| 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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