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Nour (PS5): COMPLETED!

Posted on 30/04/2024 Written by deKay

What even is this? I’ve completed it and I’m still not sure. I think it fits into the same sort of category as something like Electroplankton or Noby Noby Boy where although there is a goal of sorts, it’s the toy you play with along the way that’s the real game.

In Nour, you’re given a large restaurant table, and each plate on it takes you to a different scenario. In each, the controller buttons spawn different food and drink items, so you might be able to build a burger from component parts, or populate a stew with meat and vegetables. You may be expecting this to therefore resemble Cook, Serve, Delicious! or Cooking Mama, but no – it’s all sorts of weird instead.

For starters (that’s a restaurant joke there) you don’t have set meals to make. It also doesn’t seem to matter how or even what you make, even if it’s a horrible mess. In fact, just spamming the buttons eventually causes a jellyfish to appear, it then steals one of your items, and things get a bit trippy. There’s also some musical toy component to the game, as spawning items makes noises, and doing it rhythmically makes even more trippiness happen. Then there’s the tools to make things bigger or smaller, or chuck them about.

Look, it’s very strange and I’m not able to describe it fully.

The aim appears to be to make all the jellyfish happy or satisfied or I don’t know what, and then you can progress onto the next plate where you can bung stuff in a microwave or make smoothies with meat cubes in or re-enact a HowToBasic video with unlimited eggs. Do all the plates, and it’s time for the credits.

Is it a game? A toy? A very abstract musical instrument? A soothing bubblewrap/fidget spinner alternative? I don’t bloody know.

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

Earth Defense Force: Iron Rain (PS5): COMPLETED!

Posted on 12/04/2024 Written by deKay

Although I’d had access to this via PS++++++++ for some time, I’d never downloaded it as I, erroneously, thought it was that vertically scrolling shooter EDF spin-off rather than a “normal” third-person co-op giant insect/robot apocalypse game. Then I noticed the screenshots and realised I was thinking of Earth Defense Force: Wing Diver The Shooter and Iron Rain is, in fact, more of the game I wanted.

It is, broadly, the same game that most of the other games have been. You’re one of a few remaining soldiers, defending the world from giant ants, spiders and wasps, various alien robots and attack ships, as well as NotGodzilla and a huge sea lizard thing. It differs from others in the series by being – mostly – more serious and realistic. At least, as realistic as such a plot can be, anyway.

There have been tweaks to how you get better weapons and armour, as you now collect credits and spend them rather than just pick up new guns and rocket launchers and so on, which I don’t like as much. Really, though, it doesn’t make enough of a difference to worry about.

Like recent EDFs, I played through in co-op with my daughter. It’s always way better playing EDF as a pair, and it is, perhaps bizarrely, one of her favourite game series. We found it quite a lot easier than earlier titles, although the final level was really difficult.

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

Superliminal (PS5): COMPLETED!

Posted on 29/02/2024 Written by deKay

Imagine a cross between that weird hypercube animation optical illusion thing and The Stanley Parable, and you’re some of the way to understanding Superliminal.

Like The Stanley Parable, it’s a narrative discovery game in a series of corridors, offices, warehouses and… other places. Whereas Stanley is trapped in a Groundhog Day style scenario, your nameless hero here is inside a dream which has been engineered to help them deal with something in their life. So, almost the same thing.

So many doors.

However, Superliminal is much more of a puzzle game, in a similar sort of way that Portal or Q.U.B.E. is, but the puzzles in this game are based around perspective. Objects can be resized, or sometimes reshaped, by how you pick up and drop them. For example, if you pick up a box, it’s quite small, but if you place it down in front of you it will actually be dropped in the distance at the size it appears to you, meaning that you then walk up to it and it has become larger. It’s tricky to describe, and to make use of at first, but it’s Very Clever. You can then use this larger box as a step up or something.

The other main puzzle thing is to line up seemingly random markings, like paint or shapes, so that at a certain angle they become an actual object. In one room, for instance, there are various parts of a cube painted on walls and pillars. If you stand in the right place, the cube becomes whole and grabbable, for use in another bit of the puzzle. I’ve seen this sort of thing in other games (most of the environmental puzzles in The Witness are a similar mechanic), but it is still Also Very Clever.

In this bit, you’re in a house which you can put inside itself.

Things get mixed up as you progress through your dream therapy (which itself goes a bit off the rails – I think the current gamer terminology is “the backrooms”), with items not being able to move in certain ways, or they duplicate when interacted with, or fall apart. Later still there’s some playing with walls and doors, with doors becoming walls and vice versa as perspective or proximity changes, or simply because you’re “reading” their colour “wrong”.

Disappointingly, there aren’t any toilets in the game when it really looks like there will be some, but other than that it’s a pleasant, stress-free brain scratcher that makes your eyes go a bit weird. It’s also pretty funny, in the doctor’s tapes you find to listen to, the GlaDOSy “guide”, and various whiteboards, posters and items you find along the way. Superliminal is only a few hours long, but, like all the other games I’ve mentioned, well worth playing.

MY. EYES.

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

Tinykin (PS5): COMPLETED!

Posted on 27/02/2024 Written by deKay

Well, what a lovely surprise this turned out to be! It had been on the periphery of my want list for a while, but I was sceptical that it was just going to be a Pikmin clone like the reviews suggested it was, and Pikmin is fantastic so that’s a hard wall to break through and every likelihood it’d be a bit pants. And, while there’s definitely a Pikminny taste to Tinykin, it’s certainly its own thing.

You’re a little man from a spaceship who lands on what seems to be earth and you befriend little creatures who follow you round and you can make them do stuff like carry items and break down barriers and there are different colours that have different abilities and it sounds very much like Pikmin, doesn’t it? But it isn’t quite.

For a start, there are no time limits. You also can’t die. Your Tinykin can’t die either which is just as well as you can’t grow more Tinykin. There’s also a lot of platforming to the game, with upgrades that let you jump – or rather, glide – further.

Your Tinykin don’t work quite the same as Pikmin either. In Pikmin, you usually build a bridge using resources, but here you chain a load of yellow Tinykin together. Or you stack green ones to use as ladders. Or blue ones to act as electricity cables to take power from sockets to devices.

There is much more interaction with other characters in the game too, and no baddies to worry about. Whereas Pikmin is filled with all sorts of creatures that want to eat your carrot people, Tinykin is set in a seemingly abandoned house where the insects have taken over and built towns and shops and even a religion worshipping the missing resident of the house. There are hundreds of insects to talk to, many with names that are film or game references. Two I liked in particular were a whole collection of hornets who race toy cars, and all their names are slight variations on famous Formula 1 drivers, and there’s an ant doctor called Haus who exclaims that it’s never lupus. Some of these insects give you simple missions or challenges, usually of the form of fetching an item or reaching a certain place, but the overall aim of the game is to build a device from parts, with each part held in a different room in the house and there being some sort of issue you have to resolve in that room before you can have it.

For example, in the kitchen you need to get a tea strainer. But you can’t have it until you’ve resolved the peasants’ revolt, which revolves around the ruling class of dragonflies demanding the proles bake a cake for their god even though they’re all starving and they can’t have their cake and eat it. So you have to bake the cake – which involves a lot of platforming and some slight puzzles to collect all the ingredients – and let the workers eat it to resolve the conflict.

So although the “be tiny and collect creatures to get to places and carry things” backbone of Pikmin is here, it’s the world and platforming that, if not elevates it above Pikmin certainly provides a welcome detour around it. Don’t dismiss it as a clone, it’s so much better than that.

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

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

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92: You Do Realise You Can Take The Discs Out
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Look, March was a bad month, OK? We didn’t do an episode and we know that made you all sad but it can’t be helped. What’s done is done. Water under the bridge. A delicious chocolate river slurped up by a fat German child while a man in a silly suit watches in glee. We just can’t do anything about it. Except press on with another episode and some lickable wallpaper.

In Episode 92 dem mans deKay, Orrah and the unlikely-y named “Kendrick” have Switch 2 Real Actual Facts to tell you about, the surprise everyone expected release of Oblivion: We Made It Pretty Edition, a new Star Wars game, and one of us has bought a new console. Who and what? You have to listen to find out! While you’re listening, you should also hear words about these games and more!

92: You Do Realise You Can Take The Discs Out
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91: Slippers Go Under Defeat
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90: One Lukewarm Pant
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