Toy Clash Review: Tower Defense Meets Tabletop Strategy

Toy Clash Review: Tower Defense Meets Tabletop Strategy

I’m kind of a sucker for board games in VR. The sheer visual spectacle of seeing the entire game world before you coming to life in vivid 3D still wows me, so a game like 5 Min Lab’s Toy Clash has instant visual appeal. It’s less of a board game and more of a tower offense/defense experience, but still has a distinct small world charm.

A very small world in fact, since the focus is on toys attacking each other. In Toy Clash, you play one faction of toys trying to defeat another. There might be some kind of plot here in this single-player affair, but it didn’t stick with me. Essentially, two sides square off, sending in units of various types to destroy the enemy forces and base.

Toy soldiers, elf-like tennis ballers, hopping clockwork knights, bat-wielding thugs, and several more units are unlocked and upgradable through the game. Bazookas, off-road buggies, and other weird weapons keep the tone incredibly light. The colorful, bright art looks excellent and suits the nonsensical toy action just right.

The tower offensive nature of the game centers around the goal of destroying the enemy’s tower on the opposite end of the screen. Once their home base is destroyed, you can move to the next level. Conversely, your home base (an old tank for some reason) is fair game for them. If it gets destroyed, it’s game over.

These home towers have offensive abilities as well and can even be upgraded to be stronger and more lethal. In fact, everything in Toy Clash can be upgraded once enough points are earned. Points are the game’s currency, earned based on your level performance, and you can upgrade each unit individually.

The same is true of spells earned over the course of the game’s 36 levels. Spells include nifty high-power attacks like a great ball of fire or ice and some more practical uses like being able to pick up your units and move them around the map. These effects are particularly useful when dealing with clumps of enemies, but aren’t quite powerful enough to be tide-changers for the most part.

Toy Clash is all about timing… well, to be precise, mostly waiting for time to pass. This isn’t a large-scale battle game. Most of the time, there are less than ten units on the board at once. Rounds only last a few minutes, but much of that time is simply spent waiting for ever-recharging bars to reload to be able to create a new unit. The more powerful the unit, the more energy it takes to make them, so there’s a constant trade-off between waiting long enough to get the energy for a higher end unit or simply throwing out lesser units because it’s quicker.

What’s odd is that once you make a particular unit, the ability to make another has to recharge as well, independent of your overall energy recharging. There ends up being a lot of waiting for such quick matches and it frequently feels as if the AI opponent can make units a lot faster than you can, which is a bit frustrating.

On the plus side, this system can add a distinct sense of franticness to the action, but it feels like things are artificially stacked against the player in some cases. Even still though, Toy Clash is charming enough to be fun for the most part. The head-tracking based interface of the Gear VR is completely intuitive. To interact with things, you just look at them and tap the touch side panel. Mechanically, Toy Clash couldn’t be simpler to control.

Final Score: 6/10 – Decent

Toy Clash provides enough good-looking VR action to be worth a look for fans of the genre. While the pacing is frequently off, the flaws aren’t grave enough to make it a wash. The diversity of boards, quaint toy theme, and overall fun nature of watching these clockwork battles unfold gives the game a distinctly gimmicky appeal for a short time.

Toy Clash is now available on the Samsung Gear VR through Oculus Home for $2.99. Read our Game Review Guidelines for more information on how we arrived at this score.

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Siegecraft Commander Review: The Monotony of War

Siegecraft Commander Review: The Monotony of War

Making a compelling strategy game experience is a difficult balance. Creating compelling gameplay mechanics that are fun to perform a thousand times across multiple games and campaigns is hard enough, but then add in the mixture of A.I. opponents, actual human opponents online, and the delicate nature of balancing different factions across their various roles and abilities, and it’s easy to tell why a good strategy game is very difficult to come by. Siegecraft Commander is the latest endeavor trying to make a name for itself in the genre, this time with VR support as well.

Since Siegecraft Commander is not a VR-only title, or even a game that appears to be designed with VR in mind, the result is a bit of a mixed bag. The VR perspective delivers a certain degree of intimacy to the chaos, but it does very little in the way of adding any improvements to the core experience.

In Siegecraft Commander you’ll be tasked with turning your outposts, such as your base’s Keep, into a slingshot-esque cannon. By pulling back and aiming the trajectory, you can shoot out explosive barrels that are used to attack enemy bases and troops, which requires a surprising layer of dexterity for all nuanced game interactions. Since this same mechanic — shooting from a slingshot — is used to actually place new structures on the map, you’ll be forced to develop your aiming skills very quickly.

It’s a clever idea. Since every building is created as an extension of another, this results in a web-like layout of your kingdom over the course of a match and helps you visually plot you progression across a map. It looks much more deliberate and dynamic than just a few hubs placed in key locations throughout an area.

The problem is that a game in which you are required to do the same thing over and over (such as shooting things from a slingshot) should make that core mechanic an addictive and fun part of the gameplay. For example, Angry Birds did a wonderful job of this on mobile devices. While Siegecraft Commander is a very different game, it does rely on a similar gimmick to advance any aspects of the experience. Unfortunately it’s nowhere near as compelling.

Aiming is difficult and it gets monotonous when you’re forced to use the same method for the overwhelming majority of your actions during battle. After a few minutes, I ended up wishing for an option to simply point and click to a location on the map to build a structure — or better yet — to be able to pick and up and place a structure on the map using my motion controllers.

This is compounded by how frantic things get in the real-time combat modes, although you can play the game in a turn-based system as well. That’s more manageable, but still doesn’t resolve the root of the game’s problems.

While in VR the desire to reach out and place structures was strong, but the need for a more comfortable experience was even stronger. Since everything takes place from a God-like perspective, you’ll spend a lot of time hanging your neck down looking at the ground. While it makes sense given the lore and setting of the game universe, it was painful in practice. VR headsets aren’t the lightest things in the world and they can result in neck strain much more quickly than you’d think. Having a sore neck for the rest of the day after playing this game for a few hours isn’t pleasant and further proves how little thought and care was given to the VR experience.

 

Final Score: 4/10 – Disappointing 

There are fun and novel ideas at the center of Siegecraft Commander — such as the unique base building and inventive use of slingshot-style mechanics — but it doesn’t translate well to VR. After playing my neck hurt and I found the controls less than precise. If a bit more polish was taken to the VR integration that could have helped elevate things, but at the end of the day it felt more monotonous than strategically rewarding.

You can purchase Siegecraft Commander from Steam for $19.99 with official HTC Vive support. Read our Game Review Guidelines for more information on how we arrived at this score.

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‘Kingdoms and Castles’ Raises Over $100k to Become The ‘Sim City’ of VR

‘Kingdoms and Castles’ Raises Over $100k to Become The ‘Sim City’ of VR

The first time I played the Genesis port of Peter Molyneux’s Populous, one of the very first-ever God games, I really fell in love with the genre. The Black & White games followed after that and even though I severely lack the strategic insight to excel at real-time strategy epics like Total War, I appreciate the intimate management of city building games all the same.

It’s a big reason why the metropolitan creation of Sim City and army management of Heroes of Might & Magic dominated so many of my weekends as a kid. There’s something magical about lording over an area, telling tiny people what to do, and watching your plans come to wondrous fruition.

At the core of a game of Kingdoms and Castles is that desire to build a castle and expand across regions, but there’s also a medieval flair that helps set it apart and resemble the likes of the Stronghold series. You can see in the trailer below that in addition to building cities and castles, you’ll have to contend with ravaging Viking factions — similar to the Barbarians found in the early phases of Civilization games.

Kingdoms and Castles is being created by Lion Shield, an indie group made up of Peter Angstadt and Michael Peddicord. When it first launched its funding campaign on Fig, asking for just $15,000, VR wasn’t in the minds of the developers at all yet — that wasn’t added until the $55,000 stretch goal. They’re currently designing the game with optional VR support enabled with the Vive and its motion controllers in mind.

“We both love all the great city builders both old and new (like SimCity, Caeser III, and Banished) and wanted to add our own take to running a little world, specifically where building a castle would be important and meaningful,” said Angstadt in an email interview. “It’s a holistic kingdom experience – you grow your town over many hours, but also build castles to defend it. The bond you build with your town and the threats you must protect your people from are what make the best part – building castles – really meaningful.”

Part of the appeal of playing a game like this will be the ability to lean in and inspect areas, pick up and interact with things using your hands, and to look up at the sky or down the landscape at other areas. Since the camera isn’t locked into a fixed top-down angle, it will be much more immersive and flexible to move around the environment in VR.

“VR support for this project is a bit of an experiment,” explained Angstadt. “City-building hasn’t been done yet in VR, and we’re excited to see what can be achieved and how the gameplay can be improved with a VR option. From our preliminary development with VR in Kingdoms and Castles, the sense of immersion is unmatched compared to any city sim game we’ve ever played before. We want our players to feel connected to the world they are building and the people that they govern. Bringing the top down builder to VR seems like a natural and yet very exciting next step. Standing in the Kingdoms and Castles world with birds flying around, clouds overhead, and people at your feet – it’s fantastic.”

For those unfamiliar, Fig works a lot like IndieGoGo and Kickstarter, except you’re not just pledging funding, you’re also acting as real investors in the project itself, complete with potential returns on that investment. The platform is also specifically focused on funding only games, which makes it unique.

“We chose Fig because they are focused purely on funding games and offer a lot of direct support in making the campaign successful,” said Angstadt. “Since we’re a two-person team it’s great to have allies in helping the game get made.”

One of the other aspects you might notice immediately is the striking low-poly art style. The design is growing in popularity as of late, especially among indie studios, but it’s not something we’ve seen in city builders much. Typically these sorts of games seem to adopt a modern art style with actual buildings or a more traditional fantasy aesthetic due to the inclusion of castles and melee-wielding soldiers.

That’s not the case with Kingdoms and Castles. “The low-poly look is definitely making a renaissance,” said Angstadt. “I think it just takes time to percolate through all the different genres, especially those that are more difficult to make (like simulation games).”

Kingdoms and Castles is currently expected to release later this year with both VR and non-VR support. You can keep up with development by following the game on Steam Greenlight, Twitter and visiting the official website.

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‘Skylight’ Review: Turn-Based Strategy Meets Real-Time Tactics

‘Skylight’ Review: Turn-Based Strategy Meets Real-Time Tactics

When presented with the potential of VR as a new medium for video games, first-person shooters may immediately come to mind. But the prospect of being able to stand atop a battlefield, looking down at units, and commanding forces as an all-seeing god-like being is just as exciting. We’ve seen a few interpretations of the idea, such as AirMech Command, which mostly stay true to the genre’s roots, few games have stepped outside the genre boundaries.

Which brings us to Skylight. This latest release checks many of the boxes we’ve come to expect from strategy games over the years, but it’s ultimately a difficult game to describe mechanically as it melds elements from real-time strategy and turn-based tactics experiences together into something fresh and unique.

At first glance, Skylight  looks just about like anything else E  McNeill has done in his stint with independent VR game development. The neon-infused lines and colors are reminiscent of both of his past works (Darknet and Tactera), lending an identifiable style that feels both familiar and fresh at the same time. While Darknet was very clearly a unique VR-powered puzzle game and Tactera was an inventive adaptation of real-time strategy mechanics played on a virtual tabletop, Skylight is something a bit different altogether.

From the start of the game, the cohesive thematic sense of immersion is extremely well-done. Your character is standing aboard a starship in outer space as the soft, kind voice of a female A.I. speaks to you, addressing you as the commander. The premise is that you’re presented with a large 3D visualization of a battlefield as it’s happening millions of miles away in another region of space.

During missions your fleet, the blue ships, begin on the left side, while your enemy’s fleet, the yellow ships, begin on the right side. You look at each of your ships, tap the touchpad, then pick a node on the battlefield for them to approach or an enemy to attack. After you’ve issued all of the commands to your fleet, you confirm, and then everything starts to move at once. Your ships, your enemy’s ships — the action takes place simultaneously in real-time for both sides. It’s like a neon-space opera ripped out of Ender’s Game.

As the ships move around the environment, a timer is ticking down. Once it’s done the action pauses again for each side to issue new orders and the cycle repeats itself until one side loses all of their large capital ships. Things start out easy in the campaign with you outnumbering your enemy but quickly get more difficult as the missions carry on. There are three core campaigns split between Easy, Normal, and Hard difficulty levels. In my experience, the Hard campaign is in fact extremely difficult.

In addition to capital ships there are defensive ships and attack-type ships as well. Even though the combat system sounds relatively simplistic, the visual detail and animations put it over the top in terms of quality. Small fighter ships zip around larger ships during combat and the sound of rail guns firing really sells your eardrums on the power. Before long, you’ll really start to feel like the commander of a futuristic star fleet.

Skylight is launching with a free-to-play demo version and the option to unlock the full game for $4.99. In the free version, you get access to 8 of the 12 total ships and 10 of the 30 campaign missions, along with some multiplayer matchmaking limitations. If you enjoy the first few missions you play in the Easy campaign, I’d highly recommend purchasing the full game early instead of waiting because the extra ships really open up a lot of new strategic opportunities. Triple the number of missions and more multiplayer don’t hurt either.

Even though there is a good amount of content, I came away wishing for some type of structured campaign mode with a more refined story. The lore of the different planets and factions is there in descriptive text, but it’s not enticing enough to keep reading. More varied objectives, maps, and even just extra environments could have helped extend Skylight’s appeal. There is a Skirmish mode for quick battles you set up on your own, as well as Multiplayer matchmaking, which does add up to a relatively robust package.

Final Score: 7.5/10 – Very Good

Skylight may very well be E McNeill’s best game to-date. The stylistic neon visuals shine through with more detail than ever before and the intricate mixture of turn-based tactics and real-time strategy add up to an engaging and unique experience for Gear VR. A more robust campaign mode and a bit more gameplay variety could have turned Skylight into an even better tactical affair, but as it stands, it’s one of the best VR games for strategy fans so far.

Skylight will be available as a free demo version on Gear VR starting today (1/12/17), with an upgrade to the full game costing $4.99. Read our Game Review Guidelines for more information on how we arrived at this score.

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‘Cosmic Trip’ Brings First-Person Interstellar Strategy To Oculus Touch On Dec. 6th

‘Cosmic Trip’ Brings First-Person Interstellar Strategy To Oculus Touch On Dec. 6th

Oculus Touch officially releases to the world this December 6th, 2016, and will bring with it up to 50 titles from day one with support for the controllers on Oculus Home. Of course, if you include unofficial and patched-in support from games on Steam that were previously Vive exclusives, that number probably goes much higher. One of the upcoming games that will be available day and date with the new motion controllers is Cosmic Trip, a refreshingly original take on the real-time strategy genre.

Interestingly, the main combat mechanic in Cosmic Trip involves throwing Tron-like discs at enemies to fight back, as well as setting up defense turrets and robot companions to mine resources and fend off alien invaders. It plays like a mixture of a wave-based action game and a strategic base building game, creating a unique new sub-genre we’ve never seen before.

When we first went hands-on with the game back in June, we were blown away by its bright and unique visual style, as well as its inventive implementation of traditional real-time strategy mechanics into a vivid first-person atmosphere. Typically, RTS games occur from a top-down perspective, such as in AirMech Command.

Since it debuted in Early Access, Cosmic Trip has been slowly improving with updates and additions to its formula. Those updates include new weapons like the energy shield and bubble gun, new enemies, new robots, new game modes, and more. All of these new features and all previous work on the game will be included when Cosmic Trip debuts on Oculus Home — although it’s still in Early Access.

The potential for Cosmic Trip is tremendous, especially as the team continues to grow and expand the game with more content, levels, modes, and — hopefully — eventual multiplayer support.

Cosmic Trip is currently available on Steam for HTC Vive at a price point of $19.99. Oculus Rift with Touch support is arriving on December 6th and you’ll be able to find the game on Oculus Home at this link once active. You can visit the official website for more details.

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EA Struck Down The ‘Command & Conquer: Red Alert 2 VR’ Fan Remake

EA Struck Down The ‘Command & Conquer: Red Alert 2 VR’ Fan Remake

Just as the internet started to get excited about the prospect of one of the best PC strategy games of all-time, Command & Conquer: Red Alert 2, receiving a fan remake built from the ground-up for VR devices, Electronic Arts, the publisher behind the original game, stepped in to officially strike down the project.

According to a post on the Unreal Engine forums the remake’s creator, Adam Horvath, received the following message from EA’s Permission Requests Team:

Dear Adam,

Thank you for your interest in Electronic Arts Inc. EA appreciates the passion that players like you have for our games, and we’re always excited to see the creativity that comes from our community. While we appreciate your enthusiasm for our Command & Conquer: Red Alert games, we are unable to authorize your request to distribute a remake VR version of our Red Alert 2 game, regardless of whether it is commercial. We greatly respect our fans and hope this response does not diminish your interest in our games.

Kind regards,
LC
EA Permission Requests Team

It’s unfortunate news, but it doesn’t come as a huge surprise. Publishers have the right to squash projects like this from rising up due to the potential infringement on copyrights and competition regarding potentially existing projects in their pipelines. Whereas Sega hires fan modders to make games (Christian Whitehead, a prolific Sonic modder, is now working on Sonic Mania), Nintendo is well-known for its displeasure regarding fan creations, such as AM2R and Pokemon Uranium. It appears that EA falls in line with Nintendo’s views on remakes.

While this doesn’t mean EA is working on a VR strategy game in the C&C franchise, it’s certainly a fun thing to think about. The most likely cause for the decline of permission is simply that they don’t want someone potentially profiting off of their work.

We’ve reached out to Horvath, the remake’s creator, about the situation and his future plans and will keep you updated on the latest developments.

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Opposable’s VR Strategy ‘Salvaged’ Launches On Steam With Full Campaign

Opposable’s VR Strategy ‘Salvaged’ Launches On Steam With Full Campaign

HTC Vive fans got a nice surprise yesterday when Google Earth launched for free on the headset. Now its Oculus owner’s turn for a treat.

Salvaged, a long-in-development strategy game from UK-based Opposable Games, has just launched for the Rift on Steam Early Access at $12.99. It’s something of a surprise; the game has been in the works for around four years now. Opposable ran a Kickstarter campaign for it back in 2014, though it didn’t reach its funding goal. The developer has since remained tight-lipped about its progress and, in that time, has doubled down on VR, hosting the VR World Congress event in Bristol this year and getting ready for next year’s event too.

“Salvaged has been a labour of love for the last 4 years, so we’re really thrilled to get it into Early Access today,” Opposable Games Managing Director Ben Trewhella told UploadVR over email.

Elsewhere, Opposable has recently worked on projects like the new Adventure Time cardboard game. “So we’re really proud to have been able to get Salvaged out with everything else going on,” Trewhella said. “It’s got a really intriguing storyline and is, as far as we’re aware, the first game to use the multiple team mates first person view.  There’s a whole universe narrative developed behind the game, we’re experimenting with VR comics as apps and 360 videos to tell some of these stories, and we have prototypes of future games set in the Salvaged universe for high end VR.”

Also playable on standard displays, Salvaged casts you as Alex Pieterson, Commander of the salvage ship Thaddeus. Rather than suiting up and heading into battle yourself, you instead sit at a command terminal and lead a squad of troops through ship wrecks, fighting off packs of aliens as they look for valuable parts to loot. You see your team’s progress on monitors in front of you as you issue orders.

It may be an early access launch by Opposable has released Salvaged with its full 20-level campaign intact, estimating that it will take between 8 – 15 hours for players to complete. The full version of the game will feature procedurally generated missions and take on board player feedback for more balanced missions. The studio expects it to be in pre-release for a maximum of six months.

But what about a Vive version? Worry not, that’s planned for the full release too.

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