Tachyon Project is a game on a mission to shake up the twin-stick shooter genre. What started with Robotron: 2084 and then revitalized with Geometry Wars, it must be hard to deviate from the formula and succeed based on the number of games that have released since Bizarre Creations’ magnum opus that have yet to be memorable. What does one do to take an arcade-like experience and expand upon it without uprooting the simple brilliance of it all?
In the case of Tachyon Project, the answer is two-fold. The most obvious shake-up appears right at the menu screen: a story mode. The game begins by showing two hackers trying to upend their government by using an AI that takes the form of an elliptical ship and attack the defenses of a computer, which takes the form of enemies. At the end of the first stage, the AI’s 'parents' are taken away and it’s up to the newly-freed Ada (as the AI had been named) to tackle a set of stages to find out what happened to them.
It’s by no means a compelling tale, but an interesting approach to an otherwise strictly arcade experience. While unobtrusive from a plotline standpoint, the dialog that happens during play is distracting due to a lack of voice over for the narration. The expectation that you’ll read the text whilst playing is a silly one you’ll likely just skip anyways. The real point to story mode is the chance to take on various challenges that the game sets upon you. Nothing that goes beyond 'kill 30 enemies' or 'survive 20 seconds', but there’s enough of a shake-up to keep things interesting.
Thankfully the game does set up checkpoints between waves, because Tachyon Project is damnably hard, sometimes to the point of frustration. You do have a life bar, but getting hit is a jarring experience, to the point where you’ll likely and inadvertently try and escape only to bang up against another foe. However, the point of the game is to continually get better with practice, and in this beating levels feels like a gratifying miracle.
To help you on your crusade to find your folks, you’ll continually unlock upgrades that change up your attack pattern, increase your health or give you secondary weapons that can feel like a Hail Mary sometimes. There’s nothing in your arsenal truly outstanding, but being able to customize your experience via loadout is an interesting proposition. The controls are light and floaty, which gives it a unique feel; add in the need to study and master the various weapons and you’ll have a game you can tinker with for a long time.
If story mode isn’t your bag, there’s a plethora of more arcade-like modes that’ll look more familiar to veterans of the twin-stick genre. Everything from a shrinking arenas to one-hit kill modes to using specific loadouts are all represented. They’re all unrepentant in their challenge, but this just adds to the 'one more time' mentality one might get from such a game.
Presentation-wise Tachyon Project takes the expectant route of having neon-soaked visuals, fiery explosions and a suitably thumpy soundtrack. While kind of boring, it’s understandable to make everything pop to up the tension and make foes noticeable in the periphery via color.
Conclusion
While fun on its own merits, it’s hard not to compare Tachyon Project with its obvious inspiration. The addition of a level-based story mode and customizable loadouts is worth applauding, but when the main game doesn’t feel inspired it’s hard to muster the excitement for it. It has its moments, but it’s not memorable enough to withstand the test of time.
Comments 11
Not too surprised by the 6/10, the game didn't look all that appealing to me and I usually love shoot-em-ups.
Geometry Wars has a lot to answer for with this modern day twin-stick asteroids jiggery-pokery.
Is it just that this type of game is easy to produce, and thus make a quick buck off of, or is there actually a big demand for derivative, Day-Glo, techno-pumping, bullet-hell, cack? Inquiring minds want to know.
geometry wars on wii is a masterpiece. not shabby on ds either
God I wish Geometry Wars was on Switch.
Tried this a bit on another platform, but it didn’t click with me, even though I’m partial to twin-stick shooters. Might go back and give it another try sometime.
@Steel76 Agreed, Nex Machina was extremely well done. Sad to hear that Housemarque decided to stop producing arcade-style games, but I understand why they made that move.
@HauntedNostril I’m one who enjoys twin-stick shooters, but I can’t say whether I’m part of a large constituency. For me - as a somewhat older person (48) - this genre is a natural evolution of many of the arcade and console games I enjoyed in the 70s/80s/90s. I’m not only thinking of Robotron, but also of regular 2D shmups: for me personally, these games are a dimensional expansion of the type of action I always enjoyed.
With that said, I certainly can see why many gamers feel tired of twin-stick shooters. Totally understandable. I guess each of us has different sensibilities & preferences (and histories).
@sfb
I'm with you completely - you've got ten years on me, but my love of games such as Shovel Knight, and Kidd Tripp, and other modern takes on the classic platform genre, are solely down to my experiences with zx spectrum gems like Manic Miner and Technician Ted (hence my avatar), but there are some titles that are just plain lazy and uninspired - more of a sagging rehash than an ode to - and so here we are with this: Tempest's sickly, mutant, great-grandchild.
No tacky puns?
I liked the game, and especially the story.
It was just getting too hard around stage 7 or 8.
The guy that wrote this review has apparently never played Geometry Wars Galaxies. Pretty much all he applauds for being "new" and "innovative" had already been done there...
I'm late to the party but just got around to trying this game. I'd say it's pretty good in some ways, especially the variety of enemy behaviors. One thing I dislike though that's not mentioned in the review is that it's often hard to see enemies. The game often intentionally makes enemies hard to make out against the background as a way of increasing the difficulty. I really dislike this. I much prefer enemies to be clearly visible. The way it is now it often feels a bit unfair when I get killed because I couldn't clearly see an enemy.
Another dislike is that while you do unlock different weapons and special abilities, they don't seem evenly balanced. There are just a few that seem effective, and the rest are so ineffective that they may as well not be in the game.
I love twin stick shooters, but this was overall a disappointing example of the genre.
I'm very late to the game, and got this on sale for about $2 on the eShop. I figured this would be a nice replacement for GW. The difficulty curve is horribly steep, and the frustration from playing the later levels is almost not even worth the $2 I paid for it. Also, the game is annoying if you're not connected to the internet. If you're not on the net, it will constantly interrupt you about connecting to a connection between deaths; if you're on airplane mode, it will constantly nag you about turning it off airplane mode between deaths. I'm just glad I didn't pay full price.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...