ugvm

the site of uk.games.video.misc

  • Home
  • Podcast
  • Articles
  • Platforms
    • Xbox 360
    • Playstation 3
    • wii u
    • 3ds
    • psp
    • iOS
    • PC
    • Mac
    • Wii
    • xbox
    • SNES
    • Mega Drive
  • Gamercodes
    • Xbox Live
    • Wii U NNIDs
    • Wii
    • PSN
    • 3DS
    • Steam
    • Apple Game Center
    • Battle.net
    • Elite Dangerous
  • Gallery
  • Back Issues
  • Other Groups
  • About Us
    • A brief history of ugv*
    • Posting Traditions
    • Join in
    • ugvm Charter

Interaction Isn’t Explicit (PS5): COMPLETED!

Posted on 29/01/2024 Written by deKay

This game is both a game, and not a game. And also, but mainly, an exploration of games and game mechanics. In some ways, it’s a bit like a serious version of something like The Beginner’s Guide, presented in the form of a third person action game through the lens of a university project about video game interactivity.

The goal is just to get to the end, but the purpose is to explain to the player how there are different types of interaction (like, explicit and not-explicit) in games and how these affect both the style of game and the gameplay mechanics therein. It directly references how these are used in other games, like Elden Ring or Assassin’s Creed, and presents the same functions only via different methods. For example, a platformer where you can jump wherever you want, or an action game (like The Last of Us) where you can only do so where the game dictates you can. Similarly, it shows how button prompts can work on-screen, or other techniques of telling you what to do without actually telling you with a big “PRESS THIS” arrow.

There’s obviously some game here, shooting things in the head and scrambling over stuff, but they’re there to explain, by use of example, what the writer’s point is rather than as a direct game. I’d never played a lecture before, but that’s what it felt like.

An interesting curio, especially if you’re into the reasons behind game development choices rather than the hows or technical stuff. There’s also some nice use of the feedback and rumble effects of the PS5 controller. It’s free too, and very short, so you’ve no excuse not to “play” it.

Filed Under: Gaming Diary Tagged With: completed, Diary, ps5, psn

Detective Pikachu Returns (Switch): COMPLETED!

Posted on 21/01/2024 Written by deKay

It’s been a long time coming, what with the original game coming in at the end of the Nintendo 3DS’ viable life, and it now being the twilight hours of the Nintendo Switch, but finally it was released and, having given it to my daughter to play first, the time eventually came for me to finish the story that cliffhangered on the previous game.

Now, I may be misremembering the first game, but I’m pretty sure this one is somewhat simplified in comparison. It’s shorter, easier, and your hand is held constantly through the entire story. You don’t really have much say in how the investigations progress, and the puzzles are not only straightforward but you’re constantly told how to actually complete them. It all feels like the interaction is somewhat superficial, and really it’s not much more than a visual novel. It’s certainly less than a “point and click” adventure.

It’s also pretty bland graphically. There aren’t many locations, and they’re pretty plain in appearance. Voice acting is variable, with most characters being text-only but the odd one that isn’t comes across as amateur. Aside from the good detective himself, of course.

Thankfully, the story is more than enough to draw you in and keep you connected. The first game ended without a resolution to the big questions – where is Tim’s dad, and why can Pikachu talk? In the intervening years, there’s been a film which loosely followed the plot of the game but did end on an answer – with Tim’s dad actually being Pikachu, of a sort, thanks to Mewtwo’s actions. The game actually addresses this outcome directly, as it is mentioned that “they made a film about Tim and Pikachu’s adventures”, but “they made up the ending”, or words to that effect. Is the ending the same here? Well, that’s a spoiler.

The events that lead to the end mainly involve a load of Pokémon going rogue, which seems a bit like the “R incident” from the 3DS original but is actually more targeted and related to where Tim’s dad is. You’ve the theft of a gem to solve, the rescue of an archaeologist from some ruins, and even deal with Pikachu getting “arrested” for a crime he didn’t commit. Towards the end, Pikachu starts remembering things that aren’t things he could possibly remember. Unless… well, spoiler again.

In summary, it’s a low tech game which exists to wrap up the cliffhanger from the first game, but really shouldn’t have taken nearly six years to make nor is it worth playing on its own. There’s nothing terrible here, it’s just a bit disappointing that after all this time, all we’re getting is what feels like a cheap C-team product.

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

Detective Pikachu Returns (Switch): COMPLETED!

Posted on 21/01/2024 Written by deKay

It’s been a long time coming, what with the original game coming in at the end of the Nintendo 3DS’ viable life, and it now being the twilight hours of the Nintendo Switch, but finally it was released and, having given it to my daughter to play first, the time eventually came for me to finish the story that cliffhangered on the previous game.

Now, I may be misremembering the first game, but I’m pretty sure this one is somewhat simplified in comparison. It’s shorter, easier, and your hand is held constantly through the entire story. You don’t really have much say in how the investigations progress, and the puzzles are not only straightforward but you’re constantly told how to actually complete them. It all feels like the interaction is somewhat superficial, and really it’s not much more than a visual novel. It’s certainly less than a “point and click” adventure.

It’s also pretty bland graphically. There aren’t many locations, and they’re pretty plain in appearance. Voice acting is variable, with most characters being text-only but the odd one that isn’t comes across as amateur. Aside from the good detective himself, of course.

Thankfully, the story is more than enough to draw you in and keep you connected. The first game ended without a resolution to the big questions – where is Tim’s dad, and why can Pikachu talk? In the intervening years, there’s been a film which loosely followed the plot of the game but did end on an answer – with Tim’s dad actually being Pikachu, of a sort, thanks to Mewtwo’s actions. The game actually addresses this outcome directly, as it is mentioned that “they made a film about Tim and Pikachu’s adventures”, but “they made up the ending”, or words to that effect. Is the ending the same here? Well, that’s a spoiler.

The events that lead to the end mainly involve a load of Pokémon going rogue, which seems a bit like the “R incident” from the 3DS original but is actually more targeted and related to where Tim’s dad is. You’ve the theft of a gem to solve, the rescue of an archaeologist from some ruins, and even deal with Pikachu getting “arrested” for a crime he didn’t commit. Towards the end, Pikachu starts remembering things that aren’t things he could possibly remember. Unless… well, spoiler again.

In summary, it’s a low tech game which exists to wrap up the cliffhanger from the first game, but really shouldn’t have taken nearly six years to make nor is it worth playing on its own. There’s nothing terrible here, it’s just a bit disappointing that after all this time, all we’re getting is what feels like a cheap C-team product.

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

Return to Monkey Island (Switch): COMPLETED!

Posted on 14/01/2024 Written by deKay

It’s another one of those “why did it take me so long to get round to it” games. Well, to answer that, just take a look around the rest of my site. But here I am, having eventually played and completed it.

There was much kerfuffle about the change in graphic style between this and the original (and the remasters of those, and the Telltale Games ones) as if the pixels of the first two games were sacred and should never be altered. Even though they already had, several times. To this I say: go away. They’re fine. Better than fine. They look great. Stop whining.

It’s been a long time since I played any of the Monkey Island games in any form for any length of time, but coming to this even after such a gap was a real kick in the memberberries as so many of the characters, sounds, locations and banter are instantly recognisable. It helps that it is a direct continuation of the second Monkey Island game (explaining the unusual ending of that title) and has the original voice actors, in the most part, from the original “talkie” versions. With much of the game set on the familiar Melee Island, complete with SCUMM Bar and the Ask Me About Loom guy, it’s really like old times. Only new.

The plot involves going back to Monkey Island, as the game’s name suggests, to, you know, actually get the Secret Of Monkey Island this time. As you’d expect, that involves point-and-click adventure puzzles. Some of these are similar but different to puzzles in the older games (such as the potion required to actually get to Monkey Island), and none seem to be as obtuse as those that came before, although the pulley-in-a-rubber-chicken one is referenced. In this way, it feels easier, but it also means that everything makes more logical sense and really the only criticisms the original games garnered were about the illogical solutions, so that’s fine.

It’s as funny as you’d expect, as good as you’d hoped, and just modernised enough as you can tolerate. More like this, please.

Filed Under: Gaming Diary Tagged With: completed, Diary, monkey island, switch

FAR: Lone Sails (Switch): COMPLETED!

Posted on 12/01/2024 Written by deKay

In a post-apocalypse world, the seas have dried up and you, the only living creature in the entire game, have a land-boat thing with big wheels which you have to take from the left side of the world to the right side of the world. You have an engine you need to keep fuelled, you get a sail you can raise when there’s wind, things break and catch fire and you have to fix them, and often there are places you can’t get past (presumably because the game is 2D and there’s no steering wheel) so you have to hop out your land-boat and explore some abandoned structure to open a door or power a lift or something to progress.

The problem is, everything is too small. I don’t mean just on the Switch handheld, as I played this on a 50 inch TV; Everything you need to actually see (like the stuff you pick up or things you interact with) is minute and you can’t make out what most of it as and so you have no idea what anything is for. Turns out, almost everything you pick up is just fuel or ornamental or both, so my hoarding of All The Things was pointless and it didn’t matter that I couldn’t see anything anyway. Just burn it all. Apart from the red things (that are more red than the other red things) as they make your engine go on fire.

Eventually you get to the far right of the world, and the game ends and that’s it. No win, no prize, no happy ending, you just get there and your ship has fallen to bits and you light a lamp and that’s the end. A real disappointment, and it doesn’t feel like the game was supposed to be teaching you a lesson that there would be one or anything like that, and after a bit of research I’m pretty confident I haven’t stumbled into a “bad” ending – that’s just how it ends.

I did enjoy it, mainly because it looks lovely and the world is great, but I don’t really understand either 1) what was the point of it all, and 2) why it was so lauded in the press. Also, what does FAR stand for?

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

  • « Previous Page
  • 1
  • …
  • 29
  • 30
  • 31
  • 32
  • 33
  • …
  • 79
  • Next Page »
  • E-mail
  • Twitter
  • YouTube

Latest Podcast Listenbox

98: There Were No Ramekins
byugvm

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
Episode play icon
98: There Were No Ramekins
Episode Description
Episode play icon
97: I’m Feeling A Bit Squiffy
Episode Description
Episode play icon
96: Magic Beans
Episode Description
Search Results placeholder

Tags

3ds ACNL animal crossing Arcade assassin's creed Batman completed Destiny Diary Emulation evercade Game Diary games iOS iPhone lego Mac mario Master System Mega Drive minecraft PC picross Playstation 3 Playstation 4 Playstation 5 pokemon Post ps+ ps3 PS4 ps5 psn PS Vita retro sonic the hedgehog Steam steam deck switch Vita Wii wii u Xbox 360 Xbox One zelda

Contributors

  • Diary – deKay's Lofi Gaming
  • Game Diary – The Temple of Bague
  • gospvg
  • Lufferov’s Gaming Diary
  • Tim's Gaming Diary

Meta

  • Log in
  • Entries feed
  • Comments feed
  • WordPress.org

RSS Feed RSS – Posts

Copyright © 2026 · Outreach Pro on Genesis Framework · WordPress · Log in