THE VR GRID

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  • Verti-go Home

    Verti-go Home

    Developer / Publisher – Trucker VR
    Price – US $11.99 / EU €11.99  / UK £8.99 / AU $16.95
    Release date – March 8th, 2019
    Control Method – DS4, Head Tracking
    Pro Patch – Yes
    Digital only – Yes
    Reviewed on – PSVR/PS4 Pro

    Vertigo-Home is a simple VR endless runner that tasks you with navigating tunnels and tracks populated with all manner of whacky and real-world items to avoid.  The goal is simple, get as far as you can and don’t hit anything to climb the leaderboards.

    On your marks, get set, verti-GO!!!

    You’ll need the DS4 for menu navigation, but the gameplay relies solely upon head tracking to move from left to right in tunnels or on tubes.  You’ll need to constantly be avoiding all manor obstacle as you come up on them from all sides.  You move at a steady pace through randomized stages in a never-ending quest to last as long as you can.  Every 3 levels passed gives you a checkpoint that stores your score and you can continue from your last checkpoint at any time.  That’s really all there is too it. There are no power-ups or bonus stages, just random levels with random obstacles to avoid again and again and again.

    Do not judge Verti-go Home by the screen shots as those make the game look like an awful collection of assets stuck together to make some semblance of a game… which is actually a very apt description now that I say that out loud.  With that said, the focus in the visual department is clearly on frame rate and clarity and Verti-go Home excels in those 2 areas.  Even on the original PS4 this runs at 90 FPS making for a smooth and satisfying experience.  The objects you dodge are random, but don’t take away from the game as you never know what to expect next.  Whether you are dodging rotating hand guns, dumpsters, dancing skeletons or whatever, the randomization of whatever is coming up next constantly keeps you on your toes.  The game runs great, but it doesn’t take too long before you see those same obstacles and stage themes again and again which makes sense as the game is endless.

    So random!

    On the audio side there are few sound effects scattered throughout the game whenever you finish a level or surpass your previous score but the bulk of the sound in this game is from the indie music tracks that constantly play.  I’m not sure on the actual count of the songs but there isn’t enough of them to sustain long plays.  I think there is around 8 songs, but they play somewhat randomly and repeat quite quickly, and I also only cared for a handful of them making the selection even less appealing.  Given that the songs are just here to break the silence, I would have liked the option to load custom tracks as I think that would greatly extend my game time.

    Vertigo-Home delivers where it needs to and while any one aspect of the game can be torn apart, as a whole I enjoyed the randomness and challenge in the game.  There are 2 leaderboards in the game, one for the most point/furthest played and the other is for the longest played without dying which is the much more challenging board to climb.  It’s oddly addicting to play over and over again, and the game does save your progress every 3 stages so you can jump back in at any time and try to climb those leaderboards.  It does feel repetitious after not too long thanks mostly to the limited soundtrack but seeing as how can you quit and come back later and still advance after only a few minutes of play, it’s not game breaking or anything.

    Some levels are trippier then others

    If you are looking for fun, pick-up and play distraction in VR then Vertigo-Home may be up your alley.  I think fans of Polybius or Race the Sun will find just as much joy here as in those titles and the head tracked motion combined with the high frame rate should hopefully minimize any nausea you may feel in VR.

    What would I pay?  The asking price of $12 is on point.  I appreciate that the PSVR version has been completely reworked from its PC counterparts and I played for a few hours before I was done with it and had fun with it for longer then I expected.

    Trucker VR provided The VR Grid with a press code for this title and, regardless of this review, we thank them for that!

  • Honor & Duty: D-Day

    Honor & Duty: D-Day

    Developer / Publisher – Strange Game Studios
    Price – US $9.99 / EU €9.99  / UK £7.39 / AU $13.45
    Release date – February 26th, 2019
    Control Method – DS4, Aim, 2 x Moves
    Pro Patch – No
    Digital only – Yes
    Reviewed on – PSVR/PS4 Pro

    It’s not often we get sequels in VR given that the medium is only a few years ago so it’s surprising when we do.  Honor and Duty: Arcade Edition came out in 2016 out of VR and was ported to VR and broke boundaries in regards to multiplayer gaming in the PSVR.  The 5 v 5 online match-ups were a 1st and while the games indie (and budget) roots showed, the small asking price and support for the Aim controller allowed us to forgive its many shortcomings.  Soon after that games VR launch, Strange games said they were working hard on a sequel built for VR that promised to be bigger and better in every way, and now we have it.

    Not a good position to be in.

    Aim, Move and DS4 are not only all supported, but for the 1st time can actually be used in conjunction.  You can use any of the controllers individually and they control as you would think they would, but there is some added fun in having a move controller to use as an active side arm.  It’s not a perfect system as it’s a little awkward to keep a Move at your side while wielding the other controllers making this control combo more of a novelty, but seeing as how it’s completely optional, I like this new effort in immersion. The guns all feel really good and much improved over the original game and each feels very unique with them being much more effective at different ranges.  One special note is the ridiculously awesome sniper rifles which have an awesome lense that is always active, but when you bring the rifle really close to your face, your view expands making your entire view that of the lens, allowing for some more efficient sniping.   You can customize a bunch of comfort settings to your liking adding or removing any aid should you experience any sickness which should allow for anyone to pick this up and play.

    D-Day now offers a couple different modes with Team Deathmatch and Domination being found under the multiplayer option.  32 players are supported in any of the modes available which is mighty impressive considering the closest we had before this was 1/3 that size.  To play the Team based modes, just pick multiplayer, choose a ‘server’ and go.  There are next to no loading times and you are dropped immediately into the action no matter how much time is left in a match.   You typically spawn near your allies or at specific point in the map and in domination mode you will spawn at one of the points your team controls.  Team mic support is available so you can chat it up with your team allowing for some coordination.  Vehicles are available to drive around the maps and can carry multiple soldiers with tanks being able to unleash some devastating destruction.

    The level design here is great.

    The Battle Royale Mode is a little less friendly as choosing this mode automatically places you in a sandbox lobby where a timer counts down until the game starts, regardless of how many players join.  Customization options are desperately needed on Battle Royale Mode as it’s near impossible to get a decent sized game going.  People either join and quit when they see the small player count or have to wait to join while a match plays out plus there is no mic support, so you are left to mess around in silence.  Starting a match has you parachuting in on a singular map.  Once you land you need to find a weapons and take out anyone you see as you are slowly herded towards the center.

    The look of D-Day has also opted for a lower poly/low texture look that lacks a lot of detail, but still looks pretty good.  The 4 Multiplayer maps look good and each carries a different flare with a large wall in a destroyed town being my favorite.  There is a war-torn beach area, a small ruined town loaded with houses and the last is a battlefield complete with bunkers and trenches.  The maps are all very large and even though the texture details are low, the level of detail that went in the stage design is impressive.  Backgrounds are active with planes flying overhead which adds to the feeling like you are fighting on one many fronts and the larger battle is happening just over the horizon.

    The draw distance is good!

    Audio is on point with guns and other effects sounding as they should.  There are some environmental noises which can be thankfully turned off in the options mode as while they do add to the ‘realism’ of the game, you can’t hear where people may be fighting which can you have running around the map not having any idea where the action is taking place.   Strange games has hired one of the more popular PSVR YouTubers to provide the voice overs and throughout the game he’ll just tell you when flags are being captured and other notifications you should be aware of.

    The stages feel like they were made for larger scale battles and when you are in a full lobby, the action gets intense.  With that said though there are still some rough edges that need to be smoothed out.  Enemies may not be facing you when they kill you or people will be constantly looking down as if they have a crippling back problem.  I ran into some spawn camping issues where I was spawning exactly where I was just killed, along with the rest of my team, which was insanely frustrating.  This may be somewhat weapon dependant, but I had some issues with the accuracy and bullet tracing as I would have a guy lined up in my sights and either not hit him or have my bullets spray all over the place.  I never played with more then 4 people in Battle Royale mode and if you play alone, the game spawns bots who act more like armed zombies then anything amounting to real competition making it laughably easy to dispatch them.  There are other smaller issues as well but at the end of the day, these issues are infrequent or minor and don’t really hamper the overall experience, which I am having a blast with.

    The WW2 look is captured wonderfully here.

    When it’s all said and done, if you have a PSVR headset are into multiplayer gaming, this is a must buy title. I’m not saying it’s going to blow you away or come even close to the AAA non-VR multiplayer titles, but what it brings to the table is still a lot of fun.  The developer has shown a passion for making the best game he can and has made a game for FPS fans that we have been clamouring for.  It’s by no means perfect, but it’s a giant step in the right direction for the future of multiplayer VR shooters!

    What would I pay? D-Day is an absolute steal at $10.  Strange Games Studios has raised the bar with what we should be expecting out of our multiplayer experiences and supporting innovative developers like this will hopefully allow them to improve and deliver a more polished experience in the future.

    Strange Games provided The VR Grid with a press code for this title and, regardless of this review, we thank them for that!

  • The ArcSlinger

    The ArcSlinger

    Developer / Publisher – Big Red Button Entertainment
    Price – US $9.99 / EU €7.19 / UK £8.19
    Release Date – April 1st, 2018
    Input – Tracked Motion Controllers
    Play Area –  Seated, Standing
    Store – Steam
    Reviewed on – Oculus Rift

    The ArcSlinger was originally a Daydream exclusive title that has since been brought to multiple headsets.  In its original incursion, you played as a space cowboy armed with a sentient pistol, defending against hordes of enemies.  The entirety of the game carries over to the larger headsets, but thanks to having 2 controllers, this is now a dual wielding affair that takes you through a quick campaign to save the planet from the bad guy, Gold Smoke.

    Pew, pew, pew!

    In your left hand is a regular pistol, but in your right is Archangel, a pistol with a sassy attitude that also has a bunch of powers courtesy of the Arc, a ring that surround the planet this game takes place on.  As you progress through the campaign you unlock more abilities for your gun.  You can assign a main buff that is always active on your gun like increased ammo or health, but the fun lies in the gestures you need to make to activate whatever power you have assigned in one of three slots.  Only certain powers can only go in certain slots, indicated by arrows, and to use that power you need to press the lower trigger button and swipe left, right or up to activate that temporary buff.  With these powers you can light baddies on fire, freeze them, absorb some health (my favorite), use lighting, summon shields and a ton more.  The store pages lists that their are dozens which are unlocked through multiple plays and are central in making this game standout against so many other wave shooters.  Each stage has 3 waves with 15 stages in total putting the campaign at somewhere in the hour range, which is short but given the nature of the game, the shorter length is actually appreciated.

    The game is very western but with some steampunk elements all with a very cartoonish aesthetic.  Cinematics during the game are nothing more then some still comic-bookesque images with some light animation.  The actual game is very bright and colorful, and all the enemies are very well animated.  As this is an alien world, you’ll be facing people, robots and animal-based aliens all armed to the teeth with a variety of weapons.  Enemies pop up in front of you and too the sides so you need to be constantly looking around as many enemies will hide behind cover both high and low.  Your guns powers are a highlight as they take out enemies in very fun ways and when you activate an arc power, your gun will react accordingly, temporarily representing whatever power you are using.  The stages around you range in size from smaller western towns to some larger exteriors and forest areas and overall, the look of this game is really well-polished and a delight.

    Keep an eye high and low.

    There is a lot of talking in The Arcslinger, both during the game and the cut-scenes and what is surprising is the quality of the voice talents present here.  They all deliver great performances with the bulk being between yourself and your gun.  She isn’t happy you are wielding her at the games onset for reasons I won’t ruin here, but she constantly commentates on your actions and rarely, if ever, repeats herself giving that gun more character then anyone else in the story.  Enemies give themselves away by shouting a few lines at you or just making noises with a few environmental objects animating with the appropriate sounds, like a train, and all-in-all, the presentation here is top quality.

    All of you guns powers can be upgraded multiple times for increased effectiveness with money accrued throughout the game.  Items scattered around the environment give you more loot, so it’s in your best interest to destroy whatever you can around you while killing the bad guys.  Health drops occur often and as you advance, the game gets harder, so you need to make sure you are upgrading those powers.  If you die you can continue from the last stage or start over from scratch with all the arc powers, you have already unlocked making for an easier time on another go-through.  There are so many arc-powers it can actually be overwhelming as you might find 1 or 2 you prefer but sill have like 20 more options to choose from.  That’s not a bad thing, but even at the time of this review, I haven’t tried every power available as I seem to keep finding more and more of them.  Praise aside, this is still a fairly standard wave-shooter which is why I lauded the shorter length…it’s over before you get sick of it.

    Things get a little more wild then west.

    The ArcSlinger never overstays its welcome and offers enough variety to keep the game from never really getting boring.  The stages and waves are so short you always feel like you are moving the story along and while the story isn’t that amazing, the way it’s told with the great performances keeps it very entertaining.  Like I said, this doesn’t do a ton for the genre other then the unique gun powers but if you don’t mind wave shooters, this is fun jaunt in a cool VR world.

    What would I pay?  This is $10 on the PC side and well worth that price.  It’s a smaller budget title that delivers with solid wave shooting and top-quality voice acting that kept me entertained from beginning to end.

  • Skyfront VR

    Skyfront VR

    Developer / Publisher – Levity Play
    Price – US $9.99 / EU €7.19 / UK £8.19
    Release Date – November 10, 2017
    Input – Tracked Motion Controllers
    Play Area –  Standing, Roomscale
    Store – Steam
    Reviewed on – Oculus Rift

    Multiplayer exclusive VR games are a risk no matter what headset they are on.  VR is still a small market when compared to the non-VR counterparts meaning the player-base for any VR multiplayer title is automatically going to be smaller.  Because of this, it’s up developers to rise above mediocrity and put out titles that not only stand above the rest, but still include unique VR aspects that will draw us headset wearers to them.  Skyfront looks to be one of the better VR MP games out there utilizing mechanics we have seen on other VR games but refining them for more fast-paced and intense action.

    I love the level designs in here!

    You need two motion controllers for this bad boy as navigation is handled by the direction you point your hands.  There are actually 2 ways to move with you using hand held rockets to maneuver around the map or a grappler which has a limited range, but if you latch on to something, it will pull you to that spot way faster then the rockets would.  As you have 2 hands, you can have 2 guns so most of the time one will be used to move around, the other will more than likely have some kind of armament, though to quickly move around the map you can equip 2 rockets for double the speed and easily swap between 2 weapons whereupon you wont be able to move, but can dish out some damage.  Special abilities with cool downs can also be chosen for temporary buffs like shields, cloaking and a few others.  It’s worth noting that the game is designed to utilize the 360 tracking available in the PC side of things, but there is an in -game turn option assigned not to the thumb sticks, but one of the face buttons on each controllers and there is no option for smooth-turning, just snap turning only.  All the weapons and buffs are available as soon as you start the game so it’s never unfair in regard to load outs though I definitely found one or 2 weapons to be more effective then others, but that could very well be based upon my play style.  You can choose Team Death Match, Free-for-all and Team Domination currently, with more modes apparently coming down the road but given just how small the player base is currently, holding off on those other modes for now allows the player base to not become to fractured.

    Line ’em up and take ’em down!

    There are currently 4 maps available;  A castle stage with floating islands all around looks like it was ripped right from the Trickser VR title and seems to attract people to the central cathedral for some hectic gameplay.  Another has you on a space ship of sorts with debris and barriers scattered all around, emphasizing more of a cat and mouse type game style with the last 2 maps (Egyptian and Roman themed) focusing on more free form action.  Any of the maps look great and all them take place in a large sphere which acts as the walls of the level.  Each map is very large with multiple nooks and crannies to explore allowing for quick escapes or sneak attacks and each stage also offers health scattered around the map at fixed locations in case you take some damage.  The levels are static but are great fun to fly around in and the variety between them really keeps longer plays feel fresh.  The level of detail on these levels isn’t amazing but the scope and scale, along with the broken way these maps look, gives Skyfront VR a unique style.  You can customize your avatar, so each player looks relatively unique as there are plenty of suits, masks and jet stream options.

    On the sound side the game is much less exceptional but by no means awful containing some high-paced music to get you in the mood and sound effects that match the action.  Each weapon carries some decent ‘oomph’ and when you kick your jets on you can hear them propel you forward as if you were holding 2 little jet-engines.  When you take damage, your character will grunt and when someone dies, they let out a final groan before re-spawning. In deathmatch all the mics are active so you chat with all your opponents which can be a little overwhelming when a bunch of people are all chatting at the same time though there is an option to mute individual players if you want.

    Take to the skies!

    Skyfront VR has a great base for a fun VR multiplayer title.  The 4 maps are entertaining and you can vote on the next map you would wish to play on.  With weapon selection being assigned to the thumb sticks it can be a little to easy to swap weapons and I often found myself trying to bring up a gun but accidentally switching to the rockets causing a few unnecessary deaths.  It’s not game breaking and if your careful this can be avoided, but in my few hours of play I still found myself fumbling through gun selection during hectic moments.   Should you be unable to find any players the game will ask you if you would like to face bots until a human opponent shows up, which is great, but the bots are next to brainless and offer nothing more then target practice as they fly straight toward you dealing minimal damage.  An option for more aggressive and intelligent bots is needed to sustain players who may be forced to wait for more then a few minutes for a friend to join in.  Besides those issues, the actual gameplay is solid and when you get into a match with a bunch of people, it’s an absolute blast to whip around the map coming at guys from high and low while at the same time worrying about getting taken out from high and low essentially never letting you relax, which is great!

    In space, you can still hear people scream.

    Skyfront VR offers up a solid, if not simple, multiplayer experience, assuming you can find a few people to play with.  If you are wanting to play you may need to hang around on your own for a bit to attract players to your lobby but every time I hung around and just waited, people did show up and soon enough I was in full-blown combat.  Other then the movement mechanics which do take some getting used too, the game plays like a well-polished shooter in zero gravity as is a ton of fun to play.  I had a lot more fun with this then I thought I would and I’m looking forward to diving back in to take out the competition.

    What would I pay? The $10 price this is a steal.  It’s not the most robust multiplayer experience out there but considering that price I am more then happy with the content and gameplay and while the steam page suggests more content is coming down the road, as it stands now, Sky front VR is a must buy for those looking for some online action…I mean, it’s only $10!

    Levity Play provided The VR Grid with a press code for this title and, regardless of this review, we thank them for that!

  • Dick Wilde 2

    Dick Wilde 2

    Developer / Publisher – Bolverk Games / PlayStack
    Price – US $19.99 / EU €19.99  / UK £14.99 / AU $28.95
    Release date – February 19th, 2019
    Control Method – DS4, Aim
    Pro Patch – Yes
    Digital only – Yes
    Reviewed on – PSVR/PS4 Pro

    I don’t think anyone expected a sequel to 2017’s Dick Wilde, the 2nd game to support the Aim controller after the amazing Farpoint.  Dick Wilde opted for a smaller experience with it being a stationary wave shooter with a variety of cartoonish animals all out to get you.  Dick Wilde above anything else was an extremely challenging game that pushed the players abilities to the max and then still delivered punishing wave after punishing wave.  Dick Wilde 2 has changed the formula up a bit by now being an on-the-rails shooter that still has you facing hordes of animals, only now you can do so alone or with a friend thanks to some online co-op.

    Floating down a river has never been more fun!

    The Move controllers or the aim are supported with each being balanced a little differently lest the dual Moves be the clear way to go.  If you decide to dual wield, each weapon can be customized through in-game purchases once you have unlocked them and have enough to funds to purchase them.  You can choose a different weapon for each hand at the start of each level and at checkpoints within each stage.  All the same features apply to the Aim controller but now you only have 1 weapon so when using the singular weapon, you get a little more firepower.  Initially you only have 3 stages to choose from with plenty more being unlocked once you progress through the campaign and shoot the Golden Carps.  Each stage has multiple paths so to get all the carps in stage, you’ll have to play through them at least twice and if you miss shooting one, more then that.  Soon enough weapon specific missions are also unlocked which, when completed, add that weapon to your arsenal.  Each of the 3 main stages has a Boss battle which must be beaten to unlock the next series of levels.  Each stage is littered with enemies and debris, which must be taken out lest either hit you and cause damage to you though thanks to the room scale tracking, you can dodge things that get a little to close.  For everything you destroy, you get cash which can be spent at the checkpoints to either purchase new weapons or buy health or buffs like improved special attacks, increasing your chance of critical hits and few others.  Every stage also has a 3-star system based upon a bunch of factors like accuracy and number of items and enemies killed.  For the most part, each element in here is stock, but when looked at as a whole Dick Wilde 2 offers a wide variety of modes, weapons and content that makes for a very complete package.

    The enemies get up close and personal if you let them.

    Perhaps the most important feature that separates DW2 from any other wave-shooter type games is the co-op multiplayer.  Tackling the missions with a pal is always the best way to go as you can both cover each other when things get hectic and it also makes things a bit easier with double the eyes on the prize.  In this mode, you see you’re your ally’s as a floating head with his weapon floating in front him and whatever hat he may have unlocked and equipped from his own play.  One minor gripe is that there is currently no in-game chat option meaning you’ll have to party up to communicate, though apparently this feature will be coming down the road.

    Like its predecessor, Dick Wilde 2 looks cartoonish though has dialed back the cell-shaded look in the 1st opting for a more traditional 3D-art style.  A lot of care has gone into making DW2 look very polished with everything looking crisp and clean.  Colors are vibrant and the variety in the stages from simple river sides to sewers and Carnival areas makes for a game that feels fresh a lot longer then you might think.  The weapons are both fictional and real and as you unlock more and more, they tend to get more outlandish.  Animals are all mutated versions of whatever it is they are based upon so whether it’s crazed piranhas, birds armed with torpedo’s, rats that launch plasma blasts or any other crazed mutant, the variety offered always keeps you on your toes.  Enemies explode into bloody chunks when destroyed and each stage ends with a huge boss battle.  The main menu is a mini-sandbox area that let’s you launch darts at anything around you and I really can’t find any faults in the visual department as it delivers everything it needs to and more.

    Play alone, or with a creepy looking friend!

    The music is a mixture on banjo tunes and other “hillbilly-esque” music and fits wonderfully with slowly floating down a river shooting all manner of critters.  Many animals give audible clues that they are attacking you and when things get hectic, they almost never give you a break.   Dick greets you at every checkpoint and throws a couple one-liners your way though these repeat often once you play for a bit, but they never really annoyed me as they are short and sweet.

    For what Dick Wilde 2 brings to the table, I really can’t find too much to complain about.  The campaign is lengthy and while it is easier then the original, especially when playing co-op, there is still plenty of challenge offered here.  There are 16-weapons in total along with your special attack, which can be used once your special meter fills up, and some environmental explosives to help you out as well.  Some levels have gates that require you to shoot numbers in order to open them up and some creatures latch onto your ship causing extra damage if you don’t notice them.  Each level contains multiple paths to unlock additional levels giving you multiple reasons to revisit levels you have already beaten, and they are all relatively short so while death is disappointing, it’s not to difficult to dive back in and try again.  I called those breaks in the stage where you can purchase weapons and upgrades checkpoints, but that’s not what they are as dying at any point in the mission ends that mission and I think an easier mode where these areas acted as checkpoints to continue from in case you died might let players with lesser skills still enjoy the game.  Really though, that’s a minor gripe and Dick Wilde really delivers where it needs too.

    Juicy!!!

    The on-the-rails nature of Dick Wilde freshens up what it is still at it’s core, a wave shooter but the online co-op makes this one of the few games that let’s you a pal combat a campaign together.  For that reason alone, I recommend Dick Wilde to anyone looking to play some online and with the options for Aim or Move controllers, you can play how you want.  If you like some challenge, are looking to shoot a ton of mutated critters and love polished wave shooters, they don’t get much better then Dick Wilde 2

    What would I pay? The $20 asking price is great.  Dick Wilde 2 is a polished wave shooter that offers up some really fun gameplay elements and while it might not be quite as serious as Blasters of the Universe or Space Pirate Trainer, I’d put it on equal footing with those classics and the co-op might even push it past those gems.

    PlayStack  provided The VR Grid with a press code for this title and, regardless of this review, we thank them for that!

  • Sniper Rust VR

    Sniper Rust VR

    Developer / Publisher – Zatun Game Studio
    Price – US $9.99 / EU €7.19 / UK £8.19
    Release Date – June 19th, 2018
    Input – Tracked Motion Controllers
    Play Area –  Seated, Standing, Roomscale
    Store – Steam
    Reviewed on – Oculus Rift

    I feel the need to reiterate that I have always loved sniping games going all the way back to Silent Scope in the Arcades which is still an awesome experience. I even liked last years ‘The Perfect Sniper’ more then may other reviewers largely due to what I thought were some very fun and clever sniping missions. Sniper Rust is a budget VR title that has you playing as a mercenary and tasks you with eliminating all the bad guys around you as fast possible through a variety of stages and few differing mission objectives.

    It’s a sniping game!

    Touch controllers are your only option here and as you are armed with only scoped rifles, you are going to need two hands to hold your gun. You can move around your main base area which is tediously slow, especially with the unbearable turn speed, but when you are in a mission you are stationary save for your movements in the real world. Each stage is its own scenario and while every stage tasks you with killing all the enemies and surviving, a few add bonus objectives like killing a commanding officer before he gets away or finding an enemy sniper before he finds you to spice things up. Each stage is completely different from the last giving you a whole new layout an occasionally some cover as well to take reprieve from the onslaught of bullets headed your way once you alert the enemy to your presence. There are 3 missions in total with each containing a bunch of sub missions putting the amount of individual levels at around 15 or so and each mission opens with your objective and expands upon the plot, but the story is minimal and only serves to set up the scenarios you’ll be sniping in.
    Sniper Rust, as of this review has seen a graphical overhaul since I 1st played months ago according to the games notes and I honestly couldn’t see much a difference at all besides the additional cover that some levels now give you be it pallets, boxes or whatever. The game itself doesn’t look amazing but does do the job though I can’t help but feel like a bulk of the game’s visuals may have come from purchased assets. Not necessarily a bad thing, but the game is simplistic in it’s visuals with very little happening around you save for the moving soldiers who walk around fine, but when they start running the animations don’t match the movement making them look like they are almost running on the spot. Close or far, objects tend to appear pixelated which can be blamed partly on the HMD but I can’t help but a feel like the visuals could be optimized a little better. Later missions have you in a helicopter or back of a car with either vehicle moving so awfully I honestly question why they incorporated any kind of movement, especially when it’s near impossible to hit a moving target until they stop. I did appreciate the variety in the stages though as each mission had me taking the time to survey my surrounding and come up with a plan before I just started firing all willy nilly. Sound is no more then a very short looping action track, rifle shots and the sounds of the enemy fire and your grunting as you take damage and it works, but don’t expect to be wow’d in the audio department.

    It’s near impossible to hit these guys when they are moving!

    Sniper Rust, for all it’s simplicity, is awkward and unrewarding. For every mission I breezed through on the 1st try, I was stuck playing through others multiple times until I had a good run. Each level is scripted so enemies will always be in the same place and follow the same path and appear in the same spots. Not a bad thing, but some enemies can be hard to see, especially the enemy snipers, and death or failure of a mission objective resets that level. On the 2nd to last campaign mission I had to kill a sniper before he got me, and I couldn’t find him for probably 20 minutes. The level would start, and I would get about 30 seconds to find him before he killed me, causing me to die over and over and over until I finally located where he was. All the soldiers you face are armed with machine guns and once they know you are trying to take them out, unleash upon you. The games description boasts you can take cover but, in my play, the cover almost never worked, and I just ate bullets until I died, forcing me to be a quick shot above anything else. The accuracy also seemed to too forgiving at times allowing you clearly miss a target yet still counting my shot as a kill, which I suppose was done to counter just how quick you can die when a few guys are unloading on you, but this seemed to be erratic as other enemies required pinpoint accuracy to be taken out. The cover you are given at the beginning of a few stages actually blocks your view of the map forcing you to wait until the enemy destroy it to see where they are firing from and while I did enjoy the base sniping mechanics, too many factors get in the way that just make the game way less fun then it should be.

    Line them up and take them out!

    Like I said, I’m a little more forgiving on sniping games as they just hold a special place in my heart, but Sniper Rust has a lot of issues that hurt the game.  The visuals are underwhelming, and the scenarios tend to require multiple deaths for you to memorize all the enemy’s locations and the order to take them out in to increase your chances of survival.  It’s rare when you just get to react, fire and win and I spent a lot of my playtime just memorizing what to do and what not do.  There is a shooting area where you can fire any of the games weapons with unlocks occurring when you perform certain achievements and the guns are quite satisfying to handle, but the gaming formula at play here just gets old to fast to sustain any long-term enjoyment.

    What would I pay?  This is $10 which I think is kind of a big ask currently. I would love to see a few of the issues I mentioned addressed as the game still feels like its in early access.  When I mowed through a level in a few seconds, I felt like a badass and it’s very satisfying.  When I got stuck in a stage and was forced to repeat it again and again until I had that one good run, it’s not even maddening, it just made me realize that I could be doing just about anything else right now and be having more fun doing it. $5 is as high as I would go.

    Zatun Game Studio provvided The VR Grid with a press code for this title and, regardless of this review, we thank them for that!

  • ChromaGun VR

    ChromaGun VR

    Developer / Publisher –Pixel Maniacs
    Price – US $19.99 / EU €19.99  / UK £14.99 / AU $28.95
    Release date – February 19th, 2019
    Control Method – DS4, Aim
    Pro Patch – No
    Digital only – Yes
    Reviewed on – PSVR/PS4 Pro

    IT’S TIME TO GET OUR PUZZLE OOOONNNN! ChomraGun was actually releases almost 4 years ago and received some positive attention for its unique use of color to solve more and more complicated puzzles.  You play as a homeless person (I’m not kidding) picked up by the company Chromatec. They have armed you with paint canon for lack of a better term and task you with entering test room after test room where you need to change the color of the walls. floors and robots to activate switches to open doors to get you to the next room, like a lab rat,  while some sarcastic scientist bemoans your efforts.

    Color your world!

    The Aim controller and DS4 are supported here and both work as they should but I preferred the Aim controller as it offered better tracking.   Chromagun controls like a typical FPS only instead of trying to destroy bad guys with your weapon, you are simply changing their color.  Your weapon, once you unlock its full potential, can shoot 3 colors; Blue, Yellow and Red and you can shoot one of those primary colors with another color to make secondary colors; Green, Orange and Purple.  From here you can shoot walls, floor panels or floating circular droids, who are drawn to wall panels of the same color, to activate switches to open doors to proceed to the next test room.  Some of these robots are stationary while others, once shot, will attempt to run you down and kill you, restarting that stage. You also can’t undo a shot so if you mess up a color shot you may have to restart that level as the solution may not be possible any longer.  Additional elements are added like shields that block your shots surrounding walls or electric panels adding to the challenge.   Smooth or click-turning is available though at the time of this review the smooth-turning option seems to have a large bleed effect, which could possibly trigger sim sickness, though those who aren’t affected will be able to move past it. There are over 60 stages to get through spread out over 8 different levels giving the game a ton of content .

    The dark stages add a nice visual flare.

    ChromaGun looks very clean.  Like other test lab type puzzles, the rooms you are in are stark and sterile.  White walls and floors surround you, though of course can be colored at your own discretion, with a few environmental elements thrown in to spice things up.  Switches with their pathways linked to a door pepper most levels and those nasty robots may also already have a color assigned to them.  Later stages change things up a bit by messing with the lighting bathing you in darkness, save for a flashlight and some very dangerous flames are also introduced to help keep the game from feeling samey.  The music is a little trippy giving a wonderful sense of being out of your element and a faceless voice talks you through the campaign offering tidbits of info but mostly chastising you for failing.  He’s actually pretty funny at times but some of his sarcastic one-liners do repeat after a short while which was a little disappointing.  Overall, it’s a simplistic and well polished title that looks and sounds great!

    One element that I appreciated was the ‘color-blind’ mode option which can be toggled in the options menu.  As a guy who has some mild red-green color blindness, I appreciated this more then I thought I would.  In this game specifically, I had troubles discerning the orange and yellow hues and with the color-blind option on, every color now has a symbol overtop of it, denoting what it is.  For myself, all the colors were very easy to identify and separate besides the 2 I mentioned, but if you do have worse color blindness then myself, you can still play through the puzzles presented here.  I ended up using the Aim controller over the DS4 as the game seemed to have a really hard time keeping track of my DS4, even when it directly facing the camera.  It was constantly drifting on me and just disappearing off screen or freezing the game for a second as the camera found it again making the DS4 a frustrating option.   My only other issue is the repetitive nature of the game.  The campaign can be beaten in roughly 3 hours, or less if you are good at solving conundrums, but I found myself needing breaks every 45 minutes or so as the stages just felt the same after that while.  They aren’t, and the game does get increasingly harder, but as the entire game is based around 1 simple mechanic, I found longer plays just felt a bit too repetitive, ruining some of the fun. Don’t get me wrong it’s a solid puzzler, just one I would recommend playing in smaller doses.

    All to easy!

    ChromaGun, when it’s all said and done, is great puzzler made better by VR.  The aim support here is rather superfluous save for the fact that the DS4 tracked very poorly for me..  The puzzles are challenging though never get to insanely hard and when in doubt, trial and error will probably get you through a few tough moments.  If like games like Esper or Portal then this fits in line with those, only with a new mechanic and is a welcome addition to the first-person puzzle genre!

    What would I pay? The $20 price tag on this is perfect.  It’s not a lengthy game but has enough content to more then justify that price.  Add in the light humor and unique gameplay and overall Chromagun is a winner in every category that matters.

    Pixel Maniacs provided a press code for this title and, regardless of this review, we thank them for that!

  • Eden Tomorrow

    Eden Tomorrow

    Developer / Publisher –Soulpix
    Price – US $19.99 / EU €19.99  / UK £14.99 / AU $28.95
    Release date – February 12th, 2019
    Control Method – DS4
    Pro Patch – Yes
    Digital only – Yes
    Reviewed on – PSVR/PS4 Pro

    Eden Tomorrow is a game that many of us have been waiting for.  It’s a first-person science fiction adventure set on a distant alien world loaded with a large variety of mechanics and a lengthy campaign.  You start off in an escape pod plummeting toward the planets surface and upon crashing you are greeted by one of the planets deadly native creatures, survive and realize that you’ve lost your memory.  Thankfully you have a floating robot friend to assist you and soon enough you are off to uncover the mysteries of the planet and your own origins.

    Things get strange, crazy and awesome!

    This is an DS4 only affair and while some may lament the lack moves, given the differing game modes and mini-games that are spread throughout the campaign, it makes sense why that pair of tracked controllers was excluded.  The base game plays like any traditional first-person title with you walking or running around the planet-side.  You are equipped with night vision and a scanner which are used to navigate and find items needed to solve your next obstacle.  At certain points in the game you can take over your robot companion, Newton, who can fly around the map, has a shockwave blast and can grab and interact with items scattered about.  To do this, you need to find a protective shield which will allow you to swap back and forth with Newton to solve whatever is blocking your path.  You can examine plot specific items which are added to your index to refer back to anytime and besides the navigation elements, there the other mini-game modes to mix up all the wandering.

    Scattered throughout the game are a variety of gameplay change ups.  One has you sliding down slanted slopes, dodging anything that could hurt you, another has you walking across narrow sections using the headset as a counterbalance.  Ledges can be crept along the sides of cliff faces, but you need to watch out for falling debris.  A hacking puzzle of sorts greets you whenever you need to access some kind of system and involves rotating a certain number of pieces so they line up but you only have a certain amount of moves to do so and is probably my favorite mechanic out of the whole lot.   A stealth mission pops up early in the game requiring to be very silent lest a nearby creature be alerted to your presence and some context sensitive events occur throughout the campaign that may require you to make a leap of faith (you can’t actually jump normally) and a few other random actions to spice things up and while all-in-all I appreciated the variety in these modes, they aren’t without issue, but I’ll get to that in a bit.

    I hate this guy!

    Eden Tomorrow is by far one of the best-looking games to grace the headset!  Even from the demo, which is just the opening moments of the full game, I knew we were going to be in for a visual treat and Eden did not disappoint.  The world is massive and feels…complete.  As you travel across, and below, the surface you encounter all kinds of environments from massive alien building to ancient ruins, canyons, deserts, ships and so many more.  Every time you encounter a new set piece it’s just awesome to take in.  Even though you may be walking on a small linear path, looking out across the landscape as far as the eye can see is breathtaking.  Many areas contain monolithic structures, huge, detailed animals and all manor of smaller creatures from tiny bugs to dangerous plants and sandworm type creatures.  The world of Eden Tomorrow feels like a mix of Dune, Farpoint, Prometheus and so many more crazy universes but still carries its own unique identity and I have to say, on the visual front I was impressed.  You aren’t a floating camera with hands but have a full body which I always appreciate in VR, complete with shadow effects.  The lighting is great, and I really don’t have much to complain about other then some smaller effects which didn’t quite do the job intended, but I don’t think anything in here looked bad and just about everything looks amazing!

    You get to cruise around as Newton while you stay safe!

    Sound design is also on point with top quality effects, music and voice acting though I have a few issues in this department.  Throughout the game an epic music track are plays during the action bits and it’s great and truly epic, but this music track repeats way to often softening it’s impact and I would have liked to have seen a little more variety in the musical numbers.  The largest issue in the sound department is Newton who talks so much it ruins the narrative.  A large part of Eden Tomorrow is the unknown, you have no idea who you are, where you are, or what is going on around you and Newton is there to fill in the gaps, all the gaps, and then remind you about those gaps again and again and again.  He’s too much and needs to be dialed back a lot.  You may stumble across a recording from another survivor who explains some past events.  After hearing this Newton will proceed to repeat exactly what that recording says and then add little tidbits of info, just in case your brain was working on its own to decipher the story. Newton does not let you think for a second about the story, he tells it to you word for word, as it’s happening and this does a massive disservice to the overarching story, which is amazing, but listening to Newton’s commentary EVERYTIME ANYTHING happens reduces that stories impact significantly.

    My other major issue with the game is just how often those mini-game mechanics repeat themselves, almost in a pattern.  Playing the demo showcases these and after about half hour of play, I rolled my eyes whenever most of these came up.  Balancing across a narrow beam across a gap tilting your head to counter your balance is cute mechanic and thankfully short becomes contrived as does the cliff side walking, which wasn’t bad as far as just moving to the next area goes, but the additional element of falling rocks is introduced and just feels inane as the rocks are easily visible and don’t fall until you get really close and that just gets annoying.  You’ll often hit barriers that require Newton to blast them, but he needs more power so you need to search the area for power cores, which is fine, but when you are now doing this for like the 10th time, it gets old, especially when he tells you whenever you collect all 3 that he only has 3 blasts to knock the door down, you only need one, and those 2 other stored blast just disappear by the time you hit the next barrier and he needs more power.  The monotony of these specific tasks is the killer, not the tasks themselves as they do offer gameplay outside of just constantly walking forward, but whenever I encountered a barrier that didn’t involve these tasks, I was much happier for it.

    Things get weird quick!

    Despite my issues, Eden Tomorrow powers them through delivering an absolutely epic and enthralling tale.  The world is fully realized giving it a sense of depth many other gaming worlds lack.  The presentation alone is almost worth the price admission with some of the most impressive set pieces I have ever seen in VR.  The campaign will run you around 4 to 5 hours and feels perfect in regard to plot.  As more of the story was revealed, I couldn’t wait for the next morsel of info to chew on and see what the game was going to throw at me next.  If you are in the market for exploring a strange new world, love science fiction and enjoy well thought narrative then Eden Tomorrow delivers all that and more.

    What would I pay?   I had issues for sure, but in all honesty, this could be $30 and I think I’d have been happy at that price point.  The asking price of $20 makes this a must buy just be aware of the issues I mentioned earlier

    Soulpix provided The VR Grid with a press code for this title and, regardless of this title, we thank them for that!

  • Intruders: Hide and Seek

    Intruders: Hide and Seek

    Developer / Publisher – Tessera Studios / Daedelic Entertainment
    Price – US $24.99 / EU €24.99  / UK £19.99 / AU $38.95
    Release date – February 13th, 2019
    Control Method – 2 x Move Controllers
    Pro Patch – Yes
    Digital only – Yes
    Reviewed on – PSVR/PS4 Pro

    Right off the hop I think I need to explain that Intruders: Hide and Seek isn’t really a game.  For certain it has gaming elements, but Intruders plays out much more like an interactive Suspense/Horror film with you as the main protagonist trying to save your family from said Intruders.  You play as a young boy named Ben who is supposed to be on vacation with you father, mother and sister but on a return trip home just before leaving, things go sideways quick as some unscrupulous folk take your parents hostage while you and your sister were playing around in your family’s brand-new escape room.  It’s up to you to save your family without getting caught by the bad guys.

    The darkness is your friend!

    This is also playable out of VR and the only method of control is the DS4 making this control like a typical First-Person title.  The name of the game here is stealth.  The villains have cut the power, bathing the house in darkness save for some natural lighting and both yours, and the intruders flashlights.  It’s those flashlights that let you know of the enemy’s locations, and when they talk to themselves, so you must sneak around the house as carefully as you can.  As a small child you can hide in large cabinets, closets, lockers and so on in case any of the trio get to close with the better option being not to have to hide at all.  You can run, walk or sneak around with each method causing some to almost no noise at all and for the bulk of my playthrough, I snuck about, unless I knew for certain that no one was nearby.  The game is very linear, playing like a movie, with levels broken up by missions like finding your parents or going to get medicine for your sister and as you complete these tasks, the story moves along.  Should you be seen at any time, you’ll more then likely get caught (I never got away in these situations) and get a rather disturbing little cut scene, causing you to start back at the last checkpoint to try again.  Your flashlight is on demand but be careful when you use it lest you be seen, and you also have access to a map of the house that features which room you are in and where your next objective lies.

    You can grab a few items during the course of the game

    Intruders, of course, is a very dark game.  The majority of this experience takes place inside your very large family home which, even for its ridiculous size, feels very authentic and lived in.  As these criminals are looking for more then just cash, the house is in disarray and it’s in your best interest to memorize the routes in the house and which doors may be inaccessible.  The house is easily the star of the show here as, minus the main bad guy wearing the very creepy deer skull, the other character models look…off.  They aren’t awful but the devs went with a slightly cartoonish look to the human models which just made me take them a little less seriously then I probably should, at least until they caught me.  The mini cut scenes when you get caught may cause some to be squeamish as they portray violence towards children, but I do think they are very necessary at setting the tone that this is more then a stealth game, it’s also about survival.  Like any good ‘locked in a house’ type film, the events in the game take place during a thunder storm giving your surroundings a flash when lightning strikes and adding an overall sense of unease no matter where you are at in the campaign.

    Unfortunately, the audio suffers a little thanks to some ‘B’ movie level performance from some of the actors at play.  This doesn’t bother me as much as it might others as this whole game really embraces the horror genre, which is often a little over the top, but let it be known that some of the acting in here is a little underwhelming.  Sound effects are much better with your and the enemy’s footsteps being audible as you all move about the house and the sounds of the storm outside really make you feel isolated and alone.  Suspenseful music pops up during stressful events, giving this game a very cinematic feel.

    Your sister helps guide you through the house.

    I love stealth games and I love VR stealth games even more and there is undeniable intensity knowing you are a small child eluding very dangerous foes.  Sadly, the stealth mechanics in here don’t quite always work the way they should.  For instance, lightning strikes lighting up the whole house, but even when one of the crooks is looking right at you, if you are out of their site range, they won’t see you.  Like the Metal Gear series, the enemies sight range is indicated by a cone, represented by flashlights in this game, which is very typical of the genre so as long as you stay out of that cone, you are safe.  This can lead to some odd moments where the bad guys are so close it would be impossible for them not see you, but they don’t. The exact opposite also happens as on a few occasions’ enemies spotted me through walls or at odd angles that they shouldn’t have forcing a restart to the last checkpoint as they inevitably caught me.  Overall the game works and the checkpoint system is forgiving enough to move past these hiccups quick enough but be aware that the mechanics in here aren’t as polished as they should be.  Audio effects can also be a little hit an miss and there is some great use of 3D audio at play, letting you hear the enemies to help determine their locations, but you may hear them talking through walls or even the floor above or below you, ruining that audible clue as you have no idea where they may be looming.  I ended up ignoring their talking when it came to figuring out where they were and just stuck with looking for the telltale light from their flashlights.  I also encountered a glitch that put me in the environment causing the screen to go black forcing a quit to the main menu to reset myself though this only happened twice during the 2-hour(ish) campaign.

    Don’t let them find you!

    By the time I reached the end of the game, I was satisfied with the overall experience and thought it was a fun little romp in VR.  The story in Intruders plays out like many films in the trapped in the house genre and brings very little new to that tried and true formula, even with the surprise twist in the latter half of the game.  Still, even though it has a feeling of been there done that, you have never quite done this in VR before and while it’s not perfect, I enjoyed the B movie presentation and mechanics.

    What would I pay?  The $20 price tag still seems a tad high given the total package and dropping the price by $5 seems a little more apt.  It’s a linear tale, minus one choice at the very end, and the game lacks a fair bit of polish though if you were a fan of the stealth bits in Resident Evil, this will be right up your alley.

    Tessera Studios provided The VR Grid with a press code for this title and, regardless of this review, we thank them for that!

  • XING: The Land Beyond

    XING: The Land Beyond

    Developer / Publisher – White Lotus Interactive
    Price – US $19.99 / EU €19.99  / UK £14.99 / AU $28.95
    Release date – February 12th, 2019
    Control Method – 2 x Move Controllers, DS4
    Pro Patch – Yes
    Digital only – Yes
    Reviewed on – PSVR/PS4 Pro

    XING: The Land Beyond is best described a journey loaded with puzzles, exploration and a large sense of serenity.  Previous games that feel like this would be Obduction or Myst, though the puzzles here are much less intense with a focus being on crossing the threshold between life and death.  You have died and must now venture through a few different worlds uncovering the secrets and stories left behind by past spirits and perhaps bring them with you when you pass on to the next life.

    The day and night cycles are fun to mess around with.

    With a DS4 or 2 Move Controllers you can traverse the varying landscapes though either method really plays the same with the DS4 having the benefit of thumb sticks for an easier way to move around and I ended up sticking with the DS4 for the bulk of my playthrough.   Moving through the afterlife, you will come across a few different types of switches and items scattered around that can be picked up, looked at and may be needed in a nearby puzzle.  You may just need to place an object into an otherworldly receptacle or light something on fire to activate a nearby platform. All of those mechanics are fairly stock as far as 1st-person puzzlers go, but where XING breaks away from the pack is it’s use of changing the world around you, be it from day to night or changing up the weather.  When you combine those unique puzzle solving elements with the classic ones, you get a puzzler unlike any other with enough challenge to constantly keep you wondering what the game is going to ask of you next.

    This cock puzzle took a little while to solve

    The emphasis in Xing is on a chill experience with the worlds looking good enough to just make you stop and take in the sights.  Nothing in here is hyper-real or anything, but when you are walking across a sandy beach with water ebbing and flowing around you with coconut trees swaying in the breeze, you can’t help but get lost in the beauty of it all.  It really looks phenomenal and the differences between the day and night sections and weather effects is striking, especially when you watch that transition happen in a matter of a few seconds.  Each realm contains epitaphs with poems from a spirit that inhabited that realm and divulge a story centering around that spirits own journey.  As you move throughout the game a mixture of real and surreal elements greet you and remind you that you in between worlds.  The environments change up from heavily forested regions, sea sides, an arctic themed area and more with each feeling wholly different from the others.  There is a depth to these worlds that I really appreciated and while some of the smaller details fail upon close scrutiny, XING as whole is an absolutely gorgeous game!

    The puzzles start off fairly simple

    Audio effects are top of the line as well with some great ambient music and wonderful effects that pepper the entire game.  Every area feels alive thanks to the environmental effects and light music that accompanies the game fit wonderfully into the background.  It fits so seamlessly with the gameplay that you honestly forget about it until you experience those moments when you suddenly notice it and appreciate just how much it adds to the ambience and the emotion of a past memory as you read the poems from the spirits who were here before you.

    XING relishes it’s simple and straightforward puzzles…at the onset.  Initially you just use switches and items to bypass obstacles so maybe you need to burn off some vines holding a gate in place or move some platforms in the day and night cycles to make a bridge and some of these do offer a little challenge but it’s not until the end of the 1st stage when you need to mess with a giant clock does the games difficulty truly start to reveal itself.  It never gets ’18 Floors’ levels of difficulty and the puzzles are contained and linear so when you stumble across the next one, you know that everything you need to solve it is in the area, so you never need to back track.   That said though, a few puzzles had me stumped for quite awhile and were a tad frustrating, mostly due to the repetitous, trial and error nature of those specific puzzles.  There are hidden symbols scattered around as well, some easily seen and retrieved with others needing you to explore a little more or maybe performs a little extra work during a puzzle to retrieve that piece.  Getting all of those pieces unlocks another area with some more spirit stories so pay attention, though thankfully each level keeps tracks of your individual progress in that stage and you can revisit anytime to hunt down those missing pieces though you have to navigate that stages puzzles again so it’s best to nab them on your 1st try.

    Some of the views in here are stunning.

    The campaign is lengthy for a puzzler clocking in somewhere in the 6-hour range based largely upon your puzzle solving skills with a few smaller puzzle free stages just giving a little more story if you are so interested.  I found the puzzles to be, overall, very clever utilizing some fun a unique mechanics.  The presentation is top notch and each individual spirit story offers its own intrigue.  XING gives us a top-quality puzzler with loads of content that never really wears out its welcome.  With that said, I found myself needing breaks on the puzzles that held me up but coming back with a fresh mind seems to have aided my efforts and all-in-all I enjoyed my time traversing the afterlife.

    What would I pay? The $20 asking price for this is a great bargain.  The high-quality presentation, unique puzzle elements and engrossing worlds all blend together to make a puzzler that just about anyone will enjoy.

    White Lotus Interactive provided The VR Grid with a press code for this title and, regardless of this review, we thank them for that!