Larcenauts – Impulse Gear On Growing Beyond Farpoint

A bit of VR trivia for you: Farpoint didn’t have 90 degree turns. Like, at all.

Thinking back about it, I realize that’s obvious; you can play the entire campaign without ever once artificially turning the camera. In an effort to keep the game as comfortable and immersive as possible, developer Impulse Gear instead created a network of gently-winding corridors you could navigate with slight twists of your head. It was a curious and rightly cautious bit of design for a 2017 PSVR game.

Four years on, Larcenauts doesn’t exactly share the same concerns. In fact, you could say Impulse Gear has done a 180.

Aside from still being a shooter with a sci-fi setting, Larcenauts is a very different beast to Farpoint. This new hero shooter is multiplayer-focused and decidedly more playful in tone. It also reflects the team’s transition to the wider VR ecosystem, where SteamVR and inside-out tracking let players fight with a full 360 degrees of freedom. Its 6v6 matches (much bigger than Farpoint’s post-launch 1v1 multiplayer mode) are fast-paced, with sliding mechanics and grapple points to zip around maps, and the developer has ambitions to contend in the competitive scene.

How, then, did the team go from its cinematic single-player beginnings to this?

“You look at Farpoint and we learned so much,” says Greg Koreman, co-founder at Impulse Gear. “It was a really good experience, it was breaking new ground in virtual reality. And then what we did was we tried a lot of new things [..] but we knew we wanted to make something multiplayer, and that’s when we looked at getting this thing up and running that would be not just 1v1 multiplayer, we wanted something that was full teams battling.”

This ambition was, in part, spurred on by advancements in recent headsets. Farpoint did a great job of working with PSVR’s 180-degree tracking thanks to smart design choices like those subtle turns. But robust SteamVR and Oculus inside-out tracking systems aren’t as constrained.

“It gets rid of a lot of those issues that we had to deal with in past game design and allows us to focus more on the interactivity and the overall game mechanics,” explains co-founder Seth Luisi, “which is a lot of fun to do.”

Larcenauts, then, sees the developer let loose. “It’s a fast-paced game,” Koreman says. “When you die, you respawn and you have to find your team again. Some of these shooters are a lot slower paced – when you die you’re out. That’s not the case at all here with Larcenauts. When you die you’re coming back into the game, ready to go and you’ve got evolving fronts, you’ve got more frenetic gameplay.”

But let’s back up a second. Even with advances in VR tracking, Larcenauts goes quite a few steps further than Farpoint’s considered pacing. And those that know their PlayStation history will remember Luisi’s work on decidedly slower, more tactical shooters like the long-running SOCOM franchise with Zipper Interactive. Why didn’t Impulse Gear instead opt to take on the likes of Onward and Pavlov, which have seen a lot of success in emulating modern combat?

“I’ve worked on lot of those military shooters in the past with SOCOM and MAG, so I have a lot of experience working on them,” Luisi says, “and you get to a certain point where it just comes down to having different weapons.

“To be authentic to that type of gameplay you can’t really push [VR] that far. So even starting with Farpoint we were really looking at, well, what are some of these interesting weapons and different things we can do and different firings modes, and how can we really bring that to gameplay to look at offering something new. And I personally wanted to take that much further with Larcenauts where each character has their own individual abilities that are very different from what we get out of normal strategy or military sim games.”

Larcenauts, then, is all about tapping into those abilities. Not just on the character front, where each of the eight classes (or specialists) has unique perks, but also on a purely mechanical level. Maps are populated with grappling points that players can zip between for a sense of speed, and every weapon has an alternate firing mode, like a rocket that can be directed after it’s launched.

Larcenauts Maps (2)

“It’s going to take a very long time to master Larcenauts,” Luisi says. “This is not a game where you play one or two rounds and you kind of understand the game. There’s a lot of depth there between all the different abilities, all the different characters.”

“And really, when you come down to it, when we’re designing a character we don’t look at what are the abilities at first,” Koreman adds. “We look at what gameplay role are we really trying to fill and then you start digging into “What would be really cool with this character that needs to advance really quickly and get into the fray and then get out?””

You will see traditional class structures, then. There’s a take on the medic, a sniper, a tank class and the like, but Larcenauts wants to harness VR to give each a unique twist. Koreman and Luisi are tight-lipped about specifics right now, but the trailer shows players generating shields they can lean out from and take potshots, and a monster with fists that stretch out and smack opponents from afar.

Again, it’s a big change in versatility from Farpoint, which was of course centered around the magnificent PSVR Aim Controller. It essentially had one weapon with different firing modes, but it gave aiming in VR tangible weight and authenticity. In comparison, miming holding two-handed rifles with Touch controllers has never felt quite as convincing. That’s why Impulse Gear wants to put its own spin on it. “When it comes to two-handed weapons, most games have this swivel thing,” Luisi explains. “We didn’t want to take it that far because I feel like it detracts from it. Unless you hold your hands perfectly straight, there’s no connection. That’s the beauty of the Aim controller, it’s a solid piece.”

Larcenauts Maps (1)

Instead two-handed weapons will be more about affecting recoil and sway, and they also serve a function – in some cases gripping a weapon with your other hand will activate its special ability. Maps, too, are obviously very different from those methodical trails from Farpoint’s campaign. This time around you will need to use snap turn or, of course, physically turn yourself.

“The maps in Larcenauts are not designed around tight corridors,” Koreman says, “they’re these big enough spaces that you can get a big enough encounter to support the 6v6 gameplay […] so I think you look at the map design not at all like Farpoint, where Farpoint was very linear looking at these small turns. We’ve moved away from that, I think you need to move away from that when you’re coming into a big multiplayer game like this.”

Less of the linear corridors, then, but Luisi says they’re still designed to reduce the need for 180-degree spins and unnecessary twisting. Cover will play a part in combat but, with this being a faster-paced game, don’t expect to be rooted down to one spot and leaning out at all times like you would in, say, Firewall or Onward.

There’s one final key difference to talk about, though, and that’s narrative and tone. Larcenauts’ spritely, jokey opening trailer clearly echoes Overwatch, a game that has established its own personality and, along with it, ever-expanding lore for each of its characters. You can expect a similar approach here: “This is very much a team-based shooter,” Koreman sayd, “we’re not layering in an immediate story in that sense. But the world itself is full of narrative, and each one of these characters has a long, rich backstory, and we will be evolving that over time.”

Of course, Larcenauts as a whole is planned to evolve too. There are plans for post-launch support, of course, but Koreman is also very direct about eSports ambitions: “This is a competitive game, very much so.”

That’s been a defining through-line for the team, not just since it started working on Larcenauts, but since the creation of Impulse Gear itself. “I was thinking,” Koreman recalls of his first experiences with the medium, “this is how competitive shooters are going to be played. And I don’t just mean competitive shooters… in VR, I mean competitive shooters should be played like this.”

For everything that separates Larcenauts from Farpoint, though, the two share a key core mission; to push VR shooters forward. “Both Seth and I are huge core game fans,” Koreman says. “We look at this core shooter genre as something that I’ve played for my whole life, Seth’s made these games as he was saying. We really like that genre and this new VR medium. Those two things together make perfect sense.

“Early on there were challenges and, yeah, looking at how to overcome those challenges and how to bring that kind of game to VR is something we’re really passionate about, and we keep reinventing things on that front.”

Larcenauts is due for release on Oculus Quest and PC VR headsets this Summer. We’ll have plenty more coverage for the game as part of our Upload Access spotlight this month. Check out the full schedule of what’s to come below.

Upload Access Larcenauts Schedule

Larcenauts Is The New VR Shooter From Impulse Gear – First Details On Upload Access

At long last the developers of Farpoint have revealed their next game. Larcenauts is the new title from Impulse Gear, and it’s our Upload Access title for May!

Note: This article was originally published on May 5th.

Larcenauts is still a sci-fi shooter, but it otherwise couldn’t be more different to the developer’s 2017 story-driven single-player effort. This is a team-based multiplayer hero shooter with a vibrant art style and multiple character classes. Check it out in the in-game debut trailer below.

Larcenauts Announced

Larcenauts is playful in tone and has eight unique characters — named specialists — like the robotic commando unit, ARC L6, or the armored guardian, Thal. Each serves a different function in team-based battles, from your standard medic class to grenadiers and more. There’s also Vod, the heavy hitter, who batters enemies with his extending alien fists.

The trailer also shows a game mode in which players are fighting for ownership of an orb-like drone they carry around the map in a mode called Dronehack. The game supports 6v6 matches and also features Deathmatch and other modes.

For now, Larcenauts is confirmed for Quest and PC VR headsets. It’s coming this summer and supports cross-buy and cross-play.

Stay tuned, because this is just the beginning of a whole month of exclusive coverage for Larcenauts. Check back later this week when we’ll talk to Impulse Gear about the origins of the game before revealing the brand new multiplayer gameplay next week. We’ll also be talking to Impulse Gear live in our VR studio, showing off yet more gameplay and going in-depth on some of the character classes and arenas in which you’ll do battle. The full schedule is below!

Upload Access Larcenauts Schedule

Onward Is Adding Anti-Cheat Measures Next Week

Onward’s next patch will introduce anti-cheat measures to the game.

The patch, due to release next week, will precede the arrival of the long-awaited 1.8.8 update. In developer Downpour’s most recent blog update, the studio reasoned that ” recent events forced us to focus our efforts on an anti-cheat system we have been working on over the past couple of months, and we are planning to release patch 1.8.7.3 for Onward that will bring this brand-new system next week.”

So if you’ve been struggling with those sorts of issues in the game of late, hopefully next week’s patch brings some fixes for you. Season 11 of the VRML Onward league officially started this week, making these measures all the more vital.

No date yet on update 1.8.8, though, which is due to overhaul game logic and improve player lobbies and game modes. It will also introduce a nighttime version of the shooting range.

Looking past 1.8.8, Downpour plans to add the Abandoned map with both day and night variants in 1.8.9 and the Turbine map in 1.8.10 with the team also looks to finally implement a party system and ranking and progression too. Plenty more to look forward to for one of VR’s most popular multiplayer shooters, then.

We reviewed the Quest version of Onward when it launched last year. “Gun handling feels great, tracking seems solid, and there’s a wide assortment of maps and several game modes to pick from,” we said, giving the game 4/5. “No matter how you look at it this is still an immensely entertaining, challenging, and downright exciting VR shooter packed with content and is easily my new favorite multiplayer VR game for Quest.”

Zero Caliber: Reloaded Release Date Revealed, New Trailer Released

Zero Caliber: Reloaded, the Oculus Quest version of the popular PC VR shooter, arrives on May 13.

Developer XREAL Games confirmed the news today. Reloaded is a revamped version of the original game, a modern-era shooter with highly customizable weapons. This version retains some core features like a single-player campaign and four-player co-op mode but tweaks the gameplay content to get it to fit on Quest.

Reloaded will be available for $24.99 and, as the developer previously confirmed, won’t support cross-buy and cross-play due to the differences in the versions. Check out the launch trailer with plenty of new gameplay below.

Zero Caliber: Reloaded Release Date Revealed

The trailer shows a wide range of locations, including training facilities, snowy mountain regions and more. Almost every surface in the game is climbable, too, as shown in the trailer’s dramatic closing.

Reloaded will have some Quest 2-specific enhancements like better textures for weapons, though more additions are coming later down the line. The team is also planning to add new content like game modes in the future for free.

XREAL also confirmed a handful of other features – the game’s co-op options run on dedicated servers for NA, EU and SEA regions, and there will also be a friend invite feature.

We’re fond of Zero Caliber on PC so we’re looking forward to seeing how the Quest version works out. We’ll be bringing you a full review as soon as possible. The PC VR of Zero Caliber, meanwhile, remains in-development via Early Access, with a PSVR version to follow.

Alvo PSVR Review: Surprisingly Rewarding Barebones Shooter

Alvo is a brand new competitive VR first-person shooter on PSVR that can be played with a PS Aim Controller, two PS Move controllers, or the DualShock 4. Check out our full Alvo review for more!

When it comes to multiplayer military shooters on PSVR, there isn’t exactly a wealth of choices. Alvo aims to fill the gap left in the absence of titles like Onward and Pavlov — the latter of which is confirmed to be a PSVR 2 title — by delivering the fast-paced multiplayer shooter that PSVR gamers have been waiting for.

Alvo PSVR Review – The Facts

What is it?: An online competitive shooter for up to 10-players
Platforms: PSVR, Quest and PC VR coming next
Release Date: Out Now
Price: $39.99

Alvo isn’t going to blow your mind with an original theme or unique mechanics. It’s more of an “anything you can do, I can do better” sort of affair — eventually, anyway. There’s no getting around the fact that Alvo isn’t quite finished yet. The build numbers don’t even hide it: it’s version 0.2.027 as of the PlayStation Store release. But what Alvo lacks in content it makes up for in good foundations. This game has excellent bones, even if there isn’t very much to do.

Right now, Alvo gives players the choice between four original maps, with the fifth choice being a night variant of the Monastery map. Each map can be played via three different modes: 10-player Free For All (deathmatch), 5v5 Team Deathmatch, and 5v5 Search and Destroy (team and objective-based). Three additional choices will be available in the near future once development has finished: Zombies, Domination, and private match.

alvo psvr player crouching

Each map is multi-tiered and offers plenty of places to hide or take cover behind, although only one of them is close to the size you’ll find in similar titles like Contractors or Onward — neither of which are available on PSVR, anyway. The largest map, simply called “IndustrialMap”, is a much more tactical experience compared to the others, which are often quite small and can feel a bit crowded in a full Free For All game. The biggest negatives here are the quantity and variety of maps, not the quality.

On the surface, Alvo — a Portuguese word meaning target — seems to take aim at one of the biggest classics in the PSVR library: Firewall Zero Hour. While similar in theme, Alvo eschews the slower, tactical nature of Firewall and, in its place, delivers a formula that’s more akin to Pavlov or Counter-Strike in pacing. Getting shot is quite unforgiving and you’ll find that you die within fractions of a second if an enemy spots you first. Loading times, likewise, are blazing fast, and the multiplayer matches I joined all took mere seconds to go from sitting in a lobby to shooting enemies.

It’s a refreshing pace when compared to Firewall’s wait times, which can be a buzzkill to the excitement that you might otherwise have for the next round. Like Counter-Strike, players will vote on the next map at the end of each round and scoreboards will show who did the best. Unlike Counter-Strike, however, players will earn Alvo Coins based on how well they played. Skilled players will find themselves unlocking an arsenal of weaponry in no time, while other players will need to put in more practice time before they can get a shiny new gun or add-on.

Sensible Upgrade System

While some games in this genre give players access to everything up-front, Alvo gives everyone the same starting weapon collection and rewards players who put time into the game with additional firepower. Players start off with an AK-47-like gun (called an Annihilator) and a pistol, and can also choose between three grenade types, as well as a pick of 13 character models. Six additional primary weapons and one additional secondary weapon must all be unlocked with the aforementioned in-game currency, Alvo Coins.

In addition to the standard weapons, players can earn two types of attachments — a laser and a bayonet — as well as a rather impressive set of seven different types of scopes, and a slew of different skins for each weapon. Since Alvo Coins are earned and cannot purchased with real cash, only the most dedicated players will be running around shanking you with bayonets or shooting you with shotguns.

It only took me a few rounds before I was able to buy a scope (for reference, there are no scopes at all in Firewall Zero Hour), helping long-range shooting substantially. A few rounds more and I had my second primary weapon, which helped me play more to my personal style. That’s the kind of upgrade path I can get behind, as it persuades players to spend time in the game rather than coercing them to spend more money.

A perks category is also listed as “coming soon”, but no additional information on those items is available just yet. As you upgrade your arsenal, you’ll be able to customize four individual load-outs for quick selection in future matches.

alvo gameplay scope

Alvo on PSVR Review — Comfort

Alvo fits squarely into the “intense” category for comfort. This is a game where you’ll be using the joystick to virtually look and move, just as you would on a standard first-person shooter on your TV. Because of the PSVR’s limited range of physical movement tracking, you’ll be using the right stick to turn your character — either by tapping to move in incremental degrees or holding to smooth turn. Jumping and sliding could add additional discomfort for some players as well. There are some vignetting options enabled by default to dim the edges of your view and help with motion sickness, but players who suffer from these effects will likely prefer taking a seat instead of standing while playing. Options for using the DualShock 4, Move controllers, or Aim controller also help provide a range of custom options to aid in suppressing motion sickness.

Fast-Paced Gameplay and Tight Gunplay

As was said before, Alvo relies on speed and intensity to overcome its fairly barebones experience. This will hopefully evolve over time as the developers add more content but, for now, players who love fast-paced shooter experiences and want to play something like Counter-Strike in VR will feel right at home here. You don’t have the slower, more realistic type of physics that you’ll find in something like The Walking Dead: Saints & Sinners or complex reloading mechanics like in Onward or Contractors.

This is a more arcade-like experience and everything else reflects that. Heck, you can slide like an action hero by pressing crouch while running similar to Solaris — a move that will absolutely make you feel badass if you kill someone while pulling it off. Turning and aiming both feel exactly as you would expect while playing a light-gun game in an arcade, with no additional interpolation or weapon weight. Weapons will get caught on walls or other objects if you get too close, though, so you’ll need to be mindful of things getting in the way of your aim.

Alvo  PSVR Review — Aim Controller vs PS Move vs DualShock 4

Alvo’s developers have created excellent control schemes for all three types of PSVR controllers. The DualShock 4 and PlayStation Aim controllers will feel most natural at first. In fact, the DualShock 4 even behaves as if you were holding a gun, requiring players to physically aim the controller, similar to Hitman 3 and Firewall. While the PS Move controllers don’t have a joystick — or any obvious way to move virtually, for that matter — Alvo’s developers cleverly devised a way to move in any direction without much fuss by holding the big button where your thumb rests and orienting your left controller in the direction you want to move.

Even though it took me a couple of rounds to get adjusted to this method, I actually found it to be a rather palatable way to play the game. The Move controllers made aiming easier than when using a DualShock 4 and didn’t suffer from any of the weird drifting I sometimes experience with the PlayStation Aim controller. Using the face buttons to turn left and right brought back memories of Goldeneye on N64, which is extremely limiting in stressful close combat situations, but it worked surprisingly well given the controller’s usually limited nature.

Controls are straightforward for a shooter. Square reloads, Circle toggles ducking, Triangle cycles between primary and secondary guns, L1 jumps, L2 tosses a grenade — this was one of my favorite mechanics as it allows you to quickly throw one in a pinch without really needing to aim — and R1 and R2 are used for melee or shooting your weapons. If you’ve played any modern shooter at all, the controls just make sense, and don’t attempt to reinvent the wheel.

Visually, the game is good enough for a PSVR game built with the PS4’s hardware in mind. It reminded me a lot of the recently released Hitman 3 in terms of model and texture quality, while the sound effects were pretty lackluster. You’re not going to be impressed by any of it, but it gets the job done well enough and gave me nothing to really complain about. While I played this on a PS5, PSVR games cannot be built with PS5 hardware in mind, so it’s still running a PS4 game in backwards compatibility support at the end of the day.

alvo vr fps psvr oculus rift

Alvo PSVR Review: Final Impressions

If you’re a fan of multiplayer shooters, there’s no doubt you’re going to have a solid time with Alvo. It’s seriously great fun thanks to lighthearted, arcade-like mechanics and a low learning curve that’s instantly accessible to anyone who’s played a shooter before. Quick matches and fast loading times keep the action going, and built-in voice communication makes it easy to work with teammates without any fuss.

But there’s no denying that the game is quite barebones — something that’s especially worrying for a title that’s been in development over four years and, yet, is only launching with five maps and three game modes with lots of unavailable features in the menu. The $40 price tag seems a bit steep to me for such a small amount of content, even with the promise of plenty more to come.

Still, there’s not exactly a wealth of other options in the PSVR world, With solid bones and what seems to be a welcoming and excited community, it’s likely that you’ll have a fantastic time with Alvo if you enjoy multiplayer shooters. Even in empty rooms, bots will automatically fill up the roster and make sure you have plenty of target practice before the real battles begin. Just don’t go in expecting any sort of single-player missions or a campaign mode, because there isn’t one whatsoever.


3 STARS

alvo psvr content pro con list review

This review was conducted using a PlayStation 5 playing Alvo as a backwards compatible PS4 game. For more on how we arrived at this score, read our review guidelines.


UploadVR Review Scale


Alvo is now available on PSVR for $40 with a 25% discount for PS Plus users until 4/27/21. Both PC VR and Quest releases with cross-play are planned for the future.

Warhammer 40K: Battle Sister Gets A Solo Horde Mode In New Update

Warhammer 40,000: Battle Sister just got a brand new update that adds a wave-based survival “solo horde mode” called Last Bastion. Co-op for this mode is still in development.

Warhammer 40K: Battle Sister—Last Bastion Solo

According to the update post from developer Pixel Toys, this is part one of the horde updates to the game. Last Bastion Solo is what’s releasing now, with a co-op version that will also introduce a new map to come later on. The new mode is available directly from the main menu.

The goal of the new game mode is to reach the final wave and survive for as long as possible as a heroic last stand. Every kill you get earns coins which can be spent back at the central requisition terminal for better weapons and more ammo. There is also a ranked progression system and leaderboards for high scores.

Here’s what the update post says about the mode:

“Hold out in the Last Bastion, an encampment in the war-torn world of Warhammer 40k, you are surrounded, and cornered on all sides by the ravening hordes of Chaos who throw ever greater forces against you and your team of embattled heroes.

The aim is simple, to survive over a series of waves and rounds, attempting to reach higher levels and ranks, unlocking weapons and competing in global and friends leaderboards for high scores and achievements – Will you survive and claim glory for the Emperor?”

Other patch notes for this update include game balancing tweaks to make it overall a bit easier with players getting a 20% bump to health and decreased delay before health regeneration kicks in. It also regenerates more quickly now as well.

Warhammer 40,000: Battle Sister is available now on Oculus Quest for $30. For more on the game, check out our Warhammer 40K: Battle Sister review and stay tuned to UploadVR.

Population: One Gets ‘Private Rooms’ This Friday So You Can Setup Custom Games

Today BigBox VR revealed that battle royale VR shooter Population: One is getting ‘Private Rooms’ in a Beta form this Friday at 12PM PT for custom game lobbies.

population one private room beta

Population: One—Private Rooms Beta

You can see in the image above what it will look like in-game. You’ll be able to select either ‘Create’ or ‘Join’ from a menu. When you click ‘Join’ you’ll be able to easily find Private Rooms that friends have setup or join a Private Room based on a specific room code.

When you join a Private Room, you can hangout in the lobby for as long as you want, select who is on a team with who, and compete with as few people as you’d like. You can even pick War Mode or the standard 3-person Squads mode.

To get more insight about the new feature, we spoke with Gabe Brown, Co-Founder and CTO at BigBox VR:

“Giving the players control over the game mode so they can play between squads and war mode and their own private room, but they can also play on the teams that they want is really important to us. So if they wanted to, they could be like, ‘Okay, it’s a my family versus your family,’ or, ‘Oh, I’ve always wanted to play in a squad with Bob and Christine so let’s go play a match with them.’ They have a lot of control. We made it really easy for people to create rooms. Just from the Matchmaking menu, you can select it and create a room. That person that creates that room becomes the room leader and they can share their room by giving out a room code. So it’d be like ABC 234 would be an example room code. That allows anybody with that room code to be able to join the server. They can tweet it out, they can put it on a Facebook group. [We] would love to see streamers put it on their stream so they can interact with their fans. There’s a number of uses there for people to coordinate esport tournaments. It’s really interesting because now people can get together whenever they want as part of that.

The best part too is we’ve kind of have this hybrid mode, it’s like you have that room code. But we also have some room privacy features that allow you to mark the room open or closed. If the room is open, it allows anyone that you’ve invited to the server. Like, let’s say you join my server and I have the room privacy set to open, that allows you to invite anyone on your friends list to join the server as well. And then anyone that’s on your friends list will see in private room on your friends list, and you can join directly from your friends list. So your friends list in the main menu also doubles as a private server browser. You can see all of your friends that have their room privacy set to open and you can join easily. It makes your friends list super easy to go find people who are in those private rooms and go join them. Also, if you just want to have a private moment with some friends or you’re just hanging out or whatever you want to do, you can also set the room to closed where only the room leader, the person who created that room can invite people and you can only join if you have that room code.

We’re really excited about that because it really just opens it up to for people who have a large friends list or people who just want to interact with their community or wants to coordinate their own tournaments. It’s endless possibilities for people to come together and play Population: ONE the way that they want.”

population one season one uprising infographic battle pass

Exclusive Offer For NEW Players

You read that correctly. BigBox VR created a coupon code for UploadVR readers that are new players to Population: One. All you have to do is redeem the code ‘UPLOADVR’ on your account between right now and April 7 at 12AM PT and you’ll get 750 Bureau Gold in-game currency for free. That comes out to about $10 worth of currency, which is just enough to buy the Battle Pass and skip a level at no charge.

NOTE: BigBox VR has informed us that if you’re an existing player that has had the game installed for 1 week or longer, then this coupon code will not work. This is for new players only.

Also, this is not an affiliate code, we do not get any kickback from you using it. It’s purely just a gift from BigBox VR to reward our readers. Have fun!

Population: One is available now on Oculus Quest and PC VR headsets for $30 with cross-play. For more details, check out the official website. Keep your eyes peeled on the official website for a big Private Rooms FAQ once the feature launches later this week.


Correction: Due to a miscommunication a previous version of this story stated the referral code was for all players; the referral code is for new players only.

Watch: 7-Minutes Of Alvo VR Gameplay On PSVR With Aim Controller, Coming This April

Alvo is a military-themed fast-paced competitive VR shooter coming first to PSVR next month, followed by Quest and PC VR after that. Currently it’s aiming to release on PSVR on April 12 after months of beta testing, but the date could shift slightly depending on approvals from Sony.

Alvo VR Gameplay

From what we’ve seen Alvo looks comparable to the likes of Pavlov and Contractors in that it’s much faster pace than something like Onward or Firewall Zero Hour. Movement flexibility is a big part of Alvo, which is why everyone will be able to jump and slide just like you can in non-VR games like Call of Duty. However, of those four games listed only Firewall Zero Hour is on PSVR so there’s far less FPS competition compared to other VR platforms.

In the new footage above (provided by the developers) there’s about five minutes of Search & Destroy gameplay from the point-of-view of someone playing on PSVR using the Aim Controller and then the rest of the video is someone on Rift showing PC VR footage. Briefly, you’ll see the camera fly around in spectator mode, which will be a PC VR-exclusive features to help with esports broadcasting—similar to the spectator cameras in games like Echo Arena and Onward.

The PC VR and Quest versions should be coming this year as well, but they don’t have dates yet. For Quest, they’ve already done a lot of the optimization across the maps to get it ready. It’s worth noting that the Quest edition will be sideloaded on SideQuest (and eventually App Lab) at first if full Store approval isn’t granted. But hopefully being on PSVR will already mean the game is in good enough shape for the main Store.

In a Discord conversation one of the developers told me that they were targeting April 12th as the launch date on PSVR, but it could shift depending on some factors and timing.  There will be full cross-play between all three platforms when the time comes.

For more on Alvo, check out the game’s Discord server, YouTube channel, and Twitter to stay up-to-date.

Zombieland VR: Headshot Fever Review — Slightly Off-Target

Zombieland VR: Headshot Fever is the latest Zombieland game spinoff and a first in several ways for the series. Read on for our full Zombieland VR: Headshot Fever review down below.

Aside from being the first Zombieland game in VR, it also does away with Double Tap Road Trips’s shoot-’em-up mechanics in favor of an arcade light-gun approach. It’s an approach that works better than expected overall, though some lacking visuals and other wonky issues keep Zombieland VR from being as good as it could be.

Zombieland VR Review – The Facts

What is it?: Arcade-style light-gun inspired wave shooter in VR with a sense of humor
Platforms: Quest, other coming soon
Release Date: March 25th, 2021
Price: $19.99

As you’d expect from the Zombieland series, Zombieland VR places most of its emphasis on gameplay instead of story. The zombie apocalypse is finished, people have emerged from their bunkers, and they figured they may as well have some fun now the world is shattered beyond hope of reasonable repair.

zombieland vr headshot fever screenshot

Enter the Zombieland Invitational, a frenetic, bloody competition to see who can shoot the most zombies in a set time. It’s an on-rails light-gun game and a nice change of pace from VR’s heavier zombie experiences.

You’ll start by customizing your hands and going through a short, but helpful tutorial that acquaints you with Zombieland VR’s basic mechanics — sort of. Each mission introduces at least one new mechanic and gives you perhaps a single split second to learn and react, while some others, including interactable items, receive no explanation as to what they do at all. 

It’s good when games push you to experiment with the environment. However, with Zombieland VR’s fast pace, taking just a second too long means you’re likely overrun with zombies and either failing the course or losing valuable points. I’d have appreciated a more detailed tutorial or a prep mission with more room for learning before each course with a rundown of what features to look for.

Zombieland settles into a familiar and compelling loop after the tutorial. Challenge a course, survive (hopefully), and exchange points for upgrades. You’re encouraged to clear them as fast as possible. Each course is fairly short, consisting of five or so main areas strung together by movement points and crammed with zombies. Naturally, the flow feels reminiscent of light-gun style arcade games—minus the quarters.

Normally, I’m not a fan of replaying courses for higher scores, but Zombieland VR was different. The short length makes replaying painless, and beyond that, it’s just fun.

zombieland vr headshot fever screenshot zombieland vr headshot fever screenshot

Zombieland VR gives you a handgun to start with and unlimited ammo. Headshots trigger the game’s signature Adrenaline feature, where time slows down and you can, ideally, string together more headshots for better combos. It sounds easy, sure, but there’s usually a horde of zombies running at you. Adrenaline won’t last long, so it turns into a balancing act between increasing your combo count and eliminating the nearest danger.

You’re inevitably left with a sense that you could have done better, turning replays into a personal necessity instead of a chore. 

Slick gunplay and a substantial weapon pool help ease the burden as well. You get a secondary weapon after your first mission, and there are plenty more to unlock as you clear each stage’s challenges. Dual wielding, targeting zombies on both sides simultaneously — it’s essentially an action-hero dream.

The only issue with Zombieland VR’s guns is how the secondary weapon activates. You’re supposed to lower your non-dominant hand and press the grip button, but the game is fiddly about recognizing when it’s in the right position. Oddly, the issue was less prominent sitting down, and the opposite is true for reloading the handgun. It was smoother standing up. 

zombieland vr headshot fever screenshot

Your reward for surviving courses and clearing challenges is toilet paper. That’s better than it sounds, though. As your companions tell you, toilet paper is the most valuable item in the apocalypse, and you’ll exchange TP to modify weapons.  

Apparently, the game’s zombies raided every grocery store imaginable before succumbing to zombification, since they drop TP at a satisfyingly heavy rate. Stringing together combos and nailing headshots rewards you with bonus TP, as does eliminating multiple zombies at once, so there’s always something new you can do after a course — assuming you don’t keep failing them.

There’s a dizzying array of upgrades and weapons to work with as well. You can do the usual things, such as increasing ammo capacity, but you can also unlock personal upgrades, including a line of sight for your weapons and modifications to the Adrenaline system. Light-gun games can get boring fast, but Zombieland VR’s course variety, rewards, and upgrades keep it engaging for longer than you might expect.

zombieland vr headshot fever screenshot

One discomforting thing I noticed is that it seemed like I was gunning down quite a few Black zombies. In my experience some of the zombie waves seemed to include more Black ones than others, at least enough that I noticed it. Two editors at UploadVR checked and didn’t notice it as an issue in the first few levels and another reviewer at another publication that we spoke to also did not notice it as an issue in his entire playthrough, but I felt it worth mentioning since it stood out to me. 

Zombieland VR Review – Comfort Settings

Zombieland VR doesn’t include many comfort features, though they aren’t necessary anyway. You can choose to sit or stand, pick your dominant hand, and turn subtitles on. However, it often positions subtitles in the periphery where they’re difficult to see. Most of the dialogue is non-essential though, so it’s more of an annoyance than an actual hindrance. Movement is nearly instantaneous in Zombieland VR, making it a good choice for those new to VR or with motion sickness sensitivity. 

Finally, it’s worth noting how Zombieland VR looks — which is not that great. The chunky, cartoonish aesthetic works for the environments, but it makes character models seem primitive. It’s an issue not helped by frequent mismatching of dialogue and lip movements. You aren’t looking at them much, admittedly, but it does give the game more of a low budget feel.

Zombieland VR Review — Final Verdict

Zombieland VR: Headshot Fever isn’t trying to reinvent VR or the zombie game, and that’s just fine. The action is fast and enjoyable, level design encourages replaying, and you’re never short of something to upgrade or the means to upgrade it. Some finicky reloading, less than stellar character models, and skimpy tutorials keep it from being an essential game, but if you can look beyond that, you’re in for a much more entertaining light-gun game than meets the eye.


3 STARS

 

zombieland vr pro con list

For more on how we arrived at this score, read our review guidelines. This review was conducted using a digital code provided by the publisher on a Quest 2 headset.


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Zombieland VR: Headshot Fever is out now on Oculus Quest for $20. Other platforms are coming soon.