Biology Battle Review

Must... have... child... before... 35.

Version tested: Xbox 360

Oh my God! It's totally incredible. It's the best shooter I've played in ages. Dangerously compelling, beautifully executed, sonically vicious, mechanistically inspired, scarily polished. I can't get enough of it. It's not only one of the best games on the Xbox 360, but one of the best games of the decade.

Geometry Wars 2 is just as good as everyone said!

I only got around to playing Bizarre Creations' shooter opus whilst reviewing Biology Battle, another one of Microsoft's "community games", for Xbox 360. Since they're both Robotron-derived arena shooters, I wanted to be familiar with the apparent state of the art before offering my opinion on the new pretender. On some level, this is unfair - walking into the room with the hottest person on Earth makes anyone look dowdy. On another level, it's revealing a fundamental truth. They're the same price - 800 Microsoft Points, which is just under seven quid. Which one would you want to play? Well, it's Geometry Wars 2, comrades. Unless there's something about Biology Battle's specific take which means that it's worth owning them both. Is there?

It contextualises its arena shooting more than most of its type. Rather than just dropping you in an enclosed space, allowing you to zoom around firing in a separate direction to the way you're facing and having masses of enemies spawn before trying to hurt you via the medium of high-speed collision, it actually tells a little story. With a Portal/World of Goo-esque ironic sheen, you're positioned as a medical corporation's nanobot going inside creatures to zap stuff. So presumably the arena is a cell, and all the enemies appearing are antibodies. I wish real biology was more like this when you looked down a microscope, as I might not have been bored for all four years of my degree. A term paper on "Lightning Smart Bombs Effect On Intercellular Cytostasis" would have been a definite first anyway.

'Biology Battle' Screenshot 1

Small is beautiful. Keep telling yourself that.

Its main mechanistic flourish is its life-mode and death-mode dichotomy. In a standard game, you start in life mode, and find your points multiplier increasing by your mere existence. Eventually you'll come across a big baddy who you destroy, gaining access to the Armageddon power-up. From that point onwards, you can activate it at any moment and switch to death mode. If you do so, you gain a one-time 10x multiplier, which doesn't increase again as you go on to face a whole new mob of baddies (with a few different power-ups). Point being, there's a neat tactical pay-off. If you want to maximise your score you'll want to stay in life mode as much as long as possible before switching to death mode to get that 10x bonus and earn some serious points. If you swap too early, you'll have a load of lives to play in death mode, but you'll basically be earning nothing for shooting the pesky antibodies. If you swap too late, you might not have enough lives to maximise points.

That play is most important in the global challenge mode, where you compete on a leaderboard, which is pretty nifty programming given that community games can't access the official servers (apparently it's all peer-to-peer - magical peer-to-peer). While you can't track friends, you're constantly aware of where in the whole world rankings you are and how many points you need to reach the next level. While the lack of friends is a loss, the sense of this simple arcade game being plugged into something far larger adds a lot to the experience.

There's also local play, allowing you to play either by yourself at various difficulty levels or co-operatively with friends, which is ideal if you've got three comrades who fancy experiencing what it's like to be part of the immune response inside the human body. There are also party versus modes, which are for when being part of the immune response isn't enough. Some are takes of arcade classics - for example, versions of lightbikes with a trail bobbling along behind your tiny biology-thing and you trying to force your opposition into colliding with them, or an arena-based shooter enlivened with an ability to drop antonymous turrets. Some riff a little wilder, like the Froghop game, which is basically a Frogger-esque race to a safe point across a screen of enemies.

And... oh, do you really need me to list them all? See on their site. As a whole, they're compulsive but slight. That they're described as party games nails it. For example, the randomly spawning opposition-slow-down power-up in the froghop game leads to an almost certain win for whoever gets it. It's a bit of a giggle messing around with mates, but not exactly a strong piece of classical game design. Their presence is welcome, but not the main course.

The main course itself is solid enough in many ways. That I'm going to have to reach for fairly abstruse or highly specific reasons why it's rubbing me up the wrong way implies that it gets much of the basics right. My biggest reservation is that it's an arcade game where it's possible to "fail" - as in, make it virtually impossible to win, as in to get the best scores, at least theoretically - relatively early, making the rest of the game pointless. It kind of comes with its dual-world structure. You want to stay in the main world as long as possible to earn as big a bonus as possible. Why make the jump without maximising your score? So you end up regretting your mid-game decision of when to go to death mode, removing the fun from the experience. It feels pointless, whereas Geometry Wars constantly balances on a knife-edge. Biology Battle games aren't too long, but they're long enough to realise that a mass of it is grunt-work.

It also blunts its edge in a few other ways. Most crucial is its toughening up of the opposition. A good chunk of the enemies - even tiny ones - take multiple hits to take down, which makes it feel lumpen. This is mainly to leave room for power-ups to come into play, but the semi-random arrangement of which foes you face at any time means some bits are just plain annoying when you haven't received a necessary weapon upgrade. It also doesn't exactly teach you well - the tutorial is deliberately light, just covering one power-up, shooting and moving, which fails to explain any of the concepts you really need to understand. It also leaves the fancier power-ups - like Blast and Black Hole - a surprise when you reach them. Is six minutes into a fast-paced game really the place where you'd want to experiment? Odds are, the first thing you're going to do upon getting the black hole gun is to kill yourself with it. Your initial emotion upon gaining something you've battled towards for quite a while is "bloody annoyed", which just isn't right.

'Biology Battle' Screenshot 3

This versus mode is based around getting close to the worms. It's cute.

In other words, it feels off-kilter. There's surface polish, but the more you look, the less deep understanding of the genre is present. Upon starting to play, you get two power-ups on your initial pip-gun to get it up to speed. Why not just start with that if you're only going to have ten seconds going pip-pip-pip? Even the most iconic parts of the presentation - that is, having a mass of short phrases which drop onto the screen whenever you do anything significant - starts to grate, with its choice of phrases making the game appear to be the kid who just quotes whatever is in the comedy-show du jour in lieu of being funny themselves. Its wit is second hand. Space Giraffe, when it took from another source, did so with its own personality. Biology Battle doesn't.

I'm beginning to feel a little like a bully. This is mostly well-executed blasting, and its biggest mistake was to price itself as a direct competitor to Geometry Wars 2. Its design, for better or worse, is its own design. I'd like to see what the developer does next. But until then, I'm back to Geometry Wars 2.

5 / 10

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Comments (20) Latest comment 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • HuggyAtHome #1 3 years ago

    Please no more 2 stick shooters.

    Please.
  • daz_john_smith #2 3 years ago

    Do they actually get to choose the price point of their game or do Microsoft choose it for them? I really enjoyed the Biology Battle demo and thought it was one of the best community games, however pricing it on a par with Geometry Wars 2 is suicide. Geometry War 1 is only half the price as well.
  • cymro #3 3 years ago

    2 pages to slag off a community game?
    not much news about then?
    Edited by 1 at 26/01/09 @ 08:42
  • menage #4 3 years ago

    I always want to like these games. But seeing as I suck at them I always end up hating them, Even GW, too freaking chaotic for me. Only one I liked was Mutant Storm Empire.
  • Tzetrik #5 3 years ago

    microsoft or the game publisher chooses the price, not the developer.
  • penhalion #6 3 years ago

    @Tzetrik

    With community games the developer chooses the price. You are thinking of live arcade games, which are a different category.
  • Xerx3s #7 3 years ago

    "microsoft or the game publisher chooses the price, not the developer. "

    If you don't know what you're talking about, don't post.

    [...]As a Premium member in the XNA Creators Club, you’ll be able to submit any complete Xbox 360 game you’ve created in XNA Game Studio to the Creators Club community at http://creators.xna.com, for peer review. Other Premium Creators will check to make sure your game is safe to play. If it is, you’ll set a price point – between 200 and 800 Points – that people will pay to download your game.[...]
  • sneetch #8 3 years ago

    @Xerx3s
    If you don't know what you're talking about, don't post.

    Xerx3s, this place would be a ghost town if we followed that rule! ;)
  • Vistrix #9 3 years ago

    Correct me if im wrong, but Microsoft still have a large influence over the price point because they get a fair share of the price. Developers have to increase the price point for some profit.

    Right?
    Edited by 1 at 26/01/09 @ 11:15
  • Monkey_Puncher #10 3 years ago

    Johnny Platform's BIscuit Romp > Killzone 2
  • Monkey_Puncher #11 3 years ago

    Vistrix, you're wrong. Microsoft have no say on the price or the content of XNA games, it's all up to the developers.
  • Ranger101 #12 3 years ago

    If your game is above 50megs, then you can't set it at the lowest pricepoint of 200 points, otherwise its completely up to you - hence the ludicrous prices that some of these devs with no pride have put up for their pieces of shit that they call a game.

    Some of these XBLA Community developers are an embarassment to the trade. I just hope that they don't ruin the reputation (and jeopordise the existence) of XBLC games before we ship our first professional effort out on there.
  • SpaceMidget75 Verified Senior Software Developer, Minerva Computer Services #13 3 years ago

    I agree. My first XNA will be priced at the lowest price possible. 200 pts so far.

    The way I see it, any money I get for this is a bonus considering I get paid for developing elsewhere as my day job.

    This just allows me to be more creative and bring in a little extra to help feed the kids. =]

    Besides, at 200pts I feel more people will be willing to splash out.

  • Ergates_Antius #14 3 years ago

    A term paper on "Lightning Smart Bombs Effect On Intercellular Cytostasis" would have been a definite first anyway.
    Actually, I think I read a similar paper in Trends in Biochemical Sciences a couple of years ago.
  • miiiguel #15 3 years ago

    "Please no more 2 stick shooters. "

    I was thinking about that too, couple of weeks ago..., then I played Groov.

    Too bad the guy who did it didn't put an email address in the credits section. I'd like to sugest him the use of custom soundtracks, that would be something! Also the slow-motion during the down tempo is kinda useless, it should be some sort of blast or something.
    Ooops, this is not about Groov...

    btw, I bought Biology Batles, I think it deserves the money.
    Edited by 2 at 26/01/09 @ 14:07
  • Ranger101 #16 3 years ago

    We're probably going to hit the 150mb limit, so the 200pts option won't be available to us, but needless to say, I won't have the audacity to charge the same price as what the fantastically awesome Bionic Commando Rearmed team did.

    We just want to make available, at a reasonable exchange of value, what we think would be an awesome game to share with other Xboxians. (And maybe Steam too if it doesn't cost an arm and a leg to get published there).
  • L_Ron_Cupboard #17 3 years ago

    i switched off when he mentioned world of goo. again. shut up about it already.
  • Lawlost #18 3 years ago

    Kieron can you persuade the guys at pom pom to do this http://ww w.eurogamer.net/articles/astro-... or the original space tripper for the xbox 360.

    /thanks in advance
  • Notez #19 3 years ago

    Geometry Wars 2 is just as dreadfully boring as everyone said!

    Fixed. Taking that into consideration 800p does seem a bit high for this as well.
  • muscleblade #20 3 years ago

    @miiiguel

    You bought this, but havent played GeoWars 2, Pac Man CE or Omega Five. Too me thats strange.