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A Monster’s Expedition (Through Puzzling Expeditions) (Steam Deck): COMPLETED!

Posted on 17/05/2024 Written by deKay

I maintain that I am not really a fan of sokoban type puzzle games, and yet somehow, I seem to enjoy them. Perhaps it’s just when there are crate-pushing puzzles in otherwise crate-push-free games that I don’t like?

In any case, A Monster’s Expedition was one of the ones I did enjoy. You are a monster, who navigates islands which seem to make up a sort of Museum of Humans, as there are many artefacts (sometimes amusingly mislabelled as to their purpose) to be found. The game, however, isn’t about finding the artefacts – it’s about finding a way to leave the islands completely.

To do that you have to reach a ferry, and to reach the ferry you have to complete crate-pushing puzzles on each island in order to open paths, build log bridges, or make rafts to get around. Of course, they’re not crates you have to push: they’re trees.

You can chop down trees, then push the trunks as logs. If you push them sideways, they roll until they hit something or fall in the water, and if you push them lengthways they flip up on end and then over onto their side again. These, plus the double-height trees and some rocks, make up the majority of the puzzles and they’re all about trying to get logs into certain positions on each island to progress.

It’s simple, although many of the puzzles are not. Later on, you discover a few meta-puzzles, where there’s a collection of islands to solve, but not just to allow you to move between them – you have to make way for a log that needs to traverse the islands and bridges you’ve made too, which may mean the solution you had originally may not be enough for the log as well.

A Monster’s Expedition is a nice little (well, not little – it’s bloody huge) brain-scratcher, with a bit of humour and some fiendish puzzles. Oh, and if you’ve bought the itch.io Palestinian Relief bundle, you already own it!

Filed Under: Gaming Diary Tagged With: completed, Diary, itch.io, steam deck

Rise of the Tomb Raider: completed!

Posted on 16/05/2024 Written by Xexyz

I decided to play on. Ammo was a little depleted, but I had plenty of materials to craft arrows, and I was sure that soldiers would provide me with plenty of bullets. In fact, as I arrived atop the tower, I saw multiple ammo drops in any case, and started to run towards them.

I didn’t get there before the cutscene started. I am not averse to big end battles, as they can set the end of a game nicely. I don’t like huge difficulty spikes, and I don’t like when the skills required for the boss are completely different to those in the game as a whole. To a minor extent, these both applied here. Konstantin appeared in a helicopter, guns blazing, trying to get rid of Lara. Luckily Sofia was still at the trebuchet; unluckily she was unable to hit the moving helicopter. Instead, in a massive nod to realism, after she fired a blazing barrel towards the helicopter, I had to shoot that barrel when it was nearby, causing an explosion that rocked the flying menace. And I had to do that three times, because we all know that helicopters can survive two explosions. And between the helicopter’s appearances, the Deathless Dumbos and Trinity Tosspots all swarmed around the structure trying to kill me.

Luckily I soon found ways to avoid them – running away to an outer ledge, shooting the burning trays over the tops of their heads, and using poison and exploding arrows. It was intense, though, and I was glad to see the helicopter finally on fire and about to crash.

Into me. Into the tower. Oh dear.

So I end up in a burning room with Konstantin, who has obviously survived the crash, taking all my weapons. I have to avoid his machine gun fire and grenades, while running around finding tin cans to craft into explosives and then hitting him with my ice pick. Luckily there were some clear instructions on what I needed to do.

Eventually he submitted to multiple stab wounds, and I took my stuff back from him. And then he begged me to not leave him to die. I had a choice – there was the symbol over his head indicating a kill, but instead I just walked away.

And then the building collapsed on him anyway. Oh well.

Off to the Chamber of Souls to find the Divine Source, and there I find Ana who is desperate not to die. She has the Source, there is a fair amount of back-and-forth, the Deathless Dimwits appear in force and everything is going to be awful. Until Lara lifts up the Source over her head and smashes it. The Deathless become Dead, but so does Jacob, and everything is a bit sad. Game complete.

All being completed, I travel back to the geothermal springs valley to tidy up some loose ends, and hear some interesting post-game conversations. I may return at some point to find the secrets I missed, and complete the side missions left over, but this feels like a good time to stop.

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

Aero the Acro-Bat: diagonal attacks

Posted on 14/05/2024 Written by Xexyz

In the rash of character-based platformers following the rivalry of Sonic and Mario, there must have been many which were unfairly overlooked. Aero is not one of these; it sold well enough to get a sequel, so was not overlooked; and if it had been so it wouldn’t have been unfairly.

Maybe I am being a little harsh; I have only played the first five levels to far, but they are all in the circus and I am longing for some variety in the setting already. My main complaint is with the way that Aero attacks enemies, and controls in general. The control layout indicates that button A is reserved for “fire”, but I have found no way to actually fire anything. Instead, I am forced to use a drill-type attack that goes either diagonally down or diagonally up, and half the time doesn’t hurt the enemy at all (but still hurts me).

A great platform game lives or dies on the accuracy of the jumps and the momentum the character has. Aero is competent enough, but it’s not fun to control – plus there are frequently unavoidable deaths from going too fast or due to trampolines launching you into spikes off-screen. Luckily for present-day me, save states make this a lot more bearable.

Filed Under: Gaming Diary Tagged With: Mega Drive, PC

Beglitched (Steam Deck): COMPLETED!

Posted on 11/05/2024 Written by deKay

Someone recommended this game over on Mastodon and it looked interesting. Then it turned out I already owned it and could play it on my Steam Deck. Result, eh?

It’s a match-3 puzzle game, but one that messes with the rules a bit. The idea isn’t just to match-3 (or more), as it matter which icons you match. For example, you only have so many moves, but matching certain symbols gives you more moves. Additionally, there’s a digital creature on the board, usually hidden, and you have to use symbols to track it down (such as arrows to point at it) and then blow it up. Triggering arrows and bombs use power, though, and you need to match other symbols in order to replenish it.

Furthermore, some of these digital creatures affect the board, or need blowing up more than once, or can’t be blown up. Or shouldn’t be blown up. It’s a lot more complex than your average matching game.

The surrounding motif of Beglitched is that it’s all set in a computer system. You’re a user of a sort of message board, and one of the prominent figures of the board has vanished and everyone else there now thinks you’re them – and most are out to stop you doing whatever it is that you need to do. It plays out as a series of small grids of levels, where the grid itself often contains puzzles and enemies. Progressing in the game opens up new folders on the computer, each acting as a sort of world with, generally, a specific change to the basic game rules.

It’s a good concept, and changing up the rules stops the core gameplay from getting stale. It certainly has a lot more depth than similar games, but it’s also somewhat shorter. Definitely worth playing if you like a good match game.

Filed Under: Gaming Diary Tagged With: completed, Diary, steam deck

Little Kitty Big City: not a great start

Posted on 10/05/2024 Written by Xexyz

When I first heard of Little Kitty Big City, in a Nintendo Indie showcase, I thought it looked fun – it was obviously inspired by the excellent Untitled Goose Game, but allowed you to play as a cat across a wider and more vertical area. The fact I had only heard of it at this point (in late 2023) rather than back in 2021 when it was first announced, in undoubtedly due to my bias to console games. But anyway.

The game is fine. The cat is well animated, but there’s an odd lag on the controls which makes it a bit finnicky to do anything. This is particularly disappointing given how graceful cats are when moving around – you’d hope that would translate to the game. In the announcement video linked above, you see the cat doing stuff like climbing up ivy and jumping into boxes, which doesn’t seem possible in the hour I’ve played so far. Instead you have the option of holding down the jump button to steer where you land, which glitches all over the place, onto the edge of ledges, and only gives an indication where you’ll end up.

There’s also little consistency on interacting with humans. Sometimes they will react to you jumping at them, dropping their phone or falling over. Sometimes they’ll just ignore you. The shopkeeper get very annoyed with me for knocking a bottle of jam off the top shelf, and picked me up and put me outside the shop – but then I walked back in and she gave me a stroke.

The missions to complete are varied but not overly inventive so far – scoring goals with footballs placed near them; knock flowerpots off walls; pounce on birds to collect feathers – but the difficulties I’m having with the controls overshadows the fun these could be. When getting the pink football around the corner to the pink goal, the ball randomly bounced off a wall into a puddle and then there was no way for me to get it – any contact with water sees the cat freaking out and jumping away. I had to wait until someone came along and kicked the ball out of the puddle, which was a couple of minutes later. While I thought that was annoying, it was nothing compared to when I fell off a wall into a puddle and the cat got wedged between the wall and a pipe, constantly jumping away from the water it was stuck in.

There’s fun to be had, investigating how the world reacts to you, but the glitches and controls are difficult to get past. I might wait and see if there’s an update soon.

Filed Under: Gaming Diary Tagged With: Xbox One

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96: Magic Beans
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What is this word “late” which you are saying? I do not recognise it and I do not understand it and I do not wish to believe it exists! Episode 96 cannot be late, for it was never scheduled. Sir, you embarrass yourself.

Arguments about timetabling aside, we would like to invite you to enjoy this most recent (at time of typing) episode of your favourite podcast! deKay, Kendrick and Orrah huddled round a warm bucket of cocoa and discussed, to varying lengths, the important news of our time – including Nintendo’s Mario Direct, more unfortunate developers losing their jobs because Money, Microsoft increasing the price of Game Pass (again, because Money) and Starbreeze getting several years into developing an eagerly anticipated Dungeons & Dragons game before pulling the plug because, well, Money. Thankfully, there’s some Good Stuff too, like chat about these games.

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