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Elite Beat Agents

2007-02-03

Grade:  8.7

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A swashbuckling adventure or a melancholy disaster?

   The story of Elite Beat Agents begins in feudal Japan. In a small village in the mountains, seven samurai lay weary and beaten in the center of town. As the walls of the village begin to crumble around them, a young boy sheds a single tear in the shadows of his home. It had only been a few weeks earlier that he was sent on the greatest quest of his life: to go out into the world and find help.

   The village was under attack by savage invaders, and the local law enforcement was no match for the brutal chaos brought on by the savages. The boy sought protection in every corner of the land, and assembled a team of warriors - a team of samurai. These seven samurai vowed to protect the village at all cost, but as the fight wore on it became clear that the cost would be their lives.

   The samurai had fought with honor, but they were tired, and did not posses the power to continue the fight. In that moment, when the rest of the village had lost hope, the boy fought back the only way he knew how: through the power of DANCE! The boy jammed some uplifting grooves, and the samurai felt the awesome power of the boy's dance rhythm. With renewed confidence, the samurai stood up and held their ground. The rhythm and the motion of pure, untainted dance gave them the power to save the village from certain doom. Since that day, the Japanese have refined and honed the techniques introduced by the small village boy. Elite Beat Agents is the culmination of these years of experience.

...

   Actually, I just made that up. Elite Beat Agents is actually the American version of a game called "Osu! Tatakae! Ouendan", which is a game about male cheerleaders and Japanese pop songs. When they brought it overseas, the cheerleaders became secret agents [because let's face, we here in Hicksville are not secure enough in our own sexuality to handle male cheerleaders - ed.] and the Japanese pop became American pop. The Seven Samurai is a Kurosawa film, and features no dancing whatsoever. You should still see it, though.

Dancing without getting off the couch: A dream come true

   EBA consists of a series of miniature stories of people in peril. In their darkest hour, when their world cannot get any darker, when they have nowhere else to turn, they call on the Elite Beat Agents to help. The Agents show up and sing a song that is only sometimes appropriate. (Skater-Boi for a taxi car-chase?) The song and dance magically motivates the individuals to attack their problems head-on and [we are as surpised as you are - ed.] - actually succeed.

   The player's job is to tap targets on the screen in rhythm with the music. As the game progresses, the targets dance around the screen faster and more frequently. The game also features a slider, where the player must keep their stylus on a ball as it follows a path, and a spinner, which gives the player the opportunity to gain some valuable bonus points.

   The attraction of this game is not instantly obvious [if you can believe that - ed.], but after spending some quality time with it the game becomes quite addicting. The song list is varied and very fitting. The American pop songs chosen give a sampling of a variety of styles, rhythms, and decades. While some will be appeased with the addition of Good Charlotte, others (insert loaded pause) will have fond memories of listening to "You're the Inspiration" while making out with a hand puppet in my parent's basement. Yes, you! You know who you are.

   The cumulative score is another nice addition. The game keeps a running tally of the total score as the player progress through the songs and even through the difficulties. Higher scores unlock better ranks and special songs. This adds value to playing the easier difficulties that players may have skipped. This also adds a level of replayability. It goes without saying that players will go back and try to get as many perfect scores as possible to unlock the elusive "Survivor" by Destiny's Child.... cough.

It's more than a game. It's a game that has SHAZAAM! and some downsides too. Basically, it's an isosceles triangle.

   Of course, there are a few minor issues with the game. The first is the limited sound capabilities offered by the DS. Headphones are requisite, and even then the music sounds a bit like they recorded it using a cell phone.

   There is also the issue of the spinner. It is as if Nintendo wants to remind me of all of the suffering in the world. Imagine drawing tiny circles as fast as possible on a post-it note. Now imagine that no matter how fast you draw, you will always fail. Always. Now cry. Thankfully, they only decided to use this awful feature in every damn song. [For the record, I tried Elite Beat Agents in demo mode at the Nintendo store in NYC. This "feature" indeed had me crying like a little girl within minutes - ed.]

   The last problem is the fact that each song must be played nearly perfectly to win. Even one or two missed targets can sabotage a whole song. There is no room of any type of comeback. Players must be perfect or they must start again. It makes me so angry I.. just .. golly... I just need a minute alone.

If you listen closely, you can hear the soothing melody of a fat lady. She's singing. 'Cause I'm just about done. Go-Go Fat Lady!

   Except for a few flaws, Elite Beat Agents is flawless. Provided you enjoy rhythm games, the simple yet challenging gameplay, combined with the nice variety of songs and a humorous premise, makes EBA one of the better handheld games of 2006. You have my permission to purchase. Now rejoice.


       ... Phr4nk

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. Summary: A challenging and addicting rhythm game with a few caveats.

Already played it? Trade it for another game at

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Systems: Nintendo DS

Genre: Rhythm Game

Setting: The cities and towns that make up our small Earth community.

Mood: Light and fun, with a dash of stress for flavor.

Story: A secret organization sends out well-groomed secret agents (male cheerleaders) to help in people in times of need.

Graphics: The hand-drawn story sequences work well within the graphical confines of the DS.

Music/Sound: The licensed music makes the game. It is a bit tinny due to the DS speakers (grab some headphones), but the track-list is spot on.

Voice Acting: Sparse, but fitting for the game. "Agents are GO!"

Script/Dialog: The situations are quirky and original.

Similar Games: None for the DS

Gameplay: Guitar Hero meets Kirby's Canvas Curse.

Strengths: Easy to learn, great look and feel.

Weaknesses: The DS's inability to produce quality audio.

Depth: Bathtub deep.

Length: 5-6 hours to feel satisfied.

Pace: Fast. Both within the songs, and the overall pace of the game.

Difficulty: Easy to learn, difficult to master.

Control: Perfect

Learning Curve: 10-15 minutes.

Replayability: You will only replay the few songs that you really liked. Beyond that, it will gather dust.

Will keep you up until (a.k.a Fun Factor): you break your touchscreen in frustration. Damn you Jamiroquai!

Notable Features: It's nice to see a great rhythm game on a portable device.

Fav. Character: Agent Chieftain; I love an out of place, Native American stereotype.

Instant Classic: Yes. A must-purchase for any DS owner.

Publisher: Nintendo

Developer: Inis

Release Date: 2006-11-06

Players: 1-4

Multiplayer: A nice addition, but nothing to rave about.

ESRB: E

Target Audience: Music fans or rhythm game junkies.

Recommended For: Anybody with $30 and a free afternoon. And some minimal quantity of rhythm in their body.

Not Recommended for: Anybody who vomits when they hear "Sk8er Boi", which is actually a significant population.



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