WHY THE
LONG FACE?
The rights and wrongs of Space Giraffe
Making the same two or three
videogames over and over again for 20-odd years can lead developers
in one of two directions. (Actually, three if you count the Metal
Slug option of "make every game exactly the same as the last one".
Or four if you go the Frogger route of simply whoring out your brand
IP to anyone who gives you a cheque. But for the sake of this
particular argument, we'll stick to the main two.) Choose the easier
of the two paths and your games will constantly reach out to an
ever-widening audience, innovating and developing the gameplay while
still remaining accessible to the uninitiated - or even, in an ideal
world, getting MORE accessible and popular with each successive
release.
Indeed, sometimes it's even possible
to make things almost TOO accessible, as in the case of the
Burnout
series. Criterion's high-octane racing line has evolved into
something that's barely recognisable from the debut title (which,
implausible as it might seem to anyone who's played the more recent
versions, was actually about AVOIDING collisions), and
been dumbed down so much along the way that a one-armed gorilla
could clear about 60% of it just by being trained to keep his big
hairy hand gripped around the accelerator trigger.
Not unrelatedly, each new Burnout
sells more than the last. But if you're concerned with things more
important than mere money-grubbing, taking the conceptual high
ground in the name of art is fraught with danger too. In that
scenario, you can all too easily end up with something like the
Street Fighter or Virtua Fighter series, endlessly refined and
tweaked for the benefit of insanely hardcore fans until you get a
game so spectacularly impenetrable to unsuspecting newcomers that
the instructions might as well be written in ancient Phoenician,
full of absurd nonsense about "Z-ism" and reversed air
counter-tackle returning stumble throw blocks, until normal people
run away crying and you're left with an audience of about nine
completely socially-dysfunctional autistic savants in Tokyo.
Most of the screenshots which will appear in
this feature are hugely misleading.
Trying to reconcile the conflicting
demands of the iterative sequel, then, is a difficult task, and
nobody embodies the challenges of this very particular situation
better than goat-loving 80s bedroom-coding poster-hippy Jeff Minter. Pretty much
everything the one-man Llamasoft developer has created since 1990
has been a variant of either Defender, Centipede or Tempest, and
it's a gameography which, as alert WoS viewers will already be well
aware, spans the fullest possible spectrum of success and failure. At one end sit stunning triumphs like the magnificent
Tempest 2000 and the superb
independent release
Gridrunner++,
while at the other lurk wretched atrocities like
Defender 2000 and
Tempest 3000.
Even within the confines of a single
design, therefore, we've seen that it's possible for the same person
to get the formula both spectacularly right and hideously wrong. So
when it was announced a year or so ago that Llamasoft was to produce
"Space Giraffe", another new take on Tempest for Xbox Live Arcade,
fans of the super-intense single-screen shooter series tried to calm their
racing heartbeats and held their breath to see which way the space
cookie would crumble. And any minute now, impatient viewers will be
relieved to hear, we're going to get to the end of this
seemingly-unnecessary preamble and find out.
These first two, for example, suggest a
relatively easy-to-discern Tempesty game field.
Right off the bat, though, the game
appears to throw a spaniel into the works by announcing in the very
first line of its play instructions that "Space Giraffe is not
Tempest!", and spends much of manual emphasising the various
differences between the two superficially similar games. There are
in fact just two major fundamental changes to the Tempest gameplay
model, but they're both highly significant. The first one -
directional firing - alters the basic nature of Tempest, by removing
all meaning from the grid lines that separate each level's web into
channels. Once dividing the playfield into discrete segments which
most enemies and all bullets were unable to traverse, the channels
are now mere decoration. Both the player and his enemies can shoot
diagonally across the channels as well as directly down them, and
almost every protagonist can and does move freely across the web.
If Space Giraffe really wanted to set
itself free from the shackles of Tempest comparisons, it would have
done well to dispense with the grid lines, and the only purpose of
leaving them in seems to have been to draw in fans of the existing
titles who might be more wary of a totally unfamiliar design.
However, the other big gameplay change does perform the task which
the graphic design shirks, and turns SG into something with a very
distinct feel of its own by dispensing with the central danger
mechanic of every previous Tempest game.
Since Dave Theurer's original 1980
arcade machine, the biggest threat to the Tempest player has been
enemies who ascend to the outer rim of the web, and by doing so
become practically invulnerable. With no means of shooting to the
side, the player was reduced to last-resort measures like firing his
Superzapper smart bomb or (in the case of T2K), scrambling to
collect the "jump" powerup on each stage and then spending most of
the level pogoing like a punk rock jack-in-the-box to stay away from
rim-riding baddies, missing out on valuable powerups in the process
and turning the game into a bit of a lottery. Tempest 3000's
partially-homing shots were a badly flawed attempt at keeping things
more sensible when enemies reached the upper edge of the grid, but
Space Giraffe finally gets it right.
Static images, however, do a very poor job of
conveying how chaotic the game looks in play.
As you shoot things in Space Giraffe,
you extend your "Power Zone", a brighter area of the web which
extends from the player's edge of the grid down towards the bottom,
and shrinks back towards the player when no enemies are being
destroyed or power-ups collected. As long as the Power Zone is
greater than zero, almost every type of enemy can be rammed (or
"bulled", in the game's idiolect) off the rim. As well as altering
the threat balance, "bulling" also changes the focus of the scoring,
because if you knock a large number of enemies off the edge at once,
you also increase your score multiplier up to a maximum of 9x. Not
only does this revolutionise the basic character of Tempest - now
enemies reaching the rim is a welcome event to be actively sought
and exploited, not a deadly one - but it provides one of the most
rewarding gameplay functions in recent memory.
Bulling off a huge clutch of baddies
in one go, accompanied by the evocative dive-bomber scream of a Star
Wars TIE Fighter and the smashed enemies spinning balletically up
into the air, feels so astonishingly good that you'll deliberately
play yourself into dangerous situations just to get the big narcotic
adrenaline hit again, and that risk-versus-reward mechanic is at the
heart of all of the best arcade games. It's a genius piece of
re-imagining, and practically justifies the absurdly low purchase
price of Space Giraffe by itself.
In isolation, of course, bulling would
make the game incredibly easy. Rebalancing the gameplay after such a
radical modification to its core structure is no simple task, and
it's here that SG first falls down a little, resorting to several rather
cheap methods to counter the player's considerable new-found power.
The most immediately obvious culprits, and the factor which will
probably do the most to scare off new players instantly, are the
graphics.
For a very considerable percentage of the time,
you'll be dealing with something more like this.
Graphically, Space Giraffe is frankly
terrifying. On first play, and for a considerable time afterwards,
it seems simply impossible to make any sense out of what's happening
on your screen. The reason for this is that the game is built on the
engine of the 360's built-in music visualiser Neon (also coded by
Minter), and the grid-blasting action is superimposed directly onto
the visualiser in maximum psychedelic tripout mode. It's an absolute
maelstrom of sensory overload which makes even the most extreme
mayhem of Geometry Wars: Retro Evolved look like a faded old
newspaper picture of Pong, and for a great many players the demo
alone will be enough to leave them whimpering in a corner. (In which
case it's probably just as well, as the later stages would be likely
to cause a major psychotic episode.)
The
initial onslaught on the eyeballs is frightening, but after a brief
period of acclimatisation, helped by a non-compulsory but useful
tutorial and some gentle opening levels on which to practice your
new skills, the game starts to make sense. As soon as it does,
however, it whips the rug out from under the player's feet again
with some nasty tricks. The worst of the early ones - in fact,
probably the worst throughout the game - is the appearance of the
Flowers. On first appearance a direct steal from the Spikers in
Tempest, they grow up a single channel towards the player, and can
(usually) be hammered back down with bullets. If left unmolested,
they either explode, sending an indestructible daisy-like head up
the channel, or grow all the way past the outer edge of the web, the
long green stalk presenting an impassable obstacle to the Giraffe's
movement until they either explode, are destroyed with a smart bomb,
or are jumped over using one of the player's single-use jump pods.
While the Flowers are inherently
annoying, that's not the actual problem with them - after all,
enemies are supposed to be annoying, because their entire
purpose is to kill you. The clue is in the word "usually" in the
previous paragraph. The trouble with Flowers is that like real
flowers, they
come in various types, some more dangerous than others. Some are very easy to shoot down to a
manageable size with your bullets, some are much more resistant to
your fire, and some are completely impervious, shrugging off even a
smart-bomb attack without the slightest impediment to their growth
up the web. But unlike real flowers, there are no visual differences between the numerous
varieties to tell you which are the dangerous ones, and having
identical-looking enemies with very significantly different
characteristics is such a glaring piece of empirically terrible
basic game design that it's a complete mystery how it was ever
allowed to get past the playtesters and QA and make
it into the finished product.
An early wave infested with past-the-rim
Flowers.
Aside from the Flowers, the game's
roster of enemies is pretty well-judged, abandoning the
over-complicated excesses of Tempest 3000 for a tighter line-up,
although far too many of them appear with no introduction. There's
no excuse for not including a couple of lines of basic info on each enemy
type in the instructions, leaving the player to either try to work
out some fairly arcane behavioural rules from amid the game's visual
turmoil or hunt around on the internet for an FAQ. Dealing with the
your adversaries is supposed to be the challenge of a videogame, not
working out that (for some unexplained reason) they're invulnerable
to bullets unless they're moving sideways. However, it's still
better to have to figure out a couple of undocumented enemy types
than remember what to do about 17 different ones.
There is one particularly
unwelcome reappearance from the cast of the Nuon game, though, in
the form of the Rotor, a cheap and lazy enemy which spins the web
around and effectively reverses your controls like a bad Amiga
platformer from 1994. In a game where the player's beleaguered
orientation perception already has to contend with webs in spiral
shapes, webs with twisting corkscrew channels and webs where you're
at the bottom end of a conical shape and are effectively playing
"inside-out" - in addition to having to get your head around this
geometry for twice as many elements as before (your directional
firing as well as movement) - also having to suffer an enemy which
effectively makes right left and vice versa several times in a level
is a smug little prank that's barely short of cheating.
The enemies do perhaps also suffer
from looking slightly too similar to each other, all being
constructed from a fairly small set of elements (circles, Xs and
asterisks), but there are surprisingly few instances of mistaking
one for another, partly thanks to the different sounds they make but
mostly due to the way you have to play the game, of which more
later.
Long webs try to tempt you to go bulling
riskily into unseen territory.
Yak-lovers will be pleased to hear
that Space Giraffe's more iniquitous baddies are outnumbered by the
good ones, however. Your reviewer's personal favourites are the
laser platforms which appear somewhere around halfway through the
game's 100 levels, patrolling above the web out of the player's
reach and unleashing deadly beams at regular intervals, signified by
an audible alarm preceding a tremendous deep, fizzing electrical hum
as they fire. (Older viewers will recognise them as descendants of
the laser guns in Gridrunner, an early Minter 8-bit title.) They're
so fearsome it seems odd to call them a "favourite", but there's nothing wrong with
having terrifying villains as long as they're also fair ones, and the clear
aural signals means you'll only ever have yourself to blame for
laser-induced deaths.
Sound cues are one of the areas in
which SG marks a major improvement from T3K, and following them is
an absolutely vital component in learning to play the game - most of
the time, in fact, you'll hear enemies before you see them. (In
general the game is a sonic masterpiece, with superb music in the
vein of the previous Tempests backing up a liberal sprinkling of
well-chosen samples and FX borrowed from the classic Eugene Jarvis
coin-ops of the early 1980s in a mix that's at once cacophonous and
yet never less than clear.)
Pleasingly, the levels themselves are
another area where SG borrows some broken ideas from Tempest 3000
and fixes them, to excellent effect. The simple concept of making
webs be different shapes and/or sizes at either end creates some
incredibly striking and beautiful forms, and having them flex and
move in play works on the 360's smooth high-definition display in a
way that it didn't on the fuzzy, low-framerate screen of the Nuon
game. There are a couple of lowpoints again encoring from T3K, such
as grids which appear to be complete loops but arbitrarily aren't,
but such unfair chicanery is much rarer in Space Giraffe than it was
in its predecessor. (And also doesn't appear until much further into
the game, so most players probably won't ever have to worry about it
anyway.)
This
is the first level in which you have to seriously hone the deadly
art of bullet-juggling.
And that brings us to the elephant in
the zookeeper's lounge where Space Giraffe is concerned, because
pretty much everyone who plays this game is going to have the same
initial reaction - "You can't see what's going on!" And
indeed, you can't. (A disturbingly large amount of the time, it's
pretty hard to even keep track of where your own Giraffe is.) In an attempt at pre-empting
such criticism before the
game was even released, the developer huffily insisted that every
single enemy was visible and audible, and therefore nobody had any
excuse for claiming that they'd been killed by something they
couldn't see. However, there's a big difference between being able
to see every enemy and being able to see all the
enemies. Your reporter has completed almost 80% of the game at the
time of writing this feature, has a moderately respectable highscore
of 126 million (107th out of about 10,000 on the global
leaderboard), and yet could still only claim to have accurately identified the cause of
about one in ten - at the most - of his Giraffe's deaths. The idea that every single
danger can be seen and identified before it kills you is technically
true, but highly disingenuous.
Collective action is your adversaries' secret. Whether enemies are
discernible in isolation or not, the game is so overwhelming that it
just isn't humanly possibly to consciously observe or track all of
them. Most of the time you'll be focused on one small part of a
grid, trying to stay alive, fend off bullets or build up your Power
Zone in readiness for a bit of bulling, and suddenly looking over at
the other side of the web to see a Flower landing or spot a Boffin
starting to fire diagonally would simply get you obliterated in a
fraction of a second.
Key to your survival, then, is
observing things unconsciously. Tempest players often speak
of it being a "zone" game, one where you have to feel danger
rather than see it, or more picturesquely of "using the Force", but
what you actually have to employ in situations like those presented
in SG is a mixture of subconscious reasoning and peripheral
perception.
Even though you don't have time to
process the game's avalanche of visual and aural information,
it's still there in your brain - you simply have to trust your brain
to accept it and act on it without verifying it with your conscious
mind first. If you're travelling to the left, firing behind you as
you go, and you hear the distinctive sound of your bullets hitting a
flower, then if you're heading back to the right a couple of seconds
later, your brain knows that there's a flower there somewhere,
and you'll have an instinct to be cautious even if you can't
actually see any peril through the pyrotechnics. As long as you
don't try to overrule that instinct with your conscious mind, you're in
"the zone" and you'll stop short of the danger.
Level 64 (which this is) can only be
played in "the zone".
Regular viewers of WoS might be mildly
surprised to hear this reviewer defending a game in which 90% of
deaths are of unknown origin, but the fact is that Tempest and
similar games have always been about that kind of gameplay - even if
you don't know exactly what killed you, you know why
you got killed. And it's interesting to note that despite the
substantial alterations to the central ruleset and the protestations
of the developer, the longer you play Space Giraffe the more like
Tempest it gets. By the time you're in the later levels, you're far
too busy trying to stay alive in the spinning, pulsing, distorted,
kaleidoscopic webs to be worrying about cultivating bulling
opportunities to boost your multiplier, and the game reverts to a
frantic blast-them-before-they-blast-you contest more akin to its
ancestors.
Tallying a good score, then, becomes
about maximising your harvest in earlier stages, using the inventive
save system. As long as you finish a level with at least three
lives, you can "save" your score, which becomes the starting bonus
if you subsequently start a new game by clearing the next level. (It
makes sense in practice, honest.) At any time, you can go back and
try to improve your score on any level, and if it's better than the
saved one it becomes the new start bonus for the next stage. As
insignificant as this sounds, it's actually one of the most
intriguing design features of Space Giraffe, and one which provides
the game with considerably more depth for the less-skilled player
than it at first appears to have.
Real hardcore players are catered for,
appropriately enough, by the "Hardcore" leaderboard, which only
records scores from games starting all the way back at the first
level. (And they can also unlock an even harder "Super Ox" mode
too.) Gamers of more moderate ability can still garner an
impressive-looking score for the "Overall" rankings by repeating
levels over and over until they've racked up as many points as
possible, then using them as starting points to do the same on the
next level until they've maxed their way more meekly to the end. And
the klutzish can still get value for their money and a sense
of achievement by simply bludgeoning their way through the levels
one at a time, by judgement or luck, until they've beaten all 100.
If you beat a level with fewer than three lives remaining you'll be
starting from 0 points each time even when you're continuing from
Level 99, so your score will be pitiful but you'll still feel like
you've bravely overcome a tough challenge, and you will have.
Rainbow Ripple would be a great flavour
of ice cream.
Unquestionably, despite the above this
isn't a game for everyone. Space Giraffe is so unlike almost
everything else currently in existence that it will unfeelingly
steamroller the average teenage Xbox owner from Bumhole, Idaho in
four
minutes flat. But the developers deserve a lot of kudos for offering
a multiplicity of approaches to the game which ensure that anyone
who plucks up the nerve to tackle what at first seems horrifying and
impossible will get something out of it. It's a shame that that
consideration didn't extend as far as a Beginner mode where the most
extreme graphical excesses were turned off, so that players could
get a feel for the actual game mechanics before taking on the full
experience, but that's probably the price you have to pay in 2007
for a game that's basically one person's sole and heartfelt artistic vision,
untainted by the malign influence of focus groups and marketing clowns.
Final among the
game's praiseworthy features are the Achievements. In too many Live
Arcade games these are handed out so casually that you won't even be
aware of earning them, but SG makes you work for every point with a
varied and testing collection of challenges which add even more to
the breadth of ways you have to play the game. For example, one
Achievement requires you to beat 16 levels in a row without losing a
single life (actually monstrously difficult), while others ask you
to keep a single Flower alive throughout a level, or boost your
multiplier to 9x in a single bull run. Almost all of the
Achievements require very different approaches and styles of play,
and whether you want to play
Space Giraffe for five minutes or five hours, there's a mode in
there somewhere for you.
We haven't even touched on the blizzard
of jokes and cross-cultural meta-references.
At the end of the day, the truth is
that SG is an unmissable experience for anyone with a 360. The price
is so ridiculously tiny (£3.40 in UK money, falling to as little as
about £2.60 if you take advantage of current exchange rates and buy
your MS Points from the US via eBay) that even if you only use it to
freak out people who come to your house or make your drunk friends
throw up after the pub, you'll get your money's worth. But that's
damning it with faint praise. If you're prepared to open your mind
and learn a new way of playing, this is simply a brilliant game in
its own right regardless of the price. It's easy to hate it on
sight, and it's easy to give up after an hour. And if you're
unfortunate enough to have encountered them, it's easy to be put off
by the people who made it. But the game itself doesn't deserve that
fate.
Xbox Live Arcade has been a revelation
for fans of (what's rather short-sightedly and inaccurately called)
old-school gaming. As well as a lot of retro shovelware, it's hosted
some fantastic brand-new games in styles that wouldn't have been
economically viable any other way. Space Giraffe belongs right up at
the top of that list alongside Jetpac Refuelled and Geometry Wars:
Retro Evolved, but in fact it even transcends that. Despite a few
irritating, thoughtless and needless flaws, this is one of
the best games released this year at any price, and for the sake of
all of us, you owe it a chance.
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