Waves [Review]

Long Diep
Guest Writer
 
November 28th, 2011

Waves

Robert Hale of Squid In A Box offers an apology to those who are (top down arena) shooter fans and wants to break the barrier of entry for those new to the style of game as well. He feels the markets offerings don’t present enough to satisfy the hardened fan. He also feels some of the games are a little too hardcore for casual players to get into. He wants to change the perception of top down arena shooters and would like you to open your hearts for a leap of faith. His apology comes to gamers as a game titled Waves. We will evaluate if the game hits the mark of satisfying shooter fans, while also being easy to play casually.

The point of Waves is simple: You are a rolling ship in an arena, shooting down waves of enemies for points and experience to increase the challenge factor. You are to chain together as much kills together as you can without meeting death for maximum scoring value. Combo chains are when 3 enemies are killed within 1 second consecutively and keep incrementing as long as the player keeps the momentum going. If they player cannot keep the pace of 3 kills within 1 second going, the combo chain is reset. The player is also given a level meter that keeps track of experience points earned in the current game. On leveling up, a multiplier tile will appear and give the player a chance to increase their score multiplier. Leveling up also increases the number of enemies that spawn inside the arena and turns up the tempo of the game’s hectic pace as well.

The main nuances of the mechanics are using a Time Buffer and bombs to maximize scores. Time Buffers slow down the action for precision evasion and multiplying scores for slow motion kills. The Time Buffer is also generated over time, allowing for more scoring antics. Bombs are earned after earning a 10x increment combo chain and last for a few seconds after arming. Much like other arena shooters, there are various enemies that have unique attack patterns or movements that will alter how they will try to stifle your plans.

To mix things up, Waves has a couple of modes of game play. Each of the modes have different nuances regarding how certain mechanics and death affects the player. Crunch Time is a mode where the player is given about 3 minutes and infinite lives to rack up as many kills as possible for scoring purposes, dying clears the enemy board and the timer clicks away while being respawned. Survival gives the player 3 lives and challenges you to last as long as possible with a reward each 10 levels, providing an extra life. Rush remixes things with infinite lives, 2 minutes of time, and a set of rules on how time bonuses are awarded. Rush penalizes a player 10 seconds for each death, level ups reward 10 seconds back, and destroying armored cubes gives a 25 second reward on the clock. In Rush, level-ups still also increase the number of enemies that spawn in the arena just like in every other mode in Waves.

Bombing Run puts the player in control of Terrance the Bomb Disposal Ball, who cannot fire bullets at all, has three lives, and must rely on rolling over timer tiles (putting 10 seconds on the clock) and a detonation pad. The player must use the detonation pad to blow up the loaded bomb and take out any enemies within the blasting radius. Bombing Run also gives the player an extra life after 10 levels. Lastly, Challenge is a mode that tests the culmination of the player’s entire skill repertoire to rack up the highest score and the fastest kills over 20 levels with ranks of 1 – 5 stars on performance over 3 lives.

While Waves looks deceptively simple and is easy to play, the real charm behind it is how all the mechanics interact together with each other and incorporate the need to be patient. For all the manic pace of Waves, players will be initially surprised on how patience works together with the equation. The meat behind the  interaction of mechanics is to learn how to use the Time Buffer in conjunction with detonating your bombs for maximum kill value and point bonuses. Slow motion kills with the Time Buffer are multiplied with a 2x modifier and kills with-in point blank radius are also rated at a 2x modifier. Mix being patient to get a good swarm of enemies in your point blank radius with a Time Buffer-backed loaded bomb results in huge score chains.

At the same time, Waves challenges players with the formula of high risk leads to extreme rewards. In modes such as Bombing Run, the merits of that very formula are the main basis on how to maximize scores. Mastery of patience through hectic battles is the real underlying value in Waves. It will also be the key component when one gets addicted to chasing after the most perfect score…and maybe beating their friends on the leaderboards into submission.

Waves is a real pleasure to play and is a well made game that really puts shooter game fans through their paces. Even with the tight mechanics, the game is very easy to pick up and play. Understanding the merits and risk of having clusters of enemies cluster around you for maximum scoring potential is a path to glory that may end up quietly consuming your time. While Waves is a simple game at its core and paying homage to retro gaming as a whole, it definitely looks great and brings the arena shooter genre up with a visual bang thanks to the use of the Unreal Development Kit Unreal Engine 3. Add in some very catchy electronic music to deepen the immersion of retro gaming and the result is a wonderfully presented package. Waves is available now on Steam for the price of $9.99 as a digital download.

waves_280
Waves
Squid In A Box
Score
4.6\5
Visuals
4.5
The visual presentation is bright, retro, and fantastic. The explosions are full of colorful sparks and colors. The visual presentation of things such as level meters, bombs, and etc aren't obstructive while being informative. The game's visual appeal may be lost on those who don't understand the game completely.
Sound
4.5
The soundtrack of Waves (courtesy of Smiletron) is very catchy and upbeat. It sets the tone of the game just right and gets players in the mood for blowing up lots of enemy ships. The sounds and vocal notifications are very clear on notifying the player when bombs/shields are ready, as well as extra lives and level ups. At the time being, there are only 3 tracks for the game modes which can get repetitive for some players.
Controls
5
The controls are really solid and tight over all. Gamepad users can even select to invert axises if they prefer that option as well.
Game Play
4.5
The various game modes and the overall formula for challenge factor are a great mix together and can be quite a pleasure to play. The mechanics of scoring will take practice and sadly may be lost on those with very little patience.
Fun
4.5
Waves was a lot of fun and really got the adrenaline pumping when you had a swarm of enemies closing in while trying to chain up a bomb for maximum scoring. I will say that the higher levels do get harder progressively and may test the patience of some players.

META

Categories:

Featured | PC | Review

Long is an classic game fanatic who has a fond love of arcade games. He is a fan of fighting games and racing simulations and loves playing them with good friends. His true love is with Japanese curtain fire, "bullet hell" shooters. He is a gamer who believes that sometimes the best gaming gear can make the difference between a better experience in a game to increased game play skills. Even though he likes his unique games, he does enjoy FPS games, RPG's, and various other games. Long has a soft spot for indie and niche developers as some of the major games out there have soured his taste-buds.

Specialty: Bullet Hell Shooters

2 Responses to “Waves [Review]”

  1. Chris says:

    I thought indy games were supposed to bring a fresh perspective to gaming. This is a complete rip off of Geometry Wars. It’s not even done as well. They fail because you couldn’t improve upon the already established template they stole from.

    It’s nice to see an indy developer picking off the corpse of Bizarre Creations.

  2. The same could be said about many games as far as borrowing ideas.  You could say that Uncharted ripped off many of the ideas that the Tomb Raider series embodied, and you could say that Tomb Raider ripped off the idea of a death defying character exploring ancient treasures from Indiana Jones.  The bottom line is that history is limited and ideas are going to be recycled.  Was Bizarre Creations stealing when they borrowed key game elements from Robotron 2084 (like the ability to shoot eight different ways by using two control sticks) which was released ages before Geometry Wars in 1982?  Or maybe it’s sequel Robotron X that was released in 1996 with graphics appearing primitive to us but were spaced aged to those seeing it for the first time.  It seems Bizarre Creations can be guilty of the same crime you bring up here.  The truth is, everyone today is borrowing what people before us did, and there’s nothing wrong with it unless it is a clear ripoff which is completely identical.  I think Bizarre Creations should stop picking off the bones of Williams Electronics (creators of Robotron 2084). 

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