Every Extend Extra

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Every Extend
Every Extend Extra.jpg
Developer(s) Kanta Matsuhisa (PC)
Q Entertainment (PSP/360)
Sonic Blue (360)
Publisher(s) PlayStation Portable
JP Bandai Namco Games
NA/PAL Buena Vista Games
Xbox 360
Q Entertainment
Platform(s) Microsoft Windows
PlayStation Portable
Xbox 360
Release date(s) Windows
2004
PlayStation Portable
  • JP: August 13, 2006
  • NA: November 7, 2006
  • EU: February 9, 2007
  • AUS: February 5, 2007
Xbox 360
October 17, 2007
Genre(s) Shoot 'em up
Mode(s) Single-player, Multiplayer

Every Extend is a 2004 freeware game which was a personal project by Kanta Matsuhisa under her "Omega" pseudonym.[1] A port for the PlayStation Portable was released in 2006 titled Every Extend Extra and in 2007 Xbox 360 port was released titled Every Extend Extra Extreme. Both ports were developed by Q Entertainment.

Gameplay[edit]

Xbox 360 version gameplay screenshot.

The main difference between Every Extend Extra and the original game is the music. Much like director Tetsuya Mizuguchi's previous synesthesia-themed titles Lumines and Rez, Every Extend Extra's arcade mode sees the player advancing through stages, with each stage featuring different background and enemy designs, music, bosses and pace.

The player is unable to shoot, their only defense being to detonate their ship in the vicinity of the enemy. Enemies appear in randomized patterns, and the aim is to position and detonate at the right moment, setting off a chain reaction of explosions and earning a combo bonus. Blowing oneself up takes away from one's overall 'stock', or number of bombs, with a new bomb being gained after the player gains a certain amount of points, which increases after each new bomb. Earning a considerable combo is key to replenishing the stock of lives, and so gameplay revolves around striking the correct balance between risk and reward.

Every Extend Extra also adds varying explosion types to the Every Extend template, which can link chains in different ways, as well as a "charge" feature. By holding down the explosion button, the bomb is charged; the longer the button is held, the larger the blast radius, expanding the possibility for chaining explosions. Power-ups dropped by enemies increase the speed of both the player and the enemy, as well as the speed of that stage's music.

Each skin is played out to a time limit, with a boss character appearing at a set point towards the end. Rather than attacking the boss directly, the player relies on destroying the required number of regular enemies near the boss to cause a 'hit'.

The Xbox 360 version adds custom soundtrack support and online multiplayer.

Reception[edit]

Every Extend Extra has been well received. Edge magazine awarded the game 8/10 in their October 2006 issue. They cited an obtuse initial learning curve and a "defiant obscurity and the resulting barrier to entry" as its main hindrances, but concluded that, overall, the game was "an undeniably exhilarating dance".

References[edit]

External links[edit]