The Fragile Slip With Teeth
HIGH Probably the best zero-gravity controls in any game, ever.
LOW Lots and lots of repeated assets.
WTF A couple of trippy plot turns that don’t feel adequately set up.
Two years ago, the overwhelming reaction to id Software’s amazing Doom reboot confirmed that there is a very real thirst, in this day and age, for old-school, fast-paced, no-BS shooters. No more huddling behind the nearest waist-high wall and occasionally popping my head out to fire at a distant gunner. I want to get out there, feel the wind in my face, and look my enemies in the eyes before I gib them messy. I’m still waiting for the rest of the triple-A industry to catch up in this regard – even Bethesda’s own Wolfenstein series leans a little too heavily on stealth and other such nonsense – but in the meantime, a number of indie devs have heeded the call.
I’ve been the owner of a Vive for little more than a week so forgive me if I’m stating the obvious here, but I’m noticing that the games most well-suited to VR are the ones where the developers don’t need to contrive some bizarre replacement for walking. By and large, if the main character doesn’t have an excuse to be standing or seated, we’re forced to either teleport around awkwardly or risk motion sickness.