But yes, it completely outstripped our expectations in terms of popularity. And we got feedback from that version, so when we started the Arcade version we thought, let's make it easier still, make it more casually orientated. And when we did include it, we said, okay, let's make it less hardcore and more accessible to everyone else. It was initially written for us, for me and a couple of other people at Bizarre, before it was put in PGR2 as an Easter egg. Were you surprised by the phenomenon it's become on Live? It's just that this is a really quick genre of game to make. I wouldn't say I was particularly obsessed by them I don't even play many of them. SC: I was writing shooters in college – and before that. Several possible influences have been mentioned elsewhere, but did you have any specific games in mind while you were working on it? And over the next year, I would just work on it for five minutes here, five minutes there, during my lunch break, and I just added to it… That's where the dual stick aspect of it came from. So I took the test app I'd written and just started playing around with it, and I kind of turned it into a game – and because it was an analogue stick test at the start, it sort of stayed an analogue stick game. Then we got to the end of Gotham and went into bug lockdown mode, where no-one can make any changes unless it's to fix a bug, and towards the end of that basically, no-one was doing anything except playing the game – we were just waiting for feedback from Microsoft.Īt that point I'd been playing the game for a year so I was a bit bored. We wrote a test app to help with the solution then inputted it into Project Gotham Racing. SC: When we started working with the Xbox prototype hardware there were some issues with the analogue sticks on the controllers – this was only on the prototype, but we were still developing on it so we had to work around it. So can you remind us how Geometry Wars came about? How did the game studio behind driving titles like Metropolis Street Racer and Project Gotham actually find itself making a vector-style shooter? Here's how. While at GameCity last week I managed to grab a quick chat with Geometry Wars creator, Stephen Cakebread, and Bizarre Creations games manager, Craig Howard, about the origins and future of the shoot-'em-up series.
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