A ’95 WINDOWS OF THE GAMING WORLD – LC Plays Back In 1995

I am a bit of a latecomer when it comes to gaming. Rather than cutting my teeth in the arcades and mini-byte home consoles in the early days, I discovered my passion with a second-hand grey PlayStation and a stack of pre-owned games. Hardly retro, however this was before it became the PSOne, so maybe PSemi-Retro.

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*Disclaimer: not my actual collection

Because of this, I have a certain fondness for the pixelated 32-bit games, particularly if they are 3D with D-pad controls……ahhhhh, those simpler days and days and DAYS of eventually mastering movements while hitting the directional control just right!

So when the opportunity came up to play and review BACK IN 1995, I pressed o x and jumped at the chance.

The game is very reminiscent of early survival horror; tank-ish controls, unexpected enemies, limited resources, plus those pixelated graphics. As a recent convert to the Resident Evil series, this game was practically screaming at me.

Not so retro was my impression from the title screen, which is a lone beacon shining out from a tall structure. This had a definite Bioshock vibe to it which although I knew was not the gaming style in any way, it still left a pleasant feeling which carried through my entire playthrough of the game.

To give the game a true experience of the times, there is a ‘CRT Effect’ that can be turned on in the Options screen, which adds low-res fuzzy lines to the graphics, however I chose not to enable this feature as I needed to experience it with my vision as clear as possible. But it is a very cool feature which I may try on another playthrough. There was one other choice in Options, a language setting, but nothing more, reflective of a simpler time when you enjoyed a game just as it was presented.

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We begin with the simple goal of getting to the aforementioned tower with the glowing beam, but as we’re not entirely aware of why and how we ended up here we would have to use our exploration skills and uncover the story with clues found.

As mentioned before, the character is moved with tank controls, very slow and somewhat frustrating to get used to, but that is part of the genius of this game, it forces you to rethink your strategy after you’ve perished yet another time, as the dangers are (thankfully!) in the same spots. There is no run option, just a slow, steady gait, but the enemies aren’t very fast either. I tended to die mostly from the sheer panic of encountering every new ‘WTF?’ creature.

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Speaking of, I am still not sure what the enemies really are, the first ones looked to me like pickled walnuts, but with arms that would scrape at you until you succumbed to their nutty way of killing. The later enemies were just as bizarre, each new one being more deadly than the previous and requiring more powerful weaponry. Your first line of defense is a simple yet effective pipe wrench, however as the tougher enemies are also faster, that doesn’t really cut the mustard so either the pistol or shotgun would get you through – thank goodness for auto-aim!

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Save points are not plentiful, but thoughtfully rendered blocky computers of the day. The stat menu is plainly set up, you can see your items and health very clearly. And just like the survival horror of the day, there are clues and items to be found and utilised, and this may require some backtracking, but this is the absolute charm about this game. It truly is a homage to that genre.

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I played the PS4 version of the game, and I instantly got a Trophy for starting the story. Other trophies were very easy to come by and the end result was my very first Platinum on that platform.
If you are into old school 3D games of the mid 90s, this game is definitely for you. It isn’t very long, the graphics, movements, and build-up are true to the source of inspiration. And the ending, now that was a real surprise and I would recommend this game solely to see this.

Back In 1995 is available on Xbox One, PS4, PSVita, Nintendo Switch, and PC. Developed by one-man team Ichijo Takaaki at Throw The Warped Code Out. Console versions published by Ratalaika Games.

A-BUNNY AND IVORY – LC Plays Bunny Mahjo

Ever since I read the The Joy Luck Club, I had a desire to play mahjong, the Chinese tile game that is central to the story.  I believe it may have been the way that author Amy Tan described the look, feel, and sound of the (presumably ivory) tiles that had a bit to do with this.

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So when the opportunity to play mahjong on my beloved Xbox One came up, I was more than happy to try it out.  And not only play mahjong, but play with an adorable cartoon rabbit.  Welcome to BUNNY MAHJO!

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The premise of the game is easy, play mahjong by controlling an animated rabbit to hop on the tiles.  Since I had never learned the rules of the game I didn’t think there’d be any problem learning as most video games have a tutorial of sorts.  Unfortunately there were no instructions on how to play in this game’s options, so I ended up having a forlorn and lost looking bunny (well, in my head anyway) as I didn’t have a clue what to do with it.  Off to the internet for some mahjong lessons I went.

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The rules as it turns out are pretty easy – match tiles in pairs to clear a board.  With this newfound knowledge I smugly went back to the console intending to conquer this game with Mr Bunny.

So, we make the bunny hop across the many Chinese-symbolled tiles to find the ones that light up pale green.  But wait, I have to remember where I saw that other lit tile with the 3 lines.  Where was it?  This is a new dimension, I have to use my memory to master this game!

And what’s that at the top of the screen?  A timer.  Okay, I have to make the bunny hop around finding lit up tiles, I have to remember which ones match, and I have a timer recording how long this whole process is taking.

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Once you clear a board, a new one unlocks, with a higher difficulty.  This continues until you unlock all the boards.  Then you can play against your own time.

I notice that there are ‘Hint’ and ‘Shuffle’ buttons on screen in case I get stuck.  Which did happen a few times.  I never used the former, however I did use the latter an average of 5 times during games.  Because the lit up tiles are set by location – I presumed those on the edges and those underneath other tiles get the literal green light – sometimes you get to a point where you can’t match anymore and a shuffle is needed to progress.  But of course, both these help buttons end up adding time to your game, so if you’re of the competitive mindset, it’s best not to use these unless absolutely necessary.

Because, yes, there is an element of competition with this sweet little game.  It actually has global Leaderboards.  Now I’m not sure how those top players solved the puzzles in the times stated, but if you do want to compete against them there is certainly the opportunity.

I myself am quite happy to compete with myself, bettering my time can be quite satisfying (note: there is also a 2-person local co-op mode).  But really, I just enjoy the feeling of clearing the board regardless of how long it takes.  I expect nothing less than an element of Feng shui in an ancient Chinese game.

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One nice little touch which may or may not appeal is the ability to change your rabbit’s colouring.  And it’s done in a completely simple way, too.  Just hop your little friend into the room at the back and you’ll see a myriad of coloured tiles on the floor.  And just hop onto your chosen colour, your bunny instantly matches it.  No complicated colour wheel to navigate, so ‘Are you sure you want to save this?’ button, he changes instantly with no fuss.

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Although lacking instructions on how to play, Bunny Mahjo is a nice little title to keep in your library when you just want a relaxing game to play by yourself.  Harmony achieved in a simple but satisfying way.

Bunny Mahjo is available now on Xbox One and PC.  Developed and published by Dilly Frame Games.

GETTING TO GRIPS WHILE TRYING TO STAY ON TRACK – LC Plays GRIDD: Retroenhanced

In case you weren’t aware from my blog photo and moniker, I am definitely a big fan of the Action/Adventure genre in gaming, this is where I feel most comfortable.  I do try to explore other areas, sometimes with success as in my growing confidence with First Person Shooters, or mastering my fear of both the tank controls and horror aspect of the Resident Evil series.  Other times not so much – side-scrolling platformers will always be the bane of my existence.  Like most gamers, I will give anything a go, as you never know what may become your next favourite game.  Though GRIDD: Retroenhanced wasn’t destined to become my next fave game, it turned out that I can enjoy this type of game despite my inexperience.   Or warning from the game itself.

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GRIDD: Retroenhanced is classed as an arcade shooter, and with it’s pulsating music and stylish neon graphics, it takes you right back to the 1980s.  This is what drew me to play it.  Now I knew I was never really going to master this one.  My history with fast moving games is pretty dismal – unless it’s a cart racer, I have little hope in hell of even passing the training mode of most racers.  But the look and sound of this was intriguing, I really wanted to have a go on it.

The premise is pretty easy to follow; you speed on a track and shoot the obstacles to gain more points.  Avoid the obstacles.  You try to get to the end by beating the bosses.  And then you try again apparently.  I’m only speculating on the last bit, as I wasn’t skilled enough to quite get to the end.

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As for the controls, there is no acceleration nor a forward one.  You move left/right, up/down with the left stick and press a controller button on the right to shoot.  There is a very short tutorial clip to explain this, but that wasn’t necessary in my case for once.

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Thankfully the obstacles are always in the same place, and do the same thing, so with a bit of practice I could predict where to shoot and dodge.  In theory.  In practice, my reflexes aren’t always that responsive and what should be a clean, easy run just was never to be.  But not that I didn’t enjoy trying.  This game is fun.

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As I stated above, I was never able to finish the whole circuit, although I did come very close.  I ended up playing it at least 20 times and it was satisfying seeing my score slowly improve after each play, and I will be returning to try to get to that final boss.

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This game was clearly made for the retro arcade shooter crowd.  But even though will never likely to be one of those hallowed gamer-types, I still had fun with it and will keep it installed for some light diversion.

GRIDD: Retroenhanced is available now on Xbox One and PC.  Developed by Antab Studios, published by Kongregate

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Shedding Light On Lara’s Origins

Lady LC plays Shadow of the Tomb Raider and gives her impression of the final chapter of Lara’s origin story.

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You have to admire anyone who would rewrite Lara Croft’s history.  She has held iconic status for over 20 years and it would take a lot of skill and passion to pull such a feat as this, to satisfy fans old and new.  Crystal Dynamics managed to do this with the 2013 release of Tomb Raider, continued her story with 2015’s Rise of the Tomb Raider, and Eidos Montreal have taken over the mighty reigns and come full circle with 2018’s Shadow of the Tomb Raider.  And they have closed that circle nicely.

We start off with Lara’s quest to find the truth behind Trinity, her father’s death, and the connection between the two. Jonah makes an appearance for the third time, offering help and advice to Miss Croft as her curiosity gets the better of her and she ends up setting off a foretold apocalypse by obtaining a sacred dagger in the hopes that it does not land in the hands of Trinity.  The dark shadow is not only cast on her, but the whole world with her actions.

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When we left off at the end of Rise, Lara had toughened up considerably.  No longer was she the scared young woman lost in Yamatai, she went looking for answers and did not let anyone get in her way.  So by the time she begins her adventure in Shadow, she is ready to take on whatever life throws at her.  And throw it right back.  You can see that her facial expressions are far more convincing, whether she is having a joke with Jonah or showing contempt for a ruthless enemy. She swears a bit more in this game, which reflects her response to what she is facing.  But as mentioned before, she also shows her lighter side, cracks a joke or two or expressing enthusiasm for a discovery of some sort.

09-09-2018_21-51-09This game is very polished and glides along nicely.  Skills Lara had learned in her previous two adventures are already present such as the ability to craft arrows, and the presence of rope arrows,  Underwater, Lara is able to dig,  open crates and boxes, and pull up life-saving plants, not just magically collect an item with the swipe of her hand.  One thing was noteworthy, there was a bit of co-op with Jonah, perhaps hinting at the multiplayer mode in the future.

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The jungle feels real, a bit claustrophobic, and alive with creatures and greenery all around, you could practically feel the humidity as you play.  The water is the best I’ve seen so far, the caverns are quite creepy, and the mountain vistas truly breathtaking.  I thought they looked great in Rise, this game has stepped them up another notch.  The sound engineers did an amazing job as well, whether it’s the sound of stones being moved, hearing large water bubbles as you move underwater, or the enhanced and realistic sounds of the weapons, where arrows sound snappier and deeper and guns feel realistic.

There are nice little benign areas set up just to hunt animals, some treasures and hidden places about, making a change from the combat and gives Lara a chance to refresh.  Some animals do not glow as killable, but point a bow at them and the reticle turns red. These are probably considered rarer and more endangered than your usual birds and rabbits.  And yes, there are tombs, more challenging than the previous two games, and incredibly atmospheric.

Colour is a big part of this game.  While 2013 TR had a nice variety when compared to the more monochromatic hues of Rise, Shadow ups the colour nicely.  We’re not talking neon-dayglo or Toontown Technicolor, just a varied and lush spread all around, from in the game environments to the maps you acquire, right down to the skills menu, it looks fresher, more up to date, and inviting.

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Speaking of Skills, these are named after the animals you encounter in the jungle, and are divided into 3 separate factions:  Seeker, Warrior, and Scavenger.  The more basic ones start with  a cost of one skill point, but these increase with higher levels so you really do earn your skills with this one.

09-09-2018_21-51-08 overhangThere are three new traversing skills not seen in this trilogy so far.  Wall runs aren’t the slightly sterile and sometimes impossibly tricky ones of the previous re-boot, now they feel more realistic, and don’t require a physics degree to figure out the angle to grab ledges behind you; they are nicely spaced out and you only go in the direction you are actually running in.  Rappelling is a new skill, not entirely complicated, but makes perfect sense for a character who is tied to a stone-face with a hook and some cord to gently glide down to a solid surface.  Overhang climbs, however, are my new favourite skill.  Again, not something that takes much to master, but I get a pure sense of joy hanging nearly upside down while traversing.

Swinging from hooks was more difficult, even on Easy.  I had to be careful when lining these up, after many failed attempts at speed I slowed down and took a little time for the final successful run.

Lara’s stealth skills have also increased, there are a couple more including using mud to blend into environments and integrating with walls to creep past.  If Lara is caught, she has the ability to sneak away into a dark corner or up a distant tree and not be seen again.

When Lara finds items or treasures, for the first time we have a choice whether or not to look and learn about the item, they are instantly filed away without any explanation.  If you want gameplay to progress without interruption, then you don’t have to hit a back button to cancel the narrations as in the previous 2 games.  You can look and learn from them any time you wish, however I did learn the Inca numbering system to an extent, which was part of the story line.

One great feature about this game, and one that should satisfy the older fans, is the adaptable Difficulty matrix.  You can set the Combat, Exploration, and Puzzle elements from Easy to Very Hard.  Easy is exactly as it says, for someone who wants the minimal challenge.  As long as you don’t mind Lara repeating hints and tasks repetitively that is.  The hardest setting, Deadly Obsession is manageable at the outset, however since every skill is set to Very Hard, and with Survival Instinct disabled, this really is as challenging as it’s name. Below is a simple comparison of climbable walls set to Easy and Very Hard

One special note, I was nicely struck by the localisation in certain parts.  Having a personal connection to all that is Latin America, I loved how the people in Central America pronounced Lara as in saying the Spanish surname, and was amused by the drunk in the beginning who told her to leave his office.  That was realistically funny.

This was an absolute joy to play.  The look and feel is set to a very high standard, the puzzles and tombs are challenging, there is a lot of variety and the story is inspired.  Oh yes, the story.  Lara had descended into darkness, her life torn apart, and sets out to find the truth. What she finds will be left for you to discover.

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Shadow of the Tomb Raider Available September 14, 2018 on Xbox One, PC, PS4       PEGI 18 / ESRB M  Square Enix, Eidos-Montréal, Crystal Dynamics, Nixxes