We Are Doomed Review: Die Triangles Die!

Asteroids! If you’ve played it before, then you’ll understand just what We Are Doomed is. Take the role of a small, odd, circle-esque shape, and controlling this character with the left and right analogue sticks, utilise your single weapon to destroy the other, hostile shapes. Unfortunately for We Are Doomed this concept is almost as simple as it sounds.

Assuming the role of an abstract shape is no easy task when you’re bombarded with seemingly endless waves of hostile geometry. We Are Doomed features a single playable character with a single weapon which you must utilise to destroy a larger although still somewhat limited variety of enemies. Each of these enemies exhibit relatively unique patterns of attack ranging from simply attempting to chase, and bash into you, to shooting you with lasers or rockets. While these enemies are individually quite trivial to deal with, it is unison that these shapes become more formidable, as the game tasks you to dodge through a variety of simultaneous patterns of attack.

This mechanic diversifies as you progress through We Are Doomed’s 30 waves, dispensing new, unique enemy types which forcibly change the strategies you must adopt in order to overcome your attackers. Alongside killing these foes with your primary weapon, there are also the collectibles that they drop to concern yourself with. These facilitate the games more interesting mechanic as certain types of these depreciate with time. This fundamentally changes the manner in which this type of shooter is played as it actively promotes staying close to the enemies you dispatch, ready to pick-up any powerups they may drop. These powerups then feed into a super-laser ability which extends and increases the power of your primary weapon. This mechanic becomes essential if you wish to chase higher scores as this powered-up laser grands many additional points per kill.


This aside however, the game lacks the depth of its contemporary counterparts like Geometry Wars and Resogun. While the aforementioned power-up mechanic is interesting, as the entirety of We Are Doomed is centralized on only this mechanic, it can become quite repetative with time, and once you’ve garnered a basic understanding of the games small set of systems, the gameplay ceases to evolve in any meaningful way leaving an experience that’s ultimately, unfortunately rather stagnant. While other shooters mediate this issue with additional modes, We Are Doomed only features Endless and Waves, with gameplay failing to diversify significantly between the two.

There’s little else to say about the We Are Doomed, it’s clearly aesthetically polished and it can be said that absolutely everything within the game functions as intended and achieves its aims from a design perspective, so in this regard the game is both pleasant to look at and polished in its design. However the experience simply does not offer enough when by comparison, titles like Geometry Wars are visually more spectacular while offering a vast array of game modes, all the while featuring gameplay with more depth than We Are Doomed. Consideration can be placed on the fact that We Are Doomed has been built by a vastly smaller development team, ultimately paucity of depth of content isn’t reflected by its price, placing it in the same bracket as other, aforementioned twin-stick shooters like Resogun and Geometry Wars, which simply offer much more.

We Are Doomed isn’t a bad title, in fact, everything it presents is resoundingly polished and for a small development team the product is quite an accomplishment. However the game simply doesn’t offer enough of its own to stand out amongĀ its contemporaries. For fans of titles like Geometry Wars, We Are Doomed may offer a brief distraction, but there’s too little on offer in respect to modes and mechanics to provide anything more than that.


Author: Jozef Kulik

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