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So, Space Giraffe.
Space Giraffe is Minter's latest game, created in partnership with his Llamasoft colleague Ivan Zorzin. It was released this last Wednesday on the 360's Live Arcade download service for 400 points, which equates to about £3.20, I think.
Let me say that again. £3.20.
This is Space Giraffe.
If you own a 360, you already have access to an element of Space Giraffe. Stick a music CD in the drive. See the visualiser? That's Neon, the latest iteration of Minter's constantly evolving Virtual Light Machine project. A light synthesiser - the patterns throb, swell, adapt in time with whatever sound you've got them tied into. Neon's the base for SG.
Neon's lovely. Nobody ever talks about it. Millions of people own it.
Anyway, Space Giraffe. You can see the basics of Tempest in them there screenshots - there's a web, there are enemies travelling up the web, there's an evolution of the Claw. And yeah, you shoot stuff travelleing up the web.
What Minter's done with SG, though, is take that Tempest formula and mix in a load of high-level scoring techniques.
The first and most important is 'bulling' - physically barging enemies off the rim of the web. When you shoot an enemy, the web extends - if you look at that third screenshot down, you can see that the yellow lines marking out each lane only stretch out a small distance. Shoot an enemy and they'll stretch further. Don't shoot any enemies for a while and they'll retract right back. That's the Power Zone. When the PZ is extended, you can bull enemies on the rim of the web - knock into them - for big points and, if you kill a bunch of them in one run, a score multiplier. If you knock into an enemy when the PZ has retracted all the way back, you'll die.
Another scoring technique is playing tennis with enemy shots. Shoot an enemy bullet that's travelling up the web and it'll bounce back into the screen. Keep on bouncing them back and at the end of the level you'll collect them for extra points.
Those are the basics. You can fill the PZ with other methods - jumping fills it a little way, but unlike T2K you're now limited in the number of jumps you can perform by the number of powerup pods that you've collected. The Superzapper (now the Sheepiezapper) also refills it slightly, but you can only use that once per life per level.
But forget about that for now and just look at the thing. Just Like T2K at the time of its release, there's no other game that's ever looked like this. Because it's the sound-responsive VLM running the backgrounds, they pulse and explode in time with the music. Because the game runs off the 360's hard drive, you can put a music CD of your own choosing into the drive and watch as the game's visuals respond to it - so far, I've found that anything by Aphex Twin works perfectly, as does early, pre-advertising exec sell-out drum & bass. None of this is surprising, as Minter's an Aphex fan.
But that's not all that the visuals do. Certain enemies fuck your vision up big-time. There are these things called Feedback Monsters - shoot them and they throw the scene into a flourescent negative for a split second, which causes mayhem if you're taking out a load of them in a row. There are spinner... things, that force the web to spin around if you don't shoot them fast enough.
And even when you're not killing things, it can all go mental. An early level coats the graphics in a layer of sloppy jelly stuff, anything that moves leaving trails in it. One level in the mid-20s forces you to see it through a fish-eye lens effect, the ends of the straight web it contains zooming into your vision when you move to them, the centre doing the opposite. A level in the mid-50s that I reached last night screws with your perception, initially making you think that you Giraffe is now placed at the far end of the web and the enemies are moving down it, into the screen - you're not and they're not, but it takes a conscious effort of will to get your eyes and brain to accept that fact.
All of this has led to the game being slammed in certain quarters. See the comment in the abstract about very stupid people. Common complaints are "it gives me a headache" (I call bullshit on this as a stupid overstatement of fact, and Minter himself has responded to it rather brilliantly by linking, in one discussion, to this) and "I can't tell what's going on".
(And those are the more sensible of the complaints - one guy on the SHMUPS forum is a member of a closed development community message board, where other developers have apparently been coming out with classics like "I might play it if it got rid of the trippy shit and had silver metal enemies and bombs that looked like bombs and stuff" - really, what hope is there for this medium if these are the people shaping its future?)
The latter of those complaints is the interesting one, mainly because of the way that it's been handled by both Minter and Zorzin, and some of the comments from others involved with its development. On the Llamasoft blog, Minter quotes one of the testers:
If you move without seeing, you will die. If you see without listening, you will die. If you listen without feeling, you will die. Learning to see, listen & feel the game a player is rewarded with a very beautiful and special experience that we haven’t experienced in videogames for a long time; the whole of Space Giraffe is more than the sum of its parts.
The latest entry also points to this review. This is the important part, imo:
… yes, it’s often hard to see things. You’ll often get killed by bullets you couldn’t see through the flashing background colors, and sometimes you won’t even know where your Giraffe is. Usually that’s the sign of a bad game. This time, though, it is a major part of the point. As you proceed through the levels, the enemies not only get more numerous, faster, and more devious, but the game also pushes you deeper into the land of warped perception, and then demands that you see through that. Well, often you can’t. At first. And then you start to see the patterns, and then you break through, and then you are sailing through this batch of levels, dancing the whole time. This game is about expanding your perception. It demands that you learn to see. Most of the reviewers who gave the game low scores, I claim, were too closed-minded; they weren’t receptive to this kind of teaching, which the game is obviously telling you it wants to do, if you are quiet enough and listen.
"Learn to see". I love that idea. There are things that games can do, that they should do, that other media can't. One of those things is fuxx0ring your senses, then allowing you to learn how to use them in an entirely new and exciting way. If you want to get good at Space Giraffe, you need to see with your ears, hear with your eyes. That core idea is the perfect companion to the Virtual Light Machine, a bit of software that works as a visual representation of sound. It's an idea that I think any right-minded person, and certainly anybody who believes that Barbelith is for them, should be hugely excited by and interested in. It's also an idea that's as far-removed from the overwhelming majority of commercially-released videogames as it's possible to get. The more I think about it, the more convinced I am that Minter and Zorzin - and Zorzin's part in the development of Minter's ideas into fully-fledged psychedelic experiences can't be overstated - are true visionaries.
Which makes the general reception that the game's received enormously frustrating, if not exactly unexpected. The pair were surprisingly upbeat about it last week, probably because those who've *got* the game have totally got it, and have been pretty vocal in their support of it. Not vocal enough, mind, hence this thread.
Unfortunately, their posts to the YakYak forum today have expressed depression and exhaustion. A couple of bugs have come to light since release, the game's not sold particularly well, they apparently might have to put any bug fix through Mircosoft's certification process again and give MS some cash for the pleasure.
So basically, Barbelith, what I'm saying is that anybody here who owns a 360 has no excuse not to get this game. If you've not got a Gold Live membership, you can still go online with the console, grab a free Silver one - all it requires is a Hotmail account - and only pay the £3.20 for this one game.
£3.20. Quite frankly, I'll give up on this entire forum if there's no interest in this. You should be supporting small developers anyway, but you should definitely be supporting small developers who make games as exceptional, as imaginative, as far-sighted and as revolutionary as this one. It feels a bit like a tipping point, really - if Minter goes, who've we got left who has this kind of vision twinned with the ability to get it officially published on a popular format? Nobody.
Decent recent interview
As far as I'm concerned, this is the best game on the console. |
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