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Community Discussion: Blog by iconstyle | Beat Hazard vs. Audiosurf part 1Destructoid
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Recently I purchased Beat Hazard on Steam. The demo gave me a taste, enough to wet my interest. With a little nudging a succumbed. It's only 10 bucks right?

The game will inevitably draw comparisons to Audiosurf, another 10 dollar indie title that generates tracks out of your music. I have been playing Audiosurf since the Beta and bought it a short time after it was released. After playing Audiosurf, it becomes clear that Beat Hazard its the weaker of the two, by a long shot.

If you can only get one of the two, go with Audiosurf. Unless you REALLY like twin stick shooters

The problem I have with Beat Hazard is not the fact that your music is not synced totally. Its not the seizure inducing effects.

Its the fact that underneath all of its effects and and colors, Beat Hazard is barely a game. And a not a very well designed one either.

I have logged in quite a bit of time with the game, so it is not entirely without merit. Its just that every time I play, the little game designer in me comes up with more small nags for the game. Having played Audiosurf only increases the frustration; Audiosurf itself is very well designed.

When I play Beat Hazard it get the idea that the creator had very little idea what makes a game design solid. The game itself is a mediocre shooter with weak art to match. Without the particle effects it would be incredibly empty. If it wasn't for my addiction to arena shooters I would have stopped playing a long time ago. Even now I find my self distracted by sessions of Everyday Shooter, another strong example of design.

By contrast, Audiosurf shows not only a strong sense of visual design, but a strong sense of game design as well. The models and colors of the game are simple, bright and complement each other. Color in the game changes to fit the intensity of the song. In Beat Hazard colors are there just cause. Even the small details, such as the fonts used and images for Achievements show a competence that Beat Hazard does not have. Beat Hazard has some of the ugliest fonts and Achievements I have ever seen. Not to mention being totally generic, boringly named, and require nothing more than time to achieve for the most part. Less than a week in and I already accomplished almost half of them.

In the gameplay department, Audiosurf totally has Beat Hazard beat. Audiosurf plays like a racing/puzzle game. Beat Hazard is a 360 shooter. Although I love shooters, Audiosurf is much more fresh and lends itself much better to music syncing (though still not perfect). The only immediate effect in Beat Hazard are the bullet patterns you fire. Audiosurf shows notable syncing in the background, ship, and in the game itself. It also allows you to play the game in a multitude of ways, accommodating play styles and adding variety. Audiosurf also features Leaderboards on a song by song basis. There is no such feature in Beat Hazard. Everyone shares the same Leaderboard, regardless of what songs they have been playing. It does not encourage competition except for high score junkies. While you could argue that Beat Hazard could get these in the future, the fact is, Audiosurf had them since the start.

Audiosurf was designed strongly around its use of music and level generation. Beat Hazard was barely designed at all.

I could go on. But that will all for now..



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I mostly disagree with you on this. I never really liked Audiosurf, since I didn't much care for the gameplay (I only like particular puzzle games), and although I could see how the music affected the art style, I never really felt a strong connection between the music and gameplay. Beat Hazard, on the other hand, has the obvious sync between music and your shooting strength, as well as the more subtle graphical effects, enemy wave size and formations, and boss battles. The game uses immediate, short term, and long term reactions to the music, in order to ensure that every song makes a unique game experience.

My main fault with the game is that success really depends on the tempo and energy of the song, so you'll always do better with an intense rock or techno song than some light jazz or a crooner. Of course, because of this focus on tempo and energy, when you do play a really intense song, the gameplay gets equally intense. There's nothing like hitting a rousing refrain in a song right when a huge wave of enemies, or a boss, show up, which lets you rack up points fast. I'd never been a fan of bullet-hell games (which I define as shmups where the majority of your focus is on dodging enemies and attacks), but something about the game got me hooked.

As for the general design of the game, I'll admit it is a bit simplistic. It was designed by a single person, though I believe that was also true for Audiosurf, so that can't be an excuse. However, the game was originally made with XNA as an XBLA Indie game, so there may have been programming limitations. With the relative success it's had on Steam, though, the game will be further refined, as there's a lot of room for growth. Different ships, more enemies, and new powerups could all be added as DLC or in a sequel. There have already been several free updates adding/tweaking features, and as this post shows, the developer is continuing to improve the game (such as planning to add co-op). I would definitely disagree that it was "barely designed at all"; in fact, that's pretty insulting to the work that the developer had, and continues to put into it. Beat Hazard is a great experience on its own, and I can't wait to see how the game evolves and expands in he future.
Let me clear things up. I feel that in terms of art, the game is very lacking. The graphics themselves are very barebones, and in my opinion, ugly.

And you are correct when you talk about the ways that it syncs with the music, however most of the time its not very obvious and I find that rather than playing a song that is affected by my music, I find I am zoning out and playing a very generic shooter. When it works, it works well, however there are many points where I feel the creator could improve, especially in contrast to Audiosurf.

I am aware of the improvements, they are great additions that ironed out some of my frustrations. But as of now it feels more like a proof of concept than a full game.

Coop was actually in the Xbox version from the start I believe. It was probably more work to put it in the PC version on release due to the varying control schemes.

You touched on the game being dependent on tempo, and that is very true. I find a lot of times that if I am not playing an uptempo song I am failing due to low bullet output. Which is sad because I want to play all my songs, not just the fast ones. Audiosurf works much better in that regard.

If you check my Steam profile you will see that I've been playing it quite a bit, so there are good points, at this moment however its not a complete package to me. But give it time and hopefully there will be much more. There is a lot of work graphically that has to be done though.

As an aside, I would recommend playing both Beat Hazard and Audiosurf with an Xbox360 controller. It makes the experience much better in my opinion. The controls work best with the controller, and you get some cool vibration functions.
I suck at both. Thanks for bringing this up ;_;
I completely agree.

I honestly feel robbed for the first time on Steam.

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