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Riff: Everyday Shooter Review

PlayStation 3 Review by Tom Bramwell

9 January, 2008

Despite his protestations in an encouraging "Notes" section that rails against "games-are-art-theory-wankery", I have a feeling that Riff: Everyday Shooter author Jonathan Mak will struggle to escape veneration by the aesthetes of my profession - what with having cited Kenta Cho, Kanta Matsuhisa and Tetsuya Mizuguchi as direct influences, and having then turned in an album of musical shoot-'em-up levels that derive their mechanics from the principle that "even the simplest thing can be the most beautiful thing". Whether or not you get lost in the elegance and subtle meticulousness of his compositions, though (and we will be doing that presently, by the way), you'll still be pleased with what's on offer here: eight distinctive examples of the two-stick shooter that start off well and only get better the more you play them.

Beyond a simple menu system and a few guitar twangs set against a pretty visualisation, the first level makes clear the rules: you direct a very small object - let's call it a spaceship - with the left stick and fire a stream of bullets with the right, and the object is to take out the various enemies floating purposefully around the screen and then collect the little pixels that they leave behind.

'Riff: Everyday Shooter' Screenshot 1

The first level's background undulates all over the place as you move around. Gorgeous.

Each level alters graphics, enemy behaviour and appearance patterns considerably, and ambles along for the duration of a particular piece of music, which reacts playfully to successful attacks. Individual levels also feature their own combo systems. The first has spinning golden stars that float away from the point of your bullet's contact to form wiggling funnels of light that can be inflated and sustained by repeated fire and initiate chains of explosion in any adjacent enemies when they envelope them. Another pegs the screen with bacterial splatters networked by lines, which require sustained fire to dispatch and allow you to eradicate several at once by picking a well-networked target. Uncovering the secrets to each level's more impressive chain reactions requires repeated exposure and experimentation - although simply knowing what's likely to happen won't guarantee success - and survival itself is a healthy challenge for your thumbs as your more persistent adversaries dog your heels and often move faster than you can while you're firing.

Being able to move more quickly when you're not firing is a smart twist with intuitive strategic consequences, but there are much smarter decisions at the heart of Everyday Shooter's logic. Something I noticed quite early on was that ship movement on the left stick is perfectly analogue, but that firing is not. Rather like Geometry Wars: Galaxies on the DS, your lines of fire map to a d-pad's eight directions with gentle adjustments that mask the effect. Far from a limitation or an oversight, this allows you to strafe targets with larger health bars more effectively, and in the tight corners of busier levels it gives you a better chance of navigating clusters of one-hit enemies.

'Riff: Everyday Shooter' Screenshot 2

When you first get to this one, life will seem unfair.

Rather than finishing a level to unlock the next and then being able to pick up where you left off, Everyday Shooter also deposits you at the start of the album each time you run out of lives. Old school in theory, it's decidedly new school in approach, issuing additional "Unlock Points" for every dropped pixel you collect - whether or not you exceed your highest score on that particular play-through - and these can be invested in additional starting lives, as well as natty visual effects to brighten up the levels, and "Single Play" unlockables that allow you to practice individual levels away from the main eight-in-a-row single-player gameplay mode. Like some of Q Entertainment's better shooters, difficulty isn't on a purely upward trajectory, either, alternating somewhat between more frenzied levels, which require you to have your wits about you for every twist of the stick, and less aggressively appointed tasks that give you room to breathe between onslaughts. Mak's musical decisions are carefully tuned to the gameplay conditions, too, capturing the tone and pace of each composition to the point that you're not sure which came first: the music or the monsters.

There are certainly moments of frustration to endure - enemies that can seem to spawn beneath you, graphics that sometimes layer themselves counter-intuitively so that it's difficult to place yourself in the maelstrom, and a significant challenge that may prove too substantial for less practised stick-twiddlers - but the preceding paragraphs should help you divine whether or not this will suit you. I hope it does. It's another example of Sony plugging resources into talented developers whose work doesn't necessarily belong in a snazzy case on the pages of Amazon or on the shelves of GAME. At GBP 4.99, it sits comfortably alongside PSN's best games, like Super Stardust HD, bothering your wallet no more than a beer and a video. To go back to Jonathan Mak's release notes, he says that he hopes it will inspire others so that he can repay the debt he feels to the likes of Cho and Mizuguchi. I only hope the receipts inspire him to continue down this path, because I know I'll be waiting with funds in my PSN wallet.

8/10

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Comments: 1-26 of 26 in total

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Zastai
09/01/08 @ 11:26
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So is this coming to the PAL PSN store this week then?
haowan
09/01/08 @ 11:28
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What's with the "Riff:" thing?
Steroyd
09/01/08 @ 11:29
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Does this review mean that ES is coming soon as in... tomorrow?

I will be disapointed in EG for getting my hopes up if it doesn't. :P
AcidSnake
09/01/08 @ 11:40
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Just saw the "read our scoring policy" linky...Nice addition...
Mugwum [staff]
09/01/08 @ 11:40
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The last date I heard was around now, but Sony hasn't confirmed it yet. They rarely do in advance on PSN matters, sadly. The reason it's reviewed today is that we were sent a review copy and I'd been dying to play it.
disc
09/01/08 @ 11:43
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It is cute. I played a demo version on a PC of the 'Eye' level but the PC sadly had broken headphones or broken soundcode so the sounds weren't correct.
Steroyd
09/01/08 @ 11:51
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So even you're in the dark. :(

Lets hope recieving the review copy means it's coming this or next week.
haowan
09/01/08 @ 11:57
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why would you add "Riff:" to the name? This is Sony all over
haowan
09/01/08 @ 12:01
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I MEAN WHY
Steroyd
09/01/08 @ 12:11
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Riff is the one guy that made it?
haowan
09/01/08 @ 12:21
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You mean Jonathan Mak? sounds a lot like "Riff:" :)
betahoven
09/01/08 @ 12:47
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who cares if it's got riff in the title, i just want the game. Must be out tomorrow, surely?!
Salvia
09/01/08 @ 12:55
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"why would you add "Riff:" to the name? This is Sony all over"

If it was MS then it would be Extreme Urban Pro Street Space Marines:ShootStorm To The Max!

MaxiSleep
09/01/08 @ 12:59
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"If it was MS then it would be Extreme Urban Pro Street Space Marines:ShootStorm To The Max!"

Home and Student edition
El_MUERkO
09/01/08 @ 13:00
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i've got the us release, it's great and bonkers, buy it :D
dsmx
09/01/08 @ 13:15
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It looks fun, it looks interesting, it was made by 1 person. Who says developing for the ps3 is difficult?
erp
09/01/08 @ 13:32
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I was quite amused by Mak's self-effacing acceptance speeches at the IGF awards.

There are videos on the IGF website.
Edited 1 times, most recently on 09/01/08 @ 13:32
Kylun
09/01/08 @ 13:47
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The tagline should be; (yeah!) Can U dig it?
Pulsar_t
09/01/08 @ 16:43
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@disc you played it at TGS or downloaded a demo off the web?
deepmenace
09/01/08 @ 17:10
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it's sooo difficult.

nnnggg.

/is shit/
Retroid [mod]
09/01/08 @ 19:19
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/Wants
Syrok [mod]
09/01/08 @ 19:47
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@AcidSnake: That has always been there. Okay, not there, but somewhere else on the site. Well hidden. ;)
disc
09/01/08 @ 21:50
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Pulsar_t: Melbourne has a place called the Australian Centre for the Moving Image. They have a Games Lab where they allow you to play a lot of the latest IGF titles.

Castle Crashers was awesome :)
Yodzilla
10/01/08 @ 15:22
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This game is fantastic, but I wonder why they added Riff to the Euro release.
Baronen
10/01/08 @ 15:41
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Great game, well worth the price of admission. Do yourself a favour and play with headphones if you haven't got a proper surround system, the sound design is absolutely brilliant.
ozallez
14/02/08 @ 21:05
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Getting my first taste of it today with the Australian release. Finding it hard to stay alive initially, visually beautiful tho . Just need to figure out what i'm doing, the in-game notes help a great deal!

Comments: 1-26 of 26 in total

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