Tuesday, June 22, 2021

Beyond: Two Souls

Beyond: Two Souls is a story-rich game from Quantic Dreams studio starring one of my favorite actors Elliot Page and Willem Dafoe whom I'm fond of too. It tells a story of Jodie (Page), a girl that was born with a 'gift' - an invisible entity named Aiden. Being special with such an entity around her, it's no surprise that she was experimented on and it was the government that wanted to use her and find the connection to the world from where the entity belongs to while she just hoped for a normal life. It seems obvious to me that the story was created to make us ponder about what lies beyond death but it seemed to miss the mark (for me at least).

The game is scripted which is no surprise since it is more of an interactive movie that was directed by David Cage. Cage has wonderful ideas but turning then into a masterpiece probably needs a bit more than one single great mind. You, the player, can play as both Jodie and Aiden. The game asks you in which way you want to experience the game, either chronologically or the way it was originally intended - that is what I chose. Here Jodie tells us that she doesn't know how to start and she may as well begin here. We then get to see a scene where we see her at a police station where a sheriff is trying to find out what happened to her. SWAT team storms the station. We don't see what happens, but we get to see how they all end up - dead with the exception of the sheriff who was kind and tried to help.

After the prologue and this chapter we start to see more from Jodie's life. Each chapter shows a life event from anywhere from her life between the age 8 and 23. The chapters of her life are very different and of a different kind of gravity. While this is something I'd expect, it is also something that made the game very incoherent story wise. I was once at a birthday party being a total clueless outcast and then on a CIA mission. Part of the game seems like a slice of life game, then turns into a drama, horror and then sci-fi.

As for gameplay. Well, there isn't much of it. Most of the time you'll probably watch cinematic scenes. When not, you will be asked to do simple tasks like stand up, grab something, walk or shoot a man. There are no puzzles or things that would stimulate the brain, all you have to do is follow a white dot somewhere on the screen. The other part are quick-time events that are happening during the cutscenes. There is also some combat. The game will slow down during a combat and tell you what button to press or where to move your mouse (stick). It's very hard to say what you are supposed to do, so choosing the right direction is quite a guesswork. No matter how beat up you end up, the game just progresses on. Can you even die since Aiden can heal people?

The controls is something I wouldn't normally comment on, but this game is ported from Playstation and as a PC user you are to use a keyboard and mouse. Moving Jodie was rather difficult since the camera seems to have life of its own and often decides to turn in the opposite direction resulting in you turning twice and watch the camera move just to end up in the same spot you started walking from. When the game goes into slow motion you often need to move your mouse in time to a certain direction as I described before. That alone is quite a mess and if it made actual impact on the story (as in Detroit: Become Human) I'd probably be more negative about this. You move Jodie with A, S, D, W keys but are often asked to press and tap one of the 1,2,3,4 keys which to me felt rather awkward. Moving Aiden is much easier since he can just fly through everything and it switches to first person view. On the other hand using his ability requires you to either align two points at another one, place the two points somewhere specific or just 'charge' the action. When in fight you can get confused about what you are supposed to do. For the first 5 hours I was more or less fine with this, but with each hour that passed it was getting more and more annoying. Especially in sequences that seemed to be timed and you were running for your life.

Aiden apart from flying and going through walls, he can move objects, kill people, control people, heal and protect. Thanks to Aiden Jodie can go through places a normal human being wouldn't be able to which also means that Aiden is the game's Deux Ex machina. Aiden's abilities would be great if they would be the same throughout the whole game since you could count with that and use your logic to solve problems. Unfortunately, that's not true. Sometimes you can roam free and explore a large area, the next time you just can't even go through the first door that is a step away. The fact that you are still always led to a certain action doesn't help it either - there's not much freedom in using Aiden.

Dialogues have choices which is nothing new and is expected in a story-driven game. Your choices can affect the outcome of the story but not much as in Heavy Rain or Detroit: Become Human. There doesn't seem to be much variety in terms of paths throughout the game - the game will simply gravitate towards one similar ending that is not even satisfying since it brings even more questions than it answers. The revelation that you can just simply let go off the controls and just let the game flow made me wonder why this was even produced as a game. It would made a great short TV series. Or a 3 hour movie (8 hours if not edited and released just as it is in the game).

The story is what makes the game and honestly I'm not entirely sure what to think about it. The story is one huge mess that just drags Jodie through her life in which she wants to become normal but is not allowed to. There doesn't seem to be much of character development and many of the situations and dialogues seemed to be forced. The game was probably supposed to provoke deep emotions in us and make us think but unfortunately I couldn't fully immerse myself in the game. Jodie simply wasn't a believable character to me, no matter how great job Elliot did. I couldn't attach to her in any way because everything just screamed - a lie. The controls didn't help it either, the QTEs that felt futile or the frustration with the actual 'game' parts was something that was breaking the story apart too. It broke the tension and flow of it. I could just passively watch while being detached from everything going on in the game. Maybe it was also partly because I wouldn't choose any of the options in the game if it were me in Jodie's position.

As for visuals, the game is stunning. The motion capture they use is one of the best and the graphics is awesome. We get to see different environments, in some we can even roam free for a bit, and that is something great. Unfortunately all we can do is just look at the scenery and walk from given point A to a given point B without any detours. Exploring or interacting is simply not there. The animations and lighting effects are great. The game is one long interactive movie and many of the scenes are done in a way we'd expect from a movie. This makes for a really great scenes that makes us feel emotions we probably wouldn't from a more traditional approach game. The acting is excellent and Elliot Page did a really great job at breathing life into Jodie. Willem Dafoe played well too and even went out of his comfort zone at the end of the game. Unfortunately, the relationship between Jodie and Nathan somehow lost all kind of chemistry, it felt like the actors weren't even present at the same scene when it was shoot. It left me wondering if either of them cared about one another at some point?

Verdict:
This game was one big disappointment. As a movie-like game I expected a very strong and coherent story where every decision mattered, instead I got a very linear and clichéd messy story where I could not even make the decisions that seemed logical and the ones I could choose didn't change the narrative. There was one decision I was allowed to make that I liked - leave everything at the base and leave the past behind. Unfortunately, there was a hop into the future where the items were present again! I also coldly turned Ryan down at every occasion and would actually slap him in the face and to never see him again. Instead the game throws a decision at me stating 'Kiss' at the end (the possibility of taking his life would actually make sense but that option was not there).

From the game play view, this game could be described as follow the white dot or find a blue dot and do something with it. I did not pay 20 bucks for a game in which even walking is a tiresome task. I learned from other games that QTEs can be rewarding or satisfying but in this case they do the opposite most of the time because while they are easy to execute, they are difficult to read. 95% of the times you can just let the game go on without doing a single action (note I mean during the time when you are supposed to play the game), in those 5% that it matters, the decision itself won't matter much.

The story itself is actually good if it would be told in a different way than the two possible ones and would make for a great series or a movie. There is nothing that ties all the memories together and your decisions in the past do not change the outcome of the game (with maybe one exception, Ryan). The controls are so bad that will make you feel frustrated and distract from anything that actually caught your interest or engaged you in the story.

The camera is also something that could use some work, it moves when it shouldn't and there are moments during which it just simply shakes to add some dramatic effect. Unfortunately it made me sick and also made it more difficult to move.

The presentation of the game, graphics, visuals, animation, sound and soundtrack are truly stunning. Same goes to Elliot Page's acting. Without Elliot the game would be most probably lifeless. While I enjoyed the acting of other characters in the game, the characters weren't written in a way that would make them believably human from my point of view.

Obvious plot holes, and the fact I couldn't make decisions or feel like anything I did mattered just made me passively watch the game, not giving me any motivation to attach to the characters, story or even just play the game.

While I managed to find reasons to recommend games I didn't like to other people I just can't find something worth recommending here. It failed me in terms of story and emotions and even in terms of the little game play there is.

Thank you for reading,
Ren (stsungjp on Twitter)

Sunday, June 13, 2021

VRChat

Writing a review for VRChat is difficult because, VRChat will be anything you want it to be.

VRChat is a social platform where everything is possible. That's where my review could pretty much end. On the other hand I could also write many pages of what VRChat is. So let's try to keep it within the 8000 characters limit on Steam.

In the past when I wanted to socialize with people online I joined a channel on IRC. People there already shared an interest or a hobby which made it easier to start a conversation. Sometimes when I felt 'lucky' I entered the wild world of Yahoo chat rooms where you either ran into horny men or ordinary people trying to find other people to talk about something. If you started a conversation with someone you needed to talk to them not knowing much about them which meant the conversation was reflecting a real life conversation more often than not. From these days I have many friends around the world that I later met IRL and we hanged out together.

Nowdays there are many ways how to socialize online and it's not limited to text form. VRChat is a place where you don on an avatar and venture into 3d worlds. You can run VRChat either in desktop mode, playing it in a traditional way, or you can launch it in VR. When in VRChat you can visit different worlds created by the community. These can be anything from a small recreation of someone's room, an art museum, a recreation of a game be it a VR title like Beat Saber or a traditional game like Legend of Zelda: Breath of the Wild, a dance club, a pub, or a totally original world or game. While many of the content will be reflecting the real world, there are different limits to what is possible in virtual worlds. For example you can FLY!

The name VRChat implies that you should chat with people but there's way more to that and you don't necessarily need to engage with others if you don't want to. When you log in you can start exploring worlds or find a place you'd like to hang out. You might want to go to a pub to meet people and chat, but expect people to get drunk! Or you could go to a karaoke bar to sing or listen to others singing (quite an experience - due to internet delays), there are various clubs where you can dance, there's even a big rave scene in VRChat. You can also go to an art museum, or find a place where you can paint yourself. If you feel like just watching a movie, you can find a theatre to your liking, be it on the moon or in medieval world. You may want to exercise, be it squat challenges with other players, yoga or dance exercise.

Then there are worlds that are more interactive. You can go play some games. Capture the flag is an option for example, but there are also climbing worlds, escape rooms, dungeons you have to clear or worlds that are more like a full fledged game (see The Devouring).

There are also events in VRChat, they can be small - a class for learning Japanese, slightly larger - a dance party or huge - virtual convention. There are meets, cons, shows, panels, and concerts in VRChat. Anything is possible.

VRChat is also a platform that will allow you to explore your own self and it might start with a custom avatar you'd like to represent yourself. After a certain time of playing VRChat you will be given the possibility to upload a custom avatar. People can create whatever they want but you will most often run into anime girl avatars (with animal ears and tails) that are in fact men in real life. This is a VRChat reality and might take a while for you to get used to. Apart from anime girls you can meet any kind of avatar be it a furry, avali, Alien or a (talking) tank.

There is one more thing you might want to be prepared for - mirrors. We all know what a mirror is and use it to check if our hair is not a mess or our clothes fit well. In VRChat you will be encountering many people staring into a mirror all the time. They might be chatting, dancing but mostly just staring. Don't ask me why.

None of what I wrote will probably prepare you for your first VRChat experience because there are no limits to what VRChat can be and since people are different and play the game for different reasons, literally anything can happen. This also means there is a dark side to VRChat. In public worlds, you can encounter toxic people or those that will want to crash you (especially if you are streaming). Sexual harassment is an actual thing, if you are a woman you might want to be prepared for that. One of my first experiences is entering a public world in a female lolita avatar. A group of other avatars encircled me and started touching my avatars boobs. When I greeted these people (I seriously had no idea what to do) they dispersed with 'oh another dude' and it was over.

Verdict:
If you have a VR headset I would highly recommend visiting different VRChat worlds, because those are works of art. There are places that are truly amazing. There are many activities you can do, even in VR, with others and enjoy them even more. You can meet many great people and find friends. Together you can visit worlds together, play the games there, as they are mostly multiplayer ones. You should also be prepared for a culture that may be known to those who ever set foot at an anime convention. You will meet many horny men, in anime girl avatars with big bouncing boobs and bouncing butt cheeks, often playing with these body parts or doing some erotic role play with another man in a similar avatar. If not this you may listen to conversation that requires a knowledge of memes old and current, making you wonder if you actually live on the same planet. If you are loooking for extraordinary experiences and you are ready for anything that can happen, go try VRChat since it is free.

Ren (stsungjp on Twitter)

Thursday, June 10, 2021

Paper Dolls: Original and Paper Dolls VR

Paper Dolls: Original/纸人

A very dear friend of mine recommended me to play Paper Dolls: Original after I streamed Little Nightmares 1 and 2. I remembered Scarlett's stream of it and wondered if I would want to buy the game. 15 USD was a price I did not need to think twice about even though I wondered if I should buy both Paper Dolls 1 and 2 or just the first game. I went with the first option because I did not expect to like the game much. Now I regret it since I'll be definitely buying Paper Dolls 2.

Paper Dolls/纸人 is supposedly a first person (survival) horror game from Chinese studio Litchi Game. Why supposedly? Games are often labeled with tags or a type but it does not necessarily need to reflect what the game is about. In the past year I played more horror games than in my whole life but I would not actually call any of those games a horror game. There are two games I'd call horror games - Silent Hill and Resident Evil (a bit less). None of the games I played lately gave me the same vibes (I was seriously out of my mind when playing some of the Silent Hill or Resident Evil games) or experiences. In this case I'd call Paper Dolls just a puzzle game, not a horror nor an action-adventure game. On the other hand, what makes a game a horror game?

Yang Mingyuan is driving his daughter Molly to her mother. He didn't take his medicine before leaving because he thought the meds were the reason for strange dreams he was getting. While driving he hears different voices in his head while you can hear Molly's voice asking him if he took his medicine that day. Then we can see a light flash and the car crashes right after it. Then there's just darkness and silence. Yang wakes up and opens his eyes to see a silhouette of a child. Yang stands up and finds himself in an old mansion, next to him there is a paper doll of a man who was beheaded. And you wonder if that was a living person or it is some very creepy art.

When the cutscene ends you can start playing the game. The first thing you will find out is that Yang moves really slowly. It is normal that in games you can walk at relatively slow speed and then run at a reasonable pace. In this game though you literally crawl at snail's speed. While this may be in theory an advantage in VR, it's not in a traditional PC/console game. There is a run button but it means that Yang will do 2, 3 or maybe even 4 steps and then needs to catch his breath to run again.

After you familiarize with the controls (which puzzled me more than majority of the game's puzzles) you will find out that Yang keeps a diary. After reading the entries you'll find out that Yang seems to suffer from some kind of a mental illness. I'd say that he's not actually insane but rather experiences the call of the mansion or something along these lines - being the one to uncover the horrible mysteries that happened in the Qing Dynasty mansion. Either being Yin descendant or something like that...

In the first room, just close to where Yang wakes up you will find your first clue. There are clues and notes scattered around the house that will help you solve puzzles and progress in the game. The first one is very easy to understand - just find a vinyl disc, fix it and get a reward. The reward is a key to a door. This pretty much sums most of what you'll be doing in the game - finding things, solving puzzles and getting keys to unlock door.

When you start walking around the mansion you'll soon meet the very first ghost - Chen - that will attack you. You might think these are just some kind of hallucinations that Yang has, but they are very real and will kill you after one hit. Soon after encountering Chen you'll walk past a door from which you'll hear Molly's voice. This door will become sealed and you won't be able to enter - it's the last door you will unlock.

In order to finish the game you'll have to solve all puzzles, unlock all the door and seal all ghosts. On your journey you will learn more about the Yin family and what happened in the mansion. Many question will stay just unanswered even after completing the game.

The graphics is not awesome but it's not bad either. It's good enough to create a very good atmosphere - or rather very creepy one. When you light up candles you can see the scene being lit by a nice warm yellow light and it looks great. When a ghost is nearby the light turns green which made me feel bad every single time it happened. There are some items that are very well done which also includes the moving paper doll ghosts.

The sound on the other hand is bad. Yang's and Molly's voice painfully reminded me that I'm playing a Chinese game. The voices of the ghosts are better. The sound effects in general are pretty bad which is something I didn't mind that much in Original version. In VR though, it just jarred on my ears. The worst is the sound of door being opened. Since you'll be walking through them very often you'll hear this jarring sound very often as well which breaks the immersion. As for the music (there's not much of it) I actually liked it. There's more silence to add to the atmosphere and when there is music it does exactly the opposite though

Verdict:
After my first hour of playing I didn't like the game because the controls were giving me a hard time, I moved very slowly, I had no idea how to save, the sound effects were terrible and I had no idea what was going on. With time though the game grew on me. I concentrated more on the items in the mansion and looked forward to another puzzle. I recognized game items easily as they stood out but I wasn't sure what I was supposed to do with them. What you have to do is follow the clues exactly and at specific order otherwise you can get stuck. If the game doesn't allow you to proceed, you missed something.

In the middle of the game more or less it becomes a survival horror game - hide and seek game - because you need to avoid the ghosts. It frustrated me a bit but since it's easy to run away (correction, walk away in slow motion) you will get used to being there with the ghosts and it adds to the eerie atmosphere. The puzzles are something I enjoyed with maybe one exception which is just illogical as there are other ways you could have done this and the game doesn't allow you to do it. Also note that there are two puzzles that will throw Chinese text at you. I read some reviews before buying the game and it seemed to puzzle many players so I was afraid of them. I solved both without much issues but I can read Chinese characters and write them. I did not even look at the clue for one (I finished the game without finding/using 3 clues for the puzzles) and the other one was not much of a puzzle.

In overall the game creates a good atmosphere, has few jump scares, has a mystery that you slowly uncover and has decent well thought out puzzles for you to solve. It has bad controls that you can't change, bad sound breaking immersion, and some decent graphics. If your expectations of games are not high, you don't mind playing a game that was not meant for western audience, you can probably enjoy the game. The game is short which may or may not be an advantage.

Paper Dolls VR

Since I own a PCVR I wanted to try the VR version too. I played this one before Paper Dolls Original which might have been a mistake. On the other hand since this is a stand-alone game you buy it should be also done in a way that makes it possible to play it without knowing the Original version. I expected the game to be a direct port of the game but then the game would either launch in desktop more or VR, not being a stand-alone version.

The first thing you see is the logo of the developer studio followed by a menu that looks pretty ugly. Just recently I learned that the intro screen including the menu is something game designers should pay a lot of attention to because it has to grasp the players attention. Well, this one grasped my attention with how badly it looked. After trial and error of trying to start a new game and checking settings if I can switch to left hand I clenched my teeth and prepared myself for what was to come. It set my expectations very low.

You start the game as Yang in the room with the beheaded guest paper doll too. In the first room there were few things I imagined to be important game items but they turned out not to be. It made me a bit confused why some items are obviously emphasized and some are not while neither does anything in the game. I learned later that they are important items in the Original version and that there is content missing in the VR version . When you will try to walk you'll probably be a bit perplexed, at least I was. It seemed to suggest that I'm supposed to press triggers alternately in order to move. I remembered Westworld Awakening with similar locomotion and hoped this was something I could change in the menu. After you figure out how to move you will notice that you move way slower than you are used to. I have a high end computer but still suspected the game to run badly at this point. It ran just fine though. You just move very slowly and can't go any faster.

When I crawled to Chen's encounter my confusion was even bigger. I crawled under the table but Yang was stuck and I suspected the game just bugged out. I didn't die in the encounter though so I just continued on.

Later on I found out that key items cannot be dropped and that is why I struggled a bit with the first puzzle. I also wondered if I can use two hands or not but didn't figure out how to put the light away (this one is in the help though). While trying to figure out some clues I opened the diary and looked at all the Chinese text. The diary looked great though and this is how the menu should have looked like. The look should have been matching it.

Around this time I also learned that there is an inventory. It's up very close to your face which was rather unpleasant.

Graphics is decent and I enjoyed roaming the mansion and looking at things. Breaking some stuff and playing with swords was nice so I'm glad they added this kind of interaction. The paper dolls and ghosts are great too. They are scary. The sound was really bad and reminded me of one game - TimeLock VR. Actually it reminded me the game with more aspects because it's also meant for Vive, the controls are terrible, there's not much information about how to play the game, UI is atrocious, locomotion is just like 'what the hell?'. For few minutes I walked around trying to get rid of the painful memories from playing TimeLock VR and really hoped that Paper Dolls would be a way better game.

Hours passed and I started to like the game. It was nice to encounter the ghosts from time to time staring at me, hiding in cabinets, enjoying the warm light from the candles when not being green. There were few scares here and there, could be more. The biggest scary element was Ding that chased me almost everywhere.

When I finished the game though I felt that it was a nice experience and was worth playing. I streamed it which meant that it was more fun for me. The game lacks many things and it is sad because even with just little bit of work this could have been a decently good game. But this way I can't really say how good it is. Since there isn't many good VR games I can actually say that this is one of the better games out there and is worth playing. Playing the game blind like I did though is something I can expect people to think the game is really bad as it won't tell you how it is played nor will give you any more clues about the puzzles or how to progress in general. And if you'll be like me, not knowing that you can see English translation if you bring the journal closer to your eyes, you may just decided to give up way too early.

Verdict:
The game has very bad controls, no hints or reasonable tutorial or help, not great graphics, not great sound. All this feels worse than it is when played in VR which is a huge problem. The puzzles and tasks, even simplified, are actually better than in many other games but since there are no hints apart from the game's clues they can be difficult to solve. The content itself is good but may become frustrating for those that can't read Chinese characters. The story or rather the mystery is a nice addition and it was sufficient for me and made me hungry for more, but I can imagine that some people can miss some parts, distract the ghosts or simply not be satisfied with it. The game doesn't really have an ending because it just ends with '...to be continued'.

I would recommend this game only to those that have patience to survive the horror of figuring out how to play this game and those that can follow the game's clues. Each clue has crucial information about what you have to do but this can be disregarded by the player easily as it does not necessarily need to make sense the moment you find it. If you played the Original game and wish to experience some of it in VR I'd recommend playing it too but be prepared for the controls figuring part.

If you'd like to skip the whole Paper Dolls game but still want to get the vibes from similar game I can recommend you a VRChat world that is inspired by Paper Dolls and done right. It's up to 4 player 1-3 hour horror game called Obsession-執念- and was created FlowersRite (don't worry it has English subtitles). Or you can watch my playthrough^_~.

Thank you for reading
Ren (stsungjp on Twitter)

Wednesday, June 9, 2021

Little Nightmares

Little Nightmares is a very cute horror game full of mystery created by a Swedish development studio named Tarsier Studios. I haven't played many games released later than 2006 (I'm starting to catch up) but I remember this studio getting known for LittleBigPlanet which is a very cute puzzle platformer.

Little Nightmares is also a cute puzzle platformer. The environment though is rather the opposite - very dark and creepy.

The game starts with a dream where we can see a strange figure. Then we see a little girl, dressed in a bright yellow rain coat, wake up in a suitcase, in a rather dark place. The girl is named Six which is something I found out after getting a certain achievement. You control Six and lead her through a very dark environment. You learn that she has a lighter she can use to light her way. All you know is that you are in a hostile environment and you want to run away. There is no story in the game, or rather there is no text telling it. Instead all you get are clues shown to you while you push forward. It will be your own imagination creating the story. There are twists and revelations that can shatter even the worst thoughts you managed to come up with.

Since the beginning of the game you can see that the camera moves. There is a constant rocking movement (it made me sick). I wondered why it was there until I found out the game takes place on a ship named The Maw. Six will go through different places that we know from our every day lives from bathrooms, kitchen, bedroom to a restaurant. These places though are warped and you certainly wouldn't want to linger there for long. If this place is real, who lives here? You will eventually find that out - humanoid creatures live here. If Six runs into one of these creatures she should hide or run away because she'll be followed, hunted and eventually eaten if caught. Apart these humanoid monsters and other children held captive, there are little creatures, Nomes, that show you the way if you pay attention.

Little Nightmares might look like a 2d platformer but it's more of a 2.5d platformed. You can move in 3d even though the camera will be most of the time be just side scrolling. This is a nice feature and gives more options of what you can do and how you can interact with items. Unfortunately it is also one of the things that can frustrate you because guessing the exact position of Six is difficult and this can result in unnecessary deaths. Controls are a bit awkward which is not something you want when you are playing a platformer where every step and timing counts.

The art style, graphics and animations are perfect. The yellow raincoat creates a nice contrast. Everything is detailed and created in a way that is very disturbing, creating an atmosphere of a nightmare. Sound is stellar. The music makes the atmosphere even more dense and the sound effects are perfect, they will create even more tension.

Verdict:
Little Nightmares is a short game with awesome graphics and sound creating a very creepy ambience and tension. The game is part a puzzle platformer and part hide-and-seek horror game. While there is no story told in the form of text, you will be discovering more information about the environment and creatures living in it during the game and it will keep you hungry for more. The most horrific part of the game is not the graphics, stylization or creatures but rather what all this implies. Experience-wise this game is perfect, unfortunately this experience can be ruined by bad controls, bad orientation in 3d world, and some trial-and-error parts resulting in unnecessary deaths that might break the immersion. While all the death animations are nice, they take a long time and are followed by similarly slow loading time.

I'd recommend this game to anyone who wants to play a unique game that provokes thought and emotions.

Thank you for reading
Ren (stsungjp on Twitter)

Saturday, May 1, 2021

Magic: Legends (Open Beta) review

Ever since it was announced, I was looking forward to seeing how this game would look like. I wanted to know how a Free to Play MMORPG with the player being a Planeswalker could work. Well now it's finally in the Open Beta stage and I jumped into the Blind Eternities to explore Magic Legends by CRYPTIC.

The game studio has plenty of experience making MMOs, most notably Perfect World and Neverwinter (also a WotC licensed game).

State of the Game: Open Beta (Disclaimer)

Obviously, Magic Legends is not yet finished. At the very least there will need to be a lot of balancing, bug fixing and polishing necessary. Yes, there are bugs. But the game is mostly stable, there aren't any hugely game-breaking bugs. Mostly what the game needs, going into the future would be balancing. That said, the game works as it is now, just with hiccups. I won't be addressing the game bugs here, as they might get fixed over time before the game (hopefully) reaches full release. What I will do, instead, is review its core mechanics and experience.

During my time I haven’t run into any bug that would make any missions unfinishable and thus bar you from progressing. There were some skirmishes that would get stuck, but those have been fixed since.

Into the Multiverse

After creating your character, you are thrown into the main story / tutorial. You planeswalk for the first time and end up in Bolas' Meditation Realm where you meet Ral Zarek and an unknown hostile Planeswalker. After almost getting Ral killed, you rush to his aid and together you push through the Meditation Realm where Ral teaches you Planeswalker 101.

You then follow that enemy Planeswalker to Zendikar's Tazeem, where you help Nissa quell the chaos sowed there by the villain.

At that point you get directed to the Sanctum, a hub for all the players to hang out, trade, PvP and join Events. You'll also get to claim a piece of the Meditation Realm, where you can expand various facilities in order to improve your spells, artifacts, and such.

Eventually you get to experience all the five realms that are in the game at this point. In addition to Tazeem, you can planeswalk to Dominaria's Shiv, Tolaria or Benalia, or you can choose to go to Innistrad's Gavony.

On each of those realms, the Planeswalker you've been pursuing leaves a mess that you're left to fix.

The story in general feels very nice. I do realize that the story needs to fit the characters therein, many of whom are canon, but it still does a good job presenting a good story. The villains aren't villains because they're comic book evil (except for one, maybe two). They have their (usually) good intentions using bad means. They also don't sometimes fight to the death even. It was a nice surprise to play through the story in the sea of fairly generic “smash the villain” kind of stories.

You get to meet some members of the Weatherlight, even. But in this case, only in memorial form. Squee, on the other hand, you get to accidentally kill by planeswalking on top of him at the start of the Shiv story. Speaking of Squee, he's in no way a comedic relief character, despite not being the brightest. He does want to help Shiv and he's doing a good job, too. Besides Goblin diplomacy, he steers you in the right direction.

Your Planeswalker

Upon character creation, you will have the option to choose one of the 5 classes. This choice is not permanent, as you can unlock further classes later and can swap to them at will. However, you still need to 'obtain' that new class and it's increasingly difficult to do so. So make sure to choose classes that you will enjoy playing.

The 5 starter classes are:

  • Sanctifier - A cleric from Innistrad wielding a holy symbol of Avacyn. Your main gimmick will be healing for yourself and your minions. The Sanctifier can shoot her basic attack the farthest, making her the ranged class.
  • Mindmage - Mindmages are masters of crowd control. As expected, since they're associated with blue mana. The Mindmage has a medium range of her basic attacks.
  • Necromancer - All Necromancers can animate skeletons as minions or sacrifice them for boons. They use their soul lanterns to slash at opponents at mid to close range.
  • Beastcaller - The Beastcaller has a faithful pet at her side, that can be buffed just as any minion without having to summon any creatures. They wield an Axe (like any decent Green planeswalker, am I right?) and are close range fighters.
  • Geomancer - The Geomancer conjures up the power of the rock to imbue her fists into lethal weapons. She can use the earth to jump to the enemy quickly. Her fists are point blank range weapons.

Each class has 3 abilities that can't be changed and are tied to the class.

  • Primary - That's your autoattack. You can spam it as much as you like. It is obviously not very strong, but all primary attacks pierce through enemies, so you can generally hit whole clumps of mobs.
  • Secondary - Usually a damage skill that hits enemies in a reasonably large AoE for a fair amount of damage. It has a cooldown.
  • Utility - Some kind of a class-related gimmick. Escape / healing / control skill.

Apart from the 5 starter classes, there can be classes that you can unlock in other ways. Right now, there's just one - a Dimir Assassin.

Each class has 30 levels. With levels gained, the class' abilities improve until finally on level 30 you get a trait that you can use. You can have at most 3 traits selected. The Geomancer one is particularly interesting, as it allows you to resurrect upon defeat with a bit of health.

Apart from class levels, you also have a Planeswalker level. Think of it as a combination of your class levels. You will still gain Planeswalker XP even after your class is maxed out. Planeswaler level increases your drops, health, damage and crit damage. The maximum Planeswalker level right now is 300.

You will get to enjoy a lot of satisfying whacking that sends your enemies flying. That enhances the image that you’re something else now… You’re a Planeswalker.

The Magic

Most of the oomph of your character, will come from your spells. When you choose a starter class and then go through the tutorial, you will receive spells of the class' color. These spells together create a deck. You have to have 12 spells in your deck (or less if you're still in the tutorial).

The way spells work in Legends is that you have 4 spell slots - your hand. As long as at least one slot is empty (has no spell in it) you will see a slowly recharging counter. Once the bar is full you get to “draw” a random spell from your deck. You can then cast any of the spells. You need to pay attention to what spells are on your hand and on which position at any moment, as you will need to press the right hotkey to cast it.

There are spells of three types:

  • Sorcery - Your average damaging spell (most spells deal damage, with varying AoE) or utility spell with short duration.
  • Creature - Summon a minion to fight for you indefinitely (at least until it dies or you sacrifice it hehe)
  • Enchantment - For a longer duration (usually 30s) you get to enjoy some kind of a buff.

These spells are inspired by the actual cards that exist in Magic. For example Glorious Anthem in Legends does pretty much the same thing that a Glorious Anthem would do in Magic. Some are changed to fit into the game.

Don't expect nice art, however. The spells have new art that is far from the usual art quality. Imagine the kind of a skill icon.

Creatures get categorized by the good old power and toughness, representing DPS and HP of the minion. Increasing P/T via effects increases the respective values of the minion. It also makes the minion grow bigger, which is an endearing little detail.

You will need mana to cast each spell. Your mana recharges while in combat and you can hold up to 12 mana at most. Most spells in Legends cost differently from their Magic counterparts, however.

Your deck can have at most 2 colors of spells. That affects the mana that you get and recharge. If your deck is mostly blue and a smidge of green, then the mana pool will reflect that, only regenerating green slowly and its reserves will be low. There's a fair amount of spells already and they allow for a lot of buildcrafting options. Do you want to build your deck around 1/1s and then pumping them all? No problem! Go White / Red, summon 10 Goblins and cast a Glorious Anthem! Then add Sanctifier to heal your poor fodder. Or would you like to go up and personal? Get spells that buff your planeswalker and punch your enemies to oblivion with Geomancer. Or you like stompy? Enlarge your Beastcaller pet and go fight like in Pokemon. Do you like combos? Go with Blue / Black and you will never run out of spells on hand. I'd say this is a huge part of the game and one of its greatest appeals.

Not many spells can Crit, but if they can, you need to fulfill some requirement that's consistent with the spell’s color, rather than a random chance. For example a blue spell might require you to have the enemy affected by a crowd control effect or a black spell checks if the enemy is low on health. This idea of Crits is in my opinion way better than the usual Crit chance %.

Combat Phase

If I were to liken this game to any other game, I'd choose Diablo. It very much feels like it when you squash large amounts of creatures and collect whatever they dropped. Most enemies are easy to kill and don't offer much resistance. Some are tougher and others even grant nearby fodder extra abilities (Deathtouch in particular can make your 7/7 Big Guy™ very sad and very dead pretty soon).

The AI isn't very smart, though (even for your creatures, unfortunately), so don't expect any overly interesting fights so far. You can manually order your minions to attack a specific target, though (which they will obey as soon as they get their morning coffee).

All in all combat still feels fluid and oddly satisfying (as you plow through waves of werewolves throwing them through air to all sides with your surekill spells).

In Legends, you have a wide variety of spells that can be used to enhance each other. Wide AoEs are usually weaker or way more mana intensive, but you can combo spells that clump enemies from a large area into a small cluster and then wipe them out with a narrow AoE spell or ability that deals much more damage.

The Battlefield

I was honestly stunned when I first saw Zendikar. And it's not just Zendikar. All the maps are beautiful and breathtaking with a lot of detail put into them. Even when looking off the edge of the maps, you can still see detailed cliffs, or the remnants of old artifacts. The game camera is isometric, like in Diablo, which is a perfect fit for the game.

Enemies don't just spawn, they run out of caves and buildings. Goblins climb up from their caves. Saprolings crawl up the slopes of Tazeem. The creature models are also very detailed and very similar to how they're portrayed on Magic cards.

The maps themselves (called Overworld) feature a lot of non-story map events in which you can participate alone or with other players. Every map has three mana towers that you can defend or reclaim. Or various skirmishes of three general levels of difficulty: Minor, Major and Special. Special is the hardest to find, since it has a long respawn time, but also yields the best rewards.

You can also find a Mythic creature that spawns from time to time somewhere on the map (always in the same place, but on the map you will only see a large circle where it could be). Those creatures are harder to beat and might need some different approach, since they have various abilities (like Flash - randomly teleports, Retaliation - you get a portion of damage you deal to it while it's up, Hypnotic - creates areas that will stun you if you walk into them, and so on).

There's always something to do on the maps, you'll walk from one skirmish to another or you can use one of the fast travel points to get to a skirmish quickly.

After enough skirmishes have been beaten, a map boss will spawn along with a random boss. These are harder and tougher than whatever you can encounter on the maps and might require a few players to beat.

Most of the content has different difficulty modes. Which also applies to the Overworld maps. Normal is the lowest difficulty, fit for a new player. But as you grow in power you'd want to swap to a more difficult map for better drops (some drops are only available on the hardest maps).

The game is really beautiful, with a great deal of detail.

The Loadout

Probably the most important and central concept of Legends is Loadout Score. In a nutshell this score tracks the upgrade status of your spells in deck, equipped artifacts and equipment. It then acts as a multiplier to your damage and HP.

You can somehow upgrade almost anything in Legends so that you can increase your Loadout Score.

Spells get upgraded through collecting spell pages that can be gained through enemy drops. If you have enough, you can upgrade the spell to a new rank, increasing its effects and giving you a flat bonus to LS.

Artifacts have three variants: Lesser, Greater and Legendary. You can have 3 Lesser, 2 Greater and one Legendary. They're important to buildcrafting and the Legendary artifact possesses a very important build-defining ability (for example the Whip of Erebos resurrects a creature after it dies for a short time, which lets you sacrifice your creatures and then sacrifice them again). While lesser artifacts just buff some statistics (like Blue Creature Health or the like). Upgrading artifacts requires artifact shards (that drop from enemies) and increases the artifacts' potency and your LS.

Equipment is the most unique of all. You have 6 slots for equipment and you gain it through drops. Each new equipment unlocks a skin for it, so you can customize your character's appearance with it as well (which is almost unheard of nowadays as pretty much every cosmetic item gets paywalled). You can get multiple copies of the same equipment and those can be used to upgrade the equipment from some 20-40% up to a 100% of its potential. The amount is RNG for each upgrade, but 100% is always the cap, so you can just get content at 95% or so. Items also have mods that let you swap their abilities for others that you might like more. Upgrading also raises LS.

High LS is practically a prerequisite for playing on harder map instances, as without a certain value, you will just get obliterated by basic mobs.

You can combo your equipment and spells in various ways. Would you like an army of Zombies, for example?

Multiplayer

I would say that this is somewhat of a pain point for the game. On Overworld, this isn't much of an issue. There tend to be some 2-5 other active players on each map, especially on harder map instances and those players flock to skirmishes and do them together (as harder maps become challenging).

However, there are also very nice and cool missions for up to 3 players that generally require the players to cooperate for a better score. Unfortunately, since there are 2 per map (10 in total) and each has 4 difficulty modes, that means that in total there are 40 instances for which you can queue. As the game has no ingame LFG option as of yet, trying to play any of these will likely result in disappointment. Which is a pity, because those missions are very well designed and interesting. There is a social system where you can add in-game friends and you can also party up to play together, but that seems unnecessary in the Overworlds. So I suppose only actual real life friends would use that feature.

Zone chat is currently invisible unless you specifically open it (as if to talk), so there isn't much chatter there either.

You can solo the multiplayer missions, but it’s just more fun with other players. Besides they’re designed to have more players on the field, so in solo, you end up running around from one corner of the map to the other and back again. All missions have a timer, so they will always last the same amount of time, but you have to do more 'work' in solo.

Home is where the Aether is

Your Realm is also an important part of the game. It's the place in which you can use resources you've collected over time.

You can build and upgrade your Mana Vault that generates so-called Planar Mana that is necessary for further upgrades and allows you to refine boss drops into resources.

Arcane Workshop builds relic fragments for you which you can use to upgrade your Artifacts.

Mystical Study allows you to research exclusive spells and learn new classes.

Finally the Aetheric core lets you build Lands that reduce the amount of spell pages needed for spell upgrades and also creates spell pages for you.

The necessary amounts of planar mana to upgrade these facilities steeply increase, however.

Fashion: the Gathering

On every plane, you will find a Tailor. An NPC that can change pretty much every cosmetic choice you've made during Character creation and more.

You can change your character's sex, build, hair, hair color, skin color, face, various clothes and dyes. The dye options are limited I'd say, but it's satisfactory.

The best part is that you can get most of the models through playing the game and getting equipment drops that automatically unlock that equipment's skin.

Of course, some cosmetics are walled in the premium version of Season Pass.

The costumes that NPCs and enemies wear are also often obtainable.

Untap, Upkeep, Draw

Finally let's talk about the item shop. The game is Free to Play so I did expect some money making going on. If you know other CRYPTIC games, you'll recognize the Zen currency. As with other games, you can exchange Zen for Aether (an in-game resource that you can “refine” a limited amount per day). So there is some limited interchangeability, but it all depends on how much Zen flows into the game. If few players spend Zen on Legends, the affordability of Store items for Free to Play players will be very low. At the day the Open Beta launched, the cost of 1 Zen was 100 Aether. Nowadays it's 1 Zen for 750 Aether and there's not much of Zen to be had overall. That itself can hint on the popularity of the game right now.

The Store isn't outright pay to win, but you can buy RNG boosters packs (loot boxes) that could drop the coveted Dimir Assassin class and other exclusive goodies. Granted, those can still be purchased through the player market for Gold (common in-game currency). But again, if no player sells those on the market, then its availability is 0.

The Season Pass has 2 modes: Free and Premium. The Premium one offers mostly skins and some spell pages and an occasional booster pack. But it doesn't feel like it's worth the 1000 Zen. While the Free mode has the Dimir Assassin class at the very end, which is very nice as you can gain it through playing. You progress in the Season Pass by completing daily and weekly Season Pass quests.

You can also purchase class Starter Packs whose greatest benefit is that you don't need to unlock that class through playing, but instead you get it unlocked for all characters, new and old, on the account.

I wouldn’t call the game pay-to-win, but it’s also not completely innocent. While anything powerful can in theory be obtained by playing the game (and then trading / exchanging Aether for Zen), it can just mean a lot of grinding.

Cleanup Phase

If you've expected a playstyle similar to Magic: the Gathering, then you won't find that here. But Legends were never meant to be that. Instead you'll find a game from the world of Magic.

A nice story involving characters that we know from cards. Fluid, interesting, fun gameplay and buildcrafting that drove my interest. However, there's also no endgame, no reason to improve apart from curiosity. Issues with finding players for matchmaking. The fact that only the players who know Magic can potentially be interested in Legends. The game has a lot to improve, but that's what the Open Beta is there for.

It is apparent that the game was made by people who have a certain level of understanding and/or passion for Magic and that feeling permeates the whole game in its design or the small details that you can see.

I would definitely recommend trying the game for yourselves. You might find that you like it. But I'd guess most Magic players won't.

Thursday, March 25, 2021

RevolVR 3

If you've been to arcades like Dave & Busters you might have noticed a game named RevolVR already. For those that play games at home this title might be new and the number 3 in the title might be a bit confusing.

RevolVR 3 is a casual single and multiplayer shooter that takes place in a robotic Wild West. A player will appear in a steampunk/industrial wild west saloon where they can socialize with other players, play Russian roulette, hunt a drone, or try to shoot bottles in the shortest time possible. When ready the may proceed to an arena where 3 rounds of deathmatches begin. Each player has two revolvers with which they have to shoot as many other players as possible. The players have certain amount of life so one shot won't do the job. When a player dies they respawn somewhere else in the arena and can continue shooting others. The players can move on a limited area where they can hide behind cover. After a set amount of time a player will appear in the void where they can see stats for the round. Following rounds will take the player into other arenas where once again you have to try shooting as many players as possible and avoid death.

The deathmatch can be played either with strangers online, with bots or with your friends. There's not many players around currenlty.

The game itself has nice simple but very polished graphics and the saloon is a really great place. The music there is good too and fits the environment. When I went through the tutorial I was amazed how well that was done. The lobby where you can meet other players is nice but the amount of interaction is limited. I also learned that to some players I was simply a ghost even though I could see them and their scores. The mini games didn't appeal to me even though shooting at the bottles was something I tried since I wanted to see how the shooting works. It seemed off but but I didn't find out what caused it. I somewhat compensated that the guns didn't shoot where I pointed and then it was fine when it came to shooting the bottles. Once you figure out where to place your hand you will be able to shoot the bottles fast - there is no recoil or anything that would make your hand/pistol move. You can also use both of your hands if you wish so which will allow you to be faster. Unfortunately that's where all the fun ends. This would have been a great place to be if you could use voice chat, play spin the bottle, a card game with the emoji cards for example etc. In VRChat this place could become very lively, in this game though it is rather dead.

As for the main game, there are currently three arenas - a graveyard, an oil platform and '3d arena'. I can't complain about how the arenas look even though the graveyard seemed a bit bland to me (way too cartoonish even for the overall slight cartoonish style). The graveyard is a good starting point because the arena is rather flat. The platform is layered so some players will be slightly above or below your level. The third arena defies the laws of physics (like you can't really say where up is) and is quite special because you can shoot in all directions (rather the players can be in all directions). Looking around this place was fun on its own (until you got killed).

What I didn't appreciate much was that the spots where you can spawn are not really equal in terms of cover or even space. So depending on where you spawn you can immediately get shot in the back. You won't be able to shoot some players because they will be either too far, offscreen, or completely hidden if they choose to stay hidden. This means that sometimes you'll just want to immediately die to respawn somewhere else.

Another thing I didn't particularly enjoy was the performance. I played on Ryzen 3800x, Titan X and I was told by the devs that this is close to minimal specs for the game even though it is supposedly near the 'recommended' ones on Steam. The game did not run well for me unlike for example Half-Life: Alyx with the best graphics settings set. Since the performance was poor I cannot tell you if the shooting would behave the same way on a system where it would run smoothly (I tried changing graphics settings in SteamVR to something lower but it didn't seem to help). I had problems with the gun shooting from a different position than the one I saw. Also aiming wasn't really centered compared to other games I'm used to play games where I shoot (without aiming) and hit where I want. I learned later that aiming is not actually necessary because the game is more about just unloading your magazine into your enemy as fast as you can shoot (slowly). You can reload before you ran out of ammo but even that kind of a reloading takes a lot of time, so you can just shoot and let the game reload for you.

Verdict:
RevolVR 3 is a port from an arcade game. What you will be doing is playing 3 several minute long rounds in different arenas with different people or bots and that's all there is. The game features a place for socializing but the place is mostly empty and there's not much to do. As an arcade game, this works because that short experience is worth few credits. For a home version though I find it rather lacking since the replay value is not that big. The game is nicely done but the setup it requires is quite specific and demanding. If you want to be able to move freely around the play area, you need quite a lot of space (2 meters) and you also need 360 degrees tracking (including tracking on the ground level - I usually spent most of the time either crouched or on my knee, leaning to shoot or ducking even more to avoid being shoot.). The game can be played seated/standing but I find that this takes out the fun element out of the game so unless you are disabled and want to still play the game I'd keep it at room scale setting.

Moving around the lobby is only done by teleporting which breaks the great immersion feeling you get the first time you appear there. Gunplay itself - since it's a shooter - feels rather lacking, or rather there's none. I'd expect a more refined gunplay experience. The shooting itself should feel rewarding and it isn't.

I can imagine this game being good for parties but since you need friends to enjoy this game to play multiplayer it may not work that well either when your friends are over and you have just one headset available (not everyone owns several headsets/computers).

Rating 2.5/5.

S'Tsung (stsungjp @ Twitter)

Saturday, February 20, 2021

Audio Trip

Audio Trip is a VR rhythm game that focuses on dancing or cardio.

Audio Trip is similar to other rhythm games in terms of you needing to hit different types of notes as they come near you. There are regular notes that you can just touch. Those look like a 2d triangle. Then there are directional notes that you have to swipe in shown direction. The last type of note is a drum that you simply have to hit hard. Apart from these notes you need to hit there are also long notes that you need to follow. Obstacles are also part of the game and you need to avoid them with both your headset and your controllers which is something players from other rhythm games may not be used to.

Unlike other rhythm games this game doesn't show you any feedback while in-game. So you just hit a note and you either know you hit it or missed it. I personally do not have problem with it as I actually know if it was a good hit or not while playing but was certainly something I didn't expect. This though can make the player more immersed in the game.

The game is combo based when it comes to score but how do you actually get rated is a bit of a mystery to me. At the end of a song you can get 1 to 5 stars and you get percentage of how many notes you hit and how your accuracy was (you can also see where your controllers were hitting the notes). There is also a quote that is probably meant to encourage you but most of the time will do the exact opposite (or I am a really bad Audio Trip player).

The songlist, being rather short currently, features songs I'd put into 'pop' and EDM genre and it seems that it brings known and licensed songs (I never heard any of the songs but it seems people know the songs, unlike songs from other rhythm games). Each song has a short version and a long version and has 4 difficulties. Three are regular 'dance choreographies' (Beginner, Regular, Expert) while the last one named cardio is meant for cardio exercise. The songs are well charted and the way the notes are placed will make you dance if you follow them well. The cardio charts are done so you change movements and make you reach even further than the regular charts. They are designed in a way that you move in a given rhythm and you don't need to do anything too complex which would break the rhythm. While the cardio charts are less complex they still require a certain skill level to be played - not recommended for beginners.

As for a learning curve, this game may be the worst from the games I tried to play. I haven't played beginner levels so I cannot say how difficult these are to play for a beginner. There is a big difference between Regular and Expert though. All the songs on Regular have a similar level of difficulty and same goes to Expert which means there is not much that can help a player transition from one to another difficulty. I can imagine that players without much experience playing rhythm games may be stuck at one difficulty level for quite a long time.

The graphics is good and polished. Each song has a different environment that is animated. The notes look nice, there is an effect that leads your way from note to note and there are other visual effects that happen based on how well you do in the game. The animated environment is not distracting but is really nice to look at if you have the time while playing. The menu area could be more 'vibrant' but it's not bad.

What I have problems with is the UI. Apart from it not looking great and being rather confusing, it is pretty bad to operate it even for the low amount of content there is in the game currently. It is touch based UI which I don't think is the best option in VR. Since it is though in VR I'd welcome if it would allow us to be used the way we use our touch screens on tablets or smart phones. It was not meant for left-handed players.

The game allows for custom choreographies and custom songs but it feels like it's not easily accessible for players that don't like to try hard making something work. The community around this game is small even though very dedicated.

Verdict:
Audio Trip is a nicely done game visually and game mechanics wise with a focus on something that is rare - actual dance moves, movement that flow in general. It lacks in scoring, UI, quality of life features and mainly content - both official and community one. This is the main disadvantage of the game which makes its replayability lower and also makes pretty difficult to even stumble upon this game.

If you are someone who wants to play for accuracy you will probably find out quite soon that the game is quite forgiving and achieving high accuracy percentage is easy. This may turn you away from the game very soon.

If you are looking for a game that will make you move Audio Trip is the game to try out. It is the only game I played that actually made my core sore after playing the game. I'd also put it on a list of games that require you to use your legs. You will squat and you can move your legs to the beat. It forces you to move more than Synth Riders (Rhythm mode) or Beat Saber for example in terms of range of movement. The way songs are charted you can start dancing even if you have no dancing experience. The game features cardio difficulty which makes you work out even more (you don't need as much brain processing power for this mode and can focus on exercise).

I personally like this game very much and would recommend it to anyone who wants to move in VR in a way that makes them dance and enjoy the experience. The game though feels like a unfinished product - it is still in early access - and currently its replayability value is not as high if you are used to playing different songs. What we get to play though shows a lot of care and dedication and I hope this game can become one of the more known and played rhythm games.

S'Tsung (stsungjp @ Twitter)