Joystiq Review: Evasive Space (WiiWare)

If you've had enough of text today, then feel free to watch our video review. It's injected with 100% videological goodness, courtesy of Joystiq (patent pending).
Gallery: Evasive Space
As one might expect, the vast majority of my time in Evasive Space was spent evading things. The goal of the game is to pilot a very delicate ship through a series of environments, without getting touched by anything, save for the plethora of power-ups. Handling the ship, I found, was a bit more of a hassle than the straightforward controls diagram suggested.
The game is mainly played with three buttons. The B button handles accelerating the ship and the A button turns on the shield, if enough upgrades were snagged. Occasionally, the game demands objects to be moved, so there's a handy tether that can be employed by pressing down on the d-pad. The most important function of control doesn't even fall under the responsibility of a button, however. It's the cursor.
It sounds simple enough: I point the cursor in a direction, hit the throttle, and that's where my ship goes. In theory, yes, but in execution it's far more cumbersome. Because I'm navigating such tiny corridors most of the time, and have a clock beating down my neck, Evasive Space easily turned from a unique diversion to a fairly frustrating time because it lacks the precision that comes from other control methods. The game wants me to rush through these segments, which demand accuracy and speed, but does not give me an adequate enough tool to accomplish that end. Using the cursor is just too sloppy, and I made many more mistakes than necessary.
Other segments in the game are a bit more free-form and benefit from the cursor-based controls. These areas had me retrieving lost space men throughout a large, open map, for example. These segments are highly reminiscent of the classic Asteroids, as the ship moves much like that game's iconic ship did. Also, gigantic space boulders were trying to kill me. Thankfully, these segments are often less frustrating than the corridor-crawling bits.
Evasive Space is a game that really stumbled over itself. The gameplay has all of the right ingredients for fun, and the idea is unique enough, but the controls just get in the way too much. The game would've been better served with an alternative scheme. At least give me option to play it in a different manner, because, as it stands now, the only thing Evasive Space is avoiding is a good time.
Evasive Space (WiiWare) Video Review
The game is mainly played with three buttons. The B button handles accelerating the ship and the A button turns on the shield, if enough upgrades were snagged. Occasionally, the game demands objects to be moved, so there's a handy tether that can be employed by pressing down on the d-pad. The most important function of control doesn't even fall under the responsibility of a button, however. It's the cursor.
It sounds simple enough: I point the cursor in a direction, hit the throttle, and that's where my ship goes. In theory, yes, but in execution it's far more cumbersome. Because I'm navigating such tiny corridors most of the time, and have a clock beating down my neck, Evasive Space easily turned from a unique diversion to a fairly frustrating time because it lacks the precision that comes from other control methods. The game wants me to rush through these segments, which demand accuracy and speed, but does not give me an adequate enough tool to accomplish that end. Using the cursor is just too sloppy, and I made many more mistakes than necessary.
Other segments in the game are a bit more free-form and benefit from the cursor-based controls. These areas had me retrieving lost space men throughout a large, open map, for example. These segments are highly reminiscent of the classic Asteroids, as the ship moves much like that game's iconic ship did. Also, gigantic space boulders were trying to kill me. Thankfully, these segments are often less frustrating than the corridor-crawling bits.
Evasive Space is a game that really stumbled over itself. The gameplay has all of the right ingredients for fun, and the idea is unique enough, but the controls just get in the way too much. The game would've been better served with an alternative scheme. At least give me option to play it in a different manner, because, as it stands now, the only thing Evasive Space is avoiding is a good time.





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Reader Comments (Page 1 of 1)
Adolph @ Feb 18th 2009 5:36PM
what a tragedy. it could have been a fun game.
bentendo @ Feb 18th 2009 5:47PM
I think your enjoyment of this game is directly proportional to how well you "get" the controls. I was cringing for you while watching that video, Dave :)
I've been having a ton of fun with Evasive Space, but then again, I got the hang of the controls pretty quickly and it feels quite natural to me. Not only that, I don't think I'd enjoy it nearly as much with traditional analog controls.
But, I can understand it being a frustration for those who have a hard time adapting. It's a tough little game.
David Hinkle @ Feb 18th 2009 6:19PM
It is tough, you know? I died so damn much the first hour of that game, whether it was crashing into walls or failing to clear the level in time, let me tell you. But, as I played it more and more, and adapted to the controls, my problem with the game still remained the same. Obviously, mileage will vary from gamer to gamer, but all I can do is tell you what I think. :)
Great comment, btw. Thanks for the input, bentendo!
bentendo @ Feb 18th 2009 6:31PM
I think it would be a lot less frustrating if your ship didn't freeze every time you get hit. A momentary "bounce" would've been better.
My main gripes with it were more with the HUD, though. The timer counts up instead of down, for instance. Which means that you have to read the little ticker at the bottom of the screen to see how much time you have to finish a level. Of course, you can't see that ticker until the timer is already running, at which point you're using up valuable seconds that could be used for moving your ship toward the goal!
Sean Aaron @ Feb 19th 2009 7:10AM
The pointer looks like a big mistake. If not for that I would totally get this game. I agree a more straightforward d-pad to rotate would have made more sense -- at least make it an optional control scheme, folks!
mrj1nx83 @ Feb 19th 2009 10:49AM
I'm having a lot of fun with this game. Avoiding things instead of shooting them is different, and i dig the aspect of trying to be top on the leaderboards. Kinda old school. Bentendo is right that the fun factor depends on how quickly you adapt to the controls. I picked them up rather quickly, and think it wouldn't be as cool with analog sticks.
The video makes it look harder than it is. If you use the shields it's a hell of a lot easier.