Preview: Star Child – A Playful Neon Puzzler With Potential

Playful Corp has already cemented its name in the virtual reality (VR) industry with its cute platformer Luckey’s Tale which launched alongside the Oculus Rift head-mounted display (HMD). For its next VR title the studio is sticking with those platformer roots with Star Child, a neon drenched sci-fi adventure for PlayStation VR.

Unveiled during Sony Interactive Entertainment’s (SIE) Electronic Entertainment Expo (E3) 2017 press conference with a brief teaser trailer, Playful has shown a very early demo at the event, giving a hint at the rich universe it intends to create.

Star Child Screenshot

Star Child seems to be a homage to classic side-scrolling platformers of yesteryear (the 90s and early 00s), enriched with the dynamic depth and immersion of VR. Playing a female protagonist, you run and jump through a world that encourages you to lean in and explore. While the character can only move left and right, you can still peer in and see into this beautiful looking world, so much so that you can even look down the path your character is following.

The demo felt very much like an opening level – a common occurrence with these short presentations – with a short cinematic of a spaceship flying in and landing on an elevator that takes you deep into an alien world. As it descends deeper and deeper you get to see all sorts of luminous creatures scurrying across the walls, and glowing plants creeping up the rock face. Playful has really gone to town on the design of Star Child, easily differentiating it from the far more child like design of Luckey’s Tale.

At this stage the character doesn’t have a great deal of options available, boiling down to running and jumping through the area. What Star Child did offer were a couple of puzzles. With these you approach a console which then activates a giant purple orb. This can then be moved around the area, bobbing it higher with multiple presses of the X button to grab a purple neon string that needs to be attached to a certain point, opening up the next area. The next puzzle offered more of the same, as an early challenge you’d expect it to be easy but it was somewhat rudimentary in nature.

Star Child Screenshot

It all came to an end with a big finale. A really big, robotic looking, spider monster came out of the darkness seeming very intent on doing some harm. Luckily a saviour was slumbering, waiting for the right time to come to your aid, an even bigger robot, whose hand you jump onto ending the demo. Naturally, this raises more questions than revealing answers, what’s the robot for? Do you get to pilot/control it in some way? What the hell is going on? And so on.

If the videogame caught your eye during SIE’s E3 2017 press conference – after the massive Skyrim announcement – then you’re right to be intrigued. The Star Child demo was certainly a delightful experience, and over far too soon, so expect good things to come in the future.

Preview: Archangel – Get in a Mech, Shoot Everything, Save the World

Skydance Interactive’s first dip into the world of virtual reality (VR) has been met with a considerable amount of anticipation, following a trailer revealed earlier this week. Debuting in hands-on form at the Electronic Entertainment Expo (E3), Los Angeles, Archangel has proven to be a good-looking videogame, with a decent enough amount of smarts to back it up.

Archangel screenshot

Firstly, let’s get the stigma out of the way. Yes, Archangel is an on-rails experience. It’s no StarFox, but it certainly attempts to make up for the lack of user initiative by way of its motion-controls. The player is positioned with a skyscraper-tall mech, and is equipped with a small variety of weaponry. More interesting however, is the videogame’s shield mechanic: each arm has a temporary shield that can be enabled, allowing for impenetrable defence within a specific radius around the shield emitter. That radius does not encompass the whole body, and the arm upon which the shield is being emitted from can no longer be used to fire. This results in lots of swift and tactical decisions as you attempt to raise a shield from one arm and shoot around it before switching, throwing your arms across your body to ensure both protection and equal aggression.

The preview build available at E3 2017 consisted of two levels. The first, suggested to be an early level in the final release, saw the player begin without weaponry; simply left to learn the basics of shield use before being allowed to retaliate. Once in motion the player soon enters an enemy occupied city, taking down infantry, tanks and air units with the two available weapons: a machine gun and a rocket launcher. The second level – a much more difficult option – offers more weapons and level interactivity, but essentially remains the same experience.

That level interactivity is based around scripted events which demand the player perform an action at a set time before being able to progress. The first level required the player to punch some stone bridges in order to progress, while the second sought the draining of energy from generators. Both required use of the motion-controllers for direct input, neither seemed to offer any benefit aside from altering the videogame’s pacing.

 

Archangel screenshotOn a visual front, Archangel is a very impressive looking videogame. Far reaching draw distances and densely populated environments are matched by striking particle effects. The animation of the mech’s arms seemed so accurate as to almost know where the player’s elbow was in relation to their movement, and the attention paid to signposting – highlighting of enemy units, indicators for both friendly and incoming fire – has certainly been born of experience.

Archangel was certainly enjoyable for this short demonstration, but it’s difficult not to wonder about the longevity of such an experience. Despite the videogame’s commendable visual design you have to wonder whether Skydance Interactive has kept up with the times; VR at E3 this year is very different to what was on offer last year, and Archangel feels very similar to the first wave of titles made available for HTC Vive, Oculus Rift and PlayStation VR. It’s only a few weeks until we get to find out whether the development team has made Archangel an experience worth a few hours investment, or fears of simplistic and repetitive gameplay come to fruition.

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: Lone Echo’s Echo Arena – Zero-G Multiplayer Mayhem

Originally revealed at Oculus VR’s own Oculus Connect 3, San Jose, in October last year, Ready at Dawn’s second virtual reality (VR) title, Lone Echo, has already built a significant amount of anticipation. The studio has been keen to showcase the title at events across the globe, at this year’s Electronic Entertainment Expo (E3), Los Angeles, will be no different.

 

Echo ArenaAhead of the opening of the show floor, VRFocus has been hands-on with Lone Echo’s multiplayer gameplay mode, now separated into a unique title, Echo Arena, which will be free for all Oculus Rift owners to download when it launches next month, courtesy of Intel. That in itself was somewhat of a surprise, but the ways in which the experience has changed since its initial unveiling even more so.

Echo Arena allows for up to 10 players to enter a match, divided into two teams of five. In VRFocus’ experience six players, comprising of two teams of three, took to the arena in a points-based challenge. Similar to CCP Games’ forthcoming Sparc, Echo Arena plays in first-person as each team attempts to push a flying disc into the score zone. The difference however, is that this score zone is a goal, and all players are free to move around it – and the whole map – however they wish.

Lone Echo’s unique momentum system is implemented in full in Echo Arena and, despite its floaty acceleration mechanic, is actually reasonably easy to adjust to. Using your propulsion system you can maneuver your body in a similar fashion to a jet ski on the waters of Wave Race 64 or your space ship in the Gear VR’s Anshar Wars. A significant difference between that first single-player hands-on VRFocus experienced and this multiplayer gameplay is, of course, the addition of other people.

 

Maintaining control of your own body is actually less fun when there’s the pressure of rival players coming towards you. It may just be another level of adjustment, but the fact that you can directly attack another player – stunning them momentarily with a blow to the head – is currently more irritating than a Mario Kart blue shell on the home straight of a final lap.

Conversely however, managing to navigate the playing field and deliver the disc into the goal is incredibly satisfying. As with any team-based sport the key is ensuring that all bases are covered: opposing players are marked; you have a forward in open space; your goal is defended against counterattacks. Finding an opening and passing the disc across the arena, only to see your teammate drive it into the goal is as rewarding as leading the strike yourself.

Echo Arena has significant ambition. As with the aforementioned Sparc, bringing VR into eSports this early in the life of the new medium is going to be no easy task. However, of all the many videogame titles that have assured they’ll be the one to break the mould, it’s Ready at Dawn and CCP Games that are most likely to attract that highly competitive audience. With a beta test launching later this month, it won’t be long until Oculus Rift owners get the chance to experience Echo Arena for themselves.

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: Everything Must Fall – Sort of Like Dominos for VR

Destruction in virtual reality (VR) is great fun, no matter what the theme is – usually giant robots like VRobot – where you can grab or shoot buildings, cities and more, leaving a swath of devastation in your wake. New Swedish studio Carry Castle has gone for a far more tactile approach to this medium with its early access release of Everything Must Fall for Oculus Rift with Touch (previewed) and HTC Vive. 

Everything Must Fall mixes up several gameplay styles that should be instantly familiar with most gamers. There’s certainly hints of Angry Birds, alongside classic tabletop games like Domino’s, where you’re given certain objects with which to destroy a load of buildings, hopefully snowballing to deliver even more carnage.

Everything Must Fall screenshot

At this early stage Carry Castle has several levels, each of which is split into smaller bite-sized sections. There’s one main goal throughout all of them though, hit 100 percent on the destruction meter, only once that’s done can you move onward’s. To begin with you’re given dynamite that instantly explodes on contact which then changes to fused dynamite that requires a more timed throw for maximum efficiency. The studio then mixes this up, going for a bowling dynamic where you need to either fling balls at targets or feed them into tubes or conveyors to complete the challenges.

You’re given only a select amount of balls or dynamite to complete each area, so it’s all about inventive placement to make sure buildings cascade into each other rather than wasting all your ammo. It’s a simple gameplay effect but it’s very easy to pick up, making the whole process great to first time VR users getting used to motion control mechanics. For more experienced users Everything Must Fall feels much more like a tech demo at present as what’s on offer can be completed fairly quickly.

As a single-player experience you don’t just need to complete the levels, there are coins to collect to increase your score and a trophy within each area to find, should you have enough ammo left to collect it. Levels can be replayed to find the most efficient way to maximize points but aside from that there’s not a great deal else at present.

Everything Must Fall-book-menu

Carry Castle will be expanding this however with plans to extend the title across three acts that’ll eventually feature over 80 plus challenges to work through. Each act will be themed, the first is called Sky Book, and as you can tell from these screenshots everything takes place in the clouds. While the second and third acts are Pirate Book and Inferno Book respectively. These are set to feature cannons, pirate ships, slingshots, paper airplanes, coconuts, gravity wells, pirates, devils, skulls, and more.

While Everything Must Fall does feel somewhat spartan at present, the gameplay is nice and smooth and the prospect of the additional acts will make the title an interesting one to watch. Much like Cloudlands: VR Minigolf or Fantastic Contraption, Everything Must Fall is a quirky fun experience that offers lots of potential.

Preview: VRobot

In the far future, robots have taken over all of Earth’s cities. In a last-ditch attempt to reclaim their homes, humans have built the biggest, baddest robot yet to take care of the usurping robots and get back their homes. This is the basics of VRobot.

VRFocus correspondent Nina takes a look at the Steam Early Access title, discussing her experience with being a giant-sized robot construct. The objective is pretty simple: Destroy everything in sight. The robot you control has various weapons and abilities to command to make destroying things easier, such as a tractor beam to pull and throw things around, or the powerful tornado gun to unleash a miniature natural disaster upon your surroundings. If all else fails, there is good old punching power. A score is awarded based upon the performance of how well the smashing of the city is performed, with speed and accuracy being rewarded and the smashing of special buildings resulting in bonus points. There is even a special giant enemy robot available to defeat.

VRobot is currently available through Steam Early Access for HTC Vive and Oculus Rift with Touch for £10.99 (GBP). As the experience involves much flailing about with motion controllers, a large clear space is highly recommended for playing this videogame. It has not yet been confirmed when the title will be available for a full release.

You can watch Nina’s verdict in the video below.

VRFocus will continue to bring you news on upcoming VR titles.

Preview: Flairtender – Bring Your Bartending Skills into VR

DigitalBadger Design LLC’s first virtual reality (VR) videogame was not birthed out of the intention to become a thought leader in a rapidly moving industry. It wasn’t due to fascination with modern hardware, and it wasn’t motivated by the fresh green pasture of new genre possibilities. Flairtender was, according to DigitalBadger Design LLC’s Robert Frank, designed to save him a few bucks.

 

Flairtender Screenshot

 

How would a VR videogame save you money, you ask? Well, put simply, alcohol is expensive. If you’re the creative type and find yourself kicking-back with a cocktail every now-and-then, you’ll have no doubt found that without some practice most of what you make won’t live up to even the most basic mix at your local bar. Flairtender aims to change that; helping you to learn to make the best of your spirits and mixers without the hefty shopping bill each time.

The core component of Flairtender remains a videogame experience: serve customers accurately poured drinks, save up a wedge of cash, buy new equipment for your bar, offer a new selection of cocktails. It’s a simple and obvious learning curve combined with the traditional ‘one-more-go’ approach to sticky gameplay. In this case however, it’s more like ‘one more drink’.

For some however, it’ll be the tuition part of Flairtender that stands out. The core gameplay doesn’t have the humour of Job Simulator: The 2050 Archives, nor does it have the depth or variety. What it does have however, is a core principle that relates directly to the real-world, much like Starship Group’s presently absent CyberCook.

 

Flairtender Screenshot

 

The videogame offers a menu of selected cocktail recipes and all the ingredients required to make them. It presents a breakdown of the mix required and the order in which each component should be added to the glass, plus suggests the appropriate garnish, too. It’s not the most detailed instruction you could ask for, but is certainly comparable to a mixology book.

Despite all of this potential, Flairtender does have some significant ground to cover while in Steam Early Access. The visual quality is poor, at best, with a lifeless bar presented in front of you. The liquid animation appears little more than stock assets – given how much a part of Flairtender liquids are, this certainly needs improving – and much of the mise-en-scene is simply without character. Worst of all, Flairtender’s basic text presentation doesn’t do the image quality any favours.

So Flairtender is an intriguing prospect, but not one without issue. You’d be hard pressed to suggest that DigitalBadger Design LLC are without knowledge of the problems – mostly cosmetic – that Flairtender currently faces, but tidying them up isn’t as easy as developing a unique concept in VR. VRFocus will be closely watching Flairtender to see if it can live-up to its potential.