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84: Old Men Who Repeat Themselves

Posted on 28/06/2024 Written by deKay Leave a Comment

Exciting news this episode as one of us has played a game that only came out in the last few weeks. See if you can guess who, and which game it was! Also, don’t forget to play the Official ugvm Drinking Game (if it is safe and legal to do so) as you listen, and try to beat our high scores!

In Episode 84, deKay, Toby and Kendrick somehow manage to convene despite technical and Real Life issues doing their very best to stop them, and discuss at various lengths, breadths and depths topics including the recent Nintendo Direct, why the N64’s controls are Bad These Days, why deKay has some dead technology (VR) now, and all the fighting Capcoms. Plus, if that wasn’t enough to fill your holes, all these games get some sexy airtime:

  • Atelier Shallie: Alchemists of the Dusk Sea
  • Transformers: War for Cybertron
  • Girl Genius
  • Wappy Dog
  • Far: Changing Tides
  • Prince of Persia: The Lost Crown
  • Animal Well
  • Metroid Zero Mission
  • Doom Eternal: Ancient Gods
  • Hellblade 2: Senua’s Saga

And then, as some sort of delicious dessert, waffles and questions. Tasty.

https://ugvm.org.uk/podcasts/ugvmPodcastEpisode84.mp3

(Direct link here)

Intro music credits: UAC Atlantica Facility by David Levy and Andrew Hulshult, from Doom Eternal.

Don’t forget, if you want to contact us with questions or comments for or about the show, you can email podcast@ugvm.org.uk or publicly shame us https://mas.to/@ugvmpodcast on the Mastodons.

Aero the Acro-Bat: completed!

Posted on 26/06/2024 Written by Xexyz

The museum turned out to be the last level, and it was indeed significantly more difficult than the rest of the game. Much of this difficulty came in the narrowing of platforms, which would ordinarily be easy to land on but required the awful diagonal jumps to get high enough. It reminded me of the Dizzy games, where you had to work out which pixel to jump off in order to land in the right place, except more frantic and (often) with death awaiting if you fell.

Despite the setting and the increased difficulty, there were few innovations which set apart the last levels. There was an annoying obstacle which saw a laser shooting around a frame which you had to avoid, and flames shooting out of gargoyles at seemingly random intervals, and circular saws embedded in many platforms. Some of the enemies were immune to my diagonal attacks, or rather were sometimes immune (but at other times they popped, for no discernible reason). It was getting a bit frustrating and boring.

I quickly realised that it was pointless spending hours waiting for appropriate windows in obstacle attacks, since there were normally multiple life pickups – the As in the bottom-right corner – following any difficult section. As a result I often just barrelled straight through and dealt with healing afterwards. This wasn’t always the case, but due to the beauty of regular save states I had sixty-odd lives available anyway.

And then I got to the final level. The boss came in three stages, and before each battle there was a frantic vertical platforming section, with an ever-rising laser beam ready to cut the climb short. This took a fair while to do, even with saving, because of the awkward placement of platforms and the inaccuracy of Aero’s jumping. In the third section there were countless spikes and other enemies to avoid while also trying to land on minute platforms. Whenever I caught up with the boss, there was fight where he put out floating clowns to get in the way, and also streams of water coming from his giant clown face flying vehicle; while I tried to know his jaw off.

At the end of the second fight, the lower jaw came off, but that didn’t stop him from spawning clowns and generally being a pain the posterior. Instead of the jaw I had to hit his red nose, and after doing that 32,977,421 times he admitted defeat.

This wasn’t a great game. It was tolerable, and there was a nice fluidity to it – but there was perhaps just a bit too much inertia to allow for accurate jumping and platforming. Whoever designed the diagonal attacks should never have worked in the industry again. The jankiness with the controls may well have been an emulator problem, but I did see at least one review mention it.

Will I replay it, or play the sequel? I’ve got quite a lot of other stuff to do first.

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

Another Crab’s Treasure: sharing a drinks can

Posted on 24/06/2024 Written by Xexyz

I like the idea of the Souls games. Difficult games which you gradually improve at, learning patterns and strategies, exploring the best route to go. The thing is that they’re just a bit … grimy. Everything’s grey and brown and dark, and dirty and smelly and tacky and it makes me project senses that aren’t there. Anyway.

Another Crab’s Treasure is a Souls-like, but it’s not like that. Everything’s quite happy and colourful, at least until you meet other crabs.

It’s got a cute story as well. There’s a new ruler of the coast, and they’ve bumped up taxes to the point where little crabby here can’t afford them. So they take his shell instead. This means I’ve got to travel to the castle to ask for it back.

I took a wrong turn at first, and found an enemy who killed me six times in a row. Luckily, when you get near said enemies the game creates a checkpoint, so you can just get your stuff back quickly and run away when you realise you’re too underpowered. I then followed the coloured confetti until I met an enemy I could defeat, where I gained a new shell. I say a shell; it’s actually a drinks can. At least it gives me a little protection.

Filed Under: Gaming Diary Tagged With: Xbox One

Metroid Zero Mission (Switch): COMPLETED!

Posted on 23/06/2024 Written by deKay

An actual Metroid Metroidvania game! Released on the Switch Game Boy Advance Online Service Thing presumably to tie in with the re-announcement (and gameplay footage) of the upcoming Metroid Prime 4, I thought, why the hell not eh?

It’s good. Oh so good. Yes, I’ve played it before, but almost 20 years ago so I remembered very little of it. In fact, I’d even forgotten about the whole “zero suit” bit where Samus loses her armour and you have to sneak around a Space Pirate ship with a weedy little gun. A bit which inspired the whole premise of Metroid Dread, I’m sure, but still – totally forgot it. And didn’t really enjoy that section too much either, truth be told, but it’s fine as it’s only about 15 minutes of the whole game.

The rest of Zero Mission is glorious ‘vania exploration and traversal and it hasn’t really aged either. Being a GBA game, it’s a shame nothing was done to make use of the Switch’s extra buttons as some of the moves are a little tricky using just ABLR. Specifically, swapping between missiles and super missiles has to be done with the Select button, which on the Switch is next to your left hand, not your right like on a GBA, so that’s a minor pain. You only really need them for Mother Brain though.

What I also hadn’t remembered, is how bloody easy the game is. I’m used to Metroid games, and the genre generally, being pretty difficult. At least, more difficult than this. I died once. On Mother Brain if you’re interested. Perhaps it’s just because I’ve played a lot of these games recently, or I was especially careful here, but I was very surprised at how easy I found it.

Filed Under: Gaming Diary Tagged With: completed, Diary, GBA, metroid, metroidvania, retro, switch

Metroid Zero Mission (Switch): COMPLETED!

Posted on 23/06/2024 Written by deKay

An actual Metroid Metroidvania game! Released on the Switch Game Boy Advance Online Service Thing presumably to tie in with the re-announcement (and gameplay footage) of the upcoming Metroid Prime 4, I thought, why the hell not eh?

It’s good. Oh so good. Yes, I’ve played it before, but almost 20 years ago so I remembered very little of it. In fact, I’d even forgotten about the whole “zero suit” bit where Samus loses her armour and you have to sneak around a Space Pirate ship with a weedy little gun. A bit which inspired the whole premise of Metroid Dread, I’m sure, but still – totally forgot it. And didn’t really enjoy that section too much either, truth be told, but it’s fine as it’s only about 15 minutes of the whole game.

The rest of Zero Mission is glorious ‘vania exploration and traversal and it hasn’t really aged either. Being a GBA game, it’s a shame nothing was done to make use of the Switch’s extra buttons as some of the moves are a little tricky using just ABLR. Specifically, swapping between missiles and super missiles has to be done with the Select button, which on the Switch is next to your left hand, not your right like on a GBA, so that’s a minor pain. You only really need them for Mother Brain though.

What I also hadn’t remembered, is how bloody easy the game is. I’m used to Metroid games, and the genre generally, being pretty difficult. At least, more difficult than this. I died once. On Mother Brain if you’re interested. Perhaps it’s just because I’ve played a lot of these games recently, or I was especially careful here, but I was very surprised at how easy I found it.

Filed Under: Gaming Diary Tagged With: completed, Diary, GBA, metroid, metroidvania, retro, switch

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98: There Were No Ramekins
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Sleigh bells ring, are you listening? Of course not. You don’t listen to the podcast so why would some random jangling entertain you, eh? But do listen, because it’s only bloody Christmas again!

In Episode 98, deKay and Kendrick chat about some The Game Awards stuff, Half Life 3 (or not), and games!

98: There Were No Ramekins
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