Sunday, September 15, 2024

Switch Funday - Splatoon 3 - Grand Festival Weekend Splatfest Tricolor Battle – 15 Battles 11 Wins!


Welcome to Switch Funday.
It's day two of The Grand Festival Splatfest so today's video focuses on the Tricolor game mode in Splatoon 3. 

In yesterday's video, https://youtu.be/oYNfVZFVY4I, i never played against any Team Past teams so i was unsure what would happen today. So i was very happy at the end of this video that all 15 matches were up against Team Past and Team Present. it also went very well today, my team mates and I managed to win 11 of the 15 games we played.

In recent videos i had used weapons that fit a theme. today i had no theme, just weapons that i thought would do well on the new Grand Festival Stage Map. So in this video i used the #Bloblobber, Inline Tri-Stringer, and N-Zap '89.

Saturday, September 14, 2024

Online Saturday - Splatoon 3 - Grand Festival Weekend Splatfest Battle – 15 Battles 4 Wins!


Welcome to Online Saturday!

This weekend is a Splatfest weekend in Splatoon 3 on Switch. the question being asked this Splatfest is "Which is the most important to you? Past, Present, or Future?"

I picked Team Future and played 15 matches for them. My team mates and I never played against any Team Past, all 15 games were against Team Present. it was a very competitive Turf War with some close games, but we only managed to win 4 of the 15 battles we did.

I was in the mood to use Blaster weapons so today i spent 5 games each with the Custom Blaster, the Custom Range Blaster, and the S-Blast '92.

Friday, September 13, 2024

Mobile Friday - The Elder Scrolls: Castles - I Can't Recommend It


For Mobile Friday this week is i tried out The Elder Scrolls: Castles, from #Bethesda, on my #iPhone 14 Pro. 

After spending an hour with it, i can't recommend it. i'm just as surprised as you are. the game has been in development for such a long time that it's surprising that it's launched in a somewhat broken state. when zooming in and out in a mobile game causes soo many issues, it's not good.

But it's not just that. it's design feels old, if not actually designed with mobile in mind. the best example of that is just how poor the tutorial is. more than once it would mention something and not even tell me where it is or how to do the thing it wants me to do. Tutorials in modern big mobile games tend to be a little more hand holdy, it's a smart way to slowly introduce game mechanics to the player but also it slows the player down so that the "grind", if there is any, is delayed or hidden. in The Elder Scrolls: Castles, i felt like i was grinding away fairly early on. and there are whole important aspects of the game that are never explained, like the whole day night cycle.

And talking about the design, it feels like the game was made by two teams who didn't talk to each other. one team did the mechanics whilst the other did the story beats. but in the hour i played, neither worked well together. for example, in these sort of games you need characters working to produce goods. but The Elder Scrolls: Castles would continuously bring up things it wants us to do that took characters away from making the goods the game had also told us we need. the most frustrating of these was getting a shrine we could get married at, but to do so meant removing one or two characters from making stuff. later, we got the ability to make a bed so that those characters could have a child. but again, you have to remove those characters from working. up to this point, i had only gained 2 or 3 extra characters which wasn't enough to fully populate all the jobs i need to survive. But that's not all as the game had also introduced the ability to sell stuff to earn money, which i needed to do, so i not only needed goods to survive but also goods to sell, and then there's the goods i need to help villagers around the castle. it ended up with the game wanting me to do two different things that weren't compatible with each other.

With the content being so thin that the grind started early and the game mechanics fighting each other, i'd hope that the story at least would be what saved The Elder Scrolls: Castles. But i'd argue there's little to no story. apart from our father at the start of the game, there was no significant story element for the rest of the hour. there were small interactions that helped talk about what was happening outside the castle, which we couldn't see happen, but other than that i felt like the game had no story to tell.

Even the graphical style of the game felt old. it looks fine, but it doesn't wow me. the style they've gone with doesn't look great zoomed out and has little to no character until you zoom in. The castle itself looks odd, especially the areas yet to be built on.

It feels like Bethesda tried to shoe horn The Elder Scrolls into a "Fallout Shelter" style of game and in doing so they lost what makes an Elder Scrolls game fun to play and what makes a Fallout Shelter game interesting and unpredictable. what we have here is a bad Fallout Shelter style game that's also a bad Elder Scrolls game.

Version ? Played.

Thursday, September 12, 2024

Demo Play Thursday - Eden Genesis On PS4


For this week's Demo Play Thursday i played the #PlayStation4 version of Eden Genesis from Aeternum Game Studios, @AeternaNoctis

Wednesday, September 11, 2024

Backlog Conquering - Strike Suit Zero: Director's Cut - Part 6 - The Final Mission


Welcome to Backlog Conquering. This is a series were i play a game from my backlog that i may or may not have played before. the goal isn't necessarily to finish the game, the goal is to play it. that way, i can have an opinion about it.

Strike Suit Zero: Director's Cut is a game from Born Ready Games that i've had on PS4 since it game out on the PSN. 

In Part 5, https://youtu.be/Y9rd6TzgSv8, i attempted the final mission. we ran out of time and failed it. i thought i got close to beating it then, but after trying it again in Part 6, i was a second or two from beating it in Part 5. I did complete Mission 13 and beat the game, but it looks like i got a "bad" ending. i haven't looked up what i needed for the better ending, but the trophy hints that the outcome of Earth is important. 

This Director's Cut version of Strike Suit Zero comes with some extra missions that aim to tell stories from the war. i tried the first two. the first one was simple and over in 13 minutes. it was a scenario and whilst it told the story of an individual, it didn't really tie-in with the story i had just finished well enough. this section felt tacked on and not really fleshed out. the second mission gave us the opportunity to do better than what actually happened in the war and that felt a little weird when compared to Part 1. it almost felt like Mission 2 was from a "What If" game mode. i didn't beat it and it didn't make me want to try again so this is probably the end of the Strike Suit Zero: Director's Cut.

With that in-mind, i played the credits and was shocked that it was a Kickstarter game and how long that section of the credits ran for. poor use of screen space aside, i could believe that the credits took nearly an hour and there was no reward, like an upgrade or weapon, for watching it from start to finish. I will take all 6 parts and make a Start to Finish video for next week's upload, then i'll move onto a new game for this series.

Stories on Tuesday - Star Trek: Resurgence - From Start to Finish


This is all 9 parts of the PS4 version of Star Trek: Resurgence, from Dramatic Labs .

I tried to cut out as much of the tech issues as i could. the main issue would be the game stalling like it was paused. these are easy to edit out as i can cut out when it's paused so it's mostly seamless. But the game has other issues i'm not able to cut out, the main one being the audio. unfortunately, the PlayStation 4 version seems to be a bit rough, but i think it's good enough for the most part.

Let me know how your story went, what did you do differently?

Sunday, September 8, 2024

Switch Funday - Splatoon 3 - September's Big Run - 15 Matches!


This is a special weekend in #Splatoon3, it's the Big Run Event! our goal here is to save the stage that'll be used in the Grand Festival from the invaders. In Big Run, it's unknown what the waves will be in each match but it is known what score you need to get the three rewards. so my main goal is to get one of the three rewards and to also get this month's Salmon Run item too.

This was such a different gaming session in comparison to yesterday's video, https://youtu.be/Ewzm0wdjcZQ. In that video, we played 10 matches and my team mates and I completed all 3 waves each time. Whereas today, out of the 15 matches we played we were only able to complete all 3 waves three times! it felt like the overall difficulty was much higher today. thankfully, my main goal of improving my score was achieved. But, my recording device ran out of storage during the final wave of the final match, so i'm not able to show you the amazing wave it was. It is a bit of a shame we could only get to 120, it would've been amazing to have gotten the Silver. but honestly, i'm just happy we were able to beat yesterday's score.

Saturday, September 7, 2024

Online Saturday - Splatoon 3 - September's Big Run - 10 Matches!


This is a special weekend in Splatoon 3, it's the Big Run Event! our goal here is to save the stage that'll be used in the Grand Festival from the invaders. In Big Run, it's unknown what the waves will be in each match but it is known what score you need to get the three rewards. so my main goal is to get one of the three rewards and to also get this month's Salmon Run item too.

What makes this Big Run interesting is that there's a second target to aim for. Globally, the players are tasked with getting 700,000,000 golden eggs. In the video i suspect this is the main reason why this Big Run felt so easy, in terms of the difficulty of the enemy and in how easy it was for us as a team to get over 100 golden eggs in a match.

Friday, September 6, 2024

Mobile Friday - Kitty Keep - Decent Tower Defense, Has Some Good Ideas, But Needs A Better Tutorial


For Mobile Friday this week is i tried out Kitty Keep, from Funovus , on my iPhone 14 Pro.



Version 1.4.11 Played.

Thursday, September 5, 2024

Demo Play Thursday - BAKERU On Switch


For this week's Demo Play Thursday i played the Nintendo Switch game BAKERU, from the developers Good-Feel.

There had been a lot of positive buzz about this game and i was keen to play it. it had been compared to the PS1 and N64 platformers and that's an era i grew up in, playing games like Croc. 

It's clear that this is a purpose made demo. i wouldn't be surprised if this was used by video game outlets for their preview coverage. there are 5 different things that we can do in this demo and we did them all in this video. 

I started with the video that gave the basic story and what we're going to do. it's fun, but there's no gameplay there. the second part was the "Easy" Tokushima stage. this serves as a tutorial of the game controls and some basic concepts. what caught my attention was how good it all looked. the music was fun, and not a stereotype of Japanese music, and the controls felt responsive. it's difficult to say if this is how the tutorial will work in the final game, but what we have in this demo is maybe a little too basic. many games offer small video clips of gifs to help show some concepts in action. that's not the case here.

The next stage i tried was in Osaka and this was a giant robot vs. giant robot in a city sized ring fighting stage. the combat was fun, it continued to look and play great, but the balance felt a little off. i was beating the enemy robot comfortably and then unexpectedly it got good and made it a harder fight than it had been previously. Next is a shoot'em up stage but not in the traditional side scroller style, whether that's vertical or horizontal. this time it was in the style of Space Harrier! i didn't feel that this was that successful as it was surprisingly difficult to judge where the enemy was in a 3D space. but it was still cool to play and like the rest of the game it was a great looking experience. 

The final stage i tried was the "Normal" Aichi stage. this was very different from the Tokushima stage as whilst that was in an open environment, the Aichi stage took place in a city environment. i could also feel the change in difficulty, too. i'm a little concerned that stage difficulty might be something that we ourselves can't change and that some stages will just be harder than others. in a game that felt like it was trying to be as accessible as possible, it would be a weird choice to gate keep the game's story due to the players ability. 

This demo for BAKERU is great. choosing to showcase 5 different elements of the game is smart, but it's also smart that it clearly shows that there are still others not yet seen. i would've liked a little more story, but that's not the point of this demo. after playing this demo, i can say that BAKERU is well worth wish listing. it's impressive that this late into the Switch's life cycle a new game can come along and be this good. 

Wednesday, September 4, 2024

Backlog Conquering - Strike Suit Zero: Director's Cut - Part 5 - Missions 11, 12 and 13


Welcome to Backlog Conquering. This is a series were i play a game from my backlog that i may or may not have played before. the goal isn't necessarily to finish the game, the goal is to play it. that way, i can have an opinion about it.

Strike Suit Zero: Director's Cut is a game from Born Ready Games that i've had on PS4 since it game out on the PSN. 

Missions 11 and 12 were action packed. it was fun but also hectic. thankfully the fights didn't feel too long and we were moved from target to target quite effectively. Mission 13 didn't quite go to plan. i managed to call out the story, which was a pleasant surprise, but then it doubled down on it and introduced time travel. it got a little confusing as we were being told this whilst also navigating a tunnel system whilst also being time constrained. I failed Mission 13, so there will be at least 1 more video, but it was such a narrow loss. i needed just a few more seconds!

Tuesday, September 3, 2024

Stories on Tuesday - Alternate Jake Hunter: Daedalus - The Awakening of Golden Jazz - From Start to Finish


This is all 13 parts of my playthrough of Alternate Jake Hunter: Daedalus - The Awakening of Golden Jazz on PS4. i have cut out the deaths i had and at least one technical issue.

Sunday, September 1, 2024

Switch Funday - Extreme G - Nostalgic Game Play


Welcome to Switch Funday!

This week's game is a nostalgia pick for me. My sister had an #N64 and we sometimes played games together and Extreme G was one of them. i've been wanting to try out this version for a while and so with bad weather today i relaxed with Extreme G.

Going in, i remembered a fair amount of the game. i talk at the start about things like difficulty, passwords, and how it felt like you had to crash to get around the tracks. but what was the hardest at the start was working out what buttons did what! i don't have a N64 controller so for the first race it was a question of pressing all the buttons and working out what they did. LZ is accelerate, for example. once i worked out what they did, i didn't find the layout too troublesome.

As expected, the memories and feelings came flooding back whilst playing it. turns out i remembered pretty much everything except for the music. there's some wonky UI stuff and odd choices, but for the most part it holds up fairly well. the difficulty was a surprise even tho i knew it was difficult. sometimes i had huge wins, sometimes i was far behind, and yet i couldn't tell you the difference. what was nice tho was the enemy Ai. it often felt like they're out to destroy each other, so when you did catch up with them it was because they were attacking each other rather than rubber banding.

I'd recommend Extreme G if you have Nintendo Switch Online. it's not perfect and there is a learning curve, but there's also enough here to have some good times. the tracks have some alternative routes is a great way to play repeatedly without it feeling stale, as is unpredictable nature of the enemy Ai. I kinda liked how the graphics looked on a HDTV instead of the old CRT memories i had.

Online Saturday - DRAGON BALL PROJECT:Multi - BETA - 6 Matches, 5 Wins


For Online Saturday i went back to DRAGON BALL PROJECT:Multi on my iPhone for maybe the last time during it's BETA, and played 6 more games. I did 2 matches each with Vegeta, Goku, and Krillin.

DRAGON BALL PROJECT:Multi isn't well optimised for iPhone so i tried changing some settings before this video to make it better. i never really got a consistent 60fps, but it did feel smoother than the previous two videos. Plus, my phone lasted longer before the screen dimmed before it over heated. 

Version 0.8.1 Played.