‘Stranger Things VR’ Review – Artful But Boring Brand Engagement

Stranger Things VR is a visually intense retelling of the TV show’s last two seasons from VR pioneers Tender Claws, known for their weird and wild VR experiences Virtual Virtual Reality (2017) and The Under Presents (2019). While Stranger Things VR showcases the studio’s patently deft art direction, the game feels distinctly like an extended brand engagement experience that’s more concerned with prepping us for the show’s upcoming fifth season than treading any new or interesting ground.

Stranger Things VR Details:

Available On: Quest 2/3/Pro
Reviewed On: Quest 3
Release Date: February 22nd, 2024
Price: $30
Developer: Tender Claws

Gameplay

If you’re thinking of playing the VR game and you haven’t seen the complete four seasons of Stranger Things on Netflix yet, you’re going to be in for some serious spoilers from the moment you get past the loading screen.

And forget it if you haven’t seen the show at all, as you’ll have absolutely zero idea of who’s who and what’s going on, as the entire game is presented in a way that heavily relies on the user’s familiarity with major events and characters from the show. It is “Stranger Things VR” after all, so that’s to be expected to some extent, although it’s a shame the studio didn’t have the leeway to tell a more unique story within the franchise’s universe.

That basically leaves the VR game hamstrung to retread the main bits from the third and fourth season, albeit starting backwards from the biggest plot point reveal and moving into the main antagonist’s backstory.

Image courtesy Tender Claws

At first, the game seems dedicated to fleshing out the show’s villain Vecna, as it traps you in the terrifying world of the Upside Down and tasks you with finding your way out, all the while taunted by ghostly memories of Dr. Brenner. There’s some light combat and interesting movement mechanics here, although mostly it’s about making your way through successive mazes that are linked together through gateways that you can open in the minds of Demodogs and giant flowers with Demogorgon heads. Yes, that aspect is trippy weird and I’m totally here for it.

Although it started off with what I thought was going to be a deeper exploration into Vecna (who doesn’t like a good antihero?), I soon found myself tackling levels that not only settled into heavy repetition, but were continuously punctuated with things I already know about the story. Beautiful and surreal, granted, but there’s no real payoff outside of that.

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About halfway through the game’s nine chapters, it was revealed I wasn’t actually going to stick around as Vecna and build my powers and skills to some satisfying conclusion, but rather I would be randomly shuffled around characters in what felt more like a loosely strung together speedrun of the show’s most recent narrative, punctuated by more predictable featurettes and repetitious combat with the only two real enemies in the game, the Demodogs and Demobats—both of which are easily dispatched by telekinetically tossing crap at them.

This is a shame, since Vecna’s mechanics are pretty promising, as you can spawn vines on structures that act as a basis for him to grip on with a sort of Spider-Man-eqsue ease. I would have liked to see this used to greater effect, and incorporated into puzzles, boss battles, more challenging parkour—basically everything the game is missing. Instead, you’re ejected from Vecna, and only ever get to use a sliver of those abilities as Eleven, who is significantly less fun as a playable character.

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That said, it took me around four hours to complete all nine chapters, and a little more to tool around with the bonus mixed reality games, which are fun but brief. The ending left me feeling about as bored as I was during the entire game, albeit with a credit roll and outro music as the only real indication it was all over.

Immersion

The game’s visuals are highly stylized, and at times can be absolutely jaw-dropping. Despite some distinctly lower quality textures and lesser poly counts than the gameplay trailer above would suggest, Stranger Things VR clearly takes the mantra “every frame a painting” to heart.

In contrast to the lackluster gameplay I mentioned above, which at times felt more like a tutorial to something greater that never came, the game’s art and jarring surrealism does a lot of the heavy lifting.

Image courtesy Tender Claws

The game’s clear dedication to nightmarish surrealism and constant narrative switching comes at a cost to ’embodiment’, or feeling like you’re actually in virtual place and not just overly occupied doing some complex task. It’s the difference to being immersed in a movie or flatscreen video game and forgetting you’re sitting in a chair, and feeling like you’ve actually been transported to somewhere else. Being shuttled around from environment to environment and character to character so abruptly diminishes that ability to feel like you’re there and can trust the rules of the world, since you’re always left guessing where you’re going, who you are, what powers you have in what timeline, etc.

Still, the first half of the game does a great job of building up those mechanics that let you traverse chasms and stay out of the Demodogs’ reaches, although sadly enemy AI is pretty dumb, as enemies can oftentimes get hung up on game geometry and wig out stupidly.

Comfort

There are two or three momentarily uncomfortable scenes that force artificial movement, and there are also a fair number of flashing lights that could be of concern to photosensitive users—the latter of which shows up as an on-screen warning before you start every game.

That said, it’s a fairly comfortable game thanks to a good number of options available to the user and an overall smart world design that respects the player, even in the face of Vecna’s ability to swing and move around on vines.

‘Stranger Things VR′ Comfort Settings – February 22nd, 2024

Turning
Artificial turning ✔
Snap-turn ✔
Quick-turn ✖
Smooth-turn ✔
Movement
Artificial movement ✔
Teleport-move ✖
Dash-move ✔ (as Eleven)
Smooth-move ✔
Blinders ✔
Head-based ✔
Controller-based ✖
Swappable movement hand ✖
Posture
Standing mode ✔
Seated mode ✔
Artificial crouch ✖
Real crouch ✔
Accessibility
Subtitles
Languages
English, Japanese, German, French, Korean, Italian, Portuguese (BR), Spanish
Dialogue audio
Languages English
Adjustable difficulty ✔
Two hands required ✔
Real crouch required ✖
Hearing required ✖
Adjustable player height ✖

 

The post ‘Stranger Things VR’ Review – Artful But Boring Brand Engagement appeared first on Road to VR.

‘Stranger Things VR’ to Release on Major VR Headsets This Fall, New Gameplay Trailer Here

Things are about to get a little stranger later this year as Meta’s Quest Gaming Showcase today included a new look at Stranger Things VRthe upcoming psychological horror title coming to major VR headsets. It’s also coming a little earlier than the Winter 2023 release date previously mentioned at last year’s debut.

Stranger Things VR is being developed and published by Tender Claws, the studio behind VR titles Virtual Virtual Reality and The Under Presents.

Here’s how the studio describes the upcoming single player horror-action game:

Experience the world of Stranger Things from the never-before-seen perspective of Vecna as he explores unknown realities, forms the hive mind, and enacts his plan for revenge against Eleven and Hawkins. Players will invade the dreams and memories of fan-favorite characters and harness telekinetic powers to possess minds and battle creatures, as Henry Creel’s transformation into Vecna and his influence on the events of prior seasons is revealed.

● Grab, crush and throw your opponents using telekinesis

● Relive memories from Henry’s time at Hawkins Lab with Dr. Brenner as you explore an otherworldly, interconnected hive mind

● Inhabit the dreams and memories of fan-favorite characters like Will Byers and Billy Hargrove as you manipulate them to do your bidding

● Wielding powers that subvert and defy Vecna’s own, make a final stand to save your friends in a climactic finale

● Open and close portals between worlds and realities… at your peril

The studio says it’s bringing the game to Quest 2 and Quest Pro at some point this Fall, although it’s also hitting “major VR platforms” too, which nowadays typically means PSVR 2, Pico, and SteamVR headsets.

Stranger Things VR was previously projected to arrive in Winter 2023, so it seems to be anticipating a glut of other games announced today which are slated to launch this winter.

Stranger Things VR is set to cost $30. While we wait on a more precise launch date, you can wishlist the game here.

The Under Presents’ Live Performers To Return Tomorrow

There might be lots of talk about the metaverse at the moment but one company that’s been walking its own path between the real and virtual is Tender Claws with its theatrical app The Under Presents. Originally having live actors play some of the character roles for a limited time, the studio has confirmed they’ll be returning this Friday.

The Under Presents: Tempest

While videogames like Dr. Crumb’s School for Disobedient Pets have utilised live performers to engage with players, Tender Claws’ The Under Presents was the first to offer this kind of experience to the public. If you missed it the first time around now there’s a chance to immerse yourself in live VR theatre, whilst those that did get to experience performances such as The Under Presents: Tempest will be able to enjoy new stories and mini-events.

Just like before, The Under Presents won’t be filled with live actors all the time, blending pre-recorded performances with live roving actors appearing from time to time. This means you can have a different experience each time you visit, enjoyed either in single-player or with the option to connect remotely with other players.

For this new run, many of The Under Presents’ original cast members return including Brandon Bales, Michael Bates, Karlie Blair, Sophie Cooper, James Cowan, Whitton Frank, Genevieve Flati, Stephanie Hyden, and many more.

The Under Presents

The Under Presents started out as a rather surreal virtual theatre where you could meet these actors or players in one large hub area before beginning a solo campaign called Timeboat! This narrative piece is set on The Aickman, a doomed research vessel trapped in Arctic ice. Using time manipulation players have to save the characters and unravel the mysteries of the ship. This was expanded upon with The Under Presents: Tempest, a multiplayer performance of Shakespeare’s The Tempest.

In addition to the live actors returning, Tender Claws has announced a new merch store for those that love a bit of official swag.

Step into The Under Presents from 1st April to encounter the performers for a limited time – Tender Claws hasn’t indicated how long this will be. For further updates on the latest innovative use cases of VR, keep reading gmw3.

Live Performers Returning To The Under Presents From April 1

Live actors are returning to Tender Claws’ experience The Under Presents for a limited run starting from April 1.

The Under Presents launched in late 2019, as a wholly unique VR experience that merged single player, multiplayer, social VR and live theater together into one surreal package. There’s a whole single player campaign to work through, but there’s also a multiplayer and social side to the experience that blends pre-recorded and live segments together and is ever-changing.

In July 2020, Tender Claws ran a different kind of live-in-VR performance, which introduced a new 45 minute interpretation of William Shakespeare’s The Tempest presented with live actors in The Under Presents. At the time, we called it “unlike anything else in virtual reality right now” and performances returned for a second run in 2021.

Three years on from release, many of the original cast members are returning for a “limited engagement” of new live performances in The Under Presents. From April 1, players will be able to view these new performances that feature “new story beats and mini events to explore.”

You can see a glimpse of what to expect in the video embedded above, tweeted by Tender Claws, showing a giant (and presumably live) skeleton bend down to pick up an item and interact with players.

Tender Claws is known as a studio that pushes the boundaries of VR and examines the medium through a surrealist, critical lens across varied types of experiences. Its most recent release, Virtual Virtual Reality 2, was a very different project that was equally ambitious as The Under Presents, but not quite as successful in its execution.

Will you be returning to The Under Presents for new live performances? Let us know what you think in the comments.

‘Virtual Virtual Reality 2’ Update Purportedly Addresses Key Issues

Virtual Virtual Reality 2, the latest VR title from developer Tender Claws launched early this month. While the underlying game design felt promising, it was overshadowed by a range of technical issues. A new update released today purports to have fixed key issues which should improve the player’s experience.

Earlier this month we made the decision to withhold our review of Virtual Virtual Reality 2.

It’s abnormal for us (and we don’t intend to make it a habit) to delay a review so that a broken game can be fixed. But we didn’t want to throw out the baby with the bathwater. Virtual Virtual Reality 2 is impressively ambitious and wildly creative; its underlying design is clearly competent, even if it hasn’t seen nearly enough quality assurance before launch.

We opted to give the studio time to get a quick turnaround patch out the door before diving back in to complete the game before a full blown review.

That patch was made available to all Virtual Virtual Reality 2 owners today and we have the full list of patch notes here:

New Features
  • Option to set music levels in settings
  • Addition of more fine grained motion controls in settings (smooth movement and blink teleport split out)
  • Quest board during the Tucson Alley chapter keeps track of ongoing quests
General Improvements
  • Subtitle color, positioning, and completeness
  • Music / Dialogue balance and roommate VO spatialization improvements
  • Reduced Mech Motion does more to limit mech movement
  • Additional VO + text + graphics hints to player throughout
  • Mech does a better job of resetting its state chapter to chapter, preventing edge case conditions that pop up in playthroughs spanning many chapters
  • Fixed edge cases where players could bypass some sequence start triggers using scrunch
  • Various conditional non-progressions fixed or safeguarded
  • Various graphics / culling / animation fixes
  • Misc NPC VO levels boosted
Specific Fixes
  • Fixed edge case where player could escape out of world onto roof of Bush labs
  • Post ending in Maine, player movement restored if player loads into new chapter
  • Gavin consistently shows up in correct place for Board Boss Fight
  • Madame glove auto releases if you use the left boxing glove at security desk
  • Extra reminders and more lenient requirements for uploading Dewey
  • Fixed overlapping text on the initial boost tutorial + ensured VO line plays and visual feedback is clearer

The list appears to indicate fixes for many of our technical concerns. With the new patch now in hand, we’ll be diving back into Virtual Virtual Reality 2 to bring you the full verdict soon.

The post ‘Virtual Virtual Reality 2’ Update Purportedly Addresses Key Issues appeared first on Road to VR.

Virtual Virtual Reality 2 Review: An Innovative Yet Flawed Metaverse Adventure

Virtual Virtual Reality 2 is available now for Meta Quest 2 and PC VR. But does Tender Claws deliver a satisfying sequel in this mech platforming romp through a fictional metaverse? Here’s our Virtual Virtual Reality 2 review.


Tender Claws has been one of the most interesting studios making virtual reality experiences over the last few years. The team produces artistic experiences that ask questions about the impact of the cutting-edge technology they develop for, and the accompanying gameplay often works hand-in-hand, designed in a way that makes you consider the narrative on a deeper level.

 

This symbiotic design marked Tender Claws as a studio to watch in 2016, after the release of the original Virtual Virtual Reality (VVR1). While not flawless, VVR1 had a sense of experimental, critical, and artistic engagement that is, even now, often lacking in VR experiences.

 

A Different, Ambitious Sequel

While VVR2 is definitely a sequel, it’s also clearly designed to work on its own merits. You’ll benefit from having played the original – it sets the tone, several characters return, and there’s a vague continuation of the story with plenty of references – but it’s by no means necessary.

Virtual Virtual Reality 2 Review The Facts

What is it?: An innovative action-adventure mech platformer and sequel that pays homage to the history of VR while you escape from a collapsing metaverse.
Platforms: Meta Quest 2 (original Quest not supported), Oculus Rift, coming soon to SteamVR.
Release Date: February 11
Price: $29.99/£24.99

Realistically, this is a completely different game to the original, just set in the same universe. Some elements carry across – similar environmental puzzles, for example – but the sequel blasts the original’s concepts out into something much more genre-bending and experimental, with a slightly less linear approach. It’s a game that tries to offer you the most VR bang for the buck, to varying levels of success.

Tender Claws describes VVR2 as an “action-adventure mech platformer.” While accurate, that fails to capture the full scope of different genres and experimentation on display. Most of the game takes place in a giant Chaz mech (yes, the same Chaz from VVR1), an explorable mini-hub where you’ll interact with other characters, perform repairs and solve puzzles. The interior is at player scale but also exists as part of a larger ‘real’ world, which you’ll pilot the mech through for most of the game.

virtual virtual reality 2

A Blueprint for Native VR Design

At the beginning of VVR2, you’re introduced to Scottsdale – a metaverse world that is soon “shut down” and begins to collapse, delete, and disintegrate around you. Piloting Chaz is your route to escape the metaverse and avoid deletion, with several characters welcomed aboard as the story progresses.

You pilot Chaz from the mech’s control hub, looking through his giant eye like a cockpit. All of the controls are environmental, ignoring the Touch controller buttons almost completely – a throttle to move forward, pulleys for direction adjustment, and spring tabs you pull and release to jump.

This acts as an ingenious system for comfortable smooth locomotion, which should curtail drastic nausea for most players. The mech’s control hub is essentially a native and disguised implementation of FOV vignetting, invisible enough that most players probably won’t even realize it’s preventing them from getting sick.

virtual virtual reality 2

You soon unlock two hands for the mech, alongside hand attachments with expanding functionality — boxing gloves, a vacuum gun, and a hypnotic dog puppet — as you progress.

However, the real boon is that the hands open up a room-scale mode of play. Instead of occupying the cockpit, you can use the hands to ’embody’ the mech, allowing you to explore Scottsdale, engage in combat and solve puzzles in room-scale gameplay, with a teleportation tether that can be shot almost anywhere.

You then get to choose when to use either smooth locomotion or room-scale teleportation for the rest of the game, depending on preference and circumstance. It’s the pinnacle of thoughtful VR design and comfort options, completely avoiding any menus or immersion-breaking UI — other developers should take note.

virtual virtual reality 2

An Homage to Games Past

This dynamic system also allows Tender Claws to showcase a frankly astonishing breadth of gameplay mechanics that take advantage of both movement types while paying homage to genre-leading games from the last decade of VR development.

When the ‘gun’ attachment (more accurately, a vacuum that sucks up environmental objects and spits them back at enemies) is paired with a slow-time mechanic and played in room scale, the game tips its hat to seminal VR titles like Space Pirate Trainer and Superhot.

A later rhythm-based block-chopping game is clearly inspired by Beat Saber, while other segments channel the flight simulator genre as you fly a pilotable VR headset out of the bottom of the mech to shoot at enemies. The main mech platformer sections are of course inspired by other games in that genre, but even the interior mech hub, and how it plays with scale, gives A Fisherman’s Tale vibes.

You’ll later learn to switch between these genres, movement systems, and mechanics at the drop of the hat, coming together in an impressive genre-defying package towards the end. It’s an impressive confluence of VR design principles, homage, and experimentation and perhaps one of the most successful aspects of the game.

It’s not all smooth sailing though…

Swatting Bugs

One of the mini-games in VVR2 involves managing worm-like larvae that can breach the mech, halting your journey through Scottsdale until you deal with them. Playing through VVR2, you’ll encounter a series of bugs that start to feel like an ironic version of the larvae mini-game — they infect the headset, and you’ll constantly be halting your experience to squash them before you can continue.

VVR2 launched in a very buggy state, so we put out a review-in-progress and waited to conduct our full review after an incoming patch that Tender Claws said should resolve some of the issues.

Returning to the game post-patch, bugs occur less frequently but remain quite disruptive — none of them seem to be gone entirely.

Scripted events often failed to start correctly. Returning to a suspended game from Quest Home or rest mode often resulted in a frozen black void. Teleportation bugs frequently placed me in inescapable areas. App restarts fix all of these, but can also mean lost progress.

Similarly frustrating is major audio issues, particularly with dialogue. Characters regularly talk over each other and dialogue often sounds way too soft. Spatial audio frequently seems miscalculated — nearby characters sound far away, while others behind several walls still sound like they’re right next to you.

This all might improve with future patches, but the bugs continue to disrupt the experience at the time of writing.

Awe-Inspiring Environments, Disappointing Level Design

VVR2 goes for a more open approach than previous Tender Claws titles, often leaving you to navigate through large semi-open environments in a given chapter.

These environments are so unbelievably varied, awe-inspiring, and huge in scope, almost unlike anything else we’ve seen on standalone hardware. Tender Claws’ trademark aesthetic style is employed beautifully – visually, it’s the studio’s magnum opus.

But despite impressive visuals, the environments also feel woefully ignorant of level design and player pathing.

Tender Claws’ immersion-first approach means the game has no visual objective markers, hints, or directional guides. Instead, NPCs and characters aboard the mech will indicate what to do or where to go through dialogue. Given the plethora of audio bugs, it’s a frustrating method of delivery. Even without those interferences, it’s easy to miss key information.

Even basic level design principles (such as smart use of sightlines, lighting, and color to direct the player) feel completely absent, almost ignored, in many chapters. I often found myself confused and just wanted some kind of visual objective marker. Environments aside, the game’s puzzles are also frequently frustrating – you’ll likely find yourself wondering if you’re just supposed to be waiting around for something to happen or doing something wrong more than once. 

virtual virtual reality 2

Plotting An Escape

VVR2 isn’t just a game about exploring any old metaverse — it’s about what happens when one is actively shut down, deleted around you, and at the end of its life cycle.

Sadly, the narrative never really finds its footing, marred by slow pacing and questionable methods of delivery. Tender Claws’ age-old monologue problem — wordy, lengthy dialogue delivered by characters while you just stand around — is at its worst here, made even more tedious by the audio bugs.

VVR2 also fails to deliver the same level of deep, engaging, and satirical commentary as the first game. The original Virtual Virtual Reality dealt with an emerging technology — virtual reality headsets — that was real and relevant at the time of release. 

The metaverse may be a relevant topic at the moment, but it also doesn’t exist yet. It is a purely conceptual technology, so far only realized in the form of overly-corporate and theoretical promo videos.

Because of this, the game’s script feels like it has a lot less to work with and isn’t nearly as compelling or biting as the original. The infinite possibilities of the metaverse sees the writers go truly wild with surrealist concepts and scenarios, but these fail to engage in any way beyond just being overly ridiculous. With no narrative weight behind the zany ideas, they just come off as crazy for crazy’s sake and it all falls a bit flat.

virtual virtual reality 2

Virtual Virtual Reality 2 Review — Final Verdict

VVR2 often feels like a tale of two games — conceptually, it gets a lot right, but the execution varies wildly. At times, it’s incredibly innovative and pays beautiful homage to seminal virtual reality experiences. It’s clearly Tender Claws’ most experimental and ambitious ‘game’ yet, but that comes at a big cost to level design, plot, and stability. The bugs remain quite disruptive, verging on making the game difficult to recommend. It’s certainly not for beginners, or even most VR users. 

Whether you’ll enjoy the experience depends on what you value in a game and what (and how much) you’re willing to look past. Considering Tender Claws’ penchant for artistic flair, it feels ironically poetic — just like Scottsdale itself. Virtual Virtual Reality 2 can be beautifully idealistic and a crumbling mess. More often than not, it’s both at once.

Virtual Virtual Reality 2 is available now for Meta Quest 2 and Oculus Rift and coming soon to SteamVR



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

This review was conducted on the Meta Quest 2 version of the game. 

Review: Virtual Virtual Reality 2

Right away Tender Claws’ debut virtual reality (VR) title Virtual Virtual Reality (VVR) was a special beast, both in its gameplay and tongue-in-cheek dissection of VR. Which always meant that a sequel would have some very big shoes to fill. Enter, Virtual Virtual Reality 2 (VVR2), which goes even more left-field than before whilst taking a crack at the buzzword every tech CEO loves to use at the moment, “metaverse”.

VVR2

If you have no clue as to what the hell everyone’s jabbering on about when talking about the metaverse then – you really need to read more gmw3 articles – VVR2 offers one of the best explanations. That is, of course, if you prefer your sci-fi a little dark, twisted and dystopian, where even the best intentions come crumbling down in a digital avalanche of neon glitches and erratic visuals that puts the 60s to shame.

You’ve decided to retire and live out your life digitally by dispensing with that fleshy, wrinkly meat sack you call a body, uploading to the utopian world of Scottsdale. Here you can interact with other (previous) humans and AI alike, enjoying a spot of speed dating or the official sport of Scottsdale, croquet. However, there’s one tiny problem not long after your arrival, the company running Scottsdale runs out of funding and so begins shutting down the servers. That means deletion for everyone unless you can find a way out; back to “meatspace.”

And so begins what is essentially a race through various worlds as they begin to break apart, their code slowly disappearing into the aether. VVR2 is like a full-frontal assault on the idea of the metaverse, poking fun at the evangelists who make it whilst pitying those who imagine that the woes of real life won’t follow them into this digital wonderland.

VVR2

It’s this narrative and the way all the characters deliver their parts that makes VVR2 a joy to experience. The dialogue is second to none, which isn’t too surprising considering Tender Claws says the videogame features over 600 pages of script. Whether that’s NPCs who are old AI lamenting their place to one character that looks like an artichoke who turns out to be an ex-human behind Scottsdale’s creation, they all have a story to tell and a part to play. Although, it must be said some of the monologues do stretch on a bit when all you really want to do is get going.

And to do that you get your own mech. Yup, that’s right, no boring walking for you, just stomping about the place looking all badass. Well, you would if you weren’t pulling handles and twisting levers like you’re trying to drive an old steam locomotive. The mechanics are wonderfully tailored to VR, with enough physical exertion allowing you to get way too engrossed in the whole process. A central lever controls the mechs speed, two ceiling-mounted levers control left and right turning whilst two-floor levers can be pulled up and released for the jump mechanism. It’s like trying to rub your belly, whilst patting your head and scratching your nose at the same time.

No mech would be complete without arms or some other attachments. So two further handles come in from either side for those, starting with a grappling hook to snag distant objects and a vacuum to suck them up. These can then be used as offensive projectiles. As you get deeper into VVR2 new characters will add suitably weird upgrades like electrified boxing gloves. There really is so much going on that it keeps you immersed in the moment as you deal with all of these controls. Yet there are moments where it can exasperating, fumbling a jump to reset or getting caught on a random object that you can’t reverse back from.

VVR2

It’s almost like VVR2 has taken some of its playbook from Doctor Who’s dreaded enemies, the Dalek’s. Suddenly when coming across a set of stairs you become undone. Whether walking around outside of the mech or manoeuvring it, getting caught on stairs just seemed to be an annoying fact of life. Only by teleporting or jumping can you traverse these feared obstacles. So yes, you do have teleport and smooth locomotion options when not controlling the mech.

VVR2 also has other glitches – or what seem to be glitches it’s sometimes hard to tell – that can make gameplay somewhat frustrating. Collision detection can be highly erratic, at one point when returning to Chaz because I arrived at a high angle I suddenly clipped outside with no way to get back in. Or simple things like opening the fridge the door had no graduation to it, either open or closed, seemingly stuck until the very last moment.

Whilst I do have gripes about the videogame there are plenty of positives too. Tender Claws has packed VVR2 with nods to VR, sequences like the rhythm action section that gets more and more mental provide a perfect example of the humour running throughout. And every section is split down into chapters (20 in total) so you can go back to revisit any. Well worth doing as farming Goo found in certain sections helps to unlock some secret headsets.  

VVR2

Be aware though, VVR2 can be a bit of a visual assault at points. Tender Claws has used every colour of the rainbow whilst keeping to the same visual design seen throughout its VR projects. Fun to look at, there are moments where the landscape is so random that it can be difficult to know where to go and you will fall through the odd gap in the floor.

VVR 2 is a very busy game and one that’ll keep you entertained for around 10 hours. But it doesn’t quite have that spark the original has, almost trying to be too bold and brash. The writing is definitely on point and well-acted yet there are moments where if you’re playing standing they can drag on a bit too long. Once again Tender Claws has done its own unique thing and that’s what we love about them, Virtual Virtual Reality 2 by far embodies the idea of an experience you can only get in VR, it just needs a bit more refinement.

Virtual Virtual Reality 2 Announced, Coming To Quest & PC VR This Month

The Under Presents developer Tender Claws today announced Virtual Virtual Reality 2, and it’s coming very soon.

The follow-up to the satirical take on VR’s future arrives on February 10 for Quest 2 and Rift, with a SteamVR version following on February 17. It will cost $29.99. A new trailer for the game just debuted, which you can see below.

Virtual Virtual Reality 2 Trailer

The first Virtual Virtual Reality was a surreal adventure into a fictional virtual universe in which people uploaded themselves to digital environments, embodying everyday objects. Your job was to take care of clients’ needs, so a talking slab of butter wanted toast stuck to it, or a tumbleweed wanted blowing along a treadmill, for example. It wasn’t long before you got to sneak behind the scenes of the twisted origins of the platform, though.

VVR2 is set after the first game’s events and features a new version of that network. This time, humans and AIs have come to retire in a peaceful digital paradise known as Scottsdale. But when funding for the platform is pulled, servers start to get shut down. The player has to find a way out before their existence is essentially deleted.

Expect another story-driven adventure filled with parody and thoughtful takes on the future of technology, then. But the trailer also suggests VVR2 might have much more gamified elements than its predecessor, with players piloting mechs and slowing time to fight back against security forces. You can also expect to meet a typically eccentric cast of characters.

We thought the first game was a brilliantly insightful cautionary tale. Tender Claws has become known for its strange and fantastical VR experiences that think outside traditional design standards. The Under Presents, for example, was a social VR experience in which players couldn’t talk, and had to find new ways to communicate with body language. Hopefully, we’ll get something similarly fresh with Virtual Virtual Reality 2.

Will you be picking up Virtual Virtual Reality 2 this month? Let us know in the comments below.

A Utopian Digital Afterlife Awaits in Virtual Virtual Reality 2 This Month

Virtual Virtual Reality (VR) was an indie hit for Tender Claws back in 2017, thanks to its narrative and immersive gameplay. Today, the studio has announced a follow-up, Virtual Virtual Reality 2 (VVR2), which is about to launch offering a critical take on the latest tech buzzword, the “metaverse”.

VVR2

In VVR2 you are a human who’s uploaded their conscience to the retirement metaverse of Scottsdale, where humans and AI can enjoy a peaceful afterlife. Or that would be the case but for one little issue, Scottsdale’s venture capitalist funding has been pulled, and so with it the servers where you all live. So rather than settling down into retirement, it’s now a race to avoid being deleted as servers are shut down one by one.

The ultimate goal is to escape and try and make it back into what the AI call; meatspace. This being VVR2 that’s no simple task but along the way, you’ll meet plenty of unusual characters and enjoy some new gameplay mechanics. One of the main ones is the operation of a mech. This giant machine requires multiple NPCs to operate so you’ll be switching between Scottsdale and the mech hive mind.

As you work your way out of Scottsdale the new NPCs you pick up along the way all have their own unique tools and abilities; as well as some emotional baggage. All of which adds up to 10+ hours of gameplay claims Tender Claws.

VVR2

One thing is for certain, from the look of the new gameplay trailer VVR2 is still in keeping with the wacky aesthetics that made the original stand out.

Virtual Virtual Reality 2 will be coming to Meta Quest 2 and Rift next Thursday, 10th February, retailing for $29.99 USD. A SteamVR version will appear on 17th Feb. For further updates on VVR2, keep reading gmw3.

Google Daydream’s Best Game is Getting a Sequel on Quest & PC VR Soon

Virtual Virtual Reality launched on Google Daydream back in 2017, but thanks to some fun and clever interaction design that worked equally well on both 3DOF and 6DOF headsets, the game made its way to all major VR platforms with marked success in the years following the demise of the ill-fated Daydream. Now developers Tender Claws announced a sequel to Virtual Virtual Reality is arriving on Quest 2 and PC VR headsets this month.

If the trailer is any indication, VVR 2 is going to be another crazy ride of meta commentary, weird one-off worlds, interesting missions, and the sort of madcap narrative we’ve come to expect from Tender Claws, which is also known for the lovably weird The Under Presents.

Promising “ten+ hours” of gameplay, VVR 2 is said to bring new action mechanics like cooperatively piloting a mech with other NPCs, and something the studio says will let players “switch seamlessly between the external world of Scottsdale and the internal world of the mech hive-mind.”

Here’s how the studio describes VVR 2:

This darkly funny dystopian mech platformer game takes place a few years following the reset of Activitude at the end of VVR. VVR2 introduces players to the newest virtual network: the peaceful retirement metaverse of Scottsdale, where both humans and AIs have uploaded their consciousness for a digital afterlife. As players begin settling into this virtual utopia, suddenly, Scottsdale’s VC funding is pulled and its servers begin to shut down one by one. Players have no choice but to outrun the data deletion – ultimately escaping the metaverse and finding a new home back in meatspace.

Virtual Virtual Reality 2 is set to launch on February 10th on the Meta Quest 2 and Rift, and February 17th on SteamVR headsets, priced at $30.

We’ll be diving into its many strange and recursive worlds before launch, so make sure to check back then to see if the sequel holds a candle to what has become one of the go-to VR experiences for anyone looking for a positively wild narrative experience.

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