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. 

Friday, March 28, 2025

Mobile Friday - Meow Kingdom: Cute Cat Idle RPG - A Satisfying Mix Of Old And New Idle Mechanics


For this week's Mobile Friday i tried Meow Kingdom: Cute Cat Idle RPG, also known as Meow Kingdom, on my #iPhone 14 Pro.

As well as how good the game looked from the screenshots and how frequently it had been updated since i downloaded it, i was also interested to try out this game because i wanted to see how/why it's download was over 1GB in size. many of the Idle Games i've tried out as part of this series are a lot smaller than Meow Kingdom. But after playing it for an hour, i have a good idea why it's as big as it is.

It's a little unfortunate that Meow Kingdom starts with such a compressed introduction video as everything after it looked much better. i was pleasantly surprised by how much artwork there was for each character and it really helped portray the emotions of each character. i thought the main characters had so much that it really stood out when it came to the introduction of Gong and their lack of artwork.

The game has a decent tutorial that takes things, mostly, one step at a time and even has videos for some things too. But there are times when it feels like the game has forgotten to mention something. the first example i can think of is when the tutorial mentions increasing game speed but never mentions what the "A" button next to it does. there was also an example late on in the video where the game wouldn't let me install a building because the game's tutorial was going to do it. but for the most part it does a great job for new gamers and Meow Kingdom feels quite accessible. 

The idle mechanics of Meow Kingdom feel a little older than some other aspects of the game. as well as collecting gold and experience from buildings in our town, there are other things we can do to interact with the world, which isn't something i've seen that much in games i've played as part of this series. for example, if you don't touch the screen, the game enables a screensaver of sorts that'll follow cats around. you can interact with the cats by picking them up and getting them to do some things or you can zoom in and pet them or take a photo of them. the cats have wants that are telegraphed by bubbles above their heads, much like the Theme Park/Rollercoaster Tycoon/Two Point games do. around the town, there are items you can touch that'll give you more gold and help keep the place tidy. these little interactions give Meow Kingdom an older feel as i associate these menial tasks with the games i mentioned before. but i think they work well with the game.

The combat in Meow Kingdom is what makes this game feel modern. like the rest of the game, the combat looks great with the enemies looking very distinct and the boss enemies looming bigger over us. at this point in the game we're only able to have 5 characters in our team but it was unclear if we're going to have more. each of those cats can be placed in a grid, or you can ask the game to auto assign the best cats in their best positions. once that's done, your team sets off after the enemies. there's a choice to do the combat at normal speed or to speed it up, but if you press the "A" button, combat will be automated. even tho it's tempting to speed up the combat, i'd suggest doing it sometimes at normal speed because of how flashy some of the attacks are and how well animated it all looks. once the fight is over we're greeted with another cool looking victory screen.

If you're a fan of idle games, a fan of cats, or you're after a good looking game, i'd recommend giving Meow Kingdom a go. there's more to it than just it's cute exterior with solid idle mechanics, solid battle mechanics, and a story that's been simple yet fun so far. there's plenty to do in this game, there were aspects of it i'd yet to unlock in this video. but with it's relaxed pace and feel, there's little pressure to race to the finish. 

Version 00.15.01 Played.

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.

Friday, March 21, 2025

Mobile Friday - Remi Zeros: Card Defense - Good Looking Wave Based Game That Gets The Basics Right


For this week's Mobile Friday i tried Remi Zeros: Card Defense on my iPhone 14 Pro.

There were a few things on Remi Zeros: Card Defense's store page that caught my attention. the art style certainly stands out but the screenshots and video also seemed to show how simple the game was to play.

I wasn't expecting the story sequence at the start and because i enjoyed it i was a little disappointed that i never saw anymore story stuff during this video. it's possible that as we progress to other stages there maybe story between them, but i can't say for sure.

The graphical style extends from the story intro into the main menu and into the gameplay. i really thought it was cool how the summon sequence works, taking our character lurking in the background and brining them to the front and they themselves do the summoning. so it was a shame that by the end of the video, with my home screen filling up with icons, that the devs seemed not to be taking full advantage of the phone screen and instead clogging up the middle and detracting from what had once been a cool sequence.

Thankfully the gameplay remained solid throughout. Remi Zeros: Card Defense starts with a good tutorial that makes it clear what to do but also reveals from the start what the basic gameplay loop is. what i will say is that there were a couple of times when the tutorial was trying to be useful but was also dumb because i didn't have the materials to do what it was trying to show me or it wanted to show off a powerful attack but i had already cleared the screen of enemies.

I do have a possible concern and that's making progress in the game could take a long time. it's not clear how much content is in the game but on the home screen it only mentions two stages. i'm wondering if the slow progress is going to be because of how little content there is and that whilst the start may move at a decent pace, it'll require more and more playing to earn more and more souls to level up just once or twice. the game does offer some incentives to watch adverts to gain boosts or daily logins to get rewards, but i'm unsure if it's enough.

But for now, as the game is, i would recommend Remi Zeros: Card Defense. it's great for new players, has a bit of strategy and luck to it which means it differs run to run. everytime you play you earn something that'll help you progress and for now that progress is fine.

Version 1.3.1 Played.

Thursday, March 20, 2025

Demo Play Thursday - Bubble Ghost Remake On Switch


For this week's Demo Play Thursday i played the Nintendo Switch version of Bubble Ghost Remake.

Whilst i have played on an Atari ST, i haven't played the original version of Bubble Ghost so i wasn't really sure how it played going in. the eShop page tells the features of the game, but i didn't read that it was about managing a bubble so i was surprised by that gameplay feature. i wasn't expecting the character to be the thing that rotates either, in my mind i was expecting something akin to LocoRoco when you rotate the stage. so the start of the game is a little rough whilst i adjust to how it plays.

Bubble Ghost Remake looks great on Switch. the character art is also great to. playing this on a TV was a great experience. even tho it looked so good, i didn't notice any slowdown either. the game also uses a mix of a comic/book style at the start to tell it's story and that looks just as good. 

But there are aspects of the demo that feel a little dated or not as modern as they could. the first one i came across was the inability to change the difficulty in a level. i can understand why part way through a level it would be difficult to do so, but they could've reloaded the stage at a different difficulty. Bubble Ghost Remake is a difficult game but it's hard to gauge how difficult it is as it's a remake of such an old game. having a demo helps and it really is something i'd recommend people try before playing it. But once you've started, if you think it's too hard your only options are to loose all progress and start over from the beginning at a different difficulty level, quit completely, or just try over and over making slow progress. The other weird thing was having the leaderboards for the speed running aspect of the game not in the speed running section of the game.

I did complete the demo and i can say that at no point does the demo say if the save data carries over into the retail version of the game. there isn't a trailer, artwork, or screenshots once you finish the demo either. but i do recommend people play the demo as there is a lot to play and it'll help you understand how difficult it is, what the gameplay style is, and just how great it looks. personally, after playing the demo i'd set it to the easiest difficulty level as for me i'm interested in seeing the art and the story rather than the gameplay mechanic.