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In Every Extend Extra for PSP, extend yourself into an unknown universe where your only chance for success is through perfectly timed destruction. Evade enemy attacks then counterattack with precision timing to trigger explosive chain reactions - bigger chain reactions bring bigger scores, bigger rewards and a continuing barrage of light and sound. Choose from 5 addictive game modes including wireless head-to-head play. Every Extend Extra fuses together futuristic puzzle, shooter, and musical elements to create an electrifying battle experience like no other.
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Every Extend Extra is a very unique game in this day and age: it's an honest arcade action game. There's no exploration, no collecting of gadgets and upgrades, no gimmicks - just action, trancey visuals, and absorbing electronic music.
The core gameplay mechanic itself combines aspects of Asteroids (particle dodging) and Missile Command (chain explosions and timing skills). The concept and gameplay merge Golden Age design decisions (gameplay occurs on a single screen, your ship is small, normal enemies are mostly abstract shapes) with Silver Age shooter conventions (pattern recognition and bullet-dodging ability are useful skills, minibosses and huge bosses spice up the stages).
Complaints about the tutorial mode are unwarranted. The tutorial gives you an understanding of all the techniques you will need, but only practice will make you a competent player. In addition to the tutorial mode, however, I strongly recommend that those new to the concept should rank into the top three in the original Every Extend (either on PC or PSP) before trying the Arcade mode of Every Extend Extra.
As expected from the creators of Lumines, each stage has a unique and memorable skin -- themes range from Cambrian life to astrophysics. The package is solid and full of content -- a remake of the original PC "Every Extend", endless single-stage, and boss rush modes are included, along with a full-on multiplayer mode (which I've heard is good, but haven't had the pleasure of trying). Did I mention it includes a substantial demo of Lumines II for good measure?
So if you're a fan of classic arcade games, you can't go wrong with this one. There are complaints to be made about E3: it's a bit short, has a substantial learning curve to play the "right way" and another to become skilled, the graphics can sometimes be too busy, and there's not much variety in the gameplay. To my way of thinking, though, these are all positives rather than negatives. It's a great, lovingly-crafted game and a welcome anachronism among today's games.
BTW: those who haven't played the original PC Every Extend, a labor of love created by a single programmer, should try it out. The version included in E3 differs considerably.Read more ›
I'm not sure where I missed the boat, but I cannot understand the low reviews of this game? I suppose it may be that I waited until the game was in single digit pricing, I got it for less than a buck, before shipping, but I can't see why paying more than $5.00 would be a problem for this little gem.
The game's manual is, as mentioned before quite simple and non-complex. They do not explain very much. For those of you that have played "Rez" on the PS2, it is similar in gameplay and object. You try to blow things up, and there is a haunting trance beat that is actually quite enjoyable to listen to. Being a huge music game fan, I found myself tapping to the beat whilst I played the first time.
I'm also surprised that nobody else mentioned Rez in their reviews, it is strikingly quite similar.
Every Extend Extra is a strange little techno-induced game. The game features some of the simplest mechanics I've seen in a while. As a cross, the main objective is to blow up. Blow up when other objects are around, of course, to set off chains. That's really all there is to it, and you do this within a time limit to achieve highscores.
If it wasn't for the techno visuals and audio, this would have been a rather boring game due to the minimal amount of play mechanics (Even more minimal than 80s arcade games, I gotta say). As it stands, it's stuck in the middle of whether to decide if you'll have a fun time with this or not. It certainly has its appeal, but it's not as much of a game as it could have been.
Very easy to learn, but very hard to master. This game will tax your patience, as well as your skill!! I enjoy it tremendously, and I know you will too!!
I really like the idea behind the simple PSP title Every Extend Extra, and it is fun at times. However, in the long run it is just another puzzle game (the likes of which you can find all over the internet nowdays) and I honestly don't find myself replaying it very often. In any of the game's modes.
If you enjoy Lumines, Bejeweled, ... maybe checkers... and/or other simple Flash type games, this is your kind of game. Though, it is average and replay value is a bit low on my scale.
The concept is simple. You have a set amount of lives, and your only attack is to blow up one of your lives and catch enemies in a chain reaction. In between explosions, you try to get green score crystals, yellow time crystals, and red extend crystals to earn more lives, add ten seconds to your time, or increase the amount of enemies for bigger chain reactions. You end each stage with a boss fight.
Unfortunately the execution sucks, and it doesn't really change much over the levels. Each level is more or less the same, with the same enemies; basic drones, some with powerups inside, a delayed-reaction bomb, and larger enemies that fire bullets and that have time powerups inside. Whether or not you beat the level feels more like luck at times than anything; it boils down to keeping your stock of lives replenished enough to take on the boss at the end. This is the only game where even when you get the idea, you'll die as much on the first level as any later one.
The bosses change the game from okay to infuriating. Every boss needs to be attacked with a specific number chain at first to break through it, and then you just need to do direct damage after. It's surprisingly hard at times to land that chain, especially when the game decides it wants to add bullet hell elements. When you add both life and time pressure, it gets annoying fast. But it never really gets strategic enough beyond to make it worthwhile, and the chain mechanic seems a bit wonky with the hitboxes on a boss. Sometimes you'll steamroller them, otherwise it seems nothing hits.
The final issue I had was the graphics. On later levels, they become eyesores. After Cambrian Dream, backgrounds become way too busy for the action on screen.
If you can get it for under five bucks, it is okay to waste time in if you're masochistic. Considering you can do a run of it in a half hour though, it's far more annoying than you think. Bargain bin only.