Earlier this year Supermassive Games launched a cooperative military shooter named Bravo Team on PSVR. Given that this is the team that brought us Until Dawn and its VR spin-off, Rush of Blood, we expected big things. Sadly, the game was a bit of a disappointment, with a wealth of issues holding it back. Today, though, a new patch has fixed some of those problems.
Some of our biggest complaints about Bravo Team were to do with the game’s scaling and positioning issues. For the former, the player’s hands and weapons appeared absolutely massive in-game, which made aiming with the otherwise-excellent PlayStation Aim controller feel clumsy. Well, thankfully, that’s now fixed and the weapons and hands appear at a normal size. As you can see in the video below, it makes for a huge improvement and adds in a lot more immersion.
We also found ourselves getting confused by the camera shifting when moving from cover-to-cover in the original game. That’s now been fixed, too, and there are plenty more points to actually take cover from, giving players much more freedom. Better yet, you can now do 90 degree turns to take out any pesky baddies you might have run past. The accuracy of aiming reticules has also been improved so you don’t waste ages trying to hit one enemy.
Finally, there are improvements for enemy AI, including giving them more cover points. Overall it makes for a much better experience. Full patch notes are below.
All that said, the patch can’t fix Bravo Team’s core issue, which is that it’s simply a rather straightforward and uninspired military shooter. It’s no longer the train wreck of a shooter many people thought it was upon release, though. If that’s good enough for you, then it might be worth grabbing Bravo Team in a sale.
Movement & Cover System
Improved existing cover points to be more easily accessible
Added additional cover points throughout levels
Improved camera position when transitioning between cover points
Improved look to move feature
Weapons
Added more weapon pickup boxes throughout the levels
added more weapon variety and behaviors
Rebalanced bullet spread on various weapons
Improved accuracy and reticules when aiming down sights
Revised Sniper Scope
Enemy AI
Added more cover points for enemies to move to
Improved enemy spawn locations
Improved enemy behavior
Rebalanced enemy health across all levels
Miscellaneous
Added ability to turn 90 degrees to the PSVR Aim controller
Improved the scale of the weapons and the player character’s arms
Ahead of its launch last month, PSVR exclusive Bravo Team looked like a promising VR FPS, bringing PS Aim support and a fully cooperative campaign to the table. But critic and player reactions turned out to be overwhelmingly negative. Speaking with Eurogamer, anonymous sources from the studio behind the game explained how the ambitious title turned into a flop.
Speaking “under condition of anonymity to protect their jobs,” staff from Bravo Team developer Supermassive Games claimed their team was understaffed for the scope that studio leadership wanted to achieve. Eurogamer’s Tom Phillips reports:
“We had fewer resources than promised,” one person told me. “It felt like we would fail, and mock reviews in September confirmed this independently. But the delay from November to March didn’t help because the sole focus was frame rate and most of the team were moved off. This ‘optimisation’ work made the game worse than when we had the mock reviews – we stripped visual effects, reduced enemy numbers, lost behaviour and inserted loading screens.” “The team was begging for change,” another person told me, “more resource or reduced scope, and no action was taken. And then it was, and everything needed to be torn to shreds.”
In Phillips’ Eurogamer report, a statement from Supermassive Games CEO Pete Samuels addressed reactions to Bravo Team and promised that a patch is in the works:
We were disappointed by the reception to Bravo Team at launch. Since then we have been reviewing all the feedback and have been working on a patch to address a number of the issues raised. We plan to release this in the near future. Our number one priority is to satisfy fans and create compelling gaming experiences. We were thrilled by the response to Until Dawn and Until Dawn: Rush of Blood, and this compelled us as a studio to move forward with a number of projects exploring different concepts, skills and techniques. We have learned a lot from these experiences, and will be putting all of these learnings into practice as we refocus the team and move on to new projects. As a studio we appreciate all the feedback we receive from fans – both good and bad – and we’re all hugely excited about the future.
So far we have no details on when the patch will come or what it might include, but it’s doubtful that anything short of a complete revamp could do much to change the game’s fundamental flaws.
Earlier this month Supermassive Games, a UK-based studio behind the popular PS4 exclusive, Until Dawn, released its third VR project named Bravo Team. Given the success of Until Dawn and its VR spin-off, Rush of Blood, it was fair to say big things were expected of the PlayStation VR (PSVR) exclusive shooter. Sadly, it wasn’t to be.
Bravo Team turned out to be a pretty dismal game, even more so than the disappointing Until Dawn prequel, The Inpatient, which launched in January. In our 5/10 review we noted that the game was “just another wave shooter” with little in the way of interesting features. Others reported numerous bugs and issues with the game’s locomotion system. Speaking to Eurogamer in an in-depth report, several members of the development team, who chose to remain anonymous, outlined why the game was so troubled.
According to these sources, Bravo Team suffered from a tight development timeline and lack of resources as well as management that wouldn’t compromise on certain features. One source said that the studio would “block any design” that wasn’t realistic, like heads up displays (HUD) that you see in traditional shooters. In VR these elements can be unimmersive, but to design substitute systems takes time that the team said it didn’t have. This also had knock-on effects like cutting the number of weapons in the game from around 10 to 15 to just four.
Underpinning these difficult design hurdles was a lack of resources. During Bravo Team’s development Supermassive was also working on The Inpatient and, reportedly, a third unsigned game that took the lion’s share of manpower. At full strength the team had around 25 members, though it was often less than that. According to the article, Bravo Team was also developed in just 13 months, which means it had been in development less than half a year when it was revealed at E3 in June 2016 with original plans to release it in the holiday 2016 window.
Apparently, the game was delayed after a round of negative mock reviews (in which people score the game based on its current state for the developer to assess), but the extra time given didn’t help. Instead, one source reportedly said, the team had to focus on optimization that ultimately meant it “stripped visual effects, reduced enemy numbers, lost behavior and inserted loading screens.”
Another staffer said “everything needed to be torn to shreds.”
The results, clearly, were not good. Bravo Team went from one of PSVR’s early hopes for 2018 to a game best forgotten about. In a statement to Eurogamer, Supermassive CEO Pete Samuels acknowledged that the studio was “disappointed” by the game’s reception.
“We have learned a lot from these experiences, and will be putting all of these learnings into practice as we refocus the team and move on to new projects,” Samuels said. “As a studio we appreciate all the feedback we receive from fans – both good and bad – and we’re all hugely excited about the future.”
The biggest VR game of the week for PSVR fans is a bit of a dud, but at least there are two other promising titles to look at instead if they tickle your fancy.
If you missed last week’s releases they’re here. UploadVR also launched the ‘UploadVR PSVR Community’ on PlayStation 4! Join up, find other gamers to play with, and engage in discussions with them. Also, don’t forget to check out our list of the 9 Best PlayStation VR Games if you need any extra inspiration.
Bravo Team, from Supermassive Games
Price: $39.99
Despite the hopes and dreams of PSVR owners around the world, Bravo Team was not the ultimate military shooter many fans were hoping for. It’s actually just a cover-based wave shooter without any real locomotion methods at all. Co-op is okay, but not worth the price tag.
VRFC Virtual Reality Football Club, from Cherry Pop Games
Price: $19.99 (Currently Discounted)
VRFC came a bit out of nowhere this week offering up a realistic-leaning soccer (or football for some of you) experience on PSVR. The movement controls take some getting used to but this may be the first fully-realized real life sport we’ve see in VR.
Rangi, from Digigo
Price: $9.99
If atmospheric, exploration-focused puzzles are you jam, then Rangi could be for you. You get to fly too, so there’s that. It’s a very pretty game.
Filling something of a gap in Sony’s PSVR content lineup, Bravo Team is a cooperative title which aims to bring military shooter style first-person action to the platform. Will you revel in cooperative combat, or is this one bullet worth dodging?
Developer: Supermassive Games Available On:PlayStation VR (PlayStation Store) Reviewed On: PS4 Pro, PSVR Aim Release Date: March 6th, 2018
Gameplay
Bravo Team is built from the ground up as a cooperative VR shooter for two players. You can choose to join a random player, a friend, or play with an AI teammate. The game is built with the PSVR Aim controller in mind, but you can play it with both the PS Move and standard PS4 controller as well.
At its core, Bravo Team is a cover-based shooting gallery with node-based movement. You’ll battle across largely corridor-like environments, using cover as you advance against enemies. To move from one place to another, you can scan the environment for white shield symbols which indicate a place which you can move to. Upon pressing a button to initiate the move, you’ll see an ‘out of body’ movement, where you character runs from where you were standing to the new location and, once there, your camera will snap back into the character’s first person view. For the most part, available nodes are placed where you’d expect, but every once in a while you’ll be looking desperately for a node that feels like it should be there but isn’t.
Once you’re behind cover, you can press a button to pop up and begin firing upon the enemies. Your starting weapon is a fairly standard assault rifle with a holographic-style scope which you’ll be encouraged to aim down. It’s a functional weapon—and with the PSVR Aim controller, does a good job of feeling like it’s in your hands—but it loses accuracy quickly under sustained fire, and isn’t as good as I would have hoped at picking off the heads of enemies who really love to duck behind cover just as you aim at them. Often times it was hard to tell when you actually hit or killed an enemy and when they were just ducking back down for cover. Short of clear animations and sound effects, the game could have easily benefited from the classic ‘X’ indicator over your reticle to more clearly show when your bullets were finding their mark.
Enemies are relatively competent and make good use of cover (often annoyingly so, given the accuracy of the assault rifle), but after you’ve killed your first 20 baddies things start to get old, fast. Enemies range from ‘guy with gun’ to ‘guy with bigger gun who takes more shots’ and that’s about it, save for a single section of the game where there were two or so enemies who would charge at you with a knife and lock you into a holding pattern animation, ultimately resulting in your death unless your teammate comes to save you with enough time to spare. Otherwise, all the enemies act more or less the same, so your strategy as you approach them varies little.
Throughout the game you’ll only come across two more weapons (not counting your backup weapon, a silenced pistol which is always available as your secondary): a shotgun and a sniper rifle. There’s no accessories to speak of, no knives, flashlights, night vision, grenades, alternate ammo, etc. Just the shotgun for close range, the assault rifle for medium range, and the sniper for long range.
As sweeping assault rifle fire across enemy heads became quickly tiring I was excited to finally get my hands on a new weapon; first was the shotgun. Instead of changing up the gameplay, the shotgun was really just a signal that you were moving from mostly outside medium range combat to mostly inside close range combat. It was a bit more satisfying and visceral to blast enemies at close range with the shotgun than to spray them from afar with the assault rifle, but the game’s relentless pace of simply throwing nameless mercenary dudes at you never faltered.
The game tried to mix up the pace with some stealth sections where you could wait for a patrolling enemy to have their back turned for you before moving in for a stealth takedown, but the takedowns were simply animated and shown in third-person. As the enemies seemed to have zero awareness of how much noise you were making, and also seemed almost entirely blind, these moments lacked the suspenseful nature that stealth usually brings. In the end, I found the stealth moments more dull than the shooting, so after a stealth kill or two I’d usually just open fire.
Later in the game you come across the sniper rifle. And yes, you guessed it, that means the environments open up a little bit to accommodate some longer range shooting. With the sniper rifle, you look down a slightly zoomed scope, though unless you hold it really close to your eye, the resolution of the PSVR turns the small reticle into a mess of pixels. Even with the PSVR Aim controller, PSVR’s tracking accuracy was sometimes to blame for missing shots. Granted, the sniper rifle was much more capable of honing in on enemy heads hiding just behind cover, and I found it a far more suitable and satisfying weapon for the game’s moment-to-moment cover combat than the inaccurate spray of the assault rifle.
As with the shotgun, the sniper rifle didn’t feel like it was an entirely new tool in the game’s combat sandbox—it felt like it was just prop that I was supposed to hold during that point in the script, and it exists only because it was expected to. Much of that feeling comes from the fact that you can only hold one of the three primary weapons at a time, and you can’t freely pick which one you want—you can only swap for one of the other primary guns when they are presented to you (and you can’t pick up any of the enemies weapons).
Bravo Team wraps its cover-based shooting gallery in a paper-thin narrative. There’s effectively one character (and it isn’t you) which you see for all of two minutes at the start of the game. The rest of the game’s narrative is told to you in broad, uneventful strokes through occasional lines whispered in your ear by some sort of mission operator who likes to tell you obvious things—like, “these guys want you dead,” after getting shot at for the last 20 minutes. The totality of Bravo Team‘s narrative can hardly be said to form a story – it’s merely a setting.
By the end of the measly 2 hour and 15 minute campaign, I was excited to be done, not because I felt triumphant or victorious or heroic, but because Bravo Team’s underlying gameplay got stale fast and had little else to offer over the course of the game. A Time Attack mode lets you replay the campaign with arcade-style scoring, but for me it feels like little more than an effort to bolt on some replayability which simply isn’t there.
Immersion & Comfort
Bravo Team’s locomotion system is rather unique when it comes to PSVR titles. It’s an improvement over straight-up teleporting, as seeing your character run to the next location in third person before having your camera appear there seems to help maintain your bearings. Alas, it still suffers from the issue of not being as immersive as locomotion which keeps you inside your body the entire time.
The locomotion is comfortable, but with the camera jumping in and out of your body, sometimes changing between multiple positions during one moment of movement, you can get turned around easily. This is especially prevalent in close-quarters moments, and exacerbated by the fact that it’s often easy to mistakenly select the wrong node to move to.
No one is going to call Bravo Team a beautiful game, but I can at least appreciate that it looks sharp throughout and maintains consistent art quality and direction.
Starting with the scale of your gun, hands, and arms—which seems to be way off—Bravo Team makes it hard to feel embodied within your character. Pressing the reload button causes your arms to animate in ways that seem almost designed to destroy your sense of proprioception.
You can’t really identify with your character because—aside from shooting—there’s zero direct interaction between the player and the world, and very few opportunities to express your own play style. And let’s not forget that you literally say no words and don’t even have a name (beyond a codename). You character could be anyone at all and it wouldn’t matter one bit to Bravo Team’s narrative.
Really the only thing offering a glimpse of immersion is your ability to (more or less) realistically wield your gun with the PSVR Aim controller, though this is often foiled when the gun’s in-game aim is many crucial degrees off of the actual aim, forcing you to consciously correct on the fly. That’s more justly blamed on the controller’s own tracking than Bravo Team, but it’s important that developers understand the limitations of the hardware they’re building for, and find effective ways to avoid or at least temper those limitations.
Mit Bravo Team schickt Supermassive Games einen neuen Shooter für den Aim Controller und die PlayStation-VR-Brille ins Rennen, in dem ihr die Ordnung nach einen terroristischen Anschlag wiederherstellen sollt. Sony rührt schon einige Zeit die Werbetrommel für Bravo Team, doch ist der Titel das erhoffte Highlight für den VR-Controller von Sony? Diese Frage wollen wir im Test beantworten.
Bravo Team: Kooperatives Versteckspiel mit Flugmodus
Das Kernelement von Bravo Team ist das kooperative Spielen und dementsprechend müsst ihr mit einer KI zusammenspielen, wenn ihr gerade keine Lust auf menschliche Gesellschaft habt. Damit der Partner jedoch nicht zum hölzernen Begleiter wird, könnt ihr per Stick Befehle geben und somit taktisch durch die Level fliegen. Stopp. Fliegen? Nun …
In Bravo Team ist die Fortbewegung etwas speziell. Es gibt nur sehr wenige Punkte auf der Karte, zu denen ihr euch bewegen könnt. Wenn ihr zu einem „Versteck“ reisen wollt, schaut ihr den Hotspot an und drückt einen Knopf. Anschließend verlasst ihr euren Körper, seht euren Soldaten zum Ziel laufen und springt wieder in den Körper hinein. Auch wenn diese Art der Fortbewegung bei manchen Spielen Freude bringt, so fühlt sie sich in Bravo Team nicht besonders immersiv an. Ständig werden wir aus unserer Perspektive gerissen und müssen uns somit auch stets an eine neue Form der Darstellung gewöhnen. Zudem kann man dem laufenden Soldaten nur tatenlos zuschauen, wenn er auf seinem Weg mit Kugeln durchsiebt wird, was sehr frustrierend sein kann.
Das Pappfigurenkabinett
Während euer Partner als KI im Spiel noch eine relativ gute Figur macht, sind die Gegner nicht viel intelligenter als ein Stück Pappe. Solltet ihr zufällig einen Feind auf den schlauchigen Maps „überholen“, dann schießt dieser euch nicht etwa in den Rücken, sondern versucht vor euch zu laufen, damit ihr ihn besser treffen könnt. Ebenso ist es kein Problem, wenn ihr in Stealth-Abschnitten mit eurer Waffe Kisten neben feindlichen Soldaten aufschlagt oder Soldaten der Reihe nach mit dem Messer erledigt, denn anscheinend gibt es kein Geräusch, wenn eine Leiche zu Boden fällt oder ein Mensch erstochen wird. Diese Dummheit der KI mag wichtig sein für den Spielfluss, doch in VR fühlt es sich so unrealistisch an, dass wir die Feinde eher als Pappaufsteller begreifen, die durch das Bild gezogen werden. Dies nimmt dem Spiel damit auch eine große Portion an Bedrohlichkeit, denn wir werden ständig darauf hingewiesen, dass wir uns in einem Videospiel befinden.
Ebenso unrealistisch ist teilweise die Verwendung des Aim Controllers. Zwar spielt ihr großteils mit einem Maschinengewehr, welches zur Form des Controllers passt, aber wenn ihr beispielsweise zur Pistole greifen müsst oder in einem besonderen Abschnitt seid, dann verliert der Controller sofort seinen Zauber und wirkt unkomfortabler als der DualShock 4 Controller. Hätte man nicht auf eine einhändige Waffe für einen zweihändigen Controller verzichten können?
Fazit
Bravo Team ist leider nicht das erhoffte Highlight für den PlayStation Aim Controller und das PlayStation VR Headset. Die Level sind linear, die Gegner einfach gestrickt und die Abwechslung so gering, dass selbst die kurze Spielzeit von drei bis vier Stunden euch nicht durchgehend in eine andere Welt teleportieren kann. Dennoch kann das Spiel mit einem guten Freund oder einer guten Freundin viel Spaß machen, denn das gemeinsame Agieren funktioniert gut und die geringe Komplexität der Level ist hier durchaus vorteilhaft. Wenn ihr das Spiel aber nicht mit einem anderen Menschen spielen wollt, dann solltet ihr euch den Kauf gründlich überlegen. Nach dem Abschluss der Kampagne, welche nicht mit einer packenden Story geschmückt ist, gibt es nur wenig zu entdecken und der Score Attack Mode ist eigentlich nur ein schmückendes Beiwerk, um über die kurze Spielzeit hinwegzutäuschen.
Bravo Team kostet 40 Euro und ist im PlayStation Store ab dem 7. März als Download verfügbar. Das Bundle mit Aim Controller schlägt mit knapp 100 Euro zu Buche.
When I first played Bravo Team back at E3 last year it immediately reminded me of the classic arcade game, Time Crisis. The comparisons are obvious: you pop in and out of cover shooting at bad guys and the game predetermines your path through levels. And for better and for worse, that comparison holds true for the final product as well.
In Bravo Team you take control of a military officer after a terrorist attack that results in the assassination of a key political figure. You and your partner have to fight your way across a city to get extracted, killing countless soldiers and enemies along the way. The majority of the game gives you a trusty assault rifle with a red dot sight and a pistol sidearm. Occasionally it mixes up things with different weapons (like a sniper) and some intense set piece moments.
In the video above you can see me play through the entire Prologue and the first Bridge mission. All in all the entire game takes only about 3-4 hours to complete when playing alone with an AI partner, but that time would likely be even less if you were playing with a real human ally.
The AI partner does a good enough job of feeling useful, taking out a few enemies here and there, and attracting some attention when you send them out into the middle of a firefight. But overall there isn’t really a good replacement for having another real person by your side.
When you’re both using PS Aim controllers, crouched down behind a busted up car, poking your head out or blind firing from cover, it really does start to feel like you’re at war a bit. These are the special moments when all of Bravo Team’s moving parts fall into place just right. However, those moments of brilliance are few and far between.
The reality of Bravo Team is that it’s a very thinly veiled wave shooter that lets you move from cover point to cover point with little actual control over your character other than where he aims his gun to shoot. Once you choose a new cover spot during a mission, your character then runs forward as you have an out-of-body experience and can no longer control anything. Instead, you sit back and watch your soldier run forward to the spot you marked.
I get the need to cater to those that suffer from motion sickness, but this does not feel like the right solution. It’s been attempted in other games, like Front Defense: Heroes and From Other Suns, but it never comes across as a competent solution. The issue is that it totally ruins the immersion by literally removing you from the body of your character. You can’t really earn back a believable sense of presence after that.
It’s also extra jarring in Bravo Team because, unlike in those other two games, you can’t control anything once your character starts moving in third person. This means that even if you get shot during movement and wish you could cancel the movement and retreat, you can’t — they just keep moving forward with no regard for the world around them. It can be infuriating.
It’s also extremely common for your orientation to the world around you to shift and change between cover points meaning you may turn to your left to select a cover point, but then end up facing a different direction entirely once you arrive.
Each of the game’s missions occur one after another and are almost entirely linear. There are some branching paths in how you approach a few of the convergence points, but the experiences won’t vary much in any case.
You’ll start out at one end of the level, be tasked with clearing out enemies as you make your way to the end, and then just rinse and repeat until completed. The second level, Alleys, introduces some stealth-gameplay elements, but they never get expanded on and the lack of agency/control over your character makes any stealth moment even more frustrating than it would have been otherwise.
The Score Attack mode is an effort to expand the game’s replayability, but the stages are basically just rehashes of the campaign’s levels. Even the voiceovers from your in-ear navigation NPC is the same. The only difference is you’re trying to kill enemies more quickly to rack up points.
It’s worth mentioning that technically you can play Bravo Team with a DualShock 4, but I don’t think I’d recommend it. This game was designed from the ground up for the PS Aim and that’s really the only way it should be played. That’s the whole reason they’re bundling the two together, for example. Playing with two PS Move controllers is slightly better, but it doesn’t really feel the same as holding an actual physical rifle peripheral like the PS Aim.
When Farpoint released last year as the PS Aim controller’s launch bundle, it showed us a bold future of first-person shooters in VR. The level designs weren’t overly creative, but it offered a real, legitimate shooter experience with a solid campaign, addictive challenge levels, cooperative multiplayer, and then eventually competitive multiplayer as well. It felt like a real, complete package.
Bravo Team on the other hand doesn’t even let you freely move around levels. And in terms of Supermassive Game’s VR projects, it’s a significant step back from the exhilarating Until Dawn: Rush of Blood and innovative designs of The Inpatient.
Final Score:5/10 – Mediocre
When Bravo Team was announced at E3 last year it looked like an exciting, tactical shooter that would let players navigate environments in cooperative multiplayer. It more or less looked like the PSVR’s very own Onward or Rainbow Six. In reality it’s just another wave shooter, even if it uses a nifty gun controller. If you’re waiting on a more fully-featured shooter for PSVR, then keep an eye on Firewall: Zero Hour instead.
Bravo Team releases today exclusively for PSVR. Read our Game Review Guidelines for more information on how we arrived at this score.
Ahead of tomorrow’s launch on PSVR, there’s a new trailer for cooperative VR shooter Bravo Team, which preps players for the game’s strategic, cover-based gameplay and careful marksmanship.
Bravo Team is a promising new title for PSVR from developer Supermassive Games, the studio behind VR titles Until Dawn: Rush of Blood (2016) and The Inpatient (2018). Bravo Team was originally planned to launch in Q4 of 2017, but in November Sony announced that the title would be delayed until March in an effort to “give the development [team] extra time to make the [game] as enjoyable for players as possible.”
Bravo Team is looking especially appealing to those with the PSVR Aim controller, an optional peripheral which offers increased immersion by emulating the feel of a weapon in the player’s hands, allowing a more natural means of aiming your weapon and looking down scopes. Luckily, the game will also support the PS4 controller.
While the new trailer (heading this article) shows the game in action with the Aim controller, the game’s reveal trailer back in June gives a broader look at the kind of action and locomotion players will see.
Bravo Team launches on March 6th in the US and March 7th in the Europe and other regions.
Grab your Aim controller and pull on your PSVR; Supermassive Games’ Bravo Team is very nearly here. The VR first-person shooter (FPS) arrives tomorrow, but you can get one last glimpse at it before then with this new trailer.
As is becoming standard with Sony-published VR games, this trailer combines footage of the game with shots of people wearing the headset and wielding the Aim controller to communicate how you play. In the case of Bravo Team, that means using the rifle-shaped device to take on hordes of enemies as you complete missions, ducking behind cover using the headset’s positional tracking.
Bravo Team offers two-player co-op in which players dart from cover to cover. The trailer also promises a helicopter battle, because it wouldn’t be a shooter without one.
The game will launch in a bundled package with the Aim controller tomorrow, though a standalone version will be available for those that already have it or just want to play with a Move controller or the DualShock 4. It looks a little generic, perhaps, but given this is from the team behind Until Dawn and its two pretty good VR spin-offs (Until Dawn: Rush of Blood and The Inpatient), we’re hoping for some solid shooting fun in Bravo Team. Check back later on to see if it delivers.
Der Countdown läuft: Der VR-Shooter Bravo Team soll am Mittwoch, den 7. März 2018 erscheinen und lässt sich seit einiger Zeit vorbestellen. Nun hat Sony einen neuen Trailer mit dem Namen „Immersion“ veröffentlicht, der die FPS-Action in den Mittelpunkt setzt. Bravo Team unterstützt den AIM Controller und wird auch im Bundle erhältlich sein.
Bravo Team: Neuer Trailer macht Appetit
Langsam aber sicher nimmt der Spiele-Support für PlayStation VR (PSVR) in diesem Jahr wieder Fahrt auf. Nun können sich Action-Freunde mit AIM Controller über actionlastigen Spielenachschub in der virtuellen Realität freuen. Bravo Team will die mögliche Leistung der PlaySation 4 ausreizen und setzt auf realistische Grafik und taktisches Vorgehen – alleine oder im Coop-Modus. Auffällig bei dem Titel ist der Wechsel zwischen Ego- und Third-Person-Perspektive.
Eine frühe Fassung, die wir auf der Gamescom 2017testen konnten, hinterließ noch gemischte Gefühle. So bot Bravo Team keine Option für eine freie Bewegung durch die Spielewelt. Man drückt lediglich einen Button, worauf wir unseren Actionhelden zum vorgesehenen Punkt laufen sehen. Wie gut das Konzept am Ende aufgeht und ob Bravo Team trotzdem der erhoffte Kracher wird, bleibt abzuwarten. Der Entwickler Supermassive Games hatte die Veröffentlichung des Titels verschoben, um noch weiter Hand an zu legen. Ursprünglich sollte Bravo Team im letzten Jahr erscheinen.
Der offizielle Release ist nun für Mittwoch, den 7. März geplant. Bravo Team lässt sich für 40 Euro im Sony Store vorbestellen beziehungsweise käuflich erwerben. Außerdem kommt ein Bundle in den Handel, das neben dem Spiel den empfehlenswerten AIM Controller enthält. Der reguläre Preis liegt für das Paket bei knapp 100 Euro.