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Every Extend Extra Extreme Review

Xbox 360 Review by Tom Bramwell

18 October, 2007

Hello, Eurogamer here. Yes, the website. Tom will be along in a moment. Before we begin though, a quick message for other websites! You know how I love you lot! And you know how we all love lists! With this in mind, if you are ever making a list of the most game-breakingly appalling and awful design decisions in the history of life, do remember to include the shield in Every Extend Extra Extreme. I'm sure Tom will explain why in a minute. Anyway, see you all next week for the badminton tournament, and maybe lay off Britney Spears for a bit - it's not like we didn't sell her the drugs in the first place.

[Tom realises what is happening and seizes control of the laptop, banging it up and down until HDD Protection is enabled. The uprising is over.]

Sorry about that, Eurogamery folk. I was busy playing Every Extend Extra Extreme. Well, I say busy. You're never particularly busy when you play Every Extend Extra Extreme. Reborn on Xbox Live Arcade after a divisive turn on PSP, it's sort of the opposite of a shoot-'em-up: you position your pointy cursor in the middle of the screen, wait until lots of ambling snowflake things converge on you and then press A to detonate yourself, creating a chain reaction. The longer it lasts, and the more ambling flakes join the chain, the more points you score. This being Q Entertainment, each point on the chain makes a noise, creating a sort of abstract dance music, and the whole thing looks like a firework show.

The idea is that this part is compelling. Except it isn't. Initially (especially four pints down), it's quite thrilling to watch and hope that the position you were in when you detonated results in a decent chain, and the fireworks and dance party gets progressively more elaborate as you sit there and stare. When the chain runs out, it subsides and your cursor respawns on the screen, whereupon you're meant to vacuum up any power-ups that have been dropped. Time Extends put more time on the clock in Unlimited mode, while Quickens increase enemy movement speed and density (meaning a greater likelihood of bigger chains) and BonusX pick-ups increase your scoring potential.

'Every Extend Extra Extreme' Screenshot 1

Bewildering, eh? The truly bewildering thing is how easy it is.

But the thing is that you're doing absolutely nothing while all this goes on. You're just meant to watch. And once you reach a certain level of skill (took me 15 minutes), gathering enough Quickens and Time Extends, there's nothing to stop you kicking off chain after seemingly endless chain in perpetuity. On my first go, I got to 8 trillion points, which put me about 49th on the worldwide leaderboard. This took about two hours, and I only banked the score by deliberately killing myself out of sheer boredom. There's no sense of achievement whatsoever.

And it turns out that was me being rubbish. On a subsequent go, I lasted 1 hour and 3 minutes, reaching 20 trillion points, before putting the pad down and thumping the keyboard with phrases like "spaying yourself over and over again" and "drunken orgy for ugly particles" until the time had run down. As an added insult, it's not actually very easy to kill yourself.

So what's gone wrong? The first and biggest thing is the shield. New to Extreme, it's a 3-second bubble of invincibility that protects you from the massed ranks of floating objects just after you respawn. You can extend the shield's duration by picking up certain power-ups, and, while they are rarer than some, even without them you always have time to collect enough Time Extends and a few Quickens and BonusX icons to keep things going. Without the shield, Every Extend Extra Extreme would be much harder, because you would have to dodge around a lot to avoid dying (which resets the speed and Quicken level), and clear spaces for a safe respawn. With it, the biggest challenge is making sure you've hit the detonation button before it runs out, which is about as hard as fairy cake.

'Every Extend Extra Extreme' Screenshot 2

It certainly gets quite exciting visually, but once you've seen it do this a few times you just lose interest completely.

Presumably the reason the shield exists is that Every Extend Extra Extreme (I am avoiding the abbreviation "E4" because I want you to be cross) has so much going on that it would be virtually impossible to survive without it. This is a fundamental problem with the game, for which the shield serves less as a solution and more as a magnifying glass. You certainly can die, but you generally only do so if you wait too long and the shield runs out, which is just you being silly. And even if you do, there seems to be no end to the amount of lives at your disposal, and diligent collection of Time Extends will mean that building yourself back up is far from taxing. To make matters easier, the B button halts detonation, meaning that you can simply stop, harvest pickups and start again.

Fortunately there are Time Limited modes too. These allow you to tackle each of four stages with a different time limit (5, 10, 15 and 20 minutes respectively), and come with leaderboards. Which would be fine, were it not for the fact the core gameplay is so fundamentally dull, and the other fundamental problem, which is that getting a good chain reaction really isn't much to do with good positioning on the screen: once you reach a certain threshold of skill (cf earlier bracket), pretty much anywhere will do, and you have to be pretty hapless to fail at this enough for it to have any negative consequences.

Where the skill in being good enough to top said leaderboards will presumably lie is in when you choose to use the B button to halt a detonation and then start another one. After a dozen hours in the game's company, I'm sure I'm making progress at this, but I've little or no interest in probing further - not least because nobody on my friends list seems to be interested, and I'd rather compete against them than whoever it is who spent a billion hours getting his score to 160 trillion within half a day of the game going live. Something that just about anyone could achieve given enough time, because nothing ever gets harder.

'Every Extend Extra Extreme' Screenshot 3

The Unlimited mode can, quite conceivably, be played forever. So, good name.

The other elements of Every Extend Extra Extreme are multiplayer, a shoot-'em-up game and a bit where you can input your own music. In multiplayer, you can't see what the other person is doing, you just get a readout of their activities and a tug-of-war score bar along the top, which often forces you to end a particularly promising chain reaction before it matures because you only bank the points that go towards the tug-of-war bar when it concludes. In my experience, the person who starts off with better chains wins. The shoot-'em-up isn't much more exciting - it's 100 levels of firing bullets at the snowflake wotsits instead of detonating them, the bosses are about 15 years out of date, and the repetition is only less annoying than the main game by virtue of how astronomically dull the main game itself becomes.

There were definitely ways to salvage all this. Phasing between different graphical styles, ala Lumines, with accompanying changes in gameplay conditions, could have given it a completely different feel - and certainly staved off the frustrating repetition of the visual element. And if the shield was gone and the enemies were fewer, and more varied, it could have been a lot like an actual videogame, with a difficulty curve, rather than a bewildering ascent up a six-foot cliff onto an endless plateau of tedium.

As it is, I'm giving it a couple of points for having a demo version that will keep you occupied while you and a pal work through a couple of bottles of Sierra Valley, and a couple more for the hour or so it will take you to become an absolute world-beating master and become utterly sick of the sight of it. Frankly, I'm being generous.

4/10

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Comments: 1-48 of 48 in total

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cyacomini
18/10/07 @ 07:23
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Fantastic little game - played for hours last night.

It'll keep me going until Rez appears!
Darren
18/10/07 @ 07:32
#2
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I really tried to like this game, it looks pretty and colourful and the music is chillin' but I just found it confusing, I didn't have a clue what I was supposed to be doing and so I ultimately found it tedious. Not as tedious as the Speedball 2 demo mind but still snooze-inducing. ;)
Gnort
18/10/07 @ 07:37
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Ouch.

Considering EG quite liked the PSP version, I was expecting a little better. I'll probably give the trial version a spin and see what I think, but I think this may be 800 MSP that can continue to burn a hole in my electronic pocket.
RedPanda
18/10/07 @ 07:43
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@Gnort: Different reviewer though wasn't it?

I had a quick go on the demo yesterday and was a bit intrigued but had no idea what the heck I was doing even after reading the How to Play bit.

so.... 'more confusing than Space Giraffe' then ;-)
Ceatlan
18/10/07 @ 07:45
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I can't believe how low res the graphics look. When I played the PC version a year or so ago I really liked the graphical look, everything was crisp and clear. However this XBLA arcade version is awful, everything is drawn with fat chunky lines, instead of the clear single pixel wide lines of the PC version, and it seems to be running at a PSP screen resolution instead of in HD. Instantly made the game unplayable for me, played for about 20 seconds and then quit never to touch again.
rashes
18/10/07 @ 07:50
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I got this and Speedball last night.
Was impressed with both.
Psychotext
18/10/07 @ 07:57
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I would advise anyone that might be interested in this to try the demo... really no need to rely on reviews when every game on the platform can be trialled. =)
Cyhwuhx
18/10/07 @ 07:59
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.::: First the onslaught of 10's, now this! Must be an off year for EG. ;)
squarejawhero
18/10/07 @ 08:01
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/insert score comment here

/insert bias comment here

/insert Halo 3 comment here

/insert RFOM comment here
lennon
18/10/07 @ 08:05
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Yep I found it confusing. Much more so than Space Giraffe
Rev. Stuart Campbell
18/10/07 @ 08:08
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The point about EEEE is that the demo gives a false impression. You naturally assume that the game will get harder in real life, and in fact it doesn't. (My own first-go endurance ran out at about 46 trillion.) Review's a little bit dismissive on the shooting game, though, which is fairly decent fun and goes some way to salvaging the 800 points.

(In as much as a challenge exists in the normal game, it's in building up the Beat bonus so that you get a good rating as well as a monster score - I didn't know it existed until halfway through my game, so my 46 trillion only netted me a B+.)

Not sure how radically this differs from Lumines, though, which has exactly the same games-lasting-for-hours ethos and is similarly dull much of the time. And I thought PSP Every Extend was rubbish too.
onyxbox
18/10/07 @ 08:09
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never liked this game, totally agree with the score.
menage
18/10/07 @ 08:09
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So you just hit the button and watch? That would be a hit in North Korea or Iran I think.

Tried yesterday, great music! But I had no idea what I was doing. One turn I had 4 trillion next 1 million. I don't get it.

"
(In as much as a challenge exists in the normal game, it's in building up the Beat bonus so that you get a good rating as well as a monster score -"

You're supposed to do something then? Could someone tell me what cause I'm at a loss.
Edited 2 times, most recently on 18/10/07 @ 09:13
TheDudesRug
18/10/07 @ 08:10
#14
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Looks like a puke-a-thon!
Balboa
18/10/07 @ 08:11
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It's not a bad toy if you like these sort of things, but I can't figure out why they stripped out the level changes and bosses. I've gotten a good few hours out of it though, and will probably get a couple more. Can't recommend it though, there's nothing of substance here.
Kelduum
18/10/07 @ 08:14
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Well, I was messing around in the demo for quite some time last night, and I enjoyed it loads.

Although, I seem to enjoy Rez and Lumines loads too - has to be something to do with the synesthesia, which is pretty clear both me and Tetsuya Mizuguchi have.

Built in Winamp visualizations FTW!
Der_tolle_Emil
18/10/07 @ 08:16
#17
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So you just hit the button and watch? That would be a hit in North Korea or Iran I think.

hehe :)

I tried this game some time ago on the PC. Had no idea what was going on and there was nothing compelling about it. Have yet to try the XBLA demo but I don't expect much.
Ignatius_Cheese
18/10/07 @ 08:17
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Would appreciate Rob (Shinji)'s take on this. Not that I don't trust you Tom! But Rob's review on the PSP game was more in keeping with my brainwaves on this type of game.
Eighthours
18/10/07 @ 08:18
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EG in out-of-kilter-review-shocker. I know some people who absolutely love this game, haven't had the chance to try it myself yet.
cyacomini
18/10/07 @ 08:18
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It's the same as SG - if you don't know how to play, and don't spend the time to find out you'll think it's pish.

If you spend a little time with it though, the magic comes through and it gets really really good.

It would get an 8 from me.
neuroniky
18/10/07 @ 08:22
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I'll give it a try, but after the almost perfect gameplay experience that was Space Giraffe I'm pretty sure this will leave me unimpressed...

@Kelduum: thank for the link on Synesthesia. I didn't know it was something "scientifically recognized", I always thought it was a fantasy of mine...
Edited 1 times, most recently on 18/10/07 @ 09:28
brooza
18/10/07 @ 08:26
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I enjoyed the demo
Darren
18/10/07 @ 08:27
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I don't know how anyone can describe it as a game, you spend more time watching firework shows than you do actually "playing" it. As a game it's weak IMO but it does have pleasant audio/visuals... if you can stay awake long enough to enjoy them.
Bertie [staff]
18/10/07 @ 08:28
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Mm, Sierra Valley.

There is no shield in the PSP version and there is a lives system, a voice that sounds extremely like Tom's is telling me about how the two are different.

When I played the 360 demo version and smashed Tom's score on my first go it was definitely fun, but even after 15 minutes with it it seemed far too easy and devoid of any actual challenge.

Useful for if you want your neighbours to think you like trancey progressive digital thump, though.






Mugwum [staff]
18/10/07 @ 08:29
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"Would appreciate Rob (Shinji)'s take on this. Not that I don't trust you Tom! But Rob's review on the PSP game was more in keeping with my brainwaves on this type of game."

Rob hated this too. I forced him to download it and try it out since I knew you'd wonder about it. To paraphrase him, the addition of the shield and removal of a lives system destroy everything he liked about it on the PSP.
Ignatius_Cheese
18/10/07 @ 08:34
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Cheers Tom. Looks like its a "demo only" title. Oh well! :o/
jiveguy
18/10/07 @ 08:38
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For anyone who doesn't know, the original PC version is still available.

http://nagoya.cool.ne.jp/o_mega/product/...
asphaltcowboy
18/10/07 @ 08:39
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I quite enjoyed the demo yesterday, despite not really understanding how to be "good" at it... I suppose it is mostly the balance between chaining and cancelling the explosion. Will try it some more I think, but I can't help feeling a price of 400 points would have helped!

EDIT: thanks jiveguy!
Edited 1 times, most recently on 18/10/07 @ 09:42
space ace
18/10/07 @ 08:45
#29
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nice hint. should make your competitions this way :)
Shinji [mod]
18/10/07 @ 08:53
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Rob hated this too.

Never a truer word. I really liked the PSP version, and was genuinely shocked that the XBL version is so bloody awful. It feels like they handed over development of this edition to a room full of work experience kids who had no actual idea what had made the game fun in the first place.

I mean, the basic mechanics of the game are crippled here. The lives system is gone, for all intents and purposes, so there's no pressing necessity to avoid pointless detonations. The shield means there's no longer any risk involved in picking up the power-ups, or in finding a new detonation location. Even the graphics, which were lovely and stylised on the PSP, are boring, sub-par clones of Geometry Wars in this version - it feels like someone went "hmm, our market research suggests that Xbox customers love geometric shapes! Make it so!".

By all means, download the demo and have a gander for yourself - but before you buy, bear in mind that this game's difficulty curve looks like what happens when a fat man sits on a cup-cake. You won't find the full game any more challenging than the demo, just /longer/ - and that's really, terribly dull, imo.
barnard666
18/10/07 @ 08:55
#31
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The problem is the music element, if the detonations happened faster (instead of in time with the music) it would be harder, and you would feel like the place you were in when you detonated actually made a difference, as it stands the things take so long to explode that you could never trully predict what was going to happen.

The shooting bit was quite good fun, does that get harder? I would get it for that alone, if it was 400 points. The main game however has been ruined.
lasermink
18/10/07 @ 09:15
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This review read like a 10.
login_name
18/10/07 @ 09:59
#33
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I kinda liked this on the pc but this is a bad version. Very disappointed.
driptray
18/10/07 @ 10:01
#34
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@shinji: +1!

Why did they change the gameplay from the psp one? I just don't get it.
login_name
18/10/07 @ 10:11
#35
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I think you'll find that almost any game with Extreme (or any of it's variants eg Xtreme) in it's title is shit. It's like a "we fucked up" badge. Can't get the gameplay just right? Don't worry, break it a little more and call it Extreme! This is especially true if it's a sequel to a well liked or cult game. So it's not like they didn't warn you :)
jebus
18/10/07 @ 10:18
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@RedPanda "so.... 'more confusing than Space Giraffe' then ;-)"




Space Giraffe isn't confusing it's just shite.

Edited 1 times, most recently on 18/10/07 @ 11:19
jlaakso
18/10/07 @ 10:48
#37
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The PC freeware original kicks butt to this day. Too bad this looks like a budget version of that.
RichGL
18/10/07 @ 11:04
#38
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I'm a bit pissed off as I bought the game on the strength on the PSP version. Wasn't expecting a completely different gameplay FFS!

There are no refunds for this product.

WELL FUCK YOU TOO.
TreeFrog
18/10/07 @ 11:07
#39
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I'll just echo what others are saying - the PSP version is much better. It's more of an update on the original, rather than the major re-imagining of E4.
That said, I like that they've tried something different, it's just a shame it isn't very good.
Monkey_Puncher
18/10/07 @ 11:21
#40
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Gotta say I had a quick go on the trial last night with high hopes that I'd enjoy myself, I didn't have a clue what I was doing though. Read the tutorial and I still didn't have a clue what was going on.

Think I'll be giving this one a wide birth, I love Lumines and Rez but this one just goes straight over my head.
JunoBlaster
18/10/07 @ 11:22
#41
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Wow, what an accurate review. Immense fun for about 10 minutes until you work out what the hell is going on. Then it's more a question of how much tedium you can endure, rather than skill, that dictates your high score. Space Giraffe pwns Every Extend Extra Extreme. It at least has 'gameplay'. The Revenge mode in Every Extend Extra Extreme is also like a poor mans' Geometry Wars. Really wish I'd played the trial before dumping 800 points on this; points that would've been better saved for SWOS... if it ever arrives...
AFX
18/10/07 @ 11:27
#42
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I loved Space Giraffe, and I also love this. I got 3.2 trillion last night and though that was a pretty good score so I'm a bit concerned the reviewer of this game got higher scores much easier. Anyway, I don't regret my purchase.

Sadly Speedball 2 didn't live up to my expectations and so didn't get a purchase. Mostly due to the lack of the classic Amiga music :P.
Vermillion3000
18/10/07 @ 12:37
#43
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Interesting review.

I love the game but also find it hard to disagree with Tom's points.
It's essentially an anti-dote to the Space Giraffe BLINK-AND-YOU-DIE ethic. (I love SG as well, as it happens).
E4's GO-SHOPPING-AND-YOU-MIGHT-DIE ethic may be a little too far on the side of chilled-out-gaming for it's own good cos the only people attracted to this type of game are going to be old school gamers who respect a bit of challenge to keep the blood thumping even if they don't want brick wall difficulty.

and things...
pjmaybe
18/10/07 @ 13:43
#44
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Thank fuck for that, I thought I was in a minority of people who thought the game was a big steaming pile of camel doo-doo.

Peej
darc
18/10/07 @ 14:09
#45
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I never did figure out what was so special about the PSP EEExtra. Reading the review here extracted ~$30 from my wallet - minus what ever I got back on returning it.
menage
18/10/07 @ 19:37
#46
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PuzzleQuest is great indeed, everybody should buy that instead. I'm probably going to buy this when I'm drunk which is probably this weekend.
Edited 2 times, most recently on 18/10/07 @ 20:44
Yodzilla
18/10/07 @ 19:48
#47
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It's true, this game absolutely blows compared to the PSP release. Shame.
Kabal
04/11/07 @ 14:00
#48
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Hmm, this is a pretty poor review given that it doesn't even mention the 'beat' related game mechanics. Ok, it's a given that the shield does completely break the unlimited time mode, because its impossible to ever die.

BUT, there is some skill involved with the timed modes. Blowing up randomly will not get you a good score.

If you explode on the beat, you get 2x bonus for the current chain. Do it again next time and its 3x, then 4x, 5x. Those combined with a balance between rushing to collect the quicken and multiplier powerups are where the challenge lies. I can't help but feel this guy barely played the game before writing this review. Or only played the un-timed mode anyway.

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