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65: In the Corner, Cranking Away

Posted on 09/11/2022 Written by deKay Leave a Comment

Don’t panic everyone, we’re here after all! October was, er, holiday month or something. Yeah, that’ll excuse the delay. Phew, eh?

In Episode 65, deKay, Toby and Kendrick cover the new Evercade EXP’s delay  but can’t remember the details, the Mega Drive Mini 2 but can’t remember the games on it,  Embracer shutting down a recent studio purchase, R-Type Tactics, and holy hell there’s no way Metroid Prime is 20 years old already. That would make use all very old gentlemen indeed. And we talk about some games wot we are been playing, such as:

  • Gaiares
  • Elden Ring
  • Animal Crossing
  • Fallout 3
  • Fallout New Vegas
  • Playdate games
  • Grand Theft Auto V
  • Valorant

Plus, some expertly answered listener questions from our expert question answering experts.

https://ugvm.org.uk/podcasts/ugvmPodcastEpisode65.mp3

(Direct link here)

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 @ugvmpodcast on the Twittors. And! New! We’re now on Mastodon in case Twitter implodes! You can follow us here: https://mas.to/@ugvmpodcast

Paradise Killer (Switch): COMPLETED!

Posted on 31/10/2022 Written by deKay

I’ll admit, I went into this expecting a somewhat different sort of game. In my head, it was a bit Phoenix Wright or Murder By Numbers, but it actually turned out to be a more-interactive-than-usual visual novel with a make-your-own-ending, in first person with platforming. Neither the reviews nor the screenshots suggested the platforming was even a thing, but it is – and it’s a pretty big part of the game.

So, my interpretation of the world in which this is set (which may be incorrect) is this: In an afterlife, an island is constructed to be paradise to a select few, and a residence for a number of less important people who are there to serve the important people. However, the island is inherently flawed, and so a new, better island is created and when the time comes all the servants are killed and the important people move on to the new one. This happens over and over, with demon invasions and corruption causing each island to end and the cycle to repeat. However, this time, things are different. Island 25 is supposedly perfect, and it is the end of days of Island 24. Preparations for the move have started, but then the entire council of people who run the island are seemingly murdered. But whodunnit?

As Lady Love Dies, an investigator who herself was exiled for allowing herself to be consumed by a demon, you’ve been allowed back into Paradise to figure out not only who did the deed, but also how. As well as uncover a number of possibly related smaller crimes.

You explore the island, solve a few puzzles, scan stuff with your PDA-type device, and interrogate those people who are still around. A strange collection of people with equally strange names, like Doctor Doom Jazz, the island medic who has had every woman (and probably man), including you. Or Sam Daybreak, a red skeleton who was an assassin when he was human but is now a bartender who brews his own whiskey, sometimes from illegal ingredients. You can build up relationships with these characters, and eventually they may open up to you with more information to help your investigation.

After you’ve conversed and explored as much as you feel you need to in order to put together a portfolio of evidence and a timeline of events, you can speak to Judge to start the trial. It seems to you do this whenever you wish, but if you’ve not collected enough of a case, you won’t be able to convince Judge that your Truth is the Truth, and so the murderer(s!) will go free. The reason I say “your” Truth is because it’s possible to weave a narrative to fit pretty much anyone in the frame without contradiction, and this is where the game massively departs from the likes of Phoenix Wright – you’re not guided towards the truth in court, you have to guide the court to your truth. There’s no last minute revelations here which turn the case upside down – once you’re in court, you should have the case solved. It’s very clever how all these possibilities work, if a little vague how you know if you’re doing the right thing. Ultimately, it’s your decision: If you have the evidence to back it up, at least.

The platforming, then. Although the ability to roam (mostly) freely around the island in first person is good, some items are only reachable with some tricky jumping, and the game engine clearly isn’t Mario 64 or Mirror’s Edge. The platforming is hazy and inaccurate, and often I found myself reaching places through clumsiness and glitching rather than skill and timing. It’s not that you die or anything, but falling a long way means a tedious re-tread. It’s unclear how high you jump related to walls and fences. It’s imprecise how you walk on narrow ledges. It just doesn’t quite work, and if you’re hoarding blood crystals (a seemingly finite source of currency) you’re not going to spend them on fast travelling so there’s a lot of awkward jumpery.

Aside from that, though, it’s an amazing game. There’s such deep characterisation and lore, that you really do want to exhaust every avenue of both questioning and island exploration even if the reward is just a few throwaway lines or the history of a long extinct failed island precursor and has no relevance to the Crime to End All Crimes. Or, it might. Paradise Killer is extraordinarily well-written, not least because it’s not a 2D story. There are layers, overlapping and underlining, and it all seems to make sense even if you miss bits or decide to assume one person’s testimony is a lie. In fact, I’d say it isn’t written at all – it’s crafted.

Filed Under: Gaming Diary Tagged With: completed, Diary, paradise killer, switch

Wiz ‘n’ Liz (MD): COMPLETED!

Posted on 29/10/2022 Written by deKay

After a write-up in Retro Gamer magazine, I was reminded how much fun this was all those years ago, so since I already had my RetroFlag GPi out for Mega-lo-Mania purposes, it seemed rude not to have a quick go.

Which turned out to be a couple of days of play and ended up with me completing it. As you do.

Somewhere, I have a hand-written, self-worked-out list of every single fruit combination for all the magic spells you can do, but I don’t know where that is so resorted to The Internet for some interesting ones. Most important were the ones that either gave you extra lives, or gave you stars with which to buy extra lives. Because extra lives are Important.

The aim of the game is to collect wabbits. But you have a timer and this seems to get shorter, and unless you’re lucky and collect a million “time extend” pickups dropped occasionally by captured wabbits, invariably you’re going to run out, and die. Especially in later levels where the number of required wabbits increase, and they start dropping the odd time penalty pickup too. Hence the need for extra lives. Luckily, it’s pretty easy to rack up loads of them with the right fruit and stars. Phew, eh?

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

Toem (PS5): COMPLETED!

Posted on 09/10/2022 Written by deKay

This looked like a lovely wee game when I saw it appear on the Switch eShop, so because I’m morally against paying full price for anything these days I put it on my wish list in the hope of a sale. And then, it appeared on PS+, saving me even more money!

It’s a unique looking, black and white 2D characters in a 3D world game with a hand-drawn style, which is why it originally stood out to me. For the most part, it’s an adventure-y puzzle game, wrapped around the premise of taking photos of stuff. The aim is to complete enough photo challenges in one area to unlock travel to the next one, eventually reaching the Toem and taking a photo of it. I won’t explain what a Toem is (or even how to pronounce it), but the reason for the black and white graphics become clear when you get there.

None of the photo requests are particularly challenging, and some require you to return to visited areas with new clothes and/or abilities you unlocked later (like being able to see ghosts or break blocks of ice), but it isn’t really a Metroidvania as most are optional.

Each area has a great collection of characters to meet and interact with, from the old guy who has lost a sock (and somehow you find two for him), to the ghost of a horse’s head who wants a photo of what they looked like when they were still alive, to the group of thugs who won’t let you join their gang until you’ve found all their graffiti. There’s also some shady organisation watching you for Reasons, and a number of shy monsters to look out for and somehow get snaps of.

It’s very silly, and probably counts as one of those “cosy” genre games with no timers, deaths, failures, peril or danger, but is really quite lovely.

Filed Under: Gaming Diary Tagged With: completed, Diary, ps+, ps5, psn, toem

The Stanley Parable: Ultra Deluxe (Switch): COMPLETED!

Posted on 02/10/2022 Written by deKay

The Stanley Parable is actually one of very few PC games I’ve completed. Certainly before I got my Steam Deck, anyway. It was funny, silly, and I enjoyed it very much. The “don’t play for five years” achievement was also a bit of a struggle because I did want to play it again in that time, but had to wait. I did though, then played it some more. But!

Then! This happened!

Poor Stanley.

Ultra Deluxe is, on the outside, the same original game with some more content. Actually, it’s not just more content. It’s new areas, new stories, and a load of meta stuff about the narrator creating The Stanley Parable 2 (and 3, and 4) as well as some looking back at the reception the original game had in the press. It’s all very 4th wall breaking. And funny. And silly.

Jump, jump!

All the original stuff seems to be still there, but the new things cleverly intertwine. For example, the narrator decides that Stanley would be happier and feel safer if he had a bucket to carry round with him, so one is available to pick up and doing so changes the “normal” outcome of the path you take. Even if in a minor way, such as the classic Broom Closest interaction, where the bucket unlocks more dialogue.

Ma bucket

With a lot more to explore and new interactions to discover, it took me quite a bit longer to finish this time despite already knowing how to reach most of the original endings. And by “complete”, I mean, I reached what I think is every possible ending, as well as collect all the new Stanley figurines (Stanfigs? Figurleys?) which, as is pointed out repeatedly, serve no real purpose but are a purpose unto themselves.

It’s all stupid stuff and it’s great.

Filed Under: Gaming Diary Tagged With: completed, Diary, switch, the stanley parable

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96: Magic Beans
byugvm

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.

96: Magic Beans
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95: Bother Me Anatomically
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94: Secrete Yellow Ooze From Their Knees
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