Let's take a stab at this.
Gabriel's Obligatory Super Stardust HD Rant
Super Stardust HD is the latest downloadable game available in the Playstation Store. It's about 300 megs and costs $8. You'll really pay $10, though. This is because you can only drop increments of $5 into your Playstation Store wallet. Take note of that nit, because its something of a harbinger of things to come.
Edit 7-19-07: It turns out this first nit is inaccurate. This complaint should be more about the awkwardness of the menus instead.
Super Stardust HD (SSHD for short) is an omni-shooter like Space Dungeon, Robotron, Smash TV, Geometry Wars Evolved, Assault Heroes, and Blast Factor. This style of game has enjoyed a massive comeback with the advent of the downloadable game services. XBox Live Arcade has several examples of the type and the Playstation Store now has at least three (Blast Factor, Cash Guns Chaos, and SSHD). The good news is that these games are fairly straightforward and hard to mess up. The basic concept is so solid that it produces a game like Pac-Man where even the poor implementations are pretty fun. On the other hand, since there have been so many of these types of games lately, shouldn't the bar of quality be a bit higher?
The first area where SSHD excels is in its graphics. I'm playing in 720p and the game looks absolutely beautiful. This isn't a game like Geometry Wars with abstract visuals. This game goes for a semi-realistic look for everything (barring the powerups). Asteroids are a common hazard and they are huge. To top it off, when they break up they seem to do so dynamically (even though it's probably by some pattern) and the remaining pieces pinwheel around the screen. There's also a planet below you which is nicely detailed and which you orbit around during the course of play. Your ship always nominally stays in the center of the screen, but the orbiting effect is a nice hypnotic touch. There are the explosions and weapon effects which fill the scren with activity. This game, along with Tekken: Dark Resurrection, stands as the best visuals that downloadable games have yet offerred.
Usually, I'm not a big sound critic. I'm more of a visual guy and I only pay attention to the sound of a game as much as it matches the onscreen visuals. To me the sound of SSHD nicely fit the visuals. There's a repetitive technoish theme which plays throughout, and it also nicely meshed with my onscreen activities. Since the PS3 doesn't allow you to use custom soundtracks, it's good that the game has pleasant tunes and blasting sounds.
Now we get to gameplay. Much like Geometry Wars, you are a 360 degree shooting gun at the center of the screen. You can move around, and your ship stays generally in the center of the screen while the planet rotates beneath you. What this immediately means is that your playfield is a sphere with no boundaries. You can orbit the whole planet if you want, and never run into a barrier. Orbiting a planet all day and shooting the upper atmosphere wouldn't be very fun, so SSHD takes the initiative and drops rocks and enemy aliens into orbit with you. As usual in these games, your ship is a one hit wonder. Collision with anything other than a powerup will kill you, so you better start shooting. Shooting rocks reveals they have some green, glowing kryptonite inside. Shooting the kryptonite reveals various powerups. Most of the time, these powerups are mere point pickups, but sometimes they will be weapon upgrades. You have access to three weapons which need upgrading: rock crusher, gold melter, and Ice... something or other. Rock Crusher is your standard green shot which can be upgraded to fire faster and in a wider pattern, and which is best against rocks. Ice Whatever is a blue shot which I've honestly found useless so far, but which is allegedly good against ice. Gold Melter is the nifty one, because it fires out a flamethrower type of shot which you can swirl all over the place. It's supposedly most effective against gold, but I've found it's also effective against evil space caterpillars. Rounding out the mix there's a freighter wandering around on stages which you can shoot the cargo out of (which is always bomb powerups).
At first the game starts off slow. There aren't many targets and the game seems like it's going to be a cakewalk. Whenever enemies enter the planet's orbit, they display a red pulsating circle on the playfield to warn you of their coming. This helps avoid the cheap spawn-on-top death that some games of this sort suffer from. It takes a couple of minutes, but things quickly become crowded. Rocks start spinning all over the screen. Death satellittes start relentlessly homing in on you and giant green space caterpillars make mad dashes to eat you. Explosion and shot animations help fill the screen, and things get more than acceptably hectic. This means sensory overload is a problem. You just might not see something which is about to kill you because of the massive activity on the screen.
I'll say that the levels feel too long. It's not unusual to spend two or three minutes on a single level. During that time you shoot and shoot and shoot, and you get the distinct impression that it's never going to end. Ending a level under a time target results in bonus points. The catch is that I don't really see what the level ending requirement is. Apparrently you're supposed to shoot a certain number of certain targets, but what specifically you're supposed to kill is a mystery to me. I've spent levels destroying every single bit of junk in orbit and still had the level continue until I destroyed the last tiny rock. I've also had levels end abrubtly with what seemed like the asteroid field from Empire Strikes Back still in orbit above my planet. It feels completely arbitrary. There must be some trick to it, but I'm not seeing it yet.
The lengthy levels damage the "zoner" feeling of the game. It could have been avoided had there been a brief pause and then the game continued. Instead, you must press X to continue with the next level. Some people will like how it adds obvious break points into the game. I disagree with that assessment. I felt the mandatory in between level breaks to hit X broke up my shooting vibe, and often just as I was beginning to hit "the zone."
Do your weapons really matter? I haven't gotten far enough into the game to say definitively. For the first planet, it's best to upgrade your Rock Crusher the fastest, and make sure to pick up a few upgrades for your Gold Melter. The Rock Crusher is generally better for the first five waves, while the Gold Melter is most useful against the evil space caterpillars which come after you from time to time. Rounding this out, there's the bomb. The bomb destroys everything in your current area of the planet's orbit. You'll need to use that one a lot, and every level has a cargo ship you can steal two bombs from. There's also the final weapon, the Ice... Whatever. I found it useless. Maybe it's better later in the game. Overall, I found the weapon mix pretty good. There's an actual incentive to change your weapon once in a while, and they don't control differently, so there's no having to quickly adust to a whole new firing parameter.
The main problem with the game is the amount of stuff on the screen. It's easy to lose a rock amidst the clutter and run into it. This problem is exacerbated when on the dimmer side of the planet when the rocks adopt a slightly darker shade. Much like Asteroids, it helps to adopt a strategy of managing your firepower to avoid a crowded play area, but the game doesn't offer much opportunity to conserve your fire.
Then there are boss levels. Much like the other levels, these feel a bit too long. You shoot and shoot and shoot and dodge the pattern spread. The boss I fought wasn't so much an event as it was a mere make-work task to complete.
Perhaps I'm being too hard on Super Stardust HD. After all, I have been playing the hell out of these kinds of games lately. It's definitely better than Mutant Storm on XBox Live. It also competes nicely with Assault Heroes also on XBox Live. The catch is the Blast Factor on PSN and Geometry Wars on XBL just feel better and more fun. Overall the game is very good. It's beatiful, and for all my complaints it plays very well. It's just that the overlong levels make the game sometimes feel like it must be endured instead of enjoyed. The flaws of the game aren't major. They are merely a host of very minor irritants that have the potential to snowball.
My recommendation is as follows: if you haven't overdosed on omni-shooters yet, or are looking for a damn cool game to play on your PS3, pay the $10 for it. If, on the other hand, you already have Blast Factor and/or Geometry Wars, and are looking for something more than 21st century Robotron style fun, then you might want to pass this one by. Good, but not truly great.
Edited by Gabriel, Thu Jul 19, 2007 4:50 PM.