Preview: Z-Race – Futuristic Toy Car Racing

Z-Race

As a kid did you ever grab toy cars or planes and whizz them around the house pretending they were racing? Well, that’s what it kind of feels like playing XOCUS’ new virtual reality (VR) videogame Z-Race – minus the screaming parents – a futuristic racing title that will immediately make you think of WipEout yet offers a very different gameplay experience.

Z-Race

Z-Race immediately stands out thanks to its visual style, the anti-grav vehicles looking awesome thanks to a mixture of F1 and spaceship inspiration. While the tracks tend to be mostly tubular in construction there are moments when they open up, providing stunning views among the clouds or racing through icy, industrialised terrain.

For its Early Access launch on Steam for HTC Vive, Valve Index and Oculus Rift, you’ll be able to pilot 10 vehicles split across three-speed grades, three in grades three and two with four ships in the fastest grade one. Gaining access to the next grade requires upgrading one vehicle to the max, which you can only do by collecting coins on the track or by winning. These are split down into Acceleration, Top Speed and Nitro sections, each with three upgrade slots. So each race is a careful balance between keeping that perfect line or trying to collect those coins.

When it comes to the tracks there are 12 in total, split across Bronze, Silver and Gold cups. Unlike the variety found in the ships, the tracks only have four terrains, so by the time you enter the Gold cup they can feel somewhat repetitive. XOCUS does try to mitigate some of this by increasing the number of obstacles, so not only do you have other opponents flying around you there are red cylinders that will instantly slow you down – they’ll even ricochet if someone in front hits one – and red walls to thread through. In some of the tighter tunnels, it can be quite the challenge trying to feed your way through everything.

Z-Race

To help in these scenarios you have slow-mo and nitro to use, the former can only be used three times per race whilst nitro appears as blue orbs on the track. So far this all sounds like a blistering sci-fi racer – albeit without any weapons – offering face-melting speeds and intense competition.

However, if you’re a fan of VR racing games you’ll know inside the vehicle is where the action is, it’s the only true way of feeling that sense of speed. Z-Racer doesn’t, in fact, as its entirely third-person. There aren’t any actual options because of the control mechanics XOCUS has employed, great for comfort, not so much for speed. As VRFocus alluded to earlier, Z-Racer’s controls are like holding a toy in your hand, the controller becoming the ship. It’s a similar format to Shooty Skies Overdrive, all you need to do is move your hand around the track.

While this may not sit well with racing fans it does mean a generally comfortable experience even with all the undulating track design. It does take a moment to get used to but it provides a different experience to more conventional titles like Radial-G: Proteus.

Z-Race

As for the competitive aspect, Z-Race doesn’t offer your standard multiplayer where you have to wait for other players. Instead, the only mode currently available is Asynchronous Racing, where there are other racers on the track who represent other players times. The benefit of this system is no wait times, just dive straight into a race, and you do get that pseudo-competitive feel even though you know no one else is competing at that moment.

Currently, the content available means you’ll see all Z-Race has to offer in under an hour, going back through each course once you’ve supped up the best ships to gain a prominent leaderboard position. Yet Z-Race is an Early Access title and XOCUS’ plans for more content could radically change the experience. An actual head-to-head mode is planned for Q2 2021 which could really add some much-needed depth to the gameplay. Far more radical is the proposition of a cockpit mode. This idea is being looked at due to player feedback and if implemented would completely alter the control scheme, likely two very different racing modes.

For now, though, Z-Race offers a very average racing experience. It’s enjoyable for that initial hour then begins to wain unless you really want that number one position. There’s plenty of potential to be unlocked as the quality of the graphics and smooth gameplay already set a high, premium bar so hopefully, the studio has plenty of content updates planned. Should that cockpit mode arrive then VRFocus will be revisiting Z-Race.

Preview: A Wake Inn – Old-Timey Horror

A Wake Inn

There are a couple of exciting looking horror titles coming to virtual reality (VR) headsets this year, with VR Bros’ A Wake Inn being one of them. VRFocus has been closely following its development for a while now, thanks to its narrative which finds you embodying a mechanised doll as well as its central gameplay where you’re confined to a wheelchair for the entire experience. The studio has now released a taster of what’s to come, showcasing an experience which keenly understands VR technology and how suspense can be created without scary monsters jumping out at you.

A Wake Inn

A Wake Inn isn’t unique in placing the player inside a wheelchair but unlike Last Labyrinth, for example, you’re in direct control of the chair, providing both gameplay and narrative context. Because of this, A Wake Inn doesn’t lend itself to an action-oriented experience. There are frantic moments which can almost make you feel completely helpless against the denizens you encounter, highlighting and teaching you to be cautious at all times. In turn, this ramps up that uncertainty of what lurks around each corner.

VR Bros has crafted a world set within the mysterious Silver Inn Hotel, where you wake up as a human-sized doll with no idea who you are or why you’re there. You do have company though, as Doctor Finnegan who owns the building talks to you over shortwave radio, piecing some of the story together. The rest you have to figure out by exploring the hotel, finding notes from past occupants as well as old-timey video reels. Of course, you’re not given free run of the place as there are more dolls wandering the hallways which aren’t wheelchair-bound and mindless in their aggression towards you.

With the scene now set, VRFocus got a nice 2-hour demo out of A Wake Inn, able to test out the various movement and puzzle mechanics. Right from the off, A Wake Inn doesn’t conform to the usual videogame tropes such as tired menu systems you have to scroll through. Refreshingly, in a very steampunk style, you instantly find yourself in the wheelchair surrounded by various knobs and dials which help you switch the options on and off. It’s this type of nod to VR that VRFocus keenly looks for, mechanisms which easily ground you in the experience.

A Wake Inn

The idea behind the wheelchair is about comfort. Ensuring that most players won’t be put off trying to explore the Silver Inn. So naturally, the first thing you have to try is wheeling yourself around, operating exactly as you’d expect by grabbing the wheels and pushing. There’s even a handy handle on the left-hand side to raise or lower yourself in the chair for an optimal position. The team could easily have stopped there but you have two additional locomotion options available, a joystick which can be swapped to either side of the wheelchair or teleportation; offering up a rather cool looking metal hand you can swap to.

During the demo, VRFocus found the joystick the most accessible out of all the methods. It’s permanently there making it easy to grab and remote control yourself through the hotel, yet it is a little slow. Going straight for the wheels offers improved speed yet trying to turn proved to be a bit inconsistent, practice definitely required there. Teleporting worked as well as you’d expect, although the distance is a little short and reduces the immersion.

The wheelchair also comes with plenty of other components to play with. Upfront you’ve got a storage box to place fuses and other useful items in. It also serves as an interactive menu, with home, save and load save buttons – yes you can manually save which is always a boon! There’s a convenient hook to pop a movie reel onto for easy storage and another for a big flashlight which takes rather large batteries – essential for the dark hotel corridors. Its interactive elements like these which VRFocus loves about A Wake Inn, properly thought out additions which add up to one cohesive whole, and a decent sense of presence.

A Wake Inn

That first time coming across one of the dolls wandering the hotel was immensely fraught as they’ll instantly charge. When that happens options are few, smashing them around their sketchy looking faces with the flashlight didn’t seem to do much and the stun grenades have to be used very wisely. The only real option is to escape as fast as possible. Which is where A Wake Inn could falter as death came often due to the movement either being too slow or too erratic.

Even so, A Wake Inn still offers an exciting prospect for VR horror fans. Elements like the design of the hotel and the audio carefully craft an atmosphere rich in tension and dread, whilst teasing the sinister story just under the surface. Puzzles weren’t that complicated so hopefully, they’ll ramp up deeper into the experience, plus VR Bros has previously mentioned the enemies can be taken down with melee weapons which didn’t seem to be available in the demo. A PC launch is still slated for Q1 2021 so there shouldn’t be too long to wait and find out.

Preview: Ragnarock – Drums Up Some Metal Gameplay

Ragnarock

We all like nice surprises don’t we? A treat that comes out of nowhere to put a real smile on our faces. In virtual reality (VR) terms that usually comes from an indie team, launching a title which has had little fanfare yet instantly delights. The latest to do this in VRFocus’ opinion is Ragnarock by French developer WanadevStudio, a rhythm-action videogame currently in Early Access which is all about drumming to rock and metal tracks.

Ragnarock

With a name like Ragnarock you know there’s going to be a Viking theme running throughout and that’s very much the case as the entire gameplay takes place on the water. You’re at the command of a Viking longboat with lots of burly blokes at the oars awaiting your every drumbeat to get the ship going. This isn’t purely for aesthetics either as there’s a gameplay element woven in which helps separate Ragnarock from others in this genre.

VR is littered with rhythm-action videogames with well-known titles like Beat Saber or Synth Riders offering plenty of electronic tunes to flail your arms too. Whilst they’ve begun to diversify, Ragnarock is purely interested in rock and metal songs which really suit its drumming mechanics. Artists like Alestorm, Gloryhammer and Celkilt feature, enhancing that Viking/Celtic vibe with bouncy, heavy tracks.

On the boat, you’re presented with four drums to whack in time to the music with an extra one just off to the left and right for activating the combo energy. Gameplay is far simpler than other rivals in this genre as all you’re doing is hitting drums rather than having to worry about multiple directions or crossing arms when the colour blocks/orbs swap sides. But that’s not to say Ragnarock was any less enjoyable or utterly exhausting after a long track (it does advise limbering up before playing but who really does that?). In fact, some of the longer tunes feel far more intensive even on the lower difficulty settings than others in this field.

Ragnarock

What’s instantly noticeable was how much fun Ragnarock was after just one song. Of course, you’ll need to love your rock/metal music but even so, it felt fresh and hard to put down even when the arms were aching several songs in. Perfectly timed hits mean your crew row harder whilst also building the hammer energy meter which can be unleashed via those side drums mentioned. This gives the ship an extra burst of speed because your score is based entirely on how far you manage to travel, with the requisite bronze, silver and gold targets to beat. It’s an inventive little twist which compliments the gameplay even though, in the end, it’s all about the leaderboard score.

There may only be one environment at the moment but for an Early Access title, Ragnarock already has a decent selection of options. You’ve got a Solo Mode where each of the 16 songs has three difficulty settings and where replaying them will see you compete against your ghost ship. Then you have the PvP multiplayer where up to six players can compete to see how far they can get before the song ends, with public and private games available. These options also extend to tweaking the song latency if you find the timing a little off, plus you can adjust the drum height, recentre and hammer angle for the optimum position, thus Ragnarock can be played seated or standing.

First impressions of Ragnarock are really good, a rhythm-action game that instantly provides a thumping good time. Even though the team has already stated that more environments and officially licensed songs are on the way as well as gameplay features, there’s certainly enough in this early version to start with. Custom song options are available for the solo mode although it’s not a straight forward process at the moment. An Early Access videogame always needs finesse with Ragnarock hitting the right notes so far.

Preview: Ragnarock – Drums Up Some Metal Gameplay

Ragnarock

We all like nice surprises don’t we? A treat that comes out of nowhere to put a real smile on our faces. In virtual reality (VR) terms that usually comes from an indie team, launching a title which has had little fanfare yet instantly delights. The latest to do this in VRFocus’ opinion is Ragnarock by French developer WanadevStudio, a rhythm-action videogame currently in Early Access which is all about drumming to rock and metal tracks.

Ragnarock

With a name like Ragnarock you know there’s going to be a Viking theme running throughout and that’s very much the case as the entire gameplay takes place on the water. You’re at the command of a Viking longboat with lots of burly blokes at the oars awaiting your every drumbeat to get the ship going. This isn’t purely for aesthetics either as there’s a gameplay element woven in which helps separate Ragnarock from others in this genre.

VR is littered with rhythm-action videogames with well-known titles like Beat Saber or Synth Riders offering plenty of electronic tunes to flail your arms too. Whilst they’ve begun to diversify, Ragnarock is purely interested in rock and metal songs which really suit its drumming mechanics. Artists like Alestorm, Gloryhammer and Celkilt feature, enhancing that Viking/Celtic vibe with bouncy, heavy tracks.

On the boat, you’re presented with four drums to whack in time to the music with an extra one just off to the left and right for activating the combo energy. Gameplay is far simpler than other rivals in this genre as all you’re doing is hitting drums rather than having to worry about multiple directions or crossing arms when the colour blocks/orbs swap sides. But that’s not to say Ragnarock was any less enjoyable or utterly exhausting after a long track (it does advise limbering up before playing but who really does that?). In fact, some of the longer tunes feel far more intensive even on the lower difficulty settings than others in this field.

Ragnarock

What’s instantly noticeable was how much fun Ragnarock was after just one song. Of course, you’ll need to love your rock/metal music but even so, it felt fresh and hard to put down even when the arms were aching several songs in. Perfectly timed hits mean your crew row harder whilst also building the hammer energy meter which can be unleashed via those side drums mentioned. This gives the ship an extra burst of speed because your score is based entirely on how far you manage to travel, with the requisite bronze, silver and gold targets to beat. It’s an inventive little twist which compliments the gameplay even though, in the end, it’s all about the leaderboard score.

There may only be one environment at the moment but for an Early Access title, Ragnarock already has a decent selection of options. You’ve got a Solo Mode where each of the 16 songs has three difficulty settings and where replaying them will see you compete against your ghost ship. Then you have the PvP multiplayer where up to six players can compete to see how far they can get before the song ends, with public and private games available. These options also extend to tweaking the song latency if you find the timing a little off, plus you can adjust the drum height, recentre and hammer angle for the optimum position, thus Ragnarock can be played seated or standing.

First impressions of Ragnarock are really good, a rhythm-action game that instantly provides a thumping good time. Even though the team has already stated that more environments and officially licensed songs are on the way as well as gameplay features, there’s certainly enough in this early version to start with. Custom song options are available for the solo mode although it’s not a straight forward process at the moment. An Early Access videogame always needs finesse with Ragnarock hitting the right notes so far.

Preview: Golf Pool VR – 8-Ball Putting Madness

Golf Pool VR

Golf and Pool may involve hitting solid balls across green surfaces but that’s about where the similarity ends. Ever wondered what would happen if you tried to mix the two? Well, all your questions are about to be answered thanks to Golf Pool VR, providing reasons both for and against this sporting mashup.

Golf Pool VR

Developer Frozen Dreams wisely decided that using a pool cue on a golf course just wasn’t going to work, so instead made the (somewhat) saner decision to use a golf putter on a pool table – in Earth’s history someone must have been done this drunk at least once? So Golf Pool VR is exactly as you’d expect, 8-ball rules apply, just this time you’ve got to line those shots from way above…with a golf club.

Instantly you’d think this sounds easy, just like putting? Nope, because there’s another ball involved. In fact, 8-ball just got a lot harder as trying to work out those angles is mightily difficult. Luckily there are two modes to help with this, one for novices and one for those experienced players. The former gives you the angle the red/blue ball is going to go whilst the latter only shows what your putter and white ball are doing. While the system works well enough there’s certainly a high learning curve difficulty as lining up a straight forward shot isn’t easy. The novice mode does have an angle lock function but you need to remain cool as ice to get it in the desired direction before locking as the arrow is super sensitive to any body motion.

As you are playing with that’s essentially a golf putter all the pool tables are located on the floor. There’s a selection of environments to choose from with the tables always remaining the same – there’s no crazy golf/pool mashup at the moment – and most of the locations are glorious to look at such as either of the city scenes; the one in the rain stands out in particular as for some reason two guards/police officers are just casually chatting away.

Golf Pool VR

You only need one controller for Golf Pool VR so you’re limited to snap turning and teleportation to manoeuvre around the table and get on the white ball. If there’s enough space you can simply walk around which is very handy for fine-tuning after teleporting because it never quite lands in the perfect spot. You’re also limited to the table edge which is fine most of the time yet the odd occasion did arise where having the ability to step a little further away would have been great.

What’s nice to see in an Early Access title is the inclusion of single-player and multiplayer modes so that you can go head to head with a mate. Solo against the AI provides suitable practice although it does get stale. Adding a friend to the mix means that even if you’re both rubbish learning Golf Pool VR can still be an enjoyable experience.

Adding some variety to the experience as well as being a really odd mini-game, there’s Save the Penguins mode. Dispensing with the pool mechanics you’re adrift in Antarctica and somehow all the penguins are frozen, so hot molten rocks from a nearby volcano (bear with us) need to be chipped at these rock-solid critters to unfreeze them. The physics do feel a little off in this mode as its way too easy to send the rocks soaring into the distance, and they are limited in number.

Golf Pool VR

Golf Pool VR really is a mixed experience at the moment. It’s beautiful to look at and the pool table physics work well. The real problem comes trying to effectively marry the subtle features of each sport, most notably the pool- side of things as there’s no way to add any sort of spin so there’s no point really worrying about position. Work is needed to finesse the gamelay yet there’s no reason Golf Pool VR can’t turn into a novel VR experience which isn’t afraid of trying something different.

Preview: Sharks of Mars: Prologue – Serving up a Bite of Martian Seafood

Sharks of Mars

Ever thought that what a virtual reality (VR) videogame based on Mars needs is a little slice of home, not a nice tree or a cute bunny rabbit but a hulking great white shark? No? Well developer AR Glimpse most certainly did and in absurd B-movie fashion Sharks of Mars: Prologue delivers on that premise with a slice of sci-fi action wrapped up with red sand, lasers and lots of teeth.

Sharks of Mars

If the idea instantly conjures up thoughts of Mega Shark Versus Giant Octopus or Sharknado then it shouldn’t come as a surprise that the team previously created augmented reality (AR) title Sharknado: ShARkmented Reality. Sharks of Mars: Prologue does feature a thin plot about mega corporations trying to colonise the planet and the poor sods who’ve made the journey suddenly finding themselves in a hostile environment with even more hostile flying sharks – yes they fly – who also seem to be cybernetically enhanced. Now you’re intrigued aren’t you?

This initial release is a single mission where you have to escape the planet surface before you become lunch, killing anything in your path with a ray gun as well as solving a couple of easy puzzles. Mars being the barren, desolate planet that it is doesn’t exactly offer a gorgeous environment so the studio has managed to give the title a surprisingly creepy atmosphere with mist-like plains and shadowy sharks ‘swimming’ around in the distance. As bizarre as it is, seeing a shiver of sharks on Mars presents quite the image.

The ray gun is your only means of defence offering a single green shot which can then be upgraded for a short while via various clips found around the environment. These are fairly standard upgrades such as rapid-fire, sniper and a slow moving explosive. Sharks of Mars: Prologue employs a magnetic grab to easily pick them up and once spent, they instantly drop allowing you to pick another from your belt – which can store three.

Sharks of Mars

The sharks themselves tend not to pose too much of a problem individually as they’ll slowly move directly towards you mouths agape. Which would make for boring gameplay if it wasn’t for the fact that when alerted in groups they try to flank you, meaning you can suddenly find yourself surrounded by some very hungry looking beasts. Adding to this is the complete lack of sound they make unless at the point of death, there’s no spatial audio to alert you to their presence. Both annoying and disturbing in equal measure when one unexpectedly appears overhead.

Sharks of Mars: Prologue biggest weakness though isn’t dealing with flying sharks, they’re actually funny, it’s the locomotion which really grinds. There’s only smooth movement – no teleportation folks – which is just too slow, impeding the action in the process. Forward movement is a little lacklustre – needs to have a run function – but strafing cuts the speed in half. So there’s just no way of avoiding the sharks at close range. The issue becomes genuinely noticeable after completing the second puzzle where some heavy metal drops and loads of sharks are unleashed. It should (and could) be a battle of epic proportions if it didn’t feel like a leisurely, Sunday afternoon stroll with your 90-year old gran.   

Despite the ludicrous plot Sharks of Mars: Prologue has the potential to be one of those weird ideas that shouldn’t work but somehow does. Mechanics like the ray gun and puzzles were well constructed and easy to operate, plus the visual style and attention to detail was spot on. It does desperately need to be a bit sprightlier (or have the option to) or else the action element becomes muted. What VRFocus really wants to know, are there more than just sharks on Mars?

Preview: VR Giants – Challenges Both Big and Small

VR Giants

This week will see solo developer Wolfgang Tschauko take the next step required to see the project he has been working on for the last three years, co-op adventure VR Giants, come to life; a Kickstarter crowd-funding campaign. The title has appeared at events in various forms over the years and now Tschauko wants to expand the team, make VR Giants prettier for an official launch on Steam. The Kickstarter will feature a single level to demo, giving backers a better idea of the gameplay but VRFocus has been given access to a few more to sample the co-op mechanics further.

VR Giants

Co-op titles have always been great ways for friends to team up and that essence has been used to unique effect across a range of VR experiences, not just headset to headset but also between VR and non-VR players. Early examples of this were seen in PlayStation VR’s The Playroom VR while a recent one would be Carly and the Reaperman. Unlike the latter, VR Giants is purely co-op, directly playing upon the need for both players to work together or else progression is impossible.

VR Giants plays upon the classic David and Goliath dynamic where the giant seems to be the most powerful yet in actuality isn’t. The non-VR players controls the tiny David, running around collecting coins to unlock a castle which blocks the next area. Naturally, these coins are located in areas either too high or barred by some immovable object which is where the big guy comes in. The VR giant doesn’t have free run of the level however, tethered to certain points in the area. Movement between these can only be activated by David using a nearby switch.

But the VR player does have full roomscale movement to wander around their limited area, grab useful items or pick David up when required. Which makes for plenty of effort on the VR players part. From that lofty height you get a great view of the overall scene, helping convey where your buddy should go next and what they need to look out for. Because the giant is impervious, able to grab volcanic balls of rock to smash items apart whilst spikes, lava and other dangers can kill David instantly.

VR Giants

So the giant can use wooden planks, boxes and its hands to transport David wherever needed. It’s a mechanic which truly unites both players in the adventure, David’s life is literally in the giant’s hands. With VR Giants still needing development it does look graphically very basic – hence the Kickstarter to employ an artist – yet the puzzles offered a nice variety of both mental a physical challenges. As the giant, you’re having to constantly bend down to help the smaller player or throwing/moving objects. As David, it’s all about precision jumping and correctly placing yourself to aid the giant’s efforts.

The only thing that makes some of the gameplay awkward at this stage is the low gravity feeling all the objects have. Moving or placing a wooden plank has a soft, floaty sensation, so everything has a slight bounce to it; not always good if David is on said plank! So a simple puzzle can become slightly more long-winded if the process is rushed.

From what VRFocus has seen so far VR Giants is shaping up very well from both perspectives. Playing as the giant is the most rewarding as there’s generally more to do. Plus, with no locomotion to worry about means that it should be a comfortable experience for any player. VR Giants presents a passion project that neatly blurs the lines between VR and non-VR gaming, and while there’s still a way to go it’ll be interesting to see how Tschauko further explores his idea.

Preview: Machizzle – Blocktastic Puzzling Gameplay

Machizzle

It’s great that big flashy videogames like Half-Life: Alyx or The Walking Dead: Saints & Sinners exist to showcase the upper echelons of the virtual reality (VR) gaming industry. But for those moments when you want a simpler experience, little puzzle titles Ghost Giant or Gadgeteer are a nice alternative. Currently in development is Machizzle, a videogame which easily falls into the latter category and one that has all the makings of a good brain teaser.

Machizzle

In Machizzle your task is to get a ball into a goal, moving it from one location to another collecting key along the way using a selection of blocks with various functionalities. Every puzzle takes place on an 8×8 board which can be spun around to give you the best viewpoint whilst the table can be raised and lowered depending on whether you like to play seated or standing.

The demo provided to VRFocus featured 35 puzzles to complete, with all the early ones offering an easy training arc for the different block options. Some were ramps, others plain tiles or tiles with boost arrows on; there were blue walls to bounce the ball off of and pads which shot the ball into the air. Nothing too out of the ordinary but all vital small pieces of a larger whole.

Machizzle is like playing with Lego or one of those small puzzle boxes which seem to be fashionable. There’s no flashy design to it purely because the title needs to be practical and work. Blocks can be grabbed and placed almost anywhere within the board making for nice vertical 3D challenges to figure out, utilising the space to its maximum.

Machizzle

The first 20 or so were fairly easy to solve, almost like following building instructions for a toy; it was plain to see where the blocks naturally fitted. However, iNFINITE Production did throw in a few headscratchers to properly test VRFocus’ brain, occasionally slowing down that winning streak. And that’s where these sort of puzzle experiences really do shine. When a challenge is put in front of you which appears relatively straightforward yet becomes more perplexing as time goes on, turning a couple of minutes into thirty.

The Czech Republic-based developer says there will be over 70 puzzles in the core campaign so that should provide a good few hours of gameplay. What’s even more interesting – and crucial to keep you coming back for more – is the level editor, from which you can share your designs. Alas, this wasn’t available in the demo. From the way Machizzle is designed the editor won’t be as complex as Gadgeteer because of the table format. Even so, the possibilities should still be endless.

From what VRFocus has seen so far Machizzle is an indie title to keep an eye on. The mechanics are easy to pick up and there’s not a lot of options that you need to worry about as there’s no locomotion involved. Machizzle is expected to arrive later this summer. Before then you’ll be able to test the videogame yourself as a free demo is coming as part of the Steam Games Festival this month.

Preview: Pizza Master VR – Doesn’t Quite Slice Just Yet

Who doesn’t love pizza? The Italian favourite seems to be enjoyed the world over, from stone-baked portions in fancy restaurants to that greasy Friday night feast from your local takeaway. So naturally, pizza was always going to make it into virtual reality (VR) either as a mini-game or the main event. Early titles like Job Simulator introduced VR cooking and that trend continued with the likes of I’m Hungry, focusing on burgers and fries. Now for pizza fans, there’s Pizza Master VR which almost offers a tasty gaming slice.

Pizza Master VRThe second title from Plectrum Software, as the name suggests this videogame is all about mastering the ancient art of pizza making and more importantly making all your customers happy. With an apron wrapped around your waist, it’s time to get to work in single-player or a co-op mode where a friend becomes a waiter serving those hungry customers.

The single-player is set out kind of like a takeaway establishment, there’s no seating just you in the corner surrounded by your kitchen and all the necessary items for cooking up a mean pizza. All your standard ingredients are there, tomatoes, cheese, red onion, mushrooms, olives, bacon and more – alas there are no anchovies.

Just like life itself, this is a hands-on affair, rolling out the dough grabbing the relevant toppings and then cooking the pizza just right. Base ingredients like the tomato sauce and cheese spread out automatically while the more personalised toppings can be put on individually. Important as this is where the gameplay varies and adds difficulty. There’s also a drinks machine to deal with when you reach the higher levels.

Pizza Master VRIn the single-player mode, you can get up to two customers at once, perfect for the two pizzas the oven caters for. Some will just want cheesy bread, while the real gluttons (pizza aficionados) want a bit of everything. Putting it all together offers simple gameplay mechanics, you just need to be fast. You also need to keep an eye on the pizza as there’s a small window to grab it before it becomes a charcoal disk.

Currently, the single-player has a very mini-game vibe to it, quick and to the point. The co-op is where Pizza Master VR becomes a more viable videogame product, where the VR player is still the chef while the second player is on the computer screen being the waiter. As a local party experience, there’s more fun to be had and the difficulty goes up as the chef has to remember the orders given by the waiter; there are hints to help with the process but you still need to be on the ball.

However, as an early access videogame, there are still improvements to be made and issues to solve. The most infuriating VRFocus came across was hand tracking (using Oculus Touch controllers). The hands would drift off, stick in place or disappear entirely, all completely at random. This makes grabbing anything a chore and most often led to burnt pizza as these issues were most prevalent using the oven.

Pizza Master VRPizza Master VR comes across as one of those quirky VR videogames that could be amusing for a couple of hours until it makes you hungry and you order a pizza. It’ll be interesting to see how Plectrum Software goes about enhancing the co-op side of Pizza Master VR as that does have potential, especially if an online mode is introduced; only after those hands have been fixed.

Preview: Silicon Rising – A Glossy Yet Exasperating Shooter

Ahead of its early access release today, KUKRGAME’s stylish first-person shooter (FPS) Silicon Rising already had a notable introduction thanks to winning an award at the VRCORE Awards last year and being one of the few titles supporting NVIDIA’s Variable Rate Super Sampling (VRSS). Harking along the lines of Blood & Truth or Defector where each scene is a glossy action-packed sequence, Silicon Rising is a far more cut back affair with some awkward pacing.

Silicon RisingSet in some futuristic cyberpunk style world where all the enemies are robots and you play some sort of elite agent tasked with taking down the bad guys – a rich narrative this is not – Silicon Rising has the feel of an old-school FPS with Time Crisis coming to mind.

Silicon Rising is very much what you see is what you get, an action-arcade experience and nothing more. The current Early Access build goes for as much variety as possible so while there are just five levels the team has tried to squeeze plenty out of the gameplay as possible, yet it does feel rigid and unforgiving at points. Oh and there’s plenty of trial and error, way too early on.

Instant impressions of Silicon Rising start really positive, it looks really good with some beautiful looking neon-lit city streets, offering a feeling of being in classic films like Blade Runner. The task at hand is to shoot everything, starting with a handgun which has infinite clips – it still needs reloading – and then as enemies are dispatched they’ll then drop other guns indicated with bright yellow icons. These can be shot to switch weapons, offering SMG’s, magnums and other powerful armaments.

Silicon RisingThese new guns don’t have the unlimited ammo feature so a tactical element is introduced as to whether you lose one particular weapon over another. You can dual wield but as you don’t have any inventory or holster of any sort there’s no switching between hands if you’d prefer a gun in a particular hand. The actual characteristics all work very nicely, with no issue with aiming at close or long-range. Which is needed as you get assaulted from almost every direction early on.

Silicon Rising could be classed as a wave shooter, with enemies appearing at allotted intervals. But most wave shooters tend to offer a 180-degree window of attack (Space Pirate Trainer) because you’re fixed in position. Well, in Silicon Rising you are fixed but you do need eyes in the back of your head. Enemies attack from a variety of directions in the first level, keeping you on your toes right from the off. There’s some scenery providing cover so you can duck and move a little, there’s no roomscale option, however.

Which means Silicon Rising ideally suits those who might not like running around in VR. Once all the robots are dead your position will then change slowly moving you through the scene. It’s not exactly groundbreaking gameplay but it all works well and you feel pumped and ready for the next high octane mission.

Silicon RisingHowever, that all comes to a grinding stop, as what could have been a fluid action experience turns into a frustrating and tiresome one. Later levels jump back to the action with car chases but too early on the difficulty spikes, becoming highly repetitive in the process. It’s easy to see what KUKRGAME was going for by trying to add a slower paced section with a cool sniping sequence but it’s so punishing to the point of being off-putting. For this style of videogame, the sniper rifle might have been made a little too realistic, at maximum zoom – which is needed at certain points – if you’re not 100% rock steady then trying to get a body shot (let alone a headshot) is almost impossible. If there was an option to lay on the floor to remain steady then that might work.

Silicon Rising wants to be a fun-loving, gun-toting movie from the 80s. Where you don’t need to worry about any external complications and simply enjoy the experience. It almost does in a way and the possibility is there for the gameplay to shine. It’s still in Early Access so there’s time to sort some of these annoyances and create a title that could work well in both home and location-based venues as well.