Hyper Dash Review: Dynamic And Intense Competitive VR Shooter

Hyper Dash is out now on Quest and PC VR with full cross-play and after spending a couple of weeks with the full release version on Quest 2, we’re excited to report it’s a great competitive VR shooter. Read on for our full Hyper Dash review!

At its core, Hyper Dash is a game about speed. Solaris does a good job of tapping into that straight-forward arena shooter feel, Onward feels like a great compromise towards a realistic military shooter, and Contractors really does play like Call of Duty in VR—but Hyper Dash is wholly unique. It’s a game about blistering fast movement and pure chaos that feels at once both overwhelming and supremely satisfying. Not to mention it’s extremely difficult with a skill curve that feels completely new, even if you’ve got extensive VR shooter experience.

You don’t want to miss this one.

Hyper Dash Review – The Facts

What is it?: 5v5 team-based competitive VR shooter with PC VR and Quest cross-play
Platforms: Quest, Steam, and Viveport
Release Date: February 25th, 2021
Price: $19.99

Usually in a VR game you’ll have to choose between different types of movement. The most popular two forms of movement, or locomotion, right now across the industry is “smooth” movement, in which you direct your body through the game world using the analog sticks like in a traditional video game, and teleportation movement.

This was most prominently popularized originally by Cloudhead in the first Episode of The Gallery and dubbed “blink” movement because you would point to a spot and then the screen quickly fades out and back in with you in the new location. It was a great and effective method to prevent motion sickness that developers still deploy to this day.

hyper dash combat screenshot

Hyper Dash however builds its foundation on a hybrid system at the very core of its identity that has you mix and match both smooth movement and a hybrid movement called dashing. If you played Raw Data from Survios, you might remember a “dash” mechanic there as well in which you will zoom forward with blurred vision to a new location, or in other words, dash.

So in Hyper Dash, as you can assume by the name, you’ll be expected to do a lot of dashing. All the time. It not only makes traversing the maps quickly a ton of fun, but it’s a tactical maneuver that makes you really hard to hit. Quick dashes were popular in the old Quake and Unreal games as well during PvP matches and this definitely channels a lot of that old-school arena shooter charm.

In terms of content, Hyper Dash has plenty to offer as long as you’re in it for the online multiplayer. You can technically play offline against bots, but the AI isn’t really capable enough to make it anywhere near as fun as playing against other humans. Thankfully, servers seem pretty populated here thanks to the cross-platform multiplayer and I never had trouble finding a match.

After over a year of alpha and beta testing, Hyper Dash seems to have a dedicated fanbase. Although, it’s worth noting, that at least in my experience both during daytime hours and late at night that the audience seems to skew on the younger end of the spectrum. Judging from the voices I’ve heard in voice chat (which can be turned off completely, switched to push to talk, or always on) most people sound like young teenagers in most cases.

If you do have trouble finding players though it auto-fills with bots so you never have to sit there at a ‘Searching for Match’ screen. There’s also an active competitive scene known as ‘Dash League’ that broadcasts games and features tournament play already. It’s currently in Season 2, carrying forward from the alpha. If you play on PC, you can spectate matches with drones to get unique camera angles like in Onward.

Overall players seem very friendly, active, and eager to play with dozens of lobbies up at any given time. Just be prepared for lots of internet slang, meme references, and some lighthearted trash talk.

hyper dash vr gameplay screenshot

There’s good weapon variety here with your basic pistols, red-dot long range pistols, SMGs, shotguns, and so on. Nothing too exotic or surprising here. Truthfully, the majority of people seem perfectly happy just dual-wielding the starter pistols most of the time; it’s totally valid since they’re actually quite good.

Hyper Dash Review – Comfort Settings

This is one of the more intense VR shooters on the market from a comfort perspective and that’s by design. There is no option for teleportation-only movement since that would fundamentally ruin the entire premise of the game’s movement systems. You can move with the joystick, sprint, grind, and dash. The only real comfort settings are smooth vs snap turning. If you’re playing on Quest though or have a wireless PC VR headset, I just recommend physically turning your body though.

Don’t be surprised if you get blasted off a rail mid-grind from someone a football field away using dual pistols. Hyper Dash players are really good. It could benefit from smarter skill-based matchmaking since it’s not the easiest game to get the hang of, but playing against ‘Hard’ bot lobbies is a good starting point. It’s also sorely missing any kind of progression system beyond unlocking a couple of helmet cosmetics as you level up, but there’s nothing else in terms of loadouts, gun options, gear, more detailed avatar customization, or anything like that at all. It’s a big missed opportunity—something that only Population: One has really nailed out of the gate in VR.

hyper dash vr combat screenshot

You’ve got your basic deathmatch mode and point-capture based mode in domination, but the real standouts for me were control point, which is basically king of the hill, and payload, which works just like you’d expect if you’ve ever played Overwatch or Echo Combat. Modes that require more coordination and planning than just zipping around at breakneck speed are what I gravitated towards the most.

Triangle Factory crafted some stellar maps as well. There are only six of them, but they’re dripping with personality and feature lots of verticality. The one with the grind rails twisting across a giant water quarry seems to be extremely popular. It reminds me a bit of Lockout from Halo 2 with its large open gap in the middle. Since you can grind on rails in Hyper Dash or dash upwards or downwards, there are always a wide array of directions you can go at any given moment. It’s liberating to not feel like your feet are glued to the ground as they are in most VR shooters.

hyper dash vr pedestal winner

Hyper Dash Review – Final Verdict

If you’re tired of the military settings of most VR shooters (Onward, Contractors, Pavlov, Zero Caliber, Medal of Honor, and so on) and don’t care about battle royale like Population: One, then Hyper Dash is the antidote. It’s much faster and more intense than Solaris and really channels the speed and intensity you might recall from popular PC arena shooters like Quake. The learning curve is steep, but it’s got an active playerbase, full PC VR to Quest crossplay, and a good selection of maps and game modes to keep you busy.


4 STARS

hyper dash review pro con list

For more on how we arrived at this score, read our review guidelines. This review was conducted using a digital release version of the game on a Quest 2 headset.


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Hyper Dash is available for Oculus Quest, PC VR on SteamVR, or PC VR on Viveport for $20. It’s also included with a Viveport Infinity subscription on PC. Cross-play is supported across all platforms.

Check out the official Hyper Dash website for more details.

A Wake Inn Review: Tedious Pacing Overshadows Immersive Design

A Wake Inn is a deeply creepy and tense VR horror game with some clever puzzles, but ultimately the tedium and laborious (albeit immersive) controls get in the way of the fun and fright just a bit. Here’s our full A Wake Inn review!

The elevator pitch for A Wake Inn is a bit odd. But then again, if you were to describe the concept behind most VR games, it wouldn’t really click if you didn’t put the headset on and try them for yourself.

A Wake Inn Review – The Facts

What is it?: Immersive VR horror game that takes place entirely in a wheelchair
Platforms: PC VR (Rift, Vive, Index,WMR) – [Steam]
Release Date: February 25th, 2021
Price: TBD

In this creepy VR thriller, you step into the lifeless shoes of a human-sized doll trapped inside the Silver Inn Hotel with no way to move beyond the use of a wheelchair. The mysterious Dr. Finnegan talks to you over the radio as a guide to help you try and escape the dark depths of the hotel. This means you’ll sit down in real life and reach down to the sides of your chair to push the virtual wheels forward in order to explore environments. Everything about A Wake Inn from a design perspective flows down from this high-level concept of making it feel as immersive as possible.

You can adjust your height with a lever on the side of the chair, just like you can do in an office chair in the real world right now, and your inventory is handled with a little cigar box in your lap. Unfortunately the items don’t exist as physics objects inside the box, there is a grid they snap to kind of like the Tetris inventories from Resident Evil, but it’s still much better than a non-VR menu. If you’re tired of floating rectangle menus in VR, then A Wake Inn should be a welcomed respite for your weary laser pointer hands.

a wake inn doll mannequin

Visually, A Wake Inn has a really evocative steampunk style that reminded me a bit of Bioshock mixed with Close to the Sun. It sets the tone and mood immediately. Stylistically it’s very consistent even to the point that the main menu interactions all feel directly tied to the world. A Wake Inn is acutely immersive and interactive in ways most VR games are not.

A Wake Inn Review – Comfort Options

A Wake Inn does a good job of offering an assortment of comfort options. The most immersive way to play the game is by using the actual wheel-pushing movement system it was designed with. Everything about the environments and pacing are enhanced when you use this movement style, but it’s a little stuttery and finnicky to handle. Luckily, they’ve also included things like smooth joystick movement and teleportation movement as options.

One major downside to this focus on ‘immersive’ design is that it’s just finnicky and inaccurate due in large part to the limitations of current VR hardware. Since you have to put your hands down by your sides sometimes my Quest 2 wasn’t able to see what they were doing so well. Naturally, an outside-in headset like an HTC Vive, Index, or Rift CV1 would avoid this issue. Also, turning is difficult to do reliably. If you spend enough time in a real wheelchair you eventually get the hang of rotating the wheels to turn the chair, but it’s not as fluid as I’d have liked in VR.

a wake inn doll shelf

When you start running into the enemies that roam around the Silver Inn Hotel some of the cleverness of the design starts to fade away. If you need to quickly escape the joystick movement is a bit too slow for my taste and the wheel movement isn’t quite reliable enough. Panic sets in and it’s easy to get frustrated. Plus, the animation quality on the creepy adult-sized doll creatures just isn’t up to the same standards as the rest of the game’s visuals, so a lot of the terror dissipates when they get close.

Unfortunately, that focus on tension and stealth doesn’t remain at the center of the game for very long. You’ll eventually find weapons to defend yourself, but it doesn’t take long for everything to start shifting towards more of an action game. The ingredients are here for things to remain creepy, but the encounter design and flow of enemies is more like canon fodder than actually intelligent creatures stalking you through the halls.

After the opening couple of hours there’s no reason to be thoughtful about how you progress through rooms since you’re encouraged to just bash enemies to death quickly and get it over with. If the combat was more nuanced or interesting it would have been less tedious, but it’s all pretty one-note here.

A Wake Inn Review – Final Verdict

VR Bros has the pieces for something really great with A Wake Inn, but just falters in stringing things together in a way that remains compelling. The core design ideas are fantastic in terms of how you move through the world, interact with the environment, solve basic puzzles, and creep through the halls, but that thoughtful nature is discarded once a weapon is in your hand and the once terrifying mannequins are just combat dummies waiting to be mauled. A Wake Inn isn’t as terrifying as it could have been, but it’s still an interesting look at some clever VR mechanics others could learn from.


3 STARS

a wake inn vr pro con list review

This review was conducted using a SteamVR copy of the game on Quest 2 wirelessly via Virtual Desktop. For more on how we arrived at this score, read our review guidelines.


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A Wake Inn is available for PC VR headsets on Steam as of today. You can find more details about A Wake Inn over on the Steam page.

New Population: One Season 1 Uprising Weapons And Skins Revealed, Battle Pass Details

Today BigBox VR revealed some of the new character skins, legendary gun skins, weapons, and map updates coming to Population: One with the Season 1: Uprising update tomorrow. You can watch the brand new trailer right here:

Season One kicks off tomorrow on February 25 and is scheduled to last for 10 weeks in Population: One and will include tons of new goodies and content for players. In addition to map changes there will be new skins and characters as well as new items like shield soda, a knife, the light-machine gun (LMG), katana, and zone grenade. We’ll have more details on how each of those work soon.

We still don’t have any information to share about the Battle Pass pricing, but it should work similarly to other live service games like PUBG, Fortnite, and Warzone. You’ll pay a small fee to subscribe to the season which will unlock specific rewards immediately and should then also unlock better rewards as you progress through the tiers of the Battle Pass.

population one season one uprising infographic battle pass

In the infographic above you can see the items on the left are included in Season One for free, such as the map updates and new weapons since those directly affect gameplay. But then on the right side you’ve got things like character skins, gun skins, calling cards, and so on. In other words, nifty little cosmetic rewards that don’t give you an edge in gameplay at all.

Population: One’s Season 1: Uprising goes live tomorrow on February 25 and it’s a big deal since BigBox VR’s breakout battle royale shooter has proved so popular with over $1 million in sales so far on Quest alone. You can get the game on PC VR via Steam and on Quest, with full crossplay, right now for $29.99.

New Combat Footage For VR MMO Zenith Looks Frantic And Fun

In some new footage for upcoming built-for-VR MMO Zenith, we get a good look at what up-close and intense melee combat is like. Developers Ramen VR raised over $280,000 to help bring the game to life and are funded by Y Combinator. Zenith is slated to release for PC VR this year.

The clips above are taken from the Zenith devblog, Discord server, and developer newsletter. In them we can see lots of very fast-paced combat, which is something that’s been missing from most of the footage released so far.

OrbusVR was the first VR MMO to hit for the public and combat in that game is, comparatively, quite slow. It requires lots of careful aiming and mechanical movements, whereas Ramen VR claims to have taken inspiration from the likes of Beat Saber for their combat system.

I especially like the bit in the second clip that shows the player reaching up to the sky and calling down a lightning bolt to cast a spell. Those types of interactions are what make VR so much more engaging, but MMOs are massive games with so many complex intertwining systems that it’s difficult to manage everything at once.

Zenith has a unique sci-fi meets cyberpunk meets Japanese architecture and floral design style. It certainly doesn’t look like much else I’ve seen and strays far away from the “traditonal” fantasy vibe most MMOs go for, such as EverQuest, World of Warcraft, Elder Scrolls Online, and even the upcoming VR MMO Ilysia.

Time will tell whether or not Zenith can take charge as the go-to VR MMO, there is certainly a lot of competition out there. In the meantime, check out the Steam page for more details. Let us know what you think down in the comments below!

Skydance: ‘More In The Works’ For The Walking Dead: Saints & Sinners, Players ‘Don’t Have Long To Wait’

After a year of success and huge sales, Skydance Interactive is still not done with The Walking Dead: Saints & Sinners. Studio head Chris Busse told us in an interview this week that there is still “more in the works” for the zombie apocalypse action game and players “won’t have to wait long” to find out more.

We spoke to Busse earlier this week about The Walking Dead: Saints & Sinners, the recently released Trial update for Oculus Quest, and what it’s been like working on such a well-known licensed property in VR. Naturally, the conversation drifted towards future plans more than once.

Now that The Walking Dead: Saints & Sinners has platform parity, meaning all of the updates have been deployed to all three versions of the game (PC VR, PSVR, and Quest) it should theoretically be easier and faster to iterate and create more new content.

At least, that’s what I was assuming — so I asked Busse about it.

“Absolutely,” says Busse. “We certainly have more in the works, but we’re not prepared to announce anything yet. We’re working on more stuff, we’re not done with Saints & Sinners, for sure…here’s what I can tell you: stay tuned. You don’t have long to wait.”

From the sounds of it, this is likely either more replayable DLC content similar to The Trial’s new wave-based survival mode, or is actual story DLC. I think most fans of Saints & Sinners would prefer to pay a small fee for the latter option if they could pick.

The big, obvious desire would of course be co-op of some kind, but that sounds unlikely based on the response I got to the topic.

“Is [multiplayer] for sure not going to happen in Saints & Sinners? No,” says Busse. “But I wouldn’t want people excited and expectant, because it’s not immediately about to happen…we want to capture that, but technologically it’s not trivial so it’s a balancing act.”

I got the sense from the conversation that there will likely be a follow-up to Saints & Sinners of some kind that may include multiplayer support. If you recall, Archangel was a linear single-player mech combat game, but then Archangel: Hellfire focused entirely on PvP multiplayer. Maybe they’ll do something similar here or just save it for a full-fledged sequel. I’d love for something like State of Decay in VR with co-op base building and supply runs.

Let us know what you’d want from future updates and/or DLC down in the comments below and read or watch our full The Walking Dead: Saints & Sinners review for more info.

Walkabout Mini Golf VR Multiplayer Livestream: Chilling and Chatting

For today’s livestream we’re playing Walkabout Mini Golf VR on Oculus Quest; I’ll be joined by Ian Hamilton! If you’re curious about how we livestream the way we do then look no further than this handy guide for general tips and this guide specific to our Oculus Quest setup.


Today, we’re playing Walkabout Mini Golf VR, one of the most popular multiplayer mini golf games in VR right now. It’s a simple and accessible game, but it’s a ton of fun to play with friends and should be a great game to just hang out and enjoy for a bit before the weekend gets started. We’ll let viewers join us as well if it’s a simple process to get people into the game.

We’re going live with our Walkabout Mini Golf VR livestream at about 1:15 PM PT today and will last for around an hour or so, give or take. We’ll be hitting just our YouTube and we’ll be streaming from an Oculus Quest 2 while we try and check chat as often as we’re able.

 

Livestream: Walkabout Mini Golf VR Multiplayer

You can see lots of our past archived streams over in our YouTube playlist or even all livestreams here on UploadVR and various other gameplay highlights. There’s lots of good stuff there so make sure and subscribe to us on YouTube to stay up-to-date on gameplay videos, video reviews, live talk shows, interviews, and more original content!

And please let us know which games or discussions you want us to livestream next! We have lots of VR games in the queue that we would love to show off more completely. Let’s get ready to go!

Hand-Tracking Air Guitar VR Game Unplugged Now Published By Vertigo Games, Coming Q3 2021

The developers of Arizona Sunshine and After the Fall, Vertigo Games, have slowly been expanding their publishing portfolio. In addition to several location-based VR arcade properties, A Fisherman’s Tale, and others, Vertigo Games is now adding Anotherway’s Unplugged to their publishing portfolio with a slated release window of Q3 2021.

If the name Unplugged sounds familiar, that’s because we’ve covered it before back in April of this year. Unplugged (working title) is a hand-tracking based air guitar VR music game for Oculus Quest. We’ve written about VR guitar games before, from Rock Band VR which uses an actual plastic guitar peripheral to Rocking Hero and Riff VR which both approximate movements using VR motion controllers, but Unplugged is pushing boundaries in other ways.

Since it’s a hand-tracking based game, precise finger placement is critical, but it will be challenging to accurately track quick movements and impossible to provide the tactile feedback of touching the instrument.

“What started out as a passion project seemed to grab the attention of many VR media and content creators, and we soon realized that the project had much potential and we needed a partner to help us bring it to life,” said Julia Casal, Producer at Anotherway, in a prepared statement. “By partnering with Vertigo Games we are able to scale up the project and pursue our ambitious goals. The experience has been wonderful so far and we are extremely motivated to start the journey of working on Unplugged along with them.”

Unplugged is currently slated for a Q3 2021 release, but there are no specific dates beyond that. Quest is not mentioned as the only target platform, but it’s the only hand-tracking headset we’ve seen the game played on thus far. Check out the game’s official website for more details.

Ticketed Virtual Event, Pokémon Go Tour: Kanto, Coming February 2021

Pokémon Go Tour: Kanto is a new ticketed virtual event is coming to Pokémon Go to celebrate the game’s fifth anniversary. It will take place over 12 hours in February 2021.

In true Pokémon fashion, there will be two versions of the event — Red or Green — each featuring Pokémon that are exclusive to one or the other. During and after the event, players will also be able to encounter shiny versions of the first 150 Pokémon discovered in Kanto region.

Players will also be able to complete two event-specific Special Research stories, the second of which is designed to take much longer and will see you work toward discovering Shiny Mew.

pokemon go tour

Even players who don’t purchase an event ticket will have something to do — Pokémon that were originally discovered in the Kanto region will appear in the wild and in raids for all players. Likewise, Articuno, Zapdos, Moltres and Mewtwo will return in Legendary raids.

You can read more about the event features for ticketed and non-ticketed players, along with the difference between the Red and Green versions, over on the Pokémon Go blog. Be sure to check which version you want to purchase, as certain Pokémon are exclusive to Red or Green and some have an increased chance of being encountered depending on which version you pick.

The event will run from 9am to 9pm local time on February 20 and tickets are available now in the in-app shop for $11.99.

Pokémon Go Tour: Kanto follows on from the massive Pokémon Go Beyond update, which added seasons, raised the level cap and released in November.

Medal of Honor: Above and Beyond Multiplayer Hands-On First Impressions – Fast, Fun, And Simple

Medal of Honor: Above and Beyond releases this week across the Oculus PC Store and SteamVR for PC VR headsets. We can’t disclose our verdict on the game as a whole just yet, but the final preview embargo has now lifted so we can talk about our early impressions and publish thoughts on multiplayer.

Medal of Honor: Above and Beyond Multiplayer Impressions

Naturally, these impressions come with a lot of caveats. Since the game isn’t live yet these multiplayer impressions are based on specifically scheduled sessions with producers, developers, QA testers, and fellow members of the gaming press to run through the various game modes on several maps. I also supplemented that time by playing several rounds of each game mode against CPU opponents as well.

The issue here is that not only were my teammates and enemies not your typical gamers that are learning the game for the first time but also servers were relatively stable. I had issues connecting at first, but eventually, it worked itself out.

medal of honor above and beyond multiplayer screenshot

Game Modes Impressions

There are five game modes between Deathmatch, Team Deathmatch, Blast Radius, Mad Bomber, and Domination. The first four of those listed are all basically just some variation on deathmatch with a twist of some kind, so the variety isn’t actually as great as it seems on first glance.

For example, Mad Bomber is very similar to Deathmatch other than the fact that each player also has a timed explosive they can plant wherever they want. You get bonus points for explosive kills and disarming other explosives. In the end, it boils down to just being Deathmatch with a few sporadic extra kills here and there.

It’s really a shame that a WWII-era shooter is launching without a Capture the Flag mode or something that really takes advantage of the unique advantages VR presents. Something that incorporates some vehicles in some way would have been awesome, or at the very least another objective-based mode instead of four variations off of Deathmatch.

medal of honor vr steam above and beyond vr explosion

Weapons Impressions

The weapon selection is also shallow in the same way. There are only eight primary guns to pick from and weapons like the MP40 and M1A1 feel very similar in practice and two of the options are literally the exact same gun, except one of the options has a scope and the other doesn’t. Since there are zero sidearms in multiplayer and no progression system to speak of it just left a lot to be desired for me in terms of depth and options.

Luckily the ten large, spacious maps are fantastic. It’s extremely evident that this is a studio that has years and years of experience designing online multiplayer shooters so the map design philosophies really carry across well into a made-for-VR title like this. I feel like all-too-often VR shooter maps lack verticality and they all kind of feel the same, but that’s not the case here. There’s a snowy map with a light hazy fog effect in the air which pairs well with the stark white landscape — it’s a great juxtaposition for the ruined suburban church with exploded walls and destroyed interiors.

Overall ten entirely unique maps is a really great launching off point for this type of shooter and should keep things fresh for a while across all of the game modes.

Overall, I had a lot of fun playing multiplayer. In many ways it feels true to the tone and pacing of the original Medal of Honor games, specifically in terms of the fast-paced structure that focuses on delivering fun thrills without much complexity or depth. After a few hours it left me yearning for more in some ways, but it does scratch a certain itch that nothing on the market really does right now — not even Onward, Pavlov, Contractors, or any others that I’ve tried — due in large part to the nostalgia I feel for the brand and the setting.

The biggest hindrance overall is the lack of any sense of overarching progression. The fact that EA and Respawn have managed to capture that old-school feeling in the moment-to-moment gameplay and base WWII setting is a great achievement, but I also fear they may have turned the clock back in other ways too much as well. You don’t have a rank that levels up, there are no unlockables at all besides character skins — which are earned via campaign progress — and every gun is available from the start with zero changes possible. You can’t tweak your loadout or even change weapon skins.

As much as I enjoy the gameplay on a surface level, it doesn’t seem to go very far beyond the window dressing from what I’ve seen so far.


Medal of Honor: Above and Beyond releases on December 11th as a PC VR-exclusive on both the Oculus Home store and SteamVR with support officially listed for Rift, Vive, and Index.

Check out more of our Medal of Honor coverage here.

ALTDEUS: Beyond Chronos Review – Captivating Story For Visual Novel Fans

Tokyo Chronos was a good attempt to bring visual novels into virtual reality last year, presenting an entertaining story but minimal VR use. Now developers MyDearest have brought us a sequel, promising greater interactivity within a similar gameplay premise. Read on for our full ALTDEUS: Beyond Chronos review.

You don’t need to play Tokyo Chronos to understand ALTDEUS’ plot. Whilst that entry took place in modern-day Shibuya and focused on a group of high school students, this sequel takes us 300 years into the future instead. Earth’s surface has been decimated by the mysterious Meteoras, causing humanity to flee underground to A.T. City, a place filled with holographic illusions to escape their dreaded reality. It wouldn’t be entirely accurate to describe this dystopia as Cyberpunk but it’s not far off either.

You play as Chloe, a “Designed Human” augmented to the peak of her abilities. Working for a military organization called Prometheus, you pilot a mech named the Alto Makhia, and it comes down to you to protect A.T. City whenever Meteoras come close.

altdeus beyond chronos screenshot

ALTDEUS: Beyond Chronos Review – The Facts

What is it?: A VR visual novel adventure with branching paths
Platforms: Quest, Quest 2, and Oculus Rift platform
Price: $39.99

Haunted by the memories of Coco, a blind girl she was once sworn to protect, the two became close friends but soon after, Coco is devoured by a Meteora, leaving Chloe felling guilt with a vengeance. Unable to move on, matters are made worse by Noa, a virtual idol designed to look like Coco, one that also assists her in the Makhia.

You’ll be joined by several characters, each playing a key role and there are no minor characters here. Your immediate colleagues include Yamato, a fellow Makhia pilot with an impulsive nature and Aoba, a cooler head who takes charge of communications during missions. All of them are led by the stern General Deiter, who carries out mission planning, and there’s also the eccentric Professor Julie, head of research at Prometheus that created Chloe and Noa. Most curiously, rounding off this cast is Anima, a mysterious Meteora that’s taken human form. 

altdeus beyond chronos screenshot

Your decisions surrounding battles and each character affect how your playthrough unfolds. All communications are officially monitored by the Libra system, which suggests multiple dialogue choices when prompted. Some are less consequential and just affect people’s perception of Chloe, such as choosing whether to compliment Yamato’s swordplay or ignore his boasts. Others have a more meaningful impact that directly determine the following events, like choosing to scan a Meteora mid-battle instead of attacking it. 

You’ll never get to ALTDEUS’s true ending within the first playthrough, this game is designed for replayability and multiple endings are present. Bringing a campaign that’ll keep you busy for twice as long as Tokyo Chronos, specific routes need completing before additional options appear in those original scenes. You won’t have to replay it in full either, as events can be jumped between within the Ariadne, a space bound area which lets you go back to particular story segments once unlocked. 

Without spoiling the larger mysteries, I found myself thoroughly drawn into this mysterious world across these multiple playthroughs. Despite bringing the usual anime cliches like everyone having different hair colour, it kept me intrigued about the wider world too, tapping into social commentary about the surveillance state. ALTDEUS also plays into Greek mythology quite significantly and whilst both games are named after the god of time, it makes frequent references to other legends too. Between Chloe telling Coco stories about Apollo and Daphne, Noa praying to Artemis’ before battle or the A.T. City rebel group called “Organisation Patroclus”, this proved a nice touch.

altdeus beyond chronos screenshot

Compared to its predecessor, ALTDEUS makes several improvements to gameplay while retaining a vibrant art style. A lot of this revolves around mech combat and although these scenes are scripted, you can interact with various UI elements, like booting up the Makhia or lining up your rail cannon shots. Much of the VR functionality though is just looking around a 360° environment or pressing buttons to scan/interact with objects, so it is disappointing when compared to other experiences, but does just enough to justify its own existence.

ALTDEUS: Beyond Chronos Review – Comfort

Altdeus has minimal VR interaction, so you can play this sitting down and there’s no locomotion to consider. You’ll interact with the environment by scanning objects, piloting your mech, or choosing dialogue options; that’s basically it though. You just watch events unfold at other points in the story and click through text. Subtitles move with your head tracking, which can make it unsettling to focus on, but these can be turned off if it gets irritating.

One of the biggest gripes with Tokyo Chronos was the Japanese-only voice acting. Undoubtedly this would please the “subs over dubs” crowd but in VR, that doesn’t work nearly as well when compared to watching anime on a flat screen. So, it was quite pleasing to see that MyDearest have included English voice acting this time around and even though performances felt uneven in places, it works for the most part. Chloe’s VO felt flat at times but honestly, this leans into her character quite well. After all, we have a soldier who was designed to fight, not to feel, and it took a blind friend to change her perspective.

altdeus beyond chronos screenshot

ALTDEUS: Beyond Chronos Review – Final Verdict

MyDearest have done a great job on ALTDEUS: Beyond Chronos, proving that visual novels can work in virtual reality and it’s clear they took onboard feedback from Tokyo Chronos. Having added new language options and some much-needed immersion to the core gameplay, I found myself completely immersed in ALTDEUS’ story overall. Despite interactivity remaining minimal compared to other VR games, this one comes highly recommended for visual novel fans.


4 STARS

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For more on how we arrive at our scores, check out our review guidelines.


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This review is based off of the Oculus Quest 2 version of ALTDEUS using a review copy provided by the publisher and PR. ALTDEUS is also available for Quest 1 and on the Oculus Rift store for PC VR at a price point of $39.99 on all platforms. For more information you can visit the game’s official website.