The explosive battle of shapes shoots into the third dimension with flying neon colors.

Geometry Wars 3: Dimensions Review

The explosive battle of shapes shoots into the third dimension with flying neon colors.
This article is over 9 years old and may contain outdated information

Geometry Wars took gaming marketplaces by storm a few years ago with its simple yet high-octane twin-stick gameplay paired with explosively satisfying visuals. Dimensions applies these same gameplay mechanics to a series of differently shaped three-dimensional surfaces, creating a completely new and exciting dynamic for the franchise. From the standard boxed-off surface to spherical, Super Stardust-inspired maps, and even some peanut-shaped levels, Geometry Wars: Dimensions blasts the series to the next level by boldly experimenting with its new-found realm of endless possibilities. 

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Standard Geometry Wars gameplay consists of shooting up enemies for points and collecting little green gems called geoms left in their wake to exponentially increase your score multiplier. While previous titles in the franchise featured these core arcade mechanics on an unassuming 2D plain, Dimensions‘ 3D maps introduce a new level of variety, making every level a unique and challenging experience. Playing one-life Evolved mode on a cubic map? Make sure to watch as you wrap around corners. First time on a peanut-shaped level? Stick to the ends and shower bullets on all sides. Playing Deadline on a cylinder? Just shoot along the curve and watch your projectiles spiral. Every map behaves differently based on its shape and featured game mode, allowing for an exciting and unique experience with each new level. 

Map/game-mode variants are presented to the player through an “adventure mode” of fifty levels. Classic Geometry Wars game modes such as Deadline (reach the par score before time runs out) and Evolved (reach par with limited lives) make a return, while new modes like Rainbow (stop enemies from painting the entire map) and Sniper (limited ammo) add to Dimensions’ seemingly endless bag of tricks. My personal favorite mode was Claustrophobia, wherein enemies rapidly multiply and threaten to enclose the player in deadly baddies. With the vast breadth of levels offered and a multitude of playlists to choose from, I found myself enthralled time and time again by each new action-packed level and compelled to keep coming back for the three-star rank.

  

Also new to the franchise are drones. These equipable companions feature differing abilities to assist you in battling the shape-ridden madness. While some offer simple perks like backup firepower or playing human shield, others play more tactical roles, like autonomously collecting stray geoms, or ramming nearby enemies. As you advance through adventure mode, stars earned can be exchanged for drone upgrades, further intensifying their abilities. Unfortunately, with the exception of the Miner (collects geoms) and the Attacker (backup firepower), I found most of these drones to be inconsequential until fully upgraded, which takes getting through most of the standard levels.

Though the variety factor puts Dimensions at the top of twin-stick shooters, it can occasionally be its downfall. With so many mixes and matches of level designs with differing game modes, some results feel more like superfluous experimentation and less like masterful game design. I found myself frustratingly stumped by some of these combinations, and only managed to surpass them by endless repetition and eventual chance, rather than tactical mastery. However, with the bulk of content given, I find it hard to focus on these exceptions; outside of Adventure Mode, Dimensions also features Ultimate Mode (a series of compelling levels with odd and challenging level and enemy designs), multiplayer, and Hardcore Mode (which strips you of your drones, making for a more pure and challenging Geometry Wars experience). And of course, like all previous titles before it, any and all old-school game modes are made available in their own Classic playlist.


VERDICT

With its fast-paced, exciting and demanding gameplay presented with sleek and reactive visuals, Geometry Wars was already a renowned masterpiece of arcade-like game design. Dimensions‘ logical and progressive step into the third dimension not only adds to the already intense experience; it kicks the game into hyperdrive and unleashes its full potential to an endless realm of possibilities. I have already dedicated hours of my life to this explosive battle of shapes and neon, and I will willingly surrender many more in my quest to gain three stars on each and every level. A small few results of the new experimentation can be frustrating, and the new drone system often feels underwhelming, but with its wealth of content and ceaseless inspiration, there can be no denying that Dimensions is the best Geometry Wars title yet.

 

9
Geometry Wars 3: Dimensions Review
The explosive battle of shapes shoots into the third dimension with flying neon colors.

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Author
Image of Joe DeClara
Joe DeClara
Games critic and journalist based in Queens, NY. Fan of platformers, Star Wars, and Tchaikovsky.

Geometry Wars 3: Dimensions Review

Geometry Wars returns, but without the original developer and plenty of changes which alter the basic formula, rendering this sequel almost unidentifiable.
This article is over 10 years old and may contain outdated information

If Geometry Wars has its own parallel universe, the only words spoken by the population are algebraic: Perpendicular, angular, triangles, isosceles – all referenced in a nightmarish seventh grade tutoring session.

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Everything is mathematical in Geometry Wars. Attack lines, shapes, patterns, strategies. So much is happening, the twin stick stick shooter bleeds controlled chaos. Its religion is a score.

Seeing this former Microsoft-exclusive take off and branch onto other consoles has been odd. Born via a Project Gotham Racing controller test, Geometry Wars always maintained it’s Microsoft-ness. No, not the Halo or Gears of War branch, rather the cleverness of oft-considered Windows-linked Minesweeper or their modern mobile word tactician games such as Wordament. These comparisons may seem odd, yet Geometry Wars demands the same cunning, intensive focus.

Dimensionally Confused

And then Dimensions happened, robbing Geometry Wars of its plain arcade innocence. It is both a response to the litany of twin stick shooters and an update to the Nintendo platform’s Geometry Wars Galaxies. It feels uncomfortable and crowded.

Pieces remain. Classic modes are cordoned off in home screen menus with their tension-building leaderboards. Three lives, one life, time based; they exist in their purity on the side, with clashing neons testing the upper peaks of contrast while blasting out particle effects in rhythmic beauty. In motion, few games are so devilishly lush.

Regardless of changes, the aesthetic has never dimmed, no matter how many are “inspired” by its contemporary retro visage. Core shape hunting is handled via adventure mode, with concurrent stages spewing brainy challenges and quirks. Moving platforms, bosses, spheres, searing edges, ammunition restrictions – those are only a few of the breaks from the traditional gung-ho flatness. Leaderboards exist here too, but off the rails of leveled play.

Collecting squirrelly Geoms brings in weapon support systems, building a miniature arsenal which diminishes purity… if still making for demanding fun.

Nano Stardust Assault with Geometry

Geometry Wars 3 begins to ask how far is too far removed from intent. Once backed by pure black backgrounds to imitate the density of arcade-dom’s early CRT screens, Dimensions now exists in a psychedelic trance with whirling colors, and in front sits the bleak grid (or sphere, or pill, or other shapes). Two-dimensional movement is shattered by flipping partitions, blinding to the typical full screen orientation. Hiding image parts in mystery feels dishonest and falsely imposing. But, it’s an ancient entertainment adage: Keep it fresh, keep it new.

Geometry Wars could only keep its score-based restraint beholden to itself for two sequels. Competition has fiercely drawn closer, from Finnish Housemarque’s Super Stardust to Germany’s Shin’en with Nano Assault. This formula has been bent, twisted, and reformatted. Bowing to those successors has, in some way, turned Geometry Wars against its own nature. Its identity of being carefully minimalist has been stolen, and in turn Dimensions becomes gullible, sucked into progress which, for Geometry Wars, isn’t necessarily good or true to itself. Dimensions goes so far as to include team-based PvP online multiplayer. Clever as they are in design application (modes borrow from flag capture structures and boss battles), this is proof of how desperate the series has become to innovate without subtlety.

Bizzare Creations’ Stephen Cakebread did not return for Dimensions. Neither did bass-heavy aural composers Audioantics. For both, this was their first leave of development absence. The change is obvious. Note that it’s not the change itself: Geometry Wars 3 is still marvelous and splendid with what it has. The hook created through scores, leveling, and ever-climbing numbers are spectacular. But the core, the soul, and the personality has been squished. It’s a body only identifiable by trapezoid-shaped dental records surrounded by chalk lines formed like a hexagon.

7
Geometry Wars 3: Dimensions Review
Geometry Wars returns, but without the original developer and plenty of changes which alter the basic formula, rendering this sequel almost unidentifiable.

GameSkinny is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy
Author
Image of Matt_Paprocki
Matt_Paprocki
Freelance critic seen on Playboy, GameSkinny, and others. Passionate vintage game collector. Fervent physical media supporter and consumerism devotee.