The Atlas Mystery Review: A Trip To The Pictures

VR escape rooms are a dime a dozen; can The Atlas Mystery separate itself from the pack? Read on for our The Atlas Mystery review.

The concept of the real-life escape room has exploded in popularity in recent years, with numerous places in many cities across the world offering various experiences ranging in theme from spy drama to high fantasy. VR developers were quick to pick up on the idea, realizing that an interactive mystery works extremely well in the new medium. Developer Top Right Corner has opted for some 1940s flavor in a spooky theatre in The Atlas Mystery in a way that skirts the edges of the horror genre by combining it with a murder mystery and ghost story. 

As the game opens, the player takes the role of a cinema manager who has been tasked with preparing the legendary Atlas Theatre for re-opening. The game is ostensibly set in 1951, but since the cinema has been closed and abandoned since the 1940s, and it uses the classic Art Deco aesthetic of that decade to good effect. 

The Atlas Mystery doesn’t veer far from the typical escape room structure; the player moves from room to room in order to solve various puzzles and gather the story threads, which are usually presented in the form of letters and newspaper clippings which tell the story of former Atlas Theatre owner, a Hollywood legend named Oliver Westin. His death led to the initial closing of the theatre. The story is interesting, but poorly integrated with the rest of the game, and sadly proves to be ultimately somewhat unsatisfactory at the ending, even if the player has managed to put together all the scattered story fragments.

The Atlas Mystery Review The Facts

Platforms: PC VR, Quest 2
Release Date: Out Now
Developer: Top Right Corner
Price: $14.99

The puzzles themselves require careful examination of the environment in order to decipher what to do, but the puzzles themselves vary wildly in challenge, and sometimes need some unlikely leaps of logic to solve. There is no consistent difficulty curve; puzzle types range from turning keys or dials to memorizing and inputting a proper sequence of words or numbers. The most effective puzzles are those which draw strongly on the setting, or delve into the early history of cinema. One of the most pleasing examples involves having to cut together a short length of film and project it on a wall, which is very satisfying and suits the game perfectly. 

Only objects that are useful for puzzles or advancing the story are available for interaction, which spoils the immersion somewhat. The interaction itself is somewhat unpolished; sometimes interactive objects will fail to respond properly, and objects often don’t have the proper weight or physics reactions attached to them, which is another immersion-breaking factor. Even something as simple as picking up a letter to read can involve you holding your hand at an awkward angle in order to read it.

Several puzzles involve carrying items between rooms, for which a convenient backpack is provided, though it’s easy to get into the adventure game mindset and carry things with you that you never need to use again. Movement comes in smooth locomotion or teleport, but the smooth locomotion speed is extremely slow, and can prove frustrating for those who don’t deal well with simulation sickness. 

The Atlas Mystery Review 1

Where the game really excels is in its atmosphere. The design of the cinema itself combined with the lighting choices lends itself to a feeling of isolation, and you might find yourself feeling that something is lurking in those deep shadows. The music also strongly contributes, using a 40s/50s sound palette, mostly using a melancholy piano that only adds to the spooky feeling throughout the game. 

Despite leaning on the horror atmosphere, there are no jump-scares or scenes of bloody carnage, just a feeling of something watching, which is arguably even more unsettling. That said, even the horror-averse should be fine playing this game, as it never gets more intense than a ‘slightly spooky feeling’ 

The Atlas Mystery is somewhat short, and can be completed within only 3-4 hours of play, even if you are taking things at a leisurely pace. There is little reason to replay the adventure, unless you have missed some of the story clues. The lack of replayability is somewhat disappointing, as the aesthetic and atmosphere of the cinema could offer a greater scope for exploration and backtracking. 

The Atlas Mystery Review – Final Impressions

Ultimately, The Atlas Mystery is a good escape room mystery game but could be greatly improved by adding more interactivity and placing greater emphasis on the story. The setting and particularly the excellent soundtrack is worthy of a greater scope, perhaps with added voice acting and more room to explore. The game is a decent way to spend a couple of hours, but only real escape room buffs will get a higher level of appreciation out of it. 

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

This review was conducted on PC VR. What did you make of our The Atlas Mystery review? Let us know in the comments below!

Kiwi Design Meta Quest 2 Accessories Review: Elite Strap, Touch Cover & More

If you’re looking for some of the best Oculus Quest 2 and Meta Quest 2 accessories, then Kiwi Designs has probably come up in your search.

Kiwi has been around a few years now and offers a range of accessories for different headsets. As you might expect, more recently the company has shifted to a focus on the hugely popular Quest 2 with a suite of add-ons for Meta’s standalone headset. For the past few weeks, we’ve been testing out some of those products. Here are our impressions of the company’s Elite Strap, Knuckles controller covers, Facial Interface set and Controller Dumbbell Weights. You can pick these up on the Kiwi Store.

Kiwi Quest 2 Accessories Reviews

Kiwi Design Oculus Quest 2 Upgraded Elite Strap Review

Kiwi Designs Oculus Quest 2 Elite Strap Review

It’s not exactly a secret at this point that Meta’s own Elite Strap for Quest 2 can be a bit of a gamble. Many users have reported snapped straps over the past few years, to the point that Meta even suspended shipments of the kit in 2020 before resuming with a two-year replacement offer. In fairness, this hasn’t happened to everyone — I’ve used mine for two years with no issues — but it’s common enough that you might want to look for alternatives.

If that’s the case then Kiwi’s Upgraded Elite Strap is a very solid choice. It works same as the official release: two connectors snap onto the sides of your Quest 2 and a hard plastic strap loops around the back of your head with a rear dial to adjust length and top strap included too. The strap also features a lot of leather padding for the back and top of your head. There’s even a hinge on the side straps so you can adjust the angle that the headset rests on your face.

I’ve been using the strap for a little over a month now and, having tried the official Elite Strap and modded alternatives like battery counterweights and the Vive Deluxe Audio strap, I can say this has been one of the most comfortable ways to use my Quest 2. The generous leather padding prevents contact areas like the top of my head from getting irritated during long play sessions and the dial works just as well as the official Elite Strap.

If I have any complaints about the Upgraded Elite Strap it’s that the kit doesn’t exactly feel premium in every area. It very much has the air of several 3D printed parts snapped together. But this isn’t really an issue once you’re wearing the thing. It also costs $50, which is the same price as Meta’s strap. I’d have liked to see a slightly cheaper price given it’s an unofficial product but, considering that the kit arguably provides more comfort than that option, it’s an acceptable price.

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Kiwi Design Oculus Quest 2 Touch Knuckle Grips Cover Review

Kiwi Designs Oculus Quest 2 Knucklers Controller Cover Review

Lots of Quest 2 controller covers offer some protection for the tracking ring, and they’re a pretty smart investment if you’re playing especially active games in especially tight spaces. Certainly, we’ve had some close calls in sessions of Gorn and Beat Saber. But Kiwi Design’s covers don’t just have a tracking ring protector – they also come with an extended rubber grip and a strap to cover your hand. This means you can let go of the controller itself and it’ll stay in place, just as with the Valve Index controllers.

This gives you a sturdy hold of your controller and even adds a little length to the handle which I find makes it a little more comfortable to hold too. The cover even includes its own insert for the battery compartment. At $47, the price for the protectors is seriously steep but the build quality is definitely up to par. If you’re looking for more of a luxury alternative for Quest controller grips, these are a good choice.

The tracking ring protectors, meanwhile, are a little flimsy compared to some others I’ve used, but the soft rubber casing seems ready to absorb at least some shock from any impact.

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Kiwi Design Oculus Quest 2 Upgraded Fitness Facial Interface Set Review

Kiwi Designs Oculus Quest 2 Elite Strap Review

Facial interface sets are the meat and potatoes of any VR accessory maker’s store. They allow you to fine-tune your headset’s fit with different facial linings of different sizes. Kiwi Design’s Fitness Facial Interface offerings are pretty much what you’d expect: you get three different lining sizes, a glasses spacer and a material lens protector to rest inside the headset when not in use. It costs a hefty $52, but you can also get a scaled down offering with two linings for $42.

Overall the offerings here are very agreeable. The extra ‘Sport’ lining in the upgraded pack is made of a comfortable, breathable fabric whereas the other two have PU leather which makes them easier to clean. Each is soft to the touch and feels sturdy, and the plastic inserts required to fit them are solid without much risk of snapping, even on the nose gap where the plastic can be quite thin.

This is perhaps the product that competes most with Kiwi Design’s main VR accessory rival, VR Cover. From a functionality and build quality perspective, both offerings feel the same, but VR Cover does tend to have a lot more choice in color and style of its peripherals and comes in cheaper at $29 compared to the $42 for even Kiwi’s base offering. Kiwi’s kit does include an extra glasses spacer — one of which already comes with the Quest 2 — and an anti-scratch lens protector, but I wouldn’t call these essential extras.

Kiwi Design Oculus Quest 2 Controller Dumbbell Weights Review

Kiwi Designs Oculus Quest 2 Dumbbells Review

One of Kiwi Design’s more interesting products is this set of weights to attach to your Quest 2 controllers, adding an extra 150g to each hand. Why the heck would you do this? Well, VR fitness is becoming an increasingly common application for headsets but feather-light controllers don’t put up much resistance when boxing or swinging your arms in Beat Saber. By adding extra weight, you’ll be giving your arms even more of a workout. You may also just want them attached to burn a few extra calories in Superhot or The Walking Dead.

On paper, the idea is pretty smart; a bottom cover nestles itself on the underside of the Touch tracking ring. You can then add up to three weight discs (50g each) into the cover, attach the top part and screw them in place for a weightier VR controller. Included spacers also let you adjust the amount of weight you implement.

Having used these weights for a few workouts now, I can confidently say there’s added benefit to having them on. An extra 150g might not sound like a lot, but wait until you’re throwing fast punches in Les Mills Bodycombat. Trust me, you’ll start to notice the difference very quickly. In fact, I’d usually score near the top of the leaderboards in my sessions on that app without the dumbbells. With the weights attached I quickly dropped to the bottom of the charts. Maybe not ideal for high rankings, then, but I’ve definitely been getting more of a workout as a result.

You should definitely be mindful about overuse of peripherals such as these, though. It can seem like a great idea to keep them on at all times but doing so might increase risk of straining yourself in VR, especially with fast, unexpected movements or over prolonged play sessions. We’d recommend them to fitness-focused players, but only if you’re prepared to regulate their use.

Kiwi Designs Oculus Quest 2 Dumbbell Weights

That said there’s some fairly significant caveats to the dumbbells too. Alongside reduced scores, VR fitness games just aren’t designed with these weights in mind, and you might find that some exercises are too demanding or fast-paced to handle with them attached. The dials you twist into the lower cover to hold the weights in place also get in the way of your thumbs when using analog sticks, so it’d be a pretty annoying experience to play a game that relies heavily on smooth locomotion or other such control schemes.

The weights also make the controllers top heavy and it’s a shame there isn’t a design that could balance some of that out beneath the grip too. Plus the curved top means it’s impossible to store the controllers top-down like you normally would. You can use the weights with the Knuckles controller cover, which is an unexpected bonus, but you can’t use them with the top tracking ring cover, so you’ll have to make a choice between the two with every session. Still, at $36 (or $41 with protective covers), they’re reasonably priced.

Overall you should really only consider the Kiwi Design Dumbbell weights if you’re committed and serious about VR fitness. They might impact your performance like they did for me at first but, with consistent training, you could use them to push your VR workouts further.

Townsmen VR Review: Little People In Little Houses

There has always been a certain appeal to the idea of building your own civilization and watching it grow, from creating little houses from Lego, to painstakingly constructing a vast metropolis in games like Sim City, the draw seems to be nigh universal. HandyGames aims to bring this appeal into VR by combining strategic city-building with elements of classic ‘God-sim’ games like Black and White in Townsmen VR.

Platforms: PC VR
Release Date: Out Now
Price: $39.99
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Starting the game sees the player introduced to Sir Clunks-a-lot, your advisor and dispenser of tutorial tips. He appears as an armored head floating in mid-air, which is somewhat immersion-breaking for something so early in the game, but it’s easy to move on from as you turn your focus to the game mechanics. Movement is fairly straightforward, as you simply pull yourself along by ‘grabbing’ empty space, though the dearth of comfort options might make this uncomfortable for some players.

The player’s first task is to assist some villagers who are stuck on a wrecked boat. Picking up logs and dropping them into the boat allows the villagers to begin repairs, and subsequently sail to an island where a new town can be set up. New gameplay elements are gradually introduced, and the player learns to keep track of resources, tasks and their overall population.

Stone and wood are needed to make new buildings, and you can send your villagers out to start mining stone and chopping wood etc. The rate at which new mechanics are introduced, such as farming or combat, is well-balanced, never overwhelming the player with information but still keeping a good level of challenge and interaction. There are thirteen different islands to build on, and twenty building types to use, which when combined with the range of tasks and the challenge of combat, as well as the alternative ‘Sandbox Mode’ option gives the player plenty to be absorbed in.

One of the nicest things about Townsmen VR is the level of detail. The player can change perspective and get right down amongst the villagers to see the buildings, characters and landscape from a ground-level perspective. Though the graphics are fairly cartoonish and stylized, they still have a good level of craft and detail that shows care and attention has gone into the look and feel of the game. There are a number of delightful small touches, such as if you pick up a cat, it will start purring, with the sound getting louder if you hold the cat close to your ear. Or if you stand still for long enough, the tiny birds flitting around might land on your hand. Townsmen VR is full of such pleasing easter eggs which makes the game environment a genuinely pleasant place to spend time.

The sound design is excellent, the aural cues give the player an indication of what is happening and where, correctly changing the sound to account for distance and direction. As such, the player can identify if a building project has just been completed, or if a villager has fallen into the water and needs to be saved from drowning. The music is gentle and not overbearing, with an appropriately medieval feel, though some of the loops feel a little short.

Not all players will appreciate the level of micromanagement needed to build at maximum efficiency. Though villagers will cheerfully continue at an assigned task, such as gathering wood or farming the land, it’s far more efficient to pick up a villager and drop them on whatever area needs to be currently worked on. Though the well-designed menus and audio cues help the player keep track of things, your attention can still be stretched thin, especially when you are being attacked.

Townsmen VR Review 2

There are some minor niggles, too. It’s a little too easy to accidentally brush a villager off the island into the water, prompting you to drop what you are doing to save them from a watery grave. The physics engine also seems to sometimes have issues, especially with items such as the catapult, and some event triggers can fail to activate properly. On the whole, though, Townsmen VR runs well.

Townsmen VR is not perfect. There are no multiplayer elements, which is a shame as the combat, in particular, would benefit greatly from being able to play and compete with friends. The combat itself feels a little unbalanced at first, as the player can find themselves quickly overwhelmed until they have amassed a considerable armory of soldiers, catapults and crossbows.

That said, Townsmen VR is the sort of game where you intend to spend only an hour or so chilling out and finishing a few tasks, only to remove your headset and find that half a day has passed you by. It’s a very pleasing place to spend a lot of time, and provides a wonderful feeling of accomplishment.

Townsmen VR Review – Final Impressions

Fans of God-sims and city builders will find a lot to enjoy in Townsmen VR, and even newcomers to those genres will appreciate how well the extensive tutorial guides players through the process of creation and combat. The ability to change perspectives and enjoy the world from different levels provides a new level of immersion for this genre that is very welcome.

Cities: VR Review – Authentic Skylines Experience Disappoints In VR

Cities: VR is available now, bringing a reworked version of the original PC game, Cities: Skylines, to Quest 2. However, while this new release retains a lot of the original’s spirit, the end product leaves a lot to be desired. Read on for our Cities: VR review.


It’s a tale of two cities for Quest owners at the moment, with two simulation games — Cities: VR and Little Cities — releasing within weeks of one another. The former is adapted from a PC game, while the latter is a completely original title, built from the ground up for VR. While Little Cities was set to release first, it was pushed back to early May and so Cities: VR is first out of the gate, available this week exclusively for Quest 2.

Cities: VR Review The Facts

Platforms: Quest 2,
Release Date: April 28
Price: $29.99

Over the last few weeks, it became clear that Little Cities would take a calmer, more native approach to the genre with a pleasant aesthetic style. On the other side, Cities: VR looked set to provide more complex, detailed simulation aspects taken from the original PC game, perhaps at the cost of visuals.

An Authentic Skylines Experience

By and large, this assessment rings true. At its core, Cities: VR is a tweaked version of Cities: Skylines from PC. Modified for VR, the game presents the vast majority of the core Skylines experience on Quest. Some features have been stripped back, modified or omitted (such as natural disasters or editing terrain), but it’s clear developer Fast Travel Games has worked closely with Paradox Interactive and Colossal Order to ensure Cities: VR feels authentic to the experience players know and love.

Cities VR

The gameplay loop remains the same – you start on a blank map with nothing, and gradually build out your city with roads, zones and services. You unlock more services and city elements as your population increases, which ups the complexity of both city design and management. You’ll need to find the right pace of expansion, ensuring you’re able to make a profit while also keeping the population happy.

All of the core Skylines tenets are available here – road planning (with curved roads and varying sizes), zoning, budget and tax management, transport, emergency services, education, utilities and more. If you’ve played Skylines, Cities: VR will feel very familiar.

This expansive selection of options, and the ability to plan your city however you like, is the biggest strength of the game. Cities: VR wants to offer you as many options as possible – almost too many.

The focus of your city is up to you. You can plan it out meticulously, aesthetically aligning street grids with perfect curves, good traffic flow and equidistant core services to form a perfect city. Or, you can pay little attention to optimisztion and place freeform roads all over the place, fixing problems as they emerge. There’s a lot of depth to be found in the expansive set of tools and how you approach them.

Disappointing Visuals

This is all a good starting point, but in practice the game isn’t quite as successful in making this transition to VR as one would hope. Primarily, the visuals pose a few problems and struggle to deliver an acceptable experience on Quest 2’s standalone hardware.

Object pop-in – trees, shadows, buildings, almost everything – is a consistent and huge problem. Items pop in and out of view regularly as you look around the map, sometimes seconds late. Texture quality is low and almost all objects display significantly  jagged edges from afar, which gives the maps a shimmering, hazy quality. Foveated rendering is also employed with a heavy hand and it’s extremely distracting.

It’s hard to stay immersed with all of these issues, and your eyes never feel properly settled on the map. Even putting the technical issues aside, the game is still incredibly visually uninteresting and bland compared to the spectacle of Skylines. Buildings lack depth, trees are spindly, the lighting is flat and shadows are inconsistent. At night, streetlights are completely missing or unlit, and building lights aren’t enough to properly light the map.

To its credit, Fast Travel has retained some tiny visual easter eggs like detailed building animations, but it’s quite clear that Quest 2 simply can’t run something of this scale at the standard you’d hope in 2022. As a result, the satisfaction of watching your city spring to life — a key part of what made Skylines so good — is almost completely lost in Cities: VR.

Structurally Unsound

When it comes to a campaign, there isn’t much in place to guide players. There is essentially no formal structure or campaign. A 10-minute tutorial is available on every map, but all maps are unlocked from the start and each of them has the exact same city milestones and progression path. After finishing the tutorial, you can simply choose to start a new game – with the exact same progression and conditions – on any map.

But without the ability to expand beyond the initial square grid, there’s little reason to pick one over the other. Even adding in map scenarios — giving players options to choose alternate win conditions or work with different unlock progressions — would have given players a bit more to latch onto.

Granted, this is the same approach taken by Cities: Skylines, but it feels more hollow in Cities: VR, especially given how many Quest players might be new to the franchise and how much more limited the game is. The tutorial itself isn’t enough for new players either – you’ll be taught the absolute basics (controls, laying roads, zoning) but be left without much guidance on the rest of the game.

Cities VR Screenshot 1

There is a sandbox mode for each map as well (unlimited money, all elements/services unlocked from the get go), but there’s a lot less satisfaction in designing your dream city and watching it come to life when the visuals are so hampered.

There are other minor omissions that aren’t deal-breakers but are nonetheless questionable. There’s seemingly no auto-save for example, nor is there any way to set a custom name for your city or save file. You can bulldoze structures you didn’t intend to place, but there’s no cost-free undo/redo feature which is a problem when you’re dealing with easily misplaced VR controls.

Omissions and Interactions

Skylines featured lots of complex menus and options for selecting tools and elements. While bringing all that to VR is admittedly a difficult task, tool selection, menus and controls are very clunky in Cities: VR.

Cities VR Screenshot 4

Menus are displayed as giant floating boxes in the sky and feel completely unintuitive for a VR headset. The selection system and control scheme is confusing and extremely imprecise. You’ll constantly make mistakes or have to double check what you’ve got selected. You get a bit more used to it over time, but it doesn’t come close to the zippy tools and UI in Little Cities.

There’s also no way to scale the world, which is a puzzling decision. There is a street view camera, but the main camera view has an adjustable height (which feels a little too far away from the city at times), paired with a camera angle that encourages looking straight down at the floor. Not only is it bad for neck strain and comfort, but it makes the city look quite flat. Little Cities’ scaleable, isometric camera view works way better for VR.

Cities VR Review – Final Impressions

All-in-all, Cities: VR is a confusing release that feels a tad aimless and unfinished. It does successfully bring most of the core Skylines elements over to VR with some of that 3D novelty intact, and the breadth of customization options available is a real strength. But it doesn’t feel as satisfying to play in VR as it should. In fact, there’s nothing that this version does better than the original.

It’s a shame, because theoretically the genre is a perfect fit for such an immersive and tactile medium. But, with a finnicky UI and technical hiccups, Cities: VR doesn’t successfully leverage that, making it hard to recommend even for newcomers to the franchise. This is a stripped-down, visually-disappointing version of Cities: Skylines. If you’re looking for a complex city simulation game, you’d be better off just playing that instead.


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

This review was conducted on Meta Quest 2. What did you make of our Cities VR review? Let us know in the comments below!

Green Hell VR: Quest Edition Review – Streamlined But Engrossing VR Survival

Green Hell on Quest isn’t the same game as the flatscreen original, but look past the changes and you’ll find a great VR survival game. Here’s our Green Hell VR: Quest Edition Review.


Let’s get this out of the way first: Green Hell VR’s Quest Edition is not the same experience as the flatscreen game. While this take follows the same core story beats as the original jungle survival title, it’s a more focused and streamlined version that reduces the number of items and structures you can make, threats you’ll encounter and the overall size of the map. It’s an eyebrow-raising move from developer Incuvo (taking over the reins from Creepy Jar), albeit one rooted in sound logic; Quest is a standalone headset after all, and the dense foliage and wide-open areas simply wouldn’t be able to run on the platform without severe performance hits.

And, yes, some of the depth of that initial experience is lost in the transition. The Quest Edition is inarguably shorter and easier than the original. But, — before you grab that pitchfork — I really don’t think you should get too up in arms about these changes. Firstly because a full version of Green Hell in VR with all the bells and whistles is still on its way to PC in a few months’ time, and secondly because the Quest version is actually still a great game in its own right.

One thing that’s unchanged in Green Hell Quest (which is what I’ll call it from now on to avoid confusion with the upcoming PC VR version) is the narrative. You’re still protagonist Jake Higgins, who finds himself separated from his partner, Mia, on a return trip to the Amazonian rainforest and must fight for survival as he searches for a means of escape. If you’ve played the original game then this campaign will play like an abridged version, with many of the key areas of the map returning, only now connected by shorter areas in-between.

Green Hell VR: Quest Edition Review The Facts

Platforms: Quest 2
Release Date: April 7
Price: $26.99

Similar, too, is the survival cycle. Getting by day-to-day means Jake will have to build camps, hunt for food and craft resources as he cares for himself. Playing through story mode on the second hardest difficulty, the balance here feels just about right, with enough demand on your nutrient intake to keep it constantly in the back of your mind without getting so demanding as to occupy your every minute, and you’ll quickly make a mental map of which resources are most common and most useful just as you would in, say Song in the Smoke.

It’s in the minutia of these systems that Green Hell Quest sees some key changes.

What you can build and how you build it has been radically overhauled not only to cover for performance but also to reflect the fact that crafting in VR is a much more physical and even tiring process.

A leaf hut, for example, is quickly assembled in the original game by repeatedly chopping away at a tree with a single button press, quickly scooping up the leaves and logs produced as a result with a few clicks, and then instantly throwing it all into the building site to watch it get stitched together. On Quest, every ax swing that hits that tree is from your own movement, and then logs have to be lined up to silhouettes and knocked into place before a rope is wound around joints to bind them and leaves are applied on top.

Green Hell VR Demo

It’s a much lengthier, more manual process that’s ultimately more rewarding, and the trade-off of requiring fewer resources to actually craft structures is a smart one. There’s nothing more satisfying than the thick thump that comes from knocking a stick into the mud and then winding your arm around two connecting points to tie them up. Incuvo really honed in on how to play to the platform’s strengths in the absence of some other features.

There are other VR-specific benefits, too. Any stone surface in the game can be used to snap tree logs and cut coconuts for example, rather than having to rely on items held in your hand, and you’ll be leaning down to scoop up water into your hands, firing arrows by pulling the bow back yourself, or even accessing your inventory and notebooks much in the same way you did in The Walking Dead: Saints & Sinners.

More controversial are the landscaping changes. As soon as you leave the opening tutorial area it becomes abundantly clear that significant parts of Green Hell’s map have been cut down to size, with the Quest version far more navigable and direct. It’s not quite linear, but you can almost always spot the path you’re meant to take, and most of the important points of interest are spaced out by less than a day’s worth of travel.

And that’s where things start to get a little murky. Less travel time means less stress on your resources; you’ll still need a regular rotation of fats, carbs, proteins, water and sleep, but far more of the map is within reach before any of those meters could drop from a full bar down to a life-threatening depletion. Green Hell Quest is, then, a little less hellish. You can hack your way through the forest in under 10 hours (though it’s still a lengthy game by VR’s standards), but you can still ratchet up the difficulty like you can in other versions of the game to give yourself as demanding a survival experience as possible, should you want it.

Green Hell VR Quest Edition Review

With that said, the redesigned levels do mean that the Quest version is able to retain a staggering amount of vegetation and wildlife that really make each of these areas feel alive and far more detailed than a lot of other games on the platform. Leafy greens smother any and every surface and it’s rare not to walk into an area and see a capybara, armadillo or other such critter immediately scatter off. Fish dart back and forth through clear waters and birds hover about treetops and cliff edges almost as if they’re tethered to particular spots. Particularly effective are the smaller nasties like scorpions, spiders and snakes, which have you combing the floor for threats whenever their audio cues trigger.

Not only are these areas aflush with detail but, for the most part, they run incredibly well too. You will notice the game start to stutter if you introduce too many items to an environment and, to that end, the game could use a system for permanently ridding yourself of spoiled food and other wasted items, but I was surprised at just how solid it ran if I wasn’t deliberately trying to push it to its limits.

Some losses are felt more than others, though. The gory gashes and rashes you’ll accumulate on your arms and legs in either combat or adventuring are a particularly masochistic delight in the original game, but they’re stripped back to some cuts and scrapes on your arms here, and some of the hostile creatures have been removed too.

In fact, it’s actually quite rare that you’ll encounter bigger enemies in the game, making the action something of an afterthought. Pumas and Jaguars are still likely to cut straight through you if you’re not properly prepared but I also encountered hardly any human enemies in my playthrough. I suspect that may have something to do with how primitive the hack n’ slash combat feels in VR, whereas the other survival elements still thrive.

Still, it’s by no means a pushover – even one attack from a predator can mean quickly bleeding out and slipping off of a log most likely means saying goodbye to a large chunk of your health bar.

Green Hell VR Quest Screenshot

As you can probably tell, then, the scales are constantly tipping back and forth on Green Hell Quest. Some of the cuts made to this version really sting, whereas the game also gains a lot from the added VR interactions. Set all that aside for a second, though, and imagine there wasn’t an original version of the game to compare this to. Would there actually be a fun VR survival title here?

My answer to that would be a resounding yes. This is still a deep and taxing survival game that proves to be an impressive showcase for just how large and detailed environments can be on Quest 2 and, beyond the story mode, there’s also the straight up survival mode that lets you revisit the game to push yourself further, should you wish.

Green Hell VR: Quest Edition Review – Final Impressions

Green Hell on Quest is a game you have to take on its own merits. Similar to how Superhot VR offered a streamlined take on a strong central idea, this chops away at the original game’s foundations to deliver a focused version of a great survival game. True, it’s a much more straightforward experience with simpler crafting and fewer threats, but the meticulous attention paid to VR interaction and physicality, not to mention the still-impressive scale and performance makes this one of the better flatscreen conversions VR has seen over the past few years. If you really don’t want to compromise on the original experience in VR then you should wait for the PC VR version arriving later down the line but, for anyone interested in a more tailored title, Green Hell’s Quest version is a worthy rumble through the jungle.

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This review was conducted on the Quest 2 version of the game. What did you make of our Green Hell VR: Quest Edition review? Let us know in the comments below!

‘Moss: Book II’ Review – A Refined & Satisfying Sequel That Sticks With What Works

A whopping four years after its opening chapter, Moss: Book II is finally here to continue the story of Quill, a tiny adventurer destined for an epic journey. While the game doesn’t think too far outside the box compared to the original Moss, developer Polyarc has refined the best parts of the game to deliver a satisfying direct continuation of Quill’s story.

Quill Book II Details:

Available On: PSVR
Release Date: March 31st, 2022
Price: $40
Developer: Polyarc Games
Reviewed On: PSVR (PS5)

Gameplay

Moss: Book II builds on the same underlying gameplay formula that made the first a great game. The player controls Quill, an adorable and capable little adventurer, through platforming, light combat, and puzzling. The player plays seated using the PS4 DualShock 4 controller (PS5’s DualSense isn’t supported), and controls Quill with the thumbsticks and buttons, but also has some direct influence over the world thanks to a floating orb that represents the position of the player’s controller. Using the orb you can reach into the world to move specific puzzle objects, heal Quill, mind-control enemies, and more.

The story picks up immediately where the original Moss left off, so if you haven’t played it yet, you’ll certainly want to start there.

Moss: Book II is split up into small segments in which Quill usually crosses from left to right over the course of a few minutes. Polyarc has upped the visual ante, even against the already impressive scenes of the first game. Each segment is a beautifully detailed diorama with masterful attention to lighting and composition.

In fact, the scenes are so rich with detail that I actually wish the game provided more reason for players to look around the environment—if you stay purely focused on getting Quill from A-to-B, you’d be missing out on a significant part of the game’s charm. There are some hidden collectibles but they were generally too obvious to really encourage the player to breathe in each scene as a work of art. Astro Bot Rescue Mission (2018) had a simple mechanic where each level had a nearly-invisible creature hidden within it, which was effective at encouraging me to revisit levels and look in places I might not have thought to look on my first pass.

Moss: Book II continues to be light on enemy variety (which was already a critique from the original), but luckily it manages to spice up combat just enough thanks to the introduction of two new weapons (in addition to the original sword) and a special power to go along with all three of the weapons. To activate the special power, the player holds down the attack button to make Quill hold her weapon up, then the player must reach out and touch it with their controller to prime the power before Quill can use it.

Smartly, each weapon’s special power works as both an extra combat mechanic and a puzzle mechanic. For instance, players will get a ranged weapon which, when primed, can be thrown extra far and will stick into walls. Upon using the attack button again, the weapon will fly in a straight line back to Quill. Not only can you use this to hit multiple enemies in a row (both on the forward thrown and the return), but it is also essential to many of the game’s puzzles where the player is tasked with using the return to hit switches that would otherwise be impossible to reach.

Thanks to the new special powers of the weapons, and some new environmental interactions, the puzzles in Moss: Book II take a step up in depth over the original game. Like the first, I found puzzles hit that sweet spot where they occasionally felt challenging and rewarding to solve while steering mostly clear of frustration. There were a few head scratchers that almost had me thinking the game might have bugged, but reliably I would find the answer after retracing my steps and trying to look at the puzzle from new angles.

This was the case especially later in the game where several segments involving magical changing gravity will make you flex your spatial reasoning in new ways.

Moss: Book II started with a fairly slow pace for my taste; this is exacerbated a bit by how long it can take Quill to navigate around the environment even when it’s obvious where you need to go. But by the mid-way point, the game begins to hit its stride as you come to acquire new weapons and more is thrown your way in both platforming and combat. Granted, I don’t think I died once in combat, so the game might have benefited from adjustable difficulty options—like a cooldown on how often you can heal Quill.

Combat against the game’s basic enemies was satisfying but never felt terribly challenging, however the game puts your skills to the test with a small number of unique and well designed boss fights. One of those fights involves an enemy that’s much larger than Quill and features stunning animation that was a delight to see.

And animation isn’t the only place where Moss: Book II shines. Really the whole game is superbly polished both in visuals and sound. Quill herself is animated with such prowess that you really get a sense of her character from the way she moves. And while the music didn’t leave me with any particularly memorable themes, it played its role well in creating the right atmosphere throughout.

From a story standpoint, Moss: Book II has enough going on to carry the action along, but unfortunately the way the story is told hampers things a bit.

Sticking to the style established in the first game, the story is primarily told through sequences that take the player out of the game and places them in front of a book. As you turn the pages, the singular narrator reads the story points while you look at lovely illustrations of what’s happening.

However, several of the game’s key characters are only ever seen in the pages of the book—and they’re all acted out by the same narrator doing different voices—which I felt prevented them from taking on unique personas that were grounded in the world and central to the story.

Further, there was a key story point that wasn’t communicated clearly which robbed the game of the poignancy its ending otherwise could have had. Granted, I appreciated that the game opened up some new and interesting threads with regards to the relationship between the world of Moss and ‘The Reader’ (the name for the player-character), though it seems we’ll have to wait for another chapter still before we’ll see how that might play out.

Players play as ‘The Reader’, a mysterious entity that helps Quill through her journey | Image courtesy Polyarc

All in all, Moss: Book II took me just about five hours to beat, including collecting some 80% of the game’s optional collectibles (all of which was from my first playthrough). While that’s definitely on the short side, I’m happy to report that the game has very little fat, and there’s enough momentum in gameplay and plot that the game feels longer than those five hours alone. It’s just enough to feel like a satisfying adventure, whereas the original Moss felt like it ended too soon.

Immersion

Image courtesy Polyarc

Like the original, Moss: Book II creates excellent atmosphere with its many beautifully constructed environments. It’s a real shame the game lacks a ‘photo mode’ for taking high-quality photos of these lovely places (the default PSVR screenshots and captures produce extremely low resolution media that really undersells what the world looks like in the headset).

Each segment is its own diorama that’s coated in detail to look at up close, and if you back up and look further around you’ll realize that everything is taking place in a normal-scale world. Many of the game’s segments are set against a huge backdrop, like a massive tree, that gives beautiful context to Quill’s actual journey from one segment to the next.

In fact, you’ll occasionally see the relics of a human world in the backdrop—like a dilapidated human-sized building partly covering the mouse-size stage before you, or a long forgotten statue of a human. This environmental storytelling is highly intriguing, but unfortunately the game never directly acknowledges it, leaving any historical interplay between the human and rodent worlds a total mystery.

Through various mechanics like powering up Quill’s weapons or moving interactive pieces in certain segments, Moss: Book II seems to have the player generally reaching into the world for direct interactions more often than the original game, which helps make it feel a bit more real (save for PSVR’s occasionally wonky tracking).

Small details—like plants reacting to the touch of your orb—help sell the illusion further, and I appreciated that the game’s inventory system isn’t a mere selector but instead has players grab the item they want and then hand them to Quill.

One missed immersion opportunity returns from the original however: there’s never really any threat or interaction directed at The Reader (the player-character), and nobody in the world except for Quill interacts with you in a meaningful way. As I put it in our original Moss review, “I was able to reach into the world, but the world never really reached back at me in a way that truly mattered.” That’s a shame considering how central The Reader’s existence is to the story and game structure in general, and the effective ways in which Astro Bot Rescue Mission (2018) (to name one obvious example) showed how this could be achieved.

Another slight immersion breaker is that the game is very particular about where the player can navigate. Sometimes there will be a tiny fence that you frustratingly can’t jump over—even if it would be a shortcut to where you want to go—and other times there will be a tall ledge that doesn’t look like you could reach it, but actually you can—and it’s the only way to get where you need to go. That makes it feel a bit more like Quill inhabits a ‘course’ rather than a grounded world, and it can rob the player of some creativity in how they get around the environment or solve puzzles.

Comfort

As a seated game that never artificially moves the camera, Moss: Book II is nearly perfectly comfortable. The only critique to the comfort comes not from the game, but from PSVR’s tracking which isn’t always on point. When your head is just a few feet from a static scene, positional jitter is pretty obvious. It never rose to the point of making me dizzy, but for anyone who considers themselves very sensitive to VR motion it might pose a problem for long sessions or especially tough tracking conditions (remember to play in the darkest environment you can and make sure you aren’t back-lit!).

The only other comfort comment I have about the game is that on occasion I had to reach a little further into the game world than was convenient, simply because Quill was far away from me. This might be annoying depending upon how laid-back your seating arrangement is.

‘Moss: Book II’ Comfort Settings – April 4th, 2022

Turning
Artificial turning ✖
Movement
Artificial movement ✖
Blinders ✖
Posture
Standing mode ✖
Seated mode ✔
Artificial crouch ✖
Real crouch ✖
Accessibility
Subtitles ✔
Languages
English, German, Spanish, French, Italian, Japanese, Korean, Russian, Swedish, Portuguese, Simplified Chinese, Traditional Chinese
Alternate audio ✔
Languages English, French, German
Adjustable difficulty ✖
Two hands required ✔
Real crouch required ✖
Hearing required ✖
Adjustable player height ✖

 

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