Preview: VR Giants – Challenges Both Big and Small

VR Giants

This week will see solo developer Wolfgang Tschauko take the next step required to see the project he has been working on for the last three years, co-op adventure VR Giants, come to life; a Kickstarter crowd-funding campaign. The title has appeared at events in various forms over the years and now Tschauko wants to expand the team, make VR Giants prettier for an official launch on Steam. The Kickstarter will feature a single level to demo, giving backers a better idea of the gameplay but VRFocus has been given access to a few more to sample the co-op mechanics further.

VR Giants

Co-op titles have always been great ways for friends to team up and that essence has been used to unique effect across a range of VR experiences, not just headset to headset but also between VR and non-VR players. Early examples of this were seen in PlayStation VR’s The Playroom VR while a recent one would be Carly and the Reaperman. Unlike the latter, VR Giants is purely co-op, directly playing upon the need for both players to work together or else progression is impossible.

VR Giants plays upon the classic David and Goliath dynamic where the giant seems to be the most powerful yet in actuality isn’t. The non-VR players controls the tiny David, running around collecting coins to unlock a castle which blocks the next area. Naturally, these coins are located in areas either too high or barred by some immovable object which is where the big guy comes in. The VR giant doesn’t have free run of the level however, tethered to certain points in the area. Movement between these can only be activated by David using a nearby switch.

But the VR player does have full roomscale movement to wander around their limited area, grab useful items or pick David up when required. Which makes for plenty of effort on the VR players part. From that lofty height you get a great view of the overall scene, helping convey where your buddy should go next and what they need to look out for. Because the giant is impervious, able to grab volcanic balls of rock to smash items apart whilst spikes, lava and other dangers can kill David instantly.

VR Giants

So the giant can use wooden planks, boxes and its hands to transport David wherever needed. It’s a mechanic which truly unites both players in the adventure, David’s life is literally in the giant’s hands. With VR Giants still needing development it does look graphically very basic – hence the Kickstarter to employ an artist – yet the puzzles offered a nice variety of both mental a physical challenges. As the giant, you’re having to constantly bend down to help the smaller player or throwing/moving objects. As David, it’s all about precision jumping and correctly placing yourself to aid the giant’s efforts.

The only thing that makes some of the gameplay awkward at this stage is the low gravity feeling all the objects have. Moving or placing a wooden plank has a soft, floaty sensation, so everything has a slight bounce to it; not always good if David is on said plank! So a simple puzzle can become slightly more long-winded if the process is rushed.

From what VRFocus has seen so far VR Giants is shaping up very well from both perspectives. Playing as the giant is the most rewarding as there’s generally more to do. Plus, with no locomotion to worry about means that it should be a comfortable experience for any player. VR Giants presents a passion project that neatly blurs the lines between VR and non-VR gaming, and while there’s still a way to go it’ll be interesting to see how Tschauko further explores his idea.

Preview: Machizzle – Blocktastic Puzzling Gameplay

Machizzle

It’s great that big flashy videogames like Half-Life: Alyx or The Walking Dead: Saints & Sinners exist to showcase the upper echelons of the virtual reality (VR) gaming industry. But for those moments when you want a simpler experience, little puzzle titles Ghost Giant or Gadgeteer are a nice alternative. Currently in development is Machizzle, a videogame which easily falls into the latter category and one that has all the makings of a good brain teaser.

Machizzle

In Machizzle your task is to get a ball into a goal, moving it from one location to another collecting key along the way using a selection of blocks with various functionalities. Every puzzle takes place on an 8×8 board which can be spun around to give you the best viewpoint whilst the table can be raised and lowered depending on whether you like to play seated or standing.

The demo provided to VRFocus featured 35 puzzles to complete, with all the early ones offering an easy training arc for the different block options. Some were ramps, others plain tiles or tiles with boost arrows on; there were blue walls to bounce the ball off of and pads which shot the ball into the air. Nothing too out of the ordinary but all vital small pieces of a larger whole.

Machizzle is like playing with Lego or one of those small puzzle boxes which seem to be fashionable. There’s no flashy design to it purely because the title needs to be practical and work. Blocks can be grabbed and placed almost anywhere within the board making for nice vertical 3D challenges to figure out, utilising the space to its maximum.

Machizzle

The first 20 or so were fairly easy to solve, almost like following building instructions for a toy; it was plain to see where the blocks naturally fitted. However, iNFINITE Production did throw in a few headscratchers to properly test VRFocus’ brain, occasionally slowing down that winning streak. And that’s where these sort of puzzle experiences really do shine. When a challenge is put in front of you which appears relatively straightforward yet becomes more perplexing as time goes on, turning a couple of minutes into thirty.

The Czech Republic-based developer says there will be over 70 puzzles in the core campaign so that should provide a good few hours of gameplay. What’s even more interesting – and crucial to keep you coming back for more – is the level editor, from which you can share your designs. Alas, this wasn’t available in the demo. From the way Machizzle is designed the editor won’t be as complex as Gadgeteer because of the table format. Even so, the possibilities should still be endless.

From what VRFocus has seen so far Machizzle is an indie title to keep an eye on. The mechanics are easy to pick up and there’s not a lot of options that you need to worry about as there’s no locomotion involved. Machizzle is expected to arrive later this summer. Before then you’ll be able to test the videogame yourself as a free demo is coming as part of the Steam Games Festival this month.

Preview: Pizza Master VR – Doesn’t Quite Slice Just Yet

Who doesn’t love pizza? The Italian favourite seems to be enjoyed the world over, from stone-baked portions in fancy restaurants to that greasy Friday night feast from your local takeaway. So naturally, pizza was always going to make it into virtual reality (VR) either as a mini-game or the main event. Early titles like Job Simulator introduced VR cooking and that trend continued with the likes of I’m Hungry, focusing on burgers and fries. Now for pizza fans, there’s Pizza Master VR which almost offers a tasty gaming slice.

Pizza Master VRThe second title from Plectrum Software, as the name suggests this videogame is all about mastering the ancient art of pizza making and more importantly making all your customers happy. With an apron wrapped around your waist, it’s time to get to work in single-player or a co-op mode where a friend becomes a waiter serving those hungry customers.

The single-player is set out kind of like a takeaway establishment, there’s no seating just you in the corner surrounded by your kitchen and all the necessary items for cooking up a mean pizza. All your standard ingredients are there, tomatoes, cheese, red onion, mushrooms, olives, bacon and more – alas there are no anchovies.

Just like life itself, this is a hands-on affair, rolling out the dough grabbing the relevant toppings and then cooking the pizza just right. Base ingredients like the tomato sauce and cheese spread out automatically while the more personalised toppings can be put on individually. Important as this is where the gameplay varies and adds difficulty. There’s also a drinks machine to deal with when you reach the higher levels.

Pizza Master VRIn the single-player mode, you can get up to two customers at once, perfect for the two pizzas the oven caters for. Some will just want cheesy bread, while the real gluttons (pizza aficionados) want a bit of everything. Putting it all together offers simple gameplay mechanics, you just need to be fast. You also need to keep an eye on the pizza as there’s a small window to grab it before it becomes a charcoal disk.

Currently, the single-player has a very mini-game vibe to it, quick and to the point. The co-op is where Pizza Master VR becomes a more viable videogame product, where the VR player is still the chef while the second player is on the computer screen being the waiter. As a local party experience, there’s more fun to be had and the difficulty goes up as the chef has to remember the orders given by the waiter; there are hints to help with the process but you still need to be on the ball.

However, as an early access videogame, there are still improvements to be made and issues to solve. The most infuriating VRFocus came across was hand tracking (using Oculus Touch controllers). The hands would drift off, stick in place or disappear entirely, all completely at random. This makes grabbing anything a chore and most often led to burnt pizza as these issues were most prevalent using the oven.

Pizza Master VRPizza Master VR comes across as one of those quirky VR videogames that could be amusing for a couple of hours until it makes you hungry and you order a pizza. It’ll be interesting to see how Plectrum Software goes about enhancing the co-op side of Pizza Master VR as that does have potential, especially if an online mode is introduced; only after those hands have been fixed.