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Space Giraffe Review

Xbox 360 Review by Kristan Reed

16 September, 2007

Page 2 of 2. <- Page 1

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

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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
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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
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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
#33
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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
#35
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"Then I gagged, my eyes watered"

I bet you get that a lot Rob.
Slim
16/09/07 @ 15:24
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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
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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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