Beware Planet Earth (PC): COMPLETED!
I continued playing this again a few days ago having “paused” almost exactly a year ago. I think I’d struggled on a level and lost interest, but it is actually a very good tower defence game. I resumed it part way through Autumn (the game is split into four chapters, one for each season), and quickly progressed to Winter, where I ran into difficulty.
It’s just so damn hard. In the final season, you have to deal with your weapons freezing, and although you get an item to help negate this later on, it’s not cheap and uses up precious space on the map. Eventually though, I made it to the end boss who was surprisingly simple – or not surprisingly, considering a power-up you’re given right at the end.
I can definitely recommend Beware Planet Earth, especially if you like this sort of game. And it has a toilet in it, so what more can you want?
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Sonic Generations: hitting walls
With the launch of TrueSteamAchievements, I was able to register and see which games I own but have hardly played on Steam. Most of them, it turns out. One of the more interesting pages is 'My Easy Achievements' which lists those achievements I've not yet won which most people who own the games in question have. This list was topped by the achievement for completing the first Act in Sonic Generations. I have absolutely no idea when I bought the game on Steam, though I won't have paid much for it.
I'm glad I did. This is a good Sonic game - particularly the 2D sections, although most of the 3D Acts are fun as well. The only real problem is that the controls feel a little imprecise at times, which I think is down to using the analogue stick (with its length of travel) over digital pads. Turning in the air to avoid spikes can take a fraction of a second too long, and occasionally I can't steer Sonic away from the walls that jut out into the 3D levels.
I played through the second Acts of Crisis City, Rooftop Run, and Planet Wisp, with a number of lives lost due to me trying to hurry through the levels. It's easy to forget that even in the original Mega Drive games you had to take the later stages somewhat slower. There's a boss battle next, but first I've got to unlock it by completing three challenges - special requirements within existing levels. What a faff.
Switchblade: exploring the caves
The first thing I was surprised about was the accuracy of controls. When playing many 8-bit games, there's a noticeable lag in inputs, and games are often designed to allow for this. Some games did this better than others - Titus the Fox, for example, allowed a bit of leeway in jumping. That's not the case here, but the response to inputs is instant, making you feel much more in control.
The second thing I noticed, after playing for a while, is how complex the game is. It's packed with puzzles, in terms of finding new rooms, finding ways to attack enemies without taking damage, and exploration. I originally thought that the fact that enemies can't attack you while you're standing on a crate was a limitation of the game, but in many cases it's the very basis of the puzzle.
That's not to say that the game isn't an action-based title. I've not completed it yet, because the five lives you start with don't last long when you're being attacked. I shall try again, though - each time I play I get a bit further. I may need map paper soon though ...
Meanwhile, I loaded up an emulator to take some screenshots, and took the opportunity to compare the GX4000 game to the CPC version. As I said above, the disk version seems to chug a bit more, which may be loading, but the main difference is the visuals. Look at them, it's an astounding change.
(GX4000 is the top, standard CPC is the bottom.)
Switchblade: exploring the caves
The first thing I was surprised about was the accuracy of controls. When playing many 8-bit games, there's a noticeable lag in inputs, and games are often designed to allow for this. Some games did this better than others - Titus the Fox, for example, allowed a bit of leeway in jumping. That's not the case here, but the response to inputs is instant, making you feel much more in control.
The second thing I noticed, after playing for a while, is how complex the game is. It's packed with puzzles, in terms of finding new rooms, finding ways to attack enemies without taking damage, and exploration. I originally thought that the fact that enemies can't attack you while you're standing on a crate was a limitation of the game, but in many cases it's the very basis of the puzzle.
That's not to say that the game isn't an action-based title. I've not completed it yet, because the five lives you start with don't last long when you're being attacked. I shall try again, though - each time I play I get a bit further. I may need map paper soon though ...
Meanwhile, I loaded up an emulator to take some screenshots, and took the opportunity to compare the GX4000 game to the CPC version. As I said above, the disk version seems to chug a bit more, which may be loading, but the main difference is the visuals. Look at them, it's an astounding change.
(GX4000 is the top, standard CPC is the bottom.)
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