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Recent reviews by delcake

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17.6 hrs on record (2.5 hrs at review time)
Ever seen Audiosurf? This is what you get when you apply that to virtual reality. The core gameplay comes down to picking out songs on your local machine or available on Soundcloud and surviving the resulting barrage of blue and orange balls which represent your music in the virtual space. Audioshield is focused on this mechanic alone with laser precision, and completely nails the execution. To this point, I have not had any desynchronization between my controllers and the shields in the game - every note I miss is my fault.

I didn't get sucked in to Audiosurf, though I did enjoy it. However the sense of presence that it's successor gains from being in virtual reality does a great job selling the experience. It's easy to get in to the rhythm and the music and bring some artistic flair to your one-man shield wall. In fact, more active performances from the players are gauged higher than passive renditions. To keep up on the leaderboards as they shake out in this game, I suspect that maintaining an active playstyle will be crucial towards maintaining top spots on popular songs.

What comes hand-in-hand with this Audioshield experience is a break from the sedentary lifestyle from those of us that need it. If you need to trick yourself in to staying a little more active in your day-to-day, it's not hard to work up a sweat in this game and the feedback from the experience will keep you to the routine if you let it.

To answer a question that has come up a lot on reddit and other places, there is no Spotify integration for this game due to the encrypted nature of offline songs from that service. Similarly, Microsoft Groove songs will show up in your list of playable songs with all the proper metadata however no music makes it to the level when you select it.

I can recommend this game without reservation as an excellent choice for brand new VR libraries if you've got a thing for rhythm games and aren't afraid of sweating. Enjoy!
Posted 6 April, 2016. Last edited 6 April, 2016.
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