‘Farpoint’ + PSVR Aim Review

Sony’s new VR peripheral, the PSVR Aim, launches today alongside Farpoint, a sci-fi VR FPS that was specially made with the controller in mind. Those who have been PlayStation fans for many years will remember that this isn’t the first time the company has made a gun peripheral, and those prior attempts didn’t see much success. Can Farpoint and PSVR Aim avoid repeating history? Read on to find out.


Farpoint Details:

Official Site

Developer: Impulse Gear
Publisher: Sony Interactive Entertainment
Available On: PlayStation Store (PlayStation VR )
Reviewed On: PlayStation VR + Aim on PS4 Pro
Release Date: May, 16 2017


Gameplay

Farpoint opens by introducing players to two astronaut scientists around which the game’s story will revolve. Meanwhile the player inhabits a male character who does a lot more shooting than talking. The opening sequence sets up the mission of the astronauts: study a strange space anomaly.

And we all know what happens with strange space anomalies…. In this case it’s a destabilization of the anomaly which becomes a wormhole and sucks our two astronaut friends inside, along with the player who is piloting a shuttle that was on its way to pick them up. Oh, and the big space station they were stationed on gets pulled in too, presumably with all the crew on board. It all sounds pretty cliche (and it is), but actually it’s relatively well produced and the novelty of VR made it a pretty cool starting point for Farpoint.

After getting sucked inside you’ll find yourself plummeting toward a planet of unknown origin, the alien life of which you’ll soon get to know pretty well. Ejecting in an escape pod let’s you survive the landing on the planet’s surface—which resembles a more rocky mars with some active volcanoes—and you’ll set off on foot to search for those missing astronauts, and any other survivors who might have been inside. Thank the person who decided to make sure the escape pods come equipped with an assault rifle—you’re gonna need it.

As you wander forward looking for signs of wreckage and hopefully survivors, you’ll quickly come to find a holographic beacon of sorts which you can scan to reveal a short holographic recording. Such holographic recordings act as breadcrumbs of the game’s story to keep you trodding along.

There will be lots of trodding; the vast majority of the game will involve you walking from one place to the next and battling enemies along the way. This continuous stick-based locomotion is a departure from most VR games today which use teleportation or another method (like being designed for no movement at all, like Job Simulator). The game doesn’t offer other methods for getting around, but the movement has been carefully designed to maintain comfort, and I was very surprised to find that it didn’t make me nauseous, even for play sessions of an hour or more. I talk more about the locomotion in the ‘Comfort’ section of the review below.

Anyway… now that you’re walking along… you’ll find that the planet’s inhabitants are instantly hostile, you can tell by the way they like to scream as they fling themselves at your face; the first foes you met are nasty little spider monsters which will be very familiar to anyone who has fought Half-Life’s ‘headcrabs’, and though the face-sucker enemy is a well worn sci-fi trope, I can promise you that you will be afraid to see a writhing, screaming, basketball-sized spider-monster flying at your face. What I mean to say is that VR makes these enemies frightening at an instinctual level.

Luckily your assault rifle (which has infinite ammo but can overheat) is up to the task. A holographic scope on top has a convincing look to it where the reticle will fade out if you aren’t looking straight down it. And look straight down it you will: there’s not a lot of hip-shooting in this game and you’ll be encouraged to make your shots count.

Thankfully, wielding a two-handed gun like the assault rifle feels very natural with PSVR Aim. All the guns in the game are designed to make sure your virtual hands are placed roughly where they should be on the aim controller, offering a convincing sense of holding the weapons within the game world. This is backed up by the subtle detail of clicky-clacky sound effects when you move the gun around, as well as the faint creaking of your thick space suit.

Photo by Road to VR

Although I was worried about the lack of a shoulder-rest on the Aim controller (meaning you need to hold the gun out in front of you with no support) I ultimately found the game very playable with its design, which seems to have been especially made to make it easy to get your head down to look through the weapons’ scopes without bumping the headset on the controller. This was achieved quite effectively as I don’t recall bumping my headset on the gun even once, and peering down the scope of each gun was easy.

The weapon mechanics are well made. Weapons feel functional and utilitarian without being simple laser pointers of destruction. You can only hold two guns at a time; a gesture whereby you raise your weapon to the side of your head is a quick and immersive way to change between your two guns. You’ll find a standard set at first: assault rifle, shotgun, long rifle, and a few more interesting ones later in the game (though you’ll likely have at least one of the initial three because they are quite flexible). The assault rifle and shotgun each have secondary fire modes which shoot explosives (rocket for the assault rifle, grenade for the shotgun) which bumps up their utility. Since the guns feel so physical, I would have liked to find some upgrades here or there to improve them over time (maybe a better scope that I get to physically attach, or a larger clip, etc), alas the weapons remain static throughout the game.

Opposite your weapons are a number of different different aliens. Early on it’s bug-type creatures you’re fighting which range in size from the little basketball-sized headcrabs I described earlier all the way to truck-sized chargers (and occasionally beyond). Each enemy attacks differently and is best dispatched using different weapons and different tactics.

That means that if you’re battling say, a field full of headcrabs, you’ll want your shotgun handy. If it’s a field full of headcrabs and the mortar-style yellow-back beasts which lob giant projectiles at you, you’ll want your assault rifle to be able to shoot the incoming mortars and get range on their origin while also dispatching headcrabs. With several enemies types at play in one battle, you’ll need to be on the lookout for danger coming from the sky, ground, and sometimes even underground.

Later in the game there’s a shift in the type of enemies you fight and things change fast. I don’t want to spoil much, but I can say that you will come to favor a different set of weapons and your foes will have significantly different tactics.

Ultimately Farpoint has a well made combat sandbox of weapons and enemies; it’s fun to shoot and kill things, and often times fun (or more accurately, frightening) to be shot at. More than once I found myself involuntarily physically bracing for impact as I saw a mortar coming down on my head. And I’m telling you, the spider creatures flying at your face are as scary as they are satisfying to blow away with a shotgun as the last moment.

The weapons are functional, but they always seem to leave the player feeling just a little bit underpowered compared to the threats at hand; this is reinforced by the sound design on the weapons that makes them feel further like they don’t pack that much punch. Occasionally you’ll briefly feel like you have the right tool for the job, but then the enemies will change things up and you’ll be right back to feeling like you’re just able to scrape by with what you got. That makes sense thematically for the game, but I think it would have improved the game to have occasional moments of significant firepower where you get to feel like for once you have the upper hand.

So it’s a lot of relatively satisfying run-and-gun. Sadly there’s essentially no environmental interaction; you won’t push any buttons or pull any levels, or cause the environment to react in any significant way. In fact, there’s no reason to shoot at anything except for enemies, and the PSVR Aim exclusively takes the form of a gun.

Intertwined with the gunplay is both the holographic recordings and more significant cutscenes involving the two astronauts from earlier who we find are alive but standed on the planet. Most of the game involves tracking the path of Eva, the female astronaut, to try to catch up to her so that you can regroup and form a survival and escape plan.

Fairpoint’s single player campaign took me a little over five hours to complete. And while in the traditional world of gaming that’s on the shorter end of things, for VR it’s quite substantial. It’s tremendously refreshing to come to a climactic moment, which would easily be the end of some other VR game—many of which last for only one or two hours—and have the game actually keep going and the story continue to develop.

The solid production values of Farpoint, along with its quality combat sandbox, and enough of a story to keep things moving along, make the game feel like one of the most complete single-player VR experiences on any platform to date, and surely a must-play for PSVR fans, so long as you’re into FPS gameplay.

Immersion

It seems almost silly, but simply holding a tracked-prop that roughly matches the objects you’re holding in VR can be a serious immersion booster. That’s exactly what the Aim controller does, and it also rumbles to offer some nice additional feedback.

Wielding the game’s weapons feels very natural thanks to the Aim controller, and you’d be smart to keep those weapons held tight to the chest.

Farpoint is downright challenging, and occasionally unforgiving. Every enemy in the game is potentially deadly, even the headcrabs (especially when you don’t thin their numbers sufficiently). Which leads to a constant sense of danger which immerses you deeply in the game.

The game uses sound as a crucial signal to alert the player to enemies, and the positional audio feels very accurate. Because of the deadliness of the enemies, you’ll be on edge throughout; every creak and groan of the environment will perk your ears and make you swing in that direction with your weapon at the ready.

Details large and small make Farpoint a very immersive game, though the strings of immersion are unfortunately regularly broken due to the tracking limitations of PSVR. The game is pushing the system’s tracking capabilities to its limits, and you will occasionally see those limits broken (more on this in the Comfort section).

Impressive graphics and detailed sound design help to build a world around you, and so too do interesting and aggressive enemies. At one point in the game you’ll meet an enemy that shoots a high-powered instant-kill laser at you and you may find yourself recoiling in fear as it nearly skims your head.

When it comes to small details, at one moment in the game I was confronted by a character at gunpoint who asked me a question. Although shaking your head yes or no was not a mechanic introduced anywhere in the game, I instinctively nodded to answer. It was ultimately a trivial moment, but I was delighted to find that it actually worked, and it definitely reinforced my belief in the world that I was standing in.

Unfortunately, beyond a pretty environment and strong visual and audio details, the planet and its inhabitants felt somewhat hollow despite their deadliness. Sure, the enemies are fun to fight, but you never learn anything about them, or about the planet you’re on. The enemies are just… enemies. And the planet is just ground and obstacles for you to fight through.

And while there’s some serviceable character development, the character you actually interact with is someone who you know little about (making it especially hard to infer their motivations), which makes the choice to spend so much time developing the other characters quite odd.

Comfort

I’ll come out of the gate and say that I am surprised to report that (for me) Farpoint was comfortable from start to finish. I say I’m surprised because continous stick-based locomotion is generally regarded as a bad design choice for moving players through virtual environments. The key, it seems, is relatively slow movement and no artificial turning.

It’s abundantly clear that the game was made for comfort from the ground up. Throughout the game you’ll cover a lot of ground, but the entire world is designed such that you’re almost only ever walking directly forward or at 45± degrees off-center from forward.

The direction you walk is thoughtfully determined by the direction of your controller rather than your head, which I liked immensely because it meant I could look off to the sides to admire the world (or scan for enemies) while walking in a different direction; the more technical among you will know this as ‘decoupled’ movement.

By default, any artificial turning is disabled which might seem like an odd choice, but for the most part you can navigate the game entirely without artificial turning (and I would say this is actually recommended so that your forward position stays where the developers intended it). Turning around completely was clearly not meant to be part of the game, as the turning options just make for clumsy navigation; the only time you’ll feel the need to do so is when you’re occasionally falling back for cover or trying to kill an enemy that got behind you.

The enemies are pretty clearly designed to come at you from the front and kindly wait until you are looking at them to attack you, which helps eliminate the need to turn around. I actually found it so awkward to turn around artificially that I preferred to simply walk backwards or physically turn at an extreme angle to walk backwards in most cases. And although it happens rarely, it’s still frustrating and discomforting to need to make large movements backwards in the game, not only because you don’t know exactly what’s behind you, but it’s just awkward to need to retreat at a diagonal (to your forward position) but be largely required to stay facing forward.

The game isn’t very instructive as to how it expects players to stand or orient themselves to best play the game. I happen to understand the way the tracking works so I think I utilized the system mostly as intended, but not every player might understand how they are supposed to interact with the game, potentially leading to occlusions and frustration.

Sony has made a big deal in its marketing of the PSVR Aim controller about the “precision,” but the irony is that, while the shape of the device offers a good platform for a VR weapon, it doesn’t feel any more precise than the Move controllers. And that makes sense as it’s fundamentally based on the same tracking tech. And while I’d venture to guess that there’s some improved IMUs inside the Aim controller compared to the 7 year old Move controller, it doesn’t seem to be helping.

I’d say the Aim works reasonably well about 90% of the time. 8% of the time the virtual gun will drift several degrees in horizontal rotation compared to the real controller. The result is that the barrel of the virtual gun and the real controller are misaligned, which leads to the player needing to hold the gun at slightly awkward angles to compensate for the drift in the midst of combat. The remaining 2% of the time is prone to extreme drift where the gun rapidly drifts out of place and doesn’t stop:

You’re supposed to be able to calibrate things by holding the Options button, but this didn’t seem to work for me and only ever resulted in a quick flash of a view showing the virtual PS camera and its bounds. It seemed at times like shaking or swinging your gun around could fix the drift, but other times didn’t seem to help at all. There were times when I wanted to quit and restart the game because of how much the drift was impacting my aiming.

I will say that developer Impulse Gear has done an excellent job of designing a VR FPS around the limitations of PSVR’s tracking system, but even the very best content design can’t fix the underlying imprecision that feels only just good enough for serious VR gameplay.

The post ‘Farpoint’ + PSVR Aim Review appeared first on Road to VR.

‘Detached’ Review

Straight out of Early Access on May 18th, Detached (2017) promises to deliver that free-flying experience, complete with smooth-turning that only a section of the most hard-core first-person VR junkies crave. Offering a single-player mission based on navigation puzzles and an online capture-the-flag multiplayer, space pioneers hoping for a long-term solution to their need for exciting and comfortable zero-G fun may have to look elsewhere.


Detached Details:

Official Site

Developer: Anshar Studios
Available On: Home (Oculus Touch), Steam (HTC Vive, Oculus Touch, OSVR)
Reviewed On: Oculus Touch, HTC Vive
Release Date: May, 18 2017


Gameplay

A deserted space station seems like a real treasure for two scavengers looking for loot. Another routine salvage. Everything is going according to plan. Suddenly, system alerts indicate a problem in the cargo area. It turns out that a group of scammers has infiltrated the station and will do anything to seize its precious cargo. The startup procedure has been initiated… There’s no time for retreat…

Primed with TV series like Firefly (2002), Cowboy Bebop (1998), and films like Event Horizon (1997) and the Aliens franchise, going on a real life space salvaging mission sounds like serious fun. Unfortunately, the text above is little more than flimsy pretext for zipping around a single level filled with a small collection of space hubs—indoor environments that ultimately deliver humdrum, navigation-based puzzle-mazes.

Interiors, while beautifully rendered, are strangely aseptic in Detached besides the odd fuel canister or oxygen tank. While both fuel and oxygen are finite, there was only a single moment when I almost ran out of air, and that was only because I began to ignore all of the tanks littered throughout the game. With no real need to survive, my interest generally fell on the puzzles ahead.

the only task here is opening a single door, image courtesy Anshar Studios

Most puzzles are simple with the most difficult tending to be time trials which come down to how well you can maneuver in the zero-G environment. In the end, I felt like 3/4 of the hubs were overly consumed with tutorializing the various systems; boost, shield and rockets, than letting you genuinely explore.

Locomotion in Detached is achieved either through hand controllers or gamepad, the latter of which felt more natural despite the environmental suit (EV suit), flight stick theme the game is running with. The game is a forward-facing experience best piloted from the safety of a chair. I talk more about the game’s locomotion and some of its drawbacks in the ‘Comfort’ section.

get everything on-line and you’re done, image captured by Road to VR

The single-player mission took me about an hour to complete, and although the open space scenery promises some awe-inspiring vistas and a modicum of that ‘space pirate feel’ I was hoping for, I couldn’t help but feel like I was on rails going from hub to hub. Boost gates are placed tactically throughout the map, which promise convenience but also detract from the ‘found wreckage’ feeling the game professes in its description.

Finishing the single-player portion, I was then urged by the game to play the online multiplayer, a capture-the-flag mode taking place on two maps. Only the original map made for Early Access was available to me though, so I can’t speak to the quality of the second. Using shields, boost and your EMP rockets, you’re tasked with out-flying and neutralizing your opponent so you can grab and return a randomly spawning flag.

If multiplayer is supposed to be the star of the show, there’s still much that studio needs to do to ensure ongoing interest for old and new players alike. Despite offering a few truly fun sessions of hide and seek as you hunt down your opponent and reclaim the flag, I have some concerns about the overall health of the multi-player mode. It’s pretty straight forward, and admittedly much more fun then a the single-player game, but with only two maps currently available and only a capture-the-flag mode, replay value doesn’t look promising. Also, with no apparent ranking system in place, you’ll also be randomly matched with another person regardless of how much time either of you’ve been playing. And if you have mastered the game’s locomotion, the danger of your sole opponent rage quitting (ending the match) is a real barrier to creating a healthy player base.

Immersion

Scenery alone can go a long way in terms of creating immersion, and lower budget, albeit competently-built productions like Detached definitely capitalize in this area with some good-looking environments. Yes, they’re too clean to be believed, and yes, they’re obviously contrived for the purpose of being a puzzle and nothing more, but they do look quite good.

Your shadow projected on a nearby wall or asteroid certainly does the trick too.

image captured by Road to VR

Wearing your trusty space helmet, you’re given a heads-up display (HUD) populated with oxygen/fuel indicators and mission objectives, all useful in their own right. These near-field elements are projected at an uncomfortably close distance though, making me less willing to pay attention to them. This is because current VR headsets don’t let you see near-field objects like you would outside of the headset. Without going into too much detail, it has to do with the fact that your eyeballs are converging correctly on a digital object, but you’re not focusing the way you normally would because the light from the display is focused at the incorrect distance. Check out this article on dynamic focus tech in AR for the full explanation.

A big hit to immersion comes when you try to reach out and touch something, like batting away a canister. You’ll soon find your hands are nothing more than ghostly controllers, and fiddly ones at that.

Comfort

Admittedly the studio offers some forewarning when it calls Detached “an extreme VR experience that simulates sudden and dramatic acceleration, freefalling, twisting, and rolling,” but this advisory doesn’t excuse it entirely. While the game provides you with a helmet that offers the ‘anchored feeling’ of a cockpit, this isn’t a panacea to the zero-G locomotion scheme. Let’s talk about smacking into shit.

image courtesy Anshar Studios

In most first-person VR games, when you slam into something or otherwise encounter an immutable barrier, you’re treated with some degree of respect, which could mean a fade to black, or a reduction of physics so you’re gently slowed to a halt. But slamming into a wall or a simple fuel canister in Detached—which happens constantly because of the close quartersinvariably sends you head-over-heels on a spinning, wild ride that doesn’t stop even when you’re dead, making you scramble for the ‘reload’ button on the screen as your virtual POV is tossed about willy-nilly.

Since the game makes heavy use of the boost function and is chock-full o’ low ceilings and random pipework, you’re bound to hit something on accident eventually. The last hub, to my anguish, was exactly this—a sort of proving ground for every game mechanic you learned along the way. Disorientation due to the repeated us the same interiors and too many blunt force deaths forced me out of the headset and onto my couch for a few hours because I stupidly thought I had my “VR legs.” Reentry was a less attractive prospect.

To my surprise, there are actually two locomotion styles on offer, but neither seem to fix what was mentioned above.

It’s been a while since I’ve played a game like Detached, and although I personally think it has more in common with an Oculus Rift DK1-era PC port than a modern made-for-VR game, there is obviously still a group of people who prefer the front-facing, vestibular system-whirling wild rides it has on offer. I don’t think I’m wrong when I say most of us left those behind and never, ever want to look back.


This is a review of the full version of the game which is due on Thursday, May 18th. 

The post ‘Detached’ Review appeared first on Road to VR.

‘Wilson’s Heart’ Review

Wilson’s Heart (2017) is a psychological thriller that takes you on a wild first-person adventure through the mind of a hospital patient recovering from a curious surgery, one that has replaced his live-beating heart with a strange machine. Ripping it from your chest, you find it gives you a growing number of abilities to help you not only fight against your personal demons, but also some very real ones that have passed into the world thanks to experiments done by the brilliant, but clearly insane Dr. Harcourt.


Wilson’s Heart Details:

Official Site

Developer: Twisted Pixel Games
Publisher: Oculus Studios

Available On: Home (Oculus Touch)
Reviewed On: Oculus Touch
Release Date: April 25, 2017


Gameplay

Robert Wilson is a hard-boiled WW1 veteran who’s clearly seen some shit in the 67 years he’s walked the Earth. Voiced by actor Peter Weller (Robocop, The Adventures of Buckaroo Banzai Across the 8th Dimension, Star Trek Into Darkness), his gravelly, steady voice is strangely assuring as you stalk down the corridors and mind-bending rooms of the abandoned hospital complex—all of which would scare the living daylights out of anyone in their right mind. But that’s the thing; you don’t really ever know if Wilson’s in his right mind, or if the whole world around him is gone topsy-turvy. And his whirring, mechanical heart is to blame.

pulling electrodes from your head, image captured by Road to VR

Either way, he’s just that sort of classic tough guy you’d find in a dime novel detective story or comic book. In fact, the game is brimming with these sorts of ’40s tropes and archetypes, not to mention your standard selection of vampires, werewolves, lagoon monsters, and mad scientists ripped straight from the silver screen. Being rendered in black-and-white and featuring classic movies monsters might sound too campy at first blush, but the reality is Wilson’s Heart is a dirty, bloody mindfuck in all the best ways, so don’t be surprised when reality crumbles around you.

And the world of Wilson’s Heart isn’t just weird, it’s brutal too. Moving realistic-looking dead bodies to get to clues is a normal occurrence, and doing it in VR only multiplies the emotional effect. That said, jump scares happen, but they’re few and far between, leaving more room for the monsters, the bump-in-the-night atmosphere, and the supporting cast to do the scaring. Suspicious behavior from the group of survivors you meet will keep you guessing as to who’s on your side.

image captured by Road to VR

Because the adventure genre is usually heavy on narrative and scripted action, but tends to deemphasize combat, the fight sequences were a welcome bonus at first, adding more danger to an already skin-crawling universe. And while Wilson’s Heart is one of the most visually impressive VR games to date—and I can’t emphasize enough just how truly good it looks—the world’s monsters offer lack-luster combat which can become very predictable after the first encounter. Over the course of the game, the sense of danger I felt in the beginning slowly degraded into apathy as monsters follow the same attack patterns over and over throughout. Then again, you may not be in it for the combat aspect at all, which is just fine.

You may be in it for the story. I finished the game in a little over 5 hours, and that was with plenty of deaths and faffing around with some of the world’s literature, however if you read every comic book, newspaper, and rustle through every drawer for clues, you could take longer. These can be informative, silly, and downright creepy as the comics slowly enter the weirdness factor that is your constantly changing reality. While playing off its patented brand of 1940s camp, dialogue is well-scripted and its phenomenal voice acting help to keep it on the modern-side of storytelling.

You may also be in it for the puzzles. Because you straddle the line between figuring out if the world is crazy or if it’s all in your demon-addled brain, puzzles become more and more surreal as you go. From turning on lights to scare away demons, to the gravity-defying act of flipping an entire room to get to a stubborn door that keeps disappearing, puzzles are usually interesting. I did however find them oddly placed, bordering on completely arbitrary. Oftentimes I would walk into a random room, find a puzzle, solve it, and leave not knowing why I had entered in the first place.

Immersion

It’s clear from the start that the developers paid lots of attention to getting characters to emote naturally and look alive—something that is more important in VR than on traditional monitors because you’re actually face-to-face with a person, and can naturally tell when something’s off. Characters in Wilson’s Heart make eye contact and seemingly talk directly to you, grounding you further in the narrative. Character design is still cartoonish though, keeping it safely out of the uncanny valley.

This leads me to my least favorite part of the game: the lack of agency. As a player, you’re constricted to node-based teleportation, meaning you only have a few choices on where to go. Walking into a room, you immediately see the hot spots for clue locations and all important drawers are highlighted, which takes away some of the joy of exploration personally.

image captured by Road to VR

Inconsistent object interaction also adds a layer of frustration on top of this, as one moment your mechanical heart can fly out of your hand and directly hit a demon, and the next it literally avoids an important target because the game has a better idea of what you’re supposed to do. In this regard, I kept butting my head against the game. A monster has to die in one way and one way only, because the game demands very specific interactions. And that wouldn’t be a problem if the game’s demands were consistent. Hand-to-hand combat with one enemy can differ wildly across similarly-sized enemies for seemingly no reason at all. One moment you can block a punch from a demon, and only a short while later the blocking mechanic is no longer effective. You’re then punished with death until you can find that one item in your periphery that you necessarily must use to continue on with the sequence.

And the heart. Your mechanical heart, although gifted with several abilities, will also activate in only a few ways deemed useful during a fight. Using the abilities when you’re prompted oftentimes culminates in the most cinematic death possible, but leaves zero room for player creativity.

learning your new ability, image captured by Road to VR

Comfort

Because the game features node-based teleportation, and no other artificial locomotion scheme, Wilson’s Heart proves to be an exceedingly comfortable experience.

As a standing experience, the two-sensor Rift set-up is enough to get you by, as nodes tend to put you either facing the action or the object of interest, so nearly always a forward-facing experience. That said, a 3-or-more sensor set-up can certainly give you more mileage in terms of facilitating smoother object interaction and greater room-scale immersion.

Lastly, the inventory system is a simple, ‘on-rails’ experience, as important items are stuck away into the ether and later retrieved automatically when needed, so there’s no fumbling through submenus to find what you need. In fact, there are no menus, health gauges, or HUDs to distract you on your quest to retrieve your heart and escape the hospital.

The post ‘Wilson’s Heart’ Review appeared first on Road to VR.

‘Rick and Morty: Virtual Rick-ality’ Review

You’re dying for season 3 of Rick and Morty (2013) to come out, and the release of episode 1 on April Fool’s Day isn’t helping. You’ve got a fever that only the drunken ramblings of the genius Rick Sanchez and his level-headed, albeit hopelessly outmatched grandson Morty Smith can cure. The good news: Rick and Morty: Virtual Rick-ality (2017) is here to fill the void in your meaningless existence. The less good news: it’s basically Job Simulator (2016) expertly grafted to an episode of Rick and Morty. And you know what? Th-th-th*ugghhb*at’s just fine by me, Jack. Don’t know why I’m calling you Jack all of a sudden. Let’s just get on with the review.


Rick and Morty: Virtual Rick-ality Details:

Official Site

Developer: Owlchemy Labs
Publisher: Adult Swim Games

Available On: Steam (HTC Vive, Oculus Touch), Home (Oculus Touch)
Reviewed On: HTC Vive, Oculus Touch
Release Date: April 20, 2017


Gameplay

In Owlchemy Lab’s new Rick and Morty VR game, you’re lower than the low. Not only are you a Morty, but you’re a Morty-clone who has less purpose (and respect) in life than a butter-fetching robot. The only thing that might be construed as a lower being on the totem pole of galactic intelligence in the game is a Mr. Meeseeks, cleverly renamed Mr. You-seeks for the purpose of the game, of which you have in infinite supply. But all he does is mirror your movements, letting you pick up objects that go out of your teleportation range, making you basically the lowest life form in the entire multiverse.

image courtesy Adult Swim Games

It all starts one day when Rick, in his infinite wisdom, conjures you up to do the simple task of cleaning his clothes. Open the washer, pop in the suds and dirty clothes, hit a button, and you’re done. Game over. But not quite. From there you take on grander tasks, like retrieving “important parts” (for his spaceship), fixing the toilet, drinking gasoline—you know, menial Morty-tasks that need doing while the real Morty goes with Rick on actual adventures.

I genuinely started to feel jealous of my namesake as he flies away on Rick’s space ship, or hops through portals while I’m stuck in the Smith’s garage charging micro-verse batteries, ordering parts online to fix more “important things”, or feeding an alien laxatives. If you can get over the fact that you’ll never truly have that free-wheeling Rick and Morty adventure so tantalizingly close to your grasp, and that you will invariably be the butt of every joke, you’ll begin to see the game for what it is: a true glimpse into the Rick and Morty universe, one that’s masterfully stitched into Job Simulator’s object interaction.

image courtesy Adult Swim Games

Even though your tasks are essentially meaningless—and believe me, there’s plenty of plumbus-bopping and bottle-smashing—the patently absurd story arch playing out before you really makes you feel like you’re in an episode of the show, albeit a subplot to a grander adventure waiting behind Rick’s portal. In unmistakable Rick-like fashion though, eventually the old man’s machinations are revealed, giving the inane object bashing that much more importance and authenticity.

Easter eggs are also everywhere, with 13 collectible mix tapes featuring silly songs and ramblings from the show’s characters. The fictional VR game Roy: A Life Well Lived, made famous in the episode Mortynight Run (2015) in Season 2, also makes an appearance in the guise of a knockoff called TROY complete with cardboard cut-outs to give it that cheap-o feel.

image courtesy Adult Swim Games

Rick’s sci-fi ‘combining machine’ alone will keep you mixing and matching in efforts to create the weirdest object combination (think growth hormone + plumbus). I played through with minimal faffing and completed the main story in a little over 2 hours, but if you’re hunting for every last one of the game’s Easter eggs, it could take you much longer.

Immersion

The brilliance of the Rick and Morty TV show is how it reaches through your television and grabs you by the ears, sometimes directly by breaking the 4th wall, but often times by disarming you with absurdity while delivering powerful messages on mortality, loss—you know, the human condition. The VR game is all of this and more. You only need a few minutes in Purgatory after your first death, listening to the devil’s secretary tell you about why you shouldn’t reanimate back into the game to see what I mean.

From Rick’s lovingly recreated garage-lab, to all of the interactive items ripped straight from the show (including low poly 3D versions of Rick, Morty and Summer), there’s a feeling of familiarity that fans will definitely click with. But there’s something more insidious lurking in Rick and Morty: Virtual Rick-ality though.

image courtesy Adult Swim Games

The show’s characters get in your head in VR in a way the TV show just can’t. Because you’re physically in front of the almighty Rick (voiced by show creator Justin Roiland) you can’t help but seek his approval, if only so he doesn’t dismiss you as just another stupid Morty-clone. You begin to wear Morty’s persona, the sycophant grandchild who just wants to please his ultimately powerful grandfather. If you do a job right the first time, you might get a backhanded compliment like “Hey, it looks like this Morty-clone isn’t a complete pile of flaming garbage afterall.”

And that’s when I started understanding something about the game: you just aren’t good enough to go on a real adventure with Rick. Hell, the real Morty barely is. Sure, there are action sequences with the promise of multiple deaths around the corner, but these are remarkably few in number, and stink of Rick’s characteristic manipulation. It isn’t a real adventure at all. And yet somehow, all of this is okay given the absurdity of both Job Simulator and the show itself.

getting instructions from Rick via wristwatch, image captured by Road to VR

All of this is done in a beautifully rendered environment that easily mashes up with the show’s hand-drawn feel. It’s like living in your favorite cartoon (if Rick and Morty is your favorite cartoon, that is).

Comfort

Getting to the nitty-gritty, Rick and Morty: Virtual Rick-ality offers many of the same features of Job Simulator, including its ‘smaller person’ mode that lets you scale down the size of your environment to let you access things easier. Despite this, the game is very much a standing experience that requires at least 2m x 1.5m (about 6.5 feet x 5 feet). Object interaction is the exactly the same as Job Simulator; bottles have poppable corks, and jars have screwable tops, i.e. almost everything is interactive and articulated enough to seem plausibly real.

There are three nodes you can teleport to, all of them inside the garage. This makes it an ultimately very comfortable experience, one that requires little explaining to master (even a 6-year old can do it).

Strangely enough, the Oculus Rift version doesn’t offer any form of ‘comfort-mode’ snap-turn for people with only a two-sensor set-up, which considering the 360 nature of the game may initially sound like a no-go for anyone without at least 3 sensors. Despite this, I found most interactions to be forward-facing, so I didn’t have to deal with Touch tracking issues all that often. The HTC Vive’s standard Lighthouse tracking predictably handles all room-scale interactions with ease.

Check out the first 10 minutes of gameplay to get a better idea of just what Rick and Morty: Virtual Rick-ality has to offer.


exemplar-2We partnered with AVA Direct to create the Exemplar 2 Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar 2 is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

The post ‘Rick and Morty: Virtual Rick-ality’ Review appeared first on Road to VR.

Gear VR Controller Review

Sometimes a good idea is a good idea, even if your competitor had it first. Well over two years since the first Gear VR headset was launched (but just a few months after Google’s Daydream VR headset launched) Samsung is launching a motion controller for Gear VR which adds a new layer of interactivity and brings the headset’s input scheme in line with Daydream.

Until now, Gear VR users have had two primary methods for controlling the VR world around them: first was using a trackpad on the side of the headset for swiping and tapping, and second was to use an optional Bluetooth gamepad. Then along came Google’s Daydream headset back in November which included out of the box a simple controller—consisting of a trackpad, a few buttons, and the ability to sense rotation—that much more intuitively allowed users to interact with the virtual world using their hand instead of their head.

Samsung seemed to agree that this is the way to go when it comes to input for mobile VR headsets, and is launching on April 21st the new Gear VR Controller priced at $39. Nearly identical in functionality to the Daydream controller, the Gear VR Controller gives you a more intuitive and interactive way to manipulate with the virtual world.

Hardware

The Gear VR controller is a squat little device with a trackpad, trigger, and a few buttons, which feels worthy of its $39 pricetag in every way except for the lack of an internal battery which could be charged via USB. Instead, the device uses two triple-A batteries (included, thankfully). That feels a little weird for a device which is intended to be used with a phone which itself would charge via USB. Granted, even Oculus’ high-end Touch controllers for the Rift use a single double-A battery instead of an internal rechargeable battery, and there may be some common reasoning between the two with regard to that design choice.

The end of the controller has a bit of a crook to it, which angles the trackpad downward. That may seem like an otherwise needless way to differentiate from the Daydream controller, but it actually serves a smart purpose which addresses an issue I specifically noted about the Daydream controller in our review:

The controller works well and is a simple but smart addition to the mobile VR experience which adds a lot, but there’s one niggle that rather irks me. ‘Remote’ style controllers (those which are long and flat, and must be ‘pointed’ at their target), are not comfortable for long durations of pointing because they require you to cock your wrist at an entirely unnatural angle. Try this: reach out your hand like you’re gripping a remote that’s in the shape of a small cylinder (like a roll of quarters). Now imagine that in order to use that remote, you need to point the top of the cylinder at the thing you’re controlling; try that action and see the position in which if puts your hand—that’s the sort of cocked wrist motion that gets uncomfortable quickly.

The tilted end of the Gear VR Controller makes the actual pointing part of the device angled downward, which means your hand can rest in a more natural position while using the controller. This is an improvement, though frankly I probably would have angled the end even further!

The trackpad senses swipes and also presses down like a button down with a satisfying click. The trigger on the back side of the controller feels mostly like a glorified button, since it has a relatively short throw and presses straight down instead of rotating around a hinge like you’d be used to on most gamepads. Still, we’re glad to have it; there’s just something about using your index finger in a pulling motion which feels more natural for ‘shooting’ inputs compared to just tapping a button (or god forbid, a trackpad on the side of your head).

Overall the Gear VR Controller feels just a little more snug in the hand, thanks to its shape, than the Daydream controller.

Included in the box, along with the batteries and a wrist-strap, is a little fabric loop which you can attach to the strap of your Gear VR headset and then insert the Gear VR Controller to keep it and the headset stored together. It’s handy to have a way to keep them from getting separated, but the implementation feels like a bit of an afterthought.

Continue Reading on Page 2 >>

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‘Downward Spiral: Prologue’ Review

Downward Spiral: Prologue (2017) is a sci-fi adventure game that takes you into a lovingly recreated ’70s retro future of CRT monitors and space stations abound. Featuring a single-player and coop mission, and multiplayer death match mode Downward Spiral: Prologue feels like the creators have torn out the first few pages of an Arthur C. Clarke novel and realized it in virtual reality.


Downward Spiral: Prologue Details:

Official Site
Developer: 
3rd Eye Studios Oy LTD

Available On: Steam (HTC Vive, Oculus Rift)
Reviewed On: HTC Vive, Oculus Touch
Release Date: March, 31st 2017


Gameplay

Generator power: offline. Life support: offline. Artificial gravity: offline.

You’re tossed in with little back story, but it’s clear what you have to do aboard what appears to be an abandoned space station orbiting Earth. Get systems back online and see what happens.

downward spiral 1

Grabbing the railing you propel yourself to the nearest airlock and enter the station. Because you’re in a microgravity environment, you have to stop yourself with your hand and navigate forward by pushing off walls, and using the world’s many hand railings and button-filled consoles for stability.

There’s a lot to like about Downward Spiral: Prologue, from its well-polished interiors to its innovative locomotion scheme that has you free-floating in space, but I wasn’t impressed at all by the 15-minute length of the game. That’s right, another short-lived VR game that’s selling for real money on Steam.

But if the short single player/coop mission doesn’t deter you, you’re in for some very cohesive art, some interesting exploration in what feels like a real space station and a satisfying conclusion of the little level that will definitely leave you wanting for more of everything. Considering this is the first installment of the game, which hasn’t gone through any sort of pre-funding scheme like Steam Greenlight program or Kickstarter, purchasing the game at $9.99 (€9,99 or £6,99) means you’re directly funding the second installment.

downward spiral 2

There aren’t really any puzzles to speak of, as the action is mostly driven by a few neat little button-filled consoles that jump-start the station’s various processes. There are also a few enemies to dispatch with a pistol, but the world’s little electric robot enemies are laughably easy to kill. It seems the atmosphere around you is really the star of the show here.

Deathmatch allows up to eight players to experience the same zero gravity gunplay in “environments familiar to the story,” meaning the same map. I wasn’t able to get into a deathmatch during pre-release of the game, so I can’t speak to its entirety. This isn’t a “shooter” however, so I’m still mystified as to why there’s a deathmatch in the first place. I’ll be updating my impressions (and score if need be) as soon as I get into a match.

Immersion

At first it took me a few moments to get used to the locomotion style of floating around and pushing off the corridors of the space station, but after a little practice I was flying through the world with relative ease. I was surprised at just how good it was, similar to Oculus’ recently released Mission:ISS (2017).

Shooting the game’s pistols wasn’t an entirely a hitch-free experience. Aiming felt a little unnatural, a possible tribute to realism as my space suit didn’t entirely allow for free movement with the pistol. I found myself being more deliberate in how I aimed because of it though as my bullets zinged through the vast expanse of the engine room.

downward spiral 4

Getting zapped by a robot feels right. Your sight is slightly more red-tinted every time you take a hit, and the sound mutes ever so slightly the worse the onslaught.

I played the game with both the Oculus Rift (with Touch) and the HTC Vive. The game is an open 360 environment, so a 3-sensor set-up is a must for Rift players if you want to forget the Touch version’s snap-turn. As per usual, the stock Vive setup provided for a flawless 360-tracking experience.

Comfort

 Floating in space can be stomach-turning, but it seems the developers have nailed the locomotion scheme in Downward Spiral: Prologue to a pretty fine degree.

Besides relying on an hand-held air compressor you find midway through that lets you bebop around with your own personal jet, you have to use a little physicality to push off and stop yourself with walls. Thankfully grabbing out for any and all parts of the ship lets you stop yourself, and you sort of settle int your forward motion after a while.

downwward spiral 5

The HUD design also helps anchor you in the world, keeping nausea at bay. The video walk-through below (warning: the full game is completely spoiled below) shows a bit of the left side of helmet in the frame, but it’s really not so intrusive. The helmet design only slightly cuts off your horizontal field of view (FOV).

Despite having a temperamental belly when it comes to artificial locomotion (I made myself sick playing Mission ISS), Downward Spiral seems to have done everything in its power to limit nausea, and I walked away feeling surprisingly normal.


exemplar-2We partnered with AVA Direct to create the Exemplar 2 Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar 2 is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

The post ‘Downward Spiral: Prologue’ Review appeared first on Road to VR.

‘Drop Dead’ for Oculus Touch Review

When Gear VR games are ported to the Rift, you usually end up with is more of the same; a game with nicer graphics and the added benefit of positional tracking, but more or less the same experience. However with Drop Dread (2017), Pixel Toy’s port of their critically acclaimed Gear VR on-rails arcade shooter, the addition of Oculus Touch has brought the game to whole a new level of difficulty and hands-on action.


Drop Dead Details:

Official Site
Developer: 
Pixel Toys

Available On: Oculus Touch (Home)
Reviewed On: Oculus Touch
Release Date: March, 23rd 2017


I can hear you saying it: “Great, another wave shooter.” But hold on just a minute, because despite a few gripes, this one is actually fun.

Gameplay

Drop Dead plays on some pretty well-worn tropes; the evil German doctor (also somehow a Nazi when required) wants to create a master race, blah blah blah. He’s evil. You’re good. There are Zombies. The rub is you’re actually traveling through one of three discrete timelines and the apocalyptic future set before you can actually be stopped before it even happens. Each trip forward offers a new spin on the overall objective of the game: Stop the evil Doctor Monday from raising his apocalyptic army of zombies, get new weapons along the way, and blow up massive, and I mean massive amounts of zombies.

So while Drop Dead sounds a pretty basic in that respect, Drop Dead surprisingly boasts 27 single-player levels (throughout the three timelines), a broad swath of enemy units, and multiple guns to use (read: not keep or upgrade) along the way—not to mention some pretty good voice acting and a level of cheesiness to the story that’s entirely self-aware. Besides the obligatory online leader boards, single and online multiplayer survival mode also extend the game’s playability.

Graphics aren’t incredible, with the art style wandering somewhere into mobile game territory, but it is visually cohesive and overall very likeable.

the evil Doctor Monday
the evil Doctor Monday

As for the weaponry, all of the game’s buffs and guns can be found in-level and no market exists in the game, so guns, grenades and slow-mo power-up drinks (very Call of Duty Nazi Zombies-esque) are only obtained temporarily during the level.

Shooting zombies can be repetitive at times, but that may just be a relic of the arcade wave shooter genre than Drop Dead itself. Whether that’s good or bad to you, there are some definite flaws that start to infringe on my personal expectation of “fun”.

  • No dual guns, i.e. you’ll drop a shotgun automatically if you go for your holstered pistol
  • Exposition is non-skippable, meaning you will have to sit through Doc Monday’s diatribes over and over and over until you beat the level
  • Zombies sometimes “stack up” and clip through each other, making it tough to get a clean shot
  • You can’t bat away incoming Zombies to get an extra second before getting mauled to death

I was tempted to add too things to the list; Drop Dead’s reload mechanic because of how fiddly I found it at first—sort of a count down marker that you can jump if you hit it just right, giving you a quicker reload—but after a while it eventually fades into the background as you get the hang of it. The second is the difficulty level. If you’re a pretty good shot, this may not be an issue, but the game doesn’t provide any gun sight upgrades, so there’s no assistance for those long shots besides iron sights—on Gear VR it is as simple as gazing and taping a button, but Touch controllers require more tactility, which can be good or bad depending on your skill level. No variable difficulty level is available, so it’s either shoot the best or die like the rest.

Immersion & Comfort

Between having to hit the reload marker on time and prioritize running, trudging and flying targets, you really start to get into a certain flow with Drop Dead. Like all arcade shooters though, which by definition rely on scripted baddies popping up, it can lead to a certain predictability, making it less scary and more like a real-time puzzle, except the puzzle pieces are 8 screaming zombies coming at you while you only have enough time to fire off exactly 8 bullets.

Cowering from the hordes when you miss, which come at you in a little over 180 degrees (make sure to look to your extreme left and right!), is all but useless, so hitting the reload marker, executing headshots, grabbing guns and slow-mo drinks in concert really makes this game a fast-paced romp that immerses by sheer chaos alone.

Drop Dead Oculus(1)

This, however, is where the overall comfort of the game breaks immersion. Because this is an on-rails shooter, you’re necessarily swept from position to position across the map, and the game accomplishes this in two ways; ‘normal mode’, which automatically transitions your POV to each shooting position, or ‘comfort mode’, a removal of the sweeping camera in favor of automatic teleportation. Neither are really great in terms of immersion, one less so, one more so.

If you haven’t guessed where I was going with that, I’ll just come out and say it. Normal mode is downright sickening. Oftentimes I found myself being moved laterally, forward and being stopped without warning—a recipe for nausea if I’ve ever seen one. If you happen to have an iron stomach and a penchant for non-controllable locomotion, this may not bother you as much as it did me, but I could only play a two 10-minute levels before I gasped for the relief of comfort mode.

While the automatic teleportation of comfort mode also infringes on immersion by not giving you control over your own movement, it is much less jarring even though it left me feeling uneasy about when and where I would be whisked off to next.

That said, Drop Dead was surprisingly fun despite these flaws, and is an easy game to pick up for short excursions into zombie carnage. Take a look at our ’10 minutes of Gameplay’ for Drop Dead to get an eyeball-full of the intense action of this on-rails wave shooter.


road-to-vr-exemplar-ultimate-by-avaWe partnered with AVA Direct to create the Exemplar Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

The post ‘Drop Dead’ for Oculus Touch Review appeared first on Road to VR.

‘Raw Data’ Early Access Review, Now with Oculus Touch Support

Raw Data, a first-person combat game from Survios currently in Early Access, is one of the most fast-paced and exciting games out for HTC Vive and Oculus Touch right now. Far from being a simple shooting gallery, Raw Data gives you an impressive range of abilities and physical agency, making you feel like you’re in real danger. And if you can master the controls, you’ll feel like a superhuman badass too.


Raw Data Details:

Official Site
Developer: 
Survios
Publisher: Survios
Available On: HTC Vive (Steam), Oculus Touch (Home)
Reviewed On: HTC Vive. Oculus Touch
Release Date: July 15th, 2016 (Vive) – March 16th, 2017 (Touch)


Note 03/16/17: The article has been updated to include impressions of the game’s recent support for Oculus Touch. You’ll find those impressions in a section at the bottom. The article is otherwise untouched, save the insertion of ‘Oculus Rift/Touch’ where needed. Because of the herculean effort of updating every Early Access review to reflect changes, you’ll see that initial impressions are left intact, but you’ll also find a section below discussing updates since the game’s July 2016 launch on Steam.

Note 07/18/16: This game is in Early Access which means the developers have deemed it incomplete and likely to see changes over time. This review is an assessment of the game only at its current Early Access state and will not receive a numerical score.


Eden Corp, your standard “we’re not evil” evil corporation, is oppressing the world, and it’s your job as a member of hacker group SyndiK8 to infiltrate them. Choosing your character—the gun-wielding ‘gun cleric’ Bishop or the katana-swinging ‘cyber ninja’ Saija—it’s your job to extract massive amounts of data and defend vulnerable data cores so you can expose Eden Corp for what they really are, a “we say we’re not evil, but in all actuality we’re super evil, and you probably should have known that already” type of company.

Oh. And they have killer robots.

Gameplay

Although Raw Data is essentially a wave-shooter, it’s anything but simple, as it presents an engaging blend of tower defense elements, special unlockable moves, and a multiplayer mode that will have you battling alongside your friends on Steam or Oculus Home. Yes, that’s cross-platform, folks.

There’s a real sense of immediate danger in Raw Data too. I don’t know if it’s the fact that the game’s robot adversaries are well over 2 meters tall, or that they creep forward with seemingly no regard for their own safety, or that they’re constantly firing lasers at my face, or that when they come up to you they start punching you in the face—but it’s safe to say that Raw Data put me in a real panic the first few times I played.

bishop-and-saija-raw-data-social

If you choose Bishop, it’s best to practice with your pistol back at the starting point before you jump right in, because once you’re in a mission the learning curve gets steep fairly quickly. Because robots. Are. Everywhere. And if you don’t immediately understand how to reload consistently, you’re due for a robo-beating.

Later on in the game I learned how to reload my pistols instantly by touching them to my hip/ lower back, but the early manual reloading—using one hand to pull out a magazine and slide it into my pistol—was pretty frustrating. Several times while ducking behind a barrier to hide from an onslaught of baddies, I ended up swapping my empty pistol into my non-dominant shooting hand somehow, which is super frustrating when you have a load of enemies firing laser and punching you in the face. It happened consistently enough to make me more aware of how to carefully reload, and also keep an eye on my bullet counter so I didn’t run dry of bullets in time of need.

Then again, if you do screw up somehow by reloading, you can always punch them. No, really. You can punch a robot in the face to death. This is great when it works, which isn’t all the time though, and the same goes for Saija’s swords.

Raw Data - Screenshot - Dual Wield

Using the sword should probably be the easiest, and most gratifying of the two, and Saija’s energy katanas sound good on paper if you’re the sort of person who wants to dispatch your enemies up close and personal ninja-style. I didn’t feel like they always worked as they should though, as slashing at a target sometimes didn’t register a hit. Thankfully you can also fire range weapons like ethereal shurikens, and even toss your swords like boomerangs, which are both reliable. If only up-close combat was.

Whether you’re slicing or shooting though, detaching an evil robot’s head from its body and seeing purple fluid spurt out gives me a clear sense of accomplishment. And getting through all four, which took me well over 3 hours, was an even bigger one, requiring me to recruit the help of a friend to accomplish.

Since it’s in Early Access, there are currently only two heroes (see update section), but Survios told us that at least two more are coming out with the game’s full release. They also gave us a better look at the individual abilities and weapons in our deep dive with the Raw Data devs if you’re interested in a more detailed look at the game.

Immersion

As far as VR first-person shooters go, Raw Data is probably the most feature-rich out there. The world is cohesive and clearly approaching what I would call ‘AAA level’ of polish. That said, there are a few things that may thwart your attempts at feeling fully immersed in the space, all of which are no real fault of the game itself.

bishop-and-saija-raw-data-social
See Also: 5 Minutes of Blistering ‘Raw Data’ Gameplay, Steam Early Access July 14th

Avatars in multiplayer are kind of wonky. Because both the Vive and Oculus Rift only has three tracking points (the headset and two controllers), Raw Data is essentially making its best guess at the position of your full body. It does this by using inverse kinematics (IK)—a method of predicting how your joints bend—and then cleverly blending animations to smooth out any accompanying strangeness. That doesn’t always stop elbows and knees from bending the wrong way though in VR, making you look weird to your friends in multiplayer. This is however pretty much unavoidable when dealing with full body avatars using the Vive’s provided gear, so you certainly can’t knock Survios for putting their best effort forward.

Robots sometimes clip through you. On one of the levels (I won’t say which as to avoid spoiling the fun) you’re introduced to crawling, zombie-like robots. Their beady glowing eyes stare at you as they crab-walk in from the darkness, predictably scaring whatever bejesus you may still have retained from the previous level. That is until they jump at you and clip through your body, breaking the illusion. It’s clear that AI just isn’t good enough yet to guarantee that enemies will react to your physical movements, or anticipate where you’ll be next.

These are relatively minor gripes when talking about immersion, and aren’t unique to Raw Data.

Comfort

Teleportation is one of the best ways to get around in VR in terms of comfort, and Raw Data has a special take on it that has some interesting trade-offs. You don’t actually blink-teleport, but rather you quickly glide to your chosen spot. Because the game uses plenty of particle effects, and the transition is quick enough, danger of motion-induced VR sickness (aka ‘sim sickness’) is pretty minimal, but more than you would experience with blink-teleportation. This, I felt, keeps you more present in the game by letting you keep an eye on the action as it happens around you so you can better plan your next split-second attack.

With the exception of Saija’s jump move, which launches you in the air for high-flying downward strike, the game is surprisingly comfortable for what is shaping up to be one of virtual reality’s greatest first-person shooters.

Oculus Touch Impressions

According to Survios, the Oculus version of Raw Data—which for now only seems accessible through Oculus Home and not Steam— has been “completely optimized and reengineered specifically for its two- and three-camera tracking and Touch controls.”

If you have three or more sensors, you’re likely to experience the game’s room-scale glory just like the Vive, letting you turn around and slash and shoot with nary a care for your IRL direction. However, if like most people you only have two sensors, you’re in for a bit of a learning curve to get past the Touch controller’s biggest out-of-the-box limitation: occlusion.

To combat this, Survios has enabled a 90-degree snap-turn, aka ‘comfort mode’ to go along with the game’s frenetic teleportation scheme as well as an ‘arrow guardian’ to help you recognize when you’ve turned completely around and are about to lose Touch-positional tracking. The arrow guardian isn’t at all annoying thankfully—i.e. no audio cues, or big ‘TURN AROUND’ signs to block your line of sight so you can take a quick shot at an incoming robot. It simply flashes a neon arrow to get you turned back around, something that may seem garish in any other game, but works well in the high stress, 360 environment of Raw Data.

Raw Data is still in early access, meaning small things like button mapping aren’t final. That said, I had trouble with this aspect of the Touch-compatible game.

oculus-touch-3

To snap right, you press the ‘A’ button on your right controller; and to snap left, the ‘X’ button on your left—logical and simple. In the thrill of the fight though, I kept instinctively wanting to use the joy stick for this like many other games. Also, because the left snap is mapped to ‘X’, I kept accidentally mashing ‘Y’ which brings up a menu screen, effectively rendering my reloading hand useless until I could figure out what I did wrong. I concede that sometimes I have what is called in the medical field as ‘dumb baby fingers’. Again, three sensor setups won’t suffer my dumb-baby-fingered plight, as you can play the game with the knowledge that your Touch controllers will be tracked in room-scale.

Despite the dumb-baby-finger learning curve and having to pay closer attention to the new arrow guardian, Raw Data on Oculus Touch can be just as fun as the Vive version.

Updates

Survios has pushed several updates for the game while still in Early Access, including a new shotgun-wielding hero (‘Boss’), greatly improved multiplayer, and a new mission called Cataclysm which the studio promises is “the most challenging level to date.” According to Survios, players on both platforms also gain access to several brand-new features, including a balancing of new and reworked abilities for heroes Saija and Boss.

You can check out all of those any more on Raw Data’s Steam announcements page.


Summary: Raw Data is a heavy-hitting, fast-paced game that’s more than just a simple wave shooter. While it presses all the right buttons with atmosphere and feel, the game is on the bleeding edge of virtual interaction, which sometimes doesn’t work as well as it should. Despite its technical flaws, it’s one of the best VR shooters for HTC Vive and Oculus Touch out currently.


road-to-vr-exemplar-ultimate-by-avaWe partnered with AVA Direct to create the Exemplar Ultimate, our high-end VR hardware reference point against which we perform our tests and reviews. Exemplar is designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications.

The post ‘Raw Data’ Early Access Review, Now with Oculus Touch Support appeared first on Road to VR.

‘Robo Recall’ Review

When the Robo Recall title screen first appears – a voice calling its name out like a boxing ring announcer while the electro-rock soundtrack builds in the background – arcade aficionados could be forgiven for thinking they had stepped into an alternate universe where Sega’s legendary arcade divisions were still churning out hits to this very day. That’s the company in which Robo Recall belongs.

Unlike an arcade machine you won’t need a stack of shiny coins to play this shooter. If you own an Oculus Rift, it’s being brought to you absolutely free of charge.


Robo Recall Details:

Official Website

Publisher: Oculus
Developers: Epic Games

Available On: Oculus Rift (Oculus Touch Required)
Release Date: Q1 2017


Gameplay

Epic Games’ Showdown demo first shown way back in 2014 was a cinematic walk down a street during an assault on a giant robot; rockets firing and bullets whizzing all around you, people diving for cover, cars flipped into the air by explosions, and you right in the middle of it all. You reach the end of the street and stop beneath the gigantic robot, where you look up and take in the scale of it all, and the culmination of the demo is when this robot stares right into your eyes and roars. It stayed with me, and it’s still well worth a look today if you haven’t seen it.

You can draw a line from the Showdown cinematic from 2014 through to the playable Bullet Train demo that captured everyone’s imagination in 2016, and now to Robo Recall. The same DNA runs through them all. From humble beginnings with a tiny team begging, stealing, and borrowing assets and time to build prototypes for their VR vision, the partnership with Oculus has allowed Epic Games to spin up a team of 15 people to turn Bullet Train into Robo Recall. It is telling that in the nascent VR industry even bigger players like Epic Games need partnerships to justify investment in VR content.

Robo Recall, then. Comparing to those earlier sketches it’s what doesn’t make the transition that sticks in my mind more than what does. The excess of Showdown’s environmental destruction is completely absent; Robo Recall’s world is one that you traverse through but never impact. Cars are static. Windows don’t shatter. Lampposts shrug off rocket blasts. There is no ongoing pitched battle between opposing forces, we’re back to gaming’s favourite lone wolf cliché as you clear each area solo. There aren’t any vehicles to take a trip on, and with the exception of a few blimps high in the sky there’s not much else moving around the play area.

That’s the sort of thing that was lost on the journey from Showdown to Robo Recall – a reflection of the relatively modest size of the team working on it – but what have we gained? Quite a lot as it turns out, not least of which is a far more lighthearted tone, resulting in an experience that is all the better for not taking itself too seriously.

The Unreal Engine is put to good use building a visually arresting future cityscape, with supersampling options that allow those with the GPU horsepower to improve clarity even further, and enough graphical settings to ensure that even minimum spec machines get a smooth ride. Clean lines, readable environments and enemies, and an excellent sense of scale abound as billboards shine their adverts at you, and blimps pass by overhead. The robots themselves impress with a tangible solidity and presence, and they chatter away to you endearingly during gameplay. This is no grimdark future, it’s all very tongue in cheek and deliciously meme-heavy which may delight or annoy depending on the individual.

…it’s all very tongue in cheek and deliciously meme-heavy which may delight or annoy depending on the individual.

This is a game about mastering movement while engaging bad guys through the twin mediums of guns and casual up-close dismemberment. Grabbing enemy ordnance out of the air and sending it back at them is a frequent happening – the signature moves from Bullet Train all present and correct – and you’ll need to get good at analysing enemy abilities, managing encounters, prioritising targets, building and keeping your multiplier up, and finding your flow. This is all in service of completing challenges and racking up immense scores to attack the leaderboard.

There are echoes of Rocksteady’s Batman combat, Platinum Games’ Vanquish (2010), and even the recent Doom (2016) reboot. Fast paced, kinetic encounters with time slowing at critical junctures to allow you to execute (pun intended) your plan of attack. Being in VR lends this a crisp realism that those games could never match: when you clear a zone it was you clearing the zone, not the abstract byproduct of button mashing, and each encounter feels very personal as a result.

robo-recallDue to the generally rudimentary enemy AI, only very rarely do the encounters pose a real sense of threat. You can feel the game walking the line between VR shooter enthusiasts and more casual shooter fans, aiming for that delicate balance that serves both in different ways. The satisfaction comes from efficiently demolishing the assembled robot ranks rather than a sense of winning through against impossible odds – in this regard it’s almost a puzzle game, and I frequently had to adapt my tactics in order to grow my score multiplier.

Robo Recall neatly sidesteps the whole teleportation vs. direct locomotion debate. The gameplay couldn’t function without teleportation. To return to the Rocksteady Batman comparison, that game sees you dart with improbable speed between melee combatants with the flick of a stick and tapping of a button. That is the equivalent to the teleportation in Robo Recall, where you push forward on a stick to ‘launch’ out your destination marker, and then rotate the stick to alter the direction you will be facing when you arrive. Teleport ’n’ Twist, if you will.

This teleporting system allows you to coordinate – no, to choreograph – your assaults: teleport behind shotgunner, relieve them of their robotic head, use torso as shield, toss it at a group of face huggers, spot a robot leaping off a truck, teleport beneath it, use the brief slow motion moment after each teleport to juggle the robot in the air with the revolver, meanwhile grab a face hugger, teleport to the top of said truck, and then lob the face hugger – now ticking down to self destruction – into a group of robots beneath taking them all out in one explosion while reaching behind to grab your shotgun and dispatch the rocketeer whizzing overhead. The whole manoeuvre is executed in a few scant seconds.

robo_recall_3The combat is exhilarating, slick, satisfying, and challenging and it simply wouldn’t be possible to reach this John Woo level of acrobatics and bullet ballet if one had to trudge through the environment one step at a time. The teleportation isn’t simply a concession to comfort – although the team did have the inclusive mantra that ‘nobody will get sick in this game’ – instead it’s integral to the gameplay, if sometimes a little too fussy when trying to reach points at the extremes of its range, very close in, or above you.

The game awards three stars for escalating tiers of score in a mission – the third of which will feel completely out of reach at first. Additional stars are awarded for completing a variety of challenges that encourage repeat play such as finishing a mission without firing a gun, only using weapons scavenged from fallen enemies, or taking out a large number of robots in one of the timed extermination events. A challenge to finish a particular mission without taking any damage still eludes me, as does a boss rush that needs to be finished in under five minutes. The game threatens to turn into a racer as you look to shave off a second here, a second there, in your mad dash to the finish.

The combat is exhilarating, slick, satisfying, and challenging

Your weapons are upgraded as you unlock stars, reducing recoil, increasing damage, adding holo-sights, the usual. Once a clip is empty a weapon is largely useless but it can still be used to bludgeon robots, bat ordnance away, or thrown. After a respawn delay a brand new, fully loaded, weapon will be teleported into your holster. XP awarded after each mission feeds into your overall level, and this awards perks that decrease respawn time for weapons and teleports and increase your scoring potential. When you have earned five stars on a mission its All Star variation is unlocked, and this is where the real meat of the experience is to be found for those looking to engage more seriously with the game. Enemies are more numerous, move faster, and react more swiftly to your actions. The AI isn’t any smarter, but your reaction time is greatly reduced. You will need to significantly step up your skills to rank on the separate score leaderboards for this mode – its rhythms are so different from the standard mode that it almost feels like a different game entirely – but you need to unlock it first, mission by mission, and that process is far from easy.

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One of the few frustrations in this package is determining when a weapon has been teleported to your holsters. In the midst of a frenetic battle it’s all too easy to reach behind to attempt to grab your shotgun, or go for the revolver on your hip, only to come away empty handed and waste valuable seconds before you realise your hand is empty because the gun hasn’t yet respawned. Later upgrades naturally mitigate this somewhat, as does the realisation that if you have spent a lot of time in slow-motion you’ll need to wait a lot longer in ‘real’ time before a weapon respawns.

In your time with the game you will ‘recall’ thousands of robots taken from the varied roster in evidence, encompassing basic pistol or shotgun wielding bots, through shield carriers, arachnid style skitterers, flying drones, leaping rocketeers, mini-bosses and one major boss, with each requiring you to mix up your repertoire of moves. They are visually distinct, either by shape or careful colouration, so every scenario is eminently readable as you plan your moves. You will clear areas of all robots, defend areas against attack, and even collect undamaged robots (neatly forcing you into non-lethal action by tossing them into a vortex that fires them up into the sky to be collected in a blimp for ‘analysis’).

The three environments that are home to the nine missions are distinct, but not particularly evocative: City Centre, Old Town, and Rooftops. Even the names sound mildly disappointed in themselves. Why not set part or all of a level on the blimps? Why don’t we ever see inside a building during a mission? Why not start in a building and erupt into the streets a few storeys up? I was waiting for an area set around a bullet train in homage to the famous prototype but nothing so dynamic ever appears, with missions electing instead to criss-cross the same handful of areas again and again. It gets old fairly quickly. What is there suggests a lot of effort has gone into constructing this world, so it’s a real shame we get to see so little of it and what we do see is limited to streets and boxy rooftops. They’re fun because the core gameplay loop would be fun anywhere, but there’s a sense that these aren’t quite the carefully crafted combat arenas and scenarios that they could be.

…there’s a sense that these aren’t quite the carefully crafted combat arenas and scenarios that they could be.

There is a welcome sojourn between missions to your basement HQ, where you can equip weapon upgrades, view your XP level, check on your unlocked abilities, and select missions. It’s inside this HQ that the single most important feature is to be found: among the bobblehead models and desk fans that you can interact with you will find coffee mugs. When you pick a mug up by its handle, the pinkie finger on your hand is extended. This is the kind of class that can’t be taught, you either have it or you don’t.

And Robo Recall does have class. It has the assured game mechanics of people who had a singular vision. It has crisp, sharp visuals and stable frame rates that come from people who intimately understand the technology they’re working with. It’s all too easy to forget how hard it is to make something this good, even if the combat arenas don’t quite live up to Epic Games’ own storied lineage. There just isn’t enough of it, despite the innate re-playability. Back in the days of their humble shareware beginnings this would’ve been the taster episode before the main event. Just when it feels like it’s finding a groove it’s all over.

robo-recall-2The tantalising promise of All Star mode gives the game one source of longevity. Another comes from an extensive suite of modding options, allowing the community to build their own levels, encounters, and bad guys. Epic Games will be seeding this with demo content taken from their own games as well as some well known third parties. Nurturing a modding community is something that Epic Games have been famed for, so there is a real possibility that the community will supplement the core content on offer here.

Getting down to cold, hard, facts let me throw a few numbers at you. It took me two hours to complete my first run through the nine missions. It took another two before my scores were getting respectable, and another full hour in a frenzied attempt to unlock the All Star mode on one particular mission. The average player should be well into double figures of hours played to grab the majority of stars and upgrades – but that player would have to be a fan of arcade style score attack games, and at peace with replaying the limited content.

That I want more of it is a testament to Robo Recall’s quality, because what it lacks in breadth of content it makes up for with style, flair, and verve. It’s great to be playing the type of arcade game that Sega would’ve been proud of in their heyday.

Immersion

Two belt holsters and two back holsters house your pistol, revolver, shotgun, and energy rifle. You grab them – and anything else in the world you want to pick up – with the hand trigger on the Touch controller and shoot with the primary trigger. The actions of reaching for weapons at your side or from your back are so ingrained from movies and TV shows that they feel instantly naturalistic. It’s hard not to feel like a badass when you reaction-grab a revolver from your side holster and despatch a passing robot with a head shot. It’s hard not to feel like Neo in The Matrix as you’re plucking rockets and bullets out of the air.

As with other Rift shooters, this game makes the most of the Touch controllers. The ergonomics allow the hand grip to be used in a way that the equivalent Vive Controller button just can’t support, and that grip+trigger combo really improves the sense of realism.

Leaning around and under incoming fire, especially when the game’s signature slow motion is in effect, is likewise very empowering and incredibly cool. Grabbing a robot by its front or rear torso-mounted handle (to its plaintive cry of ‘why did they give us handles?!’), and then grabbing its hands and pulling the arms off would be grisly if it weren’t all so lighthearted and comic. Likewise removing the head (and then using it as a bowling ball to dispatch his colleagues). They’re appliances, not people, which allows us to enjoy the gratuitous nature of the violence without the need for too much introspection.

The sound deserves special mention. Effects are meaty when they need to be, subtle when they need to be, epic when they need to be and wonderfully positional. The sound mix overall is very effective, and this does ground you in the game world.

Unfortunately immersion does take a big hit when you realise that said world is entirely static. Windows don’t shatter, abandoned cars ignore rocket blasts, and even in scripted moments the world is left alone. It makes it feel sterile in contrast to the vibrant art style. It’s a backdrop, you just happen to be ‘in’ it. I’d even welcome hoary old clichés like exploding barrels and crates, just a little something in the world that recognises and responds to the carnage. In fact any sign of life in the world aside from the robots would be welcome.

Some technical issues also intrude to reduce the immersion. When grabbing certain robots from behind to use as a shield, and then wanting to finish them off, you will discover that the back of the head is entirely impervious to gunshot. You need to tilt it unnaturally to get an angle from the side, or release it and then shoot it from a distance. Sometimes weapons clip into the bad guys, and the shot issues from ‘inside’ their hit region and doesn’t register. This wouldn’t be so bad if the pace of the game didn’t demand a constant stream of kills to keep the multipliers going – it’s frustrating to lose out when things look like they should work but don’t, especially inside VR. There also seems to be an issue with hit registration when robots are in the middle of recovery animations after a jump or fall – there is a window in which they appear invulnerable but it isn’t consistent. Sometimes they take the hit, sometimes they don’t. Or maybe I’m just awful at aiming at fast moving targets.

The teleportation also suffers somewhat in specific circumstances. If you arrive in a location just as a robot also moves into it, you end up in a physics-breaking wedlock and they start to jitter uncontrollably and clip into your view space. You’d imagine that a more graceful solution would simply be to have robots in that situation pushed away or destroyed. Most likely easier said than done, but the net result is very distracting.

Shooting and teleporting issues can likely be patched out if they are widespread and not just down to the build I’ve played – updates were rolling out daily as I played the game for review, so the team are clearly on the ball here – but right now the immersion does take a hit when these issues crop up.

In common with other Touch-enabled titles using the standard two-sensor layout, the temptation – especially in the heat of battle – is to occasionally aim behind yourself to pick up a stray robot. This invariably ends in disaster, with a complete loss of hand tracking and more valuable seconds wasted as you reorient yourself with the teleportation. Those with three or more sensors, and the requisite coverage, will have more joy here. It suffers somewhat without full room scale, but if you’re accustomed to the ‘plant feet, face forward’ Oculus mantra you won’t have any problems.

robo-recall-1Those annoyances aside, the immersion in general is excellent. The kinaesthetic nature of your interactions with the game make it feel very naturalistic, very rewarding, to play. Be that shooting weapons, grabbing robots off their feet, or grabbing bullets and rockets out of the sky. The fact that you’re pulling off Neo-esque manoeuvres and Batman-style takedowns is entertaining even after several hours, and it’s a credit to the team behind the game that you rarely fail to achieve what you want to: you grab what you intend to, where you intend to, when you intend to. In a game moving this quickly, that’s no mean feat.

Comfort

With its reliance on natural movements, and a teleportation based system of motion, the game is entirely comfortable throughout. You are in control at all times.

It is possible to teleport yourself to the edge of tall buildings, so those suffering from vertigo might unwittingly put themselves in an uncomfortable position. One third of the game is spent in an area called ‘Rooftops’ so consider yourselves warned.

On the purely physical side of things I found that half an hour in Robo Recall was more of a workout than many dedicated VR sports games. Depending on how ‘into’ it you get, you may well find yourself exhausted after a strenuous session.

The post ‘Robo Recall’ Review appeared first on Road to VR.

‘SYREN’ Review

SYREN (2017) is a single-player, survival-horror game that will have you sneaking around corners, hiding under virtual desks, and flailing helplessly as you’re mauled to death by the world’s ghastly “Syrens,” a terrifying amalgamation of human/robot/awfulness. Despite some pretty distracting bugs in the game, it’s safe to say that people with high blood pressure or heart conditions need not apply.


SYREN Details:

Developer: Hammerhead VR
Available On: Oculus Touch, HTC Vive (Steam and Oculus Home)
Reviewed on: HTC Vive and Oculus Rift
Release Date: February 15th, 2017


Gameplay

Much like Alien: Isolation (2014), Syren is an absolutely terrifying game of hide and seek, but this time instead of the clostrophobic world of a spaceship and an acid-spiting Xenomorph, you’re in an underwater research facility placed above an ancient lost city once populated by a species of kind-of-sexy, kind-of-horrific mermaids—at least they were supposed to be, as the creatures you meet are genetically engineered copies called Syrens.

Created by a scientist obsessed with eugenics, your job is to escape the now damaged facility that’s become overwhelmed with the free-roaming Syren, going across a number of levels filled with deceased colleagues and all manner of interactive item that can bring you ever closer to the 5-level facility’s next pressurized door.

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Each level is essentially a puzzle with a few different solutions, from nabbing a keycard off a desk and sneaking past a lonely Syren, to all-out shoot-em-up chaos with multiple baddies as you learn the mystery of the madman who created the facility.

The game has a very specific idea of how it wants you to proceed, something I found to be slightly frustrating early on. After getting killed multiple times by the same Syren and getting tossed back to the beginning of the level, I found out that when they lunge at your throat, you can’t simply whack the beast to death with an ax that you collected earlier like you naturally would if someone was coming at you and you had a melee weapon in hand. Rather, the game wants you to physically throw the ax, thereby losing it in the thing’s face so the game can leave you without a weapon for the next trial. The only way you can figure this out is either by having the original thought to toss the ax, or by failing your way to the solution like I did.

Although there’s a steep learning curve to how you interact with the Syren (mostly by staying far away from them, running and hiding for your life), eventually the game becomes a little more intuitive as you learn the rules that the AI Syren abide by. For example, if a Syren gets close enough to you, it initiates an uninterruptible attack that you have to stomach—a wailing monster screaming in your face and biting your neck—so you learn to avoid these pants-shitting moments as best you can, otherwise you’ll be sent back to the beginning of the level.

syren-ax

You can get away from Syrens by hiding stealthy, teleporting quickly to find cover, or by distracting them by throwing items far away from you to take them off your track. Since the monsters react to noise (and strangely enough not your microphone), they will scream over to where the object landed, only to find no one there, giving you some time to dodge around them. There are however multiple Syrens per level, so this is where it gets tricky.

Several times I found myself hiding under a desk, or behind a dead body for cover, all the while hearing the banshee screams and heavy breathing of the genetically engineered monster coming my way. And if it weren’t enough of a fright, no matter where they find you, cowering in a corner or halfway outside of a locker, they always grab you by the face and scream a horrifying noise into your ears.

Immersion

The Syrens make a lot of noise, which should be a good thing on principle so you can avoid them efficiently, but the noise wasn’t at all muffled by objects like walls or barriers like in real life. If you find yourself sandwiched in a side room with two Syrens slinking around and breathing all scary-like, you won’t have a good idea of realistically where they are. Instead, a Syren will sound like they’re right on top of you even though you have a concrete wall between you.

Whether you’re using Oculus Touch or the Vive’s Lighthouse controllers, hands simply aren’t 1:1, making them seem a full three inches away from where your hands naturally rest on the controllers. While it’s not game-breaking, it certainly hampers immersion. In the end, this isn’t something dramatic to fix, but how such a critical error got through on launch, I’m just not sure.

On the note of controllers, Oculus Touch support could be a lot better. The game requires you to push down and click on the joystick to teleport, which proves to be just about as awkward as can be. Teleporting is much more intuitive on the Vive, requiring you to simply rest your thumb on the touchpad and engage a quick click, but Rift users beware.

gun-syren

Firing guns in the game unfortunately never felt natural on either Touch or Vive controller, as your trigger is used to pick up and hold items and a regular button press is used to activate or fire it. This made it feel more like changing the channel on a remote control than firing a gun.

And this is the part of the article where I make my biggest confession. I am a dirty, no good, wall-hacking cheater.

Because the game is room-scale, it means you can teleport close to walls and actually walk through them. Some games like Budget Cuts or Onward (2016) don’t allow you to do this, either by making it impossible to see or leaving your body behind to be ravaged by enemies, but not so with Syren. When a screaming water-banshee is running you down, and you can walk straight through a wall and escape, the natural choice is to flee anyway the game will let you. While I know I’m a weak and shameful person for using this cheat to get away, it really shouldn’t even be an option in the first place.

There, I feel better now.

Comfort

While you’ll never be truly comfortable with genetically modified mermaid-beasts skulking around, nuts and bolts-wise Syren is a supremely comfortable experience because it lets you explore the world using teleportation and 45 degree snap-turning—two common locomotion schemes that most everyone shouldn’t have a problem in the nausea department.

Even though at times I honestly wish I could sit down and mash a joystick forward on a gamepad instead of frantically selecting teleport sites—because it’s not only faster, but easier—the standing room-scale aspect of the game lends to overall comfort and immersion. And somehow it’s always scarier that way, as you’re on your hands and knees hoping the monster doesn’t see you.

The post ‘SYREN’ Review appeared first on Road to VR.