Virtual Reality Reviews

Recent reviews of some little bits and pieces:


Review: Project Stardust

Source: https://youtu.be/SalMwmQRImc


This is a great little freebie! Having all the full Star Wars dialogue and music build as you head towards the Death Star or barrel down the later stretches of the trench run is pretty hair-tingling.

Loving the extra touches like the virtual cockpit buttons for radar & firing mode and such. The motion controller inputs work well (I like the 'roll on one hand yaw on the other, with both doing pitch' set up - very intuitive). There's a certain inertia to the craft which means the trench run is tough but not completely unfair, once you learn to boost out of collisions (rather than using the daft-but-necessary 'air brake' :D).

I still haven't aced the run - I'm assuming you have to beat the timer rather than dodge Darth's wrath, so I'm just going as fast as possible...

Ultimately, it's mainly a minor endurance mini-game all about making that trench run, with a bit of pew-pew pre-amble. But I honestly can't fault it for that :D

[rating]3_5[/rating]+++


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Short Films: Bonfire

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Probably the closest thing to a 'VR cartoon' I've seen to date. Lovely toy rocket style and cute characterisation at points.

By 'cartoon' you should totally expect something short and sweet, with the interactions just adding a bonus bit of protaganist glitz, rather than gameplay as such.

The second ending option didn't add a huge amount, but playing it through again revealed bits I'd missed each time, and revealed just how much work they'd put into the alien character.

[rating]3.5[/rating]+(+)

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Review: The Key

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A strange interactive indie short this, with a slightly early-VR-days feel. The fairly lovely, if occasionally basic, art style is transporting enough, although shortcuts like 2D background elements do detract at points. The interactions are minimal, but add rather than detract. The limbo world that you're led through has a twist in the tail, deploying some alternative visual tech which if anything gains something from its shonky appearance and rough edges.

The core message is a bit agitprop-y and simplified ultimately, but somewhat impactful for all that along the way.

[rating]3[/rating]++ [Free]

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Review: Oika

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A bizarre educational vanity product, attempting to chart the birth of the cosmos until now, via a weird surfer-dude voiceover. Unsurprisingly it falls way short of those crazy ambitions ;)

The first half, aside from a fun little dalliance inside the singularity at the birth of the universe, and some peculiar moments accepting stone tools from an ancestor, is full of missed beats and mainly lacking in either facts or wonder.

It pulled some points out of the fire with the second instalment though, allowing you to visit the same forest scene in different segments of the light spectrum. And dialling down the 'cosmic heatmap is a blueprint for creativity' sketchiness. A little bit...

[rating]3[/rating]-- [Free]


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Review: Nefertari: Journey to Eternity

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Another high quality scan of a historical location, with decent interaction options, and further V/O info.

The 'found untouched' presentation is a nice approach, with the floating dust mites, a blocked entranceway rasped by howling winds, and torchlit hands for exploring the small tomb. (Although the local oil lamps are lit, and the actual treasures have still been raided ;))

Although it was cool to see the art up close, with its plaster imperfections, and to be able to click on many of them to get some info about why they were depicted there, there was a certain 'flatness' to this compared to reconstructions like the Dawn of Arts cave painting. It's not just because the art is ‘2D’ and not pleasingly curved around surfaces, or because the audio guide was particularly dead pan. It's because it just really begged for that little bit of extra budget to create a narrative world out of these historical facts, and cross the floor from academic interest to broader appeal.

It was cool to learn of the 'starry sky' on the ceiling, to hear a bit about the linen clad gods of the dead, to discover that even the depicted cows were named. But an animated recreation of one of the related myths, cast against that starry backdrop, or a historical recreation 'flashback' to knit the two together, was the missing magic ingredient for this for me.

Very interesting to have 'been there'. Very cool that this exists. But not sure how much it will stay with me as history 'brought alive'.

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[rating]3[/rating](+)
 
And some 'first looks':

First Look: NeverBound

Source: https://www.youtube.com/watch?v=hnr_5Z6KzKE


Really intriguing bit of abandonware this. Worth picking up in a sale for sure, despite there only being two real levels after the tutorial.

The key mechanic is that you can transition onto walls and ceilings via key teleport nodes or by walking up some specific curved inclines. This allows for some fun environmental puzzles and 'vertical' gunplay. The grenades with alterable gravity direction are also a nice touch.

There's a solid set of classic VR game mechanics powering the rest. I played with controller-relative movement, and enjoyed stuffing my pockets with weapons and the simple hand-reloading mechanic while suddenly getting mobbed by mobs from all directions ;)

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First Look: SILICON RISING

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Peculiar high gloss wave shooter that's recently converted to free locomotion. It's definitely indie, and bordering on shovelware, but the key selling points here are the 'dodge the fat bullets' workout aspect, and the genuinely AA cyberpunk aesthetic.

The little dialogue scenes, characters and V/O work are a strange mix of clunky & slick. But I like that they're there to bookend & storify the waves a touch.

I'm currently stuck in the back of a laundromat being murdered by waves of robots on medium difficulty. But I think I'm liking it overall ;)

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First Look: The Curious Tale of the Stolen Pets

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So this is both clearly aimed at kids, but also slightly fiddly & opaque in some of its puzzle solutions. With a fairly cloying 'grandpa voice-over' narrative about badly behaved grandchildren. But at it's core it's a 'tinker with the diorama' puzzler that's fun to poke and spin around. Using hairdryers to melt snow and such is all very cute.

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First Look: Westworld Awakening

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This a really odd one. All of the assets from the show are in there, and so it's a slick wash of locations, audio work, and narrative setting. But some budget aspects peek through (some of the ye olde photos clearly have modern crew member's faces photoshopped onto them ;))

And despite all the slick trappings & options, there are some weird oversights. (It won't recognise my 360 camera set up, so flashes annoying blue UI arrows at me when I turn around in real life. Very meh.)

But then there's the fundamental structural issue that I feared. The story has you essentially trapped in a narrative as one of the synths. That's not a spoiler.

What might be a spoiler though, but shouldn't be surprising is:

That narrative naturally involves you being killed in horrible ways over the early scenes. And it's just... meh. To have no real way to avoid the deaths via skill, just being railroaded into these cut scenes of nasty first-person demise again and again.

I'm hoping it improves, but for now it's giving me a slightly sub-Alien:Isolation vibe. A solid recreation of a fictional world, but not one that I want to inhabit...

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First Look: VR Furballs


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This is... actually quite good...

It's a total rip off of Angry Birds, but the use of VR hand controls at its core does make it novel and good :)

The physics basis of the destructo-carnage does mean the levels, although set up to be strategic as things progress, can still become something of a 'SPAM EVERYTHING' affair by your 5th go, and a prayer to the physics gods. More because some of the set-ups are just a bit eccentric than anything. (Wait, you want me to teleport a blue fuzzy to the... oh sod it: Throws big stone heavy at a bomb...)

The basic under-pinnings seem good though. The coloured fluffy projectiles having different properties and preferred materials to smash. The environmental perils and switches.

The bonus tools are fun, but so far I'm staying with the vanilla sling-shot. The tennis racket... is not my favourite. (Although it was great for a simplistic mini game of 'bat the exploding balls back').

Some bits are indie-shonky (I have to point the teleporter arrow backwards to face forwards etc...). But on the whole its solid.

Honestly, as a 'cleanse my mind completely of the working day with day-glo mini-challenges' affair, it was perfect ;)

Bit weird that they've replaced the enemies with sniffing coronaviruses though...
 
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Ok finally got this written up too :D

Review: Half-Life: Alyx

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Given the deserved rapturous reception that Alyx received, I'm going to start my review with the negatives ;)


Negatives:

So, the game is great, and these are going to be nitpicks. But they're worth raising:

  • Characters don't turn to face you:

    This shocked me for some reason. A few of the NPC moments in tight locations, where there's no room to manoeuvre and change the angle, were outright wonderful. But the fact that protagonists wouldn't react to your position in wider spaces was a surprising missed beat & immersion-breaker.

  • At points it just settles into being a rote shooter:

    The innovative twisting and layering of game mechanics didn't happen with quite the same cadence of the HL2 series. Half of the innovation is purely the conversion of old tropes to VR itself. Satisfying as they are, this leads to a few levels dipping down towards being glorified wave shooters. And at times during that process, as you wait out the '3 second suppressing fire' pattern that you now know intimately, those game mechanics did feel like they'd dipped below marvellous.

  • An innovation for classic gaming, not for VR gaming:

    For VR vets, with a few years under their belt, there's a laundry list of things that Alyx could have added, but didn't. And it's obvious why they didn't. This is the ultimate glossy 'killer app' attempt, an onboarding for VR that doesn't want to push up to the hard edge of what's possible, in case it triggers nausea in some adopters. Aspects like the 'transition over ledge' & 'teleport to top of ladder if you miss a rung' mechanics, although slickly done, are obvious stabilisers on an otherwise free-wheeling experience. And lord it would have been so great to have stuff like:
    • Verticality: The ability to clamber up parts of the locations, dangle perilously, peer through discovered gaps to scout danger, get surprised and fire one-handed while doing it. All of that would have brought the spaces further alive, added to the 'action puzzle' aspect, and given it an extra kinetic kick.
    • Melee: I can see why it might have been a horror step too far. The ability to grab headcrabs out of the air shows how much this stuff can add though. Being able to baseball bat them would have been even greater ;)


Positives:


  • Attention to detail:
    The quality touches are everywhere. Feeding a ceiling limpet a picture and being showered by a jumble of broken frame and other pieces. Walking under a limpet and having it snatch the hat off your head. Playing a piano, or wheeling a bike around just because you fancy it. The physics system, interactions, and general art quality control are lush and pretty replete.

  • Excellent visuals:
    Thanks to their use of adaptive pixel density this is the most absurdly good-looking game I've played to date. Genuine 'I am absolutely in this grounded alien-invaded wonderland' absorption at points. At its best, this raised the stakes to epic levels.

  • Just the right amount of horror:
    I'm not the biggest gore or horror fiend, but they did a great job of reaching into the bag of horror tricks at the right moment and scaling the challenges. There is a moment, where you have to collect your torch, but you really, really, really don't want to, which is a great example of this. And the way the headcrabs go from being genuine terrors, to basically puppy dogs compared to the other horrors, speaks to it too.

  • A HL:A wave shooter level can still be good:
    It was still good to escape a claustrophobic section and get back into open areas to duke it out with the Combine. The heavies are, unfortunately, as dumb as rocks, and embarrassingly easy to kite. But it's still possible to get mobbed, cornered, and into trouble as events progress. Hunkering down behind obstacles, blind-firing around corners, picking shots between gaps, weathering suppressing fire, scurrying to new locations. All of this works well ultimately, and the weapon upgrades, although slim, are all fun to deploy. The fact that one particular enemy needs to be tracked down amongst the melee gives you a reason to keep on the move that just about keeps the right tactical tension.

  • Jeff!:
    He deserves his own mention. And yet I can't say much for fear of spoilers. It felt like the most HL2-ish of the stages at that point, in the sense that it flipped some established behaviours around. There was only one real new game mechanic introduced, and it's pretty minor, but it was more about some existing mechanics being brought to the fore. I've seen almost every element done in other VR games, but have never felt quite so reliant on the ability to move objects with fine-grained levels of force...

  • Those final levels:
    They just took the lid off with the last few levels, culminating into a great final passage. Almost art-house notes in there, narrowing down into an absurd wish-fulfillment scenario with a great novel mechanism and setting. All tumbling cinematically to towards the final conclusion, which if it perhaps stretched credulity a touch, still felt ultimately believable and fitting for the game. Worth staying past the credits...


Rating: 4.5 (+)
 
Review: NeverBound

Source: https://youtu.be/XPlmQBjtyRY


This is basically abandonware, but worth a sale buy just to experience the fun central mechanic.

You can change your gravity orientation by teleporting to nodes on walls, or walking up curved intersections. Surprisingly light on nausea!

Throw in some environmental puzzle gating, slow-time, and some grenades with their own definable gravity orientation, and you've got a whole lot of potential here. Much of which is explored in the two large levels available.

It only really starts getting Escher-esque with the gunplay and orientation in the latter level, but when it hits the right notes on those fronts it's pretty damn great.

There are some indie/EA style bugs still present (guards stretched like rubber through a closed door at one point, and I hit performance drops with the sniper rifle & one room featuring a display screen). Other than that it's pretty robust and has a decent spread of weapons, enemies and challenges.

3.5 +(+)
 
Recent reviews of some little bits and pieces:


Review: Project Stardust

Source: https://youtu.be/SalMwmQRImc


This is a great little freebie! Having all the full Star Wars dialogue and music build as you head towards the Death Star or barrel down the later stretches of the trench run is pretty hair-tingling.

Loving the extra touches like the virtual cockpit buttons for radar & firing mode and such. The motion controller inputs work well (I like the 'roll on one hand yaw on the other, with both doing pitch' set up - very intuitive). There's a certain inertia to the craft which means the trench run is tough but not completely unfair, once you learn to boost out of collisions (rather than using the daft-but-necessary 'air brake' :D).

I still haven't aced the run - I'm assuming you have to beat the timer rather than dodge Darth's wrath, so I'm just going as fast as possible...

Ultimately, it's mainly a minor endurance mini-game all about making that trench run, with a bit of pew-pew pre-amble. But I honestly can't fault it for that :D
Damn, that has just taken me back to the vector graphics sit in the cockpit 80’s arcade game. I gotta try that

edit,
Just read the background to this, great find
 
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Damn, that has just taken me back to the vector graphics sit in the cockpit 80’s arcade game. I gotta try that

edit,
Just read the background to this, great find


Hah, god, I would play that in VR for sure :D

Got my eyes on some other SW retro builds and mods. There’s the Endor ‘trench run’ in the post above, which sounds pretty rough & unsupported, but that’s up next ;)

And then hopefully these mods will coalesce:

X-Wing Virtual Machine (for X-Wing Special Edition on Steam)


Source: https://www.youtube.com/watch?v=X4qHsisO1K8&feature=youtu.be


&

X-Wing Alliance Upgrade (for X-Wing Alliance)

Prettier graphics revamp but hard to add mod at the moment:


Source: https://www.youtube.com/watch?v=ivAkIe2kZ8g&t=291s


Got the base games bought already :D
 
Review: Runes: The Forgotten Path

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A surprisingly impressive little adventure this, given its indie roots.

As a magician trapped in some unidentified limbo you naturally have spells to hand to help you. The slow-motion 'clock face' hand-casting here is robust and fluid, the throwing is satisfyingly accurate, and the bonus puzzle deployments are welcome crossover. But it's not actually the central attraction.

For me that was the 'memory room' hub that sits at the centre of the story. A great little 'escape the room' puzzle den, packed with pipes to smoke, secret compartments to uncover, and runes to decipher. The puzzles are straight-forward, but I loved the old apothecary vibe alongside the mysticism narrative.

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The surprisingly robust physics system meant drawers fit snuggly into their housing without too much of a fight, levers flipped where you expected, and ladders slid around satisfyingly. Object selection for telekinesis was slightly eccentric (which could be a bit hair-raising in the firefights), but that's not super unusual.

NPCs are on the odd end (the use of story masks to save on animation is a neat trick, but does depersonalise them a touch throughout the story arc). They seem to have used VR acted hands & heads (although credits claim mocap) which is another budget note ultimately, and sometimes feels overdone to make up for the deadpan faces.

The plot, while very much a flow of familiar tropes about memory, moral dichotomies, and reckless wizards (delivered via some slightly over-earnest voice acting), was still fun and pleasingly eerie at times.

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When you aren't deploying newly discovered spells to unlock a puzzle, you're out in the wilds dodging mystical plasma or trapping deadly perils in spheres of ice. It's not all wave shooter by any means (although the final scene did essentially become that, if with enough welcome little tactical options that I had fun completing it). The balance between poking bronze mechanisms and flinging your latest set of flames felt right to me.

Get past the hokey story aspects and the rougher indie edges and this is a genuinely a well-rounded affair, and which almost adds up to more than the sum of its parts.

It only clocked in at three hours, but it was a fun trip. And bizarrely... free! (I do hope they've zapped the price to raise awareness for an upcoming launch, because if so, I'd like to play it :D)

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3.5++(+) [FREE]

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Review: The Curious Tale of the Stolen Pets

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Not a huge amount of content here for the asking price, and being aimed at younger players the puzzles are relatively easy too, more about searching around / prodding everything. (It’s still possible to get stuck at the odd obtuse solution, having breezed through the prior though).

It’s still pretty cute for all that, both visually and conceptually. And it made me giggle with at least one set piece in each of the later levels.

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Suffers a touch from the VR potential slope, in that once you can clear snow with a hand drier, or rustle leaves from a tree, you half expect to be able to physics-interact with everything. (I can see they didn’t have the budget to embrace this though, or to disentangle any novel and trollish interactions from the actual solutions). Anything not related to the solution tends to bounce playfully or just fall off the map when prodded.

The narrative of revisiting some grandchildren’s old play haunts is a bit of a missed beat, focusing on squabbles but deployed via a cloying / hammy voiceover from the grandparent. Does have a minor payoff by the end though.

All told, alongside the Wintergatan music, a pretty genteel way to spend an evening though ;)

3.5(-)

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First Look: Detached

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This has been intriguing so far. Infamous in the early VR scene for being a bit of a nausea-fest, I can see why. They break a lot of rules with their control scheme (fast yaw rotation etc).

With my VR-legs under me though, I'm enjoying it. I'm not sure if it's going to progress beyond the 'fix this installation' / 'follow the mission marker' style stuff, but given it's a mixture of fun / challenging to zero-G around the locations and through empty space, and given they've added a new game mechanic for each mission so far, I'm cool with it.

Essentially this almost feels like a 'vehicle' game, more than a 'space walk' game. You can't look around too much within your tank-like suit, you boost about, swivel and turn against inertia (when charging around against the clock in space). You can't palm off surfaces, you just brake and reorientate etc.

The narrowed peripheral view all feels a bit claustrophobic when trying to path through the interiors, and the nausea-blinkers they throw in give a torch-like focus to your view, which plays into that too. The locational puzzles haven't been too tough to date (which is fortunate, as otherwise I think I'd just be spinning around lost in a giant air duct or something ;))


--

Oh god I’m actually considering this

Source: https://youtu.be/kv3EEY8O74w
 
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I don't have VR but that trench run game is making me want it!!!!

If you like Project Cars 2 I recommend keeping on eye on Automobilista 2 which has licenensed the PC2 engine. It's in EA at the mo and should be on V1.0 later this month.
 
Review: Silicon Rising

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Pros:

  • Surprisingly good cyberpunk settings and robot stylings to the enemies
  • Dodging slow-motion projectiles in real-time has a Matrix-esque vibe
  • Satisfying weapon handling and variety (with basic hand reload)

Middling:

  • The attempts to mix up the levels with sniping and driving are fun attempts but fell short
  • The story bookends to the action are so stilted they're hilarious.
  • I wish I could throw back grenades, instead of just getting harried between locations by them.

Cons:

  • I spent a lot of time cheesing from behind cover. I'm not sure if this was intended.
  • Most salvos of slow projectiles could be defeated by a simple strafe.

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There was a moment when a giant missile twirled through a gap between some cars, spinning serenely passed me, that I had to reflect on where the hell I was and what the hell I was doing. Then I went back to spamming shots at robot heads amongst the neon reflections of a cyberpunk parking lot.

This is essentially a 'dodge the bullet' roomscale wave shooter that had character motion added at the 11th hour. And it's fun, if occasionally absurdly spammy.

They do attempt to mix things up, but I'm not sure getting a gun torch made getting penned into an elevator for the third time that much more varied.

At its best it had you out in the open, where the added mobility seemed to raise the game. As the heavy clanks of some giant robot sound behind you and you strafe desperately between pillar and post trying to find a safe niche for a moment, laying as many headshots as you can as you try to thin the ever burgeoning crowd. (Surviving some of these 'Oh my god' moments was pretty cool, as you snag a last ditch kill, shoot the resulting icon for a weapon upgrade, and rocket blast yourself a bit of breathing space).

The HMD-orientated locomotion did cause me to run into walls in a panic at points though. (Much prefer being able to run in one direction and look another). And as a minor left-handed quibble, it was also tricky to run and reload, as the reload button remained on the left controller, right next to the stick you're using to move.

I did like the variety of the sniper level in principle, even if the scope was a bit tiny and squinty, and the prompt dialogue repeated clunkily. And the driving level was a cute touch, if often turning into a blind-firing exercise as you can't really drive and dodge. It felt like the ability to accelerate and decelerate with the triggers, rather than just strafe, would have elevated it.

All round it's surprisingly shiny for a short indie offering though, and is kinetic fun when it gets beyond some of its spammy wave principles. Go for it on sale.

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3.5-(-)


Review: VR Furballs - Demolition

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This Angry Birds, erm, 'homage' worked pretty well in the end. It's a deranged riot of upgrade noises and novelty silliness in many ways, and they've just thrown everything they can think of at it, but some of it sticks
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Good Things:
  • The projectile qualities add some decent variety to the shot types you're going for, and give a feeling of strategic choice when probing ways to solve a new level. Each coloured furry interacts with key materials in different ways:
    • A heavy grey one will smash through stone, but you have to account for the extra drop in flight that his weight brings.
    • A green one will bypass indestructible green materials, but are too light to cause much downstream carnage.
    • The bombs wrack up the physics carnage, but are the most unwieldy to fire of all.
    • Etc
  • Hand-held tools just work for this. I pretty much stuck with the classic slingshot (the grab-bag of tennis racquets and golf clubs were more for novelty value, and inter-stage mini-games).
  • Some of the 'scenarios' are pretty playful.
    • Concrete planes with explosives packed in their engines, if you can burrow to them, and various furries in the act of parachuting out via balloons.
    • Theme parks with slides made from each of the materials, and furries teleporting down them in an endless loop.
    • Cream-cake castles stuffed with magnets and trampoline traps, who's vagaries you can only unlock through judicious smashing

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Shonky Things:


They've obviously tried to design a lot of the levels with specific solutions in mind. (Use the third furry, the wood smashing one, to bring the concrete level down on the furries you freed from the paddling pool... etc). But half the time the physics expression is so variable, or the actual game mechanics so indie-shonky, that neither the game designer's plan, nor your own personal one, proceed as intended.

Some rounds I'd breeze through a fiendish set up at the first attempt, purely due to some random cascade of destruction. And then I'd get stuck on another for 20 goes, in part because of reliance on a cascade going your way. Bonus glitchiness didn't help either. (Having a key teleporter lose its anchor and teleport your furries half way off the map instead was, not helpful...)

Aspects like the 'hit a button to cycle all of the materials around' felt like nice ideas, but their execution again felt fairly random rather than strategic in practice.

---

Overall though, I enjoyed the 'one more go' carnage, for all its elastic indie formlessness at points.

I'll give them some bonus points for the manic mini-games too. And the fact that you can design your own levels by hand.

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3.5(+)
 
Impressive range of genres.


That's mainly VR's fault. Not enough long form content around, so you've gotta dodge around and try a bit of everything ;). It's actually got me to enjoy walking sims...

(Although if I have to play one more 'Astronaut crash lands on a planet and walks for interminable distances while ominous music plays' game I quit, I swear ;). It's like the second biggest trope in VR after wave shooters now...)

I am kinda enjoying the weird indie offerings and wild west experiments you can dig up though. Ones which experimentally flip gravity, or just have you sitting on the floor combining alien creatures into a giant monstrosity that alters the world...

You never quite know what's going to happen of an evening ;)
 
Review: SACRALITH: The Archer's Tale

Another bizarre, glossy, unfinished indie spin on the wave shooter genre. But it works
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This one opens with your NPC companions singing you the plot, and keeps up these strange beats throughout...

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From there they tutor you in the art of keeping them alive, as they fight their way around some very pretty fantasy-medieval settings.

Essentially they are tanks, and you have to keep them alive by winnowing down the hoards of soldiers and fantasy creatures that attack them, teleporting to new vantage points as they progress.

The challenge comes in shooting around armour, laying headshots under pressure, and not hitting your companions... (because friendly fire is very much on
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)

And it's... fun! Absurdly spammy at points, as wave-shooters tend to be, and with all the arm ache that entails when holding a virtual bow. But I totally got my Legolas on playing this.

Source: https://youtu.be/5VrAtxwdXzQ


There are excessive moments, where you're dog-piled by 20 heavily armed Roman soldiers (for no apparent reason), and have to use the 'Zeus' arrow, or some other splash damage magical unlock, to peg back the carnage. Or you suddenly find yourself with just one enemy, a fully armoured troll, who's been rendered invisible apart from his eyes due to a waterfall... along with your companions, who you can't see at all...

At the height of the carnage you're desperately trying to get the 4 consecutive hits that will nab you a bonus boon like time slowing. This is the core loop that escalates well as things get more difficult.

The restart points are reasonable throughout though, meaning no stage is unscalable, even if it takes a few goes, and a few attempts to figure out the best positions and strategies.

By the end it just goes totally nuts. There are elephants, there are dragons. There's a story that makes close to zero sense. And it's clearly shorter than it was meant to be. (The map is only half used, and you can unlock a quarter of the magic arrow tree at best).

But it was well worth a sale buy for 2 hours of carnage, and it's one of the few games where I'll probably replay it on the harder level, as aside from the unlocks, it's you getting your eye in and picking the right shots that's key to progressing.

3.5(+)
 
Somewhat off-topic, but I don't want to open another thread about it, so...

I am still with the original Rift, which does show it's age, especially when it comes to resolution and SDE - on which newer sets do provide a meaningful upgrade.
However, for me the two most important aspects are:
  • Comfort: Rift is OK, but I'm looking forward to devices that are lighter or can also operate wirelessly - or both.
  • FOV: field of view to me is more important than resolution and SDE, and while newer sets do improve on it, it doesn't seem that much

With all its flaws, the Rift still provides a decent experience and I feel like I can wait easily for another generation. I am just curious how much of a compromise the current generation is, i.e. is a Valve Index VR 1.5 or 2.0?
 
With all its flaws, the Rift still provides a decent experience and I feel like I can wait easily for another generation. I am just curious how much of a compromise the current generation is, i.e. is a Valve Index VR 1.5 or 2.0?


I’m still on my CV1 as well, so haven’t really looked into the newer headsets heavily. My impression is that the latest gen are 1.5 rather than transformative though. Rift S seems to be practically a side-grade.

Personally I’m hoping I can tide my Rift over until the next gen.
 
I’m still on my CV1 as well, so haven’t really looked into the newer headsets heavily. My impression is that the latest gen are 1.5 rather than transformative though. Rift S seems to be practically a side-grade.

Personally I’m hoping I can tide my Rift over until the next gen.

I pledged $300 in the original 2012 Oculus Kickstarter and recieved the DK1 at the time that was £200
In 2016 Oculus gave all of us Kickstarter backers a free upgrade to the CV1 as a publicity stunt
I bought the touch controllers shortly after getting that
In 2018 my CV1 started to get the infamous 'silent left headphone' problem. Was still fine to use with external ear phones, but I decided to send an email to Oculus anyway, even though it was a Kickstarter gift long out of any sort of guarantee.
They asked me to send back the unit without the earphones and sent me out a reconditioned CV1 that looked new, still works great.

That was one Kickstarter I'm glad I took a punt on.
 
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