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Vib ribbon box
Vib ribbon box






While some guesstimating can be done beforehand, it's not set in stone until the game actually starts running. However, the difficulty can feel somewhat sporadic between songs. However, most of them don't tend to pose much of a threat in practice. All of these mechanics can make for a harder experience in theory. (That, however, is something which only shows up in the music CD-generated levels.) If necessary, the game also changes the tempo in timing with the music and makes the shapes move accordingly. The game also changes which direction Vibri is seen running, which is done mainly in intermissions which the game generates during a song to grant the player a small break. At one moment, one might expect that a jagged line is the next thing to cross, but a rectangle may actually speed ahead of it and become the next target. Other songs, however, may change the speed at which certain obstacles approach Vibri. Faster songs, for example, may make the obstacles rotate while the camera is at a certain angle, which can make timing a tough matter. However, the inherent difficulty level which certain songs may have can also bring about other mechanics. All of that is essentially the core gameplay and doesn't change from song to song. It's an elegant control setup which becomes natural after several play-sessions and, indeed, getting familiar with the nuances of interacting with Vibri's hindrances is a must for harder songs. Crossing them is a matter of determining which parts make up the combined obstacle and then hitting the respective buttons. Harder levels, however, also have combination obstacles, which incorporate two types of obstacles. Easy levels only include four different types of obstacles, which consist of a loop, a jagged line, a gap, and a rectangle and crossing them is simply a matter of hitting one of the previously-mentioned buttons correctly. The player, as the main character Vibri, has to successfully overcome several types of obstacles by using the shoulder buttons, down on the d-pad, and the X-button. Whereas other music games simply rely on hand-eye coordination involving abstract symbols, Vib-Ribbon uses the music to generate obstacle courses. Vib-Ribbon's actual gameplay is probably its most defining characteristic outside of the music importation feature. It's not a completely perfect implementation, but it's still well-done overall and makes the game worthwhile in that respect. Although the game engine has a tendency to draw upon the bass, it'll also occasionally call upon vocals and other parts to mess around with timing. Thankfully, Vib-Ribbon does a good job of being able to make its levels from the material with which it is provided. There are indeed several songs from Japanese indie group Laugh&Peace included in the game which serve as introductions to Vib-Ribbon's content, but the vast majority of the value stems from using one's own music collection. Instead of solely being packaged with pre-programmed songs that are tweaked according to difficulty, the game lets players import any song they please from a music CD. What differentiates Vib-Ribbon from most of the other modern music games on the market can be found in the way in which Vib-Ribbon presents its content. It's a PlayStation import that not everyone will necessarily be able to enjoy, but those that have the right tastes will find a game whose charm makes up for its deficiencies. However, a quick glance at the vector-style box art should be enough to indicate that Vib-Ribbon is really not that much of a conformist. In that respect, Vib-Ribbon is no different. Regardless of the catalytic instrument used, the gameplay ultimately boils down to simply matching some rendition of notes and/or beats with proper timing. The conventions employed by games within the music genre tend to be consistent across the board.








Vib ribbon box