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Everyday Shooter
-Queasy
Games (2007)
The
Story
From creator Jonathan Mak: "Everyday
Shooter is an album of games exploring the expressive power of abstract
shooters. Dissolute sounds of destruction are replaced with guitar riffs
harmonizing over an all-guitar soundtrack, while modulating shapes celebrate the
flowing beauty of geometry."
My
Thoughts
Like what
Geometry Wars was to the Xbox 360 for awhile (its killer app) Everyday Shooter
is to the PS3. No other downloadable game has captured my interest more than
this surreal shooter experience.
Everyday Shooter does look or sound like a conventional shooter and is
intentionally missing things prevalent in the genre. You will not find any
weapon power-ups; Your ship’s weapon will stay the same throughout the entire
game. If you get surrounded by enemies and there doesn’t seem to be a way out,
you had better find a way out because there are no screen-clearing bombs. The
lack of these features do not hurt the game one bit, in fact, I feel it makes
the game a true shooter’s shooter because it forces you to get better.
The music
of Everyday Shooter is one of the prime stand outs of the game. Every time a shot hits or an enemy is
destroyed it adds a riff to the music. Sometimes the effect is subtle, other
times the additional sound blares above all others. I think I would have
preferred a greater ability to actually create the music as I go along ala
Rez, but the effects you do perform are still cool. The sounds never
seem out of place as it only ever adds to the beautiful guitar soundtrack which varies
in
each stage. I would love to have the music on a CD.
Like most
shooters released on consoles these days, the controls
are handled via the analog sticks, but you can
also use the directional pad and buttons instead. Creator
Johnathan Mak has included his notes on the game
where he
says he prefers using the buttons than the sticks. I
enjoy a combination of analog stick for movement and the buttons for shooting
myself. which is a very
good read on the history of his game and his personal high scores, some of which
seem nearly impossible to achieve.
Whatever
combination of button/stick movement you use, you'll find the ship to be easily
controllable. The ship has two speeds, but it depends on whether you are
shooting or not. Your ship moves faster when you don’t shoot, so if you can stop
shooting for a few seconds (it's difficult not to shoot all the time) you can
maneuver around a cluster of enemies and set up a better combo. And bigger
combos mean more points and a larger effect on the audio. Combos make the
Everyday Shooter world go 'round.
As you
play you collect points that can be used towards unlockables. Points are
earned not by shooting enemies, but by actually collecting individual point
squares that get left over from enemies that have been shot down. Flashing point
squares are worth three points and are obtained by shooting certain enemies into
or around other enemies. If you want to earn lots of points however, you need to do a bit of
combo strategizing in the heat of the abstract shooter action.
You
can use the points to purchase extra lives, but I feel that more lives can make
you weaker in your shooter abilities. When you have less lives you feel a real
need of survival and do everything you can to get those next few points to earn
an extra life.
Besides,
there are visual unlockables you will want to spend points on instead because
they change the game quite dramatically. The visual filters can add a paint
effect, invert colors, turn the screen black and white, or give the game a
pixilated 8-bit feel. You can also use any combination of the filters for more
visual options. Many of the visual filters make the game more difficult than it
already is because it adds so many effects or even takes a lot away.
There are
eight stages in all. Each stage
is almost like a completely different game because the enemies and music are
very different than in the previous stage. The stages
consists of geometric shapes, growing amoebas, eyes, birds of prey, tanks, a
space station, bugs, and a circling kamikaze death ribbons. Should you be able to progress through all eight
from start to finish s
about a half-an-hour. However, you will not pass all eight the first time you
play.
Memorization
helps, but only to a point. You can
only predict so much of what will happen because of the randomness of most of
the enemies. Some enemies will always appear in certain areas of the screen, but
you won't always know exactly where.
The only
thing that could have benefited the game is a multiplayer mode. Playing with a
friend to create beautiful music in the abstract worlds would have been icing on
the delicious shooter cake. More stages would have been cool, too, but what is
there is shooter godliness.
Everyday
Shooter has nearly endless replay value. It takes a lot of points to unlock
everything, but it is well worth it. The varied visual filters, somewhat random enemy
encounters, and musical additions you can do make the game different every time
you play. Everyday Shooter is the must have downloadable game on the PS3.
Score:
9.5
-Shawn
 
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