![]() In early challenges, you may be judged on only flow and rhythm in later ones, you could be judged on all five. Your routine is judged according to five possible criteria: flow, rhythm, flair, creativity, and basics. Gain enough of it, and you will become the most respected B-Boy on the block. You have a limited amount of time to pull off more cool moves than your opponent, and if you win, you gain respect. Challenges are short break dancing contests that usually pit you against one or a few other breakers. This is also where you can accept challenges. You get frequent emails offering small gameplay tips, as well as reminders that you've unlocked new moves. This is where you practice, use your computer, try on different clothes, and check your moves book. ![]() This all takes place, by the way, in your studio. The textures are as flat as the boxes upon which you dance. It's not fun, and by the time you reach the end, you will have forgotten which moves you saw at the beginning. So to figure out what you can and can't do, you have to go down the list of names, one by one, and check their individual commands. It is a spiderweb of stuff that will confuse you, but the worst part is that every move, transition, and base is listed by name, not button input. This should not be confused with your moves book, which is accessible only from the Lab (your apartment, and Livin' Da Life's hub), and it lists only honest-to-goodness "moves." The moves list, on the other hand, is an opaque flowchart that is available during practice. They are automatically unlocked in huge chunks as you play, and they go in your moves list. A transition modifies a "base" move, and requires only directional button presses to execute. On top of that, there's the distinction between "moves" and "transitions" to keep straight. As a result of this uncertainty, you'll always stick to the streams and the rivers you're used to, which makes B-Boy feel less improvisational than it should. This is bad, because attempting moves that you haven't acquired will throw off your rhythm and potentially break up your flow, both of which are big deals in the break dancing world. So even though you know that "up, up, X" is definitely a move, you might not have gotten it yet. However, this transparent scheme gets awfully confusing due to the fact that you gain new moves individually. ![]() Thanks to this simple system, you will have a theoretical understanding of every move in the game well before you unlock them all. From there, you can execute "moves" by pressing a directional button once, twice, or thrice, and then the appropriate face button. For instance, if you press triangle, you'll start top-rocking (a basic move). Your moves are split into several groups, but the most important are "basics" and the aptly titled "moves." Your four basics are mapped to the face buttons. The majority of the prompts in this game are beat markers that swirl at your feet you decide what moves to do and when, just like a real break dancer would. B-Boy's moves are authentic, and its approach to break dancing is appropriate. More specifically, you're top-rocking, six-stepping, windmilling, and freezing. What's this guy's story? In B-Boy, you will never find out. Heck, you aren't even living a life you're just doing the robot. You don't have any quirks, aside from the hairdo and the face that you give yourself during character creation. There's no context: You're just an anonymous avatar who lives in a really nice studio and dances his or her way to the top of a ladder of respected breakers (those who break dance). But underneath its licensed tracks, motion-captured moves, and fancy lingo, B-Boy suffers from several problems, including bad pacing, repetitive play, and no narrative. This break dancing-themed rhythm game talks the talk, walks the walk, and even knows how to top-rock.
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