Showing posts with label Playstation Vita. Show all posts
Showing posts with label Playstation Vita. Show all posts

Friday, 16 May 2014

Sword Art Online games coming to Europe

Bandai Namco are releasing the Sword Art Online games in English:


It's going to be a digital-download bundle containing an HD version of the PSP game "Infinity Moment" and the new Vita game "Hollow Fragment".

I really like the Sword Art Online anime. I've had SAO calendars on my wall this year and last year, and I happened to just start reading the first SAO novel (released by Yen Press), also looking forward to the 2nd series this summer. ^_^

Thursday, 20 February 2014

TxK is super awesome great

It's just over a week since TxK got released on PS Vita, and I've been playing it at every convenient moment since, finally finishing the game in "classic" mode this evening.
I beat the game and won a lovely cup of tea.
Oops, I missed the edges off my photo. But, I beat it! Yay me!

I really, really got into this game. It's beautiful, mathematics in colour.

It's the latest iteration of Jeff "Yak" Minter's take on Tempest, with nice shiny extras of powerups like the ability to jump, a nice AI Droid to help you out, and mind-bending levels and special effects featuring far more colours than the average rainbow.

The soundtrack adds 1990s rave onto the 1980s arcade visual style, and the Vita is a time-travel device.

I'm 15th best player in the world!
It's nice being so near to the top of the leaderboards for this game, but.... more people should be doing better than me! Is it that not enough people have this game? Are they just not getting so far in it? I suppose there is the possibility... I've been playing this guy's games for so long, rather than these games being perfect for me, it was me that was built to play these games.

Now, Jeff Minter posted some basic gameplay tips on the Playstation EU blog, but they are really basic, so I thought I'd post some tips of my own.

a) Basic Ship Controls

Don't think of moving your ship as going "left" and "right", because you will be running along the rim of objects that go upside-down. Think of it as "clockwise" and "anti-clockwise". And then later, when the game even manages to make that confusing, think of it as "the way I was going" and "the other way". Actually, maybe if you thought the last thing, it works for all cases. :)

b) Accellerometer controls

If you tilt the Vita during a level, you get to slightly tilt your viewpoint. If it comes to you naturally and you need a better viewpoint, use it. I didn't use it much. Noticed it more on the pause screen than during gameplay. But it's cool.

Between levels, as long as you aren't starting a bonus stage, your ship will fly through a series of rings; flying as close as you can to the centre will give you a points bonus. This bonus can become very sizable! I found that playing the game with the Vita near horizontal made the between-stage controls much better. Be gentle.

c) Shooting

I barely ever stopped shooting. On some levels (e.g. #30), I changed from holding down the fire button to a slower pulse with my thumb, as I spun through the level. Mostly I held down the fire button.

d) Smart Bomb (Supertapper)

I usually kept this in reserve for emergencies, but if you are feeling confident, all enemies you kill with the smart bomb give you double points.

The very basic enemies, if they get to the rim where you're standing, can start to drag you off the side. If that starts and you still can, touch the screen to set off the supertapper and rescue yourself. If you have the power-up, the AI Droid can also rescue you, but eh, sometimes it seems like it can't be bothered to. Lazy thing.

e) Power-ups

They come in roughly the same order each level - some yield points, there's a particle laser, but most importantly, there is the jump ability and then AI Droid. There is also a warp triangle, and eventually the dual wield ability - which I don't think is that useful (I only ever seem to get it so late in a level there's nothing left to shoot). Get every power up you can. The later point power-ups are 8000 points each - vital if you are working on your high score.

Jumping is the most important defensive power-up, because it lets you avoid things. But you will get more points the less you jump.

f) 1up power-ups

They look like normal power-ups, except they're pink. When they appear, a sound effect says "extra" then when you collect it, it says "life". Listen out for these! You can have up to 11 extra lives.

g) Strategy : playing to survive vs playing to score points

If you want to play to survive, start out sweeping a level with bullets to get as many enemies as possible, then stick to a small patch (hopefully that doesn't rotate too confusingly). Power-ups only appear from enemies you've killed, so sticking to one patch limits them to appearing only in your little spot, and hopefully you'll get the "jump" ability soon enough you won't be in trouble.

After that, try and get the AI Droid power-up if you can, then jump a lot and keep away from bullets, killing easy enemies and letting your AI Droid kill off the things that are more likely to put up more of a fight.

I think you get fewer points killing enemies when jumping than you do when you kill them on the rim, but I haven't actually checked to make sure.

h) Classic mode

In this mode, when you get Game Over, you can restart the level of your choice with whatever was your best score / number of lives you managed to achieve in the past. Most lives seems to be dominant over most score. As such, when you restart, rather than going to the last level I was on, I tended to go to the level where I last had most lives, and played to survive. Then return to them later and retry for more points.

i) Special enemies

Watch out for flowers. Shoot flower heads when they are either still, or spin slowly. If they are spinning quickly, they have broken free from the stem and are unstoppable, and will kill you if they touch you.

Watch out for the buzzy electric things that light up a whole column. Pay close attention to the light between their prongs; they light up in a certain way just before electrifying a column. If you see it, move or jump! (Electric attacks can't get you when you're in the air!)

The bulls that appear on level 33 are more deadly when they are killed than when they were alive, because their horns spin upwards to get you, and move quite slowly so you might accidentally jump into them. I found that letting bulls come to the top, and bounce down a little way before killing them made them easier.

The little whirlpools that spin the entire stage are more disorientating than they are dangerous. Don't be intimidated by them!

The missile rock things - sometimes it's better to avoid them than try to defeat them, because they can break into pieces. But, points! Score!

The round things that turn into rainbow tubes when you shoot them - I don't think they can be destroyed after they turn into tubes. If I'm wrong, let me know!

The static flowers that give a long "moooooo" sound, that come near the end of the game - the ones that are really tall and sweep across the rim - pay attention to the colour of the stalk. Before you have jump ability, you won't be able to destroy them. It's safe to pass below the flower head as long as the stalk isn't electrified, and they give a visible tell to let you know when they will light up.

The annoying star things that shoot at you from the bottom rim of a stage - they get bigger when they are about to shoot stuff at you, at which point they are vulnerable. But, if you stick around to shoot at them, you are going to die. You really have to take advantage of the length of the stage, so your bullets reach it when you're safely out of the way, but overall, I'd recommend you keep out of the way if you can.

j) Bonus stages

You automatically go to these when you collect 4 warp triangles and end a level. The bonus stage where you fly through rings - the controls are really really sensitive, don't touch anything for the majority of the time. Be ultra gentle. If you're doing ok with these bonus stages, don't read what I'm about to say - but to me, it was like up and down were reversed.

The path bonus stage is far easier, in my opinion. You just go left and right as normal.

Accellerometer controls are disabled for the duration of bonus stages, and you get a 50000 point bonus for finishing each one.

k) Feel your way through the game

This is a game you feel. I've written up what I can, but I'm sure there's more that's just not conscious or I am able to express. Play this game with your eyes and ears and your hands. It's the most tactile geometric shooting game there is. Be glad you aren't playing it with your nose unless you like the scent of ungulates. Have fun. Discover things. :)

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That's about it, I think that's all I have. Good luck! This is a super awesome great game. But still not as great as Space Giraffe, which is an utter masterpiece. A mad, mad masterpiece. But super awesome great is still super awesome great! I think it's the best game on Vita so far!

Tuesday, 22 October 2013

Jeff Minter demoed his new game TxK at Play-Expo

We went to Play Expo in Manchester on 12th/13th Oct 2013. A big gaming event, full of new games, old games, tournaments and cosplayers. And pinball and pinball and pinball. =D

There demoing a new game was Jeff Minter, the legendary creator of a lot of my favourite old games. :) So as soon as I entered the hall, I made a beeline towards his stand and tried his new game! (it wasn't crowded; he was competing with the PS4, Nintendo, and Oculus Rift after all)

It's called TxK, and is a Tempest-type game for the Playstation Vita.

Despite not being a finished game, it plays pretty solidly; you move along the rim of the field (which may be crazy shaped), shooting forward at the enemies who are coming towards you and firing in various patterns. Sometimes they drop power-ups (always in the same order), and they give you various abilities, one of which is the ability to jump, which is super-handy because it lets you get out of the way and shoot enemies that have made it to the rim.

For this reason, it gets very hard if you miss a power up. My reaction to that is "get better at the game", but I don't know if that makes for a good game mechanic for other players. It's a problem I have with a lot of the old Taito shoot-em-up arcade games from the 80s (Darius? Gradius? I forget...) where you are doing great, but lose a life and since you also lost your power-ups, you're very vulnerable and lose all your other lives very quickly. At least with TxK, the levels are short - it makes it not so hard to recover from a mistake.

There are also (a very limited number of) smart bombs that kill all the enemies at once, which you can activate by touching the screen.

Sometimes, I'm not sure what causes it, but you get a triangle awarded. They appear at the top right of the screen. I eventually collected enough of them (four, I think) and was treated to a bonus stage. In the bonus stage, you had to fly through rings, but I didn't immediately work out the controls so I missed and it ended the bonus stage early.


In this photo, my boyfriend Rich is on the left, Jeff is in the centre and I'm on the right. Jeff's co-programmer Giles very kindly took the photo.

Rich was pouring praise upon Jeff and talking about arcade controls for iPads because they had Gridrunner in a mini iPad arcade running. But at the same time, Rich said that he was afraid to try this new game because Space Giraffe had scared him off, because he's no good at it. Jeff said that TxK's a lot more straightforward and less "out of your head", which it is. So he had a go.

When I eventually got a word in, I let Jeff know that I think Space Giraffe is the best game he ever made. He agreed with me. I told him why; because it's completely different and new kind of shoot-em-up, that you play it with your ears, instead of just your eyes. And he was delighted to meet someone who gets it.

I also told him that TxK might be the game that makes me buy a Vita, that I've been playing his games since I was very young (I found a scorebook in my parents house that documents me beating them at Gridrunner when I was pre-school!), and that his games are probably the reason my boyfriend is convinced I was dropped in a large vat of drugs as a baby. :)

I also told him he should make the 1-ups in TxK look less threatening, because I avoided them twice, thinking they were projectiles. They're pink and say "1-up", but they look like bullets!

Meeting Jeff Minter and playing his new game, that's a super awesome day. But connecting on Space Giraffe, and letting him know what a great game I think it is, I felt like I had just done something to fix the world. Just a little bit. :)

Wednesday, 3 October 2012

Virtue's Last Reward (3DS) coming to the UK

Earlier today, I put a preorder in for a 3DS game called Virtue's Last Reward, via Amazon.co.uk.

It was originally called "Kyokugen Dasshutsu ADV Zennin Shibou Desu", and is the sequel to "999: 9 Hours, 9 Persons, 9 Doors"... which I haven't actually played yet. I was going to make myself wait until I'd read through another path in Ever 17 first...

Original Japanese trailer with English fansubs

It comes out on the 16th of November 2012, and is being published by Rising Star Games. I wish they had something to notify me when they announce these things; it was announced back in August and I didn't know until today. It also comes out on Vita (but I don't have one of those). It'll be Japanese voices and English subs, according to the sales blurb.

It also starts off "Everybody dies… …can you escape the inescapable?" so, thematically consistent and ever optimistic, yeah. :)