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Worms: stupidity kills

Posted on 04/06/2024 Written by Xexyz

For some unknown reason I have the Playstation version of Worms registered on my account, and so when looking over potential reasons to upgrade Playstation Plus I noticed I was able to download it to the PS4. And so I did.

I’ve not played the Playstation version before as far as I’m aware, but I put many hours into the Mega Drive version and also played the original Amiga game at Kevin’s house several times. There’s not a huge amount of difference, to be honest – the Playstation has some pretty cringy FMV segments, where the worms use a different art style to in-game – but the options and game types and presentation is all very familiar. I tried to set up a StOGS team, but fell at the second hurdle when I was told there was already a worm called “John” – part of the Beatles, of course. My team ended up being Timbo, Kieron1, Johnno, and Hiscock.

I chose initially to play against teams where the AI was set as “poor”. This was a mistake, because rather than making the game easier it seems as if the AI was programmed to use up airstrikes and teleportation in the first couple of goes, meaning that I often found that members of my team were killed before I even got a chance to move them.

Moving to compete against other teams, more average in skill, actually made the game easier. I wasn’t that easy to work out which ones to choose, mind – the only place the AI level is noted is in the team editor, and they’re not listed in order of difficulty, so you have to go as if to edit the teams, make a note on which to compete against, and then back out to the menu.

The game still works well, and benefits from a lack of bloat which later games have introduced – there is a focussed and tight selection of weapons here, making weapon drops genuinely exciting. I may suggest we play this next time we have an in-person games day.

It’s almost worth it for the logo nostalgia alone.

Filed Under: Gaming Diary Tagged With: PlayStation, Playstation 4

Rise of the Tomb Raider: completed!

Posted on 16/05/2024 Written by Xexyz

I decided to play on. Ammo was a little depleted, but I had plenty of materials to craft arrows, and I was sure that soldiers would provide me with plenty of bullets. In fact, as I arrived atop the tower, I saw multiple ammo drops in any case, and started to run towards them.

I didn’t get there before the cutscene started. I am not averse to big end battles, as they can set the end of a game nicely. I don’t like huge difficulty spikes, and I don’t like when the skills required for the boss are completely different to those in the game as a whole. To a minor extent, these both applied here. Konstantin appeared in a helicopter, guns blazing, trying to get rid of Lara. Luckily Sofia was still at the trebuchet; unluckily she was unable to hit the moving helicopter. Instead, in a massive nod to realism, after she fired a blazing barrel towards the helicopter, I had to shoot that barrel when it was nearby, causing an explosion that rocked the flying menace. And I had to do that three times, because we all know that helicopters can survive two explosions. And between the helicopter’s appearances, the Deathless Dumbos and Trinity Tosspots all swarmed around the structure trying to kill me.

Luckily I soon found ways to avoid them – running away to an outer ledge, shooting the burning trays over the tops of their heads, and using poison and exploding arrows. It was intense, though, and I was glad to see the helicopter finally on fire and about to crash.

Into me. Into the tower. Oh dear.

So I end up in a burning room with Konstantin, who has obviously survived the crash, taking all my weapons. I have to avoid his machine gun fire and grenades, while running around finding tin cans to craft into explosives and then hitting him with my ice pick. Luckily there were some clear instructions on what I needed to do.

Eventually he submitted to multiple stab wounds, and I took my stuff back from him. And then he begged me to not leave him to die. I had a choice – there was the symbol over his head indicating a kill, but instead I just walked away.

And then the building collapsed on him anyway. Oh well.

Off to the Chamber of Souls to find the Divine Source, and there I find Ana who is desperate not to die. She has the Source, there is a fair amount of back-and-forth, the Deathless Dimwits appear in force and everything is going to be awful. Until Lara lifts up the Source over her head and smashes it. The Deathless become Dead, but so does Jacob, and everything is a bit sad. Game complete.

All being completed, I travel back to the geothermal springs valley to tidy up some loose ends, and hear some interesting post-game conversations. I may return at some point to find the secrets I missed, and complete the side missions left over, but this feels like a good time to stop.

Filed Under: Gaming Diary Tagged With: completed, Playstation 4

Rise of the Tomb Raider: it’s not that lost

Posted on 08/05/2024 Written by Xexyz

Well, Jonah didn’t last long. Trinity had the atlas which meant they looked to see where the Divine Source was, and discovered it was under a glacier. A shootout saw Jonah badly injured, and Jacob demonstrated his marvellous healing skills. Turns out he’s a bit special. This set up the thrilling climax of the game – our objective is in the Lost City; I’m going in through the secret entrance, and Trinity’s going to try going in by force through the glacier. It’s a race against time.

Well, except it’s not, because the next urgent thing doesn’t happen until you reach the next checkpoint. But still.

I was warned about the Deathless Ones. I’d seen them briefly before, when running up a large statue of the Prophet which I’d caused to fall over, but the Lost City is where they protect. When I first heard the villagers talking of the Deathless Ones I must admit my eyes rolled – yet another game where you get to fight zombies – but having encountered them while progressing through the city they’re really just another faction of soldiers, with less advanced weaponry but better armour. Because of the checkpointing system, I spent a lot of time sneaking up on the enemies and killing them from behind, or using the handily-positioned fire jars to explode them. There were a couple of big fights where hiding was not an option, but even then using the bow meant that few got close enough to actually fight.

I fought through the lower city, using a trebuchet to break down a gate; I then found another gate which also needed to be destroyed, using two different trebuchets in the area. Lots of Deathless Ones abounded. I reached a tower, at the top of which is the Divine Source – and then Trinity broke through the glacier.

The last half hour has been action-packed, with Trinity and Deathless Dudes fighting each other and me climbing the outside of the tower. Sofia turned up to help, firing one of the trebuchets at the advancing Trinity soldiers. I am concerned that I’ve reached the end of the battle with severely depleted ammunition, although I can at least craft arrows using my stocks of wood and feathers. Only the last battle to go.

I do appreciate the signposting of the point of no return. I am now in two minds – do I travel back to another area to stock up with ammunition, or do I play through as the story demands, straight to what I assume to be the point at which Konstantin gets his comeuppance? Something to sleep on.

Filed Under: Gaming Diary Tagged With: Playstation 4

Rise of the Tomb Raider: a battle and a discovery

Posted on 02/05/2024 Written by Xexyz

I journeyed through the mountain and found the geothermal valley, where Jacob’s people live. This was a large area to explore, with some parts barricaded off with obtrusive spiked gates. After running some varied errands, including helping to reinforce guard towers, a big battle occurred with helicopters dropping waves of enemies, none of whom seemed to be able to kill Lara. They killed many others, it seems, but that was a pre-ordained conclusion, and I felt no sense of urgency while pushing through the linear path. Indeed, I knew there’d be no progress in action until I reached the next checkpoint, so with the sounds of gunfire and screams of torture around me I frequently went looking for coins or relics I’d passed, or spend time reading random documents left on the path.

Rise of the Tomb Raider
Rise of the Tomb Raider
Rise of the Tomb Raider
Rise of the Tomb Raider
Rise of the Tomb Raider

While the game is overall relatively coherent, there is a clear distinction between different gameplay types. There are combat sections, exploration sections, and puzzle sections. The last two of these are slightly combined, with the need sometimes to climb on certain things to progress. The second one has the occasional danger from wildlife, but you can tell when this happens because Lara suddenly crouches and moves stealthily rather than just running as usual, and the music suddenly gets all exciting. Similarly, during the combat sections, once you have killed the last enemy, even if you aren’t aware it’s the last one, Lara will suddenly stand upright and the music will finish. At least this meant I wasn’t swimming under the ice for hours waiting to see if anyone was still there to shoot me.

I am compelled to continue through the story, partially because I am intrigued as to what the Divine Source may be, and partially because it will mean that I’ve unlocked all the equipment and abilities and I won’t, for example, spend ten minutes climbing up a wall and jumping between platforms to get to a cave entrance, only to find I need breathing apparatus to swim along the tunnel.

Speaking of which, guess what I’ve got now. I’d better go back and find that cave again.

Anyway, I have travelled into the cathedral and found the atlas, which isn’t a Collins reference book, but instead is a pentagonal dodecahedron which shines light through and projects a map of the city. That shows you where the Divine Source is, and a secret path to get there. Jacob seems to know already. I’ve also met up with Jonah, who was saved from the storms by Jacob’s people, but who was then captured by Trinity. I’m back off now to rescue him from the gulag.

Filed Under: Gaming Diary Tagged With: Playstation 4

Rise of the Tomb Raider: through the icy wastes

Posted on 26/04/2024 Written by Xexyz

In my previous post I noted that there had been a limited number of human casualties up to that point, which was more fitting with Lara Croft’s background than the first of the 2010s trilogy. That’s changed quite a bit over the last few game sessions, but it still feels a little more restrained – and Lara certainly seems less bloodthirsty overall. There is a remarkable sense of exploration throughout the game, both in terms of finding new areas (and returning to old ones from unexpected directions) and also discovering centuries-old ruins and excavations. The story helps here; in some areas, you are exploring abandoned Soviet excavations which had uncovered ancient tombs or passages. We are on the trail of the lost city founded by the prophet, and it feels close.

After getting past the bear, I travelled through a railyard to a series of small warehouses, where I found Trinity soldiers generally being quite unpleasant and torturing a few people. There were grisly marks of what had occured before as well. At one warehouse I initially tried a stealthy approach, picking off one soldier at a time, until I got spotted – at which point I blew up a gas leak and killed the rest.

Rise of the Tomb Raider
Rise of the Tomb Raider
Rise of the Tomb Raider

A zip line led down to a logging mill, which turned out to be a large open area with several soldiers and wolves prowling. I spent quite some time exploring this, as well as completing a side mission for the native I met when first landing there. I found a number of caves, some of which contained relics, some wolves. I climbed up high and zipped down lines, I hid in bushes and found secret entrances to tombs. While the optional tombs in this game aren’t huge, they do provide a reasonable puzzle, even if it is quite linear – you may have to fill an area with water to progress, but you don’t have to work out when to drain it at a later point.

As with the Ubisoft template, you can find items that mark collectibles on your map, and you can go back to get these. This is helped with the campfire fast travel scheme, meaning it’s pretty quick to go back and claim items you missed as you played through. However, this doesn’t help with my incentives to continue the story. I am far too tempted to complete every area to 100% before progressing, but this isn’t that realistic when I am lacking in some abilities.

The story is quite compelling in itself, mind. I have found out that my dad’s partner was only with him to find out where the Divine Source was – playing the long game, indeed. She has nefarious plans for it, but also it appears that she is dying and wants to use it to cure herself. I foresee an ending in which a magical artifact creates everliving zombies. I was thrown into jail alongside a native who told me of the village the other side of the mountains – and who helped me to escape several times. I have journeyed into an old copper mine and found an ancient city behind giant doors, which required me to solve some basic puzzles to pull them open (or, rather, destroy them, as all good archaeologists do). I have found a giant statue of the prophet, and then found a way out through a flooded passage into a geothermal valley.

The game is stunning to look at sometimes, and the varied but consistent level design really helps to give it a sense of space. The vast underground caverns – sometimes covered in ice, sometimes an elaborate mine – provide a coherent link between outdoor sections. I have taken many screenshots, some of which I include below.

I feel as if I should be over half way through the game now, in terms of knowledge of the story and the exploration. I hope I am; some games like this can overstay their welcome, and I recall that Tomb Raider (2010s original) didn’t. We shall see.

Filed Under: Gaming Diary Tagged With: Playstation 4

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