Preview: EVERSLAUGHT

EVERSLAUGHT

It used to be that all-out speed and really intense combat was a bit of a no-no in virtual reality (VR) so thank goodness that’s all changed. Titles like Doom 3: VR Edition have proven that if you’ve got the VR legs for it then wall to wall carnage can be achieved. And that’s literally what you get with MobX’s Early Access project EVERSLAUGHT, a no holds barred action experience which takes no prisoners.

EVERSLAUGHT

You always have to take Steam Early Access titles with an understanding that the gameplay is going to be a bit ropey and bugs are going to be present. So you have to try and look past these to see the potential of what’s to come. Right from the start EVERSLAUGHT conveys solid foundational gameplay that’s easily reminiscent of iD Software’s iconic shooter, think fast, keep moving and you might just make it through.

At this early stage, EVERSLAUGHT is very much roguelike in its presentation, mixing both melee and shooter mechanics. While MobX plans to build an expansive world full of lore and secrets, currently the videogame is a procedural dungeon crawler all about heading into Egyptian-style ruins to face hordes of undead creatures, slaughtering them to collect blood which can then be used in all manner of ways, from doing up your character to healing or using the rather awesome wrist-mounted shotgun.

Certainly one of the biggest features in EVERSLAUGHT is the gadget which attaches to your left hand – and only the left hand at the moment. This steampunk looking device has three features to help in combat; health, rapid movement and destruction. And it’s all controlled with a flick of the wrist. As mentioned there’s a hand cannon that pops out when your palm is facing right. Palm down and you’ll activate the grappling hook which can get you up to high ledges or latch itself onto an enemy so you can fly in to unleash all hell. Lastly, whacking the device into your right wrist will activate the healing ability, depending on how many blood vials are remaining.

EVERSLAUGHT

Blood is what powers EVERSLAUGHT, and the only way you can get it is by killing enemies. Run out mid-level and you’ll just have to rely on the sword in your other hand to do all the work. This is where you’re introduced to the titles RPG elements. Along the way, you can pick up various broad and short swords, each with its own damage attributes as well as durability. Currently, the sword combat is fairly basic, more of a hack ‘n’ slash rather than Until You Fall’s more in-depth one to one’s. There’s no one to duel anyway, the four enemy types which you’ll come across are the standard grunt zombie, an archer, an explosive type and a big fella covered in armour sporting a massive axe.

It’s all very visceral with plenty of blood flying everywhere and heads to separate from bodies. While big swings supposedly do more damage, most encounters boiled down to some light arm flailing as the hordes rush in, only the archers keep their distance and actively run away when approached. The sword combat might not be entirely satisfying but when combined with the other abilities it does make for an enjoyable experience. Set piece encounters where you’re suddenly trapped in an expansive area are the real meat of EVERSLAUGHT, perfect for those who love videogames like GORN.

There are plenty of areas EVERSLAUGHT needs to refine during Early Access like its menus which felt clunky, trickier enemies and more depth to the character stats. Equally, the title has lots going for it and bags of potential. Not to mention it looks gorgeous with that ancient civilisation vibe, towering obelisks and intricate hieroglyphics everywhere. EVERSLAUGHT is brutal, remorseless and all the better for it, hopefully, the next year will see it grow into something special.

Preview: EVERSLAUGHT

EVERSLAUGHT

It used to be that all-out speed and really intense combat was a bit of a no-no in virtual reality (VR) so thank goodness that’s all changed. Titles like Doom 3: VR Edition have proven that if you’ve got the VR legs for it then wall to wall carnage can be achieved. And that’s literally what you get with MobX’s Early Access project EVERSLAUGHT, a no holds barred action experience which takes no prisoners.

EVERSLAUGHT

You always have to take Steam Early Access titles with an understanding that the gameplay is going to be a bit ropey and bugs are going to be present. So you have to try and look past these to see the potential of what’s to come. Right from the start EVERSLAUGHT conveys solid foundational gameplay that’s easily reminiscent of iD Software’s iconic shooter, think fast, keep moving and you might just make it through.

At this early stage, EVERSLAUGHT is very much roguelike in its presentation, mixing both melee and shooter mechanics. While MobX plans to build an expansive world full of lore and secrets, currently the videogame is a procedural dungeon crawler all about heading into Egyptian-style ruins to face hordes of undead creatures, slaughtering them to collect blood which can then be used in all manner of ways, from doing up your character to healing or using the rather awesome wrist-mounted shotgun.

Certainly one of the biggest features in EVERSLAUGHT is the gadget which attaches to your left hand – and only the left hand at the moment. This steampunk looking device has three features to help in combat; health, rapid movement and destruction. And it’s all controlled with a flick of the wrist. As mentioned there’s a hand cannon that pops out when your palm is facing right. Palm down and you’ll activate the grappling hook which can get you up to high ledges or latch itself onto an enemy so you can fly in to unleash all hell. Lastly, whacking the device into your right wrist will activate the healing ability, depending on how many blood vials are remaining.

EVERSLAUGHT

Blood is what powers EVERSLAUGHT, and the only way you can get it is by killing enemies. Run out mid-level and you’ll just have to rely on the sword in your other hand to do all the work. This is where you’re introduced to the titles RPG elements. Along the way, you can pick up various broad and short swords, each with its own damage attributes as well as durability. Currently, the sword combat is fairly basic, more of a hack ‘n’ slash rather than Until You Fall’s more in-depth one to one’s. There’s no one to duel anyway, the four enemy types which you’ll come across are the standard grunt zombie, an archer, an explosive type and a big fella covered in armour sporting a massive axe.

It’s all very visceral with plenty of blood flying everywhere and heads to separate from bodies. While big swings supposedly do more damage, most encounters boiled down to some light arm flailing as the hordes rush in, only the archers keep their distance and actively run away when approached. The sword combat might not be entirely satisfying but when combined with the other abilities it does make for an enjoyable experience. Set piece encounters where you’re suddenly trapped in an expansive area are the real meat of EVERSLAUGHT, perfect for those who love videogames like GORN.

There are plenty of areas EVERSLAUGHT needs to refine during Early Access like its menus which felt clunky, trickier enemies and more depth to the character stats. Equally, the title has lots going for it and bags of potential. Not to mention it looks gorgeous with that ancient civilisation vibe, towering obelisks and intricate hieroglyphics everywhere. EVERSLAUGHT is brutal, remorseless and all the better for it, hopefully, the next year will see it grow into something special.

Preview: EVERSLAUGHT

EVERSLAUGHT

It used to be that all-out speed and really intense combat was a bit of a no-no in virtual reality (VR) so thank goodness that’s all changed. Titles like Doom 3: VR Edition have proven that if you’ve got the VR legs for it then wall to wall carnage can be achieved. And that’s literally what you get with MobX’s Early Access project EVERSLAUGHT, a no holds barred action experience which takes no prisoners.

EVERSLAUGHT

You always have to take Steam Early Access titles with an understanding that the gameplay is going to be a bit ropey and bugs are going to be present. So you have to try and look past these to see the potential of what’s to come. Right from the start EVERSLAUGHT conveys solid foundational gameplay that’s easily reminiscent of iD Software’s iconic shooter, think fast, keep moving and you might just make it through.

At this early stage, EVERSLAUGHT is very much roguelike in its presentation, mixing both melee and shooter mechanics. While MobX plans to build an expansive world full of lore and secrets, currently the videogame is a procedural dungeon crawler all about heading into Egyptian-style ruins to face hordes of undead creatures, slaughtering them to collect blood which can then be used in all manner of ways, from doing up your character to healing or using the rather awesome wrist-mounted shotgun.

Certainly one of the biggest features in EVERSLAUGHT is the gadget which attaches to your left hand – and only the left hand at the moment. This steampunk looking device has three features to help in combat; health, rapid movement and destruction. And it’s all controlled with a flick of the wrist. As mentioned there’s a hand cannon that pops out when your palm is facing right. Palm down and you’ll activate the grappling hook which can get you up to high ledges or latch itself onto an enemy so you can fly in to unleash all hell. Lastly, whacking the device into your right wrist will activate the healing ability, depending on how many blood vials are remaining.

EVERSLAUGHT

Blood is what powers EVERSLAUGHT, and the only way you can get it is by killing enemies. Run out mid-level and you’ll just have to rely on the sword in your other hand to do all the work. This is where you’re introduced to the titles RPG elements. Along the way, you can pick up various broad and short swords, each with its own damage attributes as well as durability. Currently, the sword combat is fairly basic, more of a hack ‘n’ slash rather than Until You Fall’s more in-depth one to one’s. There’s no one to duel anyway, the four enemy types which you’ll come across are the standard grunt zombie, an archer, an explosive type and a big fella covered in armour sporting a massive axe.

It’s all very visceral with plenty of blood flying everywhere and heads to separate from bodies. While big swings supposedly do more damage, most encounters boiled down to some light arm flailing as the hordes rush in, only the archers keep their distance and actively run away when approached. The sword combat might not be entirely satisfying but when combined with the other abilities it does make for an enjoyable experience. Set piece encounters where you’re suddenly trapped in an expansive area are the real meat of EVERSLAUGHT, perfect for those who love videogames like GORN.

There are plenty of areas EVERSLAUGHT needs to refine during Early Access like its menus which felt clunky, trickier enemies and more depth to the character stats. Equally, the title has lots going for it and bags of potential. Not to mention it looks gorgeous with that ancient civilisation vibe, towering obelisks and intricate hieroglyphics everywhere. EVERSLAUGHT is brutal, remorseless and all the better for it, hopefully, the next year will see it grow into something special.

Preview: EVERSLAUGHT

EVERSLAUGHT

It used to be that all-out speed and really intense combat was a bit of a no-no in virtual reality (VR) so thank goodness that’s all changed. Titles like Doom 3: VR Edition have proven that if you’ve got the VR legs for it then wall to wall carnage can be achieved. And that’s literally what you get with MobX’s Early Access project EVERSLAUGHT, a no holds barred action experience which takes no prisoners.

EVERSLAUGHT

You always have to take Steam Early Access titles with an understanding that the gameplay is going to be a bit ropey and bugs are going to be present. So you have to try and look past these to see the potential of what’s to come. Right from the start EVERSLAUGHT conveys solid foundational gameplay that’s easily reminiscent of iD Software’s iconic shooter, think fast, keep moving and you might just make it through.

At this early stage, EVERSLAUGHT is very much roguelike in its presentation, mixing both melee and shooter mechanics. While MobX plans to build an expansive world full of lore and secrets, currently the videogame is a procedural dungeon crawler all about heading into Egyptian-style ruins to face hordes of undead creatures, slaughtering them to collect blood which can then be used in all manner of ways, from doing up your character to healing or using the rather awesome wrist-mounted shotgun.

Certainly one of the biggest features in EVERSLAUGHT is the gadget which attaches to your left hand – and only the left hand at the moment. This steampunk looking device has three features to help in combat; health, rapid movement and destruction. And it’s all controlled with a flick of the wrist. As mentioned there’s a hand cannon that pops out when your palm is facing right. Palm down and you’ll activate the grappling hook which can get you up to high ledges or latch itself onto an enemy so you can fly in to unleash all hell. Lastly, whacking the device into your right wrist will activate the healing ability, depending on how many blood vials are remaining.

EVERSLAUGHT

Blood is what powers EVERSLAUGHT, and the only way you can get it is by killing enemies. Run out mid-level and you’ll just have to rely on the sword in your other hand to do all the work. This is where you’re introduced to the titles RPG elements. Along the way, you can pick up various broad and short swords, each with its own damage attributes as well as durability. Currently, the sword combat is fairly basic, more of a hack ‘n’ slash rather than Until You Fall’s more in-depth one to one’s. There’s no one to duel anyway, the four enemy types which you’ll come across are the standard grunt zombie, an archer, an explosive type and a big fella covered in armour sporting a massive axe.

It’s all very visceral with plenty of blood flying everywhere and heads to separate from bodies. While big swings supposedly do more damage, most encounters boiled down to some light arm flailing as the hordes rush in, only the archers keep their distance and actively run away when approached. The sword combat might not be entirely satisfying but when combined with the other abilities it does make for an enjoyable experience. Set piece encounters where you’re suddenly trapped in an expansive area are the real meat of EVERSLAUGHT, perfect for those who love videogames like GORN.

There are plenty of areas EVERSLAUGHT needs to refine during Early Access like its menus which felt clunky, trickier enemies and more depth to the character stats. Equally, the title has lots going for it and bags of potential. Not to mention it looks gorgeous with that ancient civilisation vibe, towering obelisks and intricate hieroglyphics everywhere. EVERSLAUGHT is brutal, remorseless and all the better for it, hopefully, the next year will see it grow into something special.

Preview: Z-Race – Futuristic Toy Car Racing

Z-Race

As a kid did you ever grab toy cars or planes and whizz them around the house pretending they were racing? Well, that’s what it kind of feels like playing XOCUS’ new virtual reality (VR) videogame Z-Race – minus the screaming parents – a futuristic racing title that will immediately make you think of WipEout yet offers a very different gameplay experience.

Z-Race

Z-Race immediately stands out thanks to its visual style, the anti-grav vehicles looking awesome thanks to a mixture of F1 and spaceship inspiration. While the tracks tend to be mostly tubular in construction there are moments when they open up, providing stunning views among the clouds or racing through icy, industrialised terrain.

For its Early Access launch on Steam for HTC Vive, Valve Index and Oculus Rift, you’ll be able to pilot 10 vehicles split across three-speed grades, three in grades three and two with four ships in the fastest grade one. Gaining access to the next grade requires upgrading one vehicle to the max, which you can only do by collecting coins on the track or by winning. These are split down into Acceleration, Top Speed and Nitro sections, each with three upgrade slots. So each race is a careful balance between keeping that perfect line or trying to collect those coins.

When it comes to the tracks there are 12 in total, split across Bronze, Silver and Gold cups. Unlike the variety found in the ships, the tracks only have four terrains, so by the time you enter the Gold cup they can feel somewhat repetitive. XOCUS does try to mitigate some of this by increasing the number of obstacles, so not only do you have other opponents flying around you there are red cylinders that will instantly slow you down – they’ll even ricochet if someone in front hits one – and red walls to thread through. In some of the tighter tunnels, it can be quite the challenge trying to feed your way through everything.

Z-Race

To help in these scenarios you have slow-mo and nitro to use, the former can only be used three times per race whilst nitro appears as blue orbs on the track. So far this all sounds like a blistering sci-fi racer – albeit without any weapons – offering face-melting speeds and intense competition.

However, if you’re a fan of VR racing games you’ll know inside the vehicle is where the action is, it’s the only true way of feeling that sense of speed. Z-Racer doesn’t, in fact, as its entirely third-person. There aren’t any actual options because of the control mechanics XOCUS has employed, great for comfort, not so much for speed. As VRFocus alluded to earlier, Z-Racer’s controls are like holding a toy in your hand, the controller becoming the ship. It’s a similar format to Shooty Skies Overdrive, all you need to do is move your hand around the track.

While this may not sit well with racing fans it does mean a generally comfortable experience even with all the undulating track design. It does take a moment to get used to but it provides a different experience to more conventional titles like Radial-G: Proteus.

Z-Race

As for the competitive aspect, Z-Race doesn’t offer your standard multiplayer where you have to wait for other players. Instead, the only mode currently available is Asynchronous Racing, where there are other racers on the track who represent other players times. The benefit of this system is no wait times, just dive straight into a race, and you do get that pseudo-competitive feel even though you know no one else is competing at that moment.

Currently, the content available means you’ll see all Z-Race has to offer in under an hour, going back through each course once you’ve supped up the best ships to gain a prominent leaderboard position. Yet Z-Race is an Early Access title and XOCUS’ plans for more content could radically change the experience. An actual head-to-head mode is planned for Q2 2021 which could really add some much-needed depth to the gameplay. Far more radical is the proposition of a cockpit mode. This idea is being looked at due to player feedback and if implemented would completely alter the control scheme, likely two very different racing modes.

For now, though, Z-Race offers a very average racing experience. It’s enjoyable for that initial hour then begins to wain unless you really want that number one position. There’s plenty of potential to be unlocked as the quality of the graphics and smooth gameplay already set a high, premium bar so hopefully, the studio has plenty of content updates planned. Should that cockpit mode arrive then VRFocus will be revisiting Z-Race.

Preview: A Wake Inn – Old-Timey Horror

A Wake Inn

There are a couple of exciting looking horror titles coming to virtual reality (VR) headsets this year, with VR Bros’ A Wake Inn being one of them. VRFocus has been closely following its development for a while now, thanks to its narrative which finds you embodying a mechanised doll as well as its central gameplay where you’re confined to a wheelchair for the entire experience. The studio has now released a taster of what’s to come, showcasing an experience which keenly understands VR technology and how suspense can be created without scary monsters jumping out at you.

A Wake Inn

A Wake Inn isn’t unique in placing the player inside a wheelchair but unlike Last Labyrinth, for example, you’re in direct control of the chair, providing both gameplay and narrative context. Because of this, A Wake Inn doesn’t lend itself to an action-oriented experience. There are frantic moments which can almost make you feel completely helpless against the denizens you encounter, highlighting and teaching you to be cautious at all times. In turn, this ramps up that uncertainty of what lurks around each corner.

VR Bros has crafted a world set within the mysterious Silver Inn Hotel, where you wake up as a human-sized doll with no idea who you are or why you’re there. You do have company though, as Doctor Finnegan who owns the building talks to you over shortwave radio, piecing some of the story together. The rest you have to figure out by exploring the hotel, finding notes from past occupants as well as old-timey video reels. Of course, you’re not given free run of the place as there are more dolls wandering the hallways which aren’t wheelchair-bound and mindless in their aggression towards you.

With the scene now set, VRFocus got a nice 2-hour demo out of A Wake Inn, able to test out the various movement and puzzle mechanics. Right from the off, A Wake Inn doesn’t conform to the usual videogame tropes such as tired menu systems you have to scroll through. Refreshingly, in a very steampunk style, you instantly find yourself in the wheelchair surrounded by various knobs and dials which help you switch the options on and off. It’s this type of nod to VR that VRFocus keenly looks for, mechanisms which easily ground you in the experience.

A Wake Inn

The idea behind the wheelchair is about comfort. Ensuring that most players won’t be put off trying to explore the Silver Inn. So naturally, the first thing you have to try is wheeling yourself around, operating exactly as you’d expect by grabbing the wheels and pushing. There’s even a handy handle on the left-hand side to raise or lower yourself in the chair for an optimal position. The team could easily have stopped there but you have two additional locomotion options available, a joystick which can be swapped to either side of the wheelchair or teleportation; offering up a rather cool looking metal hand you can swap to.

During the demo, VRFocus found the joystick the most accessible out of all the methods. It’s permanently there making it easy to grab and remote control yourself through the hotel, yet it is a little slow. Going straight for the wheels offers improved speed yet trying to turn proved to be a bit inconsistent, practice definitely required there. Teleporting worked as well as you’d expect, although the distance is a little short and reduces the immersion.

The wheelchair also comes with plenty of other components to play with. Upfront you’ve got a storage box to place fuses and other useful items in. It also serves as an interactive menu, with home, save and load save buttons – yes you can manually save which is always a boon! There’s a convenient hook to pop a movie reel onto for easy storage and another for a big flashlight which takes rather large batteries – essential for the dark hotel corridors. Its interactive elements like these which VRFocus loves about A Wake Inn, properly thought out additions which add up to one cohesive whole, and a decent sense of presence.

A Wake Inn

That first time coming across one of the dolls wandering the hotel was immensely fraught as they’ll instantly charge. When that happens options are few, smashing them around their sketchy looking faces with the flashlight didn’t seem to do much and the stun grenades have to be used very wisely. The only real option is to escape as fast as possible. Which is where A Wake Inn could falter as death came often due to the movement either being too slow or too erratic.

Even so, A Wake Inn still offers an exciting prospect for VR horror fans. Elements like the design of the hotel and the audio carefully craft an atmosphere rich in tension and dread, whilst teasing the sinister story just under the surface. Puzzles weren’t that complicated so hopefully, they’ll ramp up deeper into the experience, plus VR Bros has previously mentioned the enemies can be taken down with melee weapons which didn’t seem to be available in the demo. A PC launch is still slated for Q1 2021 so there shouldn’t be too long to wait and find out.

Preview: Ragnarock – Drums Up Some Metal Gameplay

Ragnarock

We all like nice surprises don’t we? A treat that comes out of nowhere to put a real smile on our faces. In virtual reality (VR) terms that usually comes from an indie team, launching a title which has had little fanfare yet instantly delights. The latest to do this in VRFocus’ opinion is Ragnarock by French developer WanadevStudio, a rhythm-action videogame currently in Early Access which is all about drumming to rock and metal tracks.

Ragnarock

With a name like Ragnarock you know there’s going to be a Viking theme running throughout and that’s very much the case as the entire gameplay takes place on the water. You’re at the command of a Viking longboat with lots of burly blokes at the oars awaiting your every drumbeat to get the ship going. This isn’t purely for aesthetics either as there’s a gameplay element woven in which helps separate Ragnarock from others in this genre.

VR is littered with rhythm-action videogames with well-known titles like Beat Saber or Synth Riders offering plenty of electronic tunes to flail your arms too. Whilst they’ve begun to diversify, Ragnarock is purely interested in rock and metal songs which really suit its drumming mechanics. Artists like Alestorm, Gloryhammer and Celkilt feature, enhancing that Viking/Celtic vibe with bouncy, heavy tracks.

On the boat, you’re presented with four drums to whack in time to the music with an extra one just off to the left and right for activating the combo energy. Gameplay is far simpler than other rivals in this genre as all you’re doing is hitting drums rather than having to worry about multiple directions or crossing arms when the colour blocks/orbs swap sides. But that’s not to say Ragnarock was any less enjoyable or utterly exhausting after a long track (it does advise limbering up before playing but who really does that?). In fact, some of the longer tunes feel far more intensive even on the lower difficulty settings than others in this field.

Ragnarock

What’s instantly noticeable was how much fun Ragnarock was after just one song. Of course, you’ll need to love your rock/metal music but even so, it felt fresh and hard to put down even when the arms were aching several songs in. Perfectly timed hits mean your crew row harder whilst also building the hammer energy meter which can be unleashed via those side drums mentioned. This gives the ship an extra burst of speed because your score is based entirely on how far you manage to travel, with the requisite bronze, silver and gold targets to beat. It’s an inventive little twist which compliments the gameplay even though, in the end, it’s all about the leaderboard score.

There may only be one environment at the moment but for an Early Access title, Ragnarock already has a decent selection of options. You’ve got a Solo Mode where each of the 16 songs has three difficulty settings and where replaying them will see you compete against your ghost ship. Then you have the PvP multiplayer where up to six players can compete to see how far they can get before the song ends, with public and private games available. These options also extend to tweaking the song latency if you find the timing a little off, plus you can adjust the drum height, recentre and hammer angle for the optimum position, thus Ragnarock can be played seated or standing.

First impressions of Ragnarock are really good, a rhythm-action game that instantly provides a thumping good time. Even though the team has already stated that more environments and officially licensed songs are on the way as well as gameplay features, there’s certainly enough in this early version to start with. Custom song options are available for the solo mode although it’s not a straight forward process at the moment. An Early Access videogame always needs finesse with Ragnarock hitting the right notes so far.

Preview: Ragnarock – Drums Up Some Metal Gameplay

Ragnarock

We all like nice surprises don’t we? A treat that comes out of nowhere to put a real smile on our faces. In virtual reality (VR) terms that usually comes from an indie team, launching a title which has had little fanfare yet instantly delights. The latest to do this in VRFocus’ opinion is Ragnarock by French developer WanadevStudio, a rhythm-action videogame currently in Early Access which is all about drumming to rock and metal tracks.

Ragnarock

With a name like Ragnarock you know there’s going to be a Viking theme running throughout and that’s very much the case as the entire gameplay takes place on the water. You’re at the command of a Viking longboat with lots of burly blokes at the oars awaiting your every drumbeat to get the ship going. This isn’t purely for aesthetics either as there’s a gameplay element woven in which helps separate Ragnarock from others in this genre.

VR is littered with rhythm-action videogames with well-known titles like Beat Saber or Synth Riders offering plenty of electronic tunes to flail your arms too. Whilst they’ve begun to diversify, Ragnarock is purely interested in rock and metal songs which really suit its drumming mechanics. Artists like Alestorm, Gloryhammer and Celkilt feature, enhancing that Viking/Celtic vibe with bouncy, heavy tracks.

On the boat, you’re presented with four drums to whack in time to the music with an extra one just off to the left and right for activating the combo energy. Gameplay is far simpler than other rivals in this genre as all you’re doing is hitting drums rather than having to worry about multiple directions or crossing arms when the colour blocks/orbs swap sides. But that’s not to say Ragnarock was any less enjoyable or utterly exhausting after a long track (it does advise limbering up before playing but who really does that?). In fact, some of the longer tunes feel far more intensive even on the lower difficulty settings than others in this field.

Ragnarock

What’s instantly noticeable was how much fun Ragnarock was after just one song. Of course, you’ll need to love your rock/metal music but even so, it felt fresh and hard to put down even when the arms were aching several songs in. Perfectly timed hits mean your crew row harder whilst also building the hammer energy meter which can be unleashed via those side drums mentioned. This gives the ship an extra burst of speed because your score is based entirely on how far you manage to travel, with the requisite bronze, silver and gold targets to beat. It’s an inventive little twist which compliments the gameplay even though, in the end, it’s all about the leaderboard score.

There may only be one environment at the moment but for an Early Access title, Ragnarock already has a decent selection of options. You’ve got a Solo Mode where each of the 16 songs has three difficulty settings and where replaying them will see you compete against your ghost ship. Then you have the PvP multiplayer where up to six players can compete to see how far they can get before the song ends, with public and private games available. These options also extend to tweaking the song latency if you find the timing a little off, plus you can adjust the drum height, recentre and hammer angle for the optimum position, thus Ragnarock can be played seated or standing.

First impressions of Ragnarock are really good, a rhythm-action game that instantly provides a thumping good time. Even though the team has already stated that more environments and officially licensed songs are on the way as well as gameplay features, there’s certainly enough in this early version to start with. Custom song options are available for the solo mode although it’s not a straight forward process at the moment. An Early Access videogame always needs finesse with Ragnarock hitting the right notes so far.

Preview: Golf Pool VR – 8-Ball Putting Madness

Golf Pool VR

Golf and Pool may involve hitting solid balls across green surfaces but that’s about where the similarity ends. Ever wondered what would happen if you tried to mix the two? Well, all your questions are about to be answered thanks to Golf Pool VR, providing reasons both for and against this sporting mashup.

Golf Pool VR

Developer Frozen Dreams wisely decided that using a pool cue on a golf course just wasn’t going to work, so instead made the (somewhat) saner decision to use a golf putter on a pool table – in Earth’s history someone must have been done this drunk at least once? So Golf Pool VR is exactly as you’d expect, 8-ball rules apply, just this time you’ve got to line those shots from way above…with a golf club.

Instantly you’d think this sounds easy, just like putting? Nope, because there’s another ball involved. In fact, 8-ball just got a lot harder as trying to work out those angles is mightily difficult. Luckily there are two modes to help with this, one for novices and one for those experienced players. The former gives you the angle the red/blue ball is going to go whilst the latter only shows what your putter and white ball are doing. While the system works well enough there’s certainly a high learning curve difficulty as lining up a straight forward shot isn’t easy. The novice mode does have an angle lock function but you need to remain cool as ice to get it in the desired direction before locking as the arrow is super sensitive to any body motion.

As you are playing with that’s essentially a golf putter all the pool tables are located on the floor. There’s a selection of environments to choose from with the tables always remaining the same – there’s no crazy golf/pool mashup at the moment – and most of the locations are glorious to look at such as either of the city scenes; the one in the rain stands out in particular as for some reason two guards/police officers are just casually chatting away.

Golf Pool VR

You only need one controller for Golf Pool VR so you’re limited to snap turning and teleportation to manoeuvre around the table and get on the white ball. If there’s enough space you can simply walk around which is very handy for fine-tuning after teleporting because it never quite lands in the perfect spot. You’re also limited to the table edge which is fine most of the time yet the odd occasion did arise where having the ability to step a little further away would have been great.

What’s nice to see in an Early Access title is the inclusion of single-player and multiplayer modes so that you can go head to head with a mate. Solo against the AI provides suitable practice although it does get stale. Adding a friend to the mix means that even if you’re both rubbish learning Golf Pool VR can still be an enjoyable experience.

Adding some variety to the experience as well as being a really odd mini-game, there’s Save the Penguins mode. Dispensing with the pool mechanics you’re adrift in Antarctica and somehow all the penguins are frozen, so hot molten rocks from a nearby volcano (bear with us) need to be chipped at these rock-solid critters to unfreeze them. The physics do feel a little off in this mode as its way too easy to send the rocks soaring into the distance, and they are limited in number.

Golf Pool VR

Golf Pool VR really is a mixed experience at the moment. It’s beautiful to look at and the pool table physics work well. The real problem comes trying to effectively marry the subtle features of each sport, most notably the pool- side of things as there’s no way to add any sort of spin so there’s no point really worrying about position. Work is needed to finesse the gamelay yet there’s no reason Golf Pool VR can’t turn into a novel VR experience which isn’t afraid of trying something different.

Preview: Sharks of Mars: Prologue – Serving up a Bite of Martian Seafood

Sharks of Mars

Ever thought that what a virtual reality (VR) videogame based on Mars needs is a little slice of home, not a nice tree or a cute bunny rabbit but a hulking great white shark? No? Well developer AR Glimpse most certainly did and in absurd B-movie fashion Sharks of Mars: Prologue delivers on that premise with a slice of sci-fi action wrapped up with red sand, lasers and lots of teeth.

Sharks of Mars

If the idea instantly conjures up thoughts of Mega Shark Versus Giant Octopus or Sharknado then it shouldn’t come as a surprise that the team previously created augmented reality (AR) title Sharknado: ShARkmented Reality. Sharks of Mars: Prologue does feature a thin plot about mega corporations trying to colonise the planet and the poor sods who’ve made the journey suddenly finding themselves in a hostile environment with even more hostile flying sharks – yes they fly – who also seem to be cybernetically enhanced. Now you’re intrigued aren’t you?

This initial release is a single mission where you have to escape the planet surface before you become lunch, killing anything in your path with a ray gun as well as solving a couple of easy puzzles. Mars being the barren, desolate planet that it is doesn’t exactly offer a gorgeous environment so the studio has managed to give the title a surprisingly creepy atmosphere with mist-like plains and shadowy sharks ‘swimming’ around in the distance. As bizarre as it is, seeing a shiver of sharks on Mars presents quite the image.

The ray gun is your only means of defence offering a single green shot which can then be upgraded for a short while via various clips found around the environment. These are fairly standard upgrades such as rapid-fire, sniper and a slow moving explosive. Sharks of Mars: Prologue employs a magnetic grab to easily pick them up and once spent, they instantly drop allowing you to pick another from your belt – which can store three.

Sharks of Mars

The sharks themselves tend not to pose too much of a problem individually as they’ll slowly move directly towards you mouths agape. Which would make for boring gameplay if it wasn’t for the fact that when alerted in groups they try to flank you, meaning you can suddenly find yourself surrounded by some very hungry looking beasts. Adding to this is the complete lack of sound they make unless at the point of death, there’s no spatial audio to alert you to their presence. Both annoying and disturbing in equal measure when one unexpectedly appears overhead.

Sharks of Mars: Prologue biggest weakness though isn’t dealing with flying sharks, they’re actually funny, it’s the locomotion which really grinds. There’s only smooth movement – no teleportation folks – which is just too slow, impeding the action in the process. Forward movement is a little lacklustre – needs to have a run function – but strafing cuts the speed in half. So there’s just no way of avoiding the sharks at close range. The issue becomes genuinely noticeable after completing the second puzzle where some heavy metal drops and loads of sharks are unleashed. It should (and could) be a battle of epic proportions if it didn’t feel like a leisurely, Sunday afternoon stroll with your 90-year old gran.   

Despite the ludicrous plot Sharks of Mars: Prologue has the potential to be one of those weird ideas that shouldn’t work but somehow does. Mechanics like the ray gun and puzzles were well constructed and easy to operate, plus the visual style and attention to detail was spot on. It does desperately need to be a bit sprightlier (or have the option to) or else the action element becomes muted. What VRFocus really wants to know, are there more than just sharks on Mars?