Pistol Whip Review: Cloudhead’s Addictive Rhythm Shooter Hits A Bullseye

My first words to Cloudhead CEO Denny Unger after playing an early version of Pistol Whip: “Holy $&#%”. After dozens of hours in the game that still sums up my overall impression.

A standard Pistol Whip play session for me is at least half an hour with my knees bent for agility and moving closer to the beat each time through a song. I’ll feel an adrenaline rush gaining proficiency and matching the tempo of my shots only to be killed by a bullet I know is coming. I’ll grit my teeth in frustration at my own stupid head for not moving out of the way quicker, and go again and again — typically until l beat the level or wipe away the sweat and take a breather.

You can look at Pistol Whip and see so many other VR titles influencing it. Even if Pistol Whip wears the rhythm of Beat Saber and art style of Superhot on its stylish sleeves, Cloudhead’s new game moves VR design forward in its own ways. Rather than slashing cubes or simply avoiding bullets in slow-motion, every song (or scene) in Pistol Whip moves you through the level at a steady pace. Enemies pop out at pre-determined locations that you then must shoot or punch to the beat of the music to get the highest score possible.

Difficulty Options

I count around half a dozen difficulty-altering options Pistol Whip players can try to find their groove. There are separate scoreboards for Oculus and Steam players and, though many people probably won’t play this way, if you get hooked on maximizing score there’s enough challenge and skill required in Deadeye mode for potentially endless play.

More scenes (both free and paid) are planned by developer Cloudhead Games, with the 10 included available in easy, normal and hard flavors. The main mode of Pistol Whip is built around an aim assistance feature that makes most players feel like an expert shooter. Most people are not a John Wick-level marksman and the built-in modifiers will prove it — just turn Deadeye on with the built-in menu and feel the crushing difficulty of perfectly lining up sights and timing shots just right.

If this is too hard, players can activate the Dual-wield mode to add a second gun and riddle the colorful simulation with bullets.

Pistol Whip Skill Progression

Each Pistol Whip song included at launch is licensed from Kannibalen Records and roughly three to five minutes long. You can pick any of the ten at the start of the game, and any difficulty. One shot takes out enemies with no armor, a bulletproof vest takes one more, or a motorcycle helmet combined with full body armor requires four shots total to defeat.

I’d expect many players who are familiar with VR, and shooters, to try the normal difficulty at first and find their way through some tracks after maybe a few attempts. Some players — those unfamiliar with games and VR in general, or those looking for a more relaxed session — can use the training and start with the easy version of the scenes.

Select the hard version of a scene and the number of enemies increases as does the number of bullets needed to take many of them down. Some of the songs at this difficulty could take some players dozens of tries to get through. David Jagneaux played five of the songs over more than an hour on stream and he didn’t complete one on hard. In his defense, he spent that time touring through some of the game’s built-in modifiers, answering questions from viewers, and generally not building the memory of a track which is critical to completing one. I’ve beaten all the scenes on hard — I spent many hours doing so — and moved onto Deadeye mode to try and improve my aim.

This is the only song I’ve beaten so far in that mode:

The important bit here is that there are multiple levels of challenge for each of the included scenes, and multiple styles of play it can serve. This should allow a wide range of players — from a shooter-savvy marksman to a first-time VR buyer — to find entry points where they can start searching for Pistol Whip’s groove.

Dancing Through A Gunfight

There are so many power fantasy action movies that come to mind moving forward through Pistol Whip’s glowing fever dream maps. The one which I think best describes the nirvana power fantasy feeling of playing it is Edge Of Tomorrow. That’s the Tom Cruise versus aliens movie where he gets a power that lets him — Live. Die. Repeat. — essentially fighting seemingly unwinnable battles over and over again and marginally improving over time.

Pistol Whip teaches you to read the environment looking for platforms where enemies may spawn moments before they actually do, to listen close to the gunfire and know exactly when, and from which direction, the bullets are coming. This training, hard-earned from repeated playthroughs, teaches players when to duck, lean or move out of the way just in time to save themselves. Proficiency at Pistol Whip means moving with the rhythm and that’s just about the time it starts looking and feeling more like dancing.

Below is a video for the same scene and difficulty level as above but this time I turn Deadeye mode off and, because I’ve memorized the map, I play in a much more relaxed style where aim isn’t as important.

Does it get boring?

revelations pistol whip

If you’re not a fan of Pistol Whip’s included music there’s no support for custom maps at launch, so don’t expect to play a level inspired by 8 Mile’s Lose Yourself, or whatever your dream song is, for some time.

I find most of the songs pretty enjoyable but definitely take a listen to the videos on this page and see if there’s a fit with your tastes before committing to a purchase. I find the songs that aren’t my favorites can still be fun because the level designs come with enough surprises to make them challenging in slightly different ways.

On Revelations you’ve got to regularly slip your head between narrow crevices while on Download The Future some of the enemies send bullets from far away long before you can reply. That means you’ve got several more seconds to get out of the way of a wave of bullets while more enemies ready up to fire closer to you.

Death is my favorite of the launch scenes with its more than 5-minute battle playing out like you’re being chased through a Day of The Dead festival colored by yellows, oranges and reds on a hot day, then, after about a minute, the lyric “I’ll bring you death!” marks the transition to a cool kind of afterlife marked with purples and pinks as the walkway changes to a long narrow path over the abyss.

Mileage with Pistol Whip will definitely vary from mine, which amounts to roughly 50 hours with no end in sight. The main motivation here is dodge the bullet or die. If you complete all 10 songs on hard quickly, don’t like a few of the songs enough not to play their scene, or don’t find the Deadeye and/or Dual-wield modes to be a fun challenge, you’re going to spend a fraction of the time with this game compared to me.

Comfort

Pistol Whip artificially moves the player forward through its scenes in a straight line at a constant rate of speed. While nowhere near the most uncomfortable type of simulated movement VR software might employ, it is possible some players might feel a little woozy or uncomfortable. VR’s current rhythm leader Beat Saber, in contrast, moves boxes past a stationary player that should be more comfortable to a wider selection of players. Still, I am one of the most sensitive people on staff to simulator sickness and experienced not even a hint of it in Pistol Whip with a Valve Index or Oculus Quest.

Even if you get a couple hours of fun out of Pistol Whip that’s — let’s be honest — more than most VR games get out of most players, and practically none of that time wearing the headset is spent learning made-for-VR mechanics like teleportation or grasping simulated objects. No, in Pistol Whip you point the gun, pull the trigger, shake it up and down to reload and remember to dodge incoming bullets by moving your head out of the way. That’s it. That’s the entire game and, for me, each of these scenes and the Deadeye modifier makes for an addictive challenge that pays off again and again and again.

Pistol Whip Platform Differences

The wireless freedom of Quest can make it easier to move with the kind of speed and confidence required, to, say, jump into the air to dodge a bullet and then bring your gun down on a bad guy’s head in a single movement. On Index it’s a gorgeous trip with a smoothness to everything — and a depth to the sound — that’s missed in the Oculus Quest. As noted above there are separate leaderboards for Oculus and Steam buyers.

Violence

Despite the age warnings associated with many headsets kids often play VR games and there are some differences between Pistol Whip and Beat Saber which parents or guardians should bear in mind. Beat Saber hands players a simulated tool inspired by a fictional laser sword from a long time ago in a galaxy far far away, and its “enemies” are boxes. Pistol Whip’s tool is a gun and its enemies take the shape of people. So I would recommend taking to heart a lyric in one of Pistol Whip’s songs: “Due to some violent content, parental discretion is advised.”

Pistol Whip Review Verdict:

Pistol Whip’s multiple difficulties and modifiers like Deadeye and Dual-wield add depth to a game that’s more addictive and satisfying than Beat Saber. This is neither fully a shooter nor completely a rhythm game yet it ticks off both boxes and does so exceptionally quickly in a stylish package. The 10 launch songs, all in the same general musical style, are a bit limiting. Pistol Whip, though, is already the game that brings me back to my VR headset again and again, and I expect that to be the case for months to come. I’ll be in the group waiting for more official scenes to arrive, trying to finish a few more songs in Deadeye mode on hard, showing the game to others and hoping someone figures out how to add custom maps and songs.


Final Score: :star: :star: :star: :star: :star: 5/5 Stars | Fantastic


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

Pistol Whip releases today and will be available on Steam for PC VR headsets, Oculus Home for Rift, and Oculus Home for Quest.

The post Pistol Whip Review: Cloudhead’s Addictive Rhythm Shooter Hits A Bullseye appeared first on UploadVR.

Review: Pistol Whip

What do you get when you mix John Wick, Hardcore Henry, LSD, thumping EDM tunes from artists like Black Tiger Sex Machine and virtual reality (VR)? Cloudhead Games’ latest videogame Pistol Whip, of course, an on-rails first-person shooter (FPS) with rhythm action gameplay which offers an immersive experience like no other. And one which will make you feel like an action hero badass.

Pistol Whip

Right from the start Pistol Whip is an assault on the senses, maximising VR’s immersive properties whilst ensuring a comfortable experience can be had by all. It’s a bold move for the studio considering wave shooters aren’t anywhere near as popular as they once were two or three years ago but Pistol Whip is no ordinary wave shooter.

Before you even get into the core experience Pistol Whip’s visual art style grabs you and slaps you in the face. With a colour scheme that ranges wildly from soft pastel hues to vivid neon, the twisted, fragment design is both eye-catching and complementary to the gameplay itself. The environments pulse to the beats as if you’re in some sort of dreamlike music video, being taken on a journey that’s both enthralling and slightly disturbing all at once.

This is a shooter which wants to muscle in somewhere between Beat Saber and Audica, whilst giving that illusion of being in an action movie sequence where the hero just doesn’t seem to miss a shot. With a single gun in hand there are ten songs – or as Cloudhead Games like to call them ‘scenes’ – to choose from at launch, featuring generally aggressive EDM/Dub-Step style tunes. So if you’re not feeling that kind of music you may get tired of Pistol Whip quite quickly. The studio has done a great job of marrying the two, making each scene seem more like a soundtrack set piece.

Pistol Whip

As mentioned, because the environments are so colourful the enemies are all monochromatic helping them stand out. They’re all faceless thugs eliciting a character design reminiscent of SUPERHOT, the difference being there are several grades. Basic enemies take a single shot and can be easily taken out in time with the music. The harder characters can take up to four shots thanks to body armour, creating extra point making opportunities as well as problems should more enemies appear.

Pistol Whip employs an auto-aim feature which works exceedingly well unless you’re really wide of the mark. This provides a double effect of making you think you’re an awesome shot whilst making those timed hits easier to pull off. And they do matter. A perfectly timed shot to the beat of the music can net you triple the points of a hit offbeat, which definitely matters as Pistol Whip is a point driven videogame, with online leaderboards one of the main reasons try and improve that score.

These enemies aren’t friendly either and will shoot back, so you’ll need to be light on your feet as well as flexible to dodge those incoming bullets. Likewise, each scene will have its own obstacles to dodge around or under. Play a few scenes and you’ll soon start to feel it, offering a fairly healthy workout at the same time. Adding to this mix is the ability to gun butt enemies which get too close, generally quite rare as few are in your path but it does give you a quick option to recharge your armour after being hit rather than having to wait which is nice.

Pistol Whip

Once you’ve played through a few scenes and got the hang of Pistol Whip it’s time to experiment with the settings and mods. The settings are where you can finely tune the gun characteristics to your liking, changing the response of the trigger or the angle in relation to the control. These are options very rarely seen in a VR shooter, almost giving an added simulation slant to the experience. Head on over to the mods to really mix things up, how about going dual wield or not being able to fail a scene? Dual-wielding certainly ups the fun but it also has a negative impact on the score multiplier. To increase the multiplier then you’ll need to switch on Deadeye, removing that ever so useful auto-aim in the process. Perfect for attacking the highscore of each scene, Deadeye will make you realise how good a shot you really are. If you’re not bothered about highscores then don’t switch this particular mod on, as it honestly takes a lot of the fun out of Pistol Whip, turning the videogame into the serious shooter it doesn’t need to be.

Pistol Whip is huge amounts of fun even on the easiest difficulty setting, suitable for VR players no matter their skill level. Like any videogame of this type there is an overly repetitive value to the gameplay, and with only 10 scenes to begin with, it could’ve done with a few more; especially when it comes to music variety. Even so, Pistol Whip can still be heartily recommended for all you VR fans.

80%

Awesome

  • Verdict

Today’s Guest On The VR Download Is A Developer Of Pistol Whip!

Episode 5 of UploadVR’s weekly podcast, The VR Download, is LIVE on YouTube today at 10:30 AM PST (17:30 UTC).

Unlike regular video podcasts, The VR Download is broadcast from a virtual reality studio! Our team are together in a virtual space, giving us many of the benefits of a studio even though we live on different continents.

Our Special Guest this week is a developer from Cloudhead Games, the studio behind The Gallery story-based adventure VR game series, and the upcoming VR action game Pistol Whip! He’ll be joining us for the duration of the show, and at the end we’ll be interviewing him.

This week’s Hot Topic is VR killer apps. Is this a meaningful idea? Does VR need a killer app? Is Beat Saber already a killer app? Or will the metaverse be the killer app? Tune in to find out.

Show Structure

The show is hosted by our Operations Manager, Kyle Riesenbeck. Kyle was formerly the host of the Rev VR Podcast, a popular VR podcast back in the Oculus development kits era.

[Section 1] The News Discussion: our thoughts on the biggest VR news of the past week, one article at a time. You’ll hear our in depth behind the scenes thoughts on what’s happening in the virtual reality industry.

[Section 2] Release of the Week: the team talks about the VR games they’ve been playing this week and try to come to a consensus as to what is the most significant.

[Section 3] The Hot Topic: an in depth discussion of one big (sometimes controversial) industry trend, topic, or idea per week.

[Section 4] Special Guest Interview: a 1-1 interview with a significant developer, executive, or personality from the VR industry.

You can watch the episode LIVE on YouTube. As always, we’ll also be making it available for audio-only listening on Apple, Google, Spotify, TuneIn/Alexa, Stitcher, and more within a couple of hours of airing.

The post Today’s Guest On The VR Download Is A Developer Of Pistol Whip! appeared first on UploadVR.

Pistol Whip’s Full Kannibalen Records Tracklist Revealed, Listen On Spotify

Cloudhead Games revealed the full launch playlist for its new VR title Pistol Whip.

The rhythm-meets-shooter title debuts Nov. 7 across most major VR headsets, including Oculus Quest and Valve Index, with a PSVR version in the works. The Canada-based studio behind the game is planning additional content after launch — both free and paid — with 10 included scenes at launch featuring songs licensed from Kannibalen Records. There are also built-in modifiers that add variety to the gameplay, like dual wield and a Deadeye mode that removes aim-assist.

We published an in-depth hands-on and will have a full review of the game ready for launch. We’ve posted gameplay videos of some songs but today Cloudhead revealed the full track list and Kannibalen Records shared a Spotify playlist so you can listen to most of the songs, though keep in mind some tracks are remixed for Pistol Whip.

Below is the tracklist along with some information that shows how many enemies you’ll have to take out to get through the level on each difficulty. Where we don’t have gameplay video yet I’ve embedded a version of the song from YouTube.

The store pages for Pistol Whip are here:

Black Magic (Lektrique x Sam Lamar)

Black Magic Pistol Whip Poster

Song length: 2 minutes 46 seconds

Beats per minute: 112

Enemies: 82 (easy), 113 (normal), 167 (hard)

The Grave (Apashe x Black Tiger Sex Machine, Featuring Gabriella Hook)

Song length: 3 minutes 48 seconds

Beats per minute: 130

Enemies: 123 (easy),  153 (normal), 239 (hard)

R U Afraid (HVDES)

Song length: 2 minutes 12 seconds

Beats per minute: 95

Enemies: 77 (easy),  92 (normal), 118 (hard)

Revelations (HVDES)Revelations Poster Pistol Whip HVDES

Song length: 3 minutes 27 seconds

Beats per minute: 120

Enemies: 101 (easy),  133 (normal), 184 (hard)

Lilith (Dabin x Apashe x Sullivan King)

Song length: 2 minutes 41 seconds

Beats per minute: 150

Enemies: 112 (easy),  131 (normal), 143 (hard)

Trap Requiem (Apashe x Tha Trickaz)

Trap Requiem Apashe Poster Pistol WhipSong length: 3 minutes 32 seconds

Beats per minute: 75

Enemies: 128 (easy),  156 (normal), 196 (hard)

Replicants (Black Tiger Sex Machine)

Song length: 2 minutes 41 seconds

Beats per minute: 75

Enemies: 101 (easy),  114 (normal), 173 (hard)

Download The Future (Black Tiger Sex Machine)

Song length: 3 minutes 3 seconds

Beats per minute: 115

Enemies: 149 (easy),  180 (normal), 222 (hard)

Death (Black Tiger Sex Machine x Lektrique)

Song length: 5 minutes 21 seconds

Beats per minute: 130

Enemies: 246 (easy), 274 (normal), 360 (hard)

The Fall (Dabin)

Song length: 2 minutes 32 seconds

Beats per minute: 105

Enemies: 112 (easy), 124 (normal), 149 (hard)

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Community Download: Will Pistol Whip Have The Same Impact As Beat Saber?

Community Download is a weekly discussion-focused articles series published (usually) every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate. For today, we want to know what you think about the potential success of Pistol Whip.


We’re big fans of Pistol Whip [Steam page] here at UploadVR; the game launches on November 7th. Not only did we help Cloudhead Games announce it during our first-ever E3 VR Showcase back in June, but we enjoyed our preview time with it and have shot mixed reality videos to show it off in style.

As it turns out, the last time a rhythm-focused VR game was heavily featured using mixed reality videos it went on to become a smash-hit success: Beat Saber. Pistol Whip has a lot of the same core principles, even if the actual moment-to-moment gameplay and level designs are incredibly different.

So that brings us to this week’s topic: Do you think Pistol Whip will have the same impact as Beat Saber? Why or why not? Having played the game a bit, I’m not sure yet. Custom songs won’t be much of a thing and most people agree that’s a huge selling point for Beat Saber, plus Beat Saber is more kid-friendly and it got hot at the same time that LIV was first debuting mixed reality capabilities for content creators.

But at the same time it’s fiercely addictive, makes you feel cool, and is certainly polished to a glistening sheen when compared to most other VR titles.

What do you think? Does it have what it takes to become the next viral VR sensation? Let us know down below!

The post Community Download: Will Pistol Whip Have The Same Impact As Beat Saber? appeared first on UploadVR.

Cloudhead Games Confirm VR Arcade Version of Pistol Whip

There are a couple of exciting virtual reality (VR) titles arriving next week, one of which is Pistol Whip by Cloudhead Games. Due for launch across multiple home head-mounted displays (HMD) on 7th November, the studio has now confirmed that even if you don’t own a headset you’ll still have a chance to play, as Pistol Whip is coming to location-based entertainment (LBE) locations thanks to SpringboardVR.

Pistol Whip

To help facilitate the arcade launch on 7th November Cloudhead Games is offering free licensing for the first day, with Pistol Whip priced at seven cents per minute thereafter.

The musical first-person shooter (FPS) was designed from day one with both home and LBE gaming in mind, combining light gun titles like Time Crisis and Virtua Cop with the rhythmic flow of videogames like Beat Saber“We have been analyzing the market for years and have talked to many LBE operators to learn what works and what doesn’t, said Jo Dunlop, Communications & Business Development for Cloudhead Games. “We wanted to develop a game that will work flawlessly in LBE while having extra layers of depth for the home audience.”

First revealed during the Electronic Entertainment Expo (E3) 2019 in June, Pistol Whip takes place in a highly stylised world where players can shoot and melee enemies to a thumping soundtrack, whilst dodging bullets at the same time. Featuring EDM artists from Kannibalen Records, including Apashe, HVDES, and Black Tiger Sex Machine, players will have access to weapon mods along the way, including dual-wielding. Future updates will include additional songs.

Pistol Whip

Coming to Oculus QuestOculus RiftHTC Vive and Valve Index next Thursday, Pistol Whip adds to the long line of VR rhythm-action titles which are out or coming to headsets. Other titles include Harmonix’s Audica, BoxVR, Synth Riders, Audio Shield and upcoming experience Viro Move.

Making LBE centric attractions is a growing trend amongst VR developers. Most recently Maze Theory revealed a stripped back version of Doctor Who: The Edge of Time would be rolled out, and Japanese team Yomuneco Inc. planned on bringing Swords of Gargantua to locations worldwide. For further updates on Pistol Whip, keep reading VRFocus.

Watch Pistol Whip’s Deadeye Mode And First Five Levels In Mixed Reality Videos

Cloudhead is revealing half of Pistol Whip’s levels today and allowing the sharing of gameplay videos.

So today I’m sharing five Pistol Whip gameplay videos captured in my living room using green screens, LIV’s mixed reality app, OBS, and a pre-release version of the game. Pistol Whip debuts Nov. 7 for Quest, Index, Rift and Vive (PSVR is in the works), and earlier this week Cloudhead lifted an embargo allowing me to share my initial impressions of the title and break down its shooter-meets-rhythm game mechanics.

The game features 10 levels at launch, with more planned, that amount to colorful and dreamy maps which seem vaguely inspired by action movie scenes with big gun battles or chases in them. Set to thumping music licensed from  Kannibalen Records, there’s an auto-aim system in place for the main game as well as a “Deadeye” mode that takes away the assistance for folks who want that accuracy challenge, to train or prefer that play style. I’ve played it for more than 40 hours at this point — most of it in the main game mode — and put all of that time into the maps captured for this page.

I’m starting to suspect Pistol Whip will be my go-to VR demonstration title in the coming months. You can wish list it at the following links:

The first video below is the more challenging Deadeye modifier turned on for easy and medium difficulties on Black Magic — the level I’m most familiar with from the auto-aim mode. Below it is a video of the “hard” difficulty with auto-aim. I can’t yet beat the same level on “hard” with Deadeye enabled. Cloudhead provided the video featuring a beta version of the Replicants level, but the rest are recorded by me. My favorite map so far is the last one below, called Death.

Black Magic (Easy & Medium Deadeye Modifier)

Black Magic (Hard, Auto-aim enabled)

Replicants (Beta)

The Grave

R U Afraid (Hard)

Death (Hard)

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Pistol Whip Hands-On Preview: Taking A Shot At Beat Saber And Superhot

Designers at Canada-based Cloudhead waste no time in their latest game. Pistol Whip basically points a gun at your head and says “dodge this.” You better move, or you’re going down like just another agent in The Matrix.

The VR game debuts Nov. 7 across most major headsets including Quest, Index, Rift and Vive (with a PSVR version in the works), and the software wears its inspirations on stylish sleeves. If you’ve played Superhot, you can see that game the moment you hear the words “Pistol…Whip” at scene selection. Beat Saber’s influence is obvious, too, but so are the fantasies of generations who grew up watching action movies like James Bond, Die Hard, Kingsman and John Wick.

That’s the level upon which Pistol Whip’s foundation is laid firmest. It is a VR game made for people who like movies where heroes get things done with a gun. Put another way, it should appeal to almost anyone who thinks Keanu Reeves looks good in a suit.

Symphony Of Bullets

I’ve spent nearly 40 hours with early versions of Pistol Whip on Valve Index and I see no end in sight to my time with the game. As I type this, my hand aches from gripping the controller too tightly, and for too long, replaying a single hard level in “Deadeye” mode.

The game launches with 10 levels, or “scenes” as Cloudhead calls them. Each scene — a catchy song licensed from Kannibalen Records — is mapped to a continuous three-to-five minute path through colorful glowing stages. Each scene amounts to a dreamy re-imagining of chase or gun-battle scenes from action movies. There are easy, medium and hard difficulties for each scene and they are all built around an auto-aim system tuned to help a wide selection of players slip into this power fantasy.

Auto-aim


The auto-aim ensures everyone playing Pistol Whip is a highly skilled marksman relentlessly pulled forward through each level. Enemies sprint into place and align themselves at a series of predefined moments along the path. When they fire you’ve got some time to move your head out of the way. There are really only three main enemy types and they differ visually just enough to tell you they need one, two or four bullets to go down. There are, of course, more of the harder to break baddies on higher difficulties.

I put most of my time with the game into this auto-aim mode. Players are likely to find different play styles depending what you want to do. Going for a high score? Maybe start moving to the beat to help you place your bullets at the right moment. I found a satisfying flow state playing this way — a kind of dance with my heart thumping in my chest and shots colliding perfectly in sync with the music. I haven’t felt anything like it since, maybe, Mirror’s Edge.

Deadeye Modifier

I recently turned on the “Deadeye” modifier and, spoiler alert, turning auto-aim off is like that arc in a comic book hero’s journey where they lose their powers. I can’t yet beat a level on hard difficulty in this mode and I haven’t found that relaxing/exhilarating flow state I did in the main game. Honing my aim, though, also feels like an incredible challenge to undertake as well and one that’s likely to draw me back again and again. It also offers a 20% score bonus.

Pistol Whip Scoring

With auto-aim I’d memorized the spawn beats of enemies to such a degree, and became so aligned with the assistance, that I’d learned to take my shots fast and move my head so little that it didn’t take much energy anymore to dodge the occasional bullet and stay in command of a hard level. There are 200 points possible per shot summed from a combination of accuracy and on-beat shooting. “Deadeye” mode, then, is there for players who want “training accuracy or as a high-level challenge,” according to Cloudhead.

What About Custom Songs?

pistol whip song select menu system

Some VR players may turn Deadeye on way quicker than I did — it wasn’t in earlier builds I tried — and I’m far from what anyone would call “good” at shooter games. So many players will probably exhaust the game’s levels way faster than me. Cloudhead’s official comment on “custom” music is that “because Pistol Whip levels are complete scenes rather than ‘voids’ like in traditional rhythm games, custom tracks are a more complicated process. However, we have solutions in mind that we are excited to address after launch.”

The studio is also planning “more free and paid songs/scenes for after launch.”

Hype Train Pulling Into The Station

Game reviews are embargoed by Cloudhead until release of the game at 10 am Pacific on Nov. 7. In all my time with the game I’ve only played five of the 10 completed songs. We should have our hands on a finished build of the game with plenty of time to develop a full review, but for now Cloudhead’s lifted the embargo on initial impressions.

So, here it is then. Pistol Whip’s consumed me for much of 2019. Cloudhead announced the game as part of our E3VR showcase this summer and when I went on vacation I took the Valve Index and its base stations with me because I expected Cloudhead to send me a build during the trip. They did, and my family is still mad at me for playing it in the other room so much instead of visiting with them. I was so impressed by what I played I got a passport and booked the multi-flight journey out to visit their office in Canada and interview the development team face-to-face so I could understand their journey toward this game.

For roughly seven years now I’ve obsessed over the promises of VR technology and I’ve been a fair bit skeptical the entire time. I wish VR would allow more people to work from home while empowering more folks to spend meaningful time with their families. Maybe that’s the future of VR — I hope it is — but the fun I’ve found in Pistol Whip tells me something Cloudhead seemed to realize in its journey from two Myst-like VR games and Aperture Hand Labs to this one.

First, we’ll need guns. Lots of guns.

You can wish list Pistol Whip at the following links:

We’ll have more for you in the coming days about Pistol Whip.

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Exclusive: Pistol Whip’s First Full Level Gameplay Video

If you were already excited for Cloudhead’s Pistol Whip the video on this page may make the next few weeks excruciating ahead of its release on Nov. 7.

Not sure what the game is actually like to play? On the fence? Wondering if it can really make you feel like you’re in an action sequence from a movie? Before I embed the first full level of gameplay from a beta version of Pistol Whip I’m posting the links to the pages for the game where you can wishlist it for every major VR headset, with PSVR coming soon. I think there’s a good chance you’ll want these links when you’re done watching.

Let me also preface the video by conveying that what you’re about to watch is what Pistol Whip mastery looks like after countless plays of a single song. The song is Replicants by Black Tiger Sex Machine, Apashe for the label Kannibalen Records. It is one of 10 songs included at launch with Cloudhead Games planning regular music and level updates. 

I’ve put dozens of hours into an early version of the game and, though it made me feel like John Wick even on the easiest difficulty, I took so many bullets along the way and found myself hooked on replaying a single song for hours to try and achieve the highest score possible and a god mode play style like the one depicted here. This video is provided by Cloudhead and Pistol Whip is integrated with the LIV mixed reality toolset so it should be possible for others to capture gameplay footage like this.

What do you think? Let us know in the comments.

The post Exclusive: Pistol Whip’s First Full Level Gameplay Video appeared first on UploadVR.

The VR Job Hub: Lucky VR, Fireproof Games & More

It may be warm still but Autumn is definitely upon us and that means doing away with the light clothing and grabbing something warm and snuggly. As the seasons change its as good a time as any for a change in circumstances and job, with some quality vacancies available this week.

Location Company Role Link
Toronto, Canada Lucky VR Unity 3D Developer Click Here to Apply
Toronto, Canada Lucky VR VR Quality Assurance Click Here to Apply
Toronto, Canada Lucky VR 3D Artist Click Here to Apply
Guildford, UK Fireproof Games QA Tester Click Here to Apply
Guildford, UK Fireproof Games 3D Artist Click Here to Apply
Los Angeles, US Respawn Entertainment Development Tester Click Here to Apply
Vancouver, Canada Cloudhead Games Intermediate to Senior Programmer Click Here to Apply
Vancouver, Canada Cloudhead Games Game Designer Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.