Tachyon Project

If you ever needed (more) proof that I have absolutely no idea what I’m doing at the best of times, I bought Tachyon Project at release in 2015, mentally filed it under “not very good” for some reason long lost to the mists of time and never returned to it.

This was quite clearly a mistake because Tachyon Project is pretty far from not very good and it’s been a game I keep coming back to these past few months and enjoying myself with it immensely.

I mean, I know I have a habit of being wrong sometimes but this seemed awfully self defeatingly wrong given how much enjoyment I’ve clearly been denying myself.

Oh well, it’s done now. No real harm done.

It’s probably obvious from the screenshots but Tachyon Project is a dual stick arena shooter in a similar vein to Geometry Wars. I doubt any genre fans will find anything especially surprising in here – it’s all rather familiar in its own little way but that’s fine, right? Perfectly fine. We don’t have to reinvent everything with every new game. Sometimes “more, a bit like that other thing” is *exactly* what I want from a game.

Not that Tachyon Project doesn’t do enough to stand alone, it certainly does – it plays around with its own selection of glowing enemies, modes and what have you. Just the smaller arena alone is enough to give the game a different enough vibe.

It’s unquestionably its own game, doing its own thing, just in an awfully familiar space.

Probably the biggest gulf between Tachyon Project and Geometry Wars comes courtesy of the difficulty. Whereas Geometry Wars can be remarkably punishing in all its incarnations, Tachyon Project is much, much, much, much more gentle. If I had to describe it in a word, that word would be “softer”. If I had to describe it in a sound, that sound would be “pew”. It’s a softer pew (try sneaking that one past autocorrect).

So yeah, it’s usually a little over a fiver and a really enjoyable blast. Still no idea why I put it down first time round though.