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<?xml-stylesheet type="text/xsl" href="http://nerve.com/CS/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>61 Frames Per Second : space invaders extreme</title><link>http://nerve.com/CS/blogs/61fps/archive/tags/space+invaders+extreme/default.aspx</link><description>Tags: space invaders extreme</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>The New Graphics Whores: Bit.Trip Beat is Gorgeous, But Retro Style Does Not Equate Quality</title><link>http://nerve.com/CS/blogs/61fps/archive/2009/03/27/the-new-graphics-whores-bit-trip-beat-is-gorgeous-but-retro-style-does-not-equate-quality.aspx</link><pubDate>Fri, 27 Mar 2009 22:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:190391</guid><dc:creator>John Constantine</dc:creator><slash:comments>5</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=190391</wfw:commentRss><comments>http://nerve.com/CS/blogs/61fps/archive/2009/03/27/the-new-graphics-whores-bit-trip-beat-is-gorgeous-but-retro-style-does-not-equate-quality.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
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A strange thing happened to me between downloading &lt;i&gt;Bit.Trip Beat&lt;/i&gt; and beating its first boss. While delighting in its vivid color, laughing at its signature character leaving rainbows in his wake across digital space, and letting its infectious chiptune beats colonize my brain, I realized that I wasn’t having any fun. That’s fine — I’m a firm believer in the fact that a game doesn’t need to be fun to be good — but I was expecting to have fun. I wanted to have fun. I was engaged by it, but not in a good way. I found the game to be overbearing and stressful. Then it hit me:&lt;i&gt; Bit.Trip Beat&lt;/i&gt; is a bad game.
&lt;br /&gt;&lt;br /&gt;
Its presentation is immaculate and the idea behind its play is sound; a horizontal shooter that has you deflecting objects instead of projecting them, making ammunition and enemy one and the same — &lt;i&gt;Pong &lt;/i&gt;+ &lt;i&gt;Arkanoid &lt;/i&gt;+ &lt;i&gt;Gradius &lt;/i&gt;= &lt;i&gt;Bit.Trip Beat&lt;/i&gt; — is a great foundation. The game is broken though. The motion controls are adequate but far too sensitive, and the game doesn’t allow you to adjust the sensitivity. It also doesn’t offer d-pad control, so you’re stuck. As you chain together hits in rhythm to the music, your combo meter rises and the visual effects start to intensify. They intensify so much that the color and flashes of light make it impossible to follow the action. It should be challenging to play at a high level, of course, but it should come from the speed and layout of the game’s obstacles, not because it’s hard to see. Most problematic though is that there is no respite throughout &lt;i&gt;Bit.Trip&lt;/i&gt;’s long levels. Scrolling shooters necessitate moments of peace that allow you to refocus and rest before the next series of challenges. You need chances to blink. Without them, the game becomes exhausting. &lt;i&gt;Bit.Trip&lt;/i&gt; is oppressive, necessitating that you pay attention constantly, or fail as a result. In spite of these game breaking problems, &lt;a href="http://www.gamerankings.com/wii/957980-bittrip-beat/index.html"&gt;&lt;i&gt;Bit.Trip&lt;/i&gt;’s scoring very well in reviews&lt;/a&gt;. Why?
&lt;br /&gt;&lt;br /&gt;
I worry that &lt;i&gt;Bit.Trip Beat&lt;/i&gt;’s critical success is a case of the Emperor getting a new wardrobe. Game critics, fans, and casual players are all enamored with the retro-styled games trend. Games with chic visual and aural designs that recall gaming’s NES, Atari, and early-arcade heyday are in high demand right now and I think that some people might be willing to praise a game based solely on its aesthetics. They&amp;#39;re new graphics whores for a nostalgia-obsessed age, drunk on the promise of limited technology instead of high-end graphical feats. I’m one of them. I laud &lt;i&gt;Mega Man 9&lt;/i&gt;, &lt;i&gt;Space Invaders Extreme&lt;/i&gt;, and &lt;i&gt;Edge &lt;/i&gt;for their old school looks and sounds. Those are three very well made games underneath their attractive façades though. I expect great things out of &lt;i&gt;Bit.Trip Beat&amp;#39;&lt;/i&gt;s creators, Gaijin. They’re clearly a very talented team of developers. Before they make &lt;i&gt;Bit.Trip Volume 2&lt;/i&gt;, I hope they learn from their first game’s mistakes, no matter how well their first game was received.
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related links:&lt;/b&gt; &lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/03/17/bit-trip-beat-is-hella-sweet.aspx"&gt;BIT.TRIP BEAT is Hella Sweet&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/23/chiptune-friday-trip-to-the-beat.aspx"&gt;Chiptune Friday: Trip to the Beat&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/23/design-resurrection-how-capcom-finally-proved-that-it-s-game-and-not-graphics-that-matters.aspx"&gt;Design Resurrection: How Capcom Finally Proved That It’s Game and Not Graphics That Matters&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/12/the-commanders-out-of-the-bag-and-i-couldnt-be-more-excited.aspx"&gt;The Commander&amp;#39;s Out Of The Bag, And I Couldn&amp;#39;t Be More Excited
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://nerve.com/CS/aggbug.aspx?PostID=190391" width="1" height="1"&gt;</description><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/nintendo/default.aspx">nintendo</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/space+invaders+extreme/default.aspx">space invaders extreme</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/gradius/default.aspx">gradius</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/wiiware/default.aspx">wiiware</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/mega+man+9/default.aspx">mega man 9</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/edge/default.aspx">edge</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/wiimote/default.aspx">wiimote</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/pong/default.aspx">pong</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/bit.trip/default.aspx">bit.trip</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/gaijin+games/default.aspx">gaijin games</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/BIT.TRIP+BEAT/default.aspx">BIT.TRIP BEAT</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/arkanoid/default.aspx">arkanoid</category></item><item><title>Derrick's Top 13 Games of 2008 - Part 2</title><link>http://nerve.com/CS/blogs/61fps/archive/2008/12/10/derricks-top-13-games-of-2008-part-2.aspx</link><pubDate>Wed, 10 Dec 2008 18:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:154678</guid><dc:creator>Derrick Sanskrit</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=154678</wfw:commentRss><comments>http://nerve.com/CS/blogs/61fps/archive/2008/12/10/derricks-top-13-games-of-2008-part-2.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/12/08-15/sixtreme.jpg" alt="" align="right" border="0" height="300" hspace="" width="200" /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/12/09/derricks-top-13-games-of-2008-part-1.aspx"&gt;&lt;font face="helvetica" size="2"&gt;Missed part 1? Click here!&lt;/font&gt;&lt;/a&gt;&lt;br /&gt;&lt;font face="helvetica" size="2"&gt;&lt;br /&gt;&lt;b&gt;9 - &lt;i&gt;Space Invaders Extreme&lt;/i&gt; (DS/PSP):&lt;/b&gt;&lt;br /&gt;One of the most iconic arcade games of all time crossed its 30th anniversary this year, and to celebrate they reinvented the whole damn thing. We&amp;#39;ve seen this before, but &lt;i&gt;Space Invaders Extreme&lt;/i&gt; was different. How? It was flippin&amp;#39; awesome this time. Bright colors and flashing lights, sound effects that sync with the club-ready music, new power-ups and new aggressive enemies, &lt;i&gt;Space Invaders Extreme&lt;/i&gt; turned the arcade classic into an underground rave of interplanetary destruction. And, as I already said, its flippin&amp;#39; awesome. I prefer the DS version, but both are great, and for the bargain price of $19.99 there&amp;#39;s really no reason not to pick up this addictive portable reimagining.&lt;br /&gt;&lt;br /&gt;&lt;/font&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/12/08-15/newtonica.jpg" alt="" align="middle" border="0" height="200" hspace="" width="300" /&gt;&lt;br /&gt;&lt;font face="helvetica" size="2"&gt;&lt;b&gt;8 - &lt;i&gt;newtonica&lt;/i&gt; (iPhone/iPod Touch):&lt;/b&gt;&lt;br /&gt;Kenichi Nishi&amp;#39;s debut game for Apple&amp;#39;s &amp;quot;gaming device&amp;quot; multi-touch widescreen iPod is sheer casual bliss. There is a ball and you can spin it with a flick of your finger. Cubes fall toward the ball and you get points by lining up the ball so the blocks fall in the appropriately colored areas. Don&amp;#39;t strain your brain too hard, there&amp;#39;s only two colors. The first ten minutes of play are stress-free and easy, but soon enough the speed and frequency of falling blocks increases to the point of insanity and the slow relaxing game has turned vicious and intense. Charming. Addictive. Very easy to lose track of time and surroundings when played. Oh, and a soundtrack by Kenji Eno. That&amp;#39;s an awesome game.&lt;/font&gt;&lt;br /&gt;&lt;font face="helvetica" size="2"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/font&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/12/08-15/layton.jpg" alt="" align="right" border="0" height="300" hspace="" width="200" /&gt;&lt;font face="helvetica" size="2"&gt;&lt;b&gt;7 - &lt;i&gt;Professor Layton &amp;amp; The Curious Village&lt;/i&gt; (DS):&lt;/b&gt;&lt;br /&gt;Level 5&amp;#39;s logic-puzzle festival was a truly unique gaming experience. It marked the first time ever that both my little sister and I completed the same game from start to finish within a week. This is not to say that the game is short, rather that the game is engrossing for players of all ages and paths. Solve one quaint puzzle after another, every now and then coming across one that truly adjusts the way you&amp;#39;re thinking and fills you with a sense of wonder and excitement upon completion and eager to find the next puzzle. Couple that with a surprisingly deep narrative and absolutely gorgeous animated cutscenes and you have one of the shining gems of an already very impressive DS library. Now what&amp;#39;s it gonna take to release the two sequels outside of Japan?&lt;br /&gt;&lt;br /&gt;&lt;/font&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/12/08-15/boom.jpg" alt="" align="middle" border="0" height="246" hspace="" width="350" /&gt;&lt;br /&gt;&lt;font face="helvetica" size="2"&gt;&lt;b&gt;6 - &lt;i&gt;Boom Blox&lt;/i&gt; (Wii):&lt;/b&gt;&lt;br /&gt;Who would have thought that the debut game from Stephen Spielberg&amp;#39;s development deal with Electronic Arts would turn out to be my go-to party game? Got a bunch of friends over? Pop &lt;i&gt;Boom Blox&lt;/i&gt; in your Wii and fire up a few Wiimotes. Gamers and nongamers alike will pick up the controls in a matter of minutes and everyone in the room becomes captivated, watching blox fall and explode and crazy little critters jump and shout. Arms will be made sore and remotes will be passed to other people who were watching but not playing and the whole thing keeps going until everyone is worn out and needs a nap. This is what happened on my birthday, this is what happened at a friend&amp;#39;s housewarming, this is what happened at Thanksgiving, and this is probably what will happen again at Christmas. &lt;i&gt;Boom Blox&lt;/i&gt;, while fun enough as a single player game, is THE killer multi-player title for the Wii.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/12/09/derricks-top-13-games-of-2008-part-1.aspx"&gt;Part 1&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/11/derricks-top-13-games-of-2008-part-3.aspx"&gt;Part 3&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Related Articles:&lt;/b&gt;&lt;br /&gt;Bob&amp;#39;s Top Ten Games of 2008: &lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/12/08/my-top-10-of-2008-in-no-particular-order-audiosurf.aspx"&gt;Audiosurf&lt;/a&gt;, &lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/12/09/my-top-10-of-2008-in-no-particular-order-braid.aspx"&gt;Braid&lt;/a&gt;&lt;br /&gt;&lt;/font&gt;&lt;font face="helvetica" size="2"&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/12/08/time-unveils-top-ten-games-of-2008.aspx"&gt;Time Magazine&amp;#39;s Top 10 Games of 2008&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/05/action-button-top-25-games-ever-list-up.aspx"&gt;Action Button&amp;#39;s Top 25 Games Ever&lt;/a&gt;&lt;/font&gt;&lt;br /&gt;&lt;/p&gt;&lt;img src="http://nerve.com/CS/aggbug.aspx?PostID=154678" width="1" height="1"&gt;</description><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/boom+blox/default.aspx">boom blox</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/nintendo+ds/default.aspx">nintendo ds</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/derrick+sanskrit/default.aspx">derrick sanskrit</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/psp/default.aspx">psp</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/space+invaders+extreme/default.aspx">space invaders extreme</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/space+invaders/default.aspx">space invaders</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/iphone/default.aspx">iphone</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/newtonica/default.aspx">newtonica</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/top+ten+of+2008/default.aspx">top ten of 2008</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/top+10/default.aspx">top 10</category><category domain="http://nerve.com/CS/blogs/61fps/archive/tags/professor+layton/default.aspx">professor layton</category></item><item><title>Yeah, But Is It Art?: Pac-Man Championship Edition</title><link>http://nerve.com/CS/blogs/61fps/archive/2008/05/16/yeah-but-is-it-art-pac-man-championship-edition.aspx</link><pubDate>Fri, 16 May 2008 16:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:93930</guid><dc:creator>John Constantine</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=93930</wfw:commentRss><comments>http://nerve.com/CS/blogs/61fps/archive/2008/05/16/yeah-but-is-it-art-pac-man-championship-edition.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/Pac-Man.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/Pac-Man.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
There’s no time like the present to revitalize fundamental game types. Like abstractionist painters finding new creative horizons in crafting a pristine still life, designers are going back to the well, throwing off the shackles of complex narrative and detail rich presentations to create more immediate, visceral experiences. Once June rolls around, we here in the United States will get our greedy little hands on &lt;a href="http://www.dsfanboy.com/2008/01/18/space-invaders-extreme-preorder-gift-shows-impeccable-logic/"&gt;&lt;i&gt;Space Invaders Extreme&lt;/i&gt;&lt;/a&gt; and &lt;a href="http://blog.wired.com/games/2007/12/impressions-ark.html"&gt;&lt;i&gt;Arkanoid DS&lt;/i&gt;&lt;/a&gt;, stylized modernizations of Taito classics with gameplay rooted in thirty year-old tradition. The trend, however, kicked off one year ago when &lt;a href="http://en.wikipedia.org/wiki/Toru_Iwatani"&gt;Toru Iwatani&lt;/a&gt; released &lt;i&gt;&lt;a href="http://www.xbox.com/en-US/games/p/pacmanchampionshipeditionxboxlivearcade/"&gt;Pac-Man Championship Edition&lt;/a&gt;&lt;/i&gt;. Iwatani’s swansong, &lt;i&gt;Championship &lt;/i&gt;outwardly looks like little more than a gussied up version of the 1980 original. Get your hands on it, though, and &lt;i&gt;Championship &lt;/i&gt;shows its true colors as a very different work. &lt;i&gt;Championship &lt;/i&gt;and the original &lt;i&gt;Pac-Man&lt;/i&gt; have the same fundamental goal: get the highest score. But &lt;i&gt;Championship &lt;/i&gt;is a fluid, timed experience as opposed to a series of contained, linear challenges. Pac-man, the ghosts, the light house-techno music, the pulsing of the screen all increase in tempo as the clock winds down and the score rises, creating a hypnotic effect. When you make a mistake and it’s all momentarily halted, it’s jarring and drives you to keep the experience uninterrupted. 
&lt;br /&gt;&lt;br /&gt;
I claimed to Pete earlier this year that &lt;i&gt;Pac-Man Championship&lt;/i&gt; was the best game I played in 2007. I still think that’s true. It is gaming at its purest: simple, elegant, and beautifully affecting.
&lt;br /&gt;&lt;br /&gt;
Have you played it, FPSers? Do you agree? Am I mad?
&lt;br /&gt;&lt;br /&gt;&lt;i&gt;
Editor&amp;#39;s note: Pete finally played it about a month back and told me, &amp;quot;It&amp;#39;s just Pac-man.&amp;quot; What an ass.&lt;/i&gt;
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