Space Giraffe è un gioco d'azione astratto che si svolge in una successione di bellissimi ambienti generati da un avanzato sintetizzatore grafico. Si propone come un gioco 'shooter', ma più ci giochi e più scopri le strategie e le profondità occulte che rendono la giocabilità ricca e appagante.
Valutazione degli utenti: Nella media (31 recensioni)
Data di rilascio: 19 mar 2009
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Acquista Space Giraffe

 

Consigliato dai curatori

"Largely misunderstood on its release, this is Jeff Minter at his eccentric best - and it's quite possibly the best game of his illustrious career."
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Space Giraffe è un gioco d'azione astratto che si svolge in una successione di bellissimi ambienti generati da un avanzato sintetizzatore grafico. Si propone come un gioco 'shooter', ma più ci giochi e più scopri le strategie e le profondità occulte che rendono la giocabilità ricca e appagante. Si tratta della più audace evoluzione del trance-shooter, creato dall'azienda che ha contribuito a definire un genere di gioco con l'innovativo“Tempest 2000”.

  • 200 livelli di azione trance-estatica.
  • Bellissime grafiche, astratte, che si modulano in consonanza con l'input audio.
  • Giocabilità profonda che premia il gioco strategico e meditato.
  • Accessibile da poter divertire il giocatore novizio, e al contempo profondo da poter soddisfare i giocatori più esperti.
  • Azione da sparatoria intensa, soddisfacente e sinestetica a cui tornerai con lo scopo di ottenere un punteggio più alto.

Requisiti di sistema

    • Sistema Operativo: Microsoft Windows® XP SP2 / Windows Vista ™
    • Processore: Intel® o Processore AMD™ 1.9 Ghz o superiore
    • Memoria: 256MB
    • Scheda Grafica: Scheda Grafica compatibile con DirectX 9.0c con 256MB RAM (Shader Model 2.0)
    • DirectX®: DirectX 9.0c
    • Hard Drive: 80MB di spazio libero
    • Audio: Scheda Audio 100% compatibile con DirectX 9.0c
    • Controller Support: Compatibile con HID controller DirectX , Controller XBOX 360, tastiera
Recensioni utili dai clienti
10 persone su 10 (100%) hanno trovato questa recensione utile
1 persona ha trovato questa recensione divertente
4.4 ore in totale
Pubblicata: 22 maggio
This is the greatest game that Jeff Minter ever made. And hardly anyone realises this because they don't know how to play it, because they try to play it like some other game.

Let me tell you how to play Space Giraffe, and let that explain why this game is so good.

You need to relax, and pay attention to the game. Give it your full focus. What you do in this game is you don't shoot the basic enemies much, just enough to keep the power zone going, and then ram into the side of them as they reach the rim of the grid. That's the basic idea.

When you ram into enemies like this, it's called "bulling". Try to ram through as many as you can at once. It builds up your score, the multiplier, gives you extra lives... it's the main thing you want to try to do.

The power bar is the horizontal line that keeps coming towards you. You want to keep it away from you, otherwise you can't ram into enemies side-on and they kill you instead. The space between the power bar and you is called the power zone. You can also briefly make the power zone get big by collecting a "pod" power-up and jumping.

You can use the right stick of your joypad to aim your bullets through the power zone - just wiggle it a little and you'll probably hit a few enemies, enough to keep the power bar going. In later levels, you'll be specifically trying to aim for flowers, or spheres, or the other annoying enemies.

Now, this game throws a lot at you. So much that you can hardly see. But the thing is - that is what makes this game so amazing and different. This is a shooter that you don't play by shooting, and this is a game with visuals so intense that you need to play it by ear. Turn the volume up if you need to! Wear headphones if it helps!

Each enemy, each bullet, each power up, each collision has a different and distinct audio sound. Pay attention, listen to the game. Record the sound of each one in your brain.

Turn down the music and turn up the SFX if the music's getting in the way. You can't play this game without sound effects.

For levels where there's too much distortion on screen, you're going to feel your way through the level by sound. Listen for the announcement of each enemy, each bullet. You are endlessly auto-shooting, so you can hear when you've hit a flower, how far away it is, and when it "pings" off its stalk to come towards you.

The overall effect of playing this game with heightened sonic awareness, semi-blinded by the lights, racking up high scores, is that you end up with a feeling that is the nearest thing to "using the Force" you have ever, and possibly will ever feel. At least, that's how it is for me.

This is why this game is so good, so important. It is completely different, but it totally works. You just need to be receptive to the game and let it teach you how to play it, how to improve.

And good luck when you get to level 64. It's going to really mess your brain up and you're going to love it for that. :)
Questa recensione ti è stata utile? No Divertente
6 persone su 6 (100%) hanno trovato questa recensione utile
1 persona ha trovato questa recensione divertente
0.3 ore in totale
Pubblicata: 22 marzo
Atari missed their chance to be mad at the TxK developer in 2009 with this, nearly identical, release.

Does it have some differences to Tempest? Sure. Significant ones? No, it is a psychedlic nightmare, sounds and all, just like the old days. Do not take drugs before playing this. Or take a lot. No middle ground.
Questa recensione ti è stata utile? No Divertente
1 persone su 1 (100%) hanno trovato questa recensione utile
3.1 ore in totale
Pubblicata: 6 aprile
Very good game for the first 20 or so levels but eventually overloads you with so much that you don't know what's going on, much like the original Tempest 2000. Maybe there's something I'm missing, IDK. I would very much like to be good at this game but it tests my patience a bit with how suddenly you can die from a stray bullet - a quicker death screen would've helped alleviate this somewhat.

Still worth a go anyways, it's blast once you get the hang of it and maybe you'll get to be good at this, I mean to be fair I was never very good at Tempest 2000.
Questa recensione ti è stata utile? No Divertente
18 persone su 25 (72%) hanno trovato questa recensione utile
1 persona ha trovato questa recensione divertente
0.2 ore in totale
Pubblicata: 15 maggio 2014
It's Tempest 2000 on LSD. What's not to like?

11 ⅓ / 10
Questa recensione ti è stata utile? No Divertente
11 persone su 13 (85%) hanno trovato questa recensione utile
1 persona ha trovato questa recensione divertente
6.1 ore in totale
Pubblicata: 27 febbraio 2013
Space Giraffe is a game I've spent six years both loving and hating the hell out of.

On one hand, its iterative take on Tempest 2000/3000 is super engaging and satisfying. While it may invoke those older games on the surface, the bulling and Power Zone mechanics really make Space Giraffe feel like more of it's own game than the rehash it's often accused of being. The shooting and dodging are tight and satisfying and the risk vs reward elements make for some crazy intense shooty action. When all that comes together with the visuals and audio in the way that it's supposed to, Space Giraffe is simply astoudning to play and you can almost feel like you're in a trance when you're on a roll.

When it doesn't work however, the game just feels plain unfair and frustrating. Far too often, the emphasis on eye-searing visuals over gameplay can and will cause many unnecessary deaths due to how obscured the playfield can get. A large chunk of stages also to alter the game's rules subtly without telling the player, which just seems like a cheap and sloppy way to prohibit progress.

There will inevitably be frustration with this game, but I highly suggest at least trying the demo. It's something I've stuck with since its release and if you can manage to get over its initial quirks and don't mind some frustration later, Space Giraffe feels about as satisfying as Portal can be once you finally "get it."
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