Tuesday, June 23, 2009

surf school 44

While the world of PC gaming may be in "disarray" for those still turning out big beefy blokey shooters, for those who like to take their gaming with just a dash of indie spirit and bedroom coder verve the PC is in pretty good shape. In large part this is down to digital distribution nozzles like Steam, which allow smaller developers to get their games into our grasping paws without the need to jump through the traditional publishing hoops.

So it is for Audiosurf, which made us say nice things when it paraded around in a metaphorical swimsuit at the gamesy beauty pageant we call Independent Games Festival. We only looked at it one month ago, and yet here's the game - ready and waiting to be downloaded by anyone with USD 9.95 (or your local equivalent). So big whoops and kisses for digital distribution, and a cheeky pat on the bottom for Dylan Fitterer, the talented programmer responsible.

As those who've been paying attention will know, Audiosurf is a bit like Rez. And a bit like Amplitude. And a bit like Tetris. And a bit like Vib Ribbon. Yet rather than coming across as a gruesome mash-up of other people's ideas, it cleverly takes the best ideas from each and turns them into something that's both instantly familiar and enjoyably fresh all at the same time.
'Audiosurf' Screenshot 1

Double Vision mode requires one player on the keyboard, one on the mouse. It can be done solo, but only be ambidextrous freaks.

You control a vehicle speeding along an undulating track. There are three lanes, each populated by colour-coded blocks that reach the bottom of the screen in time to the music. Shoulder lanes on either side are free from blocks, allowing you to catch your breath. Superimposed on the track is a grid, seven squares down by three across. Any blocks you hit appear in the grid relative to their location. So if you pick up a red block in the right hand lane, it goes into the right-hand column of the grid. The aim is to match blocks in groups of three, which removes them from the grid and makes room for more. Allow any column to overflow, and the blocks are destroyed leaving you unable to pick up any more for a short time. Confused? Just watch a quick video and it'll become clear.

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