Our other sites: Retro Remakes | Bagfull Of Wrong |

12 responses to “Groov”

  1. 9572AD

    I also(?) thought the musical elements were rather well done, but the gameplay not so much.
    I wasn’t put off by a lack of audio cues, but I did find it a bit graphically sparse for my liking.
    That, the not-so-stellar gameplay, and the fact I already have a half dozen arena shooters and there are still a score more about the place killed my thoughts of purchase.

  2. jeremy

    Great writing! I really enjoyed the article and agree mostly with the lack of a great game under the smooth jazz surface. Definitely fun for a bit, but I don’t think I’ll be picking it up anytime soon. Keep the reviews coming!

  3. Julian Kantor

    Hey guys, I’m the one that made this game and just had a couple response comments. Firstly there actually are sound effects to your shots, which produce music. The whole song is actually produced by what happens in the game — if you do nothing, then only the basic chords and sometimes drums loop in the background. So while you may not have noticed it, or thought it wasn’t enough, the music is actually entirely created through player interaction.

    Also there actually is entirely analog firing so I’m not really sure why you thought it was eight-directional. I don’t think it was you specfically though because I’ve gotten another comment to that effect, although I have no idea what produces that impression.

    Anyway sorry you didn’t like the game. Nice review though, I got a kick out of it. Don’t play Groov, experience Groov.

    1. Maxx77

      In response to Julian, I think your game is great. Were there flaws? Of course. It’s an independent game, how could it not? For 200 points, the flaws it does have are easily overlooked.

      I think the reviewer on this site missed the mark on several things, notably, the way the “song” of the game works. The enemies explode shortly after you shoot them, producing a musical note when they go. This explosion is timed with the beat. It HAS to be that way, or the game doesn’t work. If they produced a sound the moment they were shot, the game would just be a bunch of noise.

      I especially like the fact that the bullets themselves are playing notes. The bullets speed up (and thus, the “song” speeds up) at times, which mimics getting a weapon power-up in a shooter. And then, the bullets fire more slowly at times, making the “song” slow its pace. This adds to the challenge and the music itself. I could go on and on, but basically what I’m getting at is that Groov is well paced and very well thought out.

      Besides the game being enjoyable, the music itself is great. Every time I think about the game, the “song” (can I stop putting that in quotes now?) gets stuck in my head, and that’s not a bad thing at all.

      Anyway, kudos on this, the first Community Game I’ve purchased. Well worth the points. I hope you have a follow-up in the works. Easily worth more than just 200 points.

  4. Larry

    I would argue that this review is infinitely more self indulgent than groov, which seems to have gone over the reviewer’s head entirely.

  5. James

    While I agree with part of this review a large chunk is overly harsh. There are some good gameplay elements in here, although overall I like this better as an interesting experiment rather than a game.

    Julian is right about two things the review is 100% incorrect on- analog shooting and sound effects. It’s analog shooting. Really, that’s all there is to it. If I want to aim a bullet at 23.45 degrees off the horizontal I can do it, making the huge assumption that I could be that precise.

    As for the sound effects, I’ve got to say I really liked the way they were done. The basic beat of the tune hums quietly in the background is you do nothing, and shots synch up to provide musical detailing. The enemies all have specific sounds that add to the music when they explode as well.

    From a gameplay perspective I appreciated the challenge that working around the grey “dead and harmless but not yet gone” bodies of shot enemies presented, requiring me to move around them to draw a bead on the enemies they shielded.

    As for multi-hit enemies, there’s a total of 1 in the entire game. It’s a big bastard too, so hard to miss. All the rest of the baddies fall apart after taking a single hit.

    In all fairness to Groov, this review needs a rewrite. It’s got too many errors to be accurate.

  6. nrXic

    It is analog firing. It could be an optical illusion that tricks people as the direction of the projectile sprite almost looks like it’s at a 0,45,90, etc. degree angle, despite going in “infinite” directions.

    I’ve had similar ideas for shooters, in the sense that it would play music, and so enjoy that part of the game. And I think it was pulled off rather well.

    But the gameplay itself is pretty dry. I like nuances like how the dead baddies are bullet sponges until they explode, that adds depth, that and the beat based movement of some enemies. But most enemies move similarly at similar speeds and turning radiuses (radii? :P ). For example if the big multihit ship moved so that it would stand in one spot, turn to face you, slowly accelerate at you getting very fast, and then repeat if it missed you…it would make it seem like a threat, remain fair (doesn’t seem cheap), and add variety. Along with that if it killed other enemies when charging it would add even more depth and strategy.

    Controls are solid, and the firing rate and damage it deals are acceptable IMO. But I did wish there were screen clearing bombs. The slowdown feature should last an entire bar (feels too short to be effective).

    One thing I liked doing was creating a rhythm by firing at targets by tapping the stick. This created unique sounding melody lines rather than a steady stream of random notes (which were melodic but lacked an interesting rhythm). You could encourage gamers to do the same (ie. not just hold the stick down) by making the first attack a 3 pronged attack like you get in certain waves, and the rest following as single projectiles when the stick is held down. It can result in more interesting audio too, since those 3 projectile attacks play a 3 note chord, IIRC. Alternatively you could give bonus points for certain rhythms fired during each bar, adding depth and serving the musical aspect of the game at the same time.

    So I think the gameplay could have been thought out much more. I would agree that the visuals (even the game cover didn’t turn out well) are pretty poor. The main menu was especially jarring. The graphics programming though was good, good particles, good implementation of motion blur, good framerate, and so on.

    Despite my complaints, the game is worth the 200pts. The audio experience alone is worth the asking price. It provides enough of an experience to warrant that price, and any greater asking price would have been too much for me. That is when I would expect the gameplay to draw me in, and the visuals to be better. 200pts in my region represents the price of an energy drink or coffee…so while it may seem weird that I’m justifying the purchase of a game that I don’t find too exciting in terms of gameplay, I consider it a purchase of an interesting experience that I will revisit from time to time (and show off to friends).

  7. HeelTaker

    I can’t believe how much the reviewer completely missed the point of this “game”, and I put it in quotations because it isn’t as much as a game as it is a music “making” experience.

    The absolute most fun to be had in Groov is messing around with the fire bursts to make custom tunes which is a great experience.

    If you have an ounce of musical ability/appreciation, you will appreciate Groov for what it really is, a concept more than a true game.

    So the nitpicks about the gameplay are moot points and in some cases, just plain wrong.

    Great job Julian, I hope for a Groov 2 with more songs and features.

  8. Matthew Doucette

    Blows my mind that anyone playing this game or watching the trailer would think it only has 8-directional fire. Lust playing the game, or watching the video, looking for this CLEARLY shows more than 8-directional fire. Why anyone stumbles over this, I wish I knew! Maybe the frustration of the controls (the controls are not the best), or the restrictive feeling you get while playing the game, is what causes this oversight ??!

  9. Buzzrock70

    I have to agree on the controls at least feeling 8 directional. Just play the demo on the 1st level and tell me how many directions you can shoot– Count them. Well I count 8. and i think that later in the game it feels like its more precise, but it might be the graphics fooling me– I like the Music ,but the controls feels very limited when shooting.

  10. Top user rated games on http://xblcg.info/ « XboxHornet

    [...] Links: Marketplace Page Official Xbox.com Forum XNPlay Review H Halfbrick Blast Off User Rating: 88% (16 [...]

Leave a Reply

Rss Feed Tweeter button Facebook button Reddit button Delicious button Digg button Stumbleupon button Newsvine button