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Showing posts with label VYERSOFT Corp.. Show all posts
Showing posts with label VYERSOFT Corp.. Show all posts

God of Riffs Review

God of Riffs by developer Boss Music Games and publisher VYERSOFT Corp.PC (SteamVR) review written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 4 minutes 



Having just released from Early Access, Boss Music Games’ different take on rhythm music simulation is here to slay! Having originally taken a look at God of Riffs back in early to mid August of last year, I was impressed with what I saw. Heavy Metal, check. Guitar styled battle axes to battle the undead instead of hitting notes? Check. Loads of tracks to go through? While only having had four at the time with another added during Early Access, God of Riffs’ full release has granted us a larger setlist to battle the forces of the undead with more still to come!

After my original venture with God of Riffs there were only two items that I had on my list. The first, which has been fixed, was the ability to re-calibrate your guitar shaped battle axes while in game. The menus were fine but once into the groove of battle, mine were upside down. While it was still the case right before full launch, there was at least the ability to adjust them as required. On full launch though this was now fully fixed and I'm thankful the option to calibrate was still there as I needed to undo the previous adjustments as they were no longer required.

The second potential issue that I had on my mind was the amount of tracks available. While starting off with four, the awesome part is that they were Boss Music Game’s own music. That said, the full release would need more than four tracks, five with a recent pre-launch addition within Early Access, if it was going to get anyone to stick around and slay for a while. So it’s with happy news that the full release of God of Riffs not only contains more of Boss Music Games’ own music, but it has also started to contain music from other artists.

What makes God of Riffs different from the others in this vein is that instead of hitting notes, slashing cubes or banging to the beat of drums, you will instead be slaying the above-mentioned hordes of undead to the sounds of heavy metal. While the premise remains the same as it has been from Frequency and Amplitude over to Guitar Hero and Rockband before the likes of Beat Saber and Ragnarock, it’s the execution that’s different.

You’re not just swinging and doding flying cubes or banging on drums. Instead, you’re hacking and slashing hordes of skeletons color coded in blue, red and yellow that are coming at you through multiple lanes. If this wasn’t enough as blue can only be taken care of with your left axe, red with your right axe, and yellow with either. You’ll also have to contend with flying skeletal bats that are simultaneously doing the same thing but from above.

The gameplay works well and what I also appreciated is that raising the difficulty wasn’t an automatic death sentence. Did it get harder? Sure, but at least it was more manageable than a lot of others out there which basically require you to have mastered time and space to be able to keep up. As you go down the track list though it’s not all of the tracks that will give you the same chance as you really do need to work your way up to it! Doubly so for some of the latest ones added as even on normal I found myself getting stumped by new enemy placements designed to trip you up. Well played, it worked.

As for the music though? It sounded amazing within the speakers of Valve’s Index. Actually it sounded so good and was so loud that at a few points I wondered if the neighbors could hear and then forgot all about it as I had undead to fight and they weren’t stopping for anyone! So on a final related note, what’s currently available is only the start as there is more content planned and copied from Boss Music Games’ news post on Steam,

We’ve come a long, long way since we entered Early Access, but just because we’ve hit “1.0” doesn’t mean we’re done.. In fact, it's just the start of the journey for God of Riffs!

Here’s a look at what’s coming soon:

Battle For the Metalverse - God Of Riffs’ Story Mode! Additional tracks including ‘Fly Away’ by GloryHammer, licensed songs from US and Australian Metal bands and collaborations with indie games! More original tracks! Release on Meta Quest App Lab! RiffMapper Beta Public Launch - an exclusive tool for creating and importing your own custom songs (PC Only)

Summary

Overall though, through Early Access and into Full Release, Boss Music Games’ God of Riffs is fun. With more tracks that are now available as of the full launch date and other minor adjustments, there are plenty of reasons to stick around and slay a while to the sounds of heavy metal.

Score: 8 / 10


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God of Riffs - PC/VR Preview


God of Riffs by developer Boss Music Games and publisher VYERSOFT Corp.PC Preview written by Pierre-Yves with a copy provided by the publisher.

Estimated reading time: 3 minutes


Having just come from WanadevStudio’s Ragnarock that has just launched from its own Early Access I was pretty pumped to keep the heavy metal flowing in a different vein. Trading up my Viking longship and hammers for two battle axes, the battle was on as I dove into Boss Music Games’ God of Riffs while continuously being charged at by both skeletal warriors and skulls with bat wings!

Currently with four stages, two difficulties and some pretty nifty background scenery, there should be a fair amount to look forward to as development continues as what’s already present is rather solid. Short of a few hiccups here and there that are to be expected with something having just hit Early Access, short of one that made me think everything crashed the rest was rather minor as I hacked, slashed and punted the undead away from me.

While limited in experience at this point to Ragnarock and Beat Saber in the realm of VR rhythm titles, I felt like God of Riff either broke or bent a rule to some degree and I really liked it. From what I had noticed is that the general rule of thumb has seen notes, boxes or skeletons coming in on four lanes but the flying skulls seemed to have six as they could come in from angles making you really have to watch your peripherals. It lead to a bit more unpredictability and it made things much more interesting.

What I felt may not have worked entirely is that sometimes the hit boxes, more on the right side than the left, didn't feel like they would connect when I hit a skeleton even if my axe was in its head as I would not hear the associated sound with a successful hit. It wasn't bad on easy but on normal that little thing could be costly as you can only miss so many of the undead before calling it game over.

Check out the videos here: https://www.godofriffs.com/

Finally, while the opening riffs may have had a bit of a hiccup, the developers have been responsive on the Steam forums in order to get everything working right. A bit odd was that my Valve Index's controllers were literally upside down making hitting enemies a bit awkward as I either held the controllers upside down or looked like an anime character with the weapons backwards as I swung from down to up instead of top down. The issue seems to have fixed so some, but after taking version 0.81 out for a spin to see if this was still the case, sadly, my controllers are still upside down so I'll be checking back in later to see if this has been fixed.

Score: N/A

 




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