‘RUINSMAGUS’ Review – Awesome Anime Vibes, Rinse and Repeat Dungeoning

RUINSMAGUS is a Japanese role-playing game with a heavy focus on dungeon crawling and magic-based combat. The game’s anime-adjacent visuals and storytelling style are welcome and familiar pieces, and end up delivering the sort of action you’d expect to find in VR game built around a much larger, more established universe. Combat is mostly efficacious, and it stretches you to implement everything they have at your disposal, although it’s ultimately held back by a lackluster inventory system and repetitive dungeons. This, alongside a number of flatscreen holdovers, make this first-person magic brawler feel like it adheres a little too rigidly to conventions to truly be innovative.

RUINSMAGUS Details:

Available On: Quest, SteamVR
Release Date: July 7th, 2022
Price: $35
Developer: CharacterBank
Publisher: CharacterBank, Mastiff
Reviewed On: Quest 2

Gameplay

Ruinsmagus is chock-full of anime drama reminiscent of some medieval-flavored mainstays: Attack on Titan, Sword Art Online, Full Metal Alchemist—you know, the sort of show where the protagonist is destined to become the OP badass who saves the realm. It’s a fun combination that sticks to some familiar worldbuilding concepts, and it almost makes you feel like you’ve gone head first into a much larger anime series than the 26-mission game would suggest thanks to the characteristically rich and expressive world.

I say ‘almost’ because, as you’d imagine, there’s a few caveats that may pull you out of your full dive into the Grand Amnis, a town that sits atop a vast labyrinth of ruins filled with magic-wielding baddies. Still, there’s some laughs, romances, redemptions, betrayals—anime fans will feel right at home.

To avoid spoilers, here’s a pretty vague rundown of the story: you’re a sucky wizard (Magus) who progressively becomes less bad as you take on two dozen sequential dungeon-crawling missions into some ancient ruins. The world is looking to you to find some pretty important items that will do… something important that will effect the whole world. By your side is scientist Iris who is your constant companion. While you’re away on dungeoning missions her voice is piped in through a little floating Chibi dude, who can also project Iris as a blue hologram. Iris is basically the game’s waifu, so there’s that.

Image captured by Road to VR

The story has pretty broad appeal, but (as seen above) if you don’t understand spoken Japanese, this is where the ‘subs vs dubs’ crew wins the day. Ruinsmagus is voiced entirely in Japanese and subtitled in English or Japanese, so take it or leave it. Subtitle windows float around the center of your vision and are interactable with either ‘A’ for continue or ‘B’ to skip the entire section.

At the beginning of the game you’re presented with the choice of Easy, Normal or Hard. There’s no indication what these three substantively mean, and there’s no way to change difficulty once you’ve blindly picked one. For the record, I went with Normal, and about a fourth way through the game the difficulty ramps up quite a bit, taking you from an area where you could easily vanquish any enemy to dungeons that may require multiple tries. It’s more an advisory than a critique, but don’t say I didn’t warn you.

Starting with combat, the game’s brawler-style battle system is a bit of a mixed bag, but I’d consider it mostly a success in translating quick and tactical gameplay into VR. You’re given a choice of a maximum of 14 magic spells of which you can pick three (one primary and two secondary) to bind to your right hand.

Image captured by Road to VR

Magical ammo is infinite, although you need to reload your gauntlet periodically, which is done with a satisfying downward movement. The little vials on your arm go down as you use magic, which makes for a good visual indicator.

With only few exceptions, magic is mostly range-based, meaning you either shoot spells from afar like a gun, or toss spells for area effect. Holding the ‘A’ button on your right controller instead of simply pressing it lets you charge each ability for a larger effect. Ganking baddies also fills up an ultimate ability, adding a fourth occasional power to your arsenal.

There’s also shield to physically protect yourself from incoming projectiles and parry ranged attacks, sending their attacks straight back at them. Shield strength automatically replenishes, although if the status bar goes all the way down during a fight you’ll need to be light on your feet so as not to take too much health damage.

And being agile on your virtual feet is a real must, as the hundreds of minions you’ll face along with periodic bosses will often telegraph area attacks that can spell immediate death or serious injury if you don’t quick-jump out of the way, a sort of fast dash move you’ll find yourself using constantly.

Enemy variability, outside of periodic bosses which are generally fun and interesting encounters, feels on the low side. Although enemies gain new powers as you move through the game’s two dozen missions, it’s basically: small guy, tank guy, fast guy, flying guy, and giant guardian. Enemy spawn points are also super predictable since wide open areas always signal a fight.

Image captured by Road to VR

I won’t spoil and boss battles, but all of them are designed in classical action RPG style, where the environment is molded around the bosses ability—think The Legend of Zelda: Breath of the Wild and many of those encounters feel like they’ve been ripped from the clutches of Nintendo. And that’s high praise!

Both the shield and offensive magic are pretty straight forward and work well. One thing that is sure to trip you up though is the comparatively massive number of consumables at your disposal, many of which are unlocked around halfway through the game. These include various health potions, multiple grenade styles, and a handful of syringes for magic defense and offense. All of that is well and good, but inventory management, or the lack thereof, makes the whole experience of using these items basically a never-ending scramble of cycling through every item.

Your inventory is represented as a single chest holster slot. Pressing a button on your right controller cycles through these items one-by-one, meaning you will have to go through the entire list during combat just to get to something.

What generally ends up happening is you just vomit out whatever is in your inventory as you scramble to dodge magic missiles, shield yourself, return fire, all the while looking down at the holster to visually confirm that you’re actually on the right item.

And buying them is an absolute chore too. It goes like this: end a mission, view your score, cycle through a text description of the things you got, teleport to the shop, scroll through every item, click the item you need, add the number of missing items you need, buy that specific class of item, exit the shop to teleport back to the hub, experience whatever story bit there may be, and head into the next mission.

Because you’re constantly using consumables, you’ll need to mechanically complete these steps for every item you require every single mission of the game. And that objectively stinks.

Outside of enemies, dungeons feel very samey and seemingly empty, which is a shame. There’s no loot to search for, or byways to explore; all rewards are foisted upon you at the end of mission where you’re graded on your time, death, and kill performance. I kept expecting larger, more labyrinthine dungeons, but all Ruinsmagus seems to be able to serve up is the same dungeon pieces on repeat with different colors.

Image captured by Road to VR

In all, Ruinsmagus took me over eight hours to complete, which included multiple deaths throughout dungeons and boss battles. There’s a such a mechanical nature to the game that it may be best played in shorter stints than my hours-long gameplay sessions.

Immersion

Ruinsmagus packs in a heap of fun moments that make you feel like you’ve stepped into an anime. The story is maybe a little predictable, but the creators show a deft hand in creating a world that feels alive and lived-in.

The game’s music is also equally awesome, providing swelling orchestral arrangements to underline those key narrative beats.

Image captured by Road to VR

My only wish is I could have more of those moments, and that they weren’t so broken up by the mechanical nature of the game. Basically, I hate the idea that, outside of combat missions, most interactions take place through 2D menus with laser pointers. Object interaction is pretty non-existent outside of a few magazines you’ll find laying around, all of which snap to your hand at awkward reading angles.

Image captured by Road to VR

Whether it be the mission selection board—which only ever has one mission at a time—or the near constant occurrence of forced teleportation during narrative sequences, you’re constantly being reminded that you’re not a participant but rather a watcher in what unfolds. You may be ‘faded to black’ three times in a few seconds just as you enter a pretty nonconsequential chat. It seems the developers decided to segment single narrative encounters so finely that every time a new character springs into the chat you’re faded to black to reset the scene, which isn’t great for player agency. Overall I would have liked Ruinsmagus to have made me feel like I was more of an active participant and not just a faceless protagonist that was always led by the nose to the next mission.

Ruinsmagus also suffers from both frontloaded tutorials and early exposition dumps which set some expectations early on. Immediately you know this will be an experience that focuses purely on combat and passive storytelling—the sort of dialogue drip I’m used to from a  lifetime of Final Fantasy games. That’s no real surprise coming from a JRPG, but in VR it all feels a little too outdated since immersion and player agency are such important elements to the medium.

Comfort

Ruinsmagus is frenetic, but it’s ultimately very comfortable thanks to some built-in comfort options. There are a few moments when your movement is forced during narrative bits, although these are slow and very few.

‘Ruinsmagus’ Comfort Settings – July 7th, 2022

Turning
Artificial turning ✔
Smooth-turn ✖
Adjustable speed N/A
Snap-turn ✔
Adjustable increments ✔
Movement
Artificial movement ✔
Smooth-move ✔
Adjustable speed ✖
Teleport-move ✖
Blinders ✔
Adjustable strength ✔
Head-based ✖
Controller-based ✔
Swappable movement hand ✖
Posture
Standing mode ✔
Seated mode ✔
Artificial crouch ✖
Real crouch ✔
Accessibility
Subtitles ✔
Languages English, Japanese
Alternate audio ✖
Languages Japanese only
Adjustable difficulty ✔
Two hands required ✔
Real crouch required ✖
Hearing required ✖
Adjustable player height ✖

Ruinsmagus Review: A Gorgeous But Repetitive VR Dungeon Crawler

Ruinsmagus boasts fantastic art and solid combat but its dungeon raids can’t stave off repetition. Read on for our full Ruinsmagus review.


Speaking as someone that doesn’t have any special affinity for the medium, I have to admit anime works really well in VR. You can really feel those big, bug-eyed characters staring into your soul and the connective tissue between player and NPC grows faster than it does in more realistic worlds. Plus the overall visual style really pops inside a headset.

Ruinsmagus uses this to great effect. It’s a warm-hearted adventure that features many of the hallmarks of great anime: an enthusiastic and personable cast, sprawling lore to flesh out its idyllic world and a sweeping score that perfectly touches on both the comedic and dramatic at the right moments. As with Tokyo Chronos and others before it, it really feels like stepping into worlds previously only glanced at in manga and on screens. As a piece of VR presentation, Ruinsmagus is a love letter ready to be signed, sealed and delivered.

Some of its other elements aren’t quite there yet, though.

There is, in fairness, surprising depth to this VR dungeon crawler. Playing as a member of the titular guild, you spend your days venturing beyond a small settlement and into a set of ancient ruins to gradually uncover their mysteries. Stone guardians stalk the hallways, ready to dish out bullet hell-style attacks. To fend them off, you wield a variety of magic attacks as you defend yourself with a shield.

To its credit, developer CharacterBank has put a lot of thought into the game’s combat. You have a standard ranged attack backed up by two special moves — all of which can be swapped out with new abilities unlocked through story progression — and a combination of short dash moves and timing-based shield parrying give you lots of options on both the offensive and defensive sides.

Ruinsmagus New Image

And, when it clicks, Ruinsmagus’ action is pretty great. You can preemptively cast an ice turret or magic shield to hide behind before enemies pop up, and then circle aroun d them with dashes to avoid damage as you throw fireballs, summon lighting or charge a barrage of bullets. It might not be an excessively physical experience, but the use of shields and some gestures at least keeps the action rooted in VR more than a lot of other games can muster.

But this much versatility comes at the cost of some intuition. The control scheme can be awkward, with major actions assigned to strange combinations and gestures. Reloading requires you to point downward and then press both the right grip and trigger buttons at the same time. Without staring directly at your hand to view the animation, you never quite know if you did it right. Changing items is done by flicking an analog stick upward, which makes it tough to quickly cycle through them in the middle of a fight and can be frustrating when you’re in dire need of a healing potion.

Your familiarity with the controls will improve with practice but the overall layout could do with a rethink. Items are located on your chest and you can easily grab them by accident instead of summoning a special move, and many spells require you to actually throw your attack which is a historically imprecise science for VR.

What’s more problematic, though, is that Ruinsmagus is an inherently repetitive game in just about every respect. The same handful of rooms are used time and again to face off with an increasingly familiar pool of enemy types that don’t require you to change tactics, and many levels feature bullet sponge boss battles that bloat the otherwise brief mission structure.

Though the genre’s already well-served in VR, I suspect this would have worked better as a sharper, more varied roguelite that repurposed many of these mechanics and staved off the tedium. You can practically hear CharacterBank acknowledge these issues as the story progresses. In one section, some of the caverns are redecorated with graffiti, and a smattering of new enemy types are introduced as you progress into new acts.

None of these fundamentally change the core experience, though, and some of the side-plots ultimately come off more as padding than anything else. Unless you’re absolutely speeding through the campaign without taking in the story it’ll take you at least seven or eight hours to see through all the missions, but there isn’t enough variety here to sustain your interest all the way through.

But, while sometimes stale, the game’s combat is never bad, and fans of anime in general will likely find it worth seeing through to enjoy the other aspects of the game. As you play, more areas of the town open up and, though superficial, it’s a soothing delight to explore, meet wholesome characters and take pictures at cafes and stores.

There’s even the occasional flash of genuine brilliance like boss introductions take place through 3D virtual windows and offer fun, stylized sequences. Some of the cast you’ll meet are a joy to interact with like your plucky sidekick, Iris, and the combination of beautiful cobbled streets and calming violin tracks is enough to make you want to stay a minute or two longer in some areas.

Ruinsmagus

Some of this is spoiled by some fairly common launch bugs, including one that makes characters appear as ghostly silhouettes missing their textures, and the dialogue could use another pass for typos, but I’m hopeful these will be fairly quick fixes.

Ruinsmagus Review – Final Impressions

Ruinsmagus is a gorgeous game with a lot to love, but it’s a padded experience that quickly succumbs to repetition. While the combat itself is engaging, heading into the same set of ruins — often even the exact same rooms — to fight the same enemies for the 100th time soon wears thin, and more could have been done to switch up the experience over the course of its campaign. Still, from a purely presentational perspective, the game is an absolute delight and a joy to spend time in. For some, that will be enough to love Ruinsmagus, but the game would need some core structural changes to become a true VR classic.

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F1 22 VR Review: A Welcome VR Intro To The Biggest Motorsport

Codemasters has finally brought the world’s biggest motorsport into VR, ignoring the real-world drama for some thrilling racing. It’s a strong adaptation, though it doesn’t quite take pole position. Read on for our full F1 22 VR review!


It’s a tough challenge keeping an annual sports series fresh, but Codemasters has made a fine crack at it with F1 22. For the first time in the series’ history, we’ve got an official Formula 1 game playable in VR, providing you’ve opted for the PC version (sorry PSVR owners). Similar to Star Wars Squadrons, VR support is entirely optional but crucially, it covers the whole game, letting you jump in and out at your own convenience. This is possibly the most ambitious entry yet, so it’s deeply unfortunate that F1 22’s performance doesn’t always hit the mark. 

Before getting into the VR specifics, it’s worth laying out for regular drivers what’s changed in F1 2022. There’s some big overhauls beyond your standard roster updates. The 2022 season’s seen some major regulation and aerodynamic rules changes, which Codemasters has accurately reflected. Car physics have been overhauled, steering feels refined, and you’ll find a new adaptive AI system that reflects your performance, which feels slightly hesitant to overtake at times. Formula 2’s 2021 season is represented, and we also have the 2022 calendar’s newest track, the Miami International Autodrome. 

As for VR support, its slightly limited but you’ll find it where it counts. There’s no interface adjustments here for the menus and you can’t choose a 3rd person view like in the flat game, placing you directly inside the cockpit but only when racing. You’re not locked into place with the camera, meaning you can end up going through the car if you veer too far from where you synced up. You probably won’t be too surprised to learn that your standard motion controls aren’t supported either, this requires a standard gamepad or steering wheel. Wanting to go all-in, I chose the latter, using a Hori Racing Wheel APEX that did the job nicely.

Once I’d started racing, I was taken aback. As a lifelong F1 fan, the game really captures that rush of a grand prix’s opening moments well in VR for me. Between wider tracks like Monza to the narrow streets of Monaco, I felt that suspense once the lights went green. Across the years, F1 has always been home to some close fights. Hamilton vs Verstappen, Schumacher vs Häkkinen, Prost vs Senna, each era has that fierce rivalry that went down in racing history. When going toe-to-toe with Lewis Hamilton and Charles LeClerc, desperately trying not to cause an accident as we went round corners, you feel that sense of presence. 

This is a game that demands your full attention, VR or not, and wins feel especially thrilling for it. Once you’ve got your headset on, you no longer have that benefit of seeing cars sneak up behind you without actively checking your wing mirrors. Instead of a HUD, speed statistics are presented through the cockpit steering wheel to keep immersion maintained, and you can radio in for updates. When it rains, water drips down your visor and vision is never terribly obscured by it, nor by spray from cars in front. F1 22 ticks many of simulation boxes and truthfully, I’ve never had this much fun with a serious racer.

Unfortunately, F1 22 has some VR performance problems at launch that I didn’t noticeably spot in flat mode. For full context, my gaming PC uses a Ryzen 7 2700X and GeForce RTX 3070, which hits the recommended requirements for VR, and I used a Meta Quest 2 through both Oculus Link and Virtual Desktop. However, until I turned down the visuals from the automatically applied graphical settings, performance stuttered quite badly at points. Driving through the first chicane at Monza, crashing into the back of Max Verstappen’s Red Bull and taking us both out because the headset’s image bugged out isn’t ideal. Making matters worse, that wasn’t a one off, so I’m hopeful that’ll be fixed in a post-launch patch. 

F1 22 VR Gameplay

Beyond individual races, there’s plenty of modes to pick but unfortunately, Codemasters has ditched Braking Point, F1 2021’s new story mode. Still, we’ve got trusty Career Mode, where you can play one of the existing 20 drivers between the 10 teams. Alternatively, you can start your own custom team through MyTeam, the choice is yours. Multiplayer’s packed with local splitscreen (though obviously not in VR) and online play, the latter providing casual and ranked options. Solo players looking to shake things up can setup your own grand prix weekends or season calendars, alongside time trials. Lastly, “Pirelli Hot Laps” introduce new challenges that’ll earn XP towards your “Podium Pass” for new cosmetics, ranking your performance between Bronze, Silver, and Gold.

F1 22 VR Review – Comfort

F1 22 doesn’t boast any comfort options for VR players but this isn’t an experience that really needs them. There’s no use of motion controls at all, no vignettes when turning around, and the only movement comes from within the car. This places you directly inside the cockpit without a 3rd person view option like you’d find in flat gameplay. As such, I’d recommend playing F1 22 seated, there’s absolutely nothing gained by standing.

Each of these works well for the most part. Going head-to-head with friends is as thrilling as ever and while I dabbled in creating building up a career in Esteban Ocon’s BWT Alpine proved great fun in my playthrough. For those after something different, you’ve also got playable supercars, like the Aston Martin DB11 V12 in time trials and the Hot Laps, which handle differently with steering and braking. It’s a novel experience and I had fun with them, though it felt out of place. You can’t race them against other supercars either, a missed opportunity.  

I’m just not enamoured with the game’s big new mode, F1 Life. It provides a new hub area that other players can visit, letting you customise both your living area and avatar, all bought using Pitcoin. There’s a virtual showroom for a closer look at the cars, and you’ll buy supercars here too. I only wish it was more interesting, there isn’t much to do and to some degree, it feels like an excuse for further microtransactions. Thankfully, F1 Life isn’t key to the wider experience, so it doesn’t detract too heavily. 

Otherwise, F1 22 is a visual delight and Codemasters has clearly put in the work for this presentation. Both the cars and tracks look incredibly realistic on high settings with strong attention to detail. Once I’d switched to the lower settings for VR, it consistently hit those higher framerates too. If you’ve played previous entries, you’ll find that it’s not a huge leap visually from F1 2021 but in all fairness, it’d be hard to improve on what’s already here. This remains quite a vibrant experience. 

F1 22 VR Review – Final Impressions

Codemasters has captured Formula 1’s more thrilling aspects brilliantly in VR for F1 22 and I’ve never felt so immersed in a racing game before. While I’m sad to see the story mode go and didn’t care hugely for F1 Life, I can see F1 22 appealing to both long-term series fans and newcomers seeking a fresh racer. Hopefully we’ll see a post-launch patch will fix these performance issues but if you’re happy to compromise for the moment, F1 22 is a great choice that comes recommended.

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The Last Taxi Review – Leaving The Meter Running

The Last Taxi has an intriguing idea at its heart but, ultimately, you should keep the meter running. Here’s our The Last Taxi review.


Since the launch of Papers, Please in 2013 brought the concept of the darkly satirical simulation game to everyone’s consciousness, there has been a steady rise in the number of games experimenting with the concept. Developer ZenFri is the latest to attempt a VR spin on the idea, with The Last Taxi. 

The player takes the role of the only human taxi driver in a dark, dystopian mega city where widespread robot automation has left the remaining humans scrabbling to make ends meet. The player character buys a modified flying taxi from the slightly shady Buck, who also serves as a tutorial provider, informing the player of the various functions of the cab you are now responsible for. Buck also acts as our first fare, presenting the first chance to get to grips with the mechanics and learn the basics of how to make the customer happy. 

Sadly, the disappointments begin straight away. The cab drives itself down a pre-determined route for each fare. The player only needs to operate functions such as the windscreen wipers and horn, and most importantly respond correctly to your customer’s conversation, with the best responses bumping up your star rating and thus earning you more money. You can also choose to record any conversation that appears to contain evidence of illegal activity and dob them in to the police for a nice monetary reward. 

Clearly, this isn’t Crazy Taxi and, in fairness, it isn’t meant to be. But it’s strange to be put in the driver’s seat of a vehicle and not have at least some control over its direction. Even measuring subtle changes in driving patterns to affect your overall rating would have given The Last Taxi’s gameplay a bit more substance.

One underutilized mechanic is the power systems for the various cab gadgets and the mods you can acquire as you play. These are powered by your blood, using a vial which is inserted into the back of your hand. Extra vials cost money and you’d think that overuse of this unique power system would have some tangible effect on your well-being; perhaps a visual effect to show the player character getting woozy from blood loss. But nope – being forced into buying extra vials is the only downside. 

The world itself seems interesting; a highly stratified cyberpunk society with sharp divisions between the haves and the have-nots. There’s plenty of lore available, not just in the cab conversations but also in the various digital newspaper articles you can peruse when you have the time. It’s just a shame that this isn’t explored in more depth, or properly integrated into the gameplay. There are various moral dilemmas, but the only consequences seem to be with regards to your bank balance, which makes you feel oddly distanced and unaffected, even by some of the more heart-wrenching stories that pass into the backseat of your taxi.

The Last Taxi Review 2

There are no subtitles, so the only way to know what your customers are saying is to listen carefully, which presents some accessibility problems. The cab ‘console’ can be adjusted with in game, but even though it seems logical for a taxi driving simulator to be played sitting, actually sitting down makes it hard to properly see the cab monitors, no matter how you adjust the console. 

This highlights one particular concern with The Last Taxi – why did it need to be in VR? The game doesn’t seem to benefit from the additional immersion of the VR setup. Interacting with the cab gadgets is often fiddly, and the environment is only glimpsed through the narrow aperture of your taxi windows. Its difficult to determine what the VR aspect provides that a similar ‘flat’ game would not. 

The Last Taxi at least has a competently put-together world. The art style and animation is stylised and reasonably pleasing to look at, despite occasional lip-sync issues. Though the anti-aliasing on the borders needs to be tweaked, as the way everything fuzzes at the edges, which is very distracting. The general aesthetic seems to be going for 70s/80s throwback cyberpunk, as seen with tutorial character and his hideous knitted tank top or the dark mega city environments drenched in pollution only occasionally lit by flashes of neon. 

The music is oddly unfitting. The soundtrack veers towards melancholy piano tracks, which are fine for some of the sad stories expressed by your customers, but otherwise doesn’t fit the general feel of the world at all. The developers would have been better off taking a leaf from Bladerunner’s book and going for a Vangelis-inspired electronic/synth soundtrack. 

The sound design otherwise is fine, with the various cab functions providing reasonably satisfying clicks, beeps and other sounds. The voice acting is very good, which is just as well, since these conversations provide the majority of gameplay and interaction. Characters like the robot maid have an electronic modulation to make them sound appropriately artificial, while still retaining a significant degree of personality. 

One problem with The Last Taxi is in regards to its loading times and stability. It can take well over five minutes to load, and will sometimes crash on start-up. There are other stability problems within the game itself, making for a frustrating experience and speaking of a need for further optimisation.

The Last Taxi Review – Final Impressions

The central premise of The Last Taxi is an interesting and solid one, and the world created around it has some potential, but it lacks the high stakes and desperation of Papers, Please, not to mention potential for any driving mechanics. Instead, the player engages with a competently made Uber driver simulator, trying to juggle your bank balance and say the correct soothing words to your customer to make them give you a high rating. The result is uncomfortably close to real life for those who have ever worked in any customer service role. 

The Last Taxi had such potential to create an interesting, interactive universe, but ultimately fails to properly capitalize on its premise. The game lacks depth, and its half-hearted attempts at political satire fall flat in an experience that lacks significant impact.

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NexiGo Meta Quest 2 Accessories Review: Headset Strap, Charging Stand

Lots of people use brands like VR Cover and Kiwi Designs when it comes to the best Oculus Quest 2 and Meta Quest 2 accessories, but NexiGo is a brand with some very promising products of its own.

Much of what this US brand makes is comparable to others. There’s a travel case, controller grips and even pistol-shaped controller add-ons for shooters. But some of the company’s other products actually stand apart from its competitors in some interesting ways. Each of the following products can be found on the official NexiGo store.

NexiGo Quest 2 Accessories Reviews

NexiGo S30 Headset Strap For Quest 2 Review

NexiGo S30 Headstrap Strap Quest 2 review

We’ve seen a lot of head straps for Quest 2. The base strap is fine for short sessions, but if you’re playing for anything longer than 15 minutes you probably want to invest in a more comfortable, convieniant alternative. Meta has its own Elite Straps that are clean and comfortable (though some are clearly prone to snapping), and Kiwi Designs has a very cozy alternative too. But NexiGo’s S30 Headset Strap is quite unlike other designs. It’s got two-point adjustment on circular hinges, one at the side of the Quest 2 itself and one right in the middle of its halo ring design.

This means you can not only adjust the angle at which the Quest 2 rests on your face but also where the back strap clamps to the back of your head. With enough tweaking, you can find a fit for the S30 that’s perfect for your head. I’ve found this to be easily one of the most comfortable and versatile options for Quest 2 thanks to the padded halo strap and added top strap. It even has more padded braces at the top to help you get it in the right position.

Not only that, but the two-point adjustment enables something I’ve forever longed for with Quest 2 – the ability to flip it up. Whilst you’re not really able to lift the device clean out of view, I can quickly push it upwards to get a quick view of the real world – perfect for grabbing a snack, checking my phone or typing on my keyboard. I honestly love this feature and will be keeping the S30 on my Quest 2 after this review for the foreseeable future.

Having said all that, all these options do mean you lose some of the simplicity of other head straps. The S30 does have an easy to use dial at the back for quickly fitting the device to the top of your head, but adjusting the hinges to get a great fit will take time. Even if you’re the only one using the device, I’ve found myself having to do a few minutes of adjustment each time I’ve put it on.

At $40, though, I’m more than happy to put up with the extra work for the added comfort and flip feature. That’s $10 less than both Meta and Kiwi Design’s basic alternatives, so anyone that spends a long time in their Quest 2 should seriously consider the S30.

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NexiGo S20 Enhanced Headset and Controller Charging Stand Review

NexiGo S20 Headset and Controller Charging Stand Review

Charging stands are a great way to combat the relatively short battery life of the Quest 2 itself, not to mention the controllers (though the Touch’s battery life on a single AA battery each is exceptional). For NexiGo’s part, the S20 is a solid option with some great features if you don’t mind the steep $90 price.

The stand itself puts the Quest 2 on a plastic pedestal with an optional insert to hold basically any Elite Strap-style setup (you can buy the stand without this insert for $80). A detachable magnetic USB-C cable allows you to quickly set the headset down and link up the wire and connector. That said it’s a little tough to actually remove the small USB-C part from the Quest 2 once it’s in.

The controllers, meanwhile, get two rechargeable AA batteries and a new battery cover that can then sit in their corresponding slots. Orange and blue lights indicate when the devices are charging and when they’re full and reflect off of the plastic stand, making it easy to tell from a glance.

As for the controller battery life itself, it’s hard to say other than that, by the time I’d run the Quest 2 headset battery from full to flat, they were still near full charge. Given you should then be placing them back to charge with the headset itself, it’s difficult to see this ever being a problem.

When it comes to issues, I do wish the USB-A port to power the device had been located to the side of the kit rather than the back, as I like to unplug the device over long sessions rather than needlessly using power. It’s a bit of a hassle to get around the back, though by no means a massive problem. Still, this doesn’t detract from the kit’s major upsides, and I’d say this is an easy recommendation if the $90 price tag doesn’t bother you too much.

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Mothergunship: Forge Review – Riduclous, Riotously Fun Roguelite

Mothergunship: Forge isn’t a roguelite revelation, but its central hook makes for an outrageous amount of fun. Here’s our full Mothergunship: Forge review.


I named him Goliath and I loved him. He was fitted with a chaingun at the front that ripped apart any that dared stand in his way. He was powered by chain lightning that bounced between enemies on contact and acid mines that polluted the air over time. Sitting at two 45-degree angles to either side were a devastating — and largely impractical — blaster and shotgun respectively. With a simple squeeze of a trigger, hell was let loose. He made health bars vanish within seconds.

For a time, it was perfect. Movie love, even. And then I died, condemning my creation to the archives. The loss extracted a heavy toll.

Such is the loop of Mothergunship: Forge, a game about building increasingly ridiculous weaponry over the course of a run of its roguelite dungeon, getting as far as you can and then starting all over again. It’s a wave shooter that helps rejuvenate a genre I’d long thought redundant.

This being a roguelite, you’ll be familiar with the core structure. You move between randomized rooms, unable to progress until you’ve defeated every opponent in the given area. At the end of each encounter you’ll be given a reward, be it money, upgrades, or new weapon parts, and then choose which door to walk through based on the next reward they offer. Make it far enough and you’ll meet bosses that block the way to new, harder areas with three levels in total.

Mothergunship: Forge Review The Facts

Platforms: Quest, PC VR via Steam
Release Date: Out Now
Developer: Terrible Posture Games
Price: $19.99

It’s also a bit of a bullet hell game. Your head is the only area that can take damage, so you simply need to lean and duck out of the way of incoming fire, though that’s often easier said than done (there is a smooth locomotion option within a small area too, for those that want/need it). Die and it’s all the way back to the start, though grabbing purple crystals (which the game makes a point of not properly naming) will contribute to optional starting upgrades like more health or ammo.

None of this is especially new and, in fairness, anyone that’s tired of VR roguelites like Until You Fall, In Death, and Sweet Surrender likely won’t be won over by this formulaic setup. But it’s the game’s unique approach to weapon customization that really sets Forge apart.

Alongside weapon powerups and money, you can also get new gun parts between battles. This includes connectors that let you snap one port to either of your wrists, giving you access to yet more ports. To these, you can attach different weapon types; single-shot rail guns, grenade launchers, standard blasters, or even a pizza box that fires out razor-sharp slices. You can also take up slots with run-altering upgrades like increasing health, or even just add more connectors to provide more ports at different angles.

Developer Terrible Posture Games already spent time perfecting this mechanic with the original Mothergunship for PC and consoles, but it really comes to life in VR. Snapping parts together is both a mad science and utterly seamless, taking moments to reorganize. You could have a gun that provides a consistent barrage of bullets at the front, but covers other angles with rocket and grenade launchers. Or gather a swarm of shotguns that spread over a huge area. You can even slap together shields to become an impenetrable fortress. And, because this is in VR, you can utilize whichever side of the gun you want with just a twist of your wrist.

Mothergunship Forge Screenshot 2

I find it hard to overstate just how fond I am of this system and the way it enticed me to keep playing to see whatever insane inventions I could bash together next. There’s an endless amount of combinations, especially when you consider you can build out weapons on both arms.

If there’s anything to fault in the approach it’s that I wish Terrible Posture Games had gone further with it. The vast majority of builds will let you assemble straight-forward weapons and it’s a shame you’re not forced to be more dynamic and adaptable; limited ammo could have meant suddenly switching arm directions in the middle of combat and weirdly-shaped connectors would have been great for piecing together Frankenstein firearms.

There are also some hiccups when it comes to enemy design and placements. Forge has a good variety of enemies to deal with that have you juggling your priorities, but some are a little overpowered or simply broken. There’s a health bot that recharges enemies in a flash but, if another spawns in the same room, you basically can’t kill them with anything but the most destructive build. There’s also shield generators that can protect others and, if they shield an enemy sitting in front of the unit, you won’t be able to take it down with anything like the speed required to survive.

But every death in Forge is simply an opportunity to start anew, and the game ticks that boxes of giving you enough permanent rewards between runs to keep you coming back. That includes new starting upgrades, extra weapon parts, and even different modes like easier and harder difficulties as well as challenge-based runs and much more. Granted it’s as much padding as any roguelite has, but it pulls it off as well as you could expect.

And all of that’s without even mentioning the game’s co-op mode, though it’s admittedly not a starring role. It’s fun to tackle the gun-building together but the game doesn’t really feel designed for two players, and more like this mode was included to tick a box.

Mothergunship: Forge Review – Final Impressions

Structurally, Mothergunship: Forge is a familiar VR game in an oversaturated genre. But its central feature that lets you endlessly customize a massive arsenal of weapons is so well realized that you can easily brush off any sense of deja vu. Bringing that original hook from the flatscreen game to VR completely revolutionizes how the mechanic works, and you’ll find yourself coming back for runs time and again not just to progress further in the game but simply to see what weapon of unparalleled destruction you can whip up next. Much of Mothergunship: Forge is a tried and true VR shooter, but when you bolt-on that extra grenade launcher and power it up with a fleet of lava mines, what’s old is new again.

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Green Hell VR PC Review: A Brilliant, Brutal VR Survival Game

Green Hell VR on PC offers a much more authentic and demanding experience than the Quest edition, though that won’t necessarily make it better for everyone. Read on for our Green Hell VR PC review!


You know that Green Hell VR is getting something right when I say it’s a really frustrating game. It turns out that getting lost in the jungle, shrouded by endless vegetation, covered in leeches and dying of thirst is no walk in the park. Your mileage with Incuvo’s mostly excellent port of the Creepy Jar flatscreen game is going to depend on how much you enjoy that punishment.

But first, let’s recap the rather unique situation with Green Hell VR. This is actually the second edition of the game to be ported to headsets from Incuvo. The other, Green Hell for Quest, released earlier this year and presented a stripped-back edition designed specifically for the standalone headset. It was a logical move that made for a much more accessible and welcoming game ideally suited to the platform.

Green Hell VR on PC, meanwhile, is near enough the full-fat experience; a one-to-one conversion of the original game with the full map, story and set of items to craft. The only thing that’s missing is co-op support, though this is set to arrive in a future update.

Green Hell VR PC Review The Facts

Platforms: PC VR via Steam
Release Date: Out Now
Developer: Incuvo
Price: $24.99

Without question, this is the more demanding of the two ports. Green Hell VR on PC has more threats to confront and the larger world makes it far easier to end up walking in circles. It’s much more common to spend long gameplay sessions feeling like you’re not really getting anywhere as you wonder where you’re meant to go next and scavenge for scarce sources of water and food that won’t poison you.

But this, in fairness, is the original Green Hell experience, and anyone disappointed with the streamlined Quest version will be happy with just how closely this edition of the game matches the flatscreen one. If you give Green Hell VR on PC the time and dedication needed to master its overwhelming systems you’ll be richly rewarded.

Green Hell VR

The basics of any survival game apply here. Stranded in the rainforest, you’ll need to search for food and water to appease ever-depreciating meters, build initially simple structures that allow you to safely cook and sleep, and explore more of your surroundings, defending yourself from various threats. But Green Hell isn’t just about surviving for as long as possible – there’s a full story here that sees you search for a means of escape and anyone that doesn’t go for the more generic, last man standing survival approach will appreciate this option (and, for the latter camp, there’s a standard survival mode too).

Judged on the pacing and complexity of its systems alone, Green Hell was already a success. Creepy Jar nailed the survival loop the first time around, and the same grueling sense of reward you garnered from gradually discovering new crafting recipes and expanding out a comprehensive list of threats and remedies is alive and well here. It’s also a meaty game with well over 10 hours for the main campaign.

When it comes to the VR integration a series of smart UI choices, physical interactions and that touch of immersive magic really help lift the game. Green Hell VR correctly borrows features from other VR games, like The Walking Dead: Saints & Sinners’ body-based inventory and backpack system, combined with just a dash of the weighty handling of Boneworks. Axes need to be swung with force to chop trees, for example, and spears can be hurled across the jungle with enough power.

The best ideas, though, are the ones that Incuvo’s had itself. You could take the entire rest of the game away and just leave me with a spear to fish in rivers and lakes and I would have told you this was one of the best VR experiences of the year. There’s something utterly hypnotic about patiently standing like a statue as water rushes past your ankles, ready to plunge your spear into an unsuspecting stingray as it nears you. It’s an alive, electrical moment that really gets to the heart of why you should play a survival game in VR, and there’s plenty of similar instances throughout.

Not every element of the VR experience is to the game’s benefit, though. While I appreciate the desire to bring the entire original game into headsets, the port doesn’t seem to acknowledge that traversal on a flatscreen and in VR are two very different things, and trekking through the jungle with a sea of giant leaves and grass obscuring your view is much more tedious here. Combat, too, is hard to get a grasp on and often ends with you mindlessly swiping away at a predator without much sense of if you’re having any effect.

But, when you catch the first sight of the morning mist winding through the bamboo as the rays of sun pierce onto the riverbank, it’s tough not to view Green Hell VR as something of a miracle.

Green Hell VR PC Review – PC vs Quest

The differences between the two versions of Green Hell VR are nothing short of staggering. The Quest version scales back the map, ecosystem and even just the types of structures you can create. Visually the game is far more complex on PC, too. If you want a hardcore, demanding survival experience, then the PC VR version is unquestionably the way to go.

I will say, though, that some of the Quest’s revisions do actually speak to VR better than the PC edition. Crafting, for example, is a much more physical process, requiring you to mash items together and then tie them with rope, or hammer logs into the ground when creating structures. The PC VR version keeps the simple crafting table, which doesn’t feel half as intuitive. I’d also argue that, while the PC edition’s map stays true to the original, the Quest version’s pared-back plant life makes it much more navigable and less tedious to explore.

Ultimately the answer to which version you should buy depends on what you want out of a VR game. If you want a deep gameplay experience akin to a flatscreen game with smart VR controls, PC is the way to go. But if you want something that’s more thoughtfully designed for VR, less frustrating, arguably more immersive and you don’t mind the difficulty trade-offs, the Quest version is for you.

That is to say the game is gorgeous – diverse and lush in all the ways you’d expect, with its beauty often serving as a lure for dangers lying in wait. This has always been a game of gruesome delights and never has that been more true in VR as you inspect sickly-red blotches lining your legs or wrap bandages around oozing gashes. It’s a technical beast, too, with every tree ready to be cut and item waiting to be picked up. If you’ve been looking for a new VR game that goes beyond the performance possibilities of standalone hardware, this will more than satisfy.

Green Hell VR Gameplay

Having said that, it definitely feels like much more could have been done to help with performance for those that need it. Even on Low graphics settings with a 3070 Ti I’d still get some hitches and slowdown in this version of the game, but it never makes any concessions in terms of the sheer amount of interactive items and vegetation around you. This is fine for those with the rigs to handle it but it would also be great to get a mode that reduces the number of superficial items like leftover bottles and vases that have no actual use. At the very least I’d welcome the ability to remove these from the game world yourself for the sake of performance.

Green Hell VR PC Review – Final Impressions

Green Hell VR is easily one of the most impressive VR conversions we’ve seen and sits alongside the Quest edition as Incuvo’s best work yet. It’s an uncompromising experience that retains the masochistically moreish survival gameplay whilst smartly translating a lot of the original’s core features to VR. If you want the closest translation of Creepy Jar’s brutal experience in VR, this is the way to go.

But adhering so closely to the original doesn’t necessarily make the PC VR version of the game superior to the Quest edition. Dense jungles might be easy to trek through on a flatscreen, but it’s far more tedious in VR, and some of the concessions Quest makes in this regard ultimately suit the platform better. The great news is that, whether you want a deep, demanding survival game with complex systems, or a more welcoming conversion that’s more considerate of VR design, there’s a version of Green Hell VR for you.

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The Last Clockwinder Review: Delightful Optimization Puzzles In A Polished Package

The Last Clockwinder lets you program a chain of cloned robots and create automated fruit production lines to solve increasingly complex puzzles. Here’s our The Last Clockwinder review.


I know what you’re thinking — a puzzle game based around factory automation doesn’t sound like the most enthralling way to spend a few hours in VR. But I can assure you that the opposite is true – The Last Clockwinder is a true delight and gem of a puzzle game that’s well worth your time.

The Last Clockwinder Review The Facts

Platforms: Meta Quest 2 (formerly Oculus Quest 2), PC VR via Steam
Release Date: Out Now
Developer: Pontoco
Price: TBD

The premise is pretty simple — returning to a mechanical, mystical tree after many years away, you’ll need to use programmable clone robots to revive and automate several fruit production lines to both power and prevent it from sinking into the ocean. There’s a pretty basic story peppered throughout the game, delivered through phone calls and voice recordings, but it rightly takes a background role in favour of the main event: automation and optimization puzzles.

the last clockwinder

Fruit Picking Puzzles

The entire game is essentially set in one large, cozy room within the tree. However, the centre of the room is frequently swapped out, presenting new areas and puzzles that are unlocked gradually throughout the campaign.

The main mechanic at the centre of The Last Clockwinder’s puzzles is your ability to record 1-4 second actions, using your controllers/in-game hands, which will then get repeated over and over, infinitely, by a robot clone. This allows you to build automated production lines where the robots interact with the environment and each other in complicated and dynamic ways to solve puzzles.

It starts out simple. For example, one mission has you picking a piece of fruit from a tree and placing it in a bin at the other side of the room. You might get one robot to pick the fruit, then use five other robots to pass it down the room and into the bin. A simple solution, but not necessarily the most effective – why have five robots slowly pass the fruit when you can use just one robot throw it across the room instead?

You’ll soon be recognising countless opportunities for efficiency at every corner, leading to many  empowering ‘a-ha’ moments. The complexity of the production lines quick ramps up across rooms, adding new requirements, increased production goals and different types of fruit that behave differently. Sticks will allow your robots to attach multiple pieces of fruit together, for example, with some areas requiring specific combinations of fruit to be attached to each other before they get deposited. Other types of fruit possess their own challenges – some require tools to be cut from vines, while others don’t necessarily obey the laws of gravity. The variety in mechanics is smartly-implemented and very welcome.

the last clockwinder

Open-Ended Optimisation

While technically a puzzle game, The Last Clockwinder is much more about optimization than it is challenging trials. A few moments might leave you puzzled, but the answer is often obvious – the real challenge is in developing a method to get there. The beauty of the game’s open-ended nature is that you’re constantly coming up with solutions that feel completely unique, as if no one else would ever think of completing the puzzle in the same way. I was never once worried if there was a ‘right’ way to finish to any given level. The focus is on creatively playing around until you find something that works, and then rebuilding it in parts or from scratch to optimise it further, if need be. 

Whiteboards in each room will advise you on the tiers of efficiency that are possible given the level’s restraints. The lowest tier, for example, might start at using 10 clones or less to produce at least 45 fruit per minute. The next tier might see that go up to 12 clones for 45 fruit per minute, then the final to 15 clones for 120 fruit per minute.

While fun targets, you won’t need to actually meet any of them to progress. New areas are unlocked through total fruit collected, not the rate of production, which means that even the most sub-optimal and slowest solution to any puzzle will eventually unlock the next area, it just might take a while. 

This grants the player a lot of flexibility, allowing you to spend as much or as little time as you want perfecting each area. You can also return after you finish the campaign and re-jig your production lines to reach those higher levels of efficiency, adding some replayability.

the last clockwinder

Beautifully Balanced, Perfectly Polished

The Last Clockwinder’s economic sensibility is backed by strong, reliable interactions and the physics system. There’s extreme precision and predictability to every action, giving you the chance to master sequences and improve from every angle. Even when new mechanics are introduced, nothing ever feels out of your control — it as tight and balanced as possible.

This became a recurring theme from my time with The Last Clockwinder – balance and polish. Aesthetically, the game is wonderful to look at, especially on Quest 2, and you it has near-rock solid performance. That’s impressive given the dynamic and complex nature of some scenes. The campaign may only be four hours long (up to six, depending on your play style) but that feels perfectly apt here. There’s a thoughtful amount of variety across the campaign and the studio has a Nintendo-like knack for pacing the introduction of new mechanics, then gradually adding complication in layers.

This extends to sound. The audio delivery of the narrative never prevents you from performing tasks at the same time, which is perfect. In terms of soundtrack, the piano-focused tracks are absolutely beautiful and perfectly restrained, pairing wonderfully with the whimsical visual presentation. All of these elements come together to produce a Miyazaki-esque charm, providing the perfect tonic against the sometimes-chaotic nature of the puzzle gameplay.

the last clockwinder

The Last Clockwinder Review – Final Verdict

The Last Clockwinder is a truly balanced experience that feels incredibly accessible despite the potentially daunting nature of the tasks at hand. The technical and optimization-based approach to puzzles is a thoughtful concept that breathes new life into a familiar genre. Even better, it’s wrapped in a stunning, calming and immersive world, giving you just the right amount of story and a serene soundtrack to boot. The game’s gentle guidance, both in tone and gameplay, ensures the puzzles never feel overwhelming, but empowering.

It’s an absolute delight to unravel the mystery of The Last Clockwinder and beyond satisfying to feel such a strong level of creative and intellectual control over the solutions to each puzzle. With no wrong answer to any given problem, it’s a puzzle game that centres itself around letting you choose your own approach at all times.  If you’re looking for a relaxing yet stimulating few hours in VR, The Last Clockwinder comes highly recommended.

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‘The Last Clockwinder’ Review – So Much More Than Just Robots Picking Fruit

The Last Clockwinder is casual puzzle game that tasks you with building moving contraptions out of your own clones. While constructing complex factories essentially populated by just yourself is good fun, the game also excels in delivering a world that feels alive, which isn’t an easy task when you’re basically (ok, not exactly) in one room the entire game with a bunch of automatons picking fruit and pumping levers. Thanks to its seemingly Studio Ghibli-inspired setting and series of audio logs which tie it all together with a heartfelt story, The Last Clockwinder makes for a charming little adventure that may just pull a heartstring or two.

The Last Clockwinder Details:

Available On: Quest, SteamVR
Release Date: June 2nd, 2022
Price: $TBD
Developer: Pontoco
Publisher: Cyan Ventures
Reviewed On: Quest 2

Gameplay

Humans have become a multiplanetary species, but even with our space ships and fun steampunk-style gadgetry, someone has to watch over the ancient clocktower built into the trunk of a colossal tree growing on a watery planet. The massive water pump inside is broken, and if you don’t fix it the universe could lose an irreplaceable landmark from centuries past as the tree becomes increasingly waterlogged and the rare plant life inside could perish. The tree-bound clocktower and the fate of its caretaker is a mystery worth unraveling, so I won’t say anymore for the sake of spoilers.

Entering the tower from its balcony, you find a pair of gloves that let you record your actions and loop them so you can complete more complex tasks. Creating an automaton is pretty effortless: a button press on your left controller lets you start recording your movements for a set amount of time—a duration of one, two, or four cycles—and another button lets you delete any bot you deem unworthy. I found it best to mimic each action first and work through the chain of events before committing to recording and setting the bots in motion. That said, you’ll still find yourself spawning and killing a lot of bots as you inevitably biff a critical throw or mess up timing on a catch.

Image courtesy Pontoco

There’s likely an effective limit to how many robots you can spawn, but that’s not really the focus. If you’re like me, you’ll obsess over recording perfect automaton behavior, like slicing a fruit from its base, handing the fruit and knife simultaneously to two different robots, and letting them do their chain of events. There’s a lot of satisfaction there when you can get those complex bits to come together just in the nick of time.

Ultimately the aim is to feed machines with the auto-generating fruit you find hanging off plants discovered throughout the game, and all of them have their own unique characteristics. A bomb fruit explodes if you hold it in your hand for too long, making it a game of hot potato. A squash-thing (whatever it’s called) needs to be cut from its base to be released and—you guessed it—there’s only one knife to go around. A Luftapple floats into the air like a balloon, so you have to knock it about and guide it into its receptacle, or it will fly off with a mind of its own. Here’s a good visual of how you might juice the game’s starter fruit:

I call The Last Clockwinder a ‘casual’ puzzler because the speed of production is up to you. The assembly line can be simple and slow, or increasingly Rube Goldberg-ian to max out the amount of fruit you can process. As puzzles become more complex, you’ll certainly be tempted to keep it simple though since setting up an entire chain of events can help you increase production, or make you pull your hair out trying to get just the right arch as you pitch a fruit halfway across the room. Interspersed throughout the fruit-gathering sections, which make up a bulk of the game, are a few one-off puzzles that present what I’d consider a medium difficulty level.

Optimizing your ad hoc factory for the fastest possible processing speed is an optional part of the game, since you can get by with just waiting for your tally of each of the fruits to go up at a slower speed provided you don’t mind bebopping around. You’ll need each of those fruits in abundance to unlock areas on the globe-shaped map, which lets up call up and plug in room-sized platforms held within the tree itself.

Don’t get me wrong: it’s not too casual of a puzzler. Near the end, which took me around four hours to reach, there are some genuinely complex puzzles to navigate. Really reaching for max efficiency on each room puzzle will no doubt add extra value to your gameplay session, provided you like to get into the nitty gritty of streamlining systems. Eg. have a robot cut a squash, toss a knife, and deposit the squash from half court. But again, you can always get by with the bare minimum.

And while you could play the game ‘easy’, it doesn’t treat you like you can’t follow basic instructions. One of my pet peeves is being led by the hand to solutions and ‘helpful’ voices over your shoulder, but thankfully the game doesn’t over tutorialize or butt in when it isn’t wanted. Voice overs are almost purely focused on delivering narrative, leaving you to ask for hints when needed via a single mechanism that gives you push in the right direction. You can take it or leave it, and I like that.

I also never felt like there was a down moment in The Last Clockwinder. Most rooms (not all) present a different puzzle, fruit, or fruit product to navigate, so the variability of tasks is pretty high. And those tasks build upon each other naturally until you get to the most complex machine near the end of the game which requires you to put all of your knowledge together in a satisfying way, making you feel like you’ve learned something and effectively used that skill to good effect.

Immersion

There’s no arguing that the world of The Last Clockwinder is small; it’s a multi-purpose room in a tree that you never leave. But it’s also such a cozy and familiar environment that I don’t think I would want to even if I could. It’s like the cool treehouse hangout I always wanted as a kid, but way more sci-fi and steampunkish than I ever could have imagined. I definitely left with the feeling of wanting more: a broader outdoor vista, better object interaction, and more narrative byways to get lost in, like books and messages that help fill out the story, if only to soak in all of the game’s expertly-crafted atmosphere.

That’s a wishlist, I know, but if I could really have one thing it would be better object interaction, or at least a better expectation of object interaction. I see tomes in front of me I want to read, chairs I want to sit in, and things I wish I could (pretend to) eat, yet the only interactive elements are the fruit and the machines themselves, leaving all of those painstakingly built set pieces a little more transient and less solid than they ought to be. That’s not such a damning thing when a good game is behind it all, although it’s just a shame I can’t inhabit more of The Last Clockwinder. That’s how beautiful and inviting the game feels.

Image courtesy Pontoco

Outside of impeccable visual detail, the game also includes high quality voice acting which is delivered via balcony-based comm system and tape recorders littered throughout the many rooms. Those narrative bits are numerous and triggered at key points in the game, but well worth your time as the mystery of who you are (or were) unfolds.

Another high point is sound design. The game’s piano-heavy soundtrack is warm and rich, underlining the cozy and homey feel of it all. To top it off, the game even challenges you to play the main tune, if only to wring some more fun out of the game’s looping mechanic. I could play the piano (keys are actually large enough to use) and the harp for a good while.

In the end, it certainly feels like the game’s developers, Pontoco, have taken strong inspiration from the likes of Studio Ghibli. That’s an ambitious target to shoot for, but I think they’ve built something that recalls so much of that quiet and honest home-spun charm whilst being distinct enough on its own that it doesn’t make the same mistake that many games do when aping such an iconic visual style.

Comfort

This may come as a shock in this day and age, but this is a teleport-only game which consequently also makes it one of the most comfortable of VR games out there.

You spend a good amount of time moving about back and forth to the same places, so it does save you a bit of time moving from point A to point B, although this does come at the cost of immersion. You can also snap-turn if you like playing seated, although this sort of game begs for room-scale interactions. There’s no artificial locomotion to speak out outside of those methods, since you’re essentially staying in a single room the entire time.

The Last Clockwinder – June 2nd, 2022

Turning
Artificial turning ✔
Smooth-turn ✖
Snap-turn ✔
Adjustable increments ✖
Movement
Artificial movement ✔
Smooth-move ✖
Teleport-move ✔
Blinders ✖
Swappable movement hand ✔
Posture
Standing mode ✔
Seated mode ✔
Artificial crouch ✖
Real crouch ✔
Accessibility
Subtitles ✔
Languages English
Alternate audio ✖
Languages English
Adjustable difficulty ✖
Two hands required ✔
Real crouch required ✖
Hearing required ✖
Adjustable player height ✖

The post ‘The Last Clockwinder’ Review – So Much More Than Just Robots Picking Fruit appeared first on Road to VR.

Beat Saber Review 2022: Seminal VR Title Remains As Relevant As Ever

With regular updates, DLC releases and changes to the game since launch, Beat Saber remains VR’s poster child. Read on for our updated Beat Saber review for Quest 2, PSVR and PC VR.

BEAT SABER REVIEW

Years of Dominance

It’s hard to understate Beat Saber’s influence on the VR industry. It was one of the earliest success stories in VR gaming and became a catalyst for the now-oversaturated market of VR rhythm games. After launch in 2018, it catapulted itself into the spotlight as the must-have VR game for any headset owner and became one of the only VR-exclusive titles to gain brand recognition in the wider gaming industry. As starting points go, it was a good place to be in.

Perhaps more amazing is that in 2022, four years post-release, Beat Saber remains dominant as ever and has never properly faded from the zeitgeist. Meta acquired the studio behind the game, Beat Games, in 2018, but Beat Saber remains available on almost every major VR headset – Meta-owned or otherwise. It consistently holds a near-unbeatable position around the top of most VR store charts, as it has done for several consecutive years now. With consistent free updates and paid DLC releases, there’s now a wealth of content to work through as well.

Beat Saber 2022 Review The Facts

Platforms: Oculus Quest, Quest 2, PC VR, PSVR
Release Date: Out Now
Developer: Beat Games, Meta
Price: $29.99

Even the skeptics would have to admit that Beat Saber is still the biggest VR game in terms of availability, omnipresence and recognition, especially with more casual audiences. But a lot has changed since 2018 – not just advancements in hardware, but also our understanding of solid VR design principles.

The standard is higher than ever, so how well does Beat Saber hold up?

Surprisingly well, is the answer. But before getting into the nitty gritty, let’s cover the basics.

beat saber

Easy to Understand, Hard to Master

Beat Saber is a VR rhythm game with an easily-understood core concept. Set to music, the player will use two ‘lightsabers’ – one red and one blue, by default – to slice through blocks as they fly through space towards the player. The colour of the blocks – red or blue – correspond to which lightsaber to use, while directional arrows on each indicate whether you should slice up, down, left, right or even diagonally. If you’re confused, think Fruit Ninja… but with music. In VR.

The blocks are aligned to the rhythm of the music – the more on-time and accurately you slice, the higher your score. Slicing consecutive blocks without mistakes builds combos. Missing blocks or making mistakes resets your combo and can stack up to result in a level failure.

There’s other twists as well – walls you have to avoid, bombs you can’t hit, double blocks or cross-armed slices  – but overall it’s a conceptually simple game with a very high skill ceiling. Even though the upper echelon of players compete at an insanely high level, everyone can play Beat Saber – the large variety of music, modes and difficulty levels means it’s enjoyable for newcomers and experts alike.

Old Genre, New Platform, Same Feeling

Rhythm games are a popular gaming genre, no matter the platform. But not only does Beat Saber execute the rhythm game tropes well, it also exhibits an expert understanding of what makes a fantastic VR experience – especially impressive for 2018.

Beat Saber’s gameplay isn’t just addictive, it’s tactile. Every move you make lines up perfectly with your expectation for how that action should feel. In other games, actions don’t always align with the virtual world, like putting your hand up against a virtual wall only to realize that your physical hand falls through it.

There’s no such disconnect in Beat Saber. There’s cohesion and responsiveness between your actions in real life and VR, because slicing blocks is designed as an inherently weightless action. Your brain never expects feedback from your actions, so everything just feels right.

This unsolved hardware problem – generating realistic feedback and resistance against actions – is likely to stick around for quite a while. By avoiding the problem entirely, Beat Saber has positioned itself as a timeless experience, at least for the foreseeable future. Even across generations of different hardware, Beat Saber feels incredibly satisfying to play – just as much now as it did in 2018.

beat saber multiplayer

Games Modes, Accessibility, Modifiers

Compared to launch, there’s now a lot more on offer in Beat Saber as well. The music library has been massively expanded (more on that later), but there’s also several different game modes to keep you entertained.

The classic mode is Solo, the stock-standard high score mode that lets you play through any track you like, with many optional modifier options. There’s also now a multiplayer mode, which lets up to five players compete against each other for a high score, either in public or private lobbies.

A campaign mode does technically exist, but feels neglected and overdue for a complete overhaul – it’s not worth your time over Solo mode. An upgraded campaign with better structure and some form of progression might be interesting (and perhaps is on the way), but the fairly neglected state of the existing campaign isn’t exactly a huge loss.

Accessibility options and gameplay modifiers are abound in Beat Saber, which let you tailor the game to your needs and wants. You can enable different options to make the game easier, more accessible, harder or just completely different, adding a lot of depth for people who want to mix up gameplay or cater to specific needs.

There’s also special 360 and 90 degree levels that see you turn on the spot as blocks come from different directions – a fun gimmick, but nothing mind-blowing.

Beat Saber Billie Eilish Music Pack2_1920x1080

An Expansive Library

Given how big the library has grown since launch, Beat Saber’s music selection should have something for everyone by now, provided you’re willing to pay extra.

Humble beginnings saw only a few original electronic tracks included at launch, composed by Beat Games Co-Founder Jaroslav Beck. New free tracks and additional original music from Beck still arrive in updates from time to time, but it’s the paid DLC releases that offer the most exciting selections, featuring some prominent and legendary artists – Linkin Park, Fall Out Boy, BTS, Green Day, Lady Gaga, Panic! At The Disco, Billie Eilish, Imagine Dragons and Skrillex, to name a few.

Each pack brings with it a unique feel, perfectly crafted to capture the spirit of the featured artist. It makes each pack feel truly hand-crafted and brings much-needed variety across the library. The only downside for new players will be the cost – when you add DLC to the cost of the base game, things could start to get a bit pricey.

However, the expansion of Beat Saber’s music selection has also had an effect on consistency. The skill ceiling of Beat Saber players has increased dramatically in the last few years, as has the style and variety of track mapping. While the developers have evolved the game’s mapping, it’s now clear that the difficult labels – Easy, Normal, Hard, Expert, Expert+ – can mean completely different things from one track to another. What was considered Expert in 2018, for example, feels like a walk in the park compared to an Expert map released in 2022.

Room for Improvement

Outside of the actual gameplay, parts of Beat Saber’s user experience are starting to show their age. The entire menu system – large, flat and floating panels, with a point-and-click cursor attached to each controller – might have been serviceable in 2018, but now feels clunky and unintuitive. There’s been lots of innovation in intuitive user experience in virtual reality, but Beat Saber has not kept pace.

The same can be said for the game’s visuals. While overall the game looks great on most platforms, it also doesn’t feel like the best possible visual presentation, especially on Quest hardware. Other releases have really pushed Quest’s standalone hardware to the limit, delivering stunning visuals. It’s hard to believe Beat Saber couldn’t do a bit more to impress in this day and age.

Admittedly, the newer DLC and OST releases feature environments that are way more visually interesting. But if anything, this only contributes to the aforementioned feeling of consistency – some levels look breathtaking, while others now look incredibly dated and barebones.

All of these minor issues are a result of the piecemeal approach taken by Beat Games, adding and changing elements slowly but consistently, bit by bit. While it’s an approach that has served Beat Saber well until now, it’s also segmenting the game and beginning to make it feel less like one cohesive package.

It would be nice to see this addressed, preferably in one big drastic update. Even a full on sequel – Beat Saber 2 – might be the best option, providing a polished and ground-up rework of the core game, while introducing some new elements and transitioning existing players over with legacy map and DLC support.

Beat Saber

Beat Saber Review 2022 – Final Verdict

For any new headset owner, Beat Saber remains an essential purchase. Even if the genre is not traditionally your style, the game holds such an esteemed place in VR history and remains completely relevant to modern audiences, exemplifying sublime gameplay that puts intelligent VR design first.

Yes, parts of the experience are starting to feel ever so slightly outdated, but those are very minor gripes for what is otherwise a seminal VR game. Nothing has yet to penetrate the virtual reality zeitgeist quite like Beat Saber. If you have a headset, you have to try it. It’s as simple as that.

Upload VR Review Essential

Beat Saber is available on Oculus Quest and Meta Quest 2, PC VR via Steam and Oculus, and PSVR

UploadVR recently changed its review guidelines, and this is one of our new Essential review labels. You can read more about our review guidelines here

This review was conducted primarily on the Quest 2 version of the game, but applies to all platforms. What did you make of our Beat Saber review? Let us know in the comments below!