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Duck Tales (Wii U): COMPLETED!

Posted on 21/02/2014 Written by deKay

DUCK_NEWS__A_WOO-OOIn my unprompted quest to clear some of my backlog (see Wonderful 101 and NES Remix), this was cued up next on the list. Previously on Duck Tales, Woo-oo 1, I’d completed the first and second levels, and then… stopped playing.

As has happened before, many times, with many games. Stay focussed!

It’s not a very long game, so I thought I’d get it wrapped up. And I did. Turns out it wasn’t as hard as I’d thought previously – perhaps the first couple of levels were actually the easiest in the game? I don’t know, but I barely had a problem for the rest of it. Even the bosses were easier as I progressed.

I don’t recall a great deal about the NES original. I know I’ve played it, but not very much, so I didn’t come to it with a great deal of nostalgia. I do know however, and this is a Known Fact, that 8-bit Disney platformers are fantastic and 16-bit ones are terrible, so I was expecting to enjoy it. Thankfully, I was right as I did – very much so. It is true that it’s nothing terribly special, and it is also true that platformers have moved on somewhat in the intervening years, but that matters not. In fact, it’s nice to have a simple game like this every so often, without the constraints of the older consoles but with the “pure gaming soul” of the titles. Oh yes, and the Wii U version having the map on screen at all times is a nice helpful thing.

And that music. Joy.

Notes:

  1. Or should that be, aha, “Duck Tales, Wii U”? Hilarious. ↩

Filed Under: Gaming Diary Tagged With: completed, duck tales, Post, wii u

To the Moon: completed!

Posted on 21/02/2014 Written by Xexyz

The end of the game was a bit weak, I feel.  The section showing John meeting River for the first time, away from school, was touching, with it explaining many of the links throughout the games.
 River refusing to reveal her name, John giving her the platypus, and the stars being lighthouses that communicate with each other - therefore explaining the importance of their lighthouse.




John and River told each other that if they ever got lost, they would find each other on the moon.  And so starts the ending.

After the adrenaline rush of the plans not working, and the travel backwards to show this first meeting, Eva realised that the thing stopping John's memory from changing was the extent of his involvement with River.  She ran off to change things, leaving me in charge of Neil, which felt annoying given that I had specifically chosen at the start to control Eva.  The sequences after this were frustrating in that it was evident that none of my actions were changing the story or even helping it to progress - in fact, it was a battle against the game for a battle's sake.  All through this, Neil and Eva spoke in riddles; I'd guessed what Eva was going to do, but it was never explicitly stated but instead just implied.

Then Neil and Eva regrouped, and the story was explained.  Eva had made two changes to John's memory - erasing his twin brother Joey's death, and taking River away from the school.  Neil was aghast at the idea of deleting River - such a constant in John's life, but of course any memory containing her would now contain Joey instead.



We then journeyed through John's reimagined memories; stating he wants to be an astronaut, studying, applying to NASA, getting accepted.  NASA's simplistic buildings made me smile when I first saw them and remembered that these weren't meant to be how it was in the real world - this was how John's mind was imagining them as memories.  The obvious twist was that River returned at this stage, and everything was back to how it was before from this point on.

Which would be great if it wasn't for the fact that John had just lost all his memories of teenage love, spending time with River as they grew up, dating, and so on.  I wasn't happy about that.

But, in any case, the objective was completed.  John and River boarded the spacecraft, and everyone went to watch John's memories.


The shuttle lifted off, on its way to the moon.


Yes, the shuttle. No, the space shuttle never went to the moon.  Yes, John would have known this, and yet still imagined that was the spacecraft of choice.  That ruined the moment somewhat.

In any case, we saw John and River in the shuttle cockpit, with the moon in their sights, and then ...


We never saw John and River reach the moon before hearing his medical instruments stopping and his death.  Were we too late; had John never been to the moon?

I don't think that's an obvious inference. Events weren't happening in real time at the end of the game - what we were seeing was one of John's (altered) memories, and he would have remembered the whole of that memory instantaneously at the point of it being altered.  John has been to the moon, even if we didn't see it.

During the credits there were excerpts from John's life showing that he now remembered later events as they actually were, but with Joey there as well.  The game's epilogue showed John being buried overlooking the lighthouse next to River, with scant conversation of whether this life had been improved by the alterations of his memories.  Did he die happier?

As something which pushes the boundaries of stortytelling in games, I'd recommend this to anyone.  As a game, it's crude and at times feels very linear.  The actual story is very rigid, with your actions only serving to move you along the path rather than allowing any sort of branching.   However, the story is incredibly involving, and the fact that I felt so cheated merely due to the fact that I was forced to control Neil and having the actions of the story taken out my hands shows just how much games can pull you in.

Filed Under: Gaming Diary Tagged With: completed, PC

The Wonderful 101 (Wii U): COMPLETED!

Posted on 17/02/2014 Written by deKay

tumblr_n17nb1ocvt1svmpf2o1_1280A concerted effort over the last few days has paid off, and I’ve managed to complete The Wonderful 101!

I really enjoyed it. It’s mental, but it’s so much fun to play. OK, so the number of times you fight the same baddies is perhaps a bit too high, and drawing Unite Morphs in a narrow or enclosed space is sometimes a little tricky, but there’s just too much to love about it.

It’s so bright and happy, with plenty of funny conversations (like Red’s ability to remember and repeat everything he’s told, Green and Black having a wager on who would win “mumble mumble mumble something something with Pink” if they destroyed more bad guys than the other, and so on), and somehow manages to be a little dark and sinister too. The way the action ramps up (as does the size of the foes) towards the end of the game is brilliant – when you realise that Platinum Robo dwarfs your team, but he then is essentially microscopic compared to other enemies later on. Amazing.

The levels are varied too, with some isometric shooter sections, a couple of Rez-like into-the-screen bits (complete with lockons), and even a few bosses you have to beat Punch-Out!! style.

Yep._Platinum_are_definitely_Power_Rangers_fans.I should mention the number of references to Platinum (the team who made the game) too, as there are a lot. Platinum Robo itself wears the developers’ logo on its head, and the massive super computer that controls Earth’s defence shield is called “Mother Platinum”, and is the shape of the “Platinum 4 Point Star”. You even collect said stars as powerups in some of the levels, and there are 5 hidden Platinum Coins on each level as well.

Sadly, there’s one nasty fly in the ointment. Each “Operation” is made up of three sections (A, B and C), with each of these covering many missions (destroy a large enemy, traverse a dangerous bit, solve a puzzle, etc.). Each of the three Operation sections takes, roughly, 20-30 minutes. The problem is, that the game only saves after each section, not after each smaller mission (even though the game actually says it’s saving, and the manual says it does so). What it seems to do is save your record for that mission, with your score and rating, but not actually your progress. This means there’s 30 minutes between save points. Which is bad.

What is worse, though, is the final Operation section – 009C. It’s not 30 minutes long, being final boss after final boss (he has something like 5 or 6 forms, plus other bits and cutscenes between them). In fact, it took me almost three hours. That’s too long without a save point, took me well past my bedtime, and soured what should have been an epic final battle as I was rushing to get it done.

Still, this probably would only be an issue if you don’t have the time, or you’re shooting for high scores so have to do the 3 hour final run over and over (because you get a terrible rating if you die), but it’s something they should have fixed. Why no “quick save” after every mission, Platinum? You craft such a fantastic game and then threaten to ruin it with a silly decision. Oh well.

Filed Under: Gaming Diary Tagged With: completed, Post, wii u, wonderful 101

Super Mario Bros Deluxe (3DS): COMPLETED!

Posted on 15/02/2014 Written by deKay

Thank_you_Mario__now_why_not_do_it_all_againNintendo lovingly gave lots of 3DS owners a free copy of this GBC game (on the 3DS Virtual Console) for Valentine’s Day. Ah, bless them.

Seems that all that play on NES Remix recently has really paid off, as a I stormed through SMB Deluxe without losing a single life. OK, yes – I used the 1-2 to 4-1 and 4-2 to 8-1 warps, but I’ve never managed to do World 8 this easily. And that’s with the GBC version’s cramped level design as the screen resolution is too low…

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

Stacking: completed!

Posted on 09/02/2014 Written by Xexyz

Woah, where did that come from?  Nothing about the game at all, then suddenly completed?

Stacking is sort of an evolution of the point-and-click adventure game, except rather than using objects you find in the world, you use the individual abilities of the characters you meet instead.  You do this by stacking inside them - you play as Charlie, the smallest Russian doll in the world, and the other Russian dolls are of varying sizes.  To control a doll of size 3, you need to first stack into a doll of size 2.  You directly control Charlie (or the doll which Charlie is inside), and at times this was a little imprecise, with at least one instance of the doll getting stuck on scenery.


That was a minor annoyance though, and the game has plenty of charm to overcome it.  Presentationally, it's well thought out, set in the 1930s with a silent movie art deco feel to it.  It's very clever, as well, as most of the puzzles have multiple solutions, and you only require one to continue through the story.  On the first level I did just this, but by the time I was running around a Zeppelin, I was intrigued as to how to solve each puzzle in as many ways possible.

Not only that, but there are additional challenges and special characters to collect and amusing things to do.  I'm not one for repeating things over and over again, but this game was amusing, charming and (maybe most importantly) short, and I found myself at the end of a few hours seeing the ending with the majority of collectibles from levels three and four in the bag.



I still went back to those levels though.  There are some really funny bits of dialogue throughout the game, and some of the animations on dolls is ingenious.  The Widow Chastity manages to sway her hips, even though she doesn't have any hips.


Other dolls have their own personality.




So enamoured was I with the game, that I immediately went back to the first levels and found all the collectibles there as well.  I completed the game by wrapping five dolls in bandages aboard the ocean liner, which seems a fitting end.





There's some additional content available for about £3.50 (causing the locked achievements above); I may well buy that one day when I'm tired of playing a gritty brown adventure game.

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

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97: I’m Feeling A Bit Squiffy
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G’morrow beautiful friends! Here to waft away the damp, darkened skies of the season (or maybe make them damper and darker), it’s Episode 97 of the ugvm Podcast. The podcast you love to subscribe to but hit skip when it comes up on the playlist. Yeah, we know. It’s OK. We don’t get paid either way.

In this episode, deKay, Kendrick and Toby “entertain” you with fun game related news and chat, which this time round includes speculation on Valve’s new hardware triple combo, a show report from the Valorant Champions event in that there Paris (France, not Texas), and one of the team became A Magnificent Man in a Flying Machine. Oh, and Kendrick has bought a new VR headset. Yes, Hell has finally frozen over. Not only that! We have gaaaaaaaaames!

97: I’m Feeling A Bit Squiffy
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