Review: A Rogue Escape

A Rogue Escape

Escape room games shouldn’t be easy, by their very nature they need to be taxing or else you’re just an idiot stuck in a room.  So it’s always satisfying when a videogame-like A Rogue Escape comes along, offering barely any information other than you’re some giant mech which you need to somehow pilot and obviously use to escape. With that in mind be prepared for an equal measure of head-scratching whilst flicking switches and levers galore to get this hulking monstrosity moving.

A Rogue Escape

 A Rogue Escape is based on a previous title, developer Spare Parts Oasis’ Nauticrawl. Known for being rather difficult, the same ethos remains whilst being completely remade for virtual reality (VR) gaming. So there’s lots of physical interaction with the vehicle and very little in the way of hints to help you along, half the experience is simply figuring things out.

You find yourself in this giant Nauticrawl because you’ve managed to escape your captors but there’s one slight problem, you’ve never been in one and a manual isn’t exactly laying around. Apart from a rather vague tablet outlining the initial basics, A Rogue Escape presents a rather dizzying array of interactive elements which are perfectly suited to VR, it’s always great fun to flick and turn dials aplenty. All in a rather suitable steampunk design. The only weird inclusion is the fact that buttons don’t require a physical push which you’d expect. Instead, your translucent hand points its index finger and you then have to click the trigger, making for a rather unsatisfactory interaction.        

Even though you’re inside a giant walking mech which you have to pilot around, A Rogue Escape is still very much an escape room experience, completing challenges in a certain order to unlock the next puzzle. It’s very slow to start as you learn the main controls and the order certain sequences need to be activated. So if you’re not into slow and methodical gameplay then you might not enjoy this. What becomes clear is that A Rogue Escape requires plenty of multitasking, managing a selection of tasks as various buzzers warn you of incoming hostiles, an overheating engine or a dead battery.

A Rogue Escape

While you do have to deal with enemies per se, A Rogue Escape isn’t action-oriented in the slightest, so all those controls can feel a little clunky if you’re used to more arcade-style control schemes. And you don’t have any real strategy options or variance when dealing with those outside forces, as the couple of areas you can explore are very limited in scope.

The real joy with A Rogue Escape’s gameplay is that it becomes immensely gratifying when everything does start coming together, like being a kid put inside a giant steam train for the first time. Suddenly all those annoying beeps and flashing lights make sense so you can instantly react and go on your merry way. You just need the patience to get there. The lack of info before then does mean if you get stuck the bubble you’re in starts to look rather drab after a while.

When it comes to comfort you shouldn’t have much issue with A Rogue Escape as there’s no locomotion apart from a lift with which you can adjust your height. This sounds ideal for playing either seated or standing, however, A Rogue Escape really doesn’t work sat down. Most of the control systems are too far away, requiring getting out of the seat to reach, completely negating the feature in the first place. Even though it doesn’t look it, the enclosed Nauticrawl interior is rather large and even a 2mx2m roomscale area will see the boundary pop up occasionally on the Oculus Quest 2. And don’t look for options because there aren’t any.

A Rogue Escape

On first inspection, A Rogue Escape didn’t seem like it was going to do anything too different yet it showcases how a traditional escape room videogame can be recreated and enhanced by VR. Playing around with all the systems is a lot of fun with a run through taking around 2-3 hours. The real shame is the replay factor, there is none. Once you’ve figured out what does what that initial spark is lost, and there’s nothing else to explore. But the same can be said for most games of this ilk. Even so, A Rogue Escape had its moments of greatness.

Review: Maskmaker

Maskmaker

French studio InnerspaceVR’s first puzzle title A Fisherman’s Tale was a delightful mix of storyline and out-the-box challenges, yet it was over so quickly it barely had time to ground you in the world. The team’s next title sets out to capture what made that 2019 project special whilst building upon it with a bigger, more extravagant world, finely tuned virtual reality (VR) interactions, and a keener sense regarding your place within it. Time to learn and become a Maskmaker.

Maskmaker

And a mask maker you do become, because in this nicely woven VR tale you’re introduced as an apprentice tasked with learning this ancient and mystical art form, highly praised at carnival time. You soon learn that mask making isn’t just about creating colourful wooden faces to wear one day of the year, the craft enables you to unlock magical worlds and step inside their inhabitant’s, trying to solve the secret which ails their lands.

Maskmaker is a single-player puzzle adventure that you have to explore to find new resources to use on the masks as well as locating new designs to facilitate travel. Everywhere is locked behind a new mask, from the various biomes to the level design, mixing creative puzzle-solving with creative crafting.

Your hub is the mask maker’s workshop, filled with old tomes, figurines and most importantly the crafting bench where you’ll build all the designs. This is very well laid out with a central moveable head to place masks upon, various small selves to store the items you find and a paint station with mixing capabilities to really give the masks some flair. More than any other area in Maskmaker it’s the workshop that’s definitely had the most love and attention spent on it, with an array of interactive features to play with as the story opens up.

Maskmaker

Elements such as the wooden block carving instantly delight, simple yet thoroughly satisfying using a hammer and chisel to notch away at a wooden block to reveal the next mask design underneath. It’s a shame that the feature is only required three times during the entire experience to make the three initial base masks – a further three are then automatically added halfway through your journey – as it worked so well.

Naturally, it’s the building of the masks in Maskmaker which provide the most enjoyable element – that’s not to say the environmental puzzles aren’t fun, just different. Once you’ve managed to unlock everything you have 24 items to adorn the masks with as well as three extension pieces for further flourish. So you can get really creative in this little sandbox area yet this opens up one of Maskmaker’s biggest flaws (or misses), being left to your own device.

As mentioned, in Maskmaker you need new designs to explore with a total of 30 across the various regions. The levels are sparse, with regions like the mountains offering beautiful vistas, yet the only souls are wooden inhabitants who are out of reach. Using a telescope you can copy their mask design, head back to the workshop to build it then put it on, jumping into the new body to continue on. This is the core puzzle loop.

Maskmaker

Then as you progress and discover all the masks in a world you’ll be able to switch between them, required to solve the large environmental puzzles. Maskmaker uses this mechanic to great effect, not only in the region you’re in but across all of them. If you happen to get stuck in one location it’s more than likely you’ve picked up a new resource to build a mask for one of the other biomes. There’s a reassuring natural order to the whole process, so there was never any frustrating or tough, head-scratching moments. This means you get a nice flow to the storyline albeit with mostly easy to medium difficulty puzzles.

InnerspaceVR has really ensured you can get involved in Maskmaker, with levers and switches to push and pull alongside the mask making itself. One of the most detailed parts of the process is the painting where you have three primary colours – red, yellow and blue – to mix in a vat with two further tubs enabling you to have three colours on hand for painting. You’re not quite given completely free rein as the masks are split into regions, a quick dab of the paintbrush will fill that particular area. Yet there’s still some fun to be had. As mentioned, you’re always following a design, it’s not until the final moments of the story where it asks you to create your very own. Once you’ve collected everything you could ignore the rest of the story and design away, yet there’s no way to store and save them.

Maskmaker also has a few other VR surprises in store. The studio has really put in an impressive amount of effort when it comes to particular sequences. There are dance moments showcasing excellent motion capture and choreography where you’re also instructed to move and copy the motions, even adding some drumming in for good measure. It’s also worth pointing out the narration and overall storytelling is superb, so you never feel alone in some of the sparser environments.

Maskmaker

Now let’s talk about comfort. There’s a lot of walking in Maskmaker so be prepared to cover a fair few miles. You’ve got both continuous locomotion as well as teleportation on hand, with snap/smooth rotation, vignette settings and more so most players should be well catered for. Most of Maskmaker you can stroll around quite comfortably as it’s not a fast title. Annoyingly, moments do crop up like getting into the mine carts where you have to use teleportation, offering no way to walk in. Quite odd considering the rest of the experience.

Maskmaker is very much a slow burner which you need to give time to develop past the first three levels, after which you’ll be rewarded with a rich puzzle experience. It took just over four hours to complete, feeling a lot less because the narrative is so engrossing. Much like A Fisherman’s Tale, Maskmaker is mostly a one and done title, there are hidden memory pieces to find if you didn’t manage to the first time around but that’s about it. Some sort of unlockable sandbox mode after the campaign ends to fill the mask makers store with your own designs would’ve been the icing on the cake. Even so, in Maskmaker InnerspaceVR has created a fine puzzle experience.

Review: Stargaze

Stargaze

When it comes to casual puzzle experiences virtual reality (VR) studios have got gamers very well covered. From shorter, easier to manage titles like Mare or The Curious Tale of the Stolen Pets to more elaborate experiences such as Paper Beast, there’s something for all the family at all skill levels. Another to add to this roster is Stargaze, a cosmic puzzler by indie team Played With Fire where you can inspect and explore strange new worlds.

Stargaze

This story-based puzzler mixes astronomy with a little bit of magic, where you play an astronomer detailing curious planets, discovering what lifeforms inhabit them, and then putting your findings into a research journal. From the outset it’s easy to tell Stargaze is a VR title that suits those new to the technology, as the workspace nicely caters for a seated experience where everything is within arms reach – although you can wander around a bit with smooth locomotion.

Your lab floats around in space, giving a beautiful 360-degree view of the universe but for the most part, you’ll be focused on the telescope which has some rather unusual controls. With a giant viewing lens that can be moved up and down to suit, most of your time will be spent operating its various controls. When a planet appears into view either side of the viewing window are two big levers that snap the planet left or right by 90-degrees. Giving you further control is a joystick that manoeuvres the planet on the plain you’re currently facing, plus there’s a button for taking pictures and another lever providing basic zoom controls.

The idea is to learn about the six different worlds, each tending to consist of three objects which need to be found and photographed and then primary and secondary events catering to the inhabitants. Even with the controls mentioned your ability to interact and manipulate each world tends to be fairly simple, highlighting the objects to snap a pic to then place in the journal. Thankfully, as you explore each planet surface the puzzles begin to interlink, some even taking you inside to unlock the next section.

Stargaze

It’s here you’d imagine that Stargaze begins to ramp up the challenge as there are only six worlds but it never really achieves any notable complexity that’ll have you scratching your head. That’s not to say the process isn’t fun as you encounter ice skating shrimp, fire foxes and spiders which cry tears, all complimenting that storybook feel. The simplicity of the experience does mean the control mechanics are nicely in tune whether that’s operating the telescope, flicking through the pages of the book, or spinning each planet on the orrery.

Drawing inspiration from The Little Prince, the early 20th-Century novella by Antoine de Saint-Exupéry, Stargaze feels very much like a piece of children’s piece of interactive literature. It offers a pleasant narrative set amongst the stars with enough wonderment and interactive controls to keep them entertained. For most players this will be a one and done experience that’ll last a couple of hours at most, even the last couple of puzzles aren’t too difficult. Short, wholesome VR puzzle gaming.

Review: A Wake Inn

A Wake Inn

Hotels are supposed to be friendly, welcoming places where you can put your feet up and relax, putting aside repetitive everyday duties to enjoy some much-needed downtime. They’re not supposed to have dimly lit corridors, scruffy carpets, dodgy elevators and residents that want to kill you – unless you’ve gone really cheap. Hence why they work so well as scary backdrops, whether in films such as The Shining or in virtual reality (VR) videogames like VR Bros’ A Wake Inn. So can this new experience provide the thrills and chills VRFocus comes to expect from a good VR horror?

A Wake Inn

A truly scary VR title can’t simply provide creatures that jump out the darkness – although some have tried – they need to create an unmistakably tense atmosphere that starts with a good narrative. Set in the seemingly abandoned Silver Inn Hotel, A Wake Inn throws you into a dark, twisted world where no humans exist apart from Doctor Finnegan, the owner of the estate and your only connection to the outside world. In fact, you’re not even human, waking to find yourself as a mechanised mannequin in a wheelchair.

As this robotic doll who’s unable to walk, you’re encouraged by Finnegan via shortwave radio to explore the hotel and put an end to the madness inside, hopefully finding a way out and why you’re in this state in the process. However, you’re not the only one roaming these creepy looking hallways, as the eccentric doctor just so happens to be the creator of a bunch of living dolls that occasionally have faces but always have hammers, blades and other nasty adornments as hands.

It sets the scene for what starts out as a truly intense experience simply because you don’t have the manoeuvrability, carefully exploring the hotel’s rooms and corridors for clues and useful items. It’s clear from the outset that VR Bros has carefully crafted A Wake Inn to tailor to VR gameplay mechanics, from the locomotion to the puzzles and even the storage.

A Wake Inn

Before the single-player campaign even loads you’re introduced to A Wake Inn via a steampunk array of buttons, switches and dials, all serving as the options menu. Here you can activate teleport – it doesn’t default – alter settings such as gamma and steering sensitivity. All very well constructed and the sort of system more VR titles should employ. The only problem was there didn’t seem to be a way to use a single finger and point, it might not seem like much but when trying to press a button with others nearby that process becomes trickier – this was tested on Valve Index, Oculus Rift and Oculus Quest via a Link cable.

Once inside the hotel everything is nicely hands-on. There’s no HUD of any description, you’ve got a neat little storage box on your lap to put fuses, keys and other items in, plus there are three buttons inside the lid to save, load and head back to the main menu. As mentioned, you’re sat in a wheelchair so simply grab the wheels and get pushing. You can pick up a decent pace but corners are a little more difficult. Alternatively, there’s a joystick much like an electric wheelchair (which can be swapped to the left or right) or if teleport is active, you then select the appropriate hand to utilise the movement method.

After trying each one, teleport just proved to be way too slow and annoying cycling through the three-hand options (normal, extended reach and teleport), made even worse when trying to evade the living dolls. Using the wheels should’ve been the most intuitive yet ended up feeling too erratic unless you really took it slow and steady. So that left the joystick, providing a happy medium between speed and flexibility nipping through doors and around tight corners.

A Wake Inn

At first glance A Wake Inn comes across as your classic slow horror, building tension and encouraging you to avoid altercations at all costs. The design echoes the early 20th century and its art deco era, with an intricately detailed environment and just the right amount of lighting mixed with dark corners to provide an ominous feeling. Yet what starts out as something scary to sneak through eventually descends in brawling action, losing that sense of what it’s trying to deliver.

That first encounter with one of the living dolls does provide a decent fright moment, this weird mechanical monstrosity flailing away at you. Initially, with no defence the only option is to flee and hopefully find a safe spot. Which, as it turns out, isn’t too hard as each doll sticks to a certain area and generally only becomes aware of your presence should you make a sound – the wheels can squeak so finding the cans of oil is a must. Once you find items like the pipe or hatchet then you can defend yourself should two or maybe three approach, any more and death is certain. After a couple of these encounters that horror element begins to fade, and in doing so you start to wade through them. So why not be sneakier you ask? Well, you’re given fewer and fewer chances to do so, some encounters are just unavoidable.

A shame really as this would’ve suited a more thoughtful playstyle. VR Bros has included elements that perfectly tailor to this, the clunky old-fashioned torch to peer into the dark corners and eats through batteries. The storage box can only carry so many items and won’t close if you overfill it. Or the stun grenades you can build with spare parts to knock the dolls out for a moment. There are flourishes of really great design, it just needs to be a bit scarier.

A Wake Inn

A Wake Inn does have its good parts, and then there are the glitches. These slowly start to crop up and range from a floating key that has just unlocked a door, or levers which don’t always work, to more major moments like the complete disappearance of the left wheel. No idea where it went, might have wanted to go in a different direction but it wasn’t there. Fortunately, the wheelchair stayed upright but using the wheels for motion was a no go until a save reload sorted it.

This is why A Wake Inn is such a mixed bag, like grabbing a couple of sweets out of an assortment getting one you love and one you don’t. There are points where A Wake Inn provides some superb VR design more games should have and it never felt like there was nothing to do. But clunky elements stutter the experience making it less refined. It was close to being a great VR title, instead, falling into the average horror crowd.

Review: Machizzle

Machizzle

We do love a good puzzle videogame here at VRFocus, something that really gets those brain cells working. Interaction is also an important part, with mechanics where you can tinker and get engrossed in whatever challenge is presented. There are some good examples for virtual reality (VR) headsets like Cubism or Gadgeteer with the latest to arrive being iNFINITE Production’s Machizzle, a puzzle title where you have to bend the laws of physics to succeed.

Machizzle

Machizzle is split into two modes where you can test your puzzle-solving skills with an 80-level campaign or get creative with its level builder. Naturally, the campaign offers a nice introduction to the world of Machizzle with a rather bizarre narrative that wasn’t really needed where (in comic book fashion) some guy (you) needs a healer for his dog which has just been hit around the face with a stick. Cue a walk up to a mysterious temple where a voice offers to help out – they’ve nothing else to do – all you need to do is solve the puzzles to save the pooch.

Irrelevant storyline aside, Machizzle presents a gridded tabletop much like a chessboard where you can place an assortment of blocks to control a ball. All you have to do is get said ball to the goal, shouldn’t be too hard? Much like playing with a Rubik’s Cube or Lego, it’s all about manoeuvring these various blocks by popping them in and out and spinning them around for the desired effect. Some will boost the ball, swap the gravity or teleport it, whilst others will ricochet the ball from one side of the table to the other.

What’s pleasant about the whole process is the hands-on nature of the gameplay. Each puzzle has its own particular selection of blocks to deploy, so you can just sit there and while away the hours spinning the table around until you find the best position. There’s no time limit or thumping music to make you tense, so it can be quite relaxing until that inevitable moment where one particular puzzle stumps you. The goal needs to be activated by collecting a set number of golden keys on route which inevitably causes the greatest amount of problems; it’s usually the case that an elegant solution is unravelled by spotting a wayward key.

Machizzle

This didn’t start to happen until about halfway through Machizzle, the first 35-40 levels whizzed by in under an hour. Up to that point, the difficulty curve was fairly flat, more like one long intro to the various puzzle elements. After the halfway point the difficulty did thankfully begin to rise for some real head-scratching moments. A hint button is available for when you’re truly stuck, but must be used cautiously as it can’t be liberally spammed. Like any puzzle title, being able to gauge how long the entire thing should last is difficult due to your own skills but Machizzle will probably last you around 3-5 hours.

Once Fido has been saved – or you get stuck again – Machizzle’s level editor is what’ll give the whole experience some longevity. This essentially gives you all the same tools as the developers to create your own diabolical puzzles which can then be freely shared with other players. With a range of board sizes and shapes, placement works in exactly the same way as the campaign, the only difference here is that you can choose what blocks the other players can utilise. There’s certainly enough variety of blocks to create some intricate puzzles yet the tabletop nature means it feels quite constrained when compared to rivals sandbox modes.

Machizzle is a perfectly likeable puzzle title for fans of the genre. While it doesn’t necessarily set itself apart when it comes to features, the gameplay is solid and perfectly suited for most players as there’s no need to worry about locomotion – there is none. If the studio can build a strong community of players then that’s where Machizzle could really shine thanks to the level editor. VR may have a strong contingent of titles in this genre but thanks to a packed solo campaign and the sandbox mode, Machizzle offers good value puzzling.

Review: The Wizards – Dark Times

The Wizards - Dark Times

Of late there seems to have been a real drought of fantasy, magic-based virtual reality (VR) experiences, a genre which was once teeming with new titles. Back when VRFocus reviewed Carbon Studio’s The Wizards in 2018 there was also The UnspokenWands and The Mage’s Tale. Now there is a sequel, The Wizards – Dark Times, expanding on the original premise that conjuring spells shouldn’t be a button press away.

The Wizards - Dark Times

Originally The Wizards – Dark Times was going to be an expansion for the original title but Carbon Studio rightly did away with this idea, envisioning a grander adventure with more freedom to do what you want. And it does, sort of. The levels aren’t constrained like they used to be and the spells feel more powerful and natural to wield, yet the experience seems shorter with less to do.

Still set in Meliora, this time the magical land has been twisted and taken over by a dark force called the Umbra. This has altered the inhabitants, turning the elves into a plagued army called the Unlit while others have become more aggressive. This sets the scene for an epic adventure across a mixture of regions from poisonous swamps to lakes which don’t exactly obey any physical laws. While the story is decent enough, it’s your narrator buddy Aurelius who keeps the journey light-hearted with the odd quip in the quiet moments between fights so not to be distracting.

As a mage, all these fights require magic with 11 spells to learn over the course of the journey. These are introduced gradually so you aren’t suddenly overwhelmed trying to learn the various gestures each requires. This has been one of the big upgrades from the original, providing hand/arm gestures that aren’t overly complicated, becoming intuitive with practice. You can also be completely ambidextrous with your conjuring, casting spells in either hand – great for double fireballs.

The Wizards - Dark Times

Some of the same spells return whilst getting an upgrade. The fireball is the first you learn, activated by a flick of the wrist whilst holding the trigger. Then there’s the shield which is a horizontal arm motion and super useful now that you can have one in each hand. Then there are their powerful secondary functions, all activated by bringing both controllers together, pressing grip and then pulling apart. These include the homing Radiant Missiles for those distant enemies and electrical Storm Nova for stunning nearby opponents. There’s enough of a mix for an abundance of strategy options when engaging in battles.

Generally, the spells aren’t difficult to master as it just takes repetition. However, in the heat of battle there were a number of occasions where trying to cast the Arcane Shield would bring up a fireball, or vice versa. Testing The Wizards – Dark Times with Valve Index also caused casting problems as your hand naturally grips around the controller. This meant the system could get confused as to whether you were activating a grip function when simply pressing the trigger. A minor gripe but one that was noticeable when trying to move around the environment whilst engaging multiple enemies.

As for movement and the overall immersive qualities of The Wizards – Dark Times, Carbon Studio has players well covered. There’s smooth movement, teleportation (or both together), snap turning of various degrees, a vignette and support for lefties, which covers most base needs. There are plenty of nods to make sure the player is connected with the world, an abundance of climbing for instance, as well as light environmental puzzles which require magic to keep those hands busy.

The Wizards - Dark Times

There are some glitches to be solved as there were moments when the view went black because of walking into a rock or wall mid-fight. And the hub felt really underused. It looks awesome, with a little goblin strumming away and glowing mushrooms growing out the walls, yet apart from changing the colour of your hands or using the portal to visit a previous level, it was pretty vacant. Certainly, an area that’ll be expanded upon in future updates. Also, The Wizards – Dark Times is shorter than expected, clocking in at around 4 hours. And do turn off the subtitles if you don’t need them, as they ruin the look of the experience.

The Wizards – Dark Times needed to be a bigger, better adventure than its forebear and for the most part, it does. Once all the spells are unlocked the magic system showcases why VR is a natural fit this style of videogame, wielding powerful spells with abandon. There are no RPG elements to get bogged down with, potions to collect or stats to upgrade, unencumbering players for a lighter gameplay experience which is easy to step into. Even though there are some gripes along the way The Wizards – Dark Times still proves a satisfying magical adventure.

Review: The Morrigan

The Morrigan

When it comes to virtual reality (VR) titles employing close-quarters combat, there are plenty of decent examples to choose from. These range from the more realistic Blade & Sorcery or Asgard’s Wrath to the more outlandish Gorn. Indie developer The Pixel Mine has entered the dungeon crawling, melee combat genre with low-poly styled The Morrigan which can hold its own in a sword fight but not in other areas.

The Morrigan

The Morrigan offers a classic fantasy adventure where you play a heroic knight tasked with rescuing the queen from an ancient evil. Before she was born her father made a deal to save his kingdom, with payment being his child when they reached a certain age. The Morrigan has now called in that debt, it’s up to you to save her, battling hordes of enemy skeletons in the process.

You start from a quaint little village where you learn the basic gameplay melee mechanics, using a sword and shield or going full blown attack mode with too blades. Right from the outset The Morrigan highlights a feature that sounds obvious but is rarely mentioned – or possibly employed – in sword fighting titles, angle of attack. It’s common sense that when using a sword you want the sharp edge hitting an opponent yet how often is it the case that you pay particular attention to that, especially when flailing big broadswords around.

It’s all part of a very well put together combat system which you might not expect looking at the visual aesthetics. Hitting with the flat of the sword does little damage but a mighty swing to a helmet can easily displace it using the edge. The Morrigan encourages this physical effort in every close combat engagement, parrying attacks before launching your own suitable blow.

The Morrigan

Unlike Gorn or The Walking Dead: Saints & Sinners most of the weapons feel fairly weightless, so while they each have varying damage stats, wielding them doesn’t require any change in how you use them. There is one giant axe which goes against this, wobbling all over the place if you don’t use both hands.

While there’s a decent variety of weapons to collect, allowing you to use varying tactics, the enemies themselves aren’t the smartest bunch. Mostly consisting of skeletons either with or without armour, they don’t parry attacks so don’t expect any longwinded battles. It’s more a war of perseverance as you whittle down their health. This may sound a little dull but in sections involving multiple opponents which can also include archers, the battles can get quite intense and become a lot of fun.

You can also use a bow for those moments where thinning down the herd or picking off another archer is required. Unless you really love using bows, the one in The Morrigan should be considered a secondary weapon, it’s not as good as the one in Apex Construct for example. It feels flimsy and at very long range the enemies just don’t react to getting hit. One neat little feature is that if you get hit by an arrow you can pull it out your body and fire the sucker straight back.

The Morrigan

The bow also suffers from an issue relating to a lot of the objects in The Morrigan. The title supports roomscale, however, leaning over a small wall or table pushes you back, making it impossible to grab an item towards the back. This problem isn’t everywhere yet in relation to the bow, there were a number of occasions where stepping around a corner to fire an arrow saw it ricochet off an invisible wall, even with clear line of sight to the enemy.

What’s weird is that other areas are so well thought out and designed. Left-handed players are well catered for with a right-hand movement option, there’s some beautiful music used to great effect throughout and the stylish low-poly design makes The Morrigan a pleasure to look at over its 4+ hour campaign.

The Pixel Mine has also ensured that there’s still stuff to do after completing the story. Each level has a completion ranking based on time, damage taken and secrets found. Collected cash can be spent in the town on useful items such as an unbreakable shield, or buffs to health and strength. And then there’s the Arena if you just want to fight, unlocking weapons for the campaign in the process.

The dungeon crawling experience isn’t without its bugs with a little finesse needed here and there. The sword mechanics, story and visuals are all notable highlights while the bow and enemy AI could be improved. Even so, The Morrigan is one of those indie titles with bags of character, a plucky adventure which makes good use of VR’s features and sometimes maybe that’s enough.     

Review: Pixel Ripped 1995

Pixel Ripped 1995

2018’s Pixel Ripped 1989 offered a unique blend of virtual reality (VR) entertainment mixed with 8-bit retro nostalgia, blurring the line between modern gaming and that of 30 years ago. Pixel Ripped 1995 continues that formula in a crucial era when videogames were transitioning between 2D and 3D, 16-bit to 32-bit. But can that same recipe work again whilst offering a fresh experience?

Pixel Ripped 1995What that means for those who haven’t seen the first title is playing console and arcade videogames inspired by famous ones from the 90s in addition to interactions with the ‘real’ world in which your character inhabits. Pixel Ripped 1995 is a story-driven adventure where the narrative does arc between the two titles but can still be enjoyed without playing the former. Dot is a videogame character tasked with saving her home once again from an evil goblin called the Cyblin Lord, she does this by inhabiting skilled players, this time its 9-year old David to the rescue.

Just like the videogames the title is paying homage to, Pixel Ripped 1995 can be a frantic arcade experience, albeit a somewhat watered-down version. Jumping between genres, from beat ‘em’ ups and platformers to shooters and racing titles, those of a certain age who enjoyed gaming in the 90s will have instant flashbacks to some of the greats, their pros and their cons.

Most of the chapters tend to feature nods to a couple of titles from the decade, with the main level differing from the final boss each time. Name a 90s videogame and its probably in there in some form, Streets of Rage, Mortal Kombat, Road Rash, Star Fox, Sonic the Hedgehog and Castlevania to name just a few. As mentioned these imitations aren’t quite as hardcore and unforgiving as the original videogames but that’s not to say certain latter sections are easy.

Pixel Ripped 1995The trickiest mechanic to get to grips with is mixing between operating the digital controller and then interacting with the VR world. A good portion of Pixel Ripped 1995 is playing on a console, looking at a TV screen. Moments will then arise where you’ll have to multitask with the off-screen world, the best example of which – and most relatable – is the bedroom level where David is trying to play late at night, against the wishes of his mum. Make too much noise and she’ll wake up, giving you a few seconds to grab the TV remote and switch it off, after which she’ll go back to bed. This can become a little repetitive if you’re not careful yet this is also where Pixel Ripped 1995’s charm lays.

Pixel Ripped 1995 is unapologetically romantic when it comes to its delivery of retro gaming, which is no bad thing, although not all gamers are going to feel the same way about it. Thankfully, the experience offers enough variety in its gameplay that no matter your age it’ll offer enjoyment on some level. One big help is the comfort level, most players shouldn’t have an issue as Pixel Ripped 1995 is best played seated with little reason to spin around. Most of the action takes place within a 180° FoV so sit back and relax.

It might be a step up from the first instalment but Pixel Ripped 1995 isn’t all plain sailing. The title does suffer from a lack of depth, each moment quickly moving to the next with no time to really enjoy the world the developer has created. A few more interactive elements to a scene could’ve helped ground you in the world more. Also, NPC’s dialogue can become monotonous and mechanics like the Nerf gun get overused but these are minor quibbles.

Pixel Ripped 1995ARVORE has certainly learnt from Pixel Ripped 1989, both in terms of scope and gameplay, Pixel Ripped 1995 is a premium retro experience from start to finish. There’s a wonderful mix of aesthetics employed across the campaign which offers around 4-5 hours of gameplay. For a VR title Pixel Ripped 1995 can feel a little constrained and linear plus there doesn’t seem to be much replay encouragement. However, all in all, there’s still plenty of fun to be had.

80%

Awesome

  • Verdict

Review: Hooplord

Steam is littered with small indie virtual reality (VR) titles, some of which seem like they’ve been very hastily cobbled together and others which have been passionately created to offer gamers a fun experience. The latter is essentially what Hooplord is, a solo project that does all it needs to do, provide an entertaining break from all those epic RPGs with a little basketball.

HooplordCreated by Eric Wu and never originally planned to be fully published, he decided to pursue this b-ball experience and flesh it out into a fantasy-themed free-throw videogame. As you can imagine the basic setup is a court – well half of one – some glowing basketballs and a hoop to throw them into. It would be a bit boring if this was just it, so he’s added some opponents to make those shots increasing harder.

This isn’t some ordinary basketball court as its quite ancient and most definitely enchanted. Balls are fed to you by way of five huge statues in the background, each one corresponding to a point on the court where you can teleport to. That means comfort isn’t a worry as there’s no running around to do. You’re given a few free throws to get a feel for the mechanics which are on point, from throwing angles to power these have been finely tuned to give a natural sensation.

After that, it’s time to face three gargantuan bosses, guardians defending the hoop. All you have to do is sink one shot from each of the five points on the court. Every guardian is based on an element, starting with ice, then earth followed by fire. Each one has their own particular defences and they do get a lot harder, they can even kill you if you’re not careful!

Hooplord - Earth Boss DeathThe mechanics have been kept nice and simple, as there’s no movement there’s no dribbling or any other fancy ball skills to deal with, just throw. As these are big opponents lobbing the ball over their heads doesn’t provide the best chance to score, it’s all about being quick, nipping between points and getting a couple of shots off. This gives Hooplord an element of pressure which helps to heighten the gameplay experience and keep you invested in the progression.

Each guardian has three stages with the latter one being the killer (literally). For example, the ice boss will initially try to block your shots. On the second round, an icy rain cloud appears, freezing any shots that pass through; the ball shattering on contact with the hoop. The third and final stage combines all these and one additional feature, the guardian pulls ice spikes out the ground to kill you. If this happens then it’s back to stage one.

Depending on how good your natural basketball free throwing skills are you could be there a while, getting an arm workout in the process. Using the Valve Index controllers did make grabbing the basketballs fairly easy – even at a distance – the only problem was the fact that gripping the other controller also activated the force pull mechanic. It would be good to have the option to deactivate the other hand.

HooplordFor an indie title that was originally just a portfolio piece, Hooplord is an enjoyable basketball videogame with a nice cartoon style. There’s just the right amount of difficulty so that you can’t blast through it in five minutes, the only real frustration is if you’re a rubbish shot. Hooplord isn’t a massive title so it would be great if Wu continues to support it and expand the premise, maybe adding a menu in there.

60%

Awesome

  • Verdict

Review: GRIP: Combat Racing VR

If you own any of Oculus’ headsets then you’ve probably bought a videogame or two from its dedicated store, perused through the reviews and looked at the star rating before purchase. One little feature that you probably overlooked is the comfort ratings, ranging from ‘Comfortable’ to ‘Intense’. It’s handy, especially as rival Steam doesn’t tell players if a particular title might get a little OTT for some. A consideration all should bear in mind when selecting GRIP: Combat Racing which has added virtual reality (VR) support.

Grip: Combat RacingGRIP: Combat Racing is an extreme racing experience which is all about lightning-fast cars, lots of guns, and some ludicrously twisted tracks to race on, through, over, under – almost anywhere there’s a solid surface. The normal flat version which has been available since 2018 was already great at what it does, with all the Steam comments testament to that fact. But the VR version is like GRIP: Combat Racing’s evil twin sibling cackling in the corner, tempting you to the dark side because once you step into VR it’s never the same again.

If you’ve ever played titles like Rollcage or Wipeout you’ll be familiar with GRIP: Combat Racing VR’s setup and its massive selection of options. To start with there’s single-player with classic race, ultimate race, elimination, speed demon modes, then the deathmatch arena and finally Carkour – which is almost utter insanity in VR. Then there’s multiplayer and its raft of modes before you get to the campaign to test those skills across a selection of tournaments.

After that, you’ve got the garage, the cars to be unlocked and the various customisation options to your wheels (if the vehicle has them), paint job and more. While some VR titles may only offer three or four hours of game time and little replay factor, GRIP: Combat Racing is the complete opposite as there’s so much on offer. If you’re looking for a racing title that’s value for money at full price or discounted then GRIP: Combat Racing is it.

Grip: Combat RacingThis is a videogame about speed and destruction, where you can zip along at a fair old speed normally before you even hit the boost button or boost ramps. They can then be used in conjunction with the item pickups to offer all sorts of offensive and defensive capabilities which makes GRIP: Combat Racing super fun to play.

Not only that, but the track design is also some of the best in this genre of racing videogame. You have plenty of choices when it comes to the best line to take, stay on the ground, hit the jump button for some ceiling racing or run up and down the walls when available. GRIP: Combat Racing easily puts a smile on your face when things are going well and can quickly remove it when you get shot at the finish line.

However, and this is a big, however, GRIP: Combat Racing VR should not be entered into lightly. As mentioned at the start, VR experience comfort ratings were created for a reason. If Steam had them GRIP: Combat Racing would be listed under ‘Ultra Intense’. One of the major hooks to the gameplay is the undulating track design making your vehicle twist and spin all over the place at points – especially when shot mid-air.

Grip: Combat RacingThis has all the hallmarks of a nausea-inducing experience, a big no-no in VR. Heck, even the promotional trailer for the videogame makes vomit jokes. But here’s the thing, for some reason whatever developer Caged Element Inc. has done to make sure none of this happens has worked. Having played a great deal of VR this might be the VR legs talking, so anyone particularly susceptible may want to be cautious, or at least play with the viewpoint.

Half expecting the bumper (first-person) view to be the worst, this proved to be easy to drive and the most immersive; even when doing a 360 flip with a mid-air twist, landing on the track backwards. This should have been really disorientating. The standard third-person view behind the car is the more comfortable solution in case you were wondering.

With the end of March, start of April offering so many VR choices GRIP: Combat Racing VR has come out of nowhere to be a bona fide surprise. It looks good, there are options for days and most importantly the gameplay is entertaining. GRIP: Combat Racing VR is pure digital witchcraft, making the addition of VR look seamless. Plus it’s a free update if you already own the original title, which is a bonus.

80%

Awesome

  • Verdict