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.
.
GW: Retro Evolved
GW: Galaxies
GW: Galaxies DS
Geometry Wars2
.
visual clutter
moderate
minimal-lots depending on level & drone
very minimal - moderate depending on level and drone
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.
.
multiplayer
none
2 player with camera issues
2 player with interesting modes
4 players with bigger camera issues
.
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.
.
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.
October is almost upon us all. In preparation of what will undoubtedly be an incredible month for gaming and gaming purchases (Guitar Hero 4 and LittleBig Planet with Vision Cam are to blame) I have decided to give everyone a glimpse into what I've been mulling over in the way of Critical-Gaming content. I can't take a break now. The last time I did this was before I took my vacation earlier in the summer . I feel that posting the list gave some readers something to look forward to, which in turn kept me focused and on track. I did a lot of writing after then, but I unfortunately was unable to get to these topics. Sonic 1,2,3, Rush, Rush Adventure review, repair, and re-imagining of Sonic next-gen gameplay . Uncovering the design and depth in Pikmin's origami folded level design. DS design series. Taking a look at the DS games that pull of various DS specific design elements most successfully. If I write an article every day, I would still trail behind my ideas. Certainly...
Writing a video game review can become very difficult for a number of reasons. A limited amount of time for a reviewer to beat a game can put a lot of pressure on that particular reviewer's gameplay experience. Word limits can be constraining. Games can be massive and/or segmented so that simply describing the game can take pages. And the lack of developed competitive communities can put a freeze on any accurate assessment of game balance. Throw in issues with embargoes, review codes, and lock boxes and you a royal mess that is the current state of video game "journalism" (sometimes more aptly referred to as the video game enthusiast press). To the people who write game reviews, I want to express up front that many reviews contain real nuggets of insight even if such treasured content is buried in a sea of feature lists and a plethora of other redundant content. For the most part, however, game reviews and the scores/ratings that accompany them are bunk. Many have already...
Good core music-rhythm design: SHAKE, RAPID SHAKES, POSE, DANCE . Between these mechanics, the various rhythm patterns, and the 6 shaking zones Samba De Amigo can create more significant variation than most music-rhythm games. For single notes, the player can perform a "trick shot" by shaking the two "maracas" in the same position at the same time. This option gives players a way to increase the difficulty of relatively simple sections while scoring more points in the process. The core design is very similar to the Elite Beat Agents/the Ouendan series for the Nintendo DS. Shakes = TAPS. POSE = DRAG. DANCE = SPIN (where players can put more energy in to this mechanic to earn more points). Furthermore, the game is designed around creating an interactive sound scape of percussion as opposed to an interactive music track like in Guitar Hero. In Samba De Amigo, players aren't making music. Rather, players shake and dance to the beat. Not enough negative feedback ....
Comments
Post a Comment