2 people found this review helpful
2 people found this review funny
Not Recommended
0.0 hrs last two weeks / 1.2 hrs on record
Posted: 23 Dec, 2017 @ 5:50pm

Early Access Review
It's really fun to swing your sword around in a virtual environment, the surroundings are ok, and there are a lot of different challenges to spend your time with. I think a lot of people will have a lot of fun with this game.

But I want to specifically adress HEMA practitioner or enthausiasts.

This game might not be what you want it to be. The physics are realistic in a sence that you have to hit straight and have your blade roughly aligned. But there is no feedback on the quality of your cut. either you did it right or you did it wrong. This is especially noticable with tatami cutting. Since the purpose of cutting the rolls is to get feedback on how stable your swing is and how well aligned your sword. So a binary option is not going to give you that.

The physic simulation is also just not up for the job. There seem too much lag and a little wiggle with the sword. You can cleary see this in the settings, where you see the handle through the blade, and the handle is tracked better than the sword. Also every now and then, the sword just glitches through.

Since the controllers have less weight to them and the balance is in the center of the hand, there is a lot of rotational movement when swinging, that wouldn't be there irl. This is of course expectable but it would be awesome if the game had some stabilization build in to emulate momentum.

Also, since the game has only katana's I really missed my back swings, because of course kantana's have only one edge. This really limited the speed en elegance i'm used to, especially with the fruit challenges.

Also the game would have greatly benefitted from a free tatami roll cut mode. having you practice and play around with multiple cuts with different move types, or chainging movements together.

Overall it's an OK game, just leaves a lot to be desired if this is what you were waiting for.
Was this review helpful? Yes No Funny Award
Developer response:
Flashgod_VR  [developer] Posted: 31 Dec, 2017 @ 3:28am
I had to leave a comment to this, because the author seems to ignore the technical limits of VR controller input and real world physics vs. virtual world physics. It's a general problem, in VR you will be able to swing around every object that is attached to your controller, as fast as you are able to, no matter what how big and heavy it is defined in the physics setup of the game world. There is no force feedback that will stop your hand to move it as fast as you can. What you describe as lag, is our approach to find a middle way to still have some kind of inertia effect on the sword with it's mass simulated in the game world. Today, there is no way to do it "better", because every object on a controller has no mass at all. However, there are other concepts to deal with this problem, GORN is a good and funny example to tackle this problem and a cool gamedesign choice to. Making the weapons out of rubber solves the problem with resistance in the game world and no resistance in the real world, but for our game this was not an option. We decided to set a kind of rubber band connection between the sword and the controller's tracked position and if something goes wrong the physics, the sword gets disconnected from it (stuck or tossed away).