Space Giraffe

Space Giraffe

released on Aug 22, 2007

Space Giraffe

released on Aug 22, 2007

Space Giraffe is an abstract action arcade style game that takes place in a succession of beautiful environments generated by an advanced graphics synthesizer. It presents itself as a shooter but the more you play the more you discover the hidden depths and strategies that make the gameplay satisfyingly rich and rewarding. This is the boldest evolution of the trance-shooter, created by the company that helped to define the genre with the groundbreaking “Tempest 2000”.


Released on

Genres


More Info on IGDB


Reviews View More

the oft maligned, frequently misunderstood space giraffe is a subversion of the tube shooting game, a subset of arcade shooting games that may consist of 5-15 individual tube shooting game specimens total. a part of me has a disdain for this game yet i consider it to be the best game of its console, the xbox 360?

(any good arcade game should leave the player with some sort of disdain for it to keep you pushing through)

now i arrive here, revisiting this game on personal computer first of all, even with the "bright flashy lights mode" this does not hit or vibe as hard as the 360 version, the way the backgrounds look and react to the sound and game on the 360 build is phenomenal sht... consequently this beautiful hazy game was hard to see things on the screen, so toning it down a little bit to increase clarity is understandable, though i still find the 360 to be the better experience if you have access to it. the gameplay itself, you are essentially herding, shooting (automatically) to maintain the power zone and defend from projectiles, spikes and other enemies that cannot be bulled. knowing where to aim your shots with the right thumbstick in the levels to be able to defend yourself & fill the power zone as you gather the herd to kindly take care of them.

a very soothing game, yet it does not skimp out on the difficulty at all. relax, yet maintain awareness. once you get used to the games whacked out mechanics the flow seems to become natural, until it's stomping time. leaves me feeling some sort of a clarity in my head. it still looks great here, i have not tried the clearer version of this game, but its presence is appreciated. a legendary fn game

Jeff Minter has all this shit figured out. Every time I play one of his games I become even more convinced of this. This is probably his most meme-y game? Yet the clarity of the design and the friction of the movement is as clear here as it is in the actual masterpieces like Gridrunner Revolution & Polybius. Playing Llamasoft games is a pretty universally great use of time.

Mencionaba Adam Burch, con acierto, The Lost Levels en su análisis para Action Button. Hay algo de surrealismo arcade aquí que comparte con la secuela de Super Mario. Como aquel, Space Giraffe recicla una base mecánica y un vocabulario visual establecido para explorar nuevas direcciones; con humor en su jugueteo con las reglas y en diálogo con el jugador; con una mirada ultrapersonal y una dirección bien definida.

Un chaval que con 11 años escuchaba Pink Floyd a oscuras en su habitación y se imaginaba luces de colores y formas genométricas en el espacio, años después diseñando su versión arcaica del windows media player para la Jaguar. En Tempest 2000 y 3000, combinando aquella visión con su amor al arcade. Y en Space Giraffe estirando la idea hasta que quiebre, y si no quiebra, seguir estirando. No toda la información tiene por qué estar visible en todo momento. Te puedes guiar por sonidos; te puedes guiar por sensaciones o por pura intuición. Puedes esquivar proyectiles y controlar oleadas de enemigos con la pantalla del revés. Puedes manejar un avatar flexible que se desliza por un plano curvado en el espacio mientras te bombardean destellos del luz negativa. ¿Cuántas veces has sentido al jugar algo que no se parece a nada que hayas probado antes? Lo más fascinante es cómo, en toda su distorsión, se sigue encontrando sentido a sus señales. Verlo desde fuera y jugarlo son cosas de mundos distintos.

Un juego comprometido hasta el final con su visión, que te exige aprender su idioma para llevarte a sus espacios imposibles en un estado de clarividencia. El rechazo que causó en su salida es prueba del riesgo de la propuesta. Tristemente, las reacciones negativas marcaron la carrera de Minter desde ese momento y nada suyo posterior se acerca a lo que consiguió aquí. Comentaba en 2007, antes de la salida del juego, que no quería volver a Tempest. Que si hacía una secuela, sería Space Giraffe 2 y seguir explorando esa vía. El resto es historia y once años después terminaría haciendo Tempest 4000 para Atari.

I suck dick at this game but it's so fucking unique and incredible and absolutely beautiful trippy goodness. Make sure not to play the included 'NUXX' version, the decoding the visual mess is part of the fun and it all melts together to create an idea of a game you're playing, putting you in a perfect trance.

arcade space shooter but you cant see or comprehend anything

cool soundtrack though

Decent gameplay, I mean it's literally just tempest... but ruined by the sheer volume of neon eye assault going on. I shouldn't have to adjust my TV settings quite this hard to play a game.