http://www.play-asia.com/paOS-13-71-...-5-15-vib.html
Got this yesterday, and have been nattering with Papercut (who's doing the review) about it. Therefore, prepare thyselves for Treb's impressions...
Presentationally, the game pretty much follow's Ribbon's credo, with lots of wobbly vector-style lines creating the text. My memory of Ribbon is a bit shaky (years since I last saw it running), but it seems to be very similar, but with added colour. The loading bar, for instance, is made of the same shapes you get in-game in Ribbon - a nice touch. Vibri guides you through the intro screens (very Japanese text-heavy), and it's all very stylised and basic, which seems to work.

Too much pink for my liking, though. Pink's for gayers
Gameplay is simple: bounce on a trampoline. Keep the rhythm of the bounce with circle.The tramampoline is covered by a photo, and different areas of the photo contain little cute icons you have to reveal by bouncing on them.

You have a strict time limit of 3 mins (so far - don't know if it lengthens or shortens later on), and have to uncover a set munber of icons in that time. There are blob-like enemies that wander around the trampoline, which must be avoided. Contact with these reverts your form to that of a frog, as failure did in Ribbon too. However, it seems as if, if you keep the consistency of your bouncing continuous and smooth, you turn into a golden Vibri, which can extinguish enemies.

And that's about it. There are collection elements (naturally),based on revealing new icons, and you earn a gold crown if you meet some sort of critieria, which Papercut thought might be this:
So, what do I think? Well, it's ok. Keeping the rhythm going is fairly easy, but not as tactile as it ought to be. You need to hit circle as you hit the canvas, then release it when the trampoline has reached its apex, as it were. Sadly, there's no real key to doing this: rumble is used to show when you've found an icon, but would maybe have been better employed by relaying how much kinetic energy you've built up on each jump in some way. Also, without knowing for certain how to achieve better scores/how to turn into golden Vibri, it's tough to try and go for better scores.That's more a failing of my Japanese skills than a game fault, though.
Even knowing it backwards, however, wouldn't make the game brilliant. I think the joy is meant to come from the customisation element: the game supports a USB link to certain brands of cameras and mobiles, so that you can upload and edit your own pics. The box also says it's an online title, so one assumes you can potentially have an infinite supply of challenges created by people all over the world (well...probably just all over Japan. I'd say the likelihood of this getting a release/online support in the West is very slim). Like Ribbon, Ripple's strength would seem to lie in the customisation side of things. I'll give my camera a go in case it happens to work but, even if I do, lack of sharing images and my inability to use the Jpn-heavy edit function makes it redundant.
Ripple, to me, ought to live or die by how well people use the connectivity functions. As a standalone game, it's too basic and the music is frikking atrocious, making it tough to warm to. Ok to wile-away a few minutes, but I'm betting good use of external pics (use your imagination
) would add to the quality.
Got this yesterday, and have been nattering with Papercut (who's doing the review) about it. Therefore, prepare thyselves for Treb's impressions...
Presentationally, the game pretty much follow's Ribbon's credo, with lots of wobbly vector-style lines creating the text. My memory of Ribbon is a bit shaky (years since I last saw it running), but it seems to be very similar, but with added colour. The loading bar, for instance, is made of the same shapes you get in-game in Ribbon - a nice touch. Vibri guides you through the intro screens (very Japanese text-heavy), and it's all very stylised and basic, which seems to work.

Too much pink for my liking, though. Pink's for gayers

Gameplay is simple: bounce on a trampoline. Keep the rhythm of the bounce with circle.The tramampoline is covered by a photo, and different areas of the photo contain little cute icons you have to reveal by bouncing on them.

You have a strict time limit of 3 mins (so far - don't know if it lengthens or shortens later on), and have to uncover a set munber of icons in that time. There are blob-like enemies that wander around the trampoline, which must be avoided. Contact with these reverts your form to that of a frog, as failure did in Ribbon too. However, it seems as if, if you keep the consistency of your bouncing continuous and smooth, you turn into a golden Vibri, which can extinguish enemies.

And that's about it. There are collection elements (naturally),based on revealing new icons, and you earn a gold crown if you meet some sort of critieria, which Papercut thought might be this:
Originally posted by T3h Cutt0r
Even knowing it backwards, however, wouldn't make the game brilliant. I think the joy is meant to come from the customisation element: the game supports a USB link to certain brands of cameras and mobiles, so that you can upload and edit your own pics. The box also says it's an online title, so one assumes you can potentially have an infinite supply of challenges created by people all over the world (well...probably just all over Japan. I'd say the likelihood of this getting a release/online support in the West is very slim). Like Ribbon, Ripple's strength would seem to lie in the customisation side of things. I'll give my camera a go in case it happens to work but, even if I do, lack of sharing images and my inability to use the Jpn-heavy edit function makes it redundant.
Ripple, to me, ought to live or die by how well people use the connectivity functions. As a standalone game, it's too basic and the music is frikking atrocious, making it tough to warm to. Ok to wile-away a few minutes, but I'm betting good use of external pics (use your imagination

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