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    Every Extended Extra Extreme Impressions

    Every Extend Extra Extreme


    Tetsuya Mizuguchi met us in his Tokyo office earlier today. He seemed slightly taken aback by the mass of Kotaku writers that greeted him when he came through the door, but quickly settled into his seat and got straight into his walk through of E4, aka Every Extend Extra Extreme.

    Like the PSP version of the game, E4 is essentially a reverse shooter, meaning that instead of zipping around the screen blasting waves of things trying not to explode, the entire game is about making your explosive death meaningful with deft placement of your character and a well-timed button push.

    Every Extended Extra Extreme had five different modes, four in single player and a multiplayer mode. Every Extended Extreme Extra is the core of the game, the default mode, in it you zip around the screen trying to create a large chain reaction explosion by blowing up near a large group of things. As things explode you can pick up power-ups and increase your quicken bar (which maxes out at 20).

    Mizuguchi said it's the sort of game that you play ""sitting in a couch, maybe getting stoned, relaxing." He said porting the game from the Playstation Portable, which he describes as an interactive Walkman, to the Xbox Live was mostly about making full use of the high definition visuals and 5.1 sound.

    "We design games by each console, each medium," he said. "This time its for the living room, sitting, relaxing, it's a new form of entertainment. It's like a toy."


    Sawako Yamamoto said the focus for the 360 version of the game was different than for the PSP version.

    "Our focus for E4 was to pursue this exhilaration feeling of playing a pachinko machine," she said.

    In the game's R4 mode (Rhythmic Rolling Revenge Revolution), the game becomes a regular shooter, instead of trying to explode you have to avoid things while shooting them. There are 100 levels built into the game and unlike E4, which seems more about relaxing, it looks like a much more intense experience.

    The most interesting of the modes we saw was S4 (Sonic DSP FX Sound Spectrum Synthesizer), which allows you to import the music loaded on your Xbox 360's harddrive and then play through it. The importing mode allows you to either auto import it, having the software detect the beats per a minute, or do so manually, tapping out the beats on the controller as the music plays. Once imported you can drop into the game with the music.

    The game also includes a multiplayer mode, which we didn't see.

    Overall, the game looked like it would be a lot of fun to play on a big screen with surround sound and with or without your own form of mind-altering additives.


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