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Nintendo Life Exclusive - Bit.Trip Core E3 Trailer

Posted by Corbie Dillard

We get a sneak peek at Gaijin Games' brand new Bit.Trip Core trailer.

Alex Neuse of Gaijin Games was kind enough to send us over their upcoming E3 Bit.Trip Core game play trailer for everyone to enjoy. If you haven't had a chance to see the game in action yet, this is a good opportunity for you to see exactly how the game will be played and how it differs from their previous WiiWare release Bit.Trip Beat.

Bit.Trip Core is currently slated for a Summer 2009 release and we'll have more information on the game as it becomes available, as well as a full review of the game when it hits the WiiWare service.

[via youtube.com]

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User Comments (46)

DazzaAdmin

#6

Dazza said:

As much as I loved Bit.Trip Beat I found the tilt controls a bit flustrating at times. I think using the D-pad for Bit.Trip Core will suit me a lot better. It just looks as if you have to press up, down, left or right at the perfect time to catch the 'beats'.

Day one purchase from me!

jangonov

#7

jangonov said:

the end music....that is from play value...(it is a show on that you can download on your tivo)

CorbsAdmin

#12

Corbs said:

Yep, yet another game on my "most wanted" list. I think a third job is becoming a possibility. :D

accc

#13

accc said:

Seems too similar to Beat, all they did was change the way you interact with the beats. I'd prefer if they applied the philosophy of Beat to an entirely new game experience, like Nintendo did with the Art Style series.

Olimar_91

#15

Olimar_91 said:

So I'm guessing this one is D-Pad controlled? Looks pretty awesome, although it seems insanely hard. :0

Crazed

#16

Crazed said:

Congrats on the how the new game is coming, Gaijin. Every time I see something new from you guys, it always impresses me. Hope this game gets released bug-free and complaint-free!

Oh, and I agree with Accc. If more games are released like this, that would be amazing!

Vendetta

#17

Vendetta said:

Watching an expert play it could be as much fun as playing it yourself - if not more. It's mesmerising in the same way those music visualizers are.

osb1842

#18

osb1842 said:

Yay! People like it.

@Dazza @Olimar_91 The controls work like this: hold the d-pad in the direction you want your beam to aim, then hit the 2 Button to fire. You can think of the d-pad as your "note" and the 2 Button as your "rhythm".

osb1842

#20

osb1842 said:

@Vendetta That's a multi-beam powerup. In that case, left OR right on the d-pad activates both directions, and similarly for up/down.

Andor

#21

Andor said:

This looks so awesome!!! Definetly a must-buy!!
.
..
...
But I still have to beat Growth first... =(
(Ironically I suck at Pong and the boss kills me everytime, lol)

Syr

#25

Syr said:

This game looks positively mind-bendingly cool. Oh man, I can't wait!
I'm actually kind of glad this new iteration in BT saga doesn't stray too far from Beat's formula; I was definitely left wanting more in the end. Here's hoping for bonus gameplay modes this time around.

I'm curious how multiplayer will work, if it is included, though.. it seems like it would make it rather easy :P

Objection

#26

Objection said:

I hope they fix what I disliked about the first game: 3 LONG, HARD levels. I'd rather they make more, shorter levels.

theblackdragonAdmin

#27

theblackdragon said:

@Objection_Blaster: it would have been nice if they would've split the levels into stages, or included some way of just starting from a particular segment that's killing you off instead of having to play allll the way back up to that part during a session. i think the parts where you get the four large rainbow bits would have been logical points for this to happen.

osb1842

#28

osb1842 said:

@Objection_Blaster The level format is very similar to BEAT's. Unfortunately, by the time we got all the feedback on BEAT's level length, CORE's development was already too far along to change it up. Get your eyedroppers ready!

theblackdragonAdmin

#29

theblackdragon said:

@osb1842: since you seem to be on the inside, any word on whether or not we'll see any changes to the level length in future Bit.Trip games?

Andor

#30

Andor said:

I think the level's length is fine, it's what makes the game so challenging and extends it's playtime!
Maybe a training mode for specific parts or codes to open other levels would work best in my opinion...

Golgo

#32

Golgo said:

That looks stunning. And by the time it comes out I may be able to get to the end of Descent!

Wolfcoyote

#33

Wolfcoyote said:

I'm glad that Gaijin didn't stray far from the core machanic (graphics, game objective) of the formula. I do agree about the long length of the stages upping the difficulty into insane, but it wasn't until I somehow beat BTB's Descent stage that it came to me that it's good for hardcore Wii gamers to get their butts kicked now and then - just like the classic games from the 1980s and 1990s.

Can't wait for the summer. Too bad it's not coming sooner; WiiWare in NA has been lackluster lately...

feba

#34

feba said:

Let me be the first to say WACKY WAVING INFLATABLE ARM FLAILING COMMANDER!

This looks even more insane than beat in the "able to get it on the first try" sense. GG, do you guys sit around playing four finger Stepmania for inspiration or something?

One thing I'm guessing you didn't add in to CORE that would be nice to see in future installments would be showing Commander Video's Trip so far. I think it's safe to say a lot of us are going to be going into core, at least a couple times, before we beat Descent, let alone Growth.

It'd also be neat to see a Bit.Trip that could be played with a DDR dance mat, although I've got no idea how you'd pull that off without cheapening the controller based experience.

theblackdragonAdmin

#36

theblackdragon said:

@Andor: ooo, a training mode would be awesome! something where you can slow down a particularly hectic section, just so you can see what's going on and figure out your movements (like you can in Stepmania and Guitar Hero, for example).

Wiiloveit

#39

Wiiloveit said:

I agree with Objection Blaster, so it's a shame you can't alter that. Here's a question though: the screen sometimes looks a bit too mental. How do you know when it's the right time to hit a beat, since you seemed to miss a few and then get them the second time they came round.

CommanderVideo

#41

CommanderVideo said:

@ Wiiloveit

Firstly, it definitely gets mental. Too mental, though? ;)

Secondly, to answer your question, most of the angled beats that come in will eventually intersect a second beat line if you miss it on the first line it passes. So, as you're playing, remember that the straight ones kind of take priority, because you only have one chance to nail 'em.

Radbot42

#46

Radbot42 said:

honestly i dont think the game would be as enjoyable if the levels were shorter. it would just make the game easier, and then there would be no way to have a huge multiplier

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