action – 6DOF Reviews https://6dofreviews.com Your source for VR news and reviews! Tue, 31 Dec 2024 15:36:19 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 https://6dofreviews.com/wp-content/uploads/2019/07/cropped-3A066FC4-42C1-44AF-8B3B-F37DA3B685AD-100x100.png action – 6DOF Reviews https://6dofreviews.com 32 32 163764761 Action Hero | Review https://6dofreviews.com/reviews/games/quest/action-hero/ https://6dofreviews.com/reviews/games/quest/action-hero/#respond Fri, 13 Dec 2024 18:24:04 +0000 https://6dofreviews.com/?p=11889 In the world of VR gaming, innovation often comes from iteration. But there’s a fine line between homage and imitation, and Fast Travel Games’ Action Hero tiptoes precariously along that boundary. Touted as a spiritual successor to the seminal Superhot VR, this action-packed time-bender delivers polished gameplay in a fresh wrapper—but can a new coat of paint justify what is, essentially, a gameplay clone?

Lights, Camera… Action!

Action Hero casts you as an actor/stuntman playing the lead on various movie sets, a clever premise that should breathe new life into Superhot’s time-manipulation mechanics. The game unfolds across five distinct “movies,” each broken into four acts. Each Act consists of five or six action-packed vignettes. Your director then encourages or chides you through sequences ranging from high-speed battles atop a moving train to Matrix-inspired showdowns.

The Hollywood setting proves genuinely inspired, offering a natural justification for the game’s segmented structure and repeated attempts at perfection. Each “movie” pays homage to different action genres—you’ll find yourself channeling Indiana Jones one moment and Neo the next. The aptly named “The Code” sequence, with its cyberpunk aesthetic and reality-bending set pieces stands out as a particular highlight.

While the concept and setting work well, there is definitely room for improvement. You can choose between two directors at the beginning of the game, but this choice seems to be entirely limited to the voice-over that pushes you through the game, which is a real missed opportunity.

action hero meta quest review

Had the choice between the directors been integrated into the actual gameplay mechanics, the option between two distinct personalities could have been transformative rather than merely superficial. Had the stricter director imposed time limits, restricted the number of retakes before “firing” you, or demanded specific style points for a scene, the game would have been much improved. Similarly, the other director could have offered more generous conditions but lower score multipliers.

Implementing such mechanics would have perfectly aligned with the movie-making premise while adding meaningful replay value and, at the same time, offering the game at least one gameplay addition to set Action Hero apart from its inspiration. Instead, we’re left with little more than a voice pack selection.

A Time-Tested Formula

Let’s address the poignantly static elephant in the room: Action Hero‘s core gameplay is virtually identical to Superhot. Time moves only when you do, creating a strategic dance of bullet-dodging and precision shooting. This “bullet ballet” remains as engaging as ever, with each vignette playing out as a spatial puzzle where plotting your path through enemies requires both tactical thinking and physical prowess.

action hero meta quest review

The game shines in its moment-to-moment gameplay. Consider a sequence atop a speeding train, where motorcycles leap through the air amid explosive chaos—time crawls to a stop as you map out your response, each movement a calculated risk. When scanning your surroundings, you learn to move with exaggerated slowness as any quick head turns accelerate the incoming threats. Players will use these temporal mechanics to master each scene, eventually blossoming from a cautious planner to an action hero who can handle real-time combat with practiced grace.

Individual scenes can be completed in seconds, but perfecting them becomes an addictive pursuit. The game includes a “normal speed” toggle that lets veteran players attempt runs without the time manipulation crutch, adding another challenge for leaderboard chasers. It’s the kind of game that can steal minutes or hours as “just one more try” becomes your evening’s mantra.

action hero meta quest review

However, where Action Hero falters is in its reluctance to innovate. While Superhot’s mechanics were revolutionary, their direct reproduction here feels safe to a fault. The game could have explored new variations on the time-manipulation theme—perhaps scenes where time moves backward, where maintaining momentum is crucial, or where particular objects remain in real-time while others slow down. Instead, it settles for being an exceptionally well-produced clone of an exceptionally well-made original.

Blockbuster Flair

The most significant departure from Superhot comes in the visual design. Gone is the stark white-and-red minimalism, replaced with vibrant, colorful environments that pop in VR. The movie set themes allow for varied locations and spectacular set pieces—exploding barrels, mid-air motorcycle jumps, and Matrix-style environmental effects create memorable moments.

action hero meta quest review

However, this shift comes with tradeoffs. While Superhot’s minimalist aesthetic achieved a timeless elegance, Action Hero‘s more conventional approach, though polished, feels less distinct. The blockbuster styling is well-executed but lacks the iconic visual identity of its inspiration. It’s a reminder that sometimes less truly is more. That said, this will come down to personal preference as there will doubtless be many who prefer the bombacity of the blockbuster aesthetic. I prefer the context and flair given by the action movie set motif, but I know that others (Ed.) will not agree.

Setting the Scene

The sound design effectively serves both form and function. Slow-motion explosions and gunfire sound satisfying and provide crucial spatial awareness cues. A barrel exploding in slow motion to your right naturally draws your attention. The audio mixing cleverly balances the needs of both slow-motion and real-time gameplay, ensuring important sound cues remain clear regardless of your temporal state.

action hero meta quest review

The sound design also pulls double duty, simultaneously selling both the action movie experience and the “behind-the-scenes” setting of a movie set. The addition of director voice-overs adds personality, though as mentioned earlier, the two-director system feels like a missed opportunity for more profound gameplay variation. The overall soundscape successfully reinforces both the action movie premise and the core gameplay mechanics.

Cut! Reset! Let’s go again!

Action Hero presents a challenging dilemma for reviewers. Viewed in isolation, it’s an exceptionally well-crafted VR action game that delivers satisfying gameplay in digestible chunks. The movie set premise is clever, the execution is polished, and the core mechanics—borrowed as they may be—remain compelling.

Yet it’s impossible to ignore the game’s derivative nature. This isn’t merely inspired by Superhot; it’s essentially Superhot with a fresh coat of paint. While the original broke new ground, Action Hero seems content to merely redecorate it. The additions it does make—the movie set premise, colorful visuals, and director system—feel more like surface-level changes than meaningful evolution.

For players who have never experienced Superhot, Action Hero offers an excellent entry point into this style of VR action. Those craving more of Superhot’s unique gameplay will find a pseudo-sequel on offer and will likely relish it for its familiarity. However, veterans of the original may find themselves wishing for more innovation beneath the Hollywood glamour.

Concept: 4
Gameplay: 8
Graphics: 8
Sound: 7.5
Longevity: 8
Overall: 7.5

Color by numbers Superhot

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Metro Awakening | Review https://6dofreviews.com/reviews/games/quest/metro-awakening/ https://6dofreviews.com/reviews/games/quest/metro-awakening/#respond Thu, 07 Nov 2024 12:00:25 +0000 https://6dofreviews.com/?p=11751 Privet! Helmed by creative director Martin Derond and with a story written by Metro creator Dmitry Glukhovsky himself, Metro has finally come to VR with Metro Awakening. This prequel takes place before the events of Metro 2033, setting up the dystopian world where nuclear war has forced Moscow’s survivors to seek shelter in the city’s vast subway system, which has effectively become Russia’s largest bomb shelter.

You step into the shoes of Serdar, a doctor whose personal quest to help his ailing wife leads him through the dangerous underground world of the Metro. Without spoiling anything, I can say the narrative is one of the game’s strongest elements, featuring several compelling twists and turns as you uncover various truths along your journey. The writing really shines throughout, delivering both emotional depth and narrative complexity across the game’s 12 chapters. The story manages to feel both personal and consequential, maintaining the series’ trademark blend of human drama and post-apocalyptic survival.

Bullets, Beasts & No Workbenches

At its core, this is quintessentially Metro, though with some notable streamlining of mechanics. The gameplay loop alternates between narrative sequences, atmospheric exploration, and intense combat against various mutants. You’ll encounter everything from dog-sized creatures to more imposing threats, each demanding different tactical approaches. Your arsenal starts with a pistol and gradually expands to include a semi-automatic rifle and other weapons. While the selection isn’t extensive, the gunplay is exceptional, ranking among the best I’ve experienced on Quest alongside titles like The Light Brigade and Arizona Sunshine.

Metro Awakening Meta Quest Review

Unlike Metro Exodus, for example, there’s no crafting in Metro Awakening. You won’t be crafting grenades or Molotov cocktails, and weapon modification is extremely limited – the only weapons mod I found was a silencer for the pistol, which was automatically added once found. In that sense, Metro Awakening keeps it simple: no workbenches, no crafting systems. While some might miss these features from the mainline series, this streamlined approach works well in VR, keeping the focus on immediate action and survival rather than resource management.

Don’t Blink: The Art of Metro Terror

The game masterfully straddles the line between action-adventure and survival horror, and this is where it really shines. While it comes with an explicit arachnophobia warning, it never ventures too deep into pure horror territory – something I appreciate as someone who typically “nopes out” of VR horror games. Instead, it excels at building a persistent sense of tension and anxiety. You’ll experience moments of frantic panic in dark corridors, managing limited ammo while mutants scurry about, creating intense situations that feel challenging but manageable. The game keeps you perpetually uncomfortable without crossing into overwhelming territory, striking an impressive balance between tension and playability.

Tunnel Vision Never Looked So Good

Metro Awakening is visually impressive, with strong art direction and effective real-time lighting that contributes significantly to the atmosphere. The game consistently maintains its foreboding atmosphere through excellent environmental design. While much of the game takes place underground, each area feels distinct and purposeful, avoiding the potential monotony that could come with a subway-based setting. Some locations are intentionally revisited as part of the narrative – this isn’t lazy asset reuse but a deliberate story choice that adds to the overall experience.

Metro Awakening Meta Quest Review

The attention to detail is remarkable, especially in the interactive elements. You can physically check your remaining ammo by looking at your weapon’s chamber, and small touches like functional fans add to the world’s believability. While it’s not an immersive sim where you can interact with everything like in Half-Life: Alyx, the interactive elements that are present feel purposeful and well-implemented. Character animations are notably smooth with minimal jank – even while recording, which is particularly impressive for a Quest title. The environmental storytelling is subtle but effective, with each area telling its own story through careful visual design.

The Sound of Survival

The audio design stands as the game’s crowning achievement, creating a deeply immersive experience that elevates every other aspect of the game. The soundtrack expertly emphasizes emotional beats throughout the story, from moments of creeping dread to brief instances of hope and optimism. While it pays homage to classic Metro themes, it establishes its own unique identity that fits perfectly with the VR experience.

Metro Awakening Meta Quest Review

The sound design is exceptional, leveraging every trick in the horror game playbook to maintain tension. You’ll hear unsettling radio murmurs that you can’t quite make out, precise directional audio that keeps you on edge, and the nerve-wracking sounds of mutants moving through nearby tunnels. These audio elements work together to create a constant sense of unease that enhances every aspect of the gameplay. The voice acting is consistently strong throughout, adding authenticity to the experience and helping sell the emotional moments in the story. The way sound echoes through the tunnels, the mechanical clinking of your weapons, and the environmental ambiance all contribute to making the Metro feel like a living, breathing place.

Mind The Gap: Performance & Playtime

I encountered very few technical issues during my playthrough. There are some minor control quirks, like occasional overlap between mask and reload detection zones, and a few moments where gameplay systems don’t quite sync with narrative elements (like conversations continuing normally while running out of oxygen). However, I experienced no crashes or significant bugs throughout my entire playthrough, which is impressive for a VR title of this scope.

Metro Awakening Meta Quest Review

I completed the game in about six and a half hours on normal difficulty. While some players report longer playtimes of 10-14 hours, especially on hard difficulty or when pursuing a stealthy approach, my experience was focused and satisfying. There are collectible postcards to find, which unlock with a satisfying musical cue, but replayability is limited as you’d expect from a narrative-driven single-player game. While there’s no new game plus or challenge modes, Vertigo’s track record with post-launch support (as seen with Arizona Sunshine) suggests we might see additional content in the future.

Last Stop: Final Thoughts

Metro Awakening stands as a testament to how traditional gaming franchises can be thoughtfully adapted to virtual reality. While it doesn’t include all the systems and complexity of its non-VR counterparts, it succeeds by focusing on what works best in VR: immersive storytelling, tense combat, and atmospheric exploration. The combination of great gunplay, impressive visuals, outstanding audio design, and an engaging story kept me coming back for more – I found myself playing about an hour and a half each day until completion.

The game’s greatest achievement is perhaps how it maintains the series’ signature atmosphere while adapting it for a new medium. Every element, from the sound design to the visual presentation, works together to create a compelling and often unsettling journey through the Metro. While some might wish for more weapon variety or crafting options, the streamlined approach serves the VR format well.

It’s very easy to recommend Metro Awakening to all but those who might find themselves too unsettled by its tense atmosphere. It’s easily one of the best games I’ve yet played on Quest, and despite the somewhat brief run-time, it presents a dense and gripping experience from the first cinematic intro to the moment the final credits roll on screen.

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Batman: Arkham Shadow https://6dofreviews.com/reviews/games/quest/batman-arkham-shadow/ https://6dofreviews.com/reviews/games/quest/batman-arkham-shadow/#respond Mon, 21 Oct 2024 17:00:00 +0000 https://6dofreviews.com/?p=11713 Most of us were surprised when Batman: Arkham Shadow was announced. The Arkham series has traditionally been a console franchise. Developed by Rocksteady and WB Games Montréal, the previous titles were handled by studios without VR experience. But lo and behold, Meta leveraged its influence, aiming to do for the Meta Quest what Valve did for the Valve Index with Half-Life: Alyx: take a beloved franchise, create a new installment, and make it a VR exclusive.

This approach raises a crucial question: did Half-Life: Alyx boost Valve Index sales? Surprisingly, yes—it did. Following the announcement, Valve’s Index sales saw a significant jump, with 103,000 units sold in just over a month. A strong franchise can drive hardware adoption. So, is Batman: Arkham Shadow good? And can it sell Quest headsets?

Hopefully, this review will answer the first question. As for the second question? We’ll leave that up to you. Tell us what you think in the comments.

Thug-Life

Taking place early on in Batman’s career, Arkham Shadow is a sequel to a prequel. It takes place after Batman: Arkham Origins and fleshes out some of the early history of Bruce Wayne, featuring various characters known to fans of the lore, including Harvey Dent, Jim Gordon, Dr. Harleen Quinzel, Dr. Leslie Thompkins, and several others.

As the game begins, you assume the character of ‘Matches Malone,’ a small-time Gotham City gangster that first appeared in Batman #242 during a character-defining run that was written by Dennis O’Neil, illustrated by the incredible Neal Adams, and penciled by Dick Giordano. To many long-time Batman readers, myself included, this was truly an iconic era. You don’t need to have known any of this to enjoy the game or appreciate the progression of the narrative, but it does demonstrate the intimacy that the writing team led by Narrative Director Brendan Murphy and Lead Writer Alex O. Smith have with the original source material.

batman arkham shadow meta quest review

Anyway, I digress. As Batman / Matches Malone, you set fire to the Bat signal above the Gotham police station, promptly get arrested, and then sent to Blackgate Prison, where much of the game takes place.

As anybody familiar with movie tropes, you know already how this will play out; you’ll get a flashback showing why you decided to take on the Matches identity and why you wanted to end up inside Blackgate.

Wham! Thud! Thwack!

If you’re a rare bird who’s never played any of the previous Batman Arkham games, let’s just say the games were mostly fantastic, relying on excellent writing, superb voice acting, and drawing on the strengths of Batman’s character to alternate between stealthy sequences where you took enemies out one by one while remaining undetected and all-out fights where you fought various opponents together using a combat system famous for its free-flowing nature that allowed you to string together varied attacks and build up incredibly satisfying combos. It was wildly innovative back then and has, arguably, never been bested in third-person gaming since. The games also showed off Batman’s origins as a detective, with a detective mode that lets you scan clues and figure out your next lead.

The biggest question regarding Arkham Shadow‘s gameplay was always going to be how faithfully it manages to translate that gaming experience to VR, and this is where you have to acknowledge the sheer acumen that developers Camoflaj (who did a great job with Iron Man VR) have demonstrated with Shadow’s design choices.

batman arkham shadow meta quest review

The first choice made here was to limit the scope of the game world in a way that makes sense. You can create a whole Gotham City on later generation consoles, but it would have been impossible to do so on a Meta Quest standalone headset without massive concessions in graphics, so instead, the game relies mainly on the limited world of Blackgate prison, and outside of that only features a few selected locations around Gotham City, and it weaves a story that works well within those confines, preventing you from feeling that the spatial limitations are contrived.

The other choice made here was to alter the free-flowing nature of the combat, leading to a mixture of free decisions regarding who you’ll strike next and when, and short prompted almost-QTE sequences that occur during combat sequences. So you’ll pick your enemy, punch-dash towards them, then be prompted to deliver a jab, uppercut, or hook, and sometimes a beat down with both hands or a punch after you’ve grabbed an opponent’s leg, etc.

Initially, I was disappointed that the combat didn’t replicate the free-flowing nature of the console games, which was excellent for ‘flow-state’ combat. However, after a few hours, I adjusted, stopped comparing it to the originals, and appreciated that—despite sacrificing some of the original feel—it provided an intense workout. It’s easy to take on small fights with only 3 or 4 enemies, but when you go through a big battle with 10 enemies or more, you’ll work up a good sweat! I checked my Move stats, and on longer sessions of 90 minutes or so, I was burning up around 500 calories playing this game.

Predator sequences, on the other hand, have carried over perfectly to VR and feel just like they did in the flat games, except, well – much better. You’re Batman, perched over your enemies, picking them off one by one with stealth takedowns until the last one is down. When you get good at these sequences, it feels, for lack of a better word, perfect.

The game replaces the Riddler Trophies of the previous games with Rat King statues that are often in difficult-to-reach areas, requiring some puzzle-solving to reach; these are all optional and provide some head-scratching relief from the action of the combat sequences.

batman arkham shadow meta quest review

As you progress through the game, your arsenal also evolves, with skill or progression trees for your combat skills, suit, gadgets, and predator skills. The game already starts with many of those already unlocked, but as you gain experience points, you can unlock more, like letting you use sonic Batarangs, various combat combos, quicker and stealthier takedowns, and more. Some of these are only available once you’ve received new gadgets, like the Bat Claw, the Shock Gloves, and others, all delivered by Alfred via the Bat Wing. This helps you feel more and more powerful as the game progresses, and by the end, you really do feel like a perfectly capable Dark Knight, ready to take on whatever Gotham’s criminals and twisted villains throw your way.

The game also offers what had become a staple in the console versions: combat and predator challenges. Although there are only three of each for now, we expect more of those to come from Camoflaj.

Batman: Arkham Shadow does what it should; it successfully brings the gameplay of the Arkham series to VR and does it with confidence and flair.

My Beautiful Batworld

Arkham Shadow nails the visual language of Batman, blending Gothic and Neo-Gothic architecture with a mood of urban decay. Its dark, gritty criminal underbelly and subtle steampunk elements make it one of the best-looking games on Meta Quest. It could be argued that other games like Red Matter 2 look better, but games like Red Matter 2 don’t have to balance their looks with bone-crushing action sequences featuring a dozen characters on screen at a time.

The game does a marvelous job with all the characters, including the NPC, most of whom are visually distinct. You won’t see the same characters copied and pasted ad infinitum here, and the main characters are incredibly detailed and remarkably well-animated.

Aside from the beauty of the locations and art direction, the actors’ motion and expressive facial captures are superb, highlighting their beautiful performances and lending emotional heft to the already excellent writing.

batman arkham shadow meta quest review

The game also features real-time shadows, conveniently placing a backlight behind you regularly to highlight your shadow with your cowl and bat ears, subtly and silently reminding you that behind that headset you’re wearing, you ARE Batman.

The only complaint is that the game’s framerate occasionally drops, especially before and after gate-opening sequences, which are likely there to mask load times. It’s a little distracting when it happens, but it never occurred to me during combat sequences where it would have been the most jarring. These hiccups happen even when the dynamic resolution setting is turned on in the game, but Camoflaj have told us that the game is still being optimized, and the first patch might even be out by the time you read this review.

I Hear You, Bats.

If anything, the audio in Shadow is even better than the graphics since, by its very nature, it’s unencumbered by performance limitations. The sound effects are solid throughout, and the soundtrack by Kazuma Jinnouchi blends the familiar dark, orchestral tones of previous Arkham games with fresh compositions that drive home the game’s drama. Jinnouchi maintains continuity with the series while introducing new elements that match the game’s unique mood.

batman arkham shadow meta quest review

The voice acting is also superb, with standout performances by Roger Craig Smith as Batman / Bruce Wayne, Troy Baker as Harvey Dent, and Mara Junot as Leslie Thompkins. Junot’s portrayal, in particular, conveys deep empathy for Bruce, truly drawing you into the narrative and the emotional connections between the characters and creating a world in which Batman is not a lone solitary figure but a man loved by the people who understand his traumas, his struggles, and the choices he makes.

Bat-Snags

Despite being a smooth experience overall, I encountered a few issues playing Arkham Shadow. Early on in the game, there was a rope tying a door shut, and I was supposed to cut it with a Batarang; this failed spectacularly despite my repeatedly trying; luckily, I found an alternate path, so it wasn’t a game-breaker. A few bugs like this showed up during my playthrough; a vent I couldn’t enter, a doorway that wouldn’t let me in even after it opened, etc. Infrequent as they were, such issues were usually resolved by simply reloading the last checkpoint or quitting the game and starting again.

The game also seems to trigger some communications with Alfred not by chronological sequence but by location, so I found that if a particular voice message from Alfred was triggered at some place, if you returned to that place again, the same recording was played; this was immersion breaking. I’m hoping Camoflaj will fix it.

I’ve also heard of some players who experienced a game crash where the game would just exit. This only happened to me once when my Quest mysteriously declared that it didn’t have enough memory to run ‘Manta.’

Bat Hours

If you’re wondering about length, the game’s campaign lasts about 10 hours, more or less, depending on how well you play it, how much of it you choose to complete, and what difficulty level you select. I played it on Hard. The combat and predator challenges could add significantly to that time if you enjoy those modes.

Bat Thoughts

Batman: Arkham Shadow is a remarkable achievement in standalone VR, featuring a compelling story, strong character development, stunning graphics, immersive combat, and captivating performances. It showcases how well the character translates across different media and highlights and builds upon the impressive world and mechanics created by Rocksteady way back in 2009. It also reflects the dedication, love, and respect that Camoflaj and Director Ryan Payton have shown for both the character and the earlier Arkham games and, in the process, proves that Batman’s world can thrive in VR, making Arkham Shadow a must-play for both VR fans and Batman enthusiasts alike.

What’re you waiting for? Do you really need a score?

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Arizona Sunshine Remake | Review https://6dofreviews.com/reviews/games/quest/arizona-sunshine-remake/ https://6dofreviews.com/reviews/games/quest/arizona-sunshine-remake/#respond Sat, 19 Oct 2024 21:56:54 +0000 https://6dofreviews.com/?p=11676 Well, this is a pleasant surprise. In my original review for Arizona Sunshine’s Quest release four years ago, I referred to it as an elder statesman of VR, and it was four years old then. Now eight years on it’s been remade for better hardware, with its own sequel’s rather lovely engine. Will it have aged like a fine chateau wine, or is it now a shuffling, stumbling Biden, not fit for another four years?

FREDDY FOR THE BIG TIME

I revisit Arizona Sunshine every so often because it’s a great game; it can be enjoyed solo or co-op in ten-minute chunks or as a more satisfying long-form session, and the core conceit of gunning zombies down is still really satisfying. Honestly, there have been so many shooters released in VR since AS, and nearly none of them have nailed the satisfying and substantial feel offered by Arizona Sunshine, still. However, it was never a very good-looking or slick affair and was full of less and less forgivable jank. I was relieved when Arizona Sunshine 2 came along and smoothed out a lot of those rough edges, whilst largely doubling down on everything that made the first game so good to play.

Arizona Sunshine Remake Meta Quest Review

A remake of the original using later tech is a rather great idea, and I’m largely happy to report that Arizona Sunshine Remake does what it promises to. It includes all the DLC for the original release, similarly remastered, and offers tremendous value for money – there’s even a nifty discount if you’ve got the original in your Quest library already. So, before I get into the specifics, just know that if you’ve played and love the original and are looking for a shiny new version to show off your Quest 3 or 3S, then go to it, I recommend it. You won’t be disappointed. But wait – hey – I haven’t fini… Ah sod you. In your impatience to go spend your money you’re missing out on some exemplary videogame criticism and penmanship. Your loss. The rest of you still with me? Ok, let’s get into it.

FRED DEAD REDEMPTION

Players both familiar and new to Arizona Sunshine will find a lot to love. The setting still feels fresh and original, despite the zombie theme having been done to death, resurrected and headshotted more times than can be counted in the past thirty years. Even Resident Evil, whose fault it all is, has been trying to move away from zombies for at least 15 years. However, zombies do provide a gloriously guilt-free way for us all to virtually live out our fantasies of taking our frustrations and loneliness out on the general public with gardening equipment and automatic weaponry.

Arizona Sunshine Remake Meta Quest Review

Arizona Sunshine Remake casts the player as an unnamed, initially slightly dislikable dude who’s been surviving alone in the Arizona wilderness in the wake of a zombie apocalypse. He’s trying to find any living souls to team up with and has been alone for quite a while when the player quantum leaps into his head. He sounds a bit like a bassist, a roadie or a general stoner – in fact, it occurred to me as I played through the remake that my mental image of him is that he’s Neil Fak from The Bear dropped into a zombie survival scenario. This is a Good Thing. His journey in the course of the game is slight, but brilliant and engaging, and as I mentioned in my original review Sky Soleil’s fantastic performance is key to making the whole thing work. A majority of protagonist voiceovers in VR can be grating or off key, making it a chore to literally inhabit their heads as you progress, but here you are completely engrossed in getting the guy where he wants to go and keeping him alive. If you’ve only ever experienced him in Arizona Sunshine 2, then it’ll be an extra frisson to experience him getting to the point where he’s obsessed with keeping his dog alive when the sequel hits the fan. There’s no massive story here, so the narrative sells itself through empathy with its only character, and this has stood the test of time well.

DEAD MAN, FRED MAN

The game offers pretty cool options for customising the feel of the game – from movement and turning to switching between the simple reloading of the original, or the new VR standard of sliding in a clip and cocking the gun. Thankfully you can now hold pistols with two hands. You can calibrate where you’d like your holsters and ammo to sit on your body. All good, as is the improved Half-Life Alyx style wrist inventory and inclusion of tremendously fun bludgeoning melee weapons like crowbars, picks and hammers. These can be balanced on railings or the sides of tables or shelves while you reload or scavenge, and this feels really cool.

FREDDING THE NEEDLE

The level of challenge is pretty good – on the easier difficulties if you’re a reasonable, quick enough shot you’ll be ok. The game has two paces; scavenging for ammo and exploring, popping heads as you go, and then set piece horde rushes where you hope that you’ve stockpiled enough bullets and picked the right weapons to survive. Like the sequel, these horde rushes can be suffocatingly frustrating and stressful chokeholds on progress or exhilarating and rewarding tests of endurance which provide a tremendous rush of relief and accomplishment when you’re through. If this is your first rodeo, I’d advise playing through on lower difficulties first, so you know roughly what to expect, and then have another playthrough where you’ll have to be a lot more sparing with your ammo and inventive with the offered weapons at your disposal. You won’t have to worry about finding crafting ingredients like in the sequel, but supplies get pretty scarce even if you aren’t the sort of person who likes to spray and pray.

Arizona Sunshine Remake Meta Quest Review

This all changes again when playing through in co-op with a friend, which is such a good feature of both the original game and its shiny new incarnation, Arizona Sunshine Remake. Sadly, the same limitations apply, and this is one thing I really hoped would be improved with the new gameplay. There are points where you’d think one player could be running around gung-ho with an automatic amongst the horde whilst the other takes overwatch, but this is often not so. When a player triggers the horde, the co-op partner will be teleported to their side if they’re in a place the game doesn’t want you to be. Sometimes invisible walls will prevent the player from taking a visible path, the game locking off areas of the map that should be accessible just because the designers wanted it that way. It’s pretty lazy and annoying, and it was weak eight years ago. It’s downright unforgivable for such a classy game to be so graceless in its execution, reiterating its mistakes verbatim after eight years of iteration.

LONG AND WASTED YEARS

Whilst we’re on the subject of things that really should have died and stayed dead with the original game, let’s talk about graphics. By and large the graphics in Arizona Sunshine Remake are a remarkable improvement on the original, as one might expect. The bacon wood textures of the original are long gone, thank goodness, but there are still some items of text that are unforgivably pixelated and horrible. The searchable trunks of the police cars, for example, just about say ‘HIGHWAY PATROL’ on them, but I’ve seen better image quality on those Captcha things online when they’re trying to ascertain I’m human. Most egregious of all is the sniper scope section, where distant zombies are rendered with such horrible quality that the graphics don’t match the original release. In fact, in this one instance they don’t even look as good as the original PlayStation. Vertigo Games have done so much to fly the flag for VR as a gaming medium, and all eyes are on this remake to show us all how it’s done. We let some things slide about the original because of the ambition and overall quality of the experience. Don’t let Ed Wood get hold of your Director’s Cut version, because we’re going to mark it down accordingly now.

Arizona Sunshine Remake Meta Quest Review

The same goes for how fiddly things can be. Scavenging is better and drawers and doors have a far more physical interactivity to them, but sometimes picking up stuff can be unnecessarily finicky and sometimes even bugs out. If you’re carrying things when the game loads a new area, these can sometimes disappear.

This is all stuff that absolutely should have been sorted out. Some of it is patchable, some of it ain’t. Let’s see what the next couple of months may bring – but this is a remake of an eight-year-old game, and it should have been slicker. It only takes seven years to train as a doctor or an architect, so I think it’s reasonable to expect Fred to have got his shit together a bit better than this, dead or no.

SUNSHINE DESSERTS

Arizona Sunshine Remake does exactly what it promises to do, and provides great value, great fun and great challenge in one juicily headshottable package. It drips with atmosphere, from the setting and impressive voice acting to the perfectly judged musical score. It still provides the most satisfying gunplay on the Quest and sidesteps the time commitment problem of Walking Dead: Saints & Sinners by being playable in bitesize chunks, and in co-op too. You get the excellent DLC stories as part of the deal, and there’s also the endlessly replayable Horde mode to play with up to 4 friends. It supercedes the original game entirely and provides fans of the original and the sequel plenty of reasons to dive back in, whilst being a very enticing and recommended prospect for new players.

However, be warned that this is a remaster rather than a true remake, and the failings of the original game are often brought along wholesale for the ride.

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Into Black | Review https://6dofreviews.com/reviews/games/quest/into-black/ https://6dofreviews.com/reviews/games/quest/into-black/#comments Sat, 19 Oct 2024 04:15:12 +0000 https://6dofreviews.com/?p=11650 Into Black, the latest VR title from The Binary Mill, starts with an explosive bang—quite literally. Known for their past works like Mini Motor Racing X and Resist, The Binary Mill has a reputation for delivering solid VR experiences, and Into Black continues that trend. You’re immediately thrust into an event horizon sequence that warps both space and time, pulling you into the titular black hole. From the outset, the game feels promising, a slick blend of exploration, resource gathering, and combat on an alien planet teeming with mystery.

Yet, as you dive deeper into its dark caverns and sprawling alien cities, the game reveals a duality: it’s a technical marvel at first glance but begins to stumble as you push toward its conclusion.

Exploring the Abyss

You step into the shoes of Ben Mitchell, a deep-space scavenger who, alongside his AI sidekick Jonathan, finds himself on an alien world after being sucked through a wormhole. The central hook of Into Black is simple: explore, gather resources, upgrade your equipment, fight alien creatures, and try to repair your ship to escape. But this isn’t just a solo experience; you can bring along up to three friends to take on the campaign in co-op, adding a social dynamic to the core gameplay.

Into Black Meta Quest Review

The game also offers several different modes. The main campaign propels you through caverns, magma chambers, sunken cities, and more, with Jonathan providing some humor and light commentary throughout the journey. Outside of the campaign, you’ve got resource-gathering missions, perfect for players who want to grind without focusing on the story. There’s also a PvPvE mode, “Singularity,” where 12 players battle it out in an ever-shrinking map, hunting for resources while fighting both aliens and each other. On paper, this package is immensely appealing—offering variety, action, and a healthy dose of replayability.

Mining for Gameplay Gold

The first thing that stands out in Into Black is the fluidity of movement. The Binary Mill’s VR pedigree is on full display as you run, jump, and shoot your way through a vast and dangerous landscape. The mechanics feel polished—there’s no jitter or clunkiness in how you interact with the world. The controls are intuitive and smooth, making even the most mundane actions, like mining for resources, feel satisfying.

Into Black Meta Quest Review

Shooting in Into Black is a real treat. You get an array of weapons—pistol, shotgun, SMG, and even a returning axe that gives off major God of War vibes. The game also doesn’t shy away from borrowing mechanics from other iconic games. You’ve got Gears of War’s quick reload system, Super Mario-esque mushroom bouncing, and some clever nods to other classics scattered throughout.

That said, the gameplay does start to show cracks. While the shooting feels good, the combat loop does wear thin after prolonged play. Boss fights, in particular, are disappointingly lackluster—these bullet-sponge encounters drag on and don’t offer much in the way of tactical depth. You’re left dodging projectiles and pumping rounds into alien statues that hardly animate. It’s a shame because the game’s combat has such potential, but these moments feel undercooked.

Cavernous Eye Candy

Graphically, Into Black is an absolute stunner. The stylized visuals work wonders in VR, especially when combined with the game’s fantastic lighting effects. One of the most memorable moments comes early on, when you fire a flare into a cavern and watch it illuminate the alien landscape in real time. It’s breathtaking. The game’s biomes are varied—magma chambers, ancient alien ruins, and underwater caverns all offer a sense of discovery that keeps things feeling fresh, at least for a while.

Into Black Meta Quest Review

However, the longer you play, the more technical issues you encounter. There are bugs—literal and figurative—clipping through walls, getting stuck in the environment, or not reacting properly to the game’s physics. I’ve had moments where a teammate in co-op would suddenly start levitating, or plants would hover slightly above the ground, which chips away at the game’s initial immersion. These bugs are jarring, especially when you’re playing a game that feels so polished at the start.

Stand Up Jonathan

Audio in Into Black has its highs and lows. The standout here is Jonathan, your trusty AI companion. His witty banter and occasional comic relief do wonders to break up the sometimes bleak atmosphere of the game. Some players have even confused his voice for that of our very own Pete Austin from 6DOF Reviews! The weapon sound design is punchy and satisfying—guns sound like they have weight, and the feedback you get when firing is palpable.

Into Black Meta Quest Review

But the game stumbles when it comes to music. The soundtrack is repetitive, especially during combat encounters where you’re fed the same adrenaline-pumping track over and over again. This repetitive score feels like a missed opportunity to enhance the emotional beats or dramatic moments in the game.

Bugged Out, Blacked Out

The deeper you get into Into Black, the more it feels like the game is held together by duct tape. Small issues accumulate: creatures glitch out, environmental elements don’t react as they should, and some aspects of the game design feel underdeveloped. The puzzles, for example, could have been a great way to break up the action, but they remain simplistic throughout the entire game. There’s no ramp in difficulty, and they often feel more like time fillers than real brain teasers.

Into Black Meta Quest Review

Fabricating resources, a crucial aspect of upgrading your gear, becomes an absolute chore as well. The interface doesn’t allow for batch crafting, forcing you to sit through long animations for each individual item. It’s an incredibly tedious process that really grinds down the pace【31†source】.

Long Play, Short Patience

On the plus side, Into Black offers a lot of content. Between the main campaign, the co-op options, and the PvPvE mode, there’s plenty to keep you engaged for dozens of hours. But as mentioned, the longer you play, the more the game’s flaws start to reveal themselves. There’s a real sense that the scaffolding holding this experience together could use some more structural support.

Into the Light, but Not Quite

Into Black starts out like a dream—fantastic mechanics, gorgeous environments, and charming voice work. The experience is immersive and addictive, sucking you into its alien world with blistering confidence. However, the deeper you go, the more the game starts to feel like it’s losing its grip. Bugs, repetitive music, and lackluster boss fights prevent it from achieving greatness.

Still, all these issues, apart from maybe the dull boss battles, are fixable, and if The Binary Mill supports the game with patches, Into Black could easily rise to become a standout in the VR world. If you’re seeing this review after those updates, consider it an 8.5/10, but for now, it’s not quite there.

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Mannequin | Review https://6dofreviews.com/reviews/games/quest/mannequin/ https://6dofreviews.com/reviews/games/quest/mannequin/#respond Thu, 12 Sep 2024 17:00:00 +0000 https://6dofreviews.com/?p=11658 Mannequin introduces a suspenseful and clever multiplayer concept, breathing fresh air into the Quest’s VR library. At first glance, it might seem simple: you’re either an agent hunting down mannequins or one of the alien mannequins themselves, blending in among frozen humans until the moment strikes. But beneath this surface is a tension-filled game that constantly keeps you on edge. As an agent, you’re wandering through environments where any of the frozen figures could suddenly lunge at you, while as a mannequin, your objective is simple—freeze, stalk, and strike.

This dynamic of anticipation and dread, combined with the stark contrast between the agent’s cautious exploration and the alien’s predatory stillness, brings an unsettling atmosphere to the game. It feels reminiscent of certain asymmetrical multiplayer VR experiences like Panoptic, where two sides use different strategies and abilities. Here, though, the tension is cranked up a notch because you never know exactly when danger will strike.

Mannequin Mayhem

Mannequin‘s gameplay offers more depth than it might first appear. What starts as a straightforward hide-and-seek game quickly develops into a mind game where both teams need to rely on strategy and communication. As an alien, one of the most enjoyable elements is setting traps. For example, one alien could purposely get caught moving, luring agents into the open where others are waiting in ambush. The aliens have a short dash ability, so the moment they get close to an agent, it’s usually game over.

Mannequin Meta Quest Game Review

For agents, though, it’s not so simple. Their detection equipment can help spot moving aliens, but they have to be careful with their shots—accidentally shooting a real frozen human means their gun jams, leaving them vulnerable to attack. This constant balancing act keeps the stakes high. I found this part of the gameplay particularly satisfying, especially with how easy it is to slip up as an agent if you’re overconfident.

What really makes Mannequin stand out is the emphasis on teamwork. Even after you’re “killed” and turned into a ghost, you can continue helping your team by scouting out aliens or agents and communicating their locations. This keeps the experience engaging even after death, similar to how Echo VR kept stunned players involved with team coordination even when they were out of action. The revive mechanic also adds another layer of strategy, with the potential for thrilling comebacks if your teammates are quick on their feet.

Frozen in Time

Visually, Mannequin does an excellent job at crafting an eerie atmosphere. The stylistic graphics complement the gameplay well, with its frozen humans scattered in mid-movement, as if life just paused around you. This is enhanced by little details like objects suspended in the air as though frozen in time, reminding me a bit of the surreal environments in Into the Radius, where floating objects give an otherworldly feel.

Mannequin Meta Quest Game Review

The color palette strikes a balance between vibrant and unsettling, creating environments that feel frozen in more ways than one. That said, the levels can start to feel somewhat repetitive. While the frozen environments are distinct, they don’t vary much between rounds, and the art style, while effective, could benefit from more diverse settings. Hopefully, future updates bring more variety to the maps, which would help keep things fresh for players long-term.

Listen Closely, or Else

If the graphics set the mood, the audio in Mannequin makes it essential to your survival. Spatial and locational audio play a huge role, especially if you’re playing as an alien. Your ears are your best defense, letting you track the movements of agents by listening for their footsteps or the beeping of their detection equipment. There’s a strong sense of tension as you’re frozen in place, relying on sound alone to plan your next move.

Mannequin Meta Quest Game Review

On the flip side, agents need to pay close attention to these same auditory cues, using them to pinpoint mannequin movements. The audio design is exceptional here, elevating the suspense and making every game feel like a high-stakes dance of patience and precision. In this regard, it shares a bit of DNA with stealth games like Phantom: Covert Ops, where audio is critical to both tension and gameplay. The way sound influences your decisions adds to the immersive quality of the game, making it as much about listening as it is about looking.

Live by the Community, Die by the Community

Like many multiplayer VR games, Mannequin’s longevity will largely depend on its community. The game has all the tools to be successful—a fun and accessible concept, depth for strategy lovers, and enough tension to keep things interesting. However, whether it thrives or falters will come down to the player base.

Mannequin Meta Quest Game Review

During my time playing, I noticed a mix of younger players and casual gamers, which isn’t surprising given the straightforward mechanics. The game doesn’t demand the kind of dedication you’d expect from more hardcore VR experiences like Population: One or Onward. It’s the kind of game you can jump into for a few rounds and still feel like you’ve had a good time. But without a solid community to keep the lobbies full and the matches engaging, it could be tough for Mannequin to sustain long-term appeal.

Memory Lane

For all the positives, Mannequin does have one major flaw that threatens to undermine its long-term replayability: the frozen NPCs aren’t randomized between rounds. Once you’ve memorized where the real frozen humans are, playing as an agent becomes significantly easier. If you have a good visual memory (like I do), you’ll quickly start recognizing which figures are NPCs, making it much harder for aliens to blend in.

Mannequin Meta Quest Game Review

This is something I pointed out during playtesting, and I was surprised to see it hadn’t been addressed in the latest update. Randomizing the placement of NPCs seems like a no-brainer for a game like this, where unpredictability is key to maintaining suspense. Until this is fixed, the game risks losing its edge for more observant players, and that could turn away some of its more dedicated audience.

A Mannequin with Potential

Mannequin is a unique and suspenseful multiplayer experience that brings a fresh concept to the Quest’s lineup. The game offers moments of high tension and strategic depth, with its simple yet effective mechanics. The graphics, while not groundbreaking, create a memorable atmosphere, and the audio design is top-notch, integral to the core gameplay.

That said, its future success depends on two key factors: the community and continued updates. If the player base stays active and the developers address some of the current issues—particularly the non-randomized NPCs—Mannequin could become a go-to casual multiplayer experience. For now, it’s an entertaining game with a lot of potential, and with a free trial available, there’s little reason not to give it a shot. Whether you’re a kid looking for some fun or an adult who enjoys casual, strategic gaming, Mannequin has something for everyone.

Note: I’d happily give it a 7.5 if they add NPC randomization! So if you’re reading this at some point in the future when that’s been done, then it’s a 7.5!

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Fracked | Review https://6dofreviews.com/reviews/games/quest/fracked/ https://6dofreviews.com/reviews/games/quest/fracked/#respond Fri, 30 Aug 2024 06:48:06 +0000 https://6dofreviews.com/?p=11372 When Fracked was originally released in 2021 as a PSVR exclusive, it quickly garnered attention for its innovative blend of high-octane action, intuitive VR mechanics, and striking visual style. Designed specifically with the limitations of the PSVR in mind Fracked felt like a game tailor-made to get the best from the hardware it was designed for.

Now, as Fracked makes its way to the Quest, the question is: Will nDreams update their design choices to once again play to the strengths of the hardware? If not, will the design choices from 2021 hold up, or will Fracked feel like a relic of the past?

FRACK TO THE FUTURE

At its core, Fracked is a narrative-driven shooter with a straightforward premise. Players step into the boots of a lone soldier who unwittingly stumbles upon an isolated mountain fracking operation. This isn’t your typical energy extraction site, however. An alien corruption has spread throughout the camp, turning miners into grotesque enemies and threatening the very world itself. Alongside a trusty “eye in the sky” sidekick, players are tasked with investigating the mysterious outbreak and eradicating the alien menace.

Fracked Meta Quest Review

The story unfolds over a 3 to 3.5-hour campaign, taking players through a series of 8 fairly linear levels. The game’s structure alternates between intense action set pieces, thrilling skiing sequences, and climbing sections that, while serviceable, don’t add much to the overall experience. The action sequences, particularly those where players ski down slopes while shooting enemies on snowmobiles, are exhilarating at first but quickly lose their novelty.

Fracked Meta Quest Review

Despite the initial bursts of excitement, the campaign’s short length leaves much to be desired. What could have been an epic, sprawling adventure feels more like a bite-sized thrill ride—fun while it lasts but over too soon.

THE GOOD, THE BAD AND THE CLUNKY

Fracked offers an interesting mix of classic run-and-gun gameplay with elements of traditional cover shooters. The game’s cover system is one of its standout features, allowing players to physically move in and out of cover using their off-hand. This adds a level of immersion and physicality that a simple button press fails to achieve. The action is fast-paced, with set pieces that serve up waves of enemies for the player to mow down. However, these set pieces often feel like filler content, with limited objectives beyond surviving the onslaught.

Fracked Meta Quest Review

Unfortunately, Fracked is hampered by some clunky design choices that feel inherited from the PSVR controllers and detract from the overall experience. Holstering weapons, for example, is far from intuitive. Rather than the accepted standard of using the grip button to grab and holster weapons from intuitive locations on the body, switching weapons is done via a button press. New weapons instantly materialise in your hand in a way that is jarring and immersion breaking. Holstering involves an awkward long press while holding the gun by your hip, a process which felt cumbersome at best.

The inability to dual-wield or two-hand weapons seems to be a deliberate way to force players to engage with the cover mechanics, but it makes the gunplay feel one-dimensional. For the cover based elements it makes sense, but the run-and-gun elements are sorely let down by the inability to rush into a situation guns akimbo.

WHO NEED’S STAIRS WHEN YOU CAN ZIPLINE?

The game’s limited weapon selection further exacerbates this issue. Players have access to only two main weapons and three special weapons, the latter of which cannot be holstered and can only be used for a single clip. This severely restricts the variety of combat encounters, especially when paired with the limited enemy types. There are only three main enemy types, and while they are mixed up by arming them with the same limited weapons available to the player, the overall combat experience can feel a little repetitive.

Fracked Meta Quest Review

On the plus side, Fracked does incorporate some enjoyable environmental interactions. Zip lines and exploding barrels are scattered liberally throughout the levels, providing ample opportunities for creative kills and quick escapes. However, the sheer abundance of these elements raises questions; what does a fracking operation need with so many zip lines, and why the hell are there explosive barrels absolutely everywhere?!?!

The climbing sections, though present, are mercifully few and far between. They serve as brief interludes between the more action-packed sequences and do an ok job of delivering a few cinematic thrills. But, like so many games that incorporate a superficial climbing mechanics, these sections lack the tension and nuance delivered by more dedicated climbing games like The Climb series. As a result, these sections lack the impact that could easily have delivered.

THE FRACKED AND THE FURIOUS

If there’s one area where Fracked truly excels, it’s in its visual presentation.

The game’s art direction is nothing short of fantastic, making superb use of a stylized cel-shaded art style. Textures are bold and vibrant, with strong outlines and a thoughtfully conceived palette that make the game pop that ensures the world feels consistent and vibrant. One odd quirk, however, is the giant hands that seem to be nDreams’ calling card (Ghostbusters, I’m looking at you). While not a deal-breaker, it’s an unusual design choice that might take some getting used to.

Fracked Meta Quest Review

The audio experience in Fracked is equally impressive. The soundtrack dynamically shifts with the action, adding to the intensity of firefights and the tension of quieter moments. Voice acting is top-notch, showcasing the difference that a proper budget can make when securing professional voice talent. Sound effects are crisp and impactful, and the use of spatial audio helps players subconsciously navigate the chaotic battlefield, adding another layer of immersion to the experience.

FINAL ACT

Fracked is a game that oozes style and accessibility, serving as an excellent entry point for players new to VR shooters. With outstanding art direction and some thoroughly engaging set pieces there is a lot to enjoy in the Quest port of nDreams’ 2021 PSVR hit.

That said, Fracked can’t help but feel slightly hampered by its heritage and struggles to keep up with more modern VR shooters. Despite this, Fracked is a still a fun and engaging experience, especially for those looking for a short, stylish romp through a visually stunning world.

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Asgard’s Wrath 2 | Review https://6dofreviews.com/reviews/games/quest/asgards-wrath-2/ https://6dofreviews.com/reviews/games/quest/asgards-wrath-2/#respond Sat, 23 Dec 2023 09:33:56 +0000 https://6dofreviews.com/?p=10099 It’s impossible to approach Asgard’s Wrath 2 without feeling the sheer weight of the expectations that Sanzaru Games have had to deal with. Having released the first Asgard’s Wrath, a game that was critically acclaimed on PCVR and rightly considered one of the few AAA games made explicitly for VR, a lofty space it essentially shares with little but Half-Life: Alyx, Lone Echo, and, arguably, Stormland.

Asgard’s Wrath was considered such a VR milestone that barely 6 months after its release, Sanzaru Games was acquired by Facebook to operate under Oculus Studios. Since then, they have been hard at work on Asgard’s Wrath 2. But how do you impress people with a sequel for an outstanding PCVR title when you’re also tasked with making it a standalone title running on what we all know are glorified mobile chips?

It’s not an easy challenge, especially when you also take into account just how demanding, how fickle, and, frankly, how entitled some gamers (including ourselves) can sometimes be.

Of course, we’ll compare it to the first Asgard’s Wrath, even if we know that’s unfair. Of course, we’ll want it to be better, even though we know it doesn’t stand a chance graphically, especially when it also has to run on a Quest 2, and regardless of the resolution and frame rate bump that it just got on Quest 3.

asgard's wrath 2 meta quest review

So how is it? Is it any good? If you’re a Quest 3 owner, it doesn’t matter, does it? You got it for free anyway! But the real question is for Quest 2 owners – is this a game you should pay $60 for?

Well, that’s what we’re here to find out, innit?

Divine RPG Action

Asgard’s Wrath 2 is great, it’s fun, it’s pretty, and it’s big. Really big. You know how Douglas Adams waxed lyrical about the size of the universe in The Hitchhiker’s Guide to the Galaxy? Well, okay. It’s not THAT big, but for anybody who’s been lamenting the bite-sized meals of most standalone VR titles, Asgard’s Wrath 2 feels huge. This fact slowly dawns on you as you play the first two hours and realize you’ve essentially just been introduced to the game. It hits you again once you’ve played for a few hours and finally get your first animal follower and start to realize you’ve barely scratched the surface of the 60+ hours of gaming it has to offer. It smacks you in the face when after all that, you realize that you’ve barely even spent much time in the whole rogue-like sub-game that Sanzaru just decided to throw in because why the hell not, and that could have been, for most developers, a standalone game in its own right. It’s just there, and Pete, for one, loves it, and who am I to argue with Pete?

asgard's wrath 2 meta quest review

So if it’s value you’re looking for, as a Quest 3 owner, it’s Christmas and Meta is a big fat Santa cramming your headset with gameplay, and if you’re a Quest 2 owner, you can’t compete with Asgard’s Wrath 2‘s bang for the buck. You can try, but you’ll fail.

Gameplay-wise, as if you didn’t know this already, AW2 is an action RPG with a divine twist. In the aftermath of AW, you’re now a god of sorts, and you get to inhabit earthly heroes as you go about the business of finding and defeating the Norse trickster God Loki, who, er..tricked you. The game dispenses with the Norse environments, probably a good move after AW1, God of War, and God of War Ragnarök, AC Valhalla, and the inevitable Norse fatigue, and places itself firmly in Egypt, and features an appropriately Egyptian pantheon; Sekhmet, Set, Isis, Horus, and all that.

You traverse the great sand sea, you explore ancient Egyptian temples, you fight reptilians right out of David Icke’s catalog of demonic misfits, you solve puzzles by altering your perspective from mortal to godly, and you power up your human heroes as well as your animal followers.

asgard's wrath 2 meta quest review

The combat in Asgard’s Wrath 2 feels good and is mostly melee-based. You can parry attacks, leaving your enemies open for a well-placed hit, and it’s pretty satisfying to cleave your enemies in half and watch them fall apart like you’re a ninja TikToker slicing fruits. You also get to throw your weapons at enemies and then retrieve them telekinetically, this ability is also used to solve some light switch-hitting puzzles, it all works well, and between the sound design and the haptics, it feels good.

Once in a while, you’ll come across a large area with a god station, or a divine altar, or whatever it’s called, and this will allow you to shift between your giant divine size, allowing you to manipulate large objects, and the possession of your mortal hero. This is where most of the puzzle elements come into play, relying on switching between the two forms and taking advantage of each. These start off simple, introducing you to the basic concepts and then progressively get more difficult, evoking some head-scratching. They’re fun and provide a good break from the combat which can, at times, start feeling repetitive.

This is always a concern with a long game time, that no matter how good the mechanics are, anything will start feeling repetitive after a few hours. To its credit, Asgard’s Wrath keeps things interesting, introducing new mechanics every now and then, new followers with new powers, and featuring a story that although not quite gripping, is nonetheless interesting and populated with identifiably unique characters.

Ra’s Radiant Realms

In terms of presentation, it’s hard to fault the game. Asgard’s Wrath 2‘s polished to a sleek shine. The game’s UI is clean, good-looking, and more importantly, always snappy. The recap that you can watch before you start the game proper, is incredibly well done, with your character flying through a giant animated 3D diorama that’s as informative as it is awesome to experience. The game’s graphics, despite some necessarily low-resolution textures are impressive overall, with fantastic art direction and detailed geometry in some of the environments. With its last update, the graphics are crisper on Q3, running at a higher resolution, and the frame rate is also a little bit higher than that on Q2, going from 72 to 90Hz.

asgard's wrath 2 meta quest review

Graphics on standalone are always a game of compromises, get it good on Q3, don’t make Q2 suck. Make it look good but keep the loading times down and keep the file size from hogging all the memory. You really can’t win. What you can do is make something that’s as good as it can be without breaking anything, and on that level, Asgard’s Wrath 2 succeeds with great graphics, expansive environments, and brisk loading times. Of course, there are compromises made, but my personal opinion is that Sanzaru have found a superb balance and done a great job.

Anubis’s Acoustic Delights

Audio-wise, the game pulls no punches. Great soundtrack, good voice acting, and impeccable sound design. There’s really not much to criticize here. The audio in the game makes everything feel solid and greatly enhances the overall feeling of presence and immersion.

Seth’s Setbacks

This is now the bit where I usually bring up any issues I’ve got with a title, but to be perfectly honest, there’s next to nothing to criticize with Asgard’s Wrath 2, other than the fact that it doesn’t fulfill some unreasonable fantasies that some might have expected from it. Yes, it doesn’t look as good as the first game, but it can’t. Yes, it didn’t release with Q3 enhancements, but we’ve already got an update that goes some way towards that. The one glaring weakness might be the general lack of standard enemy variety, the profusion of the reptilians, etc, but I’m not even halfway through the game at this point, so I don’t know if that’s an ongoing concern. In all cases, the game offers plenty of variety otherwise, with several playable characters, followers, puzzles, skill trees, and hours upon hours upon hours of gameplay.

asgard's wrath 2 meta quest review

In fact, it’s fair to say that unless you hate action RPGs or can’t get over the graphical downgrade from PCVR quality graphics, you’ll have a fantastic time with Asgard’s Wrath 2. If you got it for free with your Quest 3, then it definitely helps validate the headset’s purchase, and if you’re on Quest 2, it’s a great purchase that’ll show you just how much that headset can still achieve, despite its age. Asgard’s Wrath 2 is an absolute triumph for Sanzaru Games, and it shows that Meta knew exactly what it was doing when it acquired the studio. Do we all secretly hope they also release a cross-buy PCVR version so we can experience it that way as well, I’d be lying if I said no, but it was built to sell standalone headsets, and on that level, it absolutely delivers the goods.

Ma’at’s Measure

Asgard’s Wrath 2 is standalone VR at its best, making a great release season even better, easily joining the ranks of great releases such as Assassin’s Creed: Nexus and Arizona Sunshine 2. If you’ve got a Quest 2 or 3, there’s no better time to enjoy it, and if you haven’t bought a headset yet, those three titles should have you seriously considering a purchase.

With great graphics, fantastic combat, intelligent and varied puzzles, interesting mechanics, and an unrivaled scope, Asgard’s Wrath 2 is an unmissable VR experience and a fantastic sequel that’s impressive in all the ways that count. Well done, Sanzaru!

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Arizona Sunshine 2 | Review https://6dofreviews.com/reviews/games/arizona-sunshine-2/ https://6dofreviews.com/reviews/games/arizona-sunshine-2/#respond Wed, 06 Dec 2023 01:45:31 +0000 https://6dofreviews.com/?p=10057 Hey Freddie! Remember me? Of course, you do. We first met in Arizona Sunshine, released way back in 2016 when VR was still finding its footing and the Meta Quest didn’t even exist. Well, Freddie, I’m back, and I’m not here to mess around.

Our Intrepid Survivor

When Arizona Sunshine 2 begins, you wake up in a dingy trailer, thirsty and looking for a drink. The opened beer bottles around you are variously empty, used as ashtrays, or contain your vomit—a good intro to the game, quickly establishing the pathos of the character you embody for the next 8-12 hours. Soon, a helicopter you hoped might rescue you crashes nearby. You rush to it in desperation, but it’s too late for the pilot. However, you gain a new canine companion from this ordeal. Without knowing his name, you decide to call him Buddy, marking the start of a beautiful friendship and a new quest as you realize the military is trying to locate patient zero, your potential ticket out of hell.

The gameplay in Arizona Sunshine 2 follows a straightforward single-player, narrative-driven campaign. As a fan of such campaigns, I’m all for it. The gunplay, a standout feature of the original game, is wonderful. It’s immensely satisfying to land a good headshot and hear the mushy explosion of a zombie’s head. Along your journey, you’ll find various weapons—pistols, machetes, semi-automatics, Uzis, rifles, machine guns, shotguns, and more. Each feels good to use, has its strengths and weaknesses, and allows you to approach zombie killing in your unique way.

arizona sunshine 2 quest psvr2 review

Your holster is adjustable; you can carry two weapons at your waist and another slung over your shoulder. You also have two Half-Life: Alyx-type inventory slots in your wrists for consumables, grenades, mines, Molotovs, or stick grenades. As if that wasn’t enough, Buddy himself has two holsters, allowing him to carry two extra small weapons for convenience. Buddy isn’t just there for company. You can order him to take down zombies and fetch objects. He’s the heart of Arizona Sunshine 2, as in this world, a dog is not only man’s best friend but perhaps his only friend.

The writing in Arizona Sunshine 2 is a standout, with Rob Yescombe’s pitch-perfect writing and Sky Soliel‘s wonderful portrayal of the main character. The character’s range of emotions—frenzied desperation, gallows humor, enthusiasm, tender loving care, and even toilet humor—is all perfectly balanced and appropriate to the story’s context.

And it is a great story. Unless you’re dead inside, you’ll fall in love with Buddy. The last time I felt this emotional about an in-game animal was in The Last Guardian, which had me in tears by the end.

Arizona Sunshine 2 features a fantastic story, with twists and turns, highs and lows, and it will emotionally captivate you.

Oh, Ye Pretty Armageddon

While the first Arizona Sunshine never excelled graphically and relied on its gunplay and wit, the graphics in Arizona Sunshine 2 are atmospheric and superb. They portray a variety of environments and locations and comfortably overwhelm you with on-screen zombies when necessary. The art direction is on point, and the game is frequently just pretty, if your idea of pretty includes rotting corpses and splattered brains.

There are occasional glitches, like zombies’ heads and limbs tearing through doorways and walls, and sometimes Buddy’s body partly tearing through a wall, but it’s hardly a problem.

arizona sunshine 2 quest psvr2 review

The graphics on PSVR2 are superior to those on Meta Quest 2 or 3, but they suffer from noticeable reprojection on PSVR2. I hope Sony finds a way to improve this across the platform, as it detracts somewhat from the overall immersion.

Can You Hear Me?

The audio’s standout is Sky Soliel’s beautifully nuanced voice acting, taking you on an emotional journey through the game. The sound design is fantastic, playing a huge part in the feel of the weapons. The guns sound different and satisfying to reload and shoot. The sound effects—from the zombies’ growls to barrel explosions—are great, and the music sets the mood effectively, ranging from suspenseful to action-packed.

Apocalyptic Delights

The story can be played single-player or co-op, taking around 8 hours on normal and closer to 10 on hard. Arizona Sunshine 2 also brings back the horde mode from the original, where up to 4 players can fight off

arizona sunshine 2 quest psvr2 review

 increasing waves of zombies in various environments. Your enjoyment will depend on your affinity for replaying story campaigns and wave modes.

Freddy Failures

There’s not much to complain about with Arizona Sunshine 2. It excels in areas where other VR games struggle. Opening cupboards and drawers is easy, climbing works well (though it’s only used in a few areas), and aiming is precise. There are a couple of sections where the difficulty spikes, but remember this tip in times of need: aim for the legs.

arizona sunshine 2 quest psvr2 review

There are minor issues, like wonky trolley physics and a potential memory leak causing increased loading times the longer the game runs on your system.

Overall, the positives far outweigh the flaws. You’ll be drawn in by the writing, laugh with the main character, empathize with his loneliness and newfound enthusiasm for Buddy, and appreciate his moments of reflection. Meanwhile, you’ll enjoy action-packed gunplay, varied environments, and well-paced set pieces.

Freddy Thrills

In summary, I had a fantastic time with Arizona Sunshine 2. It’s a sequel that surpasses the original in every conceivable way, setting a new standard for single-player narrative-driven campaigns in VR, especially on Quest and PSVR2. It’s focused on what works, providing a fluid experience from start to end, and is easy to recommend to anyone with a beating heart who hasn’t been bitten by a brain-eater. Stop reading this, get the game, and enjoy it!

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Sniper Elite VR: Winter Warrior | Review https://6dofreviews.com/reviews/games/quest/sniper-elite-vr-winter-warrior/ https://6dofreviews.com/reviews/games/quest/sniper-elite-vr-winter-warrior/#respond Tue, 05 Dec 2023 00:11:50 +0000 https://6dofreviews.com/?p=10040 I really enjoyed the original release of Sniper Elite VR and gave it a glowing review on this site. There was a huge sense of relief for me that a flat game series I enjoyed so much was treated with respect and played well in VR. It wasn’t perfect, but on the whole, it was well-wrought and enjoyable. Like the flat Sniper Elite series, it didn’t overreach or try to reinvent the genre; it set modest expectations and exceeded them. Now, the sequel, Winter Warrior, has arrived. It somehow evaded our early warning radar system, sneaking past our sentries and onto the Meta store without making much of a stir. Will it knock us out with a coveted 9 rating, or will we be sprinting for the alarm button to warn everyone off it? Let’s get it in our sights.

COLD, COLD GROUND

Upon loading Sniper Elite VR: Winter Warrior, there’s a sense of familiarity. Menus look and sound the same, and the narrator and protagonist from the original VR release—an amiable elderly Italian partisan reminiscing about his time as a crack-shot sniper in the Second World War—remain. In the first outing, he related his tales from his sunlight-dappled garden, where his young family frolicked, enjoying the freedoms he fought for. This time, he starts in bed, with a blizzard outside snowing him in, triggering memories of snow levels he didn’t mention previously.

sniper elite vr winter warrior meta quest review

After a brief but effective tutorial firing range, which you can leave without completing if you’re on another save, we’re dropped into the first level proper. Well, sort of. It’s still actually a tutorial and quite narrow in scope (no pun intended, for once). The gameplay is familiar: sneak, snipe, use environmental sounds to cover your shots, kill everyone, plant a bomb, and then get to the exit. You know the drill, perhaps too well.

WINTERLUDE

Let’s start with the positives. Many of the nice things I said in my review of the original two years ago still hold true. The sniping is surprisingly intuitive and effective, the slow-motion bullet kill cam is well-realized, and the graphics are largely lovely.

sniper elite vr winter warrior meta quest review

The sound is good, and there’s a core to the gameplay that’s undeniably fun. If you were a big fan of the original Sniper Elite VR, you’ll know what to expect from Winter Warrior—it provides more of the same, mostly. However, I can’t help but feel let down and uninvested in this sequel.

GUNPOWDER FROM ICE

Despite being a standalone title, Winter Warrior never really feels like a sequel. To be fair, it’s half the price of the original and probably conceived as additional levels rather than a full game in its own right, and it shows. The game has a pervasive tiredness about it, like it’s just going through the motions. The Partisan starts in bed and never really gets out of it. Music cues, assets, animations, and sounds are reused from the first game. Missions should feel like playgrounds of possibility, but are actually a staid and workmanlike series of checkpoints and triggered events. There’s a surprising lack of emphasis on stealth and, believe it or not, sniping. Limited enemy numbers mean that after you’ve killed a few, the game spawns more in, sometimes alerted regardless of how stealthy you’ve been.

sniper elite vr winter warrior meta quest review

‘Letters From Home’ and other collectibles are scattered around levels but can’t be read—they’re just busywork, not additional context. There are challenges in each level that add some fun and replayability, but this idea, too, is regurgitated from the original. The déjà vu is strong, and it contributes to the hollow feel of the game.

THINGS HAVE CHANGED

Sniper Elite VR nailed some core experiences and basics that other titles like Medal of Honor and Onward didn’t. It felt like a lot was riding on it, and it confidently quelled many fears. That relief allowed me to overlook some jankiness because it had heart.

sniper elite vr winter warrior meta quest review

The sequel, however, does nothing to advance itself and suddenly feels dated. The lack of engaging VR interactions is grating and reveals a laziness and lack of ambition. Handguns can’t be held with both hands. Door handles, keys, switches, satchel charges, and the like are operated by reaching out a hand and holding down a grip button until a bar fills up—flat game mechanics that break immersion in VR. You don’t feel like an elite sniper; you feel like you’re just waving a pointing finger in the air. These interactions are crucial for VR, and we deserve better. Michel Roux famously asked potential students to crack an egg for him, saying that if they could do that well, he could teach them anything. I feel similarly about VR games handling keys in locks or opening cupboards—if this feels good and intuitive, the rest of the game might have the right attention to detail to be a winner. In this game, those aspects are lacking and definitely hurt the quality of the final product. Reloading and charging guns were nailed in the first installment—now, where’s the rest of the game? The remote pull for ammo and objects is fiddly and inconsistent, with no sense of weight. Enemy animations are basic and staccato, making reading the levels annoying at times. The enemies don’t feel enough like combatants, just paper marionettes waiting to be decommissioned.

THE WINTER OF MY DISCONTENT

One unexpected disappointment in Winter Warrior was the character of The Partisan himself. While there’s nothing wrong with the acting per se, the structure of having him narrate the action as a series of memories means the affable old man persona never lets up. Everything he says has the tone of an advert for authentic pasta sauce, without really conveying the urgency of the player’s situation. Remember the bit in Lord of the Rings where Gandalf suddenly drops the genial grandpa act and reveals he’s a powerful, ancient soul with the weight of the world on his shoulders? That never happens with the Partisan, and a potentially interesting narrative about a lovable old chap who was a super-assassin evaporates in a cloud of whimsy. It would be great if, while peering down the scope of a sniper rifle, the voiceover matched the mood, rather than making me think I should be tucked under a tartan blanket falling asleep in front of Countdown.

A FROZEN, ROTTED ROAD

The snowy theme of Winter Warrior is apt, as the game feels like the first one but frozen in time. It never really thaws, losing a lot of charm and goodwill to frostbite. It will be overshadowed by other releases around it, perhaps deservedly so. With a bit more care, I’d be more positive. As it is, Winter Warrior feels like a dead end. I hope there’s another VR installment of the Sniper Elite games, one that pays more attention to its competitors and respects its audience.

sniper elite vr winter warrior meta quest review

Stick with the original or wait for it to go on sale. It’s got more charm and imagination than this ersatz sequel, which will leave you cold.

If you’re a big fan of the original, you might add a point or two to my score. But if you’re like me and love the original but want more this time, this game feels like less.

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