vr shooter

hit-battle-royale-‘population:-one’-is-going-free-to-play-on-quest-in-march

Hit Battle Royale ‘POPULATION: ONE’ is Going Free-to-Play on Quest in March

POPULATION: ONE, the hit battle royale shooter from BigBox VR, is going free-to-play next month on the Quest platform.

Initially released in late 2020, Population: One has essentially become VR’s de facto battle royale, bringing large-scale cross-platform battles to Quest and SteamVR headsets.

Now Meta-owned studio BigBox VR says it’s going free-to-play on Quest 2 and Quest Pro starting on March 9th, which will also include a host of new goodies to previous owners of the game, coming in addition to an update which will include new content.

Notably, it’s not going free-to-play on PC VR platforms; both the Oculus Rift and Steam version of the game will be priced at $20 starting March 9th, which is a $10 discount from the original price.

Those PC versions will include 1,200 ($20) worth of the in-game currency Bureau Gold (BG), something the studio says is being done to prevent potential cheaters from easily making a new account on Steam/Rift platforms.

All owners of the game before the March 9th at 10AM PT free-to-play update will get a bundle, called the ‘Original Banana Bundle Rewards’, which the studio estimates at an $80 value. This includes:

  • Legendary “PJ Potassium” Character Skin
  • Legendary “Prestige” Character Skins (4)
  • Rare “Prestige” Full Gun Set (14)
  • Exclusive Title: “Original Banana”
  • Exclusive Calling Card: “Celebration”
  • Exclusive Spray: “I Was Here”
  • 1,000 Bureau Gold
  • Full Access to the Level Progression Track
Image courtesy BigBox VR

There’s also a host of new content coming to the game to kick off the free-to-play update on March 9th, including a new single player mode with dynamic bots and in-game rewards, new player lobbies, a larger sandbox limit of 12 and 24 players, and an all-new shop featuring over 100 new character and weapon skin. You can check out the full changelog in the Meta blogpost.

As for the upcoming roadmap, BigBox VR says both a Sandbox Battle Royale Mode and Sandbox Battle Royale Playlist are slated to arrive on March 30th. The studio says we should also expect new weapons, updates on the Evolving Map, Sandbox features & modes, and matchmaking improvements in the near future.

Hit Battle Royale ‘POPULATION: ONE’ is Going Free-to-Play on Quest in March Read More »

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PSVR 2 Team Shooter ‘Firewall Ultra’ Confirmed for 2023 Release

Firewall Ultra, the team shooter exclusive to PSVR 2, doesn’t have a release date yet, however developers First Contact Entertainment confirmed with Road to VR it’s indeed releasing sometime this year. In the meantime, the studio has revealed a new character to its lineup of Contractors.

Firewall Ultra is the upcoming sequel to the well-recieved squad-based shooter Firewall Zero Hour, which launched on the original PSVR in 2018. While we were hoping to hear news of the sequel’s actual release date, it appears we’ll have to wait a little longer, as the studio announced it’s confirmed for 2023 release.

We didn’t know when it was going to launch when it was initially announced back in September. At the time we speculated it may even be a launch day title, but now given the indefinite ‘2023’ launch window, it seems we’ll be left waiting.

PSVR 2 is set to launch on February 22nd, and to keep the hype for what could become the platform’s most prominent team shooter, the studio also revealed a new character to the lineup. Here’s what First Contact says about the new character, Havoc:

Havoc joins the fray in Firewall Ultra as a brand-new Contractor. With a background as a decorated former elite military operative, he is well-trained, well-conditioned, and well-equipped to get the job done—despite his cocky attitude. He was kicked out of the program after a big disagreement with a superior and is now looking to make a name for himself in the world of private contracting.

In Firewall Ultra, his Conditioned skill increases his resistance to bullet damage and deploys a mine once he’s eliminated from battle.

In the meantime, you can wishlist the PSVR 2 exclusive game here.

PSVR 2 Team Shooter ‘Firewall Ultra’ Confirmed for 2023 Release Read More »

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‘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 »

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Mil-Sim Shooter ‘Onward’ to Drop Quest 1 Support Later This Year

Meta-owned developer Downpour Interactive announced it’s pulling Quest 1 support for Onward, the hit team-based mil-sim shooter.

First launched on PC VR headsets in Early Access back in 2016, Onward managed to garner a hardcore following over the years thanks to its realistic squad-based gameplay and unrelentingly faithful reproduction of real-world weaponry.

In mid-2020, Downpour decidedly slimmed down Onward across the board with its Early Access launch on Quest—just a few months before Meta launched the more powerful Quest 2. Its launch on the original Quest was met with some pretty intense backlash from the PC VR-playing community at the time, as Downpour significantly reduced the Onward’s graphics in addition to limiting community-generated content.

Now the developer, which was acquired by Meta in 2021, says it’s slated to drop support for Quest 1 on July 31st, 2023. In the studio’s FAQ, Downpour says Onward will no longer be playable on Quest 1 in any capacity after the July cut-off date.

The studio isn’t offering any special refund scheme outside of Meta’s standard policy, which allows you to return a game with less than two hours of gameplay time, and within 14 days after purchase.

Onward however benefits from cross-buy, so owners can continue playing on Quest 1 through the Meta Store version, which requires a VR-ready PC to play, or on the still natively supported Quest 2 and Quest Pro headsets.

In comes as no real surprise that some developers are pulling the plug on Quest 1 support only three years after the headset’s launch. Meta announced earlier this month it was set to deprecate first-party social features on the original 2019 Quest in March, which includes access to Parties and Meta Horizon Home. From now until 2024, Meta will only push critical bug fixes and security patches.

Mil-Sim Shooter ‘Onward’ to Drop Quest 1 Support Later This Year Read More »

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Hands-on: ‘Spatial Ops’ is an Arcade-size VR Shooter for At-Home Play, Open Beta Now Live

Spatial Ops is a new multiplayer mixed reality shooter from Resolution Games, the studio behind Blaston, Demeo, and Ultimechs. It’s out now on SideQuest and you can play in the open beta for free starting today, however we got an advanced look during a trip to the developer’s Stockholm-based studio, which thankfully had a big enough area to host all-out 4v4 matches.

In short: Spatial Ops is bringing an arcade-level VR team shooter experience to consumers in sort of the same way Space Pirate Arena did, albeit with way more players and a greater ability to configure play spaces. It also hopes to ignite a new eSport thanks to some familiar shooter mechanics that basically anyone can pick up just as easily as grabbing dual Tommy guns, or a rocket launcher and blasting away.

Ok, there are more technical bits to think about, but more importantly you probably want to know how we got on with Spatial Ops.

VR Arcade Action, Consumer Target

Spatial Ops made for some intense and fun battles—the sort of stupid fun that makes you forget you should be seriously previewing a never-before played game instead of getting on the ground and worming your way under a hail of gunfire and laughing like a madman all the way.

The game supports up to eight players using either Quest 2 or Quest Pro, although you can go it alone with bots if you’re lacking the requisite number of brains attached to headsets—at least one besides you for either a mano a mano duel, or a bot-hunting extravaganza. It’s an in-development project, so I’m sure we’ll see a more refinement as the team continues work, but the game already has all of the basic bits in place to make for one hell of a fun time.

Here’s a gander at the release trailer, which is actually very representative of the time we had in Stockholm:

What the trailer doesn’t show is that spawn points are placed on opposite sides of the arena, so teams will not only start there before the match begins, but also need to individually trundle back there to respawn—provided you didn’t manage to toss a healing vial at your feet for an extended run, that is.

You can pick those health packs up along with randomly selected guns at specific spawn points throughout the playing field. You’ll be able to arm yourself with Tommy guns, revolvers, shotguns, sniper rifles with working scopes, rocket launchers, grenades, and a riot shield that adds the only opportunity for armor in the game. Once a gun is empty, just toss it and head for the nearest weapon spawn point.

We played a ton of matches, which not only gave me a good feel for each weapon, but also for how tiring it can be to sprint around what to outsiders looks like an empty room. To us though, it was crammed with virtual crates and barriers to hide behind, which made for some natural choke points where the action really popped off.

Image courtesy Resolution Games

All of that can be configured in a level editor beforehand though, which gives you a lot of latitude to customize the playing field to the intended place space. As you’d imagine, tactics change according to the game mode you’re playing too. At launch, there are four modes available: Team Deathmatch, Domination, Capture the Flag, and Free-for-All.

We played on both Quest 2 and Quest Pro, although there’s some unexpected advantages to Quest 2 here thanks to its monochrome passthrough. Spatial Ops is a mixed reality game that necessarily fills a lot of the playing field with virtual imagery, so in this case passthrough really only gives you a clear idea of where not to go. Enemies and barriers ‘pop’ more on Quest 2, although you can’t deny how much more immersive the full-color passthrough of Quest Pro is, adding just a touch more realism to the whole thing.

Shooting a bot | Image courtesy Resolution Games

Since Meta hasn’t released concurrency for Quest, which means Quests can’t ‘see’ each other in a shared space, the game needs a common reference point to calibrate each user to the playing field. In our case, it was a pillar on the side of the room that every player had to carefully make sure was lined up just right. It’s crucial to get calibration correct, otherwise your perception of a player’s virtual position in the game and actual position on the field may be off, which would cause unwanted contact between players.

Here’s a good look at how that’s done:

The headline says ‘At-Home Play’, but that’s really only applicable if you have ready access to a big space. That’s a distinct barrier of entry alongside needing an adequate number of VR headset-owning friends for full effect.

We played in an area around 10×10m (33×33 feet), which was notably larger than the Quest 2’s guardian typically allows, hence the need for distribution on SideQuest and not the Quest Store proper. If you’re like me, you probably only have a space just big enough for room-scale VR stuff; in some ideal future, everyone I know has an MR-capable headset and we all meet up at the local indoor basketball court for a few matches. Online play is possible provided each user has enough space, although Spatial Ops is really a local multiplayer game in spirit.

In the end, Spatial Ops is opening up arcade-style gaming to the general public, which will be interesting to see unfold. Are there enough Quest 2 or Quest Pros out there for the game to make sense as an eSport? Will players find each other and auto-organize into local teams, matches and maybe even tourneys—like you might see with the obvious analogues of airsoft, paintball or laser tag? We’ll be waiting to see, but in the meantime you can nab Spatial Ops on SideQuest for free to try out for yourself.


Disclosure: Resolution Games assisted with travel & lodging expenses to an event where information for this article was gathered.

Hands-on: ‘Spatial Ops’ is an Arcade-size VR Shooter for At-Home Play, Open Beta Now Live Read More »

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VR’s Most Popular Battle Royale is Getting Sandbox Creation Tools This Week

Population: One has been a pretty big hit on Quest and PC VR headsets since it first released two years ago, easily making it VR’s most popular battle royale. Now Meta-owned developer BigBox VR is getting ready to launch a set of maker tools in the game’s long-awaited sandbox level creator.

Population: One’s sandbox is heading into early access tomorrow, December 14th, and is set to bring a ton of user-generated maps and modes to the game. At launch, BigBox says there will be “more than 1,000 community-built games” available to explore.

According to an interview with Shacknews, the new tool will include a number of world templates to get you started building, including:

  • Foothills Template: This template is more flat, predominantly grass and has the closest lighting and setting to our Battle Royale game.
  • Snow Template: This template has a snow aesthetic and a main mountain feature for players to build on.
  • Moon Template: This template takes place on the Moon, in space. It’s the perfect environment to try out the new low gravity settings!

Coming as a free update to the base game, sandbox joins a host of other battle modes, including Battle Royale, Team Deathmatch with customizable loadouts, War mode (12v12), Legions mode (6v6v6v6), Metro Arena (3v3v3v3), Co-Op Bot Battle, Training Park practice, and a social hub.

Population: One is available on Steam and the Meta platform for Rift, Quest, Quest 2, and Quest Pro, priced at $30.

VR’s Most Popular Battle Royale is Getting Sandbox Creation Tools This Week Read More »

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‘Drop Dead: The Cabin’ Aims to Bring ‘COD Zombies’ Style Co-op to Quest in February 2023

SoulAssembly announced it’s getting ready to release the long-awaited COD Zombies-inspired co-op shooter, called Drop Dead: The Cabin, which is now slated to release on Quest in February 2023.

The studio released a new developer update video during UploadVR’s Winter Showcase yesterday, showing off some of the game’s features, such as remixed pickups, different enemies, and how to survive ‘The Cabin’ by keeping lights and communications on by collecting fuel cells.

Check out the video below, which also includes a fresh look at gameplay:

The objective is not only to fend off waves of zombies, but also to keep the fuel flowing as you await extraction. With plenty of chaos at hand, it looks like you’ll need a friend with good aim by your side as Drop Dead’s cast of different zomboids rip down your defenses and lurch into the confines of the house.

While Drop Dead: The Cabin is set to launch on Quest sometime in February 2023, the studio actively hosting closed beta testing, which is accessible by joining the game’s Discord (invite link). It appears the current round of closed beta testing is already full, which notably requires users to sign a non-disclosure agreement (NDA) to participate.

Another round is expected to open sometime in January however, so make sure to keep your eyes peeled on the Discord channel for more info.

‘Drop Dead: The Cabin’ Aims to Bring ‘COD Zombies’ Style Co-op to Quest in February 2023 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 »