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to a T (PS5): COMPLETED!

Posted on 31/05/2025 Written by deKay

Keita Takahashi makes some really odd games. Most well known (and probably still his best) is Katamari Damacy, but I’ve also played, enjoyed and got thoroughly confuddled by Noby Noby Boy (the refrain from which is still a thing in my house), Wattam and Crankin’s Time Travel Adventure. to a T, completed with a lower case t at the start, is his newest and yeah, it’s a concept.

Your main character, who I think is a girl but maybe you just interpret how you want, is a normal human teenager living a normal human life except for some reason your arms are permanently stretched out to the side like you’re locked in I’m-a-aeroplane mode. You attempt to do normal human tasks like get dressed, have a poo, brush your teeth and eat (increasingly weird flavours of) King Pig Breakfast Cereal whilst unable to move your shoulders or elbows. Luckily, you have your dog to assist.

Quickly, things get even more bizarre when a freak accident at school makes you realise you can fly like a helicopter, and because you use this ability to save the life of one of the schoolkids who bullies you for being a T, you make some new friends.

The gameplay is mostly walking round town looking for things or people, and using the controller to try and perform actions like your morning routine or taking part in PE or science lessons in your unique T-shaped way. Each day is essentially a new “episode”, so they start with the opening credits and catchy theme tune and song, and finish with the bizarre “giraffe learns to be a chef and grows vegetables and gets up at 4am to bake bread” song. It’s nuts and awesome.

Eventually, you find out the reason you’re a T. And there’s no way in hell you’ll guess why before you get there. You also take a little detour spending a day controlling your dog for Reasons. Oh, and at one point you have to race a train. Also, when you play (and please do play it because it’s like nothing else) do look out for the easter eggs referencing Takahashi’s other works – they’re pretty much all there, somewhere.

to a T defies a full description (at least, without ruining too much), but it is great. My only real issue with it is the way the camera angles change at various parts of the map which got me a bit lost, but on the up side I did find some secrets as a result. And that catchy stupid song which you can’t unhear. Glorious.

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

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

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98: There Were No Ramekins
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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
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97: I’m Feeling A Bit Squiffy
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96: Magic Beans
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