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[PSP] Super Stardust and Everyday Shooter: $10 each, twin gods of PSP shmups
As one of maybe eight people who vocally own a PSP on these forums, I'm stunned as shit that I didn't know about this until now, but: Both Super Stardust Portable and Everyday Shooter are now available on the Playstation Store for download. Digital releases only, $9.99 each. I've barely heard anything about either of these games beyond their stealth announcements some months ago, and now they just kind of pop onto the scene.
Joystiq reports that Super Stardust Portable has "a new "Impact" mode (bombs and boosts only!) to look forward to in this version, as well as a new final boss," and Everyday Shooter was done by Backbone working directly with Jonathan Mak.
I need to update my PSP and check out the PSP Store again, which I'll try to do this week, but in the meantime is anyone else grabbing these?
Yesssssss. I was pondering the other day when I was poking around the PSN store on the PSP when these would finally come out, and shazam, here they are.
I'm not sure how the face-button-based directional firing is going to go over with me, but given how excellent SSHD was, I don't think I can resist the lure of a portable version.
I’ll tell you what happens in Demon’s Souls when you die. You come back as a ghost with your health capped at half. And when you keep on dying, the alignment of the world turns black and the enemies get harder. That’s right, when you fail in this game, it gets harder. Why? Because fuck you is why.
I'm not sure how the face-button-based directional firing is going to go over with me, but given how excellent SSHD was, I don't think I can resist the lure of a portable version.
Everyday Shooter only uses 8-directional movement and firing anyways, even on the console version.
I got Super Stardust last night and I can say that SSP works beautifully with the face buttons. It sort of intuits the position of shooting using the face buttons, so it actually is very similar to the PS3 experience. It's just as addicting as the PS3 version as well. Only thing is I played it way too much last night and got a good case of PSP claw, so extended play sessions may cause arthritis.
I'm not sure how the face-button-based directional firing is going to go over with me, but given how excellent SSHD was, I don't think I can resist the lure of a portable version.
Everyday Shooter only uses 8-directional movement and firing anyways, even on the console version.
which is the reason why it wasn't all that great of a game.
seriously, if it had proper 360 degree controls it would have been amazing, but with what it got shoehorned in to it is only mediocre.
I'm not sure how the face-button-based directional firing is going to go over with me, but given how excellent SSHD was, I don't think I can resist the lure of a portable version.
Everyday Shooter only uses 8-directional movement and firing anyways, even on the console version.
which is the reason why it wasn't all that great of a game.
seriously, if it had proper 360 degree controls it would have been amazing, but with what it got shoehorned in to it is only mediocre.
I actually kinda liked it this way. It was a nice change of pace.
This gives me an excuse to bump up to 5.00-M33, so: Thanks, unlocked wireless signal in my office, for letting me download stuff off of you! The Playstation Store interface on PSP is actually really slick. I binged on both games, but the signal is pretty slow, so Everyday Shooter is downloading now.
FYI, Everyday Shooter is only about 47MB, and Super Stardust is only 70-odd MB. That seems really tiny.
Well, I guess I'm about to find out if they install and work fine with custom firms! Everyday Shooter is installing now after timing out on the download a few times (the wi-fi signal I'm on is a bit spotty).
EDIT: Game isn't booting ... I'm going to investigate, but those with custom firmwares may want to hold off for a while.
EDIT 2: GAF to the rescue! I got it to work by going into the Recovery menu, then advanced -> advanced config -> disable Game Plugins. Game works great.
Honestly, I haven't used the Playstation Store since August (when I bought Street Fighter Alpha on a whim). I have no idea what they release there now, since I've got CFW on my PSP and am kind of afraid to connect directly to it with my main account, lest it get banned. And you can no longer browse the store on the PC without their stupid Media Manager, either.
So I basically had no idea these existed. Thanks, Lunker!
I actually recall reading a statistic that over 50% of PSPs that have connected to PSN are running CFW. If Sony tries to crack down on users who already have CFW, there's going to be a huge backlash. It's frustrating to imagine how many of those PSPs are playing exclusively pirated games, but I wouldn't expect anything anywhere near the level of Microsoft's banning modded 360s from Live.
I put more time into both games this weekend (about an hour and a half each, I'd say). Note that my perspective is really strange, as I don't own a PS3 and have never played the original games, but I am a pretty huge XBLA whore and have put a chunk of time into most of the significant twin-stick shmups on that.
Both Everyday Shooter and Super Stardust Portable are the finest handheld shmups I've played, barring Space Invaders Extreme (and ES channels a lot of SIE's appeal). I haven't played many DS shmups (or even know of many outside of Nanostray and Geo Wars Galaxies), but the blend of controls, visuals and audio on both of these are excellent. And they're wildly different.
I'm most impressed by Everday Shooter, which deserves all of the accolades people poured on it when it launched on PSN. Jon Mak's nod to Mizaguchi is very apparent, as ES is a blend of Every Extend Extra and Rez: The first thing you'll notice is the audio feedback to everything you do (shooting enemies, getting point pickups), only it's with electric guitar riffs instead of electronica. There are tons of layers of audio when everything stars getting crazy. The link to Every Extend Extra is in the game's scoring, where you're encouraged to chain enemy kills together—but each stage has a different chaining mechanic. The first stage is almost exactly like EEE, where shooting down a mine can cause a chain reaction of explosions if enemies hit the blast radius, but every stage after that has a different hook, plus a different aesthetic and audio sound. Each level has its own song, so the level only lasts as long as the song is—instead of having to shoot down every enemy to proceed, you really only have to run out the clock, but if you're gunning for points you have to work faster to rack up points before the song ends.
Anyway, it's great. I'm an unabashed Rez whore, and Everyday Shooter tickles those same fancies: Distinct audio/visual styling, audio feedback tuned straight from your actions, cool guitar riffs, everything. It's also really tough; 3 lives at the start, 8 or 9 stages, but I've only made it to Stage 5 or 6. Every time you play, your high score is converted into unlock points, which you can use to buy extra starting lives, unlock levels for single play, audio/visual filters for playing, etc.
Super Stardust is a more straightforward twin-stick top-down shooter; it plays kind of like a mashup of Asteroids and the spaceship levels from Alien Hominid. It's not as frenetic as Geometry Wars, but there's still a lot of shit going on all at once. Graphics are stunning, and I can only imagine what it looks like on the PS3. The controls take a little getting used to, but I think they work well. Movement is on the analog stick, and shooting is with the face buttons, which sounds awkward, but depending on if you hold or tap a face button, you can make your shots narrower or wider. The initial control config was a little awkward for me, so I changed it so I can switch weapons with the R button, use boost on the L, and drop smart bombs with Down on the D-pad, and aside from a little bit of PSP Claw from the nub it's fine.
TL;DR: Both Everyday Shooter and Super Stardust Portable are sexcellent. Portable shmup fans need to buy these right away, especially because they're only $10 each. I can't vouch on if they're good enough for PS3 owners to double-dip, but these are now my favorite handheld shmups, and running them from the stick is heavenly.
I'm not sure how the face-button-based directional firing is going to go over with me, but given how excellent SSHD was, I don't think I can resist the lure of a portable version.
Everyday Shooter only uses 8-directional movement and firing anyways, even on the console version.
which is the reason why it wasn't all that great of a game.
seriously, if it had proper 360 degree controls it would have been amazing, but with what it got shoehorned in to it is only mediocre.
I actually kinda liked it this way. It was a nice change of pace.
but depending on if you hold or tap a face button, you can make your shots narrower or wider.
Bwha? Can you elaborate on this?
Sorry, that does sound confusing. Super Stardust has three different weapons you can pick from, so the effects kind of vary, but in general: If you hold the Square button, your gun shoots out straight to your left. If you tap the Square button, the gun unfocuses and sprays out in a cone pattern to your left. I don't know if this was in the PS3 version, but it's actually a kind of elegant solution to not having a second analog stick.
Add me to the have both of these for PS3 so I won't be picking them up. They are both great games though. Everyday Shooter in paticular I have a soft spot for.
Posts
Let me tell you about Demon's Souls....
Everyday Shooter only uses 8-directional movement and firing anyways, even on the console version.
which is the reason why it wasn't all that great of a game.
seriously, if it had proper 360 degree controls it would have been amazing, but with what it got shoehorned in to it is only mediocre.
I actually kinda liked it this way. It was a nice change of pace.
Maybe it's just me though.
FYI, Everyday Shooter is only about 47MB, and Super Stardust is only 70-odd MB. That seems really tiny.
EDIT: Game isn't booting ... I'm going to investigate, but those with custom firmwares may want to hold off for a while.
EDIT 2: GAF to the rescue! I got it to work by going into the Recovery menu, then advanced -> advanced config -> disable Game Plugins. Game works great.
So I basically had no idea these existed. Thanks, Lunker!
That being said, I already own both of these on PS3 so I won't be buying them, but that's pretty cool that they got released.
I loved Everyday Shooter fwiw.
Both Everyday Shooter and Super Stardust Portable are the finest handheld shmups I've played, barring Space Invaders Extreme (and ES channels a lot of SIE's appeal). I haven't played many DS shmups (or even know of many outside of Nanostray and Geo Wars Galaxies), but the blend of controls, visuals and audio on both of these are excellent. And they're wildly different.
I'm most impressed by Everday Shooter, which deserves all of the accolades people poured on it when it launched on PSN. Jon Mak's nod to Mizaguchi is very apparent, as ES is a blend of Every Extend Extra and Rez: The first thing you'll notice is the audio feedback to everything you do (shooting enemies, getting point pickups), only it's with electric guitar riffs instead of electronica. There are tons of layers of audio when everything stars getting crazy. The link to Every Extend Extra is in the game's scoring, where you're encouraged to chain enemy kills together—but each stage has a different chaining mechanic. The first stage is almost exactly like EEE, where shooting down a mine can cause a chain reaction of explosions if enemies hit the blast radius, but every stage after that has a different hook, plus a different aesthetic and audio sound. Each level has its own song, so the level only lasts as long as the song is—instead of having to shoot down every enemy to proceed, you really only have to run out the clock, but if you're gunning for points you have to work faster to rack up points before the song ends.
Anyway, it's great. I'm an unabashed Rez whore, and Everyday Shooter tickles those same fancies: Distinct audio/visual styling, audio feedback tuned straight from your actions, cool guitar riffs, everything. It's also really tough; 3 lives at the start, 8 or 9 stages, but I've only made it to Stage 5 or 6. Every time you play, your high score is converted into unlock points, which you can use to buy extra starting lives, unlock levels for single play, audio/visual filters for playing, etc.
Super Stardust is a more straightforward twin-stick top-down shooter; it plays kind of like a mashup of Asteroids and the spaceship levels from Alien Hominid. It's not as frenetic as Geometry Wars, but there's still a lot of shit going on all at once. Graphics are stunning, and I can only imagine what it looks like on the PS3. The controls take a little getting used to, but I think they work well. Movement is on the analog stick, and shooting is with the face buttons, which sounds awkward, but depending on if you hold or tap a face button, you can make your shots narrower or wider. The initial control config was a little awkward for me, so I changed it so I can switch weapons with the R button, use boost on the L, and drop smart bombs with Down on the D-pad, and aside from a little bit of PSP Claw from the nub it's fine.
TL;DR: Both Everyday Shooter and Super Stardust Portable are sexcellent. Portable shmup fans need to buy these right away, especially because they're only $10 each. I can't vouch on if they're good enough for PS3 owners to double-dip, but these are now my favorite handheld shmups, and running them from the stick is heavenly.
It just angered me.
It could have been amazing.
Bwha? Can you elaborate on this?
I can see where you're coming from here.
Sorry, that does sound confusing. Super Stardust has three different weapons you can pick from, so the effects kind of vary, but in general: If you hold the Square button, your gun shoots out straight to your left. If you tap the Square button, the gun unfocuses and sprays out in a cone pattern to your left. I don't know if this was in the PS3 version, but it's actually a kind of elegant solution to not having a second analog stick.