The Best Meta Quest Games of 2021

Quest 2021 Game Montage

What a year it has been for the Oculus Quest 2, sorry, Meta Quest 2, with that name change being one of the more defining – and confusing – moments. Whatever you want to call it, the Quest 2 has had a stunning year when it comes to content, with some truly huge videogames making their way to the platform. So if you’ve just picked one up or were very good this year and got one as a present, then these are just some of the titles you should be adding to your library.

Resident Evil 4

Apart from being awesome, one critera for VRFocus’ favourite Quest videogames meant that all of them had to be natively available on the Oculus Store. So titles like Lone Echo II that require a PC connection won’t make this selection.

The Best Meta Quest Games of 2021

Resident Evil 4

Let’s start with probably the biggest exclusive that hit the standalone headset this year, Capcom’s Resident Evil 4. Rebuilt by Armature Studio specifically for the Quest 2, this version of Resident Evil 4 – and there’s been a couple – is the definitive version by a mile. Whether you already love the Resi franchise or are completely new to it, this puts you in the heart of the survival horror, with plenty of accessibility options to cater to all players.

Resident Evil 4 takes you to a remote region of Europe as Leon S. Kennedy who’s on a mission to rescue the U.S. President’s daughter from a dangerous cult called the Los Illuminados. All the action from the original is there, whether that’s dealing with rabid villagers, monstrous mutations or taxing boss fights. Plus all the puzzles and Quick Time Events (QTE’s), the latter is the only real annoyance.

There’s lots of new stuff too. You can physically grab and reload guns, dual wield to mix weapon combinations up, and interact with the environment, opening doors and pushing stuff out the way. Oh, and it’s now entirely in first-person, for that fully immersive experience.

Read VRFocus’ full Resident Evil 4 review here.

Song in the Smoke

For those that love survival adventures that offer hours of entertainment and a proper bang for your buck game look no further than 17-BIT’s Song in the Smoke. The first VR title from the Japan-based team, Song in the Smoke takes place in a mystical, primordial wilderness where you’re given only basic tools and an understanding of how things work before being let loose.

While there are mysterious, magical elements at play, the gameplay is heavily survival-based, so you’ll need to forage or hunt for food so you don’t starve, make weapons to defend yourself, make cloths so you don’t freeze, and most importantly of all, gather resources to build fires and make it through the night, because when darkness comes the jungle wakes up.

Song in the Smoke is made up of eight biomes, ranging from lush forests and ancient valleys to frozen peaks. Each more inhospitable than the last, it’s easy to get lost in the experience, you can be so engrossed in surviving that unlocking the narrative almost plays second best.

Read VRFocus’ full Song in the Smoke review here.

Song in the Smoke

Puzzling Places

Time for a far more chilled and relaxing VR experience. After a stint on Oculus’ App Lab, Puzzling Places arrived on the official store in September, offering a tranquil slice of 3D jigsaw gameplay.

With 16 puzzles to complete, you can up the difficulty from 25 pieces to 400 pieces for each puzzle. Whilst 400 may not sound a lot compared to traditional jigsaws, the three-dimensional element further helps to scale that difficulty. The charm of Puzzling Places also comes from the fact that each puzzle is a realistic, scanned location using photogrammetry with plenty of detail. And to aid immersion, they each have audio tracks make the setting even more lifelike.

So if you’re looking for a more modern take on a classic, then check out Puzzling Places.

Read VRFocus’ full Puzzling Places review here.

Demeo

Time for some multiplayer action with Resolution Games’ turn-based board game Demeo. This is a dungeon crawler where up to four players choose their characters and then battle monstrous foes, think D&D but in VR.

Taking on the roles of characters like the mystical sorcerer who can summon area-of-effect (AOE) spells or a knight with loads of armour, each has their own particular specialities to aid the quest. You can pick up your player piece to move the character around the dungeon whilst utilising ability cards to attack opponents.

Originally released in May 2021 with one dungeon, the studio has now expanded that to three, Roots of Evil arriving in December, taking players above ground for the first time. And don’t worry if your mates are busy, Demeo can be played solo to get some practice in before the next team meetup.

Read VRFocus’ full Demeo review here.

Demeo

After the Fall

Another big blockbuster title that made its way to Quest 2 in 2021 – but not the original Quest at the moment – After the Fall is a co-op shooter in a similar vein to videogames like Left 4 Dead.

From Vertigo Games, the same team behind Arizona Sunshine, After the Fall is set in a dystopian future where a climate disaster has taken place and Los Angeles is now a winter hellscape. Just to make things worse, a large chunk of the population has turned into horrific monsters called Snowbreed, and they’re less than friendly. The core gameplay revolves around going on Harvest Runs to collect valuable supplies to upgrade weapons and such. Up to four players can team up – AI bots fill in if there’s not enough – with the main hub enabling up to 32 players to socialise before each Harvest Run.

Out in the field, it’s a non-stop action fest as you cull hordes of Snowbreed before encountering at least one of four special mutations that can do some serious damage. Or if you want a different challenge, After the Fall has a competitive PvP mode where you can fight other players instead.

Another great title if you have a few buddies into VR.

A Township Tale

Looking for an entirely different multiplayer experience from those previously mentioned? Well, take a look at A Township Tale by Alta. Taking the idea of building a fully-functioning village where everyone can specialise in a particular task, A Township Tale makes co-op gameplay an essential component to truly unlock its potential.

Up to eight friends can team up on one virtual server to build their town and head out on quests. Choose to become a blacksmith, woodcutter, miner, archer or warrior, each essential to the running of the town and to the success of quests. While you can mix and match, professions like the blacksmith require a lot of work, becoming easier if some players collect resources whilst others build tools or other items.

Then you can explore, heading into the forests or mines to collect new, rare resources to craft enhanced weapons to deal with the various monsters you’ll encounter on route. Or you can try and tackle A Township Tale solo, which is when you’ll realise how much there is to the experience. One to lose hours and hours in.

Read VRFocus’ full A Township Tale hands-on here.

A Township Tale

I Expect You To Die 2: The Spy And The Liar

Schell Games’ original puzzler I Expect You to Die has become a VR classic and its 2021 sequel is no different. Continuing the narrative where you step into the shoes of a secret agent trying to save the world from an evil villain, you don’t need to have played the first to enjoy what’s on offer here.

I Expect You To Die 2: The Spy And The Liar is all about foiling the evil plans of Dr. Zor and his Zoraxis empire across six deadly six missions. The title is very literal in its description that death is expected and expected frequently, as any wrong move can result in an instant, elaborate death. Poison gas, explosives, giant swinging axes, a suspicious sandwich or simply just getting shot, death is around every corner, sometimes you can take your time but there are moments where quick reflexes are essential.

Whilst each mission has a plethora of primary and secondary objectives, what makes I Expect You To Die 2 an essential VR experience is the fact that any player should find it accessible. There’s no locomotion whatsoever, so you can play it seated or standing (best seated) with everything within arms reach, ideal for those new to VR but with enough difficulty for veteran gamers.

Read VRFocus’ full I Expect You To Die 2 review here.

Cosmodread

Resident Evil 4 might be on this list but if you want to really feel chills down your spine then Cosmodread is the place to be. From the indie studio behind Dreadhalls, Cosmodread is a sci-fi horror that evokes atmospheric movies such as Aliens or Event Horizon.

You’re stuck on a dying spaceship completely alone, which you have to explore to find and fix critical systems in a bid to get home to Earth. The only problem, an alien entity is aboard the ship transforming the crew into monsters. Armed with one weapon initially, scouring the ship for resources will unlock new items, oxygen to keep you alive and crafting resources.

However, Cosmodread is a roguelite VR experience just like In Death: Unchained or Until You Fall, where death means returning back to the start. You might be a little wiser but the levels are procedurally generated, so the environment, item locations and enemy spawn points alter for each run. If you love a good scare then give Cosmodread a try if you dare.

Read VRFocus’ full Cosmodread review here.

The Climb 2

The Climb 2

Want a gorgeous looking VR videogame for your new Quest 2 as well as a physical workout? That’s where Crytek’s The Climb 2 comes in. Expanding upon the 2016 original with new locations and features, The Climb 2 for those who love extreme sports but maybe not the death-defying climbing so much.

With locations taking you atop beautiful snowy vistas, up towering skyscrapers, and sun-soaked mountain ranges, The Climb 2 challenges you to find small cracks and ledges to grab hold of and work your way up. You’ll need to chalk your hands to maintain grip and as the levels progress you’ll be offered multiple routes to the top, so you can choose your own route each time.

To make the climbing experience even more realistic, new features include dynamic objects like ropes, containers, ladders, and climbing equipment that react to your weight. There are also customisation options with 32 gloves, 25 watches, and 36 wristbands to unlock along the way. A visually sumptuous VR experience that’ll give your arms a nice workout.

Read VRFocus’ full The Climb 2 review here.

Ragnarock

You can’t own a VR headset without owning at least one rhythm action title. One of the best to arrive in 2021 for the Meta Quest was Ragnarock. With a Viking theme, Ragnarock puts you at the helm of a Viking longboat, hammering away at a set of four drums to inspire your crew to row. The faster they row the more likely you are to achieve a gold medal.

Another VR project that arrived by way of Oculus App Lab, Ragnarock’s gameplay is delightfully simple, hit the drums in time with the music to unlock speed boosts and speed those rowers up. Developer WanadevStudio went for a far more rock-themed rhythm action game in comparison to others, with songs from Alestorm, Gloryhammer, Saltatio Mortis, Wind Rose and more.

Offering both solo and multiplayer modes, solo you can race against your ghost once you’ve completed a song. Multiplayer pits you in a race against five other players to the finish line across various difficulty levels.

Its mix of Celtic rock and metal tracks alongside that drumming action makes Ragnarock a compelling VR experience that’s hard to put down.

Read VRFocus’ full Ragnarock review here.

2021 in Review: Games, Experiences and Technology

2021 was a stand out year for XR. Both virtual reality (VR) and augmented reality (AR) saw some technological leaps, some great videogames and a glimpse of the future. Both technologies are shaking up several industries while laying the foundations for the metaverse. To celebrate the year, we’ve chosen some of our highlights as we look forward to what 2022 might bring.

After the Fall

Probably the biggest VR launch of 2021, After the Fall brings zombie-slaying back and makes it more fun than ever. With co-op modes, cross-platform play and constant action, it’s a title that feels perfectly at home in VR. The game is gorgeous – aside from the grisly zombies – and playing on high-end hardware ensures a smooth experience. The intuitive controls allow for a great experience, and while there are some minor flaws, After the Fall is set to be one of the biggest and best VR games in recent years.

After the Fall

Resident Evil 4

The best Resident Evil game finally has a VR option! Armature brought everything that made the game such a standout success and revolutionised it with plenty of accessible VR additions. We loved the new interactive features; cocking and reloading the weapons, the malleable storage system, pulling grenade pins, all of these bring the action to life like never before. While it’s not the prettiest game, thanks to the browns and beiges of the original game, it’s still a great spectacle to behold.

Ragnarock

VR often brings out the best in rhythm games, mostly due to the accelerometers embedded in the controllers. It gives a sense of interactivity that button presses can’t achieve. In Ragnarock, thumping away on the drums feels invigorating and refreshing. It helps that this Viking environment is backed by a soundtrack of rock and metal. Energising your boat of rowers, you bash out rhythms and melodies on small drums in the hopes of scoring well. Even when you don’t, it doesn’t feel like a chore replaying songs, because who doesn’t love bashing drums and creating a foot-tapping moment of bliss?

Ragnarock

Pikmin Bloom

Niantic Labs’ games always want us to go outside. They’re urging us to put down the mouse or controller and interact with life outside our four walls. Pikmin Bloom is its latest attempt to get us exercising and interacting with the natural world. It’s more about walking than Pokemon Go, as there’s very little need to stand around. Players must find seeds that hatch into cute Pikmin then nurture the relationship by walking, with the app counting steps. It’s a very sedate experience, it’s one that teams up with the nature around us offering a peaceful escape from our world.

The Climb 2

If there’s a better looking videogame in VR, we haven’t seen it. And we’ve played a lot of games! The Climb 2 is a stunning view, whether climbing snow-capped mountains or high rise skyscrapers. Stopping every few minutes to appreciate the scenery is a joy, and that’s no surprise given the game is running on the Crytek CryEngine. Perhaps better than the view is the feeling of adrenaline when climbing, leaping and saving yourself from a deathly fall. The game gives a light workout to your arms, but it’s entirely welcome. The dynamic objects which could spell disaster at any second keep your heart in your mouth and your fingertips gripping on for dear life. The Climb 2 sounds sedate on paper, but in (virtual) reality it’s a nerve-shredding experience!

The Climb 2

VR/AR Concerts

Sadly, in 2021 the global COVID-19 pandemic is still a thing. This means that artists, musicians and film studios are looking for new ways to interact with fans. VR and AR experiences are a booming business and a guaranteed path to extra revenue in a world where concerts are being cancelled or moved from date to date. Through VR apps like Oculus Venues and MelodyVR, you can still attend the gigs of your favourite stars. Megastars Billie Eilish, Lewis Capaldi and Khalid are leading the way, and the adoption of low-cost headsets will make these experiences even more common in a post-pandemic world.

Wizards Unite is Closing

Sometimes you can have too many eggs in a basket. Niantic Labs has seen massive success with their headline game Pokemon Go and their latest release, Pikmin Bloom. This has perhaps overshadowed Harry Potter Wizards Unite; it certainly didn’t help that players didn’t shift from pocket monsters to waving magic wands. Wizards Unite just wasn’t sustaining itself, making $39.4 million in lifetime revenue compared to the $1.1 billion from Pokemon Go in 2021 alone. Sometimes a smash hit brand just isn’t enough.

Harry Potter: Wizards Unite teaser

Haptic Feedback

As VR technology evolves, so too does the need and want for more haptic feedback. We’re beyond rumbling controllers and racing seats that thud and jerk along with a game. Companies like HaptX, Meta and Tesla are all investing heavily into technology that will encompass our entire bodies; gloves that mimic the pressure and weight of physical objects when in a digital world; bodysuits which can react to impacts or environmental changes in a metaverse space. Each of these companies showcased their tech in 2021 to the astonishment of pretty much everyone, for better or for worse.

Facebook rebrand

If you somehow missed Facebook rebranding to Meta, you must have been living under a rock! Mark Zuckerberg shook up the tech world by announcing his company Facebook would now be known as Meta. Why? Because he envisions the future of the internet as the metaverse, a term first coined in the novel Snow Crash by Neal Stephenson. This future, according to Zuckerberg, will be an extension of our physical selves into the digital landscape of web 3.0, through VR and AR technology. Meta wants to help usher in this technological revolution using its power, influence and money to research and launch new hardware and software which will take us into the next evolution of the internet. 

Meta - Zuckerberg

Metaverse

The metaverse is here! Well, kind of. The latter half of 2021 has been awash with talk around a metaverse. What was once a concept that few people acknowledged has now become a buzzword that even your grandmother knows (Thanks Facebook… oh, Meta). Whatever your thoughts on the metaverse, it’s coming up fast. In fact, to some, it’s already here. If you’re playing Fortnite or Roblox then you’re already on the first rung of the ladder, and projects such as Somnium Space, Decentraland and The Sandbox are waiting for you to jump in. This ownership driven, decentralised digital space is an important change to the way we use the internet. Are you ready?

Unreal Engine 5

2021 finally saw the release of Epic Games’ Unreal Engine 5, bringing a dearth of powerful development tools to the industry. With so many developers utilising Unreal Engine to create their projects, this new iteration gives us a glimpse of what’s to come over the next decade. Launching with an interactive ‘“experience” collaborating with The Matrix Awakens, players and creators have seen the potential and it’s revolutionary. The level of detail and fidelity UE5 will bring is likely to change the landscape of games, from battle royales to VR puzzlers.

Unreal Engine 5

Sony’s 8K headset

As reported by our very own Peter Graham, Sony unveiled a prototype VR headset with not only 8K visuals (4K per eye) but also ultra-low latency. This bodes well for the company’s future, given they are soon releasing an upgraded VR headset for the PlayStation brand. Will we see this fidelity over there? It’s unlikely, but the new technology could make waves in industrial and medical avenues. This jump in technology bodes well for the future of Virtual Reality.

Niantic Lightship

If you’re an AR developer, then 2021 was a good year. Niantic Labs, the company behind pretty much every hugely successful AR mobile game, released their ARDK tools for developers to use. What does this mean? Well, it means that the software they use for their titles, including mesh mapping and semantic wrapping, two features that track and map the world seen through a smartphone camera, as well as their multiplayer API, can be utilised by any development team. This sharing of technologies can only benefit the AR community as a whole and further achieve great things in the world of AR.

Niantic Lightship

AR/VR in medicine

Many see Augmented and Virtual Reality as something built for games and experiences. Contrary to that view, both AR and VR are breaking down barriers in the world of medicine. Therapists are using VR to virtually visit their clients or help PTSD sufferers acclimate to the world. AR helped frontline workers learn how to care for those ill with COVID, using phone apps to triage patients when needed. Back in the virtual world, surgeons are completing spinal surgeries and trainee medical students are learning how to intubate patients using the technology rather than plastic dummies.

Digital Influencers

In 2021, the world of influencers got a bit more digital and a bit more creative. Since the advent of social media, influencers have become ubiquitous with the software – a selection of people touting products for corporations. However, with graphical software innovations, virtual and augmented reality, plus motion capture, we can now find digital avatars living the influencer life. Though right now, they aren’t trying to sell us anything, except maybe their art. CB from Casas Bahias, CodeMiko and Blu are amazing CGI avatars living digital lives, creating comedy, drama or interactive experiences. 

‘After the Fall’ Earned $1.4M in 24 Hours, Beating First Month of ‘Arizona Sunshine’ Sales

After the Fall (2021), the recently released co-op zombie shooter, has done pretty well for itself. Developers Vertigo Games announced it not only surpassed the $1 million mark within the first 24 hours of going live on all major VR platforms earlier this month, but it’s also put early VR game revenues to shame in the process.

The studio says in a press statement that After the Fall managed to earn $1.4 million within first 24 hours of release when the game launched on PSVR, Steam and the Quest Store for Quest 2 on December 9th.

For comparison, the studio says After the Fall did more in 24 hours than its early co-op zombie shooter Arizona Sunshine (2016) when it launched on the first generation of VR headsets back in late 2016.

As one of the higher profile VR games of its day, those numbers are probably indicative of the sort of performance many top-selling VR titles experienced back then. Job Simulator, arguably the most popular game of the era, made headlines in January 2017 when it broke $3 million in revenue after its initial launch on Steam nine months prior, subsequently arriving in late 2016 on PSVR and Oculus Rift with the entrance of Touch controllers.

Development on After the Fall hasn’t gone without its challenges. The game experienced multiple delays after it was first announced in 2019, something many VR titles suffered as a result of lockdowns associated with the COVID-19 pandemic.

As for post-launch woes, the studio has since issued major updates to fix things like locomotion and weapon handling issues that rendered the PSVR version of the game such a sub-par experience that Vertigo Games publicly urged early access players on that platform to not play the game at all until it had been patched.

Still, we describe as “VR’s best stab at Left 4 Dead—including seamless cross-play across SteamVR, PSVR, and Meta Quest 2—which has put it among the top games we’ve reviewed this year. We gave it a solid [8/10] for its more-than-competent execution of the four-player co-op shooter genre, and for bringing a solid opportunity to team up to take on massive hordes of stumbling blood-soaked zombies.

The post ‘After the Fall’ Earned $1.4M in 24 Hours, Beating First Month of ‘Arizona Sunshine’ Sales appeared first on Road to VR.

After the Fall Achieves $1.4m Revenue in First 24hrs

After the Fall

Vertigo Games launched its long-awaited follow up to Arizona Sunshine, the snow-filled After the Fall across most virtual reality (VR) platforms last week and it’s been a welcomed success. Today, the studio has revealed that the co-op shooter managed to surpass $1 million USD in revenue in just 24 hours.

After the Fall

After the Fall managed to hit $1.4 million on its first day, via Meta Quest, PlayStation VR and SteamVR platforms. Vertigo Games says that’s more than Arizona Sunshine managed to achieve in its first month on sale in December 2016. Although that’s hardly surprising considering the popularity of VR in comparison to five years ago when you only had Oculus Rift, HTC Vive and the newly released PlayStation VR to choose from.

The developer hasn’t broken down the revenue figures per platform, however, so it’s unclear which has been the most successful and whether there was a clear trend among consumers.

The revenue landmark continues Vertigo Games’ success during 2021 that’s seen it acquire SpringboardVR, a management platform for location-based entertainment (LBE) centres, and Force Field (now Vertigo Studios Amsterdam). The company has also helped publish Anotherway’s hand tracked Meta Quest title Unplugged, InnerspaceVR’s Maskmaker, and Little Chicken’s Traffic Jams. As for the future, Vertigo Games has already teased that five VR titles are currently in production, hopefully, more details on those titles will arrive in the new year.

After the Fall

If you’ve not yet jumped on the After the Fall hype, this new shooter is all about teaming up with a few mates and diving into the frozen hellscape of an alternative era Los Angeles, where climate change has ravaged the city and a designer drug mutated the populace into monstrous creatures called Snowbreed. Up to four players across supported platforms can go on Harvest runs to collect valuable resources to upgrade their weapons. Featuring 32-player hubs to socialise in, if teams of four can’t be built AI bots will fill in the blank space. Plus, there’s a 4v4 competitive multiplayer.

VRFocus will continue its coverage of Vertigo Games and After the Fall, reporting back with the latest updates.

After The Fall Made More Money In A Day Than Arizona Sunshine Did In A Month

Last week’s launch of After The Fall appears to have gone down well for developer Vertigo Games.

The co-op zombie shooter made more money in 24 hours than the team’s VR launch title, Arizona Sunshine, did in an entire month. Vertigo revealed the stat in a press release today, specifying that After The Fall surpassed $1.4 million in revenue in that timeframe, which Arizona achieved a whole month after launching on PC VR headsets in December 2016.

After The Fall Sales Stats Revealed

Granted After The Fall launched on far more headsets, arriving on Quest 2 and PSVR on the same day, but it’s still a good indication of just how much the industry has grown in the past five years.

Vertigo — which was acquired by Koch Media in 2020 — didn’t specify how sales were split over headsets, but it’s very likely the Quest 2 version of the game is most popular. It’s got over 700 user reviews on the Quest store, whereas the SteamVR version has over 600. The Rift store, meanwhile, has just 44 user reviews. The PlayStation Store no longer shows user review scores, however.

We thought After The Fall offered a fun co-op experience when it launched last week, but noted that a lack of content held the current iteration back. “After The Fall is painfully close to being VR’s staple co-op shooter, but Vertigo will need to prove out the next few months with a solid roadmap if it’s to reach that bar,” we said, giving the game a ‘Good’ label.

The game’s first season of content is expected to be rolling out soon, too, and will bring with it new maps and more.

After The Fall Graphics Comparison: Quest 2 And PC VR

We’re back with another side-by-side graphics comparison. This time it’s for After The Fall on Quest 2 and PC.

There can be no doubt that After The Fall is one of the more ambitious ports to Quest 2. Not just because its immediate gameplay can be a huge strain with high enemy counts, but because that impressive cross-play functionality across Quest 2, PC VR and PSVR practically demands that each version of the game keeps pace with the others. We’re often impressed that developers can squeeze their games onto standalone VR at all but this really does feel like a special case.

After The Fall Graphics Comparison: Quest 2 And PC VR

And that’s obvious when you notice just how many enemies pour into the standalone version of the game. It’s not uncommon to see around 10 or so zombies if not more sprinting around, which isn’t something we’ve seen anywhere else on Quest 2. Not only that, but there’s an extensive dismemberment system at work that sees you poke holes in zombie torsos and shoot off legs. I was really surprised to see this element intact on Quest 2.

That, of course, comes with some heavy cutbacks. Environments, weapon models and player avatars still look good, but enemy character models are ugly (not just the zombie kind of ugly but also ugly ugly). You’ll also be missing a weapon flashlight and various weather effects. You’ll also notice some collision detection with your hands when dual-wielding in the PC version, but that’s not present on Quest.

That said, there are a few aspects the PC VR version of the game could actually learn from the Quest 2 version. Bodies almost immediately disappear on Quest, while the PC keeps a good number lying around on the floor. Sure, this is more realistic, but even running on a 3070 Ti card with medium graphics settings, the game would chug in areas with piles of bodies. Removing the sheer number of bodies seems like it’d be worth the concession.

There’s no doubt that PC VR is the best place to play After The Fall, but it’s encouraging to see Vertigo deliver on a port that doesn’t sacrifice any element of the core gameplay experience. Now the question is if the studio can deliver the same effect on the Quest 1 version of the game, due in 2022.

After The Fall Review Discussion And Ultrawings 2 on Quest 2 – VR Gamescast

Is After The Fall this holiday’s VR blockbuster? And is Ultrawings 2 the first game to look out for in 2022? Find out in the VR Gamescast, live today at 9am PT/12pm ET/5pm UK!

With the Upload VR Showcase now out of the way (hey, you should watch that!) we’re back to our regularly scheduled programming. This week we’re talking about today’s release of After The Fall on Quest 2, PSVR and PC VR. The Left 4 Dead-like shooter has been a long-time coming, but was the wait worth it? Jamie and Zeena break it down after extensive time with the game.

We’ll also touch on another preview from this week, this time for Bit Planet’s Ultrawings 2. We’ve been hands-on with the Quest 2 build of the game and have a lot to say about its controls, content and the flight sim genre overall.

Finally, tying neatly into that topic, we’re going to talk about underserved genres in VR. Which games do we simply not have enough of? Are there any genres out there without bespoke VR versions that you want to see? Don’t forget you can tune in to the show live to have your say.

The VR Gamescast comes at you live every Thursday at 9am PT/12pm ET/5pm UK, discussing all the latest in VR gaming and entertainment. You can be a part of the conversation over on YouTube or, if you’re so inclined, join us later via the audio platform of your choice.

Enjoy the show? Let us know in the comments below!

‘After the Fall’ Review – VR’s Best Stab at ‘Left 4 Dead’

After the Fall is a four-player co-op shooter that, like Valve’s Left 4 Dead series, pits you against hordes of zombies across a handful of linear levels, all of which are characteristically dotted with safehouses. After the Fall modifies this familiar feel somewhat by introducing in-game currency, called ‘harvest’, which aims to keep players engaged as they make permanent upgrades to weapons. The system around this feels a bit grindy and less immersive than it could be, but it might be just the thing to make sure After the Fall doesn’t go the way of many similarly well-intentioned VR multiplayer games.

After the Fall Details:

Available On: Steam, Meta Quest 2, Rift (cross-buy), PSVR
Release Date: December 9th, 2021
Price: $40
Developer: Vertigo Games
Reviewed On: Quest 2 (native), Quest 2 (Link via Steam)

Note: This review covers my experience with the PC VR and native Meta Quest 2 versions of the game. Vertigo Games has issued an advisory to PSVR players, saying the game still needs a patch to make it playable.

Gameplay

After the Fall is in many ways basically Left 4 Dead in VR, Valve’s hit four-person co-op shooter that has you taking on massive hordes of baddies along windy pathways through a number of set levels. You may be happy to stop reading right here and jump in since it’s essentially a 1:1 experience in terms of basic gameplay value, save After the Fall’s weapon crafting mechanic that requires you to grind through to get anything better than basic versions of the low-level starter guns.

That said, taking a bunch of tropes from a successful flatscreen game and tossing it into VR doesn’t always work out since the need for sensory immersion carries with it greater expectations of how the world should act and react to the player. Despite a few gripes, developers Vertigo Games have done a great job of serving up that particular flavor of mindless zombie-killing action and a social VR experience that requires a co-op mentality to progress.

To be clear, zombies are impressively frangible and very bloody. Those well-worn enemy classes lifted from Left 4 Dead feel a little too samey and conventional to be truly threatening on their own, although to its credit it does offer more variability than most zombie games. And just like Left 4 Dead, the fun is mostly in being overwhelmed by the tripping and climbing crowds of the easily dispatched undead, and After the Fall does this exceptionally well.

Zombies stream in from fissures in the walls and from every nook and cranny imaginable, which on first pass of each level really keeps you on your toes. Enemy animations on both the PC and Quest 2 version are absolutely on point here. On PC, you’ll enjoy ragdoll physics, plenty of splatter, and better visuals by a mile. The Quest 2 version dumbs this down a fair bit to prioritize gameplay over visuals, but it’s still one of the better-looking titles on the Store. It’s a bit chunky-looking on Quest 2, replete with simplified textures, but the overall package is there.

There are some diminishing returns when playing levels again though, since you naturally start to make a mental map of where baddies pop out, but the game offers up a few other things to bait you into diving back in to levels you already played, and to push forward through the few, but varied levels.

While that basic level of fun is definitely there at launch, which will easily keep you playing for hours on end as each mission takes about 20-30 minutes to complete, I’m hoping to see a lot more variability in the future. The singular level boss is a surprise when you first encounter it, requiring the party to destroy ice armor and hit specific points to bring him down, but that got old pretty quick. In my half-dozen hours of playing, it felt like more random bosses are definitely needed to keep things fresh if the game expects me to come back for more.

Image courtesy Vertigo Games

Although functional enemy variations are on the lower side, the game fills the gaps by offering up a few things like variable difficulty, ranging from ‘Survivor’ to ‘Nightmare’ mode, the latter of which gives you the most harvest points but also strips you of your hard-earned loadout if you die during a run. I found myself fitting comfortably in my self-assigned ‘Veteran’ mode, although with greater weapons and a good team, you’ll probably find yourself reaching to replay those same levels again at harder difficulties to maximize your harvest accumulation.

Bonuses for not being killed during a run, completing levels quickly, and shooting accurately are all there to make sure you’re doing your best so you can translate those harvest points into things like guns, gun parts, bombs, and healing syringes. Rare and helpful extras scattered throughout levels like floppy disks and guns that you can recycle for harvest also make full exploration a must.

Image courtesy Vertigo Games

And why hoover up all those harvest points that litter the ground after each kill? To tempt you into returning and making your experience a little easier every time you play as you grind for weapons and parts, of course. You have a standard 9mm pistol at the beginning which is an absolute pain to upgrade when there are some many more effective weapons dangled in front of you by other players. Back at the lobby you can also upgrade weapons from blueprints you’ve unlocked along the way, which is also conveniently near a private shooting range and gun rack so you can mix and match loadouts.

In the end, the clearest overall benefit to After the Fall is its social interactions. It does cross-platform play particularly well, as it lets you build an in-game friends list, which is basically a god send when each platform has its own ecosystem.

Image courtesy Vertigo Games

Like all co-op games, building a good team of like-minded players can mean the difference between having fun for hours at a time, or quitting because of griefers or people who just don’t want to cooperate. The ability to enjoy the game with a group of three others—all with their own unique gear and knowledge about the levels—is a definite plus that makes ganking the same zombies over and over much more fun.

Immersion

Arcade-style titles by virtue include a lot of narrative shorthand and mechanics to make things work easier, but not necessarily better in terms of immersion. We all know why a door magically unlocks when you shoot the last zombie in a level: because it’s a game that has a set number of baddies and no real lore to account for this apparent act of undead wizardry. That’s not damning, it’s just the reality of an arcade title like After the Fall.

Yet I get the feeling it could be more. For example, the 24-player lobby looks like a place you’d want to hang out in. There’s a ton of couches and even an easter egg arcade cabinet that is simple, but a fun touch.

For being a social game though, After the Fall’s lobby is actually a pretty desolate place despite its comparative visual appeal. While in the lobby, all users are muted by default, and avatars are assigned randomly so you can’t tell anyone from afar by sight. Although large and offering plenty of interesting interiors, it feels like it should be more alive, like Echo VR’s lobby which provides more than a few reasons to hang around between matches for informal chats. That inevitably means less screaming children, but also a more sanitized social area that you probably wouldn’t think twice about hanging around when not actively playing a match.

One of the things we pointed out in our early preview back in 2019 was the immersion-breaking reload scheme, which was a single button that activated a character reload animation. Thankfully the studio has scrapped that entirely for two types of reloading styles which not only are more immersive, but better feed into its in-game harvest currency.

Image courtesy Vertigo Games

You can choose between a more arcade-style reloading scheme, where you empty a magazine with a button press and then jam it to your chest to automatically load a new magazine and rack the slide to chamber a bullet, or opt for manual reloading, which not only increases the realism (and therefore complexity) of reloading, but also nabs you 1.5× more harvest points at the end of your run. I like the choice here, although I’m pretty certain I’ll never get a hang of manual reload since magazine sizes relative to the number of enemies makes it an extreme pain to do.

Guns are modeled after real-world weapons, with iron sights and all, so shooting is a very familiar experience. Bullets are also very well telegraphed so you can see them hit their targets so you can adjust aim on the fly without having to properly aim down a sight. Still, object interaction is very basic, as the game puts much more emphasis on abstracting things away with button presses and grabbing ammo dumps by either shooting or hovering your hand over and clicking.

A sore spot in the game is a lack of melee. I have a feeling this is a cross-platform issue that the developers decided to sidestep entirely because enemies are very dependent on set animations which sometimes telegraph hits even when you’re clearly out of reach.

Comfort

After the Fall includes what we’d consider the standard variety of locomotion and comfort options to make sure everyone can play without issue.

Although not an uncomfortable experience, some parts of the game activate a sort of auto-jumping when you reach a ledge, which is jarring since there’s no clear indication of when it will happen. There are also some very brief zip-line sequences, however those can be mitigated in the settings if they’re at all beyond your comfort zone. Check out the full list of comfort settings and options below.

‘After the Fall’ Comfort Settings – December 8th, 2021

Turning

Artificial turning ✔
Smooth-turn ✔
Adjustable speed ✔
Snap-turn ✔
Adjustable increments ✔

Movement

Artificial movement ✔
Smooth-move ✔
Adjustable speed ✔
Teleport-move ✔
Blinders ✔
Adjustable strength ✔
Head-based ✔
Controller-based ✔
Swappable movement hand ✖

Posture

Standing mode ✔
Seated mode ✔
Artificial crouch ✖
Real crouch ✔

Accessibility

Subtitles ✔
Languages
English, French, Italian, German, Spanish, Japanese, Korean, Russian, Simplified Chinese
Alternate audio ✖
Languages English
Adjustable difficulty ✔
Two hands required ✔
Real crouch required ✖
Hearing required ✖
Adjustable player height ✔

The post ‘After the Fall’ Review – VR’s Best Stab at ‘Left 4 Dead’ appeared first on Road to VR.

Vertigo Explains Why After The Fall Cut Melee Combat, Teases Possible Return

This week’s release of After The Fall on PC VR, PSVR and Quest 2 has been a long-time coming; the game was originally announced all the way back in 2019.

But, perhaps unsurprisingly, there are some key differences between the game’s 2019 build and what’s launching this week.

Most notably, the melee combat that we got our hands on back in 2019 is nowhere to be seen. In the original demo, you could wield a baseball bat among other itmes. Now, combat is entirely based around firearms. There are also some other smaller changes like the removal of crafting benches in the middle of levels. Instead, you now craft back in the game’s hub environment. You can see the melee combat in action in this 2019 trailer for the game, which also features sections of levels that also don’t appear to be in the final game.

We reached out to Vertigo Games to ask why these changes were made. Community Manager TamTu Bui explained that it had a lot to do with the pacing of the combat.

“The melee didn’t make it in because what we had just didn’t mesh well with the combat flow of the gunplay, and also stopped making sense compared to the aggressive behavior of the snowbreed horde,” Bui wrote over email. “With more breathing room now that the game has launched, we’ll have people diving back into that to see if we can get melee back in, in a way we feel is right.”

Bui also teased that there will be more ways to control crowds in close-quarters coming at launch, but details would be shared later down the line.

As for crafting? “During testing and iteration, the mid-level crafting took up too much time during a run,” the developer noted. “Solo, sure a player could fiddle as long as they want, but we wanted to avoid players holding up others that wanted to progress further, so we moved that to be a non-mission activity in the social hub.”

There are other features that seem to have been cut, too. I tried a different boss encounter to anything that’s in the game back in 2019 and there look to be some enemy types that haven’t made it into the final product, either. But, given the two and a half years between reveal and launch (not to mention that the game was largely MIA during 2020), it’s not too surprising to see some of these differences. We’ve been reviewing After The Fall over the course of this week and you check out our review-in-progress right here.

Vertigo Urges After The Fall PSVR Users Not To Play Early Access After Troubled Launch

Just a few hours into After The Fall’s early access launch in some parts of the world, developer Vertigo Games is urging PSVR users not to continue playing following a troubled launch.

Those that pre-ordered the new zombie shooter got 48 hours early access, letting them start playing on December 7 instead of December 9. That means parts of the world like Australia have had access for a few hours at the time of writing. On PSVR, players have been reporting poor performance and troubled control layouts, even when using PSVR’s Aim controller.

In a note issued on Twitter, Vertigo warned that the current build for PSVR was a “depreciated” build for the game that doesn’t include key features like cross-play with the Quest 2 and PC VR versions. “We urge you to wait for our new patch before continuing your early access to avoid issues,” the post reads, later adding: “We acknowledge that this is not what you signed up for and we will keep you updated on this matter.”

We published a review-in-progress for After The Fall earlier today based on the Quest 2 and PC VR builds of the game, and we haven’t yet been supplied with PSVR code. For what it’s worth, so far we think those versions of the game offer a fun, accessible co-op experience, but we’re yet to see if the game really offers enough content to keep players busy.

What do you make of After The Fall’s launch on PSVR? Let us know in the comments below.