![]() Not least because, in certain circumstances, it effectively kills off the move part of the whole move-and-shoot idea. This is super interesting if you play a lot of twin-stick shooters. What I've realised recently is that, if you park yourself in a corner, the gaps disappear almost entirely, because this speedy drone is left patrolling a 45 degree field, whomping back and forth like a disco windscreen wiper, and nothing - well, only the very very fastest of those orange or rhubarb-coloured guys, and even they have to be feeling extremely lucky - can get past him at all. ![]() There are gaps in the shield, because the drone has to hit an enemy to take it out, but the gaps are pretty small, since the drone is extremely fast. The Sweep drone's big idea is that it whirls around you like an orbiting shield of death. Not only does Lucid's run at the series put an emphasis on drones, a bad idea inherited from previous Geometry Wars off-shoots that allow you to unlock a secondary craft to spin about helping out in a variety of ways, the last drone you unlock is the Sweep drone, and the Sweep drone is semi-broken in the most interesting way. This one's a brittle jeweled cauliflower like the other bosses, but it's also a fascinating and exhausting piece of wave design that shows this strange game off at its best.Īnd perhaps its worst - but here's the thing: at its worst, Geometry Wars 3 becomes properly fascinating. ![]() ![]() Mostly, I've been replaying the Topaz boss, also known as level 50. For a game I didn't think I was particularly taken with, I've certainly spent a lot of time playing Geometry Wars 3. ![]()
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