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Recent reviews by Kawaii_ET

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3 people found this review helpful
8.4 hrs on record (4.6 hrs at review time)
Full disclosure I was gifted the game, but these thoughts are entirely my own after 4+ hours of playtime. I was actually skeptical of this one and didn't plan to play it anytime soon (my VR backlog grows with each passing day o.o). Thankfully Arken Age has managed to exceed expectations!

It's physics based. It has solid combat. It has a player body. There's an actual ****-ton of settings to dial in the experience the way you want it. You can customize AND paint your weapons whatever colors you want. Performance so far has been phenomenal. Though I'm on much higher than recommended specs so I can't say how well it will run for everyone. Visuals are gorgeous for a Unity game. I know, I know. It's about the developers not the engine, but at first glance I thought for sure it was Unreal. Just further proof these devs are great at what they do!

Honestly my only real complaint so far is that some aspects of the audio sound a bit lower fidelity and crunchy. Like the water sounds fantastic, but sword clashes and enemy noises aren't the greatest. That said everything feels and looks amazing so it's hard to be too upset about it. Would love to see (or rather hear) audio enhancements in future updates.

Overall I'm really digging this one so far, and I feel like I've barely scratched the surface. The exploration has it's hooks in me and I feel compelled to find every secret I can. >_> Which is something I rarely feel even in more open ended VR games.

Arken Age is getting a thumbs up from me. If I run into any major gripes during my play-through I'll be sure to update this review, but honestly it just keeps getting better the more I play. 2025 is off to a surprisingly great start with this one!
Posted 20 January.
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2 people found this review helpful
3.8 hrs on record (2.2 hrs at review time)
If you were an early 2000's kid who obsessed over Transformers, Bionicles, and Adult Swim Anime you weren't supposed to be watching at 2AM... then Underdogs might just be literal VR crack for you.

Owned this one for a while now, but only recently got into it. Extremely fun and intuitive after just a couple matches. The gameloop is pretty standard roguelike so all the addictive elements of RNG that make you want to jump back in seem to be there. Visuals are gorgeous. The game feel is unmatched by anything else I've played. It's all physics based and tangible which is very important in a mech game. Sound design is best in class as well.

There's also a narrative delivered via really awesome 2.5D panels that have depth and VFX to them. It all feels so fresh yet nostalgic. We're definitely living in the future, but this feels classic to me. Like a game that would've been made back then if the tech existed.

Still need to put in more hours, but I'd be pretty comfortable recommending this if you really want a VR mech brawler! Just be prepared to sweat as the game is definitely a workout.
Posted 5 January.
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22 people found this review helpful
6.0 hrs on record (3.8 hrs at review time)
Don't let the Voxel art style deceive you! Clone Drone in the Hyperdome has some of the best Physics Based VR Melee Combat on the market right now. Which is even more impressive considering this is their first true shake at the VR medium if I'm not mistaken.

Weapons have a nice weightiness and heft to them. Also yes you can smack them together or bash on your shield like a true gladiator. Melee clashes are straight out of a Star Wars movie where if you block an enemy attack and hold your stance your laser blades will stay clashing together allowing you to twirl their weapon away and go in for the finishing blow.

There are upgrades you'll encounter along the way called Turbofists. Unique abilities that change the way you fight dramatically. My favorites so far are the Extension Fist which lets you shoot whatever you're holding out at the enemy while maintaining full wrist control of it to slice enemies up from a distance before retracting it back to you. There's even a Necromancer Fist that will reassemble the pieces of fallen enemies to fight for you. On top of that the Fists can be combined with other Fists to upgrade their capabilities! Have an Air Blast Fist and find a Shuriken Fist? Enhance the Air Blast to now shoot out a shotgun spread of Shurikens! Since you only have two hands you'll start to find the best combinations of baseline Fists you like most and other Fists that make you're already equipped ones more powerful.

You're going to want to be beefed up as well because this is a roguelike with a very unique spin on death. Every entity in the game (including yourself) can be destroyed with a single blow to the noggin. The name Clone Drone comes from the fact that you can collect Clones (extra lives) so when you do meet an untimely demise you can get a fresh new robot body and jump back into the action. Sometimes you may even want to take a fall because... loss of limbs does not equate to a loss of life. I was blown away the first time I lost an arm. I didn't realize that you can legitimately survive with parts of your body being destroyed and it's gotta be one of the coolest aspects of the game.

Another great aspect is the sound design and voice acting. Most usually associate indie VR titles with cutting corners or skimping on story, but that is NOT the case here. Every voice talent they got on board is top notch, and you may even recognize some as they've voiced in other games such as Fallout 76 and Jedi Fallen Order! o.o Also the humor may not be for everyone, but there have been some genuinely funny quips that made me laugh which is rare for a VR game.

There has been the rare bug like the last enemy in an arena being out of reach making it impossible to progress, but that maybe happened twice to me so far, and one of the times I was able to brute force myself to said enemy and take them out. I feel if anything I'd greatly appreciate a "reset wave" button in the menu in case of weird quirks like that so you can just reset the area you're in instead of needing to just abandon a run altogether. It hasn't been a frequent enough issue to significantly impact my experience, but I feel I should point it out regardless.

Overall I'm incredibly happy with the experience so far, and can see myself jumping back into this one a lot just due to how fun and great feeling the gameplay is. I really encourage anyone looking for a solid VR Melee Combat game to give this one a shot. It's pretty rare that an indie VR game delivers to such a high quality bar. I can't wait to see what Doborog has in store for us with future updates! Hoping this is just the beginning of their VR journey as they've already managed to solidify themselves as really solid competent developers who understand what makes VR fun and worth slapping the HMD on for. :)
Posted 24 December, 2024.
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No one has rated this review as helpful yet
2.8 hrs on record (2.1 hrs at review time)
Early Access Review
Combat Troops is one I've owned for a while now, but only very recently came back to. It's not perfect by any means, but honestly? It's hard to complain with the price tag. Also the fact that it's still in early access has me hopeful for it's eventual full release.

I'll start with some things I don't like. The laser pointer UI is really not great. I don't mind it for changing settings in menus, but during gameplay it feels unnatural to point a beam of light to pick things up. In other VR games force grabbing feels way more natural, and I think this is the area that needs the most refinement.

Another small gripe is the settings menu. I didn't realize that in order to turn on haptics you had to go to the main headquarters and use the wall menu there. I'd rather a universal menu that allows me to access all settings at all times, even during the initial tutorial. Also I feel like controller haptics should be enabled by default, but maybe there's reasoning behind it not being? Either way you can turn on haptic feedback. Just need to use the correct settings menu.

That said the settings menu leads me to one of the major Positives about this game. There are a lot of tweaks that the user can do, but my favorite by far is the ability to enable and crank up perceived item weight. I wish every VR game had options for this as I'm someone who loves simulated weapon weight/inertia, but I know many who hate it. Allowing the player to disable/enable and change the strength of it is phenomenal and the dev deserves a round of applause for it!

Inventory is done in a really novel albeit a bit strange way. You can carry two primary on left and right shoulder slots, and two small secondary in front (also some vest equipment slots), but then the backpack is just a logo that floats in front of you to the left. I think I'd prefer if the backpack was tied to a shoulder instead at the sacrifice of a second primary slot. If for no other reason than to de-clutter player view. The bag itself is fun to use though. You stick your hand in the top and turn the controller to select which item you want to pull out via a radial menu. I will say I'd like if it had defined clicks into place when hovered over an item. Just to prevent over scrolling to the wrong item. Still a really cool way of doing storage!

Combat (hey it's in the name of the game!) in Combat Troops is what I'd call more arcade fun. Zero Caliber/Crossfire Sierra Squad are probably the two most similar VR games to it on the market. It's not gonna revolutionize the VR shooter genre, but it's fun, weapons are punchy, and reloading is satisfying. Though there is a weird quirk where you can stick a rifle mag into the grip of the gun rather than the actual mag well. Think it may be confusing the two handed weapons grips for pistol grips. I do get a bit of a chuckle every time I do it on accident so it's more of a funny bug. Not game breaking.

I'm gonna lump sound design and visuals in together because I want to keep it 100% with y'all. This game feels like the definition of asset flip. Like I think they've got a decently solid foundation in terms of game feel, but at times visually and audio wise it's chaotic. Voice lines feel like a random amalgamation. Explosions will make you think your headphones are about to blow up. I appreciate that it does feel like a loud battle, but it's just not cohesive. Same for the visuals. It's a mishmash of random camo, armor, vehicles, etc. On occasion everything comes together to look kinda decent, but this is definitely a game you play for the gameplay. I'd describe the overall mood as... if there was a G.I. Joe VR game made in the 90's. Which if that's what the devs were going for they nailed it.

I've yet to see everything the game has to offer, so I'm not sure what the full scope of it really is. So far I've been going in, blowing things up, shooting the bad guys, and having fun. For around 10 bucks I think it's worth giving a shot. It's the type of game where I'm like "I really wish they had a bigger budget" because they honestly are doing a lot of cool things with the game that much more expensive VR titles don't even bother with. Combat Troops is far too ambitious for it's own good. I'd love to see it get a nice polish pass before it finishes development, but I'm not disappointed with it! Hope the devs stay in the VR space and continue to improve their craft. There's clearly a lot of passion going into this even if it is quite rough around the edges. I hope more people decide to give it a chance and provide their feedback to the devs! This could become a VR hidden gem, but only time will tell.
Posted 7 November, 2024.
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1 person found this review helpful
2 people found this review funny
0.0 hrs on record
Did you really like Starfield? Do you wish cities had more hand crafted and fleshed out surrounding locations (like a traditional BGS game)? Do you feel Melee and Energy weapons were underwhelming in the base game? Do you like edgier Dune style gear?

If you answered yes to all of those, then Shattered Space is absolutely for you!

Now if you wanted a big lengthy main quest... honestly I couldn't tell you if it delivers in that regard. I'm 17-ish hours in at this point and haven't touched the main quest since landing on the planet. I generally eat up the side content first then conclude with the story. The side quests have been awesome though! Some really surprising and dynamic scripted events. Also they did make bits of the games somewhat tense, but nothing too crazy.

There have been some bugs. A floating object here and there. NPC's running through stairs or ramps rather than up them. I rarely see them, but yes they exist and BGS needs to fix them. Oh and one pretty jarring hand clipping reload with the Va'Ruun laser pistol. It's basically a Solstice with a different mesh so the hand for the reload animation could use a bit of tweaking to avoid it slightly being absorbed by said mesh.

Overall I've been having a blast though regardless of the issues! Nothing has been game breaking so it's not the end of the world waiting for some things to get polished up in future patches. At least for me it's not a huge deal.

The worst thing Bethesda did with this DLC is set expectations in some fans minds by bringing up the Far Harbor DLC from Fallout 4. They tried to communicate that the overall content (scope/scale-wise) of Shattered Space was similar to that of Far Harbor, but they never specified which aspects of it were similar. Fans immediately started making value calculations and attempted to compare the amount and types of content directly, and got disappointed.

I don't entirely blame the fans given just how poorly things were told to them. Seriously. I miss when Pete Hines was still there because he would tell us what the down low was from the perspective of a player, not a developer. That said I feel people are over reacting just a little bit. Some of Starfield's biggest "fans" have been saying it's "not good at all" when it's literally more Starfield delivered in a more traditional BGS game format. The DLC was over hyped by people who wanted Bethesda to make something entirely different from what they ultimately did.

Go into it without the poorly communicated developer comparisons or clickbait tuber expectations, and I genuinely think you'll have a good time in this one. I'm more optimistic than ever before for the future of Starfield. It's never been a perfect game, and I don't think it'll ever be for a lot of people. I'm someone who genuinely loves it for what it is though. Take everything with a grain of salt. Not just the overly positive people, but those who are hating it just to join the band wagon. The best reviews are those that give an unbiased overview of everything you're getting. Not just the one part they were hoping would be the meat and potatoes.

As a final note... thank you for making this expansion BGS! We NEED this to be how surrounding city areas are in the base game too. Seriously. It's felt like being a kid on Christmas morning exploring and constantly running into new and unique locations in a truly vast expanse of land. If every major settlement in the base game eventually got as fleshed out as Shattered Space's map is... ahhh... it would be perfect. Somewhat of a big ask, but it's at the top of my wishlist for a future DLC. :D
Posted 6 October, 2024.
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No one has rated this review as helpful yet
345.5 hrs on record (309.8 hrs at review time)
300+ hours later. Still enjoying it. Still using the same character since day one because the game is that big, but also NG+ let's you keep the character you've been building and evolving over time. On top of that you don't need mods to make a decent looking character. They even have player customization clinics in every major city, so you aren't jumping between surgeons and barbers. You go to one place to do it all.

Gameplay wise it's a blast in First or Third Person. New mechanics like mantling, and even sliding (if you have the Perk for it) make for a much more dynamic experience on foot. On top of that if you rank the Boost Pack Perk you can become a proper Bounty Hunter and hover around while raining fire down on your enemies. It's incredible.

Visually speaking I think the game looks phenomenal. The lighting isn't always perfect. I think it would actually massively benefit from some native Ray Tracing implementations, but I think the fact that Ray Tracing would be my solution to making the game look better should speak volumes about it's baseline fidelity. It looks gooooood man. Spent 10's of hours in Photo Mode alone.

Sound design is solid, but I will say that I think the game could really use a Radio. Even if it just played music from established in game places like Neon. The music score was charming at first, but got old REALLY fast. Also just think wonder and optimism don't always need to be the vibe when exploring. Combat music is awesome though! Feel like BGS nailed it with those tracks.

Exploration is disappointing. I won't lie. It's why Shattered Space is the way it is. That DLC was a direct response to this sentiment, and while it addresses it to an extent, I still feel BGS could do a bit more in the future. More specifically making the base game Cities feel more like Shattered Space's Dazra. Love how many Quests there are in the cities, but the surrounding areas immediately scream procedural generated points of interest. Honestly the game would be a 10/10 for me if every major location felt as substantial as the DLC.

Quests are awesome in this game, and unlike previous games they are what take you to the interesting places in the game. It's clear the original design intent was for Quests to drive exploration which has led to mixed results, and again... Shattered Space somewhat fixes this. I think most people want to explore and stumble across interesting Quests, not the other way around. That said it's not like the content isn't there. Just requires the player to engage with it in a different way.

My biggest gripe in the game is one I've had for a while now with BGS games. Essential NPC's. Starfield is setup in such a way that it really makes no sense to not allow a player to Yeet an NPC and fail a Quest. Please Bethesda. Even if it gets added to the Gameplay Options menu as a Toggle, let the player Fail Quests and have to live with those actions. It would add a TON to the role play aspect, and NG+ feels like it would compliment it perfectly. If Shattered Space was your answer to Exploration, I hope the next DLC addresses Consequence and Player Agency.

Story was solid. I got through the main game a while ago, but NG+ is a different beast, one that BGS designed to be digested over the course of hundreds of hours. While a seemingly endless game may be a negative for some, I absolutely love it. Just wish they'd lean into player choices heavier for Role Play reasons as mentioned above. Writing is great as well for what it's trying to achieve. You're not getting a hyper cinematic over dramatic story. It's just people goin' thru it. Dealing with life in the far future. There are fantastical elements, but those have to do more with the players own story than the majority of the games NPC populous.

Quickfire time! Ship Building, Weapon Customization, and Perk Ranking are all goated. I have basically nothing negative to say. I don't even mind the lack of weapon durability given how Legendaries and the NG+ system works. Ship building is an actual game of it's own. Ranking Perks is much more interesting since you actually need to complete actions related to the perk before you can rank it up, rather than just an arbitrary Level you need to be at. You want something? You can just grind for it. No waiting till Level 40 to be allowed to unlock a new Rank. You need only complete the Rank requirements and be in possession of a Perk point to spend.

There's so much more that I haven't gone into, but overall I think the game is genuinely one of the best that Bethesda Game Studios has ever made. It launched with the least bugs and most content out of any game they've released up to this point. It's not a perfect game, and I 100% understand why it won't appeal to everyone. Which is okay. BGS doesn't need to make every game appeal to every type of fan. I don't want Fallout to feel entirely like The Elder Scrolls, and I don't want Starfield to just amount to Fallout 4 or Skyrim in Space.

I think it's okay for the game to be different. I went into it with few expectations. I learned my lesson after Fallout 4. I had 7 years of expectations building since Fallout 3 was such a huge part of my life. It was absolutely crushing for me when it didn't carry over any of my personal favorite elements. I've come to terms now, but I understand how people are feeling. At the same time I'll say... give BGS a chance to show you something a little bit different. Go into it with as few expectations as possible, and you may just be surprised how much they did right this time around. Also be excited for the games future. They've addressed so many issues since launch, and I feel like if the community shows enough support the game will only continue to get better than it already is over time.
Posted 5 October, 2024.
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No one has rated this review as helpful yet
54.9 hrs on record
Early Access Review
Game had incredible weapon handling upon Early Access launch, some true quality of life improvements, and a new approach to the player rig. Fast forward to now and basically all of that has been undone.

People complained so they threw away the weapon weight (hope you like every micro-movement of the controller being picked up and ZERO smoothing). Implemented the old ITR1 button stabilization system, but somehow made it worse than I remember? You literally can't move at all while stabilizing the weapon so the moment you move it's back to being a shaky un-smooth mess. Who plays VR games like that? I want to have smooth aim while moving! I don't know who decided this was good, or better than just having a more subtle ever present weapon weight and holding your breathe IRL? Like the moment your view is a millimeter out of the proper aiming position the stabilization kicks off and needs to be re enabled to turn on again. This goes against the natural flow of gameplay for anyone who isn't playing at a snails pace. Also just the way the guns feel in the hands is like non existent now. So even enjoying the down time is less enjoyable because there's nothing tangible feeling about the weapons anymore. Just weightless cardboard cutouts. It's bad game feel that's now forced on everyone with no option to change it back to what the game originally had.

More of a vent than review, but my recommendation is to wait for full release in 2026. I cut ITR1 slack because it was on a shoestring budget, and even if they couldn't implement every premium modern VR standard they did what they could. Into The Radius 2 is not in the same situation, and an article came out about it already making $3 million revenue. That's unheard of for an Early Access VR game on Steam. So yeah. My expectations are a little bit higher this time around and I'm hoping the next major update sets this game back on track to be worth the price of entry. I'm hoping it's all uphill from here and that one day soon I can change this back to a positive review where I actually can focus on aspects I do like.
Posted 30 July, 2024. Last edited 24 January.
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5 people found this review helpful
8.4 hrs on record (7.8 hrs at review time)
Early Access Review
Enjoying the experience so far, but ConVRgence does have some glaring issues.

The sound design is great. Gun handling is solid. If you're an ITR player you'll appreciate how you can actually reliably open drawers and lockers (iykyk). Oh and the Dog is really nice to have around. Both to find you random loot and to alert you if there are enemies nearby. Visually, you can tell the developer wants to create a consistent experience for the player. Nothing feels too out of place. It all blends together well.

Many may think to compare this directly to ITR or Stalker, but ConVRgence is very different from them. You're not entering a consistent living world in this game, rather, randomly generated levels built from tile sets. While this does provide the player with a technically speaking different experience every time it dawns on you very quickly just how repetitive the level design is. Not as big of a problem with the underground map, but the first container yard area you play in is just the same flat landscape every time.

Speaking of which, that leads me to a major con of this game. I have an i7 10700 and an RTX 4070. This game runs horrible in the container yard even on medium settings. I've yet to try on low... but I feel like I shouldn't need to drop the settings even further with my setup. There is some serious optimizations that need to be done for this game. Performance is not quite as bad underground thankfully. Definitely an area that needs work sooner rather than later though as worse performance can lead to people feeling sick in VR. Not a problem for me, but I know it will be for many.

I will say that the gameplay loop of going in, looting, shooting, and returning to sell your goods is pretty addictive. Having Reputation ranks to unlock with the shop means you have a motivation to dive back in so you can access better guns and equipment. Even just the truck you pretend to drive as a loading screen. All that stuff is fun! What's not fun is the combat itself.

AI in this game is braindead. They don't really take cover, and the way tile sets are generated there isn't much cover for them to take to begin with. On top of that the collisions and navmesh are not good. Your dog will run through doors and walls. Shooting through windows or even just to the side of floating cars is impossible because the collision mesh is just one big box. Also sometimes enemies will be half stuck in the ground or static objects making them impossible to loot. These are things I feel should've been better polished before release. Bad performance is one thing, but not being able to shoot through clearly visible openings in static objects in the world or loot properly is a whole other can of worms. Again. Not as big of a problem in the underground map. Noticing a trend?

I understand that ConVRgence is the developers way of salvaging what was built for Paradox of Hope, but the experience players encounter first is the new content that's meant to differentiate it from what it was. The problem is that the truly new content feels the least polished. Like you have to get through the jank bugginess of the container yards to get to the more functional and atmospheric underground. The AI underground is still pretty lack luster, but at the very least the rest of the experience down there makes up for it.

Ultimately though, I am recommending this game. I've nearly made it to the 8 hour mark, and I still want to play more. I received the game for free since I purchased the previous title, but I'd say it's similar enough that I think it's worth the $20. Hope to see it receive updates soon and meet/hopefully surpass the quality that Paradox of Hope had. I'll update my review when things improve. There's a ton of potential here, just needs more time to cook.
Posted 10 May, 2024. Last edited 10 May, 2024.
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8 people found this review helpful
2.9 hrs on record (1.4 hrs at review time)
A rough around the edges VR Western that I'm hopeful will improve with post launch updates! As such, this review may change over time and is based on the launch build of the game as of [4/10/24].

TL:DR - A VR Western Shooter that has a lot of potential but is held back by some major gameplay design choices that feel dated when compared to other VR games from the past few years. Buy to support the devs and provide feedback, or wait until the issues are ironed out. Full review below this!

First of all, yes. I did receive the game for free and was part of the Beta testing process. That said, I will be entirely honest about the experience even though I am recommending it. With a caveat. The current state of the game is not perfect. Steam really needs a Sideways Thumb option.

I'll get the negatives out of the way first since you will undoubtedly take notice of them.

Button Reloading. Currently you reload firearms by putting your off hand to the loading port and pushing a button. The bullets then load themselves in. There is an option for "manual reloading" which requires you to push the button more than one time in order to load each round, but I absolutely don't recommend using that option. Trying to both move with the left stick and use the left controllers button to reload each bullet is very frustrating. I can understand taking a more arcade like approach, but I think the button reload should be replaced with either proper manual reloading, where you grab a bullet from an ammo pouch on your belt then release it near the loading port. Or some kind of motion input where you can just flick the weapon in a direction to reload it. Anything but using a button. Ideally the grip input is better as your thumb won't need to cramp going back and forth between movement and reloading.

No Toggle Sprint. I know Index users especially will dislike this, but you have to click and hold the movement stick to sprint. Combine this with the aforementioned button reload and suddenly your thumb is fighting between two different inputs on the same controller while you're being swarmed by enemies. The sprinting NEEDS an option to have it as a Toggle. I'd say this change is even higher priority than the button reload. Though that is an equally important pain point that needs reworking. Seriously. I mean it when I say my thumb hurts when trying to play the game seriously.

No Two Handing the Revolver. Potentially not a big deal for most people, but I'd like to see the offhand be able to cup the bottom of the revolver handle for added stability while shooting. Technically speaking you can just do this irl, but your offhand will be floating below the gun which breaks immersion a bit.

Lever Action. Arguably my favorite Western themed weapon, but really needs Two Handed influence, or a Virtual Stock option. I relayed this feedback directly to the developers and it seems like they're working on improving this already so I hope to see a weapon handling update soon.

Enemy AI. It isn't great. Thankfully there's usually enough enemies on screen that you wouldn't want them to be too much smarter.

Those are the most glaring issues from my experience, but what do I like about the game?

The setting. Whether or not it lives up to your standards for a VR title in 2024 it's undeniably filling a gap in the market. The bulk of VR Western experiences up until now have been either way too goofy or were just straight up on rails wave shooters. Black Trail is a very linear experience, but I feel it does enough to feel like a proper game with decent replayability.

The story is told through the eyes of two characters. A Native American warrior, and a Cowboy Gunslinger. Each chapter has you using different equipment and changes the environments up to never feel too repetitive. While I don't think it'll win any writing awards I am always happy when there's a real effort made to give the player a reason for, well, playing.

Once you've finished the story there's also a decently enjoyable Bounty Hunt mode. Think of it as a bitesized roguelite where you collect money throughout your run and unlock different weapons, perks, and characters to be used during the runs. If you just want to run and gun for a bit without needing to redo story missions it's a nice post game activity to engage with.

Interactive objects. Many items in the environment can be interacted with. Pick things up. Break stuff. A smoking mechanic with a really cool auto match lighting system (if the entire game felt as smooth and fluid as this one mechanic is would be amazing). Also Hats that you can put on/off. Dice that can be rolled. Chests and Cabinets to open to search for Ammo, Knives, Health, etc. All things I feel should just be a standard in VR so you love to see them here.

Developers that listen. While not everything I pointed out to the team was able to be implemented in time for launch, they are very receptive to feedback. The changes that did make it in vastly improved upon the initial Beta experience. The game has a little ways to go with it's overall level of polish and controller inputs. I do have faith the necessary changes will be made in due time though.

A team that takes feedback seriously is why I'm giving it a recommendation amidst some pretty jarring issues.

I do think the price is a bit high for the current product. I own a lot of VR games and in the $30-$40 price range you either need a lot of content or an extreme level of polish both of which the game does not currently have. The launch discount should be the normal price just in my opinion. I'd say if you want to support the developers and provide them crucial feedback and support in the early days then yeah. Pick it up now. If you want a more polished experience then potentially wait for a deeper discount or pay full price at a later date when the issues have been ironed out.

On a final note. Red Horizon have a lot of potential as VR developers. Black Trail just needs a little more time in the oven to become a polished Western Shooter. <3 PCVR needs more games, but I don't think we'll get very far if we're not willing to support and help smaller studios hone their abilities over time. Ultimately it is up to you whether or not you pick the game up. Always remember that the Steam refund policy exists and you'll know pretty early on if you're happy with the game as it is currently.
Posted 10 April, 2024.
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8 people found this review helpful
2 people found this review funny
12.0 hrs on record (10.2 hrs at review time)
One of the best Rogue-Lite PCVR titles that you can get right now. Incredibly deep combat and traversal systems. Rewards and equipment leveling that you genuinely look forward to. Very addictive gameplay loop. An overall great time if you're willing to put in the grind to get the most out of it.

I've yet to see all it has to offer, but even after the first 10 hours I'm still thinking about my next play session. The hit of dopamine I get from chaining a wall run, to a somersault, to raining down lead on demons below while I'm inverted midair is unmatched. I can't praise the cool factor enough!

If I had to nitpick I'd say that things can feel a bit repetitive at times. I appreciate that the higher difficulties add enemy variations and mix up the Boss order, but the environments become recognizable pretty fast. I'd love to see day/night time versions of existing levels in the future.

I highly recommend Hellsweeper. I think it's honestly a bit underrated considering just how good it is!
Posted 18 January, 2024.
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