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Blue Prince (PS5): COMPLETED!

Posted on 23/05/2025 Written by deKay

So what if dominoes was an art deco dungeon crawling roguelike deck-building puzzle game?

You’ve inherited a fortune from your great uncle, but only if you’re able to reach room 46 of his 45 room house. Getting to the room involves solving logic and cryptic puzzles, realising that random items in each room might actually be important clues, and putting together hidden messages and objects to understand your family’s past and the reason the house is so weird.

The weirdness of the house comes about from the fact that each day, it is emptied of all the rooms. Each door you open requires you to draft the room that will appear on the other side of it, and you can choose from three randomly chosen rooms from a larger deck each time.

Rooms have different purposes, with different door layouts, so it’s possible to dead-end yourself and that’s where the roguelike bit of the game comes in – you call it a day and start afresh tomorrow. The house layout resets, you lose all the items you’ve collected, and you give it another go. You can also end a day if you run out of steps – you only start with so many and each room you enter (or re-enter, so backtracking is penalised) uses one up. Food you find and sometimes drafting bedrooms can boost your number of steps, though.

As you play, you find a few things which do persist between days, like being able to start with some money – which you can use to buy things in some rooms – or gems – which you mainly use to draft rarer or more powerful rooms. You can also open up permanent shortcuts and boons, and start with more steps.

I’ve seen a lot of people complaining that you’re at the mercy of the random number generator in order to progress, but that’s no different to Rogue, really. Most runs have you finding something new, like a bit of story, a secret, a clue, a new room in your room pool or a permanent bonus of some kind so even failed runs usually have some progression. For example, you may find a safe combination but then fail to get the room with the safe in it on the same run, but your knowledge of the combination carries over.

It’s smart, weird, occasionally cruel, but always intriguing. And who wouldn’t want to explore a reassembling, randomly generated family mansion full of secrets and puzzles, one failed day at a time?

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

Metaphor ReFantazio (PS5): COMPLETED!

Posted on 20/02/2025 Written by deKay

I seem to have really gotten back into long RPGs again in the last year or so. Sometimes they can seem daunting to start as you know you’ve 75 or 100 hours ahead to invest, and usually they’re a slow burn getting used to the mechanics. But, Metaphor came highly recommended and once Xenoblade 2 was out of the way I gave it a go.

I wrote a bit about it the other day already, so I don’t have a lot more to add now I’ve finished it except to say it continued to entertain, and there were plenty of plot twists along the way. Also, I was worried that going into the final area would lock off both the remaining time in the game (all events have deadlines, time passes each time you do anything, and you’ve a finite number of days to complete the game) and the ability to grind to level up, but luckily the game deals with that do you need not be concerned.

Overall, I’m not sure it’s a good as Persona 4, but then, very little is. It improves on the mechanics of that game, but as intriguing as the characters and world in Metaphor are, those in Persona 4 just beat it. It’s still amazing though.

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

Phogs (PS5): COMPLETED!

Posted on 19/01/2025 Written by deKay

One good thing about PS++++++++++, is that in amongst all the crap games and shovelware there are a load of co-op games that are fun for me to play with my daughter. It’s because of an afternoon where we were looking for something to play together that we were trawling through the library and spotted Phogs (or possibly “PHOGS!”), and now we’ve completed it.

In many ways, this game falls into a similar category as other wonky-physics titles like Human Fall Flat and Totally Reliable Delivery Service, in that you have inaccurate control over a character and have to manipulate objects in the environment in order to progress. An additional hinderance here, however, is that each player controls either end of a double-ended dog. Imagine a sausage dog with a head at each end, Push-Me-Pull-You style, with each independently moved by each player. You can make things cosy by sharing a single controller and having a stick each, but we were fine to go with a pad apiece.

Anyway. That’s all logistics waffle – what about the game?

It’s a sort of platformy-puzzley game, where your phog has to reach a big snake at the end of each level who swallows you and moves you on to the next. In the way are gaps you have to fill, plants you have to water, items you have to collect, water spouts you have to plug, and dark areas you have to light up (or vice versa). Mostly, these are achieved by grabbing something with one or both of your phog heads. For example, there’s a watermelon patch that needs watering so the watermelon can grow and create a platform for you to progress. Nearby is a pipe with water coming out. You grab on to the pipe with one phogmouth and then the other phogmouth becomes a hose, and – since you can also stretch your phog – you can use this to reach the patch and water the watermelon.

Cooperation is absolutely key, as you can imagine, especially on the many “swing over this gap” sections, where you can grab hold of a hook (or something) with one phoghead then swing the other phoghead to the next hook and grab hold, repeating until you’ve swung all the way over. Timing is often critical so we found ourselves counting to three a lot. Thankfully, you can’t really die and if you fall off the world (which is inevitable give the wonky physics and lack of coordination) you don’t lose much progress at all.

It’s not a very long game, with us finishing it in about three hours, but we enjoyed it and the silly hats you can unlock (which do nothing except adorn a head). There’s a fair amount of variety across the four main worlds, with bosses of a sort on each. The “night and day” world has some especially clever light-and-dark, awake-and-asleep and perspective puzzles and events. The final world also has a short section where there’s a big change to the game mechanics, although I won’t spoil it. Oh, and eating all the food you find so you get phat phogs never gets old or boring.

It’s nice and colourful and mostly low stress (unlike, say, Overcooked), and we didn’t end up fighting each other or anything so that’s probably a recommendation?

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

Metaphor: ReFantazio (PS5)

Posted on 12/01/2025 Written by deKay

It’s rare I post about a game before I’ve completed it these days, but I felt I had to write something about Metaphor: ReFantazio. I’m only about 10 hours in, with the last five of those being mostly spent in the first proper dungeon, so it’s early doors, but oh my, is this a game.

To begin with, I was a little disappointed in the graphics. I’m not All About The Graphics, as regular readers would know, but it’s sometimes nice to play a PS5 game and have All The Graphics. Sadly, although it’s pretty, for the most part so far Metaphor isn’t an improvement on Xenoblade Chronicles 2. Until it comes to the UI, where it is utterly mental. If you thought, as I did, that Persona 4 Golden had UI diarrhoea (in a good way), then get a load of the exploded fontbook that is the Metaphor menu system and battle UI. Everything moves and has different fonts and styles and it’s all circular and spirals and flashy overlays and and and… there’s no reason for it! It doesn’t affect the gameplay in any way! My guess is the UI designer got bored after their task on the game only took a week.

Look at that beautiful mess on the left there.

That’s the first thing that hit me. The second was more subtle to begin with and is to do with the Metaphor title. After reaching Grand Trad, the (first?) big city in the game, and chatting to everyone and finding out what’s going on, my mission, and the general state of various races, religion, and relationships, added to a class system and a man who wants to change everything and be King, the real story was then as subtle as a brick to the face. It’s all about real life issues and politics under the guise of fantasy and magic. Clever.

That aside, the gameplay is Persona. So I’m loving it. The dungeon I’m in might be big and hard but it’s so slick and the turn-based combat is tuned to be fast and clear and stupidly over the top. It’s a shame the graphics aren’t quite there, but as I said, not a big loss for me.

Filed Under: Gaming Diary Tagged With: Diary, metaphor, persona, ps5

Astro Bot (PS5): COMPLETED!

Posted on 28/12/2024 Written by deKay

Super Mario Galaxy 3 is a real love letter to Nintendo games, especially previous Mario titles. There are so many parts lifted from or referencing bits of the earlier games, as well as other Nintendo titles.

You’ve the Mario 64 Bowser boss fights and Tiny-Huge Island, Super Mario Sunshine’s FLUDD and void levels, Super Mario Galaxy’s worlds and “flying into the level” sequences, a replica of Mario Odyssey’s Lake Kingdom, and characters and enemies from across the series like Thwomp and Wriggler make appearances, as well as Mario game features like a ghost house and switch palaces.

Then there’s a whole level based on Link’s Crossbow Training, another which is Donkey Kong 64, a number of Kirby areas and mechanics, and sections where you’re Samus in morph ball form. There are even a few bits of the game which are taken from Splatoon, a power up to make you a character from Arms, some Wii Bowling, and even a bit based on the Donkey Kong tilting game from Nintendoland on the Wii U. The hub world acts like a Pikmin level too. So much Nintendo crammed into one game!

It is glorious and fun, and slightly confusing, as it doesn’t make any sense that as well as all this Nintendo stuff there’s also a level based on the Sony PSP Loco Roco game, a Minecraft level, about seven million collectible Nathan Drakes, each in minutely different clothes, and the aim of the game is to (re)build a PlayStation 5 console. Plus this is Nintendo’s first game on a Sony platform, perhaps as a response to Sony allowing Lego Horizon Adventures on the Switch? Most queer.

Yes, I am being intentionally facetious but in a positive way. Sure, the whole game looks and feels like a Nintendo game, and yes there are so many bits that seem transplanted directly from a Nintendo title, but it’s done really well. It’s the most Nintendo non-Nintendo game I’ve ever played, and that’s high praise.

Really, this is supposed to be a celebration of PlayStation history, but because Sony doesn’t really have any – not like Nintendo does – most of the referenced games and characters you encounter and collect are actually from the likes of Konami, Activision and Sega. Rez, Katamari, Devil May Cry, Persona, Tony Hawk – they all had a presence on a Sony console but they’re not Sony games. There’s a lot of Ape Escape, Horizon and Uncharted here, but nothing like the amount of first party stuff you could get with Nintendo so it has to be beefed up with cross-platform stuff.

Also, I have no affinity with, love for, or fond memories of Sony stuff so all that passes me by anyway.

What’s left is a great Mario game without Mario in it. And that’s OK.

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

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96: Magic Beans
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What is this word “late” which you are saying? I do not recognise it and I do not understand it and I do not wish to believe it exists! Episode 96 cannot be late, for it was never scheduled. Sir, you embarrass yourself.

Arguments about timetabling aside, we would like to invite you to enjoy this most recent (at time of typing) episode of your favourite podcast! deKay, Kendrick and Orrah huddled round a warm bucket of cocoa and discussed, to varying lengths, the important news of our time – including Nintendo’s Mario Direct, more unfortunate developers losing their jobs because Money, Microsoft increasing the price of Game Pass (again, because Money) and Starbreeze getting several years into developing an eagerly anticipated Dungeons & Dragons game before pulling the plug because, well, Money. Thankfully, there’s some Good Stuff too, like chat about these games.

96: Magic Beans
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