
Geometry Wars: Retro Evolved 2 (Xbox 360) - Let's Play 1001 Games - Episode 410
Blowing up polygons for great freedom!
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Geometry Wars: Retro Evolved 2
from https://en.wikipedia.org/wiki/Geometry_Wars:_Retro_Evolved_2
Geometry Wars: Retro Evolved 2 is a multidirectional shooter video game created by Bizarre Creations, released on Xbox Live Arcade on July 30, 2008 as a sequel to Geometry Wars: Retro Evolved. The player controls a small, highly maneuverable ship that can move and fire independently in any direction. The objective of the game is to score points by destroying a variety of shapes and surviving by not touching them. If this happens, the player's ship is destroyed and a life is lost. Depending on the game mode, lives and bombs can be collected upon achieving a certain number of points. Bombs clear the game space of enemy shapes instantly, although no points are awarded for their destruction.
Crucial to effective play is the score multiplier, which increases as the player collects "geoms" — small diamond-shaped green objects dropped by enemies upon destruction. The number of points scored by destroying an enemy depends on the multiplier, which can reach into the thousands.
In developing the sequel the team struggled with creating a graphic style that was new but still evocative of the first game.[2] Stephen Cakebread spoke of the challenge in an interview with Joystiq stating "One of our big things was when people came to our stations we wanted them to say 'Oh, is that a sequel to Geometry Wars?' rather than 'Is that Geometry Wars?' It took us quite a while to come up with something that really work."[2] Initially the team experimented with "all manner of weird fractal stuff" but this was discarded as being too confusing.[2] In designing the gameplay Cakebread read fan made strategy guides and designed elements for the sequel that would take players out of their comfort zone[2] One of these elements was the inclusion of collectable geoms that act as score multipliers.[3] With the introduction of the geoms the team simplified the gun from the first game, specifically its evolving nature, which would cause the players guns to shoot at different speed. According to Cakebread, the evolving gun served a similar purpose in the first game requiring that players change up their strategy, with geoms in the sequel this was made redundant and thus taken out.[3]
Many modes were left out in the final game leaving only what Craig Howard referred to as "pure" modes.[3] These included several multiplayer only modes, one of which was a soccer style mode where players would have to shoot an object into a gravity well on the opposite side of the screen.[3] The developers threw out this mode as they felt that it wouldn't keep players coming back for more.[3]
On April 3, 2008 a rating for Geometry Wars: Retro Evolved 2 appeared on the Australian Office of Film and Literature Classification website.[4] The first day of E3 2008, on July 14, 2008 at the Microsoft Press Conference, Microsoft debuted the trailer for Geometry Wars 2.