Review: Rock Band VR

Several years ago rhythm action videogames like Rock Band and Guitar Hero were all the rage, with gamers eager to jam away on plastic guitars to their favourite pop and rock songs from the last few decades. That interest waned however as the genre struggled to offer anything new and improved. Then in comes virtual reality (VR) with an entirely new way of immersing players, and so Oculus supported Harmonix in creating a newly updated version for the technology, Rock Band VR, which has hit all the right notes.  

First and foremost, Rock Band VR isn’t the experience you may remember from the original titles. Over the course of development Harmonix has learned that while staring at a confined area on a TV works for normal consoles that methodology wouldn’t (or couldn’t) transfer into a VR experience, it’s just too ridged. And so the studio has built a far more open, free-playing system that allows you go for 5-star highscores or just rock out anyway you dam please.

Rock Band VR

And this new system has certainly benefited Rock Band VR. You now find yourself on a proper stage, with band mates, pedals, and swappable stage locations to make that feeling of immersion evermore apparent and grounding. When playing a song, you’re no longer fixed to the exact chords and changes of the actual tune – you still play it of course but there’s no failing it as such. Instead the studio gives you a bar that floats above the crowd with certain areas highlighted with particular notes to play to maximise your score, if you wish to adhere to it.

By that reasoning you may think you can just thrash anything out and it’ll sound ok – which it kind of does – but to delve into the rich sound variations takes time, with much more to master than the original versions. It’s a much more easy going videogame than its forebears, the pedals let you tweak the sound how you wish, and with the more modern guitar (this was a Fender Stratocaster) with its higher note buttons, let you chop and change the sound so the same song can be played multiple ways.

But there is something missing. This style of gameplay feels like the saying ‘winning doesn’t matter it’s the taking part that counts’. There’s no direct difficulty to it, you won’t get booted if you can’t keep up or just play rubbish. When you perfectly completed a song on the original title at the hardest difficulty there’s a sense of elation that comes with it, whether you managed to repeat the performance never mattered, the score always stayed as a reminder of the hours of practice put in. Whereas the core Rock Band VR experience doesn’t have that, it wants you to feel good no matter how bad you play.

Rockband VR

There is a flip side to this, Harmonix has added a classic mode which brings back the traditional scrolling neck for those that want it. Seriously though don’t bother. The addition perfectly illustrates why the studio veered away from this design in the first place. It just doesn’t do VR justice in anyway shape or form – the videogame would have got a 1-star if it had stuck to that.

Rock Band VR is definitely built around having as much fun with the experience as possible. There’s no right way or wrong way to any of it, just the sheer enjoyment of playing some classic tunes in a far more relaxed manner. Does it sometimes feel a bit much having to wear a headset, strap a guitar to you and have an Oculus Touch in the mix as well? Yes, yes it does, but quite frankly you probably won’t care when thrashing out some Bon Jovi.

80%

Awesome

  • Verdict

Review: Wilson’s Heart

One of virtual reality’s (VR) many strengths is its ability to truly immerse players in fantastical worlds, making them feel part of a studio’s fervent imagination. And this is what you get with Twisted Pixel Games’ Wilson’s Heart, a dramatic film-noir style thriller/horror experience made in conjunction with Oculus Studios.

The first thing that’s immediately obvious is the entire videogame is black and white. This lends Wilson’s Heart an air of drama and intrigue that you don’t normally see in many titles, especially VR, and serves it well throughout the single-player campaign. Dark corridors and dimly lit rooms are unnerving from the word go, lights flicker, and that sense of foreboding never relinquishes even as you progress and become accustomed to the surroundings.

Wilson's Heart

All of this is equally matched by the audio quality Twisted Pixel has achieved in the title. The spatial sound not only compliments the visual design it surpasses it at points, finely picking out little flutters of noise that keeps you on your toes. You’ll be examining a table or object underneath a lamp to then suddenly hear a clatter or scutter from behind you, and this happens constantly without ever feeling overused. In terms of immersive atmosphere Wilson’s Heart has it in droves, but it’s the storyline that’ll keep you engrossed.

As the title suggests, Wilson’s Heart puts you in the role of Wilson who wakes up in a mental hospital to find he’s missing a rather important part of his anatomy, his heart. In it’s place is a weird orb-like artifact that has several uses throughout the story. While you spend a good portion of the videogame wandering around on your own you do eventually meet up with several others – some are friendly, some not so – that help to fill in the gaps. The characters and voice acting do make the whole story come alive, you become attached to them as you band together to escape the horrors lurking around the corner.

But this isn’t a jump scare kind of experience. Yes there are moments that’ll spook you – a face suddenly appears out of the darkness or from behind you – if you’re not paying attention, for the most part though Wilson’s Heart errs of the side of psychological thriller. The drama continually intensifies, aiming to keep you on edge for as long as possible, mainly because there’s one thing you can’t do, that is run away.

Wilson's Heart_E32016 (2)

If there’s one main criticism to leverage towards the title it’s the movement. It uses a teleportation mechanic that uses silhouettes of your character at fixed locations. While perfectly taking you through the storyline in a fairly linear manner, the system massively limits the amount of exploration you can actually achieve. Each teleportation spot means there’s usually between one to three items to interact with before moving on. In certain set pieces these silhouettes won’t appear until the correct time, literally leaving you in one spot until the required time.

This can then mean Wilson’s Heart starts to become a somewhat horror by numbers approach. If you investigate each area thoroughly – and then unless the story requires you to – there’s no need to venture back, which is a shame as the entire environment looks that good you’d want to explore every nook and cranny.

Wilson’s Heart is good, even very good at points. Expertly mixing its story, sound and visual aesthetics into a solid experience that’ll draw you in and keep you engrossed for hours. But there are some niggles with the constrained gameplay mechanics that hamper its ability to be a great title.

80%

Awesome

  • Verdict

Review: Loco Dojo

Party videogames can be a riotous laugh with friends, involving fast paced mini-games that can have you thinking on your feet as you try to out do one another. This is the basic premise for British developer make[REAL]’s first proper virtual reality (VR) videogame, Loco Dojo, bringing everyone together for some laughs and competition, which it does succeed at, (for the most part). 

Loco Dojo perfectly exemplifies British humour and the love for all things daft and quirky – the team secured the vocal stylings of Brian Blessed which is always a plus point. This isn’t a videogame that takes anything seriously, and for that it should be saluted. The premise is simple, you find yourself in front of a wooden circular game board with 16 mini-games located in four zones around a grand temple. Succeed at the mini-games and you’ll be awarded tokens that’ll up your belt ranking, with the aim of accessing the temple for the final challenge.

LocoDojo Screenshot 1_Guru

The mini-games make[REAL] has created vary wildly in their difficulty, and time is short to really master them. You’ll be swatting bats with nunchuck hotdogs, milking pigs with baby pigs, stacking moles, whacking urchins, flinging cats, throwing biscuits and more besides – that’s a running theme of food and animals that makes you think what other crazy ideas the studio came up with. You’ll soon find your favourite games to gain gold medals in and this can go onto add a real strategic element to the proceedings. When spinning the dice (numbered 1-4) there’s a question mark that enables you to choose almost any location to move your counter to, thus selecting the games you’re mostly likely to succeed at or just enjoy the most.

This mixture of gameplay elements makes Loco Dojo a great multiplayer experience but just like any online VR multiplayer it does suffer from player numbers. Multiplayer tournaments have been hard to find at this early stage, really you need a few mates with Oculus Rifts and Touch, then arrange a session together. If this can’t be done then there’s always the single-player ‘Table of Trials’ option which is a very wise decision on the studio’s part. This provides an opportunity to actually play Loco Dojo if no other players can be found and to learn and practice the mini-games. If make[REAL] hadn’t included the feature Loco Dojo might have suffered the same fate as many other indie multiplayer’s and died before it had time to shine.

LocoDojo Screenshot 2_Countryside

There’s always that worry when buying a multiplayer focused videogame that everything hinges on player uptake and to a point Loco Dojo is no different – mainly due to the size of Oculus Rift and Touch’s user base. Hopefully this won’t be the case as those who do decide to take the plunge will be richly rewarded with a videogame that is highly enjoyable to play and will keep them coming back for more. There’s also the fact that make[REAL] has already confirmed loads of ideas are in the pipeline for more content additions, vital for keeping that party spirit alive.

80%

Awesome

  • Verdict

Review: Rick and Morty: Virtual Rick-ality

Making a video game based upon another mediums franchise can be filled with pitfalls. More often than not the final product never lives up to the expectations of fans, either deviating from the core material or just a haphazard job that’s been rushed out to cash in. Adult Swim’s Rick and Morty has built up a strong fan base from its first two seasons and all eyes will be on developer Owlchemy Labs with the launch of Rick and Morty: Virtual Rick-ality. Has it been worth it, yes it certainly has.

Owlchemy Labs has taken Rick and Morty and combined it with the gameplay style of studio’s popular VR experience Job Simulator, fleshing the idea out with an original storyline and masses of interactivity. Straight from the off there’s stuff to play with before even getting into the main game itself, and once you’re tuned into the simple control mechanics it’s easy to just while away several hours playing with all the random items in Rick’s garage.

rick and morty 1

Everything revolves around this one location, while it may not look like much there are objects hidden everywhere, and playing through the campaign will help you work out what’s what. Fans of the cartoon series will be instantly at home here, finding all sorts of nods to their favourite episodes. The entire experience does feel like its built purely by fans for the fans, so if you enjoy the franchise then you’ll have a massive grin from start to end. That’s not to say those who’ve never seen the cartoon won’t appreciate the title, but they’ll certainly miss a lot of the in jokes.

Naturally, comedy plays a big part. All the voices are performed by the original cast, and the humour and cutting wit of the cartoon is there, expertly drawing you in so that you are now part of another wacky scheme. As such this isn’t a video game for kids, there’s plenty of swearing throughout.

Such is the polish of Rick and Morty: Virtual Rick-ality that you may not realise how much time you’ve actually spent within the the title. The core story is split into nine sections with a freeplay mode opening up at the end. The first playthough should last a couple of hours or so, but it can feel much shorter due to the level of immersion. As a single-player experience there’s always the worry of replayability, a campaign can only be enjoyed so many times if there’s no variation. Thankfully Owlchemy Labs has thought of this adding plenty of little touches that’ll keep players coming back for more (without spoiling too much, the game within a game Troy is worth going back to).

rick and morty VR

If you enjoy this style of interactive VR experience then you’ll appreciate Rick and Morty: Virtual Rick-ality even if you’ve not seen the cartoon, there’s even sections catering to first-person shooter (FPS) fans. Really though this is a video game for those that love Rick and Morty, and quite frankly that’s no bad thing. Rick and Morty: Virtual Rick-ality is a madcap, fun filled adventure from start to finish, perfectly suiting VR’s qualities, it should not be missed.

100%

Awesome

  • Verdict

Review: Giant Cop: Justice Above All

Ever remember playing with toys as a kid, cars, trains, figures, basically anything that made you feel like you were master and overlord of a tiny world in your hands? Well now you get to do it all over again on Oculus Touch with Other Ocean Interactive’s Giant Cop. 

Giant Cop is a light-hearted toy sandbox where you’re are cast as the newest recuit for the pint-sized Micro City, a massive 200ft police officer. It’s up to you to keep law and order, dispensing a playful form of justice that’ll see you arrest rabble rousers, cover graffiti, and hunt down cabbage dealers.

With a funky 70’s theme, Giant Cop is a solely singe-player experience that’s as much about exploring the world and seeing what’s interactive as it is about completing the campaign. And there’s certainly plenty to pick up and play with. Grab inhabitants and fling them about, cause some destruction blowing up cars or grab a baseball bat to hit a home run into the sea. There’s so much to see and do it can be almost bewildering at points.

As for the campaign, this really helps introduce Micro City and the other levels. In terms of gameplay though it does come up short. If you concentrate on the campaign you’ll get through it quite quickly – probably around a couple of hours or so – but there are some side missions to beef this up. Unfortunately a great deal of the campaign has you on one task, looking for stuff – almost like a virtual reality (VR) version of Where’s Wally (or Waldo for the US). That would be fine in short increments but for an entire campaign, it certainly could’ve done with some expansion.

There’s another glaring issue with Giant Cop that needs to be noted, and that’s movement. Other Ocean Interactive has created wonderfully intricate cityscapes, with a beautiful art style that encourages you to get in there and explore. But to get about you need to teleport, and you can only teleport to fixed locations. This is made even more frustrating due to these points facing you in a certain direction, there’s no manual camera control to rotate the world. Spotted a collectible that’s behind you, if you’re only using a two sensor setup then its going to prove difficult to collect, and if your play area is quite small they might be near to impossible.

If you can deal with the teleportation – or you have three sensors – there’s a lot to like about Giant Cop. As a way to showcase your Oculus Touch controllers to VR newbies then Giant Cop would be a good place to start, Other Ocean has really packed the city with stuff.

But for experienced VR enthusiasts it can feel more like a flesh out tech demo than a real all-round videogame, as it mainly focuses on picking objects up and having a play. While great for quick play sessions, longevity will likely be an issue as there’s only so many times you can pick up a small NPC and throw them across the city for a laugh.

70%

Awesome

  • Verdict