Eurogamer.net review: 6/10 and 8/10

XBLA and PC.
User avatar
RageMatrix
Baaaaaaa!
Baaaaaaa!
Posts: 5515
Joined: Fri May 10, 2002 12:52 pm 0
XBL Gamertag: Jon256
Location: East Sussex

Eurogamer.net review: 6/10 and 8/10

Post by RageMatrix »

http://www.eurogamer.net/article.php?ar ... 010&page=1

Review 1 (6/10)
The Good
But, if the only reason to not get on with Space Giraffe was its vertical learning curve and in-the-zone superhuman skills, that'd be fine. We've absolutely no issue with games like that - you just have to practise, practise, and practise some more until you stop sucking. We grew up with these games, at a time when they were the norm, if anything, and still appreciate the purity they can offer that's so unlike the mainstream offerings out there today.

In fact, there's a lot we liked about Space Giraffe - the otherworldly sound of a girl speaking numbers in Welsh is possibly the most inspired menu accompaniment ever, and some of the game's humorous references leave you with a big grin on your face for the first few goes. Odd references to everything from J Allard to the KLF and the beloved Commodore 64 remind you that only Llamasoft could have ever made a game so god damned off the wall. The fact that games like this can even get made these days is cause for celebration, and we can't help but want to give Microsoft credit for making it possible. No-one else would have.

The Bad
The main problem with extracting enjoyment out of Space Giraffe is a lot simpler than that: it's more to do with its determination to obscure the playfield with Minters' beloved Neon light visualisation than any fundamental flaw in the gameplay mechanics. As painful as it might be for the vocal band of hardcore followers to admit, the psychedelic backdrops do absolutely nothing but provide a hindrance when playing the game. If I want to see the screen melting gently in a rainbow swirl to the sound of hypnotic electronica, I'll ingest some psychotropic substance of choice, pop the appropriate mindbending playlist on the 360, have some friends over and giggle like six year-olds until the sun rises. Trying to play a progressive take on Tempest with all that going on in the background is, at best, far out maaaan, and at worst, just a monumental annoyance as a muddled mess of indistinct enemies blur into a swirling vortex of colour. So much of the time you're dying because, well, you can't tell what the yak is going on. If your eyes can adjust to the splodgenessabounds, then well done you, but you're in a minority.

All of which leads me to the conclusion that Space Giraffe is a tragically wasted opportunity on so many levels. The expectation was there, and the time was right for Jeff Minter and co. to show the world the kind of rare talent that have been missed for so long. Yet what they've delivered feels wilfully, almost criminally self-indulgent to the point that even the most ardent hardcore shooter fans will question some of the design decisions. Even if you make allowances for the game's exceptionally niche appeal, Space Giraffe misses the mark for the simple reason that it's too busy projectile vomiting colour over the indistinct enemies to let players get on and enjoy what might have been an intelligent progression of an all-time classic. As many exasperated Londoners might be exclaiming at this point, you're 'avin a giraffe, Jeff.
Review 2 (8/10)
The Good
There's a sense that you're not just fighting enemies here; you're actively nurturing a play area, attempting to set up the conditions for the best score possible. Simply shooting everything is a tactic that stops working early in the game; as you progress, you're expected to take a holistic approach that "gardens" the playing grid until the time is right to bull a large number of enemies off at once.

That, for me at least, is what makes Space Giraffe extraordinary. I'll admit it up front - I don't have the reactions required for twitch shooters any more, much as I love the genre, but Space Giraffe actually offers something vastly more strategic and cerebral than most other shooters. It's hidden away under a thick layer of eye-blasting visuals, silly humour and fast-paced action, but it's there and it's utterly compelling.

It's not like the backdrops just sit there and look pretty, either. They are a core element of the game to a large extent, and deliberately or not, Space Giraffe is a remarkably successful experiment on human perception. The light synth confuses our visual input, in effect; it makes visual feedback useful only in a general sense, obscuring the fine but vital details like bullets.

Instead, you're forced to rely on auditory feedback for those game systems - the unique audio cues which Space Giraffe uses for every event in the game. Shooting bullets and flowers, and listening for the resulting sounds, builds up a map of what's happening, even when a flare from the light-synth is obscuring reliable visual information. For some players, this will be incredibly frustrating; for others, however, the moment when this mechanism clicks in your head is an eye-opener, a revelatory unveiling of a whole new level to the game.

The Bad
Ah, yes - the eye-blasting visuals. A common and perfectly understandable complaint about Space Giraffe is that you can't see what's going on due to Minter's inclusion of light synth backdrops, which plaster your screen with bright plasma effects that do frequently obscure important gameplay elements like enemy bullets or flower stems.

It's a legitimate complaint - but once again, I find myself remembering standing over my kitchen sink gagging on the taste of a condiment my flatmate can happily munch down by the teaspoonful. To me, the light-synth backdrops are a major part of the appeal of Space Giraffe; a kind of trippy, ecstatic visual that plays with your perception and draws you deeply into the experience of the game.
XBox Gamertag: Jon256
Wii Code: 4849 1090 9042 6725
"Wrapped in metal, wrapped in ivy"
The Official UNIX/Linux Thread
sWozzi3
Posts: 24
Joined: Wed Aug 22, 2007 11:41 pm 0

Post by sWozzi3 »

"the otherworldly sound of a girl speaking numbers in Welsh is possibly the most inspired menu accompaniment ever..."

What about the Welsh gamers? I am sure that a menu in which some girl says "one, nine, seven" all day is far from inspiring :)

"psychedelic backdrops do absolutely nothing but provide a hindrance when playing the game"

I don't see the backdrop as the cause of visibility issues, it's a backdrop ie everything else is on top of it not obscured by it.

"Simply shooting everything is a tactic that stops working early in the game"

Hmm, shooting everything works throughout the entire game and makes the game relatively easy, relative to trying to bull as much as possible anyway, yeah your score will be rubbish but it still works

Oh and this reviewer needs to lose the thesaurus.
User avatar
shock combo
Baaa!
Baaa!
Posts: 278
Joined: Sat Sep 01, 2007 1:50 am 0
Location: Leamington Spa

Post by shock combo »

will you last more than 20 seconds listening to the biggest loser ever
http://uk.youtube.com/watch?v=IFDkz0X3tFY
(space giraffe related apparently)
for mash get smash
User avatar
fog
Baaaaaaa!
Baaaaaaa!
Posts: 6022
Joined: Sun Jan 30, 2005 1:08 pm 0
XBL Gamertag: Dense Fog
PSN: DenseFog
Location: Newcastle, England
Contact:

Post by fog »

shock combo wrote:will you last more than 20 seconds listening to the biggest loser ever
http://uk.youtube.com/watch?v=IFDkz0X3tFY
(space giraffe related apparently)
Coming from someone capable of posting this I'll take the fact he doesn't like SG as a recommendation.
User avatar
aureole
Baaaaaaa!
Baaaaaaa!
Posts: 7150
Joined: Fri May 24, 2002 12:35 pm 0

Post by aureole »

He looks like Sylar after a few too many pies.
User avatar
Jedburgh
Baaaaaaa!
Baaaaaaa!
Posts: 5904
Joined: Mon Apr 22, 2002 5:50 pm 0
Yahoo Messenger: dariusjedburgh23
Location: Uncanny Valley

Post by Jedburgh »

aureole wrote:He looks like Sylar after a few too many brains.
Fixed that for you.
Jedburgh

It's all about trying to work out what the fuck is going on.
User avatar
gravy
Sheepie Whore
Sheepie Whore
Posts: 19572
Joined: Wed May 01, 2002 1:28 pm 0
Location: The Other Place

Post by gravy »

Sylar? Bingo from the Banana Splits


Image
User avatar
shock combo
Baaa!
Baaa!
Posts: 278
Joined: Sat Sep 01, 2007 1:50 am 0
Location: Leamington Spa

Post by shock combo »

gravy wrote:Sylar? Bingo from the Banana Splits


Image
sylar out of heroes
Image
couldnt find a pic of that guy so i improvised
Image
for mash get smash
User avatar
choddo
Baaa!
Baaa!
Posts: 208
Joined: Thu Aug 01, 2002 6:24 pm 0

Post by choddo »

Please don't post pics of Sylar. I'm going to have nightmares now
User avatar
Kenz
Baaa!
Baaa!
Posts: 425
Joined: Thu Feb 03, 2005 2:19 pm 0
Location: Up on them thar Malvern hills
Contact:

Post by Kenz »

That's my new avatar sorted then ... !

Image

Which kinda reminds me of ...

Image
http://www.binaryzone.org/retrostore/ - Brand New Binary Zone Retro Store NOW ONLINE!
http://www.psytronik.net - New software releases for classic computers!
User avatar
Harlequin
Baaaaaaa!
Baaaaaaa!
Posts: 6505
Joined: Wed Jun 05, 2002 4:19 am 0
Location: London, directly above the centre of the Earth.

Post by Harlequin »

But he compared SG to a video of a horse being wanked off.

Oddly, however, he seemed to think that was a bad thing.

Weirdo.
Emoticon and contraction free since... quite a while ago.
User avatar
Kamineko
Baaaaaaa!
Baaaaaaa!
Posts: 7569
Joined: Fri Dec 17, 2004 2:53 pm 0
Contact:

Post by Kamineko »

I don't see the backdrop as the cause of visibility issues, it's a backdrop ie everything else is on top of it not obscured by it.
If the foreground items were opaque then that would make sense, but they're not.
User avatar
benedictw
Baaaaaaa!
Baaaaaaa!
Posts: 6012
Joined: Thu Mar 25, 2004 3:44 pm 0
XBL Gamertag: CoderBen
Location: Poole, UK
Contact:

Post by benedictw »

http://www.thestar.com/entertainment/Ga ... cle/258810

And another review
After many deaths, we begin to learn how to detect nearby ants not by sight but by the sound they make when our fire hits them. We learn to swim in a soup of sensory overload and we learn to love it. We learn that the word "Congraturations" is funny the first time it appears on the screen and hilarious the 60th. We wish the bald floating head of a Microsoft executive, which figures prominently in the first level, would make more appearances. We wonder what to make of the whole thing.
Gamertag\PSN: CoderBen
User avatar
Rod_S
Sheepie Whore
Sheepie Whore
Posts: 13474
Joined: Thu Jan 23, 2003 10:18 pm 0
Location: Badsville
Contact:

Post by Rod_S »

Eurogamer raised a good point about the English humour that's shot through Space Giraffe, it's very unique and full of character in that regard and has a personality all of its own that really separates it from other games. Humour in games rarely works, but SG succeeds because it's natural and doesn't feel deliberately forced or like it's trying to hard. It's one of the areas that makes SG truly feel like an indie game with its own whacked out personality that couldn't have been designed by a mainstream developer.

It's inherently silly - the sneezing, 'phones ringing, forum references, farting, some of the level names, etc, but has a maturity and confidence all of its own that you just don't get anywhere else. Everything from Ealing comedy to Pink Floyd is in there and has informed the tone of voice. Even on Live Arcade Space Giraffe seems like it was genuinely beamed in from another cosmos, and makes games like Geometry Wars feel kinda corporate and safe.

Love it!
ukslim
Posts: 18
Joined: Thu Aug 23, 2007 1:20 pm 0

Post by ukslim »

sWozzi3 wrote:
What about the Welsh gamers? I am sure that a menu in which some girl says "one, nine, seven" all day is far from inspiring :)
Ever listened in on a Numbers Station?

http://numberstations.co.uk/

Spooky version of The Lincolnshire Poacher in the next game, please Yak!
Post Reply