Review: High Noon VR

If you look over VRFocus’ past reviews and previews you’ll notice one common denominator, there’s quite a few wave shooters in there. Long term virtual reality (VR) enthusiasts will know that developers have a penchant for creating first-person shooters (FPS) that are stationary and wave-based. The reason for this is simple, the genre works well in VR, especially as an introduction for new players. The downside is that there are so many even well put together videogames need to offer more, so titles like High Noon VR by Russian studio Octobox Interactive just don’t offer enough.

What the developer offers with High Noon VR is a stationary shooter based in the American Wild West, where you play a sheriff looking to clean up an isolated town of its criminals. And the only way to do this is with an old fashioned shootout across various points scattered around the place.

From the get go it’s easy to tell High Noon VR is a fairly basic shooter, you can dual wield a selection of weapons from basic pistols that look fairly reminiscent of the era, all the way up to a portable minigun. These can only be unlocked as you make your way through the eight stage campaign, accruing funds along the way to make weapon purchases or upgrade them. There’s a reasonable selection, but once you’ve tried and upgraded them all that’s where the customisation ends.

As for the gameplay, it’s a case of standing there and being quicker than the enemies, spotting them and getting a few well-placed headshots. Most of the stages don’t actually provide you with any sort of cover, and you’ve got such a large health bar that only the latter stages should provide any sort of challenge.

So High Noon VR hasn’t been the best wave shooter so far but that’s not to say it’s bad. The actual gunplay itself is spot on, with weapons that feel powerful and accurate, helping give that illusion that you’re a proper gunslinger. What’s also refreshing to see is some half intelligent AI opponents in this single-player only experience. Quite often wave shooters tend to be a stampede, with opponents barrelling towards you until you become overrun. That’s not the case here, some will try to get closer, while others will keep their distance on a balcony. The one’s that do have a run around tend to follow a set path which can lead them behind cover, helping mix things up somewhat.

As mentioned in the first paragraph, High Noon VR is one of those VR experiences that doesn’t do anything particularly wrong, the visuals are good and the main shooting aspect works perfectly well. But it’s in a very crowded genre that features some awesome videogames with unique selling points, such as Raw Data, Blasters of the Universe, DOOM VFR, Space Pirate Trainer and many, many more. It’s fairly cheap, so if you love cowboy style shoot-em-ups then give it a go, otherwise there are much better examples of this genre out there.

40%

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  • Verdict

Review: Front Defense: Heroes

During this past summer, Fantahorn Studio and Vive Studio released WW2 first-person shooter (FPS) Front Defense, a stationary experience that utilised HTC Vive’s roomscale technology so you could hide behind sandbags whilst reloading or prepping grenades as the German army descended on your position. The single-player experience received a lukewarm response, so now the developers are looking to improve upon that first outing with a new multiplayer only title called Front Defense: Heroes.

Seemingly taking a leaf out of Ready at Dawn’s development book with Lone Echo and Echo Arena, Front Defense: Heroes takes the WW2 theme and focuses purely on a five vs five multiplayer, set across a range of maps.

Front Defense: Heroes image

If you’ve played Front Defense then you’ll instantly be familiar with the layout of guns, how they reload, how to use grenades and so forth. As such Front Defense: Heroes retains its siblings less than smooth reloading mechanic where changing a clip involves a couple of button presses – the trigger to grip, then then touchpad to release the clip – which can feel very long winded when under fire. This is partially due to realism Fantahorn Studio is going for, and it’s certainly commendable – and immersive – when popping another missile in the bazooka for example.

As with any multiplayer focused experience, especially VR FPS ones movement is crucial. Weirdly there’s no teleportation system in sight, yeah that’s right, no hopping about point to point. Instead the developer has created what it calls ‘V-Move’, a locomotion system very similar to the one found in Gunfire Games’ From Other Suns, that involves your 3D character running out in front of you. Once stopped you then appear in its place – ok, so it’s a form of teleporting. With this system you can run round corners, or if you’re really good and know the map intimately, sprint round the entire map. Obviously the downside to this is wandering straight into an enemy and getting your head blown off. There’s certainly a fine art to running up to a corner of a building just so, so you peer round cautiously.

Looking round corners, hiding behind low cover and generally using roomscale to its utmost has been heavily implemented by Fantahorn, but you’ll need plenty of space to get the most out of it. Front Defense: Heroes states that it needs a minimum area of 4m x 3m – which is quite significant for players in countries with smaller homes – but the title is still playable in smaller rooms, as this review was played in an area of 2.5m x 2m. You just have to be careful you don’t get too carried away.

Don’t worry if you prefer smooth locomotion. While that’s not yet available, Fantahorn will be adding this movement feature in a future update – it’s a shame it’s not available at launch.

Matches revolve around selecting which server location you’d like to play in – or which areas of the world are most awake – then selecting a match of starting one of your own. You’ll then find yourself in a battlefield lobby, being able to see your team and your opponents. From here you can switch between Allies and Axis, choose your loadout weapon – a selection of WW2 era rifles and machine guns – then head into battle.

Due to issues like reloading and jumpy nature of V-Move, battles tend to have an inconsistent, fliting nature to them. Maybe after many, many hours of gameplay you’ll find a sweet spot but you may not be so patient. In comparison to Front Defense, Front Defense: Heroes is certainly a step up, offering a far more dynamic experience than its single-player sibling, it’s just not quite the standout experience it could’ve been.

60%

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  • Verdict

Review: DOOM VFR

Last year’s rebirth of the DOOM franchise was met with rapturous applause from both critics and consumers alike, as the Xbox One, PlayStation 4 and PC title redefined the all-action, guns-blazing first-person shooter (FPS) videogame for a new generation of player. This year’s Nintendo Switch port was equally well received, and now we come to DOOM VFR; the virtual reality (VR) exclusive sequel-not-sequel.

DOOM VFR screenshot

DOOM VFR is a standalone release for PlayStation VR and HTC Vive that does not require the player own 2016’s DOOM, nor have any knowledge of it. While DOOM VFR has a story that ties-in to that inspiration and shares many assets and gameplay mechanics, it is a unique entry in the franchise that expands on the universe. And unique it is, for while you may have been playing DOOM for over 20 years, you’ve never played it like this.

The storyline itself is about as important as Marcus Fenix’s family history: far from an essential piece of the puzzle but you’ll still wonder exactly why the developers decided to go into such detail. Here, for the first time in a DOOM videogame, the player’s character will narrate the action in more than just simple groans and quips. The player enters the shoes of a character that is more than just a blank slate, somewhat at odds with the going trend of VR design philosophy but none the worse for it.

What’s truly important in a DOOM experience is of course the action, and DOOM VFR doesn’t disappoint. A decent variety of weapons brought over from the 2016 release will grant the player the opportunity to pick a favourite demon-destroying device and while there’s no longer any forced animation on the glory kill mechanic (due to the requirement of locking the player’s head movement; a sure-fire recipe for simulation sickness) the ability to chain-teleport through enemies in a shower of viscera will quickly be established as a valid tactic.

DOOM VFR screenshotOutside of bludgeoning hellspawn DOOM VFR frequently takes a slower pace than any previous entry in the franchise by asking the player to retread familiar ground almost empty of combat in order to find a way to move forward. But while this sounds like a misstep it actually helps keep the loading times to a minimum and aids the player with learning the minutiae of navigation with what could easily be considered a limited selection of movement options compared to a more traditional FPS experience. On PlayStation VR there are three input options available – PlayStation Move, PlayStation Aim and DualShock 4 – each with its own unique strengths and weaknesses.

The basic locomotion options are teleportation – holding a button will slow time as a glowing icon appears denoting your landing point – and quick step (labelled ‘dash’ in-game). With the PlayStation Move and PlayStation Aim there are no smooth locomotion options, but the quick step is a good alternative similar to the snap-rotation (a 180 degree turn) for avoiding simulation sickness. The DualShock 4 controller does offer a more traditional FPS control scheme however, though the rotation on the right analog stick is still in small increments.

The PlayStation Move control system can be a little frustrating at first, demanding some time to adapt despite the customisation opportunities afforded in the options for button layout. Of course, with DOOM VFR trying to stay as close to the DOOM formula as possible, that time is not offered to you easily; it’s only a few minutes into the videogame before you’re heavily outnumbered, and less than 30 minutes before you’ll encounter your first real firefight.

DOOM VFR screenshotWhile DOOM VFR won’t be considered a lengthy experience by many, prior to the launch of The Elder Scrolls V: Skyrim VR it would stand as one of the more enduring campaigns on PlayStation VR. The fact that the videogame is offered at a budget price (£19.99 GBP) is a reflection of the duration of a single campaign playthrough, and Bethesda Softworks should most definitely be commended for that.

Ultimately DOOM VFR stands as a fine example of just what can be achieved with the FPS genre in VR as of today, lining-up against Robo Recall as an action-heavy experience that throws the rulebook out of the window. It’s true that the visual quality has suffered dramatically and the control systems could be seen as far too awkward by many, but the fact that DOOM VFR pushes so hard against the VR grain makes it well worth any PlayStation VR owner’s time and money.

100%

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  • Verdict

Review: Skyworld

Creating similar videogames is an easy trap for developers to fall into, if they’ve built a shooter then more often than not the following title tends to be in the same genre due to the experience earned. That’s not always the case though, as the need to be creative, to try new ideas and experiment with new technology can be more powerful than making a safer business decision. Vertigo Games has already made a name for itself in the virtual reality (VR) industry with zombie shooter Arizona Sunshine, yet for its next title teamed up with Wolfdog Interactive on strategy experience Skyworld. And by the look of it, that change of direction suits the studio just as well.

Skyworld is a table top style videogame that mixes both turn-based and real-time strategy together, challenging you to think and plan both long term and instantaneously, giving the gameplay a richer, more varied style than standard real-time strategy (RTS) titles.

Whichever mode you start with, either Campaign, Skirmish or Multiplayer, you’re presented with the same layout. A circular board or ‘Skyworld’, which is essentially an island where you play around the outer edge. The goal is simple enough, vanquish the enemy – in this case some demons – and remove them from the island as quickly or as slowly as you like. Take your time to build up resources, train troops and learn new spells, or dive right in and attack as soon as possible.

Here’s a word of warning though, don’t do that latter idea because you will die, and die often. Even on normal Skyworld is very unforgiving, testing both your tactics and knowledge of the videogame at every turn – it doesn’t go easy on first time players. Is this a bad thing, quite frankly no, it just means you have to spend time, be patient, and keep an eye on everything going on.

You have your castle, around which various buildings can be placed to acquire resources, wood, stone, iron, food etc. All these items and more can be found on panels which can be opened and closed at will, or for those true leaders placed around you for quick access. This system works really well, meaning that it’s easy to access your building panel, throne panel – for adjusting options like money, how much food workers get, and upgrading your army – and the resource panel to see what you’re earning and if you need to swap workers around to create more iron for example.

All of this is handled in the turn-based section, enabling you to quickly move through turns if needed to build those resources. Skip through a lot and you’ll soon find an enemy general heading towards you. When the generals meet up that’s where the real-time element comes into play, with the entire table top spinning over to show a battlefield. Battles tend to follow the same basic premise, destroy your opponent’s two forward towers before attacking the main castle and blowing it up.

Whilst these sections are certainly entertaining and possibly the main element of Skyworld they can also be the most repetitious, devolving in a war of attrition for the most part. Troops have a mana cost, so to begin with they can be placed straight away, but once your mana is used it takes a short amount of time to regenerate. So careful balancing is required as to whether you put out cheap, weaker troops or go for something a bit more costly. Once placed your troops will then automatically go for the nearest enemy or tower, so you just have to let them do their thing and hope for the best. While you can’t control your forces once deployed you can still aid them with a range of magical spells that if used correctly can help turn the tide of battle.

As mentioned Skyworld is difficult, and these battles aren’t easily won until you’ve significantly improved your forces – that’s if you manage to in the first place. Screw up your resources – build too much of one, not enough of another – and Skyworld can quickly bottleneck, with there being no obvious way around certain predicaments. With this inmindSkyworld certainly won’t be for everyone simply due to its difficulty. But for those tacticians after a challenge Skyworld is definitely one of the best RTS style VR titles available.

80%

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  • Verdict

Review: Left-Hand Path

If videogames like The Elder Scrolls V: Skyrim and Dark Souls prove anything, it’s that gamers love fantasy role-playing games (RPGs), and especially when it comes to the latter that they’re not too easy either. While PlayStation VR owners will be getting The Elder Scrolls V: Skyrim VR soon, when it comes to Oculus Rift and HTC Vive (reviewed) players have the choice of specifically designed for virtual reality (VR) titles that obviously don’t carry the same weight and prestige as Bethesda’s juggernaut. Hoping to make a mark in the genre is indie studio Strange Company with its Dark Souls inspired horror RPG Left-Hand Path.

Having been through a year of Steam Early Access development some gamers may already be well versed in Strange Company’s magical RPG, which tasks players with mastering the arcane arts, uncovering the sprawling story and hopefully not dying too much.

Left-Hand Path screenshot 3

Remember that inspiration? Well first and foremost Left-Hand Path teaches patience as you will die, and die and die. Certainly at some points it can feel like a proper slog as you try to learn the magic that’s going to help you on your travels, killing enough enemies to earn enough husks to upgrade at the screaming skulls and then moving on. Whilst this won’t be to everyone’s liking these type of difficult videogames definitely have their own reward. If you put the hours into ­Left-Hand Path then you won’t be disappointed.

No part of the title is easy going, from getting to grips with the movement to accurately performing the correct spell with its gesture system. Players are equipped with a staff in one hand – from which all your magic emanates – whilst the other activates said magic. In a similar fashion to The Wizards, you need to draw symbols in the air using your free hand to fire projectiles, illuminate surroundings, cast defensive barriers, and more, much more. There’s a significant amount of spells to learn, some of which are more intuitive than others. You’ll soon find a particular roster of spells to use in combat or for certain foes. Whilst making for immersive gameplay – you do feel like a powerful mage – the mechanics don’t work as well when a battle gets particularly fraught. Thankfully you have your trusty Grimoire spell book which automatically updates when you learn a new spell so remembering everything isn’t required.

For intense battles you need to learn to move and there are a couple of options available. As standard, Left-Hand Path features teleportation which is activated on the HTC Vive’s touchpad. While this is fine, seasoned VR players will want to active trackpad smooth movement, the direction of which is controlled with your magical staff. Unlike other VR titles where you have to choose one system, Left-Hand Path allows you to use both – one on each controller – mainly due to how the levels are laid out. Some areas are only accessible via teleportation, whereas being able to strafe or quickly move backwards is very handy in combat.

Left-Hand Path screenshot 2

There are a few little issues here and there. Collision detection can be a bit hit and miss when dealing with simple things like opening doors, or if you pick up a book it can drop under a bed, seemingly lost forever. The same goes for melee combat, with staff swings never really feeling or looking like they connect, so it descends into wild flailing until an enemy dies – or you do again. Another gripe would have to be enemy AI. Monsters aren’t generally highly tactical in most videogames but something more than seeing you and running straight at you would be nice.

At points Left-Hand Path is a little rough around the edges, it’s not as polished as The Mage’s Tale for example. But that doesn’t mean it can’t have a charm of its own. Strange Company has created a massive world that you can spend far too many hours in – the studio claims around 15, depending on deaths it’s going to be more. If you’re an RPG fanatic who wants to head out on a brutal adventure then Left-Hand Path is the videogame for you.

80%

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  • Verdict

Review: SUPERHYPERCUBE

There are certain titles that are considered videogame royalty. Pinnacles of design that have been copied, or inspired countless variations over the years. One of which is Tetris. This is a videogame most gamers should know about, an iconic puzzler that you could spend hours on without getting bored.  For virtual reality (VR) fans looking for some of that classic gameplay action but with a modern twist there’s SUPERHYPERCUBE from Kokoromi, and it certainly doesn’t disappoint.

SUPERHYPERCUBE is a head-on puzzler in all regards, not only in difficulty but also in gameplay. As the name insinuates, you have a cube which continuously travels straight forward towards a wall which has a shape notched out in it. To begin with this is just a singular cube with a square hole to pass through. As each wall passes additional cubes are then added to the first, changing its size and shape. Correspondingly the hole in the wall will change shape and it’s up to you to alter the cube so it can pass unhindered.

SUPERHYPERCUBE_04

To do this you have various controls located on each of the HTC Vive’s touchpads and triggers. One of the controllers – depending on your preferred hand – has the main functions for rotating and twisting the mass of cubes while the other touchpad activates special abilities. Of which there are three on offer; Boost, Time Warp and Smash. Boost speeds up the cube’s momentum when you know you’ve got it lined up perfectly but it also has a couple of other strategic functions. It gains you more points for each completed wall, and more importantly helps charge up the other two abilities. Time Warp is a bullet-time effect, slowing things down to give you more time to figure out the proper alignment. Smash does exactly what it says, smashing through a wall that you can’t figure out. As mentioned, these two latter abilities need time to charge so you can’t use them indiscriminately, also the Time-warp charges first before moving onto Smash, so using it means you’ll have to wait for it to recharge before Smash becomes available.

While it can be played sat down, due to the way SUPERHYPERCUBE works you’ll still need to move around somewhat. As the cube grows ever larger it begins to obscure your vision of the incoming wall and the shape you need to match. So you’ll need to look under, over and round it to make sure the mass of cubes are lined up. It’s a good use of VR roomscale and certainly adds further tension as the wall nears.

The entire dynamic of SUPERHYPERCUBE requires patience and thought. You can’t just go rushing into each level – especially the later stages – or you’ll find yourself crashing into walls continuously. And here’s the hook, just like arcade videogames of old there’s no hand holding, get a couple of walls wrong and it is game over – a rare sight nowadays. Then you’ll be back at square one. There are no check points that VRFocus noticed, just 10 levels and 100 walls to complete in one perfect run.

Naturally at some point SUPERHYPERCUBE will test those frustration levels as you near your previous best only to come undone at the last moment. But this is where this type of experience gets you, just like Tetris SUPERHYPERCUBE has an addictive quality all of its own, it’s simple to play and you always want one more go.

If there’s a downside then it’s to do with the controls. The trigger spins work fine but on occasion the touchpad rotations don’t always feel as quick and instantaneous as they should or need to be. Playing SUPERHYPERCUBE using a gamepad with actual buttons would probably feel smoother and more accurate, however Kokoromi only lists the motion controllers and keyboard/mouse as supported inputs devices.

All in all though, is this a worthy port from PlayStation VR? It certainly is. SUPERHYPERCUBE seems like the love child between Rez Infinite and Tetris, psychedelic, neon rich visuals with a puzzle mechanic that’s difficult to put down. If you’re after something that little bit different for your HTC Vive this holiday season, take a look at SUPERHYPERCUBE.

80%

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  • Verdict

Review: The Gallery: Episode 2 – Heart of the Emberstone

Sequels always need to be bigger, bolder and better than their predecessors to make them standout and be counted, just look at Terminator 2, Aliens and Big Mommas House 2. The exact same goes for videogames with franchises like Halo, Final Fantasy and The Legend of Zelda all endeavouring to outdo the last – some more successfully than others. This really hasn’t happened quite yet in virtual reality (VR) due to the amount of time that’s gone by, with most videogames having generally seen updates or ports to other platforms. One studio that’s ahead of the game is Cloudhead Games which has now released the second instalment of its episodic puzzle adventure, The Gallery: Episode 2 – Heart of the Emberstone. And it certainly sticks to that earlier statement.

Naturally, The Gallery: Episode 2 – Heart of the Emberstone continues its predecessor’s story – if you’ve not played episode one you really need to – searching for your sister Elsie on the mysterious planet of Ember, where an ancient civilisation once flourished before catastrophe struck.

The Gallery: Heart of the Emberstone screenshot 3

This time however players now have access to the Gauntlet, a device with telekinetic abilities which most of the puzzles revolve around. While episode one felt fairly compact – with a lot packed in over a short period of time – Cloudhead Games has endeavoured to make episode two longer, with more puzzles and broadening the scope of the story.

The studio has done this in two ways. Firstly there are three main areas on Ember that you must switch between, solving a challenge in one location will help unlock another somewhere else. Secondly – and rather cheekily – because you’ll need to switch between these areas fairly regularly there’s an extended loading sequence featuring the giant creature often seen in press materials who carries you across the vast swathes of planet which split these levels up. Whilst fine at first – it does look epic being picked up by this giant creature – after several trips that process does start to lose its shine.

That really is the only down point of the entire title really. VR fans will be pleased to know that Cloudhead Games has included a greater range of movement options rather than just the standard teleport seen in the first title. You can now move as if controlling a first-person shooter (FPS) – a much more common option nowadays – which will be a great relief to those who don’t suffer from simulator sickness as it makes for a far more engaging and immersive experience.

Adding to that immersion is the style and design that the studio has employed. While episode one looked good, this next instalment really does evoke the dark fantasy aesthetics Cloudhead has previously stated inspired the series. From the arena with gigantic crumbling statues to the Queens Chamber that’s as grandiose as it is grim and desolate.

Most importantly, the gripping story line is backed up by a variety of puzzles that offer enough variety to not become repetitious. They have similarities with the first title, some requiring careful inspection of your surroundings to find clues whilst others – like the doors – require more dexterity, where you need to move a crystal located on the back of your hand through an ever more elaborate series of holographic tubes, with spinning and moving parts needing to be avoided to succeed.

The Gallery: Episode 2 – Heart of the Emberstone isn’t massively long – a run through should take around 5 hours or so – but it’s big enough to offer a satisfying experience, especially if you play episode one for a refresh. Cloudhead Games has done exactly what it needed to, create a compelling sequel that expands and improves the series.

80%

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  • Verdict

Review: Luna

Virtual reality (VR) isn’t just a new way of playing videogames it’s a new form of technology that can encompass all forms of entertainment. As such, developers are continually experimenting with what content works and doesn’t work in an immersive environment, which can lead to confusion over what’s classed as a videogame or merely an interactive experience. The difference – which can be minimal – is important, especially when it comes to Funomena’s latest project Luna.

Luna is a fairy tale style story about a young bird who is enticed to eat the last piece of the waning Moon by mysterious Owl. To bring the moon back you need to solve celestial puzzles to unlock each level’s tree, plant and animal spirits, and then seed various plants within terrariums to bring life back to the moonless world.

Luna screenshot 2

The reason for differentiating between a videogame and a more interactive story is due to the way Luna is laid out and the content its offers. Right from the start there’s no user interface UI or any real options to speak of, as you’re thrown into the world without a hint of what to do. As the story unfolds through animation and music the basic principles of Luna become clearer, offering two stage levels that consist of unlocking star based puzzles which then move onto the terrariums. In these habitats you then have four plants with which to mix and match in this miniature world. Getting the right combination then completes the level.

It’s the celestial puzzles that really offer the most gameplay, you have to move stars into certain positions to form a dot-to-dot shape that becomes a plant to use in the second section. While the amount of stars increase as the levels progress the actual difficulty is fairly negligible – it really shouldn’t take much more than a minute to complete the higher level ones.

So in terms of interactivity that’s pretty much it. You can pet the song bird which it reacts to, making it warble a tune but there’s not a great deal else, so the entire experience will probably take just over an hour to fully see.

Here’s the thing, as a videogame there’s just not enough to recommend over all the other content releases as it is a once play through kind of title. Look at it as a children’s story book that you can interact with and Luna takes on a whole other meaning. The artwork is gorgeous, a bright, detailed, hand drawn style that really makes the title standout from a lot of other VR content, perfectly intertwined with a musical score that’s light, refreshing and filled with depth. This really is something that’s aimed at a younger audience as they’ll certainly be enthralled by what Funomena has created.

Luna isn’t the sort of title that’s going to draw VR players away from their first-person shooters (FPS) or RPG’s, looking for the next amazing VR experience. It’s the type of title that’ll suit those who liked Gnomes & Goblins for example, an unusual marriage of interactivity and storytelling. Or perfect for those who’ve got kids old enough to try VR and want to see what it’s all about.

60%

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  • Verdict

Review: Space Pirate Trainer

Of all the wave shooters available for Oculus Rift and HTC Vive, the one most synonymous with the genre and beloved by many virtual reality (VR) fans is I-Illusions’ Space Pirate Trainer. Having been an original launch title for HTC Vive in April 2016, then coming to Oculus Touch in December 2016, Space Pirate Trainer has been played by VR fans the world over whilst in its beta form – and been used countless times in exhibition demos. That early access time has now finally ended, fully released with lots of new additions to keep players coming back for more. The question is, if you don’t already own it, should you?

There’s been an overabundance of wave shooters released for both headsets, with many being fairly generic throwaway experiences, while others have sought to push the envelope offering a range of improvements, novel gameplay mechanics and highly polished entertainment. Non-early access videogames that instantly come to mind like Robo Recall, Blasters of the Universe, Duck Season, Rez Infinite and Spartaga for example all have their own unique charm and selling points.

Space Pirate Trainer

In the case of Space Pirate Trainer the title has built up a pedigree and fan following for one simple reason, playability. Its design and gameplay mechanics aren’t overly difficult or complicated to learn – which is why it’s great as an introductory experience for new VR players – yet for seasoned pros Space Pirate Trainer offers that old school arcade action of ever bigger and more elaborate attacks that try to whittle those lives away as you try to beat your highscore.

Highscore chasing always seemed to be a lacklustre way of adding a replay factor to VR experiences as it’s a mechanic that’s very well worn, but there’s something about Space Pirate Trainer over other wave shooters that makes you say ‘just one more go’. It’s difficult to pin it down to any single aspect, the weapons are a nice mixture of rapid fire, shotgun, laser, grenade launcher and several others, each one suited to certain scenarios such as when enemies bunch together or fly off into the distance.

While the hostiles are a mixture of flying robotic drones, nothing overly special, they just whizz about shooting lasers at you. With the 1.0 release I-Illusions has upped the mixture of enemies adding larger drones each of which has certain abilities like the Hex Droid that can only be shot at when it’s shooting at you. These new additions do add the mini boss feel to some of the waves, certainly helping to increase the pressure.

Space Pirate Trainer screenshot

To add a deeper strategy element – and to help when swarms of drones become too much – there are a range of powerups available which appear randomly from vanquished foes. Ranging from a protective barrier and destructible shields to lock-on missiles, Super Lasers and a friendly drone, these appear as cubes in the sky which just need to be shot to activate. So it can be a wise move not to instantly use one mid-wave and save the best ones for the start of another.

Several gameplay modes have been employed to try and mix up the action, such as Old School, harking back to the original release or Hardcore mode where the time slowdown no longer activates due to incoming fire getting too close or hitting you. They do to a degree but the differences are minimal.

Is this enough to recommend Space Pirate Trainer over some of the other excellent options available? Quite frankly yes. Whatever I-Illusions has done certainly works to create an addictively fun experience as much today as when it was released just over a year ago. The 1.0 release doesn’t push the genre forward it just reminds everyone why they like it in the first place.

80%

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  • Verdict

Review: Hangry Bunnies from Mars

Bunny rabbits, happy, cute and cuddly animals that are as gentle as they are adorable. Well for Studio229 and its first virtual reality (VR) title Hangry Bunnies from Mars those details are a myth, kind of. As the title gears you up with some destructive weaponry to take out scores of white, bouncing, menacing fur balls that are hell bent on destroying mankind.

They’re not real bunnies of course, in fact upon closer inspection you actually find out they are aliens from Mars, disguising themselves to better infiltrate the Earth to bring about its downfall. So that’s the basic gist of the story, setting you up for a light-hearted kill fest that’s about staying alive as long as possible.

Hangry Bunnies From Mars screenshot

If you didn’t realise by now, Hangry Bunnies from Mars is a wave shooter that mixes up a colourful art style, humorous narration and a few guns for your enjoyment. But in a VR market that’s overrun with this genre of title can Hangry Bunnies from Mars standout and be worthy a place in your content library? Well yes and no.

Set in an impressive looking cityscape, the title puts you in the middle of a three junction street with enemies systematically coming down one after the other and as the level progresses they then start appearing down all three roads. As you may expect things start off relatively easy, with the standard bunnies (Fluffies) attacking, as they get shot they turn into their evil alien forms. The difficulty then ramps up steadily with larger hordes and some new foes, little flying scouts that whizz through the air and the heavies, giant almost mini boss like bunnies that require concentrated firepower to kill.

With the guns Studio229 has gone for an active unlock system which will give you a new gun once you reach a certain point. So it starts off with a pistol of sorts, then a pair of machine guns and finally a vacuum/grenade combo which sucks up enemies to be fired out as explosive ordinance. To further aid progress two special abilities are available, the Critter Cluster Cannon that can suck bunnies up and fling them away or the Hare Spray to disorientate all of them.

So the good news, Hangry Bunnies from Mars is really nicely put together, production values are top notch. It looks good, guns handle well and the gameplay is suitably fast and furious so it’s fun to play. The downside is the lack of content in a field that has some very good videogames in it already. Studio229 is competing with the likes of Secret Locations Blasters of the Universe, Stress Level Zero’s Duck Season, Epic Games’ Robo Recall or Survios’ Raw Data to name just a few.

There’s only one level and you’re stuck to the spot. Only three guns and the re-playability factor is solely limited to a global leaderboard. What Hangry Bunnies from Mars needs is more variety, it may not be priced as a premium experience but it feels somewhat hollow. It has potential to be one of the quirkiest VR wave shooters available, in its current form however most gamers will probably play a few rounds then move onto something else.      

60%

Awesome

  • Verdict