2 people found this review helpful
Recommended
0.0 hrs last two weeks / 25.1 hrs on record (2.0 hrs at review time)
Posted: 10 Dec, 2019 @ 4:05pm
Updated: 11 Dec, 2019 @ 1:59pm

TL:DR Buy this game and get yourself Valve index controllers if you can.

VR Gameplay: A+
Manages to maintain a level of power fantasy amidst being grounded in human physics interaction. Brilliant. Parkour. Simulation scifi dystopia.

Physics interaction: A+++
Fleshed out. Way fleshed out. My enthusiasm is on fire here it’s so enjoyable to even grab a broom and enjoy two handed sweeping, and then beat an enemy over the head with it. Break a jones soda bottle over their head and then grab broken pieces and jab them with them. I’ve never grappled with an enemy in vr before this, and it’s the future of gaming pure and simple. Creativity just flows here with ridiculous antics and fun. Break everything. Stack and climb things. Play basketball with a garbage pale and crt monitors. Gravity of objects is really good. Most games things falling and hitting the floor betray a sense of almost all objects being hollow. But not here.

Sound design: A+
Realistic physics collision sounds are so important, and us humans are oddly sensitive to inconsistency in that aspect. I’m please to say love and nuance is everywhere to be unearthed and it’s rewarding. The ballon sounds from the gun were a bit loud.
Music and ambiance are their own narrative that I believe is 50 interpreted environmental abstraction expressed in audio as subtle influence to guide the players own abstraction of the concept of the scene, the other 50% of the audio is in the perspective of the player and observation. It’s not forcing you to understand the context, it’s unraveling it with you. Well done here.

Music: A +
The vapor wave is a nice style but never alienates the scene and context. It’s an art form and the music is actually quite....special? Like, I really enjoy it so far. Sometimes the music can act curious itself in what it sees in the scene and expresses it. On point.


Haptics: B+
Solid haptics that are bold when necessary. I do think the audio/haptics for bare fisted collision might be a little less airy.

Story: A
Somehow enveloped in an simulation is convincing and not cheesy excuse for bare looking levels. Attention: that is NOT the case. The level design is top notch!

Performance: good
Inverse kinematics: good

Visuals: A
Everything melds together nicely. Glows and baked lighting gradients are lovely. Metallics on textures are very nice. It’d be nice if they could sneak in a parallax occlusion shader for some of the textures.


Questions:
“If it’s so good, it can’t be perfect. What could make it better?”
-probably opening it up to modding or a level editor and workshop support.

“You say the physics are so good, but my hand on occasion got occluded under a table/surface/object”.
-your learning a new logic in games, and it’s superior to your hands clipping through geometry. The subtle nuances of touching everything without silly activator button for collision provides a much more organic interaction and rewarding interface with virtual physicality. The more I play this game, the more elegant I get manipulating in the world.

“Finger tracking is arbitrary and serves no mechanical purpose”.
-Dear god this is so wrong. The subtleties of your fingers holding objects dynamically is super pleasing, pressing buttons is easier, and fingers aid in how you climb, and navigate.

“Is it a tech demo?”
-Not at all. Full game.

“But what about hand mismatch?”
This only occurs briefly for 1/12th of a second, and opens doors to touch the world they created. Generally occurring in times of physical maneuvering by the player, over an hour or so you adapt to the concept and enjoy the fruits of what it enables ala organic interface with virtual objects.

“Heavy objects don’t move as swiftly as my hands”.
In real life, swift jerky movements hypothetically lifting a dresser up the stairs with your hands would break the frictional bond between your hand and where I holds the dresser. This is why we are slow and steady relative lifting heavy objects. The concept works here for vr. It it does take a few moments to register the rules of this logic but once you do, it’s fun and presents similar challenges to irl lifting of weight, where you face challenge of mainting control over the forces of gravity. It’s new. Learn it, and have fun :)

“My hand got stuck under a table ledge, I didn’t like that. It’s tedious.”
-our real life bodies are infinitely tedious, but we are adapted to it.
My take:
The hands being stuck under the table initially was knee jerk “oh I don’t like this too much. But I thought about conveying rules in games and why consistency is important to adapting. Learning the rules. While my hands getting caught was a small liability, I noticed that my style of playing this game became more physically involved with gestures instead of just wrist torquing. I also believe we have underlying 6th/7th (and so on) senses that determine the tangibility of a world based on how our brains recreate our experience (we revirtualize the real world in our mind, every sense a conglomerate to it, the world as you personally know it is not truth, but representation, and just as real life we recreate vr in our mind). So we get that spidey-sense “uh oh my hand is stuck on something physical” despite a temporary hand disconnect of our minds system that estimates where our hand is, the more pressing situation of your hand being stuck encodes a pressing physical sensation requiring agency. If they were to break this rule, say, by rubber banding the hands back, ghosting through a solid object, the world breaks down, encoding immersion also loses tangibility on lower subconscious levels.



This game does physics so well, gives plenty of options for everything, doesn’t insult advanced vr players who do not even know what motion sickness is. Graphics are great and great music.
This is the future of vr.
🤔 no boneheaded moves either. Makes you wonder if some devs live under a rock.

Well done SLZ, this game is amazing!

Mod support/level editor/workshop support is the only thing that could top this game off!
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3 Comments
Kurt 27 Dec, 2019 @ 2:00pm 
well ♥♥♥♥
thanks anyway
Abra 11 Dec, 2019 @ 1:58pm 
You cannot with a rift because the knuckles require lighthouses to track the controllers in a volumetric spac3.
Kurt 11 Dec, 2019 @ 7:14am 
do you know if you can use valve index knuckles with an oculus rift?