Review

‘horizon-call-of-the-mountain’-review-–-a-visual-feast-that-takes-vr-climbing-to-new-heights

‘Horizon Call of the Mountain’ Review – A Visual Feast That Takes VR Climbing to New Heights

With Horizon Call of the Mountain, Sony is hoping to have an exclusive big-budget VR game to entice players to the new PSVR 2. Does the title succeed? Read on to find out.

Horizon Call of the Mountain Details:

Available On: PSVR 2

Release Date:  February 22nd, 2023

Price: $60

Developer:  Geurilla Games & Firesprite

Publisher: Sony Interactive Entertainment

Editor’s Note: The clips in this review that were captured from PSVR 2 do not look correctly saturated due to incorrect HDR downmixing on our part. Rest assured, the world of Horizon Call of the Mountain is quite vibrant!

Gameplay

The first thing you should know about Horizon Call of the Mountain is that at its core, it’s a VR climbing game. While it’s obvious from the name that climbing would be part of the experience, I can’t say I realized that it would make up about 50-60% of the gameplay. But that’s not necessarily a bad thing; climbing in Call of the Mountain is well executed and creates perfect situations to showcase the game’s stunning environmental art.

The second thing you should know about Call of the Mountain is that it really is a full game and not just a collection of mini-games or one-off experiences. That includes a cast of characters with performances that developers Guerrilla and Firesprite clearly spent a lot of time on, with results that challenge the groundbreaking portrayal of virtual humans in Blood & Truth (2019).

Climbing is the central pillar of gameplay in Call of the Mountain; at first you’ll be using just your hands, but later you’ll find new tools that do a good job of mixing up the climbing gameplay just enough that it doesn’t overstay its welcome, though I wish the later equipment felt less redundant.

While the climbing systems work very well throughout, I found a near complete lack of challenge in the climbing gameplay; I don’t think I fell to my death a single time during the game. The only ‘challenge’ is occasionally needing to look around to find out where to make your next move, but there’s barely any real ‘threat’ during climbing segments, which would have served well to emphasize the game’s otherwise daring climbs.

The climbing may not throw any real challenges your way, but it certainly creates effective opportunities to see the beautiful world of Call of the Mountain. The environmental art and lighting direction in the game is seriously top notch and of a quality scarcely seen anywhere else in VR. You’ll come across vista after epic vista as you climb to new heights, and it always felt worth it to me to take a minute to soak in the views. From most vantage points you can make out other major landmarks in the game which helps make the whole thing feel like a cohesive world.

While climbing is a huge part of the game, you’ll also be doing a lot of bow shooting, which is also well executed in function and feeling. To that end, the combat is where the game really challenges players, and I was actually surprised just how difficult it can be. While I only died from a single encounter in the game, the combat definitely put my skills to the test in a way that I expect would be fairly difficult for inexperienced VR players. While there’s options to tweak the difficulty, unfortunately they’re somewhat hidden in the Accessibility menu which means some players might not find them given that they may be looking for a more common ‘difficulty selector’ as some games provide.

Instead of throwing enemy after enemy at you, combat in Call of the Mountain most often consists of very specific encounters with a set number and type of enemies. The game also takes on a totally unique form of locomotion when these fights start, where the player can swing their arms to quickly rotate around the outer edge of the combat space as they avoid attacks and look for new angles to attack from. While it might look strange from the outside, the overall concept works well, especially when you’re fighting some of the game’s biggest and baddest beasts.

Granted, I found it difficult to read and time the enemies’ melee attacks, and I didn’t feel like the ‘dodge’ mechanic (where you swing both your controllers to one side to do a quick strafe) worked particularly well. While I applaud the developers for building a unique and thoughtful combat system that’s specific to VR (and impressively comfortable, I should add), it could use a bit more refinement to really shine.

The same goes for the combat overall. While it’s definitely fun to fight the fascinating machine creatures from the world of Horizon—thanks to their excellent looks and sounds—combat never felt particularly strategic to me. For the most part you just need to keep lobbing arrows down range. That’s especially strange considering the game allows you to craft several different arrow types (like fire and ice), but all of them essentially just felt like extra damage rather than a strategic choice. That’s compounded by the fact that the game provides the player with more than enough resources to usually have their special arrows maxed out—which further meant that actually finding those resources didn’t feel very exciting.

While Call of the Mountain is a linear adventure, you’ll return to a hub area between missions where you’ll get to talk to the game’s small cast of characters. Although there’s unfortunately minimal character development and intrigue, the characters themselves are impressively rendered across the board, from the way they look to the way they move to the way they sound. It’s a shame they aren’t more involved in the game because they’re so technically compelling.

When you’re on the trail but not actively climbing or fighting, there’s usually loot to scavenge for. The game does a good job of leaving extra bits of loot for those that go looking, but since the only gameplay reward is ingredients for different arrows (which as we established, don’t really make the combat more unique) or a small upgrade to your health it can be a bit of a let down to keep finding the same stuff that you’ve already got plenty of.

Even if you’re full on arrows though, the game still peppers its pathways with little collectibles to find for those who are looking more closely at the world around them, as well as hidden targets for you to shoot (which I appreciate because this gives players another good reason to take in the environment at large). Some of the game’s levels also have optional (and sometimes hidden) ‘Legendary Climbs’, which are longer climbing segments that usually lead you to another awesome view, and these feel like a good reason to replay a level if you didn’t find them the first time around.

Call of the Mountain is a fun adventure with tons of VR native gameplay taking place inside one of the best looking virtual worlds seen in VR to date. I can’t say the story really grasped me—I completely missed why the protagonist and his brother are at odds with one another—but at least it’s all well delivered and ties the gameplay together. It took me about 7 hours and 30 minutes to complete the main campaign while finding roughly 60% of the extras like trophies, collectables, and Legendary Climbs.

While it isn’t particularly comprehensive, the game also has a small challenge area where you can test your bow and climbing skills with some timed challenges. And last but not least, there’s also the ‘Machine Safari’, which is an extended version of the opening sequence which shows off the game’s great looking creatures and animations in a non-interactive way (great as a short demo to show friends who aren’t gamers).

Immersion

Image courtesy PlayStation

Call of the Mountain is definitely easy to get lost in thanks to its beautiful visuals and solid-feeling world. Yes, you’ll come across a bunch of epic vistas to soak in, but the game also does a great job with the smaller details too. You’ll see nice touches like moss growing between rocks, glints of crystal flecks in some of the rock faces, and a ton of foliage and environmental decoration, all backed up by great lighting and art direction.

While it was a bummer to find that only some of the foliage was interactive, it did make me smile when I could naturally use my hand to push a vine away from my face, see fuzzy moss bend under my hands, and watch leaves move realistically as I grazed them while looking for my next hand-hold.

Overall, Call of the Mountain might have the best visuals of any VR game I’ve seen to date. Though I’d say Half-Life: Alyx still has the more technically proficient graphics, those graphics are largely in service of realizing a dirty, broken, dystopic city. Call of the Mountain, on the other hand, offers up a rich world full of natural beauty that’s a delight to see.

Beyond the interactive foliage, the developers also scattered lots of interactive props throughout the environment. While they have nothing to do with gameplay, they’re certainly tempting to play with. Though I can’t even recall the name of the game’s main antagonist, I do recall playing a tambourine, drums, a pan flute, finding various hand-made dolls, smashing a table full of pots with a hammer, ringing huge gongs with a mallet, throwing snowballs, and shooting vases off a steep ledge with my bow. All of these various props are detailed with their own sound effects, physics, and generally tight hit-boxes.

While it was great to see that all of these items were physically interactive and could be pushed appropriately with your hands, the physics would sometimes freak out when items interacted with each other (ie: putting a stick in a mug).

Also relating to item interactions, I was a little disappointed to see that Call of the Mountain lacks a proficient force-grab system (which is essentially standard in VR games today). While you technically can grab things with a bit of range, it was really hard to see exactly which item you are targeting, which would sometimes mean grabbing something other than what you had intended. And then there’s the fact that when grabbing distant items, your floating hand in many cases would fly away to meet the object, which certainly doesn’t look right. And all of this sometimes makes picking things up from the ground an annoyance.

A more thoughtful force-grab system would have been welcomed; it’s easy to imagine emulating the gravity glove system from Half-Life: Alyx, and either explain it away by saying it’s advanced technology from the Old Ones (the futuristic lost civilization of the game), or by creating an (admittedly contrived) version of the gloves using string and pulleys. I also would have liked to put items over my shoulder to stash them in my inventory instead of having them magically teleport there after touching them once.

One place where Call of the Mountain really went above and beyond in the immersion department is with its characters. Yes, they look great, they’re well voiced, and the facial capture is very expressive, etc., but the thing that really impressed me is the way the developers dealt with players reaching out and touching the characters.

In many games if you reach out to touch a character nothing happens (maybe your hand even clips through them), which breaks immersion. Other games will just keep the characters 10 feet away from you, but that can also kill immersion because they’re outside of your ‘personal space’ (making you feel less connected with them).

Call of the Mountain keeps the characters in that personal space, but if you reach out to touch them they will lean away from your hand while sneering at you in a way that feels really natural. And when I say natural, I mean the expression on their face—and the way they first look at your hand and then back at you—very effectively conveys a sense of ‘what the hell is wrong with you, why are you touching me’ without using any words at all. It’s such a minor detail but it’s incredibly well done, especially considering that this system is fully dynamic so it can happen regardless of how they’re gesturing, looking, or speaking. Whoever worked on this system and the accompanying body language and animations, bravo, you’ve set a new bar for the ‘players touching characters in VR’ problem.

Comfort

Though there’s plenty of motion in Call of the Mountain, the game is clearly designed to take comfort into consideration.

First and foremost, the game has a solid ‘arm swinger’ locomotion option which is the default for two of the three pre-configured comfort profiles. I found that it kept me more comfortable and felt more immersive than using pure stick movement—though it was just a little bit annoying that it slows you down so much when you come within a few feet of stationary objects like walls or rocks.

In addition to the arm swinger movement, the game has a dynamic blinder system that kicks in when there’s lots of motion, like when you’re jumping, climbing, ziplining, or falling, and I found that it did a great job of keeping me comfortable.

In addition to offering up three pre-configured comfort profiles ranging from lots of comfort accommodations to fewer accommodations, you can also go into the menu and fine-tune the settings to taste. The game also thoughtfully includes an ‘Arm Reach Multiplier’ option for anyone that needs it, either because you don’t feel like reaching as far, or because there’s a physical reason you’re unable to.

As with any VR game involving climbing, when you clasp a handhold you can effectively shake your own body around by waggling your arm; some of the very sensitive folks are likely to find this movement inherently uncomfortable, regardless of blinders. So if you are particularly sensitive to motion in VR, you might want to give this game a shot but be ready to take advantage of Sony’s PlayStation Store refund policy if you can’t handle the motion comfortably.

Below you can find the full list of comfort options in Horizon Call of the Mountain.

Horizon Call of the Mountain’ Comfort Settings – February 16th, 2023

Turning
Artificial turning
Snap-turn
Quick-turn
Smooth-turn
Movement
Artificial movement
Teleport-move
Dash-move
Smooth-move

✔ (with optional ‘Arm Swinger’ mode)

Blinders
Head-based
Controller-based
Swappable movement hand
Posture
Standing mode
Seated mode
Artificial crouch
Real crouch
Accessibility
Subtitles Yes
Languages English
Dialogue audio Yes
Languages English
Adjustable difficulty
Two hands required
Real crouch required
Hearing required
Adjustable player height

‘Horizon Call of the Mountain’ Review – A Visual Feast That Takes VR Climbing to New Heights Read More »

‘the-light-brigade’-review-–-the-gun-toting-spiritual-successor-to-‘in-death’

‘The Light Brigade’ Review – The Gun-toting Spiritual Successor to ‘In Death’

The Light Brigade is a roguelike shooter that I would mostly describe as a spiritual successor to In Death: Unchained, the critically acclaimed bowshooter from Sólfar Studios and Superbright. While at times a little less visually polished than In Death, the game’s variety of upgrades and array of WWII-era weaponry gives it a definite Wolfenstein bend that fans of the shooter genre will instantly be able to click into.

Available On: SteamVR, PSVR 2 & PSVR, Quest 2

Release Date:  February 22nd, 2023

Price: $25

Developer:  Funktronic Labs

Reviewed On:  Quest 2 (native), Quest 2 via PC Link

Gameplay

There’s a definite story in The Light Brigade, although past the opening scene I really couldn’t remember what was actually at stake up until I completed my first full run. The game doesn’t chock too much story your way (or over tutorialize either), leaving you to just fight the bad guys while you save the culty good guys. Really, all you need to know is the demon-eyed, Nazi-adjacent baddies aren’t friendly, and the hellish fantasy-scape composed of discrete and sequentially connected levels must be cleared out and scoured methodically for loot.

It’s just pure action-adventure fun, as the meat of the game presents plenty of interesting upgrade paths which not only prolong your current run, but importantly give you enough reason to come back for more upon your inevitable death.

The Light Brigade feels forgiving enough to really keep you grinding for that next gun mod or class upgrade too, which gives you access to cooler-looking and more powerful versions of each weapon. Meanwhile, the game is busy serving up a good difficulty ramp that means your next run may not be necessarily easier despite progressively wider access to guns, magic, and upgrades.

That’s all well and good, but what about the guns? Thankfully, The Light Brigade really gets its WWII weaponry right, providing physics-based rifles and pistols which each come with their own immersive reloading mechanics. Loading and shooting the M3 submachine gun requires you to grab its stick-style magazine and chunk back the charging handle to chamber the first round, while shooting a K98 rifle is totally different, making you jam down stripper clips to feed the bolt-action rifle.

Practically speaking, sticking to a single class isn’t a terrible strategy as you get your grips with the game, as you’re probably looking to maximize your rank and unlock permanent upgrades since they don’t sync across classes.

In practice though, you’ll probably do a fair amount of class hopping once you progressively unlock the next available class, taking you from the starter Rifleman class with its semi-automatic Gewehr 43 rifle all the way through the other iconic WWII weapon-wielding classes the game has to offer, including the Sturmgewehr 44 submachine gun, the M3 submachine gun (aka ‘Grease Gun’), the powerful K98 battle rifle, and even a class that has dualie Colt 1911s for some John Wick-style madness.

As for enemies, the world’s baddies come in a pretty standard range, starting with your standard goons, which include shooters and archers. You’ll eventually come across shielded goons, tanks, and versions that fly, snipe, and lob bombs too. There always seems to be a new type added to the mix after each attempt though, so there may be more I don’t know about.

By this point, I’ve already made it through one full run, although that was after many (many) failed attempts spanning over about eight hours of gameplay—another thing that makes The Light Brigade a little more generous than In Death, which is probably there to keep it a little more of a fast-paced experience.

Levels are fairly linear, although there’s plenty of cover to hide behind as you make your forward march. That also means finding the remaining enemies can sometimes be tough, but thankfully prayer actually works in this universe, helping you to locate remaining loot and baddies. Enemies are revealed by showing you small red dots while chests are yellow.

And once you’ve finally cleared out the level’s baddies—you get a big ‘LEVEL CLEAR’ popup—then it’s time to scour for loot, oftentimes hidden in breakable vases and chests.

Here, you can find gold to buy consumables, weapon upgrades like scopes and magical trinkets, souls which increase your rank level, and the occasional key, which can open locked chests.

Mostly though, you’re looking for souls, the whispy white things that you’ll earn after killing enemies or finding soul containers. There’s also cards that give each run a unique set of possible upgrades. Choose one of three presented to you, and you might just significantly increase the damage you can deal, injecting a bit of luck into each run’s loot haul.

It’s not all WWII guns and demon Nazis though. The world is also magic-based, giving you upgradeable magic wands that can do things like provide shields, shoot fireballs, etc.

All of this effectively combines to offer a good selection of gameplay styles, letting you attack the world as you want.

Still, I have my gripes with The Light Brigade, the worst offender being its inventory holters attached to your belt. In practice, this makes reloading quickly and consistently an absolute pain. Instead of having a fixed area where you can reliably train muscle memory, shifting your body around physically or virtually with any of the artificial locomotion schemes has a funny way of shifting the belt holster around your waist in weird an unpredictable ways.

I get it: you should be covering and assessing your ammo situation at all times so you don’t run dry during critical moments, but having to crane your neck down every few seconds to make sure your hand is actually hovering over the right area is decidedly a dull spot on an otherwise shining example of great VR gaming.

I’m still working on getting the last remaining achievements and consistently beating the first boss as I attempt my successive runs. Considering the array of gun upgrades and magical weapons to explore, it’s safe to say I’m nowhere personally finished with this well-crafted roguelike. I won’t talk too much about bosses, although they are hard, and offer up unique bossy ways of dealing out damage—pretty much what’d you expect from a fantasy shooter, i.e., they can shield, do magic, and surprise you throughout the encounter, so they aren’t just glorified bullet sponges.

Immersion

I get it: The Light Brigade is all about bringing light back to a dark and corrupted world, but it is very dark. At times, I felt it offered less visual contrast than Quest 2’s LCD displays can rightly handle, making some levels appear more muddy and generally more difficult to resolve visually.

Road to VR has a PSVR 2 in hand, although I don’t personally. I have had a chance to preview the headset though, and its OLED displays with HDR will undoubtedly be more capable of serving up better visual contrast. Still, if you’re playing on Quest 2 natively, or any number of PC VR headset running the Steam version, you may find later bits of the game very difficult to resolve visually.

Image courtesy Funktronic Labs

Were it not for the beady red eyes that shine in the darkness, enemies would be maybe too difficult to make out in the ever-present fog of war. Still, it’s a fairly muddy palette any way you slice it; level design and variety as you move forward are always interesting at least.

The star of the show though is inevitably the game’s weapons, which provide subtle articulations that really make it feel more of a realistic experience. For example, you can cycle a magazine’s worth of cartridges just because you mechanically can. You don’t need to, but the fact that The Light Brigade’s guns functionally work like real guns means the player should be able to if they want to. See my magazine empty as I eject unfired bullets:

Another immersive touch is the gun’s physical weight, which affects how you hold and steady it. A pistol requires a steadier hand because it’s lighter and easier to swing around, while a rifle is more forgiving with movement since the game registers as it being substantially heavier in the player’s hand. Suitably, some guns let you steady with your non-dominant hand, providing discrete attach points to do so.

I was hoping for some amount of melee, although there’s none present to speak of, meaning if your gun runs dry, you better find cover and reload, or pull out your trusty sidearm.

A note one positional audio: enemies provide good spatial audio cues for their relative locations—something important once levels start getting more claustrophobic, like in the sewers.

Comfort

The Light Brigade has a good swath of standard comfort options which, include optional smooth or snap-turn, and smooth locomotion or teleport.

Playing seated is possible, and the game comes with a seated mode, although it’s not advisable since your belt holster may be awkwardly positioned at any time, making standing play the least encumbering way to interface.

The Light Brigade’ Comfort Settings – February 15th, 2023

Turning
Artificial turning
Snap-turn
Quick-turn
Smooth-turn
Movement
Artificial movement
Teleport-move
Dash-move
Smooth-move
Blinders
Head-based
Controller-based
Swappable movement hand

Posture

Standing mode
Seated mode
Artificial crouch
Real crouch

Accessibility

Subtitles
Languages

English, Portuguese, Spanish, Italian, German, French, Russian, Chinese (Simplified), Chinese (Traditional) , Korean, Japanese

Dialogue audio
Languages English
Adjustable difficulty
Two hands required
Real crouch required
Hearing required
Adjustable player height

‘The Light Brigade’ Review – The Gun-toting Spiritual Successor to ‘In Death’ Read More »

playin-pickleball-on-quest-2-–-review-from-a-pickleball-newcomer

Playin Pickleball on Quest 2 – Review From a Pickleball Newcomer

Pickleball is the new court sensation that’s sweeping the nation, and it didn’t take long for someone to bring it into VR. How does someone who’s a VR veteran, but green on the pickleball court take to the game? We’ll find out in this review of Playin Pickleball.

“Pickleball,” You Say?

If you know what pickleball is, just skip ahead a little bit. If you need a little explainer, here’s a very little explainer:

Pickleball is kind of like tennis, but played with a ping-pong paddle and a whiffle ball. It can be played in singles or doubles format. That’s it from a thousand-foot view, but there are a lot of more specific rules going over how the ball can be played, from where, and how it has to be served, as well as the points system.

As becomes apparent over the course of this review, I have never played pickleball in real life. And, after having played a few (and won even fewer) games in VR, I still don’t really understand a lot of the rules. But, that doesn’t mean that it’s not fun.

Getting Started With Playin Pickleball

The basic mechanics of how pickleball works in a VR game are explained in an automated tutorial as soon as you start up Playin Pickleball for the first time. Let me just say here, that you owe it to yourself to make it through the tutorial.

You can’t skip this opening tutorial, and you can’t fail out of it either. One of the challenges is landing three serves within a designated area of the court and if you want to leave the tutorial you’ll do it if it takes you a thousand tries. And it might have taken me a thousand tries.

This initial tutorial tells you how to do things like spawn a ball and move around the court, but it doesn’t do anything to tell you how the game of pickleball actually works. This is a blessing for people who already know the rules of the game from playing in real life, because they don’t have to sit through an avatar explaining the rules to them.

If you aren’t familiar with the rules, you can choose to move straight from the initial tutorial into a short explainer on the court, the points system, and some of the other more intricate rules. However, this second tutorial is optional so you can skip it if you already know the rules.

Whether you’re about to play your first match or your one-millionth match, you can also access training exercises from the main menu that help you practice skills like serving and just hitting the ball. The training exercises pit you against the merciless pitching machine from the first tutorial, but you can also practice by playing against AIs on three difficulty settings.

Gameplay

So, how is Playin Pickleball’s gameplay?

Physics

I know that I said that the tutorial was torturous. But, I’ve been around VR long enough to know that that’s because I haven’t been around paddle sports at all. The physics of Playin Pickleball are out of this world.

I imagined that the paddle would essentially be a pong paddle that the ball either hit or it didn’t. This is far from the case. The ball behaves differently based on where it strikes the paddle. This includes wild ricochets if the ball hits the edges of the paddle.

While this can make the game more challenging at first, it also makes it a very realistic experience. I later learned that the flat sides of the paddle are actually textured so that advanced players (more advanced than me) can deliberately put a spin on the ball by glancing it just right off of the paddle’s surface.

Display and Avatars

Playing the Playin Pickleball on Quest 2 (review) via App Lab, the game automatically uses your Quest avatar. If you want to change your outfit into something a little more sporty, a menu option in the game takes you to the Quest avatar editor without closing the game.

spectate - Playin Pickleball

The environment, including the three different courts, provides a good visual home for the Quest avatars. The graphics are cartoony enough for a cohesive aesthetic, but realistic enough to make gameplay easy and enjoyable.

Movement and Mechanics

Playin Pickleball allows for three movement modes. 

Manually running lets you move via the joysticks. It provides the most precise and smooth movement around the court, but also means another control to keep track of that may be too challenging for new players.

Automatic running moves your avatar smoothly into the path of the ball. This setting feels natural but some people who experience motion sickness in VR may find it too disorienting. (For the record, I often feel motion sickness after extended VR sessions, but this is still my favorite setting and I didn’t have any problems using it over multiple consecutive matches in a session.)

Automatic teleport places your avatar in the best place to hit the ball based on its trajectory. This option feels less natural than the running options but may be more comfortable for players subject to motion sickness in VR.

city - Playin Pickleball

In any movement mode, players can press the left joystick to immediately move to “the kitchen” – a smaller field-of-play on either side of the net where short-range volleys take place.

A final note on gameplay: Even with teleport modes, you have to move your arms – including serving from below the waist and returning above your head. In my review of The Thrill of the Fight, I mentioned that you can get away with a pretty small play area. That is not the case with Playin Pickleball. You don’t need a full-sized court to play in, but you’ve got to give yourself room.

Finding Games Anytime

In addition to the training modes, Playin Pickleball has singles and doubles matches available at any time. These include free play modes so you and a pal can knock a ball back and forth without worrying about the score or even whose serve it is.

wating for others to join - Playin Pickleball

Friends can invite you to join their games, or you can team up with a friend to form a party. If you have enough friends online at the same time, you can play in closed games with each other.

If you don’t have enough friends online at once, you can look for open matches with random online players. In the event that there aren’t enough players online at a given time (which does happen in the game, as Playin Pickleball is still fairly new), live players are paired with AI bots.

An Amazing Gaming Community

The best way that I know of to find games, and to get into Playin Pickleball in general, is through their Discord server. As soon as I joined the Discord server, other players sent welcoming messages. One even scheduled a time for some free play during which he helped me understand the rules and mechanics better than any of the tutorials did.

A special page in the Discord server allows players to fill in information about themselves, including their levels of pickleball experience and what regions they live in. This automatically assigns players to different channels where players can learn about upcoming Playin Pickleball tournaments and see or schedule pick-up games.

The first online doubles game that I played included my new friend from Discord as well as two other players that I had never played with but that seem to be regulars at that particular time of day. Despite having only put an hour or so into Playin Pickleball since surviving the tutorials, I was able to play competitively with others. And the other players are great sports!

stadium - Playin Pickleball

It helps that many of the basics of the game are automated. For example, despite my time in the app, I still don’t really understand how the serve rotation works. But, a message appears above my off hand, letting me know that it’s my turn to spawn a ball and start a round. That means that my new (and patient) pickleball friends don’t have to tell me it’s my turn when I can’t keep track.

Get to Playin!

You can learn more about Playin Pickleball through the website, which includes video explainers, links to their Discord channel and other social media, and more. If you want to get straight into it, you can purchase the game from the Meta Quest App Lab for $19.99.

Playin Pickleball on Quest 2 – Review From a Pickleball Newcomer Read More »

the-thrill-of-the-fight-quest-2-review

The Thrill of the Fight Quest 2 Review

The Thrill of the Fight is a VR boxing simulator that is exhausting in all the right ways. Warm up in the gym, enter the ring, or box ghosts and zombies to get your heart rate up – and let the lead out on the canvas.

Experience The Thrill of the Fight

The Thrill of the Fight by Sealost Interactive is a multi-tiered $10 VR boxing game available on PCVR and as a Quest app. I played it for this review in the app format on my Quest 2.

The game material says that you need a 6.5 ft by 5 ft play area. This is optimum, certainly – particularly if you really want to work on your footwork and experience a sense of immersion unhindered by the grid of your play area. However, the app still runs if your play area is smaller than this. I typically play in a play area more to the tune of five or six square feet without issue.

The Thrill of the Fight requires two controllers, which is kind of a shame. No buttons are required either for gameplay or to navigate menus, as we’ll see – it just doesn’t support hand tracking. The controllers don’t get in the way or break immersion or anything like that, it would just be nice to not need to worry about them – or wear the controller batteries down.

Speaking of immersion, The Thrill of the Fight supports haptic accessories. I wish that I could tell you that I had access to some to try with this review, but alas.

Now that the housekeeping (and my only real piece of criticism) is out of the way, let’s get into the ring to experience the thrill of the fight.

Welcome to Hazegood’s Gym

When entering The Thrill of the Fight, the first thing that you do is stand on a scale and look into a camera. This is a clever way of setting your height. If you want to use this game to demo VR to your friends (or even let the kids have a go at the virtual heavy bag) this is a super handy set-up. Even if you’re the only one that ever uses your headset, it only takes a few seconds.

The Thrill of the Fight gym and boxing ring

From there, you find the main menu. Navigate the main menu by holding either one of your gloved hands over the button for the activity that you want to enter. From this menu, you can reset height without leaving and re-entering the app, which is handy. This is just under the general settings menu.

The giant “Fight” button is tempting, but let’s explore some of the other game modes first. There are a lot of options for warm-ups and practices before you step into the ring. I always like to warm up with a circuit of these to mentally and physically prepare me for the thrill of the fight.

Four Practice Modes

“Speed Bag” is your classic gym “peanut bag.” Practice your rhythm while an on-screen tracker shows your current rate and best rate in five-second and thirty-second hits-per-minute streaks.

“Dummy” is a human-shaped target with lit-up strike zones. The on-screen tracker shows the force of your hits, the damage it would deal in a match, the kind of strike that landed, and whether it hit a high-damage area. You can also see your best-ever hit to develop your signature move.

“Heavy Bag” is, well, a heavy bag. It works pretty much the same as the dummy. It’s easier to see targets on the heavy bag, but harder to visualize them as they would be on an opponent in the ring.

“Focus Ball” is… I don’t know what a focus ball is. It’s been a few twenty-four hours since I stepped my bare foot in a physical dojo, but I’ve never seen one of these before and I don’t know how they work. When you hit the ball it comes back at you. The on-screen tracker logs hits and “dodges” but I don’t know how to register a “dodge.”

“Extras” are seasonal opponents that develop specific skills in the ring. A pumpkin-headed opponent only takes damage from body shots. A ghost opponent tests your reflexes with superhuman speed. A zombie that doesn’t get tired takes your endurance to the task. I’m not in the shape I once was, but I have yet to complete one of these challenges.

Except for the extras, all of these take place in a virtual gym. If I could change one thing about this game (other than hand tracking) the gym would be its own location with each practice mode being spatially navigable instead of needing to exit each to access the next through the main menu.

Fight Modes

Now, for the thrill of the fight. Practice up on a sort of generic AI opponent as much as you want. From there, move on to a series of more colorful, storied, and challenging opponents. Start on Easy or Medium difficulty with each opponent. Beating an opponent unlocks that same opponent on more advanced difficulty levels, but it also unlocks the next opponent.

The Easy difficulty outright tells you that you have a clear advantage. The Medium difficulty is supposed to be the most realistic fight experience. After that, you might start finding yourself on the back foot more and more as your opponents become increasingly overpowered.

Gloves on in the Ring

The basic format is your classic three-round refereed match. When you hear the bell, go toe-to-toe with your opponent. Your opponent can realistically block your punches – and you can block theirs. Hits from either boxer are accompanied by a nice “thunk” sound. Your opponent also recoils from a hit. A body hit often sees them double up so you can go in for the headshot.

The Thrill of the Fight - boxing match

As you hit your opponent, they visibly bruise. I swear I’ve even seen some blood fly off of my right cross, but I don’t have the screenshots to prove it. You can tell by the look on your opponent’s face when they’re getting tired. Ease back for a breather or go in hot and try for the early KO.

When you sustain a body hit, that side of your view lights up to let you know. When you sustain a solid headshot, you see a flash and your view goes gray for a moment, accompanied by audio distortion (that’s when the thrill of the fight kicks in). Make some space and block some hits, and this goes away after a moment. Otherwise, you could find yourself on the mat yourself.

The Thrill of the Fight VR game

When someone hits the mat, the referee starts counting. Usually, they get back up and the bell rings again. But, the ref might get to ten, and then the match is over. If no one is laid out cold by the time the third round ends, it goes to technicality and unseen judges start counting points.

You can also quit a match between rounds by grabbing the towel instead of the mouthguard as the ring clock ticks down. I’ve never felt the need to quit a proper ring match between rounds, but I’ve literally sat down on the floor to catch my breath as that minute runs down.

Hungry for More?

The Thrill of the Fight came out a few years ago now. Sealost Interactive has been promising a sequel for a while. They promise that a follow-up is in development but we don’t have any release dates.

I’ve already pointed out some of the things that I would like to see from “The Thrill of the Fight 2”. While we’re making a wishlist, a multi-player version or even social leaderboards would be nice. That said, I’ve been playing this game for over a month now and I don’t see myself growing tired of it any time soon.

Hit the Showers

The Thrill of the Fight is intense and insanely good fun. It’s also definitely the most cardio that I’ve gotten since that week I tried to get into running in the summer of ‘20. When I look really hard for things about the game that I don’t like, I really just find things that I would like slightly more. All said, this game is definitely worth the $10.

The Thrill of the Fight Quest 2 Review Read More »

among-us-vr-review-on-quest-2

Among Us VR Review on Quest 2

Among Us has been a hit game for a while now. Among Us VR is a more recent phenomenon. Get your tasklist ready, memorize the map, warm up your button-smacking hand, and trust no one as we pilot the Skeld II through a trial run.

A Brief History of Among US VR

Game studio Innersloth released the original Among Us in 2018 as a free app game with some optional paid customization features. The immensely social game sees a team of travelers piloting a ship (the Skeld II) through space only to find that some among them are “Impostors” who sabotage the ship and kill crewmates.

impostor - Among US VR game

Playing as an Impostor, players try to blend in with the crewmates while destroying the ship’s functions and/or murdering enough of the real team to take over. Playing as a crewmate, players need to keep the ship flying and stay alive long enough to determine which of them are Impostors.

Among Us VR is no simple port (though unofficial attempts in the form of amateur mods on social VR platforms have existed for some time). To make the game immersive, Innersloth partnered with XR game studio Schell Games, known for titles like Until You Fall, and the I Expect You to Die series.

Announced at Meta Connect and launching the following month, Among Us VR is currently available for $10 on SteamVR and the Quest Store. Doing this review, I played on my Quest 2 (review).

Among Us VR is meant for players 13 and up. Violence is cartoony but graphic and inescapable. The title is also necessarily social so the effort at protecting young players is nice, even though it doesn’t work at all ever. The gameplay is complex when executed correctly by mature players – and equally complex when operated in ways a mature player doesn’t expect.

Navigating Menus, the Tutorial, and Online Gameplay

When first booting up Among Us VR, players are prompted to enter a birth date. You can lock this in on your headset, or you can choose to require a birth-date entry on each boot. That means that to play the game you have to be at least old enough to know how to lie about your birthday. The title is intended for players 13 and up. It is played by children 6 and up.

The main menu is simple. Your standard settings options are there, as are your customization options. Change the color of your crewmate and trick it out with little hats. Some hats are free, and some hat packs are available for purchase. (Yes, I do have the tiny crewmate hat only available to people who pre-ordered the game.)

VR game - Among US VR

The two largest buttons that dominate the main menu are to play online and learn how to play. The learn-how-to-play option is an offline tutorial that takes you through several aspects of gameplay without other users running around murdering you.

Learning the Ropes

Because the tutorial is representative of so many aspects of gameplay and to respect the privacy of online players, all of the screenshots in this review were taken in the offline tutorial or provided by Schell Games.

The tutorial takes you through life as a crewmate, solving tasks, pushing buttons, reporting bodies, and getting murdered. Then, you experience the afterlife (dead crewmates can’t vote, communicate with the living, or report bodies, but they can still complete tasks). You also get to play as the Impostor, climbing through vents, sabotaging the ship, and killing crewmates.

among us VR review

Unfortunately, the tutorial is limited to two rooms on a fairly large map. It also doesn’t include all of the tasks that you’ll need to complete when playing a full game. However, it’s still a nice introduction.

The controls are smooth. All of the tasks could theoretically be hand-tracked, but movement is controlled with the controllers, so they’re a must-have. There’s also a button to bring up the ship map and do some other basic commands. The controller layout isn’t overly complex or challenging, and all major controls are spelled out in the tutorial and are changeable in settings.

crewmates Among US VR

Movement is smooth, and your view goes into a sort of tunnel vision while you’re moving to prevent motion sickness. If you’ve read my reviews before, you know I can get motion sickness pretty bad pretty quick, but I find Among Us VR to be pretty comfortable. Also, because everything is controller-based, you can play sitting down.

Taking It Online

There are two main options for playing Among Us VR online, one for smaller and shorter games, and one for longer and more populated matches. A shorter game might only have five players including one Impostor, while the longer games have more crewmates and more Impostors. Other than that, the gameplay is the same.

There’s no formal breakdown of how a game plays out in terms of round length or anything like that. But, there is a sort of structure. Here’s how it plays out, as I understand it:

The Impostors can murder one crewmate and sabotage one ship component per round. A round culminates in an “emergency meeting” called when a body is discovered. All of the players converge on the cafeteria to try to decide who the Impostors are, followed by a round of voting, during which the players vote out one player – who may or may not be the Impostor.

Emergency meeting - Among US VR game

There are a few gameplay elements that make things a little trickier. For example, Impostors can still fix sabotages and report bodies. This helps them make it look like they’re really part of the team. Further, fixing sabotages usually requires standing still and facing a wall for a few seconds – a prime opportunity to get murdered by an Impostor.

Now, About My Crewmates…

The first time that I played Among Us VR, I was definitely the oldest person on deck by probably twenty years. I’m no autumn rooster, but I was definitely surrounded by spring chicks.

When this eventually became apparent, I became an immediate subject of suspicion. I felt a bit like Robin Williams in Hook when the Lost Boys rally against the only adult on their island in Neverland. I managed to survive the game, but only to see the Impostor take the ship. I wonder if this dynamic didn’t make things more interesting.

One crewmate shouted so loudly and so consistently that he knew who the Impostor was during the first round of voting that the rest of us all thought he was casting suspicion off of himself. We voted him off immediately only to find at the end of the game that he had been telling the truth.

who is the impostor - Among Us VR game

I’ve been writing about VR since this particular Impostor was eating dirt in daycare. But Among Us doesn’t care. That’s part of the beauty of the game. I chose not to trust my crewmate. Sure he was young, and sure he got a crewmate to change color in the lobby because “nobody likes purple” but – when push came to shove – I underestimated him and it cost us the ship.

If you would rather play Among Us VR with adults, I have a sneaking suspicion that younger players favor shorter matches. I’m sure that the time of day that you play makes a big difference too. But, we’ve already seen how well I understand children.

Fun for (Almost) Any Age

All things considered, Among Us VR is great fun at a great price. So what, there are grade schoolers online? The game is VR, but it’s also a game with simple mechanics built on a social framework. Maybe in an update developers should acknowledge the “age problem” and have separate lobbies for different ages. In the meantime, grow up and play your little video game.

Among Us VR Review on Quest 2 Read More »

‘hubris’-review-–-visually-stunning-vr-shooter-that-just-misses-the-mark

‘Hubris’ Review – Visually Stunning VR Shooter That Just Misses the Mark

Hubris should be what we’ve all been waiting for, a visually well-realized VR native that transports you to otherworldly biomes, replete with shooting, jumping, climbing, swimming, and even some basic crafting mechanics. On paper it certainly checks many of the sci-fi shooting and adventuring blocks, but look past the flashy visuals and apparent feature set and you’re left with a fairly mediocre VR shooter that just isn’t clever enough out of the gate to be truly engaging.

Available On: Steam, coming to PSVR 2 & Quest 2 in 2023
Release Date:  December 7th, 2022
Price: $40
Developer:  Cyborn B.V.
Reviewed On:  Quest 2 via Link

Gameplay

You’re a recruit belonging to the Order of Objectivity—basically a space marine who happens to have crash-landed on a hostile world which is in the midst of being terraformed. Large terraforming towers loom in the distance above the rocky, desolate world. The only wildlife comprises of squids and a few giant bugs, and most of them aren’t friendly. You job is to kill everything, scrounge everything for weapon upgrades, and experience the majesty of probably one of the best-looking PC VR games currently available.

Exterminating the local fauna isn’t difficult—one shot and they splatter into goo. The same is almost always true for the corpo-baddies who repel from dropships to infest the inner bowels of the terraforming towers and fuel refineries. On medium difficulty, one or two well-placed shots can kill most dudes outright, save one rare tank type you meet in the final quarter of the game which may take two or three magazines from either the pistol or submachine gun.

Image courtesy Cyborn B.V.

For some reason these faceless goons don’t like the Order or its badass super soldier, Cyana, but then again, I can’t blame them. I’m a faceless goon too, albeit one with a gun and an inventory large enough to porter several junkheaps of metal scraps and other fiddly bits to a shredder which gives me the base unit of each found item: metal, fiber, plastic, and cyan: the game’s unobtainium.

Scrounging and crafting is a pretty satisfying experience, and the quick inventory system of reaching over your shoulder for either health or junk items works surprisingly well—right shoulder for health, left for junk. The flatscreen inventory, pulled up by tapping your wristwatch, is a little less effective in default mode since you can only grab one specific item at a time before it auto-closes and you have to reopen it again, but you can change that in the settings. Here’s a look at a juicer you’ll find at some point in the game which lets you craft health potions with fruit you collect:

Just plop in the required bit into any crafting machine, and you’ve got your potion, food, or gun overhaul at the ready.

The most important bit is undoubtedly how Hubris performs as a shooter, and it’s not great. Reloading and cycling through your three weapons (pistol, shotgun, submachine gun) is an intuitive and well thought out affair, although actually aiming and shooting the weapons is sadly lacking in refinement.

Both the pistol and submachine gun are very difficult to get a good sight picture, which forces you to shoot by intuition alone. You’ll typically need to correct your aim on the fly, which wouldn’t be so much of an issue if you had a few spare mags on hand. This ends up making you spray precious bullets when they might be better used with more accurate shots.

Granted, reloading is easy—just hold the empty weapon up to your head and wait the 10-15 seconds for the haptic buzz to stop. Ideally, this sort of intentionally slow reloading is supposed to force the user into a more tactical shooting stance since you can’t quickly reload, but at times this made me think too tactically. After all, if I can’t trust my own aim, I’m not going head-first into a firefight for fear of being set back to the last auto-save point in a jiff.

That 10-15 seconds in a firefight naturally forces you to make better use of cover, which is all well and good. But because there’s no incentive to rush into a firefight with less than each gun’s magazine can hold—variable on whether you have the pistol, shotgun, or machine gun—what tends to happen is this: you scoot back to a choke point and wait for the AI to stupidly file in one-by-one until a whole area is cleared of baddies. It’s efficient, but not very fun. If gun models were just a little more refined…

The array of enemies isn’t terrible once you get to the last quarter of the game, where things really pick up in difficulty and the diversity of all of the skills you learn finally come together. Still, the game’s AI is fairly dumb in how it moves about, but is strangely always accurate in its shots. Of the two types of soldiers, the one you’ll see 99 percent of the time is the standard idiot who vaporizes with one or two blasts.

There are some flying enemies too. There is one type of drone you’ll regularly come across, which requires about 10 bullets from the pistol or 24 from the submachine gun, and one type of magnetic mine that will follow you around until either you or it dies first.

All of them are bullet sponges with no discernible weak points, save the shielded mine which can either be disabled with a spare battery orb, or by shooting it from above or below. Maybe a headshot is enough to kill a soldier? I’m still not sure since aiming is basically constant guesswork. It’s shame, because if your GPU can chug at least as well as my aging Nvidia GTX 1080, the visual experience of the game is pretty impressive (more on that in Immersion).

There was some glitchiness, although we’ve been told by Cyborn that the final release version will fix some areas with notable framerate drops. In the six hours it took me to beat on medium difficulty I never experienced a game-breaking bug though, which is a big step up from what we saw in the demo that was available back in the summer.

Immersion

On one hand, you have visually poppy scenes that draw you in, and a world that practically feels alive; that’s no small feat. I simply don’t want to understate how good Hubris looks. However, extreme polish in this one specific aspect of the game seems to highlight other parts that seem intent on detracting from the overall experience.

My placid colleague, chipper as ever despite the rotting stench of death | Image courtesy Cyborn B.V.

One of my least favorite gaming tropes is on full display in Hubris: the helpful robot who tells you everything you need to know and where to go. In short, you can forget figuring anything out for yourself for most of the game, as you’re effectively robbed of nearly every instance of discovery in Hubris until you get to, again, the last quarter of the game. You’re led by the hand to each objective, and everything (everything) is summarized ad infinitum by one of the most unintentionally condescending characters.

Lucia-bot is always “helpful” | Image captured by Road to VR

The dreaded helper-bot in question is actually supposed to be piloted by my flesh and blood commander, Lucia, who delivers lines more akin to a kindergarten teacher gently chiding me into cleaning up my blocks before laying down for a nap than, say, a battle-hardened space marine. Across the board, voice acting doesn’t feel well-directed, resulting in it actively hurting the seriousness the game works to build. If there were only some explanation for her weirdly mismatched tone, like an emotion chip gone awry or maybe I’m just a dumb toddler grown in a vat who needs constant reassurance. Nope. It’s just a weird thing about Hubris I guess.

The narrative isn’t much more than your standard sci-fi fare, which is absolutely fine, but I can’t help but think how much better Hubris would be (middling gunplay included!) if I just had a second to look around and breathe in the atmosphere without constantly being annoyed to death.

Comfort

Hubris includes a number of locomotion situations beyond your standard single-plane shooter. It requires you to jump (using the ‘A’ button), climb, swim by moving both arms, run around and strafe, and drive around in a vehicle at some point too.

Most of this is done in such a way that it’s comfortable to the user, although there are a few standout scenes when I personally didn’t want to have eyes in my head, notably when dropships fly overhead and the camera shakes so much it gave me the wobbles. Getting in the way of another character during their scripted movement will also move you without your consent, which can be jarring the first time it happens.

As you’d imagine, you’ll need full range of motion for both arms to climb and swim, so make sure to either have an adequate chair to sit in or stand up for the entirety of the game.

‘Hubris’ Comfort Settings – December 7th, 2022

Turning
Artificial turning ✔
Snap-turn ✔
Quick-turn ✖
Smooth-turn ✔

Movement

Artificial movement ✔
Teleport-move ✖
Dash-move ✖
Smooth-move ✔
Blinders ✔
Head-based ✔
Controller-based ✔
Swappable movement hand ✔

Posture

Standing mode ✔
Seated mode ✔
Artificial crouch ✔
Real crouch ✔

Accessibility

Subtitles ✔
Languages
English, Spanish, French, German, Italian, Korean, Polish, Portuguese, Russian, Japanese
Dialogue audio ✔
Languages English
Adjustable difficulty ✔
Two hands required ✔
Real crouch required ✖
Hearing required ✖
Adjustable player height ✔

‘Hubris’ Review – Visually Stunning VR Shooter That Just Misses the Mark Read More »