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Bomber Crew: flying low

Posted on 28/10/2024 Written by Xexyz

This has sat on my Xbox for ages, after I saw Matt playing it once on a stream, and I have finally got around to playing it. It takes cues from FTL, I think, but is structured around shorter missions and a roguelike framework where you can build up your crew and plane capabilities but at any point can lose them and restart. You control the seven members of your plane crew: setting navigation points; tagging enemies for the gunners to shoot at; getting the engineer to run around fixing parts of the plane which have malfunctioned or been shot to pieces; deploying bombs or taking recon photos.

It’s a constant juggle to make sure that the guns have ammo, there’s someone available to fire forwards while the bombardier is crawling into his space and opening the doors, and seven hundred other things are ongoing. The first few missions are relatively easy – drop some supplies to a downed Spitfire pilot with a few enemies buzzing around, or bomb some installations near the coast, all of which can be done at low level – but I’ve now progressed to the point where the installations I am trying to attack are surrounded by flak artillery, so I have to fly at a higher level, meaning my crew need thermal wear and oxygen supplies … oh, and I have to peer through clouds to see the bombing targets. In addition, missions are interrupted by other emergencies – needing to shoot down a V2 rocket, a battle with a German ace – meaning that it’s increasingly difficult to get home safe.

There are two main views – exterior and interior – and I always seem to be in the wrong one

It’s the difficulty and excitement that has kept my interest up. Completing missions and getting home safely is difficult, and there have been multiple time when my plane has limped home on two engines, with my engineer frantically putting out fires and my radio operator administering first aid to a gunner who is lying on the floor bleeding. I am slightly cheating at the game in that every time it looks as if I’m going to crash and burn, I’m quitting the game and restarting missions, rather than just accepting defeat and starting afresh with a new crew – but I’ve made peace with that, in that it means I’m actually enjoying it rather than being afraid to actually take off. The financial constraints feel artificial anyway – I’m pretty sure that in WWII the bomber crews weren’t charged to upgrade their engines based on them earning money in previous missions.

Filed Under: Gaming Diary Tagged With: Xbox One

Yoku’s Island Express: completed!

Posted on 22/10/2024 Written by Xexyz

I have been playing Yoku on and off for a couple of years, on both the Switch and the Xbox One, and while I have a great time while playing it it’s not something I have ever been urged to continue. Whenever I’ve turned a console on, something else has appealed more. Then, on a 13-hour flight to Malaysia, the friendly pinball icon shone brightly, and I played through the rest of the game.

Yoku is a pinball platform adventure game. There’s no jump button; instead you play as an ant who is pushing around a big white ball, which can be fired off pinball flippers and bumpers to get to new areas. Colleting fruit allows new flippers to be unlocked, and you frequently find defined arenas in which you must carry out specific tasks such as unlocking a new door, or knocking out bungs from water spouts, or closing hatches to allow mined materials to pass through. You must go back and forth across the world, talking to people and taking things to them, trying to discover about the enemy who has attacked the island’s gods.

The locations are varied and distinct, despite being on a single island.

Maybe it was this going back and forth which put me off the game a little; the traversal feels just a little slow, with Yoku ambling along and then various pinball routes feeling as if they just get in the way. There are some abilities that are unlocked, including the ability to diver under the water, and to grab hold of purple flowers and swing around them, and occasionally I would spend a significant time trying to get past a certain blockage not realising I needed another ability.

And yet, when I played it for a long period, particularly with few other distractions, it really clicked. Opening the beeline – a fast travel network around the island – helped, but more than anything it was familiarity with the locations and a memory of how to get through them quickly. I delivered some overdue parcels, I helped rescue a spiderling, I found lots of little wicker people (but not enough to make a giant egg hatch). And I played through the story, collecting up the elders of the island, and then helping with the ceremony to cure the massive god in the background. A big plot twist later, I defeated the final boss, and the credits rolled.

Yes, you can carry on playing after the credits …

There are a few things that remain outstanding – there was a large icicle above a lake which I couldn’t break (with someone nearby hinting I needed someone to help me), I’ve not filled up all mailboxes around the island yet. I might return to this on the Xbox and complete it there, with all the side quests as well. It was a lovely game.

Filed Under: Gaming Diary Tagged With: completed, switch, Xbox One

Forza Horizon 4: an Ubisoft original

Posted on 09/09/2024 Written by Xexyz

I mean, look at the state of this map.

Every one of those icons is something to do – in fact, often there are multiple things at a single location. They can be single races; they can be tournaments; they can be entire storylines. Every time I complete an event I seem to get seventeen new icons pop up. As a result, I often turn the game on and spend more time deciding what to do, rather than actually doing it.

I’ve been prompted to upgrade my difficulty, because I was winning every race, and so I’ve settled at “above average” because I want to win almost every race. The variety in races, cars, and conditions is superb – the changing seasons on a weekly basis means that racing in one session can feel very different to the next. I must return to the buggy race (where I came second) when it’s not winter and I can get better grip on the fields.

Who am I joking? I won’t be able to find the icon a second time.

Filed Under: Gaming Diary Tagged With: Xbox One

Another Crab’s Treasure: sharing a drinks can

Posted on 24/06/2024 Written by Xexyz

I like the idea of the Souls games. Difficult games which you gradually improve at, learning patterns and strategies, exploring the best route to go. The thing is that they’re just a bit … grimy. Everything’s grey and brown and dark, and dirty and smelly and tacky and it makes me project senses that aren’t there. Anyway.

Another Crab’s Treasure is a Souls-like, but it’s not like that. Everything’s quite happy and colourful, at least until you meet other crabs.

It’s got a cute story as well. There’s a new ruler of the coast, and they’ve bumped up taxes to the point where little crabby here can’t afford them. So they take his shell instead. This means I’ve got to travel to the castle to ask for it back.

I took a wrong turn at first, and found an enemy who killed me six times in a row. Luckily, when you get near said enemies the game creates a checkpoint, so you can just get your stuff back quickly and run away when you realise you’re too underpowered. I then followed the coloured confetti until I met an enemy I could defeat, where I gained a new shell. I say a shell; it’s actually a drinks can. At least it gives me a little protection.

Filed Under: Gaming Diary Tagged With: Xbox One

Little Kitty Big City: completed!

Posted on 23/05/2024 Written by Xexyz

There was an update, and there’s a definite improvement to control responsiveness and general collision detection. It’s still a bit fiddly at times and sometime it just doesn’t respond to button presses – particularly when trying to pull items around – but overall it’s much more playable.

The overarching story – of having fallen down from your cosy perch, and having to make your way back up the building – provided enough impetus to make me want to seek out new abilities and areas. I met a tanooki who transported me 2 metres into a bin, but this indicated that there may be more teleportation in the future. I found a beetle who’d dropped his phone in concrete, who needed a new one – that unlocked photo mode. I found a chameleon who is particularly bad at hiding. I found sparkling areas which allowed me to take a nap. I found a worried duck who’d lost his ducklings, and he game me a useful map. Eventually I found a fish which I ate, which gave me the ability to climb ivy for a short way.

The map showed me where the other fish were. I suddenly became very interested in finding fish.

Each of the fish required a little puzzle. In the shop, I had to find some way to distract the shopkeeper before jumping into the fridge and wolfing the fish down. On a roof garden, I had to turn off a hose to prevent the fish’s owner spraying me. Each fish I ate gave me more stamina to climb. After collecting all the fish, I knew I could make it to the top of the building, and back home.

Of course, I didn’t do that immediately. I found a few more hats, and explored the world some more. I spent ages trying to find a clever way into a fenced-off area on the edge of the map, before noticing there was a little gap between the fence and the wall (left below); I also spent ages trying to catch a bird with a ring around its neck, who’d land in a specific spot but fly off almost immediately (right below).

But it was time to climb. The journey up the tower was largely uneventful, although I did get lost in the scaffolding a couple of times. With four stamina bars I had just about enough to climb onto an air conditioning unit near the top, and then I was home.

The ending was very sweet – being given a collar, congratulations by the crow, and then another nap on the windowsill.

I can jump down again to complete missions, find more hats, and steal more smartphones before dropping them in puddles. I need to find two more rubber ducks to throw in the pond, and another football and goal combination, among other side missions. For now, though, this is completed.

Filed Under: Gaming Diary Tagged With: completed, Xbox One

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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.

93: A Playdate In The Back Room of Ann Summers
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91: Slippers Go Under Defeat
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