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  • The New Graphics Whores: Bit.Trip Beat is Gorgeous, But Retro Style Does Not Equate Quality



    A strange thing happened to me between downloading Bit.Trip Beat 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: Bit.Trip Beat is a bad game.

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  • Gradius ReBirth and The Joy of Sisyphean Gaming



    Every few years, I get the itch. I’ll be reading a book or sitting in café, enjoying the air and taking in some company, when my conscious mind will simply shut off. My eyes glaze over, I drool a bit, and whoever I happen to be with at the time starts to worry. They wonder if they’ll regret not bringing a tranq gun by the end of the day. It’d probably be wise for me to start wearing a medical bracelet. It should read: “John Constantine. Irregular shmup addiction. Administer either space/terrestrial, horizontal/vertical shooter immediately. Contact Dr. Vic Viper at Up, Down, Left, Right, B, A, Select, Start.” At the very least, it would ensure that no one gets hurt.

    While Derrick’s been having a renaissance with the genre and Joe’s all but abandoned it, my predilection for shoot ‘em ups has been constant over the past two decades. As I said, it isn’t regular. It just comes out of nowhere. It starts with having to track one down, preferably horizontal, with a killer soundtrack, and bright color. Then I go for weeks without playing anything except for stray, half hour sessions with them, games like Einhander, Life Force, or R-Type Final. Thing of it is, I’ve never gotten good at any of them. I wouldn’t say that I’m terrible. I can usually get through the first level of a shooter without dying or, in extreme cases, continuing on the first try. But I’ve never beaten one without cheating and I’m usually struggling to keep up just a few levels in. I love the ebb and flow of a great shmup, the movement from speed and escape to the sluggish crawl that almost always precedes some giant conflict against a screen filling boss. When I die, I smile, and start over. Bullet hell or Konami standard, I take immense satisfaction in pushing the rock uphill and letting it tumble back over me.

    Which, when you get down to it, flies in the face of what we expect to be a satisfying experience, right? When we judge games, the most damning thing you can say about it is that it’s frustrating, the highest praise that it challenges us in a way that makes us want to persevere, to master it. If you aren’t good at it and you don’t get better, what’s the point?

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  • The Ten Most Adventurous Sequels in Gaming History, Part 2

    Super Mario 64



    If you'd asked a young me to imagine a three-dimensional Mario Bros. game, I'd have pictured a screenshot from Super Paper Mario — essentially, the point-A-to-point-B linearity of classic side-scrolling Mario, shot from a different camera angle. Instead, Shigeru Miyamoto's first 3D adventure completely rewrote the rules of platforming, replacing the "get to the end" format with a variety of challenges set in one, open physical space. To a generation weaned on linearity, this was pretty overwhelming at first — I remember being plunked down in Bob-Omb Battlefield and wandering around like a chump for an embarrassingly long time. 64 was so different from its precursors that you arguably wouldn't call it a sequel, but bear in mind that no one knew at the time what the next generation of games would look like. Early 32-bit games like Bug and Clockwork Knight dressed 2D gaming in 3D clothes. As usual, that nut Miyamoto had something different in mind. — PS

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  • Get Option. You Cannot Reach Option.



    Why, you might think, can I not reach the option? It’s because there are bullets and meteors and evil spaceships everywhere, that’s why. Gradius requires lightning fast reflexes and keen memorization skills! The text might tell you that but it doesn’t explain just how fast that Vic Viper’s going to have to maneuver. That’s probably why text might not be the best format for the twenty-year-old shoot ‘em up franchise. YouTube user shmupnut thought differently, as you can see from this re-imagining of Gradius as an old fashioned text adventure.

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  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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