Until You Fall Review: An Effortlessly Cool Rougelike

Now available in full on PSVR and Quest, how does Schell Games’ latest hold up? Find out in our Until You Fall review!

If every VR game came to a party, Until You Fall would be the one we’d all want to hang out with. Surprising, given developer Schell Games’ well-mannered VR back catalog of puzzlers and edutainment, but effortlessly earned with its infectious soundtrack, pulsating visual style and curiously rhythmic combat. Even one loop around the game’s recurring neon dungeon and it’s clear; you have to be friends with Until You Fall.

But this VR rougelike quite literally plays hard to get. Like many of its contemporaries, it starts out diamond-tough and makes you work your way up to the top through a combination of incremental upgrades and improved player skill – a vicious cycle that quickly sucks you in. Cast as a mythical champion, you take repeated runs at a series of inter-connected areas littered with gruesome monsters. Foes are vanquished in dual-wielding melee combat, you choose a run-specific upgrade like more health, money increased damage or other buffs, then move on to the next area. The process is rinsed in your own blood when you inevitably die and then repeat it all over again.

In Death already proved that the rougelike genre can work for VR and, in many ways, Until You Fall is a definitive – and perhaps more refined – continuation of that sentiment. Tonally similar to 2018’s rougelike sensation, Dead Cells, the game’s energetic pacing makes it hard to put down. Every time you die, you’ll return to a hub world where, with enough funds, you can buy new weapons and upgrade your existing ones before jumping back through the portal to start all over again. The lure of attempting a new run either to gain more cash for new weapons, test out your latest gear or even just out of sheer determination to improve your own reflexes and timing provides an ever-present progression that makes any play session, be it five minutes or two hours, well-spent. Small areas with constant load screens are a thorn in the pacing and immersion’s side, but they’ve been cut down as much as one could probably expect on a system like Quest.

Until You Fall Review Quest Graphics 2

This is all fairly standard stuff for this devious genre, of course, but Until You Fall keenly observes what makes its inspirations tick, pulls them apart, and then stitches them back up with VR in mind. Games like Dead Cells and Rouge Legacy thrive on pinpoint gameplay where last-minute dodges and precise attacks are key to protecting a health bar that isn’t easily replenished. With VR a far less maneuverable medium than flatscreen games, Schell translates agility on your feet to sharp reflexes with your hands. A second before an enemy attack, you’ll see an indicator for where one of your two weapons needs to be to block.  Sometimes attacks come in quick succession, and sometimes you’ll also need to physically dodge out of the way of heavier hits, creating a nice variety to keep you on your toes.

Preventing you from employing the dreaded ‘waggle’ method is a guard system. Every enemy has a guard meter that must first be diminished before you have a limited time to hack away at their health and it fills up again. When it’s full, foes are essentially invulnerable and will carry out attacks even if you get a quick hit in before they land. You really have to pace yourself, knowing when to strike and when to resist the temptation, to come away unscathed. The more you play, the more familiar you become with animations and patterns to help you block better and get in a few sucker punches now and then. Garner better gear and you’ll organically witness your playstyle evolve to become far more aggressive. Until You Fall is a game that really rewards careful study and dedication.

Until You Fall Review – Comfort

Though its combat can be relentless, Until You Fall is pretty well-paced from a comfort perspective. You can walk, but even the fastest locomotion is pretty slow and there’s plenty of vignette options to help. Plus there’s a teleport-like dash option that also doubles as a guard attack and comes in handy often.

The sum of these many parts is a remarkable, if complex and sometimes overwhelming battle system. It straddles a line between early VR melee design and more physics-driven combat, filling in for realism with an arcade edge. When an enemy’s health bar is exposed, slashing in the indicated direction builds a deadly combo, for example.

It’s a real curiosity, even if it’s really just an elaborate means of circumventing the current limitations of the tech. That said, there are some really quite brilliant innovations that do speak more to the physical side. Heavier weapons for example, will lag ever so slightly behind the player’s own movements, making them a poor choice for defensive play. Lining them up in time to block attacks it’s practically impossible, meaning your other hand will be working overtime on blocking but, when the enemy’s exposed, you can deliver some real damage.

In fact, Until You Fall’s varied arsenal really does encourage various playstyles and experimentation to get the most out of its combat relative to your capabilities. The combination of swords, knives, maces and more each have different properties both active and passive that let you find something that works for you. I’ve ended up favoring a sort of Wolverine-esque gauntlet along with a rapier, not because the former weapon is effective in battle but because its passive stats boost my health and its special move gives me space when enemies bunch up. Plus I find it incredibly challenging to coordinate blocking with both hands, so I rely on my nimble sword alone which, when at full health, deals increased damage. Then I could even choose to sacrifice some of my health in exchange for more power mid-run. There’s a huge amount of possible setups here.

But mental dexterity is also must to master dual-wielding. So much so in fact that I wish there was a slot to upgrade my brain in the game’s hub world (no one tell Facebook I said that).

Sometimes the odds are stacked too far against you for anything to really matter, though, like when multiple enemies fight you at once. Their presence on screen makes it almost impossible to see some attack indicators in time, leading to some cheap hits that frustrate a promising run. One mid-game enemy fires projectiles that need to be parried, but finding the right technique is incredibly difficult and can bring you right back to the start in seconds.

It also stings when a swipe just a few degrees off from the intended direction doesn’t land properly – if you’re swinging a sword with all your might in VR and it hits an opponent on their exposed side, why wouldn’t it do the maximum amount of damage? At least the existence of three difficulty modes — including an extra brutal hard mode that requires near superhuman reactions and plenty of play space — gives you some degree of control there.

You could also spend a lot of the early hours of Until You Fall building up a fortune for long-term gains. Once you clear any area, you’ll be presented with one of three upgrade options, a little like the transition between levels in Downwell. Sometimes this could be more health points or incremental upgrades to stats and weapon supers. But, until you’re confident you can make it pretty far in a single run, you’re best to keep grabbing additional money. It gives the game a bit of a senseless grind, taking on runs for the sole purpose of money over progression.

But that’s sort of the point with this genre, and it also means you’ll get plenty of playtime out of Until You Fall. Even on the Normal difficulty, it’s taken me at least five hours to get halfway through the dungeon and, once you’ve conquered that, you could revisit the dungeon in hard Mode with your upgrades intact but bosses restored for an extra challenge.

Until You Fall Review Final Impressions

Until You Fall is nothing less than a pitch-perfect breakdown of the best rougelike games, reassembled with VR in mind. The genre’s staple elements feel wholly refreshed by swapping out fast fingers for realistic movements, and the foundation of upgradable gear, new weapons and different loadouts encourages you to return again and again. Its combat system has some unfortunate quirks and I would have liked to see more elements rooted in reality, but as an addictive arcade treat you’ll find hard to put down, Until You Fall stands a cut above the competition.

4 STARS

Until You Fall Review Points

Until You Fall is available now on Oculus Quest and PSVR, but is still in Early Access on PC VR. For more on how we arrived at this score, check out our review guidelines.

UploadVR Review Scale Large

 

 

No Man’s Sky Latest Experimental Patch Targets VR Performance On Rift

Late last night Hello Games updated the Experimental Branch of No Man’s Sky on Steam with additional fixes for VR users and some of those fixes were specifically targeting Rift this time.

Last week the Experimental Branch was updated with improvements for Vive and Index, but this week the developer specifically listed Rift improvements as an item on the patch notes. According to the developer’s Steam forum, this latest update does the following:

Experimental Branch Update 26/08
  • Further adjustments to PC VR optimisations.
  • Improved VR-specific anti-aliasing.
Experimental Branch Update 27/08
  • Fixed a rendering crash.
Experimental Branch Additional Update 27/08
  • Broadened the PC VR optimisations to include Oculus.
  • When in VR, removed a number of settings that have no effect in VR.

Since this isn’t the main branch of the game you have to opt into it by right clicking on No Man’s Sky in your Steam Library, selecting ‘Properties,’ navigating to the ‘Betas’ tab, and then typing in ‘3xperimental’ into the box and clicking ‘Check Code.’ Then you should see “experimental – Experimental” listed as your opt into choice. After a short update, you’ll be good to go.

However, it is of course worth noting that you opt into this beta version at your own risk. There is always the chance it could corrupt a save file or result in unexpected bugs, so you’d be best advised to back up your save file.

I just tried out the new Experimental branch on my Rift S and could notice a slight performance difference. It wasn’t dramatic, but around my main base on my home planet the stuttering is less than it was before and framerate feels much smoother. Exiting and entering planet atmospheres feels smoother as well and flying is very noticeably improved in terms of performance.

Hopefully next Hello Games considers issuing a PS4 Pro-focused patch to improve the blurry PSVR visuals. In the meantime, read our reviews of the game for the PSVR version and PC VR version.

The post No Man’s Sky Latest Experimental Patch Targets VR Performance On Rift appeared first on UploadVR.

No Man’s Sky: Beyond Finally Brings the Title to PlayStation VR and Steam VR

It’s not just PlayStation VR owners who’ve enjoyed some good news tonight, with Oculus Rift and HTC Vive getting in on the action thanks to Hello Games. The studio has announced that it’s intergalactic sci-fi sandbox No Man’s Sky, is to receive an update this summer finally making the videogame virtual reality (VR) compatible.

No Man's Sky: Beyond

It has long been rumoured that a VR version of No Man’s Sky would be made – or that it would be a good fit – but until today nothing was ever confirmed. Called No Man’s Sky: Beyond, it is, in fact, an update to the main title rather than a separate videogame Hello Games’ Sean Murray confirmed in a Steam posting: “No Man’s Sky Virtual Reality is not a separate mode, but the entire game brought to life in virtual reality. Anything possible in No Man’s Sky, NEXT or any other update is ready and waiting as an immersive and enriched VR experience.”

It’ll be the same videogame fans know and love but in VR. Fully immersing players in its universe like never before, and it’ll be completely free, all you need to own is the original title.

“By bringing full VR support, for free, to the millions of players already playing the game, No Man’s Sky will become perhaps the most owned VR title when released.” Murray adds. “This amazes us, and is utterly humbling. The team is working so hard to live up to the expectations that creates. We are excited for that moment when millions of players will suddenly update and be able to set foot on their home planets and explore the intricate bases they have built in virtual reality for the first time.”

No Man's Sky: Beyond

No Man’s Sky: Beyond Steam VR will be released simultaneously to PlayStation VR and this Summer. As further details regarding VR compatibility are released, VRFocus will keep you updated.

Valve Laid Off Contractors and 13 Employees, Some Working on VR

Valve today confirmed that the company laid off 13 full-time employees and an unspecified number of contractors. The layoffs are believed to have largely impacted the company’s VR hardware group.

Following news that some employees had been laid off at the company, Valve provided an official statement to Road to VR:

Last month, 13 full time employees were let go and a portion of our contractor agreements were terminated. It’s an unfortunate part of business, but does not represent any major changes at the company. We thank those affected for their contribution and wish them well in future endeavors.

Compared to the array of other major companies working in the VR space, Valve has a small number of employees—considering its influence in both gaming and VR—believed to number in the low hundreds. So letting go 13 employees (and an unspecified number of contractors) isn’t insignificant.

The statement came after information from a purported leaker was posted to Reddit suggesting that a large portion of Valve’s VR hardware team was let go.

Valve played a central role in the development of the technologies behind the HTC Vive, including the SteamVR Tracking system which the headset and its controllers employ. The company of course also operates the massively popular Steam game distribution service, which includes a marketplace of VR content and the SteamVR platform on which they run.

Valve is known to be working on next-gen VR controllers called ‘Knuckles’, and purported leaks have pointed to the company working on a new VR headset. The company also previously stated that it is developing three VR games. If or how any of these projects (or other VR projects at the company) will be impacted by the employee and contractor terminations is unclear at this point, but the publicly announced projects (like Knuckles and the three VR games) seem safer than the purported VR headset which has not been confirmed by the company.

Emails reportedly received from Valve head Gabe Newell in response to questions about Valve’s VR direction in light of the layoffs reiterate that the company isn’t changing plans, and confirm that the three VR games are still in development. Road to VR hasn’t been able to verify the authenticity of the emails but has contacted Valve for clarification on ongoing VR plans.

The post Valve Laid Off Contractors and 13 Employees, Some Working on VR appeared first on Road to VR.

Impressive Valve-built Environment ‘Winter Peak’ Comes to SteamVR Home

It’s hard to get tired of Valve’s SteamVR Home when the company keeps pumping out high-quality spaces like Gulping Goat and Candy Emporium as of late. Now on Steam Workshop, the company’s open marketplace for environmental additions and asset packs, Valve has pushed out a new environment called ‘Winter Peak’ that puts you in a frosty winter wonderland befitting the season.

Winter Peak was produced in collaboration with VR studio Scraggy Rascal Games, which also had a hand in Valve’s latest SteamVR Home environments Candy Emporium and Gulping Goat.

Here’s Valve’s description of Winter Peak:

Venture forth from the cozy warmth of the rover, and feel the frost in the air as you trek out onto the snowy bluff. You may find the local wildlife somewhat shy and elusive, so please maintain a respectful distance to avoid scaring them off.

Valve says in a news update that they’re making making Winter Peak available as an Asset Pack so that users can remix and create your own map using the models, textures, and sounds.

To get started making your own remixed Home environment using this and other Asset packs, check out this guide from Valve.

The post Impressive Valve-built Environment ‘Winter Peak’ Comes to SteamVR Home appeared first on Road to VR.

Low-End PCs Will Be Better Able to Hand VR With Steam VR Update

It is well-known that building a PC capable of running virtual reality (VR) can be an expensive proposition. Many users are restricted by this expense into buying and installing only the minimum specification necessary to get VR to work, but this can cause some problems. Anew update for Steam VR is set to alleviate these problems.

Steam VR has introduced a new feature to its Beta which is called Motion Smoothing. Similar to the Motion Smoothing function available on many TVs, and the Asynchronous Spacewarp for Oculus devices.

Steam VR / SteamVR

The Motion Smoothing feature uses frame-rate smoothing techniques that generate synthetic frames between two real ones in order to avoid stuttering and frame-rate drops. Steam VR tracks the VR experiences to see if it is lagging or dropping frames, which prompts the Motion Smoothing to kick in.

Steam VR will then drop a videogame or application’s frame-rate from 90fps down to 45fps, generating one of the synthetic frames for every real one, to mimic 90fps. If the performance gets worse, the software can generate two or three frames for every real one. Steam says this feature lowers the performance requirements allowing lower-end PCs to produce smooth frames.

A smooth, consistent frame-rate is considered to be a factor in eliminating simulation sickness symptoms. However, it has been pointed out that only users of the HTC Vive or HTC Vive Pro can currently take advantage of this feature. The feature does not work with Oculus Rift and Windows Mixed Reality devices.

Users who wish to test this feature will need to be running Windows 10 and have a HTC Vive or HTC Vive Pro. Then users need to right-click on Steam VR and select Bets from the Tools menu in Library. This is a Beta feature, so there is a possibility of glitches, but it can be disabled if problems do occur.

HTC Vive Pro 2.0 Kit

For future coverage of new VR features, keep checking back with VRFocus.

Windows VR Headsets Seeing Slow But Steady Adoption on Steam

The monthly Steam hardware survey is out again, and while June hasn’t revealed any major upsets in the balances of usership between HTC Vive and Oculus Rift, the survey shows that Windows “Mixed Reality” VR headsets are making slow, but steady headway on the platform.

Each month, Valve runs the survey among Steam users to determine some baseline statistics about what kind of hardware and software is used by the user population, and to see how things are changing over time; that includes which VR headsets are connected to users’ computers. Participation in the survey is optional.

Using the Windows Mixed Reality for SteamVR compatibility layer, users can then play VR games on Steam that were originally designed for Oculus Rift and HTC Vive. Windows also hosts WMR-only games on the Microsoft Store.

Image courtesy Valve

Referring to last month’s survey, which saw Rift and Vive numbers at close to parity, Windows VR headsets reported on the platform have gone up about a half percentage point—not a big change by any means, but a continued march forward for the class of VR devices manufactured by HP, Dell, Lenovo, Samsung, Acer, and Asus.

SEE ALSO
Watch Windows VR Controllers Stand up to 'Beat Saber's' Hardest Song

Most of the headsets (excluding Samsung Odyssey) boast the same basic hardware specs: inside-out optical tracking, dual 1,440 × 1,440 LCD panels, 90Hz refresh, and around a 100 degree field of view.

The slow uptick in Windows VR users is likely tied to the individual headsets ever decreasing price. At the time of this writing, a new HP VR headset and a pair of motion controllers can be had for as little as $200 on Amazon, or $250 lower than its MSRP. Many of the Windows VR headsets retail for a similarly deep discount now, outside of the Samsung Odyssey, which regularly sells for slightly less than its $500 MSRP.

The post Windows VR Headsets Seeing Slow But Steady Adoption on Steam appeared first on Road to VR.

Steam Summer Sale: Mächtige Rabatte auf zahlreiche VR-Titel

Es ist wieder so weit: Der Steam Summer Sale ist gestartet, um uns mit zahlreichen Angeboten und dicken Rabatten vor die Bildschirme zu locken. Besonders VR-Spieler dürfen sich derzeit freuen, denn neben den aktuellen Angeboten im Oculus Store sowie im Viveport könnt ihr bis zum 5. Juli auch auf Steam zuschlagen und beim Einkauf der besten VR-Titel sattes Geld sparen.

Steam Summer Sale – Mächtige Rabatte auf alte und neue VR-Titel

Jedes Jahr aufs Neue fiebert die Gaming-Community auf den Sommer hin, um den Geldbeutel zu zücken und satte Spieletitel zu günstigen Preisen abzustauben. Nun ist der Zeitpunkt wieder gekommen: Der Steam Summer Sale bringt euch auch dieses Jahr wieder zahlreiche Angebote und Rabatte ins Haus, um beim Einkauf namenhafter VR-Spiele ordentlich einzusparen.

Summer-Salve-Valve-Gabe

Wir haben eine Auswahl der reduzierten Spiele für PC-Brillen für euch zusammengestellt:

Neben den aufgelisteten Spielen findet ihr innerhalb der VR-Kategorie auf Steam viele weitere VR-Titel, um eure Bibliothek aufzufüllen. Wir wünschen euch viel Spaß beim Stöbern und Anspielen eures neuen Spielefutters!

(Quellen: Steam)

Der Beitrag Steam Summer Sale: Mächtige Rabatte auf zahlreiche VR-Titel zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Steam’s Summer Sale Returns Bringing Plenty Of Discounts For VR Titles

It is that time of the year again when the Steam summer sale returns and brings with it plenty of exciting discounts on a large selection of titles. This includes those virtual reality (VR) titles that you may have been keeping an eye on waiting for the price to drop down a bit. Things are a bit simpler this year though as the Steam summer sale is not hosting any flash or daily deals meaning the discounts are the same throughout the whole length of the sale.

superhot vr - first screenshots 8

Though the number of titles on sale during the Steam summer sale is just to large to list in one go, you’ll find a number of highlights below that include a range of different experiences. From epic role-playing adventures with the likes of The Elder Scrolls V: Skyrim VR available for £27.99 (GBP) or post-apocalyptic roaming in Fallout 4 VR for £27.99, to the action-packed time-moves-when-you-move title that is SUPERHOT VR for only £14.24. There is something for everyone.

Maybe you are looking to set off on a grand space adventure and experience the thrill of flying through the endless void of space? How about titles such as Elite Dangerous for £8.99 or EVERSPACE for £7.58. If something more cooperative is on your mind then Ubisoft’s Star Trek: Bridge Crew is available for £16.99.

Rick and Morty screenshot

The ever popular Job Simulator is on sale as well for £11.61 along with Rick and Morty: Virtual Rick-ality available for £11.49 with VRFocus’ Senior Staff Writer Peter Graham praising the latter in his review saying: “If you enjoy this style of interactive VR experience then you’ll appreciate Rick and Morty: Virtual Rick-ality even if you’ve not seen the cartoon, there’s even sections catering to first-person shooter (FPS) fans. Really though this is a video game for those that love Rick and Morty, and quite frankly that’s no bad thing. Rick and Morty: Virtual Rick-ality is a madcap, fun filled adventure from start to finish, perfectly suiting VR’s qualities, it should not be missed.”

Those are only a few of the large number of titles that are currently on sale in the Steam summer sale until July 5th, so make sure to have a look and grab yourself a bargain. Don’t forget as well that to stay up to date on all things VR to keep reading VRFocus.

Expore The Surface Of Mars In Red Rover

Most of us have had dreams about going to space and visiting other planets. Seeing the stars and looking out towards other systems. Though it might still be some time off, virtual reality (VR) is allowing people to experience those moments today. With the upcoming release of Red Rover: Planetary Driving Simulator, users will be able to explore the surface of Mars within VR.

RedRover

Developed by Alan Chan, who has 20 plus years of experience working in the visual effects industry, Red Rover creates a digital version of the red planet and allows users to explore it at their own pace. Built using satellite and terrain data from NASA’s HiRISE Mars orbiter, the result is a highly details and actuate digital re-creation of Mars.

To explore the planet users will strap themselves into a virtual buggy and drive along the surface of the red planet on an near-limitless adventure. There are no missions to complete, no highscores to beat, no dangers, just pure simulated Mars goodness to be explored. Red Rover features nine curated Mars datasets which are roughly around 5km by 5km in size each.

Red Rover started as a personal research project a few years ago driven by Chan’s wish of wanting to explore the surface of Mars. After a long time in development the project is being released on Steam so others can explore the red planet and enjoy the zen-like experience as well.

RedRover

Thanks to the power of VR and current technology, experiences like Red Rover are able to immerse user into breathtaking motions such as this. Being able to enter the virtual recreation of Mars and explore it, driving along the surface at your own speed, will be sure to offer a relaxing journey for all no matter who long you spend on the planet.

Red Rover is planned to release onto Steam on 19th June, 2018 and will support the Oculus Rift at launch. The title can also be enjoyed without a VR headset as well, making it available to more users. For more on Red Rover in the future and other Mars related VR experiences, keep reading VRFocus.