Golem Review: A PSVR Adventure That Shines When It Isn’t Being So Stubborn

Your first few hours of Golem might be agonizing. You might, as I did, wrestle with the game’s troublesome locomotion systems, which appear sluggish and imprecise, lacking the instinctual reactions its combat seems to demand. You might encounter some enemies that are less forgiving of the occasional bugs, which can set you back 15 to 20 minutes of gameplay without it ever being clear if you got something wrong, or the game did. You might, as I was, be nearly ready to give up.

But, with persistence, you can mostly overcome Golem’s shaky start. Though far from perfect, it’s movement options start to feel more natural and manageable the more you play. Slowly but surely, you become more accustomed to its combat which offers a rare heft of effort and even rarer sense of achievement when it works. You’ll play long stretches of the game where its early issues seem to have all but disappeared. Inevitably, though, you’ll come crashing back into them from time-to-time.

The enormous stone monsters you commandeer in Highwire Games’ long-delayed debut appear to be a cunning allegory for the current state of VR. They’re plodding and lumbering, majestic when they work and hopelessly clumsy when they make mistakes. You control these behemoths from afar, playing as a young girl name Twine. She’s confined to her room following a tragic accident but discovers the ability to possess Golems, using her newfound talent to go beyond her four walls and explore the ruins of an ancient city.

Your first thoughts when jumping into the game will probably be of pleasant surprise. Golem is absolutely gorgeous; a game of dusty abandoned landscapes, appreciated minute details and some of the best character models I’ve seen in VR. The striking vistas and impressively involved voice acting had me sitting up to pay attention to the occasional lore drops you’ll find throughout, even if the story ultimately appears to be the first act of something bigger. Special mention also goes to Marty O’Donnell’s Hollywood-like score, which seems to tell a story of its own with its wistful enthusiasm.

Making a less successful first impression is the movement, which offers two modes. Highwire is clearly proud of its Incline system, which has you holding the trigger on a single Move controller and then making small, subtle leans and twists to march forwards and backwards. For the more traditional player though, there’s the ability to play with the DualShock 4 in one hand (or a PlayStation Navigation controller, if you can find one buried under the cobwebs) to use the analog stick instead.

To be frank, neither system is perfect and you might well start out hating both. Once you gather momentum, the slight tilts and turns used to navigate the Incline system can come quite naturally, provided your path is wide. But once you come to a stop, as you often will, it’s a lofty mental process to get started up again in the right direction. There’s some tossing and tussling involved until you start clambering off in a way that feels right again, which is a constant distraction.

Not to mention that the gliding turns you’ll take when twisting your head can feel very uncomfortable (there are, however, generous and thoroughly immersive blinder options). After a few hours of the game, I’d overcome this tricky learning curve, but there were still plenty of tight situations where the navigation just doesn’t deliver the precision you’d hope. Not only that, it’s almost impossible to take in and enjoy your surroundings as you move.

You will, eventually, get there, but the game isn’t interested in helping you much. In fact, Golem is a strangely ambiguous experience at times, providing you with only a very basic early tutorial and then forcing you to learn the ropes by yourself. There’s no map to help you navigate and memorize the innards of the city, which at one point had me wandering aimlessly around for hours until I finally located a staircase I’d missed closer to the start. Given you’re so slow on your feet, trekking from one end of the map to the other often comes off as a chore.

It might like to think it’s Dark Souls, but even the Souls games offer you more in the way of instruction and mentorship. It’s often unclear, for example, which weapons do the most damage or even how much health you have. In fact I still don’t know if Golem has a set health bar or a meter that regenerates all the way, and I’ve completed the entire game. You just have to do all of this off of guesswork.

Golem Release Date

Almost inexplicably, the same is true of your inventory system, which is one of the game’s most puzzling elements. Every time you kill another Golem, you collect its weapon, life gem and mask. Gems have different health benefits while masks open different doors. To equip any of them, or even just check your inventory, you have to scrap your current Golem. That means losing your current gear and restarting back at the game’s central hub and then having to make your way back to your desired destination. So if you pick up a new, more powerful weapon mid-journey, you won’t be able to equip it without having to retrace your steps and refight the same battles to get back to where you were. Sometimes that means tens of minutes of repetition.

The same happens when you die in combat, making some of the game’s battles absolutely infuriating. Fortunately, the vast majority of encounters in Golem are genuinely thrilling, at least once you’re attuned to its systems. It’s similar in design to Vader Immortal; hold your weapon up to block an incoming attack based on the direction of a swing, then take a stab of your own when the enemy is exposed.

But it’s also a war of attrition; the gaps between openings are long and enemies often require a lot of hits to be taken down. With every successful block the stakes are raised and it’s not uncommon to end a fight with your heart thumping, arms aching and a proud sense of victory. Plus, the more confident in combat you become, the more you learn about it, like the need to push forward between swings, close in distance and maximize your hits, or the chances to score last-minute damage by defending sudden attacks. When it works, Golem’s combat can be some of the most rewarding VR.

When it doesn’t work? It can be a nightmare. Sections of the game have almost no sympathy for VR’s unstable foundations. Sometimes weapon blocks go completely unregistered as do your own attacks. This is not a case of a poor tracking setup; Golem is a fuss-free experience in that department, it’s a case of sometimes the exact same movements having completely different outcomes. Check out the GIF below, for example. I raise up my sword to block an enemy. His blade meets mine, but then his attack seems to slow as it drags downward. I didn’t take any damage in this instance, but his attack carried through when the follow-up rebounds away.

Golem Review GIF

In most encounters, these issues are damning, but not fatal. However, the game has a handful of enemies that can kill you in one hit and, frankly, they’re not worth the pain. Fortunately, these guys are all optional and didn’t stop me from getting to the end of the campaign. But, when you lose a battle to a bug/unclear parameters, lose a bunch of your best equipment and are then teleported a ten-minute walk away with three other battles between you and your destination, Golem is almost daring you to stop playing.

Other bugs aren’t as troublesome, but still of note. Smaller spear-throwing enemies are able to toss projectiles through walls, for example, and I got caught in the environment once or twice, costing me a battle. We waited five years for Golem but, if a few more months had meant the removal of these issues, I’d have happily waited.

Golem is a 4/5 action game with a handful of 2/5 design decisions and bugs, frustrating what should be one of PSVR’s best games. It’s an experience you grow with, eventually taming its unwieldy locomotion and learning the ins and outs of the combat system. By the end of the experience, I finally felt in stride with its intricacies, learning when to press the attack and when to hold back. But the game’s needless desire to brutally punish your mistakes paired with occasional combat bugs that are annoying at times and unforgivable in others had me torn throughout. When Golem’s working with you, it absolutely shines, but it also has a stubborn desire to test your patience to the absolute limit.

Final Score: :star: :star: :star:  3/5 Stars | Just Okay

Golem Review

Golem is available for EU PSVR physically owners now and will be releasing digitally and in the US next week for $39.99. You can also pick up a physical edition.

You can read more about the new scoring policy here.

The post Golem Review: A PSVR Adventure That Shines When It Isn’t Being So Stubborn appeared first on UploadVR.

Journey for Elysium Review: Atmospheric But Brief Trip To The Greek Underworld

We embark on our Journey for Elysium with this full review of the recently released atmospheric puzzle game about the Greek underworld.

Greek mythology has long since proven to be fertile ground for video games and Mantis Games’ Journey for Elysium is a good example why. Using VR’s unique abilities to immerse the player in the game world, this dark and foreboding tale of the Greek afterlife and one unknown soul’s quest for redemption is strikingly stylish. Like so many VR games though, it’s also incredibly short.

Journey for Elysium has a lot going for it. Right from the start, the gorgeously moody black and white landscapes just ooze creepy atmosphere. The game uses limited color to highlight puzzle elements, such as gold coins that unlock new memories to push the story forward. Items to complete the memories are hidden close by. Grab them and place them were they go to complete the ghostly sequence.

Traveling by boat, the waters you row through are replete with the tormented dead, their anguished faces staring up as you pass over. Looking onward at the cliffs surrounding your path reveal massive stone statues of the gods stare down. From the shores and cliffs, ghoulish dead wander aimlessly. In short, Journey for Elysium is a great looking game, with a soundtrack that fits the dark themes and visuals.

Journey for Elysium memories gameplay story

The actual gameplay is a mash up of VR motions. Rowing is one of the main activities and, if you’re not familiar with this particular exercise, takes some getting used to. Settling into a rhythm to move straight ahead proved to be a puzzle in itself for those of us with sketchy coordination. At times, you’ll have to manipulate the boat to be in a specific spot to solve a puzzle. This requires dealing with a whole host of boat physics. Some people will probably get into the level of detail the developers put into just this aspect of the game, but others might flail around a lot.

Beyond boating, there are times when Journey for Elysium takes on a kind of first-person Tomb Raider vibe. These are probably the best parts of the game. There’s a fun sense of vertigo climbing up walls, moving hand to hand along ledges, lifting yourself up to the next. Chains and ladders require coordinated hand motions and moving from one chain to another is almost, but not quite like swinging across gaps. It requires using your reach and a bit of inertia to reach the next chain (or ledge) without falling to your doom.

Puzzles aren’t particularly hard to solve. Finding coins and other items tends to just involve wandering around in the small areas of the game and picking up shiny things. Other tasks are more involved, such as using a bow and arrow to light fires, but none of the solutions are too taxing.

Comfort

Journey for Elysium gives players the option for either teleporting or free movement, depending on your system specs and comfort level. Given the use of heights, climbing, and falling, there’s definite potential for motion sickness as well, although the overall game ran very well and didn’t require a room-sized set up.

That brings us to the major problem. Journey for Elysium can be finished in under two hours. If you really want to stretch it out, you could maybe get three or four. There’s not really any particular replay value in terms of alternate paths, hidden secrets, or different endings.

journey for elysium

Journey for Elysiums Review Verdict

Journey for Elysium’s gorgeous black and white visuals offer a terrific atmosphere and the trip to the end is fun, thanks to the variety of game play elements. But the game is over way too soon with some frustrating boating sections and simple puzzles.

Final Score: :star: :star: :star:   3/5 Stars | Just Okay

journey for elysium pro con review list


This review was conducted using an original Oculus Rift with the Steam version of the game. Journey for Elysium is available on Steam for $19.99 with support for Rift, Vive, and Index headsets.

You can read more about our five-star scoring policy here.

The post Journey for Elysium Review: Atmospheric But Brief Trip To The Greek Underworld appeared first on UploadVR.

Falcon Age PC VR Impressions: Just As Bright And Charming As PSVR

When Falcon Age (PSVR Review: 7/10) originally launched in April it brought an accommodating and fun adventure to the PSVR and now today it hits PC VR headsets via the Epic Games Store.

While it had its technical missteps, it’s attractive falconry mechanics and colorful visuals shone through. The experience is largely the same, outside of some modest improvements, on other VR platforms. 

I played through a short demo on the Rift S at PAX West that took place midway into the game. The controls, visuals, and gameplay mechanics all felt similar to the PSVR version. The colorful environments looked vibrant and combat felt mostly responsive, although some bugs and technical issues still hindered the experience.

For those new to the Outerloop Games’ adventure, Falcon Age is a first person adventure that follows Ara as she uses the lost art of falcon hunting against a force of automated colonizers. It hits the Epic Games Store today, making it compatible with the Oculus Rift, Steam VR headsets like the HTC Vive, and Windows VR. The new version also comes with balance changes, new enemies, new bird skins, and even a slightly new ending that comes from your choices. All new content will come to every version of the game with an update today.

My e 20-minute playthrough had me fight a few robots and take down several towers and open gates in order to progress. Aiming my falcon attacks with a laser beam, calling her back to my arm, removing needles after she had been attacked, and working my electric whip with the Rift controller were all satisfying and remarkably similar to the other versions of the game. Nothing was lost in translation. 

Navigating with smooth locomotion worked well, meaning that post-PSVR release updates are included in the PC VR version at launch. Outerloop Games creative director Chandana Ekanayake confirmed that Falcon Age was originally developed on PC VR, meaning the build up to the launch this month was smooth. 

Outside of a tricky save spot that kept me locked in the grips of an enemy robot after each respawn, the demo was trouble-free. I didn’t notice any performance issues during any of my scraps with enemy robot thugs. And just like the PSVR versions, combat is completely optional so you don’t even have to engage in the first place. 

I didn’t notice how balance changes affected gameplay or experience the new ending and enemies that Ekanayake mentioned, but I did get to test out some of the new bird skins. While only a small addition, the range and variety of skins are absolutely wonderful and add a nice bit of extra charm to catching your falcon on your arm. 

If you haven’t been able to try Falcon Age due to its PSVR-only launch earlier this year, the PC launch has all the updates and content that have come to it since April. While I only had a short time with my demo, I felt it was indicative of the full game. It’s still the bright, meaningful adventure it was when it came out earlier this year.

Maybe a Quest port is in the cards next?

The post Falcon Age PC VR Impressions: Just As Bright And Charming As PSVR appeared first on UploadVR.

PSVR Exclusive Paper Beasts Took Me On A Captivating Virtual Safari

VR press demos are usually pretty awkward. You can’t see where developers are pointing you, you’re learning controls for the first time and you can’t hear instructions over your headphones. They’re messy to say the least.

Éric Chahi doesn’t want messy; he wants an experience. In his tiny Gamescom booth, the designer of Another World (Out of this World in US) has rigged up a microphone to be heard inside PSVR. When I’m playing his fascinating new game, Paper Beasts, he can walk me through each area, point my head in the right direction and explain the digital miracles I’m seeing before me. It’s like being on a virtual safari.

Paper Beasts is unlike anything else you’ve seen in VR. It takes the awe of something like a virtual dinosaur encounter from Robinson or Ark Park and puts its own spin on it. You explore a fully simulated animal ecosystem, formed from an abandoned data server left to dwell and create life of its own. It’s an exotic bit of VR exploration that roots you right in the middle of a nature documentary. Papercraft creatures roam the sands, drinking from puddles of water and even succumbing to predators.

In its first level, I’m shepherded by a massive, multilegged creature. It’s an intimidating beast, initially towering over me like a giraffe, with as many legs as a spider and what look like paper bones protruding from its body. It’s a little like it had been infected with the cordyceps virus from The Last Of Us. But it stalks the land with grace, turning those first fears into a warm sense of custodianship.

As I start to tail behind my new friend, big cat-like animals start appearing from across the landscape. They stop just in front of me to take a drink, but I can pick up paper balls to feed them like I’m in a petting zoo. Their heads attentively follow their food with all the focus of a cat watching a bird. You can toy with them, pulling their prize back and forth, but they eventually managed to catch me out and nip it from my hands as I teased.

Paper Beast PSVR

Wonder turned to harsh reality, though, when a bigger, meaner monster — painted in a warning red — showed up to feast. Without hesitation, it leaped on its prey and started to chow down on one of my friends. Chahi told me I could save them by picking them up with the Move controller, but I instead chose to watch. Disturbing the food chain, digital or otherwise, somehow felt wrong.

Observing the world of Paper Beasts is an eye-opening experience, then. But it’s your participation in it that really delights. At one point my larger companion gets trapped in some reeds in the water and I have to cut them off. In a nod to Chahi’s From Dust, sand can be pushed around to make trenches. Doing so near a puddle causes water to trickle into canals, heading in a direction of your choosing.

This isn’t just a safari sandbox, though. Towards the end of my demo a digital storm kicks up, sucking in the land and spitting numbers into the sky. It’s all my friend and I can do to try and get as far away from it as possible. It’s clear that, as fascinating as this world is, there’s a touch of tragedy heading its way.

Needless to say, Paper Beasts has something to say about our relationship with digital information. I’m looking forward to exploring more of that discussion as I make my way through its world. Moreover, I can’t wait to just spend time immersing myself in its dynamic ecosystem at my own pace. Chahi and co are promising multiple levels, each with unique creatures to discover and environments to traverse. The game’s due for release on PSVR in early 2020.

The post PSVR Exclusive Paper Beasts Took Me On A Captivating Virtual Safari appeared first on UploadVR.

Red Matter Quest Review: Setting A New Standard For Mobile VR Visuals

When we first reviewed Red Matter on PSVR, we said this:

“Red Matter is nothing short of a textbook example of how to do VR adventure games right. It emphasizes design and experience, putting immersion front and center, making a bullet-proof case for why it needs to be seen and played in VR. Short length and some troublesome puzzles betray its winning streak to some degree, but don’t change the fact that this is one sci-fi story you shouldn’t miss out on.”

Normally, when a game makes its way to Oculus Quest, we’ll find what we loved about the original version holds up but visuals/performance have taken a hit. That’s really not the case here; as we’ve reported already, developer Vertical Robot has done an outstanding job retaining the game’s graphics on Quest.

Red Matter might not have been the most visually distinctive game on any of its previous release platforms but simply holding its own on Quest is an impressive feat unto itself. Crisp textures stay true to even the PC VR version, but special mention has to go to the game’s lighting effects. Whenever you use the game’s laser-pointed scanner, lights will realistically bounce off of any nearby surface. In some rooms, window lighting convincingly melts onto the floor and then moves with you around the room.

Again, on a PC these are things you take for granted, but in terms of Quest ports these kind of features are a step ahead.

Elsewhere, this remains the same compelling adventure it did on other platforms. Red Matter is a first-person puzzle game in which you’re sent to an abandoned facility in the midst of a sci-fi-era Cold War. The planet you arrive on is barren and lifeless. Over the course of an hour or so, you trek through the sprawling complex, solving logic-based puzzles and finding out more about what happened. From a gameplay perspective it’s often tight and focused, but what makes the game stand out is its commitment to immersion.

From the measured space hop movement to the way your virtual hands replicate your real ones grabbing the Touch controllers, Red Matter has VR rooted in its very core. Every interaction carries expected heft and Vertical Robot does well to avoid anything that could ruin the authenticity.

Some of the more trying puzzles remain and, yes, it’s still a little too much on the short side, but Red Matter remains a great choice no matter what platform you’re on. That said, the Quest version is especially easy to recommend thanks to the presentation. Vertical Robot deserves a pat on the back; we can’t wait to see what it does next.

Red Matter launches today on Oculus Quest. Check out these official review guidelines to find out more about our process.

The post Red Matter Quest Review: Setting A New Standard For Mobile VR Visuals appeared first on UploadVR.

Promising VR Adventure Game Zed Releases Next Month

zed screenshot palace

Zed, a long in-development VR title and, curiously, one of the first games to be published by Myst developer, Cyan, is releasing in the very near future.

Cyan recently confirmed the game will arrive on Steam on 4 June. For those not keeping count, that’s just a little more than a month away.

Zed is a curious little game, first funded via Kickstarter back in 2016. It’s a puzzle game in which players embody an artist that suffers from dementia. You explore past memories via dreams, attempting to piece back together cherished images and moments. Though it’s not developed by Cyan directly, it very much looks like a game made in its spirit

Back in February, we reported that the game had been picked up by Cyan and it would now support VR. Cyan of course has its own history with VR, having released gorgeous adventure game, Obduction, a few years back. Earlier this year it passed its own Kickstarter campaign for another VR game, Firmament.

We went hands-on with Zed last month. It’s shaping up nicely. “The puzzle solving and gameplay isn’t too complex, but the narrative, art design, and feel of the game are all incredible,” we said. “It’s not easy to take a subject matter like dementia and make it into something that people want to explore, but ZED seems to do just that.”

Let’s hope it follows through this June. Zed will support the Oculus Rift and HTC Vive. Fingers crossed PSVR and Quest versions are also on the cards.

Tagged with: ,

The post Promising VR Adventure Game Zed Releases Next Month appeared first on UploadVR.

Cyan’s Firmament Adds PSVR Stretch Goal As Kickstarter Passes 50%

Cyan’s Firmament Adds PSVR Stretch Goal As Kickstarter Passes 50%

It’d be fair to say the Kickstarter campaign for Cyan’s new VR game, Firmament, is going a little slower than anticipated. But the Myst developer just added some enticing stretch goals that might help its cause.

In a Kickstarter update this week the company announced a stretch goal to add PS4 support for the game with PSVR integration. The developer says it needs $1.4 million to make that happen, which is a little more than its current $1.28 million base goal. Mac support and expanded language integration is also included with the goal.

However there’s still a long way to go to reach that minimum amount. At the time of writing, Firmament is a little way past the 50% mark with just over two weeks to go before the campaign comes to a close. It could still make it but it will likely be pretty tight.

Firmament is the latest in Cyan’s long-running line of adventure games. Like its last VR effort, Obduction, it’s a visually-stunning game in which you explore strange lands and solve puzzles. Should the game get funded it’s expected to arrive on PC and PC VR headsets in June 2020. It’s not clear if PSVR support would come around the same time as that but we doubt it; Obduction’s PSVR version didn’t release until well after the PC launch.

We went hands-on with Firmament all the way back in early 2018. We thought it held much of the same promise as Obduction did. Designing for VR first and foremost will hopefully take the experience to new heights.

Tagged with: , ,

The post Cyan’s Firmament Adds PSVR Stretch Goal As Kickstarter Passes 50% appeared first on UploadVR.

Eden Tomorrow Review: Welcome To A Jurassic Slog

eden tomorrow psvr adventure

I honestly had high hopes for Eden Tomorrow. What I’d seen of this first-person adventure suggested it would be a sort of alien Jurassic Park. There are elements of that in the full game. But any magic is squandered by its other more disjointed factors.

Eden Tomorrow carries a premise familiar to VR veterans. You crash land on an alien planet and must survive the hostile landscape as you find out what happened and why. You’re accompanied by an A.I. companion named Newton and can switch between yourself and the drone to solve puzzles and whatnot.

At it’s best, it’s a game about connecting with unknown nature. Eden Tomorrow’s environmental design is largely barren but it makes up for it with some imaginative critters. It embraces both the tranquility and threat of the animal (alien?) kingdom to good effect. There’s just as much to be said for marveling at the majesty of a long-necked E.T. dinosaur as there is for cowering at the uncomfortably jagged jaws of a flying dragon. Pacing often leans on the latter; you’ll sneak past sleeping nasties and avoid giant worms that burst out of the ground. There’s a horrifying brilliance to having to remain perfectly still under the gaze of a monster looking for food.

It embraces the squeamishness of VR to good effect. I often cowered in fear as things roared in my face or tried to peck at my eyes.

But the game rarely capitalizes on its best ideas. At one point a minefield of ground-swallowing plants block the path between you and your objective. You have to navigate the sands being careful not to trigger them. The game conveniently ignores the fact there are rocks to the sides and middle of the map that would let you safely clamber over. You can’t climb on them despite easily navigating such landscapes earlier.

One particularly inventive creature emits a light that attracts deadly insects. You only encounter it once whereas dragons feature throughout. The game features an entire ecosystem waiting to be discovered. Sadly you’ll only scratch the surface.

Newton is by far the game’s biggest hindrance, though. If you played the demo, you know that Newton likes to talk. Not only does he babble on, but you often have to stand still and listen to him. I was hoping this would only happen in the opening sequence but no; Newton doesn’t shut up. He talks and talks and talks. If there’s the slightest plot development, he’ll tell you. Not following your objective, Netwon’ll bring it up. If you so much as sneeze, boy, will he’ll let you know.

It doesn’t help that his voice over work is immensely irritating. If you think Portal 2’s Wheatley lays on the Britishness thick just wait until you hear Newton. He sounds like he’s trying to parody every line he delivers. Dialogue is also painstakingly drawn out. At one point a dragon stares you down and he shouts “Run!”You can’t actually move until it’s explained where you should run to and why you should run there. All the while the dragon stands there licking his lips.

Add in reused lines (in one sequence he literally repeats ‘stand still’ over and over without pause) and it gets to the point of farcical. He’ll even shout “Look behind you! Turn around!” in chase sequences, which is almost certain to get you killed. Worse yet, Newton’s gameplay segments often result in scanning massive areas for hidden power cores to charge a shockwave. You have to scour areas with a fine toothcomb. It’s head-bangingly dull and I was often tempted to throw in the towel.

Sadly things don’t pick up much when you push Newton aside. Eden Tomorrow feels assembled from pieces of different puzzles. It’s got a sweeping score of epic proportions that’s most often utilized when you’re plodding through the desert with nothing much going on. And there’s a whole lot of plodding; environments are massive but with very little to see. Some areas feel designed to pad the game out. It lasts an unwelcomely long 5 hours. As for the plot? You have to stop an A.I. construct known as Mother. Do you know how Newton comes to the conclusion she’s an A.I.? It’s because she’s called Mother. There’s no irony to it.

Ridley Scott wants his A.I. back.

Final Score: 4/10 – Forgettable

Despite its good intentions Eden Tomorrow rarely breaks free of its many issues. An intensely disagreeable sidekick, dull pacing and by-the-numbers plotting will put you on autopilot for 90% of the game. There are moments of magic here but, for the most part, Eden Tomorrow is simply a slog.

Eden Tomorrow is available now on PSVR for $19.99. Check out these official review guidelines to find out more about our process. 

Tagged with: , ,

The post Eden Tomorrow Review: Welcome To A Jurassic Slog appeared first on UploadVR.

Xing: The Land Beyond Hits PSVR Next Week With Exclusive Level

Xing The Land Beyond PSVR

The long-awaited PSVR port of Xing: The Land Beyond is nearly here.

Developer White Lotus Interactive announced today that the game will launch on Sony’s headset on February 12th. Xing is a first-person adventure game in which you explore a peaceful, idyllic island. The world around you is filled with puzzles to complete and story to unearth, though it’s also just a nice game to exist inside of.

The game arrives on PS4 with optional PSVR support. It can be played with either DualShock 4 or two Move controllers. There’s also an exclusive level of Sony fans named Agnirok. It features new puzzles and story elements.

For White Lotus, the PSVR version of Xing has been a long time coming. The game began development in 2012, raising $30,100 via a Kickstarter campaign in 2013. At the time, White Lotus speculated the game would be out later that year. The PC VR version of the game, however, didn’t arrive until last 2017. Nearly a year and a half on and we’re finally at the console release.

It’s no secret that the studio is pinning a lot of hopes upon this release, too. Just over a year ago now the team revealed Xing had sold poorly on PC. The team has spent the past year pouring its efforts into the console version.

“It is an understatement to say development on Xing has been an incredible journey for us, and knowing that our adventure is finally coming to a head fills us with emotion,” the team’s Koriel Kruer wrote in a PlayStation Blog post announcing the news. We’re not sure what’s next for the team following the game’s launch.

Tagged with: , ,

The post Xing: The Land Beyond Hits PSVR Next Week With Exclusive Level appeared first on UploadVR.

PSVR Adventure Eden Tomorrow Getting Free Demo This Month

Eden Tomorrow PSVR adventure puzzle game

Remember Soulpix’s Eden Tomorrow? No? Well, you’ll be able to play it soon all the same.

The developer’s official website confirms that a demo for the PSVR game is coming this month. There’s no final date or details of what the demo will entail, but we’re intrigued. Eden Tomorrow is a game that wowed me when I first saw it at Gamescom nearly four years ago now. Back in 2017, it was confirmed that the game would be coming to PSVR but we haven’t heard from it since. A trailer (seen below) did say it was coming in spring 2018 but obviously that didn’t happen. It looks like 2019 is finally the year we’ll get our hands on it, then.

Soulpix describes Eden Tomorrow as an adventure puzzle game in which players crash land on a strange alien planet. The world is inhabited by giant dinosaurs, some friendly, some less so. You’ll explore the landscape, solving brain teasers and marveling at your new friends. When we played it on an Oculus Rift DK2 we fell in love with the visuals and the experience of meeting some of these beasts up close. You could control three characters, including a human, drone and I think a dog (it may have been an alien dog, it was four years ago).

But we’ve got a lot of questions. How much of the game we played in 2015 is still intact? Why has it taken this long to come out? What controllers will we use – Move or DualShock 4? There’s a lot for us to learn, so we’ve reached out to Soulpix to find out more about the demo. We’ll let you know if we hear back.

Tagged with: , , , ,

The post PSVR Adventure Eden Tomorrow Getting Free Demo This Month appeared first on UploadVR.