‘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.

Review: Detached

Any virtual reality (VR) that encompasses space and zero-g will undoubtedly skirt the line between complete immersion and absolute nausea for many players. Titles such as ADR1FT tend to be either loved or hated, depending on a players affliction to suffering the dreaded simulator sickness. If you are strong of stomach and really enjoy floating through the vastness of space, where up or down is kind of irrelevant then Anshar Studios Detached is well worth a closer inspection.

Detached is a beautiful videogame, the first time you leave the space station spend a moment to take in the awe and majesty of the surroundings before getting on with things. VR experiences don’t need to look amazing to be awesome – some of the best have simple quirky graphics – but it certainly shows the level Anshar Studios has gone to.

Detached screenshot

When VRFocus originally played Detached last year it was using the Oculus Rift and an Xbox One controller. This time around it’s been the turn of HTC Vive to showcase what it can do, and with motion controllers it’s a whole different ball game. Quite frankly, control schemes for these types of experiences are either okay or just shocking, making the most hardened VR player remove the headset. Detached thankfully has several choices on offer and this can make a world of difference for in-experienced and experienced players alike. The standard default layout is the easiest to start with – a directional pointer on the left controller facilitates general movement, while the right twists and turns the character.

As you get to grips with zero-g movement then more advanced controls are on offer to separate the beginners from the pros when going head to head. And it’s this PvP mode that forms the core of Detached. But before talking about that lets discuss single-player, which is where most players will likely start – or should start – before going into combat. Think of single-player more as a massively extended training arena – the title does have a basic training mode – this is where you’ll need to scour abandoned stations for the various upgrade modules (Shield, Boost, Rockets) whilst getting the hang of controlling yourself through corridors and out in space.

It is quite basic unfortunately – Anshar did originally have a deeper storyline which was then cutback – so once you’re done with the mode there’s not a great deal to bring you back into the fold. Which could prove to be an issue if the multiplayer doesn’t attract enough gamers – which is always a concern at the moment in VR.

Detached screenshot

So what about multiplayer then? Well this is a pure player vs player mode – one on one – no epic space battles with teams of astronauts, just a tense, almost standoff like element which requires careful use of those modules to win. They each need time to recharge, so brazingly firing off rockets or not checking how much shield you have left is a recipe for disaster. There’s just one problem currently, PvP only includes one goal, a sort of capture the flag feature to keep the momentum running. It works perfectly well it’s just a shame more variants aren’t available.

Detached has great elements to it, it looks good, the controls are excellent, and it offers some unique combat gameplay. It can feel spartan at times though and will really be hampered if there aren’t enough players for the PvP mode, which would really be a shame.

(Additional note: Detached is currently in Steam Early Access, this review is for the final version due for release this week.)

80%
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  • Verdict

Review: Voxel Shot VR

Everyone likes shooting stuff in videogames, right? And zombies have become a massive phenomenon because everyone seems to enjoy seeing or blowing their heads off. So mixing the two together should be a safe bet for videogame success. Well that’s not always true, zombies are so prevalent in videogames that for one to be good it needs to be very good at everything, while hopefully offering something unique and engrossing. Well Degica Games has has created Voxel Shot VR, a voxel themed first-person shooter (FPS) with – you guessed it – zombies. And while it is charming, it doesn’t quite hit its target.  

First and foremost this is a waveshooter (most experienced virtual reality (VR) players will likely stop reading at this point), so you’ll find yourself fixed to one position with enemies coming at you from most directions depending on the level. In terms of levels there are only four, plus an additional Endless mode and training area. These four locations are City (easy), Desert (medium), Base (hard) and Airport (hard), offering different weapons and enemies so you can mix up tactics somewhat.

Voxel Shot VR image 1

The weapons on offer are your standard affair, pistols, sub-machine guns, assault rifles, shotguns, rocket launchers, sniper rifle, a minigun and grenades. For some reason only the pistol and sniper rifle are reloadable, the other weapons have to be thrown away when emptied – but they do respawn on crates located around you. So while this mechanic does mean you get to mix your weapon choices, if you start to get overrun then it tends to become a ‘dead-mans click’ scenario as you then look for another weapon.

And some are only available on specific missions. The minigun for example can only be found on the Base level, while the sniper rifle is just for the Airport (see the image below). This is because Degica Games has added certain elements to each area for those particular guns. In the City you’ll find yourself in middle of a street mowing down waves of undead with normal weapons, while in the Desert you’re in the back of a truck with a tank to deal with so you’re provided a rocket launcher. While the levels do show some variety they tend to be over way to quickly, usually just as you’re getting into your stride.

Again, trying to add that mixture of difficulty, each level has standard shambling zombies, then as you progress these turn into giant boss zombies, or there are helicopters and tanks to watch out for. It’s all just a bit rudimentary FPS 101 gameplay, it all works nice enough but you might play for 30-40 minutes and then be done with it. Sure there are scores and a global leaderboard but that’s not nearly enough to keep players coming back.

Voxel Shot VR image 2

Voxel Shot VR feels like it’s playing on its novel, quirky characteristics. It can be fun to begin with – and younger players will certainly like it – but for HTC Vive gamers who’re used to titles like Raw Data, Space Pirate Trainer, Island 359, Serious Sam, Zombie Training Simulator and many more, Voxel Shot VR just doesn’t offer enough.

60%
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  • Verdict

Review: Blobby Tennis

Virtual reality (VR) sports titles can be highly immersive experiences, getting players really immersed in whatever actions the particular sport requires. If you’re a fan of tennis then indie developer SlinDev has a simple little title to try your hand at, Blobby Tennis, which has arrived for HTC Vive (reviewed) and Oculus Rift.  

Putting you on a sun-soaked beach, Blobby Tennis is just as the title describes, a tennis simulator that partners you against a big red blob. The title actually mixes up tennis with the look and feel of beach volley ball, with a large marked area, an oversized net and masses of sand – which isn’t exactly known for its ball bouncing properties.

Blobby Tennis screenshot 2

As stated in the first paragraph, Blobby Tennis is simple. In fact it’s so uncomplex that it errs on the side of barren. With tennis ball in one hand and racket in the other you can start serving away to your red gelatinous opponent straight away, there’s no intro screens or anything. Get your shot near the blob and it’ll return it so you can start having a rally, but don’t let the ball drop, if it hits the sand then it’s time to start all over again.

While you may want to go at it hell for leather, playing a tennis videogame in VR does have its limitations – namely the amount of space you have to play in. Be to keen and start almost diving for shots and you’ll be hitting real-world walls/ceiling lights, furniture in no time. The actual physics of Blobby Tennis are very good, hitting the ball feels to your opponent feels solid, or just bouncing the ball on the racket showcases the attention to detail.

But this doesn’t help in the fact that apart from having a rally, bouncing the ball on the racket, or just randomly trying to hit things – there’s an achievement for hitting the radio – there’s just not a lot to keep you playing for any length of time. There’s no score board, no multiplayer or even a different location, just you the blob and a racket. The only real thing to keep you playing are the achievements which extend to bouncing the ball on the racket and the length of the rallies.

Blobby Tennis screenshot 1

There is one massive upshot to the lack of content, and that’s the fact Blobby Tennis is free. And it needs to be or players wouldn’t be too happy if they paid for this. So is Blobby Tennis bad, actually no it isn’t. It’s not glitchy, everything looks and plays well, it just feels like an early access title that’s good for first-timers to VR. If the developer can expand the experience adding further replayability and more features then it’ll be more the better for it.

40%
Awesome
  • Verdict

Review: VectorWars

It’s becoming something of a trend; adapting retro arcade gameplay into the very modern world of virtual reality (VR). Austin-based Gyoza Games performed such duties with debut release Inbound while the likes of Mega Overload and Super Pixel Smash have made it their raison d’etre. Red Iron Labs is the latest studio to try their hand at it, with VectorWars now available for HTC Vive, Oculus Rift and the OSVR Hacker Dev Kit (HDK).

 

VectorWars screenshotThe gameplay premise is very simple: think a vector graphics styled Geometry Wars or, for those a little longer in the tooth, Robotron. The player takes control of a vehicle within an arena and must evade the enemies and their shots whilst returning fire to take out increasingly difficult waves. It’s a familiar premise of course, but one that works in VR due to the simplest of gameplay ingredients: fun.

When playing on Oculus Rift, HTC Vive or HDK (VectorWars is also playable in non VR mode) the player stands behind the action with the arena laid out in front of them. When playing with the HTC Vive (or Oculus Rift with Oculus Touch) the left controller commands the player’s ship while the right determines the angle of the mounted turret. It’s not long before the player is able to command some impressive manoeuvres to avoid incoming fire whilst simultaneously lining themselves up to take out an enemy unit.

Of course, VectorWars is a modern take on the formula and as such features unlockable upgrades purchased with in-game currency, leaderboards and a number of other bells-and-whistles. But it’s the core gameplay that will keep players returning as, while far from the best showcase of VR currently available, VectorWars is a true and fun example of its genre.

 

VectorWars screenshotProblems so exist within the difficulty curve, however. While the player is able to tailor their experience to a degree, once skilled you may often find that the first 10-or-so waves provide no challenge. This is fairly typical of the genre, but remains a greater frustration when playing with the HTC Vive (or Oculus Rift with Oculus Touch) as the hardware typically calls for a standing position, and with no use of roomscale you’re simply guiding a vehicle around a seemingly lifeless arena for 10 minutes-or-so until you actually begin to face a challenge; arguably the entire point of such an action-centric experience.

The visual design of VectorWars has been artificially limited to meet that title, but even so there’s very little going on in the background. The endless space is marred by a few angular asteroids but little else. It’s difficult not to feel as though more could’ve been done to give the videogame a little more flair in the graphics department while still aping the retro style of 40-year-old arcade videogames.

Ultimately, VectorWars is an enjoyable VR experience but not one that will remain with you long after your initial enthusiasm has passed. However, this has been reflected in the price, as Red Iron Labs has ensured that VectorWars has a remarkably low barrier for entry (at the time of writing the videogame is available on Steam for just £2.79 GBP). This makes VectorWars hard to fault beyond the limitation inherent to the genre, and an easy recommendation for a pick-up-and-play title not requiring too much thought.

80%
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  • Verdict

Review: Battlezone

For the launch of Sony Interactive Entertainment’s (SIE’s) PlayStation VR, British studio Rebellion brought Atari’s classic 80’s title Battlezone into the 21st century. A tank-based shooter set in a cyber reality that’s hard not to compare to films like Tron, Battlezone now supports Oculus Rift and HTC Vive (reviewed) so their owners get to see what they’ve been missing out on, and they’re likely to be very impressed.

Straight from the off, Battlezone lets you know what it is and what you’ll be doing – if you’ve managed to avoid coverage like this. There are no fancy intro screens, video’s, or elongated fluff to wade through, as soon as the videogame starts you’re sat in a hulking tank with lights, screens, levers and all sorts dotted around you. Everything feels and looks solid, giving an overwhelming sense of power and control at your finger tips. The tank design is highly stylized, especially the environments, but the inside isn’t too OTT that this couldn’t be some futuristic concept vehicle.

Battlezone image

To begin with you’ll have three tanks to chose from, Light, Medium, and Heavy, each with its own loadout and particular strengths and weaknesses. As you progress through the title you’ll be able to unlock not only more tanks but a wide array of customisations to swap weaponry and increase its effectiveness for those harder difficulty levels. This is an area Battlezone excels at, Rebellion has really gone all out to offer as much flexibility as possible.

But to play around with all of that you need to kill some enemies and find supply points on the map, there’s no hot swapping, adding a further tactical element to the proceedings. First off, you can either go in solo or head into multiplayer. If you’re playing single-player then you can select a range of map options (size, difficulty) and Battlezone will procedurally generate one – so everytime you play will be different – as such vital locations like supply points will be randomly placed. Doesn’t sound like too much bother does it? That’s until you realise that you need to get to the map’s end location – a central AI core housed in a volcano – as quickly as possible or the Nemesis tank will be unleashed – souped up enemy that will test your driving skills to the limit, so taking diversions have to be weighted up.

Even with all these options, when it comes down to it, what is Battlezone like to play? Two words, intense and addictive. Battlezone is essentially a first-person shooter (FPS), so you can actually strafe in a tank to duck behind cover, quickly swap between various weapon attachments and bomb around the arenas to your hearts content. Controls feel snappy and agile, with the light tank able to quickly nip between cover, while the heavy tank soaks up the damage without feeling too cumbersome.

battlezone new featuresBattlezone is arcade VR action at its finest, with options galore allowing players to uniquely hone their combat strategies. With both extensive single-player and multiplayer modes there’s enough here for countless hours of gameplay, so you can comfortably sit cocooned inside these rolling machines of destruction and never get bored, because quite frankly, it’s too much fun. PlayStation VR owners have been enjoying Battlezone for months, if you own an Oculus Rift or HTC Vive you don’t need to have second thoughts about this, Battlezone is one of the best VR titles out there.

100%
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Review: Rock Band VR

Several years ago rhythm action videogames like Rock Band and Guitar Hero were all the rage, with gamers eager to jam away on plastic guitars to their favourite pop and rock songs from the last few decades. That interest waned however as the genre struggled to offer anything new and improved. Then in comes virtual reality (VR) with an entirely new way of immersing players, and so Oculus supported Harmonix in creating a newly updated version for the technology, Rock Band VR, which has hit all the right notes.  

First and foremost, Rock Band VR isn’t the experience you may remember from the original titles. Over the course of development Harmonix has learned that while staring at a confined area on a TV works for normal consoles that methodology wouldn’t (or couldn’t) transfer into a VR experience, it’s just too ridged. And so the studio has built a far more open, free-playing system that allows you go for 5-star highscores or just rock out anyway you dam please.

Rock Band VR

And this new system has certainly benefited Rock Band VR. You now find yourself on a proper stage, with band mates, pedals, and swappable stage locations to make that feeling of immersion evermore apparent and grounding. When playing a song, you’re no longer fixed to the exact chords and changes of the actual tune – you still play it of course but there’s no failing it as such. Instead the studio gives you a bar that floats above the crowd with certain areas highlighted with particular notes to play to maximise your score, if you wish to adhere to it.

By that reasoning you may think you can just thrash anything out and it’ll sound ok – which it kind of does – but to delve into the rich sound variations takes time, with much more to master than the original versions. It’s a much more easy going videogame than its forebears, the pedals let you tweak the sound how you wish, and with the more modern guitar (this was a Fender Stratocaster) with its higher note buttons, let you chop and change the sound so the same song can be played multiple ways.

But there is something missing. This style of gameplay feels like the saying ‘winning doesn’t matter it’s the taking part that counts’. There’s no direct difficulty to it, you won’t get booted if you can’t keep up or just play rubbish. When you perfectly completed a song on the original title at the hardest difficulty there’s a sense of elation that comes with it, whether you managed to repeat the performance never mattered, the score always stayed as a reminder of the hours of practice put in. Whereas the core Rock Band VR experience doesn’t have that, it wants you to feel good no matter how bad you play.

Rockband VR

There is a flip side to this, Harmonix has added a classic mode which brings back the traditional scrolling neck for those that want it. Seriously though don’t bother. The addition perfectly illustrates why the studio veered away from this design in the first place. It just doesn’t do VR justice in anyway shape or form – the videogame would have got a 1-star if it had stuck to that.

Rock Band VR is definitely built around having as much fun with the experience as possible. There’s no right way or wrong way to any of it, just the sheer enjoyment of playing some classic tunes in a far more relaxed manner. Does it sometimes feel a bit much having to wear a headset, strap a guitar to you and have an Oculus Touch in the mix as well? Yes, yes it does, but quite frankly you probably won’t care when thrashing out some Bon Jovi.

80%
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  • Verdict

Review: Statik

It’s always pleasant when a developer has clearly put time and effort into producing a title. From the very beginning, its clear that developer Tarsier Studios put a lot of care into Statik. The amount of thought put into the title pays off, as Statik is a great experience.

It seems deceptively simple at first. The player is a test subject with their hands encased in a peculiar box covered in dials, switches and other odd controls. The box essentially represents the DualShock controller, with each element you can interact with on the box corresponding to a button or control on the controller. As a result, the controls are very intuitive, all that’s required is to remember which button corresponds to what switch or dial. Of course, the box is totally different with each puzzle, so that might be trickier than you may expect.

The aim is to solve a puzzle on the box. You are not given any clues, but must instead apply logic and observation of your surroundings to work out what you are meant to do. The puzzles are tricky and really tease your brain, but none of them were overwhelmingly frustrating. The level of immersion is remarkable. Between the intuitive controls and the presence of Dr Ingen – who does distracting things like click his pen, type (loudly!) on a keyboard or noisily slurp his coffee – makes Statik bizarrely more ‘real’ – as anyone who has had to work in a shared office will be familiar with.

There’s a subtle kind of horror lurking within the sterile rooms of the lab that Dr Ingen himself has set up, though. Before each puzzle he will deliver a rambling set of lines, that aren’t relevant to the puzzle but are revealing of his state of mind. His behaviour becomes more unusual the further you progress through the videogame, with his statements and attitude towards his test subjects becoming revealed in a way that is somewhat chillingly reminiscent of GlaDOS from Portal.

There is a curious ‘meta-puzzle’ that takes place in-between the main puzzles where you are given blocks that need to be assembled into a larger block, which ends up being important later on. There are also polygraph test segments where the player must register how they feel about a particular sound of image by pressing L3 for sad or R3 for happy. These too, are puzzles, though of a refreshingly different type.

There are lots of secrets to be found by careful examination of the surroundings, and sometimes just by playing around. The ‘Pointless Behaviour’ trophy was particularly amusing.

Statik screenshot 2

In a rare moment for a VR game, Statik is actually quite fun to play with a friend around, as it is actually quite useful to have someone watching the screen to shout out suggestions and point out things you might have missed.

Statik is a superb example of a puzzle game, intelligent, immersive and lots of fun to play. The subtle story woven through is interesting, the puzzles challenging without being too frustrating. VR is used superbly as an integral part of the experience and not a tacked on gimmick. Definitely worth picking up for anyone who owns a PlayStation VR.

100%
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  • Verdict

Conductor Review: All Aboard The VR Train Game

Conductor Review: All Aboard The VR Train Game

There I was fulfilling yet another childhood fantasy with the help of VR. I was driving my own train, complete with hat and occasional coal-shoveling. Every once in a while I’d treat myself to the kiddish glee of pulling a chord and letting my mechanical wonder whistle out across the dense forest that surrounded me. I was having a lovely time, but then a drone had to go and shoot me.

Conductor is not the most complex of VR games. In fact it’s pretty much bread and butter room-scale gameplay; teleport around an area, pick things up, stick them where they should go, solve the puzzle. But it skillfully straddles the tricky line between breezy ease and frustrating challenge to create a short, immersive, and worthwhile escape room experience.

Things here are literally straightforward. Making a quick escape from the evil Overcorp, you stumble upon a small train that will shoot down a track, occasionally interrupted by roadblocks that you’ll need to overcome. There are about six puzzles here that you can see through in about 90 minutes, but Conductor has enough to it to make its own mark on the genre.

The puzzles, for example, are well-plotted. Each has multiple steps to it, but environments are quite small, meaning you won’t often wander into irrelevant spaces or get lost doing something you shouldn’t. I got caught for around 15 minutes at one point simply because I hadn’t noticed a hole in the roof, but generally speaking I never experienced the procedural slog of wandering around cluelessly like I have done in other escape-the-room style games, save for a few times I’d mistaken generic environmental decoration for keys to puzzles.

If anything the game lacks a real sense of invention for the most part. The final puzzle is the only time I felt like one of its puzzles was genuinely clever. At other points solutions feel somewhat disjointed, like discovering the code for a door in an outhouse.

Early on you’ll find a Half-Life-esque gravity gun that you can use to handle heavier objects and grab things from far away. You’ll also use it for the game’s light combat mechanics, which involve grabbing Overcorp’s flying drones that hover in from above, and smashing them into the ground or nearby objects to break them. Though defeating them is easy they’re an effective distraction; more than once I’d get too involved with trying to bring them down to realise my train was about to collide into a new stop.

It’s the world building where Conductor really shines though. As you’re pursued through the woods there’s a genuine sense of desperation, best conveyed at specific points like when a car pulls up alongside your train and orders you to stop. I just would have liked to see it go a little further; the game’s abrupt ending had me wanting to see what happens next and learn more about the world.

Visually it’s a lesson in minimalism, too. The plain textures may be as far from realism as you can get but they also help VR’s 3D effect to really pop. Illuminating the pitch black forest as the train speeds through it is wonderfully atmospheric, boasting a strange sense of isolation and relief that grows with every mile you put between yourself and your beginnings.

Final Score: 7/10 – Good

Overall Conductor is a good example of the simple thrills that come from VR escape room games. If you find yourself easily frustrated by puzzle games then this is a great example of how to set the right amount of challenge without feeling too easy, and it builds an intriguing world in the process.

Conductor is now available on Steam for HTC Vive and Oculus Rift at a price point of $9.99 along with a 10% launch discount. Read our Game Review Guidelines for more information on how we arrived at this score.

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Review: GNOG

The words ‘Double Fine have brought out a new game’ are usually enough to make most gamers take an interest. Although Double Fine are the publishers in this case and not the developer, they have cultivated a reputation for knowing good quality when they see it. The is certainly the case with GNOG.

GNOG (pronounced during the title sequence as ‘gun-ogg’) is a puzzle game on the surface. Each level in the game is a box resembling the head of some kind of monster creature, which contains a huge variety of buttons, lights, dials and levels that can be poked, pulled and prodded into doing something. The boxes themselves can be turned in every direction by using a combination of the DualShock trigger buttons and right analogue stick. Everything else is controlled with the left analogue stick and the X button. Curiously, it doesn’t use any motion controls, which is something of a lost opportunity.

The heads/boxes turn out to be little dioramas filled with complex worlds, which may remind children of the 90’s of Polly Pocket or Mighty Max toys. Everything you can interact with reacts to your actions, often with changes in the music and sound effects, resulting in the box-worlds playing a rather excellent tune when a puzzle is solved. The soundtrack in general is amazing, multi-layered and dynamic and really best enjoyed over headphones. Unless you happen to be lucky enough to have an excellent 5.1 surround sound set up.

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The graphics are amazing. Developer KO_OP has done an excellent job in creating a very distinctive visual style that makes everything look like it was built out of neon and candy. It’s very crisp and smooth, but the myriad colours can be a little overwhelming after a while.

Solving the puzzles inside the boxes/heads requires logic whilst following subtle clues from the environment. There are secrets and hidden trophies which can be found by performing some slightly esoteric actions within each level. There is occasionally something of a frustration in the trial and error style gameplay – especially when something that should work doesn’t the first time – such as during a sequence with the mother bird (this could have been a bug or a simple mistake).

A downside to GNOG’s visual spectacle is that it’s very short, with almost all the puzzles completed in a single sitting. While there is replay value to be gained from going back to find hidden trophies and easter eggs, there’s really not enough for puzzle fans. There are some other flaws as well, some of the levels feel like they could’ve been developed further, the aforementioned possible bug and the lack of motion control is really inexplicable in a title that relies on moving an object around.

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GNOG is an excellent title and well worth anyone’s time. It takes excellent advantage of the PlayStation VR functionality to produce something beautiful and striking, both visually and aurally. While it could potentially benefit from some extra puzzles and a bit more polishing, it is still a solid title and worthy addition to your PlayStation VR library.

80%
Awesome
  • Verdict