Review: Galaxis Wars

Most gamers have favourite videogames which they play on rotation depending on what they like, are good at, or just fancy at any given point. A puzzle title here, a horror experience there, that’s the great thing about the medium it covers the majority of wants. While virtual reality (VR) videogames have begun to leave the shadow of short tech demos, with longer more engaging and immersive experiences focused on character building, or a deep storyline, there’s something to be said for visceral, arcade action that you can just pickup and play. And that’s the segment Clear Ink Studios’ Galaxis Wars nicely resides in.  

The best way of describing Galaxis Wars is by comparing it to vertical scrolling shoot-em-ups like Ikaruga. Rather than shooting down waves of enemies from the top of a screen you instead have them coming from all angles, having to destroy them as quickly as possible before your vision just gets over whelmed with enemies and laser fire, or you simply die.

Galaxis Wars

What’s nice about Galaxis Wars is it’s easy to pickup and play – you essentially do just that – grabbing a small spaceship in front of you with whichever controller you prefer (the other becomes redundant), that controller then becomes that ship. You can then move it in any direction you wish whilst firing your guns to destroy the onslaught of incoming hostiles. And that is it in terms of gameplay. It may not sound like much but sometimes the most addictive and revered videogames didn’t need to make things over complicated, just a finely tuned mix of difficulty and quality gameplay mechanics. Now that’s not to say Galaxis Wars is on the same level as Ikaruga, but for VR gamers it doesn’t do a bad job.

Galaxis Wars has two gameplay modes, a campaign and an endless mode, and it’s all about scoring as many points as possible. The campaign has 100 levels/waves to get through and you’ll certainly not manage it on your first try. To aid you – and to give the title some extra depth – kills earn you energy which can then be used to upgrade your ship. Getting deeper into the campaign also provides access to a better class of ship. These upgrades come in two flavours, active and passive, but they all essentially do a similar job. Active abilities are more expensive and give you bombs, healing, temporal distortions, and more, all of which can be further enhanced. While the passive abilities improve damage percentage, armour, energy collection and other useful items. These can then be stacked to further improve their effectiveness.

Galaxis Wars

All in all Clear Ink Studios has created a title that’s a great little time killer. It’s not going to set the VR world on fire with amazing visuals or unique gameplay, but it doesn’t need to. Most players will blast through a bunch of waves, gaining a few upgrades here and there, then challenging a mate to do better. If you’re looking for a solid little title that re-imagines those old vertical shooters, then give Galaxis Wars a look.

60%

Awesome

  • Verdict

Review: FORM

Virtual reality (VR) puzzle experiences can offer some of the most engaging and thought provoking challenges, providing a real sense of immersion with gameplay mechanics that truly get players engrossed. Charm Games’ latest title FORM has this in spades, alongside a beautifully surreal visual aesthetic that makes the experience a joy to play.

FORM is an amalgamation of science fiction and the otherworldly possibilities of the mind where you play Dr. Devin Eli, a scientist trying to unlock the secrets of The Obelisk, a recently discovered ancient artifact that could hold clues to life, the universe and everything in between. In unlocking its secrets you’re transported to a plane of existence inside the doctors mind, where his memories are interwoven with abstract puzzles that unlock evermore weird and wonderful imagery.

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Charm Games has created a visual and audible treat for HTC Vive players with puzzles that interlock and expand the world around them. The actual puzzle challenges themselves aren’t horrendously difficult by any means, they can range from aligning shapes, or forming patterns, to memory challenges involving music. By taking careful note of your surroundings and the tools presented none of the puzzles should leave you stumped for any length of time – to complete the entire videogame for this review took around an hour.

That might be off putting for a lot of people, if an experience can be completed within such a relatively short length of time, as that can air on the side of a tech demo – previous VRFocus reviews have chastised videogames for being to short – but by the time you’ve finished FORM you’re likely not to be that annoyed with this particular shortcoming due to the quality of the entire experience. In fact you’ll probably start playing it through again just to see if you’ve missed anything – during one segment a small golden present can be found.

FORM makes you feel like you’re inside the puzzle more than anything else, and if you’ve played Fireproof Games’ series of puzzle titles The Room you’ll feel right at home as the first challenge is a puzzle box of sorts – it doesn’t stay that way for long though. As you progress through the videogame you’ll come across snippets of Dr. Eli’s thoughts and memories, fleshing out the backstory somewhat. These thoughts appear as bubbles which become clearer when picked up and elude to a much bigger story arc.

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As with any decent VR title audio has a primary role to play in the festivities. While subtle and ambient at first, the latter stages unleash into a full crescendo of music and sounds, interplaying with the puzzles for maximum effect. FORM is one of those experiences that makes you realise what a good set of headphones can provide, turning the ordinary into the extraordinary.

While FORM isn’t perfect, it sure comes close. Yes it’s a bit too easy, and could do with an extra hour or two of gameplay (the latter is really just a moan because you’ll just want more to play), but Charm Games has created a mesmerising experience from start to finish.

80%

Awesome

  • Verdict

Review: Cosmic Trip

Last year indie videogame developer Funktronic Labs released its first virtual reality (VR) title onto Steam Early Access. A 60s themed real-time strategy (RTS) experience called Cosmic Trip, which certainly garnered interest due to its bold style and easy to pick up gameplay. Now Cosmic Trip is a fully fledged videogame having left early access, and Funktronic Labs has proved that the time was well spent.

Cosmic Trip isn’t a traditional RTS like Siegecraft Commander for example, where you overlook a battlefield, commanding troops, building fortifications and so on. Instead this is purely first-person, where you’re on the ground building useful items, robots and guns as you look to inhabit an alien world.

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This is a videogame that you can tell as been perfectly made for VR. When the main campaign starts you’ll find yourself in a little area just outside the spaceship you’ve arrived on. A couple of machines will already be whirring away, with some of your robots collecting resources. As you start playing with the menus and seeing what you can build you’ll find that everything can be nicely placed around your vicinity for easy access whenever you need it.

As with any RTS style experience the aim of the game is domination over ones enemies, in the case of Cosmic Trip that’s basically a bunch of very nasty local inhabitants that start out slow but soon attack in much larger waves. The trick as always is to carefully balance mining resources, creating defences and spreading out across the map. Cosmic Trip is very much a streamlined strategy experience, aiming for a happy middle ground between pickup and play gameplay whilst offering enough depth and options to keep you entertained long term.

So there are four robots to build, a resource gatherer, two defensive robots and a medic. Fairly basic but each of these can be upgraded once for better efficiency. Whilst each of these will automatically go about doing their particular job, they can also be moved around the map where you need them the most – especially useful when expanding your territory. If you’re used to strategy titles that offer a bewildering array of troops/vehicles this can look somewhat spartan but the system works well enough for most situations.

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Players will also find themselves armed. Again the choices are a little on the lackluster side, with a spin disc as your offensive weapon, a shield and a bubble thrower that can trap enemies. Being a dual wield videogame these can be mixed and match as you see fit depending on the situation. This certainly gets you involved in the fighting, but constantly throwing discs to help your robots can be a bit repetitive at points.

But don’t think for one second though that because of its bright, easy on the eye visuals and cut back options that Cosmic Trip is some child friendly, easy going videogame that VR enthusiasts won’t enjoy. As you’d be wrong, because at points it is brutal, becoming evermore fiendishly difficult. You’ll be multi-tasking wishing you had more than two hands, and that’s quite possibly the biggest hook. Everything starts off so swimmingly and you think you’ve got the hang of Cosmic Trip, then it all comes crashing down.

Cosmic Trip is one of those rare little VR treats you come across that suits VR players no matter their skill level. It’s a solidly put together single-player experience that will challenge you to almost controller throwing levels of frustration, but you’ll want to dive back in just to have ‘one more go’.

100%

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  • Verdict

Review: Bullet Sorrow VR

If you’re a fan of traditional shooting videogames and you come over to the world of virtual reality (VR) you’ll be well catered for, in some respect too well catered for, as there’s just so many. Which has its plus and minus’s, namely being the genre works very well in VR – if you hadn’t already realised by now – but a title needs to be good to get any recognition. So that brings us to Bullet Sorrow VR by VikingVRStudio, a through and through arcade first-person shooter (FPS). The question is should you pay any interest to another gun filled experience? Well it’s good but not faultless. 

Bullet Sorrow VR comes at a time on Oculus Rift and HTC Vive (this review was on the HTC Vive), when FPS juggernauts like Epic Games’ Robo Recall and Survios’ Raw Data showcase what can be achieved with current VR technology, and what players are starting to expect from these type of experiences. When Bullet Sorrow VR first launched on Steam Early Access it was a pure multiplayer title, pitting opponents against each other in arenas with an assortment of weaponry. Now though, the videogame has been expanded to include four single-player missions which has certainly served it well.

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This review is going to concentrate on the gameplay and single-player aspect of Bullet Sorrow VR for one sole reason, trying to get a multiplayer match just didn’t happen, either no one was online or the server kept crashing which meant having to constantly wait for it to refresh. Not a good start, and this would be a major issue if VikingVRStudio hadn’t added some solo levels. But this isn’t exactly uncommon in VR, with its small (but growing) user base, multiplayer only titles aren’t always the wisest move – videogames like EVE: Valkyrie do buck that trend.

So what’s the single-player like? Quite frankly Bullet Sorrow VR is a fantastic VR experience for an arcade style shooter. There are three story levels with a wave zombie one for good measure. Armed with two unlimited ammo pistols (they still need reloading), you teleport through the areas vanquishing enemies by the dozen. There are no ammo belts or items to store in a backpack, just guns, more guns, and some less than clever opponents. Yes the first issue you’ll likely notice with the enemies are that they tend to be a bit stupid, running to one spot and staying there, unless they have shields – then you just shoot their feet. They will use cover, but there’s no flanking or other tactics to worry about, the levels are very linear, so apart from several larger areas it’s fairly easy to know where they’ll come from.

As you progress you’ll come across other guns – sub-machine guns, assault rifles, grenade launchers and so on –  which can’t be reloaded, once the ammo is gone your pistols come back. In fact the pistols are probably the best guns in Bullet Sorrow VR, being fast, quick to reload and very accurate. You’ll also come across stationary machine gun emplacements – these are super fun. Also available to pick up are health packs when the screen starts going really red and you get a warning, but there’s no health indicator, which is good for immersion, but bad when fighting lots of enemies, especially bosses.

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And that’s something you don’t often get to see in VR titles, actual boss battles, just one on one with some hulking over powered monstrosity. Luckily you have an ace up your sleeve and that’s a slow-motion, bullet-time ability that can be used when most needed – although it does need to recharge after every use. This gives you some breathing room when it looks like you’re about to be turned into a sieve with bullets, getting a better angle to gun down enemies, reload, or time to grab a nearby health pack.

What Bullet Sorrow VR does well is create a no-holds barred, bullet rich, shooting experience. The single-player mode shows you what VikingVRStudio is capable of, there’s just not enough of it. The multiplayer mode is the core experience in Bullet Sorrow VR, which means if you can find a match then great, the rest of the time you’ve got half a videogame.  

60%

Awesome

  • Verdict

Review: Symphony of the Machine

Virtual reality (VR) puzzle titles are fairly abundant, offering a range of brain challenging experiences to get your head around. Australian indie developer Stirfire Studios has released its first foray into this field with Symphony of the Machine, an easy going, light-bending videogame that’s enjoyable to play but feels like it ends far too soon.

Set on an arid desert planet, Symphony of the Machine revolves around nature and the elements – or more precisely controlling them – to bring life back to this desolate wasteland. The puzzles are set atop a giant tower in the middle of the desert and you have to complete various puzzles linked to certain types of fauna. At the top of this you’ll find a central beam of light that needs to be manipulated to illuminate four different panels located around the exterior. Lighting these up will create various weather conditions suitable for each plant type.

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To start with you’re shown a plant and next to it a symbol of one of the panels. Using a mirror you can then reflect the light and complete one stage (out of three) that the plant needs to grow. Simple enough to begin with, the challenge then increases as more panels are required to complete each puzzle so the use of further mirrors and light splitting tubes comes into play. To increase the difficulty further, when a panel is illuminated a barrier appears in front of a different panel so that a puzzle you thought was completed isn’t due to a new barrier appearing, blocking a light beam.

This isn’t too difficult to get around, with careful consideration of which panel’s barrier blocks another, the various items at your disposal can all be used or with a bit of planning only a few. There are no time restrictions or any burden on completing a puzzle in a certain way, Symphony of the Machine has been designed a a tranquil experience that’s ideally suited to VR newbies who are getting used to the HTC Vive’s room-scale technology. On the flip side that does mean VR veterans that are well attuned to the tech will find the seven plants needed to complete the videogame only offer a short experience.

And that is going to be Symphony of the Machine’s biggest shortcoming, its actual length. It’ll probably take most players around an hour to get through the campaign, unlocking most of the achievements on route. Once completed there is an open sandbox style element there, enabling them to play around with all of the different elements to see what weather patterns can be created, but after that there’s not a lot else to keep them coming back for more.

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What Symphony of the Machine really needs is another tower or two to complete, possibly joining several together in some way to increase the difficulty to a far higher degree. As a first title Stirfire Games has created an enjoyable experience while it lasts, everything is solid and works well and there were no real glitches or issues to speak of. Symphony of the Machine has some good ideas going for it, but for many players it’ll be seen as more of a tech demo than anything else.

60%

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  • Verdict

Review: Detached

Any virtual reality (VR) that encompasses space and zero-g will undoubtedly skirt the line between complete immersion and absolute nausea for many players. Titles such as ADR1FT tend to be either loved or hated, depending on a players affliction to suffering the dreaded simulator sickness. If you are strong of stomach and really enjoy floating through the vastness of space, where up or down is kind of irrelevant then Anshar Studios Detached is well worth a closer inspection.

Detached is a beautiful videogame, the first time you leave the space station spend a moment to take in the awe and majesty of the surroundings before getting on with things. VR experiences don’t need to look amazing to be awesome – some of the best have simple quirky graphics – but it certainly shows the level Anshar Studios has gone to.

Detached screenshot

When VRFocus originally played Detached last year it was using the Oculus Rift and an Xbox One controller. This time around it’s been the turn of HTC Vive to showcase what it can do, and with motion controllers it’s a whole different ball game. Quite frankly, control schemes for these types of experiences are either okay or just shocking, making the most hardened VR player remove the headset. Detached thankfully has several choices on offer and this can make a world of difference for in-experienced and experienced players alike. The standard default layout is the easiest to start with – a directional pointer on the left controller facilitates general movement, while the right twists and turns the character.

As you get to grips with zero-g movement then more advanced controls are on offer to separate the beginners from the pros when going head to head. And it’s this PvP mode that forms the core of Detached. But before talking about that lets discuss single-player, which is where most players will likely start – or should start – before going into combat. Think of single-player more as a massively extended training arena – the title does have a basic training mode – this is where you’ll need to scour abandoned stations for the various upgrade modules (Shield, Boost, Rockets) whilst getting the hang of controlling yourself through corridors and out in space.

It is quite basic unfortunately – Anshar did originally have a deeper storyline which was then cutback – so once you’re done with the mode there’s not a great deal to bring you back into the fold. Which could prove to be an issue if the multiplayer doesn’t attract enough gamers – which is always a concern at the moment in VR.

Detached screenshot

So what about multiplayer then? Well this is a pure player vs player mode – one on one – no epic space battles with teams of astronauts, just a tense, almost standoff like element which requires careful use of those modules to win. They each need time to recharge, so brazingly firing off rockets or not checking how much shield you have left is a recipe for disaster. There’s just one problem currently, PvP only includes one goal, a sort of capture the flag feature to keep the momentum running. It works perfectly well it’s just a shame more variants aren’t available.

Detached has great elements to it, it looks good, the controls are excellent, and it offers some unique combat gameplay. It can feel spartan at times though and will really be hampered if there aren’t enough players for the PvP mode, which would really be a shame.

(Additional note: Detached is currently in Steam Early Access, this review is for the final version due for release this week.)

80%

Awesome

  • Verdict

Review: Voxel Shot VR

Everyone likes shooting stuff in videogames, right? And zombies have become a massive phenomenon because everyone seems to enjoy seeing or blowing their heads off. So mixing the two together should be a safe bet for videogame success. Well that’s not always true, zombies are so prevalent in videogames that for one to be good it needs to be very good at everything, while hopefully offering something unique and engrossing. Well Degica Games has has created Voxel Shot VR, a voxel themed first-person shooter (FPS) with – you guessed it – zombies. And while it is charming, it doesn’t quite hit its target.  

First and foremost this is a waveshooter (most experienced virtual reality (VR) players will likely stop reading at this point), so you’ll find yourself fixed to one position with enemies coming at you from most directions depending on the level. In terms of levels there are only four, plus an additional Endless mode and training area. These four locations are City (easy), Desert (medium), Base (hard) and Airport (hard), offering different weapons and enemies so you can mix up tactics somewhat.

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The weapons on offer are your standard affair, pistols, sub-machine guns, assault rifles, shotguns, rocket launchers, sniper rifle, a minigun and grenades. For some reason only the pistol and sniper rifle are reloadable, the other weapons have to be thrown away when emptied – but they do respawn on crates located around you. So while this mechanic does mean you get to mix your weapon choices, if you start to get overrun then it tends to become a ‘dead-mans click’ scenario as you then look for another weapon.

And some are only available on specific missions. The minigun for example can only be found on the Base level, while the sniper rifle is just for the Airport (see the image below). This is because Degica Games has added certain elements to each area for those particular guns. In the City you’ll find yourself in middle of a street mowing down waves of undead with normal weapons, while in the Desert you’re in the back of a truck with a tank to deal with so you’re provided a rocket launcher. While the levels do show some variety they tend to be over way to quickly, usually just as you’re getting into your stride.

Again, trying to add that mixture of difficulty, each level has standard shambling zombies, then as you progress these turn into giant boss zombies, or there are helicopters and tanks to watch out for. It’s all just a bit rudimentary FPS 101 gameplay, it all works nice enough but you might play for 30-40 minutes and then be done with it. Sure there are scores and a global leaderboard but that’s not nearly enough to keep players coming back.

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Voxel Shot VR feels like it’s playing on its novel, quirky characteristics. It can be fun to begin with – and younger players will certainly like it – but for HTC Vive gamers who’re used to titles like Raw Data, Space Pirate Trainer, Island 359, Serious Sam, Zombie Training Simulator and many more, Voxel Shot VR just doesn’t offer enough.

60%

Awesome

  • Verdict

Review: Blobby Tennis

Virtual reality (VR) sports titles can be highly immersive experiences, getting players really immersed in whatever actions the particular sport requires. If you’re a fan of tennis then indie developer SlinDev has a simple little title to try your hand at, Blobby Tennis, which has arrived for HTC Vive (reviewed) and Oculus Rift.  

Putting you on a sun-soaked beach, Blobby Tennis is just as the title describes, a tennis simulator that partners you against a big red blob. The title actually mixes up tennis with the look and feel of beach volley ball, with a large marked area, an oversized net and masses of sand – which isn’t exactly known for its ball bouncing properties.

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As stated in the first paragraph, Blobby Tennis is simple. In fact it’s so uncomplex that it errs on the side of barren. With tennis ball in one hand and racket in the other you can start serving away to your red gelatinous opponent straight away, there’s no intro screens or anything. Get your shot near the blob and it’ll return it so you can start having a rally, but don’t let the ball drop, if it hits the sand then it’s time to start all over again.

While you may want to go at it hell for leather, playing a tennis videogame in VR does have its limitations – namely the amount of space you have to play in. Be to keen and start almost diving for shots and you’ll be hitting real-world walls/ceiling lights, furniture in no time. The actual physics of Blobby Tennis are very good, hitting the ball feels to your opponent feels solid, or just bouncing the ball on the racket showcases the attention to detail.

But this doesn’t help in the fact that apart from having a rally, bouncing the ball on the racket, or just randomly trying to hit things – there’s an achievement for hitting the radio – there’s just not a lot to keep you playing for any length of time. There’s no score board, no multiplayer or even a different location, just you the blob and a racket. The only real thing to keep you playing are the achievements which extend to bouncing the ball on the racket and the length of the rallies.

Blobby Tennis screenshot 1

There is one massive upshot to the lack of content, and that’s the fact Blobby Tennis is free. And it needs to be or players wouldn’t be too happy if they paid for this. So is Blobby Tennis bad, actually no it isn’t. It’s not glitchy, everything looks and plays well, it just feels like an early access title that’s good for first-timers to VR. If the developer can expand the experience adding further replayability and more features then it’ll be more the better for it.

40%

Awesome

  • Verdict

Review: VectorWars

It’s becoming something of a trend; adapting retro arcade gameplay into the very modern world of virtual reality (VR). Austin-based Gyoza Games performed such duties with debut release Inbound while the likes of Mega Overload and Super Pixel Smash have made it their raison d’etre. Red Iron Labs is the latest studio to try their hand at it, with VectorWars now available for HTC Vive, Oculus Rift and the OSVR Hacker Dev Kit (HDK).

 

VectorWars screenshotThe gameplay premise is very simple: think a vector graphics styled Geometry Wars or, for those a little longer in the tooth, Robotron. The player takes control of a vehicle within an arena and must evade the enemies and their shots whilst returning fire to take out increasingly difficult waves. It’s a familiar premise of course, but one that works in VR due to the simplest of gameplay ingredients: fun.

When playing on Oculus Rift, HTC Vive or HDK (VectorWars is also playable in non VR mode) the player stands behind the action with the arena laid out in front of them. When playing with the HTC Vive (or Oculus Rift with Oculus Touch) the left controller commands the player’s ship while the right determines the angle of the mounted turret. It’s not long before the player is able to command some impressive manoeuvres to avoid incoming fire whilst simultaneously lining themselves up to take out an enemy unit.

Of course, VectorWars is a modern take on the formula and as such features unlockable upgrades purchased with in-game currency, leaderboards and a number of other bells-and-whistles. But it’s the core gameplay that will keep players returning as, while far from the best showcase of VR currently available, VectorWars is a true and fun example of its genre.

 

VectorWars screenshotProblems so exist within the difficulty curve, however. While the player is able to tailor their experience to a degree, once skilled you may often find that the first 10-or-so waves provide no challenge. This is fairly typical of the genre, but remains a greater frustration when playing with the HTC Vive (or Oculus Rift with Oculus Touch) as the hardware typically calls for a standing position, and with no use of roomscale you’re simply guiding a vehicle around a seemingly lifeless arena for 10 minutes-or-so until you actually begin to face a challenge; arguably the entire point of such an action-centric experience.

The visual design of VectorWars has been artificially limited to meet that title, but even so there’s very little going on in the background. The endless space is marred by a few angular asteroids but little else. It’s difficult not to feel as though more could’ve been done to give the videogame a little more flair in the graphics department while still aping the retro style of 40-year-old arcade videogames.

Ultimately, VectorWars is an enjoyable VR experience but not one that will remain with you long after your initial enthusiasm has passed. However, this has been reflected in the price, as Red Iron Labs has ensured that VectorWars has a remarkably low barrier for entry (at the time of writing the videogame is available on Steam for just £2.79 GBP). This makes VectorWars hard to fault beyond the limitation inherent to the genre, and an easy recommendation for a pick-up-and-play title not requiring too much thought.

80%

Awesome

  • Verdict

Review: Battlezone

For the launch of Sony Interactive Entertainment’s (SIE’s) PlayStation VR, British studio Rebellion brought Atari’s classic 80’s title Battlezone into the 21st century. A tank-based shooter set in a cyber reality that’s hard not to compare to films like Tron, Battlezone now supports Oculus Rift and HTC Vive (reviewed) so their owners get to see what they’ve been missing out on, and they’re likely to be very impressed.

Straight from the off, Battlezone lets you know what it is and what you’ll be doing – if you’ve managed to avoid coverage like this. There are no fancy intro screens, video’s, or elongated fluff to wade through, as soon as the videogame starts you’re sat in a hulking tank with lights, screens, levers and all sorts dotted around you. Everything feels and looks solid, giving an overwhelming sense of power and control at your finger tips. The tank design is highly stylized, especially the environments, but the inside isn’t too OTT that this couldn’t be some futuristic concept vehicle.

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To begin with you’ll have three tanks to chose from, Light, Medium, and Heavy, each with its own loadout and particular strengths and weaknesses. As you progress through the title you’ll be able to unlock not only more tanks but a wide array of customisations to swap weaponry and increase its effectiveness for those harder difficulty levels. This is an area Battlezone excels at, Rebellion has really gone all out to offer as much flexibility as possible.

But to play around with all of that you need to kill some enemies and find supply points on the map, there’s no hot swapping, adding a further tactical element to the proceedings. First off, you can either go in solo or head into multiplayer. If you’re playing single-player then you can select a range of map options (size, difficulty) and Battlezone will procedurally generate one – so everytime you play will be different – as such vital locations like supply points will be randomly placed. Doesn’t sound like too much bother does it? That’s until you realise that you need to get to the map’s end location – a central AI core housed in a volcano – as quickly as possible or the Nemesis tank will be unleashed – souped up enemy that will test your driving skills to the limit, so taking diversions have to be weighted up.

Even with all these options, when it comes down to it, what is Battlezone like to play? Two words, intense and addictive. Battlezone is essentially a first-person shooter (FPS), so you can actually strafe in a tank to duck behind cover, quickly swap between various weapon attachments and bomb around the arenas to your hearts content. Controls feel snappy and agile, with the light tank able to quickly nip between cover, while the heavy tank soaks up the damage without feeling too cumbersome.

battlezone new featuresBattlezone is arcade VR action at its finest, with options galore allowing players to uniquely hone their combat strategies. With both extensive single-player and multiplayer modes there’s enough here for countless hours of gameplay, so you can comfortably sit cocooned inside these rolling machines of destruction and never get bored, because quite frankly, it’s too much fun. PlayStation VR owners have been enjoying Battlezone for months, if you own an Oculus Rift or HTC Vive you don’t need to have second thoughts about this, Battlezone is one of the best VR titles out there.

100%

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  • Verdict