I never thought I’d get to write the following sentence: I played a bunch of Geometry Wars 3 tonight.
Geometry Wars 2 was an absolute masterpiece, and one of my favourite games from one of my favourite studios — the sadly defunct Bizarre Creations, who were also behind some of my favourite racing games (the Project Gotham series and the wonderful Blur). It struck a perfect balance of challenge and instant gratification, allowing anyone to pick it up and play, but only those who took the time to concentrate on what they were doing to truly master it and attain the most astronomical scores. It also featured one of the finest implementations of online leaderboards of any game, ever. And the dissolution of Bizarre made me think that we’d never see a new game in the series. Here we are, though.
Is Geometry Wars 3 the masterpiece that its predecessor was? To be honest, it’s a bit early to tell yet. I wasn’t immediately taken with its new aesthetic — the old-school neon vector art has been toned down a bit in favour of a new (and still distinctive) look that I have a feeling will probably grow on me in time — but then I sat down to “try out” Pacifism mode (one of my favourite modes from 2, in which you may not fire your weapons and can only defeat enemies by dodging through exploding gates when they pass nearby), looked up and realised I’d spent somewhere in the region of an hour staring glassy-eyed at the screen just like I used to do with Geometry Wars 2. So that’s a good sign, then.
Here are some further observations, bullet-pointed for your convenience.
- It has 3D levels. The flat plane is still there for “Classic” mode — essentially a retooling of Geometry Wars 2’s modes — but in the main single-player “Adventure” mode you’ll find yourself fighting on spheres, cubes, dishes, sausages, flat planes with holes in, circles with spinning walls and all manner of other peculiar arrangements. And it really adds a different spin (no pun intended) on the gameplay; having to consider the ability to “wrap” around a 3D shape forces you to think about your strategy somewhat differently to being enclosed in an arena. Not only that, but moving around on irregular shapes (such as the aforementioned sausage) can lead to you having to play with the battlefield skewed at some crazy and challenging angles if you’re not careful about how you move.
- The music has been remixed. The tunes are all based on the various themes from Geometry Wars 2’s various modes, but I think I preferred the old mixes. The new versions have suitably thumping bass and drum parts, but the mix of the Geometry Wars 2 versions just sounded “fuller” and more satisfying to listen to.
- There are bosses. In “Adventure” mode, anyway. Said bosses have a habit of 1) sitting on an awkwardly shaped playfield (the second boss, whom you fight on a cube, is a particularly troublesome chap) and 2) launching hundreds of enemies at you while you’re attempting to fill them full of hot plasma death. Naturally, you only get one life for boss levels, too, so no fucking it up and hoping for the best.
- There’s a progression and upgrade system. Again, this only applies to “Adventure” mode. Early in the game, you’ll unlock a “drone” that follows you around and behaves in various ways according to which one you’ve selected. You can upgrade both your drone and its special attack using the little diamond-shaped Geoms you collect in the levels, which are normally used simply to increase your score multiplier. Additional drones and special attacks are unlocked by progressing through the levels in “Adventure” mode and by attaining a particular number of stars by beating target scores in each level.
- There’s a weird new mechanic called Super State. The clichéd computerised voiceover will occasionally say “Super State” and inform you that there’s an arrangement of static targets somewhere on the playfield. Destroy them all and you get a powered-up weapon for a brief time, rather than the approach from previous games where once your shots were powered up, they stayed powered up. It’s a fun little twist that forces you to weigh up whether it’s worth the risk of trying to destroy the targets, or simply muddle on with your regular weapon. It can be particularly perilous on “Adventure” mode’s 3D stages.
- Leaderboards are still awesome. In the “Classic” modes, you can always see your nearest rival in the corner of the screen, and at the end of a session you can see how you stack up against your friends and the global leaderboards. In “Adventure” mode, each level has its own individual leaderboard for you to take on, giving you something to strive for even if you’ve cleared every level with three stars.
- There’s an online mode. There are two ways to play, only one of which I’ve tried so far. Summoner splits players into two teams and then puts them in a Domination-style game where you have to capture towers by shooting them, and then the towers start coughing up enemies for you to destroy with your teammates. Highest score at the end of a short time limit — matches are really short and snappy — wins. Die and your team suffers a penalty to its score multiplier. It seems like fun, but unfortunately in the matches I’ve tried so far all of my opponents (and teammates for that matter) have just sat there and not done anything. This did mean I won by default, however, which was nice.
- There’s a local co-op mode. I haven’t tried it yet, but this was quite fun in Geometry Wars 2.
That’s about it for my initial impressions, then. I’ll undoubtedly play some more in the next few days and have some more detailed thoughts to ponder, but for now I’m quietly impressed. As I noted above, I’m not quite sure yet whether or not it’s as good as Geometry Wars 2 was, but it’s certainly a solid, enjoyable game that I’m looking forward to getting to know a bit better.
(Oh, and if you’re playing the PC version, I recommend playing in Borderless Windowed mode; the full-screen mode inexplicably caps the frame-rate at 24fps, which is just baffling.)