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Retro City Rampage (360): COMPLETED!

Posted on 25/02/2014 Written by deKay

tumblr_n1g9w6sqt41svmpf2o1_1280What a totally nuts game. So many ideas, parodies and play styles all thrown together, seemingly randomly, with intentionally terrible (well, great retro but terrible modern) graphics 1 and sound and garnished with groan-worthy puns and not-so-subtle innuendo.

And it’s brilliant.

One minute you’re in the sewers beating up ninja turtles, the next you’re a Ghostbuster, before taking part in a clone of Smash TV (where at one point you end up in the wrong TV studio and interrupt Phil Fish being interviewed), all via some Solid Snake Inna Box and pretending to be Batman. Not to mention Paperboy, Super Hang On, ‘Splosion Man and so many more. And GTA, which the main game overworld apes so obviously.

There are references to retro and modern games, TV and films everywhere. The developer pokes fun at terrible practices at large gaming companies at every turn. Games programmers, reviewers, PR people and “celebrities” pop up all over the place. There’s so much fun to be had before you even play the game.

Thankfully, the game still stands up as a game worth playing. Somehow, stitching these tropes and parodies together actually works. The game even riffs on itself by apologising for the tedious bits, using some deus ex machina to skip some sections that are obviously going to bore you (one fetch quest is cut short with a never used again warp whirlwind, a-la Mario 3). In fact, even some of the more difficult stages give you the option of skipping them, or you’re loaded up with better weapons to make things a bit easier. Add to this instant restarts and pretty frequent checkpoints and it’s clear the developer doesn’t want you to get bored.

Unfortunately, some of the stages are still a bit on the hard side (especially the final few), but that’s to be expected, I suppose. I did put some of the deaths down to a bizarre problem my 360 pad has developed where it moves to the left by itself. Odd.

Overall, well recommended. And other off my Pile of Shame. Phew!

Notes:

  1. Which you can change to make look even worse! Like it’s a C64 game or it’s running on a Game Boy! ↩

Filed Under: Gaming Diary Tagged With: 360, completed, Post, retro city rampage, xbla

Pokémon Rumble U (Wii U): COMPLETED!

Posted on 23/02/2014 Written by deKay

Pokewon.With Mario 3D World completed in 2-player with my daughter (after completing it in single player), we moved back to this. It turns out there weren’t actually that many levels left, and with our ridiculously overpowered White Kyurem NFC character we didn’t exactly struggle.

I’m not going to sing the game’s praises too much. It’s a very simple button basher (even more so than the Wii and 3DS precursors), with very few differences between levels. Even having different Pokémon means very little, providing they actually have some decent HP and moves. Yes, there are “defend the fort” levels, and “beat the boss in under 120 seconds” levels, but ultimately, you play every level the same – point your ‘mon at the baddies and hammer A and sometimes B.

Having said all that, there’s not actually much to dislike. It’s fun, it’s colourful, and it’s multiplayer. Shallow and repetitive aren’t features many 5 year olds care about, and frankly, I didn’t really mind either.

My only real complaint is that you can’t upgrade your non-NFC Pokémon. It’s not important; As I said, there’s little reason to change character, but when your co-player wants to use “the little crabby one!” with “power” of 150 on a level that recommends 1500+, it would have been nice to be able to spend some of those coins you win bumping Little Crabby’s stats up a bit.

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

Bit.Trip Presents… Runner 2: Future Legend of Rhythm Alien (Wii U): COMPLETED!

Posted on 23/02/2014 Written by deKay

Old_Skool_RunnerAs it turned out, I was still on World 4, and not World 5 as I though. Still, I was close to the end of World 4, and World 5 was indeed the final world, so I wasn’t that far from complete.

Now I’m even less far from complete, having completed it.

I may have mentioned it’s hard. Oh boy is it hard. I’m not sure it actually got harder on the final world (aside from throwing me a bit by changing the graphics, and by changing how some of the enemies appear – some now move when they didn’t before), but that’s probably just as well as it was hard enough already.

I_made_a_new_friend_So many times I had the checkpoint (yes, I used checkpoints) or end of level in sight, but still died before passing them meaning I had to do it all again.

And then for the final level the worst fly in the ointment happens. You have to run from right to left, but the controls stay the same! So A is still Block, where Y would make more sense. Death after death. Not helped by having no idea what to do with the walls you come across (tip: turns out you have to slide-jump through them).

Which all sounds like a complaint, doesn’t it? It really isn’t. It’s a wonderful game which is just very hard. Unlike some games, though, it doesn’t suffer as a result. The short levels and instant restarts stop you getting totally frustrated, and the levels and controls are such that all mistakes, except perhaps the first time you hit something you didn’t see quickly enough, are entirely your fault. Hard but perfectly fair.

I should point out that I’ve not 100%ed it. I don’t have all the gold in all the levels, I don’t have all the bullseyes, and I don’t have all the chests, keys or anything like that. I won’t be trying to 100% it either – I feel it’s really beyond me. I almost 100%ed the first world and that was difficult enough, and although I know it would be a great achievement to perfect the entire game, I don’t think I’d enjoy doing it. Next!

Filed Under: Gaming Diary Tagged With: bit.trip, completed, Post, wii u

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

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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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