![]() Levels are different 3D shapes and sizes (and take place in different game modes), causing tactics you held dear for years to be undone. The masochistic among you will love this, because it’s brutally hard, and I often found it difficult to even get two stars, let alone three. While the idea behind the levels is a superb one, you’ll be forced to get three stars on each to unlock further levels as you progress. And unfortunately, it’s not the best part of the game. Dimensions’ biggest new addition right out of the gate is a fifty-level campaign. It kickstarted a twin-stick shooter revolution, spawned one of the best sequels I’ve ever played, and then disappeared along with the developers, after the (under-rated, actually) arcade-racer, Blur. ![]() Slick, vibrant visuals that sparkle as much as they purposefully dazzle, mixed with tight controls, score-attack gameplay that eventually evolved (see what I did there?) into a leaderboard chasing alleyway with a violent dead end, save for the most skilled to brag about. Geometry Wars is a series based on arcade perfection. In fact, let’s not think about that, because we don’t want to start dwelling on what is, was, or could have been for that series, either.Ī quick catch up, then. Or, yeah, I guess my excitement got the better of me.īut let’s think about that for a moment, because that’s a really important thing to remember: I (and many others, I’d wager) are excited for a new game in a series that started out life as a bonus for Project Gotham Racing 2. So yeah, cheers for that. Well, it’s either that, or Geometry Wars 3 is a lot tougher than the previous games. ![]() I didn’t even realise it, actually, so I’d like to take this opportunity to thank Lucid Games and Sierra a bunch for making me realise I’m not the spry youngster with lightning-quick reactions I once was. ![]()
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