only consist of taunting Phoenix from time to time.

As ever, there were some excellent bits of writing in the game, spoilt only by the occasional typo.  The judge in particular was well written, with his amazement over the orca (and distraction by the penguins) well thought out.  His constant mistake over hip-hop music was the most amusing though.

The case-specific characters were a mixed bunch.  Initially I couldn't stand Dr Crab, but I warmed to him towards the end of the game, although I'm annoyed by the way that characters flat-out lie with quite flimsy reasoning at times.  Some of the later parts of the case revolved around the system he ran (which was "illegal" - I think there was a bit of an error in translation here, I think it was probably meant to simply by unapproved), which had one of the most awkward abbreviations ever.


Sasha' on the other hand, I immediately liked as a character, but she very quickly revealed herself to just be a bit shallow and whiny. Her constant fish puns tailed off in the middle of the game, only to see a resurgence at the end.


Finally, Marlon Rimes ... amusing and unlikable, and an obvious villain from the start. He made me laugh many a time, particularly when his solid evidence revolves around him rapping that he didn't do it.


No more Phoenix Wright for a while - this makes me sad.

Filed Under: Gaming Diary Tagged With: 3ds, completed

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