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Lumo (PS4): COMPLETED!

Posted on 23/02/2017 Written by deKay

Lumo is how you remember old Spectrum isometric games played. You know the ones, like Batman and Head over Heels and Knightlore. Only you remember wrong. Because although we all loved them back then, they were a pig to control and the hardest things ever.

Take the idea of these games, and view them through a rose-tinted lens, and you have Lumo. It both pays homage to, and lampoons, the 8-bit isometric arcade adventure genre.

lumo

You begin in “the real world”, visiting a small-time retro gaming event. One of the machines on display malfunctions, and you’re sucked into a world where you’ve become a super-deformed wizard and electrified floors and hidden cassette tapes are the order of the day. You move from room to room, overcoming platforming challenges or puzzles, collecting four artefacts. Collect them all and you just might return home.

Where Lumo succeeds is in evoking the feeling of those old games. Not just in the viewpoint, but in the sort of objects, room layouts and traps you encounter. Several rooms are almost carbon copies of classic ones, triggering the retro glands. Some rooms contain more front-and-centre references, literally including sprites or screenshots. There are nods to 80s computer games and UK gaming culture of the time everywhere. In one section, you ride a lift and the music playing is Your Sinclair’s very own Whistlin’ Rick Wilson and his classic “Hold My Hand Very Tightly (Very Tightly)”. They played it on Radio 1 once, you know.

Sometimes the game will deviate from the Ritman/Drummond/Ultimate template into other areas. There’s a minecart section, and several bonus areas that ape Ballblazer, Zaxxon, Horace Goes Skiing and Nebulus amongst others. Some of these work well in isometric, some (*cough* Horace *cough*) do not.

Lumo

Where Lumo performs less well is mainly due to this 45 degree viewpoint. Also a complaint with many of the classic titles, seeing where you are in space relevant to platforms you need to land on can be a struggle. One particular section in a later area of the game has you navigating a bubble between spikes, and it’s near impossible to determine where it will actually pass. Failing a screen because your pixel-perfect jumping isn’t up to scratch is one thing, but because it looks like the landing area is in front of you when it’s actually up in the sky several squares away? Not great.

Thankfully, and unlike isometric titles of yore (unless you cheated!), infinite lives help stave off throwing your gaming device through a window. Some of the more tricky, long, or “perspectively challenged” areas still cause the red mist after several dozen deaths, but these are rare.

It’s definitely a game aimed at 80s Speccy kids, and is worth playing for the nostalgia if nothing else. In itself it’s pretty decent too. It may lack a little polish perhaps. And maybe a few rooms should have been tweaked to reduce the viewpoint issues a tad, but there’s a lot to like here anyway. Oh, just one more thing: Make sure you install the update before you play. There are nasty save game bugs otherwise!

lumo

The post Lumo (PS4): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, lumo, Post, PS4, psn

Bioshock Infinite (PC): COMPLETED!

Posted on 19/02/2017 Written by deKay

Warning: here be Bioshock Infinite spoilers. Read not further if you wish to remain in the dark about the plot and ting.

Those OK with spoilers, proceed.

Bioshock Infinite

Remember in the first Bioshock game when that “Would You Kindly” reveal made you go woahhhhh? Bioshock Infinite doesn’t have that. Not to the same degree, anyway. Part of the reason is that the backstory and twists, if you could call them that, are drip-fed to you in mainly in the form of audiologs supplemented by the odd happenings regarding tears you come across and some seemingly out of place dialogue here and there.

The first suggestions that things aren’t what they seem come about in the form of music, where a barber shop quartet stops by to sing some Beach Boys, and a brass band strike up with an instrumental version of Girls Just Wanna Have Fun. Not in keeping with the 1912 setting. Coupled with Elizabeth’s ability to open tears – one of which shows Paris in the 1980s – it becomes obvious some sort of time and/or dimension jumping occurs and technology (like many of the guns) and music are pulled through.

Bioshock Infinite

Later, you jump to alternate realities yourself, with Elizabeth’s help. With exposition from the “twin” Lutece scientists the game essentially becomes an series of episodes of Sliders.

So what I have pieced together, is this: DeWitt has a baby daughter, which he gives up to pay off his debts. He forgets about this, however, although part of him remembers her – Anna – died, or was lost, or something. The baby is given to Comstock, who is the “prophet” who creates the flying city of Columbia, and grows up to become Elizabeth, the daughter of the prophet.

Bioshock Infinite

Now, other places no doubt have a full breakdown of everything, but ultimately (in my ending, anyway), it is revealed that DeWitt is Comstock. Rosalind Lutece and her other-reality “brother” Robert have made Anna/Elizabeth into a conduit between realities, and they are able to travel freely between realities to further their aims. The city flies based on one of their experiments too: An audiolog from Rosalind says she made an atom levitate, and if not an atom, why not something bigger – like a city. In fact, it doesn’t levitate. It just doesn’t fall. Erm.

Confused yet? Well, what about when Elizabeth opens up a door into Rapture? Here is the killer line. No, not DeWitt’s “A city under the ocean? Ridiculous” which was funny. The other line, from Elizabeth: “There’s always a lighthouse. There’s always a man. There’s always a city.” BOOM.

Bioshock Infinite

That’s right. My reading of this, is that Rapture is just another reality’s Columbia. Andrew Ryan is just another reality’s Zachary Comstock. The reason the whole game felt like the same damn story in a different place, is because it was the same damn story in a different place.

Woahhhhh.

There’s more to it all than this, including who was from which reality, but that’s my take on it. Other places explain more. Once you know DeWitt is Comstock, some things make more sense too. Slate, for instance, is incensed that Comstock proclaims he was at the Battle of Wounded Knee. He says he was not, and DeWitt (who was there) agrees. But since DeWitt is Comstock, it makes sense.

Anyway. That’s the plot. What about the game?

Bioshock Infinite

I’ll put it this way: Bioshock Infinite is a great story punctuated with pointless, annoying combat sections. The wonderful trap-setting from Bioshock 2? Gone. What remains are horrible skyrail-heavy fights, mostly useless “vigours”, and never enough ammo. Honestly, I think Bioshock Infinite would have worked much better as a straight narrative discovery game.

Still, I did enjoy it overall and will look out for the DLC being on offer.

The post Bioshock Infinite (PC): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: bioshock, completed, PC, Post

Grow Up (PS4): COMPLETED!

Posted on 19/02/2017 Written by deKay

grow up Just a brief thing about Grow Up here. It’s good, it’s not as good as the original (Grow Home), and I enjoyed it.

OK, perhaps a little more than that. The premise is slightly different to the first game. You now have to find the parts of M.O.M. (literally your mothership) scattered around the planet. There is more than one Star Plant. The onus is more on jumping and (later) gliding from place to place. For some reason the game pauses sometimes when you collect things or land. It’s very pretty. The strange animals are cute. You can still drown them while they look at you with disappointment.

Despite the game, there’s less growing up than in Grow Home. Instead, you have to scale multiple heights rather than one main one. Each feels less high, and although you ultimately reach the moon, it doesn’t seem nearly as high up as in the first game.

Still, as I said, it was fun, the skies were blue, and I very much enjoyed it. 100%ing it, by doing all the challenges and finding (or rather, stumbling across) all the crystals though? Nah, y’aight.

The post Grow Up (PS4): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, grow home, Post, PS4, psn

Lego Dimensions: Portal 2 (PS4): COMPLETED!

Posted on 12/02/2017 Written by deKay

After a short hiatus while I finished off a few 3DS games, my daughter and I got back on Lego Dimensions and ran through the Portal 2 level.

It was good! Full of Cave Johnson, some nice Portal 2 puzzles (including the blue bouncy gel and the orange accelerating gel), and of course, it was pretty funny too. I’m not sure the game considered just how easy it was to skip massive sections with a flying vehicle, such as the Cloud Cuckoo Car, as two large areas we missed almost entirely, but that doesn’t really matter.

lego dimensions portal 2

The hub world is decent too, with plenty of referenced – you have to grow the potato, for example. And the shed from the end of the first Portal game is there too, as is Chell’s “room”, complete with toilet. Toilets are important.

We’ve just the one level pack remaining now – Mission Impossible.

Oh! And before I go, you’ll be wanting an updated List, right?

Sonic the Hedgehog > Adventure Time > Midway Arcade > Portal 2 > Doctor Who > The Simpsons > Ghostbusters > Back to the Future.

There you go!

The post Lego Dimensions: Portal 2 (PS4): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, lego, Portal, Post, PS4

Earth Defense Force 4.1: The Shadow of New Despair (PS4): COMPLETED!

Posted on 09/02/2017 Written by deKay

Shooting a billion giant insects whilst simultaneously avoiding the purple chaos spewing forth from massive robots, all the time contending with framerate issues not seen since the days of playing NES emulators on P100 CPUs, never gets old.

earth defense force

Certainly, for the most part, little has changed from previous EDF games. A few new enemy types, slightly different level layouts, and probably some new weapons. Oh, and some new – but currently unused – character classes. That doesn’t matter.

No, there’s something just so good about these games. Low budget, terrible slowdown, mostly unimpressive graphics, and the worst voice acting in living memory, but none of it matters. In fact, it could be argued that some of these outcomes were entirely planned. Whatever, I’ve completed it now and it was a lot of fun.

earth defense force

The post Earth Defense Force 4.1: The Shadow of New Despair (PS4): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, earth defense force, Post, PS4

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98: There Were No Ramekins
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In Episode 98, deKay and Kendrick chat about some The Game Awards stuff, Half Life 3 (or not), and games!

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