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Papo & Yo (PS3): COMPLETED!

Posted on 07/03/2015 Written by deKay

I renewed my PS+ subscription and upgraded my (full) PS3 hard drive, so picked this up for a rental. Thought I’d give it a try as I’d heard good things, but had no idea what it was about or the type of game it was.

As it turned out, it was a sort of platform puzzler where the events of the game are actually some sort of dream (or something) metaphor, where the main character has what appears to be an alcoholic father who has killed someone by running them over. Or something. That’s what it seemed to me, anyway.

It’s set in what appears to be a deserted Rio de Janeiro shanty town, with chalk cogs, keys and other items that you can activate to open areas, move buildings and make other absurd things happen. Your dad is seen as a lazy, but benign monster, who you convince to move around by tempting him with coconuts, and using his fat belly as a trampoline when he falls asleep.

Sometimes, the puzzles will involve giant frogs, which you can pick up and throw against walls to get rid of them. Or let the monster eat them which will cause him to turn into a flaming demon who hunts you down and flings you round like a ragdoll. The frogs are obviously a metaphor for drink, you see.

None of the puzzles were especially difficult, but some were a bit frustrating due to the difficulty of making some of the platforming jumps. Could I not quite make the jump because I was doing it wrong, or was it that I shouldn’t be able to make the jump and I need to find a different route? It wasn’t always clear. Some platforms which appear to be reachable are actually behind an invisible wall, and twice I fell down between two walls and was unable to escape. There was a puzzle early on which stumped me, because somehow not enough coconuts had spawned, so the monster wouldn’t go to sleep. Reloading fixed it though.

Papo & Yo was a short game, clocking in at under three hours, but was interesting and arty. In many ways, it reminded me of Brothers: A Tale of Two Sons. It’s definitely worth a play, but you need to ignore some of the roughness and dodgy collision detection. Thankfully they don’t detract too much from the experience. Might want to bring some tissues with you, though.

Filed Under: Gaming Diary Tagged With: completed, papo & yo, Post, ps3

Assassin’s Creed: Rogue (360): COMPLETED!

Posted on 05/03/2015 Written by deKay

Oh 360. It’s been a while. Certainly since I completed anything on you, anyway. How unloved you are these days. But, since Ubisoft failed to release Rogue on the Wii U, I was left with little choice.

And it’s a shame, because much as I hate the recent boating bits in recent Assassin’s Creed games, they’re made much more bearable (especially in the ludicrous “boat stealth” sections) by being able to use the Wii U gamepad’s massive map. In fact, on Black Flag, I would usually steer the boat entirely by looking at the map. It made it much easier and – most importantly – made the boat bits shorter as a result. Anyway.

In the latter half of the game, Shay starts to wonder if his turncoatedness was actually wise, as he started systematically wiping out his former chums (and chumette) in the Brotherhood. As a result, it was pretty obvious how things were going to turn out, but the trip to get there was enjoyable enough.

Although, in terms of the story at least, Rogue was definitely the shortest “main” Assassin’s Creed game. There’s plenty of optional filler, of course, but the end of the plot seemed to come around rather too quickly. I like what Ubi did to tie it in with Unity though, bumping off Arno’s dad (after briefly meeting Arno himself, as a child) in the final epilogue mission.

It has faults, like all Assassin’s Creed games, and it has bugs (again, like all Assassin’s Creed games), but Rogue is the best one since at least Revelations. I do really want to play Unity now. Only I’ve nothing to play it on. Hmm.

Filed Under: Gaming Diary Tagged With: 360, assassin's creed, completed, Post

Pokémon Shuffle (3DS): COMPLETED!

Posted on 28/02/2015 Written by deKay

tumblr_nkdva7wmvn1svmpf2o1_400A few years ago, I stopped (with rare exceptions) playing games on my iPhone. The App Store had become swamped with F2P games with IAPs and other abbreviations, and even “traditional” games had been drugged with mechanisms designed to only allow play if you keep buying gold, or gems, or whatever for ridiculous prices. “Sonic had run out of jumps! Buy 10 jumps for £2.99?”. No.

And yet here is Nintendo, perhaps the last bastion of proper games, releasing a free to play match-three puzzle game, complete with all the evil in-app purchases you could ever wish for. All filled with Pokémon. Rubbish.

But, because it’s Pokémon, and Nintendo, I thought I’d give it a go. And what do you know? You can complete the game without spending a penny, without being restricted in any way (bar being unable to play for hours at a time), and it’s actually pretty good.

tumblr_nki1v9yv711svmpf2o1_400You know how these games work. You match three (or more) of each Pokémon, and they disappear. The Pokémon twist adds a little more depth. Each level is a fight with another Pokémon, and you get to choose which of your previously captured monsters to put up against it. Each has an affinity, so some are better at dealing damage to different types than others, and this damage is applied when you match them up. Some have Mega transformations which allow special moves that wipe out large areas of the board. You’ve a fixed number of turns for each stage, but if you defeat the monster before the counter hits zero, you get a chance at capturing it.

Sometimes the chance, measured as a percentage, is laughably low, but you can improve your chances by buying a Great Ball with coins. It’s here where the IAPs come in. To buy more moves, or Great Balls, require coins or jewels (the in game currencies). To obtain coins, you spend jewels (or win matches), and to get jewels, you spend Real Actual Money. You’re also limited to playing five stages (or attempts at stages) – you spend a third currency, hearts, each time you want to play. How do you get more hearts? IAPs. Yay.

tumblr_nkdvabcrni1svmpf2o1_400Here’s the thing though. Hearts replenish, up to 5 at a time, by just not playing the game. You get another heart every half an hour, so if you play the game in spurts here and there, you’ll never feel the need to buy more. Every so often, and more frequently if you get lots of streetpasses, the game bungs you a heart or two anyway. Coins can be won in the game, so you never need to buy those either, and jewels? I was given about 20 for free across the course of the game, and I finished the game with 4 left. Basically, the IAPs are totally unnecessary.

The game is pretty addictive, which is clearly required if you’re Nintendo and want to make some money out of this, but if you’re like me and can be patient, you can play the game as a fun diversion a few times a day, completely for free without ever feeling restricted.

The irony is, if Nintendo had ditched IAPs and charged maybe a fiver for Pokémon Shuffle, I’d have happily given them the money and they’d have made some cash out of me. Instead, they’ve tried (and failed) to extract IAP cash from my pocket and ended up with nothing. Here endeth the lesson.

Filed Under: Gaming Diary Tagged With: 3ds, completed, pokemon, Post

Assassin’s Creed brotherhood: completed!

Posted on 27/02/2015 Written by Xexyz

I'd love to say that I became sufficiently focussed to ignore the chaff and power to the end of the story, but the reality is that I ran out of other things to do - I completed the Cristina flashbacks, and the courtesan missions, and the thief missions, and there were no more assassination contracts unlocked.  Once I reclaimed the Apple of Eden, it was pretty straightforward to the ending, with a bit of a rubbish gameplay element where you were forced to use the apple to defeat enemies rather than using the sword which had sufficed throughout the game.  I could never quite work out what the apple was meant to do - it was apparently meant to turn enemies on each other, but at times it actually killed people next to me and at other times it didn't.  There were points where there was one enemy remaining, cowering before me, but I couldn't progress until he was dead.  The apple didn't seem to do anything, I couldn't select any other weapon to use.  Eventually after enough blasts and running away and coming back, I was allowed onwards.

That wasn't the weakest bit of the endgame though.  You become Desmond and have to get the Apple from its plinth, which means navigating a timed platform bit around the room that it's held in.  Which would be fine, if the game would actually go where you told it to.  I fell down countless times because Desmond hadn't grabbed a platform he was jumping to.  Not fun.

Anyway, story over, endless credits sat through.  Was that it?  Of course not; a couple of new assassination contracts opened up, and I had collected 99 of 101 flags.  I spent a couple of hours running around the world tidying that up.  I'm not going to attempt 100% synchronisation on all the missions though - where you have to complete the mission in accordance with an additional rule (like not killing anyone, doing it in a strict time limit, not being detected) - I think that way madness lies.

So, all done.  What next?

Filed Under: Gaming Diary Tagged With: completed, Xbox 360

Knack – Completed

Posted on 24/02/2015 Written by gospvg

It's taken a while to complete, my original co-op partner has now moved on to build her dream castle in Minecraft leaving me to ask for the assistance of my son to complete the last few levels.

We tracked down Vicktor who used the key to transform which backfired on him & transformed him into himself into a guardian.

Having a much older & more experienced gamer as my co-op partner made the last few levels very easy to complete.

The ending credits to the game are slightly enjoyable which show Knack dancing around the screen.

Overall it's not a bad game just needed to be fine-tuned in a few areas.
Back to Shadow of Mordor.

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

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98: There Were No Ramekins
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