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Xenoblade Chronicles: Definitive Edition (Switch): COMPLETED!

Posted on 21/04/2024 Written by deKay

I’m definitely in the mood for roleplaying games this year, so Xenoblade Chronicles – a game I already have, unplayed, for the 3DS – came to mind. Of course, I couldn’t play the 3DS version when a newer, better, more complete version exists, so I had to buy that. Naturally, it has never seen much of a price drop but after a few weeks of checking sites for cheap copies an Italian version came up on eBay for £23, less than half the usual going price. Thankfully, it has an English option, and so here we are.

Going into a 50+ hour RPG can be pretty daunting. That’s a big ol’ time sink for a start, but it’s also “what if it’s too hard and I can’t complete it?”, or “what if it’s terrible?”. Reviews suggested the latter wasn’t likely to be true and being an RPG you can always grind levels for any hard bits, but very quickly I hit a bit of a wall – I hated the combat.

Traditionally, any JRPG to me has turn based combat. You could also (incorrectly) argue that games like The Legend of Zelda are RPGs (they’re not) and so are action based combat. Then you have western RPGs like Fallout 3 or Knights of the Old Republic which have their own systems with Action Points and semi-real-time combat. Xenoblade is different. And I didn’t like it.

You see, when you trigger a fight (ideally by sneaking up behind a baddie and slashing your sword at them) you move into what superficially appears to a be real-time fight where you can move as much as you want and attack when you want and physically dodge rather than (seemingly) hidden dice-rolls determining actions and success. Except it isn’t like that, as although you can use one of your various attacks (and buffs, debuffs and heals) each one has a cooldown. There’s a bar along the bottom of the screen with your moves listed, and you spend 95% of each fight looking at and selecting things on this bar rather than the action unfolding, and it’s just weird.

Or at least it was until something clicked: This is basically the same combat system as in Eternal Sonata.

Now I realise you, dear reader, are about to be shouting in the comments about how Final Fantasy have been doing this for years and how it’s used in Kingdom Hearts and it’s really common or something. But I haven’t played those to any degree. I have, however, played Eternal Sonata. Anyway, following this revelation, it was fine. Well, I mean, the game operating through a set of icons along the bottom of the screen was still a bit odd but gameplay-wise, all good.

With all that out of the way, what about the actual game, eh? Unfortunately that got off to a bad start too, as within minutes of actually taking control of my character, I’d unlocked twelvetentymillion quests. Which was more than a little overwhelming. And they just kept coming. Luckily, they’re dealt with in a really clever way, in a nice checklist which you can turn quest tracking on and off for with map icons and instructions and reminders. I believe this is a system from the later Xenoblade games which was backported to this remaster of the Wii original, where the old quest tracking system was essentially unusable. Yay for waiting to play a later version! So, like the combat, I was won over and ticking all the boxes became a fun obsession rather than an irritating chore like it appeared at first.

Xenoblade Chronicles is a big game. Sure, I mean that in that it’s a huge RPG, and I also mean in that it’s an epic storyline, but I really mean that the whole world is set on (and in) the body of two massive titans – Bionis, a creature of earth and nature, and Mechonis, a being of gears and metal. Areas explored and encountered are on the leg, or hand, or inside the chest of these creatures. In the distant past of the world of Xenoblade, these two giants fought, and ultimately both “died”. The Xenoblade of the title was the weapon of choice for the Bionis, and it’s this that Shulk – tiny human that he is – ends up wielding himself. Yes, somehow it’s a lot smaller when Shulk holds it, although like most JRPGs it’s still hilariously oversized.

Anyway, Doings are Afoot, and it seems that the denizens of Mechonis (mostly robots) have been sent to war with those (mostly humans) of Bionis, and they’re near indestructible without the power of the Xenoblade. So begins Shulk’s quest to avenge the apparent death of his friend, and he travels the world to reach Mechonis and defeat the Big Bad. Only, of course, there are more twists than a telephone cable and things aren’t as straightforward as it seems.

This plays out in a fairly standard JRPG way – reach new areas, get new friends (some of whom join your party) and foes (or are they?), fight increasingly more powerful baddies, complete side quests, rebuild a city, make embarrassed faces when any sort of physical attraction might be construed, get progressively more powerful yourself, augment your clothes and weapons with stones that boost various stats, and so on. You know the deal.

Fights are complex, with three characters to keep track of (although you can only directly control your leader), combos to try and build, and a system of staggering, knocking over, and paralysing baddies which require certain attacks in specific orders to achieve – and they’re necessary for some baddies or they just won’t take damage at all. All this while there is so much chatter. Reyn constantly yelling “Now it’s Reyn time!”, Sharla peppering every fight with “My rifle’s getting hotter!” and so on. It’s a bit much after 80 hours. There is some funny (for a while…) bants though, mainly involving Riki the catmouseturnipbear thing. Behold the “Riki Need Paws!” exchange:

I’ve made a few comments now where it suggests I didn’t like the game. I haven’t mentioned the slightly annoying fetch quests, or the sometimes dodgy graphics (mainly when close up or in caves), or the fact you often have to wait until a certain time of day (there’s a full day/night cycle in the game) to talk to people. You would be wrong – it was bloody brilliant, warts and all.

The plot, especially the resolution, is utterly mental. The twists along the way are whaaaaaaa? in the extreme. But it works somehow. The gameplay is solid, the just one more area carrot is strong. The areas, when there are big open vistas are gorgeous, with some very Breath of the Wild vibes. The soundtrack is great, the main characters are brilliant (although “Shulk” is the worst name in all of creation) and it’s just fun. I may have taken a very long time to come to the Xenoblade party, but after 90-odd hours of it I’ve definitely arrived and look forward to some Xenoblade Chronicles 2. Once I can find a cheap Italian copy, of course.

Oh, and to explicitly answer the two concerns at the start of this post – it was easy, and I did like it. Phew, eh?

Filed Under: Gaming Diary Tagged With: completed, Diary, switch, xenoblade

Virtua Racing and Virtua Racing Deluxe: evolution of the Mega Drive

Posted on 19/04/2024 Written by Xexyz

Virtua Racing in the arcade was a revelation. Until this point driving games were generally represented by a curving path drawn on a 2D plane, with you having to react left and right to keep in the middle of the road (the game was moving your sprite automatically in the opposite direction). As amazing a game Chase HQ on the CPC was, the driving model was basic at best. Even Road Rash had only a semblance of steering. There were some exceptions – Hard Drivin’, Stunt Car Racer, all the Mode 7 flat racers on the SNES – but it wasn’t until Virtua Racing appeared that you could really feel like you were driving a racing car.

It came with a price tag. While most games in the arcades were 50p a go (or even 10p for the older cabinets), the big noticeable Virtua Racing cabinet was £1. I hadn’t paid £1 for a go of an arcade game since the Virtuality cabinet on which I played VTOL. At least Virtua Racing didn’t make me feel ill, with a headset that didn’t fit properly and a framerate that was probably measured in seconds per frame, although going back to the arcade game now the refresh rate isn’t anything to write home about either.

So I didn’t play VR much in the arcade, but the few times I did it was a great experience. And then they announced it was going to be released for the Mega Drive. Oh my.

It cost £70, almost twice the price of a standard game, and it included an extra processor to allow for the polygonal graphics. The framerate wasn’t amazing (15 fps compared to that arcade’s 30), the graphics were very much cut back, but the feeling of racing was still there. I bought Virtua Racing and played it a lot.

I don’t think any other games ever used the same extra processor on the Mega Drive, but not long after Virtua Racing was released Sega announced new hardware for the home – not only a new console (which would be launched as the Saturn), but an add-on for the Mega Drive to increase its capabilities. The 32X did not sell well, which is why I was able to buy mine for £25 a couple of years later. It’s a fun machine to own because the games are actually pretty decent, even today.

Sega released Virtua Racing Deluxe for the 32X, and it’s a big step up from the Mega Drive version. It runs at 20 fps – which is still very low for today’s standards, but feels fine – and there’s a lot more detail on the screen. I played this version even more than the MD game, even though I did get it much later on.

Since Virtua Racing Deluxe was a launch game for the 32X, both these games came out in 1994 – March for the Mega Drive, and December for the 32X. Comparing the two games shows quite a lot of progress for nine months – and the huge upgrade the 32X was able to enable.

The resolution and clarity of the graphics is immediately apparent here – the 32X has more colours, relying less on dithering for shading, and everything is made up of more polygons. Even the HUD overlay is better constructed, with the map rotating with the car, and the information taking up a little less space.

I must apologise for the lack of consistency between these images – I wasn’t planning on comparing them when I took the screenshots. Nevertheless, you can see here the detail on the car is massively improved for the 32X game, even if you can’t see the struts holding on the wheels (due to them being the same colour grey as the road).

You can also see that I completed the course faster on the 32X.

The 32X has added particles, a clarity around the edge of the road, and for some reason the car’s at a slightly different angle.

Revisiting these games (admittedly via emulation) is instructive to see how far we’ve come, and yet also how much has remained the same. Virtua Racing came out on the Switch a few years ago, and it is (as you’d expect) even better than the arcade game – 60 fps, improved handling, expanded game modes – but the game plays the same as ever, and the Mega Drive versions are just as fun.

Filed Under: Gaming Diary Tagged With: 32X, Mac, Mega Drive

Rise of the Tomb Raider: killing the bear

Posted on 15/04/2024 Written by Xexyz

Ten years ago in 2014 I played and completed the 2013 game called Tomb Raider, which is different from the 1996 game called Tomb Raider which I completed in 1998. I’ve done this joke before. I enjoyed the last game in the series, and picked up the sequel in a sale quite soon after its 2015 launch on Xbox 360. I didn’t play it. I then bought it for the PS4 in a sale a couple of years later, when they announced a free DLC which enabled a limited VR mode. I then also didn’t play that. In 2020 Sony gave the game away on PS Plus, which I claimed, and downloaded, and again didn’t play. I can’t recall if I have it on the Xbox One as well, but that wouldn’t surprise me.

I’ve played some of it now. It’s good.

The beginning of the game is a little clichéd, in that you start in the midst of an action-packed sequence, climbing up a mountain during a blizzard and storm, and then the game resets to a few weeks earlier to explain how you got into that situation. This start acts as an introduction to the movement controls, with ice picks making a welcome return from the first game (where they were introduced half way through to allow new areas to open up). It’s nice enough, but the setting doesn’t really show off the game’s main draws. Those don’t come until a little later, when you realise that – although there is a resemblance to the Uncharted games in terms of story progression, platform puzzles, and general story – this game is a lot less linear and allows for greater exploration.

For a while you are pushed through a linear path, exposing the story of Trinity and the prophet they were chasing. Lara’s dad had tracked this down to Syria, but when you get to the tomb it’s empty. Of course, bad guys arrive at the same time and blow everything up. While fleeing, you find a clue which leads you to Siberia – and back to the opening sequence.

After climbing the icy peak, leaving companions behind, you see hidden settlements in the distance but the weather is worsening, leaving you to find shelter and explore. It is here that the open world really shows itself; you must find supplies, set up a campfire, craft a bow and arrows, and hunt for food. I explored the entire area provided, finding a few soldiers who had been left to protect the area, and quickly dispatched them and the deer that they were sitting among. Got to get some meat.

I remember a complaint about the first game (that is, the first game of the modern set) was the number of people that Lara killed, which was quite at odds to the stories of the original Tomb Raider games. This seems to be a little more restrained so far, although that may be because I have only just reached significant numbers of people Up until now, the main violence has been against animals, and in particular, a bear who was guarding the exit to the area in which I’d been hunting and exploring.

Let’s just say I’m not yet fully used to the controls.

After escaping the bear once, I found some poisonous mushrooms, made up an incapacitating concoction to add to my arrows, and then went back to dispatch him. It still took a couple of attempts. I hope my general competence with the controls improves soon.

Filed Under: Gaming Diary Tagged With: Playstation 4

Pinball Dreams: frighteningly accurate

Posted on 13/04/2024 Written by Xexyz

When I went to Arcade Club for the RLLMUK anniversary meet last year, I spent a little time on pinball machines, completely failing to get the ball anywhere I wanted – and when I did, I was never quite sure if I was meant to get there anyway. Pinball machines can be very confusing in terms of which routes you should be hitting and how to gain the jackpot. The overload of flashing lights and sounds doesn’t help.

Maybe that’s why I’ve generally preferred videogame pinball. It is often much easier to see where the targets are, the tables can often tell more of a story, and everything’s a little calmer. The extremes of this come to Sonic Spinball, which is hardly a traditional pinball game at all, and Super Mario Ball, where the game is almost adventure-like. A lot rests on the physics of the ball, and whether it’s realistic. Sonic Pinball Party was pretty good apart from the fact the ball felt too light and floaty. Pinball on the CD-i, which was probably the game I played most on that machine, was far too fast and skittery. Pokémon Pinball was a little slow. In recent years, I’ve played a bit of Zen Pinball, which is well known for its accurate ball physics but is a bit too faithful to real pinball tables for my tastes.

I remember sitting in Kevin’s house one afternoon, back in around 1993, and him showing us Pinball Dreams on the Amiga. We took turns in playing on the four different tables, and I remember being really impressed with how realistic it felt, while also being a bit frustrated with the fact that sometimes you couldn’t see far enough up the table to know where you should be aiming. Background graphics indicating the pathways were OK to a point, but I made some shots which narrowly missed the openings. Still, it was excellent and I came away very impressed. I played Pinball Dreams on WinUAE a few years ago and those memories came flooding back: this was probably the best videogame version of pinball, with clearly laid out tables, great ball physics, and a great competitive element to it. At the time I had a Mega Drive and a CPC on which to play games, and neither had a pinball game that could match it.

That’s quite a preamble but by now you may have joined the dots. Pinball Dreams, CPC, couldn’t I just have bought the port which you’ve no doubt seen in the cover image? Well, no. Pinball Dreams for the CPC is an official conversion which was released in 2019 – initially intended for a commercial release, but after that fell through it was freely distributed. With such a late release, the team behind the game has been able to make use of all manner of clever tricks to get the game running, and it’s an astounding success.

All four of the tables from the Amiga original are included, with the game requiring 128k and a disk drive to run. There are obvious graphical compromises – the CPC can manage at most 16 from a selection of 27 colours, and the tables are significantly more zoomed out (I understand to allow for a more limited scrolling requirement). Yet the physics and controls are spot on, feeling accurate and realistic throughout. There has been only one occasion where the physics model went a little wonky, with the ball balancing on top of one of the bumpers.

My favourite table is probably Beat Box, with Nightmare a close second. Both of these have some clever routing of ball paths around the table, and Beat Box in particular has a good variety of targets. There is actually a real benefit to the tables being zoomed out, as alluded to above – you can get a much better feeling for where to aim for.

I am still pretty hopeless at the game, mind. I managed to get fourth place on the high score table for Steel Wheel once. More practice is needed.

Filed Under: Gaming Diary Tagged With: CPC

Earth Defense Force: Iron Rain (PS5): COMPLETED!

Posted on 12/04/2024 Written by deKay

Although I’d had access to this via PS++++++++ for some time, I’d never downloaded it as I, erroneously, thought it was that vertically scrolling shooter EDF spin-off rather than a “normal” third-person co-op giant insect/robot apocalypse game. Then I noticed the screenshots and realised I was thinking of Earth Defense Force: Wing Diver The Shooter and Iron Rain is, in fact, more of the game I wanted.

It is, broadly, the same game that most of the other games have been. You’re one of a few remaining soldiers, defending the world from giant ants, spiders and wasps, various alien robots and attack ships, as well as NotGodzilla and a huge sea lizard thing. It differs from others in the series by being – mostly – more serious and realistic. At least, as realistic as such a plot can be, anyway.

There have been tweaks to how you get better weapons and armour, as you now collect credits and spend them rather than just pick up new guns and rocket launchers and so on, which I don’t like as much. Really, though, it doesn’t make enough of a difference to worry about.

Like recent EDFs, I played through in co-op with my daughter. It’s always way better playing EDF as a pair, and it is, perhaps bizarrely, one of her favourite game series. We found it quite a lot easier than earlier titles, although the final level was really difficult.

Filed Under: Gaming Diary Tagged With: completed, Diary, earth defense force, ps+, ps5, psn

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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.

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