Tuesday, November 06, 2012

Mario Kart 7: time trialling

I've managed to get at least one star on every grand prix now, so my name is displayed with a star on online races.  Interestingly, I got a star for the Lightning Cup on mirror mode when coming second overall, while I'd previously won the series and hadn't been awarded a star at all.  I'll still play the grand prix from time to time, but for now I've been concentrating on time trials.

Mario Kart 7 has a great implementation of time trials, where you get shown the worldwide distribution of times plus are presented with a number of ghosts across the spectrum.  You can then choose to race against seven ghosts randomly chosen from the ones surrounding you, or any specific ghost at all.  These are updated any time you connect to the Internet via SpotPass.  In addition, you get sent time trials via StreetPass of people you meet in real life.  The only thing I've not seen is whether your friends are included in the ghosts anywhere - since I have no MK7 friends.

Sad face.

Anyway, I've been playing the time trials trying to beat the median time for each course.  Some have been easier than others, but there are a few which have oddly-shaped distribution curves with two peaks where there's a trick to the track, such as boosting over a certain corner and ramp.  To compete on these I've been trying to find the shortcuts myself but also following some of the faster ghosts to work out the strategy.

The track I most hate is Kalamari Desert.  You have to avoid the train going around the track through use of two different ramps (to get to which you have to use a boost over rough ground first.  But you have to line yourself up to the first ramp and commit to it before you can even see if the train is going to be in the way.  It took a lot of experimentation to find that you have to use the second ramp for the first two laps and the first ramp on the last lap, but if and only if you've been closely tracking the best times.

I'm ahead of the median on all but two tracks now.

Friday, October 19, 2012

Picross e: completed!

I have very little willpower. This has become even more apparent as I've worked my way through the puzzles in Picross e, making increasing use of the game's feature which highlights which rows and columns have a possible move in them.  While I am able to say "no" at the start of each puzzle, when it asks if I want any hints (meaning it doesn't fill in a random row and column to start), I find it hard to not press the shoulder buttons to reveal the the row and column highlighting as soon as get remotely stuck.  This is made worse by the fact that I try to do it even on the puzzles where it's not available.

There wasn't anything particularly difficult, though I did work out a new technique (thanks to the row highlighting) which allows you to put a blank in space 2 if space 3 is filled and the sequence starts with a 1.  The end pictures were normally quite evident from the outlines, but I did struggle to understand what the pelican was until the name appeared.

More please.

Tuesday, October 16, 2012

Batman Arkham Asylum: taking over the island

I was stuck in one room for ages.  There were seven (I think) armed guards, and I could only ever lure two or three to their deaths under a gargoyle before the others spotted me and gunned me down.

I got past in the end more by luck than judgement, as the enemies kept on walking around in a circle underneath me.  It was very tense gliding down to take the last one out.

Now Poison Ivy is making plants grow all over the place, so I have to find her.  I should have captured her when I had the chance.

Saturday, October 13, 2012

Mr Driller Drill Spirits: reminiscing

Last year, I played Peggle.  At the time, I vowed to never again play Peggle, due to the unfairness of its randomness and impossible goals.  of course, its randomness and impossible goals are one of the things that makes it so compelling, and I've played it many times since.

But screaming and shouting at a console is not the way to remember Owen, and so this morning I played Mr Driller instead.  I'm rather rusty at it, but after fifteen minutes or so I was back into the rhythm the game demands, dodging under fused X blocks, dashing for air across the screen, and rushing to the two-colour stages which give a break from the action to some extent.  I played the 2000m stage, it being the only one that's not completed yet (other than the moon, which has items so is a bit of a variation from the pure Mr Driller experience).

Mr Driller remains a fine game, and the DS version is probably still the best version available to me.  Drill Land requires the GameCube to be set up (with Freeloader), and its unique modes are mostly multiplayer.  Mr Driller Online has virtually nobody online.  The Dreamcast version of the original works well but is hampered by the controller.

Of course, a 3DS download game which is always available could be better still.

Friday, September 14, 2012

Batman Arkham Asylum: creeping

I've now collected the sequencer from the head warden, which means that I can override the security doors dotted around.  There are lots of places to go back to at some point, but I'm being driven on through the story.  Harley Quinn is running away but it's only a matter of time until I catch up with her.

It'll be a while, though, since I'm off to Kuwait for a week tomorrow.  Joy.

Friday, September 07, 2012

Professor Layton and the Last Specter: completed!

I went back to it finally, and have finished the story.  It was a bit far-fetched, as is the Layton way.  I then went back and searched for the 10 puzzles I'd missed.  I completed the fish games, and the train games, and have downloaded the weekly puzzles, all of which are completed.

The only thing I've not finished are Layton's challenges, and also working out what the hidden door is for.  The first of these will be this weekend's task; the second may require Google.

A great game, as always.  I'm not overly tempted by London life, though.  I don't have 100 hours to spare at the moment ...

Saturday, August 18, 2012

Batman Arkham Asylum: over the shoulder

The time requirement for F1 2010 proved too much, so my F1 fix will come from F1 2011 on the 3DS while I move onto something else in my short morning babysitting slots.  I bought Arkham Asylum a while ago after hearing that it was amazing and excellent; my time with it so far is consistent with this.

Each time I start playing it, thought, it takes me a few minutes to get used to the over-the-shoulder view; the camera is ajust a little too distant from Batman, making me feel a bit divorced from his actions. This is particularly odd when the camera shifts during fight scenes to be more behind him; it's just a littel too dynamic.

I'm having trouble following the story, because the sound on the TV is kept very low in order to not wake Nicholas.  It's obvious that the Joker has taken over the asylum though, and Batman is working his way around the island in order to regain control.  I've reached a Batcave now, which was put in place many years ago just in case.  What foresight.

Monday, August 13, 2012

F1 2010: rules confusion

I don't really watch F1 on TV, though I used to a few years ago.  Having seen F1 2010 in the Game sell-off for £2, though, I thought it could be interesting to see how things had progressed since F1'97 on the PlayStation.  They've progressed a lot.

The game looks stunning. A lot of this is down to the high-definition display, of course, but there's such attention to detail on the cars that it's difficult to not just stop and stare when you're driving up behind them.  Driving up behind them is something I'm doing a lot, since my qualifying positions are well down the pack and I have a tendency to brake late.  My first two races went OK other than the fact I had a penalty applied at the end for "causing a collision".  It wasn't me, it was the other car stopping in front of me.

I'm using many driving aids, and it's almost as if the car's driving itself at times, but at least this means I have a hope of getting somewhere through the game.  I may need to turn off the automatic braking though - that just feels a little too hand-holding.

The other thing about the game is the investment of time it requires.  Each race takes ages, through the practice sessions then qualifying, then a ten-lap race.  Since most of my gaming time is in half-hour chunks while Nicholas is asleep on the sofa next to me, this is hardly ideal ...

Thursday, August 09, 2012

King Kong: completed!

You may be feeling as if you've gone back in time to March 2007, as I completed this game then as well.  It's rare that I will play through a story-driven game such as this more than once, but I remembered really enjoying it and when I had the opportunity to buy a copy for the Xbox 360 for £2 I jumped at the chance.  High definition should be a bonus ...

I remembered the game as graphically accomplished with recognisable characters and beautiful locations. Maybe that was a standard definition illusion, as when played on the 360 it looks pretty basic. It's stunning to see how far games have come in the last five years.  Not only does it look rough, textures are repeated far too often and a lot of the game is just too dark.




Yes, she is meant to be attractive.

I also remembered the game as varied and well structured. It's varied to some extent, with levels split between controlling Jack and Kong, but there are limited puzzles and enemies, and by the time I was 75% through I was getting pretty bored. The chapter system works OK, but games have developed more elegant checkpoint and save systems now - in fact, they had developed them back in 2002 with Halo, but that's by the by.

Most of all, I remembered the game as good.  And it still is, though the difficulty is all over the place and if it went on any longer than it does it would soon turn into a grind.  As it is, it's a good fun short game that's starting to show its age.

Tuesday, July 10, 2012

Limbo: big spiders

Limbo is a black and white game, with the main character's eyes shining more than anything else in the world.  It's a game full of danger and death.  I have died many, many times - and not every death has felt like it's my fault.  I'm getting a bit past pixel-perfect jumping, which seems to be required to get past some of the traps.

I got to a big spider, who impaled me on its legs.  After a couple of deaths, I realised that I could push one of the traps under its feet and it would lose its leg.  I did this a couple of times, but kept dying in the trap as I jumped over it.

Bah.

Tuesday, July 03, 2012

Bit.Trip Saga: bopping along

I really enjoy some of the games on this compilation.  Runner is undoubtdly the star of the show, even if I'm not vey good at it.  Beat gets hard to quickly and makes my eyes go funny.  Core is just too tricky from the start.

The 3D isn't used very well at all, though.  It's much easier to play with it turned off, which is very disappointing indeed.

Friday, June 29, 2012

Legend of Zelda: Four Swords Anniversary Edition: completed!

My commuting game of choice over the past week or so has been the 3DS conversion of the GBA game that was included alongside Link to the Past.  The 3DS game has the benefit of being adapted so you can play it in single-player modes, rather than being restricted to only playing when there's someone else with a GBA and link cable around.

Nintendo evidently realised that such time would be few and far between, so Four Swords actually has relatively little content.  There are three main "dungeons", with three or four levels each.  In the new version, you control two Links, switching between them with a shoulder button, and puzzles have been redesigned so simultaneous actions aren't needed.  It's been really well done.

There have been a couple of times where puzzles have left me stuck for a few minutes, and I only died (properly) once - there were a few deaths along the way but they were paid for with rupees so no progress was lost.  The final boss had a few different forms, but died pretty quickly.

A nice freebie from Nintendo!

Friday, June 22, 2012

Assassin's Creed: completed!

Although some parts of it were a bit annoying - particularly the informer missions - this has been an excellent game.

I was wrong about there being two more missions in the animus - the last block is full of the additional missions such as collecting flags and killing Templars.  There was an obvious twist to the story in the end, though I wasn't expecting that the enemy at the funeral would turn out to not be Robert.  That makes it 50% on the twist-is-a-surprise-o-meter.

After spending most of the game trying to be sneaky and quiet and hiding from the guards, the last bit of the game forced me to fight out in the open, which grated somewhat.  Luckily, I had had plenty of practice at this since the guards throughout Jerusalem had a knack of seeing me even when I was trying to keep out of their way, and so I had been attacked many times over by the time I got to the final mission.  The fights against Robert's men were tricky, and I frequently had to run away to regain some health before returning to the fight.  Robert himself was a skilled fighter, blocking most of my attacks and forcing me to constantly parry.

But he went down, as did the super-secret-obvious end boss, and the game is finished.

I may well go back to collect some flags and kill some Templars, but will need to use a map if I don't want to end up wandering the kingdom forever.

Thursday, June 21, 2012

New Star Soccer: completed!

I'ver probably played this a bit too much.  After coming second in the premiership with Spurs by a single point, I lead England to world cup glory scoring a hat trick in the final against Brazil (which was won 4-0).  Rather than go back to Spurs for another season, I decided to move to Winter in the lower Swiss league - which I presume is FC Winterthur.  This has been a bit of a disaster, with team mates not passing me the ball and fans hating me.

I'm tempted to start over, but there are other things which have piqued my interest recently.  Maybe once I'm able to come back fresh.

Sunday, June 17, 2012

Assassin's Creed: splosh!

Im on the 'final' mission now, which is to find the Templar organising all the blockades and book burning and general malpractice. Except I know it's not the last mission, since there are two more mission blocks in the animus.

The last assassination was exceptionally annoying. The port master was, as his name suggests, at the port. Specifically, he coops himself up on a ship. This would be fine if Altair didn't die with the slightest contact with water. This would also be fine if Altair didn't decide to randomly jump at an odd angle rather than onto the post directly in front. I spent ages working may way around the North dock, as the intelligence says, and on my 267,396th try finally made it to the large boat. At which point I realised that I hadn't triggered the cutscene starting the assassination, so Siread wasn't actually on the boat yet.

When I finally completed the assassination, though, I did so very well indeed. Siread is a jittery mess, and wanders around his boat all the time. I managed to get to a position where I was hanging off the side of the boat, and as he went past I jumped over the railing and killed him with one blow. All that was left was to flee the guards - which I did using the paths along the walls, rather than jumping over the boats and poles again. It's a little samey now, and the informant missions are a bit annoying given the propensity of guards to spot you just because a random drunk has pushed you. Still, off to Jerusalem ...

Friday, June 15, 2012

New Star Soccer: the quadruple

New Star Soccer is the best game on iOS. I have dedicated hours to it while commuting, and am now aged 40 in-game and still playing. Given that you start at age 16, and each year represents a full football season, that's a lot of game. It plays to the strengths and weaknesses of the platform superbly. No virtual joysticks, no overly-long matches, no diddly controls. You watch most of a match in text form, as in Football Manager Handheld, but then when your player receives the ball, you act - either in terms of passing, shooting, or intercepting (of course, that last one isn't after you've received the ball, that would be daft). As you do more training, the strength of your shots and the extent to which you can curve them increases, and your teammates appear in better positions as well. I started playing for Tonbridge in the Conference South. I've made my way up through the leagues, mainly staying in England with a brief flirtation with the Faroese league and some time in Portugal. I've now been playing for Spurs for a few years, and last year we managed to win the league, the League Cup, the FA Cup, and the Champions League. And I'm still playing, since England keep getting knocked out of international competitions at the semi-final stage; the last Euros saw a particularly annoying defeat by Greece of all teams. A superb game.

Wednesday, May 16, 2012

Assassin's Creed: back to Damascus

I've now completed Memory Block 4, which looks to be the longest in the game, and am back in Damascus to explore the last part of the city.  I'm getting through things much quicker now, especially since I fully understand what is expected of me.  It took me just over an hour to climb all the high points and save the citizens, with a few of the investigation missions along the way.

I've been trying to complete all investigations before going for the assassination, but there are two informer missions in this part of the game which are really difficult.  You have to kill certain guards without being detected - but the issue is that the guards in general are all on heightened alert and so you need to constantly blend in with the crowd to hide.  Within the crowd are people carrying pots and bits of wood, and if you get near them they drop these, alerting the guards even if you're blending.  As a result, you need to blend and then stop walking any time a pot carrier comes near.

An exercise in patience then?  It would be if the missions weren't timed.  Very frustrating.

The rest of the game continues to entertain.  The missions are a little samey in some ways, but the story that they impart is interesting and the information you collect can really help with the key assassinations.  The overall story has an obvious twist coming up - all of the victims after death seem to be happy with their actions, after all - but one of the last victims (the executioner) seemed to actually be a thoroughly unpleasant man after all.

Tuesday, May 15, 2012

Wario Land 4: gem collecting

One of the 3DS ambassador games, this isn't something I'd normally have picked up.  While Super Mario Land and SML2 were excellent examples of handheld gaming, taking home consoles experiences and reducing them to more immediate and shorter challenges, I had heard that from SML3 (Wario Land) onwards the games got just a little too complex.

That's true of Wario Land 4 to some extent, with levels being just a little too big to play on either part of my commute.  The character of Wario is a little too large to show enough of the level, and the jumping physics are a bit suspect as well.  It just doesn't feel like a Nintendo platform game.

I think it's unlikely I'll be back to this given the wealth of other games on the console ...

Wednesday, May 09, 2012

Assassin's Creed: touring the Holy Land

I've completed an assassination in each of the cities now, and am on Memory Block 4 which has three parts to complete, one in each area.  I've killed the man in Damascus, and have completed my investigations of Acre.

This is a really good game.  The gameplay flows well, and there's enough variety in missions to mean that at the half-way point (which is roughly where I am) it feels as if there's still a lot to experience.  The difficulty is starting to increase, with guards being tougher and more numerous, and targets are better protected and hidden.  Before each target I'm carrying out the full investigation - including climbing to all high points and saving all citizens - but at times I'm just getting lost in the metagame of assassinating guards and sneaking around.

Controls are still on occasion awkward, and the entire idea of losing your abilities after the first mission is just daft - especially the loss of the ability to catch a ledge as you fall past it.  I can understand not being able to carry certain weapons if you're demoted, but stopping yourself falling to death?  It's also constraining only having five throwing knives, and I hope that I can carry more at some point soon.

Friday, April 20, 2012

Assassin's Creed: to Damascus

I started this five years late in the early hours of this morning. It's a game I've always fancied playing, but have never had as a priority and had never seen cheap enough to warrant a purchase. In the GAME closing down sales I picked it up for £3; while sitting up with Nicholas I have the time.

The controls are occasionally awkward, with an unhelpful camera, as was the case very often back at the start of this console generation. I've died twice due to the camera swinging around meaning that I ran straight back at my attackers. Fortunately, dying isn't a massive issue, and the fluidity of movement generally makes up for it.

Indeed, one disadvantage of playing a game so long after its release is that there are many things you would expect to be included which aren't, or are a bit rough. The map is a little clunky, distances are very long, and riding a horse is more hassle than just running everywhere.