‘Wraith: The Oblivion – Afterlife’ Review – Frights, Intrigue & Cowering in Closets

Wraith: The Oblivion – Afterlife is a single-player horror-adventure set in the storied ‘World of Darkness’ universe. You don’t need to be a Masquerade fan though to step into the game’s sprawling mansion, dodge howling ghosts, and unravel a pretty interesting story centered around a cabal of Hollywood types who are suitably creepy from the get-go. It can be a little rough around the edges at times, but it basically delivers on its promise of frights, intrigue and plenty of Alien: Isolation-style hiding.

Wraith: The Oblivion – Afterlife Details:

Available On: Oculus Quest, Oculus Rift
Release Date: April 22nd, 2021
Price: $30 (supports Oculus cross-buy)
Developer: Fast Travel Games
Reviewed On: Quest 2, Oculus PC (Quest via Link)

Gameplay

You’re a photographer named Ed Miller, and you find yourself tied to the the place of your death after a séance gone awry. You’re not sure what happened beyond that, but your dark alter ego has some ideas as he guides you down a path of discovery, danger, and maybe even redemption.

For a ghost you’re surprisingly corporeal, at least at the beginning before you can learn to walk through walls. You don’t learn that right away though, so most of the time your only real power is to force-grab small items and either pop them in your floating inventory (no holster system), or toss them to distract enemies from your immediate location. I wouldn’t call hiding in a closet a super power, but I was super good at it, so there’s that.

Looking through a slat to see my pursuer | Image captured by Road to VR

Most of the game’s push to make you explore the house is typically centered around fetch quests. I would otherwise call that a plain negative, but the story moves quickly enough, and ghosts are frightening enough to make it less of an issue personally.

Enemies are faster than you in all cases, and are sensitive to the noise of your footfalls, which gives you some leeway if you can toss a bottle across the room to draw their attention. Although there’s a few enemy styles, they aren’t varied much beyond their physical size. And you can’t kill them either; all of them can be distracted and confused by your only real weapon, a camera flash that can be used both as a flashlight and as a way to temporarily blind baddies. I wish I could move faster when in ‘sprint mode’, but then enemies would probably be stupidly fast to compensate, and that wouldn’t be fun.

Image courtesy Fast Travel Games

Using the camera flash requires ‘Pathos’, which you can either pick up around the game in the form of found photographs, or get a top up at save points once they’re unlocked. You can decide to use the camera flash to light your way, but you may need a burst of its energy at a critical moment, so I was usually much happier to fumble around in the darkness if it meant I was full-up on juice. It’s a harrowing experience being without camera battery when you’ve just been informed that you better not make any sudden moves, otherwise some howling banshee will beat you to death.

Since most of the game is based around fetch quests, there’s also a helper mechanic to get you from point A to point B. A glowing yellow force displayed in your arms tells you whether you’re hot or cold on your way to the next objective, which feels less cheap than having a magic path drawn for you. You have to physically toggle it, which is best when you’re just hanging out.

Light up tats and veins do the trick |Image captured by Road to VR

As for the bad guys: enemies don’t pop up randomly, which offers a bit of relief from the madness, letting you focus on the story and navigate the palatial home. You’ll typically have some sort of warning too, either from your dark alter ego buddy or a visual cue, like an encroaching darkness, that lets you know trouble is around.

Image courtesy Fast Travel Games

This cuts down on the prospect of jump scares by a fair bit, but that doesn’t mean your heart rate won’t shoot up as a rotten, broken woman crawls on the ceiling, drops down, and mauls you to death (despite the fact you’re already dead). I probably don’t need to say it, but there are a fair number of murders and depictions of suicides in the game, so plan accordingly.

Death is frustrating, and maybe not for the most obvious reasons. Loading time between deaths is annoying, but much less annoying than having to redo bits because you forgot to manually save at predefined save points.

Touch the orb to save (and do it often) | Image captured by Road to VR

I would regularly go out of my way to backtrack to a save point than have to repeat multiple fetch quests in a row because I wasn’t offered a convenient one in the area. I wished it had a more intelligent checkpoint system so I could focus on objectives and the narrative more clearly.

The story is well orchestrated, and is doled out like breadcrumbs on a trail. You experience the narrative piece by piece through notes found throughout the game, ghostly reenactments unlocked by using your trusty camera, and voice overs from your not-so-friendly wraith companion.

Image captured by Road to VR

Low level tension is at a near constant, and when the game tells you it’s going to punch you in the gut, it doesn’t lie. You just have to find out what it’s going to use to make you jump, run and hide.

Although I was satisfied with the game as a whole, I was a little disappointed with the ending. I like when games give me the tools to feel clever, but really the only thing I felt throughout Wraith was heart-pumping fear the overwhelming sense of relief when it was finally done.

From start to finish, it took me around six hours to complete. There aren’t any difficulty settings, so the only way to lengthen that gameplay time is by collecting Easter eggs and uncovering each ghostly story reenactments. Fast Travel Games says it takes between six and eight hours to complete.

Immersion

My overall impression of Wraith in terms of immersion aren’t plainly negative. I have some concerns about polish, but all of the moving pieces of game work fairly well in spite of this.

The Quest version doesn’t have the highest graphical fidelity I’ve seen in a game native to the platform, but it sets a suitably dark and dreary scene to make it believable enough to my lizard brain, which just wants to hide in one of the many closets dotted around the place. If it could manage dynamic lighting, it would have been a much scarier and realistic experience.

Image captured by Road to VR

I would say the same is true for the narrative in terms of polish contrasted against its overarching ability to tell a story. Voice acting reminds me of a made-for-TV movie from the SyFy network, and scripted lines feel stilted and pulpy, but I was never bored and I never felt like I was being explained something I didn’t need or want to know. The story had enough momentum to keep me moving along with it. Also, I would strongly suggest turning off the default subtitles if you want a more immersive gameplay experience.

As far as graphics go, the version for PC VR offers a higher fidelity experience. Almost all textures seem to be sharper and more legible when playing on Rift S or Quest 2 via Link. It’s clear the game was designed first with Quest in mind though, as both versions lack the more graphically intensive effects we’ve seen in high-polish PC VR titles like Asgard’s Wrath (2019) or Lone Echo (2017).

Image courtesy Fast Travel Games

Enemies are well-designed and genuinely unsettling, but can feel a bit clunky at times. More than once you can see them clipping slightly through walls and doors in a very non-ghostly manner. My favorite immersion-breaker was when I tried holding a door shut so a particularly lanky ghost couldn’t get me, which made both the door and long-boi ghosty start a hilariously janky battle of colliding objects.

My biggest gripe is pure pedantry, I know, but every swinging door in the house is a Norman Door—i.e. there is no clear indication of how you’re supposed to open it since they appear identical from both sides. This adds some frustration to the whole thing when you’re trying to bolt down a corridor and find yourself pulling a door when you should push, or vice versa.

Comfort

Wraith can be played both seated and standing, however standing will offer you the most bang for your buck when it comes to the full range of motion and ability to physically cower behind objects. If you remain seated, you can also make good use of the artificial crouch button to bypass obstacles and hide.

The game offers a full array of comfort options for almost every player type. There’s head or controller-oriented smooth locomotion, and a sort of teleportation whereby you ‘drive’ your avatar in the third-person, then snap to the new location. Both smooth turning and variable snap-turn is available, both of which includes toggleable vignettes to increase user comfort.

The post ‘Wraith: The Oblivion – Afterlife’ Review – Frights, Intrigue & Cowering in Closets appeared first on Road to VR.

Wraith: The Oblivion – Afterlife Launch Trailer Debuts At Oculus Gaming Showcase

As part of the Oculus Gaming Showcase today, we got another look at Wraith: The Oblivion – Afterlife.

This time it was the debut of a new launch trailer. Check out it below.

The game is set to launch today for Oculus Quest and Rift. It’s set in the World of Darkness universe, where you’ll be stepping into the afterlife and exploring Barclay Mansion. You’ll be stalked by spooky Spectres as you try to unravel mysteries and master supernatural powers. It’s a horror game, but Fast Travel is promising something that’s less focused on jump scares and more about building tension.

If you’re looking for more info on Wraith before it launches, you’re in luck — it was our Upload Access game of the month in March, so we’ve got a wealth of stuff for you to check out.

There’s a hands-on with the game’s first house on Quest, or maybe you want to read about how Wraith takes VR horror beyond jump scares. We’ve got a breakdown of Fast Travel Games’ history as VR-exclusive developers and a segment where the team walks us through the Wraith’s powers in a new gameplay clip. And there’s even more still — you can see a full list of our Wraith: The Oblivion Upload Access content here.

Wraith: The Oblivion – Afterlife launches for Quest and Rift tomorrow, April 22. It will release on SteamVR next month, on May 25, and then on PSVR sometime later in the year.

Missed the Oculus Gaming Showcase? Well then check out our summary of everything that was announced.

‘Wraith: The Oblivion – Afterlife’ Launches on SteamVR Headsets Today

Wraith: The Oblivion – Afterlife has been available exclusively on Oculus headsets since its launch back in April, however now anyone with a SteamVR-compatible headset can take a crack at the patently creepy ‘World of Darkness’ horror adventure.

Update (May 25th, 2021): Developers Fast Travel Games have released Wraith on Steam, with support for all major PC VR headsets. The game is currently 10 percent off, bringing from its MSRP of $30 to $27.

Since it’s had about a month out in the wild already, the Steam launch has benefitted from a number of bug fixes and the addition of 10 new collectibles, something Fast Travel says gives “additional context to some of the characters and the story.”

When we played on Quest 2, we gave it a respectable [7.5/10] in our review. Check it out for a full no-spoilers take on why it fell a little short, but still delivered on its promise of atmospheric frights.

Original Article (April 21st, 2021): In Wraith, you step into the role of Ed Miller, a photographer who has mysteriously been turned into a ghost (Wraith). You must retrace your steps, gather clues, and figure out what happened to you that fateful night at a Hollywood party.

We went hands-on with Wraith back in March, and the hour-long playsession delivered a vibe super reminiscent of Alien: Isolation, as you have to run and hide from the game’s other maleficent spirits.

“The World of Darkness is a monster-filled universe that has always captured my imagination with its dark storytelling and intrigue,” says Erik Odeldahl, co-founder and creative director at Fast Travel Games. “It still blows my mind that we have made the first World of Darkness VR game with Wraith: The Oblivion – Afterlife, it truly is a dream project for many of us at Fast Travel Games. As your Storyteller, we can’t wait to introduce you to our world of dark secrets when the game launches tomorrow on Oculus Quest and Rift platforms!”

The horror-adventure game is coming April 22nd, launching first exclusively on the Oculus Store for both the Rift and Quest platforms (cross-buy included). The game will subsequently launch on SteamVR headsets on May 25th, and PSVR later in 2021.

The post ‘Wraith: The Oblivion – Afterlife’ Launches on SteamVR Headsets Today appeared first on Road to VR.

Take a Sneak Peek Inside the Mansion of Wraith: the Oblivion – Afterlife With This Web Version

Wraith: The Oblivion

Fast Travel Games is set to launch its horror title Wraith: the Oblivion – Afterlife for Oculus Quest and Rift in April. If you’ve been looking forward to the launch then the studio has something extra special to fill that time. This week saw the launch of the Barclay Mansion Challenge, a short browser-based experience where you can step inside the mansion and complete a challenge to win stuff.

Wraith: The Oblivion - Afterlife

So no virtual reality (VR) headset is required, simply go to WraithAfterlife.com on a computer or smartphone to start playing. It gives you a great glimpse into the chilling setting whilst tasking you to use the in-game camera to capture Remnants – cursed memories of the mansion’s recent guests. Succeed in capturing all seven of them and you’ll be in with a chance of winning a Wraith: the Oblivion – Afterlife branded Oculus Quest 2, you could even get your name in the game.

The challenge will be available until 22nd April but the draw for the Oculus Quest 2 will take place on the 20th so best complete the challenge quickly. Everyone who signs up also gets a free Wraith: the Oblivion – Afterlife 4K wallpaper for their desktop.

Set within the World of Darkness universe, Wraith: the Oblivion – Afterlife sees you play as the unfortunate Ed Miller, a photographer who dies during a seance at the luxurious Barclay Mansion. Stuck between the living world and the afterlife, you have to roam the hallways looking for clues as to what happened. However, being dead doesn’t mean to say you’re entirely safe. As a wraith, you can walk through walls and pick items up at a distance but you must also avoid Spectres. These are spirits of wrath and vengeance. With no way to defend yourself from them, you must tread carefully and hide.

Wraith: The Oblivion - Afterlife

VRFocus previewed Wraith: the Oblivion – Afterlife earlier in March, finding that it was: “looking very promising. The scare factor feels spot-on, not too much, yet enough to keep you on edge, and the whole aesthetic of the mansion and the events that have taken place work tremendously.”

For further updates and a full review of Wraith: the Oblivion – Afterlife, keep reading VRFocus.

A Long Way In A Short Time – The History Of Fast Travel Games

We talk to CEO Oskar Burman on the history of this VR-exclusive developer as it prepares to put out its fourth title in three years.

In VR, you’ve probably noticed, there isn’t much you can depend on. This industry is a minefield of risky markets and unwieldy technology that any developer is lucky to simply navigate and come out on the other side unscathed, let alone successfully. But there is one studio that’s earned an uncharacteristic reliability in these past five years, and that’s Fast Travel Games.

The Stockholm-based studio, which has the luxury of neighbouring alongside talent hotbeds like DICE and Rovio, already has three released VR games under its belt and will add a fourth next month with Wraith: The Oblivion – Afterlife. None of its past titles are what you might consider stone cold VR classics. They are, however, consistent performers – rock solid in playability, considered in design and never anything less than enjoyable to experience.

Slipping a headset on to play a Fast Travel title often feels like sitting down in front of your console and booting up a new release. These are games you can count on, a persistent trait only a few studios can claim to have matched this far in. Whether it’s the core thrills of Apex Construct’s archery combat, the warmth of The Curious Tale Of The Stolen Pets’ whimsical worlds or even the brilliantly physical stealth of Budget Cuts 2 (co-developed with Neat Corp), we’ve come to depend on Fast Travel as a sort of VR constant.

Swedish Superstars

Perhaps that’s no surprise when you consider the culminative experience behind the studio’s three core founders. CTO Kristoffer Benjaminsson and Creative Director Erik Odeldahl both hail from DICE, working on the Battlefield and Mirror’s Edge series respectively. For a time CEO Oskar Burman also worked at the EA-owned juggernaut, but he’s also held senior positions at Just Cause developer, Avalanche Studios and, until 2016, was the General Manager of Angry Birds creator Rovio’s Stockholm studio. Quite a résumé between them, then.

Why leave the safety and comfort of those established studios for all this, though? Burman’s own story is familiar – dreams born after watching 90’s cult classic, The Lawnmower Man and then brought into stark reality after getting to demo the HTC Vive in 2015 at a space Valve’s Chet Faliszek had set up at the offices of Payday developer (and StarVR creator), Starbreeze. Talking to me over web-call, Burman even describes the experience with the same ‘mind-blown’ sound effect I think we’ve all made to translate our VR excitement at some point.

“I had been at Rovio for three of four years by that time,” Burman says, “I was leading that studio but I felt like now is the time to go and build my own studio and focus on VR. I’ve been kind of waiting for the right time to start something new, but this is the time.”

There were discussions, Burman notes, about possibly working on VR projects in their current positions, but the three didn’t want to be weighed down by corporate bureaucracy (which, to this day, is very real when it comes to VR). EA, for example, had shown interest in VR with a Star Wars: Battlefront experience on PSVR, but were years away from giving it the serious commitment seen in Squadrons. They wanted to be lean and nimble, to move fast, maybe break a few things, but start learning from those fragments right away. “That’s one of the things I’ve learned throughout the years is, when you launch games, that’s when you learn,” Burman says. The aptly-named Fast Travel Games was born.

The trio’s connections and body of work afforded it the benefit of venture capital, something few other start-up VR studios will have been fortunate enough to enjoy. But the team set it to work almost right away; the remaining months of 2015 were spent on R&D and securing office space (which, at first, included sharing with Budget Cuts’ Neat Corp) and Fast Travel’s first game entered development in the early days of 2016.

Constructing Apex Construct

The team had big ambitions within the context of the VR market. It wanted to make a full, multi-hour campaign, the kind that Burman and co had been crafting for their entire careers and a direct response to the influx of wave shooters and short experiences VR was seeing so much of at the time. Apex Construct, Fast Travel hoped, would be the game early VR adopters had been pining for.

Design was smart and tight, sticking to what we already knew worked in VR. There was archery-based combat against enemies that fired huge, glowing projectiles you could dodge, for example. Though the narrative was linear, Fast Travel built out wide-reaching levels that could be revisited in later missions to open up new doors and passages, a neat way to reuse assets whilst maintaining the illusion of progression. Apex was an exercise in ticking the boxes not normal checked by your standard VR fare.

Critically, it performed quite well but, to Burman and co’s surprise its efforts to make a game VR owners wanted weren’t immediately rewarded with sales. “I think, we were disappointed at launch because we thought the market– we just thought there would be more demand at that point in time,” he says.

Over time, thanks to news headsets like Quest, Apex’s sales did begin to pick up — something Burman notes as very unusual for a single-player narrative title — but those early days were definitely a challenge for Fast Travel. “I would say 2017 but even more 2018 was the tough years when the momentum kind of died off and you started to question yourself: is this going to happen? What’s going to drive it going forward?” Burman recalls.

But Apex did accomplish one key goal; it gave Fast Travel a lot to learn from. “We learned a lot about VR interactions and what you need to think about when designing a VR game,” Burman says. “There’s a lot of other people that can speak to this but the detail of interactions, the stuff you’re expecting in VR like, if you see a texture with a button on you go press it immediately.”

There was also the growing demand for smooth movement locomotion, which Fast Travel had to implement into the game at a fairly late stage (before it had been teleport-only). Indeed, the bones of Apex Construct can be seen in every game the developer’s made since, if not always in the most obvious of ways.

A Curious Diversion And A Stealthy Surprise

Fast Travel wouldn’t take these learnings into a direct sequel to Apex Construct. Instead, for its next project, it picked something a little smaller, more manageable and — on the surface at least — quite different from its debut title. The Curious Tale Of The Stolen Pets was a cutesy puzzler that looked a little like a VR version of a Wallace & Gromit animation. You didn’t fire a bow and arrow, but instead rotated diorama-sized worlds in search of cutesy critters hiding in sunken ships and chests filled with carrots.

This, Burman says, was a passion project for the game’s lead, James Hunt, who worked with a smaller team inside the now-growing Fast Travel Games in a short amount of time to produce something of a light treat. “It’s a shorter game but it’s in many ways more polished than Apex,” Burman says. “It’s polished through and through, and also how the art comes together with the music from Wintergatan. It really works out perfectly.”

And, like Apex before it, Curious Tale has slowly but surely built an audience. “I think it’s the best-selling game we have right now on the market,” Burman reveals. “We did the hand-tracking addition to the game last year and it seems like it’s sticking and has this kind of unique niche in the Quest ecosystem.”

But, even if Curious Tale was unexpected, it wasn’t half as surprising as Fast Travel’s collaboration with Neat to release Budget Cuts 2: Mission Insolvency. The first Budget Cuts was an early showcase of how VR literally changed the game, emphasising physical movements to remain out of sight and rewarding player skill in ways flatscreen games can’t quite match. It’s also a pretty consistent seller on Steam – so why did Neat ask for help on the sequel?

“It was pretty natural to us,” Burman explains. “We had been spending a lot for time together, we knew each other, we trusted each other. Neat felt like they really wanted to build a sequel to the game and they didn’t have the capacity to get it out in that short time-frame they wanted it out.”

And so Fast Travel was enlisted. “It was fun, to do something, to work together,” Burman recalls. And a deeper bond has formed because of it. The two studios are now working on separate projects, but share a Slack group to talk about other games and movies. You can’t help but wonder, as the VR industry grows, if these two along with other Stockholm VR developers like Resolution Games and Cortopia might begin to hold reputations just as respected as the gigantic mega-studios that surround them.

The Afterlife Awaits

Around the time Fast Travel was working on Curious Tale and Budget Cuts 2, though, another opportunity arose. Paradox Interactive, another Stockholm-based publisher, was interested in getting into VR. The question was how to do that; existing IP like Empire of Sin and Prison Architect likely didn’t seem like an ideal fit.

But Paradox also owns the rights to an entire universe of horrors, the World of Darkness franchise, home to a tabletop RPG and games like Vampire: The Masquerade – Bloodlines. Its lore is comprised of various mythical monsters creeping out of the shadows and causing all sorts of misery. Fertile ground for a VR horror game, then.

“We felt like this being a ghost must work very well in VR,” Burman says, referring to the Wraith factions in the world. Wraiths are, essentially, dead people. They can enter the world of the living and effect it with supernatural powers, which is exactly what Fast Travel pitched to Paradox for Wraith: The Oblivion – Afterlife.

“It’s… uh, it’s a horrifying game,” Burman adds with a laugh. He doesn’t share the same affinity for horror that Creative Director Erik Odeldahl clearly does, but still says Wraith represents some big steps for the team. “If you play Wraith, you can definitely see the history from Apex and from Budget Cuts 2 in it, but there’s also things from Curious Tale in terms of interactions and such. But we’re taking all our learnings into this project. It’s a lot of stuff we’ve learned throughout the years that’s coming together here. It’s definitely our most ambitious project yet.”

In our interview earlier this month, Odeldahl told me Fast Travel Games was named as such because himself, Burman and Benjaminsson saw VR headsets almost as a portal to instantly bring you to new worlds. But, looking at the developer’s expansive output in the space of the past few years, the label feels all the more appropriate. Wraith arrives on Quest and Rift on April 20th, and there are SteamVR and PSVR versions arriving later down the line but, given the precedent Fast Travel has set, it might not be long until we hear about what’s next.

“We’re not going to be a horror studio from now on, we are going to move between genres, definitely,” Burman says, confirmed the studio is working on its next game (and even games) already. “Because I think we have the capability to do that and we have a great team that spans over different genres and games. So it’s going to be a variety. There’s a lot of stuff in the works. I really can’t say much more than that.”

Quite a rollercoaster of a few years, then, though that could be said of any VR developer at this point. What makes it all worth it for Burman is that, after all those ups and downs, Fast Travel is not only still here, but it’s growing, with nearly 30 employees already. “There’s so many that didn’t make it in a way,” Burman says of other studios, “like steered away and built something else. So I’m super proud of that. We’re still here, almost everyone in the team is still with us. It’s a bunch of true VR believers in this company that stick around and fought for this to happen.”

wraith upload access schedule

Watch: Over 4 Minutes Of Wraith: The Oblivion – Afterlife Gameplay

Last week brought plenty of new details about Fast Travel Games’ Wraith: The Oblivion – Afterlife but, today, we’ve got brand new gameplay as part of Upload Access.

Fast Travel is sharing over four minutes of footage from its upcoming VR horror game, focusing on the powers players will wield in the adventure. In Wraith, you embody the titular entity, granting you access to supernatural abilities. You’ll need these to unlock new areas of the Barclay Mansion as you search for answers surrounding your death. You’ll also want to use them to get out of tight spots when hunted by the horrific Spectres.

Check the gameplay out in action below.

So, to recap, there’s:

  • Wraithgrasp – The ability to manipulate objects from afar, including heavier items you might not be able to move at the start of the game.
  • Insubstantiality – When certain markers appear on walls you can open up gateways, of sorts, to pass through them into the next room. Essential for quick escapes.
  • Sharpened Senses – Essentially the game’s compass, this lets you reach your next objective by scanning the world with your hand. The controller vibrates and you’ll hear a heartbeat and see your hand glow when you’re on the right track.

We’ll be diving into these powers later in the month as part of our Upload Access coverage on Wraith. We’re also speaking to Fast Travel about the studio’s origins and taking a look at the art of the game. And don’t miss our preview of the game from last week alongside our deep dive into the horror aspect with Creative Director, Erik Odeldahl.

wraith upload access schedule

Wraith launches on Oculus Quest and Rift April 22nd, with a SteamVR version following May 25th. A PSVR launch is planned for later in the year.

Preview: Wraith: The Oblivion – Afterlife – Creepy Hollywood Horror

Wraith: The Oblivion - Afterlife

You’ve got to love a good virtual reality (VR) horror. There’s just something about slowly wandering around dusty old houses with creaking windows and poorly lit rooms that just makes you wonder why you started in the first place…and then those eyes appear out the darkness. In 2021 Fast Travel Games (Apex Construct) will be adding to this genre with its first horror title Wraith: The Oblivion – Afterlife, a rather creepy, haunted house-style experience that’s just brimming with atmosphere.

Wraith: The Oblivion - Afterlife

It’s a heavily story-driven experience with a kind of murder-mystery whodunit feel to it all. But in this mystery you’re not solving someone else’s death you’re trying to work out what happened to your unfortunate soul. Because you play Ed Miller, a photographer invited to a séance with his girlfriend at the mansion of a major Hollywood producer. Naturally, something horrible goes awry and Miller ends up dead. Not happy in the afterlife dead with white fluffy clouds and harps playing but a grim in between, stuck as a wraith trapped in the Barclay Mansion unable to leave.

This gives Wraith: The Oblivion – Afterlife an excellent start, already offering a captivating narrative that draws you in and begs to be uncovered. Also nice is the fact that you’re a wraith rather than a helpless soul just trying to survive. As such you’re imbued with powers to aid your lonely wandering around the house, with two available in VRFocus’ preview, Wraith Grasp which lets you pick stuff up at a distance (quite common in VR videogames) and a sort of sixth sense to detect hidden items.

However, your wraith existence isn’t that lonely appearing occasionally and talking in your head is The Shadow, a dark manifestation of Miller’s subconscious who can be both helpful and problematic – although the hindering side didn’t really show during the 2-hour demo. What did appear were two of Wraith’s Spectres, malevolent beings who were once people yet now wander the mansion looking for you. And to say these creatures are quite terrifying is maybe an understatement, especially when they spot you, scream and run at you. There’s one called The Hanged Man who offers a jump moment in the library but it’s The Sad Cinematographer who wanders about which really makes hiding a priority.

Wraith: The Oblivion - Afterlife
The Seance Room, Wraith: The Oblivion – Afterlife.

And that’s primarily what’s required as Wraith: The Oblivion – Afterlife is about building tension and that sense of foreboding. There’s no way to attack these creatures or kill them. You can lob a bottle to distract them or use a flash to help give you a moment’s breather but that is it. This is a walking horror, so most of the time was spent exploring and the Barclay Mansion seems to be massive, never offering a moment of calm. From what was shown so far there weren’t really any jump scares, it’s all about that atmosphere and what could be around the corner.

You do have things to do, there’s some light puzzling involved, you can take photos to reveal a different part of the story, plus plenty of cupboards and other interactive objects to play with. As more of the narrative is revealed you can head to a save point – a rather old-school feature – and go to the mind palace where all those new memories are sorted. Wraith: The Oblivion – Afterlife doesn’t feature any HUD or a proper inventory, so this is a useful side area for taking a break.

With all the walking involved Wraith: The Oblivion – Afterlife features a nice, extensive list of comfort options that should meet most needs. Smooth locomotion is the default or there’s the avatar teleport option. Rather than an ugly teleport arc ruining the ambience, a marker runs across the floor which you’ll then teleport to when it stops, providing a neat alternative.

Wraith: The Oblivion - Afterlife

From what VRFocus has seen so far of Wraith: The Oblivion – Afterlife ­– which equates to around 15-20% of the videogame the studio claim – it is looking very promising. The scare factor feels spot-on, not too much, yet enough to keep you on edge, and the whole aesthetic of the mansion and the events that have taken place work tremendously. The only worry is the lack of things to do, which VRFocus expects to ramp up alongside the addition of more Spectres. So far so good, very much looking forward to seeing more.

‘Wraith: The Oblivion – Afterlife’ Preview – ‘Alien: Isolation’ Vibes Aplenty

Wraith: The Oblivion – Afterlife, the first VR game in the storied ‘World of Darkness’ franchise, is set to launch next month on Quest and Rift, with versions for SteamVR headsets and PSVR coming later this year. We got a chance to go hands-on with a preview version on Quest 2, which takes you through the first 20 percent of the game.

Note: Wraith: The Oblivion – Afterlife is set to launch on April 22nd on Oculus Quest and Rift, priced at $30 with cross-buy. The game will subsequently launch on SteamVR headsets on May 25th, and PSVR later in 2021.

In Wraith, you’re thrust into the world as a ghostly apparition who’s tasked with reliving the events of a strange night at an ailing billionaire’s house in the Hollywood Hills.

Once a fleshy photographer named Ed, you’re now the game’s namesake, a newly-minted wraith (aka ghost). The game is very much an adventure-style affair, which involves plenty of walking, clue-finding, light puzzle-solving, but also a fair bit of running from fellow ghosties. More on that below.

Image courtesy Fast Travel Games

Taking on the powers of a wraith, you experience the story through holographic flashes of events between characters, which reveal what happened that fateful night.

There was a seance and plenty of creepy Hollywood types floating about that evening, but as a newborn wraith your dark subconscious—called ‘The Shadow’—goads you into discovering how you slipped beyond the veil.

Image courtesy Fast Travel Games

The game’s story-telling trope is effective way of leaving definitive breadcrumbs throughout a decidedly circuitous route across the game’s sprawling mansion, which seems to have fallen apart to more or less the same extent as you have. It’s a disheveled, bloody place that consequently offers plenty of dark spots for nastybois to hide in.

Here’s the answer to one of the questions you’re bound to have: is it scary?

Yes, but not because of jump scares. Nasty spirits can hunt you down, but you’re given audio cues well in advance so you can hide in closets and arm yourself with an obligatory vodka bottle—not for defending yourself as a bludgeon, but for tossing far away to divert the evil specter’s attention.

Image courtesy Fast Travel Games

Believe me, I tried on several occasions to thwack a lanky ghost-dude in the face to no avail. The obvious comparison here is Alien: Isolation, although not all enemy ghosts are the hunter type. At least in my two-hour playthrough. I expect more, a worse encounters to come, as it’s clear there’s an built-in expectation to hide, and hide often.

Adding to the creepiness factor, later in the preview I also got the power to walk through specific wall portals, which in itself is pretty intimidating. You can’t peer in cautiously like with a door that you can immediately shut if you decide you need a second to see what’s inside. You simply have to jump in and let the void take you to wherever the endpoint happens to be. I can see this getting really confusing, but in a way that will probably add to the creepy atmosphere rather than adds frustration. Who knows what’s waiting for you on the other side?

Image courtesy Fast Travel Games

Thankfully there’s plenty of save points around, which allow you to simply save before your inevitable death. You can also visit a so-called mind palace, a place where you can revisit all of the clues you picked up along with way. It feels like a better solution than a massive inventory that you always carry around.

The one to two-hour preview is said to constitute 15-20 percent of the game, which puts the final product somewhere around 6.5 – 13.5 hours in length. It took me about an hour and half to play, so that estimation doesn’t sound too far-fetched.

In the end, I really like what I’ve seen so far. Although I’m not indoctrinated in The World of Darkness lore, the game on its own seems to have struck a good balance between mystery and genuinely atmospheric horror, a la Alien: Isolation-style craziness. Since it’s not a finished product yet, it’s hard to comment on the graphical fidelity of the game, but suffice it to say on Quest 2 that it looks adequate enough, feeling a bit like a PC VR game tuned down only slightly.

It also comes with an array of comfort options, which is not a surprise coming from the well-seasoned VR pros over at Fast Travel Games, which also created Apex Construct (2018) and The Curious Tale of Stolen Pets (2019).

If you’re looking to see the game in action, the studio actually put together a pretty great video showing a fast-forward version of the game’s preview demo. Check it out the 10-minute video below to get a good idea of what awaits:

The post ‘Wraith: The Oblivion – Afterlife’ Preview – ‘Alien: Isolation’ Vibes Aplenty appeared first on Road to VR.

Wraith: The Oblivion – Afterlife Creeps Onto Oculus Quest & Rift in April

Wraith: The Oblivion - Afterlife

Fast Travel Games’ upcoming virtual reality (VR) horror Wraith: The Oblivion – Afterlife has looked like a promising scare-fest since its initial reveal last summer. Today, the studio has confirmed there’s not too long to wait with a launch scheduled for Oculus headsets next month.

Wraith: The Oblivion - Afterlife

Wraith: The Oblivion – Afterlife will be the first VR title set within the World of Darkness, a shared story universe containing the likes of ​Vampire: The Masquerade and Werewolf: The Apocalypse. A story-driven horror that relies on creating a terrifying atmosphere rather than jump scares, you play Ed Miller, a photographer who dies during a seance at the expansive Barclay Mansion.

Becoming a wraith, stuck between the real world and the afterlife, you must solve the mystery of your death accompanied by The Shadow, a manifestation of Miller’s dark subconscious. A voice inside your head that helps and hinders your journey The Shadow isn’t the only thing keeping you company as you explore the mansion. Spectres roam the corridors and open spaces, spirits of wrath and vengeance they must be avoided at all cost as you have little to defend yourself against these malevolent beings.

As a wraith you’ll have special abilities to help you uncover the truth, such as Wraith Grasp to grab distant objects, Insubstantiality where you can walk through walls and a trusty camera to reveal hidden clues.

Wraith: The Oblivion - Afterlife

The will be the first horror from Fast Travel Games, having previously released charming puzzle title The Curious Tale of the Stolen Pets and sci-fi bow shooter Apex Construct.

Wraith: The Oblivion – Afterlife is scheduled to launch on 22nd April 2021 via the Oculus Store for Oculus Quest and Rift, retailing for $29.99 USD / £24.99 GBP / €24.99 EUR. A Steam launch will take place on 25th May so Valve Index and HTC Vive owners can step into the mansion, whilst a PlayStation VR version will be arriving later this year.

VRFocus will continue its coverage of Wraith: The Oblivion – Afterlife, reporting back with further updates.

Meet Wraith: The Oblivion – Afterlife’s ‘Shadow’ As VR Horror Eyes Spring Launch

Wraith: The Oblivion

Fast Travel Games’ upcoming virtual reality (VR) horror Wraith: The Oblivion – Afterlife has looked like an enticing prospect ever since the studio’s initial announcement last summer. Today, new details have been released regarding your companion on this journey into the World of Darkness universe, ‘The Shadow’.

Wraith: The Oblivion - Afterlife

If you’ve been following coverage of the videogame or you’re already familiar with the universe then you’ll know that this horror title is somewhat different from the rest. Rather than playing someone trying to survive, you are in fact already dead, playing a wraith looking for answers.

Trapped in the opulent residence of Barclay Mansion filled with Hollywood decadence and occult research, you play the recently deceased Ed Miller who took part in a seance which didn’t end well. As a wraith you now have special abilities like walking through walls, but you also have your Shadow. Unlike the sinister Spectres which you have to avoid and hide from that’s impossible with the Shadow as its part of you, a manifestation of Miller’s dark subconscious.

The Shadow can both help and hinder your journey through the mansion, that voice inside your head which can point you in the right direction, provide context at certain points and help you understand the power of being a wraith. He also relishes in your struggle and will complicate things as well, so you have to judge what to and what not to believe.

Wraith: The Oblivion - Afterlife

This will be the first VR title set in the World of Darkness as well as the studio being the first to make a videogame based on Wraith: The Oblivion.

Wraith: The Oblivion – Afterlife will support Oculus Quest, Oculus Rift/Rift S, HTC Vive, Valve Index and PlayStation VR. The launch window has now been narrowed with Fast Travel Games confirming Spring this year. That may cover a few months but at least it’s something. Check out the new trailer for ‘The Shadow’ below, and for further updates, keep reading VRFocus.