Far and few are the space shooters involving the player against never-ending and unsermountable odds. In this age of story-bearing games which must start and end somewhere, the Space Invaders-esque gameplay has value beyond that of the average game, casual or not. That’s why Geometry Wars: Galaxies is a most necessary addition to any Wii library.
Bearing in mind that the Wii’s controls are slightly different from the Xbox 360’s gameplay does take some time to adjust to. Even then, for anyone used to the original, trying to use a right thumbstick for shooting will be a reflex, one that must be disposed of. Yet even after hours of playing using the newer controls, a single level lasting ten minutes may revert you back to the original controls. At first it will be horrid and gruesome, but in time it will serve as a sort of wake-up call, beckoning more focus.
See the laser? That's how the pointer is used to aim, using it and/or a customizable icon.
Using the Nunchuk attachment, the analog stick serves as movement while the C button releases a bomb. The Wii remote functions by using the infrared sensor as a pointing stick, placing a golden emblem where the pointer actually is and a line from the player’s ship out through the map signifying where the shots will go. This method of control will seem cumbersome at first, but it’s much more precise than traditional thumbstick.
Players can also ops to use their Classic controller and its studded thumbsticks, which may prove helpful because it will always shoot at a 45° angle. It also has a retro feel to it. Still, the Wiimote allows for full 360° targeting, which the classic controller can do, but the studded thumbsticks make aiming between the studs difficult, and more like playing Everyday Shooter. After using both, it’s hard to continue using the standard thumbstick layout.
Similar situations are unlikely to phase experience Geo-Wars players...
Galaxies brings a few significantly gameplay changes that make it very different from what we’ve grown used to. First is the addition of a helper drone, which functions with one of eight characteristics; offensive, defensive, sniper, etc. These traits all start out so weak that they are worthless, but each world completed earns experience for the selected trait. When fully powered, they are a serious force to be reckoned with. For example, once “Attack” is maximized, the player will have roughly double the firepower whenever shooting.
Familiar enemies may feel like less of a threat, but that feeling should subside shortly.
Second and more importantly is the multiplier. Before, the multiplier was based around how many slain enemies were done away with, but now nearly all foes release something called Geoms. These Geoms function as points to purchase access to new worlds and solar systems, as well as new drone traits. Each also adds to the multiplier, making it possible to earn millions of points, if not hundreds of millions. With a possible 150x multiplier limit, gaining points may seem easier, but don’t be fooled. All it means is that maps require more points to earn.