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

Tuesday, December 28, 2021

Tetris Effect (PS4) Review


Tetris Effect (PS4) Review

Released: 9 November 2018

Played 28 December 2021


Introduction:

Tetris Effect was released to critical acclaim back when it came out in the autumn of 2018.  I remember seeing it on many best game of the year lists, and I'm pretty sure I remember it winning basically ALL of the best VR game of the year awards.  It was boldly named after the phenomena that compulsive Tetris players experience when they devote some much time and interest to the game that it begins to invade their thoughts and dreams to the point where they keep playing the game in their mind subconsciously. This arrogant statement on part of the developers and publisher was nothing short of a gauntlet being thrown.  To just come right out and declare this iteration of the game to be THAT addictive took some guts. After all, we've seen Tetris released again and again over the last 3 decades.  What new ideas can this game bring to the table to revitalize the the aging franchise?  The answer, surprisingly, was that it didn't need to bring much.  All it took for most people was to slap a fresh coat of paint on game we've all visited countless times. Basically, Tetris Effect is just plain old Tetris with pretty backgrounds, bright colors, interesting visuals, cool sound effects, and bumping tunes that can be played in VR.  For some fans, this was just a cash grab and didn't offer anything worthy of a new release.  For others, it was an, "emotional and spiritual" experience that touched them deeply.  I was curious to know where I would fall.




Gameplay:

Other than a few slight changes, this game is just... Tetris.  There are the same five pieces that come falling down from the top of the screen and you have to flip them and arrange them in order to make complete lines.  Once you do this, the line is cleared and disappears.  The more lines you clear at once, the more points you earn.  Slowly, the game speeds up more and more until the pieces fall at lightning speed and you attempt to survive as long as possible to increase that high score.  In the upper right, you get a preview of the next piece that will appear so you can try to plan your moves and last a little longer.  Returning is the mechanic where you can chose to holster a piece and save it for when you most need it.  Whether this is for a huge scoring opportunity or for survival is totally up to your skills at the game.  In addition to the basic gameplay, there is a new Zone mechanic to add a little more variety and freshness to the experience.  As you clear lines, your zone meter fills up.  Once it is full, you can activate it to basically give yourself "bullet time" for a few seconds.  This causes the gameplay to slow to a crawl and allow you to try and clear out the detritus that has built up to this point.  If you do well while using this zone mechanic, you can rack up an even bigger score and maybe even save yourself from a game over. It's a helpful mechanic for sure, but I couldn't help but feel that the developers could have been a little more original in spicing up the gameplay.  We've seen the slow-down mechanic in countless games in the past and it feels a little too on-the-nose in this circumstance.

There are several different modes in the game to add some longevity to the package.  The main campaign mode just takes you through progressively harder and harder stages and is the main event where most people will spend the majority of their time.  In addition to this are modes that let you see how many lines you can clear in a set time period, or see how many points you can score in a set number of line clears, etc.  There's pretty much a mode for every variation of Tetris you can think of, and if you're a huge fan of the gameplay, there's plenty here to keep you busy for a long time. Other than the clear conditions, the gameplay remains the same in all of the modes that I tried. I feel like this was another missed opportunity to add some additional flavor to this side of things and I was honestly a little disappointed by the lack of content here.



Presentation:

The presentation is where Tetris Effect attempts to set itself apart form all of the other Tetris games that came before it. It takes the 2D Tetris board, and surrounds it with striking scenery and visuals.  You may be on a beach, flying through the air, sitting at the bottom of the sea, or being bombarded with fireworks.  As your eyes are being overloaded by the bright colors and gorgeousness being thrown at you, a spectacular soundtrack attacks your auditory system to pull you completely into these environments.  Not only that, but the colors, sounds, music, and scenery all change and ebb and flow to match your gameplay and the current mood.  When you play this in VR, it really is a magnificent experience unlike anything I've seen before.  It is incredibly immersive, beautiful, and thrilling at the same time. I have to fully commend the developers on what they've done here to make these environments so spectacular. I'm not exaggerating when I say that the visual experience is one of the finest I've ever seen in any game and it's a true marvel through and through. The soundtrack and sound design is no less wonderful and ranges from ambient and minimalist soundscapes to pumping tribal themes.  Each song builds and synergizes with the visual extravaganza to transport you to another world. The big question is, "is this a world you want to visit while doing something as banal as playing a game of Tetris?"



Conclusion:

I'm almost at a loss for how to describe this game.  It's just such a weird and bizarre concept.  The best way I can describe the whole experience is to say that... it's like being at an EDM festival... while playing Tetris.  Picture yourself surrounded by thumping music, flashing lights, bright colors, and a palpable energy that surrounds everything and threatens to send you into sensory overload; all the while you're looking down at your Game Boy and playing Tetris.  Personally, I think Tetris is a great game.  It is without a doubt the most important puzzle game ever made, and is still probably the best.  Also, the sights and sounds of this game are spectacular and can truly transport you to a new and amazing place.  But, unfortunately, these two ideas are at odds with each other in my opinion.  It's difficult to fully let yourself be absorbed in the VR experience because your eyes and attention are so focused on the 2D Tetris game going on directly in front of you.  And it's sometimes difficult to focus on the game of Tetris that you're trying to clear while pops and bursts of color and exploding all over the place and distracting you. 

This also leads me to the second issue of this game being at odds with itself.  Tetris is very addictive by design and there is a big urge to keep playing.  Even the title of this game acknowledges this concept. So, you find yourself playing a highly addictive game in this immersive world that you don't want to leave.  But you're wearing a VR headset... and anyone who has ever used one of these before will not hesitate to tell you how uncomfortable they can get after a while.  My head, neck, and eyes were so sore after playing this game for an hour that I just couldn't go any longer.  Luckily, I didn't experience any motion sickness.  But, no matter how much I wanted to keep playing, I HAD to put the game down after about an hour and give the VR a break. Even if you want to keep going... you just can't.

At times Tetris Effect can be a calm and relaxing experience and at others can be a breakneck, heart-pounding, and tense one.  If you really want to sit back and just enjoy Tetris for half an hour or so, this is probably the best way to do it. Maybe if I were more into the EDM scene, I would have been able to say that this game was the, "Emotional and spiritual" experience that some others had felt.  But, while beautiful and immersive, I can't honestly say that the game game anywhere close to that for me.  In the end, it really is just Tetris with pretty backgrounds. 

Sadly, I feel like this game is the perfect example of the opposite of synergy.  The sum is less than that of its parts.  Tetris Effect is the best puzzle game of all time set in one of the most visually appealing and engrossing VR experiences of all time.  But these two things don't work together to elevate each other and the whole experience doesn't bring enough new to the table to revitalize the genre for me.  It also doesn't help that playing this game in VR, which is the preferred way, is not comfortable for long sessions.  So, even if I loved it, I couldn't play as much as I would want to.

Final Status: Beaten (campaign cleared)

Final Score: 7/10 (Good)




Sunday, October 10, 2021

The Inpatient (PSVR) Review


 The Inpatient (PSVR) Review

Date Released: January 23, 2018

Date Played: October 10th, 2021


Continuing on with Horror Month 2021, we've come the "In Patient," a VR horror game from the developer Supergiant Games.  They are most known for the PS4 cult classic Until Dawn. Personally, I am a huge fan of Until Dawn and loved it when I played it for Horror Month 2016.  Then, last year, I played the spinoff game Until Dawn: Rush of Blood which was a horror based rail shooter/carnival shooter set in the Until Dawn world.  And let me tell you, that game was great as well.  So, I was excited to try The Inpatient.  It was another game set in the same universe and was supposed to be a sort of prequel to the first game in the series. I grabbed it very cheaply not long after it came out and put it on this shelf with the rest of the collection until it was randomly selected for me to play.  So, were my expectations met? I won't beat around the bush.  The Inpatient is terrible and barely constitutes being a game at all. 

You play as some character locked up in the Blackwood Sanitarium who is suffering from amnesia.  The game takes place in the 1950s and fills in the story of the origin of the monsters in Until Dawn.  As you learn in the first game, (spoilers ahead!) some miners got trapped in a cave in and had to resort to cannibalism to survive.  This caused them to become cursed.  When they are rescued, they are all committed to the Blackwood Sanitarium to recover. Eventually, the curse takes over and they all become monsters and kill everyone in the sanitarium and continue to hunt on the mountain that serves as the setting for Until Dawn. You basically act as a passive witness to all the events going on with the monsters taking over the sanitarium.  Although, most of these events are just sounds in the distance and not very much is really shown.  

Gameplay really only consists of attempting to walk around with the game's terrible controls while people talk about what's going on and why everyone is dying.  Most of your time is spent in your room talking to your cell mate or following people around as they move through the enormous environments.  There's little to no gameplay other than finding and collecting memory fragments that spark flashbacks of how you came to be in the facility.  If I had to describe the style of the game, I would say it's like a Choose Your Own Adventure book.  Often you will be presented with different dialog choices that can affect the outcome of the game.  There are several endings and a generic cast of characters that can be saved/killed through your actions.  It rehashes the Butterfly Effect mechanic from the first game and builds up how important your choices are.  But, since the experience is so miserable, mustering up the energy to care about these choices is the hardest task you'll have to perform while playing this game. Even though the whole game is only about 2 hours long, it overstays its welcome and was a total chore to finish.  I guess you're supposed to play through the game several times to try to pick all the different paths and save/kill everyone... but I just couldn't bring myself to do it.  The last 30% of the game is just following people around while they open and close doors on the way to the other side of the sanitarium.  It's extremely boring, and knowing that there's really no danger kills all sense of tension and fear in the game. Also, since I played the first game, I basically knew what was going to happen.  It's slightly creepy, but other than the occasional cheap jump scare it's not scary at all.  Most of these jump scares you can see coming from a mile away, so even that aspect was a let down.

Whatever choices I made led me to becoming cursed myself and I had to abandon my plans to escape to help other people off the mountain.  It was very anticlimactic.  There's a post credit scene the reveals that you become the monster that set the events of Until Dawn into motion 60 years later.  I guess that's a little interesting, but not enough to save this game from all of its other flaws.

The character models in the game don't look great and have a strong uncanny valley look to them.  On top of that, the voice actors aren't very strong... of course, they're really weren't given much to work with. I feel like the developers want you to have some sort of emotional attachment to these characters so you care about them enough to try to save them, but they are so hollow and their dialog is so superficial and brief that everyone ends up feeling like an extra in a low budget movie.  Half of the characters you encounter only have a handful of dialog at most and most of that boils down to cliched lines like, "Did you hear that!?" or, "What to you think happened here?!?" Just listening to these NPCs prattle back and forth is exhausting. On a positive note, the setting of the sanitarium can be really nice sometimes.  This is especially true when you enter large open areas, point your flashlight up towards the ceiling, and really get to take in your surroundings and feel the massiveness of the sanitarium.  Unfortunately, all you ever do is just walk through them at a very leisurely pace. It's the most immersive aspect of the game and should have been explore more by the developers.  As for the technical aspects, I didn't have any crashes or other issues other than some slight motion sickness at the beginning of the game (during a segment while you're being pushed in the wheelchair).

Honestly, this game is quite bad and is more of an interactive experience rather than a game.  The story is bland and executed poorly, the game controls are abysmal, and most of the time with the game is just passive where you stand around and watch characters have dialog. The whole package feels like a total cash grab from Supergiant Games and I'm disappointed in their choice to release this game.  I wonder if they were contractually obligated to make a handful of VR games and they pretty much just shoved this one out into the shovelware bin.  With all of the heart, great writing, and energy put into the two other games I've played that they developed, there must be some sort of outside event that caused this trainwreck of a game to be released. 

I bought this game not long after it came out and I paid $8.15 for it... In my opinion, that's too much money... and coming from someone who has paid stupid premiums for terrible games that are "rare," that's a bold statement.  In the end, I can't recommend this game to anyone.  It's a terrible game and not even a good VR experience.  Stay away from this one.

Final Status: Beaten

Final Score: 3/10 (Terrible)