‘The Gallery – Ep. 2 : Heart of the Emberstone’ Review – Longer, Stronger and Well Worth the Wait

The Gallery – Episode 2: Heart of the Emberstone (2017) comes a year and a half after Call of the Starseed (2016), episode one in the narrative-based adventure puzzle game seriesAs a successor to one of the first room-scale games in existence, the second episode takes you deeper into the ’80s fiction-inspired universe and flushes out what proves to be a story as rich as the cinematic direction teased in the first. Far from being a one hit wonder, the second episode improves on the experience of the first in almost every way.


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

Official Site

Developer: Cloudhead Games
Available On: Oculus, Steam, Viveport
Reviewed On: Oculus Rift
Release Date: October 18, 2017


Gameplay

Leaving off from the end of Call of the Starseed, you find yourself on the other side of the universe, searching for your adventuresome sister Elsie as you follow her footsteps onto a strange alien world. At the behest of a hunchbacked overlord, you’re told you must “fetch your grasp,” a powerful addition to your telekenetically-powered gauntlet in order to see your sister again. With the ability to move heavy objects imbibed with a magical power ore, you journey ever further into the deserted world as you become both actor and observer of a story long passed.

image courtesy Cloudhead Games

Without saying too much about the story itself, much of the action takes place in the form of holographic memories projected in front of you, and through found tapes and diary entries. The world you’ve landed on is essentially dead, except for weird little weevil-things that seem to thrive on the sandy planet. Just how it got that way is something for you to find out yourself. I will say though that the story offers salient commentary on the opposing forces of nature and man, and leaves a lot to digest as you delve deeper into the crazy power differential that results from a monarchy that’s both in charge of an entire world’s resources and is ultimately gifted with superhuman powers to maintain that order.

image courtesy Cloudhead Games

Spanning across three main areas, you’ll do some back-and-forth to get missing parts, so while the world itself isn’t giant, it also means there isn’t any wasted space. At first I wished there was more latitude for open exploration, but what I was left with was a situation where a new puzzle and a fresh storyline breadcrumb always in reach to kept me interested. This also kept it from feeling too linear, departing from what I like to call ‘IKEA adventures’.

SEE ALSO
Review: 'The Gallery: Call of the Starseed'

Besides a single puzzle that’s basically a more complicated version of Simon (repeat a sequence of color-coded tones), the puzzles in Heart of the Emberstone left me feeling like I’d never experienced something similar.

Most doors and certain quest items are accessed by guiding your gauntlet’s stone through a translucent tube with moving barriers, that when you fail to guide it correctly and touch the barrier or edges of the tube, it resets everything. These range from extremely simple—a straight tube with no barriers for commonly-accessed spaces like elevators—to increasingly difficult puzzles as you move along.

You also have your gauntlet, a more powerful ‘grasp’, and an energy slingshot that helps you shoot down room-unlocking ore boxes. These boxes can be slotted into place and used as movable parts in larger room-sized puzzles.

One of my favorites was the gear puzzles, where you have to slot in the right gears within a certain amount of time in order to use a door-opening lever. The little gears have differently-shaped axle inserts, so you have to plan ahead so you can get them all in correctly before the timer runs out, or you have to start over again.

image courtesy Cloudhead Games

While neither of these puzzle types are particularly difficult, the feeling you get when you solve them is synergistic. The developers could have easily made you press a simple button to open a door, or scattered keys throughout the level and make you go on an endless hunt, but the door puzzles not only leave you feeling like you’ve accomplished something, but you’ve done it with style.

I know you’re scanning for it, so here it is. Heart of the Emberstone took me 3.5 hours to complete. There, I even put it in bold. I achieved this playtime reading every book I found, every scrap of paper, and listened to every one of Elsie’s cassette tapes. While I’m not sure how the creators can claim as far as 6 hours of playtime, to its ultimate credit Episode 2 isn’t littered with useless collectibles that would otherwise pad out the game’s length. Most everything you find broadens the story’s lore, leaving you with multiple ways to understand what’s going on.

image courtesy Cloudhead Games

Frankly, after the end credits rolled, I was ready to play again. There’s so much to unpack in Heart of the Emberstone, so much more to absorb than a single pass would allow. Although I knew what was going on and never felt confused by the events that unfolded before me as an observer, I’d place the level of storytelling on the same rung as some of the top TV dramas like Breaking Bad and Game of Thrones—the sort of shows you go back to rewatch even if you know what’s going to happen (albeit in a reduced form).

It’s pretty rare that excellent voice acting, competent art direction, and a fully-realized world with a truly interesting story come together at once, so excuse me if I let out a well-deserved “wow.”

Immersion

Comparing the sequel to the first in the series, Heart of the Emberstone feels much more like a complete experience than its predecessor. You can probably chalk this up to the fact that it’s over three-times the length of the first episode, all with about the same density of puzzles and indispensable narrative elements.

Where Call of the Starseed seemed somewhat gimmicky at times and jabbed you in the face every so often with reminders that you were actually in a game and not in a real adventure, Heart of the Emberstone tosses you in a wholly new alien environment where expectations are less primed by real-world interactions, but where your actions have greater overall effect. Once you figure out how to use your gauntlet, puzzles and abilities are thrown on at formative intervals that never leave you scratching your head as what to do next. This doesn’t mean you’re led by the hand though, as the game only tells you how to do something once without nagging you to death with the usual (and frankly way overused) ‘helpful robot’ trope.

Bad storytelling is bad for immersion. Bad stories and crappy voice acting make you feel like you’re in a fake world with fake people, and this is why I tend to discuss it in both the gameplay and immersion sections of reviews. Besides being an obvious visual treat, the world feels alive even though it’s ostensibly dry as a dead dingo’s donger. Grounding you in the world further, the story shows an emotional range that doesn’t reek of the low-rent melodrama of more mediocre titles. Heart-wrenching scenes of betrayal punctuate the bubbly levity that Elsie always seems to bring to every situation.

image courtesy Cloudhead Games

There are of course moments when the devs give you a little ‘wink wink, nudge nudge’, as if to say “we’ve put this story element here conveniently to move things along, but we know you know that.” This is done maybe once or twice throughout the game though, and isn’t really a focal point.

Nuts and bolts-wise, object interaction is vastly improved, showing just how much Cloudhead has worked to create objects that give a solid haptic feedback and work equally well in both left and right hands. Picking up and reading the holographic logs scattered throughout the game was a much more plausible experience than the notepads or books in Starseed which only gave you a few ‘snap-to’ hand poses. Menus, maps, and logs take the place of your hand, leaving hand poses out of the equation entirely.

I found the hand models to be a bit of a minor visual blemish, which felt overly spindly. The position of the hands relative to the controller also felt a bit off, extending farther than my hands naturally would. Like its predecessor, hand models don’t make full use of Oculus Touch’s capacitive buttons, robbing you of some of the more true-to-life flexibility the particular controller can afford. This clearly isn’t an issue on Vive, which is why is only bears brief mention.

Loading screens are fairly quick and unobtrusive, but are numerous as you traverse back and forth on the world map—a clear, but decidedly unavoidable pain point.

Comfort

There are a number of elements that made their way from Call of the Starseed to Heart of the Emberstone, including blink teleportation. One thing that’s changed however is the inclusion of smooth locomotion (put in bold for skimmers) that should have die-hard opponents of teleportation squealing with glee. This however doesn’t include smooth yaw stick turning, meaning you’ll have to weather the game with snap-turn only—aka ‘comfort mode’.

Smooth locomotion options also include controller-oriented stick-move, head-oriented stick move, strafing options and variable movement speeds. Since these are non-default options that must be toggled by the user, the stock blink teleportation makes for an exceedingly comfortable experience for anyone, from novice to expert VR user.

One of the few misgivings I have with Heart of the Emberstone is the lack of seated option, which would be welcome when playing the game from start to finish.


We partnered with AVA Direct to create the Exemplar 2 Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar 2 is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

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Hands-on: ‘Windlands 2’ Gets a Change in Tone with the Addition of Co-op Combat

Windlands (2016), the high-flying exploration game from Psytec Games, is getting a sequel next year that’s looking to alter its predecessor’s formula with the addition of co-op adventuring as well as combat. We got a hands-on with the newly revealed game at this year’s Oculus Connect, which puts a bow and arrow in your hands on top of your trusty grappling hooks.

There are a few elements new to the series, the first of which reveals itself almost immediately as I start the demo: enemies. Riding on a speeding land-boat traveling at high speed through a dusty desert, a giant sandworm appears out of nowhere, looming over my live companion and me. I’m told I have to shoot the beast with my bow, and although I’m not certain why, we both comply, conjuring it up with the Touch’s grip button and firing a hail of arrows at the sandworm until he disappears into the sandy desert below.

It’s all very cinematic, if not a little telling about the journey to come. Gone are the zen-like, pressure-free heights requiring quiet tenacity to surmount, which are now replaced with level bosses and the active chatter of real-world companions by your side.

Satisfied with our performance, a bearded NPC named Tohir beckons us to move forward through the level set before us, a tree-filled canyon that functions as a straight obstacle course clearly built for our grappling hooks to take hold. Studio co-founder Jon Hibbins raced ahead of me, chatting along the way about the game’s art style and some of the new additions to the series’ second game.

Passing by Tohir again, I remarked that the art style looked awfully familiar. To my surprise, Hibbins told me Psytec had hired one of my favorite developers from the early days of VR, Nick Pittom (aka “Red of Paw”), an indie dev known for lovingly recreating several scenes in VR from various Studio Ghibli films such as Spirited AwayMy Neighbor Toroto and Howl’s Moving Castle.

Predictably, the locomotion system functions nearly the same as Windlands, providing you with green trees for hook-holds and incremental save points that you can pass through along the way. Full of myself and overconfident of my own swinging abilities, I fell a few times, reappearing back at these save points on my forward journey through the level.

At the end of the tree-filled canyon, Hibbins and I faced off with the level boss, a strange legged robot with a number of shields on its legs. Finally using my bow to good effect, Hibbins and I took turns firing on the robot, trying to break the shields. Success was quick, and out of the strange enemy came a recognizable glowing golden prism. Demo over.

From what little I’ve experienced of Windlands 2, the game feels pretty different in scope from the first. Although the quiet vertical parkour puzzles seem to be gone with the second game in the series, the game is still in development, so there’s no telling if the lofty heights will return or if the game will be more linear like we saw in the demo. Either way, the added benefit of being able to explore the world with a friend and have that shared experience adds something I only wish were a part of the first game.

Windlands 2 is coming to Oculus Rift, HTC Vive and Playstation VR sometime in 2018.

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Oculus Friday the 13th Flash Sale Brings Deep Discounts to Spooky Rift Games

Just in time for the superstitious day of ‘Friday the 13th’, a one day flash sale on the Oculus store offers up some big discounts on scary & suspenseful games.

With Halloween approaching, it’s a ripe time to load up your VR library with scary games. Today-only Oculus is offering discounts on 15 spooky titles:

Game Sale Price Discount
Edge of Nowhere $5 88%
Wilson’s Heart $20 50%
Affected The Manor $4 50%
Witchblood $4 50%
Syren $10 50%
Boogeyman $4 50%
Deadhalls $5 50%
Drop Dead $10 50%
Obscura $5 50%
Dead Secret $7.50 50%
Narcosis $10 50%
Killing Floor: Incursion $26 35%
Arizona Sunshine $26 35%
Don’t Knock Twice $13 35%
Duck Season $15 25%

The top discounted game, Edge of Nowhere, is on the top of our ‘Top 5 Rift Games for Gamepad’ list, and at $5 definitely worth a look; here’s our review. Note than most if not all of these games can be played on the HTC Vive thanks to the Revive hack.

In addition to today’s Friday the 13th sale, this week Oculus just permanently slashed the price on the Rift + Touch bundle to $400.

Fun fact: this is 2017’s second ‘Friday the 13th’, the first of which fell on January 13th.

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‘Echo Arena’ is Now Permanently Free on Oculus Home

After November 1st, zero-gravity multiplayer sports game Echo Arena was supposed to change from its low-low introductory price tag of exactly $0 and bump up to $20—a deal made possible by a temporary sponsorship by Intel. The standalone multiplayer spin-off from Ready at Dawn’s hit VR title Lone Echo (2017) has been available for free to all Oculus accounts since its launch in July, and in a surprise move by the studio, is now permanently free on Oculus Home with no limit in sight.

Update (11/02/17): Ready at Dawn announced in a blogpost that they’ve made the ‘Echo Arena’ permanently free. Future updates are coming too, which will include new features such as “Spectator, Code of Conduct features, and more.”

Original article (10/13/17): Anyone with an Oculus account just needs to claim Echo Arena from the Oculus Store in order to ‘own’ the title indefinitely. If you miss the November 1st cutoff, you’ll have to pay $20 to play.

Much like the single player experience, Echo Arena is a brilliant example of comfortable VR locomotion and hand presence, offering a compelling multiplayer sport that is only possible through using VR technology. A new expansion that introduces first-person shooter mechanics called Echo Combat was recently announced, due to launch next year.

SEE ALSO
‘Lone Echo’ Behind-the-Scenes – Insights & Artwork from Ready At Dawn

Though the game is exclusive to the Oculus Store, Echo Arena can be played on the Vive headset thanks to the Revive hack, so even Vive owners ought to claim this one just in case.

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Pixar Announces First VR Project ‘Coco VR’, a ‘Next level social experience’

Revealed during the Oculus Connect 4 keynote today, Coco VR is Pixar Animation Studios’ first-ever VR project, coming to Oculus Rift and Gear VR. Timed with the launch of Disney-Pixar’s new animated film Coco in November, Coco VR is described as a “next level social virtual reality” experience.

The brief gameplay footage shown the trailer, which appears to run at an unusually low framerate, shows various scenes in which players appear as characters from the Land of the Dead, with plenty of interaction and customisation on offer.

According to this report on Oh My Disney, the app uses Facebook’s technology to enable social functionality, allowing users to explore the world of Coco with their Facebook friends. Animation World Network reports that the project is “a co-production from Disney-Pixar and Oculus, with VR creative development and execution by Magnopus.”

Coco VR will be available for preview at various Día de los Muertos festivals across the US and at Camp Flag Gnaw Music Festival in LA beginning October 28th, as well as in select Disney Stores and movie theatres through November 22nd. The app is due to launch on Oculus Rift on November 15th, followed by Gear VR on November 22nd.

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Hands-on: ‘Red Matter’ is an Adventure Puzzle Set in a Wonderfully Weird Pseudo-Soviet Dystopia

Red Matter is an upcoming story-driven VR adventure puzzle game, first revealed at Oculus Connect, that puts you in a retro-futurist world that borrows elements from the Cold War-era and teases them out to an interesting logical conclusion.

Created by Madrid-based studio Vertical Robot, Red Matter places you in the role of an astronaut from the Atlantic Union who’s tasked with investigating one of a Volgravian top secret research project located on a distant planet.

Starting out the demo in an a rocky clearing, I find what appears to be a Volgravian sign bearing some faux-Slavic language using the Cyrillic script. With a data tool in my left hand and a gripper claw in the right, I point to the sign to activate the data tool’s translator function, revealing that a research facility is just up ahead.

image courtesy Vertical Robot

The low-gravity environment of the planet means that instead of bounding your way around by foot, it’s more efficient to use your boosters to get from place to place. In real-world terms, this functions as an on-rails teleport; you pick your landing point and are transported there in a lofty arc at a variable speed controlled by the player. The default speed is nice and slow with no abrupt changes in acceleration, although you can speed up the boost from place to place to make it a quicker experience.

Moving towards a brutalist-style concrete building featuring a giant Soviet-style red star above its sign, I point my translator tool again at the illegible Volgravian script sitting below it. Yup. That’s the place I need to get into.

Pushing a button with my claw, the door retracts, revealing an industrial facility of some sort. The research subject is still unclear as I make my way further, replacing some fuses to another door that I scrounge from nearby panels. The door is heavy, and moves satisfyingly slow, giving it a weighty feel.

image courtesy Vertical Robot

With one door puzzle down, I enter a small round room with a strange device in the middle. On the wall is a diagram with written instructions on how to operate it. Reading carefully, I pop open the device to reveal a strange two-handed crank that rotates the interior shell of the room to face an unseen metal blast door, that upon opening leads to an employee area.

I head into the employee area leading to several engineering departments. A schedule on the wall tells me which sector I need (of course with all the Soviet iconography of gold-trimmed red stars), as I’m told by my commander I need to find a specific secure room with who knows what in it.

image courtesy Vertical Robot

Rustling through the employee lockers, I find a keycard. Instead of putting the card into my inventory, I was told I could scan it with my translator tool and record the data so I could then spit it back out later so I could leave the physical card behind. Traveling to the door and opening it up with my copied keycard data, I find a cell-sized room with a single lever covered with a few strange plants. Touching the alien flowers turns them an iridescent color – a sign that something even more strange was next if I pulled that lever.

I knew I had to, so I pulled the lever, and that’s when a strange substance leaked out of the panel, slowly spreading out over my whole field of view to obscure the world around me. Fade to back, demo over.

Design Director Tatiana Delgado calls the game’s Volgravian setting a “cross between the encroaching surveillance of George Orwell’s dystopian societies and Kafka’s absurd bureaucracy.” Delgado told me that while it’s still in development, that Red Matter is aiming for a 2.5-3 hour gameplay length, but it was too early to talk about launch dates at this time. The game is currently being advertised as an Oculus-only experience.

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Ubisoft’s Multiplayer Arcade Shooter ‘Space Junkies’ Is Heading into Closed Beta in Early 2018

Ubisoft today announced that Space Junkies, the multiplayer arcade VR shooter, is going into closed beta in early 2018. We got a chance to go hands-on with a more developed prototype of the game at this year’s Oculus Connect, and while many of the basics haven’t changed much from our time with it at E3, it’s certainly shaping up to be a fuller experience with more crazy guns and at least 4 giant arena-sized maps for the closed beta.

In a 2v2 team deathmatch, I got a chance to see what a real battle feels like in Space Junkies, as the last time we played it was in a more demure setting with only the developers to shoot down. True to its main selling point, the match was fast-paced and featured a mad grab for the most powerful guns which float in predetermined spots in the zero-G map.

image courtesy Ubisoft

I also got a chance to play a free-for-all deathmatch, which took place in the same sprawling, meteor-encrusted mining facility as the earlier prototype, but according to Ubisoft, the map had been expanded further to give the players more hiding spots and cover from incoming fire.

Guns are greatly varied, some of them requiring two hands to pump or fire. You start out with a whimpy pistol on your hip, but you can wait for the random gun generator to give you something better before you spawn on the map. Guns like rocket launchers, OP lasers, and Gatling guns predictably take a long time to reload and charge up, but pretty much do major damage.

image courtesy Ubisoft

There’s also a light sword and shield that you can carry, but unlike the earlier version of the game, the sword was no longer able to deflect gun blasts. I would have loved to have played a swords-only match to see just how reliable the weapon is when faced with another sword-wielding player, but alas, I’ll have to wait until the closed beta takes effect in a few months to see if anyone will agree to a momentary cease fire.

Despite being on the same horizontal plane as the rest of the combatants, having the full 3 dimensions at your disposal creates an interesting dynamic, as you can never tell where the shots will come from next. As long as you’re not boosting around and going normal speed, you’ll be undetectable to the opposite team, meaning combat may evolve into a less intense hide-and-seek match of popping out behind cover and quickly retreating to safety instead of going to the center with guns a’blazing.

You can register for the closed beta here. Ubisoft says they’re aiming for a spring 2018 release on Oculus Rift+Touch, HTC Vive, and Windows VR headsets.

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‘Titanfall’ Developer, Respawn Entertainment, Teases Rift Exclusive Game Coming in 2019

Today at Oculus Connect 4, the company’s Head of Content, Jason Rubin, announced that Oculus Studios will be publishing a Rift exclusive title made by Respawn Entertainment, the studio founded by ex-Call of Duty, and the creators of Titanfall.

On stage during the Oculus Connect opening keynote, Jason Rubin revealed a range of forthcoming Oculus content.

At the end, Rubin said that he constantly gets asked when the world’s leading developers will begin creating VR games. He remains steadfast that they will come, and asked for patience, but also said that he was ready to “made a down payment on that promise today.”

That was the lead up to the reveal that Oculus Studios will be publishing a Rift exclusive title, developed by Respawn Entertainment, coming in 2019. Little more has been revealed about the game, including a name, however, the 2019 release date suggests this will be a full VR title with a lengthy, AAA development period.

The companies release this teaser trailer:

In a post to Respawn Entertainment’s blog about the announcement, Game Director Peter Hirschmann offered just a bit more teasing:

There are so many cool parts to making a game in VR, but perhaps the most intense one is emotion. While you know you’re wearing a headset, your brain processes VR on an emotional level. Though you’re in a simulation, you feel like you’re there. It’s all kinds of awesome.

So as a developer, game assets you’ve seen a hundred times on a monitor suddenly become real when you put the headset on. The sense of scale, the sense of presence, there’s nothing else like it. It’s the difference between using your mouse to rotate an object in an editor and walking around it in real life. It is a true privilege to build a game in this kind of immersive world.

Hirschmann also revealed that the studio’s upcoming VR game is not a Titanfall VR or Star Wars VR game.

Respawn Entertainment is the studio behind Titanfall (2014) and Titanfall 2 (2016), both published by EA Games. The studio is made up of an undeniably talented group of game developers, and was founded by ex-Call of Duty developers from Infinity Ward.

Image courtesy Respawn Entertainment

Respawn’s forthcoming VR game is just one of “multiple” Rift exclusive titles which Oculus has confirmed are already in production for 2019.

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‘Echo Arena’ FPS Expansion Announced and More ‘Lone Echo’ Teased

Ready at Dawn’s single player sci-fi adventure Lone Echo (2017) already has its multiplayer mode, the much beloved sports game Echo Arena, but the studio says it’s bringing out a new first-person shooter multiplayer mode called Echo Combat, and also an expansion to the Lone Echo game.

Announced today on stage at Oculus Connect 4, the company’s annual developer conference, Echo Combat was quickly teased in a video.

The details are still thin on the ground, but Ready at Dawn says Echo Combat is (predictably) using the same zero-G locomotion method, and is said to arrive in 2018. It’s unsure if it will be a free expansion to all users like Echo Arena was for a limited time.

Oculus further said there will also be an expansion headed to Lone Echo that reopens the world of Captain Olivia and her best robot buddy Jack (aka ‘you’) in their mission through zero-G.

The game’s high-flying locomotion method is famously comfortable, allowing for fast-paced action without the problems of feeling artificial motion-induced nausea.

Oculus says more news is yet to come during the conference, so check back for more soon.


This story is breaking. We’ll be filling in the gaps as info comes in.

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‘Cloudborn’ Hands-on – Reaching for Intuitive & Comfortable Locomotion

Cloudborn is an indie first-person VR exploration game, currently available on Steam Early Access, where the player is tasked with ‘cleansing the corruption’ by traversing the world to reach ‘cores’ using an intuitive climbing mechanic. Unfortunately, the “melancholic journey of discovery and serenity” is sometimes rudely interrupted by the temperamental movement system.

Upon starting the game, you are presented with a menu console to apply or adjust the comfort settings—it’s an odd-looking 3D menu with unnecessary physics on the switches, making them difficult to operate, but it’s not something you’ll need to access often. Gameplay involves constant walking, running and climbing in first-person—freeform locomotion that is a common cause of VR sickness if not designed carefully. According to lead designer Alberto Amigo, the game’s conception was a result of wanting to improve VR movement systems, so maintaining player comfort through unique movement schemes is a priority.

Rather than just walking by pressing a stick or button, by default forward movement is generated by swinging your arms in a walking or jogging motion. As virtual movement is tied to the speed of the arm swings, it connects your body to the action in a more natural way, reducing the chances of nausea compared to controlling movement with a joystick. This can be disabled, and you can employ traditional artificial locomotion with a Vive controller touchpad or Oculus Touch thumbstick. As arm movement is central to the climbing mechanics, the game is not only more comfortable, but far more enjoyable and immersive when you swing your arms to run.

For those with front-facing tracking setups, snap-turning (plus an instant 180 input option) is a more comfortable way of rotating your view, and peripheral vision will reduce as you turn, fading to black—another effective way of mitigating a common nausea trigger. Unfortunately the snap turning has a slight acceleration which can still cause discomfort for those particularly sensitive (there should be an instant snap option). This can all be disabled, and you can turn smoothly with your thumb, or simply turn your body if you have a 360-degree tracking setup. There is also an option to enable visual references like a floor grid or a transparent ‘cage’ around you, but these seem to have technical issues at the moment.

Image courtesy Logtown Studios

Climbing is intuitive. Almost any top edge of a surface can be grabbed, as well as conveniently-positioned vines growing through the ruins. The triggers represent your grip, and you climb freely by alternating grabs between your hands. A heartbeat sound indicates your stamina limit, which is recovered by holding on with both hands. It’s also possible to give yourself momentum to clear a big gap by releasing your grip just at the right moment as you push away from a hand-hold. This is described as a “unique momentum-system”, but a very similar mechanic has appeared in several other VR titles already, with Climbey (2016) being the most obvious example.

When it works, Cloudborn’s movement, particularly the climbing, is very enjoyable. Unfortunately, it suffers from regular glitches, and frustrating alignment problems. When climbing along a ledge, the camera will align itself perpendicular to the wall, which makes sense. Grab a vine that’s near a wall, and it’ll likely do the same. But if you grab a free-hanging vine, the camera will attempt to pick a logical direction to face, often getting it wrong and you end up clipping through other objects, resulting in a black screen. Raising yourself up to the top of ledges and objects is also far more awkward than it needs to be. The required input is to swing both arms down and behind your back, quite fast otherwise it won’t register. Sometimes, this movement flings your body 50ft into the air, ending in your death. A similar mechanic is far more intuitive and simple to execute in Climbey, and so we expect that through the game’s Early Access period the mechanics will be refined to be more reliable.

Image courtesy Logtown Studios

The same can be said for momentum swinging: pushing yourself off something to clear a gap is extremely unreliable, to the point where it feels almost random. Sometimes I’ll get no momentum at all, and other times, when I simply want to release my grip and drop down gently, it’ll generate a huge lateral movement, flinging me to another untimely death. Again, no such problems in Climbey.

Image courtesy Logtown Studios

Despite the movement frustrations, Cloudborn manages to deliver an intriguing, atmospheric experience. It is short on content at the moment, with just six environments to navigate through. Traversal difficulty increases at a reasonable rate, but there isn’t anything to do beyond reaching each ‘core’. The design of the ruins hint at a lost civilisation, and you can also spot strange movements coming from the land itself, as if the whole environment is riding on the back of giant creature of some kind. Currently, this remains unexplained in the Early Access version, so hopefully the team have plenty of ideas to flesh-out a story.

According to their recent blog entry, Logtown Studios plan to increase interactivity very soon, improve the visuals and add new levels, as well as addressing technical problems.

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