Until You Fall Review: An Effortlessly Cool Rougelike

Now available in full on PSVR and Quest, how does Schell Games’ latest hold up? Find out in our Until You Fall review!

If every VR game came to a party, Until You Fall would be the one we’d all want to hang out with. Surprising, given developer Schell Games’ well-mannered VR back catalog of puzzlers and edutainment, but effortlessly earned with its infectious soundtrack, pulsating visual style and curiously rhythmic combat. Even one loop around the game’s recurring neon dungeon and it’s clear; you have to be friends with Until You Fall.

But this VR rougelike quite literally plays hard to get. Like many of its contemporaries, it starts out diamond-tough and makes you work your way up to the top through a combination of incremental upgrades and improved player skill – a vicious cycle that quickly sucks you in. Cast as a mythical champion, you take repeated runs at a series of inter-connected areas littered with gruesome monsters. Foes are vanquished in dual-wielding melee combat, you choose a run-specific upgrade like more health, money increased damage or other buffs, then move on to the next area. The process is rinsed in your own blood when you inevitably die and then repeat it all over again.

In Death already proved that the rougelike genre can work for VR and, in many ways, Until You Fall is a definitive – and perhaps more refined – continuation of that sentiment. Tonally similar to 2018’s rougelike sensation, Dead Cells, the game’s energetic pacing makes it hard to put down. Every time you die, you’ll return to a hub world where, with enough funds, you can buy new weapons and upgrade your existing ones before jumping back through the portal to start all over again. The lure of attempting a new run either to gain more cash for new weapons, test out your latest gear or even just out of sheer determination to improve your own reflexes and timing provides an ever-present progression that makes any play session, be it five minutes or two hours, well-spent. Small areas with constant load screens are a thorn in the pacing and immersion’s side, but they’ve been cut down as much as one could probably expect on a system like Quest.

Until You Fall Review Quest Graphics 2

This is all fairly standard stuff for this devious genre, of course, but Until You Fall keenly observes what makes its inspirations tick, pulls them apart, and then stitches them back up with VR in mind. Games like Dead Cells and Rouge Legacy thrive on pinpoint gameplay where last-minute dodges and precise attacks are key to protecting a health bar that isn’t easily replenished. With VR a far less maneuverable medium than flatscreen games, Schell translates agility on your feet to sharp reflexes with your hands. A second before an enemy attack, you’ll see an indicator for where one of your two weapons needs to be to block.  Sometimes attacks come in quick succession, and sometimes you’ll also need to physically dodge out of the way of heavier hits, creating a nice variety to keep you on your toes.

Preventing you from employing the dreaded ‘waggle’ method is a guard system. Every enemy has a guard meter that must first be diminished before you have a limited time to hack away at their health and it fills up again. When it’s full, foes are essentially invulnerable and will carry out attacks even if you get a quick hit in before they land. You really have to pace yourself, knowing when to strike and when to resist the temptation, to come away unscathed. The more you play, the more familiar you become with animations and patterns to help you block better and get in a few sucker punches now and then. Garner better gear and you’ll organically witness your playstyle evolve to become far more aggressive. Until You Fall is a game that really rewards careful study and dedication.

Until You Fall Review – Comfort

Though its combat can be relentless, Until You Fall is pretty well-paced from a comfort perspective. You can walk, but even the fastest locomotion is pretty slow and there’s plenty of vignette options to help. Plus there’s a teleport-like dash option that also doubles as a guard attack and comes in handy often.

The sum of these many parts is a remarkable, if complex and sometimes overwhelming battle system. It straddles a line between early VR melee design and more physics-driven combat, filling in for realism with an arcade edge. When an enemy’s health bar is exposed, slashing in the indicated direction builds a deadly combo, for example.

It’s a real curiosity, even if it’s really just an elaborate means of circumventing the current limitations of the tech. That said, there are some really quite brilliant innovations that do speak more to the physical side. Heavier weapons for example, will lag ever so slightly behind the player’s own movements, making them a poor choice for defensive play. Lining them up in time to block attacks it’s practically impossible, meaning your other hand will be working overtime on blocking but, when the enemy’s exposed, you can deliver some real damage.

In fact, Until You Fall’s varied arsenal really does encourage various playstyles and experimentation to get the most out of its combat relative to your capabilities. The combination of swords, knives, maces and more each have different properties both active and passive that let you find something that works for you. I’ve ended up favoring a sort of Wolverine-esque gauntlet along with a rapier, not because the former weapon is effective in battle but because its passive stats boost my health and its special move gives me space when enemies bunch up. Plus I find it incredibly challenging to coordinate blocking with both hands, so I rely on my nimble sword alone which, when at full health, deals increased damage. Then I could even choose to sacrifice some of my health in exchange for more power mid-run. There’s a huge amount of possible setups here.

But mental dexterity is also must to master dual-wielding. So much so in fact that I wish there was a slot to upgrade my brain in the game’s hub world (no one tell Facebook I said that).

Sometimes the odds are stacked too far against you for anything to really matter, though, like when multiple enemies fight you at once. Their presence on screen makes it almost impossible to see some attack indicators in time, leading to some cheap hits that frustrate a promising run. One mid-game enemy fires projectiles that need to be parried, but finding the right technique is incredibly difficult and can bring you right back to the start in seconds.

It also stings when a swipe just a few degrees off from the intended direction doesn’t land properly – if you’re swinging a sword with all your might in VR and it hits an opponent on their exposed side, why wouldn’t it do the maximum amount of damage? At least the existence of three difficulty modes — including an extra brutal hard mode that requires near superhuman reactions and plenty of play space — gives you some degree of control there.

You could also spend a lot of the early hours of Until You Fall building up a fortune for long-term gains. Once you clear any area, you’ll be presented with one of three upgrade options, a little like the transition between levels in Downwell. Sometimes this could be more health points or incremental upgrades to stats and weapon supers. But, until you’re confident you can make it pretty far in a single run, you’re best to keep grabbing additional money. It gives the game a bit of a senseless grind, taking on runs for the sole purpose of money over progression.

But that’s sort of the point with this genre, and it also means you’ll get plenty of playtime out of Until You Fall. Even on the Normal difficulty, it’s taken me at least five hours to get halfway through the dungeon and, once you’ve conquered that, you could revisit the dungeon in hard Mode with your upgrades intact but bosses restored for an extra challenge.

Until You Fall Review Final Impressions

Until You Fall is nothing less than a pitch-perfect breakdown of the best rougelike games, reassembled with VR in mind. The genre’s staple elements feel wholly refreshed by swapping out fast fingers for realistic movements, and the foundation of upgradable gear, new weapons and different loadouts encourages you to return again and again. Its combat system has some unfortunate quirks and I would have liked to see more elements rooted in reality, but as an addictive arcade treat you’ll find hard to put down, Until You Fall stands a cut above the competition.

4 STARS

Until You Fall Review Points

Until You Fall is available now on Oculus Quest and PSVR, but is still in Early Access on PC VR. For more on how we arrived at this score, check out our review guidelines.

UploadVR Review Scale Large

 

 

Porting To Oculus Quest: How To Optimize And Maximize Your VR Game

We talk to PolyArc (Moss) and Schell Games (I Expect You to Die) on the technical limitations of the Oculus Quest and what untethered control means for virtual reality.


[This feature originally published in July, 2019. We’re re-publishing it now.]

With the launch of the Oculus Quest several games that were previously on the company’s Rift headset were ported to the new hardware. Unlike games that emphasize standing or moving around such as Beat Saber and Superhot VR, several of these ports were simply stationary, sit-down experiences.

I spoke to the developers behind two of the more critically-acclaimed sit-down games — Polyarc who developed Moss and Schell Games who developed I Expect You to Die (IEYTD) — about what the Oculus Quest brings for their stationary titles and the challenge of facing the Quest’s technical limitations.

Oculus Quest

The Limits Of Oculus Quest

Schell Games had to deal with a variety of specific issues in porting IEYTD to the Quest’s mobile hardware.

“We had a number of issues, GPU issues and CPU issues,” says Mike Lew, the Engineering Director for I Expect You To Die ports. “On the GPU side, the larger issue is something called overdraw. Overdraw is really expensive on a mobile architecture. Overdraw occurs when you have two objects overlap and maybe one is transparent. And so you’re writing to the same pixel more than once. Some of the things we did to reduce this was we had to downsize a lot our particle systems.”

Another issue was the number of draw calls going to the CPU, the number of times in a scene you are instructing the CPU to create something in the game. A typical level in the PC version of IEYTD had 400 to 500 draw calls. For the Quest version, so the game would not bottleneck at the CPU, the team had to reduce this to 130.

To achieve this reduction, they had to use a technique called Atlasing, to combine assets in the game, to reduce the sheer number of things in each puzzling level of the game.

“When you are building an environment, you are building things one piece at a time,” says Lew. “When you look at the Submarine Castle [a level in the game], the whole thing isn’t one piece. There’s the castle walls, and the pipes, and the valves, all the little intricate pieces. When they are created, they are separate. So one of the things, we did is called Atlasing. We can take a lot of these meshes that exist in a scene and combine the textures into a single texture. So they end up resolving in one draw call instead of X number, where X is how many items there are. That really saved us a ton.”

To reduce the load on the GPU, they used some software assistance that Oculus built into the Quest: Fixed Foveated Rendering (FFR). This is when there is a set pattern of areas along the edges of the screen where the game’s resolution is reduced. Less pixels to push means less for the GPU to worry about.

“FFR has a few settings, where it goes from low to high. I think we did medium,” says John Kolencheryl, Project Director of I Expect You To Die ports. “What that gives us is a lesser number of pixels to draw and that ended up being a big win for us. We started off with a High setting and then you can see when you moved up and down you could see the pixelation that’s happening. After several optimizations, we asked ourselves how low can we get with Fixed Foveated Rendering. We were super happy with the result.”

FFR is especially important considering the way VR headsets project an image into your eyes. On the screen for each eye will be an image that has to be warped, to have a bulging center and curved edges. This is called “barreling.” This is done so that once the image goes through the lenses, which warps them the opposite way as they enter your vision, you have a flat image for each eye.

“The pixels don’t have the same density throughout your vision, because the lenses are curved,” says Lew. “So you see the pixels in the center of the screen as being larger than the pixels in your periphery. This means that to produce a high quality image, you want to be pushing more pixels to the screen, because the ones you look at the most, in the center, are larger. So FFR is the counter to that. You can shave off a lot of the really dense pixels in your periphery. It actually ended up affording us about 10 frames per second in our performance. It made a huge difference,” said Lew.

On top of all the CPU and GPU issues Schell Games found, there had to face the memory limitations of the Oculus Quest too.

“Oculus reports that you have around 3.75 GB of memory to work with,” says Lew. “Realistically, it’s closer to 2 GB and that’s because there’s still the operating system and other stuff running in the background.  If you use up too much memory in the game, you will start running into issues with the things running in the background, which includes the software for tracking the controllers. ‘Why is my tracking degrading?’ Because you are hitting a memory cap that came up faster than you’re expecting. We reduced selectively some texture sizes and things like that to make up for those differences. Once you learn the rules of thumb, it’s not too bad.”

The engineers at PolyArc had their own specific issues with the limited performance of the Quest when porting third-person adventure game, Moss.

“We didn’t want to compromise on the design of the game,” says Josh Stiksma, principal designer at PolyArc. “We really wanted it to be the same core experience, the same connection with Quill, the same immersion in the world. But we hit that limitation when we hit the graphic-side of things. We couldn’t push as many verts, we couldn’t have as complex shaders. If you look at the game that Moss is, it’s quite a large world, with a lot of different diorama rooms. We got over 80 of them, by the time we released on Quest with the new content.”

While Moss is known for its lush art featuring a quaint forest world, the developers had to scale back on the graphics of the game for it to work on Oculus Quest. This not only meant simplifying the shaders, much like Superhot and others had to do, but it also meant redrawing all the texture art.

“We had to recreate a second level of all of our artwork to make sure it worked on the Quest. It was a significant amount of work,” says Stiksma. “One of our dedicated technical artists started early on doing the transition, to crack open all the levels and figure out the right way to optimize them. It took maybe 6 to 9 man-months for the art, a considerable amount of time so that we had multiple people working on it. It was a large task.”

But Stiksma stands by the resulting version of Moss that came to Oculus Quest.

“One of the things we are super proud of, that a lot of players feels that we still hit a really high quality bar,” says Stiksma. “For us, that’s really important to the experience. There are similar objects, but they’re running much simpler textures. We were able to stay true to the design of Moss in nearly all the aspects.”

oculus quest

Oculus Quest And Standalone VR

At some point in my discussions with developers about the technical and graphical hurdles to overcome when developing for Quest, the conversations turn to the virtues of the platform.

“We definitely believe in playing to the strength of the hardware,” says Stiksma. That’s how we are going to continue to make amazing VR experiences. I think the Quest is definitely the one pushing that to the forefront.”

One of the big components of how Quest switches up the developers’ games is the freedom to move, even if the original game was not developed with 360-degree movement and room-scale space in mind.

“We initially envisioned Moss as a seated experience, where you can sit down and play with this diorama, go on this meaningful adventure with Quill, and be invited into this world,” says Stiksma. “Where 360 might be more attuned to more room scale, moving around the room, see everything that’s behind you, experience. That’s something for us to explore.”

It was a similar issue with Schell Games, as they brought a seated experience to room-scale hardware.

“We talked about how on the Quest that players will be able to get up and just walk about and go through geometry,” says Kolencheryl. “We decided not to do anything about it. Keeping feature parity [between VR platforms] is something that we want to maintain. There are ways to break our game if you walk around. But in our playtests we have not seen that happen much. And usually it is done by players who are curious to what goes on beyond the level.”

Both companies designed additional content for their games in recent months. Moss includes several new levels called the “Twilight Garden” when it launched on Quest, with those new levels recently moving to other platforms. The team kept Oculus Quest in mind when it came to those new levels.

“What affected how we crafted Twilight Garden, we approached it with a more of an optimized mind set when we were designing the spaces: what would work really well with the hardware of the Quest,” says Stiksma. “We were constrained by other things like space and your range of motion, your freedom of movement, 180-degrees on the PlayStation VR, for example. We can’t go super crazy with some of the things that we think are amazing advantages of having the Quest, but we did really want to focus on stuff that would showcase what was possible with the hardware.”

Similarly, Schell Games recently released a new level for I Expect You to Die, called “Seat of Power.” This level, too, required extra considerations with Oculus Quest finally launched.

“In ‘Seat of Power,’ — this is a minor spoiler — there is a moment where you have X-Ray vision,” says Lew. “That had some challenges to meet our performance. We ended up reducing the resolution of the game to 80%. But you are in X-ray vision mode; you don’t get all the colors. It’s very abstract from a post-processing effect. And so it was really hard to notice the change in resolution. So it was a really hard to notice, so that ended up being a pretty good solve for us without impacting our design of the level too much.”

Until You Fall Schell Games Sword Fighting

Schell Games, on the other hand, has already announced sword fighting game Until You Fall. This game, unlike IEYTD, is a new title in a post-Quest world and supports players being on their feet.

“For Until You Fall, we are supporting sitting and standing,” says said Dave Bennett, Project Director of Until You Fall. “Because Until You Fall is an action game where you are fighting for your life against these dudes with swords, a big thing is, because we need to support the front-facing cameras, is to build reminders and safety features so that if you turn away from the camera for so long, it will let you reset. So you turn in the game world, but not in the real world. So it’s a little weird. You can quick turn toward the enemies without having to turn your physical body. It’s finding ways to let you move within the game environment comfortably,”

And the developer’s process of adapting IEYTD to the less powerful Quest helped them create Until You Fall.

Even for higher-end VR, performance is still super important,” says Bennet. “The way you go about building the levels, the assets, everything is super intentional. Trying to reduce the draw calls, reduce the strain on CPUs, because you drawing everything twice, once for each eyeball. And then if you are going to increase the post-processing, that’s a multiplier on top of that. Especially with Until You Fall, where we are trying to go for this crazy neon, 80s hellscape where we want to get this cool glowing effect in this really specific style, we have to make a bunch of concessions in certain areas to make sure to preserve these post effects. It is really about making choices.”

These decisions made for Until You Fall, and the very existence of both the Moss and IEYTD ports for Quest, offer a view into the strange position developers find themselves in. Do you make games for the innovative new headsets, like Oculus Quest or Index, that have smaller audiences? Or do you go where the players are on other headsets, despite the movement and play area limitations?

“The Quest gives us way more freedom than maybe the other platforms in some areas, but you can’t design for the best part of every platform,” says Lew. “You got to maintain platform parity. So—“

“—the worst part of every platform,” finished Bennett with a laugh.

oculus quest case

But in all seriousness, developers have this awkward push-pull situation while VR goes through its growing pains: make cool games that capitalize on the latest tech, and yet be beholden to legacy platforms.

“Until more headsets out there have the capability of going 360, we are probably going to be a little bit beholden, just because we want to reach as many people as we can with our games,” says Stiksma. “We’re going to start looking at its little bit more, with the Quest pushing that. I think other studios are going to take more notice of it. It’s something for us to evaluate.”

Regardless of where these developers approach these considerations in their games, the way they look at it, it is one step toward the future of VR.

“I was quite impressed with how well it performs,” says Lew. “I know we’ve talked about performance concerns, but it easily is the best standalone device I’ve personally ever tried. I was really impressed with the hardware when we got it…So as a developer we are really excited for this new hardware. It’s really rewarding to find new methods of input or new ways to push presence and immersion in VR.”

The post Porting To Oculus Quest: How To Optimize And Maximize Your VR Game appeared first on UploadVR.

I Expect You To Die May Be Teasing Another New Level

It looks like another new I Expect You To Die level could be on the way.

Yesterday saw the release of the latest free level for Schell Games’ wonderful VR puzzle title. The level takes place in an evil villain’s lair and features threats like burning chairs and, uh, swarms of bees. Naturally, people tore right through it.

However, those that already beat the level are reporting yet more easter eggs as a reward. One player notes that, when you return to the game’s level select screen, you’ll find a new film canister. Place that in the projector on your desk and you’ll see a QR code. You can see it appear at the end of this playthrough video.

Get a little meta and scan that code using your phone on a traditional screen (sorry, Quest players) and it’ll take you to a website. The site only contains the below image. It pictures what looks like a space station.

Could it be that we’re getting a third level added to the escape room game? There’s certainly a lot of cool possibilities for, say, a zero-gravity level. Or could Schell perhaps even be teasing something bigger like a sequel? That doesn’t seem too likely given that it’s still making content for the original, but we can always hope.

Elsewhere, Schell just confirmed that its next VR game, Until You Fall, hits Early Access next month. It’s a roguelike melee combat game in which you face down enemies using two swords.

I Expect You To Die is available now on PSVR, Rift, Vive, Index, Windows VR and Quest.

‘I Expect You to Die’ Gets Brand New Level on All Supported Platforms

Schell Games announced their hit VR spy puzzle game I Expect You To Die (2017) just got a new bit of free DLC that brings with it a brand new level.

Update (July 17th, 2019): The game’s ‘Seat of Power’ update is now available on all supported platforms.

The original article follows below:

Original Article (June 10th, 2019): Called ‘Seat of Power’, Schell Games says in a press statement that the new level begins with the player placed at the head of the table in Dr. Zor’s boardroom, where you’re challenged to retrieve information and solve a series of puzzles to escape safely and avoid death. This sounds like more or less business as usual for the spy-themed game, although any addition to the critically acclaimed title is a welcome one.

‘Seat of Power’ is slated to arrive on July 16th on all supported platforms including PSVR, Oculus Quest, and PC VR headsets via Steam, the Oculus Store, and Windows Store.

The studio also mentioned it has another free level in the works too, which is slated to release sometime in late 2019, although there’s no information as to what the next DLC drop with entail.

In the meantime, you can check out the trailer below:

The post ‘I Expect You to Die’ Gets Brand New Level on All Supported Platforms appeared first on Road to VR.

I Expect You To Die Updated With Free ‘Seat of Power’ DLC

Schell Games’ first virtual reality (VR) title was the popular escape room experience I Expect You to Die, released at the end of 2016 for devices like PlayStation VR and Oculus Rift. The studio might be working on its upcoming sword-fighting title Until You Fall but that hasn’t stopped the team finding time for I Expect You to Die, releasing a free DLC content pack today.

I Expect You To Die

Called Seat of Power, the update puts you in Dr. Zor’s boardroom, the evil villain you’ve been trying to thwart throughout the rest of the videogame. This time your espionage skills will be put to the ultimate test, retrieve secret information and escape without triggering any suspicion.

But this is I Expect You to Die and nothing is straight forward – it just wouldn’t be fun. You’ll have to tread carefully and hit the right switches or you’ll be toast (literally) or stung by a swarm of bee’s, it’s your choice.

Seat of Power is the second major content update for I Expect You to Die, the last one being First Class way back in 2017. Fans of the title will have even more to look forward to in 2019 as Schell Games has confirmed a second free level will be added later this year.

I Expect You To Die

I Expect You to Die can be download for $18.99 GBP ($24.99 USD) on PlayStation VR, Oculus Rift/Rift S, HTC Vive, Windows Mixed Reality, Valve Index and most recently Oculus Quest. The Oculus platforms also support cross-buy. Over on Steam at the moment there’s a limited time deal knocking 30% off the normal price, so you pay £13.29 instead of £18.99 until 23rd July. 

Winning several awards, I Expect You To Die puts you in the role of an elite secret agent. In a race to thwart the evil Dr. Zor players have to survive deadly situations and complete missions using their problem-solving skills without succumbing to the villain’s traps and tricks. 

The update should help fill the gap between now and 27th August when Until You Fall will be released via Steam Early Access for Oculus Rift and HTC Vive. New details reveal players will engage in runs through levels, collecting items to upgrade their weapons. Should they die then all the rewards, enemy configurations, and rooms will change each and every time.

VRFocus will continue its coverage of Schell Games, reporting back with the latest updates.

E3 2019: I Expect You To Die ‘Seat Of Power’ Mission Coming In July

E3 2019: I Expect You To Die ‘Seat Of Power’ Mission Coming In July

Schell Games is adding a new spy mission to I Expect You To Die in July.

That means one of VR’s best puzzle games is getting better with its sixth mission on July 16.

Schell Games is headed by developer, author and professor Jesse Schell and the studio’s groundbreaking title I Expect You To Die (IEYTD) provided early examples of gameplay built around intuitive hand interactions in VR. The game currently features five challenges — “Friendly Skies”, “Squeaky Clean”, “Deep Dive”, “Winter Break” and “First Class” — with each prompting players for intricate interactions making playful use of hand controllers in its spy-themed world. The game doesn’t sacrifice anything with its recent release on Oculus Quest and, in fact, may be the best way to play IEYTD. The game includes cross-buy in the Oculus version so if you buy it from Facebook for the Rift it should also be available on Quest.

Schell Games revealed the new mission “Seat of Power” during the E3 VR showcase and that it’ll launch July 16. The new mission takes players inside the board room of the evil Zoraxis Corporation and its trailer teases some of the interactions available in the scene, which comes as a free update to people who already bought the game.

“As long as you don’t touch anything you shouldn’t have any trouble,” the voice-over in the trailer teases as the player tosses about everything. “We expect nothing less than your usual professionalism.”

While we’re looking forward to the new mission in IEYTD, Schell Games is also developing sword-fighting VR game Until You Fall for release this year.

Tagged with: ,

The post E3 2019: I Expect You To Die ‘Seat Of Power’ Mission Coming In July appeared first on UploadVR.

I Expect You To Die Quest Review: Best On Quest

I Expect You To Die Quest Review: Best On Quest

When we first reviewed Schell Games’ I Expect You To Die all the way back in 2016, we said this:

“Between the motion controls and the immersive view of virtual reality, I Expect You To Die does a good job of putting you there in complex and sometimes dangerous situations […] And like the name of this game implies, you will die, but you will learn from that death and maybe use an object in the correct way the next go around. VR continues to reinvigorate the puzzle genre and IEYTD is no exception — even if its a bit shorter than we’d have liked.”

Nearly three years on, the VR puzzler makes its way onto Oculus Quest. Whereas some games have had to make a few sacrifices to fit on the Oculus standalone, I Expect You To Die is every bit as compelling as it was the first time around. In fact, thanks to Quest’s tether-free design and the addition of a new level, it’s even better than it was back in 2016.

If the game’s title didn’t make it obvious enough then the brilliantly-written opening song will; I Expect You To Die is a James Bond spoof. Espionage, puzzle-solving and close shave escapes await you in this charming adventure. Each of the game’s five levels is essentially a VR escape room challenge; you solve puzzles logically and occasionally avoid certain peril. They’re thrilling trial and error hurdles that get your brain ticking. Even if there are occasional road bumps, the eventual solutions never feel unfair or too obscure.

But it’s surprising just how fresh the game feels in 2019. I Expect You To Die is still one of the precious few VR games to really consider the player’s physical presence in the world, often forcing them to move and think fast. In one level I have to make a last-second dodge to avoid a laser beam ripping through my skull. In another I imitate being a window cleaner to avoid suspicion. There’s a real desire to make the most out of the platform here, making great use of Quest’s tracking.

Even with the new level, though I Expect You To Die is a bit on the short side. More content is coming and you can replay levels with speedruns and optional objectives in mind, but the package is still slim. Designing puzzles this intricate isn’t easy, especially if you want to avoid repeating yourself, so I understand the game’s brevity though it doesn’t stop me wanting more of it.

Final Score: 8/10 – Great

For a lot of games, the trade-off between power and portability from PC VR to standalone will be a matter of personal preference. In the case of I Expect You To Die, this is unquestionably the best way to play one of VR’s best puzzle games. Schell Games hasn’t sacrificed a slither of the original game’s charm in order to fit it onto the hardware. Zany puzzles and laughs await you in I Expect You To Die, making this one of Quest’s must-see launch titles.

I Expect You To Die will be available at the launch of Oculus Quest for May 21. Check out these official review guidelines to find out more about our process. 

Tagged with:

The post I Expect You To Die Quest Review: Best On Quest appeared first on UploadVR.

I Expect You To Die to Feature Cross-Buy Support for Quest

Schell Games and its puzzle experience I Expect You To Die was part of a flurry of developers to confirm support for upcoming standalone headset Oculus Quest at the end of March. Now the studio has stated that the title will definitely be available on launch day and that it’ll support cross-buy functionality.

I Expect You to Die

I Expect You To Die joins a growing lineup of Oculus Quest titles supporting cross-buy on Oculus Store, including Apex Construct and OrbusVR: RebornCross-buy support is an important feature when it concerns long term Oculus supporters who own an Oculus Rift. I Expect You To Die was a launch experience for Oculus Touch back in 2016, so it’s more than likely quite a few people own it, especially when in September 2018, Schell Games announced the popular VR game had surpassed $3 million USD in revenue. So any Rift owners purchasing a Quest will automatically have a library of content available.

“Fans were requesting that we bring I Expect You to Die to the Oculus Quest long before the headset was even announced and we listened,” said Jesse Schell, CEO of Schell Games in a statement. “We’re planning to continue expanding the game and rewarding our players, especially with free, new content coming later this year.”

An award-winning, escape-the-room VR spy puzzle videogame, I Expect You To Die puts you in the role of an elite secret agent. In a race to thwart the evil Dr. Zor players have to survive deadly situations and complete missions using their problem-solving skills without succumbing to the villain’s traps and tricks.

I Expect You to Die New 2

“VR is bringing a completely new energy to games,” Schell mentions on Oculus Blog. “With immersive and engaging hardware like Oculus Quest, it’s easy for players to forget their surroundings and become singularly involved in an experience. And with a lower price point, the barriers to entry have been lowered, making VR a solid choice for many players who have been reluctant to try the technology before now.”

I Expect You To Die is available for download now for $24.99 USD on Oculus Rift, HTC Vive, and PlayStation VR. For further updates keep reading VRFocus.

Critically Acclaimed Spy Puzzler ‘I Expect You To Die’ Confirmed as Quest Launch Title

Schell Games, makers of I Expect You to Die (2016), have announced their hit spy-themed puzzle game is going to be a day-one launch title for Quest.

Initially debuting as a demo on Oculus Rift developer kits in 2015, I Expect You To Die went on to become one of the industry’s most successful games to date. Available across PSVR, HTC Vive and Oculus Rift (a Touch launch title), the escape room puzzle game surpassed $3 million in revenue in September 2018.

In the game, players take on the roll of an elite secret agent, and try to escape a bevy of patently Bond-style traps, all of which are designed to kill you if your wits aren’t sharp enough. Using motion controllers, you solve puzzles to live and progress, or fail and get blown up, lasered, or snuffed out in a number of fun and creative ways.

That said, I Expect You to Die has aged extremely well despite being one of the first wave of VR games to exit the gate, making it an ideal entry into the 50+ launch titles promised by Oculus.

To boot, CEO of Schell Games Jesse Schell says the studio is planning to continue its efforts to expand the game with free, new content coming later this year.

SEE ALSO
Oculus Offers Glimpse of 'Robo Recall' on Quest with New Screenshots

Furthermore, the studio announced that I Expect You To Die will be among the many games available for cross-buy on Quest. Oculus is promoting cross-buy functionality with Quest to developers, meaning if you already purchased the game through the Oculus Store for Rift, you’ll be able to download it for free when Quest hits your doorstep. This is less than a rule, and more of a suggestion by Oculus, so not all games will necessarily feature cross-buy.

And when exactly can we expect to start defusing complicated bombs and getting blown to smithereens when we inevitably fail?With F8 rapidly approaching, Facebook could use the venue as an opportunity to announce the official launch day for Quest, the $400 standalone VR headset.

We’ll have feet on the ground in San Jose, California for the Facebook’s annual dev conference, which takes place between April 30th and May 1st.

The post Critically Acclaimed Spy Puzzler ‘I Expect You To Die’ Confirmed as Quest Launch Title appeared first on Road to VR.

Oculus Quest: Apex Construct, Rec Room und mehr bestätigt; Überblick sämtlicher VR-Titel

Der Release der Oculus Quest rückt näher und zeitgleich veröffentlichen immer mehr Entwicklerstudios ihre VR-Titel für die kommende autarke VR-Brille. So wurde kürzlich ein ganzer Schwung neuer Spiele enthüllt. Dazu zählen unter anderem I Expect You To Die, VRChat, Apex Construct, Rec Room, Vacation Simulator und Creed: Rise to Glory.

Oculus Quest – Zahlreiche neue VR-Titel für kommende VR-Brille veröffentlicht

Ein neuer Schwung VR-Spiele wurde für die heiß erwartete Oculus Quest veröffentlicht. So kündigte Oculus in einem neuen Content-Trailer einige VR-Titel an und auch per Twitter tippten sich die Entwicklerstudios die Finger wund, um ihre Veröffentlichungen mit der VR-Community zu teilen.

Innerhalb des Line-ups veröffentlicht Oculus, dass die VR-Boxsimulation Creed: Rise to Glory sowie der kommende humoristische Urlaubssimulator Vacation Simulator auf der Quest erscheinen werden. Zeitgleich verkündete Entwicklerstudio Schell Games den Release von I Expect You To Die:

Und auch VRChat soll im Frühjahr 2019 erscheinen:

Ebenso meldete sich Fast Travel Games zu Wort, um Apex Construct anzukündigen:

Auch die beliebte soziale VR-Plattform Rec Room bestätigt nun offiziell den Sprung auf die autarke VR-Brille:

Oculus Quest – Die bestätigten Starttitel der VR-Brille

Bei all diesen Ankündigungen kann man schnell einmal den Überblick verlieren. Hier haben wir sämtliche Veröffentlichungen für die Oculus Quest zusammengefasst:

Oculus Quest – Angekündigte Veröffentlichungen für 2019

(Quellen: Upload VR | Twitter: I Expect You To Die | VRChat | Fast Travel Games | Rec Room | Video: Oculus YouTube)




Der Beitrag Oculus Quest: Apex Construct, Rec Room und mehr bestätigt; Überblick sämtlicher VR-Titel zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!