Nick Suttner of the Playstation
Blogcast has said a few times on the show that real spoilers aren't
necessarily the ones that ruin a game's story, but information that
gives away the experience of playing the game and discovering things
for yourself during gameplay. Everyday Shooter is all about
discovering, learning, and experiencing the game's elements as you
go, and is a perfect example of the ideas he talks about.
Everyday Shooter is a twin-stick
shooter. You play as a little square. The left stick controls your
movement. Pushing the right stick in a direction causes you to shoot
in that direction. Alternately, you can use the face buttons to
control the direction of your shots. You can get diagonals this way
by holding two buttons at the same time (for example, holding triangle and square makes you shoot north-west). And, as the creator of the
game, Jonathan Mak, says in the in-game notes, I found the face
buttons to be the way to go for controlling your shooting. I felt a
lot more accurate using them. You can move while shooting, but you
are faster if you aren't shooting. This seems like a small mechanic,
and for awhile, I almost never stopped shooting. But then, as I
learned how to play better, ceasing fire at critical moments to gain
a speed boost became an important tactic. The square feels a little
sluggish to me, and its bullets are kind of slow too. This was mildly
frustrating throughout the whole game, but not a huge deal once you
get used to it. Those are the only controls. Very simple.
The game's complexity comes in its
levels. In order to score points, you must generate them. They appear
on the screen as small squares. You must physically run over them to
score them. They follow you if you get near them, but only a little
bit. It's not like they suck right into you if you get anywhere near
them, you have to actually run them over. Some points glow, which
means they are worth more than 1 point. All points disappear about
10-15 seconds after they are generated, so in order to score, you
must generate the points and then get to them quickly. In each level,
the method by which you generate these points is totally different,
and only in the first level are you told how to do it. In most of the
8 levels, simply killing enemies will not net you points. You must
jump through some hoops to actually score. This is in stark contrast
with basically every game with a score system that I've ever played,
and it is a big part of what makes Everyday Shooter so unique.
Trying to figure out each stage's
scoring system is fun and exciting. There's a sense of discovery in
each new level, as if anything could happen. I'll run down the first
level's scoring system for you, since the game explains it to you
anyway. Basically, there are a bunch of geometric enemy types. One
type will shoot salvo's of squares at you while the rest patrol the
screen on a route (in other words they don't actually come after
you). There are also these squares surrounded by floating pillars
that will come on screen from time to time. If you shoot one of them,
it will drift a bit in the direction you shot it, and then the
pillars will open up and cause this weird lens flare effect. Any
enemy hit by the lens flare will instantly die and leave behind a
point, and also cause its own lens flare of varying size depending on
which enemy type it is. As you might imagine, this can cause giant
chain reactions if enough enemies are grouped together when you set
off your first flare. If the chain reaction catches any bullets, they
turn into glowing points. Shooting the lens flare also causes it to
stick around longer and grow slightly, but it will always disappear
after a few seconds. That's level 1. In level 2, you are doing
something totally different. And then level 3 is totally
different than both of them. Etc., all the way to level 8. I won't
spoil too much about the other levels, as Nick Suttner would not
approve, but in one level you duel with smart airplanes, in another
you fight a single entity that generates tons of stuff, and in
another you fight a fleet of troops that are built and generated on
the fly. For tips and tricks for each level, see my spoiler post in
the near future. By the way, my high score is 6520. Beat that!
The game constantly pushes you to be
aggressive to make your points. Being defensive will net you nothing,
as just killing enemies to defend yourself usually won't get you any
points. This gives the game a cool agrressive feel, but also leads to
frustration if you die while trying to maximize points. I found that
I usually got farther when I played more conservatively, but had
more fun and got more points if I was really aggressive. More points
per level anyway; I would die before getting to later levels.
Each level lasts a certain amount of
time. A progress meter creeps along the bottom of the screen. Each
level is a song, and when the song is over, you go to the next level.
This segues right into the music, which is excellent. I would call
this game a music game in the same way Bit.Trip Runner 2 is.
Everything you shoot and every point you collect adds a sound effect
to the game's music. The music takes a little getting used to at
first, as every song is just 1 electric guitar jamming. From what I
understand, this is very literally true, the creator just jammed on
his guitar to make the music for each level. This makes for a very
different sound than most other video games. At first it might sound
more like a demo tape than a game soundtrack. But man, once you get
into the groove, it is amazing stuff. More games should have
different sounds like this. It's one of my favorite game soundtracks.
Each level is really unique and special musically, as is the title
screen and transition screen songs. Jammin' stuff.
The look of the game is something else
too. There's a lot of stuff in the game that is in other games, like
enemies, bombs, bases, and troops, but in many cases, they
are very abstracted visually in Everyday Shooter. Enemies are often
just shapes or blobs. Bombs and bases might be different types of
shapes and blobs and colors. You have to learn in each level what
things are, and often you can't tell just by looking at them. It's a
really cool effect. Like the music, it takes some time to get used
to, but it's great stuff. Being able to identify things visually and
intuitively is often a hallmark of good game design, but this
subversion of that idea is a perfect fit here. There are also some
amazing, trippy special effects going on that really add to the
game's abstracted feel.
The game is very old-school in its
approach, as you have to play the game through in one sitting, and
you always start over from the beginning. The game is only about 40
minutes long from start to finish, but it is super hard, and if you
lose all your lives, you start over from the beginning. Of course you
can earn more lives by getting points. You can also buy more starting
lives with your total pool of points from all your play-throughs. You
spend these like money to buy more lives and visual filters and
stuff. This loop of playing as far as you can, then buying some more
lives with your points and starting over again is fun for awhile, but
starts to get frustrating. This is because the game is really hard,
and you will need to start over many, many times to beat it (at least
I did). Losing a life is so painful, as each one matters, even if you
have a lot. The amount of times you play the first few levels means
you will get really good at (or at least used to) the first
couple of levels, to the point where you might groan to have to play
them again. That's why I highly recommend buying shuffle mode as soon
as you can from the store. Once you buy shuffle mode and then unlock
stages for shuffle mode use, this makes you play the levels in random
order, which makes a huge difference in your experience with the game
if you start to get bored or frustrated with starting over a lot.
After many, many tries, I finally beat the game, although time ran
out on me before I could kill the last boss. And then, even on
level-select mode, it took me many tries and some internet tips to
finally kill that sucker.
Some of the things you can buy in the
store are tied to trophy-like unlocks (this game is from the dark ages before there were trophies). Some have you killing certain
enemies or bosses. Another wants you to survive one of the game's
harder levels without losing a life. I wondered if I would ever get
some of these as they seem impossible at first. But then, after
repeated play-throughs, I got them all except for the one for killing
the last boss in a whole-game run. It was a great sense of
accomplishment to get these. Unfortunately the visual skins you
unlock aren't very functional. They look kinda cool, but I found them
too distracting to play with after a try or two and also not as great
looking in general as each level's default graphics and effects.
Everyday Shooter is a wonderful game
of exploration and discovery. Sometimes I would discover a new way to
get points or kill enemies in a level I had already played many
times, and that is an amazing feeling. Unfortunately, frustration can
set in after playing the game over and over without beating it.
Shuffle mode helps a lot with this, to the point where it might have
been better if it was the default mode, or at least kicked in
automatically after you had played a bunch of times. Even with the
variety that shuffle mode adds, I can still see the game being too
hard and frustrating for many people. Personally, I was very much
ready to be done as soon as I beat the last level, even though I
hadn't managed to kill the last boss. Still, I had a great time with
Everyday Shooter. So many of its design elements are clever,
different, and beautiful. It's a great game, Tier 3.
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