One day, during a RocketStationĀ stream, I drew Commander Video from Bit.Trip. Fun game series with lots of colour.

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One day, during a RocketStationĀ stream, I drew Commander Video from Bit.Trip. Fun game series with lots of colour.

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I honestly canāt remember if Bit.Trip Beat was as much of a nightmare to play with the wiimote as it is with a PS4 controller, but what I was forced to remember is fuck that gameās final boss.
NTom & Volk's Spot of PC #13 - BIT.TRIP Collection
The sights and sounds of bits.
BitĀ By bit
[Loosely inspired by Gaijin Gamesā āBit.Trip Beatā]
Beat by beat Begin to breathe Be born, boy, then breed Break the binds, donāt believe Beware bold brains badly built But donāt be bound by bragging birds Best be brave, bet to break, but not bail Bide, then benumb the body and bluff big Beneath the beauty, the bugs to be biting Between boxes of blurry binary beliefs Bestow a broad bow to the bottom of the bone bag Be blunt to the blithe and the blank, bungled and barely bright Bewitched by biases, bitter bibliographic beliefs Blindly blocking and blaming, baffled by blood not being blue. Bear the brute behavior and belligerently bid a bye-bye.
Destructamundo is coming to iOS and Steam on January 28. No IAP. 72 levels. Jokes about pizza. Everything a person could want in a video game.

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Fast-Action Games and The Turbo Tunnel
Because it's on sale on the 3DS eShop, I picked up Bit.Trip Saga this morning. I'd previously played Bit.Trip Beat on the Wii, and I found it very interesting but had a hard time getting very far with it. The problem wasn't just that it seemed quite challenging, but particularly that it seemed difficult in an insurmountable way. I couldn't see a way to ever get my eyes, brain, and hands to function at the level that the game required of me. Some of the pong-ball-objects were too small and dark to see reliably, and the motion controls never felt tight enough for me to feel like I was executing with my hands the action I intended in my mind.
The 3DS version, on the other hand, was entirely playable. Perhaps it's that I can see dark fast-moving objects better when they're two inches from my eyeballs, or that touch controls are more direct than the motion controls of the Wii version, or a combination of both. Either way, I was in control. I got into "the zone" and felt like a Newtype.Ā My hands and eyes were reacting more quickly than I could consciously comprehend.
This feeling is what fast-action games are all about: the moments where you're functioning at a level beyond your own comprehension. When you lose, your success up to that point provides you enough confidence to make you feel that, if you give it one more shot, you just might make it. If only you didn't make that one mistake.Ā But you know that you are the one that made that one mistake, so you can eventually not make it.
The best example of this feeling is the Turbo Tunnel in Battletoads.
I've spent so much time playing that level, because every time I lose I think:Ā if only I moved/jumped/didn't jump at exactly the right time, I could make it to the end.
The player has to have a solid feeling of being in control. If it feels like the game isn't responding, if it feels likeĀ the gameĀ is the reason for failure, notĀ the player, then why bother continuing?
I'm in control, the problem is me, and I know how to address it.Ā This is the key feeling upon failure a fast-action game. And as mentioned earlier, the key feeling upon success is: I don't even know how I just did that and I feel like a superhero.
BIT.TRIP BEAT
Just read the blog post first.Ā There's a reason they got such a big price cut, but still!Ā Six dollars!