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REVIEW EVERY EXTEND EXTRA |
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PUBLISHER
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NAMCO BANDAI
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DEVELOPER
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Q ENTERTAINMENT
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GENRE
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PUZZLE
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PLAYERS
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1-2
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PRICE
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N/A
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RELEASE DATE
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OUT NOW
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One of the most original and visually
arresting titles on the PSP, Every Extend
Extra is the perfect game for those who
want something a little bit different. It’s
not for everyone, but
if your interest is at
all piqued, then get
yourself a copy.
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SCORE
18/SEP/06 |
85% |
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Those of you old enough to
remember arcades in the early
to mid-Nineties may recall the
"Winners Don’t Use Drugs"
message that appeared at the beginning
of many games’ attract-sequences. It
was a joint idea cooked up by the FBI
and the AAMA (American Amusement
Association) to try to discourage children
from engaging in narcotics abuse and it
managed to find the perfect counterpoint
in the "How High Can You Get?" question
posed by many Nintendo high-score
tables. However, it appears that this
very important message (that’s the first
one) didn’t make it as far as Japan, as
evidenced by the truly trippy Every Extend
Extra from Q Entertainment.
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Not that we’re accusing anyone of
indulging in psychotropic substances,
of course, but going on Every Extend
Extra and the company’s previous PSP
game, Lumines, it’s not hard to see why
some might make that association. This
massive sensory assault is as central to
the Every Extend Extra experience as it
was to its forerunner’s and when playing
it we often found ourselves ‘zoning out’,
existing only in
the game’s world
of beautifully
lurid colours
and infectious
hardcore tunes.
Like Lumines, however, the ear and eye
candy is more than just, well, ear and eye
candy, and is completely inseparable from
the gameplay.
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Nailing down how Every Extend Extra
plays isn’t that straightforward – the
best comparison we can come up with
is a cross between Rez and Fantavision.
Actually, it’s not that complicated, as
it turns out we’ve pretty much hit the
nail on the head. Basically, you control
the little detonator thing as it follows a
set path through a series of tunnels (a
bit like Rez), along the way triggering it
to explode, which causes the stuff that
comes in from the sides to blow up,
gaining you points (that’s the Fantavision
stuff). You’ve only got limited detonations
though, so you have to build up bigger and
more impressive chains of explosions in
order to survive. Throw in boss fights, and
you’ve got your game. It sounds simple,
and it is, but the best ideas always are; like
the titles used to define it, Every Extend
Extra is as much an experience as it is a
game, although who is to say that these
two facets have to be mutually exclusive?
Once the surface has been scratched,
the game’s depth shines through and you
begin to realise that it is a lot more than a
pretty sound-and-light show where you get
to blow stuff up.
Jude Salmon
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