Look likes its going to be a good week on the PSN store this week with the Ratchet and Clank demo arriving and now Everyday shooter!
More info on everyday shooter,
link http://uk.ps3.ign.com/articles/806/806713p1.html
US, October 8, 2007 - PS3 owners eagerly await news of what comes in the latest PSN update every week. While trailers and videos have become the norm, most look forward to getting their hands on more games. Today, our sources within Sony informed us that the psychedelic title Everyday Shooter will be released this Thursday on the PlayStation Store. The downloadable game is reminiscent of Geometry Wars with guitar underscoring, chained combo attacks and funky visuals.
The title will be available for $10, and will feature unique musical selections for each stage. We'll have more on Everyday Shooter soon.
More info on everyday shooter,
US, July 19, 2007 - Everyday Shooter, an independent game originally created by Jonathan Mak, will be coming to the PlayStation Store in the near future. This game plays a lot like Geometry Wars, but offers a lot more creativity than you might initially think. Although it's slower than other top-down games of its type, Mak has managed to maximize the screen effects and unit count while minimizing the confusion. In the end, although you have to work somewhat vigorously to stay alive (especially in the later levels), the experience feels relaxing instead of taxing.
The game's mellow tone is influenced largely by the "musical score," but it would be more accurate to call it "the guitar." As you play, catchy guitar riffs dominate the game's aural plane. Most of the game's sound effects, explosions and bullet impacts alike, are actually musical notes. In addition to the fluid music, the game's visuals look brilliant. Colors pulse and melt across the screen in what could only be described as a psychedelic parade. This highly surreal presentation suggests that the game will appeal more to a relaxed crowd than adrenaline junkies (though there are frantic moments, to be sure).
The gameplay itself, however, is familiar. The left analog stick moves your "ship" (a ship identical to a single pixel) while the right analog stick fires your one and only weapon. There are no bombs or field-clearing devices at your disposal; all you have is the ability to move and shoot. When you cease firing, your speed increases by a small margin, which is helpful in tight spots. The game's variety however, which your arsenal lacks, comes from the title's eight or so levels. Each level has a completely different graphical presentation and chain system. For example, in the first level, the enemies are primarily rectangular and robotic, flying in tight square formations. In order to snag a chain bonus, you need to land a hit on small, multi-cylindrical units. If you manage to hit one, it will open up and explode, destroying anything caught within the explosion's radius (including enemy fire). Even better: each subsequent explosion can cause another, which means massive combos for you.
In the second level however, the style changes completely. The primary enemies are stationary and they link together to form devastating weapon networks. If you destroy the larger enemy unit, all the linked units will subsequently explode in a menagerie of lights and guitar notes. Each level is structured in this fashion, morphing the visuals and simultaneously changing the way you play the game.
Although this is a simple title, our experience so far has been enthralling. "Surreal" is absolutely the best word to describe it, next to "chill," so if you're a "chill" type of gamer, this is a game to look out for. Check back soon for our full review.
link http://uk.ps3.ign.com/articles/806/806713p1.html