In July of 2007, the PlayStation
Network (PSN) released the answer to Geometry Wars, the very popular download on
the Xbox 360, in Super Stardust HD from Finnish company Housemarque. This game
was received with open arms from PlayStation 3 owners who were thirsty for a
downloadable game that could rival the fun that was Geometry Wars, and Super
Stardust HD really delivered. Becoming a quick seller on the PSN and the first
downloadable game to be a part of the trophy system, this great, top-down shot
‘em up space game really harkened back to arcade classics like Asteroids. It’s
simplicity in gameplay with frantic level design and great soundtrack proved a
winning combination for the PSN and something that is well worth the download
price for any PS3 owner.
So, when the announcement was made
that Super Stardust was going to be ported in a “non-HD” version for the PSP, I
was excited. I still enjoy playing through Super Stardust HD and will
consistently pick it up for a quick fix of either single or multiplayer asteroid
blasting goodness. The only questions were, can this great game be ported onto a
portable system with success, will the lack of a second analog stick be
detrimental to the design?
The answer is clear from the first
time you start the game up on your PSP, Super Stardust as you know its glory on
the PS3 is not portable. Maybe it’s just the fact that I’m spoiled by looking at
this game in High Definition, or maybe it’s the fact that I had such high hopes
for a portable version of one of my favorite downloadable games, or maybe it’s
just the fact that some games can’t be adapted to the PSP hardware. I’m going
with the later.
As far as gameplay goes, the major
differences are the lack of the right analog stick for shooting direction and
the remapping of weapon change system. By taking the firing controls from a
fluid 360-degree analog stick and connecting it to a four face-button scheme,
there is something lost in the gameplay. The excitement of rapidly spinning that
right stick when stuck in a mass of asteroids is gone and replaced by just
pressing all four buttons at once. It just doesn’t feel the same and there are
gaps in the firing spread that face buttons can’t cancel out. Housemarque did
try to alleviate this by adding the ability to hit the 45-degree angles with two
button combinations and the double-tap spray spread. The fluidity of the right
analog stick is completely lost giving the game a minus right from the
beginning. Flying with the analog nub is responsive enough, but again, not the
same as the full analog stick. The other change is the lack of second triggers
making the weapon changes less quick. You have to use the D-Pad, basically
stopping moving by letting up on the analog stick to change your weapons …
again, not good in hectic situations where enemies and asteroids are flooding
the screen.
Beyond these things, there is the
graphic difference. The HD version looks amazing, it should on the much more
powerful PS3. But the PSP version doesn’t even have the same look or camera
options. In the PS3 version, the appearance is that you are really flying around
a small planet because you can see the whole planet or at least some of the
horizon. The PSP is zoomed in so much, there just isn’t the same feel of
traveling through space and it hinders your ability to see what’s coming around
the horizon of the planet.
There are three modes of gameplay
available on the PSP which seems kind of a weak offering compared to the major
pack available now on the PS3. Arcade mode, which will allow you to unlock the
five progressively harder planets by playing through them all; Planet Mode,
which will allow you to set a high score for each planet; and, Impact mode,
which is similar to Bomber Mode on the PS3, where you can only score points with
bombs and by boosting through enemies. While these are fun modes, there were
more modes released just a few months ago on the PS3 version that should have
been included, or at least support for some form of PSP multiplayer. There are
more modes coming for download at a later time.
So, what is it about this game that
makes it so disappointing? I think that honestly it is the fact of playing it
for so long and loving the PS3 version so much. For new players who are
downloading this onto the PSP and playing the franchise for the first time with
Portable, the game will be great. Overall, the general feel is the same, it’s
just not as crisp as the PS3 version and for those players who’ve played HD, I’m
afraid they will be let down with the Portable version. It is nice to keep this
cool game in my pocket now for use away from my HDTV; however, if the choice is
there, I’ll just wait until I get home and really enjoy Super Stardust the way
it’s meant to be enjoyed, full-HD glory!
Gameplay: 6.5
The basic “feel” of Super Stardust is in the Portable version; however, the
lack of a right analog stick and the missing triggers hinder gameplay for
veterans of the HD version of the game. A lack of modes is also a fault of Super
Stardust Portable, I would have thought with the larger mode pack available on
the PS3, more would have made the transition to the PSP. There is also the
inclusion of the “nuke” to end stages in the Portable version which seems like a
bit of a cop out compared to having to clear the planet in the HD version.
Graphics: 6.5
The graphics look good for a PSP title, and they are smooth and fluid with
virtually no hiccups even during hectic, asteroid-filled levels. No zoom options
like on the PS3 version is a hinderance in the ability to fly more controlled in
the chaos. Not being able to see that far ahead makes navigating a little more
difficult.
Sound: 7.0
I really enjoy the music in Super Stardust. Including the same tracks in the
Portable version as in the HD version was a great choice and sounds very good
out of the PSP speakers and out of headphones as well.
Difficulty: Medium
Concept: 5.7
This is a hard score to give because this is a port of a game available on a
much more powerful system; however, there really isn’t anything new brought to
the table in Super Stardust Portable. If anything, this is a stripped-down
version, lacking in some of the features that make the HD version great. Most of
the differences come from the mere construction of the PSP hardware verses the
SIXAXIS controllers of the PS3; however, if you are going to make a portable,
give it something that owners of the HD version don’t have so that they will
have to play this title.
Overall: 6.7
For super fans of Super Stardust HD for the PS3, this title is going to be a
little bit of a let down. There aren’t as many modes and the control difference
is noticeable and a slight hindrance to enjoyment. However, if you haven’t been
spoiled by the HD version, or want a great intro into this outstanding
franchise, Super Stardust Portable is worth the download. I love this franchise,
Housemarque has a great product, but Portable just isn’t the best representation
of the game that’s available on the market.