Review: Good Goliath

Some of the best videogames aren’t the ones which are overly convoluted, requiring dozens of hours before you can get anywhere, and it’s often the ones with the simplest mechanics which can be the most addictive. Virtual reality (VR) titles like Beat Saber or Tetris Effect have proven this time and time again, and now there could be another in Knocktwice Games’ first VR title Good Goliath.

Good GoliathGood Goliath has two core attributes which are always useful in a VR experience, energetic mechanics and highly interactive gameplay. With plenty of upper body motion combined with easy to pick up gameplay for that arcade action feel don’t let those cartoon graphics fool you, this is a bit of a workout.

The basic premise revolves around you being a giant, a good one in fact, hence the title. After what must have been a considerably long sleep you’ve awoken to find some rather angry little folks willing to wage war with your massive frame, throwing everything at you in a bid to take your hulking great ass down.

Naturally, that’s not going to happen because even if you’re a good soul you still need to protect yourself.  And so begins what is essentially a wave-shooter just without the guns, instead, throwing back the very items being lobbed at you in a sort of tit for tat.

Good GoliathThere’s no need to worry about movement as Good Goliath keeps you almost rooted to the same spot, with each level housed in a singular arena. Which makes for a comfortable experience whether you’re seated or standing. What you need to be able to do is catch stuff, hurl it back and dodge any incoming projectiles you don’t want to or can’t catch – such as fireballs.

As you don’t have any weaponry or defensive capabilities apart from two giant hands, killing the waves of attackers requires using their weapons against them. Pitchforks, barrels, wheels, cannonballs and even the littles folds themselves will come flying towards you at an ever increasingly rapid rate. So you have to think fast and react faster in Good Goliath, grabbing what you can and trying to hit as many enemies as possible. The throwing mechanics are well balanced enough so that even those with really poor throwing skills can hit something.

But this is the videogame in a nutshell. Catch and throw. The first few levels are entertaining enough as you get to grips with the mechanics but halfway through that repetitive feeling all wave-based titles get starts sinking in. There is a little variety here and there, the pirate levels allowing you to catch a cannon and then loading it with a shark offer humorous side notes alongside the baker who floats through levels holding a cake to replenish health.

Good GoliathWhat’s impressive about Good Goliath is the level of detail and polish Knocktwice Games has employed. Grab a villager or pirate and you’ll see them squirm in your hands, with nasty looking teeth and a face only a mother could love. The arenas themselves are also littered with secrets and stuff to break when you spot a moment in the carnage to use some ammo on the scenery. There’s always plenty going on so the completion of each level always feels like an achievement.

The best set pieces in Good Goliath are certainly the boss battles. Bosses are supposed to be big and these are huge, towering over your giant self. Going against foes like the Giant King or the Kraken-like sea monster actually offer a bit of a breather as you generally only need to worry about this one foe rather than loads of little ones.

When it comes down to it, Good Goliath is all about highscores and that’s what’s going to keep players coming back. Killing several enemies gains you a multiplier and making it through a stage quickly or having taken no damage gains bonus points. Plus you don’t like the normal hands there are others to unlock, swapping those digits for tentacles or some bony fingers.

There’s no doubt that Good Goliath is fun in short sharp intervals, drawing you in with its colourful designs and pick up ‘n’ play mechanics. Nine levels might not sound many but you should get a good few hours of gameplay as they are subdivided with checkpoints because of their length. This is rinse and repeat gaming so the gameplay isn’t exactly deep but it’s still mostly enjoyable, great for those looking to steer clear of RPG style titles.

60%

Awesome

  • Verdict

Review: The Room VR: A Dark Matter

In 2012 Fireproof Games launched the first in an award-winning series of puzzle titles for mobile devices called The Room. Offering a fantastical storyline involving magic and a Victorian-era setting, the franchise has gained a legion of fans thanks to the elaborate brainteasers the studio has thought up. Now that gameplay has been transferred into virtual reality (VR), specifically catering to VR mechanics for what is set to be the most immersive entry in the series, The Room VR: A Dark Matter.

The Room VR: A Dark MatterVR is littered with imaginative puzzle titles which range from overwhelmingly difficult to charming and delightful. From bouncing puzzler Glyph’s precision and timing to the recently released Down the Rabbit Hole, there’s no shortage in this genre so to stand out the entire package needs to be special.

Thanks to its pedigree The Room VR: A Dark Matter already benefits but it doesn’t rest on its laurels. It takes what’s best about the franchise and expands into VR with comfortable hands-on gameplay and puzzles that are inventive yet not too overly complicated that you should be stuck for any serious length of time.

The storyline is an important factor in The Room VR: A Dark Matter as it intertwines the puzzles together, making progression feel relevant whilst building a desire to find out what is actually going on. Set in 1908, you play a detective assigned to a missing person case; an esteemed Egyptologist at the British Institute of Archaeology in London has vanished into thin air. As it turns out nothing is what it seems, making for an intriguing plotline.

The Room VR: A Dark MatterSo you start off in a detective’s office with a pleasant view of early 20th century London and this is the smallest area you’re presented with. There are four main locations in The Room VR: A Dark Matter which doesn’t sound like a lot but each one is bigger than the last and more sophisticated, so you do get a good 5+ hours of gameplay. This will also depend on how well acquainted you are with the previous titles, past experience does help with familiar puzzles popping up.

One aspect that will probably divide players is exploration and movement. The Room VR: A Dark Matter goes for node-based teleportation so you don’t have any freedom to wander around the areas. This does make the gameplay feel somewhat restrained considering how much the VR industry has progressed but it does offer several benefits. The first is primarily comfort, so most players shouldn’t have any issue diving straight in.

The other has to do with difficulty and puzzle layout. If you’re given full freedom to wander around frustration can set when you’ve missed something, especially if it’s plainly obvious. With a set number of locations you can move to there’s no worry about blindly overlooking a crucial clue, all you have to do is pay attention to the local vicinity. That doesn’t mean to say The Room VR: A Dark Matter makes things easy, there are some difficult brainteasers to solve which require travelling between several areas.

The Room VR: A Dark MatterA core part of any The Room videogame was the special piece of glass that would allow you to see the unseen. This is where a big part of the magical element comes into play, uncovering hidden symbols and writing on the walls. Its location within the inventory is reminiscent of the other titles but comes off as rather clunky in VR, having to switch back and forth, especially as it turns off when you teleport. Adding the switch to one of the unused controller buttons or physical interaction with the side of your head could’ve been a little more immersive.

If you’re a fan of the franchise then you won’t be disappointed with The Room VR: A Dark Matter as Fireproof Games continues to improve upon the gameplay. For those that have never played The Room before, then its standalone storyline won’t make you feel like you’ve missed out. Varied environments filled with detail, rich lore and polished puzzles prove that The Room VR: A Dark Matter is an essential VR puzzler for all fans of the genre.

80%

Awesome

  • Verdict

Review: Down the Rabbit Hole

Virtual reality (VR) platforms have seen a growing trend towards charming puzzle adventures like The Curious Tale of the Stolen Pets or Ghost Giant, offering miniature worlds to explore, almost like a virtual toy set. The latest in this genre comes from Cortopia Studios with Down the Rabbit Hole, inspired by Lewis Carroll’s famous novel Alice’s Adventures in Wonderland. As the title suggests you now literally find yourself in the rabbit hole, in a perfectly enjoyable VR videogame.

Down The Rabbit HoleAs most people already know Carroll’s story the studio has made Down the Rabbit Hole as a sort of prequel, before Alice ever steps foot in Wonderland. Instead you play an unnamed girl who stumbles upon the magical world when she’s out looking for her pet Patches.

However, Down the Rabbit Hole doesn’t want to force a set storyline on you. Instead there are choices to be made along the way to help define each playthrough, as such combating one of the main issues these types of puzzle adventures suffer from, the replay factor. The core narrative takes you past some of the key figures you all know and love, like the grinning Cheshire Cat or the smoking caterpillar. But as you progress you can chose who this mysterious girl is, the pet she’s chasing after and more. Helping shape the story elements adds a nice personal touch which gives Down the Rabbit Hole a decent feeling of value, enticing you to play it again, and then there are the multiple endings.

As mentioned, Down the Rabbit Hole takes itself very literally. Progress through the levels and look up and you’ll see a dark tunnel littered with the levels you’ve completed. Each little area serves as a scene dug into the ground, a glowing diorama of colour and miniature details. As this is third-person there’s no need to worry about comfort as you run the girl through each interconnected level.

Down The Rabbit HoleYou’re given full control over the environment to manoeuvre it however you see fit thanks to tree roots growing from the walls. This is really superb for getting into the scenes and having a nosey around. Great to see the artwork close up, this also serves an important purpose, not only are there puzzles to solve but you’ll need to keep an eye out for invitation letters, finding them all affects what happens at the end. These are squirrelled away in all sorts of locations, and you generally have to knock them out of their perch for the girl to pick up. It’s another useful mechanic for getting you involved in the world so that you’re not just some voyeur into Wonderland.

Most of the puzzles themselves are fairly straight forward and self-explanatory. The trickiest tend to be the chests which have combination locks. Even so, these are solved by being aware of what’s in the environment. That does tend to mean Down the Rabbit Hole is a short experience like the others mentioned in the first paragraph, depending on whether you find all the invitations. Those along with the multiple endings form part of Down the Rabbit Hole’s clever trick to retain interest and fully commit to the experience.

Down the Rabbit Hole is quite the change for Cortopia Studios which is better known for magical combat title Wands. And it’s certainly a good change. Like many of these videogames, Down the Rabbit Hole is over way too quick mainly because it was so enjoyable. The title offers a new slant to this beloved children’s tale, feeling both familiar thanks to the characters yet different enough to be engaging throughout. Thanks to its mechanics and polished execution Down the Rabbit Hole offers a delightful VR experience.

80%

Awesome

  • Verdict

Review: Half-Life: Alyx

Have you ever got goose pimples from a videogame? Not the cold sort when you’ve stepped outside on a winter’s day but those from sheer excitement. If that’s a no and you’re about to play Valve’s latest epic, Half-Life: Alyx, then prepare yourself for that possibility. Even if this was a normal videogame the anticipation for Half-Life: Alyx would be enormous, the fact that it’s exclusive to virtual reality (VR) makes it even more palpable because Valve has created a title every VR gamer needs to play.

Half-Life: AlyxFirst Impressions

Right from the main loading intro Half-Life: Alyx is made to conjure up feelings of stepping into an ambitious experience as if you’re about to put one foot on the moon or walk through the gates of Mordor. One of the first images Valve released was a wide scenic shot of the Citadel being built and that’s exactly where you find yourself, looking out from a balcony to see City 17 around you, only this time it’s a living, breathing entity.

Not only is this setting the mood for the grand adventure that awaits but Valve immediately lets you know you’re part of this world, and can, therefore, interact with it. Your hands are made for picking stuff and playing with it so there are all manner of items in this near vicinity to help you get acquainted with the videogame, from tuning a radio to marker pens to draw on the window. Valve has even gone so far to ensure your fingers wrap around the corners of items. Simple little things but they all add to the experience, building that sense of presence which can turn VR gaming into an addiction.

What the hell is going on?

For those who aren’t dedicated Half-Life fans this latest instalment isn’t a sequel to the highly celebrated Half-Life 2 from 2004. Half-Life: Alyx is set between the two titles where the mysterious alien race known as The Combine have enacted a brutal occupation of Earth. You play as titular character Alyx as she and her father Dr. Eli Vance are mounting a resistance force to help save humanity.

While you may already know the outcome if you’ve played Half-Life 2 ­which has been free up until the launch of Half-Life: Alyx, it’ll still fill in gaps for those which are interested. At the same time, those new to the Half-Life universe shouldn’t feel too lost, although a little story intro would’ve been nice.

Half-Life: AlyxShoot first, interrogate later…maybe

Just like its brethren Half-Life: Alyx is a first-person shooter (FPS) with puzzle elements, offering plenty of action interspersed with hunting down resources and not letting anything suddenly hug your face.

Valve seems to do what it likes, how it likes and be damned if you don’t follow suit. The Valve Index for example – the Half-Life: Alyx headset of choice, if you can get one – wasn’t designed for easy consumer adoption it was built for supreme VR gaming quality. Likewise, you shouldn’t expect Valve to follow the same VR blueprints other developers have employed in their shooters.

For example, most VR FPS’ tend to feature a gun belt so you can put a pistol on your hip, maybe a grenade or two. None of that here. While you do have a backpack for ammo and resin, Valve has kept everything menu related nicely minimal. Guns can be selected from a quick hand-oriented menu which can be tailored in the options while two ‘wrist pockets’ act as singular storage locations, ideal for grenades and health injectors. There’s no hoarding of these latter items as each wrist can only hold one, so you have to choose, do you want to cause loads of damage or live to keep fighting.

And there’s plenty of that. Your pistol becomes your new best friend with the shotgun and Combine rifle offering their own unique advantages. Half-Life: Alyx being the premium Valve experience it is the guns work beautifully, especially when you start upgrading them with the resin expanding the ammo capacity or giving the shotgun the grenade launcher ability – so useful against the heavily armoured Combine soldiers as well as being fun. All the weapons feature some sort of manual reload, so you have to plan your attacks where possible or risk a dangerous second of so reloading.

Most group enemy encounters aren’t too overwhelming, the soldiers tend to appear in teams of three or four. These are more like set pieces, where you’ve got plenty of room to run into cover or find a flanking position. The fluidity of this heavily influenced by the locomotion scheme you’ve settled on as running isn’t an option.

Choices, choices…how about the fluffy slippers?

Before you’ve even stepped into Half-Life: Alyx you’ve got a lot of choices to make, relating to comfort and personal preference. Sometimes it’s just easier to start playing the thing first and then tweak various components as you get used to the experience.

Half-Life: Alyx employs three main locomotion systems, Continuous, Shift and Teleport. The latter designed to be the most comfortable while the former is far more immersive. Yet there are times where – moving between cover especially – continuous just isn’t fast enough. So shorter teleport movement is also on hand rather than tucked away in the menu. This proves to be massively useful because there are points when quickly hiding out the way is required, plus the fact that Half-Life: Alyx isn’t some flat world. There are times when you have to jump through a window or gauge a drop-down, so Valve wants you to have those options.

The company also wants as many people to enjoy Half-Life: Alyx. So you can play it using full roomscale but what if you can’t? There are options if you’re seated to bring Alyx up to head height when required, or what happens if you can only use one controller? No problem. Not only is there a one-handed mode but the gameplay has been designed so there’s a minimal handicap. All the guns are used with one hand with the option then aiding mechanics like reloading.

It could be said there are too many options and a good portion of the videogame early on is fiddling with these rather than enjoying the experience. However, getting it right does aid the gameplay so you can settle in for the long haul as there are plenty of hours to fight through.

Half-Life: Alyx‘Scared? No, you’re scared’

The atmosphere is an important part of any VR experience and Half-Life: Alyx has an appropriately mixed selection. With plenty of grand sci-fi architecture to gawp at Half-Life: Alyx is gorgeous to admire when out in the open and suitably menacing when in the shadows.

There are areas in Half-Life: Alyx which evoke a proper sense of claustrophobia and dread, where stepping out into the open air feels as refreshing and liberating as in real life. This will likely be the first time anyone has even come close to being scared in a Half-Life title, with sequences featuring just your flashlight and a lovable creature called Jeff offering some memorable moments.

Equally important is the writing which has always been of a high calibre in Half-Life. Half-Life: Alyx is no different, with conversations between Alyx and her resistance colleague Russell fliting between the serious to comedic banter as she endeavours to keep her spirits up.

Do I cut the red wire or blue?

Puzzles form an integral part of the Half-Life: Alyx experience, generally opening a door, item case or upgrade station.

As previously mentioned Half-Life: Alyx is a hands-on experience and so are the puzzles, grabbing holographic projections to spin and manipulate them into place. Not overly complicated or fiddly to solve, there are about four variations which do lead to plenty of repetition if you really do scour each location. Highly important to get that vital resin for upgrades.

Half-Life: AlyxOut with the old and in with the new, apart from that…and that

Valve may want to provide a fresh experience for Half-Life fans but there are plenty of old favourites from the previous videogames which make an appearance.

Headcrabs, if you hated them in the other Half-Life’s you’ll hate them even more in Half-Life: Alyx. The most prolific of any enemy thanks to their ability to reanimate corpses they provide excellent target practice when attached to some unfortunate person’s head and rather annoying when scurrying on the floor. Such is their abundance that you’ll find new ways to kill them, like making them jump into barnacles.

Another fan favourite, the ceiling-mounted barnacle can be an absolute bane if you’re not paying attention. Also, a lot of fun when employed correctly. Enemies can be lured into their grasp saving you ammo for more important encounters plus they can hide useful items. It’s this gameplay mixture between the different Half-Life: Alyx opponents which ensures you shouldn’t get bored throughout.

Half-Life: Alyx did rehash one item from the Half-Life universe and that was the Gravity Gun, now replaced by the Gravity Gloves. These form an important part of the Half-Life: Alyx experience, grabbing almost any item within a reasonable distance. Insanely useful, there’s a slight knack in flicking then grabbing an object was it comes towards you but it makes gathering items so easy you’ll wish you had a real pair. The gloves also serve up your health indicator – which look like Legend of Zelda hearts – and your ammo counter. They also happen to be intricately detailed, showcasing how much thought and effort Valve has put into Half-Life: Alyx.

And now the end is near…

You know perfectly well that Valve wasn’t going to make a flagship VR title using its beloved Half-Life franchise and do a half-arsed job. A stunningly rich experience from start to finish, Half-Life: Alyx is one of the best VR titles available, a perfect showcase for what VR gaming is capable of. It doesn’t exactly break new ground, instead providing familiar Half-Life gameplay all wrapped up in a highly polished VR gift bag. Let’s just hope this is the start of things to come and Valve decides to make another Half-Life: Alyx.

100%

Awesome

  • Verdict

Review: Soul Axiom Rebooted

There’s been a bit of a renewed surge in the videogame industry for revitalising classic titles which were once massively popular. Capcom’s Resident Evil series has seen this on several occasions and Square will soon be releasing the highly anticipated Final Fantasy VII Remake. The virtual reality (VR) scene is a little too young to see anything on quite that scale but there are standard videogames rife for a little VR treatment. The latest comes from Wales Interactive which is enhancing a PC puzzle title for new formats, Soul Axiom Rebooted.

Soul AxiomLike many reboots, this launch isn’t going to be purely about putting a glossy finish on the previous Soul Axiom as the videogame was only released in 2016. Yes, the visuals have been enhanced thanks to a new game engine but the studio has also added new features such as an objective system and mid-level checkpoints to make the experience less daunting and more manageable. That’s all great yet does it translate into a true VR experience?

First of all Soul Axiom Rebooted seems to have been primarily created for a release on Nintendo Switch, with the PC edition also including VR. Which does mean VR is more of an add-on rather than the sole reason for the reboot. And this is noticeable throughout due to the interaction mechanics which don’t actually involve any motion controls whatsoever, it’s all sticks and buttons, removing that unique sense of presence VR offers (more on this later).

Soul Axiom Rebooted’s storyline is a strange cyberspace thriller involving death, immortality and preserving memories for future generations. The premise is that some company has created a virtual universe called Elysia, where people can upload their memories to either relive them over and over again or for friends and family to remember those that have passed on. You play an unnamed character introduced to this fantastical world, given little reason to why you’re there or what’s going on when things start to get a little twisted.

Soul AxiomWhat Soul Axiom Rebooted does well it tends to do really well at, puzzles and environments. The main hub world looks like a glorious homage to Tron, towering neon-lit buildings of minimal design which stretch into the distance, seemingly devoid of life. There’s a stunning use of light and colour in several areas, a digital dreamscape which is made all the more impressive in VR. In stark contrast, some of the main levels are set in more real-world settings like a jungle, museum, island and other locations. These certainly don’t have quite the awe and spectacle of the hub yet serve their purpose well enough.

There is a real emptiness to Soul Axiom Rebooted due to the general lack of NPC’s, just a lot of walking around going puzzle to puzzle. Once the main puzzles of a location are complete you’ll get video snippets, memories to help flesh out your character. However, it’s difficult to really connect to the person and character in any meaningful way so it’s best to get stuck into the puzzles themselves.

When it comes to this side of things Soul Axiom Rebooted has got you covered. It’s a massive videogame offering hours and hours of gameplay – and that doesn’t mean loads of walking. While recent puzzle titles such as Ghost Giant and The Curious Tale of the Stolen Pets are delightful in their design and execution, the gameplay time is painfully short, no worries about that here.

Soul AxiomGameplay mechanics revolve around your hands in a sort of Karate Kid ‘wax on, wax off’ style. For example, the first magical skill you gain is the ability to materialise/dematerialise certain objects, dropping a ramp in to reach a higher level or removing a blockage. Another is a play/pause skill to move objects and stop them in a particular location. These are colour coded into the puzzles for clarity, the former a blue hue and the latter in green.

What’s annoying from a VR perspective is that lack of being able to use your actual hands and arms, with the right and left simply controlled by the corresponding triggers. Be rest assured, anyone who has played even a little VR will instantly want to put their hand out and grab an object or use their powers like some sort of Jedi. There’s none of that here which really negates the need to stand up, playing Soul Axiom Rebooted seated is the wiser choice.

The videogame does also suffer with the odd technical issue, a little bit of latency here and there. Mostly though it was the play/pause ability which became a nuisance. On the occasional puzzle – a tall one involving pipes in the jungle comes to mind – trying to make an object ‘play’ either didn’t work or only partially worked. Infuriating when you know and can see the solution, dragging a puzzle on longer than it should.

Much like Wales Interactive’s other VR titles Soul Axiom Rebooted elicits a mixture of emotions, joy, puzzlement and dab of exasperation. Beautiful and unnerving, Soul Axiom Rebooted has plenty to see and do, great for puzzle fans seeking an expansive experience. Yet the addition of VR does feel like a last-minute inclusion, putting you in an impressive virtual world without the ability to reach out and touch it.

60%

Awesome

  • Verdict