In Space, No One Can Feel You Dream
HIGH The frantic trepidation of wondering whether I have enough fuel and oxygen.
LOW Unclear objectives and frustrating checkpointing.
WTF I don’t understand why these pirates want to kill me so badly.
Welcome to This Is Not A Review. In these articles we discuss general impressions, ideas and thoughts on any given game, but as the title implies, it’s not a review. Instead, it’s an exercise in offering a quick recommendation (or dismissal) after spending enough time to grasp the ideas and gameplay of a thing without necessarily playing it from A to Z.
The subject of this installment: Seeking Dawn, developed and published by Multiverse.
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.