Preview: Moss – The Greatest Things Come In The Smallest Packages

 

Polyarc’s reveal of the PlayStation VR exclusive Moss was undoubtedly a highlight of Sony Interactive Entertainment’s (SIE) press conference ahead of the opening of the Electronic Entertainment Expo (E3) this week. The colourful backdrops and beautiful animation of lead mousketeer, Quill, seemed far from the stark environments and inanimate objects that virtual reality (VR) has offered in much of its first year as a consumer product. The good news? It looks just as wonderful on the head-mounted display (HMD) as it does in that trailer.

The demo VRFocus experienced appeared to take place at the very start of the videogame. The player is cast as a friend of Quill, though takes direct control of her in the same fashion as Lucky’s Tale; the on-screen character will take note of your presence, visibly offering hints to solve puzzles and a direction to follow, though here the player has the ability to interact with the world indirectly of Quill. A gentle start to the demo allowed the player to become familiarised with the combination of a traditional third-person adventure videogame control scheme and the DualShock 4’s motion-control, before providing a simple logic challenge.

The combat is basic in this early build. A three-hit combo allows Quill to get the better of enemies, even when multiple are attacking at once. Should she take damage the player can heal her by locking onto with one of the triggers and wiggling the controller. It’s simple and intuitive to control both Quill and your own interaction simultaneously, as is demanded by the aforementioned puzzle.

In the penultimate area of the demonstration version of Moss, the player has to examine the area before combining Quill’s abilities with their own. A large rotating cylinder in the centre of the room must be unlocked by pressing two switches simultaneously. Quill can stand on one, but the player must lock to an enemy and drag them onto the other, and then rotate the cylinder manually using the DualShock 4 controllers motion input. Once a path has been created, Quill and the enemy must switch positions to offer further advancement. This simple puzzle is a perfect introduction to the relationship between Quill and the player, the environment interaction the player can have and the types of puzzles that Moss will throw at you.

While no videogame should be judged on the merit of its visual quality alone, the beauty of Moss’ art direction is more than worthy of note. Created using Unreal Engine 4, Moss features a staggering amount of detail in its densely populated areas; leaves that rustle under feet, particle and water effects that bring life to the forest Quill calls home, and Quill herself is one of the most elegantly animated character models not just in VR, but in videogames as a whole. Quite simply, Moss looks stunning.

Already confirmed for release later this year, Moss deserves a place on your ‘most wanted’ list. After just one short play, the tease of more taxing puzzles and the forming of a non-verbal relationship with the adorable Quill is very compelling. The hope is high that Polyarc will carve a lengthy adventure that takes full advantage of the mechanics that have been laid out in this early demo, and VRFocus will be sure to follow Moss all the way to launch.

Preview: The Elder Scrolls V: Skyrim VR – A Limited Demo Still Brings Excitement

 

The rumours surrounding an Electronic Entertainment Expo (E3) reveal of a virtual reality (VR) edition of The Elder Scrolls V: Skyrim were proven true, and the reaction has been phenomenal. Though it appears that this new edition, simply known as The Elder Scrolls V: Skyrim VR, is currently confirmed for release only on PlayStation VR, the demonstration version of the videogame was highly impressive.

The experience began outside Bleak Falls Barrow, with a small number of bandits reason for an easy takedown as the player gets used to the control system. Using two PlayStation Move controllers, an ability can be assigned to each hand using the ‘favourites’ menu on the left controller’s Circle button. The menus will appear familiar to anyone who has previously played any version of The Elder Scrolls V: Skyrim, though scrolling through them is controlled by the Square and Cross buttons.

With fire and ice spells, a sword and bow available, players of the demo are able to mix-up their combo attacks. You’re able to grab items but not add them to your inventory, meaning the axe that was dropped by the first fallen enemy could be juggled but not equipped; a strange design edition but presumably one made to allow for the volume of players flowing through an event such as E3.

Once entering the dungeon things become much more interesting. The movement is limited to teleportation only, activated by press the Move button on the left controller, but the very precise head tracking allows the player to duck and dodge incoming attacks, lean around corners to view the dangers that lie ahead, and position themselves for stealthy ranged attacks with the bow. This all comes in handy in interior locations, especially when you’re vastly out numbered.

The Elder Scrolls V: Skyrim screenshotThe visual quality of The Elder Scrolls V: Skyrim VR is, surprisingly, very close to that of the PlayStation 4’s recently released The Elder Scrolls V: Skyrim Special Edition. Though the demonstration was brief (a lot more time with the videogame would be needed to evaluate the minutiae of the visual differences) effects such as mist and reflection were all present and correct. The detail on magic attacks, such as ice bolts, did seem to have been significantly lessened, however.

The Elder Scrolls V: Skyrim itself isn’t exactly criticised for its level of immersion, with many gamers across the globe having invested hundreds of hours into the videogame. However, on PlayStation VR it enters entirely new territory. It’s rare that a VR experience at a huge event such as E3 can separate you from the outside world, but The Elder Scrolls V: Skyrim VR achieved this with ease. Any misgivings about the potential of adapting such a huge world to VR – including that of the dreaded simulation sickness – have been washed away with even just a few minutes of gameplay.

Set for release later this year, The Elder Scrolls V: Skyrim VR is currently only confirmed for release on PlayStation VR. In that respect, the PlayStation 4 has yet another reason to become new adopters’ choice of VR host platform, as The Elder Scrolls V: Skyrim VR looks set to stand tall as one of the medium’s ‘must buy’ titles.

Preview: Farpoint’s DLC – Cryo Pack

Farpoint has become a key example for the success of modern virtual reality (VR), having surpassed all expectations for commercial value upon release. Developer Impulse Gear is looking to reward that audience by bringing new downloadable content (DLC) to the videogame later this month, for free.

 

Farpoint: Cryo Pack screenshot

 

The Cryo Pack, as it will be known, adds four existing maps to the co-operative mode and brings two brand new additions. While previous two-player maps were largely arena based, Impulse Gear has assured VRFocus that these two new levels will provide more variety, offering multiple paths for the players to cover and assist one another as they journey from beginning to end. And they’ll need to, as both these maps offer a considerable challenge.

Designed to extend the life of Farpoint for those who have already completed the single-player campaign – there is no additional campaign content being offered at this point – the Cryo Pack’s new maps place the players under significant pressure. From the very beginning enemies are tough and aggressive, demanding tactical maneuvering and familiarity with Farpoint’s arsenal to get the better of them.

The first of the two maps, a frozen wasteland, brings large enemies that reign down mortar fire from a distance while smaller creatures quickly scuttle towards the player and leap at their face when within close proximity. The second map features bi-pedal enemies unaware of your presence until you decide to make it known, and then won’t hesitate to remove you. Both provide a significant new challenge atop the original content.

Other new content includes a new character skin (seen in the key image above), new toys in the videogame’s lobby and additional PlayStation 4 Trophies. This may not sound like a huge amount of new content, but being delivered for free there’s likely to be very few Farpoint fans that will complain. Whether or not Impulse Gear plan on expanding the story element of Farpoint remains to be seen, but you can be sure VRFocus will keep you updated with all the latest details.

Preview: Arizona Sunshine on PlayStation 4 Pro

Vertigo Games’ Arizona Sunshine has been met with significant critical acclaim and commercial success since its launch on PC for Oculus Rift and HTC Vive late last year. Now, the Rotterdam-based studio has turned its attention to PlayStation VR, launching the PlayStation 4 edition of the videogame later this month.

Arizona Sunshine PlayStation VR screenshot

As a first-person shooter (FPS) set in a zombie apocalypse, Arizona Sunshine’s setting may not sound all too original. And it’s not. However, the added benefit of being designed from the ground-up for virtual reality (VR) has allowed Vertigo Games to make an experience unlike many of the videogames that share its premise. Arizona Sunshine stands aside from the run-of-the-mill zombie FPS videogame by immersing the player within its ramshackle depiction of southwestern America through the use of a brand new medium.

As a single-player experience Arizona Sunshine features a campaign that takes the player on a journey through a desert wasteland. Less of an adventure and more of a shoot-anything-that-moves experience, Arizona Sunshine follows the hugely successful Farpoint as being a first-step into new territory; this isn’t as deep an FPS experience as Destiny nor as engrossing a story as Call of Duty: Modern Warfare 2, but then it shouldn’t be expected to behave as such. The fact that it’s light years ahead of being VR’s Space Invaders is commendable in its own right.

Given the illusion of freedom, the player is actually courted along a linear path to ensure a reasonable difficulty curve. The occasional checkpoint will offer a wider box to explore before being funnelled down a specific path once again. This is no bad thing however, as its allowed Vertigo Games to offer some varied gameplay and keep the path interesting. Submachine guns run out of ammo and you’re forced to go for headshots with your pistols; an opening above a ravine grants you a sniper rifle to take out distant foes. Arizona Sunshine’s gameplay loop is familiar, but benefits from this by not raising too many new barriers for those already engaged with the FPS genre.

 

Arizona Sunshine PlayStation VR screenshotUsing the PlayStation Aim controller with PlayStation VR actually works far better than might be expected with Arizona Sunshine. Performing similarly to Farpoint, the analogue stick is used to move and the front trigger to interact. Reload is located on a rear face button and shoot, quite obviously, is on the trigger. The separation between head-look for movement and PlayStation Aim movement for aiming feels very natural, taking the experience of combat weaponry a step ahead of a more traditional FPS control scheme. VRFocus hasn’t yet had the opportunity to play Arizona Sunshine with a DualShock 4, however it’s already clear that adding the PlayStation Aim to your VR arsenal is a worthwhile investment.

Arizona Sunshine launches on PlayStation 4 and PlayStation 4 Pro this month, with the latter edition of the videogame appearing very close in terms of graphical fidelity to its PC counterpart. If Vertigo Games are true-to-their-word on parity in other areas of the videogame, the PlayStation VR could well be receiving another ‘must have’ title in a matter of weeks.

Preview: Bloody Zombies – Beatdown Bloody Zombies on London Bridge

Last year nDreams announced plans to not only continue their efforts to become the largest virtual reality (VR) videogame developer in the UK, but also to expand their repertoire to publish titles from other developers. Paw Print Games’ Bloody Zombies, announced today, is the first such title, coming to PlayStation 4, Xbox One and PC later this year.

 

Bloody Zombies ScreenshotA side-scrolling beat-‘em-up, or ‘brawler’, Bloody Zombies sticks rather firmly to many of the traditions of the genre: light and heavy attacks, linked combos, air attacks, collectable/breakable weaponry and health items. It also throws together a selection of more modern mechanics such as a level-up system (unlocking new moves) and juggle bonuses. On the surface, Bloody Zombies looks set to deliver exactly what is promised by that genre label.

Inside however, there’s something much more interesting happening. When played with a VR head-mounted display (HMD), Bloody Zombies opens into a much more progressive experience. The viewpoint significantly changes, bringing with it not just a more interesting visual style, but also new gameplay opportunities.

Compatible with Oculus Rift, PlayStation VR and HTC Vive, Bloody Zombies with added stereoscopy casts a different light on the already interesting art style. Now, the characters appear as 2D cutouts in a 3D world; leaning into the scene allows them to be viewed from an angle where they appear to be paper-thin. Furthermore, you are given a much wider view of the landscape, able to see enemies approaching from a greater distance and even view hidden areas that may not be immediately recognisable when played on a 2D screen.

 

Bloody Zombies ScreenshotYou could suggest that this will give a player in VR an advantage over those on a monitor as, indeed; it does appear that way at present. However, Bloody Zombies’ wealth of multiplayer options takes this into account. Up to four players can join in the co-operative gameplay (given individual scores at the end of each level to encourage player rivalry outside of the action) and this can be any combination of local and online players, VR and non-VR. For example, two players could be on one PlayStation 4 system with one wearing a PlayStation VR whilst the other plays on the television screen, with two further players online also wearing a PlayStation VR. Or not.

The interesting camera perspective granted by VR is currently Bloody Zombies’ greatest unique selling point (USP). As an addition to a well worn genre it doesn’t particularly shine; there’s an interesting variety of enemies but the combat feels very rigid. What Bloody Zombies does have going for it is that, in VR, there’s very little competition. Insomniac Games’ Feral Rites felt very flat while Gang Beasts and Kite & Lightning’s forthcoming Bebylon are an altogether different style of brawling. With that, Paw Print Games has an opportunity to set a precedent for the genre when it launches later this year.

Hands-on with EVE Valkyrie’s Solitude Map

CCP Games are set to bring another new update to the hugely popular EVE Valkyrie next week, with ‘Groundrush’ offering, amongst other things, a brand new map. For the first time EVE Valkyrie’s space-based combat won’t be in space; coming down to planet-level in a unique arrangement known as ‘Solitude’.

A very narrow design, Solitude is more about the ability to evade than a head-on straight-shooting affair. It’s a chase map: players being tailed will do better with intricate knowledge of the layout than their opponent and weaving and diving provides many environmental obstacles with which to lose your pursuer. Towers rise high into the sky; a helipad provides an iron grid to weave through; below, trenches run deep into the snowy surface.

EVE Valkyrie GroundRush_ReleaseDate

It’s this underground network that provides the most interesting aspect of bringing EVE Valkyrie’s combat down-to-earth. A tunnel gives access to an underground base with only one very tight exit directly into the centre of the map, a trench runs deep across one side allowing for surprise flanking and a low foundation surrounded by a low network of large pipes can provide cover as you wait for new enemy spawns. Solitude has the potential to bring brand new tactics to EVE Valkyrie along with the brand new aesthetic.

The team at CCP Newcastle are proud to have ‘solved’ the problem of high-speed travel with a horizon in view by all accounts here at EVE Fanfest 2017, though in truth it’s not that straightforward. Indeed, EVE Valkyrie remains one of the most comfortable fast-paced action videogames in virtual reality (VR), but it still has issues that may be obtrusive to some.

Speaking to a selection of players that had experienced the new map, most of which had already played a considerable amount of EVE Valkyrie, there were mixed feelings about the new map. Some stated they did indeed feel perfectly at ease with a horizon in view, even when flying at high speeds or unaligned with the ground’s surface. Others however, stated that they felt the map was almost unplayable; that it would take a considerable amount of practice to adapt their usual techniques to the new design not in terms of map arrangement, but simply due to their comfort level.

VRFocus found that Solitude was slightly uneasy in comparison to traditional outerspace level design, but it’s far from the intense challenge of Descent: Underground or even Omega Agent. Either way, you’d be hard pressed to bet against CCP Newcastle on getting it right, given the pedigree of the team piloting the VR mission behind EVE Valkyrie.

Review: FATED: The Silent Oath

Having originally made its debut for HTC Vive and Oculus Rift nearly a year ago, one might wonder what has taken Frima Original’s FATED: The Silent Oath so long to arrive on PlayStation VR. Despite the head-mounted display (HMD) having now been available for months and the original intention to have the videogame ready for launch, FATED: The Silent Oath has arrived late, but with it has come some obvious adjustment to optimise the videogame for the PlayStation 4 format.

FATED: The Silent Oath screenshot

For the uninitiated, FATED: The Silent Oath is the story set in the mythical age of Vikings. Telling the tale of an everyday father and husband who find himself caught in an unpredictable situation, challenged with accomplishing a mission that appears impossible while also ensuring the safety of his family. Battling against the potential destruction of the world at the hands of giants of old, Ulfr has also been cursed with the unexpected loss of his ability to speak.

The latter mechanic – or rather, lack thereof – has been incorporated to accommodate the first-person design of FATED: The Silent Oath and the decision to avoid HUD-based text at all costs. Simple shakes or nods of the head through the PlayStation VR’s head-tracking capability are enough to communicate your intentions; the script and story pacing have been written elegantly around this limitation.

The story is key to FATED: The Silent Oath, as it is without a doubt an emotionally charged experience. The interaction with family members and other characters is the driving force, and while other videogames often collapse under the pressure of crafting deep and likable characters across the spectrum of age, race and sex, FATED: The Silent Oath steers clear of trite dialogue and cliché with ease. It’s frequently amazing just how well blended the character design is into the overall narrative, should you choose to step back and think about it.

But doing so would break the immersion; a cardinal sin in virtual reality (VR). FATED: The Silent Oath has been designed to keep you hooked through the story and gameplay loop in such a way that stepping back is equivalent to undermining your own enjoyment. The division between story progression, exploration and puzzle solving is so thin that you shouldn’t question it. Whether it be rearranging stones so that their glyphs appear in the right order, teaching your nephew how to hunt, having your exceptionally strong wife, Freja, tell you that you’re being an idiot or charging along a ravine on a horse and cart to escape falling rocks, FATED: The Silent Oath’s pacing is commendable throughout.

FATED: The Silent Oath screenshot

In terms of the PlayStation VR edition of FATED: The Silent Oath, Frima Originals has obviously had to do some work in order to make the videogame perform as well on the PlayStation 4 console as high-end PCs. The visual quality has only suffered slightly – which could well be as much to do with the PlayStation VR’s lower-grade screen as a reduction in detail – and Frima Originals has acted wisely to ensure that no framerate drops are evident in the videogame.

FATED: The Silent Oath was originally billed as the first chapter in an episodic series. Exactly what is going on with the second chapter is not currently known, however this instalment is certainly enough to warrant a look by itself. With a reduced price point making the short duration of FATED: The Silent Oath much easier a pill to swallow, those who are looking for new content on their PlayStation VR could do much worse than  to go adventuring with Ulfr and his family.

80%

Awesome

  • Verdict

Preview: Summer Lesson – Summer Lovin’ is Awkward as Hell

The physical media PlayStation VR version of the highly anticipated Summer Lesson is quickly approaching. The recent confirmation of a release date and the revelation that certain editions of the videogame will be made available with English language subtitles has the western world in a spin, as Summer Lesson – despite the suggestion that there may be a chance international localisation – is not the kind of videogame we can typically expect to see a western release.

Summer Lesson Screenshot

And for good reason. While Summer Lesson appeals to eastern ‘otaku’ culture, in the west the premise will undoubtedly be seen as creepy by many. The player acts as a tutor to a series of girls attempting to learn a foreign language, but invariably becomes a bit too close for comfort. As a videogame that fits most comfortably in the dating sim genre, Summer Lesson is a videogame which doesn’t hold back from teasing the sexuality of attractive girls without pretending there’s any deeper context than titillation.

In VRFocus’ hands-on time with Summer Lesson we met with a blonde American trying to learn Japanese. However, there was little in the way of tutoring as the young lady began telling the story of her reasons behind the decision to learn a new language, her part-time job and her other studies. She also appeared to be very easily distracted, asking the player about their favourite flowers, pastimes and more. Indeed, there was even a moment in which she insisted on grabbing her guitar and performing a gentler acoustic song while frequently making eye contact.

The player’s input consists solely of nods and headshakes for agreement and disagreement, and gaze-control for multiple-answer questions. Depending on the responses given the in-game character will react in a different way. However, whatever reactions you choose to give it seems almost impossible that she won’t grow to ‘like’ you, and as such moments where she feels comfortable enough to stretch out across your lap and touch your face are inevitable.

Summer Lesson Screenshot

Summer Lesson is officially billed as ‘VR Character Communication’, however in practice it’s much more of an experience designed solely for titillation. This isn’t relationship building nor is it an exercise for developing social skills; Summer Lesson is a fantasy. It’s an opportunity to exercise your suspension-of-disbelief to achieve a goal that you may not otherwise be able to. It’s a cynical piece of software targeting a stereotype, but for those in the western world it’s also a chance to experience a small piece of alternative culture from an alien custom.

Set for release on physical media next month, Summer Lesson will be available in a region-free edition with English subtitles. VRFocus will be bringing you more details on the release of Summer Lesson in due course.