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Monday
Sep152008

Geometry Wars Evolutionary Design

Geometry Wars. The game that I have described as being a "Fourth of July in your eyes!" I've played every console/handheld version, and though spawn deaths are still an issue, Geometry Wars2 is the best in the series. It may not have the best features (in bold) or the most levels, but the innovations in design makes it a clear winner. Once again, I've made a chart cross comparing games in series. It's not like I don't owe something to this game series.

















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GW: Retro Evolved GW: Galaxies GW: Galaxies DS Geometry Wars2

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visual clutter moderate minimal-lots depending on level & drone very minimal - moderate depending on level and drone moderate - much

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controls aiming/ shooting analog stick wiimote pointer DS touch Screen analog stick

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controls moving analog stick analog stick D-pad analog stick

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variety one many levels/drones that can be leveled up same as wii version 6 modes/sequence

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enemy design

enemy types

same as wii version

enemy types

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fire power lots of fire power Too much firepower with some drones same as wii version reduced firepower

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graphics 2D 2D 2D 3D graphics/brighter-tastier colors

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weapon upgrades automatic automatic. drones level up outside of match same as wii version minimal fire power upgrades

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combo system don't die and shoot enemies to build multiplier don't die and collect geoms from fallen enemies to build multiplier up to 150x. same as wii version collect as many geoms as you can from fallen enemeis. dying doesn't reset multiplier.

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multiplayer none 2 player with camera issues 2 player with interesting modes 4 players with bigger camera issues

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static space move away and shoot behind you less static space when the level mixes things up and player must seek geoms to build up the multiplyer. Only up to 150x then game reverts somewhat. same as wii version little to no static space because of the new intersecting enemy motions and the unlimited geom multiplier.

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disection of space snakes/pink/repulsor force the player to maneuver differently. Other enemies move in a straight path to the player. Also the gravity well bends the space all around it absorbing enemy/player alike. New level shapes with obstacles and other elements that change the possible paths the player can take. This along with new enemies like the dart/meteor cut the space in unique ways. same as wii version Rockets, gates, and ducks, are a few examples of new enemies that ignore the player which make interesting spatial dissections. Also, with reduced fire power, aiming is more important/difficult. Furthermore, pacifism, waves, and king force the player to move and strategize in dramatically new ways.

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collsion detection precise = 60fps/clean sprites precise = 60fps/clean sprites less precise = ~30fps/lower rez sprites precise = 60fps/clean 3d modes.

 

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