GEOMETRY WARS: GALAXIES
review | WII
Geometry Wars: Galaxies is one of a number of fascinating alternative approaches a series was afforded by the Wii’s unusual controls. Releasing between the first and second Retro Evolved titles, Galaxies is neither sequel nor port (though it does contain the original game within it). It greatly expands the content offered by the original Xbox Live Arcade title, trialling (if not fully realising) the game-changing multiplier-building system that was such an important feature of Bizarre Creations’ sequel. Additionally, it introduced a lengthy campaign, medal-based score challenges, and a selection of helper drones, none of which would carry forward.
The aim of this multidirectional shooter is simplicity itself: blast everything that moves, survive as long as possible, and score as many points as you can. As is often the case, the simplest ideas prove the most fiendish, and in Galaxies, the player must deal with a raft of enemies that harbour different behavioural characteristics. You’ll come to identify the danger by colour, and to a degree, the shape and size of the foe. Fans will soon recognise some familiar adversaries: slow-moving blue diamonds that envelope your ship’s position; unpredictable red rockets; windy snakes that can only be destroyed with front-facing shots; green blocks that must be destroyed at reasonably close range lest they shimmer bullets out of the way like paper, and last but not least, purple dive-bombers that, when shot, break off into smaller blocks. Individually, these aren’t difficult to formulate a plan of attack for, but you’ll encounter loads of different enemy types simultaneously.
Beautiful chaos: there's no time to admire the pretty presentation when the action starts hotting up
Whilst the game is based around Retro Evolved, the Wiimote controls make for a distinctive experience. Using the nunchuck analogue stick to move whilst aiming the motion controller like an on-screen pointer, the gameplay doesn’t feel especially intuitive, at least at first. As has often proven the case with Wii games, however, I was pleasantly surprised by how quickly I took to it. Personal preference will likely loom large here: this control method is neither quite as fast nor quite as accurate as using a second analogue stick, and there are times when you’ll feel you’ve died due to the pointer going momentarily haywire. That said, for those who like the idea of a little more involvement, there’s something rather nifty and immersive about having your aim track around the ship, echoing your movements.
The basic gameplay remains really good. Kuju have adapted the HD shooter into a smart, elegantly presented Wii outing with pretty visual effects and a fast, smooth frame rate. The multiplier is a major step forward, as rather than having to amass a predetermined number of kills, players can collect yellowish-green geoms from the debris of defeated ships. The longer you survive, the more substantial the reward for each ship destroyed, meaning there’s the potential for some mammoth scores, and it’s a really moreish mechanic. There are a number of new enemies, including red blocks that periodically rain down, like meteor showers; small yellow bubbles that multiply like a virus, and elusive UFOs that, in a nod to Space Invaders, harbour huge points if you’re able to take them out. In addition to a leaderboard-supported version of Retro Evolved’s arcade setup, there’s an excellent and extensive range of multiplayer options, too.
The basic gameplay remains really good. Kuju have adapted the HD shooter into a smart, elegantly presented Wii outing with pretty visual effects and a fast, smooth frame rate. The multiplier is a major step forward, as rather than having to amass a predetermined number of kills, players can collect yellowish-green geoms from the debris of defeated ships. The longer you survive, the more substantial the reward for each ship destroyed, meaning there’s the potential for some mammoth scores, and it’s a really moreish mechanic. There are a number of new enemies, including red blocks that periodically rain down, like meteor showers; small yellow bubbles that multiply like a virus, and elusive UFOs that, in a nod to Space Invaders, harbour huge points if you’re able to take them out. In addition to a leaderboard-supported version of Retro Evolved’s arcade setup, there’s an excellent and extensive range of multiplayer options, too.
The main Campaign plays host to a comprehensive array of levels, more than 60 in all. Each world requires a set number of geoms to unlock, with further quotients required for the planets within. Playing helps level up a range of drones that provide various support characteristics, including attack, defend (a drone that shoots in the opposite direction to the player), collect (helpful for hoovering up geoms), and turret. Where the game falls short is in its level structuring. With the multiplier topping out at 150, some of the more mammoth targets (30,000,000+ points) become arduous, particularly as levels tend to move through phases of relative quiet with few points on offer, to sudden, absolute avalanches of enemies descending on the player’s position.
Lose a ship, and you can kiss goodbye to your multiplier, something that regularly leaves you stranded, deceptively close to the target score. Rejoining amid ever-busier activity without the ability to convert shots into big points can be really damaging, and places a disproportionate level of importance on making your first life last a long time. This is something Bizarre Creations would rectify to good effect in the sequel. You’ll lose a notable number of lives when enemies spawn on your position, which never fails to annoy, regardless of how many times it happens.
Lose a ship, and you can kiss goodbye to your multiplier, something that regularly leaves you stranded, deceptively close to the target score. Rejoining amid ever-busier activity without the ability to convert shots into big points can be really damaging, and places a disproportionate level of importance on making your first life last a long time. This is something Bizarre Creations would rectify to good effect in the sequel. You’ll lose a notable number of lives when enemies spawn on your position, which never fails to annoy, regardless of how many times it happens.
Make the most of big multipliers: the going gets tough the longer the levels go on
If you can put up with some exasperating deaths, however, Galaxies provides a very strong challenge that really encourages players to sharpen their skills and understand the nature of the threat posed by the different enemy types. Fans of the original will certainly appreciate the considerable increase in playable modes, and the gameplay remains addictive and immediate, with Wiimote controls and multiplayer options adding something a little different to the formula. The campaign mode is perhaps a little elongated, and cheap deaths tarnish some otherwise-compelling score challenges, but for those wanting a Retro Evolved experience with a little more staying power, Galaxies is a very decent option.