Review: Windlands 2

Windlands 2

Psytec Games brought its swinging franchise sequel Windlands 2 to PC VR headsets in 2018 and it was a great videogame. While intense, that ability to swing through highly stylised worlds and fight dangerous bosses was a welcome one, highlighting that advanced motion in VR could be achieved without making most players suffer. But that was three years ago and the world of virtual reality (VR) gaming has advanced, so can Windlands 2 still keep up, and more importantly can PlayStation VR?

Windlands 2 - Screenshot

Windlands 2 is all about freedom of movement, being able to navigate its environments mostly in the air with some ground-based accessibility so you’re not always having to look for the next hook point. You’ve got a grappling hook in each hand so there’s no need to worry about right or left-handed mechanics, and the same goes for its newest inclusion, the bow.

Gameplay is all about being light on your feet and very aware of your surroundings. When you get a feel for it and find that flow Windlands 2 has a beautiful energy to it, evoking a real buzz when you swing through chunks of the environment perfectly. Miss a grappling point and you’ll quickly realise how far away the ground can get – and that there isn’t loads of it.   

This isn’t a relaxing, non-violent experience like the original though, that bow is there for a reason. Titans are the main enemy in the game, mechanical beasts that effectively work as mini-bosses most of the time, with some segments dropping in the occasional weaker opponents to keep you busy. That also means there’s a storyline this time, where you’re trying to save a peaceful society from this evil menace.  

Windlands 2

The problem with the PlayStation VR version of Windlands 2 isn’t about the quality of the port, as it looks just like the PC VR edition. No, the issue comes down to mechanics, or more accurately, the lack of fluidity during the fights. Soaring through the calm environments is easy – so long as you don’t miss a hook – making it one of the best parts of Windlands 2. Most of the main battles are in 360 areas where you can navigate around the boss shooting the red highlighted targets on its body. On PlayStation VR this becomes frustrating and a test of patience because you don’t have complete freedom to twist and turn.

Now, this is a limitation of the hardware rather than the videogame being broken, it’s worth pointing out. Trying to take down the first boss/machine is a good example of this, it’s not too hard but swinging around behind the enemy you want to instantly twist around to shoot, which you can’t because of the tracking. In fact, jumping onto the PC version to test this theory proved correct, dispatching the same opponent in under half the time purely thanks to that extra flexibility.

And it’s such a core part of the whole Windlands 2 experience that you’ll almost dread the next encounter. No amount of fiddling with the snap turn or smooth turn settings solves what is essentially an instinctive reaction, being able to gracefully glide through the air to fire off a well-placed arrow into the heart of the beast.  

Actually, on the subject of “well-placed” arrows, PlayStation Move doesn’t make this a simple process. If you’ve owned the controllers long enough you know they can be a bit erratic at times and that’s certainly the case here. And it is all to do with speed. Grappling through the trees you tend to keep your hands steady, planning a route whilst carefully aiming at the next piece of green foliage. This was fine and never really presented a problem. As soon as it’s time to unleash a volley of arrows, that’s where the trouble starts and would quite often lead to death while fighting with the reticule.

Windlands 2 - Screenshot

Co-op mode confirmed this further as a colleague swore trying to shoot the very last target on a boss. This doesn’t mean Windlands 2 is unplayable but what was clear was the realisation that because of these issues, Windlands 2 is much more enjoyable played with friends.

On your own, the environments can be a bit devoid of life, lonely even, yet with at least one other player – it’ll support up to 4 players at once – there’s an added vibrancy to the experience. Fun little things like competing to get to the next marker or spotting an illuminated quest item for them to grab, the team dynamic helps make Windlands 2 shine. Also, those fights are so much more straightforward and strategic rather than a grind. Swinging in for different angles of attack and if one of you does encounter an aiming issue the others can back you up, much more satisfying. The only problem with multiplayer was the lack of identification, with no map or markers you don’t know where your mates are. Saying “over here” or “I’m by this rock” doesn’t help when the vegetation is dense or you’re nowhere near each other. Voice communication is spot on yet each player’s name appears off to the side with a speech symbol appearing when they talk, not exactly useful if you don’t know where they are.       

It’s great to finally see Windlands 2 on PlayStation VR and remember what made this VR experience so enjoyable in the first place. Alas, with a heavy sigh this just doesn’t match its PC brethren when comparing the entire package. What this release really does is demonstrate PlayStation VR’s ageing technology and how it was good for some but not all VR videogames. However, Psytec Games has confirmed it’ll patch PlayStation VR 2 support into Windlands 2 when available, which could really help to unshackle the gameplay. At the moment, Windlands 2 only really soars half the time.    

Windlands 2 Finally Grapples Onto PlayStation VR This Friday

Windlands 2

For the launch of Oculus Rift way back in 2016, Psytec Games challenged players with navigating environments by using grappling hooks in Windlands. Its sequel Windlands 2 improved the gameplay whilst adding a multiplayer component. In 2018 when Windlands 2 arrived for PC VR headsets the studio did mention a PlayStation VR version was in the works before going quiet until this summer, reemerging saying that a launch wasn’t far away. And now there definitely isn’t long to wait, as the swinging adventure arrives in a few days.

Windlands 2

So that makes Windlands 2 a 2018 virtual reality (VR) title coming out in late 2021, with a lot more competition in this particular space from the likes of Yupitergrad, Swarm, Grapple Tournament and more. In it, you’ll be swinging from trees, buildings, and basically anything the dual grappling hooks can attach themselves to, exploring the colourful, wide-open vistas. You don’t have to spend all your time in the air though, as you can run around surface side to find hidden secrets.

What you’ll notice is that for the most part Windlands 2 is a fairly serene, swing-based puzzler. Psytec Games did add an action element to this sequel by adding in Titans, giant bosses to kill to progress through the campaign. Whilst you can take on these monsters alone, the addition of a 4-player co-op mode makes these sections even more enjoyable, enabling a team-based strategy. You’re not using your grappling hooks, of course, instead, you have to master swinging through the air whilst unleashing shots from your bow.

There’s more in store once you’ve completed the main campaign. Skill-based Speed Run Races really put those swing skills to the test or you can always try the collection challenges. Both of these feature global leaderboards. Or then there’s are the multiple advanced modes which include “no hooks”, “one life” and “hook anything” to keep things interesting.

Windlands 2

While it has certainly been a long delay, the studio does plan on continuing to support Windlands 2 into the future, confirming to VRFocus that PlayStation VR 2 support will be patched in eventually. In collaboration with Perp Games, Psytec Games will be releasing Windlands 2 in both digital and physical formats on 26th November 2021. For continued updates, keep reading VRFocus.

PC VR Classic ‘Windlands’ Releases on Oculus Quest via App Lab

Windlands (2016), one of the founding pioneers of modern VR gaming, has made the quiet leap to Oculus Quest this past week where it lives on to finally serve up its dizzying heights and grappling hook-based movement scheme to the standalone headset.

Initially released by indie developer duo Ilja Kivikangas and Simo Sainio as an Oculus Rift DK1 tech demo way back in 2014, Windlands (then called Guardians of the Winds) was one of the first games to introduce the grappling hook locomotion scheme.

After successfully competing an Indiegogo campaign in fall of 2014, the team went on to join Psytec Games to further developer the project into a full-fledged title that offered early VR users their first taste of large, open-ended exploration which challenges the player to navigate up impossible heights hanging in mid-air.

Despite its age, Windlands still proves to be one of the best implementations of grappling hook movement out there, and its lovably low poly aesthetic and cleverly-built environments still manage to feel fresh.

Unlike Windlands 2 (2018)the first in the series doesn’t include combat or bespoke missions outside of making it to the top of the level, so it proves to be less frantic and much more about hitting your stride as you swing from tree to tree. There are plenty of collectibles throughout too, which will have you clambering up some of the most difficult bits of the game for hours.

You can now find Windlands over on both Quest’s native App Lab for $15, which hosts games that haven’t yet made it through Oculus’ review process. It’s also available on PC VR via Steam, the Oculus PC Store, and Viveport, and on PSVR.

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Windlands 2 is Getting Physical With PlayStation VR This Summer

Windlands 2

PlayStation VR is still going strong after all these years, thanks to continual developer support and the fact that its the only virtual reality (VR) headset where collectors can buy a physical copy of the games. It being E3 2021 week, Psytec Games and Perp Games have announced that not only is Windlands 2 coming to PlayStation VR, but you’ll also be able to pick up a boxed copy this summer.

Windlands 2 - Screenshot

At the time the original Windlands challenged the concept of VR locomotion as swinging around was deemed too intense, hitting most major platforms including PlayStation VR. When Windlands 2 came out in 2018 it further improved that sense of swinging through expansive environments. Ahead of launch PlayStation VR support was mentioned but never materialised, so it has been a few years in the making.

In this sequel, players can explore this verdant land with up to 4 friends, soaring through ruins with grappling hooks and a bow destroying gigantic titans to save the world.

“We are pleased to announce that we are working with PSVR specialist Perp Games to bring you the boxed version of Windlands 2,” said Psytec Games in a statement. “We know there is nothing quite like collecting boxed PSVR games, especially with PSVR 2 around the corner, and we can’t wait to get it into your hands.”

Windlands 2 - Screenshot

“Since developing one of the first truly great PlayStation VR games, the team at Psytec Games have not sat on their laurels but continued to develop the fun and wonder of the Windlands Universe. By adding up to 4 player CO-OP and range weapons, they have created a game in Windlands 2 that will bring countless hours of joy to the VR gaming community,” said Rob Edwards, Managing Director at Perp Games.

The digital and boxed format versions of Windlands 2 will be available on PlayStation VR for late Summer 2021. For further platform updates, keep reading VRFocus.

Windlands 2 Will Soar Onto Steam This Friday

A couple of months ago Psytec Games released the sequel to Oculus Rift launch title Windlands, advancing its grappling hook mechanics with Windlands 2. At the time the studio stated that versions for HTC Vive and PlayStation VR would be coming in 2019, but that date has now been brought forward, for HTC Vive at least, to this week.

Windlands 2 - ScreenshotVery much an intense virtual reality (VR) experience right from the off, Windlands 2 core gameplay involves swinging from trees, buildings, basically anything the dual grappling hooks can attach themselves to, to explore the wide open areas. In addition to the swinging locomotion, players can also engage in some parkour style platforming to get to awkward locations hiding secrets.

To improve on the original title Windlands 2 can be played in single-player mode and with friends via four-layer co-op. There’s also the addition of Titans to the levels, putting not only your grappling hook skills to the test but also your aiming skills. To take down these monsters you’ll need to shoot highlighted areas whilst avoiding their attacks.

Psytec Games didn’t stop there either. To keep things interesting there are optional skill based Speed Run Races and collection challenges with leaderboards, as well as multiple advanced modes, including “no hooks”, “one life” and “hook anything”. On top of that, there are collectables and Easter Eggs to find, plus achievements that reward exploration with new hooks as rewards for those who like to find everything.

Windlands 2 - ScreenshotThe launch on Steam will take place this Friday, 16th November, supporting HTC Vive, Oculus Rift and Windows Mixed Reality headsets. It also seems to be one of the first videogames to announce support for Steam’s Knuckles controllers (Steam Input V2), as and when they become available.

Currently, Pystec Games are keeping quiet regarding the launch date for PlayStation VR. When that happens VRFocus will let you know.

‘Windlands 2’ is Landing on Steam Next Week for Vive, Rift & Windows VR

Windlands 2 (2018) made a splash when it hit the Oculus Store in September, but as much fun as the unique co-op adventure-combat game was, it only supported Oculus Rift at the time of launch. Developers Psytec Games today announced that Windlands 2 is headed to Steam next week for all major PC VR headsets.

Landing on Steam November 16th, Windlands 2 is bringing it single-player and four-player co-op goodness to HTC Vive, Oculus Rift, and Windows VR headsets. Check out the Steam page here.

Thanks to Valve’s custom input scheme, this not only means you can remap the buttons as you please, but if you happen to get your hands on a Knuckles controller (in the future), you’ll be able to fully configure it to your tree-swinging delight.

It’s uncertain if the new Steam version includes cross-play with the Oculus Store version. We’ve reached out to Psytec Games, so we’ll update as soon as it’s clear either way.

We dove deep in our in-depth review of Windlands 2, and while we walked in skeptical of the new combat-focused, open world concept that departed from the original zen-like original Windlands (2016), we were pleasantly surprised to say the least, giving it a solid [8/10].

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High-flying Adventure ‘Windlands 2’ Now Available on Oculus Rift

Windlands 2 (2018), Psytec Games’ sequel to their high-flying, first-person platformer adventure, is now available on Oculus Rift.

Armed with two grappling hooks and an energy bow, you battle titanic robots and swing your way through a fallen world—a bit like your friendly neighborhood Spider-Man would if the only thing your webs could stick to were tree branches. That’s the short of it at least.

Boasting online co-op with up to three other people, you can either attack the world’s gigantic bosses together, or all on your lonesome if you please. It’s a bit of a tonal change from its solitary zen-like predecessor, but if you liked the original Windlands (2016), this marks your next chance to jump back into a world with a whole new set of difficult parkour maps to explore.

‘Windlands 2’on Oculus Store

You’ll be treated to a few new bits too, including a genuine story replete with NPCs, some difficult fetch quests, multiplayer races, and combat-focused gameplay that’s poised to set the stage for a series of Windlands titles.

We went in for the deep dive with Windlands 2, so check why we gave it a solid [8/10].

The game is considered a timed exclusive on Rift. Both PSVR and HTC Vive versions should be headed to their respective platforms, which the Psytec Games says should happen sometime in 2019.

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‘Windlands 2’ Review: The True Starting Point For a High-flying Series

As one of the first full-length games for VR, Windlands (2016) pioneered a movement scheme that sends you soaring high into the air, using your grappling hooks to swing from bush to tree in the desolate world that was fractured and destroyed after a planet shaking conflict. The latest Windlands isn’t simply a continuation of the hunt for all-important power crystals and Easter eggs though, now boasting enemies, multiplayer co-op, races, and a classic gaming-inspired story that confronts players with the disastrous forces that wrecked the once prosperous world; it feels like the true beginning of the series.

Windlands 2 Review Details:

Official Site

Developer: Psytec Games
Available On: Oculus Store (Rift) – Coming to HTC Vive & PSVR
Reviewed On: Oculus Rift
Release Date: September, 12th 2018 (Rift), TBD (Vive & PSVR)

Gameplay

Windlands 2 is a first-person VR combat platformer that builds on the lore explored in the first; you don’t need to play the original Windlands to know what’s going on, because all of that’s largely fleshed out in the second installment anyway. The game introduces us to the history of the world and the reasons behind your quest. Here’s the short of it: long ago a dimension-jumping demon destroyed the lizard-people’s world with giant automatons, reducing the alien planet to a barren wasteland. He was slain by your golden-eyed human ancestor though, and generations later, you find yourself as an apprentice of a new class of humans, called ‘guardians’, that are capable of wielding impressive jumping and swinging abilities. You’re on a journey to an island with your master, Tohir, who starts—forgive the pun—showing you the ropes through the puzzle-like configuration of the world. There you battle the dark forces that rise again.

If you thought the addition of combat and NPCs was going to change the amount of platform-jumping and swinging madness seen in the first Windlands, you shouldn’t worry. There’s still plenty of that to go around as you gain one new ability not seen in the game’s pacifist forerunner: bow-shooting.

A timed shooting puzzle, Image courtesy Psytec Games

The new world of Windlands 2 delivers giant bosses, annoying laser-shooting droids, and a few timed shooting challenges to sharpen your new bow-handling ability. And you’ll need those shooting skills too, as bosses fire lasers, energy bombs, homing missiles, and spit out other droids to harass you. By the time you pass the half-way point in the game though, you don’t really see any new attack types, just a higher quantity.

Bow-shooting, while overall good, was at first a fiddly thing, and there’s a few things to know before heading it. There’s a reticle, but your infinite laser arrows have a definite arc affected by gravity, making it more of an indicator of whether you’ve lined up the shot correctly on the x-axis. Activating the bow is handled via Oculus Touch’s grip buttons, and can be deployed while using the grappling hooks, which are mapped to the triggers. Swinging and shooting at the same time, which becomes a necessity in some levels, isn’t as dead simple as I would have hoped, although it’s entirely possible once you get the hang of it. Set as default, the first grip button you activate deploys the bow, while the other hand (using grip) can draw arrows. About half the time I would instinctively activate both grip buttons for a quick shot, and would accidentally switch the bow to my non-dominant hand, something I think could be easily solved by simply checking a box at the beginning of the game. About half-way through, I dug into the advanced settings and found a selector that would allow me to lock the bow to my left hand, relieving the issue entirely. From thereon out, shooting became less and less of a hassle as I got the hang of it.

Unlike the first Windlands, there’s no central hub to return to. The world is a few disparate open areas with distinctive pathways that can take you in different directions, all of which is connected together by a couple of world portals that activate as the result of completing key missions in the storyline, letting you progress through the increasingly perilous biomes; jungle, desert, and mountain. By default, waypoint markers send you to your next objective, and plenty of checkpoint gates are littered along the way to make sure you’re not pulling your hair out at every massive fall. I have very little love for waypoints, but it’s easy to understand why Windlands 2 relies on these as a default to help you navigate through the divergent mass of spaghetti of the game’s map. If there weren’t enough challenges to worry about along the way, I might see it as an overall negative, but in the end it’s a necessary evil so you don’t go clambering up the wrong path and get completely lost. These can also be turned off entirely in the advanced settings.

 

The story itself is simple, and harks back to a time in classic gaming when quest-givers didn’t ask questions, but rather sent you, the silent protagonist, on your merry way to fetch something important: A to B. I found it a bit too simplistic personally, acting really more as an ends to means: fetch the thing, or kill the thing—so basically the early Zelda gamesAfter a while the fetch quests start to feel a little contrived, and while it didn’t really ruin any of the jumping, swinging and shooting fun of the game, it didn’t really add anything either. It’s a classic story of an evil guy who does evil things because he’s evil, and everyone on your team is a helpful good guy because they’re helpful and good. I’ll soften that some in the Immersion section, because in the end, it’s a tried and true method of giving some structure to the real stars of the show, traversing the moving puzzle that is Windlands 2, and smacking down a few titanic bosses in the process.

That said, there is no leveling mechanic, and no new weapons or grappling hooks, which isn’t really a bad thing in my opinion. You’re simply left with the task of getting better at the game, and aren’t fed any cheaty tools to do so.

Soaring to the next checkpoint, Image captured by Road to VR

Except for the addition of a bow, the basic controls are virtually unchanged from the first Windlands. This may be a bit of a sticking point for some, since the game has a characteristic ‘floatiness’ that can be difficult to master. Landing those far parkour jumps isn’t easy, as you slide across most surfaces, and getting that double-hook swing and transitioning to a single hook whip around is even harder. Judging the distance of those far grappling hook grabs has to become something you intuit after a while.

Then, you can imagine the grappling hooks take a while to master. Both grappling hooks have a reticle that lights up when you come close enough to a leafy object—the only thing your hooks can grab onto in an inhospitable world of sand, rock, and streaming lava pools. I found that more often than not, the max effective range was actually a bit farther than the reticles would have you believe, making for daring saves that can mean the difference between having to repeat an extremely difficult jump and quickly making your way to the objective or level boss. Multitasking a few frantic arrow shots while flying through the air to your next landing point can be really satisfying, although hard depending on how comfortable you get with the movement scheme.

World portal incoming, Image captured by Road to VR

That brings me to difficulty. While there is an easy, medium, and hard mode, these only change how powerful an enemy’s shots are and how accurate they’ll be. On hard mode, you’re given only one direct hit before you’re tossed back to your last checkpoint. This doesn’t change the difficulty of the game’s platforming aspect though, which crescendos in the game’s third and final level. There, every jump has to be near perfect, which is equal parts frustrating and rewarding.

Since you can respawn at your last checkpint ad infinitum without any consequence, boss battles can turn into you slowly chipping away at them without fear of ever really losing anything. Playing through the game mostly alone, I found it took several deaths before I could figure out each bosses attack style, and started exploiting the area’s natural hiding places and angles of attack. Bosses follow a familiar pattern: beat them three times and they’re done. To beat a boss, you simply shoot out the glowing red armor on their bodies, which vary in position and number depending on the boss’ difficulty level. In between these moments, the area is usually filled with droids, which you have to destroy to carry on with the boss battle.

The worm’s underbelly with red targets, Image captured by Road to VR

I would have liked to see more variability in this area, as after a while each enemy starts to feel more of less the same—still pretty exhilarating, but trending toward a standard interaction despite the physical differences of each boss. While the game’s ‘zero penalty’ death scheme mitigates some of the frustration of getting ganked—you pick up in real-time where you last died—this limits the ultimate reward felt after defeating them.

Here’s a quick one-minute clip of a boss battle in the desert world. Yes, I died around a dozen times to chip away at its armor.

Bosses are much more simple to take down with a few more friends on hand though, letting you team up with a max of three other people. Playing with Road to VR’s Ben Lang, who joined my game already in progress, we took down a massive flying ship in about half the time. Beyond making bosses easier to take down, the added ability of having a few friends or strangers in-game inevitably leads to sharing techniques, goading people to hurry up and make more impressive jumps, and talking crap to each other. Multiplayer isn’t required to beat the game, but it’s a really fun touch nonetheless.

Windlands 2 personally clocked in at six and a half hours total, playing only story mode in single-player. That said, you can spend a lot more time hunting hard-to-reach collectibles, or playing the other multiplayer ancillary games like racing on one of the five available tracks, or alternatively playing a ‘collect’ mode where you race to get all of the map’s collectibles and make it to the finish line before you three other competitors. These both were fun places to show off your skills once you’ve finished the game, but with so many multiplayer options available, it’s a danger that servers won’t be populated enough for quick pick-up games.

Immersion

The visual style, while patently low poly-ish, offers up a genuinely beautiful world. Taking a look back to the first Windlands, it’s clear the studio has refined the overall aesthetic to be more varied in both texture and architecture, but it still retains the charm of open vistas and precipitous areas to scramble up.

Character design is ostensibly inspired by Studio Ghibli films, although it features more of a Saturday morning cartoon-quality that you might see on Dragon Ball Z. There isn’t any interaction with NPCs outside of automatically handing over whatever you may have fetched, be it a robot part or a crystal to power a world portal. NPCs tend to gesticulate with their hands, but they never seem to open their mouths to talk. It’s not unnerving, but a bit strange just the same. They’re perfectly useful as quest-givers though, and are both extremely well voice-acted and realized from a design perspective.

Image captured by Road to VR

Positional audio is also extremely well done, with moments where a tinkling Easter egg collectible will drive you mad searching for it, or alternatively send you into a panic as a beeping homing missile closes in on your position.

As for object interaction, there’s no inventory to faff about with, or any objects to handle, so the meat of the game’s immersion plainly rests on the feelings of adrenaline and triumph of clattering up that difficult wall near a pool of insta-death lava, or swinging to that barely-reachable cactus.

Looking out over a steep drop doesn’t illicit the same pit in my stomach after a few minutes of playing as it once did, but I’ve also played through the first Windlands, so if it’s your first experience with the series, soaring through the air and hooking your way to the top is ultimately a really novel experience that just feels right.

Comfort

Windlands 2 has a buffet of comfort options, although since it’s a smooth-forward running and jumping game, it could be intense for newer VR users.

To mitigate this, the game features a few advanced options. There is a ‘comfort cage’, a literal cage around you, offered in both translucent and opaque varieties. Floor markers are also available, which give you a constant translucent floor area. There are vignettes (aka FOV-limiters), although I preferred not to use it to no obscure my peripheral vision for that next hook hold.

The game features seated and standing options, smooth turn or variable snap-turn, and hand-relative or head-relative forward motion. With all of these in place, most new users should be able to adapt to the game’s swinging locomotion scheme without too much issue.

Final Thoughts

In retrospect, I wasn’t sure whether I’d really like Psytec’s choice to flesh out the Windlands brand, changing it from the zen-like platformer to its now combat-focused co-op story. And while some of that story was less clever than I would have hoped for on first blush, it left me feeling like I had re-entered a classic game, where your goals are complicated, but your motivations to those goals aren’t. In a way, letting you tackle those barriers together as friends felt a bit like a group hiking trip.

In the end, I’m happy to see the original’s hard-won locomotion scheme, which was pretty experimental in the early DK2 days, make its way into something that most importantly hasn’t overextended itself too much into being the end-all, be-all. On an indie budget, biting off more than you can chew usually backfires, as promises go half-completed, and the player is left wondering what the hype is about. Blemishes and all though, I’m ready to play more.

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Windlands 2 Coming to Oculus Rift Next Week, 2019 for HTC Vive and PlayStation VR

Psytec Games were one of the earliest supporters of Oculus Rift when the headset launched in 2016, releasing exploration title Windlands on day one. Today, the team have announced that sequel, Windlands 2, will arrive next week for the headset, with versions for HTC Vive and PlayStation VR due in 2019.

Windlands 2 - Screenshot

Windlands 2 keeps the same grappling hook mechanic as its forebear, but instead of being a solitary experience players can now join up for a four-player co-op adventure. While the original was non-combative, this version changes the dynamic somewhat the epic titans to battle, hence the useful co-op feature.

Players can’t fight titans with just a grappling hook so Psytec Games has included a Bow weapon with which to fight them.

Other than the titans it’s more of the same, swinging through vast expansive environments – which are graphically improved – going wherever players so wish. To keep things interesting there are optional skill based Speed Run Races and collection challenges with Leaderboards, as well as multiple advanced modes, including “no hooks”, “one life” and “hook anything”. On top of that there are collectables and Easter Eggs to find, plus achievements that reward exploration with new hooks as rewards for those who like to find everything.

Windlands 2 - Screenshot

Windlands 2 will arrive for Oculus Rift on 12th September 2018, retailing for $29.99 USD on the Oculus Store. Psytec Games will be revealing details regarding the HTC Vive and PlayStation VR releases soon. To see the upcoming videogame in action check out the brand new trailer below. And for any further updates on Windlands 2 and Psytec Games, keep reading VRFocus.

‘Windlands 2’ Rift Pre-orders Now Live, New Trailer Reveals Bosses, Maps & More

Windlands 2, Psytec Games’ upcoming multiplayer sequel to the high-flying grappling hook adventure, is nearly here. Psytec has today announced that Windlands 2 is set to land on Oculus Rift next week.

Update (September 6th, 2018):  Windlands 2 pre-orders are now available on the Oculus Store, featuring a 15% pre-order discount off its regular price of $30, making it $25.50 before launch on September 12th. Check out the new feature trailer, which includes a better look at some of the upcoming bosses, maps, and story behind it all (linked above and below).

Original Article (September 3rd, 2018): Arriving as a timed exclusive on Rift September 12th, Windlands 2 takes some of its forbear’s game mechanics, such as the dual-handed grappling hook, and changes things up a bit with its imposing level bosses and four-player co-op.

Image courtesy Psytec Games

We went hands-on with Windlands 2 back at Oculus Connect 4 last year and were impressed with what we saw. The game’s major new addition, four-player co-op, is somewhat of a departure from the zen-like feel of the original Windlands, but it’s likely to strike a chord with anyone who found the first a little too lonely at times; you’ll likely be goaded into pulling increasingly harder and faster jumps on your way through the parkour-heavy levels. There is of course the option to play single-player, although having a few buddies by your side as plan your attacks on level bosses certainly sounds more fun.

Both HTC Vive and PSVR versions are slated for a 2019 release, although the exact launch dates for either aren’t certain at this point. Psytec maintains in a press statement that all platforms will launch with a $30 price tag.

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