meta quest – 6DOF Reviews https://6dofreviews.com Your source for VR news and reviews! Tue, 11 Mar 2025 19:29:51 +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 meta quest – 6DOF Reviews https://6dofreviews.com 32 32 163764761 Exoshock Brings Squad-Based VR Combat to GDC 2025 https://6dofreviews.com/news/fwd-for-immediate-release-exoshock-brings-visceral-squad-based-vr-combat-to-gdc-2025/ https://6dofreviews.com/news/fwd-for-immediate-release-exoshock-brings-visceral-squad-based-vr-combat-to-gdc-2025/#respond Thu, 06 Mar 2025 22:16:12 +0000 https://6dofreviews.com/?p=12151 VRAL Games and POLARITYONE will showcase their upcoming VR co-op shooter, Exoshock, at GDC 2025. The game is described as a squad-based PvE shooter with tactical combat and dynamically generated battlefields. Players will take on specialized roles in cooperative missions, facing AI-controlled enemies that adapt in real-time.

The GDC demo will introduce:

  • Two-player co-op gameplay, supported by AI teammates
  • Procedurally generated missions, ensuring different layouts and enemy placements each session
  • Unreal Engine 5 visuals, featuring real-time lighting and physics-based interactions

Players can choose between different roles, including a flanker, suppressor, or technician, each with unique abilities affecting battlefield strategy. The game emphasizes strategic movement, suppressive fire mechanics, and environmental interactions.

Alongside Exoshock, VRAL Games will present other VR titles at GDC, including:

  • VRIDER SBK – A motorcycle racing simulator for PSVR2 and SteamVR
  • Squingle – A physics-based puzzle game for Apple Vision Pro
  • Toxic Therapy – A sandbox destruction game focused on chaotic interactions

GDC attendees can book an Exoshock demo session, with limited media passes available for journalists and influencers. The game is currently in development with a planned release on VR platforms.

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Mythic Realms Brings Mixed-Reality RPG Action to Meta Quest on March 13 https://6dofreviews.com/news/fw-news-advance-mythic-realms-vr-launch-date/ https://6dofreviews.com/news/fw-news-advance-mythic-realms-vr-launch-date/#respond Wed, 19 Feb 2025 20:00:00 +0000 https://6dofreviews.com/?p=12122 Petricore has announced that Mythic Realms, a mixed-reality roguelite fantasy RPG, will launch on March 13, 2025, for Meta Quest 3, Quest 3S, Quest 2, and Quest Pro. The game transforms a player’s real-world space into an interactive RPG setting, with creatures that climb on furniture and battles that unfold across the room.

Gameplay and Features
In Mythic Realms, players embark on procedurally generated expeditions, gathering resources, fighting enemies, and expanding their kingdom after each run. The game offers:

  • Room-Scale Mixed Reality Combat – Enemies can move around furniture and emerge from walls, while boss fights take over the player’s space, including battles against a fire-breathing dragon.
  • Kingdom Building – Players return from expeditions with resources to improve their kingdom and develop new gear.
  • Multiple Playstyles – Three classes—Knight, Ranger, and Mage—each wield a variety of weapons, including swords, bows, staves, and shuriken.
  • Dynamic Expeditions – Players choose how to approach each adventure, whether through combat, exploration, or gathering.

Mythic Realms is available for pre-order now on the Meta Store for $17.99 with a 10% discount.

About the Developer
Petricore, an independent studio founded in 2015, specializes in immersive experiences across VR and AR platforms. The team has worked on projects for Meta, Apple Vision Pro, and Pico, in addition to creating original IPs.

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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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Bounce Arcade | Review https://6dofreviews.com/reviews/games/quest/bounce-arcade/ https://6dofreviews.com/reviews/games/quest/bounce-arcade/#respond Sun, 24 Nov 2024 06:14:26 +0000 https://6dofreviews.com/?p=11817 Virtual reality has long promised to transport us inside our favorite games, but few titles take this concept as literally as Bounce Arcade. While VR pinball games like Pinball FX2 VR have recreated the traditional arcade experience of standing over a table, Bounce Arcade boldly asks: what if you were inside the machine itself? This innovative take on pinball transforms players from spectators into active participants, positioning them at the bottom of fully realized 3D environments that serve as living pinball “tables.”

Instead of manipulating traditional flippers, players wield large circular paddles to bounce balls through these dynamic spaces. It’s an ingenious reimagining that manages to both honor pinball’s timeless appeal while revolutionizing how we interact with it. The game presents four distinct environments—a Western town, haunted mansion, space station, and pirate ship—each functioning as its own unique playfield while maintaining the core principles that make pinball engaging.

Paddle to the Metal

Bounce Arcade wastes no time getting players into the action, with an efficient tutorial that demonstrates the fundamentals without overstaying its welcome. Each environment serves as a living pinball table, complete with objectives highlighted in yellow (turning green when activated) to guide players through the experience.

Where the game truly shines is in its creative integration of VR-specific interactions. Rather than simply hitting targets, players engage in environment-specific mini-games that break up the traditional pinball flow. The Western town erupts into shooting galleries where players must carefully target bandits while avoiding civilians. The space station challenges players to mine asteroidal resources while dodging hostile defensive systems. These moments aren’t mere distractions but rather clever expansions of pinball’s bonus round concept into full VR experiences.

Bounce Arcade Meta Quest Review

The fundamental mechanics work flawlessly, with responsive controls that feel natural and intuitive from the first minute of play. Multi-ball sequences, target hits, and special events all trigger smoothly, creating a polished experience that successfully translates pinball’s core appeal into VR. Traditional pinball elements like bonus multipliers and target sequences are present but reimagined through the lens of each environment’s theme.

However, the game’s pacing often works against its creative ambitions. Ball physics feel notably sluggish, with gravity seemingly set too low, resulting in balls that float lazily toward the player rather than maintaining pinball’s characteristic frenetic energy. This leads to unusually long rounds—sometimes lasting 20 to 30 minutes—that feel more like endurance tests than tests of skill. The inability to adjust difficulty settings for individual tables further compounds this issue, with inconsistent difficulty ratings that don’t always match the actual challenge level.

Bounce and Shine

The game adopts a stylized visual approach that prioritizes clarity and character over photorealism. Each environment boasts its own distinct personality, from the warm tones of the Western frontier to the ethereal glow of the haunted mansion. While the graphics may not push the Quest’s hardware to its limits, the cohesive art direction, smooth particle effects, and fluid animations create an inviting and readable playing field that serves the gameplay well.

Bounce Arcade Meta Quest Review

The visual design emphasizes readability without sacrificing atmosphere, ensuring players can track balls and objectives while remaining immersed in each environment’s unique theme. Special effects during multi-ball sequences and bonus rounds add satisfying visual feedback without overwhelming the player’s view.

Sounds of the Silver Ball

The fundamental pinball sound effects hit all the right notes, with satisfying impacts, chimes, and mechanical feedback that ground the experience in arcade authenticity. Each environment brings its own themed audio flourishes, from creaking floorboards in the haunted mansion to the metallic echoes of the space station. The sound design successfully reinforces the feeling of being inside a living pinball machine while maintaining clarity during hectic sequences.

Bounce Arcade Meta Quest Review

The musical accompaniment provides distinct themes for each environment that, while competent, tend to fade into the background rather than enhance the experience. The tracks serve their purpose without being memorable, offering appropriate atmospheric support without drawing attention to themselves.

Rolling Returns

The game’s staying power largely depends on your appetite for high-score chasing and leaderboard competition. While the variety of mini-games and VR interactions provide initial entertainment, the game’s limited selection of just four tables and absence of progression systems or customization options constrain its long-term appeal. Without announced DLC plans, dedicated players may find themselves wanting more content after mastering the existing environments.

Bounce Arcade Meta Quest Review

The game’s relatively low difficulty curve affects its longevity as well. During pre-release testing, it was possible to top global leaderboards without exceptional skill, suggesting that serious pinball enthusiasts might find the challenge lacking. The emphasis seems to be on extended play sessions rather than the quick, intense rounds traditional pinball fans might expect.

Bumper to Bumper

Technical performance remains consistently smooth, with responsive controls and stable framerates even during chaotic multi-ball sequences. However, the game’s core design choices present more significant hurdles. The slow ball physics and generous difficulty drain the urgency from the experience, while the inability to customize difficulty settings for individual tables limits player agency.

Bounce Arcade Meta Quest Review

The difficulty ratings for each environment often feel arbitrary, with some “easy” tables presenting more challenge than those marked as difficult. This inconsistency, combined with the generally forgiving gameplay, means that success often comes down to patience rather than skill or quick reactions. These issues, combined with the modest content offering, hold Bounce Arcade back from achieving its full potential.

Final Tilt

Bounce Arcade represents an imaginative leap forward for VR pinball, successfully translating the genre’s fundamental appeal into an immersive new format. Its creative mini-games and polished mechanics demonstrate the unique possibilities of virtual reality gaming. The initial impression is genuinely impressive, with many players likely to be wowed by their first few sessions.

However, pacing issues, limited content, and restricted customization options prevent it from becoming a true classic. While it offers an entertaining diversion for casual players and VR enthusiasts, its longevity suffers without more substantial content or progression systems. The lack of challenge may particularly disappoint hardcore pinball fans looking for that classic arcade difficulty.

For now, Bounce Arcade serves as a phenomenal proof of concept that doesn’t quite stick the landing. With additional content, mechanical fine-tuning, and better difficulty balancing, it could evolve into something truly special. As it stands, it’s worth a look for its innovative approach to VR pinball, even if it may not hold your attention for extended play sessions.

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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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Airspace Defender | Review https://6dofreviews.com/reviews/games/quest/airspace-defender/ https://6dofreviews.com/reviews/games/quest/airspace-defender/#respond Fri, 18 Oct 2024 18:01:42 +0000 https://6dofreviews.com/?p=12017 There’s something timeless about defending a city from the relentless barrage of missiles hurtling from the skies. Airspace Defender takes the classic Missile Command arcade gameplay and reinvents it for VR and mixed reality (MR), blending nostalgia with innovative hand-tracking controls and immersive visuals.

This isn’t just a carbon copy of the 1980s original. Instead, Airspace Defender updates the formula with modern design sensibilities, creating an experience that feels fresh and engaging, even for players unfamiliar with its arcade predecessor. While it doesn’t boast a particularly memorable title, the game’s smart execution makes it stand out.

From Trackballs to Finger Flicks

The core concept of Airspace Defender is deceptively simple yet immensely satisfying: defend a city, divided into eight sectors around a central base, from waves of incoming missiles, helicopters, and other threats. What makes this version unique is how it adapts the hemispherical play area to MR.

In mixed reality, the game feels perfectly at home. The protected hemisphere is visually self-contained, appearing like a giant snow globe resting in your physical space. This design allows the action to feel intimate and immediate, making excellent use of the passthrough technology on Meta Quest headsets. The sense of scale, combined with the tactile controls, immerses you in the task of protecting your city like never before.

airspace defender meta quest review

Unlike the classic game’s trackball controls, Airspace Defender uses hand tracking with impressive precision. A simple pinch launches countermeasures, while finger clicks handle menu navigation and turret upgrades. The animations and sound effects lend a sense of tactility, making interactions feel satisfying even without physical feedback.

Between rounds, you face strategic choices: invest resources in upgrading your turrets with rockets, lasers, or mini-guns, or rebuild destroyed city sectors. Each decision shapes your strategy for the next wave, adding a layer of depth to the otherwise fast-paced action.

airspace defender meta quest review

However, while the gameplay core is solid, the title leaves something to be desired. While Missile Command VR might have been a natural fit, copyright restrictions rule it out. A more evocative name, like Sky Shield or Defend the Dome, could better reflect the game’s retro-modern charm.

The Zen of Frenzy

If you’re looking for a game that gets your adrenaline pumping, Airspace Defender delivers. Its pacing is perfectly tuned for short, intense play sessions, with each wave escalating in challenge. By the fourth or fifth round, chaos reigns, and you’ll find yourself frantically pinching at an onslaught of missiles. The steep difficulty curve feels fair, rewarding quick reflexes and sound decision-making without overwhelming the player.

airspace defender meta quest review

The game offers two modes: a VR-only option and a mixed reality mode. The MR experience is the standout, projecting the game into your living space and adding a unique tactile feel to the action. The VR mode, while functional, suffers from the lack of environmental context. With no skybox or backdrop to frame the action, the black void can feel a bit sterile compared to the immersive MR setup.

Arcade Aesthetics in Living Color

Visually, Airspace Defender sticks to a retro-inspired neon aesthetic that evokes the charm of classic arcade games while embracing the polish of modern visuals. Explosions are vibrant and satisfying, and the minimalist art style keeps the action clean and easy to follow.

The MR mode, in particular, benefits from the interplay of colorful effects against your real-world surroundings, creating a dynamic and engaging battlefield. While the VR mode is serviceable, the absence of backdrops or skyboxes feels like a missed opportunity. A starry night or planetary skydome could have elevated the experience significantly, adding a sense of place to the chaos.

Synthesized Sonic Siege

Audio plays a significant role in Airspace Defender, and the design doesn’t disappoint. Explosions are crisp and impactful, and each turret type has its own distinct sound signature, from the zap of lasers to the whoosh of missiles. These effects not only enhance the gameplay but also provide crucial audio cues during frantic moments.

The 80s-inspired electronic rock soundtrack ties the experience together, evoking the nostalgic energy of classic arcade titles. While it may not be groundbreaking, it complements the action perfectly and adds to the game’s retro-modern atmosphere.

Small Skies, Big Fun

For all its strengths, Airspace Defender does have its limitations. With only two city maps—one for normal difficulty and one for hard—the game could benefit from more environments to keep things fresh. Leaderboard competition adds some replayability, but the addition of new maps or dynamic challenges would do wonders for its longevity.

airspace defender meta quest review

Looking to the future, a co-op multiplayer mode could inject new life into the game, offering players the chance to defend their cities together. For now, the game’s short sessions and leaderboard rivalries provide enough motivation to keep coming back.

At $12, the game is reasonably priced, offering excellent value for its polish and engaging mechanics.

The Final Countdown

Airspace Defender is a tightly designed arcade experience that makes excellent use of VR and MR technology. Its intuitive controls, fast-paced gameplay, and vibrant aesthetic make it a worthy addition to any Meta Quest library.

airspace defender meta quest review

While it could use a few more maps and a skybox for VR mode, the game excels where it counts: delivering accessible, chaotic fun that’s easy to pick up and hard to put down. Whether you’re chasing leaderboard glory or simply enjoying the retro-modern charm, Airspace Defender is a blast from the past worth revisiting.

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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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Riven | Review https://6dofreviews.com/reviews/games/quest/riven/ https://6dofreviews.com/reviews/games/quest/riven/#respond Sun, 30 Jun 2024 21:26:34 +0000 https://6dofreviews.com/?p=10927 Twenty-six years ago, Riven captivated gamers with its intricate puzzles and stunning prerendered visuals. As a sequel to the iconic Myst, it set a high bar for narrative-driven games. Now, Riven has been resurrected for a new generation, remade for VR on the Meta Quest and Steam. This review explores whether this ambitious remake has preserved and enhanced the original’s magic.

For those of you who have seen our review of Myst on the Quest (caption: we gave it a 9) from a couple of years back, you already know that I’m a book-carrying member of the Cyan fan club. In that review, I mentioned that the only real problem with Myst was that it was utterly eclipsed by its sequel, Riven. Now, the unthinkable has happened: Riven has materialised on the Quest and Steam, remade and rethought for VR and modern systems. I’m almost impossibly excited about it, but I promise you, dear viewers, that I will do my best to objectively analyse whether Riven 2024 is worth your time, money, and emotional investment. We will avoid spoilers for the plot or puzzles to the best of our ability.

A Link to the Past

I believe that Riven is one of the most important and successful titles in the history of narrative gaming. It epitomises the principle of “show, don’t tell.” It traps you alone in a beautiful, forbidding world where exploration and understanding are the primary rewards. There are mysteries to be solved, and each machine, lever, and room is an organic part of the world-building, context building upon context in a satisfying, thrillingly non-linear way. The original game was beautiful, intriguing, and immersive despite being presented as a series of static prerendered images. This remains a wonder today. Now, in the age of VR, the promise of Riven should be fully realised.

Age of Wonders

I have seen the opening scenes of the original Riven hundreds of times. I can vouch that Cyan has not only beautifully updated the graphics and gracefully replaced the live actors with motion-captured models, but they have also stayed true to the original performances and body language. The slightly dodgy 3D models of what were once real (but also dodgy) performers were the main sticking point of Myst in VR, but this is thankfully not the case here. When the cutscenes have played out and the game finally opens the door to the world of Riven, you’re free to explore Riven in full 3D for the first time. For me, that is a very emotional moment. It’s the difference between obsessing over a place through photographs for a couple of decades and then finding yourself there for real. I will preempt the rest of my review here and state right now that Cyan has utterly, definitively nailed it.

Riven | Review 1

D’ni, The Champion of the World

The original Riven is a masterpiece. The remake surpasses it in every way, and VR is the definitive way to play it. It’s so much more than just a new way to explore the world; like Myst before it, it’s as if it has been waiting for VR to exist. To virtually stand in beautiful environments that have hitherto only existed as barely animated stills is a dream realised. It actually makes the puzzle-solving so much more rewarding and substantial. A very early puzzle involves working out the rotation of a pentagonal room to make progress. Being able to stand in the room and physically rotate makes the logic of the problem a lot easier to parse. Peering through lenses and gaps for clues is a physical act in VR rather than a button press, and the islands of Riven have been subtly retooled to take advantage of the new possibilities of vantage points and perspectives not available before. The physicality of VR—such as pulling levers, pressing buttons, or opening doors—feels completely fantastic. Reading a book requires physically holding the book and flipping through the pages, which is crucial to the lore and setting. The ability to use both hands on a machine or gadget while looking around, a natural act in real life but impossible in flat gaming, is a necessity in the VR version of Riven.

Cyan Pride

All of this is what one might cautiously and hopefully expect from a developer with a duty of care to its beloved back catalogue. What truly impresses me is that Cyan has been fearless in daring to improve on the original title. They have introduced new approaches to puzzles and new mechanics, altered the topography of islands here and there, and added subtle narrative tweaks and touches that enhance the classic version. All the changes are improvements; some were made not just to bolster gameplay but to make the narrative sing a little more. To new players, everything will seem well-wrought and satisfying. To returning players like me, there are a hundred little improvements and changes that delight, intrigue, and occasionally astonish. Cyan has served their fan base well and provided a wealth of riches for those taking their first steps in this brave new world.

Riven | Review 2

Get the Book Out of Here

Riven is beautiful. The concern with any modern 3D remake would always be whether they could convey the same level of beauty as the original. For a 26-year-old game, Riven still stands up as astonishingly good-looking, the sheer quality of the prerendered world transcending its technical limitations. The folks at Cyan were kind enough to provide us with copies of both the Meta Quest and Steam versions of the game for comparison. Of course, the Quest will never compete with PCVR, and the nature of the game means it can’t draw from the same technical aspects as Red Matter 2. The PC version of Riven is utterly incredible to look at, bringing joyous new life to the game. Even with my gaming laptop running Riven at modest settings for VR’s sake, the graphics are wondrous.

Riven | Review 3

The Quest version is an eyebrow-raisingly decent attempt to convey the same content with some caveats. Firstly, of course, the textures take a hit, but some more so than others. It’s still a beautiful game, but some environments are a little fuzzy and muted. There’s occasionally a bit of glitching and pop-in, but nothing too aggravating. In some areas, the foveated rendering (the pixelation around areas towards the edge of the Quest lenses) is noticeable and a little distracting. But it’s the water that’s actually problematic, noticeably devoid of splashing effects at best and, in one area in particular, flat and glitchy, making the surrounding geometry appear off. The rest of the game is so lovely to look at, and these issues really stand out. They could be better realised. Overall, while the Quest version is never going to reach photorealism, it’s a beautiful thing.

The Cries of Strange Birds

The audio is my favourite part of Riven’s presentation. The sound design is peerless, from the atmospheric ambience of different locations to the creaking of boards and old metal and the clanking of ancient machinery. The fact that most of it remains unchanged from the original game is a testament to the effort and care lavished on every detail over a quarter of a century ago. Sound plays a possibly more significant role in the success of Riven than the visuals, and this becomes even more apparent in VR. Put on some headphones, and you can lose yourself entirely in this alien yet relatable and familiar world.

Riven | Review 4

Special mention must go to the music, a score that manages to be creepy, mysterious, and soothing all at once. Music is sparing and subtle but essential to the game’s fabric, underpinning everything with an unsettling, nagging sense of dread and wonder.

Familiar Patterns of Decay

There are a few things that could be improved in the current Quest version of the game. The glitches and pop-ins are a little concerning, detracting slightly from the game’s polish. While the use of VR is wonderful, and the additions to the game are completely welcome, the new inventory satchel could have been more organically realised. Many VR games use an over-the-shoulder motion to retrieve backpacks, which would be preferable to the button press here, making its absence a curious omission.

Loading times can be distracting and are the main thing that breaks immersion. While the lengthy initial loading process can be easily forgiven and forgotten, the long pause to take an in-game screenshot and bring up the menu is a drag. This might sound spoiled coming from someone who played through the original game multiple times and had to endure physically changing CD-ROMs between every island. However, the (short) loading screens during travel are unwelcome and jarring in VR. At least there’s a pleasant animation to watch while it loads.

My final gripe is that there needs to be a way to annotate the screenshots you take. A virtual pen to scribble on the screenshots and keep notes would have been a most welcome addition.

And So, I Close

Riven on the Meta Quest is, by far, the best puzzle and exploration game on the platform. It easily joins Resident Evil 4 on the winner’s podium for beloved older classics, given a new lease of life in VR. The care lavished upon Riven is considerable, presenting thoughtful armchair adventurers with a nourishing and immersive experience that will linger in the heart and mind long after leaving the headset. It’s been my favourite virtual world for half a century, and VR is the best and greatest way to experience it.

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Laser Dance Mixed Reality Teaser Celebrates Quest Store Launch https://6dofreviews.com/news/laser-dance-mixed-reality-teaser-celebrates-quest-store-launch/ https://6dofreviews.com/news/laser-dance-mixed-reality-teaser-celebrates-quest-store-launch/#respond Fri, 28 Jun 2024 05:50:50 +0000 https://6dofreviews.com/?p=10906 Thomas Van Bouwel, the creator of the critically acclaimed VR game Cubism, and Creature, the studio behind titles like THRASHER and The Light Brigade, have released a teaser for their upcoming mixed reality game, Laser Dance. The game lets you transform your living room into a laser obstacle course and is now available for wishlisting on the official Meta Quest store.

About Laser Dance Laser Dance is a mixed-reality game where players move between two buttons on opposite ends of their living room, navigating a sequence of laser patterns that adapt to the room’s size and layout. The gameplay is easy to learn but hard to master, making it an ideal party game for both newcomers and seasoned VR players.

Key Features:

  • Transform your living room into a laser obstacle course.
  • Intuitive gameplay perfect for newcomers to VR.
  • Levels adapt to your living room’s size and layout.
  • Dance, dodge, and crawl your way to victory!

For those with a Quest Pro or Quest 3, playtesting opportunities are available. Sign up here.

About the Developer Thomas Van Bouwel is a former architect turned XR developer, known for his critically acclaimed VR puzzle game Cubism. His new title, Laser Dance, continues his tradition of innovative and accessible game design.

About Creature Creature is a video game studio and label focused on releasing games on new and innovative platforms. The studio supports independent developers by offering business development, production consulting, and release strategy services.

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Starship Home Reveal Trailer Unveils Quest 3-Exclusive Mixed-Reality Adventure https://6dofreviews.com/news/starship-home-reveal-trailer-unveils-quest-3-exclusive-mixed-reality-adventure/ https://6dofreviews.com/news/starship-home-reveal-trailer-unveils-quest-3-exclusive-mixed-reality-adventure/#respond Fri, 28 Jun 2024 05:50:40 +0000 https://6dofreviews.com/?p=10905 The VR studio Creature has just released the full reveal trailer for Starship Home, one of the first Quest 3-exclusive mixed-reality games. The trailer, showcased during the Upload VR event, gives a glimpse into how players can transform their living rooms into fully interactive starships, brimming with alien plants and adventure.

Starship Home allows players to use the Quest 3’s passthrough cameras to blend their physical environment with the virtual world, turning ordinary living spaces into starships ready to explore the galaxy. Players will engage in hyperspace travel, gather and nurture alien plants, and communicate with friendly extraterrestrials—all while uncovering the mystery of a blight that threatens plant life across the stars.

The game is being developed by a team of industry veterans, including Mark Schramm (SUPERHOT VR, Gravity Lab) and Ashley Pinnick (Tilt Brush, Slimeball), under the direction of Doug North Cook, the founder of Creature. Starship Home is set to launch exclusively on Meta Quest 3 later this year, with pre-orders now open.

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