Everyday Thread for Everyday Shooter - $4.99 until 11/29 - Out Now

FriskyTanuki

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The game's getting some hype and since it's coming out later today, I figured that we could use a thread to talk about the game. I have some screens I just upload for each of the eight levels. If you don't know, each level plays differently, generally related to the tracks on an album, with different enemies and chain reaction methods. I put the screens in spoilers since there large.

Level 1 - "Robot":
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Level 2 - "Root of the Heart":
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Level 3 - "Lush Look Killer":
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Level 4 - "Porco in the Sky" (I wonder what this references to? ;)):
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Level 5 - "Build 88":
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Level 6 - "Bits of Fury":
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Level 7 - "Earthworm":
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Level 8 - "So Many Ways":
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Reviews:
1up - 9
Gamer 2.0 - 8.7
GameSpot - 8
IGN - 7.9
 
[quote name='Warner1281']I don't get it. What is this game? Can someone point me to a review or two?[/quote]
It's a twin-stick shooter like Geometry Wars, but has a big focus on music and style.

Go here and watch the video in the middle of the page.
 
[quote name='FriskyTanuki']It's a twin-stick shooter like Geometry Wars, but has a big focus on music and style.

Go here and watch the video in the middle of the page.[/quote]


Thanks for the info. Never heard of it before this. Definitely not something I'd pay a premium for, but for $10 I might give in to curiousity. If nothing else the music was intriguing.
 
I got it... very small download.. .about 38mb... overall I like it. Nothing more than you're basic top down shooter (asteroids) except when you shoot things they make little guitar sounds to add to the song. Also, you earn points to unlock features of the game different stages, for single play, extra lives (at start), and other effects to change the way the levels look. The game also has left/right handed controls aspect rations for 4:3 and 16:9. Pretty good game, something different for 10 dollars.
 
Good game, I'm liking it so far... Definitely worth the $9.99


Props to Sony for figuring out CDN$ = USA$ and pricing it the same for us up here.
 
so freaking beautiful....I get into this weird (maybe not the right word) trance when I play this game...very zen-like.....it's the feeling I thought I would get from playing flow (which did not deliver).

This game freaking delivers! Also I can't get past the freaking 4th stage.

pro-tip: use your points for extra lives! I wasted mine on the shuffle mode which doesn't work unless you 1)beat other stages then 2)use your points to unlock them for shuffle mode.
 
[quote name='chakan']Would you compare this to Rez?[/QUOTE]

I came in here to ask this same question. Seems like something I would enjoy. Really wish they had a demo.
 
[quote name='chakan']Would you compare this to Rez?[/quote]

The feeling I get while playing, yes.

Totally different gameplay styles though. Also the music (like Rez) is awesome but with guitars and not Dance/Techno/whatever.
 
Just found out this came out and bought it right away. Heard tons of good things over the past few months and I can't say I'm disapointed after playing. Very cool and very different.
 
Wow. Just wow. I was skeptical of this game after watching the videos as they look so hectic, but I plopped down my $9.99 and have no regrets. I just finished a 90 minute playsession. It was one of those "just one more game" moments as I had other stuff I wanted to do tonight. Furthest I got was to level 6.
 
[quote name='bstan21']IGN gives it a 7.9. 360 and Wii versions get a 9.4. :)[/quote]

7.9 is pretty good.

The two issues they had:

Ship moves to slow- I wonder if they went into settings and if that helped some. Really you don't need to fly all over the screen shooting everything in this game. Like in the first level, only certain "bots" give you points for shooting outside of the chains.

To hard to pick up the points- I think this adds a bit to the experiance because you need to be precise in you're movement. More or less you have to actually touch each point.

Points fading to fast- This has happened to me in the later stages... But I think that if you aren't randomly shooting things and are actually planning things out you'll already start to move towards the points knowing they will be there (that make sense?).
 
[quote name='NamPaehc']7.9 is pretty good.

The two issues they had:

Ship moves to slow- I wonder if they went into settings and if that helped some. Really you don't need to fly all over the screen shooting everything in this game. Like in the first level, only certain "bots" give you points for shooting outside of the chains.

To hard to pick up the points- I think this adds a bit to the experiance because you need to be precise in you're movement. More or less you have to actually touch each point.

Points fading to fast- This has happened to me in the later stages... But I think that if you aren't randomly shooting things and are actually planning things out you'll already start to move towards the points knowing they will be there (that make sense?).[/quote]
The slow ship isn't much of a problem since the game's not about being fast, but methodical. Compared to when you're shooting, you can move quickly when you stop.

The points pick-up just adds to the strategy, as you have to decide which groups of points you should collect at the expense of letting others go. If the points didn't fade quickly, the game would be maybe a little too easy, as I'd probably have most everything unlocked by now.

[quote name='Sleepkyng']so this is available for dl on the wii too?[/quote]
It's a Sony game. What do you think?
-----------------------
1up gave it a 9.
 
[quote name='FriskyTanuki']The slow ship isn't much of a problem since the game's not about being fast, but methodical. Compared to when you're shooting, you can move quickly when you stop.

The points pick-up just adds to the strategy, as you have to decide which groups of points you should collect at the expense of letting others go. If the points didn't fade quickly, the game would be maybe a little too easy, as I'd probably have most everything unlocked by now.


It's a Sony game. What do you think?
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1up gave it a 9.[/quote]

That is what I was saying Frisky- lol!
 
Got it after work tonight-- really awesome. I approached it as a regular two-stick ala Geometry Wars and Stardust HD, which really didn't work too well. Once you figure out the chains, its really pretty damn relaxing.

The soundtrack is smooth-- Hopefully this gives Jon Mak a decent payday, looking at interviews it looks like he's been on the Ramen diet for far too long.

I wouldn't say its a PSN killer app-- We already got that in Stardust. But this is a nice breakaway from anything you've played recently for sure.

If you've got 10 bucks its worth the price of admission, the brutal difficulty and point reward system gives it some pretty substantial replay.

Between this and Portal, I was feeling quite "artsy" tonight.
 
I was trying to beat stage 3, the eyeball, without dying, and it was just one of those 'just one more time, I know I can do it next time' situations.

I almost did it a few times, died in the final section, about 10 seconds away from the end.

ITs a wonderful game, totally worth the 10 bux, and its after 3am, and I should probably go to sleep now.

Edit:

Finally Beat it in one life!! go me.. I seem to get better with each playthrough.
 
I got it. I wasn't impressed. Yeah, it's different, but I felt like I was buying another Super Star Dust (which I really like) or Blaster (which I also really like).

I'll give it a few more tries to see if it sinks in with me.
 
I like it, for 10 dollars I think it's definitely worth it. The music is good and I like the different ways of chaining stuff. There's also a lot of stuff to unlock too so it's got replay value.

By the way, does anyone know how the chaining works in Build 88?
 
I'll give it another shot. To me it seemed like an 'Everyother Shooter'. I only played it for 30min or so. Felt kind of artsy to me kind of like Flow which a lot of people liked but I got nothing out of.

I'd love to see more 'Calling All Cars'-type games, though. That was a great $10 spent (I think I spent that much on it).
 
[quote name='Brad Bishop']I'll give it another shot. To me it seemed like an 'Everyother Shooter'. I only played it for 30min or so. Felt kind of artsy to me kind of like Flow which a lot of people liked but I got nothing out of.

I'd love to see more 'Calling All Cars'-type games, though. That was a great $10 spent (I think I spent that much on it).[/quote]

I don't think you are playing it right. The object is to shoot the right thens and crate combos and chains with less of a need to shoot everything.
 
GameSpot gave the game an 8.

What's everybody's favorite levels? Even though I've only been able to play through Porco in the Sky, I love Robot and Root of the Heart.
 
Still haven't beat this game. I really like it but i'm at 5 lives and still find myself getting killed on that tank level.
 
Anyone want to gameshare this game with me? I'm broke and only have like $5 :(

If you're interested in a PS1 game, I'm willing to buy one, and send some paypal your way.
 
[quote name='The Mana Knight']I finally bought the game and it's pretty cool. I really suck at it, but I'm enjoying it.[/QUOTE]

I'm in the same boat.... :)

I'm increasingly getting craptacular results playing, but good gravy it's addictive. :) I didn't realize how interesting the game could be... I figured it'd be a week or two max and I'd be done with it... but this looks to be a game I'll fiddle with for quite some time... I can't applaud Sony enough for this sort of content. Microsoft's getting some as well for their DLC, but it's not quite there yet...

With titles like Echochrome and Wipeout HD... PSN isn't as helpless against the XBL juggernaut as previously inferred. :)
 
Yeah I was surprised at how varied the levels start to get. I figured the objects just changed and it did basically the same though through out.
 
[quote name='Sleepkyng']i didn't know that.[/QUOTE]

For now its a PS network game. I just read last night that he has plans to bring other versions to other platforms, it was in the latest Geminformer (yeah i renewed my edge card and got the mag).
 
Unlocked Build 88 and Bits of Fury and I like them. If I had to list those levels, I'd say I like them in this order:

Roots of the Heart
Robot
Bits of Fury
Porco in the Sky
Build 88
Lush Look Killer
 
If you're interested in knowing a bit more about Jonathan Mak, creator of Everyday Shooter, GS did a nice Q&A with him a few days ago:

GameSpot: What previous experience in the game industry do you have?

Jonathan Mak: In the industry? I guess none. But I've been programming games on my own since about '97 or '98. And about two years ago, I was working for some guy as a game programmer on contract. I don't know if that's "in the industry." Probably not, but I've never worked for a studio or whatever.

GS: Did you ever have that as a goal?

JM: When I was a kid, that's when I was sort of disillusioned. Then I met a friend in university and he started showing me this whole indie scene I'd never seen before. And I thought, "Why would I want to work for a game company when I could be doing cool stuff like this?"

GS: What disillusioned you?

JM: I don't know. When I was a kid, my only outlet for seeing games was through magazines like PC Gamer. So the only games I had access to were the big, huge mainstream games. I wanted to make games, and for me the definition of games was these big, huge megagames. I'm not saying that blockbuster games are bad or anything. I just think the indie space is where I feel more at home... I'd rather just put out my own games and get a day job [than make a game for someone else].

GS: Did you have any art or music experience? There are pretty strong elements of both in Everyday Shooter.

JM: I might have started writing music when I started programming, but in a much smaller capacity. I've made music on my own in the past, separate from games, but they're not very good songs, I don't think. I hate to admit it, but I think I'm a much better programmer than I am a musician. My experience is just [messing] around with synthesizers and guitar.

GS: What are you going to work on next?

JM: Here we go again. I have this rule that I developed when I was in grade school. I met a friend and we used to talk to each other about our projects. "My game's gonna have this feature and this feature." But after talking about it, we'd never end up finishing it. So we came up with this rule that you just don't talk about it until it's done, until you can actually show whatever it was you were going to say. And that was great motivation to finish it. Also, it sort of loses its magic once you start talking about it. The idea's just not ready for any dialog yet.

GS: Are you planning to work with Sony on that one also?

JM: Well, dealing with Sony so far has been pretty great.

GS: Have you had to break the rule about not talking about it to explain to Sony what your next game will be?

JM: Oh no. I haven't told anybody. The thing is, I could tell you now, but in a year from now, it's probably going to be something completely different.

GS: Was Everyday Shooter the same when it was in that phase before you could talk about it?

JM: It used to be a puzzle game. [Laughs.] As silly as that sounds.

GS: How'd it make that evolution?

JM: I tried to make a simple puzzle game with chaining, because I was really into Every Extend and Lumines. But I couldn't figure it out, so I just decided, **** it, I'm just going to make a shooter, because clearly I don't know what I'm doing. Let's see if I can make a good shooter, back to basics.

GS: Most art games borrow from cinematic conventions for its arty elements, narrative especially. Everyday Shooter seems to borrow from abstract paintings and music with its album structure more than film. Is either approach to pushing forward games as art easier or better suited to the medium?

JM: It's not a scientific thing. What really makes games art is when people start to find their own meaning in them. For me, games have been art since years and years ago. That's the only reason I'm doing what I'm doing. It's all about people being able to deconstruct the work to find meaning on their own terms... It's not that the creator creates art; it's that the audience makes it art for themselves.

GS: Every album has a couple of tracks that don't make the cut. How many levels did you start for Everyday Shooter that didn't make it all the way through?

JM: One, two, three, four...at least four. A lot. At least four. Some start off where I might have an idea... Oh. Five. Sorry. So there's an idea and it just keeps evolving. It's hard to pinpoint a time where I said, "That could have been a song." It could have evolved two or three times in a day or a week. I think it's safe to say that for every enemy you see on the screen, there's one or two iterations before it, or maybe three.

GS: Could we see any more remixed, or new levels, or B-sides as downloadable content?

JM: I don't know. I really want to work on my new game.

GS: Is there any interest in doing a sequel?

JM: I don't know. I really want to work on my new game. [Laughs.]

GS: Could you see ever releasing some sort of soundtrack for Everyday Shooter for the people who like music?

JM: There was an idea for it back then, which was more than just releasing the songs, but again, I want to work on my new game. [Laughs.] The songs are also kind of old now, and to release the background music by itself doesn't really make sense. They only make sense in the context of the game, so that's a tricky one.

GS: Why no online leaderboards?

JM: There are two reasons. I was sort of uncomfortable with leaderboards. I looked at leaderboards for other games and I noticed all these weird names, sometimes offensive names, and I thought that was like the bad kind of graffiti. I like graffiti, but sometimes there are very offensive ones. I thought it would give a wrong impression of the game and move it away from what it was trying to be.

I also didn't want people to use the game as a way to be superior to someone, like, "I'm number one in Everyday Shooter so ***** you all!" That's not really the point of the game here. Though I have to admit [that] when you do play the game for score, that's fun. It opens up all these strategies, and that's why I included my high scores. I also included them to show that there's a lot to the game, that there is a way to score 1,000 points on the first level.

Also, when I was working on Everyday Shooter, before I was finished, I was already burnt out. This has been an ongoing battle to make a game that I like since '97. I was burnt out from working on the job and also doing the game. After signing on with Sony, it felt like I was finishing the game twice. I went through the process on the PC, and then doing it again on PlayStation 3. My energy level was fairly low. I can't justify why it took three months to port it. I look back and wonder what the hell I was doing.

GS: I know you're excited to work on your next game, but is there any inclination on your part to move on to team-supported development and larger projects of the sort that originally got you into gaming?

JM: I do have fantasies of making a big game, but it's not in the realm of reality right now. I still feel like I have so much to learn in terms of making these small games. There's a lot to learn before you blow a million dollars. But it's not a goal or anything.

GS: You won't talk about your next project, but can you at least say if it's going to be another one-man operation?

JM: I think so. I have a pretty clear vision of what I want to accomplish on it. I'd be too stubborn to work with someone else on this.

GS: Do you think the stubbornness is what scared away other publishers from Everyday Shooter?

JM: Yeah, totally. Mind you, it's easy to trash-talk publishers, and some of them... Yes. But you have to respect that they employ hundreds of people and they can't just lose money, because not only does the one guy at the top lose money, but employees lose their jobs.
 
You write that all in or copy it from somewhere? Is GI online?

*edit nevermind I realized its from Gamespot and not the Q&A from Gameinformer.
 
This is a great game, but Sony is really dropping the ball by not offering demos. I was on the fence until I read some of the comments here, I gave it a try and about 30 seconds into it, I knew I would enjoy the game.
Had there been a demo, I would have bought it much sooner.
Microsoft is kicking Sony's butt in this regard.



 
[quote name='MaxDense']This is a great game, but Sony is really dropping the ball by not offering demos. I was on the fence until I read some of the comments here, I gave it a try and about 30 seconds into it, I knew I would enjoy the game.
Had there been a demo, I would have bought it much sooner.
Microsoft is kicking Sony's butt in this regard.[/QUOTE]Actually, the entire reason Everyday Shooter had no demo was because the game was created by ONE guy only. Creating a demo takes time (Almost like developing another game) and it would have been a lot of work for the guy. That's why most of us weren't complaining about Everyday Shooter lacking a demo. Now, if it were being made by a big team, then that's another story. Warhawk just isn't possible for a demo (due to it being online only).

Most of the Japanese PSN games especially lack demos because SCEI doesn't seem to think it's needed. SCEA has zero control over what SCEI does, other than pick up their game and put it on the U.S. store. Most SCEA games (except for flOw, Everyday Shooter, and Calling All Cars) have a demo though. One flaw with the PSN setup (PS3 was not made for online like the 360 was) is that to create a demo for most games, you gotta make a separate demo from the game (basically, it's difficult trying to convert a demo into a valid copy. Only Super Rub A Dub, Nucleus, PixelJunk Racers, and Go! Puzzle have this).

Meh, I don't really care about demos, because it only makes me buy the game instead. I don't buy really anything on XBL because the demos make me feel meh, when many times, a full game is actually better than a demo (From friends of mine who purchased Nucleus, said the full game was way better than the demo).
 
[quote name='MaxDense']I see what you're saying, but I still think it's costing them sales. I like to try before I buy.[/QUOTE]If SCE thinks the sales are all right, then they'll continue doing what they are doing. In some ways a demo can actually hurt sales, if it doesn't represent the final game in a good way (like Nucleus did). And then it's also a matter of whether spending X amount of money to create a demo is worth it. VC has zero demos though and that's more of what PS3 was going off of.
 
I /wish/ there was a demo for this game. Picked it up for five dollars based on all the love it is getting here.

... Honestly, I don't think it is that much fun. Basically, it /is/ 'Another Shooter.' Nothing more. As someone who takes guitar lessons, the guitar is the ONLY POSITIVE HOOK this game has for me. That's just not enough to make it a great game, especially with Stardust HD to fill the shooter genre.

I appreciate that one man created it, and I'm sort of glad I bought it to support a fantastic programmer, but I don't think I'll actually play it for more than the two frustrating hours I spent on it. There's just so much else out there right now.
 
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