![]() ![]() The enemy types are colour-coded with specific behaviours that never change, and slot neatly together into a kaleidoscope of death. What makes GW magical is how these ingredients create an experience that changes over the course of a single match – so at the start of a game you'll be shooting at specific enemies, for example. By three or four minutes in you'll be either dead or shooting directly ahead of your ship to clear a path, because the screen is so jammed with nasties that the only way to survive is keep moving and blast out routes. ![]() This principle extends to your own skill across games – you learn movement patterns, how to deal with mass enemy spawns, what to do about black holes, and so on. The point is that GW is a simple game to play but has lots of layers to playing it well. The Classic option in GW3D offers 'remakes' of Retro Evolved, Pacifism, Waves, King and Deadline that are essentially unchanged from GW: RE2 other than the visual overhaul. The new visuals are super-snazzy, with pixelly explosions everywhere, bright neon every colour of the rainbow, and a pleasing chunkiness that all adds up to a gorgeous laser lightshow. Your ship's quick and responsive, but still feels like it's moving through a thick atmosphere rather than a vacuum, and pulling crazy jukes around lazy purple windmills and frantically waggling away from those green bastards is as exhilarating as ever. So classic mode offers up five ways to play the daddy of twinstick shooters, and looks and feels great. My only issue with classic mode is that the music feels way off-base. The theme used for the main Evolved game is an aggressive, pulsing classic that got an even better remix in Geometry Wars 2. ![]()
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