Review: Arca’s Path

The videogames industry falls in-and-out of love with virtual reality (VR) on a near-weekly basis, but there are certain properties that have committed whole heartedly to the medium. Dream Reality Interactive (dRi) are most certainly one of them, launching their first consumer VR title across a multitude of head-mounted displays (HMDs) whilst eschewing the given norms of appealing to the audience that currently exist there.

Arca's Path - Screenshot (E3 2018)

Arca’s Path is a puzzle videogame that takes a bit of a nostalgia trip, inspiring memories of marble-based videogames from the mid-90s. The player takes control of a young girl after she morphs into a ball via the use of a special mask – the storyline is nothing short of bizarre, but is delivered in an effortlessly interesting manner by way of graphic novel style 2D panels – which the ultimate goal being to reach the end of each level. This starts off very simply; a range of wide spaces and corridors with a generous no-fail boundary. However as the player progresses through the videogame’s 25 levels they’ll be tasked with navigating deadends, solving block puzzles and traveling at speed down huge slaloms with broken, twisting pathways.

Designed for a wide variety of HMDs, Arca’s Path has opted for a control system that can be mirrored across all hardware; high-end PC based systems and mobile devices. There’s no need for a controller of any kind, instead the single input in the videogame is gaze based. The player simply looks in the direction they wish the ball to move, and returns the centre of their view under the ball to bring it to a complete stop. Anyone with an understanding of traditional videogame controllers will immediately understand the direct translation from analog stick to gaze control, able to control acceleration and momentum, and perform turns on a dime.

The signposting of the player’s effect on the ball is subtle but perfectly pitched. A semi-translucent arrow denotes direction, and the distance from the ball indicates speed. Though the player can move their view to a point where the ball is no longer visible, there is little need as top speed can always be achieved while it remains within. It’s a system that may have been devised with low-end devices in mind, but has obviously benefited from significant investment of time and QA to ensure that it delivers across all HMDs.

Arca's Path - Screenshot (E3 2018)

The visual quality of Arca’s Path won’t astound anyone, but the attention to detail and variety of environments is certainly respectable. The player will find themselves moving through many unique areas as they progress through the videogame, moving from lush green pastures through colder stone surroundings to dark and grimy tracks. The soundtrack follows a similar path; interesting enough to hold your attention without distracting from the task at hand.

Arca’s Path comes at a time when VR is maturing. We’re seeing the medium move away from the deep trench of wave shooters that began to suffocate the medium and coming back to more unique ideas built specifically for the hardware. Arca’s Path is exactly this kind of experience – it would arguably work as a traditional non-VR videogame, but certainly wouldn’t have the same impact – and as such offers an engrossing worthy of your time aside any bigger titles that may be on your agenda. It does also act well as a first-step into VR, which despite now having more than two years of consumer adoption is still an important factor over this holiday season.

80%

Awesome

  • Verdict

Review: Lila’s Tale

Mobile virtual reality (VR) may not be seen as the most immersive form of the technology, instead it offers accessibility, the ability to reach a wider audience thanks to a much lower entry price point. Yet there are developers doing wonderful things with mobile VR, whether that’s Coatsink with Augmented Empire or Pillow’s Willow VR Studios and Spark of Light. In a similar vein to the latter, Skullfish Studios has launched an enjoyable little puzzler called Lila’s Tale for Oculus Go (reviewed) and Gear VR.

Lilas Tale VR screenshot

Lila’s Tale is a cylindrical puzzler where you roam dungeons looking for the way out. You play titular character Lila, who has lost her brother inside these dark and dank cold walls, and you need to find him before leaving.

To do so involves solving a few puzzles, mostly fairly easy but it does get a little trickier later on. Sat right in the middle of the dungeon you can see all the way around, and these puzzles generally involve you working out how to get to the chest, which contains the key to unlock the next level. Controlling Lila is as simple as looking, with all her movements controlled by your gaze. While the interactive puzzles require you to use the Oculus Go controller to join several dots together.

These dot puzzles aren’t particularly difficult and don’t involve much thought other than when time is pressed against a boss, or when some of the spike walls need a certain node hit several times. The difficulty comes when you need to manipulate the later levels, keeping an eye on which section is moving where, gaining or losing you access accordingly.

Lilas Tale VR screenshot

It’s effectively stuff for a mobile VR experience and definitely one that requires a good ol’ spinning chair to properly keep track of everything. Having gaze-based movement does have its pitfalls, when looking around Lila may run where you don’t want her to – usually straight into an enemy – which can lead to death if you’re not careful.

What’s consistently surprising about mobile VR titles is the depth and richness of the visuals developers manage to squeeze out of these devices and Lila’s Tale is no different. With a watercolour style aesthetic the videogame is vibrant and compelling, with wonderful looking characters and 2D cut scenes.

Lila’s Tale is a quaint VR experience which will enthral a younger player but older gamers will likely find the title to be a little hollow. With nine levels to play through and the challenge on really setting in after five or six, game time is going to be short and sweet. But with no secrets to find, the replay factor is limited. Not an essential purchase for Oculus Go, there are others in this genre that are better.

60%

Awesome

  • Verdict

Review: République VR

Having seen success with its award-winning stealth title République on platforms like iOS and Android, developer Camouflaj then turned its attention to virtual reality (VR), rebuilding the title from the ground up for the technology. Now called République VR, this story-driven, sneaky experience has come to Oculus’ latest headset Oculus Go, providing one of the most engrossing and extensive videogames for the device.

République VR

République VR is episodic, thankfully though Camouflaj has included all five episodes which can be played back to back like you’re average binge watching session of Netflix. This isn’t an action-adventure title where you can rush headlong into whatever danger maybe lurking around the corner, République VR is about calm, precision planning and execution, solving puzzles and being immediately aware of your surroundings.

The story revolves around a dangerous totalitarian state and a girl called Hope that you need to save. Very much in a similar vein to Force Field VR’s Term1nal, all the action is seen from the viewpoint of CCTV cameras. Where it differs is that you can switch between these cameras, not only to move Hope but also to scope out what may lay ahead. This is relatively easy with the Oculus Go’s 3DoF controller – just like a point and click adventure – although depending on the cameras location some spots can be very fiddly to select.

The same goes for controlling Hope at points. Most of the time it’s simple to direct her to a safe spot without being seen by the guards. Issues occur when moving across a room or hallway with multiple cameras as the videogame will automatically switch to the nearest one. Meaning you’re not always facing the right direction and as such completely lose your bearings, especially if it happens several times.

Republique VR

Oculus Go’s controller functions are very well laid out, with the touchpad giving you direct access to most options and the trigger selecting everything. There is the option to switch to a gamepad – as République VR does support Gear VR – yet after using the 3DoF controller a gamepad feels somewhat clunky. The main benefit is direct control over Hope, running her around with the directional stick. Yet having all the other controls mapped over the rest of the buttons just felt slower and much less intuitive.

As mentioned République VR includes all five episodes so there’s a massive amount of content available. Even lightly picking up secrets along the way one run through will take a least eight hours. And the storyline and gameplay are that engaging you’ll be disappointed having to stop and recharge the headset – unless you have a nice long charging cable. So alongside sneaking around you’ll be able to upgrade your skills, and pickpocket guards for novel little extras – you can pick up disks which feature nods to other VR titles.

République VR is a well-designed VR experience that sits well on Oculus Go, and certainly showcases how good the lenses are on the headset. The puzzles may not be the most difficult with the main challenge purely resting on evasion, yet there’s enough to keep you engaged for many hours. Up against similar mobile titles like Augmented Empire and Term1nal, République VR should definitely be on your library list.

80%

Awesome

  • Verdict

Review: Starbear: Taxi

Few videogame developers have an actual noticeable style in respect that you could see a screenshot and know who created it, even if you didn’t know the title. One studio that definitely does fall into this bracket is Funktronic Labs, with a bold cartoon aesthetic that almost comes straight out of 60s sci-fi. This was clearly seen in its first virtual reality (VR) title Cosmic Trip, and that same design ethos has made its way to VR experience number two, Starbear: Taxi, making for a loveable arcade puzzle experience.

With a cute little story about futuristic bears flying around in cars across a sci-fi city, Starbear: Taxi has that feel of cartoons like The Jetsons. It’s instantly simple and easy to jump straight into, only requiring one controller to pilot the taxi, using the trigger for thrust while tilting and twisting the controller operates the side to side and forwards/backwards movement.

If you’ve ever played titles like Crazy Taxi then you’ll know what to expect, you’ve got to pick up a fare and then drop them off to a designated location as quickly as possible. Each time you start the core game you’re given 60 seconds to make as many pickups and drop offs as possible, with each one adding a few extra seconds to the time. Due to the nature of Starbear: Taxi’s design if this was all that was offered it would get pretty repetitive and boring quite quickly. So to mix things up there are different fares available, standard point A to B, fares where you have to grab honey on route, or ones where you need to grab honeycomb whilst a massive swinging ball tries to alter your direction.

Whilst this is all occurring there are hazards to avoid just to make things difficult. Turrets will appear firing heat seeking rockets, while massive red spikey balls will spin around honey pots to make their collection that bit more difficult. Get hit by any of these and you’ll lose your fare and the points that it provides. As the main goal is to score as much as possible in the allotted time to get a leaderboard ranking.

Starbear: Taxi 02

As nice as Starbear: Taxi is to look at with detailed locations that you can lean right into, the gameplay is that frantic that you don’t really get time to appreciate it all. The control scheme seems relatively simple – and it is – but it’s also devilishly difficult to master. A slight twist or lean the wrong way and that little flying taxi just wants to shoot off into oblivion. Subtlety is the name of the game here, playing it over and over again to achieve those small accurate movements.

This isn’t a videogame that’s been designed for long gameplay sessions, in fact Funktronic Labs has designed it around drop in and out short durations. Alongside the main game there are two other modes to unlock if you score enough points. Challenge mode is essentially the same as the core experience with one change, you only have one life. While Bullet Hell does away with the taxi element, pitting you against an onslaught of projectiles. Both modes may offer a slight change to proceedings but they feel more tacked on rather than anything actually worthwhile.

Starbear: Taxi skirts a fine line quirky VR puzzler and short tech demo. Thankfully it leans more towards the former, offering an amusingly addictive experience that can actually draw you in for some time. It’s not on the same level as Cosmic Trip yet for those after a quick and simple time killer its ideal.

80%

Awesome

  • Verdict

Review: SBK VR

Hurtling round a race track at breakneck speeds can be an exhilarating videogame experience, especially when adding in the immersion factor of virtual reality (VR). Most realistic racing titles for VR headsets tend to involve cars, putting players in the driving seat of some souped-up four-wheeled bullet, with very few taking on the challenge of motorbike racing. Well for fans of the two-wheeled vehicle variety Digital Tales has just launched a VR version of its SBK Official Mobile Game, SBK VR.

As an officially licensed videogame, SBK VR features a faithful recreation of the bikes, riders and circuits from the 2016 Motul FIM Superbike World Championship, letting you jump on Aprilia, Kawasaki, Honda, Ducati, MV Agusta, BMW or Yamaha bikes as 2016 champion Jonathan Rea or any of the other riders.

SBK VR screenshot 2

Split into three standard race modes, Championship, Quick Race or Time Trial, the bulk of the challenge is really in the first mode, and just like its real life counter parts there a qualifying laps to complete before two races on each track. The qualifiers can be skipped should you want to get through the races quicker but completing them does provide two useful advantages. Firstly you learn the track – highly significant when aiming for first place – plus you’ll get bumped to the back of the pack – which is good fun to race through but does have its challenges.

SBK VR requires a gamepad as standard so making sure you have a decent one is essential – for this review VRFocus used a Bluetooth Xbox One controller. Being a realistic simulator there’s no throwing the bikes around the track, hurtling towards corners and breaking at the last second as this puts you into the gravel every single time. It can be very hard to judge the braking distance in fact as the indicator which tells you what sort of corner is coming up appears very late – it can also be turned off to make it even harder – so if you’ve just flown down a long straight whacking the anchors on feels like it does very little.

SBK VR screenshot 1

The actual sense of realism and immersion is very good, you’re looking through a visor which can help with reducing nausea, with the bikes instrument panel just below your viewpoint. One aspect that may affect some people is in the corners. Of course the bike tilts and brings the viewpoint closer to the road – so far so good – but the horizon line will then change angle accordingly which is often a big no no in VR. Another issue comes down to how the player controls their bike with the joystick. If it’s not held down and smoothly controlled – i.e. letting the joystick momentarily snap back to central position – then the videogame will pop the bike back to an upright position. That’s completely understandable, however it does create an awful jarring motion that may stop a lot of players continuing.

So the controls do need some getting used to, but SBK VR is still an enjoyable experience that looks great in VR. It certainly isn’t a title for early adopters of VR, however for Samsung Gear VR owners that are well accustomed to the technology then SBK VR certainly offers a decent challenge and change from all the shooters that are available.

80%

Awesome

  • Verdict

Review: Death Horizon

First-person shooter (FPS) videogames that feature zombies are some of the most consistently produced experiences for virtual reality (VR) headsets. Either gamers just love popping those heads – it can be quite fun with a shotgun – so developers are just catering to popular demand, or creators are running out of ideas. It’s likely the former as the zombie genre just doesn’t seem to be getting old anytime soon, but trying to come up with something that’s unique and fresh becomes ever more difficult. The latest to crawl onto Samsung Gear VR is Death Horizon by Dream Dev Studio, which has the hallmarks of an enjoyable experience, it’s just missing some substance.

Death Horizon takes places in the secret Horizon laboratory where a deadly virus has broken free, turning all the employees into ravenous flesh eating monsters. To save humanity you need to explore the dimly lit, blood splattered corridors to find the station’s reactor and stop the virus spreading.

Death Horizon screenshot 2

Compatible with either the Gear VR controller or the touchpad, Death Horizon is essentially an on-rails shooter, where you move from point to point killing hordes of enemies at each location then move on. Armed with a trusty 30 clip assault rifle, it’s a case of shooting these walking corpses as quickly as possible before they start munching down on you. Controlling the guns aim with your head is fast and accurate with a nice solid feel to each gun shot. Reloading happens in two ways, use up all of your bullets and a bar appears showing reloading is in progress – it only takes a couple of seconds or so. If you’re using the touchpad however reloading requires a downward swipe which works most of the time, but at points mid battle it would activate leaving an opening for enemies to attack.

So FPS titles like this are all about guns, lots of big over powered guns. Well Death Horizon does have more than the assault rifle, with a shotgun and a heavy machine gun available, it’s just these can only be picked up if you happen to spot them. The shotgun appears the most – with the machine gun only turning up around three times – however there are points where you wish you hadn’t, as you can’t move its short range is very limiting – especially when the spitting zombies appear.

Death Horizon screenshot 3

One thing that’s very noticeable about Death Horizon is its lack of inventory or options in any form. The extra guns can’t be stored, they’re one use only, so when the bullets are gone that’s it. There are no upgrades or anything else for that matter, so apart from following the set linear path and popping heads there’s nothing else to do.

The core gameplay and visuals in Death Horizon are really good for a Gear VR title, it’s just a shame the experience is so short lived with nothing to keep you coming back. There’s one point towards the end where the path splits and you’re offered two routes – they both end up in the same place – it’s this sort of variety Death Horizon really needed throughout, being able to wander around the laboratory to uncover more gruesome hostiles. Death Horizon is trying to compete with titles like Drop Dead, Dream Dev Studio need to expand the experience more to make it a true contender.

60%

Awesome

  • Verdict

Review: Spark of Light

In amongst all the wave shooters and horribly put together tech demos trying to showcase what virtual reality (VR) is like there are some gems, videogames that utilise the designated platform to its potential whilst creating a magical virtual world that just sucks you in. One such title that Samsung Gear VR users should take note of is Spark of Light, a quintessential children’s fairy tale storybook, all wrapped up in VR bindings.

The first VR title by Dutch developer Pillow’s Willow VR Studio, Spark of Light is a nice casual puzzle experience that revolves around a young lad called Nerow, who lives in a fantasy realm with magical creatures and his sister. Then one day this peace is shattered when the greedy Moth King steals the sun, so now it’s up to you as Nerow to bring light back to this darkened world.

SparkOfLight_2

To do this most of the puzzles revolve around light, namely using fireflies. Each level is entirely wrapped around you, as if like some sort of miniature railway set. And hidden in the landscape are the fireflies, some are easy to spot while others require a bit more investigation. And they only illuminate once brought back to Nerow, who then uses them to light his way.

These orbs of light have many uses in Spark of Light, as they can be picked up and dragged from Nerow into lanterns or other objects to activate them, moving platforms or unlocking new areas. Take them all away from Nerow whilst he’s walking and he’ll instantly stop, shivering in the darkness until some light is returned.

All the puzzles are simple enough for kids to pick up whilst older gamers should find the hidden quirks of the title enjoyable. It’s the way Pillow’s Willow plays with light and depth that makes Spark of Light so mesmerising. Whilst you can’t lean into the landscape because it’s on Gear VR (make an PC version, hint, hint) the studio has created a rich and vibrant tapestry of colour and landscapes using Unity. Nerow will at times loom over you like a giant, then at other points wander through doorways or along paths in the distance like a tiny insect. All the while there are puzzles to look out for, not all of which can be solved in Nerow’s immediate vicinity.

If there’s one issue that can be levied at Spark of Light is its gameplay length. It’s a single-player puzzle solver, so once you’ve completed all five areas – which took less than two hours – there wasn’t much reason to go back in, or at least play it again straight away. The trouble is Spark of Light is such an enjoyable little title that it feels like you whizz through the levels in no time, watching the credits roll by just as the videogame is getting into its stride.

Spark of Light is all heart, a wonderful fantasy escape for all the family. What it does right it does really well. Pillow’s Willow has certainly shown its talent for creating a rich experience that no one could really hate. What it needs though is more, not only because you just want to keep playing but also to elevate it above the short, sub-one hour throw away demos that litter the platform.

80%

Awesome

  • Verdict

Review: Augmented Empire

With literally millions of users across the world, the Samsung Gear VR is by far the most popular head-mounted display (HMD) out there – not including cheap and cheerful Google Cardboard – and one of the platform’s most ardent supporters has been British indie developer Coatsink Software. You might not have heard of the company but if you own the headset it’s more than likely you’ll have come across one of it’s videogames, Esper, Esper 2 or A Night Sky. Adding to this roster is Augmented Empire, a strategy role-playing game (RPG) that continues Coatsink’s quality record on Gear VR.

Augmented Empire’s story revolves around an island called New Savannah, an isolated neo-noir metropolis whose society has been divided into three tiers by the ‘Citizen Grade System’, with citizens deemed of high value to society living an opulent lifestyle at the soaring heights of the city, while those seen as less savoury have to live their lives in the squalid depth’s. For the most part you play a girl called Willa, who had worked her way to these upper echelons of society, only to find it all come crashing down in an instant.

Augmented Empire Screenshot 1 exclusive

Featuring an overhead viewpoint and grid-based movement mechanic, Augmented Empire’s gameplay will feel very familiar to anyone who’s played XCOM or its sequel. The layout Coatsink has gone for is tabletop in design, meant to represent a holographic display. As such, apart from the main hub which is an office – you actually play a non-speaking robot in a detective agency – from where you select which level to play and the various upgrade options, the actual gameplay levels only take up one area in front of you, so there’s no need to look around as the rest of the space is redundant.

This means your always looking down at the same area – a bit of a shame for immersive VR – which can lead to some neck strain after longer play sessions. On the flip side it means you can comfortably play Augmented Empire whilst relaxing on the sofa (which is no bad thing).

And long play sessions you certainly will have, as the title is entirely engrossing. Whether using the touchpad or a Bluetooth controller (recommended), the mechanics of Augmented Empire are really easy and fluid to use. Characters have an allotted amount of action uses – two on average – which you can use to move, shoot or both depending on their particular traits. There’s also a wealth of other options to be unlocked, with grenades, healing, taunting, headshot and more. As you delve deeper into the videogame you’ll unlock a bunch of characters, turning it into a team management experience. So as you upgrade them, choosing the right person for the job becomes an important factor – although certain levels do have fixed selections to compliment the storyline.

Augmented Empire screenshot5

And while Augmented Empire is great fun to play, Coatsink has ensured it’s not a hollow experience, with a rich story and voice acting. In its quintessentially British style, the studio brought in the voice talents of Kate Mulgrew (Orange is the New Black, Star Trek Voyager); Doug Cockle (The Witcher Series); Garrick Hagon (Star Wars: Episode IV – A New Hope, Horizon: Zero Dawn) and Nick Frost (Shaun of the Dead, Hot Fuzz, Paul), helping take the mood from dramatic to quirky humour.

The title takes a different direction to Coatsink’s other projects for Samsung Gear VR and that’s no bad thing. Augmented Empire is a refreshing change from all the first-person shooters (FPS) on Gear VR, offering gunplay, tactics, upgrade options, and a wonderful visual style. In fact it’s a shame the videogame is just for Gear VR, because at points you’ll really want to lean in and explore the world – which you can’t – so here’s hoping for a high-end headset version.

100%

Awesome

  • Verdict

Review: Term1nal

When you think of cyber crime – hackers infiltrating government institutions, banks, multinationals and so on – it likely equates to people sat behind a monitor going through lines of code, which doesn’t exactly make for a gripping videogame. So developers have thought of numerous ways to make the process far more interesting and engaging for the average player. Force Field VR, the team behind Landfall on Oculus Rift – has come up with an approach that mixes current tech with future tech in Term1nal, its first virtual reality (VR) title for Samsung Gear VR, and a cracking one to boot.

Term1nal is essentially a third-person stealth videogame for the mobile headset. Your task is to infiltrate a giant robotics corporation using one of their own robots, and download some data for the client that’s hired you. The entire title is viewed from CCTV cameras for a constant overhead  viewpoint, apart from when you have to interact with terminals to hack, at this point Term1nal goes first-person.

Term1nal - Screenshot1

The experience is essentially split into two, there are the environment puzzles to navigate and the terminal puzzles. As mentioned this is a stealth videogame, so you’re completely unarmed throughout the entirety of the experience. Running around the levels you’ll need to avoid stationary gun emplacements, flying drones and walking robotic guards, each has a viewable area which if breached means you’re going to get shot (which restarts the area). So it’s basically a case of duck and cover, using the environment to block enemies gaze, or dive into a locker to avoid being seen.

Not particularly amazing until the introduction of a small dog named R.EXE, who’ll be your companion on this journey. With the addition of your four legged friend, Force Field VR has ensured that wherever you go a challenge will await, and commanding the pooch takes as much thought as the puzzles themselves. R.EXE can pickup several enhancements on route that can disguise you, lure a robots attention away or simply stun them to get by. This means at points you’re constantly multitasking between controlling yourself and the dog on the more complicated puzzles later in the videogame.

It’s this interaction that sits at the heart of Term1nal, and makes for a fun experience. The terminal puzzles – of which there are four – consist of connecting green power nodes, matching up grids of numbers, disconnecting wires and hacking a location by holding down a button for a certain length of time, are basic and easily solved. Even towards the end of the title the main difficulty increase tends to be time, so there’s nothing fiendishly tough that you shouldn’t be able to crack on the first or second attempt.

Term1nal - Screenshot3

This is a linear, story-driven experience however. There’s nothing wrong with that, but it does mean longevity does suffer to a degree. Featuring 12 missions, Term1nal is an enjoyable experience from start to finish. In fact you probably won’t notice the time fly by and complete it in one run though, over the course of around 3 hours or so. That might put some people off, wanting more gameplay for their money but hopefully it won’t. Term1nal showcases Force Field VR’s knack of creating a solid VR experience that’s a delight to play, making it a worthy addition to anyone’s Gear VR library.

80%

Awesome

  • Verdict