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Mika Hirvonen
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Mika Hirvonen

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Star Trek Beyond managed to even fit Beastie Boys and the motorcycle into the plot. It wasn't bad, but I am a bit tired of the villain stumbling out of the ship for a final fist fight.
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Brenda Holloway's profile photoMika Hirvonen's profile photoMichael Birke's profile photo
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Yup, great chemistry between the actors/crew. Also some really good action sequences and witty dialogue. Just zero sense made Krall's motivations and the whole stuff related to it.

My main complaint was that the early scenes were a bit too dark, but maybe it was the cinema. They were also fast and too blurry at times, and that can be blamed on filming with 24 fps instead of 48. With that, they would have been a lot better.
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Mika Hirvonen

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Lucky's Tale seems to be a spiritual sequel to Crash Bandicoot. You control a cute little fox that has a spin attack and can stomp on enemies and ubiquitous wooden crates. However, the target audience seems to be five years younger than Crash's, and you'd be wrong to think that VR would make 3D platforming easier. Estimating a hovering object's position is still tricky, which means that drop shadows are still your best visual cue on whether your jump is aligned with the object. Also, the camera movement is too lazy to my liking. The game is made with the assumption that you'll just plow through the levels, so when you try to backtrack, you really can't see where Lucky is going, especially if Lucky catches up with the camera.
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Mika Hirvonen

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Speaking of Robot Wars..
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Mika Hirvonen

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Now that I'm past rank 5 in #evevalkyrie, a lot of the game has opened up. I did get the heavy fighters before, but I really didn't try them out before I got enough money for a second launch tube slot. I also tried the support fighters.

The default Heavy, the Spectre, is basically a tank. It can take a lot of damage, annoys people with it's flak cannon and is about as maneuverable as a brick. Which is why none of it's abilities require facing the enemy. The main flak cannon works as expected: You shoot in the general direction of the enemy and the shot will explode when it's close enough. It isn't particularly lethal, but it gets you a lot of assists, especially when enemies get tunnel vision and focus on your teammates. For defense, the Spectre has a shield bubble, which is particularly useful when your own carrier is being shot; Just place yourself in front of the weak points, activate the shield and fire away. The last special ability is the microwarpdrive. While the Spectre also has the standard afterburner, it's effect is barely noticeable. The microwarpdrive complements this by getting you in and out of combat at a breakneck pace, but your already low agility suffers even more, you have to charge it up, you can't use it near objects and dropping out of microwarp at your destination is trickier than expected.

The default support fighter is the Banshee. It's fast, agile and fragile. You have a headtracked healing beam and a charge-up, auto-aimed laser. You do need to keep the enemy within view and you won't solo enemy squadrons, so it's more like an emergency weapon. Finally, it has a sabotage bot minefield as it's special ability. I think I used the first five minutes of a fight healing enemies and lasering friendlies instead of the other way around.

With rank 5, the Carrier Assault game mode opened up too. Most of the time in the match is spent fighting over three control points. You fly in there, drop a capture drone and then shoot down enemies trying to drop their own drones and shoot yours. If you have the majority of the control points for a while, the enemy carrier's shield goes down. Now you can shoot weak points scattered around the ship until it's hitpoints are depleted. I must admit that I didn't see anyone flying into the carrier, but then again I had enough trouble trying to find the weak points in the first place. The Spectre works quite well in offense too, because you can keep the extra damage from the enemy turrets manageable with your shield, and you can shoot the weak points even though you're not flying directly at them. But it's still easy to lose your bearings flying around the carrier, and you don't have that much time to do damage.
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Michael Birke's profile photoMika Hirvonen's profile photo
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I think Steam VR allows you to enable a debug mode where the visor image is replicated on the screen. But because that includes the entire visual area, it's always distorted.
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Mika Hirvonen

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It feels odd to post about #evevalkyrie without screenshots, but I don't know whether anything can capture screenshots from a VR game, let alone whether they'd be any good in 2D. But here goes..

I don't know whether the matchmaking works correctly or whether the game's filling out matches with AI pilots, but it's really odd that most of the games I've played so far have been pretty lopsided. I mean that my win/loss ratio is probably still 50%, but on each side one pilot is usually responsible for the majority of the kills. Maybe most of the players are still too disoriented to fight back? I've seen several pilots whose idea of defensive flying is to turn the afterburner on and fly as fast as possible away from the battle in a straight line. Or maybe they just had enough and I'm padding my kill count with people who don't even have their headset on anymore?

One explanation could be the starter craft, the Wraith. If majority of the shots hit, a full burst from the main guns is enough to kill an another Wraith. So if you're not already flying erratically, an ace can end the fight as soon as it starts. But on the other hand, the lock-on missile swarm seems to be pretty underpowered, and I doubt that the swarm can even keep up with a Wraith flying away with the afterburner on. I don't think I've scored a single kill with the missiles outside of the tutorial. Or maybe I'm just shooting down my own missiles instead of waiting for them to hit.

I also haven't figured out the customization/crafting system yet. Apparently you can buy small stat increases for your ship, special abilities, decals, launch tubes for in-battle craft switches, skins and even cockpits. But the problem is that I'm still space poor, especially after I accidentally bought a skin for the Spectre instead of the Wraith that I usually use. It doesn't help that there is a dual currency system. You get silver for playing the game, and gold needs to be bought with real currency. But some items require both?


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Michael Birke's profile photoMika Hirvonen's profile photo
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There aren't as much stats available as in Planetside, but apparently my kill/death ratio is 14 (!), and I'm a total newbie myself.
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Mika Hirvonen

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The main cast in Preacher is finally getting to the same page, even if they have to be dragged there, kicking and screaming.
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Mika Hirvonen

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I guess this doesn't qualify as first impressions anymore, but here goes.

Because I already had a chance to verify my system's compatibility with the Oculus Rift, the setup was mostly uneventful. The only hitch was that damn circuit-breaking plastic strap on the remote. The cover on the battery compartment is so snug that I managed to stretch the plastic strap to thrice it's usual length without dislodging it. Apparently a sharp yank with pliers works better than continous force, but just to be sure, I tried to open the battery cover just to make sure that there weren't any leftovers. Which was just an another hurdle. Unlike with your usual TV remote battery covers, there isn't just one place where you have to press to get it to move; There are multiple "teeth" in there and pretty much no empty space. So the best method seems to be to place the remote on your hand, button-side down and with the wrist strap facing away from you. Then press your hands together just enough so your hands don't slide and push your other hand towards the wrist strap.

Also, never underestimate how big of a difference fitting the Rift itself makes. If you fit it incorrectly, it will either sag or press against the bones around your eyes. And you will strain your eyes if the lenses are placed even a bit off your focal point. Or if the distance between the lenses doesn't match your eyes.

A lot of the demo apps and games either rely on you being stationary, use some kind of a teleportation mechanic or barely allow you to walk a few steps. And even though I thought I handled Elite: Dangerous and Eve: Valkyrie just fine, (virtually) walking even a little bit in VR Mark made me feel a bit sick.
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Michael Birke's profile photoMika Hirvonen's profile photo
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+Michael Birke It arrived yesterday. Some Brits have reported that they got shipping notifications on the same day that they ordered, so I guess the backlog has been dealt with.
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Mika Hirvonen

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Withdrawal is definitely setting in.
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Derrick Whittet (Wintersdark)'s profile photoLatin Butterfly's profile photo
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Awesome indeed. I can't wait for next season. Great show. 👍
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Mika Hirvonen

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#evevalkyrie did change quite a bit after all ship classes and game modes were unlocked. It does seem like sub-rank 5 matchmaking was really about newbies. At rank 10, I've started seeing pilots who farm me as easily as I did farm others prior to rank 5. My K/D ratio has plateaued to a more plausible 2.31. It could probably be higher if I didn't keep trying out ships that I'm horrible with.

I have tried to make the Spectre work, but really is a sluggish ship and not designed for occasions where you have to maneuver quickly, like in carrier assault. In addition, it's afterburner is very capacitor-hungry, doesn't provide much of a speed boost and the flak cannon barely tickles enemies at close range. So the only viable method of re-positioning is the microwarpdrive, and if it disengages at a bad spot, you'll miss the fight.

I did also unlock a new fighter, but I think I prefer the default Wraith. The Dominator has the same firepower as the Wraith on paper, but that only applies to continuous fire. In a dogfight, you can usually maintain a firing angle only for a moment or two, so the burst damage of the Wraith seems to work with me better than steady DPS.


I also got a blue paint job and a Gallente cockpit for my Wraith. Not that anyone else will see them; You do mostly fight flyspecks and only to top players' are highlighted in the scoreboard.
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Michael Birke's profile photocarlos david gavillan's profile photoMika Hirvonen's profile photo
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The ships do move, but the only place where you see ship-to-ship combat is the sole single player scenario that was in the trailer. And even that is fully choreographed; The Avatar's doomsday device ends the fight every time.
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Mika Hirvonen

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I admit that I was a bit skeptical about Inside at first. Limbo was okay and had a nice animation system, and Inside seemed to be more about the same. Except that while Limbo's monochrome was pretty legible, Inside was aggravatingly dark with the recommended settings.

But they do improve on Limbo. There is a story about slavery and body horror in there, and unlike in Limbo, not quite everything and everyone wants to kill you. You do gain companions to be used to make a way forward for you. And this is where the animation system starts to pay dividends. Like Limbo, there are only two actions: Grab and jump. But now your companions will assist you. Want to move something heavy? They'll grab it too from whatever angle they can and help move it. Want to reach something high up? They'll toss you up. And none of it was made with canned animations. It's the closest a game has gotten to "do what I mean" button so far. And then there's the finale, where the story and the animation system seamlessly create an experience I'm not going to spoil.
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Mika Hirvonen

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One of the PS+ games that I've downloaded yet never played is Furi. You're a brooding prettyboy antihero in an unspecified high-tech world and you walk from boss arena to boss arena. And as far as I can tell, that's pretty much it.

Since the story is so barebones, the game lives or dies by it's gameplay. I think it's supposed to be as unforgiving as Dark Souls, because the bosses do a massive amount of damage, but I just found the controls so imprecise. You have a peashooter for long-range combat.. which you have to aim manually in the huge arenas. And you have a sword.. that sometimes fails to lock on to the enemy. And unlike you, the enemy seems to be able to cancel attacks at will and vary timing in melee combos. I'm sure someone out there likes this, but it sure isn't for me.
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Brenda Holloway's profile photoMika Hirvonen's profile photoMichael Birke's profile photoAndy Lewis's profile photo
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I enjoyed it a little but deleted it after a few hours of failing to beat that second boss.
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Mika Hirvonen

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Finnish TV only showed the British Robot Wars, so starting a match without the Activate! command was a definite minus. But while Robot Wars may have had more character, the Battlebots weaponry is certainly way more destructive.
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Derrick Whittet (Wintersdark)'s profile photoMika Hirvonen's profile photo
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When the robots actually had weapons, they mostly focused on flippers. But most of the time they were wedges or even just pushers. Which is why robots like Hypnodisc (horizontal spinner) and Razer (hydraulic beak) were so dominating in Robot Wars.
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Mika's Collections
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5 reviews
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Kaksi suurta salia on varattu efektipläjäyksille ja muille suuren budjetin leffoille, ja neljässä pienemmässä salissa pyöritetään tarpeeksi pienemmänkin profiilin elokuvia.
Atmosphere: Very GoodDecor: Very GoodService: Very Good
Public - 4 years ago
reviewed 4 years ago