Wednesday, March 13, 2024

Backlog Conquering - Teslagrad On PS4 - Part 4 - Continued Platforming Frustrations


This is part 4 of playing the #PlayStation4 version of Teslagrad, from developers Rain AS, as part of Backlog Conquering. 

In the 3 parts i've recorded so far, what i've enjoyed the most was learning about the world and trying to understand the story. sometimes the game told it's story via theatre productions, other times it was like looking at cave paintings. Unfortunately, this doesn't appear to be the main focus of the game. in Teslagrad, the puzzle platforming seems to be the focus and it's this that i've enjoyed the least. 

Across the previous 3 parts and this video, i've often felt that the puzzles are doable but the platforming itself isn't good enough for what the game is often requiring you to do. It feels like a control issue as it's hard to replicate things when they happen as planned but also difficult to replicate things when they don't work as expected. this makes learning the puzzles really difficult as it's hard to know what works, what doesn't work, and why. so in all 4 videos there are moments when i'm stuck trying to do something basic because i can't work out what's going wrong or what's going right.

It's a shame that this game is let down by it's controls. some of the level design has come across as filler whilst other aspects are poorly telegraphed, if they are at all. These are minor in comparison to the control issues, but all together they've sapped away my enjoyment from playing the game to the point where it feels like i'm playing more out of stubbornness than actual enjoyment of Teslagrad.

At the moment, i'm undecided about continuing. i may check to see how far i am, and if i'm close to the end i may give it a go. but if the end isn't near, it's possible this part, Part 4, will be my final video playing Teslagrad.

Tuesday, March 12, 2024

Stories on Tuesday - Alternate Jake Hunter: Daedalus - The Awakening of Golden Jazz - Part 3


Hello and welcome to Part 3 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 2, https://youtu.be/MO_1BiBcDq8, our characters reminisced about the past and we began to play as them when they first met. This is actually the story from an earlier game in the franchise. This continues in this Part 3. But it's starting to get a bit tedious with a couple of characters coming across as annoying and pathetic. i do complain a little how the game seems to be sending us around in circles whilst adding nothing to the mystery or story. it all felt like padding and this whole sequence could've been "edited" better with the adult versions talking in the restaurant and skipping the unnecessary sequences.

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 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. 

Sunday, March 10, 2024

Switch Funday - Splatoon 3 - March's Big Run Event


Welcome to Switch Funday

This weekend is March's Big Run Event in Splatoon 3. The event takes place on the Eeltail Alley map. 

My goals during a Big Run event are to get this month's Salmon Run item twice, get 1,000 points, and try to get the bronze award. so far, getting the item twice and 1,000 points hasn't been an issue. It's getting the bronze award for eggs collected that's been a big challenge. This month's item is the SplatJack 5000 and i got that in my first Big Run match as my time and I got a good 70 eggs collected. 1,000 Points was also easy to reach as we only lost 2 of the 7 games we played today. And i can say that for the first time, i got a Bonze Award!

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.

Friday, March 8, 2024

Mobile Friday - Eternal Crypt – Wizardry BC - A Blockchain Clicker With Cool Style And Poor Tutorial


For Mobile Friday this week is i tried out Eternal Crypt – Wizardry BC from Drecom. I Played this on my iPhone14Pro, but it's also out on Android and PC via Chrome.

This is much more complicated than i expected. i didn't fully read the App store page for Eternal Crypt – Wizardry BC, so i went in just expecting a dungeon crawling clicker game. But after recording the video and looking more into it, there's much more about this game than i thought. But, in a way, this confusion is also a criticism of the game that in the near hour i played in this video it failed to convey what it actually is, but it's also praiseworthy because what Eternal Crypt – Wizardry BC also is didn't get in the way of gameplay.

The gameplay is what i came to the game for. in the App store what caught my attention and why i wanted to play it was the claim that "...you can play endlessly with strategy and taps." i wanted to see how that would work. The game starts like many clickers i've played, with one character on screen doing damage and my clicks doing damage. what's striking is the character art and the style of the game. the backgrounds work well with the theme of the game, the monsters all look interesting, but our character design did remind me of My Sims Heroes with how square the heads are.

But it works and it does look great. the U.I is a little busy and cramped. One reason is that this game doesn't make full use of the iPhone screen. It's a little surprising how little it uses. On one hand it might be to make it easier to click on the screen where the action is taking place, but i would also say that it kinda works with the top of the screen and sets the mood for a dungeon game. But i feel the bottom of the screen could be used better.

Another issue the U.I has is that it isn't fully explained. The game does have a tutorial that, for the most part, offers help through to the end of the first play through. But then it stops just as more icons appear. I also started to unlock new things and there wasn't even a simple finger pointing, like it had been doing. I'd argue that the tutorial needs to continue for the second play through to explain not just all the new things but also to help offer some reminders on how the gameplay loop works.

The loop is typical of a clicker game. in Eternal Crypt – Wizardry BC you go into a dungeon and defeat monsters. you earn money from it which can be spent making your clicks more powerful or you can make your heroes stronger. Like typical clickers, there becomes a point where you're unable to make any further progress. In Eternal Crypt – Wizardry BC, you're meant to leave the dungeon and go back to town. this will earn you rewards which can help improve your team for the next dive into the dungeon.

What i noticed about how Eternal Crypt – Wizardry BC differed from other clickers i've played is that in this whole video i never found anything that would click for me. Nor did the game indicate that there would be anything that would be click for me. there was only the damage my team mates were doing.

But there's a whole another aspect of the game that it only teased when i played it. i wondered why it wanted me to make a wallet, but i thought it was perhaps something to do with an in-game bank mechanic that it failed to tell me about, like how in some roguelikes you're able to bank money. But actually it has something to do with the Blockchain! 

It's surprising how this unique feature of the game was never explicitly mentioned in my video. It's possible that i just didn't reach where the blockchain stuff becomes a part of gameplay. But i would argue that after an hour and a couple of returns to the town, it should've been part of my game already. it feels like a pacing issue or possible a balancing issue. It could also be a tutorial issue, or a lack of a tutorial issue.

As i didn't come across the blockchain in the game, i don't fully understand it. You'd have to go to Eternal Crypt – Wizardry BC's website, like i did, to discover what it's all about. Or try to. the website tells but rarely explains the how, why, or how it's incorporated into gameplay. It could be a translation issue, but it's frustrating as a casual player how it's not incorporated into gameplay, not explained or detailed in a "casual" way.

So, as a clicker Eternal Crypt – Wizardry BC is fine. it has some nice graphics, but there are many aspects of it that haven't been detailed so it feels like i'm not getting the full experience of the game. this is doubly true when it comes to the blockchain also not being detailed or part of gameplay. It is a new release, but even the roadmap on their website doesn't make it clear if improvements to the basic elements of gameplay are coming.

Thursday, March 7, 2024

Demo Play Thursday - Princess Peach: Showtime! On Switch


For this week's Demo Play Thursday i played the Nintendo Switch game Princess Peach: Showtime!, developed by Good-Feel and Nintendo.

This demo starts immediately, and so does this video, with an introduction cut scene that helps get the game to where everything takes place. once finished, your able to move around and talk to everyone. once you do, then the game starts. In this demo we get 2 stages, 1 acts as the tutorial and lets us use the Swordfighter costume and the other introduces a different game style and the Patisserie costume.

It's surprising how poor the game's tutorial is. it doesn't "hold your hand" nor take you step by step how everything is done. instead, the characters in the background are often saying things to hint as to what you should be doing. For greater help, sometimes on the bottom right of the screen a "Controls" prompt appears and pressing X will pause the game and give you more indepth information about how things work. As this is a demo, i kinda expected that to be on as default, especially for the first stage of the game. The controls aren't complicated, but there are other interactions in the game world that might be missed. But even this section isn't perfect. it told me about a dodge and counterattack system in the game but not how it works or the timing for it. Princess Peach: Showtime! is similar to  Mario vs. Donkey Kong, https://youtu.be/aHf200xu5EM, in being surprisingly less accessible than expected.

But i would recommend the demo because i enjoyed my time with Princess Peach: Showtime! to the point that i actually wish-listed it and wouldn't mind getting it. at first glance, everything seems so simple. that includes the art, the graphics, the controls, and even the story. But as i played, it was easy to notice a lot of the finer details in the art, to appreciate the bold colorful graphics, to play in two completely different costumes each with completely different controls and play styles, and to understand that there are many more costumes and stages to play. I got the impression after playing this demo that Princess Peach: Showtime! is a beatable game, one that's neither too difficult or too easy, and one that has enough variety to keep me interested from start to finish.

As for the story, we don't really get much of a hint how it'll go. what's in the demo is simple and perhaps that'll be the case throughout. it's possible gameplay and mechanics will help make up for an average story, if it is indeed average. It reminds me of the Cat Quest series. i have platinumed both games, had a fun time with the different mechanics, characters, and places we visit. but i wouldn't say their stories are the best ever. but playing them, like playing this demo of Princess Peach: Showtime!, was enjoyable.

Oh, when you finish the demo there is a gameplay trailer. A downside to the demo is that whilst we often see it saving, there's no mention if our save is carried over to the main game.