Preview: Down the Rabbit Hole – A Enchanting Puzzle Wonderland

Lewis Carroll’s famous book Alice’s Adventures in Wonderland never fails to inspire, offering developers a rich tapestry to work with. There have already been several virtual reality (VR) titles inspired by the book such as Alice VR and House of Alice. Cortopia Studios (Wands) is now trying its hand, creating a puzzle adventure called Down the Rabbit Hole.

Down The Rabbit Hole

Demoing the title for the first time at Gamescom 2019, Down the Rabbit Hole takes Alice’s weird and wonderful adventures and creates something new and unique, yet still peppered with the characters and lore so many are familiar with.

The gameplay setup is similar in concept to titles like Spark of Light or even Ghost Giant (to a degree), where you find yourself in the middle of a cylindrical puzzle world. You control Alice through a series of rooms, each only appearing once the previous puzzle has been solved. Each room is a little diorama which can be peered into, either to help complete the puzzle or simply to admire the design work.

Once several of these rooms have been opened at select point roots start appearing, seemingly indicating that you happen to be viewing this fantastical world in a subterranean location. Yet these roots do serve a purpose, giving you the ability to turn or manoeuvre the world if required. Now, this wasn’t particularly needed for most of the demo thanks to the versatility of the Oculus Quest. For other headsets or when playing seated this feature should prove to be particularly useful.

Down The Rabbit Hole

Down the Rabbit Hole isn’t just about controlling the small Alice character through a series of puzzle rooms, however. At points, you’ll find yourself transported into these very locations and cinematic cut scenes build the story, with the likes of the Cheshire Cat or the Caterpillar appearing to offer their sagely and confusing advice.

The puzzles themselves also require a mixture of techniques. The demo went from solving a riddle in the fake King of Spade’s chambers to completing a musical challenge by hitting the correct sequence of flowers with your hands. That’s nice to see in Down the Rabbit Hole is this mixture of third-person character gameplay and first-person puzzle-solving. This gives a genuine hands-on approach to the experience, helping connect you to this bizarre world which is unfolding before your eyes.

Cortopia Studios has also ensured the videogame makes for a comfortable experience that anyone could pick up and play thanks to it being entirely stationary. Unlike the cuter, The Curious Tale of the Stolen Pets which features fairly easy puzzles, Down the Rabbit Hole will likely offer a greater challenge. None of the puzzles shown were too difficult, just requiring a little more time and thought.

Down The Rabbit Hole

From what was shown Down the Rabbit Hole is going to be a delightful little puzzle adventure. The gameplay uses the characteristics of VR in all the right ways, from all-encompassing scenes to deliver the story to lots of interactive elements that can be grabbed and pulled. It’s certainly a change from Wands, let’s just hope there’s enough content for a proper wonderland adventure.

Gamescom 2019 Interview: Darkness Falls on The Wizards

The second title from Carbon Studio, The Wizards launched in 2018 and proved to be a decent magical combat experience using gesture-based spells. A couple of months ago during the Electronic Entertainment Expo (E3) 2019 the studio revealed an expansion of that universe, The Wizards – Dark Times, an add-on to the original but produced and to be sold as a standalone expansion. During the hecticness of Gamescom 2019 last week VRFocus had a chance to chat with Carbon Studio about the title and what to expect.

The Wizards - Dark Times

The Wizards – Dark Times takes everything the developer learnt from the previous videogame and looks to improve the gameplay whilst polishing every aspect of the experience. While set in the same universe players will travel in time to a new era, offering new enemies to face as well as new spells to master.

One of the main gripes players had about the first title was the restrictive arena-based fights, locking them into a location until every monster was dead. This time around Carbon Studio wants the gameplay experience to be more of an adventure, so players will encounter enemies as they wander through forests and other environments using both teleportation and smooth locomotion mechanics.

Another important part of The Wizards were the gesture-based spells. Performing certain hand actions would produce fireballs, shields and bows. Those actions have been refined to make them easier to cast whilst the elemental effects have been enhanced. For example, hit an enemy with an ice blast and it slows them, a second time and their frozen. Follow that up with a fireball to melt the ice and now that they’re covered in water a quick blast with some lightning has an even greater effect.

The Wizards - Dark Times

VRFocus spoke with Carbon Studio’s Marketing Director Piotr Gala about the title, learning that players who haven’t played the original needn’t worry as The Wizards – Dark Times is a standalone experience. While those that have should feel right at home.

The Wizards – Dark Times is scheduled to launch in Q1 2020 for PC VR headsets like Oculus Rift and HTC Vive, while a separate version is being developed for Oculus Quest. Check out the trailer below and for further updates on The Wizards – Dark Times keep reading VRFocus.

Preview: Paper Beast – As Bizarre as it is Beautiful

Most videogames are generally easy to categorise, falling into genres like first-person shooters (FPS), puzzles or role-playing games (RPG) for example. Occasionally however there are those titles which are really difficult to pin down, with no amount of screenshots and trailers helping to define the gameplay, only playing the damn thing unlocks its secrets. This certainly seemed to be the case when Pixel Reef announced its first virtual reality (VR) Paper Beast. After playing the experience at Gamescom 2019, far more questions have arisen than been answered.

Paper Beast

Created by Eric Chahi (Another World, Heart of Darkness, From Dust), Paper Beast explores a topic very much at the heart of everyday society, even if most never see it, and that’s Big Data. Companies and governments around the world create, access, move, and distribute ridiculous amounts of data daily, and it’s this which Pixel Reef has reimagined into a living breathing digital ecosystem born out of lost code and forgotten algorithms.

Paper Beast is a quiet adventure, there’s no distinguishable narrative to speak of and the environment continues to evolve as you explore and meet the inhabitants. The demo started off by choosing one of three data points, transporting you to a desert realm with sweeping sand dunes and mountainous rock formations. As shown in the screenshots Paper Beast plays with an extensive colour palette, richly bringing the world to life with a gorgeous array of oranges, blues, pinks and reds.

The design is both striking, equally calming and bizarre, a careful look at the clouds reveals the puffy formations that are in fact numbers and letters, remanence of that lost code floating around. Gameplay was very simple with the only interaction at this point being able to pick stuff up and move it around. If you’re in a toy store then great but in Paper Beast you’re in a vast open wilderness, the only objects to interact with are the titular paper creatures born out of all this data.

Paper Beast

Each one is seemingly unique and does its own thing. The first which stomps up is a towering beast resembling a cross between a spider with its many legs and a giraffe with a long slender neck. Way too big to pick up smaller creatures begins to appear, scuttling across the sand or walking majestically like a horse. These can be interacted with, grabbed by several points including head, shoulders and legs. Throwing one of the smaller ones of into the distance didn’t seem to annoy it, happily wandering back to say hello.

This then opened a quandary, what was there to do. Pixel Reef certainly wasn’t interested in using tried and tested mechanics when it came to challenges or quests. Having said there was no distinguishable narrative that doesn’t mean to say there wasn’t one. The lead was the giant beast, following it into a rocky area with plants sprouting from the sand and a few creatures which it began to fight. That happened next was simply awesome, for all intents and purposes a black hole began forming in the ground. As it grew larger, swallowing the smaller animals, it began to spew thousands of pieces of paper into the air creating a sand storm of what could have been deadly paper cuts. It was an assault of sound and visuals on the senses which became enthralling.

By the end though, that first question ‘what is Paper Beast?’ still remained largely unanswered. Paper Beast is a delight of design and imagination, beautiful to look and puzzling to experience. Hopefully, the final version will develop those interactive elements rather than purely being an elaborate art piece. Whatever happens Paper Beast is going to be one of the more intriguing VR titles to emerge in 2019.

Preview: The Curious Tale of the Stolen Pets – A Charming Little Puzzler

One of the great aspects of indie virtual reality (VR) developers is their desire to try something new, experimenting and being innovative to make themselves stand out from an ever-growing crowd. Fast Travel Games made an impression last year with the release of Apex Construct, a finely crafted bow-wielding adventure. At Gamescom last week the studio returned to the event with something slightly different in hand, a cute puzzle experience called The Curious Tale of the Stolen Pets.

The Curious Tale of the Stolen Pets

Featuring a storybook style narrative where you venture to different worlds from your childhood, guided by the voice of your grandfather, the demo offered the first level a brief taster. An interactive diorama, The Curious Tale of the Stolen Pets offers players a floating island which needs to be carefully explored and investigated to complete the various puzzles.

With a delightful artistic design, the studio has chosen stop-motion animation to bring these worlds to life. This gives The Curious Tale of the Stolen Pets a playful, child TV show quality to the proceedings which continue to the puzzles and even your hands – which just so happen to be dandelion flower heads.

The task is to find three pets hidden in the level, which can be spun around simply by grabbing it. As well as the pets there are several glowing treasures to find to fully complete the area. Quite a lot of the objects are interactive so it’s a case of picking, pulling, shaking and grabbing whatever you can to find these pets.

The Curious Tale of the Stolen Pets

Each one was protected by a different difficulty level, with the easiest quickly found within a bush. The second was a little harder locked inside a treasure chest with three buttons to locate to unlock it. Third and finally, pet number three required making use of some environmental features, using a candle to boil a kettle making a lovely cup of tree tea in the process. This all makes for very hands-on gaming, like playing with Lego or building sandcastles. It’s all about getting stuck in and seeing what you can uncover.

Don’t expect a massively long experience here as there look to be five levels in total. The first took around 10 mins to complete so there might be an hour or so in the final build, great for those after a none stressful time killer. The Curious Tale of the Stolen Pets is very reminiscent of titles like Luna and Ghost Giantplayful and entirely happy to do its own thing.

Fast Travel Games isn’t going for hardcore puzzle gameplay here as you’d find in Gadgeteer or Transpose. The Curious Tale of the Stolen Pets is very much light in nature, easily suiting younger demographic learning about VR for the first time. A release is scheduled for later this year although no date has been set at the moment. The Curious Tale of the Stolen Pets didn’t quite make VRFocus’Favourite VR Games From Gamescom 2019‘ list, but that doesn’t mean to say the videogame should be discounted as it still made VRFocus smile.

PlayStation 4 exclusive Dreams takes home Best of Gamescom 2019 award

Dreams, the ambitious PlayStation 4 exclusive by Media Molecule, stole the spotlight at Gamescom 2019 with a total of three awards, including the Best of Gamescom 2019. Sony's Gamescom 2019 presence was lighter compared to previous years, with the highly anticipated Death Stranding not playable and big projects such as The Last of Us: Part […]

Preview: Groundhog Day: Like Father Like Son – Become the Coffee Bean

When listing some of Bill Murray’s greatest films what do you automatically go for, Ghostbusters, Caddyshack, Zombieland or how about Groundhog Day? The latter might not be most people’s first choice for a virtual reality (VR) videogame but that’s exactly what Tequila Works is going for with VR sequel Groundhog Day: Like Father Like Son. Demoed for the first time on the PlayStation VR stand during Gamescom this past week, the title is a mixture of mini-games designed to make everyone happy.

Groundhog Day

Due to the restrictions of a games show most demos tend to be the first level or sometimes midway through the title depending on how far development has progressed. What Tequila Works had on offer was in fact three curated segments showcasing the mini-game elements of Groundhog Day: Like Father Like Son.

Just like the 1993 film, you’re stuck in a time loop. However you’re not playing Bill Murray’s arrogant self-centred character, Phil Connors, instead, you’re Phil Connors Jr, who just so happens to take after his father.  To get out of the situation you need to solve puzzles, or more accurately, help solve people’s problems putting them before yourself.

So first up you needed to make an awesome coffee to lift your brother’s spirits. This was a two-stage mini-game with the first part taking place inside the coffee machine. To know coffee you have to be coffee and in this instance, that means smashing apart beans in timed sequences. This particular section offered the most challenge with coffee beans weirdly floating in the air to be destroyed as quickly as possible using glowing orbs to throw at them.

Groundhog Day

After that came the outside of the coffee machine, lining up water pipes, pulling levers to hopefully pour this wondrous cup of coffee (should really have been tea). The third was a far more artistic affair, with you trying to impress a young graffiti artist by spray painting an animal design. Whilst not requiring a great deal of accuracy, so long as the relative stencil outline was met then all was good unlocking a paint mode to test those spray painting skills.

The film was always a good-natured comedy and Groundhog Day: Like Father Like Son certainly gives off that vibe. In gameplay terms, the mini-games were amusing enough for a few minutes yet there was no chance to really connect with the story and the characters. A Tequila Works staff member did note there would be greater interactions and dialogue which will hopefully lift the experience above just another mini-game compilation. Additionally, there was no sign of the main time loop mechanic the whole story premise is based around which was a real shame.

Plus it’s important to get this right. Groundhog Day was a comedy gem. It may not have been a massive blockbuster but the film has garnered millions of fans around the world, becoming synonymous as the time loop movie copied many times over. As such, doing a disservice to this beloved film will likely see some intense backlash.

Groundhog Day

To be honest, VRFocus isn’t too worried. Tequila Works is well versed in VR development having released The Invisible Hours, a rather good murder mystery, back in 2017. Groundhog Day: Like Father Like Son arrives in less than a month’s time on 17th September for multiple headsets – not just PlayStation VR – so you’ll soon know whether to watch the film again or play the VR sequel.

Hands-on: ‘Down the Rabbit Hole’ is a Delightful Miniature Wonderland Filled with Puzzles

Cortopia Studios, the Stockholm-based team behind the spellcasting combat game Wands (2016), showed off their next entry into the realm of VR at Gamescom 2019 this week. Called Down the Rabbit Hole, I got a chance to go hands-on with the third-person adventure game, which tasks you with solving a variety of puzzles while leading a lost girl through a miniature world inspired by Lewis Carroll’s Alice in Wonderland (1865).

Strapping on an Oculus Quest, I find myself looking at a two inch-tall pair of characters, a girl (simply called ‘The Girl) and a little playing card-shaped knight, the so-called 4½ of Spades.

Grabbing onto a large root suspended below the scene, I pull the diorama of the dark forest closer to me, and absentmindedly brush my fingers through a river and play with the leaves of the bonzai-sized trees.

Image courtesy Cortopia Studios

The narrator tells me that the plucky duo is searching for something called the King’s Keep on their quest to follow the White Rabbit, and as luck would have it, a tiny Cheshire Cat is there to help.

Much of my 15-minute demo was played in the third-person; character locomotion is achieved by either moving the pint-sized people via Touch’s thumbstick or drawing a path to the desired destination (the latter is especially useful when you have to backtrack through complex pathways). However at times you’ll also snap into a first-person mode too. Walking close to the Cheshire Cat, I’m presented with a dialogue tree populated with a few options to interrogate the curious kitty.

Image captured by Road to VR

If you know your lore, you’ll remember that Cheshire Cat is pathologically incapable of answering straight forward questions though, so he instead saddles us with the important task of rounding up five pesky butter-flies—literal sticks of butter with wings, which is the overarching task for the demo.

Although I say ‘most’ of the game is in third-person, I can’t really be sure of that from what I’ve played. As with dialogue trees, some of the puzzles I encountered were actually in the first-person too, so it feels like there’s going to be plenty of latitude for interesting and varied interactions between the two.

Ambling my characters separately through a few adjacent rooms to complete some door puzzles—all of it in service of those hidden butter-flies—it becomes clear to me that it’s actually I who is down the rabbit hole. The numerous dioramas eventually create a cylinder around me, and the black void above and below me keeps revealing more and more little rooms stacked on top of each other. Using the same locomotion method as when I leaned in to get a better look, I shift the world around me and climb around by using the many roots as handholds.

 

Eventually we run into more familiar faces, including the hookah-smoking Caterpillar himself, and a pretty suspicious-looking King, who is really just a low-numbered card with hastily painted on whiteout and a big ‘K’ scribbled on his chest. That’s some low-key Swedish comedy for you.

Image courtesy Cortopia Studios

The demo’s puzzles, both first and third-person, were fairly simple, although were varied enough to keep my attention. A puzzle with a singing bird and musical set of flowers was the most difficult for me personally, although that’s because every musical instrument I’ve ever laid my fingers on turns to dust and flies out the window in a magical tornado conjured by the ghosts of classical musicians past.

In the end, it appears the game isn’t going to offer a single prescribed ending either, as Cortopia say that you’ll be able to make “many choices about the girl’s backstory” and how you want to deal with the various characters, something they say will ultimately determine the ending of the game.

Down the Rabbit Hole is slated to arrive on PSVR, PC VR headsets, and Oculus Quest sometime in December 2019. Check out the gameplay trailer below to get a taste of what’s in store:

The post Hands-on: ‘Down the Rabbit Hole’ is a Delightful Miniature Wonderland Filled with Puzzles appeared first on Road to VR.

VRFocus’ Five Favourite VR Games from Gamescom 2019

This year at Gamescom, Europe’s largest games festival, VRFocus saw a host of brand-new augmented reality (AR) and virtual reality (VR) releases. For the first time ever, the event featured a tie-in event known as the VR Games Showcase. Out of the games announced over the course of the 20th – 24th August 2019, here are some highlights.

Acron: Attack of the Squirrels

In The Curious Tale of the Stolen Pets, join your grandfather to immerse yourself in childhood fantasy miniature worlds filled with treasure and puzzles. Developed and published by Apex Construct studio Fast Travel Games, Curious Tale of the Stolen Pets will be available on Valve Index, HTC Vive, Oculus Rift & Windows Mixed Reality headsets later this year.

Acron: Attack of the Squirrels is a multi-player, cross-platform adventure where Trees and Squirrels battle for ownership of the precious Golden Acorns. While VR players take on the role of a protective tree, friends on iOS & Android set their sites to take on the trees as a crafty Squirrel. Acron: Attack of the Squirrels will catapult itself onto Valve Index, HTC Vive & Oculus Rift headsets on the 29th August.

Down the Rabbit Hole is being developed for PlayStation VR, HTC Vive & Oculus Quest headsets. An unnamed girl has found herself in the world of Lewis Carroll’s classic fantasy novel, Alice in Wonderland. The player’s decisions determine her fate in this mysterious world. The second VR title from Cortopia Studios after their top-selling VR game, Wands for multiple headsets including Oculus Go, Down the Rabbit Hole currently has a target release date of December 2019.

The Curious Tale of the Stolen Pets

Coming soon to VR arcades, Corsair’s Curse, is a location-based title is being brought to you by Innerspace VR in partnership with Vertigo Games. A spiritual successor to Vertigo Games’ A Fisherman’s Tale, 2-4 players find themselves with complete freedom on board an ancient galleon where you must solve puzzles, find treasure and ultimately escape. In various locations, the game will feature additional 4D weather and vibration effects.

New from Pixel Reef comes Paper Beast. You become immersed in the world filled with paper wildlife in this open-world, free-roaming adventure where your behaviour influences the mysterious paper inhabitants. Pixel Reef describes this world as being filled with “decades of lost code” and “a complete ecosystem, born from the hidden confines of big data.” With no text or dialogue, you must find your own way across this vast world in this PlayStation VR exclusive release, coming later in 2019.

Relive the event with video summaries of each day available on VRFocus’ Facebook pages as well as individual reviews of each videogame available upon release available here on the site, and check out our weekly upcoming releases video on our YouTube channel.

Hands-on: ‘The Wizards – Dark Times’ Brings More Intuitive Spellcasting, Story-based Gameplay & More

Carbon Studio, the Poland-based team behind The Wizards (2018), is bringing a standalone expansion to the series to PC VR headsets early next year called The Wizards – Dark Times​. We got a chance to go hands-on with a 10-minute slice of Dark Times here at Gamescom 2019.

I had an opportunity to pop into the original Wizards back when it arrived on Early Access in 2017, and although the team has since released the full version into the wild, now dubbed The Wizards – Enhanced Edition (2018), I haven’t really had the chance to jump back into the magical realm of Maloira to experience for myself just how enhanced it has become during its year in Early Access. So while I’m not a professed disciple of the series, I can say that on its own merit that the Dark Times demo I played checks some significant boxes in a few departments, the most noticeable of which is its more intuitive spellcasting system and its cohesive and striking visuals.

Moreover, the game is said to be more of a linear adventure and less arena-based, offering what Carbon calls a “short but lore-rich story from Meliora’s chronicles,” making it less of a points-driven wave shooter and more of a proper dungeoning experience, replete with its own story line.

The demo (played on Rift S) plopped me into a post-tutorial level, giving me a few spells at my disposal, including gesture-based spells such as fireballs, frostbow, throwable ethereal shields, and a force push that can knock down enemies.

 

Although this sounds pretty similar to the old system, Dark Times is also bringing secondary functions to many of its spells. For example, the frostbow can be transformed into two powerful frost-spears by simply bringing your hands apart.

What is radically different about Dark Times though is these spells do elemental damage more in line with standard RPGs, i.e. an ice attack can freeze an enemy in its path so you can transition to a more powerful spell to deal more damage. Mixing the elemental spells is also more intuitive too: freezing an enemy with a few frost-arrows or well placed frost-spear will freeze them, and a fire spell will again release them.

 

It gets a little more complicated than that though, as it also depends on which environment you’re in at any given time. If you’re sloshing around in a wet spot along the path​, enemies standing in water will automatically become resistant to fire magic, but also be more vulnerable to lightning spells too. You can replicate this vulnerability at any time by freezing an enemy, lighting them on fire (which makes them wet) and then shocking them with a lightning spell—something that provides a little more realism and solidity to the world.

SEE ALSO
'Vanishing Realms: The Sundered Rift' Expansion Revealed, Launch Imminent

The studio maintains that all of the game’s spells have been reworked to play different roles in typical combat situations, which in end effect aims to get players to think more tactically about the spells they should use, and not continuously mashing the same ones over and over.

Besides the spells themselves, which did feel simple and reliable to use, I was also pretty impressed by the visual side of things too. In comparison to the studio’s previous titles Alice VR (2016) and the Early Access version of The Wizards, Carbon seems to really be hitting their stride with Dark Times, as lighting, textures, art direction, voice actors, and overall performance are all pretty much on point. Of course, a 10-minute demo can only reveal so much, although it looks like the standalone continuation of the series has really puts its best foot forward here.

The Wizards – Dark Times​ is slated to launch in Q1 2020 on the standard slew of modern SteamVR-compatible VR headsets. Carbon Studio is also planning an Oculus Quest version, and says that a PSVR version is also a future possibility.

The post Hands-on: ‘The Wizards – Dark Times’ Brings More Intuitive Spellcasting, Story-based Gameplay & More appeared first on Road to VR.

9 Minutes of ‘Budget Cuts 2: Mission Insolvency’ Demo Gameplay

Gamescom 2019 is still in full swing, and while the massive halls at the Cologne-based gaming expo are predictably filled to the brim with non-VR games, there’s been a number of interesting VR titles to pop up here, including Neat Corporation and Fast Travel Games’ upcoming sequel to the humor-filled stealth assassin adventure Budget Cuts (2018), Budget Cuts 2: Mission Insolvency.

At some point this year, Budget Cuts 2 is slated to toss PC VR users back into the guts of TransCorp, the faceless conglomerate made famous in the original. However this time around you’ve got a new piece of kit besides the hand-thrown knives—a bow and arrow for long-distance assassinations, complemented by larger environments where you can practice your ninja skills.

The full demo was around 15 minutes long, although for the sake of brevity I sped up a section where I forgot to properly arm myself with arrows, and also edited out one of my boring and senseless deaths.

SEE ALSO
Hands-on: 'Budget Cuts 2' Demo Brings a Bow and Arrow to a Knife Fight

You’ll also probably notice that I’m fuffing about with some of my tools too. The reason: the bow and arrow is the game’s first two-handed weapon. Up until now, you were able to teleport around using one hand, and have a knife ready in the other, although having a bow in one hand and a teleport gun in the other decidedly makes the old switcheroo a little more difficult at first blush.

If you’re looking for more impressions, make sure to check out our hands-on article too. There’s still plenty to peel back about Budget Cuts 2, and I personally can’t wait to get into a more expansive demo to see what new enemies, environments, and puzzles the team has in store.

The post 9 Minutes of ‘Budget Cuts 2: Mission Insolvency’ Demo Gameplay appeared first on Road to VR.