Everyday Shooter
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Which is where one of the more unique aspects kicks in. As stated before, the enemies range far and wide, as do the backgrounds and artistry. But more importantly, how to make chains to eliminate large groups of the enemy changes from level to level. Not one is even close to the one before or after.

If you start asking how airplanes made it into this game, you are down a never-ending path towards insanity. Ahh, art.
 
For example, the second level uses amoeba-like blobs that send out smaller green amoebas. Usually there are between three and five of these and they all vary in size. The bigger the blob, the more likely it’s the center. Destroy it, and everything on the level goes caput. It saves us the intrepid use of super weapons as most shooters of the genre have, and yet manages to keep it elegantly.

Collecting those pixels is more of a dilemma. Since they are the same size as your pixel, which is amazingly small compared to everything else, getting them is hard. A system in place makes the point pixels attracted to you when nearby, but even then they fade away too quickly to collect a full screen of them.

This may look hectic, but remember; half those enemies aren't shooting...yet.
 
Thankfully though, these points don’t only function in-game for setting high scores and getting 1upped. Step out of the game and unlock features with all of the points you’ve earned, ever. Every game you play saves the points and adds it into your bankroll. This gives immeasurable replay value and in turn helps player progress farther into the game. So if you have a bad game going, no need to restart. Finish up and save whatever points you managed to get. All gets put to good use.

What was most troubling, however, was the 8-bit feel, mainly with controls. Movement was slow, though faster when not shooting. Certain levels had a mishap where firing and moving meant that the projectiles emitted from the player-pixel disappeared randomly. Worst of all was the very low tech eight-way-directional fire.

Sure, it means that the face buttons can be used instead of the right analog stick. Sure, in the notes creator Jonathan Mak states it’s easier to do that. Not the point at all. In this day and age, art, honest to goodness art, is a rarity. But there is no reason to sacrifice modern technology and dumb down the controls so that enemies positioned between the 45 degree angles are invulnerable to attack.

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The musically inclined won’t adore it, but the soundtrack is simple and the sound of defeated foes resonates with the song in play. Artsy visuals combined with it, an ingenious point system, and a good recreation of an old genre leaves us with a fascinating title. It has its issues and undoubtedly there will be those who can’t accept its weird, quirky ways. Still, Everyday Shooter is a solid PSN game and should be on everyone’s to-buy list.



Highs
Unique style. Fun and challenging. Great replay value.

Lows
Poor control setup. Problematic 'player pixel.' Excessively difficult at times.

Final Verdict
A solid game with a few flaws, this shooter isn't the best of it's class, but it certainly stands out.

83%

Oct 20, 2007

Review by James Pikover.

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