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Geometry Wars is, on paper, an unlikely candidate for a full retail
release. Its gameplay mechanics basically consist of a tarted up
version of arcade relic Asteroids and its graphics - while giving
you an idea of retro cool - are hardly showcasing the real next
generation of visuals. Yet there is definitely something to be said
about the timeless nature of simple gameplay, and Geometry Wars
has, in every incarnation thus far, had the 'one more go' drug injected
into it that some many games developers would sell their kidneys
for. Fans of gaming will be delighted to hear then that this addictiveness
has been transferred to the DS with aplomb, barring a couple of
minor caveats.
Before
I go into what has changed in Geometry Wars: Galaxies and what has
remained resolutely the same, I ought to outline what Geometry Wars
actually involves for the uninitiated. Basically (and that may turn
out to be a word I use a lot, given the nature of the game) you
man a spaceship in a top down view of an area of the galaxy. You
can move the ship around this area, while enemies spawn around near
you with different speeds, attacks and movement styles. You can
shoot at them (and generally get one shot kills), while improving
your score multiplier for long runs. You aim to stay alive as long
as you can and get the highest score possible - this is a high score
arcade game to all intents and purposes, and as such it works rather
well on Xbox Live Arcade with borderline obsessive comparison of
the competitive high score tables and achievements justifying the
social experience. I had some doubts over how well this would translate
to the less social DS, but I needn't have worried, because Galaxies
has packed in some quite nice additional features to the retro flavoured
package.
The
main one of these is referred to in the "Galaxies" subheading, as
the game provides different maps with different targets to achieve.
The sixty four missions are shaped differently and can have different
strategies applied to them. For each one you can achieve three medals
for beating pre-determined high scores, so there's plenty to keep
you coming back again and again. The more you play, the more geoms
you earn too, which most enemies drop - these are the game's currency,
allowing you to unlock new galaxies and different play styles. For
example, the defence style gives you more shielding at the expense
of less lives. It's compulsive and adds an extra level to the addictiveness
as you try to collect all the unlockables and medals, yet it manages
not to change the gameplay style dramatically. True, the open area
present in Geometry
Wars: Retro Evolved plays differently to a level with filtered
'lanes', but it's still the traditional sport of shooting at constantly
respawning enemies in the Asteroids mould.
But
here's the rub (and sadly not for my swollen DS stylus wrist): what
of the controls that the DS offers? On the 360, the spaceship was
moved with the left analogue stick and you directed your shots with
the right stick (allowing you to shoot anywhere within 360 degrees.)
The DS has no analogue sticks, so it puts movement onto the D-Pad
(as you might expect), with the 360 degree shooting replicated by
using the touch screen and stylus as a sort of makeshift 'Blue Peter
Try-This-At-Home-Kids' analogue stick. Fortunately it actually works
rather well, allowing you to get yourself out of tight binds with
accurate stylus shots. It also gives you a rather nice way of moderating
the time you've spent on the thing - if your wrist is in a world
of agony then it's probably time to put the DS down and return to
work.
People
who have seen Geometry Wars in any of its carnations will know that
it's not the most graphically intensive shooter in the world. The
whole flavour is deliberately retro, so for that reason it is actually
pretty tricky to say whether the graphics are good or not - but
I'm going to go with "yes" - not an answer everyone will agree with,
but one I'm reasonably satisfied with. You see, it's not all about
the fact that the enemies are linear outlines of geometric shapes
- they have far more personality than basic shapes should; after
all, I don't remember ever screaming obscenities as shape-sorters!
The green diamonds are distinctly cowardly, floating away at the
first sign of shots from your stylus, while you'd better be careful
if you're planning on blowing up those gittish pink diamond enemies
(not the most masculine of villains, but there we are), because
they will explode into four tiny ships that each need to be dealt
with.
In
this respect, the limited visuals have a distinct charm, allowing
you to invent your own story and personalities for the opposition.
The only quibble I have about the graphics isn't really a graphic
issue at all, but down to the limitations of the DS; in a game that's
supposed to gradually build up into a hectic twitch-reactions based
obsessathon, the game sometimes suffers from slowdown, which makes
moments that should be incredibly hard actually easier than some
of the slower paced 'easy' sections. This creates a slightly annoying
paradox on one hand, but has allowed me to get a far higher score
on the various levels than I legitimately should have done! In fact,
the game as a whole already plays a lot slower than the adrenalin
fuelled 360 version, as evidenced by the included original high
score beater (Retro Evolved), giving me a much higher top score
on my first go than I ever achieved with my eyes glued to the big
screen. In truth, this isn't a deal clincher, but it does make you
appreciate the much harder 360 version (and the almost as tricky
Wii version)
for the real hardcore gamer, and appreciate that skills finely honed
on the bus, on work breaks and before you go to bed will most likely
be non-transferable to your Xbox 360 achievement-obtaining efforts.
Of
course, there's one magnificent element the DS version has that
the 360 doesn't - and that is multiplayer. The fascinating, addictive
and (most importantly) single cartridge multiplayer that should
keep you coming back time and time again (provided you can find
another addict nearby, of course). Firstly, there's co-operative
play, where you both team up to try and get a monster high score.
It's as simple as it sounds but also leads to you devising unique
strategies of dealing with the various enemy types and shouting
at each other when your meticulously planned defence inevitably
falls apart! Then there are two competitive modes. The first is
simple enough and sees you playing two independent games while fighting
for the best score, but the second is where the multiplayer really
comes into its own; with one of you playing the game normally, the
other plays a kind of space-alien General (costume not compulsory),
placing their minions onto the map in the way best designed to ruin
the other player's day. It's compulsive, fun and allows plenty of
opportunities for being a git - like the best multiplayer games
(I'm still waiting for a DS Chu Chu Rocket to emerge).
The
sound is a little disappointing. While it's quite cool to hear the
same sound effects as on the 360 appearing out of the device sat
in your hands (yes, yes - "simple things"), the effect is limited
by the DS's tinny speakers. There's nothing intrinsically wrong
with the music and sound, and the developers have done as well as
could be imagined, but massive explosions just don't sound great
on the DS.
If
you didn't like any of the past versions of Geometry Wars then you're
not going to find anything here to change your mind. Likewise, if
you have the top score on Xbox Live for the shooter, then you're
going to find this a little too easy to give it the 'one more go'
appeal I found. Others who appreciate a little retro themed gaming
on the go should definitely have a play though, especially as it's
at a budget price. Geometry Wars: Galaxies is that rare breed of
game that stands up both to quick bursts and extended playing sessions,
making it ideal for a handheld, while the development team are to
be congratulated both for making a port that uses the full potential
of the DS's abilities and for adding worthwhile extras to make Asteroids
addicts without a copy of this game pretty jealous.
Reviewed by Alan Martin for AceGamez (All Rights Reserved).
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