Monday, February 20, 2012

Bayonetta: try, try, try again

First annoyance: although I saved and quit the last time I played, I had to restart from the beginning of chapter two.  You can't save mid-chapter, it seems.  This wouldn't have been such an issue if it wasn't for the fact that I restarted just before a fight with the red witch Jeanne, which last time took ages to complete.  This time it took five minutes and I got a gold medal.  Huzzah.

Second annoyance: it suddenly got a lot harder.  There were times that I had to repeat a section five or six times in order to progress.  However, each time I did actually progress, and I was driven onwards by the fact that each time I retried a battle I got a bit further.  The example that sticks out in my mind is the fight against the dragon attacking me in a church: the first time I fought him, I died almost immediately.  I had to open the church door, skip the cutscene, and managed to get a few decent hits on the dragon using witch time, before dying again.  I had to open the church door, skip the cutscene, and dodged many times and performed many attacks until the dragon ripped the church from its foundations and took to the skies, at which point the dragon's second head killed me. I had to open the church door, skip the cutscene, beat the dragon up until it took off, and dodge the second head while attacking the first head, until it went mental and killed me again.  I had to open the church door, skip the cutscene, beat the dragon up until it took off, dodge the second head while attacking the first head, avoid the first head's mental attacks, and then finally the church was thrown heavenwards with me in it.  And I missed the QTE of pressing X in time, so died.

It restarted with the church being thrown upwards.  A good job, or no doubt the controller would have been thrown in much the same way.

I got part of the way through chapter three, which is set in the town after it was consumed by lava, before multiple deaths and a lack of time caused me to stop playing.  I wonder if I'll start it again knowing I've got to repeat the whole first part of the chapter ... but it's a great game, so I probably will.

Friday, February 17, 2012

Bayonetta: back to black

I bought Bayonetta when it fell to £10 a couple of months after release. I played it for 43 minutes according to the save file. I then moved onto something else.

It sat at the top of my TrueAchievements "easy achievements" list ever since.

Then last weekend I decided to give it another go, as part of my 'play games properly' philosophy. I'm now half way through chapter 2 and enjoying it immensely. I think I was put off by the complex combos that it demonstrates while loading, but it's not a case of learning those by rote, it seems, but instead understanding how punches and kicks can be linked together and the timing of each. Combined with the evade button, it is possible to get 'good' and not just 'lucky', it seems.

Though I do find myself using the jump+stomp combo a lot.

A new set of guns has just been unlocked, but I've spent my halos on health items. I've not made any concoctions, or bought amulets, because they're too expensive. I can't see how I'll ever afford those, in fact.

Thursday, February 09, 2012

Phantasy Star Portable: busting out busters

I've managed to equip both a sword and a gun, with the gun automatically firing at things (I think it's my Mag doing it, but I'm not sure) and the sword setting fire to things.  Even so, I have to hit some things many times before they go down.

I really like the story missions in this game now I've got into it.  Having others join you on quests is well done, particularly once I realised that others will heal themselves if left long enough.  The main issue I've hit is that as sword-wielder, attacks from flying enemies can be hard to avoid.  This was brought home by a boss character hovering above the playing field, which I was unable to hit (other than by my automatic gun) except for the rare occasion he landed.  When he did land, I could only hit his hands and tail.  The hints that his wings were the weak point didn't really help.  After ten minutes of grinding away he went down, though.

This has monopolised my handheld gaming for a week now, which is quite amazing given the competition.  It's more clunky than PSO, and the weapons system seems more complex (I can't understand where the gun is coming from, for example), but it's possible by large to just overlook that and hit things.  Which, on a morning commute, is just what you want.

Monday, February 06, 2012

1000 Heroz: first time's a charm

I'm still playing this every day, and have a few targets I've set myself: I must beat Sessile, who's the last remaining competitor in the UGVM group; I must come in the top ten, or preferably the top five, of the RLLMUK group; and I must come in the top thousand of the global leaderboard. I'm generally achieving this.

There have been a number of times when my first run at a course is actually my best; today's course is a good example of that. In the runs afterwards, I've bounced up the hill in a more jerky way, or caught my foot on a block of ice, or landed on an uphill section rather than the flat ground either side.

Wednesday, February 01, 2012

Sonic Generations: completed!


That was really fun.

The last boss fight took a few attempts, particularly when the enemy was throwing clock faces at the Sonics, but it fell eventually. It's well worth watching to the end of the credits, if only to see Cream the Rabbit at Sonic's birthday party and the skit with two Dr Eggmans trapped in no time together.  I smiled when Tails called him Robotnik the first time the Classic round Eggman appeared ...

The end credits were great - they interspersed screenshots from the original games with the equivalents from Sonic Generations.  It was interesting seeing how the newer games in particular had been given a 2D makeover (albeit in 3D) and how they had designed levels around additional abilities such as the boost and homing attack. In fact, seeing that evolution even made the game series itself make more sense.

There are loads of missions to unlock with playcoins, and time attacks modes, and I've got a D grade on a fair few levels, with relatively few As and Ss. I will be going back to some of them, since they are pretty fun, with a few exceptions.  It does remind me of the classic Sonic games though, where you have to learn the levels to play well - I was disappointed at first that I wasn't just breezing through the game, but I could only ever do that since I knew the old Sonic games like the back of my hand.  I'm not sure I'll play Sonic Generations as much as the Mega Drive games, but you never know ...

Wednesday, January 25, 2012

Sonic Generations: not awful music

The 'Modern Sonic' take on Emerald Coast was mostly side-on, in fact, and played better than the 'Classic Sonic' one.  I'm on to Radical Highway now, which is one of the few levels I remember from Sonic Adventure 2, other than the city one.

The music in this game is actually really good - it's standard Sonic light rock, but the old tunes have been altered really nicely with differences between the two acts.  I'm back to enjoying this after my previous frustration.

Friday, January 20, 2012

Sonic Generations: awful instadeaths

I'm still enjoying this, though markedly less so since 'Classic Sonic' got the homing attack and the side-on levels started to be reliant on it.  The homing attack makes sense in 3D, where you can see ahead of you and move towards the targets.  In 2D, the targets are frequently off-screen until the last minute, by which point it's too late to react to them and you fall off the bottom of the screen, again and again and again.

As a result, it took me ages to get past Act 1 of Emerald Coast, because it required a lot more learning of the level than the previous levels.

It's a shame, though, that even the best Sonic game in years doesn't distract me from Mario Kart 7.

Monday, January 16, 2012

Child of Eden: moving up

I loved Rez.  I loved the way it enveloped all your senses and felt easy and natural.  I loved the way the music evolved with the game, and it was built around rhythm in the same way that Daytona and WipeOut are.  I loved the sparse stylised visuals and short structure of the game.

I still love it, but now I love Child of Eden more.

Sure, the Move controls are a little flaky at times, not recognising the flicks to launch projectiles - a bigger movement works better but then you lose where the crosshair is - but on the whole removing the control pad makes this even more involving than Rez and draws you deeper into the game.  There are times when the immersion is broken, like when the game decides that you can't move around the area when previously you could, but this just highlights to me just how transfixed I become.

Is that a good thing?  For the game, yes.  It makes playing this more of an experience than I would ordinarily be used to, and as a result is quite draining.  It's certainly not a good thing for Justine, since she's likely to feel very ignored whenever I play it.  Then again, she's the one who bought it ...

Thursday, January 12, 2012

Crackdown 2: end of an era

It's easier to find agility orbs in Crackdown 2.  For a start, the map screen tells you how many you've found in each area - meaning that my search was restricted to Green Bay (after, that is, working out where Green Bay is, since it's not marked on the map).  There's still a large area to cover, though.  I flew around a bit in helicopters, and using my thrusters and wingsuit, but couldn't see it.  So after completing all the wingsuuit rings, I decided to try some stunts instead.

I spawned an SUV and headed to the beach.  I jumped around in the car a lot, completely failing to get through the vehicle stunt rings.  And then I saw it.



Shining above me, reaching out.  I jumped up there.


A hidden orb!  How exciting.  But that's not all.


Agility orb number 500.  I'm well behind the first game on the hidden:agility ratio, though, with only 212 hidden orbs found.  For now I'll take the achievement.

Sonic Generations: awful cutscenes

If there's anything worse than cutscenes with bad voiceovers, it's cutscenes where only a few words have bad voiceovers.  Worst of all are cutscenes - which are effectively static or with a little animation - of two characters standing side-by-side with loads of badly-written text, where a few words have bad voiceovers.

Luckily, that's the worst thing about Sonic Generations so far.  I'm actually really enjoying the levels, striking as they do the right mix of nostalgia and modern-day polish; the physics on Sonic feel right, although I do keep tying to do a roll with modern Sonic - the boost isn't yet as obvious.  The 3DS version is much more of a side-on game than I've seen of the home console versions.

I've completed Green Hill, Casino Night and Mushroom Hill now, and am up to the Metal Sonic race which, as with the equivalent in Sonic CD, is just immensely unfair until you learn the level.  Nearly there though.

Monday, January 09, 2012

Crackdown 2: 499

499 agility orbs out of 500.  The 499th was on top of a chimney, which I used my wingsuit to glide to.

Amusingly, the narrator commented on me collecting this orb, saying that he knew I wouldn't rest until I found the last one.  At that point I turned the console off and went to bed.

Saturday, January 07, 2012

Sonic CD: fragmented levels

I have played Sonic CD before, on the Mega CD, and found it confusing.  It still is, with the future lampposts being placed in awkward places and me never being quite sure if I've actually created a good future or not.  Do I need to travel to the future after destroying the machine in the past, or is it sufficient to just explode the generator?  Do I need to create good futures for both acts, and if so do I then have to fight the boss?

It seems pretty inconsistent as to how long I need to be travelling at speed; some of the levels have horrible designs, and it just feels a bit bitty.  But it's magnificent, requiring you to explore the levels and avoid not just enemies but also level furniture in order to get to the proper ending.  I've completed the game in the bad way (not getting good futures; not collecting time stones) and am now working back through it.

On the Mega CD I only ever completed one bonus stage; on the 360 I've managed three, but they are horrendous and difficult to control.  Blurgh.

Wednesday, January 04, 2012

Crackdown 2: crashing helicopters

I am surprised that I've not written about Crackdown 2 on my blog before, given that according to my 360 autoblog the original is my most-played game and the sequel is fourth on the list.  I've played the sequel through to completion - the end of the story, at least - mostly alongside John and Kieron, with a few solo outings making up for sessions I had missed.  My agent isn't fully powered up, and I haven't collected all the orbs as yet - I have 498 of 500 agility orbs and 196 of 300 hidden orbs - and so it's still a game to return to.

Especially since I can now spawn helicopters at will, use mag grenades to hang things from the ceiling, and fly using my wingsuit across the whole map.  This is all the more amusing when a new player - such as Toby - joins in and I can sit on the sidelines with a rocket launcher while he goes in to get his hands dirty.  Toby went up two agility skill levels in a two-hour playing session last night, while my shooting skills are resolutely stuck at just over five stars due to my propensity to make everything explode rather than just shoot it.

It's a fine game.

Thursday, December 29, 2011

Mario Kart 7: 150cc starred

I was dreading the rainbow road courses on the higher difficulties, since I struggled in the earlier grands prix, but in the end I was able to finish top of the leaderboard in both final groups, winning every race.  I've now unlocked all characters, but there are still a number of vehicle parts to unlock and mirror mode has just appeared.  Not completed yet, then.

For now, though, I'm racing some time trials against opponents who have appeared through SpotPass or StreetPass.  I have no idea if they will ever know how much I've thrashed them by, but I hope that if I ever StreetPass them again they will receive a big "loser" badge on their Mii.

Thursday, December 22, 2011

Zen Pinball: what's going on?

I am hopeless at pinball videogames.  The tables all seem immensely difficult, I can't judge when to fire in order to hit specific targets, and I can never tell what those targets are meant to do either. There are things all over the tables which look amazing and exciting, but I have no clue what I need to do in order to activate or access them.  The only exception to this was Sonic Spinball, which isn't really a pinball game at all.

Zen is pretty much standard in this way.  I have no idea what I'm meant to do; I frequently find the ball moving to other parts of the table which I'm sure is good but I have no idea what I've done to achieve it.  At least the 3D helps me keep the ball on the table.  I'm still hopeless though.

I like the way the friends list is integrated though, letting you know the next person's score, compelling you to beat it.  I never do.

Wednesday, December 14, 2011

Mario Kart 7: 100cc starred

I'm not sure that I will ever completely three-star the 100cc grands prix, since I'm not entirely sure what it is that influences the number of stars you get.  I have three stars on some, two stars on others, and a single star on two.  You gain nothing for completing everything with three stars in any case.

I'm now half-way through 150cc - well, slightly over, with gold trophies on the first three 3DS grands prix and the first three legacy grands prix.  The last of each eludes me, largely because of Rainbow Road, but if I could get a large enough lead prior to the last track that wouldn't matter.  I shall continue to try.

Online is superb fun, although I'm disappointed that the time trial ghosts aren't populated from my friends list.  From the look of the worldwide distribution graphs, I'm pretty average.  Boo.

Monday, December 05, 2011

Daytona USA: completed!

Daytona is looking a little rough around the edges nowadays, but it's not how it looks, it's how it plays.  This plays exactly like the arcade, which is a relief after the two Saturn versions and the Dreamcast games - all good games in their own right, but they failed to capture the handling and blue skies of the arcade.

Daytona, of course, isn't a game that you will ever "complete".  But I've now placed first on each of the tracks (at normal difficulty) and have won all the achievements.  They were particularly easy.  Even so, I'll be back for another ROLLING START soon, I have no doubt.

Beyond Good & Evil HD: joining IRIS

As BG&E was cheap in a recent sale, and remembering how amazing I felt the game was at the time, I downloaded this.  And, well, it's OK.

It doesn't help that the controls are all wrong; you can either have the up-down camera correct, or the left-right camera correct.  It's such an amazingly simple thing that I just can't understand how they didn't think to add more customisation options.  It's made all the worse since the Xbox 360 contains a default setting which they could have picked up.

But other than that complaint - which is a pretty big one, since it means I'm constantly looking at the floor or the sky - this is still the charming game with the lovely world I remember.  It feels a bit more like a collectathon now than when I first played it, and some of the animation on the characters is rather off-putting, but Jade remains one of the best videogame characters ever and her story - of taking photos to expose conspiracies - is still pretty unique.

But will I play this through to completion again?  Achievements give me an incentive to do so, but the controls are just a major obstacle.

Friday, December 02, 2011

Mario Kart 7: 50cc three-starred

Mario Kart won.  Mario Kart always wins.

I've played a lot of this over the last few days.  I've played through the 50cc grands prix, coming first in every race.  It's really easy, as ever.  I've played a couple of the 100cc races, and have come first in those as well, but at least my opponents were visible on the map screen.  I've played one of the 150cc grands prix, and came second overall after finishing 1st, 1st, 3rd and 4th in the four races.  Unlike the Wii game, I'm going to complete those.

I've also played this online.  It's great, although it's very similar to the Wii version.  I never came last in a race, though I did come fourth out of six once.

The new items are great, and feel like proper additions to the series rather than one-off experiments.  I love the hang gliding sections - starting to use updrafts to my advantage now - but the underwater bits seem a little tacked-on, particularly because on some courses (like the Wuhu Island ones) you just 'die' if you fall in the water.

It's compelling and great and exciting and fun.  Layton may not get a look in for a little while.  I'm running out of gaming time, though; in addition to Mario Kart, I've got my daily 1000 Heroz level to complete, and also Angry Birds Seasons has just been updated with a new advent calendar.  I've beaten Niaz on both days so far.  In fact, I've come top of the leaderboard, but beating Niaz is all that matters.

Wednesday, November 30, 2011

Mario Kart 7: oh wow this is so amazing

It's really great.  It leaves me with a great dilemma.  Do I continue playing Layton, or do I play more of this?