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Showing posts with label Sony Playstation VR. Show all posts
Showing posts with label Sony Playstation VR. Show all posts

Synth Riders - PSVR Review


Synth Riders
by developer and publisher Kluge InteractiveSony PlayStation VR review written by Nick Herber with a copy provided by the publisher.

Estimated reading time: 4 minutes


Synth Riders has been out on PC for some time, but it finally brings its entertaining blend of virtual reality and music to the PlayStation VR. The end result? One of the best PSVR titles to date that fans of rhythm games owe it to themselves to play.

The comparisons to the super popular Beat Saber are obvious, though they have a different kind of style to their musical rhythm action. The basic gameplay has that easy-to-learn quality that makes Synth Riders a quick game to get into. You play this with your Move controllers that become your hands in this VR world. Notes dart across the screen, and your job is to try and hit them with the correct hand in time to the music. As easy as that sounds, a flawless run is difficult to come by given just how fast the beat notes can come flying at you. There’s some additional nuance in there as well, where your hands have to sometimes be close together or chaining special orbs along the way.

In terms of the presentation, it’s a wonderful combination of neon-soaked visuals and synth music that reminds me of the 80’s in the best possible way (but well – I grew up in the 80’s, so I’ll take it). With something like a virtual reality headset, there’s obviously a ton of focus on the immersion aspect, and Synth Riders nails this. It’s not tricking you into some photo-realistic fantasy world or the like, but the sights and sounds are incredibly encompassing and I found the first hour or two had flown by without me really being aware.

It helps that the game comes with a handful of different modes and a pretty deep and excellent list of songs. The library of music certainly helps to keep things fresh regardless of the mode you play, and I frequently found myself repeating the same songs a few times. This was often just because I dug the tune, but also because Synth Riders has that excellent ‘one more try, we’ll do it better this time’ kind of quality to it. Rhythm mode feels like the most accessible, while Force Mode is meant to ramp things up and increase the overall challenge. Both have elements of timing as the core mechanic, but Force has you ‘hitting the notes’ harder to add an extra element of effort and difficulty.

There’s also a Spin mode with a wrinkle towards turning from side to side, and involves a bit more of your body into the mix. There are also difficulty modifiers you can apply, so it’s as relaxing or challenging as you like. There is also a party mode that was a fun way to hand things off to others in the house, though adjusting the headset for a different person each time is a bit less wieldy than just passing a controller over when you’re both sitting on a couch. Also, I tend to sweat a lot and that’s probably not ideal for the next person in line either. One thing that felt missing in a lockdown / pandemic world is the lack of online multiplayer.

Speaking of the library, it’s worth noting that while there’s a few dozen or so tracks that the game ships with, Synth Riders does have some music packs (like so many of the other rhythm games out there do) with more notable (at least to me) brands such as Muse or The Offspring. Most of what comes with the standard list is really good, and obviously preference is subjective, but naturally not all of the songs were hits for me. Whether it was their pacing or just their overall vibe, they didn’t all stick the landing personally – but most of them were really solid.

Summary

Synth Riders is an excellent rhythm game, with a strong selection of songs and fantastic visuals that really drew me into the experience. The variety of modes and difficulty customizations make this the kind of game that is easy for people to pick up and play, but also provides a gameplay loop that keeps you coming back for improved performances. The lack of online multiplayer is one of the few bummers here, but the overall package is too good to pass up on.

Score: 8.5 / 10





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Star Wars Pinball VR - PSVR Review


Star Wars Pinball VR
by developer Zen Studios - Pinball FX and publisher Zen StudiosSony PlayStation VR review written by Nick with a copy provided by the publisher.

Estimated reading time: 5 minutes


Star Wars Pinball VR hits a few different sweet spots for me. For one, I am a huge fan of Star Wars. For another, I’ve played just about every Zen Studios pinball game by now, across a variety of platforms. Lastly, the VR implementation had me excited as I have really enjoyed prior Zen Studios VR pinball tables. With this much to be excited about, I was almost worried that I was setting myself up to be disappointed. Thankfully, the opposite has proven true, and Star Wars Pinball VR has proven to be arguably my favorite PSVR title to date.

When I first picked up my PlayStation VR a couple of years ago, I grabbed just about every virtual reality game available at the time. If I had the hardware – I was going to use it, right? I spent more hours with that thing on my head than I care to admit, but the game that had me coming back to it most often was probably one of the simpler ones out there – Zen Studios pinball tables. If anything, I’ve long been disappointed that they haven’t brought more of their tables over to the VR format (the numerous licensed Marvel tables would be an absolute treat for me). So I was thrilled to hear that Star Wars tables were getting the VR treatment.

Now, not all of the Star Wars tables came along for the ride, but these six did:

     Star Wars: A New hope

     Star Wars: The Empire Strikes Back

     Star Wars: Return of the Jedi

     Rogue One: A Star Wars Story

     Star Wars Rebels

     Masters of the Force

In addition to those tables getting the full VR coat of paint, two all new tables were added as well: The Mandalorian and Star Wars Classic Collectibles.

Eight tables in one package is no joke, and I really appreciated the focus on the original trilogy here right out of the gates. Out of the two new tables, the Mandalorian is the one I took to more. That being said, I had no issues with Collectibles either. They are both good tables, and when you have a group of tables like this, you tend to get some different flavors. In general, I tend to like long, sweeping tables with rails and ramps over the more claustrophobic, twitch-reflex tables that Zen Studios has released over the years, and you get a bit of everything with this package.

From a presentation standpoint, the virtual reality is just an awesome fit. Admittedly, these tables have a tendency to make you hold your head downward a bit more than I would when playing other games (to simulate standing in front of a real pinball table, which makes total sense), and my neck does get a bit tired from that at times. That being said, one of the biggest gripes about pinball tables by any developer is that it can be hard to track the pinball at times. Pinball tables are by nature vertical in display design, yet our current HD televisions are focused on horizontal real estate. That’s one of the reasons Zen Studios’ pinball titles work so well on the switch in handheld mode, because you can tip it on its side and get a much more natural visual presentation.

Why am I explaining all of this? Because onf of my favorite aspects of VR in this application, is that your head moves to follow the ball and pan up and down the table in a very natural fashion. I love pinball machines, and this is about as natural of a way to play the digital form as there is.

Now, for those who are new to Zen Studios’ pinball games, the core mechanics are exactly what you would expect. Launch the ball, smack it around with your flippers and try to trigger some cool things on the table. There is an authentic weight and movement to the pinball that keeps the core gameplay enjoyable, but Zen Studios’ tables embrace their digital design and do plenty of things you would not see in an actual pinball table. You can get some mini video games that pop up, you can have a fully animated 3D character jumping around the table. It makes for fantastic presentation and Star Wars Pinball VR is fantastic visually. There are voice actors reciting famous lines from the movies that… just don’t quite sound right to someone who has seen them as often as I have. Thankfully the actual sound effects and music are spot-on and really just add to the further immersion.

There are several different modes to encourage replay value, but there is a sort of man cave / Star Wars Cave collection element sprinkled in for good fun as well. Instead of just getting virtual PlayStation trophies for accomplishing specific tasks, you can also unlock a variety of cosmetic items to decorate your space with. Sure, it’s all style, no real substance – but as a guy who actually has quite a few Star Wars collectibles in his video game room? I felt rather oddly right at home in this virtual environment.

Summary

Star Wars Pinball VR provides a pretty good bang for its buck, given that there are eight total tables and two of them are brand new. Some table layouts and thematic choices will resonate with people differently, but as a whole the package is quite enjoyable. The presentation is fantastic, both of the new tables are well-made and Star Wars Pinball VR gives me hope we will see even more virtual reality pinball from the wizards at Zen Studios in the future.

Score: 8.5 / 10


 






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