Review: Floor Plan: Hands-On Edition

Depending on the videogame, ports of Samsung Gear VR titles to Oculus Rift or HTC Vive can go one of two ways; either they look and feel basic and dated or they have just the right design and gameplay to be a worthwhile addition. Turbo Button has just released its puzzle title Floor Plan: Hands-On Edition on Steam, and while the premise is as good as it ever was the title does fall into the former category.

If you’ve not heard of Floor Plan before it took a novel approach to the puzzle genre by putting you inside an elevator – which ideally suited the mobile headsets technology – with each floor a small part of the larger overall puzzle. The goal is to acquire parts of a space suit, with some easier to locate than others. What made the original title unique was the interlinking element of the floors, so an object had to be activated on one to do a corresponding action on another.

Floor Plan: Hands-on Edition Screenshot 1

For example on one floor there’s a shivering snowman – slapstick comedy runs throughout – who just so happens to have a space boot on. You may have found the coffee earlier on which you’d have thought would warm him up, but that’s not the case, as you’ll need to head to other floors to find what you actually need.

In this port that quirky gameplay is still there, just this time you have moveable hands. Unfortunately adding the motion control mechanic to proceedings hasn’t actually changed or improved Floor Plan: Hands-On Edition in any way. Pushing buttons on the elevator or grabbing items is still done via a pointer, so on the HTC Vive pressing the trigger highlights an object then pressing the touchpad grabs it. Sure once it’s in your hands it seems like you’re holding whatever item you’ve selected, it just feels like a wasted opportunity, Floor Plan: Hands-On Edition could’ve been more ‘hands-on’ than it is.

Having the option to peer into the rooms is a nice little touch but it doesn’t really add anything to the experience as a whole – there’s nothing hidden round the side. Also it’s still the base videogame that launched over a year ago for Gear VR, no additional features have been included. Once you’ve completed it – around 30-40 minutes – there’s nothing really to entice you back in – unless you want to finish quicker.

Floor Plan: Hands-on Edition Screenshot 2

That being said, Floor Plan: Hands-On Edition is still as enjoyable as the original was. It’s not one of those virtual reality (VR) videogames that’s an essential pickup for PC VR users, more of a throwaway experience when you want to kill half an hour. Thankfully it’s been priced accordingly, so it’s perfect if you’ve been after a smaller title that doesn’t cost major bucks.

60%

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Review: Hurl VR

There are plenty of virtual reality (VR) videogames that have puzzle elements to them, either as a core mechanic or as an additional bit of brain teasing. For the true puzzle aficionado, additional extras such as storyline or multiplayer options aren’t so much of a concern if there’s enough variety and difficulty to provide a worthwhile challenge. Enter Hurl VR, a title that mixes light sporting skill with puzzle gameplay for a unique, but short lived experience.

The aim of Hurl VR is simple, all you need to do is get a ball in a goal. This is made all the more difficult by a range of additional features that must be utilised in a certain pattern. You need to ricochet the ball off blue panels prior to hitting the goal, if they’re not all hit then the level isn’t completed. This is then further complicated by yellow panels which can launch the ball, and wormholes which transport it to another location.

The true test in Hurl VR isn’t so much figuring out where to start as it is about getting the shot correct. This is pure physics-based puzzling at its best. The goal might only be a short distance away but the location of the panels means that each level requires careful use of power and angles to get that perfect shot. If you’re out by a few degrees, or launch the ball with too much force and the shot might just sail past the target. So to get that perfect angle requires good use of the roomscale environment.

Some levels might need you to step further back on the platform you’re on, while others may need you to move towards the edge. Due to the physical nature of the gameplay some levels might be easier for someone who’s tall, with others offering those of a smaller stature a better chance of completion. Because of this Hurl VR isn’t just a test of your grey matter, it really makes you think about your body position to get the most effective bounce from each panel.

Hurl VR

This of course can lead to frustration, especially on the later levels when the panels start moving, so timing the shot becomes even more crucial. You can throw ball after ball and just miss that sweet spot to begin the chain of bounces. To help, developer Rusty Oak has added some assists to help in those times of woe. There’s Trail, which gives you the best line to complete the level. Pull-in, which adds a magnetic halo around the goal to grab the ball should it get close enough. And Timestop, to pause those pesky moving panels. All of the assists have a limited time so they need to be used wisely, or if you can help it not at all. Completing a puzzle you’re stuck on using the assists gives a sense of relief but it’s nothing compared to the satisfaction of beating a level on your own.

Hurl VR is great fun, so much so that you’ll probably finish it in one sitting – completing it took just under one hour for this review. The other issue is the lack of replay elements, as once you’ve successfully played through all 30 levels there are no additional features – apart from achievements – to entice you to replay the videogame. Aside from that Hurl VR is a finely polished title, with good looking sci-fi visuals and solid physics-based gameplay.

80%

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  • Verdict

Review: Manifest 99

Virtual reality (VR) experiences, just like their interactive videogame cousins, have come a long way over the past few years. Not only have they delved into subject matter that’s thought provoking or emotional, this content has explored what can actually be achieved with a linear, story-based narrative in virtual worlds where users have the freedom to look anywhere. The latest comes from Flight School Studios, an eerie and somewhat surreal story called Manifest 99.

The adventure unfolds as an old school steam train rattles through an ever changing countryside. Along the way you find that this train isn’t empty, with four mysterious companions located throughout the carriages. As the story progresses you learn about each individual, why they’re on the train and how they got there.

Manifest99 screenshot

As with any experience of this ilk, Flight School Studios sought a way of progressing the story in a way that’s both timely and supportive of the narrative. Rather than just using audio or a few visuals cues like those seen in Penrose Studios’ Allumette or Oculus Story Studios’ Dear Angelica, Manifest 99 features much more interaction with movement controlled by your gaze. Throughout the experience you’re accompanied by a murder of crows, and at certain points along the journey the birds land to give you a teleportation point. Whilst a good portion of Manifest 99 is certainly creepy the crows definitely add to that factor, with plain white eyes that you have to look into to teleport.

The same goes for the individual characters, each has deeply haunting white eyes with no pupils to speak of. Looking at them is almost like peering into their soul, unlocking short cut scenes of their home lives. Just to keep things interesting – and to make you really look around each carriage the studio has created – there are three objects to find belonging to each character, again these are picked up just with your gaze.

Because of that interactive element Manifest 99 can enjoyed at your own pace, there’s no need to rush through it at breakneck speed. If you do you’d miss some of the wonderful landscape art as it changes through the story. From war torn waste lands with twisted piles of scrap metal and crumbling buildings, to moments where you’re under the sea – or inside a giant aquarium – watching goldfish swim by. Such is the ambiance of Manifest 99 that you could just pretend you’re on a real train, just sitting there watching the world go by.

The story has a much deeper meaning than just a few travellers hitching a train ride – which VRFocus isn’t going to spoil here – safe to say that’s it pulls on the heart strings as a memorable VR experience. If you enjoy short VR animations then Manifest 99 is up there with some of the best. It provides a strong, engaging storyline with a nice level of controllability that’s not often seen, great for VR enthusiasts as well as a prefect experience for VR first timers.

100%

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Review: Bloody Zombies

A side-scrolling beat-‘em-up may not have been high on your list for expected virtual reality (VR) experiences, and yet UK studio nDreams have brought one to high-end head-mounted displays (HMDs) as their second title for Oculus Rift, HTC Vive and PlayStation VR. In doing so, the publisher has made a landmark statement about 2D visuals and how traditional videogame genres can be adapted to VR.

Bloody ZombiesTaken at face value, Bloody Zombies is a fairly generic scrolling beat-‘em-up with a touch of modern flair. Light and heavy attacks combine to offer a selection of combos, while throws, collectable weaponry, dash and jump attacks offer some tactical variation. So far, so Streets of Rage. However, Bloody Zombies also includes an interesting specials system wherein the player can collect items mid-battle to unlock new abilities commanded by Street Fighter style inputs.

At the start of the videogame these are basic swings and uppercuts, but as the player(s) progress they become significantly more elaborate. Additionally, with repeated play it becomes apparent that these specials are randomly generated: the player will be given a set of moves at the start of the videogame that are needed for progress, but beyond that it’s luck of the draw. This makes for an interesting element when replaying Bloody Zombies on additional difficulty settings.

And replaying Bloody Zombies is something that you’re likely to do, given its assortment of gameplay options. Intended as a multiplayer experience, Bloody Zombies allows up to four players in any one game, either locally or online. Furthermore, it allows for any combination of VR and non-VR players in that group of four, affording a wealth of different players an opportunity to get stuck into the zombie mashing.

Bloody ZombiesWhen playing in VR your on-screen avatar will be depicted wearing a HMD (a nice visual touch, though purely cosmetic) and while no bonuses are offered for doing so, the VR player does have one distinct advantage: viewpoint. When using a HMD the player has the opportunity to pan the camera in line with their head movement, thus allowing for a significant amount of control over the angle at which they view the action.

Played out from left-to-right in a traditional scrolling beat-‘em-up fashion, the player(s) in VR able to look further ahead or back and can often see things that aren’t noticeable on a traditional 2D monitor, and Bloody Zombies has of course been designed to take this into account. Hidden areas may only be revealed when a player in your team has the command of their camera offered by a HMD, allowing you to grab power-ups or bonuses that may otherwise have eluded you.

The visual design of Bloody Zombies has obviously taken VR into account throughout, with the 2D characters appearing like cardboard cutouts when the VR player moves their view alongside the action opposed to in front of it. This is obviously why nDreams – a publisher that has solely committed to VR content – took an interest in Paw Print Games’ Bloody Zombies to begin with. And they were right to do so, as while Bloody Zombies doesn’t reinvent the scrolling beat-‘em-up wheel, it does offer a convincing argument for 2D videogames making the jump to the more immersive medium.

80%

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Review: Crashimals

Ever since Rovio released its massively popular mobile title Angry Birds in 2009, the videogame has seen numerous spin-offs and copycat experiences, yet very few have appeared on virtual reality (VR) platforms. For those interested in some destructive carnage with a VR twist, developer Rogue Earth has created Crashimals for Oculus Rift and HTC Vive (reviewed), which aims to replicate that addictive gameplay so many players know, with mixed results.

Crashimals keeps that Angry Birds dynamic of rickety buildings that need to be destroyed to gain points, but instead of birds hidden among the timber frames there are cakes to destroy. As the name implies, animals still feature as characters, such as flamingos, badgers, giraffes and hippos. These all pilot planes with each character offering a different bomb with which to destroy buildings. So the first character you get to play as has a basic bomb which is dropped in an arc, with a red laser pointer as the aiming reticule. As you progress the other pilots will unlock, offering multi bombs, lock-on missiles, timed bombs and more. Once all of them are available you’ll certainly find a preferred pilot, although some levels do seem more suited to one character over another.

Crashimals screenshot 1

Being a single-player title Rogue Earth has ensured there are plenty of levels to play through, with a total of 72 across four different locations. With a really nice cartoon aesthetic, Crashimals is suited to players of all ages, and its difficulty curve has been well tuned to ensure that you shouldn’t get stuck too often.

So while Crashimals offers a decent amount of variety in a well-designed world, it’s the control scheme that might just confuse or irritate players the most. Rogue Earth has certainly gone for a unique approach to its control method – which isn’t explained at all – requiring careful use of both controllers. Once a level begins you’ll notice a big arrow linking both controllers, this indicates the direction of travel. While extending or reducing the distance changes the speed of the plane. Flying becomes tricky when it becomes necessary to perform accurate manoeuvres should a bomb need exact placement. At points it can feel like your arms become tangled as you try to find the perfect approach for a bombing run.

It’s hard to describe how this control scheme really works – it’s certainly novel – but its difficulty invariably means that you’ll be smashing into the landscape, obstacles or just flying out of the level as you wrestle with the controls. All these actions mean that the level resets, becoming quite annoying in the process. As previously mentioned Crashimals has been designed to appeal to all ages, but the control scheme seems the opposite of that, requiring plenty of time and patience to learn and master its intricacies.

Crashimals screenshot 3

Crashimals certainly offers an interesting approach to the well-heeled design of Angry Birds. There’s a lot to like about its approach, offering a refreshing change to all the wave shooters that VR offers. Its main barrier however are the controls, which might be simple on the surface but in reality are quite the opposite.

60%

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Review: Don’t Knock Twice

For a good virtual reality (VR) horror title to really get you it needs atmosphere, tons of fear inducing atmosphere. Now this isn’t in regards to your standard horror shooter, where you’re armed to the teeth with all sorts of monsters running at you aka Killing Floor: Incursion style. No, for a true horror experience you have to be almost defenceless, surviving in the darkness with that glimmer of hope you’ll escape, listening to every creak and whistle of the wind wondering what’s around the corner. If that sounds like your type of VR videogame then Wales Interactive’s Don’t Knock Twice might be just what you want, possibly.

Out for Oculus Rift and HTC Vive (reviewed), Don’t Knock Twice is loosely tied into the movie of the same name, which saw a release earlier this year. They both revolve around an urban legend about a demon that uses a human servant to capture children, only being summoned when they knock twice on the witch’s door. You take on the role of a mother who seeks to save her daughter, Chloe, from whom she has been estranged for many years.

Don't Knock Twice Screenshot 10

Wales Interactive doesn’t pull any punches when it comes to building the blood curdling atmosphere straight from the off, with a menacing looking door that needs knocking. From here you’re straight into a foreboding looking study, the only real light coming from a crackling fireplace. Whether you scare easily or not, the studio has cooked up some heart pounding tension for Don’t Knock Twice that’ll keep most on edge the entire time – and create a few YouTube videos of people screaming and falling to the floor.     

Exploring the creepy mansion light plays an important role in creating the ambiance. With no electricity you’re entirely beholden to several fireplaces and a few candle sticks. The dark corridors can be illuminated with some wall mounted candles which help to alleviate that sense of dread – until they all get blown out (spirits tend to do that sort of thing it seems).

Scattered around the rooms are photos, newspaper cuttings and other items which unravel the story, not only of the main characters but also the demonic presence you now face. Wales Interactive has ensured that if you do read everything available there’s a rich background to discover.

But there is a problem however, movement is horribly annoying. Teleporting anywhere other than wide open areas or down a hallway requires a trial and error approach as the marked oval the studio has created won’t always allow it. This becomes even more immersion breaking if you’ve not quite got yourself close enough to a door handle or an object on a desk. If the roomscale area will allow it then fine, just reach over and grab. On the other hand should you require a really short teleport then there’s no chance, you’ll have to teleport further away and then line-up for another try.

So head into the options menu and thankfully there’s a locomotion mode to turn off teleport and move around with the trackpad. If you can handle full movement controls then this is highly advised. This setting does require getting used to as the touchpad doesn’t need to be depressed, simply move your thumb in the appropriate direction – for example up to move forward in the direction you’re facing. It will even allow you to strafe, but it’s the fact that you can freely wander around – up close to items – that makes it essential.

Don't Knock Twice screenshot 8

Another weird design decision comes in the form of your virtual hands. For some reason grabbing an object makes your translucent hand disappear so there’s just a floating candlestick or axe. It’s not as immersion breaking like the teleport can be, but with so many VR titles having permanent hands that interact with the virtual world suddenly not having hands can feel disconnecting from whatever’s being held.

Don’t Knock Twice really is a mixed bag. On the one side it provides one of the scariest, heart thumping VR experiences out there, with a beautifully designed mansion to explore – especially when you get to free-roam. On the flip side there are points where it feels like a battle, trying to achieve something relatively simple but isn’t. If you love horror videogames and can handle proper locomotion controls then Don’t Knock Twice is worth a look, otherwise steer clear.

60%

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Review: Spartaga

Even in the niche world of virtual reality (VR) development it can be hard for a fledgling studio to get noticed, no matter what videogame they’re trying to make. House of How maybe new to this side of the industry but its team is made up of Gears of War and HoloLens veterans who should know a thing or two about making a standout experience. Enter Spartaga, a retro inspired bullet hell title that aims to test your accuracy and dexterity in one foul swoop.

Much like titles such as Geometry Wars, Spartaga is one of those titles that manages to mix a very simplistic gameplay mechanic with rock hard levels that certainly don’t always suit the casual player. Much like Blasters of the Universe which VRFocus reviewed recently, Spartaga is a mind and body challenge that involves plenty of movement and an acute degree of spatial awareness.

Spartaga screenshot

Utilising a single motion controller – either on Oculus Rift or HTC Vive (reviewed) – you take control of a solitary spaceship, flying about in a highly stylised, neon drenched virtual world which looks awesome. The controller and ship are perfectly synced as one, meaning no matter how fast or slow, or in whichever erratic direction it needs to move it does so. Which is needed, as this is a bullet hell wave shooter – yes another one – where you’ll need quick reflexes to pass levels and outmanoeuvre projectiles.

As other wave shooters like Space Pirate Trainer have done, even though you have a full 360-degree environment to enjoy all the action takes place at the front, so there’s only 180-degrees to worry about. That by no means makes for an easy ride, and at some points enemies will fly by so you can turn around to shoot them if necessary.

Split over four stages with eight areas in each and a boss battle at the end of each stage, Spartaga definitely takes a leaf out of classic videogames. The ship only has a certain amount of lives to complete each level so to help you’re offered a few special abilities. Before starting an area there are several upgrade options if you’ve earned enough cash. Multi laser lock-on, an EMP blast or a shield (very handy) for example. The former is the bog standard, while the others need to be bought and then further upgraded. While these can – and do – offer tactical advantages the best ability isn’t one that can be bought, it has to be earned.

Spartaga screenshot

As the myriad of enemies come in groups you can blast away to your hearts content – the standard laser auto fires. Actually taking a moment to plan what you’re shooting at, hitting four of the same enemy type in a row, unlocks a limited time mega laser which annihilates foes very quickly whilst upping the score multiplier. Continue this method and the laser will be refreshed, adding a neat little touch to a fairly basic gameplay mechanic.

So is Spartaga the VR videogame everyone’s been waiting for, well not exactly. It’s one of those titles that really doesn’t have many negative qualities. House of How has created a fast-paced, action shooter that offers difficulty and addictive gameplay in spades. It just feels like it’s a year too late.

80%

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Review: Blasters of the Universe

If there’s one thing virtual reality (VR) headsets aren’t short of it is the odd wave shooter or two. Titles such as Space Pirate Trainer were there from the beginning, offering intense gunplay action without having to walk anywhere. Since then its seems as if every VR developer has tried its hand at the genre – some with more success than others – and now it’s the turn of The Secret Location with its 80’s inspired shooter Blasters of the Universe. Where others have failed this videogame might just succeed.

Originally launching as an early access title way back in July 2016, The Secret Location has used this time to craft a videogame that aims to offer more than the rest, intermingled with humour, a retro visual theme, and plenty of guns.

Blasters of the Universe Bullets

For a wave shooter Blasters of the Universe does actually have a storyline to back up the bullet hell gameplay, involving a nerdy arcade gamer who’s that good on a particular title that no one can beat him. When VR enters the arcade he laps it up, actually entering the digital realm – Tron anyone? – creating his own universe. Its here that you must do battle against hordes of different enemies as you work your way to finally face Grand Master Alwyn.

So the basics. For those that’ve played wave shooters before – there’s sure to be a few – most of the gameplay will be very familiar. There’s no dual wielding as such in the campaign – the challenge mode is somewhat different – with one hand holding the gun whilst the other holds a shield/reload tool. While most videogames of this ilk will provide you with a selection of weapons, sometimes swappable mid-level, Blasters of the Universe takes a different route with a highly customisable gun in the armoury.

This is one of the title’s biggest and best features, with a massive selection of options to tailor your gun exactly how you want it – once you’ve unlocked the parts that is. The Frame is the base for every weapon, each one has different attributes and a unique ability to unleash when things get really tough. Then there’s ammo attachments, barrels, ammo and more to change to your hearts content until finding that perfect combo that just works.

Blasters of the Universe

And it needs to, because once a level starts that’s it, you can only head back to the armoury once you’re dead. And you will die a lot. There’s no hand holding in Blasters of the Universe and don’t expect the first level to be an easy walk through, this isn’t a title for the casual gamer. And that’s probably where the hook in Blasters of the Universe lies, its unforgiving difficulty. There are five hearts which equate to five hits, more than that and it’s over. Using the shield will help but it’s not indestructible. Should it receive too many hits then it’ll disappear to recharge, usually at the worst moment when all you can see are incoming neon bullets.

One thing Blasters of the Universe makes you do is move – it’s essential. If too many enemies appear on screen then it’ll become a deluge of incoming fire, with each hostile having a particular style of projectile. Some might be a single shot, while others are swirling vortexes of death that’ll deplete the shield rather rapidly. Just stand there trying to shoot everything and it’ll be game over quite quickly. Dodge, duck, crouch, and learn the patterns, then surviving becomes that little bit easier but it’s certainly not easy.

For those that’ve become rightly bored with wave shooters Blasters of the Universe offers that spark of light, reminding us why this genre became popular in the first place. The entire theme, visual aesthetics and gameplay make Blasters of the Universe a joy to play, just be prepared to swear and curse – possibly throw a controller – as that heart disappears because you didn’t see that one laser bolt soon enough.

(Reviewed on HTC Vive)

80%

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Review: Headmaster

Sometimes it’s the simplest ideas that can be the most effective, doing away with complicated and convoluted plans, getting right to the bare bone essentials. That theory can be applied to all walks of life, videogames included, giving players a core gameplay mechanic that everything else revolves around. And that’s certainly true of Frame Interactive’s Headmaster, a sort of football – or soccer, depending on where you are in the world – arcade simulator that solely wants you to use your head.

Originally released as an exclusive PlayStation VR launch title in 2016 that exclusivity has ended so that the studio can bring its heading master class to Oculus Rift and HTC Vive (reviewed).

headmaster-pc-gif-D

Set in a ‘Football Improvement Centre’ you have to head balls back at targets to score points, the greater the tally the more stars you’ll earn to unlock further levels, increasing in size and complexity. To start off with you’ll find yourself on a pitch in front of a goal mouth, with targets either on the floor or suspended via the frame. Then it’s just a case of directing the balls with enough accuracy, which is easier said than done.

What Headmaster does right straight away is the physics. If heading the ball felt inaccurate or a bit flimsy then then entire experience would just collapse, you’d be frustratingly trying to get those points, getting bored along the way. Luckily that’s not the case, as with a bit of practice – and going through the tutorial – it’s easy to find what part of your head/face you need to use for certain shots. Need the ball to go high then it’s the top of the headset, while the bottom is for those low shots. There’s no curling of the ball but on certain levels you’ll need to arch over obstacles.

It’s when Headmaster starts mixing things up that things start to get really fun. Boxes will appear that have to be smashed through, or a goalie will be introduced to make those high scores harder to achieve. Thankfully, to aid you are several ball variants that can be used tactically. How about a giant beach ball to knock over several close knit targets, a multiball option, or a ball packed with explosives that only detonates on impact – great for removing items in the way.

headmaster-pc-gif-B

Such is the mixture of challenges that there’s plenty to keep you entertained for a few hours without even looking at the other modes. Additionally, there’s a practice arena filled with most of the ball options and obstacles found in the main campaign, plus the balls have motion trails to aid in the fine tuning of shots.

And let’s not forget Party Mode. This is Headmaster’s final feather in its cap, ensuring that once the campaign is complete there’s still content to come back to. This mode is all about local multiplayer allowing friends and family to compete against one another for bragging rights on the best score. It’s in Party Mode that the developer has added some of the best levels – particular favourites include darts and the beer cups – giving a different twist on the heading mechanics.

All in all Headmaster is a well put together title that the majority of VR gamers will find enjoyable. It does feel a bit 2016 in its gameplay offerings, with VR having moved on leaps and bounds in terms of the depth of content available. Headmaster is a tongue in cheek experience that doesn’t take itself too seriously, supplying light hearted fun mixed with good physics, and that’s no bad thing.

80%

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  • Verdict

Review: Dracula: Vampires vs. Zombies

Mention the phrase ‘wave shooter’ to any long standing virtual reality (VR) fans and the likelihood of a groan and roll of the eyes will follow. In the 17 months that PC head-mounted displays (HMDs) have been available to consumers, both HTC Vive and Oculus Rift have been inundated with this genre of first-person shooter (FPS). Whilst certainly an easy and engaging form of VR entertainment, the proliferation of these types of videogames has already saturated the market, and with far more exploratory titles like the recently released Killing Floor: Incursion or Lone Echo, the question has to be asked, is there still a place for the stationary wave shooter? Well Avatarico seems to think so, releasing comedy title Dracula: Vampires vs. Zombies.

Very much in a similar vein to Dick Wilde, Dracula: Vampires vs. Zombies doesn’t take itself too seriously with a protagonist who’s a brash, in your face, action b-movie star, and the fate of the world is somehow in his hands. As you might expect from the title, this videogame is all about killing waves of cartoon zombies, vampires and a few other enemies to boot.

Dracula: Vampires vs. Zombies

Unlike some of the other FPS titles already mentioned, Dracula: Vampires vs. Zombies doesn’t weight itself down with excessive weapon loadouts, mixing up ranged guns with massive explosive ordinance. Instead you have to master just one, a compound bow and unlimited arrows. There’s no drawing arrows from a quiver – this is a pure arcade style experience – just fire away as quickly as possible. It seems that because Avatarico hasn’t needed to spend time on developing other weapons, focusing solely on the bow, that the studio has created one of the best gameplay mechanics for this style of weapon.

Using the bow feels fluid and accurate, the controller that’s in the bow hand nicely rumbles as the string is pulled back, so whether it’s a long shot or short range there’s never a moment when the bow seems inadequate for the task. So that’s your one and only main weapon – the bow does have blades attached should any enemies get too close – but there are four secondary items to collect that help in those tough situations such as a handy molotov cocktail for some group damage, or a lure to attract them to a certain spot.

Dracula: Vampires vs. Zombies has two modes, Campaign and Survival. The former has two areas, City and Forest, each with a total of 20 waves to complete. While you do need to survive in the campaign the main focus is that of scoring points. Headshots are the best for this, and the further the distance the more you’ll score. To mix up the gameplay somewhat, not only do you have different types of zombies to kill there’s also a few people to save. They’ll come running out from behind buildings screaming their heads off to be saved. Not only do they score big points but certain survivors will carry health bonuses, or items like the molotov, so saving them is of the utmost importance.

Dracula: Vampires vs. Zombies screenshot 3

So now you maybe wondering is Dracula: Vampires vs. Zombies any good? Well yes and no. To be brutally honest it’s still a fairly generic wave shooter where everything pops up around you, and as long as you’ve reasonably quick and accurate it shouldn’t be too difficult to complete. That being said the bow is awesome fun and a joy to use. If you’re after a simple, pick up and play shooter then there’s nothing wrong with Dracula: Vampires vs. Zombies – it’s certainly one of the better ones. Should you be looking for a title that features loads of immersive gameplay, story, and really explores VR technology then you should look elsewhere.

60%

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  • Verdict