Showing posts with label PS4. Show all posts
Showing posts with label PS4. Show all posts

Monday, March 11, 2024

Cloud Monday - Resistance: Retribution - Part 1 - Adjust Controller Speeds To Make It More Playable


This week's Cloud Monday video is part1 of playing the PS4 version of the PSP game Resistance: Retribution  via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

I have this game on PlayStation Portable but it's been a very long time since i last played it. I don't remember much of it on PSP so i was eager to play it again. But i was also curious if this game, being designed around the portable nature and limited battery life of a handheld, would also share game design qualities that would make it a good game to stream from the cloud. 

It does and it doesn't is the simple answer. As a PSP game, it doesn't work well being streamed from the cloud for many reasons. the cutscenes are very long and numerous, the auto save is very infrequent, and there appear to be no manual saves. these don't work well on a service that can kick you off with just a 20 second warning.

But it does work because it's a PS4 and PS5 game. the upgrades the game has received isn't just to the graphics, but Resistance: Retribution now gets access to a rewind feature and manual saves. I showed numerous times that there was no issue using the rewind feature, and when the connection got rough and the warning appeared i was able to very quickly do a manual save from the PS4 game rather than from in side the PSP game.

So, if it's a game that's a great choice to play in the cloud the question then becomes is it a game worth playing. That's tough because Resistance: Retribution has a few issues. this PS4 and PS5 version has already received a patch and needs a few more as it's rough in places. what stood out the most was how out of sync the audio seemed. whether it was the voices, sound effects, or even the cutscenes, at times it didn't match what was happening on screen. then there are other technical issues like screen tearing. As a PSP game, it has another issue regarding the controls. it was a game that could be controlled via a Dual Shock 3 (PS3 controller) and that's how it's played on PS4 and PS5. but the controls are very slow and heavy and really need to be adjusted much faster. The in-game tutorials haven't been adjusted for this either so there was some real trial and error learning how to control it.

With all this learnt in Part 1, part 2 will be interesting as i can focus more on the streaming experience and hopefully play around some of the quirks of the game and this port. 

Saturday, March 9, 2024

Online Saturday - Foamstars - Ranked Party TribeVibe Mode


THIS IS FROM VERSION 1.6 OF FOAMSTARS
(I recorded this before the 2.01 update came out but decided to share it nonetheless as i enjoyed trying out a Ranked mode, something i very rarely do)

For Online Saturday i'm back with Foamstars, from Square Enix and Toylogic. Foamstars is out across PS5 and PS4. I'll be playing the #PlayStation4 version of it. 

I rarely play ranked modes in multiplayer games but with #Foamstars i was curious how it would work. Overall, i found the whole experience not as clear as i wanted it to be. for example, i was surprised that there were two modes being used, Smash The Star and Happy Bath Survival. i don't remember it ever being clear that this was the case. I thought progression was interesting in that you play 3 games, earn a score from them. If you have enough, you can take that score and use it to play 2 games that you have to win to rank up.

Wednesday, March 6, 2024

Backlog Conquering - Teslagrad On PS4 - Part 3 - Frustrated By Puzzle Platforming


This is part 3 of playing the PlayStation4 version of Teslagrad, from developers Rain AS, as part of Backlog Conquering. 

In Part 2, https://youtu.be/IeRdNjMTaLU, I battled through some tough puzzle platforming and got a new power up. i had hoped that this would open up the game and perhaps bring a change to the puzzle platforming. It didn't really change anything and just added a new element to the puzzle part.

I was already finding it difficult but what made Part 2 feel good to play was that i got a couple of important pieces of story and some good world building. it felt like there was a payoff for it. But in this video, it's one frustrating section after another with no payoff at the end. There's no environmental story telling to help out, no smart Ai seeing that i'm in trouble and adjusting things. This game is very much leaving it to me to figure out.

I don't mind that concept and there were times i was genuinely happy i solved the puzzle. But when platforming is involved, the controls had better be good and in all 3 parts of playing Teslagrad so far, the platforming controls haven't matched the platforming they've been tasked to do. In this part, the level design also got in the way of the platforming more than once. Our character is able to look up and down, but not far to the right or left. so at the start we're faced with a blind jump to the left because we can't see what's on the other side. nearer the end of the video there's a section i get stuck on because i couldn't tell that what looked like a section fenced off is actually a fenced off section i can move behind when i use a move.

At the moment, i'm in two minds about doing a part 4.

Tuesday, March 5, 2024

Stories on Tuesday - Alternate Jake Hunter: Daedalus - The Awakening of Golden Jazz - Part 2


Hello and welcome to Part 2 of the new series here on QTE Gamers!

The goal with Stories on Tuesday is to play games with a heavy focus on their story. this can be Visual Novel games, like today's game, or it can be something more episodic. For me, it's a style of game i've not really explored. i have several games across a few platforms that i haven't played but i bought them because i wanted to. So now the time has come for me to experience these sorts of games.

Our debut game is Alternate Jake Hunter: Daedalus - The Awakening of Golden Jazz. I have the game on PS4 via DISC but i'll be playing the PlayStation Plus version of the game that's been downloaded to my PlayStation 4.

In Part 1, https://youtu.be/-TKTpBnYw5c, i played through Chapter 0 which acted like a tutorial in a game sense but also a prologue for the story itself. it was very well done. In this Part, we start playing through Chapter 1. we start off in New York meeting up with some old friends, catching up over a meal, and then whilst reminiscing we seemingly start playing through the story of one of the older games, if not the first game, of this game series. This video ends with Chapter 1 not finished.

If you're interested in watching the stories unfold without my commentary, head over to Ko-Fi. there, you can subscribe to the "Stories on Ko-Fi" which will let you watch all the stories. This tier will always be one week ahead of the free video on QTE Gamer's YouTube Channel. Or, of course, you can head to https://ko-fi.com/qtegamers and donate via PayPal.

Monday, March 4, 2024

Cloud Monday - Tales of Arise - Part 2 - A Good RPG To Stream From The Cloud


This week's Cloud Monday video is part 2 of playing the PS4 version of Tales of Arise via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

In Part 1,https://youtu.be/9O7-F5v3kF0, we quickly learned about the auto save and how quickly we were able to manual save. 2 important pluses for a service that can give you a 20 second warning before it disconnects you. In Part 2, we learn at the beginning that the game keeps 2 autosaves! This is a big win for people using the PlayStation Plus Cloud Streaming platform as it provides comfort as if you're unable to save before you're disconnected, there's a high chance the game has saved itself.

Playing the game itself also continued to be fun. i do enjoy how the game uses different methods to tell it's story. after this part, i felt i liked the comic book style method more than in Part 1. A nice little touch was that the game makes it clear when you have or haven't talked to someone. Plus, you're able to stack side quests. so you can chat with everyone in a village, collect all their sidequests, and set out and do them all. This also works for a cloud game. For example, if you're playing during a stable period you can collect all the sidequests and talk with everyone, save, and now it doesn't matter as much if you're disconnected when compared with tackling each quest at a time.

Like Part 1, there were very brief moments of Stream Tearing, where grey appears on screen most likely due to a frame of video arriving incomplete. the controls also felt sharp and i couldn't feel any lag from them. If anything was holding the game back it's the fact this is the PS4 version of the game. there was texture pop-in, loading, and the world and characters just lacked the finer detail.

Tales of Arise is not only an RPG i would recommend people play via PlayStation Plus Cloud Streaming Service, it's also just a good game to play. it does look great on PS4 and the loading doesn't feel too bad. So i imagine it'll be better on PS4 Pro or PS5. Whilst playing it, i noted how it reminded me of Final Fantasy X in a positive way. I'm personally curious about the story and the rest of the game so i may continue it in my own time.

Wednesday, February 28, 2024

Backlog Conquering - Teslagrad On PS4 - Part 2 - Hard Platforming And A Bird Pooping Bird Bombs


This is part 2 of playing the PlayStation 4 version of Teslagrad, from developers Rain AS, as part of Backlog Conquering. Part 1, https://youtu.be/0VcP1mdl1rs, got a little rough towards the end as i was seemingly stuck in a loop.

So in this Part 2 my first goal was to head back to the start. this was the right move as along the way i found where i needed to go next. This meant the first half of Part 2 went really well. there were some tricky platforming that required several deaths to pass, but what was a first for this game was that it took time to try and tell a story. there were special, almost, theatre rooms where on stage we're shown 2 parts of the story of Teslagrad. it's the kind of world building that had been missed so far. the only story we had was right at the beginning of Part 1. since then, we've only seen pictures but with no context.

The Boss battle of this part was weird but in a good way. Part 1 had a boss, too, and it felt the same. both were difficult, both required a little strategy, but in a way both felt easier to beat than some of the platforming sections. I hope this continues, but i fear things may get more difficult. The weird part of this battle was that the "bird" we were fighting would poop out smaller flightless birds that would explode. this required careful management as they would destroy the stage.

The final part is getting a new power-up. even in Part 1, it was clear that we didn't have all the abilities we needed to continue. the pictures on the walls teased others who had the same arm as us but who were also wearing different clothes. Well, we got it and it immediately opened up the game and tho i didn't try it in this video, i could think of sections of the game where i could use it.

I ended this part at the start of a new section, a section that looked like it uses our new ability but also requires hard platforming. I'll tackle that in part 3.

Tuesday, February 27, 2024

Stories on Tuesday - Alternate Jake Hunter: Daedalus - The Awakening of Golden Jazz - Part 1


Hello and welcome to the new series here on QTE Gamers!

The goal with Stories on Tuesday is to play games with a heavy focus on their story. this can be Visual Novel games, like today's game, or it can be something more episodic. For me, it's a style of game i've not really explored. i have several games across a few platforms that i haven't played but i bought them because i wanted to. So now the time has come for me to experience these sorts of games.

Our debut game is Alternate Jake Hunter: Daedalus - The Awakening of Golden Jazz. I have the game on PS4 via DISC but i'll be playing the PlayStation Plus version of the game that's been downloaded to my PlayStation 4.

In this first part, i play until Chapter 0 is finished. Going in, i didn't know anything about the game or that it's actually part of a series. The voices are in Japanese and the text is in English. This was not something i could change.

If you're interested in watching the stories unfold without my commentary, i take no offense. from Wednesday February 28th i'll introduce a new tier on my Ko-Fi page. this will have Part 1 as well as Part 2. This tier will always be one week ahead of the free video on QTE Gamer's YouTube Channel. Or, of course, you can head to https://ko-fi.com/qtegamers and donate via PayPal.

Monday, February 26, 2024

Cloud Monday - Tales of Arise - Part 1 - Manual And Auto Saves Are A Great For A Cloud Based Game


This week's Cloud Monday video is part 1 of playing the PS4 version of Tales of Arise via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

I had previously looked at another BANDAI NAMCO RPG to see how it worked as a game played in the cloud, but across Part 1 https://youtu.be/z4pOFUlwWsg and Part 2 https://youtu.be/japHcD6uFlA it was clear that Scarlet Nexus wasn't designed with the cloud in mind. the biggest issue that game had was that you could only save at specific points, there were no auto saves and no manual saves. it worked out that there was about 20-30 minutes between the save points in the first couple of hours of the game.

Tales of Arise is a newer game and i was really curious if it was designed with the cloud in mind or if it followed the formula in Scarlet Nexus as that game seemed to have been a success. Tales of Arise is a game i had heard a lot of good things about across videos and Podcasts, but i couldn't remember anyone talking specifically about it's suitability as a game being played in the cloud.

i can say that yes, there are auto saves and there are manual saves. it takes a few minutes before we get access to the menu and manual saves, but the auto save seems to be fairly regular. Saving itself is also really quick. the only issue that i can see playing this game in the cloud is the large amount of cutscenes, whether that's the anime style ones or the comic books ones. there is a lot of story and the game tells it fairly quickly and often in Part 1. If i were to get the dreaded 20 second warning before i was disconnected, there's a good chance i would have to skip a cutscene or two and therefore some of the game's story.

I had a good time in Part 1. it's refreshing how successfully Tales of Arise incorporated anime style animation from the beginning so when it's used later it's not jarring. the comic book style tho uses in-game graphics and it doesn't look that great. i think i understand why they did it as it's typically used when characters are just standing and talking to each other. it's a different way to show a conversation between characters. The only criticism i have with the anime style is that it's perhaps a little too different to the art style used in the game. The #PS5 version could be a bit closer, but i doubt it as characters look a little too different.

Graphically, i don't think the game runs at 1080p but it looks like it does. it does lack the finer details but often it's not an issue because the art and design of the game make up for it. the coloring throughout is impressive. The PS4 does let it down a little with textures sometimes taking longer to load. there were a couple of instances where the game had finished with a story beat, given us control, and then finished loading in the textures.

This isn't an issue with streaming the game from the cloud. the only issue i noticed was screen tearing. this is when grey appears on the screen. often it appears for less than a second, but because it's grey it sticks out soo much and is very noticeable. I didn't notice any lag controlling the game and it managed the transitions from gameplay to animation without any issues. So combing these positives and the great saving features, Tales of Arise looks to be one of the better RPGS to play in the cloud.

Saturday, February 24, 2024

Online Saturday - Foamstars - Smash The Star, Happy Bath Survival, Rubber Duck Party, And Extreme Party PVP Modes


For Online Saturday i'm back with Foamstars, from Square Enix and Toylogic. Foamstars is out across PS5 and PS4. I'll be playing the PlayStation4 version of it. 

Foamstars got a 1.05 update today and has had a couple since i last played it so i was curious if i would be able to notice any differences. One thing i noticed quickly were the free gifts i received. i don't think these are for those who played in the launch week, i think these are available for anyone who plays in this launch window.

I focused on some PVP modes today and was created with the message about a new mode. thankfully, i was able to try out Extreme Party in this video. Unfortunately, the only thing that made it extreme was that everyone was invisible. it wasn't that much harder than the real modes as everyone went to the middle and shot out a lot of foam or used their super modes. only a couple of times did someone sneak behind or i noticed a team mate doing that same strategy. The more interesting difference was that the winner was the team to chill the opposing team 10 times.

Smash the Star is the default mode for Foamstars and it's fine. today was the first time i became #MVP and it was exciting. we didn't win that match but i do get a win in Smash the Star. i didn't win in either Happy Bath Survival or Rubber Duck Party. i don't mind about Happy Bath Survival as i already have a win, and the trophy for doing so, from the Online Weekend. But i've now played Rubber Duck Party and lost each one. One of the losses today was 100% to 0%!

As for the Patch, there was nothing major i could point to and say that had changed. waiting times were often long, but that's typical for online games. only Splatoon 3 seems able to have consistent short wait times, tho even that has it's off days like last week's #Splatfest. i was playing as The Baristador and if i had to guess, it felt like his attack had more range and would last longer between reloads. thinking about it, maybe the enemy foam slowed me down more too.

Foamstars continues to be a fun free to play game and it's still one i would recommend anyone with a PlayStation 4 or PlayStation 5 try.

Thursday, February 22, 2024

Demo Play Thursday - Promenade On PS4


For this week's Demo Play Thursday i played the PlayStation 4 version of Promenade, developed by  Holy Cap Studios, published by Red Art Games, and also released on PS5 and Switch.

The reaction online to this game has seemed really positive and i was eager to try it out and then this demo was released and i jumped at the opportunity to give it ago. In recent videos i've had some not so great times with platformers due to their difficulty so i went into this demo a little apprehensive and not letting the "cute" visuals make me think it would be an easy game.

It starts by acknowledging it's a demo, but it doesn't lean into to it like some of the great demos we've tried. those games tend to be a bit more personal and sometimes offer some explanation as to what's in the demo. here, there was just a list of 4 stages. i tackled them in the order they're presented and i think that's best. the first stage is a simple tutorial, tho perhaps a little too simple as it tells you what you should do but not how to do it. Like, if our pink friend could say/think the "X" button to jump or "ロ" to throw/pick up that would've saved me some time. 

The second stage seems to be mostly a full level and it was much bigger than i anticipated. here again, i found out from pressing buttons that "△" brings up a book of sorts showing how many collectables we've found. the platforming felt really good and the puzzles were interesting and fun. i enjoyed the "escort mission" that the game never told us to do but because of the environmental story telling i knew i should do it. There were some technical issues with reflections popping in and out and it was a little distracting mostly due to how great the game looks. there's plenty of small animations and little touches that make this level, and all the others i played, feel high quality.

The third stage also fell victim to the lack of a tutorial. it's probable that in Promenade it's explained, but here it wasn't. This level is a race that i never felt like i could even come close to winning. i never quite got the grappling into jumping mechanic. But it also didn't feel impossible. Even tho i didn't come close to the time, the game let me continue the level so it was nice that i could get some practice in.

The final stage was bigger but i also didn't finish it. it introduced new hazards and mechanics that seemed fine. again, there's no tutorial but it's quick to learn what to do. It was the Monkey boss fight where i decided to call it a day. My first attempt was more data gathering than actually trying to beat it. The second attempt was where the biggest bug happened. i could no longer see the bombs the monkey was throwing. i realised i could see their shadow, but it meant that it was impossible so i naturally died. Thankfully, there's a checkpoint right before the boss and it's quick to load. I got further on the third attempt but i couldn't see a way to beat the Monkey Boss. with the demo not offering tutorials, it's difficult to know if i was meant to be doing something or not. an example was that the bombs the monkey threw seemed to explode up more so i could no longer be safe above them. they're thrown so fast, i couldn't see a way to escape the blast zones. So i ended it there.

A great highlight of this demo is the addition of a well made trailer. we get to see many locations, objectives, and that there's more play styles than just the platforming. It's a fine way to show off the game. It's a bit of a shame that the trailer isn't viewable from the main home screen and only found when beating some of the levels.

But as a demo, this works great. i've played it and know that i would be happy to own Promenade. But this isn't the best demo. the bugs are frustrating with the lack of tutorials/instructions an even bigger oversight. But there's enough here for me to say you should try this out and maybe even to say that this demo has showed me that this is probably a decent buy without even needing to play the demo. 

Wednesday, February 21, 2024

Backlog Conquering - Teslagrad On PS4 - A Beautiful World That Fails To Tell It’s Story


This is part 1 of playing the PlayStation 4 version of Teslagrad, from developers Rain AS, as part of Backlog Conquering. From looking at my Trophies, after i finished this video, it looks like i played the game a little back in 2015 probably on PS Vita. But as you'll see in this video, i clearly had no memories of it. But it could explain why i maybe didn't get some trophies.

The game starts by showing us the story rather than telling us. For the most part it works, but it cuts straight to gameplay without even explaining what the jump button is. I've played enough games to know what to do, but it's surprisingly unwelcoming to new players. Visually, i really like the art style and the presentation and i was able to look at the world and understand what i needed to do.

This first section makes it clear where you need to go. The woman points you to the right, you're chased to the right, and it all feels natural. i'm going where the game wants me to go but it feels like a natural way to do it. After that tho, it really did feel like i was on my own. And it's the biggest complaint i had throughout playing this part. Once the game let me go, it all felt aimless. not once did the game tell me where the map screen was, and when i found it, it was next to useless. 

Some games are built around you exploring and discovering the world. But they also excel at the story being told this way. Teslagrad may be set in a nice looking world with strange creatures and technology, but it's failing to tell that story with gameplay alone. I don't know what's happening but worse than that is i don't know where to go. once again, the game fails in driving the player to the next goal. 

But it is early on in the game. it's possible that the pacing, story telling, and player direction will improve once i get to a next section or new area. So there will be a part 2. But if it continues to frustrate, i don't know if i'll do more than 2 parts.

Monday, February 19, 2024

Cloud Monday - Brink - Part 2 - It's Not Designed For The Cloud, But It's An Experience Worth Having


This week's Cloud Monday video is part 2 of playing the PS3 version of Brink via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4. I have previously uploaded the PlayStation 3 XMB game Previews for the Beta to Brink, version 1.00 https://youtube.com/shorts/uWjRVuGWWZ0 and version 1.01 https://youtu.be/AQGrYqGH7Bg, but it was so long ago i don't really remember much about the game. 

In Part 1, https://youtu.be/M9xZ-ufWVl0, it became clear that the game isn't designed around being played in the cloud. whilst it has some ideas that feel modern, there are a few aspects of the game stuck in PlayStation 3 past. But actually playing in in the cloud was fine. i didn't notice any lag, nor were there any video issues. across both days, it was a great experience playing Brink in the Cloud.

Whilst it's not designed for it and it will be frustrating if you're kicked off the service whilst playing it, i would still say it's worth trying out. There's an aspect of preservation about being able to play Brink on PS3, an experience worth having whilst the game is still on the service. It has it's quirks, but i'd also argue there's some good worth playing too.

If you enjoy it, then you can get it for free on Steam and join in the the community on there. But outside of that, it's difficult to recommend. 

Thursday, February 15, 2024

Demo Play Thursday - Quadroids On PS4


For this week's Demo Play Thursday i played the PlayStation 4 version of Quadroids, developed by Blue Loop Studio and published by Fabloo Games and Just for Games.

The screenshots for this game on the PSN got me really interested in this game. But i was very aware that this was a puzzle game with a lot of death and i'm typically not good at them. so i was keen to try out the demo.

It starts out with a very informative video that shows off the basic loop of the game, you play, you die, and it helps you get to the end. We do get a bit of story before a all too brief tutorial that really didn't help that much.  We don't get all the levels from the first section of the game so it's possible that there are other tutorial sections, but i don't think that's the case. I don't typically mind a poor tutorial, but the game is monitoring how many moves you make and it is scored. i would've liked a practice room, or a practice dream, just to try and get the basics done. it's very much level after level.

By the final level, i was already out of my depth and struggling to play it. i am concerned that it'll just keep on getting more difficult. that's why i'm glad that there is a demo. it's clear that the game has some great ideas, but i'm happy to have tried out the demo and learnt that it's not for me instead of paying for it, struggling to progress, and ending up regretting a purchase and possibly souring my thoughts on the game.

Trying to manage four screens, each uses a different button, with a surprising amount of timing required to manage and progress, was a bit too much. at the end, the game has a demo end screen and in the bottom left it lets you try out a later level and i couldn't do it. This ending screen is nice but it's the most that the game acknowledges that it's a demo. the developers were perhaps a little too focused on trying to the theme of the game going over treating it like an actual demo.

But i do recommend you try out the demo. Playing the game does a better job of explaining it than just screenshots and a trailer. actually having to kill your character in the right spot, having to manage the timing of two characters so they meet at the right time, it's something that's better experienced through playing. the levels we get to try seem to be a good collection of new ideas. my guess is that in the game you'd get a level with a new idea, and the following level is that idea used in a different way, whereas in the demo we got to try out all the new ideas and mechanics.

Give it a go and don't worry if it's difficult.

Wednesday, February 14, 2024

Backlog Conquering - Titan Attacks! - Part 2 – I Couldn’t Save The Moon


This is part 2 of playing the PlayStation 4 version of Titan Attacks!, from developers Puppygames, as part of Backlog Conquering. But it will also be the final video on this game.

The goal of Backlog Conquering isn't to finish a game, it's to play a game. Unfortunately, i've now played Titan Attacks! and i didn't end up enjoying it. There are some neat ideas, the music is great, and for the most part i do like the presentation of the game. it's just playing it that's the issue.

I found Part 1, https://youtu.be/i50TzJrbBcI, to be much more difficult than i expected for the first level of a game. and in that video i tried out the Moon stage and the jump in difficulty was surprising to say the least. What this part showed me is how the levels are more difficult. it's not just more enemies that need stronger weapons or more hits to destroy. there are asteroids, enemies dropping bombs, enemy vessels crashing, enemy drones crashing, enemies shooting down, aliens to capture or shoot down, and one of the more annoying additions were the bombs that let out a blast wave. Combined, these all felt like they were all randomly set rather than being crafted to work together or in tandem. this meant there were no patterns to learn and where you were or next to you were the targets for the enemies. Several times i found myself trapped, forced to take a hit, and when there were many enemies on screen i simply had to take many hits.

That randomness just didn't feel like fun, it felt like i needed luck more than skill. The game tries to even things out with an upgrade system, but it felt broken. i could never seem to earn enough money to get the required upgrades. it was luck whether or not the UFO that flies across the screen dropped money or something else.

I couldn't defeat the Moon boss and by the end of the video i had no interest in continuing. Titan Attacks! is an old game and this PlayStation 4 port feels old with old ways of doing difficulty. by the time of the console ports, it really should've been a "DX" style upgrade that would modernise the game's mechanics whilst keeping the art style, direction, and music that i enjoyed from my time with the game.

Next week's Backlog Conquering video will feature a "new" game.

Monday, February 12, 2024

Cloud Monday - Brink - Part 1 - An Interesting Approach To Single Player Missions


This week's Cloud Monday video is part 1 of playing the PS3 version of Brink via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4. I have previously uploaded the PlayStation 3 XMB game Previews for the Beta to Brink, version 1.00 https://youtube.com/shorts/uWjRVuGWWZ0 and version 1.01 https://youtu.be/AQGrYqGH7Bg, but it was so long ago i don't really remember much about the game. i know that it didn't do as great as they expected and i remember there being some complaints at the time, but i don't remember what specifically the main issues with the game were.

It starts well with an interesting intro video detailing the story of the game. it tries to provide both the point of view of both sides as when it finishes it asks you to pick a side to play as. Whilst the following character customisation section was easy to navigate, i wasn't a fan of the character design. i didn't like how at this point, it asks you to customise and at first glance it looks like there are lot's of options, but in reality a lot are locked behind progress. i would've preferred the lock stuff to be separated.

Brink has an interesting approach to the tutorial in that it's a video, longer than i expected. it's very detailed and seems to go over everything. There's bonus XP for watching it. i was just surprised that there was no where to go and practice it. the video is a lot to take in and i honestly forgot a few things as i played.

The online servers for Brink are offline, but it does have a single player mode. i was really interested to see how this would work not just in this game but also as something that's being played in the cloud. some of the best designed games are those with lots of auto saves and manual saves. It soon became apparent that the single player part of the game is built inside the multiplayer. It was never made clear if your progress was being tracked with an auto save, so if Sony does disconnect you from the service you could hop back into where you were, or not. personally, i think that there is no auto save/check pointing and if you're disconnected you'll have to start again from the beginning. 

As the single player mission are timed, the compromise is that you won't loose too much progress other than the mission you're currently playing. But the fact it's being played inside a multiplayer shell also means how it works is kinda interesting. What took me a little time to realise is that i can respawn. i kept on expecting my team mates to heal me but when i understood the respawn mechanic other aspects started to make sense. i had noticed that the enemy was relentless but so where my team mates. but i also noticed that players on both sides were getting killed. now i understood that both sides have a respawn mechanic. A bonus to dying is that you're able to respawn and change your job to suit what's happening. I only tried out the medic, but by the end of the video it was clear that the medics job in this mode isn't that beneficial as the Ai players die so quickly. 

I wouldn't say the Ai players are that smart either. it wasn't too frustrating playing with them, but it certainly was unpredictable. Ultimately, it's great that we're able to still play this game. it looks good, the cinematics were great, but i still don't like the character art styles. aspects of the game feel very modern, so it's possible the game was ahead of it's time, but there are certainly aspects of it's design that feel very much of the PS3 generation. Having the ability to play it on PlayStation Plus in the cloud is a bonus, but it's clear that the game isn't designed well enough for it. Part 2 of playing Brink is will probably be more about experiencing this past game.

Sunday, February 11, 2024

Online Weekend - Foamstars - Launch Weekend – Smash The Star, Happy Bath Survival, Rubber Duck Party


We have an Online Weekend for Foamstars! It's the debut weekend for the new free to play "Shooter" from Square Enix and Toylogic. Foamstars is out across PS5 and PS4. I'll be playing the PlayStation 4 version of it.

In yesterday's video, https://youtu.be/ycbDurdOG_w, i did the tutorial and tried out the PVE, Player vs. Enemy(ies) Solo missions and online missions. Today's focus was in the PVP, Player vs. Player(s), modes. i didn't have expectations going in as even tho it's easy to compare Foamstars with Splatoon 3, they are quite different so i was really curious to see how the PVP mode was going to be done. Turns out it's not Mode but rather Modes!

The basic PVP mode is Smash The Star. Each team gets 7 Chill-Outs, that's when you're knocked out of the game and are waiting to respawn. once all 7 are used, the best player on that team becomes the star player and gets some bonuses. the other team's goal is now to Chill-Out the star player. helping the star player, on top of the bonuses that character gets, is the fact that their team mates get unlimited respawns. I played this mode 5 times and it's not bad. probably the best of the three i played. But it drags on a little if the two teams are evenly matched. There is an overall match timer that's maybe a minute too long. But overall it's good mode. i was a little surprised that there aren't many stats presented to you after the game. i tried a few characters but i don't have the stats to say which performed better than the other.

The other mode that was available when i started was Happy Bath Survival. This is a best of two mode where there are two players from each team in the arena and two others above. those in the arena are still trying to chill-out the opposing team. those above are trying to help. Like Splatoon, your team mates move quicker on their color so those above are trying to lay down as much. those above are also trying to aim at the enemy players. But of course, so is the enemy two players above. Even tho we won, i didn't enjoy it that much. i found the lack of information of when your team mate is coming back and what's happening above to reduce my enjoyment and it just felt chaotic rather than teamwork.

I couldn't play the third mode until Happy Bath Survival timed out and was replaced. That's one reason why this video is long. But once it did time out i was able to try out the third PVP mode called Rubber Duck Party. Unfortunately, the other reason why this video is soo long is because i couldn't get into a Rubber Duck Party match as it kept having connection issues. the first time it happened it dumped me back into the start menu at the beginning of the game. thankfully the other times it happened i was put back into my social space. It's the most broken the online had been this weekend. 

In Rubber Duck Party, there are two goals. firstly, it's still PVP so you have to deal with the enemy. The second goal is escorting a DJ Rubber Duck to the enemy's section. Some of this is familiar, you have to capture the duck for it to go in the opposite direction. What's unique is that because it's a DJ Duck, there's a stage for your character to dance on. completing a dance will speed up the duck, but it leaves you open to attack so the risk reward is high. This was frantic and it looked like we were going to loose really quickly. but we were able to fight back so it's great to see that it's possible and that things can change. But everyone felt soo overpowered compared to the task at hand. I feel like Foamstars is missing out on a mechanic. For Example, the Duck is a DJ. so if it changes the song, maybe new rules can be added like no abilities, no supers, or something weird like no jumping.

Rubber Duck Party wasn't that fun because it felt unbalanced. it's something different and maybe each time i play Foamstars i may play it once or twice whilst i focus on Smash The Star. That feels like the most solid PVP mode but it's not perfect either. But i prefer both of those over the  Happy Bath Survival mode. with Foamstars being a game where modes can be put in and taken out, i'm encouraged that PVP is something that'll be kept fresh and experimented on.

Saturday, February 10, 2024

Online Saturday - Foamstars - Launch Weekend – Tutorial, Solo, And PVE Missions


We have an Online Weekend for Foamstars! It's the debut weekend for the new free to play "Shooter" from Square Enix and Toylogic. Foamstars is out across PS5 and PS4. I'll be playing the PlayStation 4 version of it.

I didn't play the beta version of Foamstars as it only came out on the PlayStation 5 so today's video is my first time starting the game. thankfully, after a cool cinematic the game starts with a simple tutorial. As the game doesn't have too many or complex mechanics, the tutorial is fairly short but also robust. after it ended i felt like i knew how to play it, what i didn't know were the game stages.

It's easy to compare this game to Splatoon 3 and the level designs in that game are very varied with a mix of hights, moving things, and more. So i was wondering if the levels would be the same. unfortunately, i didn't find out as i only tried out the PVE missions in this video. Like Splatoon 3, Foamstars does have a method of travelling fast in the foam you spray on the stage. there are other similarities like your character having a normal shooting mode and a super. one difference is that Foamstars have 2 extra moves as well as those two. These are called skills and each character have different ones. visually, they are impressive and are good at dealing with enemies.

Even tho this is the PS4 version of Foamstars, the game looks very impressive. You probably could hear my PS4 in the background as the game does push it really hard. It'll be interesting to see if tomorrow's PVP video will be even noisier as during the missions, most of the foam is cleared between waves of enemies. there is a weird dithering on the foam on it's edges when looking far away and all over when up close, but it's not really an issue. the only thing thing about the PS4 version that i imagine is lower quality than the PS5 version would be the loading times, oh and maybe the city background. Everything else feels high quality and not a compromise. 

Another plus is how quick matchmaking was. Splatoon 3 is well known for how quick matchmaking is. Pokémon Unite is also up there as one of the quickest games for matchmaking. But many other online games i've played have suffered from waits a minute or more. the wait for Foamstars was 30 seconds or less, so it's very good. it'll be interesting to see if it does get longer as the game gets older.

It's not all great with Foamstars. In trying to be different from Splatoon, the free to play nature of the game uses the character, weapon, and social areas aspects and puts them mostly behind a paywall. one of the more fun features of Splatoon 3 is how you can customise your character using money you've earned, how your levelling up dictates the weapons you can choose to buy from or the items in the store. In Foamstars, nearly everything is behind a paywall, with just a few things available via the free version of the season pass. It'll be easy to see who has paid for things and those who haven't.

So for my first time with the game, i had a great time. i'm excited to try out the PVP in tomorrow's video and maybe more into the future.

Wednesday, February 7, 2024

Backlog Conquering -Titan Attacks! - Part 1 - More Than Just Space Invaders


I've started a new game from my backlog, now i'm playing the PlayStation 4 version of Titan Attacks!, from developers Puppygames, as part of Backlog Conquering.

Looking at my trophies, i have already got one for getting the max multiplier. but it looks like i never cleared Earth. And i did it many years ago. So i went and deleted that save file so i could go in to it fresh. I was surprised that when i started the game, i was straight into it. thankfully, i guessed what to do as there is no tutorial. the music is great, the graphics are cool, and it starts like Space Invaders. but it quickly changes that old formula and adds it's own twists and ideas.

because there's no head's up about what's coming, no tutorials explaining any of the systems, the first part of this video is more frustrating than fun. i can imagine that this game wasn't very approachable to a lot of people. if i didn't make progress, i would've ended this game with just one video. but thankfully, i managed to get past the first stage Earth.

Then it gets crazier on the Moon. immediately, as well as the aliens i also had to face off against Asteroid looking asteroids impacting the moon. But not long after the aliens also leveled up and starting dropping bombs. this was more difficult because of how busy the screen is. it's hard to pay attention to what's coming down whilst you're looking up to try and hit the aliens. during this stage, that's the thing i complain the most about and whilst i started to adapt in this video, i've got a way to go. 

Thankfully, i'm able to upgrade my own craft. but it's soo slow. plus, i'm spending most of my money trying to restock my shields. like i said above, i'm being hit and not knowing why and it's eating into my shields. it feels more unfair than just being hard with the game struggling to telegraph enemy attacks and what's happening in general.

I will do a second part. the goal will be to try and beat the Moon stage. But if it continues to feel unfair rather than hard, then maybe i'll leave it at two videos. i do enjoy the music and the look and feel. but it's the gameplay that's lacking and perhaps not living up to potential.

Monday, February 5, 2024

Cloud Monday - LEGO City: Undercover - Part 2 - Not Recommend To Stream From The Cloud


This week's Cloud Monday video is part 2 of playing the PS4 version of Tt Fusion's LEGO City: Undercover via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

It wasn't a great day trying to stream this game from the cloud. The video is from the third attempt to play the game. the previous two attempts failed in less than a minute getting to the game's start screen with PlayStation kicking me off due to my internet connection. i tried restarting my PS4 but it didn't solve the problem as it would repeatedly fail to launch. Thankfully, the game finally did launch and that's when this video was started.

Unfortunately, that's not the end of the trouble i had with this game today. one reason this video is shorter than before is because it crashed #Sony's end, instead of my internet connection being the reason it ended. But i wasn't having a great time anyway so i wasn't keen on trying again.

I still find the game funny. but playing it wasn't as great as i'd expect from a LEGO game. The slower pace was very noticeable. I still found driving to be a chore rather than fun, and the other drivers and pedestrians in the game were brainless. having a game world with a mix of LEGO stuff and real world stuff wasn't great for driving as i was constantly hitting the small rocks trying to avoid the surprisingly large numbers of slow traffic. Once we got the grappling hook, new issues emerged. i got it but couldn't seem to use it even tho there seemed to be places to use it where i got it. it got in the way of combat, and then i was able to use once the story required it.

The final part of the video is the second story mission. this was probably the most familiar LEGO style gameplay level i've played so far. but it felt slow. using the grappling gun was slow, swinging felt slow, and the levels themselves were surprisingly small as we could access portions of it. you can hear in the video how disappointed i was when i realised i needed an extra three costumes/characters to access the other areas of the level. i wasn't excited to have to go back to previous levels. i was expecting to explore around the map rather than repeat levels. i could imagine that the gameplay reason for returning might be police forensic stuff, but that's more in hope than what i think is actually going to happen.

Ultimately, once we found out in Part 1 that there are no manual saves and erratic auto saves, the game became one i couldn't recommend to play in the ground. the fact that it crashed Sony's end and how long it took to reconnect when i was kicked off, just adds to my conclusion that LEGO City: Undercover is a game you should download from PlayStation Plus rather than stream it.

Monday, January 29, 2024

Cloud Monday - LEGO City: Undercover - Part 1 - No Manual Saves And Infrequent Auto Saves


This week's Cloud Monday video is part 1 of playing the PS4 version of Tt Fusion's LEGO City: Undercover via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

I've wanted to play this game since it came out on the Wii U. So when it came out on PlayStation Plus, i was eager to finally give it a go. Sometimes i choose games for specific reasons, to test the limits of the service. but this time it's purely just for me. But i do try to focus on the important details.

Today's stream quality wasn't great, but the Internet Speed Test i did at the end was fine. it's one reason why i play the game twice, on different days, so i can see whether it's indicative of the game's stream or down to issues my end. Nothing truly got in the way of gameplay, but the stream tearing came closet. Some moments of macro blocking I had occurred whilst subtitles were on screen and that made them unreadable. I was unclear if the intro cinematic looked soft because of the stream, like maybe a reduction in bit rate or resolution, or if it's just how it is as it's a port of a Wii U game.

I didn't feel any lag in the controls, but driving does take time to get used to in LEGO City: Undercover. The biggest disappointment has to be that there are no manual saves. the game does have auto saves, but i personally felt that they were not frequent enough. at the end, i'm trying to get an auto save so i know it's safe to end the game. I showed that if you quit, the game quits. there is no save. there isn't a message saying when the last save is either.

So whilst i found the game funny, and i enjoyed playing it for the most part. i can't say that LEGO City: Undercover is a good game to stream from the cloud because of the save issues. when you're playing on a service that gives a 20 second warning before kicking you off, i doubt you'll be able to trigger an auto save and you will loose progress.