Reducing hard surface topology I have a blend file with really nice hard surface topology.

However, it's too detailleds. It's like a subdivision modifier was applied. I'm not sure if that is true. 



I'm looking for an automatic way to reduce the dense topology while still keeping the "architecture" of the original topology (which I think is pretty good) intact. By "architecture" I mean that the geometry was started using primitives and not something like a 3D scan. 

The goal is a low poly game model of around 2.000 triangles.

Here is what I imagine an automatic tool should do.
I would like to remove like every 3 of 4 vertices. 



How could this be done? 

Here is the blend file.

Edit: I have tried to apply the suggestion of Checker Deselect, but I think the geometry doesn't allow applying it the way it was suggested to me:



How could I select the "correct" geometry to apply the Checker Deselect?

Thank you very much.
You could use Checker Deselect and Dissolve Edges to get rid of this kind of pattern. 


Select an Edge Ring. (Click Edge with Alt + Shift)
Choose Select > Checker Deselect
Set Parameters to Nth Selection = 2, Skip = 2, Offset = 0 
Hit X for the Delete Menu and choose Dissolve Edges