Bit.Trip Beat iPad preview: move to keep the beat
11
The problem I've always had with Bit.Trip Beat is that you could only control it by twisting the Wiimote. It's not the most accurate control scheme and, since the game is largely built on the player's ability to quickly and precisely move from one place to another, it was one tough experience. However, on the iPad, it's far more responsive -- sporting both touch-based and tilt-based controls in the final product, it was quickly evident that this was the best way to play the game.
It's an overall better package, even visually -- mostly since it's running at a higher resolution than the WiiWare game. And thanks to the pixel density of the iPad, colors look way more vibrant and less flat compared to playing it on the Wii.
But it's all about the controls and the iPad version seemed far more sensitive to my subtle movements than the Wiimote. While I was anxious to check out the touch-based controls (and promised multiplayer), Alex Neuse, CEO and designer at Gaijin Games, could only show me a version of the game with tilt -- sorry, no multiplayer, either.
I did well, to be honest. I made my way through almost all of Transition, the game's first (and incredibly long) level without even going into "the black-and-white zone" signifying you're on the brink of death. And most importantly, I had a lot of fun playing it on the iPad. With a built-in platform to support DLC and superior control schemes and visuals, Bit.Trip Beat on the iPad is easily the best way to play Gaijin Games' first installment in its long-running rhythm series.
It's an overall better package, even visually -- mostly since it's running at a higher resolution than the WiiWare game. And thanks to the pixel density of the iPad, colors look way more vibrant and less flat compared to playing it on the Wii.
But it's all about the controls and the iPad version seemed far more sensitive to my subtle movements than the Wiimote. While I was anxious to check out the touch-based controls (and promised multiplayer), Alex Neuse, CEO and designer at Gaijin Games, could only show me a version of the game with tilt -- sorry, no multiplayer, either.
I did well, to be honest. I made my way through almost all of Transition, the game's first (and incredibly long) level without even going into "the black-and-white zone" signifying you're on the brink of death. And most importantly, I had a lot of fun playing it on the iPad. With a built-in platform to support DLC and superior control schemes and visuals, Bit.Trip Beat on the iPad is easily the best way to play Gaijin Games' first installment in its long-running rhythm series.
Reader Comments (11)
Posted: Sep 9th 2010 8:37PM Alex McKee said
Sounds great. I hope they consider making it for all of the iOS devices eventually.
Reply
Posted: Sep 9th 2010 11:01PM Noodle Gunshot said
@Alex McKee They are. The iPhone version was revealed first.
Reply
Posted: Sep 9th 2010 9:18PM GamesandGadgetz said
if for anything it's challenging but it sure is tricky to play this game, lol.
Reply
Posted: Sep 10th 2010 11:44AM gLitterbug said
There's no other control scheme than the Wiimote that I would want to play Beat with. It's not an easy game either way, but unless your Wiimote is faulty there's only your lack of handling that makes an already hard game harder.
Even the way you hold the Wiimote for the game makes a difference. I've seen people who do the motion with both wrists while I always keep my left hand still and do the twisting with my right one, which makes it a bit of a paddle controller I guess.
Hell, even the rumble on the Wiimote was used perfectly to make the game "easier" by giving you a bit of wiggle room with your accuracy. I do have to say one of my 'motes rumble is too strong for my liking with Beat though. Just like one of them has a d-pad that sucks (even more than in general) for Core.
In the end, blaming failure at Beat on the Wii controls is probably one of the weirder things I've heard. Sure is a much more natural way of controlling this kind of game than playing FPS with dual analogs.
Reply
Even the way you hold the Wiimote for the game makes a difference. I've seen people who do the motion with both wrists while I always keep my left hand still and do the twisting with my right one, which makes it a bit of a paddle controller I guess.
Hell, even the rumble on the Wiimote was used perfectly to make the game "easier" by giving you a bit of wiggle room with your accuracy. I do have to say one of my 'motes rumble is too strong for my liking with Beat though. Just like one of them has a d-pad that sucks (even more than in general) for Core.
In the end, blaming failure at Beat on the Wii controls is probably one of the weirder things I've heard. Sure is a much more natural way of controlling this kind of game than playing FPS with dual analogs.
Sorry, you must be logged in to leave a comment.
Featured Stories
The most popular posts
in the last 7 days
- Vita 'UMD Passport' won't be offered in US 221 comments
- Kingdoms of Amalur: Reckoning review: A tempting fate 153 comments
- David Jaffe leaves Eat Sleep Play, layoffs hit developer [Update] 107 comments
- Blizzard taking Valve to court over 'DOTA' trademark 96 comments
- Don't call it a remake: Final Fantasy X is a 'remaster,' to be clear 95 comments







