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Turbo Golf Racing: Par 4wd

Posted on 05/12/2024 Written by Xexyz

After the success of Rocket League, I’m surprised there’s not been more of a glut of car-based sports. Rocket League itself included modes based on ice hockey and basketball, but the objectives there are pretty much the same – get the object into the goal. It’s taken quite some time for a completely different sport to arrive, and Turbo Golf Racing seeks to do what its name describes – inject a golf game with turbos and racing. The cars look similar in some way to the Rocket League roster, though with large bumpers on the front. The relative size of car and ball is familiar. The speeds you drive, with the possibility of jumping and boosting, are very close, but not exactly the same. You’d be forgiven for assuming this was by Psyonix.

Driving on the walls, as well.

But the driving model isn’t exactly the same, and after having played the PS4 version of Rocket League for over 400 hours, and the Xbox and Switch versions for significant time on top, the differences are just enough to cause me issues. There’s no double jump, for a start, and I have tried numerous times to jump sideways into a ball to nudge it into the hole only to find myself boosting forwards and away from where I need to be. There’s also a different way to get height on the ball when driving – in TGR you need to hold up on the analogue stick to hit the ball upwards, whereas in RL you’d aim your car nose down to get the same effect.

That’s not to say it’s uncontrollable – it’s just a little different. I’ve spent most of my time in the race mode, where you try to get your ball into the hole as quickly as possible, with seven others doing the same. Ordinarily you cannot interact with their balls (or, indeed, them) but there are powerups you can collect such as missiles and ice beams which cause them to lose control. Otherwise it’s almost like a single-player game, with ghosts flying around you. The golf mode, where you have to get the ball into the hole with as few touches as possible, is a completely different pace.

The courses are colourful and well designed.

It’s a fun game. Unfortunately it’s full of microtransactions and a focus on cosmetics, learning from the very worst practices of Epic – another way in which it’s like Rocket League. I’ll be content with my purple basic car for now, than you very much; it’s not as if I see anything other than the back of it most of the time.

Filed Under: Gaming Diary Tagged With: Xbox One

Zuma: still struggling

Posted on 04/11/2024 Written by Xexyz

I can’t remember when I first played Zuma, but suffice to say it was in the early days of the Xbox 360. In the years since then, I have completed five of the twelve levels.

I don’t know why I find it so hard. Playing it yesterday I think I understood some of the mechanics better than I had before – the ways in which higher points can give you a quicker completion with balls stopping spawning earlier, and how to best use explosions and other power-ups. I also remembered to swap the balls I was firing sometimes, trying to set up combos. And yet I still failed at level 6-4, losing all three lives.

Kieron is unfeasibly good.

Maybe one day I’ll get to level 7. I have Zuma’s Revenge sitting mockingly on my Xbox, ready to be played when the first game is completed.

Filed Under: Gaming Diary Tagged With: Xbox 360, Xbox One

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

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

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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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