Space Giraffe Review

Splodgenessabounds.

Version tested: Xbox 360

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

Rob Fahey's take

Life is scattered with those little coming-of-age moments; instants in your life when you realise you've been sitting on a fence all this time, and you must now decide on which side your feet belong.

For example - about three weeks ago, I encountered a jar of Marmite in the kitchen cupboard. It struck me, as I turned it over in my hand, that I've probably described games, films, books and their ilk as being "a bit like Marmite" countless times - and yet I've never actually worked out on which side of the famous Marmite Divide I fall.

So I made some toast. And I cautiously spread a thin slick of Marmite on it, just enough to brown the surface; sniffed experimentally, raised it to my mouth, and bit off a chunk.

Then I gagged, my eyes watered, I thought I was going to throw up, and I chucked the rest of the toast in the bloody bin while I gulped down about two pints of water. What the bloody hell is wrong with you sick weirdos?

Interstellar Okapi

'Space Giraffe' Screenshot 1

Unlike Marmite, Space Giraffe is not a recommended with hot toast.

The anecdote is relevant (honest), because where Space Giraffe is concerned, I feel like the shoe is on the other foot. My gut reaction is to recommend that everyone should play it - but somewhere at the back of my mind, I know that the majority of you will probably gag, choke, and throw it in the bin. Probably followed by glowering at me about wasted Microsoft Points (much as my Marmite-munching flatmate did after I encouraged him to buy the game).

Kristan has already described perfectly the basics of how the game works. Despite Jeff Minter's claims to the contrary, it is very clearly an evolution of the Tempest formula - but one which takes the same basic controls and mechanics and fashions a radically overhauled experience from them.

The addition of enemies such as Flowers (which essentially block your ability to move around the game surface freely for a period of time) and Boffins (nasty little sods that can only be shot when they're moving horizontally) turns the game into a vastly more strategic affair than Tempest ever was. Indeed, of all of Minter's games to date, it's arguably the one which demands the most from its players, forcing you to keep an eye on a wide range of different factors rather than simply shooting lots and dodging bullets.

There's a sense that you're not just fighting enemies here; you're actively nurturing a play area, attempting to set up the conditions for the best score possible. Simply shooting everything is a tactic that stops working early in the game; as you progress, you're expected to take a holistic approach that "gardens" the playing grid until the time is right to bull a large number of enemies off at once.

That, for me at least, is what makes Space Giraffe extraordinary. I'll admit it up front - I don't have the reactions required for twitch shooters any more, much as I love the genre, but Space Giraffe actually offers something vastly more strategic and cerebral than most other shooters. It's hidden away under a thick layer of eye-blasting visuals, silly humour and fast-paced action, but it's there and it's utterly compelling.

Galactic Zebra

'Space Giraffe' Screenshot 2

Acid flashbacks: a perfectly understandable complaint.

Ah, yes - the eye-blasting visuals. A common and perfectly understandable complaint about Space Giraffe is that you can't see what's going on due to Minter's inclusion of light synth backdrops, which plaster your screen with bright plasma effects that do frequently obscure important gameplay elements like enemy bullets or flower stems.

It's a legitimate complaint - but once again, I find myself remembering standing over my kitchen sink gagging on the taste of a condiment my flatmate can happily munch down by the teaspoonful. To me, the light-synth backdrops are a major part of the appeal of Space Giraffe; a kind of trippy, ecstatic visual that plays with your perception and draws you deeply into the experience of the game.

It's not like the backdrops just sit there and look pretty, either. They are a core element of the game to a large extent, and deliberately or not, Space Giraffe is a remarkably successful experiment on human perception. The light synth confuses our visual input, in effect; it makes visual feedback useful only in a general sense, obscuring the fine but vital details like bullets.

Instead, you're forced to rely on auditory feedback for those game systems - the unique audio cues which Space Giraffe uses for every event in the game. Shooting bullets and flowers, and listening for the resulting sounds, builds up a map of what's happening, even when a flare from the light-synth is obscuring reliable visual information. For some players, this will be incredibly frustrating; for others, however, the moment when this mechanism clicks in your head is an eye-opener, a revelatory unveiling of a whole new level to the game.

The wheat really gets separated from the chaff with the introduction of Feedback Monsters - a type of enemy which, as far as I can recall, is almost entirely unique to Space Giraffe. These enemies don't actually harm you, can be safely bulled off the edge of the screen, and are generally non-threatening - except that they generate intense visual distortions which screw with your perception even more than the light synth does. A player who is working efficiently with sound at this point won't find them too challenging; someone still getting by on the tangled visual information will be crippled.

Solar Antelope

'Space Giraffe' Screenshot 3

Freaks: sometime this morning.

Therein lies the beauty of Space Giraffe, for the minority of players who will really "get" the game - it forces you to deal with input in ways which are unfamiliar and difficult, to develop faculties which have never been called upon by other games. Its uniquely British humour and gentle progression system (the ability to restart levels with saved high-score is a hugely welcome feature) provide light relief to what is, essentially, one of the most unorthodox and alien gaming experiences you'll ever have.

If you're in the majority of gamers who don't get Space Giraffe, that's by no means an indication that you're a lesser gamer than someone who does get it. Your brain just isn't tuned to this unusual frequency; hell, if you don't get it, it probably just means you're normal. We're the freaks. But some days it's good to be a freak - and as a sufferer from this freakish affliction, I can't help but rate Space Giraffe highly.

8 / 10

Read the Eurogamer.net scoring policy

Comments (82) Latest comment 4 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • smoothpete #1 4 years ago

    Incoming!!!

    /ducks and covers
  • krudster #2 4 years ago

    Whoops, this is supposed to go up tomorrow...

    /unpublishes.
  • TripSkyway #3 4 years ago

    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 #4 4 years ago

    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 by 1 at 16/09/07 @ 13:31
  • kentmonkey #5 4 years ago

    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 #6 4 years ago

    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 by 2 at 16/09/07 @ 13:40
  • ResidentKnievel #7 4 years ago

    Where's the Space Giraffe review?
  • krudster #8 4 years ago

    Yep, all monday features are ready. Tom and I are off to Tokyo, so it's weekend working for me in preparation...
  • krudster #9 4 years ago

    Something like that...
  • ram #10 4 years ago

    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 #11 4 years ago

    ZOMG SPACE GIROFFLE!1
  • secombe #12 4 years ago

    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 #13 4 years ago

    Space Giraffe = most overhyped XBLA game ever then?
  • Pulsar_t #14 4 years ago

    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 #15 4 years ago

    6 or an 8? Ultimate proof of scores at the end of an review being useless?
  • RedPanda #16 4 years ago

    Post deleted at 14:31:59 28-01-2012
  • Poorandugly #17 4 years ago

    Nice second part review, Fahey. I take it you have taken a few cues from us Space Giraffe freaks in the forum? ;)
  • spindizzy2 #18 4 years ago

    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 #19 4 years ago

    "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 by 1 at 16/09/07 @ 14:04
  • asphaltcowboy #20 4 years ago

    Finally the "where's the space giraffe review" crap can finish :/
  • SuperBas #21 4 years ago

    But seriously, where's the real SG review?
  • smurphs #22 4 years ago

    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 #23 4 years ago

    Have fun in Tokyo you pair of bastards! :(
  • secombe #24 4 years ago

    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 #25 4 years ago

    but what about the space giraffe revie....oh ;)

  • waffle #26 4 years ago

    marmite on toast = 7
    bovril on toast = 9
    Bovril, thin sliced cucumber and marge sandwich made with white bread = 10
  • I_Have_The_Power #27 4 years ago

    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 #28 4 years ago

    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 #29 4 years ago

    actually... the scores alone were very very predictable...
  • bengray66 #30 4 years ago

  • arty #31 4 years ago

    There should be an option to switch the background visualiser off.
  • schoozzzmmii #32 4 years ago

    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 #33 4 years ago

    "Then I gagged, my eyes watered"

    I bet you get that a lot Rob.
  • Slim #34 4 years ago

    Same score as Marathon? You're having a laugh on here these days.
  • Stoatboy #35 4 years ago

    @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 #36 4 years ago

    Two thorough and well-written reviews .. nice one, EG!
  • driptray #37 4 years ago

    @MMUK: I hope your "yes it is.." comment was tongue-in-cheek. If not, that's some horrible elitist shit you're spouting!
  • mrbanjo #38 4 years ago

    If anyone here thinks THIS is self-indulgent they've obviously never tried mama llama, SG is a model of accessibility by comparison!
  • twelveways #39 4 years ago

  • marilena #40 4 years ago

    /hugs ManicMinerUK (in a manly way)
  • mrbandersnatch #41 4 years ago

    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 #42 4 years ago

    Marmite...... without butter?

    No wonder you didn't like it.
  • menage #43 4 years ago

    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 #44 4 years ago

    @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 #45 4 years ago

    @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 #46 4 years ago

    Definitely agree with the score
    I approached this game expecting something great from Minter, but came away feeling extremely disappointed.
  • Retroid #47 4 years ago

    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 :'(
  • Waldo #48 4 years ago

    Much ado about nothing.
  • Geowolf #49 4 years ago

    I've tried the demo twice and by ten minutes in each time I had a splitting headache. As much as I want it to be good, it's simply badly presented. I'd also point out that it poses a serious risk to those sensitive to flashing lights. The safety of this title is questionnable at best. At any rate, 10/10 for advancing the kingdom of hippydom one step closer to Doors nirvana. 0/10 for producing a playable game.
  • Stoatboy #50 4 years ago

    @I_Have_The_power

    The comparison with FPS games is clunky I'll admit, but the point I was trying to make is that the game is often dismissed as unfair when it really isn't (or nowhere near as much as people seem to think it is). I compared it to being sniped in a FPS more because it's a one shot kill in the same way that being hit by an unseen bullet in SG. But FPS games pull the same stunts dishing out non-lethal damage from unseen sources all the time (which can be lethal if your health is low enough). (Edit: better wording (hopefully))

    That's beside the point really. The point was more that if you run round a blind corner and get sniped once, you should really be looking for a different approach next time. People are prepared to do that in a lot of games, because it's generally pretty obvious that there are alternate approaches. With SG if you get hit by something you haven't seen it's much harder to see what you could possibly have done about it - even though there are techniques that will keep you alive.

    I'm not trying to vindicate bad game design. I'm saying I don't think it is bad game design. The game has been designed to allow you to play it without seeing the bullets. I'm not saying the game doesn't have bad design decisions in it - I just don't believe this is one of them. I am generally pretty childish. I don't think I was being so here. The comparison wasn't ideal, but i believed it the best way to illustrate my point. People are criticising it for things they let other games get away with.

    I'm only evangelising the game in the same way that people do for other under-appreciated games like Beyond Good and Evil and Psychonauts. These are games that are easy to dismiss but deserve to reach a wider audience. It's only natural to want to share good things with others. Interestingly, if I was to evangelise Bioshock in its comment thread, noone whatsoever would question my motives. It's only the divisive games that get that.

    It hasn't got a poor score IMO. The only comment I've made about the score was that the 6 was an odd one. I can understand the 8, but a 6 seems strange. No-one gives marmite 6 out of 10. This doesn't seem like a game you can think is OK. I'd understand a 3 more.

    @Geowolf (as if anyone's still reading at this point...)

    Apparently the game doesn't need an epilepsy warning because it's covered by the global one that covers XBLA that exists somewhere. I'm buggered if I remember ever seeing it. They should have made an exception in this case, because if any game's going to trigger it, this would be the one.
    Edited by 1 at 16/09/07 @ 19:14
  • dr_swin #51 4 years ago

    i'm with krudster on this one - couldn't see wtf was going on. at least it didn't cost much.
  • old_man #52 4 years ago

    I agree with Mr Manic Miner UK.

    I'm crap at games, Most days I can't even score 200'000 on Geometry Wars, and still can't kill the end boss on Gears of Wars (on easy), yet I've so far managed to get up to level 70-74 on the Giraffe.

    Though I'm now struggling when the webs start spinning around.


  • Madafunkola #53 4 years ago

    This is all well and good, but when are you going to put up the Space Giraffe reveiw???


    /DOUBLE TAKES
    :o
  • afghan_jones #54 4 years ago

    load of old wank. cant see whats going on at all, controls are utter wank whenever you go upside down, far too many glaring obstacles to playing it that no amount of clever references can mask, whatever the die hard apologists may think.

    4/10 (although there is an 8/10 game struggling to get out.)
  • quantumsheep #55 4 years ago

    I love this game, and I'm leaning more towards Shinji's interpretation than Krudsters.

    And that's alright!

    I agree with MMUK about not needing to be a ninja gamer to like this. My Geometry Wars score is shockingly low, and my twitch gaming skills are dying with old age, but I still enjoy this old goat of a game ;)

    Fortunately the game doesn't cost much and there's a demo - so give it a chance. If you like it, awesome, if you don't, no harm done!
  • Veldaban #56 4 years ago

    If you try to see if you're about to hit something or something is about to hit you, then yes, it's almost impossible to see. But you're supposed to think ahead all the time, think about where you're not supposed to go in a few seconds; you usually get plenty of feedback for that.

    Compare that to (again) Geometry Wars, where after 300K-400K the game just becomes an explosion of lights and particles where you only have a split second to react to incoming threats... Space Giraffe is definitely a LOT more fair than Geo Wars (and most other arcade shooters on XBLA), yet this game consistently gets picked on for supposed hardcoreness. So add me to the list of people who're not normally very good at these type of games but are quite good at SG.

    Still, good job by Eurogamer with the two reviews though, sounds they at least gave it a fair shot.
  • DDevil #57 4 years ago

    Actually, I'm finding Space Giraffe to be quite easy as well now. Well, there's difficulty spikes (nnngh @ levels 16, 32 and 64!) but once you've learnt and you've stopped playing the game like a shmup then it's no where near hardcore difficulty.
  • Genji #58 4 years ago

    Not liking this game - for any reason - is the true mark of a lesser human being. Failing Space Giraffe is the precursor to failing at life.

    Incidentally, the screenies remind me a bit of the acid trip in 2001: A Space Odyssey.

    /travels to another dimension
  • geepersd #59 4 years ago

  • StarchildHypocrethes #60 4 years ago

    As far as I'm concerned this game is utter pony.

    Thank christ for the ability to download trial versions, no points had to be wasted on this neon turd.
  • nickthegun #61 4 years ago

    Nothing to add really, so:

    "If you manage to refrain from using your pods, then you'll gain bonuses"

    FNAAR FNAAR!
  • IAmBatman #62 4 years ago

    > Space Giraffe is not a normal game

    It is. It's just a game, same as any other. If people would take off their Jeff-Minter-is-so-cool-and-indie blinkers they might realise it.
  • chicknstu #63 4 years ago

    This does at least demonstrate the futility of reviewing games, since there's no accounting for taste.
  • Carrybagma #64 4 years ago

  • Carrybagma #65 4 years ago

  • barnard666 #66 4 years ago

    this is the only xbla game i bought outright before playing the demo, I like Jeffs spirit, and wanted to support him....I was drunk at the time, my girflriend used to read his blog, so she also approved of my impulsive purchase, I have spent about 30 minutes with the game, and would have scored it a 3, but then upped it to six because it was Jeff...but no, for me, its crap and confusing. and maybe my respect for jeff is diminishing, he's a nice bloke, but given the chance I would think a lot of people could have done a better job than him of making an xbla title.
    Edited by 1 at 17/09/07 @ 10:25
  • DrR0b3rts #67 4 years ago

    saith. un. tri. tri. chwech. deg.
  • Carrybagma #68 4 years ago

    Space Giraffe?

    Isn't that the new game by Geoff Winter?
  • lennon #69 4 years ago

    I think its a good game and one that you need to perservere with to a certain extent to enjoy. Im pretty crap at it still but its got that one more go feel about it to try and improve my score each time.

    First few times through its fair to say I hadnt got a clue what I was supposed to be doing but once it clicked i found it pretty addictive.

    I certainly wouldnt recommend it to anyone as its a real must play to see first but I think 6-7 out of 10 would seem fair.
  • Shinji #70 4 years ago

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

    Heh, yeah - I suck at it :) Doesn't stop me from enjoying playing it loads, but I'm awful at it. Funny thing is, contrary to MMUK's claims on this front, it's genuinely the "twitch" aspect of it that floors me. I can practically play it with my eyes closed, I'm so used to the auditory cues, but the actual twitch control sees me dying stupidly every time.

    Typically the night where myself and a pal sat and got the damned thing all the way to 100 through sheer willpower was on HIS 360, so I didn't get the achievement. Bah! :)
  • Toothball #71 4 years ago

    I've always enjoyed weird and trippy games that give most people headaches so I've been getting on well with Space Giraffe. My favourite part so far was when I reached the level 30 area, where new enemies would show up but be amongst the action. The only thing that gave them away was the new sound effects they brought with them, which left me frantically trying to figure out what was making them while dealing with everything else.

    Hmm. Not that good a selling point when I write it down.
  • DDevil #72 4 years ago

    The advise I would give anyone playing would to be actually to just slow down. Don't try and play on twitch, even if you feel you have to. Take a more considered strategy...

    OK, those normal enemies... Ignore them, but you want to take out boffins asap, and keep those flowers cultivated, they're good for keeping the power zone active. Be aware of the sound of bullets being fired, and what's in the background waiting to come into play. etc etc.

    The closest thing I can compare it to is driving, it seemed so complex at first. With so much to keep your eye on, but you learn and it becomes second nature. Same with Space Giraffe.
  • neuroniky #73 4 years ago

    It's the work of a genius. With cows and sheeps sounds.

    Can't stop playing this, it's even eating some of my Bioshock playing time... I'll try to get connected to Live sooner or later just to see how my scores fare compared to the rest of the world...
  • Retroid #74 4 years ago

    To those who accuse people like myself (Minter fans) of enjoying this game and rating it highly *JUST BECAUSE IT'S BY JEFF MINTER*, I say: feck off.

    I'm a fan of his because I like a lot of his games, not the other way around. He's not a perfect game creator but this particular game could well be my most favouritest Yak game, nay, twitch shooter yet.

    PLUS: I paid less for this than I did Sheep in Space! RESULT

    \o/

    Shinji: Oooooh, that's gotta hurt. I hate getting scores / achievements on other people's profiles, or the other way around for that matter. Mate of mine was playing Dig Dug on my profile over the weekend and he's a lot better at it than I am, got a bit annoyed that he unloaded achievements and registered more than double my previous score on it under my tag >:(
  • Retroid #75 4 years ago

    Oh, and some of my best advice: play the tutorial. Then play it again, and try to get the "score 10 million on the tutorial" achievement. You'll understand the game mechanic far betterer ;)
  • darc #76 4 years ago

    At a glance it looks this would appeal to the same people who think Every Extend Extra was a stroke of genius. And that bored me to tears.
  • Retroid #77 4 years ago

    Your glance is flawed since I was never a fan of Every Extend. Never played the commercial versions of that game though.
  • ilmaestro #78 4 years ago

    Heh, you bottled it by going with two reviews and then neither of them was that controversial a score!
  • Downside #79 4 years ago

    80's game design, a step by step guide

    a) find some things you can code up that you think are really cool
    b) smoke loads of weed/do acid and write bollocks that explains what you've done
    c) Hope the sales of the resulting game cover the cost of b)

    (see Bugaboo)

    I love the graphics, tunes, just the game's shit boring with loads of "why did I die?" and "I can't be bothered to find out" followed by "guide-button-Y"



  • mingster #80 4 years ago

    see bugaboo? do you mean bugaboo the flea that game rocked as does every extend extra, space giraffe and rez all underappreciated classics
  • Machiavel #81 4 years ago

    I've found I've got through the first 60 or so levels without hardly ever using a jump pod other than to extend the power zone. Then suddenly the arrival of the "Dave" audio cue has led to a renaissance in my panicked dodging and jumping routine.

    Going to steady myself for battling through to the end.
  • foster2007 #82 4 years ago

    the graphics of this game helped cause an astigmatism............ thank you space giraffe