Showing posts with label PlayStation 3. Show all posts
Showing posts with label PlayStation 3. Show all posts

Tuesday, October 11, 2016

Supersonic Acrobatic Rocket-Powered Battle-Cars: playing online

For something old, with a much-improved sequel, SARPBC has an active online community.  I hosted a game, and found five people joining me very quickly - and just as with Rocket League, playing online multiplies the fun several times.

While recording gameplay on the PS3 is still tricky, SARPBC does allow you to save replays.  I scored the overtime goal in this match - after many close calls.


Friday, October 07, 2016

Supersonic Acrobatic Rocket-Powered Battle-Cars: evolution of a masterpiece

I was surprised to learn that Rocket League was actually a sequel to a PS3 game by Psyonix called  Supersonic Acrobatic Rocket-Powered Battle-Cars.  With such a catchy title, it's hard to see why it never took off to the same extent as Rocket League did.  Having said that, apparently it was downloaded on PSN over two million times, so if anything it just goes to show how I don't keep up with trends any more.

Anyway, when I found this out I saw it was on sale on PSN for £1.99, and since I got Rocket League for 'free' via PS+ I thought I would try it out.  It was only after I had bought it that I discovered that there's an extensive trial version which I could have tried for free, since the way PS3 games are sold on the store is ludicrously complicated.

It's ... not bad.  The essence of Rocket League is there, and many of the pitches and arenas are recognisable from the sequel.  There is a single-player mode which is different from the standard tournament I played through in Rocket League - here there are minigames and a tournament of varying rules and opponents, which I have already played through once but am likely to do so again.  As with Rocket League, the game comes into its own with the online side, which is great fun but finding a match is a pretty bare bones experience, reminding me of Half Life deathmatch servers from 2002.

But the cars feel less weighty and solid, it's slower and less precise, and there's either awful screen tear or quite a poor (and varying) framerate.  The controls feel a bit untidy, and aerials are much harder to pull off.  It is a great demonstration on how controls can make or break a game.

I'll probably complete the single-player game and play a few more online matches, but other than that it'll be back to Rocket League.

Saturday, October 24, 2015

Just Cause: just about playable

I have had Just Cause sitting in a variety of places for a while - in the PS2 games box in the loft, in my Steam library on my PC, and on my Xbox 360 shelves - but despite the fact that I've heard it to be great fun and the sequel is an amazing sandbox experience, I've never played it.  Until now.

I decided to play the PS2 version, since my PS3 (which is backwards-compatible) was set up and my 360 wasn't (due to the Wii being plugged in to the component inputs for Luigi's Mansion; yes, it's complicated).  The opening cinematics looked pretty awful, but once I got control of my character I was quite impressed by the scale of the game and its vision.  Parachuting down to the island was a pretty spectacular start, and once I transitioned into running along the beach and stealing a car, I could see that there were clear open-world GTA influences at play.

Unfortunately, the PS2 was a bit underpowered for such a grand vision.  The framerate was, at times, awful - to the extent that I actually had to run away and stand still for the console to catch up.  This was not helped by the controls which were not nearly customisable enough, and felt very imprecise.

That's not to say I didn't have fun.  After a while I was given a grappling hook, with which I could grab onto cars and paraglide behind them.  That was good fun for a while, and useful on a mission where I had to destroy a car and take the place of the now-dead dignitary.  The main issue with the game was a lack of a sense of urgency; you are going to kill a dictator and free the island, sure, but there was little spurring you on to do this, and the game was almost too non-linear with no clear sense of direction.

If I go back to it it would be on the 360, but I may skip to the sequel.

Thursday, August 13, 2015

Heavy Rain: completed!

Started in 2011, continued in 2013, and completed in 2015.  Heavy Rain is a game that I've always wanted to see the end of, and had admired from a storytelling perspective, but the first couple of chapters in particular didn't enamour me to the game itself.  In the last update I posted, I talked about how the switching characters felt a bit jarring, and made the game feel quite disjointed.  It's not a huge surprise that it's taken me until now to finish it off, then.

Now, part of what I want to talk about is the story, and that's an integral part of the game experience.  If you've not played the game, and intend to do so, I recommend that you don't read any more.

Monday, November 10, 2014

Ico: completed!

No more opportunities for Dido lyrics.  There are big plot spoilers here, so don't click onto the post if you're the one person who's not completed this but intends to do so - I wouldn't normally worry for a twelve-year-old game, but the end of the story is pretty affecting so shouldn't be spoilt.

Wednesday, November 05, 2014

Ico: I'll always be alone

I cleared the watertower a few days ago, and saved just after entering the West Tower.  Given the difficulty I had with the East Tower - well, less the difficulty, more the length of time it took to get through it - I was expecting the West Tower to take an absolute age to complete.  In fact, it was pretty simple and disappointingly similar to the East Tower (though the route through was significantly shorter).

After opening the main gate, massive plot things occurred.  I am guessing that I won't be able to save the game after this point, so I'll have to complete it in one go.

Wednesday, October 22, 2014

Ico: give your trust to me

More than once every two months?  Oops.

So, a recap.  I have managed to lead Yorda to the main gate, from where we should be able to escape.  However, her mother - or at least someone pretending to be - has appeared, and closed the gate in front of us.  I have battled many shadow beasts, and worked out that the most effective way of doing this is to go and stand by the portal they drag Yorda off to whenever they capture her.  In fact, the combat, which previously annoyed me and I felt wasn't needed in the game, isn't much of an issue any more, although its presence still worried me and stops me spending too long when exploring.  If you leave Yorda for too long, the shadows come back, and then it's a race back to save her.

After the gate shut, I traversed through a number of stunning locations - including one with a huge windmill which I had to climb - until I was able to run along the castle walls to the East Tower.  In this tower were a number of large circular windows, and I quickly worked out that the aim was to open each of these by lighting torches underneath them.  Working out what I had to do was the easy part; working out how to do it took a lot longer.  I had to pull Yorda through the doorways and around the walkways, finally finding myself out the back of the tower with some stunning views across the chasm to freedom.  I managed to finally open all the windows, sending a beam of light across to the main gate, causing half of it to light up.  A pretty big indication that I need to do the same on the other side.

Getting to the other side was pretty difficult though.  Much of the effort was spent around a huge waterfall area, where I had to jump on and off a turning waterwheel in order to close the sluice gate.  Yorda was no use at all during this part, with her slow running and refusal to jump up to ledges even with me extending my hand down to her - the game couldn't position her correctly.

I managed to get through this section, playing basketball on the way, and am now at 'the watertower', which appears to be named after a very small ornamental part of the level.  I think once I'm cleared of this, I'll be able to go to the West Tower and make the main gate open up again ... but that may take a while.


Tuesday, September 02, 2014

Gaming Moments: J

Jaguar XJ220 (Mega CD)

It wasn't as good as Lotus Turbo Challenge on the Mega Drive.  Sure, it looked better, but I still remember the first time I tried to control it.  I couldn't.

Jet Set Radio (Dreamcast)
Jet Set Radio HD (Xbox 360)

I spent hours just trying to get off the tutorial, doing an endless grind around the central bus station.  Made all the worse since I did it twice, once on each console - but there was an achievement for the 360 version so I felt I had to do it again.

Journey (PS3)

A game filled with moments, but I think my pick comes early in the game, at the bridge.  The structures tower above you, and it took me (and my companion) a while to work out that our path wasn't just across the base but we had to somehow get up there.  Learning the floating mechanic in that way together was amazing.

Then there's the snow, but I can't put the words together to describe that.

Jungle Strike (Mega Drive)

Mainly played via the PSP, to be honest, since that added save states.  The last level is set at the White House.  Just as you think you've completed the game, tanks roll in and you have to protect the president's helicopter as he escapes.

Tuesday, August 26, 2014

Gaming moments: I


Ico (PS2, PS3)

I even remember writing about this on my blog.  I'll paste some text from the previous post:

Ico starts off slowly, with a long cutscene. You get thrown into a murky world and have to work out the controls. The world's not actually murky, but playing it on my HD TV certainly made it look so. I worked my way through the castle, until I found the girl in white. I knocked the cage down the tower, and rescued her from the shadow monsters. I then couldn't find a way out of the room. Huh.

Never mind, I thought, I'll come back to that later. I'd been playing for 40 minutes or so. I turned the console off, and then thought ... hmm, I wonder if the game does save at checkpoints?

Evidently not.

Ikaruga (GameCube)
I have only ever played this for five minutes, and it made my head hurt. 

Monday, August 18, 2014

Ico: sit on top of the world

I had left the game at the start of a trolley system, which I negotiated first thing to leave me high up on a ledge with Yorda - sofas are left in the oddest places.  I used a crane to move us both down to the top of another tower, then explored a room with a few high walkways and handy window ledges which I was able to use to clamber up and knock down the chandelier ... after half an hour of trying to work out what to do, that is.  A handy cutscene showed me the remaining support for the bridge, and when I rand down to it I happened to pass by some bombs.

It takes me a long time to progress in this game, not just because there are extended periods between play sessions but also because there is very little signposted.  The combination of the two means that I forget that I can call Yorda to jump over large gaps, for example, and then spend ages trying to work out how to move the crate over to the start of the ledge.  I spent ages fighting the shadows on the ramp before accidentally getting Yorda to the bottom and her killing them all using the shining door.  The same thing happened outside - I'm sure that previously I've had to kill all the shadows before progressing.

Anyway, I made my way to the main gate, only to see it shutting in front of me and Yorda's mum telling me to leave her daughter alone.  She seemed a bit evil.

I'm going to try to play thing more often than once every two months.  It's a fantastic game and I really want to complete it ...

Sunday, August 10, 2014

R-Type Dimensions: completed!

I've played through both R-Type I and R-Type II, at least, though I had to use a few continues on each.  I love R-Type, it's probably my favourite shooter with just the right level of complexity (with the force and varying powerups included) and varied stages - the first level boss is iconic, and the third level circling the ship throughout is equally memorable.

This is an excellent way to play both R-Type games.  You have the option of updated or original graphics, and switch between them on the fly (as you could with the Monkey Island remakes or Halo Anniversary).  The controls are suitably responsive, and other than that ... well, it's R-Type.

Tuesday, July 08, 2014

Gaming moments: B

Bangai-O: Missile Fury (Xbox 360)

Having played both Bangai-O and Spirits, I was expecting many missiles.  The sheer size and number of projectiles when I first launched a MAX attack stays with me, as well as the slowdown, half of which I'm sure was fake.

Bayonetta (Xbox 360)

I am hopeless at the game itself - but I will never forget the car's radio playing Outrun music in the cutscene after the prologue.

Beyond Good & Evil (Xbox)

The final upgrade to your hovercraft ... and suddenly you have a spaceship.  Having become familiar with the world over a number of hours, being torn away to pursue the final fight was unsettling.

Bishi Bashi Special (PS)

ATTENTION!  Matt didn't read the instructions, and failed time and time again.

Brothers: a Tale of Two Sons (PS3)

Calling upon the bravery and spirit of the elder brother to cross the water. An astounding statement made with no words.

Broken Sword (PS)

Unbelievable slowdown when reaching the desert town. I gave up and played the PC verion a couple of years later.

Black (Xbox)

Having made it to the end of the game, the last corridor and boss were just too difficult.  I never completed it and resent the whole thing to this day. 

Wednesday, April 16, 2014

Uncharted: completed!

They did introduce something new - but hardly innovative.  It turns out that the treasure is cursed, and all associated with it turn into the undead.  Yes, it's yet another game where you get to fight zombies.  These aren't the shambling hordes of Resident Evil, these are agile and quick and vicious.  These are just horrible.

While I did find the three-way battles between Drake, the zombies, and the mercenaries pretty clever, the general tone of the game was worsened by their inclusion.  I'm sure that many would argue that they were crucial to the plot - don't take the gold off the island, it'll make the world cursed! - but it could have just been a disease inside the golden statue instead.  Maybe it's just that I don't like things jumping out at me.

So, Drake went into the tombs, found Sir Francis, found the zombies, worked out that the gold was cursed.  There were some clever platforming bits around a 3D maze, where I had to follow signs marked either II, V or VII, which would have been a clever puzzle if it wasn't for the very obvious notes shown at the start of the section.  Unfortunately the platforming bits kept on being broken up by more mercenaries appearing from nowhere.  Also unfortunately, Drake died many times on the platforming bits because the controls are just a bit woolly.

Right at the end, there was a section where Drake had to chase the real enemy, and I kept failing it because unlike the rest of the game, there was a time limit.  I had to run past lots of zombies and mercenaries, shooting without aiming, and then jumping onto the treasure as it was hoisted into the air.  The final level thankfully had no zombies, but lots of sniping, rocket launchers, and an invincible enemy who ran from area to area.  The final battle had me foxed for a while until I realised I had to brute force it, rather than taking cover I just had to make Drake rush the enemy as he reloaded.

So, game finished, and I immediately went back to the first couple of levels to try to understand the plot a bit better, having forgotten about it in the years since I started the game.  I found a few more treasures by exploring, and was struck by how different the first couple of chapters felt, before gun-toting enemies turned up.  If only there was more of that during the game.

Anyway, while I've been a bit down about the game in my write-up, I was keen to continue it, and must admit that it's been well worth playing.  I hope that its sequels have learnt from the progression in game mechanics over time, and I'll move onto Uncharted 2 at some point soon.

Wednesday, April 09, 2014

Uncharted: it is just a shooting game

The developers of Uncharted were very clear that they wanted this to be a cover shooter with a bit of platforming thrown in, it seems.  Following the story, Drake has worked out where the treasure is buried, and we've descended down through mausoleums and libraries, using doorways that nobody else has known about.  You'd think this was the perfect opportunity for platform exploration, but no - somehow the enemy have got into these areas as well and continue their work to make Drake die.  It just feels really tenuous.

Something else I notice - when describing this game, I often call the main character "Drake", rather than projecting myself into him.  It's clear that Drake worked out the location of the treasure, since I had no part in it.  Wherever there are puzzles, Drake is the one who finds the correct page in the notebook which give the answer in an obvious way.  When there's a new weapon, Drake is the one who quips about it being a great find.  I'm not - I don't find guns exciting at all.

So when I misjudge a jump, it's Drake who falls to his death, not me.  I feel pretty disconnected, all in all, and as a result I notice inconsistencies in the game world more than I should.  For example, Drake can jump across 30-foot gaps with ease, but struggles to reach ledges a few inches above his head - indeed, he even seems to crouch when he's jumping just so they're out of reach.  When running around the roof of a church, falling off the narrow planks results in instant death, but a similarly large fall elsewhere is fine as long as you hang from the platform.

I'm up to chapter 16 now, of a total of 22.  Given this, I'll push through to the end, but I'm disappointed there's been nothing really new in the last few chapters.  The only difference is with the story and the introduction of two new enemies - a sniper with a laser sight (who drops a pistol, not a sniper rifle), and enemies with bigger machine guns.  I did find a sniper rifle on a crate, but it had only five bullets which makes it massively limited.  The highlight of last night's gaming, in fact, was a chapter where I had to guide a jet-ski upriver, over rapids and avoiding exploding barrels (and, of course, people shooting).

Friday, April 04, 2014

Uncharted: constant shooting

Many people have complained that the recent Tomb Raider game is too combat-oriented, which is very true when you compare it to the older games in the series.  But if you compare it to Uncharted, Lara is a veritable peace-loving hippy.  Exploration seems to take second fiddle to hiding in cover and shooting enemies, then picking up their ammunition before going through the next door and taking cover again.  There have been a few puzzles, but nothing more complex than finding a key to open a door or pulling a couple of levels to flood a room.  The platforming is probably the best part of the game, having to work out how to get to high-up ledges, and it's a shame there's not more of it - and it's annoying the controls are quite so imprecise.  A lack of lock-on to enemies from cover doesn't help.

Still, it's a fun game with some spectacular setpieces, even if the best parts of these are generally non-interactive.  I've just finished a section where I was speeding through canals on a jetski - well, I say speeding, but it was easier and more efficient to inch forwards, stopping every few seconds to shoot the explosive barrels and enemies in my path.

Oh dear, it doesn't sound like I'm having much fun, does it?  Oddly, I'm looking forward to continuing - as long as this doesn't outstay its welcome.  I think the problem this game has is that Tomb Raider has since done it so much better, and this suffers from being played second.

Er, of course I did play this before Tomb Raider - I got my first two trophies on 15 April 2011 - but I was expecting a purely platforming exploration game and the constant gunfights put me off.  I cleared the first three chapters, I think - up until the submarine in the jungle.  I continued from there, which meant a good few minutes of trying to work out which button did what, causing at least one hilarious death where I threw a grenade at my own feet.  Let's not mention that.

Thursday, March 27, 2014

Brothers - a Tale of Two Sons: completed!

I've played through this over the last couple of evenings, and have loved it.  It's easy to think of the game as a gimmick, with the idea of controlling two characters at once, but once you get used to this (which takes a while!) the game reveals itself as a clever puzzle platformer with moving story.

The puzzles throughout the game are varied enough to not outstay their welcome, without the need for any sort of power-up mechanic. Some of the highlights were manoeuvring a long metal pole through  a maze with limited turning points, and a long section where one brother hung from a conveyor belt while the other opened gates.  These were by no means the only clever puzzles, and even those which are pretty standard parts of videogames were freshened by the control scheme.

The story was equally innovative, in that it explored the themes of sickness and death more intimately than most other games. The game starts with the background story of the little brother witnessing (and finding himself responsible for) his mother's death, followed by the main story of his father's sickness.  The two brothers journeyed to get medicine to cure their father, emphasising the importance of the family.  The strong bonds that the story imposes are all the more effective when ... things happen ... at the end of the game.  I've rarely felt such a sense of shock and horror.

Well worth playing through, though don't expect happiness and fun all the way through.

Wednesday, March 26, 2014

Sega Ages Outrun: absurdly difficult

With the news that a 3D version of Outrun is on the way to the 3DS, I remembered that I bought a PS2 disc a while ago which has the Sega Ages versions of a few games, including Outrun, on it.  I decided to give it a go on the PS3.

It's still great fun, but it seems really hard compared to any version of Outrun I've played before.  I only managed to get to the end of the third stage, even after increasing the time limits available.  I wasn't even crashing or spinning out more than once before running out of time.

I can't think which other versions of Outrun I have. maybe I'll have to find an arcade in Shenmue II.

Thursday, January 23, 2014

Sonic the Hedgehog: collecting emeralds

The original Mega Drive game was available on the PS3 for around a pound, so I bought it.  Of course.  I now own that game on the Mega Drive, Saturn (in Sonic Jam), Gamecube and Xbox (in Sonic Mega Collection), DS (in Sonic Classic Collection), Xbox 360 and PS3.  And I've completed it on every platform other than the PS3.

This pales into insignificance when you compare it to Andy's collection, but I've no doubt I'll buy the 3DS version at some point ...

After getting annoyed with the battle in Tomb Raider, I decided to play through this.  Rather than a straight run-through, I decided to try to get as many trophies as possible.  This means not dying, completing the first act of Green Hill and Marble in relatively quick times, collecting all the chaos emeralds, and completing the game in less than 40 minutes.  I was saving after every stage and had to restart the special stages a couple of times, but I've now got a save game with five chaos emeralds, at the start of Spring Yard 3.  I think that the overall time might be more than 40 minutes by the time I get to the end though, so I might need to play through another time without trying for the special stages.

Saturday, January 18, 2014

Saints Row the Third: losing Matt

Last night I arranged to meet Matt on PSN, a meeting that was interrupted by Nicholas being restless, Justine needing chocolate deliveries, and Gaby returning home.  But eventually we were able to get the same game running, following interminable updates, and that game was Saints Row the Third.  Having never played the previous games in the series, Matt filled me in on the detail a bit as we drove around town creating havoc.

It's not a bad game, by any stretch.  It's massively over-the-top, with items such as a car with a people cannon attached, and missions involving flying a helicopter through the streets, exploding cars with rockets, and skydiving through a debris field.  In some missions you're effectively alone, and the cutscenes always show your character, which was confusing at first; especially once I'd changed my character's costume to be just a pair of pants and Matt couldn't tell what I was laughing about.

Talking of being alone, Kieron may have some competition in the 'wandering off' competition.  Frequently I had to stop whatever I was doing in order to find Matt and either get him out of a fight or guide him to the next objective.  Still, he was having fun.

Tuesday, November 26, 2013

Red Dead Redemption: completed!

While looking for beaver furs in the Northern regions, I noticed a new stranger mission open in Blackwater.  I met a government man who told me that Edgar Ross was living in a shack overlooking a lake.  Suddenly the lack of a previous ending made sense.  Don't read if you've not played ...