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Space Giraffe Review

Xbox 360 Review by Kristan Reed

16 September, 2007

Page 1 of 2. Page 2 ->

Two reviews? What's the point of that? Well, Space Giraffe is not a normal game, y'see, and is probably the most hotly debated game this year, or any other year. Some people think it's an unfathomable load of tosh, others seem to think it's really rather splendid. So rather than provide you with one viewpoint, we looked at two contrasting opinions of Jeff Minter's Xbox Live Arcade shooter. We're good to you like that.

Kristan's take

This game is not Tempest.

No, really, Jeff Minter says so, and he should know - he made the game. Look at the 'How to Play' section in Space Giraffe's main menu, and there it is. Clear as day are the words: "This game is not Tempest." And if Jeff said so, pointedly, then I guess we should kindly refrain from comparing it to Tempest right now.

But but but. What's the fun of that? Why is the first reaction of everyone* (*disclaimer - that I know) who's played Space Giraffe is that it's "Tempest with a different scoring mechanic?". Are we all stupid, ignorant durrbrains who can't spot a variation on a theme when we see one? Maybe. Or maybe we're just calling a spade a spade.

I guess the point is, really, that if you're going to try and play Space Giraffe like Tempest, then you're going to miss the point in a fairly fundamental way. At first glance, visually it's like a barmy acid-fried take on the original (more of which in a moment), and yes, in basic gameplay terms you're doing pretty much the same thing as you would do in the 1980 arcade classic.

Stick your neck out

Stop me if you're heard this one before, but you're moving a craft (in this case, a Space Giraffe) along the rim of a series of long rectangular segments while frantically shooting and dodging dozens of enemy craft as they attempt to work their way up towards you. Clear all the enemies and you move on to a different shaped level, and so on through 100 of them.

Ok, sure, so it's a bit like Tempest, but the devil is in the detail. Whereas Tempest is a simple twitch shooter where clearing enemies is the be all and end all, Space Giraffe essentially builds on the premise by introducing several new mechanics which mark it out as a substantially different game if you're prepared to get to grips with it.

'Space Giraffe' Screenshot 1

The contents of my stomach, yesterday.

The first thing to understand is the concept of the Power Zone. A horizontal line creeps away from you as you shoot enemies and collect power ups, opening the Zone. As long as the power isn't allowed to fall back to zero you're able to knock into ("bull") enemies stationed on the rim without dying. With much of the game's appeal based around getting ridiculously high scores, the game quickly becomes less about clearing all the enemies by shooting them, and more about the tug o' war between keeping the Power Zone from falling back while allowing enemies to work their way up to the rim. Bull a load of enemies at once, and your bonus multiplier goes through the roof.

In addition, the Power Zone helps you out by slowing down enemy shots, so it's in your interests to make sure this zone is topped up. The ability to 'steer' your ever-present stream of shots with the right stick means you can effectively sit in a safe-ish zone and still hit the enemies that help keep the Power Zone active. In a delicate balance between risk and reward, you can furtively nip around, aim your shots, and bull just when it looks like you might be overwhelmed. If things look really impossible, you can use one of your limited stock of Jump Pods (of which you collect up to five) by pressing the right trigger. This has the effect of making you jump backwards away from the rim for a brief period, giving you a crucial chance to avoid danger. And when all else fails, you can also use your screen clearing smart bomb once per life.

Aye, Pods.

'Space Giraffe' Screenshot 2

The molten oozing psychedelia is a sight to behold, but trying to follow the fuzzy enemies within it.

If you manage to refrain from using your pods, then you'll gain bonuses, such as extra lives, fast bullets or point bonuses - but, predictably, ninja levels of expertise are required to benefit from such generosity. In fact, bug-eyed in-the-zone skills are the order of the day in general, even to the extent that audio cues are equally important to understanding the game as the visuals - but then this is a Llamasoft game we're talking about, daddio. That comes with the territory: a part of the gaming Wild West that ought to come with red neon-lit BBFC warning signs that flash "Danger! HARDCORE PURITY AHEAD!" in your slightly frazzled face. For the people who still demand such wanton levels of twitch gaming masochism, that's entirely the appeal; that special elite club where the terms of entry are calloused, claw-shaped hands, goth tan, extreme opinions and a thousand yard stare. For those of us who don't have hyperactive insect reactions and mutant Llamas tattooed under our eyelids, it's also the game's downfall right there.

But, if the only reason to not get on with Space Giraffe was its vertical learning curve and in-the-zone superhuman skills, that'd be fine. We've absolutely no issue with games like that - you just have to practise, practise, and practise some more until you stop sucking. We grew up with these games, at a time when they were the norm, if anything, and still appreciate the purity they can offer that's so unlike the mainstream offerings out there today.

In fact, there's a lot we liked about Space Giraffe - the otherworldly sound of a girl speaking numbers in Welsh is possibly the most inspired menu accompaniment ever, and some of the game's humorous references leave you with a big grin on your face for the first few goes. Odd references to everything from J Allard to the KLF and the beloved Commodore 64 remind you that only Llamasoft could have ever made a game so god damned off the wall. The fact that games like this can even get made these days is cause for celebration, and we can't help but want to give Microsoft credit for making it possible. No-one else would have.

Hypnotwisting the night away

'Space Giraffe' Screenshot 3

An actual brain scan during a Space Giraffe session.

The main problem with extracting enjoyment out of Space Giraffe is a lot simpler than that: it's more to do with its determination to obscure the playfield with Minters' beloved Neon light visualisation than any fundamental flaw in the gameplay mechanics. As painful as it might be for the vocal band of hardcore followers to admit, the psychedelic backdrops do absolutely nothing but provide a hindrance when playing the game. If I want to see the screen melting gently in a rainbow swirl to the sound of hypnotic electronica, I'll ingest some psychotropic substance of choice, pop the appropriate mindbending playlist on the 360, have some friends over and giggle like six year-olds until the sun rises. Trying to play a progressive take on Tempest with all that going on in the background is, at best, far out maaaan, and at worst, just a monumental annoyance as a muddled mess of indistinct enemies blur into a swirling vortex of colour. So much of the time you're dying because, well, you can't tell what the yak is going on. If your eyes can adjust to the splodgenessabounds, then well done you, but you're in a minority.

All of which leads me to the conclusion that Space Giraffe is a tragically wasted opportunity on so many levels. The expectation was there, and the time was right for Jeff Minter and co. to show the world the kind of rare talent that have been missed for so long. Yet what they've delivered feels wilfully, almost criminally self-indulgent to the point that even the most ardent hardcore shooter fans will question some of the design decisions. Even if you make allowances for the game's exceptionally niche appeal, Space Giraffe misses the mark for the simple reason that it's too busy projectile vomiting colour over the indistinct enemies to let players get on and enjoy what might have been an intelligent progression of an all-time classic. As many exasperated Londoners might be exclaiming at this point, you're 'avin a giraffe, Jeff.

6/10

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Comments: 1-50 of 85 in total | next 50 »

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smoothpete
15/09/07 @ 07:24
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Incoming!!!

/ducks and covers
krudster [mod]
15/09/07 @ 07:26
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Whoops, this is supposed to go up tomorrow...

/unpublishes.
Trip SkyWay
15/09/07 @ 14:39
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I didn't get this due to the eye melting graphics, after a day staring at a PC screen for work, this really wasn't what I needed. I found it a bit tricky seeing what was going on.
Stoatboy
15/09/07 @ 16:08
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Edit: The below is all in response to the initial review posting (i.e. just Kristan's take).

Hmm. I can't help but think that you've really missed the point about the visuals. You say they're a hindrance, as if it's unintentional. They're a hindrance by design - they're one of the main gameplay elements, and the game constantly challenges you to overcome them. The same is true of the warped and twisted webs that occur from time to time, and almost defy comprehension.

There are many levels that look absolutely impossible to start with, but turn out to be incredibly rewarding when you learn to play through the graphical maelstrom exploding around you. Wrong Pill (level 27) is a good example of a level that looks absolutely crazy when you first see it, but quickly becomes an absolute doddle to play. And the mighty level 64 is perhaps the pinnacle of this - a spinning vortex of pyschedelic insanity that looks utterly incomprehensible, and yet many people have completed it without losing a life. Neon isn't used for the sake of it, or through sheer bloody-mindedness. It's an intrinsic part of the gameplay.

SG is one of the most astonishing and audacious games I've played quite frankly, and one of the finest shoot-em-ups ever made to boot. This review is - I don't know - a little disappointing. I really thought a middling score was pretty much impossible for this. It sounds like the game didn't click with you, which is a shame.

There really is a definite moment where suddenly everything falls into place and you understand that everything is intentional, even things you originally thought were bugs or bad design.

And that you've been doing impossible things for the last twenty minutes without even realising.

And that it's now 3am in the morning and your neighbours have been subjected to Yes's Close To The Edge blaring through your stereo for 4 hours straight, and you haven't blinked since teatime.

And that you wish level 35 would never end because it's one of the most visually stunning things you've ever witnessed in your life.

And that the game is an 8 absolute minimum, probably a 9. ;)

Some people never get to that point I guess...
Edited 1 times, most recently on 16/09/07 @ 13:31
kentmonkey
15/09/07 @ 16:40
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How can a 2nd page be added to this? Unless we have a 'Mugwum' take on it as well which would explain the delay that so many have been moaning about.

Personally I couldn't have given two shits when the review went up but I understand why some were so eager for it.
Poorandugly
15/09/07 @ 18:11
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I thought the review (Edit: Kristans part) was decent, 'cause in all fairness most people won't get along with Space Giraffe, regardless of how much I personally love it, and that is what this review tries to tell people.

Even so, I wholeheartedly agree with Stoatboys' observation that part of the game is, in fact, being able to understand what the bugger is going on. And that is what makes it so fun! Yes, it might sound elitistic, but when you finally understand it, it makes you feel like you are part of some special little club. A club that is warm and fuzzy, and where people greet you with a drink and a smile when you come in through the door.

Edited for readability.
Edited 2 times, most recently on 16/09/07 @ 13:40
ResidentKnievel
15/09/07 @ 18:18
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Where's the Space Giraffe review?
Owen-B
16/09/07 @ 12:12
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It's a 5 for me, but 6 is fair enough I suppose. I knocked a mark off for Minter being a self-indulgent arsehole, which isn't very objective of me.
krudster [mod]
16/09/07 @ 12:16
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Yep, all monday features are ready. Tom and I are off to Tokyo, so it's weekend working for me in preparation...
Owen-B
16/09/07 @ 12:17
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Are you and Tom eloping?
krudster [mod]
16/09/07 @ 12:17
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Something like that...
ram
16/09/07 @ 12:20
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I like to be able to see what killed me, whether it was the confusing background that killed me or the confusing mass of foreground, I don't care.
Azazel
16/09/07 @ 12:22
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ZOMG SPACE GIROFFLE!1
secombe
16/09/07 @ 12:23
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Thank god for it, if only for the fact it will put an end to all the painfully tiresome Space Giraffe comments in every single review going.
SeesThroughAll
16/09/07 @ 12:29
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Space Giraffe = most overhyped XBLA game ever then?
Pulsar_t
16/09/07 @ 12:30
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Thank god for it, if only for the fact it will put an end to all the painfully tiresome Space Giraffe comments in every single review going.

You can never be too sure :)
Xerx3s
16/09/07 @ 12:37
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6 or an 8? Ultimate proof of scores at the end of an review being useless?
RedPanda
16/09/07 @ 12:37
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hurray! and marmite mmm
Poorandugly
16/09/07 @ 12:39
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Nice second part review, Fahey. I take it you have taken a few cues from us Space Giraffe freaks in the forum? ;)
spindizzy2
16/09/07 @ 12:57
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I'll try to give it another go, but from the hour I've spent on it so far, I'd say 6/10 is a bit generous (especially in comparison to the mighty Geometry Wars)
Stoatboy
16/09/07 @ 13:03
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"I like to be able to see what killed me, whether it was the confusing background that killed me or the confusing mass of foreground, I don't care."

You don't need to see a lot of things. You just get to know where they're likely to be and stay away from them (or risk going there to gain huge points). One of the most widely levelled complaints is that you can't see the bullets. The thing is you don't need to be able to see them a lot of the time - certainly in the early levels, which is all the complainers will have seen. As standard your bullets repel enemy bullets. If you're sitting still you absolutely will not be shot. If you're moving to the side and the lane is obscured by enemies or explosions possibly hiding a bullet, you steer your hoof shots in the same direction, and that will repel incoming bullets in those lanes making it safe to move to the side. Later levels mix it up massively, but still there are techniques and ways to keep yourself safe(ish).

This is the kind of thing that I think people struggle to see. The mere mention of "not being able to see bullets" is enough to turn people away (and I can understand why - in most games it would be an incredibly bad thing). It's very hard to jump to the conclusion that you don't necessarily need to see them.

I'm not denying that you don't die from things you haven't seen - even when you get good at the game (or passable, in my case) that still happens a lot. It's just you usually know damned well that you had let the situation get out of control, or were taking a huge risk.
Edited 1 times, most recently on 16/09/07 @ 14:04
asphaltcowboy
16/09/07 @ 13:05
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Finally the "where's the space giraffe review" crap can finish :/
SuperBas
16/09/07 @ 13:06
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But seriously, where's the real SG review?
smurphs
16/09/07 @ 13:08
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I like these split review thingies, they give a really good overview. I hate the Edge type system where the magazine has some mysterious hive-like personality. Nice one guys.

p.s. SG's not for me, I'm too bleary-eyed with lack of sleep from kiddies to deal with this sort of sensory overload. There should be a parental advisory notice - i.e. parents with young children should leave the room before the game starts. The children can stay though :)
morriss
16/09/07 @ 13:15
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Have fun in Tokyo you pair of bastards! :(
secombe
16/09/07 @ 13:16
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6 or an 8? Ultimate proof of scores at the end of an review being useless?

They always have been, only the opinion of an individual after all. The review text should give you enough to work out if it's your sort of game or not, I've always found scores pretty much irrelevant and can't understand why so many people argue about them.

Situation is even worse with the Wii, as you have to take into account that some people struggle to 'get' the controls.
ZuluHero
16/09/07 @ 13:54
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but what about the space giraffe revie....oh ;)

waffle
16/09/07 @ 13:55
#28
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marmite on toast = 7
bovril on toast = 9
Bovril, thin sliced cucumber and marge sandwich made with white bread = 10
I_Have_The_Power
16/09/07 @ 14:19
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I think we need a review about some sort of giraffe in space! I think that would be a great game and would score really well. 9 out of 10 for sure! :P
krudster [mod]
16/09/07 @ 14:25
#30
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Of course, MMUK, I forgot. Having a different opinion to you makes someone a lesser being. I'm rewriting all my reviews now in light of this.
zoidberg
16/09/07 @ 14:45
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actually... the scores alone were very very predictable...
bengray66
16/09/07 @ 15:03
#32
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Where is SWOS?
arty
16/09/07 @ 15:05
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There should be an option to switch the background visualiser off.
schoozzzmmii
16/09/07 @ 15:18
#34
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I just can't get past the fact that half the time (or more) when I die I simply can't tell what did it. Surely that's a case of bad design even if the rest of the game mechanics are solid. Certainly, it ruins the game for me :(
LeD
16/09/07 @ 15:21
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"Then I gagged, my eyes watered"

I bet you get that a lot Rob.
Slim
16/09/07 @ 15:24
#36
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Same score as Marathon? You're having a laugh on here these days.
Stoatboy
16/09/07 @ 15:58
#37
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@schoozzzmmii: In FPSs you'll often get killed without knowing what hit you too, especially in multiplayer where sniping is rife. Generally you'll be aware that you were vulnerable or had taken a risk - like running around a blind corner. In SG that's like moving into a lane that's obscured by enemies.

There are a lot of intricacies to learn in SG before it clicks, and before it does there will be a lot of mysterious deaths. If you can stick with it you should learn to avoid a lot of them, or at least start to understand where some of the deaths are coming from.

The game has huge barriers to entry, and will deter a lot of people, but if you can overcome them it really is something special.
driptray
16/09/07 @ 16:05
#38
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Two thorough and well-written reviews .. nice one, EG!
driptray
16/09/07 @ 16:10
#39
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@MMUK: I hope your "yes it is.." comment was tongue-in-cheek. If not, that's some horrible elitist shit you're spouting!
mrbanjo
16/09/07 @ 16:10
#40
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If anyone here thinks THIS is self-indulgent they've obviously never tried mama llama, SG is a model of accessibility by comparison!
twelveways
16/09/07 @ 16:21
#41
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7 then?
[eSc]Demon
16/09/07 @ 16:29
#42
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nice reviews, shit game...
marilena
16/09/07 @ 16:30
#43
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/hugs ManicMinerUK (in a manly way)
mrbandersnatch
16/09/07 @ 17:08
#44
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Space Giraffe? Rez? Damn Im starting to get tempted to buy a 360! Now if they would just put out a premium pack for under £199.99 so that I could sneak it under the wifes radar....
RichGL
16/09/07 @ 17:12
#45
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Marmite...... without butter?

No wonder you didn't like it.
menage
16/09/07 @ 17:13
#46
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I'm willing to concede that I really didn't get it. But I had more fun looking at my winamp visuals then actually playing this.
I_Have_The_Power
16/09/07 @ 17:14
#47
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@stoatboy

In (most)(and good :P) FPSs that would never happen in the core singleplayer mode of the game. If you get sniped, then you get a chance to hide and recover and carry on playing.

Do you get such a chance in SG?

Now, I realise that you and a few others seem to worship this game for what ever reason and more power to you (I often like games that people hate), but there's no need to try and compare it's 'failings' to more popular genres as a counter-arguement, to somehow vindicate bad game design. It's all a bit..well... childish (no offence).

You enjoy the game and that's all that matters. Do you really need to preach to the unconverted? Does the fact that you seem to be in a minority of players bother you? Just go enjoy SG. :)

Or does a poor game score somehow sully that experience for you? :S

smurphs
16/09/07 @ 17:18
#48
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@mrbandersnatch

it's simple really. Just buy the core version, then sneak the hard drive, joypads and games in by-and-by (hey - first time I've ever used 'by-and-by' in any correspondance!)

Ahem, not that I did that of course. (Is she still looking?)
dfunked
16/09/07 @ 17:24
#49
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Definitely agree with the score
I approached this game expecting something great from Minter, but came away feeling extremely disappointed.
Retroid [mod]
16/09/07 @ 17:44
#50
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I'm glad you lot had two people review this. Needless to say I don't agree with Krudster's take and prefer Shinji's ;)

I know Shinji's highscore as he's on my friendslist, but not Krudster's as he turned me down :'(

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