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Legend of Zelda: Breath of the Wild: speechless

Posted on 07/07/2017 Written by Xexyz

It's been a long time since I have posted on here, and that's largely down to one game.  I have completed Gravity Rush and Assassin's Creed III, I have tried once again to play Chaotix (and actually progressed a little, for a change), I have started Super Mario World on a new emulator, I have worked my way half the way through Puyo Puyo Tetris.  Each time I have come to the blog to write something about those games, I have left without publishing anything.

The problem is Zelda.  Since I got the Switch on 3 March, I have played it for over 90 hours.  It is a magnificent game and an amazing achievement, and I feel that I should be prioritising it over any other game.  But it is so expansive, and there is so much to do and write about, that it became too daunting to do so.

Daunting to write about, but daunting to play as well.  Due to life, I don't have too much time to play long story-led games at home these days; I get an hour or so in the evening from time to time, and much of that is still taken by Rocket League.  The portable nature of the Switch means that I have been able to devote much more time to Breath of the Wild, and I estimate at least 80 hours of the total have been on the train.  I don't feel rushed playing it, I don't feel constrained in needing to get any part of the game finished.  I get near my stop, press the power button, and the game sleeps until the next journey when I can continue instantly.  It's marvellous.

But yes, the game is daunting.  You start with nothing, learning the basics of combat with tree branches and a pot lid.  After the first, tutorial, section (which probably took a few hours for me because of my desire to explore), you are given few hints on where to go, and as you progress the directions become fewer and fewer.  I visited villages and then found a zora who asked me to find their kingdom.  About ten hours later I did.

It's so easy to get distracted.  Every time you come to a mountain, you feel you need to climb it so you can look around for shrines.  And then you find something interesting in the distance, so you paraglide towards it, and then see a shrine that was previously hidden so you divert to that.  Once you have completed that shrine, you intend to go and find the interesting landmark, but then you find a pile of metal stones which you're sure are a puzzle to give a korok seed.


And it's so beautiful.  There have been a number of times where I've stopped just to watch the sun go down, or see the moon's reflection on a lake.  I will stand at the top of a hill and roll bombs don into an enemy encampment for twenty minutes not just because it's safer than running in with sword drawn, but also because the fog swirls around in a very pleasing way.




I have taken hundreds of screenshots, and posted some to Twitter, but I'm aware that there are others who read this blog who wouldn't want the game spoilt for them.  And everyone should play this game; it is one of the best of all time.

I'm quite a way through it now.  I have found around 70 shines and completed 66 of them - the ones I have left have been the major tests of strength, which I don't feel ready for yet. I have completed three divine beasts (the elephant, bird and camel, in that order), have found a giant horse and a white horse, have retrieved the legendary sword, and have found three giant skeletons.  I have teleported off Eventide Island twice.  I am planning to now head to Death Mountain, but when I tried to approach it from the North East I burst into flames so I'm not sure how to get resistance to that.  I'll try approaching from the South instead.


Oh, but hang on, what's that?

Filed Under: Gaming Diary Tagged With: switch

Kamiko (Switch): COMPLETED!

Posted on 25/06/2017 Written by deKay

I’m a big fan of Fairune, that tiny adventure game for the 3DS with no proper combat and a very odd way of levelling up. Kamiko is by the same developer, and so I was interested as sound as I realised this.

And it’s great. Short, but great. You move through four small levels, opening doors and making pathways appear by pressing buttons or finding and carrying keys. Not dissimilar to Fairune, but the big change is in the combat. Whereas in Fairune you just bump into baddies, here you actually have to swipe your sword or loose your arrows or whatever.

kamiko

There are also Titan Souls-esque (but much easier to beat) bosses at the end of each level.

And that’s it. It cost me 30p, I’ve completed it as Sword Person, and I’m halfway through a run as Bow Person.

The post Kamiko (Switch): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, kamiko, Post, switch

Kamiko (Switch): COMPLETED!

Posted on 25/06/2017 Written by deKay

I’m a big fan of Fairune, that tiny adventure game for the 3DS with no proper combat and a very odd way of levelling up. Kamiko is by the same developer, and so I was interested as sound as I realised this.

And it’s great. Short, but great. You move through four small levels, opening doors and making pathways appear by pressing buttons or finding and carrying keys. Not dissimilar to Fairune, but the big change is in the combat. Whereas in Fairune you just bump into baddies, here you actually have to swipe your sword or loose your arrows or whatever.

kamiko

There are also Titan Souls-esque (but much easier to beat) bosses at the end of each level.

And that’s it. It cost me 30p, I’ve completed it as Sword Person, and I’m halfway through a run as Bow Person.

The post Kamiko (Switch): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, kamiko, Post, switch

Lego City Undercover (Switch): COMPLETED!

Posted on 02/06/2017 Written by deKay

Is it really four years since I completed this last time? It doesn’t seem that long ago at all. Not much is different in the Switch version, apart from two major things:

1) It’s two player! OK, so it’s a bodged two player, in that both people play as Chase McCain even though that makes no sense, but that doesn’t really matter. Having two players lets you, obviously, do two things at once – making going for 100% a much quicker and less daunting task.

2) The loading times! Certainly, they’re still there, but they’re so much shorter and less frequent. On the Wii U version there’d be times when you’d wait over a minute – perhaps even two minutes – for parts of the game to load. Around 30 seconds is the most I’ve come across on the Switch, but it’s usually less than that.

Other than those, though, Lego City Undercover is the same game as before. And that’s just perfect because it’s was, and still is, one of the very best Lego games. Perhaps the best, now it’s improved in those ways mentioned above. A toss-up between this and Lego Marvel Super Heroes, anyway.

Now to get everything I’ve missed. Sorry, we’ve missed. Yeah, I’ve played the whole thing through with my daughter this time round, which wasn’t possible before.

The post Lego City Undercover (Switch): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, lego, Post, switch

Wonder Boy: The Dragon’s Trap (Switch): COMPLETED!

Posted on 29/04/2017 Written by deKay

Sometimes, I wonder if my game playing skills have deteriorated over the years. A combination of getting older, and games getting easier. It’s likely. It’s with trepidation that I tackled The Dragon’s Trap then, as I always found the original much too hard.

dragon's trap

As far as I can make out, the new version does nothing to make things easier. It’s a reskin, with everything in the same place. Enemies take the same damage. There aren’t any new powers or anything to help. I wasn’t sure I’d manage it.

It’s true that The Dragon’s Trap was indeed difficult. However, when I took my time, actually watched the baddies, anticipated their movements and attacks, I realised it was doable. Just like in the old days. Funny that. Grinding for money to buy better equipment helped too. Sure, I messed up a lot. Died one hell of a lot. But today, I beat the final boss.

Not that I realised it was the final boss. I thought there’d be at least one more after it, but no – up came the end of game sequence. Oddly enough, the final boss was by far the easiest. He was easy to dodge. You could hit him anywhere (not just his head like with the other dragons), and you automatically block all his attacks. Assuming you face him, anyway. No epic final battle, sadly, and although I was sure I’d have to return to the castle afterwards, alas, this was not the case.

It doesn’t really matter. I had my fun and beat a game I’d never beaten before.

The post Wonder Boy: The Dragon’s Trap (Switch): COMPLETED! appeared first on deKay's Gaming Diary.

Filed Under: Gaming Diary Tagged With: completed, Post, switch, wonder boy

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93: A Playdate In The Back Room of Ann Summers
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Blood is the unintentional theme of this episode, not just in the titles and contents of the games but also in that it’ll make your ears bleed. Maybe? Frankly, I wouldn’t risk it. All that mess for no real benefit, and we wouldn’t want a lawsuit on our hands anyway.

However, should you decide to listen against our strong advice not to, you will find that deKay, Toby, Kendrick and (Fresh Blood) Harry have prepared some tasty meats to sate you. Discussion about the coming Season 2 of Playdate games, rumours about the new PlayStation handheld console (and, relatedly, the PS6), Ys/Trails in the Sky crossover remake shenanigans, and the death of PS+ Stars, the rewards scheme you’ve never heard of until just now. Plus, additional snacks in the form of these games.

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