Geometry Wars: Retro Evolved 2 Review
You'd better shape up.
Version tested: Xbox 360
The success of Geometry Wars has been something of a happy accident. Originally a fun little extra tucked away inside Project Gotham Racing 2, it was the perfect bite-sized burst of fun to showcase Xbox Live Arcade when 360 hit the shelves. After it was reworked as a standalone release, the mixture of dazzling visuals and moreish gameplay swiftly established it as the standard bearer for downloadable console gaming.
I'm going to go out on a limb and assume that most people will know what Geometry Wars entails, but for the sake of the unfortunate few here's the nutshell version. You are a little crab-shaped spaceship in an oblong black playfield. Enemies, represented by coloured geometric shapes, spawn and exhibit different behaviour depending on their form. You must blast them all, and you do this by moving with the left stick, and guiding your fire with the right.
Every movement, every explosion sends ripples of colour and light echoing across the playfield. As more and more enemies spawn in ever-increasing numbers, the pace of play is matched only by the dazzling visual overdose swamping your eyeballs. In both gameplay and design, it's a template that has been copied far too many times by lesser Live Arcade games - all of which seem to favour of mayhem and noise, missing the subtleties that make Geometry Wars so great.
Now, three years on, Geometry Wars 2 is easily one of the most anticipated titles on Microsoft's nascent digital delivery service. That doesn't say much for the competition, but it has put pressure on Bizarre Creations. What was once a throwaway unlockable in a driving game is now a beloved series in its own right. The shift from cool extra to triple-A status was remarkably organic, and there's always the fear that, in attempting to recapture lightning in the same bottle, mistakes can be made, ambitions can overrun, delicate balances can be lost.

A four-way King match - head for the safety of the circles.
Bizarre Creations knows what they're doing, however. Geometry Wars 2 is as carefully improved a sequel as you could hope to find. For those waiting in the wings to scoff, "It's just the same, innit?" - yes, it is the same as Geometry Wars. It's also completely different, in numerous ways.
The Evolved mode, familiar from the first game, returns. So too does Waves, the variation that graced PGR4, bringing with it the orange rockets that travel back and forth in fixed lines across the screen. The gates from Waves are here as well - able to reflect your shots, or act as a localised smart bomb when flown through, their yellow tips are nonetheless deadly to your ship.
The notion of "geoms", familiar from Waves and Geometry Wars: Galaxies, has also been worked into the mix. These little green sparks, left behind by destroyed enemies, act as the new score multiplier rather than the old chains of successful kills. This subtly changes the gameplay, forcing you to put yourself in harm's way if you want to increase your score, and fundamentally alters the score multiplier, since racking up your score no longer relies on avoiding death. Purists may be dismayed at the notion of a multiplier that stays high, even after death, but it isn't quite the benefit you'd expect since most of the new game modes only give you one life to work with anyway.

Why'd it have to be snakes?
Speaking of game modes, there are six in total but when you first play only one is unlocked: Deadline. This gives you unlimited lives and three minutes to score as many points as possible. Continued success in this mode unlocks the next, which then unlocks the next and so on. It's not really a long-winded process - even the lousiest player will be able to access all the modes within half an hour - but it does make you try everything at least once, which is a shrewd move on Bizarre's part.
King is the second mode you'll unlock, and the first to really shake up the formula. This time you can only shoot when inside circular safe zones, where the enemies cannot reach you. Of course, each zone begins to break down as soon as you enter, so play becomes a tactical game of leapfrog, planning your next unarmed dash across open space, hovering up as many geoms as you can, and making sure that you don't leave yourself out on a limb as homing enemies swarm around your vanishing sanctuary.
Evolved is the third mode and much the same as the previous game, albeit with the addition of Waves enemies and geom-based multiplier system. Pacifism is an expanded variation of the Achievement from the first game which required you to survive for 60 seconds without shooting. Beefed up into a mode all of its own, you can now only destroy enemies by flying through gates and as the majority of the enemies are those bastard blue diamonds that home in on you, it gets incredibly frantic very quickly.
Waves is unlocked next and then it's on to Sequence, which involves twenty miniature survival challenges: thirty seconds on the clock, increasing amounts of enemies - most of which spawn in a circle around you - and limited lives. Each life lost bumps you to the next challenge, but it's impossible to fail your way to success for long. Even though, you can play any mode whenever you want, Sequence has the unmistakable air of a grand finale about it and makes for a impressive climactic gauntlet for experienced players.
There's more to this spread of play options than random diversity though. Each mode offers a finely tuned challenge, designed to test and develop different skills. Some rely on your ability to maximise scoring opportunities. Others favour impeccable manoeuvring. When frustration rears up in one mode, switching to another can provide just the right change of pace.
Equally, it ensures that everybody can find a mode at which to excel. My own weakness is steering. Once things get hectic I start shrieking like a menopausal woman at a Chippendales show and promptly crash into easily avoidable foes. That's my burden, I live with it and Deadline mode means that I can now concentrate on scoring without worrying that my cack-handed control is going to end the game prematurely. You'll find your own preferred niche, I'm sure.

Obviously, the game is as disco biscuit friendly as ever.
Praise for the core gameplay almost feels redundant, given that so much of what is so deliciously right about Geometry Wars was pretty much perfected back in 2005. Mostly it's the balance that impresses most - and what the pretenders to the throne so often miss when blindly copying the kaleidoscope graphics. Every element of the game is designed for maximum efficiency. Even in the wildest graphical swirl, enemies are distinct thanks to their simple colour coding, while instantly identifiable sound effects tip you off to changes in the play area almost subliminally.
Speed and courage are rewarded at all times while the airtight controls continue to impress, allowing bold players to dip and swoop and feint around deadly hazards with barely a pixel to spare. It's a well-oiled shoot-em-up machine, and this sequel wisely opts not to dismantle an engine in such good working order.
Which just leaves the rather controversial multiplayer modes. After fans have yearned for the chance to play properly across Xbox Live, the decision to support only offline multiplayer seems odd and disappointing. Offline, however, things are pretty rosy. All six modes are playable competitively, but it's in the co-operative play where things get interesting. Here you can opt to pilot separate ships, or you can get cosy together as co-pilots. In this configuration, one player steers while the other shoots. This is similar to the basis for recent XBLA release Schizoid, whose claim to being co-op game ever is now rendered almost completely redundant.

There's no apparent limit to the multiplier - x1652 bonus, anyone?
You can even have up to four players split into teams. It's a really strong line-up, rich with multiplayer possibilities, which makes the lack of online all the more frustrating - especially since there doesn't seem to be anything in the game that would make Xbox Live struggle. When you consider that even the DS version of Geometry Wars: Galaxies managed wireless play - including a fun "versus" mode where one player spawned the enemies for the other to fight - this is the only area of the game that feels less than satisfying.
The omission of online play aside, Geometry Wars 2 is everything you hoped it would be. It deftly builds on a simple framework without overloading it, and even finds room to make the core experience more varied and accessible to everyone. With so many me-too titles still trying - and failing - to match the original game, it's safe to say that the bar has now been raised for Live Arcade shooters across the board.
9 / 10
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Comments (75) Latest comment 4 years ago
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Yes this morning.
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so for someone who's played GW: Galaxies on wii to death, is there anything here for me or will it feel like a bit of a step backward (or is it more of a sideways step)?
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>er"
Errr Indeed!!!! I didn't know it was offline only!!! How the f*ck did that happen?
Oh well... have to invite friends over then
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Oh, it's on! Step back people!!!
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There's plenty of new stuff in here, even if you've played every previous iteration. I'm currently obsessed with getting the Treaty achievement, but keep getting slaughtered at 29 zones. It's really annoying, since I got it fairly easily playing on the debug 360, but I suspect I got lucky with the placement of the final zones.
Wax On and Wax Off are also excellent challenges.
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Thing about online play though is that, surely with the pace and ridiculousness of this game when things get hectic... surely even the slightest whiff of lag would render it unplayable online??? (queue arguments over who should have shot what and when etc.)
Until we all have fibre optic cable 100Mbps then I don't see it working all that great online, but then I have no idea what I'm talking about. Can't wait to play it none the less.
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Aside from the gazillions of enemies.
Here's what Ben Ward of Bizarre has to say on the subject:
"The multiplayer isn't online simply because of the latency. In GWRE2 there are literally hundreds of things moving at the same time (thus being squished down the internet pipe). Take your typical FPS, which might have 20 objects at most flying around your character at a time (I'm guessing)... contrast that with the hundreds of GWRE enemies alone (in addition to other players, bullets, Geoms, powerups, etc.). Then consider that it's much more vital for a game like GWRE to be pixel-accurate for it's gameplay to work... unfortunately online this just doesn't add up.
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I'm sure it would be harder to implement than it seems, but it's not impossible - and to have no online modes at all does feel like a missed opportunity.
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This is usually done client side.
The amount of stuff in GW is indeed probably a lot higher than in your typical FPS since almost nothing (except the grid and some explosions) can easily be done client side.
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I'd rather have no multiplayer than people moan all the time that it doesn't work.
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I'm just thinking 800 points is a bit steep for something I probably won't play all that much. Not to say it's an unreasonable price, looking at all the improvements, new modes etc it seems more than fair, just might not be one for me.
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Please can you make it stop opening thumbs when I press the spacebar in the comment box though. Oh and backport it to all the old articles with broken images.
Cheers! Keep up the good work!
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I'm glad others enjoy it though, so this isn't unwanted shovelware.
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That's a preview, this is a review.
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Why did the latest Minter creation come to mind the second I read that.........
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"For a vector-based game"
I'd love you to find me a 3D game that isn't based on vectors
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Was that a mistake or just a lack of understanding of the game? Just interested to know, I'm having a debate with someone at the minute about it and it'd be nice to know why you wrote what you did.
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edit: nevermind..., just saw your gamertag, and the last time you've been on Live was 2007, and since this game came out today, you said that..., well... just "because". lol!. That must be some kinda english clever humour I don't get it.
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Was that a mistake or just a lack of understanding of the game? Just interested to know, I'm having a debate with someone at the minute about it and it'd be nice to know why you wrote what you did.
That was me misremembering what Schizoid was like, which doesn't say much for Schizoid's impact. Or, let's be honest, my ability to check back to a review I wrote a few weeks ago.
I still feel that GW2 renders a lot of what Schizoid attempted fairly redundant though. The goal of being "the most co-op game ever" is just as effectively achieved by playing GW2 in co-pilot mode, and there are a lot more ways you can play it. Schizoid's a decent game based on a fun idea, but it's nowhere near the game that Geometry Wars 2 is.
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He claimed it proved you never played Schizoid in the first place whereas I argued it was a mistake and an overly enthusiastic approach to the GW2 review.
Aside from that slip the rest of the review seemed fairly good, I've only played the demo of GW2 though, damn, I just needed 200 points more ;_;
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I didn't mean to sound too down on Schizoid, since it's a decent game.
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"In this configuration, one player steers while the other shoots. This was the basis for recent XBLA release Schizoid"
errrr. No, I've not even played it and even I know that. Never mind though, be nice to get EG to change that bit though, I'm sure not too many people will be bothered but it is a little...well, wrong.
As I said though, aside from that I enjoyed the rest of the review.
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To summarise it's like crack flavoured heroin with a light dusting of icing sugar on top.
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The new Geom Wars is also entirely aces. Treaty is doing my head in - TWENTY FUCKING SEVEN before I get battered and yet - it still somehow feels fair and attainable... *can't wait for lunch to try it again*
GW:RE1 was just too hard for me, but this one seems way more playable.
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I just spent a 90 mins playing it and thought I had only been on for around half an hour. Totally absorbing just one more go action. Even if you thought Retro Evolved was too hard this is a game for anyone who ever fancied a bit of a blast to take their minds off a stressful day.
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Should easily have been a 10... I wonder who will be able to top this next few years.
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XBLA needs to be totally full of unique games of this quality.
I'm moving house this weekend so I'm going to lose the luxury of being able to play it on the family 50" telly in gorgeous 1080p - I'm worried it'll be harder to distinguish things amongst the chaos on a regular SD tv, anyone else compared GeoWars2 1080p to Standard def? How does it hold up?
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haha, spot the guy who was shit at geometry wars.
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The game looks amazing but I don't like all of the cosmetic little changes though, like why the redesign of a couple of the enemies (pink homing missile and that one that has a shield and tries to ram you...) I was used to how they looked already and I'm not a massive fan of the slight 3Dfying of the enemies. But these are minor gripes. Oh, and I HATE the 'waves' enemies, wish they weren't in the Retro Evolved game
Ok, sounds like I'm full of gripes but they are minor minor ones and this is probably the best 800 points I'll spend this year.
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Having the Leaderboard as being constantly visible is a very clever way to promote that 'just one more go' effect. I like the multiplier effect as it encourages you to roam and collect the Geoms, as opposed to fighting your corner and/or smart bombing the galaxy.
Total Genius, BC.
P.S. Waves is a bitch. That is all.
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Although smart bombing is sort of encouraged, too. I've often smart bombed even in situations I feel I have under control, just because of the geom drop I'll get. You can add loads to your multiplier if you smartbomb right in the middle of a swarm of those snakey ones.
Also, Professor McGameDesign should give his students Portal for homework, and then follow it up with lashings of delicious GW2.
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I loved the first one, and this one seems like it has improved on it in every way.
Now I've only been on it for like 30 minutes, but is it just me being shit or is there no longer any sort of power up on your blaster? That's the only thing that seems like a slightly strange change to the gameplay :/
I do like how there is no lengthy easy beginning to this one, on the first one getting to 20'000 was kind of boring, this one looks like it kicks in the difficulty a lot faster.
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