Monday, September 15, 2008

Geometry Wars Evolutionary Design

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.











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GW: Retro EvolvedGW: GalaxiesGW: Galaxies DSGeometry Wars2

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visual cluttermoderateminimal-lots depending on level & dronevery minimal - moderate depending on level and dronemoderate - much

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controls aiming/ shootinganalog stickwiimote pointerDS touch Screenanalog stick

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controls movinganalog stickanalog stickD-padanalog stick

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varietyonemany levels/drones that can be leveled upsame as wii version6 modes/sequence

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enemy design
enemy types
same as wii version
enemy types

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fire powerlots of fire powerToo much firepower with some dronessame as wii versionreduced firepower

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graphics2D2D2D3D graphics/brighter-tastier colors

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weapon upgradesautomaticautomatic. drones level up outside of matchsame as wii versionminimal fire power upgrades

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combo systemdon't die and shoot enemies to build multiplierdon't die and collect geoms from fallen enemies to build multiplier up to 150x. same as wii versioncollect as many geoms as you can from fallen enemeis. dying doesn't reset multiplier.

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multiplayernone2 player with camera issues2 player with interesting modes4 players with bigger camera issues

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static spacemove away and shoot behind youless 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 versionlittle to no static space because of the new intersecting enemy motions and the unlimited geom multiplier.

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disection of spacesnakes/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 versionRockets, 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 detectionprecise = 60fps/clean spritesprecise = 60fps/clean spritesless precise = ~30fps/lower rez spritesprecise = 60fps/clean 3d modes.

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