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Koa and the Five Pirates of Mara (Switch): COMPLETED!

Posted on 13/12/2023 Written by deKay

There’s a whole series of games set in the “Mara” universe, by Chibig, most of which I’ve played and completed and enjoyed. They’re not the same, although most are of the “chop chop, dig dig” genre. A couple of years ago I played Summer in Mara, which was that and also a boating, exploration game with missions and stuff. This game, takes Koa – the main character from Summer in Mara – and puts her in the same world but now it’s a platformer. And a sequel. Sort of.

There’s a plot about pirates setting you challenges, but ultimately it’s a pretty standard 3D jump and run game with a nice setting, some silly characters, and slightly clunky physics in that way that nobody who isn’t Nintendo can make a platformer that feels great like a Nintendo platformer. It doesn’t do anything new or adventurous with the genre, and isn’t outstanding in any way, but that’s OK – it’s all happy fun stuff to the end.

Filed Under: Gaming Diary Tagged With: completed, Diary, mara, switch

SteamWorld Build (Switch): COMPLETED!

Posted on 07/12/2023 Written by deKay

I do love the SteamWorld series of games. And the world they’re all set in. Of course I was going to get this, although my interest was slightly tempered by the fact it’s the first SteamWorld game not made by the core staff of the previous ones. Would that be OK?

I’m pleased to reveal, that yes. The style, humour and world have all come out unscathed. The references to other events in the series – particularly SteamWorld Dig 2 which this is a sort of side-story to – fit in and you wouldn’t actually know it wasn’t the same team unless you’d been told. Like I just did there.

Build is a two part game. Initially, it’s a city builder. You make houses and shops and facilities, and Steambots move in and populate the place. It’s very much SimCity 2000 only with robots and fewer things to take care of. Soon, you have to get into the second bit of the game, which is mining. Under the city are three layers of mine, each more dangerous than the last, where you send miners, engineers and guards to strip the area of resources and stop the evil creatures that lurk from destroying your robots and machinery.

The mining is further split into two sorts of game. There’s the expansion 4X-lite stuff, digging out more mine and developing new machines to gather different resources (as well as devices to shuttle those back to the surface more efficiently), but then there’s also a number of “hives”, which frequently spew out a stream of baddies and these bits are almost Tower Defence in nature. You have to make sure you’ve plenty of weapons set up to target them, and some engineers to repair the turrets (and your guard bots) if they get a bit eaten.

There’s a lot to juggle, nipping back and forth between the surface (to expand your population and unlock and develop new tools and buildings) and the mine, as well as keeping an eye on the needs of the residents and ensuring your factories don’t run out of the resources they need in order to make such mission-critical things as burgers and casinos.

The aim of the game is to build a spaceship then fill it with fuel. Parts for the ship are buried in the mine, digging them up triggers a wave of attacking baddiebots, and fuel – once you have enough scientists and the right buildings – can be refined from a resource. Complete this, and the ending of Dig 2 happens as you all escape into space.

It’s bloody great. So great, that I immediately started what is essentially New Game +, where I was rewarded with a buff from completing the game on one of the starter maps to use on another playthrough. Which I then also completed. And then, started a New Game ++. Yes, it’s that good.

Filed Under: Gaming Diary Tagged With: completed, Diary, steamworld, switch

Doraemon: Story of Seasons (Switch): COMPLETED!

Posted on 28/10/2023 Written by deKay

It’s been a while since I went cold turkey on Animal Crossing, so I thought I’d inject a bit of something similar when this came up on sale on the Switch eShop. Apparently it’s the first Doraemon game to be officially localised for the West, but it’s also a Story of Seasons (née Harvest Moon) crossover title.

How that robot cat/farming game amalgamation works is like this: The plot is about Noby, Doraemon and chums being magically sent back in time and Doraemon losing all his gadgets. In the manga and anime these gadgets are future tech from the time Doraemon comes from, and do all sorts of things like duplicate items, allow teleportation and invent other gadgets. The gameplay, however, is pure Story of Seasons – make friends, grow crops, keep farm animals, and things change with the passing of seasons. The crossover happens when you recover Doraemon’s gadgets and use them to progress both the story (which is mostly about getting home) and improve your farm. For two very disparate things, the game does a decent job of melding them.

The thing that caught my eye with this originally was the art style. It has this lovely watercolour-like look to the graphics. Some areas look better than others, but there’s a lot of pretty detail. The music is relaxing if a little forgettable, but the voices – especially Noby’s interjections and non-verbal vocalisations – grate somewhat. For example, when mining, Noby shouts “HAI!” with every swing of the pickaxe.

Of which there are many swings because another downer in the game is the grinding. In the early game, it’s mostly grinding for money which means a lot of fishing and foraging, but soon you need ore and gems, and you can only realistically get them from the mine. Problem is, each swing of the pickaxe drains one point of stamina and you only have 100 to begin with. If you’re like me, by the time you’ve watered your crops first thing in the morning, you’re already exhausted so need to go back to bed for a few hours at 8am in order to regain the energy to go off and mine for a bit, and then have another nap (or two, or three) in the afternoon to refill it again.

Eventually, that grind winds down a bit as you get items that increase your maximum stamina and improved tools that drain it less quickly, and then you (or rather, I, in case you play it differently) have to grind for likes. You see, in order to progress the story, you have to make events trigger. In order to do that, specific people need to like you a certain amount, although who and certainly how much isn’t always clear. You become more chummy with them by giving them stuff (items, crops, food, fish, etc.) they like, and in standard Farm/Life Sim fashion, everyone likes different stuff different amounts. Just getting them to like you isn’t always enough to trigger the events – you also need to be in the right place (there’s no way of finding out where this might be) and the right time (you’re rarely given any clues on this either). It’s a bit frustrating and after spending many in-game days wandering every location at all times of day and night in the hope I’d be lucky, I resorted to a guide. Which turned out to be wrong. Sigh.

But these are frustrations with trying to complete the damn game. If you just want that to happen naturally and you don’t care how long it takes, then you can relax into it and just tend your farm, animals and chat with people without time limits, death or negative consequences. For me, though, I wanted to get on and play something else (I’ve played little else for a month!) so I hit the grind. If you like Stardew Valley or previous Seasons games, you’ll like this, and if you’ve no idea who Doraemon and his friends are, then that doesn’t matter as it’s still enjoyable.

Filed Under: Gaming Diary Tagged With: completed, Diary, story of seasons, switch

Doraemon: Story of Seasons (Switch): COMPLETED!

Posted on 28/10/2023 Written by deKay

It’s been a while since I went cold turkey on Animal Crossing, so I thought I’d inject a bit of something similar when this came up on sale on the Switch eShop. Apparently it’s the first Doraemon game to be officially localised for the West, but it’s also a Story of Seasons (née Harvest Moon) crossover title.

How that robot cat/farming game amalgamation works is like this: The plot is about Noby, Doraemon and chums being magically sent back in time and Doraemon losing all his gadgets. In the manga and anime these gadgets are future tech from the time Doraemon comes from, and do all sorts of things like duplicate items, allow teleportation and invent other gadgets. The gameplay, however, is pure Story of Seasons – make friends, grow crops, keep farm animals, and things change with the passing of seasons. The crossover happens when you recover Doraemon’s gadgets and use them to progress both the story (which is mostly about getting home) and improve your farm. For two very disparate things, the game does a decent job of melding them.

The thing that caught my eye with this originally was the art style. It has this lovely watercolour-like look to the graphics. Some areas look better than others, but there’s a lot of pretty detail. The music is relaxing if a little forgettable, but the voices – especially Noby’s interjections and non-verbal vocalisations – grate somewhat. For example, when mining, Noby shouts “HAI!” with every swing of the pickaxe.

Of which there are many swings because another downer in the game is the grinding. In the early game, it’s mostly grinding for money which means a lot of fishing and foraging, but soon you need ore and gems, and you can only realistically get them from the mine. Problem is, each swing of the pickaxe drains one point of stamina and you only have 100 to begin with. If you’re like me, by the time you’ve watered your crops first thing in the morning, you’re already exhausted so need to go back to bed for a few hours at 8am in order to regain the energy to go off and mine for a bit, and then have another nap (or two, or three) in the afternoon to refill it again.

Eventually, that grind winds down a bit as you get items that increase your maximum stamina and improved tools that drain it less quickly, and then you (or rather, I, in case you play it differently) have to grind for likes. You see, in order to progress the story, you have to make events trigger. In order to do that, specific people need to like you a certain amount, although who and certainly how much isn’t always clear. You become more chummy with them by giving them stuff (items, crops, food, fish, etc.) they like, and in standard Farm/Life Sim fashion, everyone likes different stuff different amounts. Just getting them to like you isn’t always enough to trigger the events – you also need to be in the right place (there’s no way of finding out where this might be) and the right time (you’re rarely given any clues on this either). It’s a bit frustrating and after spending many in-game days wandering every location at all times of day and night in the hope I’d be lucky, I resorted to a guide. Which turned out to be wrong. Sigh.

But these are frustrations with trying to complete the damn game. If you just want that to happen naturally and you don’t care how long it takes, then you can relax into it and just tend your farm, animals and chat with people without time limits, death or negative consequences. For me, though, I wanted to get on and play something else (I’ve played little else for a month!) so I hit the grind. If you like Stardew Valley or previous Seasons games, you’ll like this, and if you’ve no idea who Doraemon and his friends are, then that doesn’t matter as it’s still enjoyable.

Filed Under: Gaming Diary Tagged With: completed, Diary, story of seasons, switch

Super Mario Bros. Wonder (Switch): COMPLETED!

Posted on 23/10/2023 Written by deKay

There was no doubt that I was going to instabuy a new Mario game. It might not be a sequel to Super Mario Odyssey, but New Super Mario Bros U was one of the best Mario games, if not, actually, the best and this is the first 2D outing for Nintendo’s pipeman since that came out, so I was hyped.

All the new “wonder” effects shown in the trailer and Nintendo Direct, with crawling pipes and turning into a Goomba and bouncing on massive bubbles opened a trillion new possibilities to Nintendo’s already seemingly inexhaustible supply of one-off creative moments. Everything was so bright and slick and, well, Nintendo. The only slightly worrying thing were the talking flowers, who comment on your actions, which didn’t seem to fit, but early players confirmed you could turn them off, so it’d be fine. Right? Right?

Well, duh, obviously.

But, it isn’t quite as great as I was hoping for. Before I go on about why, I should say that a surprise delight was these talking flowers. I was sure they’d grate and annoy but no – they’re bloody genius. Turning them off removes a big ol’ chunk of personality from the game. Another thing that had been pre-levelled as a negative from folk is that veteran Mario and Chums voice artist Charles Martinet wouldn’t be voicing this game, I think the first Mario title since Mario 64 to not feature him. Thankfully, the replacement 1) isn’t Chris Pratt, and 2) isn’t very different at all so it’s fine.

So why isn’t it the Best Mario Ever? Well, mainly because it just isn’t quite there in a number of ways. It’s short, for a start, and it’s very, very easy. I know the Thing with Mario games is that the hidden levels and getting all the special coins/seeds/bonuses/exits/etc. is where the real challenge lies, but no – it’s really easy even to do that. I collected all the seeds (most levels have one for using the “Wonder” correctly, and one for completing the level) and finished all the levels without incident. Except for one of the secret levels (those levels being the Wonder equivalent to Star Road) where you have to do loads of wall jumps really quickly in time to music which constantly speeds up and one slight mistake and you die. Even that was simplified by having more lives than you can realistically lose and no penalty for losing any. Seriously, I spent the majority of the game with 90+ lives and never intentionally tried – or needed – to get more. One tricky level in the whole game? It’s for kids, mate.

There’s also a couple of new power-ups this time around. Most obvious is Elephant Mario, who can hold water in his trunk and water things, but can also smash certain blocks when needed. The other one is Bubble Mario, who, er, blows bubbles. Apart from being able to defeat baddies on the other side of walls (the bubbles pass through), and you can jump off a bubble you’ve blown, Bubble Mario offers nothing to the game and is completely unneeded for any of the levels. Elephant Mario, for all his cuteness and fatness, is a little wasted too. For the most part, both of these powers were used simply to survive an extra hit.

However! It is still a fantastic game. I bloody loved it from start to finish (even if that time was only about 8 hours) and it’s just so bouncy and damn happy and the physics of jumping is perfect in that way no other company besides Nintendo manage to get right. Even a “bad” Mario game is still better than 99.9% of other games. I still have a handful of big purple coins to get before it’ll be considered 100%d, but everything else is done, and I’ll be sad for it to end.

Filed Under: Gaming Diary Tagged With: completed, Diary, mario, switch

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97: I’m Feeling A Bit Squiffy
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G’morrow beautiful friends! Here to waft away the damp, darkened skies of the season (or maybe make them damper and darker), it’s Episode 97 of the ugvm Podcast. The podcast you love to subscribe to but hit skip when it comes up on the playlist. Yeah, we know. It’s OK. We don’t get paid either way.

In this episode, deKay, Kendrick and Toby “entertain” you with fun game related news and chat, which this time round includes speculation on Valve’s new hardware triple combo, a show report from the Valorant Champions event in that there Paris (France, not Texas), and one of the team became A Magnificent Man in a Flying Machine. Oh, and Kendrick has bought a new VR headset. Yes, Hell has finally frozen over. Not only that! We have gaaaaaaaaames!

97: I’m Feeling A Bit Squiffy
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97: I’m Feeling A Bit Squiffy
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96: Magic Beans
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95: Bother Me Anatomically
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