I’ve got quite a bit to say about the games I’ve been
playing this week. I don’t know how much of it is going to make sense; I’m not
very well today. But we’ll see how I get on:
The first thing I should say is last Friday I reached the
end of the main campaign of Not Tonight; you can read my review here. I’ve
enjoyed it, and it hasn’t outstayed its welcome so I might give the extra part
of the game called One Love a go as well, but I haven’t got much more to say at
this point.
I also reached the end of God of Word. As a game that I
installed onto my laptop so that I’d have a game on there I could play without
necessarily having to plug in my mouse, it certainly served its purpose, and I
managed to spend quite a long time playing it over the last few weeks! I’m
hopefully going to get a review out on Friday so I’m not going to say too much
about it now, but it was a good time.
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Back in the day when pickups increased your score and didn't have to make any sense... |
It was my birthday last Wednesday and my daughter Jessie bought
me a game for the Nintendo Switch: James Pond 2: Codename Robocod. The James
Pond series never really broke out of the fourth console generation (Megadrive
/ Super Nintendo) and hasn’t had the longevity of some of its contemporaries,
but they’re still fun to play. A couple of my friends at school had Codename:
Robocod, so I’ve played it a few times before, but never beaten it. It’s a
side-scrolling platform game where you traverse colourful locations in Santa’s
workshop, fighting your way through traps, hostile creatures and rescuing
hostages. Interestingly, of all the James Pond games, it was Codename: Robocod
that was ported and re-made onto several consoles after its generation, with
some differences including level layout, music, and hostages. I have a vague
memory of the hostages in the old versions of the game being penguins; these
days they are Santa’s Elves – I suspect mainly because the penguins in the
original game were a product placement for the McVities Penguin Bars, and the
sponsorship deals have long since expired. The game was altered several times
over the generations it was released on, so I don’t really know which version
I’m playing – it could be that there was a new version entirely for the Switch!
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I bet she's a sight for sore eyes... |
Finally, on the PlayStation 4 I’ve been playing Necromunda:
Underhive Wars. I’d been looking forward to this game for a long time and is
one of the very few games in years I have bought close to release. I’d rather
have got it on PC to tell you the truth, but for some reason it’s not designed
to work on Windows 8.1 (My PC specs are fine in most other respects, but I
wasn’t going to waste my money risking a purchase when it says on the Steam
webpage it will only work on Windows 10.) So, I bought it on the PS4. Now, some
of you will know that Mordheim: City of the Damned is one of my favourite
games, and Necromunda looked like it was going to work much the same way but
with guns. And it does – but there are other things going on as well. The
campaign – the small amount of it I’ve played, anyway – is far more narrative
than Mordheim, with each mission I’ve played so far supporting a plot point. I
haven’t tried making my own gang yet, as the story mode drops you in with the
Escher gang and presumably allows you to explore the other gangs (Goliaths and
Orlocks) as you proceed. I’m not sure whether I like this or not – part of the
fun of Mordheim for me was taking your warband through its own story and
progression and having the occasional mission to do in between to move the plot
along. I appear to have less agency over how the Necromunda gangs develop, but
we’ll see how it goes. It may take some getting used to but I’m sure I’ll find
the fun in it; it’s a GW game and I usually like those by default!
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