Virtual Reality Reviews

Review: Outer Wilds [Nomai VR Mod]

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How to extoll the Outer Wilds without spoiling its hidden delights?

Is it great because you get all of your homely space kit at the start, from scanning tools to a rust-bucket spaceship, and are just let loose on a living world? Or because the adventure drives you to 'eureka moment' new uses out of them as you delve into its cosmic heart?

Is it because the array of planets you puzzle through are dynamic? Not just forming an ever changing backdrop of shifting influences, as they do, but transforming in turn to the beat of their own peculiar properties and hues?

Is it because the lore is layered so deeply into the game's strata that, even as you dig your own way, there are always new buried nuggets on display? Allowing you to approach mysteries from various directions, or glide past a persistent problem to alight on some fresh fascination?

Yeah, it's probably all that stuff ;)

But if you want some negatives, they do exist here too. The nature of this clockwork orrery means that sometimes testing a theory, and executing the solution, involves a fair amount of 'travel -> wait -> act'. And if you fail, a fair amount of 'repeat' too. During the meat of the game there are normally a web of other challenges to distract you along the way, and just piloting and jetpacking through the gaudier chaos of the world means that even that process can be rewarding. But the negatives, and slight tedium, of this system do hit their apogee in the final scenarios. Which hurt the experience for me, and is something of a shame.

For the vast majority of the game, however, I started a session pursuing one basic investigation, found a kaleidoscoping spread of new leads or events instead, and it was grand ;). You go in to test one theory, have an adventure, come out with three more theories to explore instead. For a while it feels like the adventures might never actually end.

Doing all of this in VR was just something else. The mod is exceptional (a few minor bugs aside), with full hand control of your tools and wonderful towering scale leant to even these tiny snooker-ball worlds. If you don't quite have your VR legs then the EVA-ing and general perspective flips of the cosmic physics and mysteries may be a challenge. But if you're a VR veteran, then they're all an absolute joy :)

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Rating: 4+
 
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First Look: Tin Can [VR beta]

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The VR beta only gets you a sandbox mode in which to tinker with your under-supplied space module. And it's very noticeably a side-project in some respects. Although they've modelled some nice grabby hands for seizing the many malfunctioning devices and nested drawers, and indeed arrayed grabby handles around to heft yourself about if the 'gravity generator' fails, some of the core QoL aspects are particularly sketchy. Most notably... the grab detection. (Want to open a drawer? Then point an obscure part of your palm at 90 degrees to a natural position, and you may just highlight the handle. Want to grab that compressor over there? Well sorry, you highlighted the 'Master Caution' module at the last second, and have now extracted that instead...)

Despite that fundamental issue for a 'job simulator', the core game does look kind of fun. I was actually pretty happy spending half an hour poking around the different devices and figuring out how they interacted. And all the different ways they could fail even when just left to their own devices.

I died from CO2 poisoning every time. But I hope to die from more exotic mishaps in the future...
 
First Look: Valheim [VHVR Mod]

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Ok, so this mod is pretty darn great. Easy install, motion controllers, neat solutions to menus (wrist displays for map and health etc), tons of options (decide which info you want where etc). I haven't got to the spear throwing or bows, but wouldn't be surprised if they work fine. There's obviously been a lot of thought and work thrown at this.

Literally my only gripe would be that they only have an HMD-relative locomotion option (with no controller-relative support). But it feels churlish to mention it, because you can run straight into this and play :) (After the slightly disorientating opening cut-scene, where you're seesawing halfway up a giant roc's butt...)

My scrubby screengrab really doesn't capture just how charming this world is, with its dense forests, slanting light, shifting mists, and charming music. So have an example vid:

Source: https://www.youtube.com/watch?v=luShnNCtGwI&t=200s


As to the actual game, I'm still just finding my way, but it's clear that time could be lost in these grassy dells and woody glens. I've mainly been smashing wood, hiding in long-grass trying to sneak up on deer, and just poking all the systems. But the end result is:

  • The first 3 times I died, it was because I walked on my own fire while building the house.
  • The next 3 times I died, it was because I woke up from my bed trapped in the fire smoke, and suffocated

And currently I've placed a block of wood over my own doorway, don't have the wood to build a new axe, and can't get out 😁. So I think I'm gonna have to start a new save...

It looked indie-beautiful throughout though, and was all great ;)
 
First Look: Valheim [VHVR Mod]

O5IHiwv.png


Ok, so this mod is pretty darn great. Easy install, motion controllers, neat solutions to menus (wrist displays for map and health etc), tons of options (decide which info you want where etc). I haven't got to the spear throwing or bows, but wouldn't be surprised if they work fine. There's obviously been a lot of thought and work thrown at this.

Literally my only gripe would be that they only have an HMD-relative locomotion option (with no controller-relative support). But it feels churlish to mention it, because you can run straight into this and play :) (After the slightly disorientating opening cut-scene, where you're seesawing halfway up a giant roc's butt...)

My scrubby screengrab really doesn't capture just how charming this world is, with its dense forests, slanting light, shifting mists, and charming music. So have an example vid:

Source: https://www.youtube.com/watch?v=luShnNCtGwI&t=200s


As to the actual game, I'm still just finding my way, but it's clear that time could be lost in these grassy dells and woody glens. I've mainly been smashing wood, hiding in long-grass trying to sneak up on deer, and just poking all the systems. But the end result is:

  • The first 3 times I died, it was because I walked on my own fire while building the house.
  • The next 3 times I died, it was because I woke up from my bed trapped in the fire smoke, and suffocated

And currently I've placed a block of wood over my own doorway, don't have the wood to build a new axe, and can't get out 😁. So I think I'm gonna have to start a new save...

It looked indie-beautiful throughout though, and was all great ;)
You can destroy your buildings without an axe. Not sure what it was but I think it was middle mouse in build mode.
 
You can destroy your buildings without an axe. Not sure what it was but I think it was middle mouse in build mode.

Ah nice one. Probably some arcane key bind I haven't figure out yet in the mod. I can repair stuff so that's something.

(It all worked out ok though, because in my new world the giant sky tree doesn't spin around when I look at it. Progress ;))
 
Also wind and weather can extinguish fires. Smoke is simulated and will exit if you devise a chimney over it. I can recommend the sailing - you need a little boat for that - not the floating logs, they're trash. The sea sim and sailing are top notch.
 
Also wind and weather can extinguish fires. Smoke is simulated and will exit if you devise a chimney over it. I can recommend the sailing - you need a little boat for that - not the floating logs, they're trash. The sea sim and sailing are top notch.

Yeah nice one, had a storm last night and figured I needed a roof over my external fire. (I've also got an 'under floor heating' one under my bed in a smoke box. I don't go in there ;)).

Liking all those aspects for sure. (And the ventilation thing makes me feel less bad about the jankier gaps in my home ;))

Definitely want to try the sailing, have heard great things about the way it works. (Weather forcing you into stops and repairs. Getting out to widen channels in the voxel worlds. Plenty of classic maritime risk and reward etc).
 
Yeah nice one, had a storm last night and figured I needed a roof over my external fire. (I've also got an 'under floor heating' one under my bed in a smoke box. I don't go in there ;)).

Liking all those aspects for sure. (And the ventilation thing makes me feel less bad about the jankier gaps in my home ;))

Definitely want to try the sailing, have heard great things about the way it works. (Weather forcing you into stops and repairs. Getting out to widen channels in the voxel worlds. Plenty of classic maritime risk and reward etc).
It's also the waves and sea states. It's quite incredible - you wouldn't expect that from your land experience - though you might get an idea when looking out from the shore. There are hazards, though. Requires bronze nails and thus defeating first boss.
 
Nice nice nice…

Source: https://www.youtube.com/watch?v=otBhG8ZldvQ&t=2m34s


Liking the full hand interaction with other characters. Hopefully that extends to tools having full physics interaction with the environment too. The throwing technique looks suitable for an assassin ;)



Meanwhile Valheim is pretty much sucking me in ;)

Ok, I think I get why Valheim is getting all the love now.

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^^look I did the corner wrong alright^^

I kept seeing buzz about it, and half dismissing it because of the fuzzy graphics. But there's some real love and skill in here. And a large amount of it seems to have been lavished on how they generate their procedural biomes. The savings they've made with the low-poly look seem to allow the landscapes to come alive with other touches, from swaying long-grasses, stylistic wind indications, and just the right density of flora and fauna. The meadows, forests and swamps blend with each other seamlessly, and transform with the weather, leading you easily from a bit of incidental wood chopping, to a spot of mushroom picking down the hill, to pausing breathlessly in the shadows as you track a distant downwind deer (after a glimpse of its silhouette in a sunlit plain, or more often, after catching a distant barking call).

The starter zone is honestly just a chill-fest to semi-grind your way around. (Although I can see already that the grind-requirements are going to be traditionally daft :/).

I can't really judge how the combat and other mechanics play out in the standard game, because I'm swinging axes and clubs by hand. But the majority of the 'tasks' seem painless to flow through. (I kinda like that you can either devastate the natural area around your base, or chose instead to prune the forests of dead wood as you go instead. Given that sending pines trees crashing into each other in an organic domino rally is kinda fun and effective, I definitely did a lot of that. But I feel all woodsmanly and humane going about it the other way now ;). And leaving my homestead environment all pretty like.)

From the art of not suffocating yourself in your homebrew shacks, to realising you can tame the wild hogs (by getting them to chase you over hills back to the pen that you’ve made ;)), there's loads to get lost in. (When you're not getting distracted by the light between the shifting trees dance over your latest construction that is... ;). All daft and pixelated. But all satisfyingly there.)

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And this is all starter stuff. The viking spirit boss battles, and ship exploration through the elements (and deformable voxel terrain) are supposed to be grand ;)
Ok I know the Valheim assets look scrubby as anything, but this is a good example of how the atmospheric stuff raises their game. A mist that rolled in, looking in 2 different directions from the same spot:

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(Seemed to have gameplay implications too. Like the boar I was kiting towards my base lost me way more easily than usual. Also, creatures tend to spring out of nowhere more ;))
Viking update:

After various accidents, fence re-modellings, and at least one moonlit chase over some hills shouting 'NO', I have viking farmed some wild boar.

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I am pretty sure they are the right sexes. Although it has occurred to me that I didn't actually check this while letting them chase me into the pens.

They do suggest quite strongly that Valheim is a pretty grindy game though. I need the boars to get 20 leather straps for the next workbench upgrade. Each boar drops one strap...

To get the first one to become fully tame took like 5 in-game days or something. In the meantime I built a raft, travelled to a different island, crashed the raft, built an entirely different base, and discovered the summoning portal for an ancient evil. And then somehow charted my way back on a misty night with no map...

But to be fair to the game, both the act of viking farming, and the act of homebrew sailing and adventuring, were cool and diverting :)

The sailing itself seems kind of decent. You've got wind direction, a basic tiller which tilts your sail (seemingly), 3 sail speeds, and much room for misadventure. And for weather and waves to mess with your day. (There are some handy arcade sides to it though. You can slowly reverse if you mess up your landing for example, regardless of what the wind's doing ;))

EDIT: I should probably mention a few anti-grindy aspects that are welcome. You can repair your gear for free at a workbench when you get back from a jaunt. And food isn’t a daily chore, you just use it for buffs when needed (health / stamina).

Also weirdly, due to VR, I’m looking forward to just chilling in this world and doing some fishing ;)
 
First Look: Hitman 3

Source: https://youtu.be/jNfYAWTGFIg


This is working fine on my under spec rig (1080, 4790K), and having never played this open world take on the stealth genre before, I'm having a blast :)

Yes there's some jank, graphical scrubbiness, and limited functionality to rub along with. But given it lets you scramble around 7 floors of an enormous skyscraper (and some of its exteriors), while it hosts 100s of milling guests, staff and security, it's pretty insane that it works at all ;)

The negatives that you should be aware of though:
  • The resolution does seem to autoscale to your computer, and they seem to lower it further for even near distances when under load. Can become notably smudged / fuzzy. [EDIT: I think there's actually a form of foveated rendering. Peripheral vision is fuzzy, but if you stare directly at a mid-range object it becomes clear].
  • You can't alter HMD quality / supersampling yourself.
  • Smoothing turning works fine, but you do need to recentre a lot to stop your IK avatar getting all tied up.
  • That's because there's no roomscale as such, you can't step out from your avatar much.
  • HMD relative is the only other locomotion option
  • Although there are some physics interactibles outside of the mission items (you can smash vases with a cane or whatever), you can only pick up and throw the mission ones
  • Although you can smash your way through doors rather than using the button press, as a rule don't expect super interactability. You'll be pressing keypads by moving around a highlight and pressing controller buttons, not jabbing the numbers with your finger etc.
  • Climbing is using the controller stick, not your hands, and vaulting is a quick transition etc.
  • Some 'through the lense' stuff (cameras, snipers) are just a 2D screen
  • Stuff like submissions and melee are definitely on the janky end. Make sure you hold the trigger that turns your weapon to 'attack' mode. But don't be surprised if the odd NPC just pings off into the distance, or doesn't take damage at all.
  • Gun orientation is a bit off. Hard to aim down sights some times. And the 2-handed option might as well not be there. But it hasn't been a huge issue on casual difficulty [the default].
  • You can only interact with items using your right hand. The left is just for directing thrown objects, bonus throttling, fist fights, and waving at people.

If any of that's a dealbreaker, then best to stay away. But honestly, I've been fine with all of it. Because I still get to run around an ancient wood-polished mansion disturbing butlers with a rolled up newspaper ;)


General Game Review:

I'm not usually big into replaying levels or achievement chasing, so I don't know how much use I'll get out of these insane levels and multiple approaches. But currently just free-wheeling through the training and first two maps on 'casual' has been grand :)

There's something great about investigating the lay of the land, noting intrigues and devices for further use or exploration, and then getting totally side-tracked as one stray event funnels you down a series of improvised emergencies, mini-victories, and chain-reaction disasters ;)

Currently it's cool to get yourself deep into the belly of the beast, save, and then try various approaches. So far I've ended both maps in a trail of absolute carnage, but I like how map completion unlocks new starting locations and 'approach plans' for your next run. I can totally see at least going for a proper 'high points' stealth run again. Maybe even on something less forgiving than 'casual', with the security cameras and such turned on.

Can foresee a lot of scum-saving if I do...

But for now I'm just happy opening up the new, absurdly sprawling, locations. And wandering around as a decidedly untrustworthy butler ;)
 
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Trip Report: Hitman 2 & 3

H2 was on sale on Humble, and all back-compatible with VR via H3. And I'm glad I rolled the dice on it :). Insane amount of content now all told.

Liking its sunnier 'holiday' locations more than H3 in some ways, which helps as I've decided to work through H2 before carrying on with the latter.

Finally hitting some maps which are a bigger test for my 1080 overall. The rave map in H3 and the race track in H2 both sent me reprojecting in the denser areas. (I'm playing on the 'higher' VR setting, with more items etc, so could poss dial that down, but it does mean the saves aren't compatible).

Generally though just loving the 'open world' size of the maps. The Columbia jungle pueblo one in H2 is just nuts, for example, and actually performs fine. It just keeps extending... cocaine fields, underground networks, the jumbled domiciles tracing the river.

Given that 'walking sims' gain a lot from VR, even just wandering around casing these joints is involving in its own right, as you meander past endless fun plot conversations from NPCs, or push through some foliage just to see where it goes.

Throw in the bonus puzzles of 'how do I kite that guy over here so I can stun that guy like this' as you try and ghost appropriately through the various territories, and the spread of actual assassination stories and free-form options, and I'm getting totally lost in it ;)

I am still not entirely competent though. Managed to set up an electrocution sting without either turning on the vital plug, or realising that the water from the water cooler would run out...

I just moistened my target...

On the plus side, having imitated my way into a cocaine baron's palace, and found myself face to face with him but with no assassin's tools (due to a frisking at the gate), it was pretty fun to just fling an impromptu meat cleaver at him and leap out of a bathroom window ;)

(Yeah it's really weird what actually gets through the through the frisking process...)

But I have to go now and decide whether I'm going to knock the intel out of a bodyguard with a fish or not...
 
First Look: Cyberpunk 2077 (R.E.A.L. mod)

Source: https://www.youtube.com/watch?v=DbxivUOLUPE

Very much like his GTA V version, this mod (patreon) unlocks the whole crazy open world, and it just works... (After a bit of tinkering ;))

The TLDR is it uses: The existing classic controls (no motion controllers), with added head-look aiming, working menus and cut-scenes, and a choice of stereo vision options.

I'm using the 'R.E.A.L.' render (alternating eyes, for improved performance), and it's a lot less flickery than the older GTA V variant in the opening scenes. I need to test it at high speeds in a car though, which is where the flicker often becomes most apparent.

With all settings on low, and resolution at 1620x1620 on my Rift CV1, I'm managing to average 60fps on my rig (GTX 1080 / i7 4790K / 16gb ram). Which makes for surprisingly pleasant playing. And it still manages to look pretty amazing at points regardless, with only stuff like the low textures and aliasing shouting that you're running on 'low'. When the neon, shadows and smoke combine, as a crowd of cyber-types mill about, and some story or incidental chat plays out behind you, it all works out pretty sweet...

You will need your VR Legs for sure, as you're smooth turning everywhere on foot, and cut-scenes and car entries etc take control of the camera from you. Plus performance will tank at points.

There are some issues with gun face (apparently getting a fix in the next update), and things like the gun not aligning with your aim in the car. But they're not major for me as things stand. Looking forward to cyber skulking, samurai slashing, and tyre squealing through more of this world :)
 
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Second Look: Cyberpunk 2077 (R.E.A.L. mod)

Source: https://youtu.be/MK05urv6xgc
^^ Little pink sports cars are good, but bikes are best :) ^^

Ten hours in and enjoying this a lot. It really is just another grandiose GTA folly transposed into a sinuous cyber-future :)

You definitely do need your VR legs to use the mod though, which starts reaching amusing heights during the various in-game VR sessions and digital flashbacks ;). (VR headbands sit way too close for comfortable accommodation, deranged storylines zap you into bizarre postures and drag you through pointilistic hellscapes....). It's mainly been very fitting and has added to the experience ultimately 😁. But def be forewarned...

The latest update means guns are easier to use with ADS now, which is good. Previously they were scrunched up way too close to your face. They still kind of rove around in poor accommodation realms when just held, like the gaudy console legacies they are, but it's no biggie.

Mainly just loving the wealth of content, the bustling cyber-city, the classic 'grab a car and see what happens' free-forming. And even though I'm on basement settings, with no fancy lighting etc, having the high-end character models and voice acting track you as you move about, and all the incidental chatter and incidents, really does ground you in the world.

I'm kind of avoiding the boxing mission, as it tells me I'll die if I step into the ring, but I do want to do more of the melee. The simple dash system and counter window all work fine like this, and the first person means you do get caught up in the moments chaos and repose when circling around with a test droid.

Can imagine that there are many hacking detective trails and hot-rodding passtimes and other varied delights hiding out there. I intend to find out ;)
 
First Look: Barbaria

Source: https://www.youtube.com/watch?v=c4-RqQWiNgI

Gorn meets tower defence in this fun indie brawler. Played solo, you assault bases made by other players, or defend your own against AI beasties. The meat of the gameplay comes from this physics-friendly PvE combat. (Want to deflect an arrow with an explosive skeleton skull? No problem). Your downtime is spent building up your own camp with traps and sneakily placed beasts.

It has some rough edges that could do with being smoothed out. (The most annoying bug is the 'disappearing gear' issue which happens when you enter the God like spectator mode to rain down fire or healing). And the combat is more 'grab what you can' carnage than strategic swordplay on the whole. (With the AI friendly fire being a bane as often as it is a boon...)

But all told it's been fun, and the twists that player-designed maps bring to the party are keeping it fresh. (Along with the desire to design some surprises of your own ;))

Slick presentation overall includes aspects like the full action replays of opponent's raids. Not to mention the tactile 'table top' figurines, and various menu imps, used for the planning phase.
 
First Look: Kayak VR: Mirage

Source: https://www.youtube.com/watch?v=AW5U9KmpQCk

Enjoying both the chilling out and the racing in this, if not really convinced that 4 (beautiful) environments justify the price tag. It is deliciously done though, and in the hotter climes you just want to dive into the water. (And in the stormy Scandinavian setting it was fun to shake my paddle at the tempestuous sky ;)).

My 1080 rig is handling it fine with HMD quality on 1.5 (which brought out the pretty on my old CV1).

The races are neat, and as someone who's dabbled with kayaking it was fun to ride those currents and try and make all the turns. I can see how hitting gold could be a decent challenge, and a neat seated workout too. (Despite the lack of resistance you will get a bit of a burn on if you want to go fast). Had some minor issues with getting myself de-centred, and so not able to make both strokes correctly, and occasionally didn't feel like I was getting the bite I expected from deeper strokes after a gate, but not major. (The pause menu has a reset function, which could be useful in worst cases).

Just cruising around the sights, sounds and wildlife was very zen too. Even if the animals had a slight tendency to jank at points. In the main they traced the local currents very fittingly though.

The waves were a positive for me, although could see how they might cause motion sickness in those who're susceptible over time. There were various stability (and other vignetting options etc) in the menus.

Not totally seeing the longevity as it stands, but definitely a cool place to visit. (Would love to see the white water levels that are on their trello board ;). Racing in rough weather would be a solid addition too).
 
If I'm not misunderstanding, I overheard the latest Microsoft Flight Simulator 2020 patch, which adds DLSS to the game, also fixes things so that the game can now render to canted screens, which cuts down a lot on wasted rendering, for wide field of view headsets. If this is true, Pimax, StarVR, and XTal users might want to give that game a revisit, to see whether this makes any difference for them (EDIT: even Index users could see a modest change, with SteamVR in "raw" camera mode)... :7
 
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