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

Tuesday, April 22, 2025

Stories on Tuesday - Arcade Spirits - Part 1 - The First Day


The new game in the Stories on Tuesday series is the PS4 version of Arcade Spirits from Fiction Factory Games. this is the disc version of the game, published by PQube.

This is Part 1 and it covers the first in-game day. it's unclear how long or short the other days will be so i don't know how long videos will be going forward or whether each part will be one or two days.

Monday, April 21, 2025

Cloud Monday - Hotel Transylvania: Scary-Tale Adventures - Part 1 - No Manual Saves


This week's new Cloud Monday video is part 1 of playing Hotel Transylvania: Scary-Tale Adventures on PS4 via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

I haven't done many games aimed at a younger audience as part of this series but when i saw there was a game from the Hotel Transylvania universe i thought this would be a good one to try as i've seen the first 3 Hotel Transylvania movies and enjoyed them.

None of the actors from the movies return to voice their characters in this game and for the most part it was fine. the only character that was really noticeable was Dracula. he's voiced by Adam Sandler in the movies, but here i felt that his character in the game sounded the most off but that could also be because he does the most talking in the game.

Much like the previous game i tried out for this series, Hotel Transylvania: Scary-Tale Adventures doesn't have a manual save system. there is an auto save system but it's difficult to trigger. what's really unclear is whether or not there is a checkpoint system and if it's tied into the auto save. i did perish and when i respawned it wasn't at the start of the level but rather somewhat close to where i failed. But there's nothing shown on screen to indicate that there's a checkpoint and i don't remember spotting the auto save whilst traversing a level. So that does mean, even just from Part 1, that i wouldn't recommend playing Hotel Transylvania: Scary-Tale Adventures from the cloud.

The game itself is a little rough. i did find myself fighting the camera a little but some of that could also be down to a little stick drift in my controller. the camera had some lag which could be down to the game being streamed but i suspect that it's an trait of the game as this is something that very rarely comes up in this series. There was some extreme pop-in as well, which is down to the game and not that it was being streamed. you can see fairly close to the camera that objects, shadows, and background elements would appear when directly in front of the camera and disappear when i moved the camera.

After just 1 Part, Hotel Transylvania: Scary-Tale Adventures doesn't feel well designed for being streamed from the cloud but itself has some issues as well.

Monday, April 14, 2025

Cloud Monday - Sword Art Online: Hollow Realization - Part 2 - Not Cloud Streaming Recommended


This week's new Cloud Monday video is part 2 of playing Sword Art Online: Hollow Realization on PS4 via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

In Part 1 I was surprised that there didn’t seem to be any way to manually save in this game. There are Auto Saves, but they don’t seem to be as smart as I would like for a game being streamed from the cloud. We’d get an auto save when moving from area to area in a town but out in the wild they were less frequent and rarely after a lengthy conversation. 

So to me, it wasn’t surprising that when I was given the 20 second countdown, before being disconnected from the service, I was unable to leave a conversation and therefore unable to trigger an auto save. 

So whilst I’m not going to recommend people stream this from the cloud, I am also not saying Sword Art Online: Hollow Realization is a bad game. It has a few quirks and I’m certain the sound issues weren’t from streaming it. The combat is solid and I do like how the story lets us learn more about the past, which is useful for those like me who hasn’t played any of these games before, or carry on like we know everything already. 

Tuesday, April 8, 2025

Stories on Tuesday - Coffee Talk - Part 7 - The Final Part


The new game in the Stories on Tuesday series is the PS4 version of Coffee Talk from Toge Productions. I've downloaded it as part of PlayStation Plus.

This is Part 7, the final part.

Monday, April 7, 2025

Cloud Monday - Sword Art Online: Hollow Realization - Part 1 - Lengthy Cutscenes And No Manual Saves


This week's new Cloud Monday video is part 1 of playing Sword Art Online: Hollow Realization on PS4 via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

I know of but have never played nor watched anything Sword Art Online. But i do know that the main concept is that it's meant to fake an MMO. so i was curious if that would extend to how it saves. MMO's will keep track of your character, what they're doing, where they are, and their stats their end but would this fake one? If it did, it would mean i would never have to worry about the 20 second warning before being disconnected.

But after this first hour it seems clear that there are only auto saves in Sword Art Online: Hollow Realization and, unless it was somewhere i couldn't find or i haven't unlocked it yet, no manual saves. for some parts of this game, like moving around the main town Aincrad, you trigger the auto save when you exit one area and enter another. this might be doable when a 20 second warning appears. but other than that, it wasn't too clear how and when it auto saves nor what would trigger it.

As is somewhat expected for a game of this type, this first part is full of cutscenes, character introductions, and expositions. this means there are minutes where we aren't able to do anything other than continue the conversation or, by using the L1 and R1 buttons, try and skip through it. skipping isn't ideal as for me, someone not familiar with this series, i'd want to watch them and learn about the past and the present. The auto saves are clear in the top right, but if you're going to get a 20 second warning during one of these cutscenes you're going to either miss out on story tell, assuming it'll autosave when it's done, or have to go back and sit through the same story piece again.

From this first hour, the save system and lengthy cutscenes do make Sword Art Online: Hollow Realization somewhat unsuitable for being streamed from the cloud. We'll see in Part 2 if things improve in regard to this. other than that, and the games odd camera delay, there are positives in regards to it's design and it's suitability. the graphics are simple, big, and colorful, which meant when we had some hiccups with the stream it never got in the way of gameplay. the controls feel responsive and i felt no lag there with the stream either.

Thursday, April 3, 2025

Demo Play Thursday - Vagrus - The Riven Realms: Prologue On PS4


For this week's Demo Play Thursday i played the PlayStation 4 version of Vagrus - The Riven Realms: Prologue from developers Lost Pilgrims Studio.

I'll admit that going in i didn't know what type of RPG it was and it ended up being a type of RPG that i don't enjoy playing and haven't played much before. i tried to not let that get in the way of my playthrough of this demo. i didn't get to the end of this demo in this video as by the end i really wasn't enjoying myself.

right from the start, even before i started recording, i was waiting for the game to load. that first load took well over 3 minutes, very often showing very unhelpful tips. Vagrus - The Riven Realms: Prologue is built on Unity, an engine that's notorious for how bad it runs on base model PS4s. This demo had already been patched twice to 1.02 so i went in expecting things to go better than they did because after the load was an introduction video to the story that stuttered both visually and audibly. 

So, Vagrus - The Riven Realms: Prologue makes a poor first impression. next was the home screen and i didn't mind the notices on screen but they were tiny in comparison to how much free space there was. i saw the bug reporting and as i had encountered a couple already i was going to submit but then it turned out the report form hadn't been formatted for consoles and i certainly didn't want to type out a report using just a controller. there are more issues going into the options as only the font size option showed what it actually did. i haven't played the game and yet it expects me to know what game specific changes can be made without any examples. And even tho i made the font change, it rarely actually appeared as big as i wanted. as far as i'm concerned that option either doesn't work is mislabeled. Another option that didn't seem to work great was the full screen UI Zoom as it looked slightly blurry and weird.

after about 14 minutes i finally get to the gameplay, and here i'm greeted by a great choice. Vagrus - The Riven Realms: Prologue lets the player choose if they want to play it as envisioned by the developers or if they want an easier more story focused approach. i like that they clearly define what the difficulty levels are. But, it talks about achievements which Vagrus - The Riven Realms: Prologue doesn't have.

We finally get to the story and are greeted by small text, not what we set in the options, but thankfully it's voiced. however, at the time, i wasn't really sure who was talking. the art is static, something i'm not used to in the story telling games i play. i imagined that we would be introduced to our character first, not some random person. But as that person talked, i fully expected the rest of the game to feature voice acting and i was wrong. again, in story games i'm used to playing i'm used to not only seeing who's talking but them either speaking the text on screen of adding sound effects. this style of story telling was something i didn't quite get used to by the end of the video. an issue i had with this style were the options of where the conversation should go. i think i disagreed with nearly all the conversation options throughout Vagrus - The Riven Realms: Prologue.

the tutorials were often useful but quite overwhelming and screen filling. but there were times when the tutorials would use words that aren't used in-game as often symbols are used instead. if they use a symbol, the tutorial should use it too. this meant that when it came to money, i was wrong. i thought the round symbol was money but instead it was the colored balls. i needed the tutorial to point this out and it didn't.

I could go on, but i think i've got the point across that there was a lot about Vagrus - The Riven Realms: Prologue i didn't enjoy. there's more in the video, too. some of it will be due to the style of RPG it is, but poor performance and poor tutorials is down to the developers. i can agree that my issues with the story are probably just down to me.

Does Vagrus - The Riven Realms: Prologue succeed as a Prologue, no. calling it a "Prologue" puts pressure on this to deliver a story that makes us want to continue. i don't think it does this. if it was just called a demo, i think it would've been fine and be in-line with other games i've played recently. but i do think "BETA" would've been more appropriate for the state it's in. with the game launching soon, after playing this i wouldn't recommend getting it not only for my issues with the start of the game but also the state of it, too.

Tuesday, April 1, 2025

Stories on Tuesday - Coffee Talk - Part 6 - October 2nd and October 3rd


The new game in the Stories on Tuesday series is the PS4 version of Coffee Talk from Toge Productions. I've downloaded it as part of PlayStation Plus.

This is Part 6.

Monday, March 31, 2025

Cloud Monday - Hotshot Racing - Part 2 - No Save Options During Grand Prix, Empty Online Lobbies


This week's new Cloud Monday video is part 1 of playing Hotshot Racing on PS4 via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

In Part 2, my goal was to try out the online features and see if there would be any lag or any issues playing it via the Cloud. i wasn't expecting there to be issues as i've played online modes before in this series. unfortunately, there wasn't anyone else playing online. Initially tho i didn't think this was going to be an issue as it populated the race screen with Ai racers. but under that screen in small text it actually said we would need either 2 or 4 human players to start a race. seeing those Ai racers did get my hopes up. There was another section of the online that had labeled a section Servers. but as it wasn't populating i didn't know if this meant this section was going to show available races to join, available servers to join (as in a named server,) or available servers (as in regional servers.)

With nothing happening online i went back to Grand Prix and even tho the "enemy" tried their best to take me out i did manage to get gold. i only ever played on Normal difficulty level and i found the Ai of the computer racers to be really tough, in terms of their racing ability and their attempts at taking me out. i mentioned in the video that if often felt like i did bad because of them rather than because of my own skill. a comparison i tried to highlight was when they hit me and i would loose control and end up pointing in the wrong direction but when i hit them they had a moment of instability before straightening up like nothing ever happened. simply put, the Ai in Hotshot Racing didn't feel fair.

With their being no saves between races in Grand Prix and no online modes to speak of, the only thing worth doing in Hotshot Racing via the cloud would be either time trial or single races. because of this i can say it's only FINE at best when it comes to it's performance being streamed from the cloud. a game this small is better off being installed locally.

Saturday, March 29, 2025

Online Saturday - War Robots: Frontiers - My First Time


War Robots: Frontiers is a free to play game that recently came out on the PSN. i downloaded it to my PS4 when it came out and since then the game has been regularly updated, tho my PS4's update section for the game says it's 1.01 even tho the game is now 1.10. So coming into the game i was confident that i would get a decent gameplay experience. for me, what i was really interested in seeing was how the game would tackle the tutorial as this has been a huge let down across nearly all of the free to play games i've tried out.

Unfortunately, even tho War Robots: Frontiers does have a tutorial it's quite bad. one of the first examples is when you start the first tutorial. it'll explain the game mode you're playing and the requirements to win it, then it'll let you play without explaining the loadout of your mech and what each of the buttons do. the tutorial is against bots and already pauses the action so i really don't understand why it can't do it again to explain my mech's loadout and how to use it. even after the live stream, there's at least one attack on each mech i don't fully understand.

It doesn't get any better on the home screen. this is often the biggest challenge for free to play games as they often fill it with icons and adverts and such, but then don't explain most of it or any of it. Mobile games have the best approach to home screens, usually greying out modes and options we don't need right now, haven't unlocked as yet, or it hasn't explained. War Robots: Frontiers has a busy home screen and there are times it tries to explain stuff but the first couple of times i missed it because it highlights a section ever so slightly and it times out really quick. War Robots: Frontiers really needs to ask the player if they want a tutorial. if they don't, fine let us play. but it we do it needs to take things one step at a time, slowly, and with examples.

And just as importantly, the tutorial needs to be smart and restrictive enough that we can't fail it. i found out near the end of the live stream that i made a mistake in a much earlier tutorial to the point where it had a negative impact on my gameplay as i should've had 4 mechs and not the 3 i used. a smart tutorial would've also been helpful cause the game would've noticed i've not used L2 since it started and it could've told me that i should use it as i felt really stupid when i accidently pressed the button and saw that it zoomed in and was really useful.

War Robots: Frontiers is lucky that the basic gameplay is solid. even tho here in Yokohama Japan i was mostly playing against bots, their ai was sufficient for me to have some really fun games. it's entirely possible that there are more players on other servers, but i don't know because the game never shows that information. it was very frustrating that i wasn't able to pick what game mode i wanted to play or, like Foam Stars, tell the game which modes that it offers i wanted to play. there's only a Play button and we get what we're given. 

So with War Robots: Frontiers' poor and frustrating tutorial, so-so UI and home screen experience, and lack of match information and choice, i agree with my chat that War Robots: Frontiers is fine at best but not really something i want to keep playing regularly. if they overhaul what surrounds the good gameplay and improve the user experience and make it accessible to new players then i'd be happy to stream it again. but as it is, War Robots: Frontiers is more frustrating than it should be and more than what it's gameplay can overcome. 

Thursday, March 27, 2025

Demo Play Thursday - Atelier Yumia: The Alchemist of Memories & the Envisioned Land On #PS4


For this week's Demo Play Thursday i played the PlayStation 4 version of Atelier Yumia: The Alchemist of Memories & the Envisioned Land.

Atelier from Gust is a series i've been aware of for a long time and i even have the PS3 version of Atelier Rorona Plus: The Alchemist of Arland, tho i've not really played much if any of it. i've always been curious but never given the series the time it deserves, so when the DEMO for Atelier Yumia: The Alchemist of Memories & the Envisioned Land came out i was keen to give it a go and i'm glad i did.

This PS4 version of the game didn't feel like a downgraded version of the game. it looked fantastic, sounded great, and the controls felt responsive. the loading times were perhaps the only thing that felt a tad long but they weren't too frequent. going in and out of battles was seamless and when i got to the second part of the demo, the open world had no loading as i moved from place to place.

As a demo itself, and as the opening to Atelier Yumia: The Alchemist of Memories & the Envisioned Land, it's very welcoming to new players. the demo, and probably the start of the game, goes step by step introducing how the game is played by modern feeling tutorials. more and more, games are moving away from just text on a screen on how to do something and this game is a great example as it shows videos of what should happen. the level design is also smart enough so that you're able to try out each new thing one after another instead of having to do it all at once. the first part of the demo is also always pushing you forward, with stuff happening to the level meaning you're not able to back track and that you're unlikely to damage yourself going forward.

It wouldn't be until the second half of the demo when it tries to explain the Atelier powers aspect of the game that i feel like the tutorial kept things simple but tried to explain too much in one go. story wise, it made sense, but for us unfamiliar with this aspect of the series it was a lot to take in all at once. i feel like they could've made it simpler or broken it up into more steps over a longer time instead of the lore dump it felt like at the time.

But i said this did fit into the story as our character does come across, more so in the second half of the demo, as someone what excitable and keen to share Atelier Alchemy. as we find out, there are a lot of others less keen on it and her so when two people come along to assist our character it makes sense why we get a lot of it all at once. 

I didn't finish the demo in this video, but i did end it just after a story tease by the game. the title of the game, Atelier Yumia: The Alchemist of Memories & the Envisioned Land, has been shown to tie into the game so when the possible tease of more story happened, it wasn't shocking but it did feel appropriate.

There are a few things about this demo for Atelier Yumia: The Alchemist of Memories & the Envisioned Land that feel a little stereotypical or tropey, but from what i played it's not in a negative way. i enjoyed the gameplay, the story, and the world this demo introduced. the only thing slightly disappointing about this demo was how it failed to detail what each of the difficulty settings do. even tho it's tutorial was modern, this did feel like an oversight. personally, i like playing for the story so i would keep the difficulty at easy. but after playing this demo and seeing how fun the combat is, if i were to get the game i'd actually play it on normal.

I think this demo for, and most likely the start of, Atelier Yumia: The Alchemist of Memories & the Envisioned Land is great and well worth trying for those who are curious. i tried the PS4 version and it played great, i didn't feel like i was getting a lesser version of the game.

Tuesday, March 25, 2025

Stories on Tuesday - Coffee Talk - Part 5 - September 30th and October 1st


The new game in the Stories on Tuesday series is the PS4 version of Coffee Talk from Toge Productions. I've downloaded it as part of PlayStation Plus.

This is Part 5.

Monday, March 24, 2025

Cloud Monday - Hotshot Racing - Part 1 - Fast, Retro Style Arcade Action With Attacking Racers


This week's new Cloud Monday video is part 1 of playing Hotshot Racing
on PS4 via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

I haven't checked out many racing games as part of this Cloud Monday series so when i was looking for one to try Hotshot Racing caught my eye as i felt that it could not only be fun to play but it's arcade racing style and fast gameplay could be an interesting challenge for a game being streamed from the cloud.

Now, the first thing that will become apparent is that my PS4 controller started playing up as i started playing this game. it appears i now have stick drift in my right analogue stick and in Hotshot Racing that stick controls the camera. so i'm unable to use the boost much in this video but after the initial confusion things do seem to become manageable.

This issue i had did highlight a big issue or reveal that Hotshot Racing does not have control customisation. this will mean that the game isn't the most accessible. combined with the fact there was no tutorial, no introduction race, and only the controller layout as a screen, really highlights that perhaps the developers stuck a bit too close to the retro style for the good and bad of the user experience. 

Here, there was a thunderstorm outside but for the most part my internet connection remained stable. whilst playing Hotshot Racing, the main issue i noticed with the video stream was some macro blocking. this is when instead of fine detail, colours become larger squares. but in Hotshot Racing, this never became a problem because of the retro graphical style. there's not much fine detail anywhere in the game so when there was macro blocking it really wasn't that noticeable. it wouldn't surprise me if it happened at other moments during gameplay and i just didn't notice it.

I didn't notice any issues streaming the game during this play time. the controls were responsive, there were no drops in bitrate, no lowering of the resolution, no artifacts, and after the beginning of the stream no warnings about the stream.

But playing Hotshot Racing wasn't the true retro arcade experience that i thought it would be. it looks like games from the late Mega Drive to PlayStation 1 era, but the music didn't quite feel right for this type of game. at times, it felt like the music might've been more appropriate for a WipeOut style game. but the thing that i noticed immediately were the other racers. older racing games of this style usually start of with easy opponents and as you progress through the cups the ai of the other racers gets progressively more and more difficult. i did all my racing today on normal difficulty and i thought the other racers were out to wreck me instead of racing against me. 

This works against Hotshot Racing and combined with the lack of an intro race or controller customisation really does make Hotshot Racing feel like it's not that accessible for friendly for those who are curious. You'll hear me say that i tried out racing styles and cars similar to Ridge Racer because i have that experience. for those who don't have that experience, i honestly think it could take several attempts to finish the first race, let alone try to win it.

Tuesday, March 18, 2025

Stories on Tuesday - Coffee Talk - Part 4 - 28th and 29th of September


The new game in the Stories on Tuesday series is the PS4 version of Coffee Talk from Toge Productions. I've downloaded it as part of PlayStation Plus.

This is Part 4.

Tuesday, March 11, 2025

Stories on Tuesday - Coffee Talk - Part 3 - 26th and 27th of September


The new game in the Stories on Tuesday series is the PS4 version of Coffee Talk from  Toge Productions. I've downloaded it as part of PlayStation Plus.

This is Part 3.

Thursday, March 6, 2025

Demo Play Thursday - Battleminer Giants on PS4


For this week's Demo Play Thursday i played the PlayStation 4 version of Battleminer Giants from  Wobbly Tooth Games. 

I wanted to try this demo as i really liked the artwork of the solo giant enemy and the solo adventurer. a part of me hoped that this was going to be some sort of Shadow of Colossus kind of game, but the brief description on the PSN Store made it clear that it wasn't that. But i was still interested in trying it.

This is a short video because it is a short demo. there's only one thing to do, defeat the giant enemy. i failed in my first attempt, the enemy defeated me. but this broke the demo as i couldn't workout what to do when i respawned in town. i can't craft and there were no stores to purchase items at as my bow had broke. it was this point where we learned that the demo has skipped the earlier tutorials in the game and has put us at the first major activity. as i couldn't do anything, i had to quit and try again.

the second time i was much more successful, but in beating the giant enemy i triggered the demo to end. there appeared to be a save system but at no point did the demo say if saves would carry over to the final game. there were no trailers, screenshots, or artwork when we beat the demo either. i was surprised that there were no links to getting the game from the PSN either.

Even tho i like the "boxart" for this game, now i've played the demo for it i'm not interested in getting it. the defeating giant enemies part of it was nice and then taking parts from the bodies of said enemies was a fun challenge, too. I'm not big into crafting games and as this demo didn't showcase that aspect of it's gameplay i don't know how it'd work in the final game.

Tuesday, March 4, 2025

Stories on Tuesday - Coffee Talk - Part 2 - 24th and 25th of September


The new game in the Stories on Tuesday series is the PS4 version of Coffee Talk from Toge Productions. I've downloaded it as part of PlayStation Plus.

This is Part 2.

Thursday, February 27, 2025

Demo Play Thursday - Boxville 2 on PS4


For this week's Demo Play Thursday i played the PlayStation 4 version of Boxville 2. 

Back in September 2023, i checked out the demo for Boxville, https://youtu.be/cCxmbi3-Kio, and really enjoyed the art style. in that demo it was clear that the story was skipped so not to spoil it but we were playing from the start of the game. with this demo for Boxville 2, it just throws us into gameplay after the starting animation.

Point and click games aren't a genre i do well at, so in this demo i tried to explain my thought processes as i played so you could understand what i was doing. but by the end of this video, i don't think i had finished the section in the demo. but the game doesn't give us any information so i don't know for sure if i was finished, if i wasn't finished, or if this is how it should be played. but what was really frustrating with the demo was how it ended. most games take us back to a home screen, some games will have a trailer and/or screenshots at the end. this game was stuck with either the screen saying it's a demo or the pause menu.

This lack of information from the game wasn't good. it felt like it was designed for those who have played Boxville before and knew what type of game this was and how it plays. there's no tutorial, no introduction, no progress meter, and no hint system. for me, someone who's not familiar with the genre, it feels like a hardcore point and click game and not one that's approachable for new players.

It does look great, i really enjoy the art style and humour. and whilst it's not a great demo, i would actually recommend it. Boxville 2's hands off approach could be interesting for "souls like" fans and this a great way to try out a point and click adventure game that's just as hands off.

Tuesday, February 25, 2025

Stories on Tuesday - Coffee Talk - Part 1 - 22nd and 23rd of September


The new game in the Stories on Tuesday series is the PS4 version of Coffee Talk from Toge Productions. I've downloaded it as part of PlayStation Plus.

Coffee Talk is one of those games i've heard people talk about, i've seen it online and in shops, but i know next to nothing about it other than there are stories being told. when i heard it on podcasts, people talked about it without getting specifics. so there are moments in this video where i'm by surprised by things. the biggest being that this isn't a game with just humans. 

I have downloaded this game from the PSN as it's part of PlayStation Plus, but i'm having some tech issues with it. it'd be interesting to know if anyone is having similar issues with the PS4 version of this game. i know it's built on Unity and there's another PS4 game i'm playing that's crashing to XMB that's also built on Unity so maybe it's a Unity issue. i haven't edited it out because the music in the game continues whilst the gameplay seems to have paused. in future parts, i'll just keep quiet so we can all enjoy the music.

An unwelcomed surprise was when i had to make Latte Art. i have no idea what i had to do, there was no tutorial or practice before the day started. so the panic is genuine and i wasn't happy with what i made. it's worse than when i played Tearaway as in that game i'm able to try and reset and try again. in Coffee Talk i don't think there's a way for me to do that, i think i can only choose to trash the drink and start again. trying to make a drink is also a little difficult. i don't know a lot of coffee drinks so most of what i'm making is just me guessing. this has resulted in my first bad drink already.

But the point of the series is to play the story that we get. so it's possible my drinks and mistakes will lead to a slightly different story. if it does, let me know in the comments how my couple of days differed to yours.

Monday, February 24, 2025

Cloud Monday - Indiana Jones and the Staff of Kings - Part 2 - It Has Bugs And Issues, But I Recommend It


This week's new Cloud Monday video is part 2 of playing Indiana Jones and the Staff of Kings on PS4 via the PlayStation Plus Cloud Streaming Service to my Japanese launch model PlayStation 4.

Across both parts, it's become clear that Indiana Jones and the Staff of Kings isn't the best game ever made. I'm not sure whether this is unique to this emulated version of the game or if the original also has it's own problems. but these aren't game breaking bugs and are minor frustrations at most. but they are noticeable.

There's also no denying that the game design is well suited for playing the game from the cloud. But, as we've also seen across both parts, there are moments when it doesn't work quite as well. Indiana Jones and the Staff of Kings plays like a movie and there are often cinematic moments. but when there are moments of stream tearing, it does kinda take us out of these cinematic moments. it's because of this, i would also recommend downloading the game to try and preserve the cinematic mood.

personally, i'm going to continue playing Indiana Jones and the Staff of Kings from the cloud. i'm satisfied with the performance of it being streamed from the cloud. i have enjoyed my time playing it and i genuinely want to see where the story goes. it's not the best but that doesn't stop my enjoyment of it.

Thursday, February 20, 2025

Demo Play Thursday - Turbo Overkill On PS4


For this week's Demo Play Thursday i played Turbo Overkill on PlayStation 4, from developers Trigger Happy Interactive and publishers Apogee Entertainment.

I grew up with late 90's early 2000's shooters so playing Turbo Overkill was fun and nostalgic. but i was also impressed that the developers tried to modernise this style of shooter from just being another Doom/Quake/Unreal clone into something unique. 

We're immediately greeted by two big themes of the game when we start the demo Cyberpunk and blood. Turbo Overkill's interpretation of Cyberpunk wasn't just the music, i felt that the world and plot of the game fitted well with what i imagine a cyberpunk style "world" to be. this helped make what story i found not only interesting but also a story i wanted to see where it went and what would happen next. the visuals and music were good on PS4, but i did think the music looped a little too soon.

For me, the Turbo Overkill demo was long because i kept making platforming mistakes. it's something that can happen with first person games. i felt that up to the point i got stuck, the landing platforms i've had to get too were big/wide enough so landing was easy. but there was this one platform that was tiny in comparison that took a few times to get. thankfully, falling to the bottom didn't kill me as the game's level design is smart and built vertically so we can get right back there fairly easily. i am just a bit concerned that these sort of platforming sections might become a little too frequent.

As a demo, i think it works all right. it doesn't say demo on the home screen nor is there a way to get to the PSN Store from there, something that many demos do nowadays. i think this is the start of the game and i think they've made it long enough to so we get enough story to be hooked, enough of the shooting and platforming mechanics so we know if we like how it feels and plays, and we've had a couple of goes with the upgrades to our body. but i do think it could've pointed us to the options or done a tutorial to help with how fast the camera controls are. i knew from the start that the camera was moving too fast and i had to go into the options and sort it out.