Maybe you have seen the screens, maybe you have even watched a video or two, maybe even visited the site, and maybe you are still completely confused and baffled by GEON: Emotions. Well my friends, I too suffered at the hands of such a debilitating affliction. I even empathized with a befuddled Richard Mitchell. But then I finally got the help I needed. And it was not a moment too soon.
If it hadn't been for the timely arrival of the GEON: Emotions preview at IGN (why are they suddenly such a well of XBLA info?) I would still be where you are, unable to tell Rage from Bliss from Melancholy. But now I know that all you need to do to win is run over pellets really fast to charge your cube and once charged, flip the board to score on your opponent's side. Score 5 times before your opponent and you win. Simple, right? Glad we got that straight.
Now I can just go back to enjoying the pretty dancing lights.
[via IGN]
Comments
Tawse and Turn
10834
I don't know a lot about this game, but it does look like it could be rather fun. The literary references on the emotion icons are nice touches.
The IGN article leaves me a bit confused however.
"The emotions don't have any impact on gameplay aside from granting certain benefits to some power-ups."
So the emotions, which are important enough to be in the title, don't affect gameplay, but they affect the gameplay under powerups?
"The strategy of the gameplay is meant to come in by managing your power-ups and mega power-ups in order to combat your opponent's collection of pellets. For instance, there's a power-up called super jumpbash that launches your cube into the air and then crashing back down onto the grid. If you can line it up properly with your opponent's position you'll be able to blast a bunch of its pellets out and back onto the grid. That having been said, strategy never played a huge role in my efforts in Geon. I never lost a single duel, and while I used the power-ups, I never plotted a plan of action and certainly didn't plot out a clever route to the pellets. But then again, I am naturally clever."
Um, so assuming a player of equal skill power up usage will be the deciding factor? In which case won't the emotions be a big influence on game play? Having an emotion that meshes with your playstyle would seem to be very important then.
"Oh no, I have gone cross eyed."
LunarDuality
36370
CobaltFalconV