Hands-on: ‘Paper Beast’ Delivers a Visually Stunning Journey Through Uncut Novelty

I didn’t know what to make of Paper Beasts when I heard about back at its reveal in April. Billed as an exploration game inspired by big data, or the unfathomably large data sets that can reveal unseen trends, the game promises to toss you head first into an abstract living world that has emerged from “the vast memory of a data server.” It sounded wild and mysterious at the time, but after playing the 20-minute demo at this year’s Gamescom, I got a much better grasp on what lays ahead.

I won’t mince words here: when a game’s primary claim to fame is “it’s all about exploration,” alarm bells automatically go off in my head. In some cases, ‘explore’ is really a code word for “there’s not much else to do besides look around.” Although games like this can be a great way to introduce people to the immersive prospects of VR in general, it does very little in the way of keeping butts in chairs.

From my time with the game’s first level, Paper Beast appears to be anything but boring; it seems to take its mission statement of exploration to heart, offering plenty of novel experiences along the one-way trip through the game’s narrative, which is partly driven by the world’s interesting assortment of dynamic and interactive paper-based lifeforms, and to a much larger degree to the constantly shifting environment around you that ushers you forward into new and interesting locales.

Created by Pixel Reef, a studio headed by the creator behind cult classic platformer Another World (1991) Éric Chahi, I was plopped into a PSVR headset and handed a pair of PS Move controllers without explanation.

With no tutorial as such, I find myself in a red tent with a boom box playing a saccharine J-pop tune. The tent waves dynamically in the wind, and the pop song comes to an end. “What do I do now?” I thought to myself. Lifting my controller, I notice I can lock onto hot points connected to objects in front of me. Motioning my hand towards the boom box, I drag it to my feet, which felt a bit like holding a 10 pound weight on the end of a fishing rod. Reaching my hand up to a corner of the fluttering red fabric, I yanked the much lighter fabric away, revealing a vast desert in front of me, and a towering giraffe-like beast standing on spiny legs of tightly crumpled paper.

Image courtesy Pixel Reef

Looking out over the horizon, I see the clouds are really a mishmash of fluffy alphabet soup. With only a few spare moments to take in the dune’s flowing sands, a strange crab-like creature appears over an embankment, rattling his tail suspiciously as he scuttles over to investigate the strange journalist, leaving in its wake a realistic sets of prints in the sand. His entrance is scripted, I’m told, but he’s fully able to amble around and correct himself when flipped over (or violently assaulted, which I didn’t do because I’m a friend to all of paper-God’s paper-creatures under the paper-sun).

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Walking closer to me, my towering giraffe buddy bends his long neck to present me with a reddish orb, which snaps to the bulb of my left controller. With that, I’m given the ability to telelport and snap-turn. My spiny beast-pal slowly lumbers off over a dune, drawing my curiosity with him. Popping over the hill, I see a watering hole with a pack of smaller horse-like beasts eating little balls of—you guessed it—paper. Using my floppy laser beam-fishing rod powers, I pick up a ball and feed it to one of the sauntering animals as they slosh around the dynamically moving water.

Image courtesy Pixel Reef

Each of the horses have a number of hot points on them, and picking one of them up from the thorax reveals that they’re just light enough to lift up entirely. The towering beastie sets off again, this time between two rock faces, which open up to reveal a twisting canyon. Around the corner I see the first predator, a multicolored wolf-like thing which is locked in battle with an errant horse. Stealing the helpless prey from the wolf’s grasp and dangling him over his head, he eventually loses interest, and returns to his cave in obvious defeat. Majestic horse-bro now safe, I continue to follow my silent giraffe friend further.

Image courtesy Pixel Reef

Environmental surprises lay ahead that push me forward at a faster clip. A shallow lake filled with more idle horse creatures suddenly drains into a deep sinkhole, and within the blink of an eye an otherworldly tempest erupts from its basin, carrying with it chunks of earth, all of them in the shape of numbers. Rushing for cover, I zap down an adjacent pathway to find my giraffe standing near the mouth of a cave. In a last act of kindness, he drags a large boulder to seal me in. Demo over.

Besides a few guiding words from Chahi, who was seated beside me on the busy expo floor, the entire demo was non-verbal, both spoken or written. Taking off the headset, he tells me that the game’s narrative will continue to unfold like this, presenting the player with a linear path that’s studded with different creatures ranging from brash predators to springy little mammals made of ribbon. It’s not an open world, although clever art direction might make you think otherwise, as your attention is cleverly tickled to push you forward.

Although I left Pixel Reef’s booth feeling a little less perplexed at what Paper Beast really is, I still have some question that only a full playthrough will answer. Whatever the case, I was clearly charmed by the studio’s ability to not only deliver impressive and varied environments, but also loads of novelty that truly made me feel like I’d been transported into the living dreamworld that emerged from the dust of big data.


Paper Beast is set to arrive exclusively on PSVR sometime in 2019, with the possibility of a flatscreen version coming at some point post-launch.

The post Hands-on: ‘Paper Beast’ Delivers a Visually Stunning Journey Through Uncut Novelty appeared first on Road to VR.

Hands-on: ‘Budget Cuts 2’ Demo Brings a Bow and Arrow to a Knife Fight

Gamescom 2019 kicked off today in Cologne, Germany, and there I got a chance to go hands-on with the upcoming sequel to Budget Cuts (2018), the cheeky stealth assassin adventure from the Stockholm-based indie studio Neat Corp.

Much like the first Budget Cuts demo, which was released on Steam back in 2016, I was given a combat-flavored slice of Budget Cuts 2: Mission Insolvency, which revealed a few of the new components that promise to open up the game’s environment and somewhat change the nature of its stealth combat/ninja teleporting madness.

I’ve played through the first game, so I’m going to be intentionally vague about some of the finer details so I don’t spoil anything—although there isn’t much to spoil since the new game’s demo was entirely combat-driven. I’m putting a clear [no spoilers] tag here just in case though.

I was assured that new players could jump into the sequel without any fuss, as it’s being billed as both a standalone title and a wrap-up of the first game’s narrative, although if you haven’t had a chance to play the original demo/full game itself, here’s the lowdown on the series’ unique locomotion scheme—the star of the show. Skip this next paragraph if you already know what’s up.

With your trusty teleport gun, you slink around corridors by launching what I can only call a ‘teleport-ball-thing’ at your desired landing spot. From there, you can either peek through the dinner plate-sized portal, or activate the grip button to physically teleport to that location. It serves as a cool way of checking if the coast is clear so you don’t accidentally teleport into a gaggle of baddies. More than that though, it lets you basically pretend you’re Nightcrawler. And no, there aren’t any guns (that I know of), only knives, scissors, and now arrows.

Image captured by Road to VR

Strapping into a Valve Index and grabbing a pair of standard Vive controllers, one of the big changes that Neat Corp and fellow Swedish studio Fast Travel Games have brought to the table is a new tactical bow, which comes part and parcel with the much larger outdoor environments—plenty of cover and rooftop prowling here.

In the Gamescom demo, I was still pitted against the same menacing robots from before (and I even got a glimpse of a certain baddie from the original game), however the bow-shooting dynamic decidedly isn’t a cure-all for my knife-throwing woes. Far from being a cheap addition that would make combat easier, it actually comes with its own caveats. You’re again tasked with managing a dwindling supply of ammunition (in this case arrows), although the game’s intentionally limiting inventory mechanic makes you think long and hard about lining up that perfect long shot before hastily throwing away ammunition on a potentially botched attempt. You have to switch from the teleport gun to the bow, use one hand to load, and hope to bejesus that you’re on point as you fire off a volley. And once those arrows fly, you’re probably not getting them back.

Side note: you can totally toss the arrows like knives.

Image courtesy Neat Corp, Fast Travel Games

It’s been a while since I played the first, so much of my muscle memory of switching devices and teleporting around have mostly left me by this point, and I knew after a few deaths (yes, even in the demo) that I would need to regain the skill before I could feel comfortable again. Since the bow requires two hands to operate, it definitely introduces one more bit of complexity that I wasn’t expecting. I found myself flailing around with nary an office desk to hide under as I was shot in the head by robot assassins.

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The demo also looks a hell of a lot darker, which may be more than just about lighting. If the ending of the first points to anything, the full game could also be metaphorically darker too.

Image courtesy Neat Corp, Fast Travel Games

In the end, I ran through the demo in about 15 minutes, encountering the same security robots that made up a majority of the opposing force from the original. Neat Corp says there are more enemy types yet to come though, so I’m hoping to see something that’s more tailored to the new long-distance shooting mechanic. Besides new enemies and environments, the team also promises that Budget Cuts the second will bring a variety of new scenarios and puzzles.

I left the demo hoping to peel back much more about Budget Cuts 2; outside of the new weapon and outdoor environment, I was basically stepping into what appeared to be an uninterrupted continuation of the original. There’s really no telling what direction the game will take though, however it’s sure to feature greater optimization than the first title thanks to a the team’s learnings after stuffing the CPU-hungry title onto the modest PS4 console. It’s also targeting the same gameplay length as the original, which took us nine hours to complete (many deaths and heavy exploration included) in our full review.

The game is set to support SteamVR-compatible headsets, including HTC Vive, Oculus Rift, and Valve Index.


We have a gameplay video coming, so check back soon for that and all the latest games to come out of this year’s Gamescom.

The post Hands-on: ‘Budget Cuts 2’ Demo Brings a Bow and Arrow to a Knife Fight appeared first on Road to VR.

Episodic Sci-fi Adventure Kamile VR to Debut at Gamescom 2019

In a couple of weeks, Europe’s biggest gaming event takes place in Cologne, Germany, Gamescom 2019. From the looks of things, there’s going to be quite the virtual reality (VR) presence. Gluk Media, a Lithuanian developer of immersive content has just confirmed it’ll be attending, showcasing its latest title Kamile VR.

Kamile VR

Set in an AI-powered city, Kamile VR will be an episodic experience comprising five instalments, with the first being shown at Gamescom. The story is set in a dystopian 2084 where jobs have been taken over by AI. This doesn’t mean a life of luxury for the population, in fact, quite the opposite. Humanity now faces the reality of constant work and slavery for digital economics, lending brainpower for Neural Mining processes and further empowering AI capabilities.

You take the role of Kamile, the wife of an AI scientist working on next-generation technology. “When work-related tragic incident turns into family drama, Kamile is forced to fight and flight in order to protect her son and his secrets,” explains the story synopsis.

Kamile VR is heavily focused towards a storytelling style experience with gameplay elements, which sounds very similar to titles such as Vader Immortal: A Star Wars StoryGluk Media explains: “Kamile VR will feature various gameplay elements. Unique VR setting will provide augmented reality-driven user’s interface to navigate and familiarize yourself with the world, while different chapters of the story will feature hacking, shooting and brain invasion sequences [sic].”

Kamile VR

After its Gamescom 2019 debut, Kamile VR episode one is scheduled to launch in October, supporting headsets including Oculus Rift/Rift S, HTC Vive and PlayStation VR. It’ll feature an original score written by film composers Paulius Kilbauskas and Vygintas Kisevičius.

Check out the first teaser trailer below, and when VRFocus tests the experience during Gamesom we’ll let you know what we think.

New Teaser Trailer Drops for Playful Exploration Experience Paper Beast

French indie developer Pixel Reef announced virtual reality (VR) videogame Paper Beast for PlayStation VR back in April and has now released further info about the project. Alongside a new trailer and screenshots, the studio has confirmed it’ll be attending Gamescom 2019 for media to demo the beautifully surreal experience.

Paper Beast

The new trailer and images showcase a dynamic environment filled with strange yet familiar creatures. Set on a desert world with vivid colour changes between bright reds and warm oranges to cold blues and grey’s, it’s an ecosystem born out of lost code and forgotten algorithms.

As players explore these ever-evolving environments they’ll have the chance to form delicate bonds with the vibrant wildlife that lives in this mysterious world, all of which adapts its behaviour to the player’s actions. Paper Beast features an unspoken narrative, so players have to choose their own journey through this wilderness.

“Imagine you are dropped in a virgin land, you walk, and you don’t know where to go. Interactions lead you forward, and in the end, you have a natural view of everything,” said Eric Chahi, Founder at PixelReef in a statement.

Paper Beast

In a press release, the studio notes: “A deep simulation system has been developed to bring the game universe to life.

“To emphasize the experience, three talents are working full time on the spatial audio. The original soundtrack from British music artist Roly Porter highlights the immersion as you find your way in this colourful and poetic universe. And like the icing on the cake The Japanese All Girl Art Punk Rock Band TsuShiMaMire also took part in the adventure!”

While the visual style is certainly eye-catching, the trailer does hint at the gameplay. You seem to be able to control various objects to play with these bizarre creatures, even picking them up if you so choose. How this all correlates together has yet to be seen. Thankfully, Paper Beast will be playable during Gamescom 2019 so VRFocus will bring you a hands-on impression next month.

Take a look at the trailer below, and as further details are released including the 2019 launch date, VRFocus will let you know.

Gamescom 2019 to Host The VR Games Showcase Featuring Six Titles

Next month the biggest videogame event in Europe takes place in Cologne, Germany, Gamescom 2019. And for the first time, several studios from the virtual reality (VR) industry will be hosting a tie-in event called The VR Games Showcase.

The Curious Tale of the Stolen Pets

The brainchild of Fast Travel Games’ Andreas Juliusson, The VR Games Showcase will feature Carbon Studio, Survios, Neat Corporation, Resolution Games and Cortopia Studios. Only open to media and content creators (most of Gamescom is open to the public), they’ll be able to get hands-on time with some of the latest VR offers.

Presented by Perp Games, visitors will get exclusive hands-on time with Survios’ The Walking Dead OnslaughtFast Travel Games’ The Curious Tale of the Stolen PetsBudget Cuts 2: Mission Insolvency by Neat Corporation and Fast Travel Games, Acron: Attack of the Squirrels! by Resolution Games, Cortopia Studios’ An Adventure in Wonderland and The Wizards: Dark Times by Carbon Studios.

“The VR Games Showcase’ is a concept I came up with 6 months ago. The VR industry is still young and most active VR game studios are relatively small, like us, with the same kind of marketing challenges and lack of resources. However, if multiple studios would join forces to share costs and efforts, I believed we would be able to deliver a real heavyweight event concept with clear value for both media and content creators to attend!” says Juliusson in a statement.

“As I started to reach out about this initiative, I was met with a massive interest not only from the studios but also from Perp Games, whose investment helped bring it to life. Now, the biggest studio event collaboration in the VR games industry is finally happening, with the premiere taking place at Gamescom this summer! I am hoping we can keep building on this concept and allow ‘The VR Games Showcase’ to grow going forward. This unique collaboration really raises the bar for VR games marketing and event presence.”

The Walking Dead Onslaught

‘The VR Games Showcase’ is presented by global games publisher Perp Games. Perp Games is a market leader in VR publishing and proud to support such innovative concepts,” adds Perp Games MD, Rob Edwards. “We truly believe VR offers players a unique gameplay experience and ‘The VR Games Showcase’ is a great way to allow gamers to experience hands-on, some of the most exceptional VR games being developed.”

VRFocus will be attending Gamescom 2019 so keep an eye out for the latest VR videogames coverage from the event.