This is it: the final part of our Sonic Mania playthrough! We are at the last boss (not counting the final boss that is accessed when you have all the emeralds) and the Gagaman and Murry Curry both take turns to  try and defeat it. After that we get the credits roll and spend the rest of the episode playing one of the bonus unlockable modes based on a earlier boss! And with that this let's play is over but stay tuned for more Sonic Mania coverage on this channel in the near future!
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
Since I shouldn’t worry about the notion of turning anyone off with an overabundance of pro-wrestling talk during a short span of time, I suppose I should therefore adopt the same attitude when bringing up Daytona USA in the same time frame.
Not sure if you’ve heard, but it’s finally happening: Daytona 3. The above is a video by individuals that clearly know their Daytona; as my pal Slonie (who always seems to come up whenever a Sega racer is discussed) notes, they accurately recreated the camera angles from Daytona 1’s attract mode proper and everything.
And here we have the first teaser, courtesy of Simon Carless…
Not sure what yours was or is, but my initial reaction was that of… restrained excitement. I mean, it’s definitely not quite the Daytona of old. Which is going to be the case since 1 & 2’s chief architect, Toshihiro Nagoshi (he’s too busy making Yakuza games), is not involved.
There are plenty of other factors that are unavoidable when there’s two decades worth of time between the last installment. I’m just happy that Daytona USA is back and that we simply have third installment! And even if it does suck… well… there’s still the HD version of the original on Xbox 360 & PS3.
Though watching the game actually being played has eased much of my concern…
Thanks for sharing our daft video, we’ve been humbled by how much love it has got over the last few days! We had a lot of fun making it; trying to recreate the camera angles and the sample-based vocals and actually had the idea to do this video ages ago when we first saw this machine in a local shopping centre, but the announcement of Daytona 3 meant we couldn’t resist the perfect timing. Hopefully not too many people found it mean-spirited, it was all in good fun!
On Monday the 3rd of October I was invited to Bethesda's London office for an extended hands on session of Dishonored 2, without a shadow of a doubt my most eagerly anticipated title of the year, and sequel to my favorite game of last generation! Needless to say this was an incredible opportunity, and one I'm still buzzing about now. I should just probably mention that when I say "invited" I mean that I was a very lucky winner of a Facebook competition. I can only dream of getting regular invites to cool events like this. Could you imagine? I'm imagining it right now, and it's pretty sweet...
Myself and the other winners of the competition, alongside members of the Dishonored UK community were led into a board room that had been impressively decked out in a suitable theme. Large black and red drapes covered every wall and enormous prints of concept art were hung, complimented by a few Victorian-esque set pieces and furniture. My personal highlight was the replica of the whale bone craved rune. Also on display on a small table was the replica of Corvo's mask, which comes as part of the collector's edition. The detail on it is fantastic, down to the lens in the eyes. It would make a very striking addition to any gaming shelf. Sadly it's not looking likely I'll be able to add this to my collection as I doubt I can scrape the pennies together in time for release, and seeing it close up only makes this realization all the more painful. Damn and blast your eyes!
The demo build we were treated to was set during the clockwork mansion mission, as seen in much of the media coverage and in most trailers. Thankfully there were in fact two versions of the build available to play; one with returning protagonist Corvo Attano playable and the other with Emily Kaldwin, all grown up and making her much anticipated debut. I got immediately stuck in as Corvo, curious to see how his gameplay holds up in the sequel, and how kind the last 15 years have been to him. The first game's controls are still very much fresh in my memory, as in anticipation for this sequel's rapidly approaching release I have been working on a low chaos speedrun, so keep an eye out for that. I can honestly say I was not disappointed as the gameplay was at first instantly memorable, but with an unmistakable air of polish and refinement.
The mission starts with an automatically initiated electric cart ride up a short, steep incline to a courtyard entrance of the clockwork mansion. Your mission is to rescue Anton Sokolov and "deal" with the mansion's proprietor, Kirin Jindosh. Returning players will instantly recognize Sokolov, who plays a vital role in the events of Dishonored's story. The brilliant mind and natural philosopher, inventor of such devices as the wall of light and arc pylon, and who works alongside Piero Joplin to rid Dunwall of the plague that ravaged the city. He also seems to have a bad habit of being abducted.
Once Corvo alighted the carriage and control resumed, my first act was to bring up the inventory screen and was met by a large stock of familiar gadgets and supernatural abilities, which for the sake of exhibition had been upgraded. For example, it's possible to upgrade blink with the tweaks introduced in The Knife of Dunwall DLC from Dishonored. The Assassin Daud could freeze time when initiating a blink while either motionless or during mid jump, allowing breathing space for better judgment, or pulling off some neat jump to blink combos, like blinking back in the opposite direction you came from. I was anxious as to whether or not this upgrade would make its way into the sequel, so I was not disappointed. And talking of content from DLC returning, I noticed the stun mines are back. These non-lethal traps can even be attached to rats! As for the blink ability (which has to be my favorite in any video game) it's clear some work has been put into polishing and refining its execution. It's hard to describe, but in the first game it can be a little... ropey.
Emily may share the same basic tools and weaponry as Corvo, but her supernatural abilities are very different indeed. Her variation on Corvo's blink is a skill named far-reach, which works in a rather different way. With blink you are propelled through the air at speed and brought to an immediate stop on target, but far-reach looks and feels more like a large hand, "reaching" out and pulling you toward your target with brute force, so momentum comes into play and you don't come to an immediate stop. I can see this being something of a hindrance, or at least a learning curve, but I can also see a lot of potential with it. I had quite a bit of fun testing the waters with far-reach. Sprinting and jumping into a pull can practically catapult you from your target. I see fun to be had with speedrunning and crafty escapes. Far-reach also possesses a very special application; if you target an enemy, probably even a friend for that matter... so any human then, they are thrown through the air with great force towards you, leaving their fate in your questionable hands. Somehow I forgot about this ability and was thrown off guard when I attempted to pull myself in behind a sentry for a non-lethal take down when he was flung screaming through the air right at me. My reflexes kicked in just in time to choke the poor sod to sleep, at which point I let out a loud "whoa, that was cool!"
Another supernatural ability I became instantly obsessed with was Emily's domino power. With domino you mark a target, from then on each consecutive target marked will be linked to one other and will share the same fate, by your hands or even indirectly. The concept is simple enough, and in execution it's damn satisfying. My first attempt with domino was early into my mansion break in. Two guards were talking, discussing the large inactive clockwork soldier on display. Those bloody things! Sneaking through a small window I marked the two and concealed myself around a corner nearby. Sure enough the two parted ways after their conversation and one slowly wandered towards me. When the time was right a sprung from my hiding spot and choked the first guard to sleep. I turned to see where the other guy was and sure enough he was falling to the ground unconscious. This method proved incredibly useful on many occasions during my short time in the mansion. With far-reach and domino alone, I found myself forgetting all about Corvo. And during my 3 hours with Bethesda, in which I repeated the demo something like 4 or 5 times, Corvo only got a look in that first time while Emily took to the center stage. She's just a damn lot of fun.
The clockwork mansion is an impressive maze-like structure. Switches are found in every room that will radically change it's layout. These transitions are stunning. The entire room will shift piece by piece while clockwork machinery clanks and rumbles. All of this is done in real time and you can move freely about to admire, or get caught, ripped apart and crushed in the works! The sight and sounds of these transitions are equally mesmerizing and creepy. There's a real sense of the mansion being very much alive. As soon as you slip up and make your presence known Kirin Jindosh will communicate to you through the loud speaker system. His constant arrogant, snide remarks on your progress, or lack of it spurs on ever onward, if only to stick a piece of sharp metal in his eye!
The clockwork soldiers are as deadly as they look. Having the senses of, you know, a machine, it's tough to stay out of range of detection and if a fight does break out their armored bodies can take a hell of a pounding. But from what I've noticed the activation of these machine monstrosities acts as something of a punishment for getting caught in the first place. Before any detection the mansion is in a state of standby. It is possible to achieve that elusive non-lethal ghost playthrough by navigating the bowls of mansion's machinery, "the space between the walls" but sadly, though I got close, I never quite managed to pull it off. I consider myself something of a pro at the first installment of the series, and I kind of expected the sequel to humble me.
I wanted very much to stay as non-lethal as possible, as low chaos is how I roll. Something I always found pretty cool about the first Dishonored is how the non-lethal option of taking down key targets are often in themselves pretty brutal. A fate worse than death in some cases! That tradition seems very much alive and well as the non-lethal option for the mad inventor Jindosh has you using his own inventions on him to electronically scramble his brain. A kind of shock-induced lobotomy perhaps? Whatever it may be, I found the act of rendering the little cretin unconscious, sitting him in his little chair and cranking the power after his incessant smack talk incredibly satisfying, and taking out my frustrations for sloppy mistakes was an added bonus. Before I could administer the shock however I had to rearrange Jindosh's lab to optimize power. This took me some time as I had to find the right combination of layout for the room via two control panels, and each time a change is made there is a long wait while the room shifts into place. I probably spent a good 20 minutes in total in this one room during multiple attempts. Time that could have been better spent playing man dominoes. It's like dominoes, but with men, and knives... and is nothing like dominoes.
While others in the session were happy to play through the demo maybe once or twice. I stayed for the full 3 hours and just couldn't get enough. I enjoyed every minute of Dishonored 2, With its gameplay both instantly memorable from its predecessor yet plenty different enough through the clever use of old and new protagonists. A slew of new abilities opening up so many choices, Dishonored 2 does what a great sequel should do; build upon and push forward a great idea. Treading that fine line between familiarity and bold new direction is a tricky one, but I feel that from what I've experienced, though only a mere taste, is likely to be my game of the year... But let’s face it; I kind of knew that was going to be the case already!
I'd just like to give a massive thank you to Bethesda for your hospitality and for this fantastic opportunity. Whether you knew it or not, you made one of the biggest Dishonored fans out there very happy indeed! Good luck to Arkane Studios for Dishonored 2's November the 11th release. Lucky Hit will be all over it like plague rats!
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
Well, this is embarrassing... All the way back at the end of January this year I made my first blog post and bold declarations about, well a number of things, least of which was the promise to start and keep up this very blog. I laid out my new years resolutions but pretty much failed to keep to several of them merely weeks in! There are a number of reasons why my time and energy have been redirected and my focus remained unsteady at best, but I feel like these can easily be used as excuses. "Life" always seems to find many ways to knock one off-course, but I did start this blog as a means to improve upon my wavering discipline, so it's time for me to roll my sleeves up and give this whole blog thing one more go. If I fail this time, then it's clearly just not meant to be.
Moving onwards and upwards I still want to focus the rest of 2016 on a personal challenge I set with my first blog. This challenge was to beat 50 games within the year, and 20 of these need to be a specific genre that I feel my gaming "curriculum vitae" was lacking. After giving it some thought I realised that though I have played a good deal of JRPG titles in my time, I rarely have the staying power to see them through to completion. This challenge has been firmly playing on my mind throughout the year, even when I felt overburdened with all that real life... stuff. As anyone who knows me would likely agree, I do love a good challenge! However I've made this goal so much harder for myself by procrastinating from the task at hand and focusing instead on a genre that equals, if not surpasses JRPG's in time spongery. You see, I've spent the best part of the entire year immersed in
Big, fat open worlds!
From the top of my head I can recall beating somewhere around 15 games so far, and only 2 of those have been JRPG's. So with less then 3 months before the year is out and I reach my deadline, how the hell am I going to beat another 35 games? 18 of which need to be those time eaters! Not to mention catching up with a huge backlog of work with Lucky Hit, and the possibility of relaunching an older Youtube channel of mine, but that's a subject for another article. It's safe to say that the rest of this year is going to be pretty intense, but I also feel pretty motivated. Well that enthusiasm remain this time? I hope you'll join me to find out. So time to get some coffee on and get me a re-education on a genre a love too much to continue to neglect!
Here’s some of the many games I’ve yet to finish, and certainly hope to do so
murry's gaming blog is back. Main articles every Friday, and plenty of filler in-between. For reals this time... FOR REALS
In this Steampunk alternative version of Victorian Britain, bloody war is waged by noble men and women in mecha. Ironcast is a puzzle fighter developed by Dreadbit and published by Ripstone, with layer upon layer of strategy, rich customisation and a healthy peppering of roguelike brutality. Having had almost a full years run on the PC with a positive reception, this war is making it's way to next gen consoles in the first week of March. This title is way more then meets the eye and I for one had a real blast with it... Pun intended.
The year is 1886 and Britain is in the midst of an all out invasion from the French. The two nations have been at war for many years over a precious energy source named voltite, created by the French and dishonestly obtained by the English. Bad show old bean, that's just not cricket. The mechanised monstrosities, known as Ironcast, named after the method in which they are manufactured were conceived in a desperate attempt to break the stalemate and end this conflict for good. These 7 metre tall walking death dealers are piloted by society's elite noble men and women, known as Commanders in the Consortium of Merit. Waging bloody war in service to Queen and country.
At first glance you may well mistake this title as a casual gem matcher attempting to look the part of a far more complex game. In reality however it's very much the other way around. The puzzle gameplay is surprisingly simple and plays second fiddle to the combat and resource management gameplay elements. Matching three or more "nodes" will begin to fill bars of resources. Purple ammo, used for weapons dispersal. Orange power used for firing up defensive and evasive systems. Blue coolant used to prevent overheating from all systems, and green repair nodes for all round system upkeep. Each turn you are given the opportunity to match node combos three times and perform as many actions with these resources as you can.
My first concern when presented by the barrage of stats was the possibility of a steep learning curve. Fortunately however the tutorial mission does a good job of explaining everything without excessive time spongery. In a matter of minutes I was able to understand each resource function and Ironcast system and conclude my first battle all at a good pace. I Then jumped straight into the full campaign experience without hesitation. In fact it's this impressive balancing act of instantly accessible gameplay and deeper tactical execution that is Ironcast's greatest strength. The real learning curve comes from mastering the random number generated roguelike elements. Level ups provide perks from a large randomised pool and mission drops provide blueprints for Ironcast systems and weapons. This pot luck draw can result in the need to drastically change your playing style on the fly.
Now I have a great fondness for Roguelike titles, and Ironcast is a particularly good example of this genre. Despite any previous experience or prior preparation you never truly have the upper hand. And this is not entirely the doing of the random number generator, Ironcast is a very tough game indeed. Even a potentially simple confrontation or mission objective can turn on a dime for the worse. To make this struggle all the more significant, defeat will lead to permadeath. That's right it's back to the very beginning of the campaign at level 1! The feeling of losing over an hour and a half of successful campaign progress just before meeting with the final boss was a crushing blow I haven't felt since making it to the city of gold, then instantly meeting my death in Spelunky. This tension and feeling of utmost urgency that is war is truly captured in battles that often conclude so intensely that a missed attack or lack of much needed resource can spell disaster for either side.
After each campaign attempt you are awarded a number of commendation medals, based on experience points gained and bonus medals that may spawn on the puzzle grid during battle. These medals are used to purchase additional commanders and Ironcast models, as well as abilities and weapon/shield augmentations that are added to the level up pool. Also purchasable are health and experience boosters which if purchased early can make progression seem a little less like a grind. This feeling of growth can help to make crushing defeat feel just a tad less bitter as you push onwards, you’ll get ‘em next time.
My one real gripe with Ironcast is the lack of any other game mode. With only a campaign mode to keep (in my case) failing at. I'm stunned to see a game with such an impressive combat system go without a multiplayer verses mode that would make so much sense. A few other modes, for instance time attack, challenge, survival or practice with leaderboards for each would go a long way to provide a greater level of accessibility and replay value.
Without a doubt one of the most refreshingly unique titles I've played in recent years, Ironcast is an addictive and relentlessly challenging gaming experience. Accessible from the get go, yet fiendishly difficult to master. you may have just found your new obsession with this puzzle fighter that packs a hell of a punch.
The Christmas and new year season has passed. The larder has been restocked after it's savaging, and all around the world the familiar sounds of tightened waistlines and regretful moans of post festive coitus fatigue can be heard. After the dust of decadence has settled so begins the annual tradition of setting ambitious resolutions and giving them a good go for about a week... "New year new me" is the phrase, and it has become the bane of social media. Though I'm known for normally shunning these social phases there's something about the new year resolution sentiment I find personally endearing. I can't say why for sure. Maybe it's the appeal of setting a challenge, or perhaps the idea of self evaluation and positive goal setting. If a silly annual fad can encourage such a thing, even in the short term, it can't be all bad I say.
Last year was the closest I've ever come to successfully achieving my full set of new year resolutions. With only two sadly falling by the wayside. The first being an attempt to be far more active with Lucky Hit's social media. For instance starting and keeping up with this very blog. The second was a promise to do far more with my music. I have been inactive with music making for many years now and still aim to change that with fresh tracks for Lucky Hit and with a separate side project.
Resolutions I'm proud to think I had seen through included the usual "get fit" and "eat well" traditions. I have a long way to go to declare myself even remotely in shape but 2015 saw a huge reduction in takeaway consumption and lazy days. A decent fitness routine and drastic change in my diet took some going but it's still in effect, my weight is in a paced decline and I'm feeling all the better for it. In fact it was during this time I started a video blog series, "#murrymonday" in which I set myself fun video game themed fitness challenges. Though I'm ashamed to admit I failed to keep it going after only 2 episodes. I have made a resolution this year to re launch murry mondays, and this time to stick it out!
One more resolution of note was a vow to do away with my social media negativity. Friends and family will know that throughout the entirety of 2014 I went through what I can only describe as a social media breakdown. Practically not a day went by without a rant, a moan and in some cases an outright personal attack on peers. The pressures of becoming a father, moving home then full time house husband weighed heavily. And my response seemed to involve some heavy duty venting via the keyboard. A dark time indeed. Well I'm happy to report that in 2015 I made quite the change in that regard and can recall the moments of relapse occurring so infrequently that they can be counted on one hand with reduced digits.
So, I decided to carve in metaphorical stone a similar set of resolutions as the festive season concluded and the year was moments from turning. I'd like to share those with you as I've had a fun idea to include my first gaming related new year resolutions. That's right, this piece is about gaming after all!
I've been entertaining the idea of setting an annual gaming goal for quite a few years now. The idea is to complete 50 games I've never beaten before, or at least versions or ports of games I’ve never beaten before over the course of the year, and 20 of those games are to be a specific genre based on what I feel my gaming "curriculum vitae" has lacked throughout the years. Giving it some thought I decided to pick JRPGs. A genre I seem to have the greatest difficulty finishing. I still have access to many files on titles including Final Fantasy VIII, Grandia, Wild Arms and Phantasy Star II with progress made to the very latter chapters of the story. I'm hoping that by setting this goal I can give my discipline a much needed kick up the arse, and get through a nice chunk of my backlog while I'm at it.
Grandia and Wild Arms 3 are amongst the list of JRPGs I'm looking forward to ticking off the list of gaming conquests
My resolutions for 2016 in full:
- Continue to lose weight via exercise and sensible diet
- Become far more active via Lucky Hit's social media
- Make music again
- Relaunch #murrymondays. The weekly video game vblog
- Keep up with murry's gaming blog. Every Friday from the 29th of Jan
- Complete 50 unique games. At least 20 of which are JRPGs
I shall keep a running account of my progress through this revised gaming regime via this blog, amongst other articles, reviews and other general faff. With a fresh entry every Friday from now, I hope that you respective reader, will come along for the ride.