Hello and welcome to Part 6 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 5, https://youtu.be/NwYjqhS59SY, we were introduced to the people maybe closest to our Grandfather and one who was a suspect. In this part, we focused on that suspect and learnt about their life and current situation. In Part 6, we finished Chapter 2 of the story by deciding whether or not this friend of our Grandfather is a suspect.
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.
This week's Cloud Monday video is part 2 of playing the PS4 version of Death Stranding via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.
In part 1, https://youtu.be/4-ih2i8MSrY, i was surprised how, at first glance, Death Stranding looked like it was going to be a good fit as a game to stream from the cloud. But after playing more in Part 2, it became harder to recommend it.
The first surprise last week were the manual saves. But in this part, 2 things came up which kinda ruined it. the first was that when you can save manually, there are limitations on when you can. In this video i was up against BT's and i thought i would save before dealing with the situation. But the game wouldn't let me save. I showed that the game doesn't tell me when the last Auto Save was or where it would load me back if i were to load another save. I had to trust the game that if i died, it was fine. Then later there was another limitation in our apartment when the control scheme of the game changed. before, i could just press the "Options" button and access the save menu from System. But in our apartment, that didn't work. the first time there i didn't know what to do and continued playing, it's a big reason why this video is much longer. When we were back in there the second time i had an idea about looking for a console and whether that was replacing it. I found one and yes, that's where you save. But the game never told us this and now i don't know if there'll be more changes and limitations further into the game.
In Part 1, it was evident that the game was going to use long cinematic cutscenes and cinematic effects during gameplay, in both parts this can be seen when music starts playing. Personally, i don't mind these and was enjoying the story being told to me. the problem that arose more in this part is how the break-up of the video being streamed to us from the cloud can detract somewhat from the cinematic effect. Whilst these didn't happen often and were very short, they are easily seen. they story being told isn't affected and i heard everything. but it's how it affects the presentation of the story that's the issue, it's a large part of this game.
It's not all negative about playing Death Stranding in the cloud. For those who have played the game before and know the story, playing it in the cloud is a great fit. For those, like me, using the first version of the PS4, streaming the game in the cloud is a great experience because the PS4 fans are very quiet. a game that pushes the hardware hard like Death Stranding can really ramp up the fans and detract from the audible experience of playing the game. But during both parts, my fans were quiet and i got into the atmosphere of the game from the sounds and soundtrack.
But not everyone has played it and not everyone listens to the music and sounds when playing. so, all together, it's more difficult to recommend Death Stranding as a game to be played in the cloud. for most, downloading it onto the PS4/Pro and PS5 would be a better solution. But i would argue that streaming it is a good way to try it out first and then you could decide to download it or not.
For Online Saturday i wanted to play the free to play online game Hawked on PlayStation 4. unfortunately, as you'll see in this video, i came across two bugs. the first one left me stuck in the options menu and i was forced to exit the game and restart it. the second bug meant i couldn't even start a game because the on screen commands said that X was both select and cancel. So pressing it Cancelled and nothing Selected. i couldn't start a game! In both situations, i went through all the buttons on the controller before giving up.
I have sent an email to the publishers, My.Games, and will leave a pinned comment if they have a solution to this issue. i'd rather it be something fixed in-game rather than something i have to solve by going through PS4 settings. I'm fairly sure it's because of the unique situation i'm in. I have a launch model Japanese PS4, where the O and X are switched when compared to American and European commands, and i imagine this game hasn't been designed correctly to deal with this. the best example is at the end when i can't start a game, the in-game graphics say X is Cancel whilst other in-game assets say X is select.
For Mobile Friday this week is i tried out Block Cat Jam, also known as Box Cat Jam : Block Match, from developers Actionfit. I Played this on my iPhone 14 Pro, but it's also out on Android.
I had been wanting to play a puzzle game for a little while now and i was curious about this one. it was being regularly updated and the screenshots in the app store showed some interesting ideas. But it turned out to be a bit more basic than i anticipated.
One of the first things i noticed was how the Dynamic Island got in the way of the icons at the top of the game screen. it was clear that this game had been designed on another platform and then brought across to the iPhone, or an older model of iPhone at the very least. For some reason, the music was turned off by default and what i assumed to be the vibration never seemed to work, tho it's possible it was soo weak that i just didn't notice it.
What tutorial there is is fine. it's just text across the screen. it could've been more in-depth with videos or even a gif, but at first this is fine. where this hands off approach goes wrong is when power-ups are introduced. it wasn't clear until the level they're introduced was over that you have to pay for them. often, games will have special built levels and force you to use one as an example, saying that this first time is free to practice and then you'll have to pay for them. this is a simple thing this game misses out on as each level has 3 stages, so they could've introduced the power-up on the first stage and got us to use it as practice on the first and second stages, leaving the third stage to see if we could work it out for ourselves.
This type of missing out is noticeable throughout this demo. there are soo many areas where things could've been improved or added to. for example, the cats on the home screen can't be interacted with, nor can you interact with the cat tree. one easy change would be to interact with them, but there's more you could do like having collectables in levels that can be used to customise the home screen. The music and sound effects are far too repetitive, and the cats are mostly the same base design with different colors.
But the thing that frustrated me the most are the adverts. if this game had kept the bottom adverts, i would've probably been fine. i would've liked the bottom buttons brought up a little higher away from the adverts to avoid mis-clicks, but for the most part those adverts were simple pictures or gifs. things that typically won't eat much into mobile data plans. but then the game introduced full screen video ads or ads you can play. these came with no warning whatsoever so already it came across as rude. but the frequency of these adverts was also frustrating. everytime you went from the home screen to a level, there's an advert. every time you finished the 3 stages in a level and moved to the next level, there's an advert. There are so many that i'm concerned that they'll eat into mobile data plans.
Having two sets of frequent adverts, especially the full screen ones rudely interrupting my gaming experience, coupled with the basic nature of the game and repetitiveness of many of the assets, made me come away from Block Cat Jam feeling disappointed and frustrated. i can't recommend this game, the gaming experience is just too negative and there maybe other games doing this style of puzzle better. best to avoid it.
For this week's Demo Play Thursday i played the PlayStation 4 version of Sand Land, developed by ILCA.
From the PSN store page, it was made clear that this is more of a sandbox rather than a demo that follows the story. this was so surprising that i actually included the store page to highlight this. If you play this demo before buying Sand Land, then you'll get some in-game bonuses when you start the game. unfortunately, these bonuses do not apply to games that have already started.
I haven't read nor watched anything about Sand Land before, so one of the draw backs about this demo's approach is that it doesn't introduce anything. i knew that there's sand because of the game's icon and name. but i was a bit surprised by how much of it there was. The characters look familiar because of Akira Toriyama's style. This meant it was clear that two of them weren't human whilst the third was. But with this demo not having any story, it was kinda irrelevant.
As this demo is set sometime into the game, we also miss out on a tutorial(s). what we get is text in a box on the screen. no videos, no practice, just text and maybe a picture. I have played a number of Bandai Namco games and i believe this maybe the case in the final game to. this is a shame as i found the on screen buttons missing a crucial reminder that Triangle is how you dismount the vehicles. A proper tutorial would've also helped remind me that right on the D-Pad brings up the vehicles screen and that most of the enemies in the game should be dealt with by one of your vehicles.
One of the reasons why this video is so long is because of the time it took to understand the controls and what the game expects you to do. i imagine that this becomes apparent naturally when playing the final game. But after my time with the demo i'm actually thinking of going back in my own time to try again some of my mistakes and to see what happens.
The demo does have a few limitations. we're unable to enter the town that's directly next to us. in exploring the map, we also came across invisible boundaries. I also imagine the issue we had with the #Icharbe Ruins is also due to demo limitations. there's no levelling up, no improving skills, and we came across a gap that we just couldn't cross which i imagine is due to those limits.
Exploring was fun. the dessert had a few enemies to tackle, with the humans being the most difficult as they use machines like us. it wasn't all sand dunes, there were canyons, rocky outcrops, and a few ruins.
for a PS4 game, this certainly looked great. it had the look of an anime but it controlled very well like an action game. i imagine the PS5 version might be able to use HDR to take advantage of the beautiful day night cycle as well as better shadows and maybe even ray tracing. But on PS4, Sand Land is more than good looking enough. in some ways, this demo felt too small for this game and i'm genuinely interested in the final retail game.
I do recommend people try out this game. it feels more casual than an RPG, but more involved than some other games made from an anime. Sand Land is a single story, so this has the chance to be a much more complete game. The demo has other benefits as it gives in game items to new saves in the retail game after this demo has been played. I would've liked a bullet point or two of things i could do or even a hint like "try heading east". i just didn't enjoy the open sand box approach, especially when learning how to control the game.
Hello and welcome to Part 5 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 this part, i continued near the end of Part 4, https://youtu.be/P6wRke544uk, just before i was killed. i was a little surprised i continued so close to when i died. it showed that out of the three choices, i probably picked the one that resulted in my death. I picked a different conversation path and was fine from that point onwards. there wasn't much story before our characters finished reminiscing and we were back to the "present" in this game. with the flashback to an earlier game finished, the game ended Chapter 1 and began Chapter 2.
Chapter 2 introduces the police characters and fleshes out our grandfathers life. we learn about his favorite places to visit, to eat, to drink, and we meet some of his friends along the way. i was taken aback by a little bit of racism which reminded me that this is a serious story being told. I''m still eager to continue playing and to see how things shake out with the suspect that was introduced near the end of this part.
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.