Monday, September 30, 2013

Super Space

Can't do it, guys.  Sorry.  The game makes it very clear that in order to play it, you need Xbox360 controllers and friends.  I have neither of those things.

Links
https://www.digipen.edu/?id=1170&proj=26067

Super Massive Shooter

You've got to be careful about adding words that are synonymous with "good" in the titles of your projects.  In fact, pretty much any adjective used to describe the game itself rather than something in the game (The "Dark" in "Dark Souls" for example, is fine) is generally a bad idea.  Super Massive Shooter decided to forget all that and pretty much name itself "you will have fun playing this."

And, for all it's worth, you will have fun.  There are, however, a few frustrations that you'll have to deal with.  First, though, let's talk about what this game does right.

First off, the "level design."  I put the air bunnies there because I'm really talking about enemy design, but in a shoot 'em up like this, those two terms are pretty much synonymous (I've been using that word a lot lately, huh.  Maybe I should find some synonyms...whoa).  The screen fills up with just enough enemies and their projectiles to keep the game challenging without ever feeling like demise is inevitable.  For me, the hallmark of a badly made bullet hell is when I've just given up on trying to conserve my supply of lives and I just bombard the enemy with as many shots as I can before I'm dead for realsies.  That never happened in this game; I was always trying to maintain a bit of strategy.  Gold star for that.

As you progress throughout the levels, you will gain bigger and better weapons to take down bigger and badder enemies.  This keeps the player immersed at all times and gives them the rewarding feeling of getting stronger.  It's the kind of lip-biting satisfaction that games like Sugarbaby will never be able to achieve.  The presentation is great; the hitsparks are beautifully satisfying and the game runs at a cool 60fps.

Then there are some things that just seemed pointless.  For example, throughout the entire tutorial, your ship will be blinking and emitting a noise similar to the one when your health runs low in a Zelda game.  In Zelda, though, the noise serves a purpose both as a punishment for being careless with your life and a motivation to get some life back.  in SMS, it's just there for no apparent reason.

What got my goat the most, though, are the things that genuinely decrease the quality of play.  There's a reason most bullet hell games have enemies come exclusively from the top of the screen: that's because anything else will make the game feel cluttered and confusing.  In SMS, not only do enemies blend into the background very easily, but they also spawn at random locations, leading to more than one occasion where I was killed by a completely invisible enemy.  That just ain't fun.

And you know what else?  I don't even think you can pause the game.  Maybe I'm wrong, but "esc" didn't work.  When I play games, I like to be able to stop what I'm doing and chat with a friend on the facebooks or something.  A game that demands that you devote your attention to it nonstop until you're done with it is just selfish.

Anyways, while Super Massive Shooter is not entirely super nor to any degree massive, it's certainly a shooter, and an entertaining one at that.  That's all I got for now.  Until next time, stay kersplosive.

Links
Standard Message Service: https://www.digipen.edu/?id=1170&proj=25997