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Wuppo (Switch): COMPLETED!

Posted on 11/07/2021 Written by deKay

I’d seen Wuppo on the eShop a few times and it looked like the sort of game I’d want to play – silly, nonsensical stuff. It reminded me a bit of Pikuniku, although is obviously very different, and then it was incredibly cheap so I folded and here we are.

The story is (and apologies for getting lost in advance) that you are a Wum – a sort of blob creature – who lives in a hotel called The Wumhouse. In the world are are two other sentient native species, and another who were warlike and wiped out ages ago (or were they?). And now there are some space aliens who look like lions. Because you’re very messy with ice cream, you’re kicked out of the Wumhouse and so begins an adventure where you meet characters from these species, fight them, visit an underground city, come across massive bosses like a giant eel and a huge ice cream, and discover more about what you have to do through old filmstrips you play on projectors.

And play volleyball, deliver newspapers by shooting them into peoples’ faces, visit a theme park, paint a picture, and discover a face in the sky who likes to eat mud. It’s all woven together, sort of, into something mostly coherent but utterly absurd, where you end up having to save the world.

It plays out mostly as a platformer, with your bouncy little blob able to jump, and double jump, and with the right item shoot gel in the direction of the right stick in order to kill things. Quickly, you realise that the game itself isn’t the only weird thing here, as the controls are too. For example, to get into the inventory you press a direction on the d-pad rather than press +. To jump, you’d expect a face button but as this may conflict with the right stick aiming, a shoulder button is used instead – only it’s on the left, not the right like in other games where this is an issue. Both these things felt wrong for the entire duration of the game and I never got used to them. Giving items is also needlessly fiddly, as is buying things and selecting items from the inventory.

In order to progress you’re not really given enough information as to what to do, which when coupled with being given “quests” which seem to have no use or bearing on the plot (but you don’t know this at the time), it can be tricky figuring out what to do or where to go next. Also, there’s the problem of “is that platform just out of reach and I need an item or different route, or am I just mistiming my jump, or is it even a platform at all”, which is frustrating.

So while I did love the world, and the art style, and how quirky and ridiculous it all is, too many small problems in Wuppo stop me from fully recommending it. For cheaps though? You can do a lot worse.

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

Alwa’s Legacy (Switch): COMPLETED!

Posted on 09/07/2021 Written by deKay

After enjoying Alwa’s Awakening so much, and it was actually Alwa’s Legacy I’d originally intended to play until I realised Awakening came first and, well, existed, of course I was going to jump right into Legacy afterwards.

It is, basically, more of the same. You’re still Zoe, you still have a magic staff, and you can still use your three powers – shoot a lightning bolt, create a block and create a bubble. This time, however, the graphics are all 16-bit in style rather than 8, and you get additional abilities too.

Once obtained, you can air-dash (a bit like how you do in Celeste), warp through some walls, breath longer underwater, and upgrade the number of health segments you have. The way you upgrade your original powers is different too – previously you just found items to do that, but now you spend the orbs you collect on improvements – most of which are new to this game. You can also remove the upgrades too, allowing you to re-spend the orbs on different upgrades, meaning if you don’t need one for a bit you can make use of another. There are also a few tweaks to the controls to accommodate more skills and to make use of the fact 16-bit machines had more buttons!

The plot isn’t much different to before – beat four bosses then take down Vicar. Each boss has its own area with different gimmicks: Two of the cleverer ones include one where you can raise and lower the water level to open up paths or solve puzzles, and the other lets you swap between past and future versions of the “dungeon”, making vines grow or lasers disappear.

I found Legacy’s enemies, especially the bosses, much much easier than those in Awakening, but found the puzzles and “how do I get to X” issues much less obvious than before. Completing it 100% was a bit harder too as hidden areas were much more hidden and there’s no controller rumble to alert you to them – although there is an item late on that warns you there’s a secret in a room, but not where in the room! Overall, though, the improvements and other changes made this more enjoyable than the original game, which I’d already thought was great. Alwa’s Legacy is not in the same league as Super Metroid or Hollow Knight, but it’s still a great Metroidvania and definitely worth picking up.

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

Alwa’s Awakening (Switch): COMPLETED!

Posted on 20/06/2021 Written by deKay

In my side-quest to play more Metroidvania games (which I didn’t realise was a side-quest but it seems to have become one in recent months), I was looking through lists of well-regarded, eShop-available, games in the genre. Listed frequently was Alwa’s Legacy, so I didn’t buy that as I found it was a sequel to Alwa’s Awakening which was about £2.50 so I bought that instead.

And I’m glad I did because although it does nothing special, it’s a solid and enjoyable game with some unusual ideas for the genre. Firstly, it’s built with a NES aesthetic (in fact, there is a NES version which was developed recently) with limited colours and two button controls. Nothing new there, but it’s a good example of how to do that well.

Any Metroidvania needs to have decent unlockable powers to make things interesting, and Alwa’s Awakening manages to do this without opting for the staple double-jump. In fact, there are only three powers – create a block (which you can push or stand on), create a bubble (which rises and you can hop on briefly), and shoot a lightning bolt. The block is upgraded later so it can be used as a raft in water, and the bubble improved so you can ride it until you bang your head, but that’s it. It does a lot with these though, including some tricky platforming sections which see you switching magic on the fly, puzzles where you have to create blocks and push blocks in specific ways, and unusual methods of defeating difficult bosses.

Importantly, it has the “colouring in the map” mechanic that is so important to these games, and there are hidden and semi-hidden secrets to double the damage you can do and orbs to collect which can knock some HP off bosses before you start.

It’s also a lot longer than I was expecting. I thought I was in for a couple of hours, but it was nearer 8 when beat the final boss and I suspect there’s a different ending once I return and find the remaining handful of orbs I’d missed.

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

Picross S3 (Switch): COMPLETED!

Posted on 05/06/2021 Written by deKay

More Picross, innit.

I mean, I’m not really sure what else there is to say. I think it’s the longest of the Jupiter-made games, as it took me over 35 hours to do all the puzzles, and it also introduces colour picross to the series. I didn’t like the slight change in logic at first, but it soon clicked and then I wished there were more of them.

Much as I love picross, I think I might give them a little break now before I pick up Picross S4!

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

Human Fall Flat (Switch): COMPLETED!

Posted on 05/06/2021 Written by deKay

This is one of those games I’ve had my eye on for ages but for whatever reason have never bought. Well, I probably have it on Steam or something but that doesn’t count. Anyway, it was on offer this week and has recently had yet another level added and I’d just finished Scott Pilgrim and wanted another co-op game so it all fell into place and, well, here we are.

Human Fall Flat is one of those purposefully awkward to control physics based games, like Surgeon Simulator or Octodad. The idea is just to reach the end of each level, but to do so requires manipulating (read: flailing around with) objects and switches and the occasional vehicle. Or connecting cables or pipes up, or making difficult jumps with your waddley man who has no climbing skills but can just about pull himself up if you manage to grab the edge of a platform. Imagine a normal 3D platformer only you control your character’s arms directly. with the trigger buttons and right stick. It’s tricky.

switchI remember this scene from Jaws.

In a “normal” game, you’d press a button to turn a wheel, or press a button to use a key. Here, you have to grab the wheel and move the arm, or patiently line the key up exactly in the keyhole then grab and rotate the key. It’s not quite frustrating, but does get close. It gets even closer when your daughter is playing supposedly co-op, but in fact, gets in the way just to annoy. Unplugs the cable I spent ages lining up. Runs off with the axe we need to chop downa. tree. Or, and this is my favourite of all her irritating doings, grabs my leg just as I leap off something, preventing me from making the jump, and plummeting to both our deaths. Again.

But it’s very good, silly fun.

I came in like a wrecking ball.

Filed Under: Gaming Diary Tagged With: completed, Diary, human fall flat, 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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