People who've bought it. If you just download the demo your scores don't end up on any leaderboards.Alarm wrote:Does that figure include people who downloaded the demo, or just folk who bought the game (I don't know if demo games usually go on a leaderboard).
The definitive Space Giraffe thread
Downloaded & bought ... only got a limited time to play (got to go to work now, but the bank holiday will give me time to learn to play it properly).
I have only had 4 games & its already got its hooks into me ... there is plenty learn, but it looks like the balance is right for the novice to pick up & play, & for the experts to squeeze the balls out of it.
I have only had 4 games & its already got its hooks into me ... there is plenty learn, but it looks like the balance is right for the novice to pick up & play, & for the experts to squeeze the balls out of it.
I may have no control over the length of my life, but the depth & width is entirely up to me.
TeamXbox gave it a 4.3 / 10.0
http://reviews.teamxbox.com/xbox-360/13 ... iraffe/p1/
The reviewer wrote the piece based upon his own enjoyment of the game, rather than on the merits of it actually being any good or not.
It sounds like this game is going to get extreme reviews. Those who absolutely love it, and those who absolutely don't. That's probably because, like Chess, it's a game that requires time to master.
http://reviews.teamxbox.com/xbox-360/13 ... iraffe/p1/
The reviewer wrote the piece based upon his own enjoyment of the game, rather than on the merits of it actually being any good or not.
It sounds like this game is going to get extreme reviews. Those who absolutely love it, and those who absolutely don't. That's probably because, like Chess, it's a game that requires time to master.
Same here, it gives me the same feeling as when I played Guitar Hero the first time a couple of weeks back, playing a tune on medium looked almost impossible, easy was hard enough. Now watching someone play it on easy looks like they're having trouble operating a touch tone telephone. You just know that in a week or so the score you're getting now will look pitiful.Bod wrote: its already got its hooks into me ... there is plenty learn, but it looks like the balance is right for the novice to pick up & play, & for the experts to squeeze the balls out of it.
[/lurk]
Bought it this morning, but only had time to play the first tutorial level
Looked stonking, loved the way everything seemed to react to everything else. Seemed like a ton of fun too. Between SG and Bioshock, my first week as a 360 owner is looking pretty damn golden.
[lurk]
Bought it this morning, but only had time to play the first tutorial level
Looked stonking, loved the way everything seemed to react to everything else. Seemed like a ton of fun too. Between SG and Bioshock, my first week as a 360 owner is looking pretty damn golden.
[lurk]
"Ah, good taste! What a dreadful thing! Taste is the enemy of creativeness", Pablo Picasso
Just played this for hours and am enjoying it. I think its a really beautiful and unique looking game (so so much better than the videos on the internet make it look), but the tutorial and instructions suck.
Its really old skool in that respect - lacks the kind of EA or Nintendo hand-holding and guidance which means a lot of people will just give up on it.
There are definitely some flaws though. Here are some random thoughts on it (intended as constructive criticism):
- A lot of times you die without knowing what killed you - usually because there is so much going on screen at the time. A little zoomed-in replay that showed you exactly what killed you would have been good.
- Proper tutorial please! Perhaps intersperse tutorial levels in the game. Identify all the different aspects on the screen (eg lives, multiplier gauge).
- Whats a powerzone? In the tutorial level there is a nice big POWER ZONE sign that flashes up, but no such thing in the game. What are the cues to let me know I am in the POWERZONE?
- I still dont know what a hoof shot is... will try fiddling with the second analogue stick the next time I play.
Maybe a load of stuff will be explained on the website and the forum, but really it should all be in the game. I think in a lot of ways the lack of instructions/better tutorial let the game down - I can tell there is some great stuff in there, I just dont understand how to get to it.
Despite these flaws, I really enjoy playing it. A lot of it I think is to do with the trippy gfx, sound and music - Space Giraffe is just a really nice space to visit. Also really like the quirky British messages in the game - definitely a game that has character.
But hey, I bought it very quickly after trying the demo. I think a bit more polish on the front end/instructions kind of stuff would have really made the game a lot more accessible to people and got llamasoft a lot more sales.
Its really old skool in that respect - lacks the kind of EA or Nintendo hand-holding and guidance which means a lot of people will just give up on it.
There are definitely some flaws though. Here are some random thoughts on it (intended as constructive criticism):
- A lot of times you die without knowing what killed you - usually because there is so much going on screen at the time. A little zoomed-in replay that showed you exactly what killed you would have been good.
- Proper tutorial please! Perhaps intersperse tutorial levels in the game. Identify all the different aspects on the screen (eg lives, multiplier gauge).
- Whats a powerzone? In the tutorial level there is a nice big POWER ZONE sign that flashes up, but no such thing in the game. What are the cues to let me know I am in the POWERZONE?
- I still dont know what a hoof shot is... will try fiddling with the second analogue stick the next time I play.
Maybe a load of stuff will be explained on the website and the forum, but really it should all be in the game. I think in a lot of ways the lack of instructions/better tutorial let the game down - I can tell there is some great stuff in there, I just dont understand how to get to it.
Despite these flaws, I really enjoy playing it. A lot of it I think is to do with the trippy gfx, sound and music - Space Giraffe is just a really nice space to visit. Also really like the quirky British messages in the game - definitely a game that has character.
But hey, I bought it very quickly after trying the demo. I think a bit more polish on the front end/instructions kind of stuff would have really made the game a lot more accessible to people and got llamasoft a lot more sales.
I didn't get this either first time through the tutorial (and to be honest not really paying attention). BUT after playing the main game for a few times and not getting bulling, did the tutorial again and really paid attention that time and it does explain it very well.Kenshi wrote: - Whats a powerzone? In the tutorial level there is a nice big POWER ZONE sign that flashes up, but no such thing in the game. What are the cues to let me know I am in the POWERZONE?
So erm possibly one of the few games where its worth doing the tutorial several times and paying attention.
Makes a lot of sense when you get it
Back home from work, now downloading.
Many grats Yak and Giles.

Many grats Yak and Giles.
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As someone with only one working ear (and that one working ear isn't at 100% itself), I do struggle on games that use audio cues, especially when stereo is involved. How clear are the audio cues in SG?disciple wrote:Rev Stu says :- Audio cues are significantly improved from Tempest 3000, which is just as well given how vital they are. Deaf people have absolutely no chance in Space Giraffe.
(haven't played or seen the game in action, not getting an Xbox until the weekend)
The thing is, *should* everything be explicitly stated and handheld-through in the instructions? Back in the day part of mastering a game was learning all the little nuances and scoring opportunities by actually playing it and observing what happened. You might have some hints on the cabinet and a simple demo mode but such things almost never gave away the secrets of mastery.
SG is an *arcade game*, designed like the old arcade games and designed to be played and discovered just like those old games were. Must the game explain every last little thing in tutorial, blatantly and obviously, like the American version of Red Dwarf does with the jokes? Isn't it OK to actually let the players experience the thing and learn from it through actually playing than by compulsory exposition?
SG is an *arcade game*, designed like the old arcade games and designed to be played and discovered just like those old games were. Must the game explain every last little thing in tutorial, blatantly and obviously, like the American version of Red Dwarf does with the jokes? Isn't it OK to actually let the players experience the thing and learn from it through actually playing than by compulsory exposition?
Justified and Ancient.
The sudio isn't stereo-positioned so you'll be fine. It's what the moise is rather than where it is that's significant.nige wrote:As someone with only one working ear (and that one working ear isn't at 100% itself), I do struggle on games that use audio cues, especially when stereo is involved. How clear are the audio cues in SG?disciple wrote:Rev Stu says :- Audio cues are significantly improved from Tempest 3000, which is just as well given how vital they are. Deaf people have absolutely no chance in Space Giraffe.
(haven't played or seen the game in action, not getting an Xbox until the weekend)
Justified and Ancient.
Loud and high-pitched. Learn them from the tutorial and you'll be good to go.nige wrote:As someone with only one working ear (and that one working ear isn't at 100% itself), I do struggle on games that use audio cues, especially when stereo is involved. How clear are the audio cues in SG?
(haven't played or seen the game in action, not getting an Xbox until the weekend)
You can adjust the volume of the SFX and the Music separately. That'll make them sound more apparent. I don't think you need to play it in "Stereo" to hear them - they come out of all channels on my sound system.
I dunno, the tutorial can give you a good idea what to do without you necessarily being able to do it perfectly. Better to entertain more people a bit less than fewer people a bit more, I'd have said - not least cos it's more cash in the bank, of course - but it's your gameYak wrote:The thing is, *should* everything be explicitly stated and handheld-through in the instructions? Back in the day part of mastering a game was learning all the little nuances and scoring opportunities by actually playing it and observing what happened. You might have some hints on the cabinet and a simple demo mode but such things almost never gave away the secrets of mastery.
SG is an *arcade game*, designed like the old arcade games and designed to be played and discovered just like those old games were. Must the game explain every last little thing in tutorial, blatantly and obviously, like the American version of Red Dwarf does with the jokes? Isn't it OK to actually let the players experience the thing and learn from it through actually playing than by compulsory exposition?





