The areas themselves also showcase great variety, coming in a range of different shapes and sizes – some look like peanuts, some are cubes, some are flat etc. In the levels themselves, you’ll be confronted with all sorts of visual splendor from black holes sucking in everything around them to the little green ‘geoms’ which are dropped by enemies and you have to pick up. Even within these basic elements though, Dimensions Evolved has something visually different in store – take for example enemies which come in a variety of different types, each one brightly colour-coded which give you an easy aesthetic way to see what is what. So if you’ve played any similar game like this before (such as Super Stardust), you’ll know exactly what to expect – you control a small ship on levels that often feature grid-based wireframe backgrounds, you’ll move around the screen and shoot at enemies that come in a variety of forms and have to rack up high scores by killing them. Geometry Wars 3 is both simplistic in its presentation yet ambitious at the same time – it takes the basics of the twin-stick shooter genre and experiments with them in new and exciting ways, making for a visual spectacle that is a particular treat on the Vita. As with so many games in the genre, this is a high-score chasing, arcade-focused twin-stick shooter that doesn’t need any plot or world to push it forward – it’s just pure gameplay from start to finish. While I know the history of the Geometry Wars franchise is that it started as a hidden easter egg mini-game within Project Gotham Racing before being spun-off into its own thing, there’s no real references to this or any plot within Dimensions Evolved.
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