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Viser 1-10 af 28 forekomster
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This game is fun.

Of note:
Needs hand collision
Currently no finger tracking
Can’t physically drop guns or throw grenades
Better item/gun interactions
Interiors are a bit bare

Skrevet: 31. oktober 2020.
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Comments welcome for this review.


This is way below the standards survivios have set and generally a well produced vr game.

0. People expect vr finger tracking. That is just ridiculous. This game has been in the oven for ever and they never created tween animations or better for finger position. I mean, what’s that take, a day to do? No fingers really hammers home the fact you can touch basically nothing. A vr game with no interaction. It doesn’t matter what kind of game it is. People want to mess with stuff whether there’s a timer running or not.
1. The game still betrays elements indicative of mp such as character selection.
2. Many textures are absurdly low.
3. Gun handling is janky and floaty.
4. Animation for reloading feels like a pancake (a 2d) game
5. No climbing, running is slow, no jumping?! That really saps the energy of play. It should be like stride vr.
6. Scripting in place of real physics for many things and it shows.
7. The zombies feel generic and don’t necessarily resemble their surroundings which is weird.
8. Casual is okay, if it’s like l4d and multiplayer.
9. If it’s casual the gameplay needs a ton of refinement and depth.
10. The environment is totally static. The entities don’t move, can’t be touched or manipulated. Just doesn’t feel like a vr game.
11. Okay- bashing doors open is great. Not being able to open them in a normal fashion is not.
12. Melee dmg is fine imho, the guns are way underpowered at least from what I’ve played so far.
13. Visual ugliness such as tree foliage light level not matching the environment and appear almost like the’re glowing.
14. Point and click picking up is fine. Not being able to also physically pick it up sucks.
15. The display mirror is totally bugged for me.
16. My avatars camera view is between the nipples lol. I tried recalibrating.... twice, and it did nothing to fix it.
17. This game is expensive for what you get.
18. Guns and weapons are super glued to my hands and some part of my finds this unsettling. No, I didn’t like it in alyx either but considering the vast majority of alyx was incredible, it’s more forgivable.
19. No body proximity option for holstering weapons.




Some positive notes.
-the melee can be fun despite scripted shortcomings
-the haptics/audio marriage is very well done
-while some things look ps2 ugly other things look good
-Norman reedus
-aside from my nipple-height vision, the body Ik is pretty great. The elbow joints felt good.
-walking dead lore
-no “waggle to win” feather swording enemies


I believe in survios. I know they can do way better than this. They know they can too. Who knows why this game walked in reeking of under development. May never know. But I do believe and hope they will fix this. Please bring survios’s excellence and a legit VR quality assurance to this title. I still remember hanging out with one of the designers in raw data and chatting with him instead of shooting enemies. The exquisite amount of time and detail..... into the design of a single vr hand. Let’s see that in the walking dead onslaught!

Comments welcome, and I will diligently update this review when the game is fixed.
Skrevet: 30. september 2020. Sidst redigeret: 7. oktober 2020.
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I love it but unsure if it’s still supported :(
Skrevet: 11. april 2020.
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If this is your first vr experience prepare for a borderline spiritual experience in the absolute most vivid interface within the universe of half life. This game is five generation jumps beyond hl2 where you can look at every nook and cranny of the game and really take in a whole lot just from standing in the world. One room in this game might have been a full game in another vr game. The game is huge, the vistas are magnificent and the scale of the machines and stalkers so far are an experience that makes traditional IMAX movies feel like a dumpster fire.

It’s unbelievably excellent.
It’s half life but with zoom and enhance, expanding detail of everything half life.
Skrevet: 23. marts 2020. Sidst redigeret: 26. november 2020.
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Beat the flat version. Surprised this port actually lets you hold some items. Has some basic finger tracking. The house is CREEPY.A.F.

The challenge is mustering up the bravery to make it through. Which is a challenge indeed. The detail in this game is great, the sound and atmosphere are plucking at your nerves.
Find the right time to play. Drink some tea. Get situated.
Jump in and enjoy!
Skrevet: 21. december 2019.
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TL:DR Buy this game and get yourself Valve index controllers if you can.

VR Gameplay: A+
Manages to maintain a level of power fantasy amidst being grounded in human physics interaction. Brilliant. Parkour. Simulation scifi dystopia.

Physics interaction: A+++
Fleshed out. Way fleshed out. My enthusiasm is on fire here it’s so enjoyable to even grab a broom and enjoy two handed sweeping, and then beat an enemy over the head with it. Break a jones soda bottle over their head and then grab broken pieces and jab them with them. I’ve never grappled with an enemy in vr before this, and it’s the future of gaming pure and simple. Creativity just flows here with ridiculous antics and fun. Break everything. Stack and climb things. Play basketball with a garbage pale and crt monitors. Gravity of objects is really good. Most games things falling and hitting the floor betray a sense of almost all objects being hollow. But not here.

Sound design: A+
Realistic physics collision sounds are so important, and us humans are oddly sensitive to inconsistency in that aspect. I’m please to say love and nuance is everywhere to be unearthed and it’s rewarding. The ballon sounds from the gun were a bit loud.
Music and ambiance are their own narrative that I believe is 50 interpreted environmental abstraction expressed in audio as subtle influence to guide the players own abstraction of the concept of the scene, the other 50% of the audio is in the perspective of the player and observation. It’s not forcing you to understand the context, it’s unraveling it with you. Well done here.

Music: A +
The vapor wave is a nice style but never alienates the scene and context. It’s an art form and the music is actually quite....special? Like, I really enjoy it so far. Sometimes the music can act curious itself in what it sees in the scene and expresses it. On point.


Haptics: B+
Solid haptics that are bold when necessary. I do think the audio/haptics for bare fisted collision might be a little less airy.

Story: A
Somehow enveloped in an simulation is convincing and not cheesy excuse for bare looking levels. Attention: that is NOT the case. The level design is top notch!

Performance: good
Inverse kinematics: good

Visuals: A
Everything melds together nicely. Glows and baked lighting gradients are lovely. Metallics on textures are very nice. It’d be nice if they could sneak in a parallax occlusion shader for some of the textures.


Questions:
“If it’s so good, it can’t be perfect. What could make it better?”
-probably opening it up to modding or a level editor and workshop support.

“You say the physics are so good, but my hand on occasion got occluded under a table/surface/object”.
-your learning a new logic in games, and it’s superior to your hands clipping through geometry. The subtle nuances of touching everything without silly activator button for collision provides a much more organic interaction and rewarding interface with virtual physicality. The more I play this game, the more elegant I get manipulating in the world.

“Finger tracking is arbitrary and serves no mechanical purpose”.
-Dear god this is so wrong. The subtleties of your fingers holding objects dynamically is super pleasing, pressing buttons is easier, and fingers aid in how you climb, and navigate.

“Is it a tech demo?”
-Not at all. Full game.

“But what about hand mismatch?”
This only occurs briefly for 1/12th of a second, and opens doors to touch the world they created. Generally occurring in times of physical maneuvering by the player, over an hour or so you adapt to the concept and enjoy the fruits of what it enables ala organic interface with virtual objects.

“Heavy objects don’t move as swiftly as my hands”.
In real life, swift jerky movements hypothetically lifting a dresser up the stairs with your hands would break the frictional bond between your hand and where I holds the dresser. This is why we are slow and steady relative lifting heavy objects. The concept works here for vr. It it does take a few moments to register the rules of this logic but once you do, it’s fun and presents similar challenges to irl lifting of weight, where you face challenge of mainting control over the forces of gravity. It’s new. Learn it, and have fun :)

“My hand got stuck under a table ledge, I didn’t like that. It’s tedious.”
-our real life bodies are infinitely tedious, but we are adapted to it.
My take:
The hands being stuck under the table initially was knee jerk “oh I don’t like this too much. But I thought about conveying rules in games and why consistency is important to adapting. Learning the rules. While my hands getting caught was a small liability, I noticed that my style of playing this game became more physically involved with gestures instead of just wrist torquing. I also believe we have underlying 6th/7th (and so on) senses that determine the tangibility of a world based on how our brains recreate our experience (we revirtualize the real world in our mind, every sense a conglomerate to it, the world as you personally know it is not truth, but representation, and just as real life we recreate vr in our mind). So we get that spidey-sense “uh oh my hand is stuck on something physical” despite a temporary hand disconnect of our minds system that estimates where our hand is, the more pressing situation of your hand being stuck encodes a pressing physical sensation requiring agency. If they were to break this rule, say, by rubber banding the hands back, ghosting through a solid object, the world breaks down, encoding immersion also loses tangibility on lower subconscious levels.



This game does physics so well, gives plenty of options for everything, doesn’t insult advanced vr players who do not even know what motion sickness is. Graphics are great and great music.
This is the future of vr.
🤔 no boneheaded moves either. Makes you wonder if some devs live under a rock.

Well done SLZ, this game is amazing!

Mod support/level editor/workshop support is the only thing that could top this game off!
Skrevet: 10. december 2019. Sidst redigeret: 11. december 2019.
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Love it!
Skrevet: 7. november 2019.
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Verge of tears. Waiting for vr games your looking forward to for months and months just is anxiety about how terrible it’s going to be. Game is broken. I mean, completely. Of course I’ll update my review if they actually do something about it. Questionably, it runs fine on rift. Don’t buy this game right now until people start saying it’s fixed. Just feel gutted.
Skrevet: 23. oktober 2019.
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The reason for the many bad reviews are because the game has been done with blade and gorn, among a few.

- Has a few glaring issues and the weapon handling needs to be further prototyped. While the weapon moves slow, your grip clench would be loose and that physics seems decent. But when swinging at higher velocity, you would clench tighter, giving a more rigid extension of your arm to weapon. It’s all about how that energy transfers conceptually. Right now, aside from that, is the end or very tip of weapons right now feels “floaty”. It should have a mass of its own because that’s where all the centrifugal energy is sent to. Mass at velocity, right?

This game has potential. It’s pretty. Which is why I always hated blade and , which looks so cartoony.
I def think many people don’t “get it” with having to learn how to operate with virtual objects because the concept has not been totally mastered yet. And I 100% hate pure rigid weapons extending from my wrist like some sort of massless rapier.

The enemies in this game are cool, and at least compared to the games I’ve seen, ai here appear to be anticipating attacks. I can quickly raise my sword and see them flinch to block what they think I’m going to do. That’s dang impressive right there. That is exactly what I want in an npc Melee combat enemy. There is adversarial subliminal dance that is not tactics driven, but more primal behavior. Such as flinching in defense, jumping back when you make sudden movements. It’s animal instinct plus higher order tactical thinking = good enemy AI in my humble opinion. Perhaps the early stage grimey undead may be more clumbsy and gutsy. There needs to be more personality to it. Using a simple backwards propagating neural net would enable AI to “learn” you and your fight style. Lots of ideas here :)

My stance is this game shows potential and the devs have some interesting stuff going on with the enemies.
Thumbs up for a solid first step into a very challenging concept!
We all forget how cool it is we hold a sword and physical fight these non existent enemies. Still blows my mind.
Encourage the devs if you don’t like it! It’s promising enough that I can see them fixing some obvious issues
Skrevet: 9. september 2019. Sidst redigeret: 10. september 2019.
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This is for PCVR and will update review if fixed.

Pro’s:
-No Man’s Sky is a great game!
-flying is a joy in vr
-conceptually no mans sky lends itself nicely to vr

Cons
-misleading advertising: let me explain:
1.”rebuilt for vr” = you can fly your ship or point with your tool.
2. “Full vr support” = full psvr support
3. “Full valve index support” = no finger tracking.


-room scale broken
-performance is terrible. Makes me wonder why this runs on a psvr but not a 1080ti and modern cpu
-forced to stand still or badgered with out of area splash screen
-CANNOT RIDE FAUNA!
-very little meaningful physical interaction aside from the ship mechanics of flying
- forced to hold arms perpendicular to your body or you constantly punch the ground
-no photo mode
-no jet boost melee
-no vr keyboard for naming things
-on pimax fx and some flora are visually glitched
-glaringly obviously a port of psvr which is a port of the flat game. So...yeah. Portception.
-inventory menu on your hand too shaky for a large window. Need stabilization.
-melee collision is ridiculously huge like the size of almost half your body
-hand menus delayed before showing
-hand position for index controllers way off
-grabbing your gun off your shoulder only works...if you don’t move out of your spot
-cannot sit in chairs

I was seriously looking forward to playing this with my dad. Now I can’t, bc this is a total mess.
Of course I want to see hello games succeed, but that will require them to put some actual effort in here, because right now it’s basically 20% done for vr.

I will update this review when No Mans Sky vr is reasonable to play.

I want to say that I have a really hard time writing bad reviews and don’t like to and almost never do. I wish I could encourage the devs to add some inspiring roomscale vr.
Skrevet: 23. august 2019. Sidst redigeret: 23. august 2019.
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