Did some work behind the scenes of the game blog page so that the game filters now work much better.
A couple of months back I found loads of old notes about all the old Epic Space Marine games we played, starting from back when I was in high school. I thought it would be a good idea to type them all up as best I could, and upload them all. While I was at it, I also converted the Epic-S and 40K battle reports from their PDF state to HTML, and they can be found on the Warhammer 40K page.
Finally got my pointing pictures up and into the Vault. Don't ask me why.
This is where you can read any of my irregular wafflings about computer gaming. The whole point of this blog is to help motivate me to properly finish games, whether they be recent ones or older ones I played when I was younger that I never managed to beat.
So, Scoob and I just got done going through the 2009 game, Trine. To be honest, I'm really not sure what to think of it.
The game is a side-scrolling platformer with some small action elements, in which you play as three heroes who have been brought together by a magical artifact called the "Trine", which you must use to save the kingdom from the undead.
I think we quite enjoyed the game when the platforming was simple and there were plenty of enemies to bash, but far too often the game focused too heavily on its platforming elements and jumping puzzles. The problem was, the game's platforming was weak, as controlling the characters seemed very inconsistent, which made those levels frustrating. Said inconsistency was definitely the biggest issue I had with it, especially the jumping. It just seemed kind of random how far or how high I would jump at any moment, including when jumping off of the thief's grappling hook. If I jumped up to a high ledge and just caught the edge of it, sometimes I would stay on the ledge, and sometimes I would fall straight back off. It was difficult to anticipate exactly what the character would do at those moments.
Also, if hanging from the underside of a ledge on the thief's grappling hook, sometimes I could swing up and land on the ledge, and sometimes I couldn't. It was so weird. Add in the fact that the hook would barely ever shoot out exactly where I was aiming it and you can see why getting around was awkward.
Other problems included weird interactions due to the physics of the game, and several times I got hurt even though I'd got the knight's shield up blocking the attack.
By far the most frustrating level of the game was the last one - a race against the clock to ascend the Old King's tower and re-unite the Trine with two other artifacts in order to save the day. Problem was, with the annoying controls of the game, getting up there before the lava raced up to meet us was a ball-ache. Probably took us 12-15 efforts before Scoob managed to reach the last checkpoint and allow us to fight off a skeleton wave and finish the thing.
Another thing that annoyed us was that after all that we didn't even get to fight a final boss. The game just ends when you get to the top of the tower. Really? That's the thing we were looking forward to the most. To be honest, if the game was more action based we'd have liked it more. Those bits were fun and sometimes chaotic, and were a welcome distraction from all the jumping around.
Playing on the swings
He's a big bugger
Someone's getting fisted
Is this skeleton blowing us kisses?
Going for a ride
Spiky balls in the back
We may have used that platform for target practice
Smashing some skulls
The end boss is defeated in a cutscene, for some reason