Thursday, April 4, 2024

Demo Play Thursday - Pepper Grinder On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Pepper Grinder, developed by Ahr Ech and published by Devolver Digital.

This game had gotten some positive attention and i had heard many people talking about it on podcasts i listen to. So i came into this quite positive and it makes a great first impression with big music and an evocative image of a skull and a drill. But as i played this demo, the first impressions that this game gives didn't really match with the gameplay. In the video i call it lo-fi beats to play games to, whereas the music at the intro screen is anything but lo-fi.

There's no doubting the visuals of this game. throughout it looks amazing with not only high quality pixel art but also high quality animations. the life in the world is moving and there's energy to it. And yet, the music feels much slower. this is in contrast to the drill we use as that can drag us quite quickly, but the levels that we played in this demo seemed built around a slower pace. Even tho this demo is 3 levels, this mix was confusing and noticeable playing it.

For me, the overwhelming feeling i got from this demo was that the game's quite shallow. the gameplay didn't match the visuals, the level design didn't match the controls, and who knows what we're actually doing and why 'cause there's no story whatsoever. each level is packed with many new ideas on how to use the drill that it feels like the game's being front loaded, leaving me feeling overwhelmed trying to use a drill that controls however it feels in all new scenarios and wondering if by the end are the levels going to be too packed with everything the devs thought of or just repetitive and boring as it's all be shown so far.

In this demo, and i imagine the game too, i wanted shorter levels that dealt with each new mechanic one or two at a time. so i could get used to how the drill controls, so i could get used to the level design, or simply so the game could've spent a little time on story and tutorial. As it is, i came away from this demo frustrated and i didn't enjoy my time with it. Oh, this demo ends very abruptly, so much so that i called it out for being rude.

It's not a great demo, to the point where i wonder if it's actually negative to the game, whether its a fair representation of said game or not. Pepper Grinder isn't for me and not only do i not recommend the demo but i don't really recommend the game either.

Wednesday, April 3, 2024

Backlog Conquering - Kamiko On Switch - Part 2 - The Next Two Stages And Final Boss


This is part 2, the final part, of playing the Nintendo Switch version of Kamiko, from developers SKIPMORE, as part of Backlog Conquering. 

I was a bit surprised that i finished the game in this part. I was enjoying going to each of the different locations and fighting against their unique enemies and boss. But, by the end of this video i was getting a bit frustrated with the respawning enemies. I talked about it in the first part, https://youtu.be/4bmi0nwJzzo, and i do understand why they respawn, the blue orbs they release are currency for a special attack and opening stuff, but it doesn't stop it being frustrating.

The option is there to try to beat the game with two other characters. each plays differently and my guess is in doing so we would unlock the special menu labeled ?????. But for me, playing through the game once is enough. i did enjoy the art, music, and designs. but i don't want to play again with the respawning enemies and the feeling that luck is needed rather than skill.

But with this game taking less then 2 hours, i think it's a good length. i had frustrations, but i wasn't ready to stop playing. i think if it was longer, then maybe things would've added up and i might've stopped playing. but at 4 locations and a final boss, it's a great length. So i would recommend Kamiko as there's plenty to enjoy. just know that it can get frustrating. but it's ok to put it down and come back later as you're likely to finish the game.

Tuesday, April 2, 2024

Stories on Tuesday - Alternate Jake Hunter: Daedalus - The Awakening of Golden Jazz - Part 6


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.

Monday, April 1, 2024

Cloud Monday - Death Stranding - Part 2 - Cinematics And Save Limitations Make It Hard To Recommend


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.

Sunday, March 31, 2024

April Fools! - God of War: Ascension - Downloading And Installing The Game


No Switch Funday Today!
It's April 1st, so i thought lets show how to download and install God of War: Ascension from the PS3 PSN. 
Here it is, uncut, from start to finish.

Saturday, March 30, 2024

Online Saturday - Hawked - Unique Bugs Stopped Me From Even Starting A Game


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.

Version 1.12 Played

Friday, March 29, 2024

Mobile Friday - Block Cat Jam - A Simple Puzzle Game With Repetitive Audio And Many Intrusive Ads


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.

Version 9.0 Played.