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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 |
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enemy types
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same as wii version
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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. |