First things first, if you haven't purchased the game yet, you no longer have any excuse:
http://www.ebgames.com/ebx/product/246421.asp
Secondly, I'm disappointed in the lack of GAF hype for this game around here. It's quirky, it's japanese, and the general public is going to shun it. This is usually the type of game you guys pounce on.
Impressions:
I got the game today and became thoroughly addicted. What a wonderful little game to while away a rainy afternoon. It reminds me of Katamari, in that sense. Obviously the gameplay isn't similar at all... I just mean that it's one of those time sucking games. While I love Donkey Konga and I love Taiko, I found that I wasn't able to sit and play them for hours.
Katamari on the other hand I can (and almost have) played for days at a time, and it's the last game in recent memory I've still played after beating. Technic beat gives me that same feeling. I'm content to just simply play the game, whether I'm making any real progress or not.
On easier difficulties it's more of a straight-up rythm game, requiring simple timed button presses. Once the difficulty ramps up it becomes more a a puzzle title, requiring quick reflexes and smart thinking on your part to get big combos.
In a nutshell, circles appear on the play field, with another circle growing inside of them. When they're the same size, stand inside the circle and hit square to activate that note. Simple. The catch is that if circles are touching, when you activate one, the other will go off automatically. You can also pick up and move circles around the play field, as long as you're quick about it (since you need to activate it before the inside circle gets too large and you miss the note).
This moving of circles is how combos come into play. If two circles appear at the same moment on opposite ends, you can't activate them both at the sime time, so one will become a miss. If you move one circle so it touches the other, and then activate it, the one it's touching goes off automatically, and you've just completed a small combo.
At high levels of play multiple circles are present and you need to smartly decide where to move to not miss a bunch in a row.
It's not nearly as confusing as it sounds. It's very much a zen-like experience, with the circles coming and going with fluidity.
Cliffnotes: Buy this game and hype it to your friends. Mastiff did us a service by localizing it, so the least we can do is make it the next Katamari.
http://www.ebgames.com/ebx/product/246421.asp
Secondly, I'm disappointed in the lack of GAF hype for this game around here. It's quirky, it's japanese, and the general public is going to shun it. This is usually the type of game you guys pounce on.
Impressions:
I got the game today and became thoroughly addicted. What a wonderful little game to while away a rainy afternoon. It reminds me of Katamari, in that sense. Obviously the gameplay isn't similar at all... I just mean that it's one of those time sucking games. While I love Donkey Konga and I love Taiko, I found that I wasn't able to sit and play them for hours.
Katamari on the other hand I can (and almost have) played for days at a time, and it's the last game in recent memory I've still played after beating. Technic beat gives me that same feeling. I'm content to just simply play the game, whether I'm making any real progress or not.
On easier difficulties it's more of a straight-up rythm game, requiring simple timed button presses. Once the difficulty ramps up it becomes more a a puzzle title, requiring quick reflexes and smart thinking on your part to get big combos.
In a nutshell, circles appear on the play field, with another circle growing inside of them. When they're the same size, stand inside the circle and hit square to activate that note. Simple. The catch is that if circles are touching, when you activate one, the other will go off automatically. You can also pick up and move circles around the play field, as long as you're quick about it (since you need to activate it before the inside circle gets too large and you miss the note).
This moving of circles is how combos come into play. If two circles appear at the same moment on opposite ends, you can't activate them both at the sime time, so one will become a miss. If you move one circle so it touches the other, and then activate it, the one it's touching goes off automatically, and you've just completed a small combo.
At high levels of play multiple circles are present and you need to smartly decide where to move to not miss a bunch in a row.
It's not nearly as confusing as it sounds. It's very much a zen-like experience, with the circles coming and going with fluidity.
Cliffnotes: Buy this game and hype it to your friends. Mastiff did us a service by localizing it, so the least we can do is make it the next Katamari.