Review: A Fisherman’s Tale

Ever since VRFocus first came across InnerspaceVR’s virtual reality (VR) title A Fisherman’s Tale, the mind-bending puzzle experience at Gamescom 2018, the title has proved to be continually fascinating. With an early preview of the first area sowing the seed, and a secondary preview unlocking the second chapter, this only heightened the interest, so much so the videogame made it onto our ‘Best of Oculus Rift Games Coming in 2019’. Now that publisher Vertigo Games (Arizona Sunshine) has launched the experience VRFocus can say that while enjoyable, it feels like it’s over before truly finding its feet.

A Fisherman's Tale Chapter03_Medium-Récupéré3

Right from the start A Fisherman’s Tale comes across as a classic children’s story, involving a lighthouse keeper and a seafaring tragedy. But then it turns all weird and magical once you come to realise that you, in fact, play a wooden puppet inside a model lighthouse. Even stranger still is the moment you get to interact with said model, finding that it is actually one of many, continually repeated indefinitely.

The model plays with scale, and this forms the core mechanic of A Fisherman’s Tale puzzles. Beautifully, elegant in its design, you can shrink and grow the size of any objects that are interactive, whether they are relative to the current puzzle or not. This has allowed InnerspaceVR to create a world that’s both physically small, yet much larger in scope, encouraging you to examine the world as much as possible.

The puzzles themselves are genuinely interesting and fun to solve as you work out what size either you or other items need to be to find all the secret nooks and crevices hidden in the title. A Fisherman’s Tale eases you into the whole experience, with a nice difficulty curve which should mean you won’t ever get truly stuck on the later levels. To help you out should a challenge become too great, InnerspaceVR has included an audible hints system which is switchable in the settings menu, offering little nudges in the right direction.

A Fisherman's Tale Chapter03_Storm_MediumAnother neat little option in the settings is the choice of roomscale, standing or seated gameplay positions, offering plenty of accessibility for most players. What was a little disappointing to see was the lack of options when it came to movement. Even in roomscale you still need additional locomotion which is only provided in teleportation form. While this works perfectly fine, it did break the immersive quality the videogame had managed to create, being unable to casually walk around and play with the model.

There were a couple of other negatives that are worth pointing out. Firstly there’s the collision detection. At point objects being held would clip a door or window frame and suddenly become stuck, or worse disappear. The item in question would then reappear in its original location after a few moments, but it did become somewhat frustrating, especially on the last puzzle which is a little more intricate.

Secondly, A Fisherman’s Tale is just way too short. You’re going to be looking at an average playtime of around 2 hours, less if you try to rush it. There are essentially four main puzzle chapters with additional bits or the story extending the gaps in between. InnerspaceVR has done such a good job interweaving a delightful narrative with a superb puzzle style that it’s over before it’s begun, like reading a child’s bedtime story that’s only a few pages long.

A Fishermans Tale Chapter04_Characters_Medium3

A Fisherman’s Tale is in many respects the VR title VRFocus hoped it would be, inventive use of the technology that oozes heart and soul, making you care about the character and his astonishing little world. The puzzles help to carry the story along yet don’t offer anywhere near the complexity of titles like Transpose. The main downside, it leaves you wanting more when there’s no more to be had.

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Review: Arca’s Path

The videogames industry falls in-and-out of love with virtual reality (VR) on a near-weekly basis, but there are certain properties that have committed whole heartedly to the medium. Dream Reality Interactive (dRi) are most certainly one of them, launching their first consumer VR title across a multitude of head-mounted displays (HMDs) whilst eschewing the given norms of appealing to the audience that currently exist there.

Arca's Path - Screenshot (E3 2018)

Arca’s Path is a puzzle videogame that takes a bit of a nostalgia trip, inspiring memories of marble-based videogames from the mid-90s. The player takes control of a young girl after she morphs into a ball via the use of a special mask – the storyline is nothing short of bizarre, but is delivered in an effortlessly interesting manner by way of graphic novel style 2D panels – which the ultimate goal being to reach the end of each level. This starts off very simply; a range of wide spaces and corridors with a generous no-fail boundary. However as the player progresses through the videogame’s 25 levels they’ll be tasked with navigating deadends, solving block puzzles and traveling at speed down huge slaloms with broken, twisting pathways.

Designed for a wide variety of HMDs, Arca’s Path has opted for a control system that can be mirrored across all hardware; high-end PC based systems and mobile devices. There’s no need for a controller of any kind, instead the single input in the videogame is gaze based. The player simply looks in the direction they wish the ball to move, and returns the centre of their view under the ball to bring it to a complete stop. Anyone with an understanding of traditional videogame controllers will immediately understand the direct translation from analog stick to gaze control, able to control acceleration and momentum, and perform turns on a dime.

The signposting of the player’s effect on the ball is subtle but perfectly pitched. A semi-translucent arrow denotes direction, and the distance from the ball indicates speed. Though the player can move their view to a point where the ball is no longer visible, there is little need as top speed can always be achieved while it remains within. It’s a system that may have been devised with low-end devices in mind, but has obviously benefited from significant investment of time and QA to ensure that it delivers across all HMDs.

Arca's Path - Screenshot (E3 2018)

The visual quality of Arca’s Path won’t astound anyone, but the attention to detail and variety of environments is certainly respectable. The player will find themselves moving through many unique areas as they progress through the videogame, moving from lush green pastures through colder stone surroundings to dark and grimy tracks. The soundtrack follows a similar path; interesting enough to hold your attention without distracting from the task at hand.

Arca’s Path comes at a time when VR is maturing. We’re seeing the medium move away from the deep trench of wave shooters that began to suffocate the medium and coming back to more unique ideas built specifically for the hardware. Arca’s Path is exactly this kind of experience – it would arguably work as a traditional non-VR videogame, but certainly wouldn’t have the same impact – and as such offers an engrossing worthy of your time aside any bigger titles that may be on your agenda. It does also act well as a first-step into VR, which despite now having more than two years of consumer adoption is still an important factor over this holiday season.

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Review: Cygnus Defense Alpha

It might not be abundantly clear to first time virtual reality (VR) users, but if you’ve bought a mobile headset like Oculus Go there’s another important piece of hardware you need for an optimal experience; a swivel chair. While the headset can’t sense depth, many videogames use the ability to look all the way around in 360-degrees to great effect, and this means being sat on a sofa or a normal chair just won’t cut it. This is especially so if you want to play Zeon Studios’ new puzzle title Cygnus Defense Alpha where speed is key.

Cygnus Defense Alpha screenshot1

Cygnus Defense Alpha is the perfect VR experience for those who love multitasking. The premise behind the futuristic sci-fi title is that you’re a part of the Special Defence Force protecting Earth from all manner of hostiles. You do so from a command room of sorts, with five interconnected consoles to manage. These are: main, security, script, combat and power – plus there’s a coffee console if you need a digital perk.

Each console not only has a different role but also a different puzzle mechanic to keep things operational. There are several early training stages to take you through each one before you’re left on your own and everything starts lighting up like a 70’s disco informing you of what’s going wrong, what’s about to go wrong, or simply what you’re not doing right.

The first console Cygnus Defense Alpha puts you in front of is the ‘main’ one. This tells you about each levels progress as well as several buttons and levers to activate when they light up. One of the core consoles is in fact the Combat console, where you shoot enemies on a radar screen by by spinning an arrow indicator around it.

Cygnus Defense Alpha screenshot2

Essentially each console is very basic, much like a child’s toy. Where the aim is to spin something or manoeuvre something into place. However, such is the nature of Cygnus Defense Alpha’s gameplay that you really wouldn’t want each console to be much more complicated as once all five need to be managed it can be quite a handful.

While the later stages can be quite hectic the actual visual design of the command room is a very bland affair with the consoles the only thing in the room. It’s not even a room to be honest, as the background just consists of mottled colours which hardly make you feel like you’re in a sci-fi universe. It would have been nice if the whole experience had been set on an actual space station to give it more presence, actually being able to see Earth would have grounded it.

Cygnus Defense Alpha is a fun little experience that’s certainly enjoyable for the couple of hours the 15 levels last. A neat little time waster it might be but it’s a shame there’s not a lot more on offer as the idea behind the videogame is sound. This is one of those titles that make for a good introductory purchase for Oculus Go because its cheap, but you’ll soon find yourself wanting something with a little more depth.

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Review: Lila’s Tale

Mobile virtual reality (VR) may not be seen as the most immersive form of the technology, instead it offers accessibility, the ability to reach a wider audience thanks to a much lower entry price point. Yet there are developers doing wonderful things with mobile VR, whether that’s Coatsink with Augmented Empire or Pillow’s Willow VR Studios and Spark of Light. In a similar vein to the latter, Skullfish Studios has launched an enjoyable little puzzler called Lila’s Tale for Oculus Go (reviewed) and Gear VR.

Lilas Tale VR screenshot

Lila’s Tale is a cylindrical puzzler where you roam dungeons looking for the way out. You play titular character Lila, who has lost her brother inside these dark and dank cold walls, and you need to find him before leaving.

To do so involves solving a few puzzles, mostly fairly easy but it does get a little trickier later on. Sat right in the middle of the dungeon you can see all the way around, and these puzzles generally involve you working out how to get to the chest, which contains the key to unlock the next level. Controlling Lila is as simple as looking, with all her movements controlled by your gaze. While the interactive puzzles require you to use the Oculus Go controller to join several dots together.

These dot puzzles aren’t particularly difficult and don’t involve much thought other than when time is pressed against a boss, or when some of the spike walls need a certain node hit several times. The difficulty comes when you need to manipulate the later levels, keeping an eye on which section is moving where, gaining or losing you access accordingly.

Lilas Tale VR screenshot

It’s effectively stuff for a mobile VR experience and definitely one that requires a good ol’ spinning chair to properly keep track of everything. Having gaze-based movement does have its pitfalls, when looking around Lila may run where you don’t want her to – usually straight into an enemy – which can lead to death if you’re not careful.

What’s consistently surprising about mobile VR titles is the depth and richness of the visuals developers manage to squeeze out of these devices and Lila’s Tale is no different. With a watercolour style aesthetic the videogame is vibrant and compelling, with wonderful looking characters and 2D cut scenes.

Lila’s Tale is a quaint VR experience which will enthral a younger player but older gamers will likely find the title to be a little hollow. With nine levels to play through and the challenge on really setting in after five or six, game time is going to be short and sweet. But with no secrets to find, the replay factor is limited. Not an essential purchase for Oculus Go, there are others in this genre that are better.

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Review: République VR

Having seen success with its award-winning stealth title République on platforms like iOS and Android, developer Camouflaj then turned its attention to virtual reality (VR), rebuilding the title from the ground up for the technology. Now called République VR, this story-driven, sneaky experience has come to Oculus’ latest headset Oculus Go, providing one of the most engrossing and extensive videogames for the device.

République VR

République VR is episodic, thankfully though Camouflaj has included all five episodes which can be played back to back like you’re average binge watching session of Netflix. This isn’t an action-adventure title where you can rush headlong into whatever danger maybe lurking around the corner, République VR is about calm, precision planning and execution, solving puzzles and being immediately aware of your surroundings.

The story revolves around a dangerous totalitarian state and a girl called Hope that you need to save. Very much in a similar vein to Force Field VR’s Term1nal, all the action is seen from the viewpoint of CCTV cameras. Where it differs is that you can switch between these cameras, not only to move Hope but also to scope out what may lay ahead. This is relatively easy with the Oculus Go’s 3DoF controller – just like a point and click adventure – although depending on the cameras location some spots can be very fiddly to select.

The same goes for controlling Hope at points. Most of the time it’s simple to direct her to a safe spot without being seen by the guards. Issues occur when moving across a room or hallway with multiple cameras as the videogame will automatically switch to the nearest one. Meaning you’re not always facing the right direction and as such completely lose your bearings, especially if it happens several times.

Republique VR

Oculus Go’s controller functions are very well laid out, with the touchpad giving you direct access to most options and the trigger selecting everything. There is the option to switch to a gamepad – as République VR does support Gear VR – yet after using the 3DoF controller a gamepad feels somewhat clunky. The main benefit is direct control over Hope, running her around with the directional stick. Yet having all the other controls mapped over the rest of the buttons just felt slower and much less intuitive.

As mentioned République VR includes all five episodes so there’s a massive amount of content available. Even lightly picking up secrets along the way one run through will take a least eight hours. And the storyline and gameplay are that engaging you’ll be disappointed having to stop and recharge the headset – unless you have a nice long charging cable. So alongside sneaking around you’ll be able to upgrade your skills, and pickpocket guards for novel little extras – you can pick up disks which feature nods to other VR titles.

République VR is a well-designed VR experience that sits well on Oculus Go, and certainly showcases how good the lenses are on the headset. The puzzles may not be the most difficult with the main challenge purely resting on evasion, yet there’s enough to keep you engaged for many hours. Up against similar mobile titles like Augmented Empire and Term1nal, République VR should definitely be on your library list.

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Review: They Suspect Nothing

In the world of virtual reality (VR) British developer Coatsink Software is synonymous with quality videogames for Samsung Gear VR, creating some of VRFocus’ favourite titles include Esper 2 and Augmented Empire. With the advent of Oculus Go the indie studio has built a humorous mini-game compilation called They Suspect Nothing to mark the launch of the device. With a high pedigree behind them can Coatsink do no wrong this time around?

They Suspect Nothing - Screenshot - Asteroids

As soon as They Suspect Nothing starts it’s easy to see the studio’s style and quality emerge, with rich cartoon aesthetics, plenty of attention to detail and some quality narration and sounds wafting into the ears – the team even got award winning actor Jim Broadbent (Harry Potter, Moulin Rouge!, Hot Fuzz) to voice one of the characters.

The story (and mini-games) revolve around a future Earth where mankind has made the planet all but uninhabitable (what’s new there) leaving the place for robots to thrive. These aren’t The Matrix or Terminator style mechanoids, more like those found in cartoon feature film Robots. You happen to play a human dressed up in robot garb to blend in and not get spotted. But to see whether you’re actually one of them the robots have a series of tests that must be completed. Succeed and you’re one of them, don’t and well nothing happens (it’s not that sort of videogame).

After trying a few styles out in the wardrobe it’s time for the first four tests, complete them all and the next area will open. With a total of three areas and 12 tests to complete. There’s a decent amount of variety to each of them seeing as the Oculus Go controller is 3DoF, they do tend to boil down to picking stuff up and moving it from A to B, remote controlling an object, or sorting stuff. As each trial is completed you’ll be rewarded with more robot costume parts for the wardrobe.

They Suspect Nothing - Screenshot - Hungry Hippos

Everything is quick fire, none of the mini-games are what you’d called leisurely but mini-game titles never tend to be. As such the controller implementation needs to be spot on, and it is. So long as you have the controller nicely centred before starting there should be no issues, whether it’s trying to expertly fly a drone whilst avoiding missiles or frantically stamp the right books, the input feels sure and solid for all the games.

The real problem is duration, 12 mini-games just doesn’t seem enough. Even with Easy, Medium, and Hard settings for each one it’s quite easy to burn through them all in one sitting. Then it’s just time to continually replay them until boredom sets in. Make[REAL]’s Loco Dojo only had a few extra mini-games yet it seemed like a lot more, plus they were suitably zany, They Suspect Nothing feels a little held back, almost dour at points.

They Suspect Nothing is a consistent bundle of fun mini-games, yet as a launch title slightly underwhelming. It’s a safe and easy experience for gamers of all ages that looks great and plays well. On the other hand They Suspect Nothing isn’t Coatsink’s best VR work, that’s still Augmented Empire (which handily now supports Oculus Go).

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