Preview: Now There be Goblins – You Have my Hammer

Nobody likes goblins. They’re always getting into places, causing trouble, generally being a nuisance. I’ll tell you who really hates goblins; the king. As a blacksmith grafting for coin, apparently I’m on speaking terms with this smug-looking monarch. He commissioned me to craft a massive gold statue of him and the local goblins have taken a dislike to them. Or they want the gold. Either way, goblins are attacking, the king doesn’t like that and I have to defend the kingdom. I have no clue why we don’t have soldiers for this.

All I have are a shield and my trusty blacksmithing hammer. Thankfully I can build defences, which should clue you in on what genre Now There be Goblins falls into. This tower defence game plays like many others you will have seen or tried. The enemy enters an arena area and walks a predetermined path towards their goal, which is our failure point. As the hero, I build weapons and barricades to kill any and all goblins.

Across the opening levels I learn how to move around the playing area, plus how to select defence items. This early on, it’s the usual barricade that is placed on the paths to slow down the enemy, as well as a few weapons – crossbow, cannon and sharpshooter. These can be dotted around off the path to lay down damage. But you know this, I’m sure.

The goblins enter the kingdom in waves, variously armoured and kitted out with weapons. A highlight of Now There be Goblins is the ability to pick up the discarded weapons from the goblins, all of which feature differing damage stats and styles, such as bludgeoning or stabbing damage. It’s rather laughable to be standing behind a barrier, swinging both arms wildly to whack and stab horrible goblins.

Of course, in between waves placements can be repaired or upgraded, it’s all very much par for the course. Until the bosses show up, and then everything goes to hell. I was happily building items, looting corpses, defending the kingdom. I knew a boss was in this wave, but I underestimated them severely. They are huge, hulking enemies that seemingly know nothing except swinging a weapon and moving forward. I died. A lot.

However, even with those deaths, I was levelling up to unlock new weapons and items and slowly progress bit by bit. I began to admire the visuals and the wonderful little details that brought my role to life. I will happily write a paragraph about just the blacksmith hammer, which is attached to your arm via a chain. This means it can be thrown… and recalled. Like Thor with Mjolnir. I was lopping the hammer, snapping it back, catching it, taking a bit of a pose. It was glorious. 

There were a few graphical glitches from the chain – sometimes it stretched across the entire map, other times it glitched through the placements. But I still felt like a God. And that theme continues in the style of Now There be Goblins, the developers have used a slick cartoon style, with daft, overly large proportions and pops of colour. The weapons and defences feel weighty and look chunky.

I’m still slowly working my way through the campaign. This is an early access title, so it’ll keep receiving updates over time. And I’ll definitely keep coming back. Now There be Goblins has a really delightful gameplay loop, and while the bosses are scary and tough, they feel fair enough to return to the mission and try a new tactic next around. I’ll be back for those goblins, and to protect the kingdom, but I’ve got a Godlike hammer and a bad attitude.

Action-Packed Fracked Ziplines Onto PC VR This May

Last summer nDreams launched its most action-packed virtual reality (VR) title to date, the PlayStation VR exclusive Fracked. Well, today the studio has revealed Fracked will soon no longer be exclusive to one platform, with a PC VR launch date now scheduled for next month.

FRACKED

Fracked takes place in a remote mountain facility where you become the unlikely hero who stands between the Earth and an army of gun-wielding, interdimensional enemies. Stealth is not a requirement here, guns, speed and bravado are all you need, progressing from one horde of enemies to the next; causing a few explosions along the way.

With its bold art direction, Fracked’s gameplay is just the same, encouraging you to utilise the environment however you please. Use the grabbable cover system to your advantage and flank enemies, climb towers for a better vantage point or use the numerous zip lines to quickly reposition yourself on the battlefield. And then there are the skiing sections.

Our PlayStation VR review of Fracked gmw3 said: “nDreams is well versed in making highly polished VR titles and Fracked is no different. The art style is gorgeous, adding a comic book blend to the action playing out. And there are some wonderful ideas and mechanics employed.”

FRACKED

“It’s been fantastic to see the love that Fracked has received from players and critics alike since it’s PlayStation VR launch last year,” said David Corless, VP of Publishing at nDreams in a statement. “We’re excited to give new audiences the chance to experience the thrill of Fracked’s high-octane action as they fight to save the world!”

Fracked is set to arrive for SteamVR and Viveport compatible headsets Oculus Rift, HTC Vive and Valve Index (Meta Quest 2 is supported via Cable/Air Link) on 5th May 2022. It’ll also hit the Oculus Rift store not long afterwards. For continued updates on Fracked and nDreams, keep reading gmw3.

Preview: The Living Remain – An Aspiring Zombie Epic in the Making

Do you ever get that videogame itch? No, not that rash you’ve been ignoring but the desire to dive back into a specific game or genre you know you’ve played to death yet there’s a reason you love it so. For me – and likely many of you out there – it’s a penchant for zombies, stepping into a survival adventure that’s all about headshots and not wasting bullets, each one needs to be a kill shot to secure your safety. With the arrival of The Living Remain this week on Steam that itch has subsided once more.

The Living Remain

VR is littered with zombie shooters so any new ones that arrive have some big shoes to fill, requiring satisfying gunplay, plenty of nail-biting action and gore (there can never be too much gore). The Living Remain has different levels of each that make for positive early access rollout with plenty of room to refine those rough areas.

Firstly, even though the Steam page only lists Oculus Rift and HTC Vive, I used a Valve Index as that’s permanently connected. This didn’t cause an issue, just a quick moment to adjust to the control scheme as the brief intro tutorial only showed the Vive controllers. All the reloading, locomotion and other interactive worked as hoped, grabbing pistols from hip holsters and dropping ammo in the backpack.

Let’s talk about that for a mo. The inventory system is easily described as bare minimum because you can only store ammo and filament (crafting material). These are stored by popping them over your off-hand shoulder whilst your dominant side shoulder stores larger weapons (a rifle or shotgun). Whilst popping a clip in with my left hand is perfectly normal, the fact I also have to grab ammo from my left shoulder feels quite odd. It’s not too difficult to get used to but nevertheless, still seems a bit strange.

The Living Remain

The Living Remain is a story-driven experience where you play a soldier separated from his family, so off you trot through an apocalyptic world filled with the undead. Delivery of the narrative is very well done, with the protagonist coming across as the grizzled war veteran you imagine him to be. There’s no break in the delivery either, no awful cut scenes or immersion-breaking 2D segments, you get it all as you explore and survive.

Explore might be too strong a word, The Living Remain is an A to B adventure with very little in the way of deviating from the main path. There’s the odd room here and there containing ammo and filament but that’s about it, your only concern is pressing forward through the hordes.

When it comes to the zombies you’ve got the slow walkers and slightly speedier joggers – they’re not really fast enough to be called runners. They look ok at this early access stage but you’ll quickly notice repetition and once they notice you, in classic fashion, the arms outstretched as they stumble forward. They tend to be fairly spaced out in my opinion, only a couple of times inside did it ever seem like I was going to get overwhelmed and even then, I had no shortage of ammo which is liberally spread throughout the levels.

The Living Remain

This makes the knife a little bit defunct, completely opposite to other VR zombie titles. You can stick the hunting blade in a zombie’s skull yet there didn’t seem to be any way to grab the said head, making the removal far trickier. So using the plentiful ammo – even attracting the zombies with gunshots – made for a far smoother gameplay experience. Running around popping heads left and right is what it’s all about anyway.

And you do have to run, there’s no teleporting in The Living Remain. There are some basic locomotion and comfort options (snap or smooth turning for example) if needed, although it’s certainly geared more towards VR acclimatised players.       

Plus what would a zombie game be with some sort of upgrade options? Provided here by the clever use of a 3D printer; hence you need to find that filament. The sporadically placed printer stations offer the chance to upgrade your weapons, add extended mags, increase the firepower with hollowpoint bullets or manufacture more ammo.   

First impressions for The Living Remain are good, the campaign is solid enough and the weapon handling is on point. Realism is certainly an important factor here, which is great for shooting zombies yet there’s no distance grab so you need to get up close to everything – definitely don’t drop a mag mid gunfight. Visually, The Living Remains suffers the most outside, open locations are barren and lack detail. Inside, especially the dark torch-lit areas, function far better building a much better sense of atmosphere and dread at what’s around the next corner. The Living Remain might not be up to The Walking Dead: Saints & Sinners level at the moment but the core gameplay has tons of potential to come close.

Stunning Half-Life Alyx mod “LEVITATION” Arrives Q3 2022

2020’s Half-Life: Alyx was a seminal moment for virtual reality (VR), Valve not only finally adding to the much-loved sci-fi franchise but also giving creators the chance to build upon it with Steam Workshop. As if you need a reason to step back into City 17, later this year a stunning looking mod is due to arrive with a big campaign, Half-Life Alyx: LEVITATION.

Half-Life: Alyx - Levitation

The first details for Half-Life Alyx: LEVITATION were released over the weekend by way of a very slick trailer, promising a “4-5 hour experience for the average player.” In it, you’ll continue your role of Alyx Vance, fighting through the dangerous streets of City 17 on a new mission to an area called Sector X.

Two of Alyx’s colleagues Barry and Maya went to investigate a mysterious levitating building, and well, haven’t come back. So you need to find out what happened and it seems as though the shadowy G-Man will be making an appearance whilst your buddy Russel also makes a return.

Other than that not much else is known but expect the usual action-packed gameplay with plenty of Combine and Headcrabs to work your way through. This being a Steam Workshop mod, Half-Life Alyx: LEVITATION will be free when it launches later this year, currently scheduled for Q3 2022.

Half-Life: Alyx - Levitation

There are a ton of mods for Half-Life: Alyx, some, like Levitation, stick with the Half-Life theme and expand the gameplay further. Others move completely away from the Half-Life setting, drawing inspiration from other videogames. Some of the most notable include a Bioshock mod in two chapters, Return to Rapture, which has been well received by the community, and Gunman Contracts where you become a trained assassin taking on a new contract.

Take a look at the trailer below and see what you think, as Half-Life Alyx: LEVITATION is free it’ll certainly be worth a download when it arrives. Don’t forget that you do need to own a copy of Half-Life: Alyx in the first place before you can. For more VR mod updates, keep reading gmw3.

Valve Index Usage Grew More Than Quest 2 On Steam In March

Valve Index usage grew more than Quest 2 in March on Steam.

Companies like Meta, Valve, & HTC don’t reveal hardware sales figures. The Steam Hardware Survey remains the most reliable indicator of PC VR’s adoption.

The survey is offered to a random sample of Steam’s userbase each month. If you choose to accept, it uploads your PC specifications along with SteamVR’s log of any headsets connected in the past month.

In March the percentage of SteamVR users using Valve Index increased from 14.43% to 15.09%. Since Quest 2 started appearing on the Hardware Survey, this has only happened once in September 2021. In August Index was launched in Australia and Quest 2 sales were paused for three weeks.

Still sold at $999 for the full kit, Index has now been on the market for almost three years. It still has best-in-class tracking and audio quality, but in recent years its 1600×1440 per eye resolution has been leapfrogged both on the high end by headsets like HTC’s Vive Pro 2 (2448×2448) and on the low end by Quest 2 (1832×1920).

In October Index overtook Oculus Rift S to become the second most actively used VR headset on Steam, a position it still holds.

In February Valve announced the intention to extend the Index lifespan by making replacement parts available through iFixit.

The overall percentage of Steam users with a VR headset stayed essentially the same, increasing ever so slightly from 2.12% to 2.13%.

Last month Valve revealed Steam’s monthly active userbase as 132 million, suggesting around 2.8 million SteamVR users in March.

Preview: Outlier – A Roguelite of Possibilities

It’s surprising to think that Joy Way used to be location-based entertainment (LBE) specialist PlatformaVR, transitioning into a full-time virtual reality (VR) studio a couple of years ago. During that time the team has released a selection of Steam Early Access titles with the latest to arrive being Outlier. This joins the ever-growing roguelite genre VR developers are loving at the moment, continually fighting and dying, trying to inch closer to the finish line whilst incrementally improving your stats.    

Outlier

Outlier very much has this at the core of its DNA with a basic narrative to give it some structure. You’re the captain of a spaceship looking to find humanity a new home, along the way getting sucked into a black hole that imbues you with powers whilst offering a potential planet. However, that planet is being attacked by hostiles that need clearing out first, so with new said abilities you get to unleash a little mayhem.

As an Early Access release Outlier doesn’t offer many bells and whistles, to begin with. All the VR basics are present, smooth locomotion only, you can grab ledges to climb and guns can be housed over each shoulder (nothing on the hip). There’s no manual reloading, simply pop the gun near your hip to reload making for a quick arcade-style experience. Early on there seemed to be some inconsistency when it came to dropping the gun. Rather than popping it over my shoulder, simply letting it go generally left it there although on the odd occasion it seemed to auto-return. Ahh, the vagaries of an early access videogame.

Planetside, Outlier looks great, fighting through what look like ancient ruins and temples, giant monoliths stretching skywards with plenty of undulation in the level design; keeping most of the enemy encounters in small areas. Joy Way has also used a trick where the environment is entirely contained within canyons (so far at least), presumably because levels are procedurally generated. In any case, it doesn’t feel confined, with plenty of room to manoeuvre.   

Outlier

And you’ll need to, the first opponents encountered are fast and deadly accurate with their throwing axes. It takes a moment to actually keep up and track their movements as they flit from side-to-side, unusually tricky for introductory foes. They’re actually a bit too erratic in all honesty and there were times where it felt easier to just run up and gun butt them, only to find I couldn’t! I’m also not a fan of the ragdoll effects when they die, definitely seems out of place in this style of VR experience.

Physical violence may have been off the cards but thankfully Outlier doesn’t just provide guns, you can unleash some telekinetic rock throwing. Thus you’ve got the option to dual wield two guns when you’ve found them, a gun and helpful rock or just go full-on Jean Grey and start hurling boulders around the place. Alas, you can’t just rip them out of the ground, only certain rocks and pots can be lobbed but even so, it makes Outlier physical, interactive and fun.

Now, as mentioned this is a roguelite which means gaining loads of useful stuff, death, losing all your stuff and then upgrading core abilities to go back at it. Outlier achieves this in a number of ways, the first being the in level buffs. Every so often you’ll come across a glowing pedestal with 2 or 3 items, usually 3 buffs or 1 buff and a gun. Buffs can range from improving your grab distance and walking speed to upping the number of times you can dash in succession or adding perks like Death from Above where you gain a 10% damage improvement when airborne.

Outlier

These are all your temporary boons, the permanent ones come from killing enemies to gain some sort of magical energy. This is the good stuff, only usable onboard your spaceship once you’ve died. At the moment the ship doesn’t look as good as the rest of Outlier, very bland in its aesthetic and user interface. There’s also the less than inspiring voiceover for the story narration and gameplay tutorial. It’s not the only thing that needs some more polish whilst inside early access, enemy wall glitching and game crashes were two of the more prominent issues.

Outlier also seems to have been influenced (partially) by Joy Way’s biggest VR title Stride. The jump/dash mechanic takes a little getting used to, as it’s a physical flick. You have to hold the A button down then flick the controller in a direction, releasing the button at the same time. It is a gameplay fundamental learning to quickly dash sideways, backwards, or jump across chasms.

All of this combines to make Outlier an intriguing prospect. It could possibly become Joy Way’s biggest and baddest VR game to date, with some wicked looking enemy design – especially the boss – and variety when combining gems to upgrade yourself. However, this is the studios’ fourth early access videogame on Steam, begging the question as to whether they’ll all stay in this EA limbo or actually come to fruition. There are some excellent roguelite videogames available for VR headsets and Outlier could well join this group, eventually.

You can now Speedrun Your way Through Squingle

Squingle is one of those virtual reality (VR) videogames that has to be played to be really understood. Basically, it’s a psychedelic puzzle title where you have to guide revolving orbs through twisting liquid crystal mazes. If that wasn’t hard enough, Squingle Studios has just added a speedrun gameplay mode, truly testing your puzzle-solving skills.

Squingle

Normally, Squingle is a fairly casual VR experience where you can relax and find your way through the 100 trippy levels. If you’ve already completed them and really love a challenge – or maybe love speedrunning videogames – then the addition of a speedrun timer might be just what you’re looking for.

Talking to gmw3 in an email regarding the idea behind the new speedrun mode Benjamin Outram of Squingle Studios explained: “I’ve always been fascinated by speedrunning since I saw a Technology Assisted Speedrun (TAS) of Super Mario Bros. 3 on the NES. There is a small but active speedrunning community in VR – notably doing speedruns of Superhot VR, Moss, and Boneworks. Our VR game, Squingle, lends itself to trying to play quickly, almost like a platformer, and as an indie game studio talking with the speedrunning community seemed like not only a natural fit to the game, but a great way to support our players.

“A speedrunner going by ‘BlitzVR’, who is famous for a viral IGN video ‘Moss (VR) Developers React to 43 Minute Speedrun’, got in touch with an interest to set a score on Squingle,” Outram continues. “Having asked the community what features might help them, the biggest request is for an ‘in-game-clock’. This sets the standard by not relying on external timing equipment to time your run, making it less friction to record a speed run. So based on Blitz’ interest, I went about to implement a speedrun timer.”

Squingle

However, this isn’t your ordinary gameplay mode you’ll suddenly see pop up in the main menu, it’s partially hidden – although still easy to access. All you need to do is turn ‘story mode’ to ‘OFF’ in the options. 

“This stops the main character appearing every ten levels (which would just waste time!). After every ‘epoch’ (group of 20 levels) – as long as you started at level 1 – the timer appears to show you your total time for that epoch. Assuming you have completed all the levels without going back to the level-select screen, or retried any levels, then your time for the whole game also gets presented at the credits at the end, as well as your scores (how many lizards and petals you collected).”

And that’s it, happy speedrunning through Squingle. If you’ve not tried it out yet you can find Squingle on Steam where there’s a free demo available and on Meta Quest’s App Lab. Oh, and by the way, Squingle is a Game Development World Championship (GDWC) finalist alongside the likes of A Township Tale and Maskmaker.

For all the latest updates on VR, keep reading gmw3.

The Beautiful Puzzle World of Mare is Coming to PC VR

2021 had some classic virtual reality (VR) videogames arrive including indie gems like Mare. The work of Visiontrick Media, a team based in Sweden and Japan, Mare offered a wonderfully imagined world and puzzles, even if it was a little short. Initially exclusive to Meta Quest, the studio has now confirmed Mare is coming to SteamVR later this month.

Mare

Since the Quest launch, Visiontrick Media has worked on making sure Mare fully utilises the extra power PC VR headsets can access. “The PC version will feature a whole new level of visual fidelity including real-time lightning among other improvements making it an even more engrossing experience to savour in virtual reality,” the studio notes in a statement.

Mare is set in a mysterious world that you view from overhead, controlling a mechanical bird from perch to perch. As you do so you encounter a young girl who’s seemingly lost and in need of your help. You then have to guide your new AI companion through a vast interlocking landscape, full of deadly traps and a few inhabitants.

Spanning eight chapters, Mare rolls from open puzzle to the next, slowly revealing its narrative as well as hidden secrets if you’re observant.

Mare

Reviewing the Meta Quest version of Mare, gmw3 said: “Mare is as an enchanting as it is bewildering. There’s nothing wrong with its vague narrative as that mystery is what keeps it interesting[…] but just because it is pretty doesn’t mean to say Mare forms a cohesive whole, feeling like it’s not quite reached its potential.”

Mare is scheduled to launch on SteamVR for PC VR headsets on 17th March 2022. Check out the new trailer below and for further updates on the latest VR games, keep reading gmw3.

Steam Next Fest: No Lower Decks on Ziggy’s Cosmic Adventures

Elden Ring might be out tomorrow but who cares when you got all these virtual reality (VR) videogames on Steam Next Fest to play! Next to catch gmw3’s eye was Ziggy’s Cosmic Adventures by Stardust Collective, a title mixing roomscale sci-fi management with some space-based combat.

Ziggy's Cosmic Adventures

Ziggy’s Cosmic Adventures takes place entirely inside a very snug cockpit that’s very light on luxuries – there’s not even a seat for those long intergalactic journeys – but heavy on buttons, switches and levers. Excellent then for some immersive VR gameplay, where you have to main your little ship to keep yourself alive by managing power levels to systems including life support and flight control.

The demo treats you to the first level and one crucial component of Ziggy’s Cosmic Adventures, a strange green alien with unquantifiable power – no not Mooncake. This little guy quite literally powers your ship, although doing so seems to kill the poor little guy so you have to eject the corpse into space. So there are some dark undertones to what initially seemed like a fairly colourful adventure.

The demo doesn’t give you much time to play with all the bells and whistles the cockpit has to offer but there are certainly plenty of them. You can 3D print your little green pal Ziggy, swap batteries between stations and then blast off to your next destination. The cockpit is very compact but not claustrophobic, with everything nicely within reach, with the studio claiming you only need a 2m x 1.5m area.

Ziggy's Cosmic Adventures

After feeling like a kid in a candy store thanks to all those buttons it was time to try the space combat. Depending on your flying preference, I found it useful popping into the settings to tweak the invert options as you can swap them all for pitch, yaw and roll. With HOTAS-like controls you’ve got to make it through an asteroid field, shooting any that get too close followed by a few enemy ships that want Ziggy for themselves.

All the mechanics were easy to grasp with the combat section being the trickiest purely because you have to stand up – it is roomscale after all – so spinning around could get a bit jarring for less experienced players.

Ziggy’s Cosmic Adventures looks awesome and offers another great example of VR gameplay during the Steam Next Fest, well worth a download. For more updates keep reading gmw3.

Steam Next Fest: Jungle Survival in Green Hell VR

The Steam Next Fest is underway until next Monday 28th February, giving you plenty of time to delve into some of the awesome virtual reality (VR) videogames coming to PC VR headsets. One that gmw3 has certainly been looking forward to is Incuvo’s Green Hell VR, the immersive port of Creepy Jar’s popular survival adventure.

Green Hell VR
Green Hell VR – PC version

With Incuvo having already ported the likes of Blair Witch onto VR headsets there has been a lot of interest regarding Green Hell VR. It’s a far bigger beast than the horror title, an open-world experience set in the Amazonian rainforest, a huge, inhospitable jungle where most of its inhabitants are trying to kill/eat you.

The demo introduces you to the first 30-40 minutes of the campaign depending on how quickly you decide to follow the prompts, teaching you the basics of inventory management, healing, crafting a fire and such. If you’re already well acquainted with the original Green Hell the main difference you’ll notice are the controls, healing requires actually wrapping a leaf around your arm whilst lighting a fire requires finding flint to create a spark with your machete.

Those that are already well acquainted with VR controls should find the mechanics instantly familiar. Incuvo has stuck with VR norms that are intuitive, picking a useful item up can be put instantly in your backpack over your shoulder. Your notepad is on your chest for easy access, selecting items to craft or giving you information about items you’ve discovered.

Green Hell VR
Green Hell VR – PC version

The ability to physically interact with everything highlights how much Invuco has rebuilt for VR players, with minimal button presses – although there is the occasional one like pressing the button on the walkie talkie.

While the demo doesn’t feature any dangerous animals or locals to fight what I really wanted to get from the teaser was a true sense of being in a dense jungle. Where plants just seem to grow on top of one another and where one miss-step could lead to me becoming lost in this amazing world. So of course the first thing I did was look for the closest unidentified mushroom and eat it, you know, just to see what happens! As it turned out the first random shroom I found was edible so no harsh effect there (which was kinda disappointing).

Ultimately, I now really want to spend more time in Green Hell VR and see if I could actually survive a virtual Amazon. Incuvo plans on releasing this immersive adventure for PC VR and Meta Quest platforms this spring, so there isn’t too long to wait.