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Portal: completed again, and the boss battle

Posted on 22/03/2024 Written by Xexyz

I have now lost count of the number of times I’ve played through Portal. The last time I posted about it, back in 2010, I said I’d completed it on four platforms; by now I must have completed it multiple times on each of those, and additional platforms since. This latest completion is due to the Portal collection (both games) being cheap on Switch, and the desire to try playing through Portal 2 on a convenient platform. But I couldn’t let the first game just sit there.

I actually played through the game twice, the second time listening to the developer commentary – I meant to only do this for the first couple of levels, but each time a new level started I could see the speech bubbles hanging temptingly close. It is still magnificent, with its short length adding to its genius. But I’ve said all that before.

What I found interesting this time, following so close to my completion of Metroid Prime Remastered, and also various other games over the past couple of years, is how the boss battle in Portal was so clearly signposted. As you enter, one of GlaDOS’s orbs falls to the ground and before you are in any danger you have to incinerate it. Once that’s done, you know that you will have to do that again, and you can see where the orbs are, and it’s very soon after that you realise how to get them after some of GlaDOS’s commentary hints at the rockets. Even with the one-hit-kill nature of Portal’s gameplay, it’s easy to both understand what to do, and also to do it.

This is in contrast to some of the bosses in Metroid Prime, for example. The last boss, in particular, had no signposting on how to damage it, until I accidentally stood on some of the deposited goo and realised that the HUD now read “hypermode” (or similar). The Omega Pirate killed me many times until I realised that missiles dealt huge amounts of damage. Thinking back to Sonic on the Mega Drive, bosses often required a little trial and error before you worked out how to hit them consistently.

As I’ve grown older I think that the signposting is appreciated – but the challenge of Metroid Prime came as a welcome surprise, and the bosses in the Zelda games are an appropriate crescendo – plus the minor bosses across the worlds of Breath of the Wild and Tears of the Kingdom, optional as they are, are a great focal point for adventure.

Filed Under: Gaming Diary Tagged With: completed, switch

Moving day

Posted on 19/03/2024 Written by Xexyz

19 years.  I started this gaming diary 19 years ago, because I wanted to write something. It's fair to say there have been ups and downs in my writing frequency.  It's time for a big change now, though - after a few years of procrastination I'm moving this over to Wordpress.

Blogger has been fine, but there are some limitations that I'm not going to overlook any more.  As I've included more and more screenshots in my posts, the lack of a gallery function has annoyed, and the interaction between my Google account and Blogger files has annoyed me.  It's time for a move.

I won't be updating this blog any more.  See you on the other side.

Filed Under: Gaming Diary Tagged With: completed

Portal 2 (Switch): COMPLETED!

Posted on 16/03/2024 Written by deKay

Having completed Portal 2 in co-op, I thought I should really play the single player too. I’d remembered the overarching plot from my first playthrough, and the end boss fight (including how to beat it), but almost none of the puzzles and areas were familiar. Or rather, were but in a fuzzy sort of “this looks like something I have a very vague recollection of” in terms of graphics more than anything.

So as with Portal, it was a nearly new experience and it still holds up well today. The new additions over the first game such as the bouncy gel and slidey gel are fun, but I seem to remember that those bits of the game, specifically in the Cave Johnson areas, made up a much larger proportion of the game than it turns out they do. As in, I was sure they took up at least 90% rather than the 20%-ish they actually do. Memory, eh? It isn’t how it used to be.

Cave Johnson is great, by the way. His audio recordings and descent into old man lunacy as they progress are hilarious. As is the rest of the dialogue, actually, with Wheatley being excellent and Potato-GLaDOS an excellent alternative to the unhinged normal-GLaDOS.

Portal 2 may not be as fondly remembered as Portal but it is still fantastic. If only Valve knew how to count to 3, eh?

Filed Under: Gaming Diary Tagged With: completed, Diary, Portal, switch

Metroid Prime Remastered: completed!

Posted on 15/03/2024 Written by Xexyz

The very first time I ever posted to this blog, back in 2005, was to talk about Metroid Prime.  Reading back, my writing skills were a little lacking, with the post being almost entirely descriptive.  It appears that that was my second time of playing the game; the first time I’d got to a “plant boss” which I couldn’t defeat, whereas the second time I progressed past this for a couple of hours.  Assuming that the plant boss was Flaahgra, that means that I’d hardly touched the game either time; I’d have managed to explore most of the Chozo Ruins, maybe, but probably barely got to Magmoor Caverns. It’s all speculation; I can’t remember 19 years ago.

It’s all academic now in any case.  About a year ago, Nintendo released an updated version of Metroid Prime for the Switch, and I’ve been playing through it over the last month.  The game structure itself is identical, but it’s had a major graphical revamp and (more importantly) controls have been adjusted.  One thing I did recall about the Gamecube game was the difficulty I had in controlling Samus, not so much in terms of movement but in terms of looking around and finding enemies or points of interest.  The new game allows you to use classic controls, but having tried these against the standard dual stick controls, there’s a night and day difference.  I was able to get Samus to do what I wanted, and also look around to see what to do next.

And it was certainly worth looking around.  The original game was known as being good looking on the Gamecube, but this remaster has had a huge amount of effort poured into it which makes the world look astounding.  There’s so much detail to see and interact with; at times it seems a shame that the visor obscures your view a little so you lose some of the magnificence.

All the areas you explore are made of small rooms; there are no expansive vistas here. This is fortunate, given that you need to retrace your steps many times over as you unlock new doors and abilities; somehow they have made the world seem small yet simultaneously very expansive. This is helped by the variety in the levels – what my son would refer to as biomes – with snow and lava settings giving a diversity to the visuals.

What was interesting was seeing this very modern game with a slightly anachronistic structure.  Defined save points, signposted boss battles, secret pickups and upgrades – after the freedom afforded in Breath of the Wild and other open world games, this seemed quite old fashioned … yet this was at times to its benefit, with genuine tension arising from exploring the world and trying to find the next save room.

Everything was cleverly designed.  Enemies are varied and require different techniques to defeat (or, as you progress through the game, avoid and run past).  Platforming and traversal, particularly in the morph ball, had a lot of thought put into it, especially the mazes on magnetic rails.  When fighting a boss, I knew there was a way of avoiding attacks – even if I couldn’t actually do it consistently.

There are endless clever touches and one-off events.  I particularly liked the room which held a hologram of the solar system.

Looking at this was pretty tense, because each time I scanned something new I thought enemies were about to attack.  Tension was quite thick throughout the game, partially caused by the save system, but also because the enemies – particularly metroids – were generally quite unpredictable.  I’m not a huge fan of scary games, but this just landed on the right side for me.

The scanning mechanic was a bit tiresome.  Having to make sure you scan everything in order to get 100% completion, quickly became unrealistic after I forgot to scan one of the earlier bosses.  That’s probably a good thing, as otherwise I imagine I would have become quite obsessed, and a final number of 99% is probably worse than the 91% I ended up with.  I also didn’t find all the upgrades.  Going by the HUD at the end, I estimate that there was one energy pack I didn’t find, and there must have been quite a few missile and power bomb expansions left unfound.  I am also assuming [and I don’t want to know otherwise] that there weren’t map stations (to reveal unexplored rooms) in every region, since I only found them in three.

It’s taken me 20 years or 19 years or four weeks, depending on your starting point, but I have completed the game.  I didn’t have much of an issue with any of the normal enemies, and faltered at only a couple of the bosses.  The omega pirate took a few attempts before I realised that he was recharging his health from time to time.  Meta Ridley just took far too long to kill.  The first time I got to the core of Metroid Prime I had a single energy tank remaining, and died before I worked out how to do any damage.  Otherwise, the difficulty was pitched exactly right to make it challenging but not disheartening.

Now to wait for the remaster of the second game.

Filed Under: Gaming Diary Tagged With: completed, GameCube, switch

Metroid Prime Remastered: completed!

Posted on 15/03/2024 Written by Xexyz

The very first time I ever posted to this blog, back in 2005, was to talk about Metroid Prime.  Reading back, my writing skills were a little lacking, with the post being almost entirely descriptive.  It appears that that was my second time of playing the game; the first time I'd got to a "plant boss" which I couldn't defeat, whereas the second time I progressed past this for a couple of hours.  Assuming that the plant boss was Flaahgra, that means that I'd hardly touched the game either time; I'd have managed to explore most of the Chozo Ruins, maybe, but probably barely got to Magmoor Caverns. It's all speculation; I can't remember 19 years ago. It's all academic now in any case.  About a year ago, Nintendo released an updated version of Metroid Prime for the Switch, and I've been playing through it over the last month.  The game structure itself is identical, but it's had a major graphical revamp and (more importantly) controls have been adjusted.  One thing I did recall about the Gamecube game was the difficulty I had in controlling Samus, not so much in terms of movement but in terms of looking around and finding enemies or points of interest.  The new game allows you to use classic controls, but having tried these against the standard dual stick controls, there's a night and day difference.  I was able to get Samus to do what I wanted, and also look around to see what to do next. And it was certainly worth looking around.  The original game was known as being good looking on the Gamecube, but this remaster has had a huge amount of effort poured into it which makes the world look astounding.  There's so much detail to see and interact with; at times it seems a shame that the visor obscures your view a little so you lose some of the magnificence.
All the areas you explore are made of small rooms; there are no expansive vistas here.  This is fortunate, given that you need to retrace your steps many times over as you unlock new doors and abilities; somehow they have made the world seem small yet simultaneously very expansive.  This is helped by the variety in the levels - what my son would refer to as biomes - with snow and lava settings giving a diversity to the visuals.
 
What was interesting was seeing this very modern game with a slightly anachronistic structure.  Defined save points, signposted boss battles, secret pickups and upgrades - after the freedom afforded in Breath of the Wild and other open world games, this seemed quite old fashioned ... yet this was at times to its benefit, with genuine tension arising from exploring the world and trying to find the next save room. Everything was cleverly designed.  Enemies are varied and require different techniques to defeat (or, as you progress through the game, avoid and run past).  Platforming and traversal, particularly in the morph ball, had a lot of thought put into it, especially the mazes on magnetic rails.  When fighting a boss, I knew there was a way of avoiding attacks - even if I couldn't actually do it consistently. There are endless clever touches and one-off events.  I particularly liked the room which held a hologram of the solar system.
Looking at this was pretty tense, because each time I scanned something new I thought enemies were about to attack.  Tension was quite thick throughout the game, partially caused by the save system, but also because the enemies - particularly metroids - were generally quite unpredictable.  I'm not a huge fan of scary games, but this just landed on the right side for me. The scanning mechanic was a bit tiresome.  Having to make sure you scan everything in order to get 100% completion, quickly became unrealistic after I forgot to scan one of the earlier bosses.  That's probably a good thing, as otherwise I imagine I would have become quite obsessed, and a final number of 99% is probably worse than the 91% I ended up with.  I also didn't find all the upgrades.  Going by the HUD at the end, I estimate that there was one energy pack I didn't find, and there must have been quite a few missile and power bomb expansions left unfound.  I am also assuming [and I don't want to know otherwise] that there weren't map stations (to reveal unexplored rooms) in every region, since I only found them in three.
It's taken me 20 years or 19 years or four weeks, depending on your starting point, but I have completed the game.  I didn't have much of an issue with any of the normal enemies, and faltered at only a couple of the bosses.  The omega pirate took a few attempts before I realised that he was recharging his health from time to time.  Meta Ridley just took far too long to kill.  The first time I got to the core of Metroid Prime I had a single energy tank remaining, and died before I worked out how to do any damage.  Otherwise, the difficulty was pitched exactly right to make it challenging but not disheartening. Now to wait for the remaster of the second game.
   

Filed Under: Gaming Diary Tagged With: completed, GameCube, switch

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