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The New Graphics Whores: Bit.Trip Beat is Gorgeous, But Retro Style Does Not Equate Quality

Posted by John Constantine



A strange thing happened to me between downloading Bit.Trip Beat and beating its first boss. While delighting in its vivid color, laughing at its signature character leaving rainbows in his wake across digital space, and letting its infectious chiptune beats colonize my brain, I realized that I wasn’t having any fun. That’s fine — I’m a firm believer in the fact that a game doesn’t need to be fun to be good — but I was expecting to have fun. I wanted to have fun. I was engaged by it, but not in a good way. I found the game to be overbearing and stressful. Then it hit me: Bit.Trip Beat is a bad game.

Its presentation is immaculate and the idea behind its play is sound; a horizontal shooter that has you deflecting objects instead of projecting them, making ammunition and enemy one and the same — Pong + Arkanoid + Gradius = Bit.Trip Beat — is a great foundation. The game is broken though. The motion controls are adequate but far too sensitive, and the game doesn’t allow you to adjust the sensitivity. It also doesn’t offer d-pad control, so you’re stuck. As you chain together hits in rhythm to the music, your combo meter rises and the visual effects start to intensify. They intensify so much that the color and flashes of light make it impossible to follow the action. It should be challenging to play at a high level, of course, but it should come from the speed and layout of the game’s obstacles, not because it’s hard to see. Most problematic though is that there is no respite throughout Bit.Trip’s long levels. Scrolling shooters necessitate moments of peace that allow you to refocus and rest before the next series of challenges. You need chances to blink. Without them, the game becomes exhausting. Bit.Trip is oppressive, necessitating that you pay attention constantly, or fail as a result. In spite of these game breaking problems, Bit.Trip’s scoring very well in reviews. Why?

I worry that Bit.Trip Beat’s critical success is a case of the Emperor getting a new wardrobe. Game critics, fans, and casual players are all enamored with the retro-styled games trend. Games with chic visual and aural designs that recall gaming’s NES, Atari, and early-arcade heyday are in high demand right now and I think that some people might be willing to praise a game based solely on its aesthetics. They're new graphics whores for a nostalgia-obsessed age, drunk on the promise of limited technology instead of high-end graphical feats. I’m one of them. I laud Mega Man 9, Space Invaders Extreme, and Edge for their old school looks and sounds. Those are three very well made games underneath their attractive façades though. I expect great things out of Bit.Trip Beat's creators, Gaijin. They’re clearly a very talented team of developers. Before they make Bit.Trip Volume 2, I hope they learn from their first game’s mistakes, no matter how well their first game was received.

Related links:

BIT.TRIP BEAT is Hella Sweet
Chiptune Friday: Trip to the Beat
Design Resurrection: How Capcom Finally Proved That It’s Game and Not Graphics That Matters
The Commander's Out Of The Bag, And I Couldn't Be More Excited


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Comments

Roto13 said:

I started off kind of "meh" with Bit.Trip Beat, and then it started to grow on me. Then it fell off. You're very right about how too much of the game is simply distracting. I've missed a lot of purple beats because they're just hard to see against the dark background, and EVERYTHING is hard to see when it starts getting busy because you're doing too well. (And what the hell is with the busted save system?) When you think about it, there are quite a few things wrong with this game.

March 27, 2009 8:25 PM

Derrick Sanskrit said:

After that first stage, there is a good bit of challenge in hitting the beats because of their speed, movement (yes, those are two different things), and arrangement, not just the difficulty of seeing them. These beats in particular I think would be impossible to hit with d-pad control as it would either be too slow or too fast to catch all of them.

You and I talked a lot about this game today, so I'll just leave it at that. The game's not perfect, but I really love it.

sidenote - Gaijin could possibly incorporate the options we've discussed in an update. WiiWare can do what retail Nintendon't.

March 27, 2009 8:26 PM

John said:

I disagree with basically your entire opinion. I can't disagree with the observations about its design, but I don't believe they're bad. The levels are long, but I like them that way. The visuals are crazy and distracting, but I enjoy them. I thought the motion controls were extremely well done and I respect Gaijin for not compromising the way they want the game to be experienced. In the ten or so hours I've spent playing Beat I can't think of a single complaint. I hate saying anything is "perfect" but I can't think of a single thing I don't like about this game or that I would have done differently.

I guess we're on opposite wavelengths.

March 28, 2009 12:40 AM

Bob Mackey said:

All I can say about the game (that hasn't been said) is that it's a little too hard for its own good. I love the controls, but at times the incoming dot patterns are impossible to hit unless you've seen them before.

March 28, 2009 12:28 PM

10Tickle said:

This is a flawed article. Have you ever played a side scrolling shooter? I don't feel like I get rest playing them. Ikaruga is 10x harder at least. Are 'gamers' becoming so lazy these days that all they want is to sit through interactive movies? Also, it was $6.00, WTF! I have spent $8.00 on Virtual Console shooters that are 15 years old and are just as challenging as B.T. I welcome a this fresh game with open arms and YOU John Constantine should too.

April 8, 2009 8:54 PM

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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