Until you fell Review - Neon Swordfights
Schell Games has designed a set of sword colorful neon and thugs that has been perfected in every detail. How did they manage this? Well, they did it by creating a game with neon colors and bright light that really stand out in VR and the combining a physics game engine that really makes you feel like a sword master dual use. To top it off, all the action is accompanied by a soundtrack synth which pump blood and makes even more visceral action. The weapons and enemies glow with a neon threat magical. There is immense satisfaction in your gaming session because you dance almost as you dodge, parry and give blows against your enemies.
Until you fall a simple story, because you are the last hope of a fallen civilization to defeat the enemy, and in the process hopefully restore all that was lost. So after you with a lobby that looks like a mystical castle keep, you venture through a portal and are transported to the surface exploded above. Here you fight progressive waves of enemies, each more powerful than each other as long as you can. When you fall and you fall, you are returned to the lobby where you can upgrade your weapons and your skills. And venture out again. Until you fall. Still.
There are 21 levels to conquer three difficulty levels.
The weapons are daggers short to long swords through the axes. What s really cool here is that Schell Games could give a real sense of physicality with different weapons. Daggers move in step with your hands in the real world, but the weapon is heavy, or longer, you must provide effort for the gun moves. This mechanism provides an illusory sense of haptic feedback that really elevates the gameplay.
The battles consist of offensive and defensive maneuvers that are highlighted by slashes graphics - vertical, horizontal or diagonal, in the air between you and your enemy. Hitting or hang with your arms in time to the slashes produces the maximum damage of offensive / defensive. Defensively, you must follow the slashes to block offensively but you can attack as often as you like. Such attacks are much less effective and allow you to miss a block if you do. There is a Dash ability which can be used to attack or defend. Rush an enemy breaks his attack and can be considered a form lock. Dashing can also be used to go back one or more enemy attackers.
Weapons can be improved to inflict more damage and provide greater blocking capabilities. Moreover, the weapons may be impregnated with different powers even extend their capabilities. A power-up, for example, provides greater damage when a weapon is swung harder. Another power-up can freeze an enemy for some time. This can be used when the battles become hectic and more than one enemy attack. Or freezing capacity allows to go to town on a frozen target.
The enemies are humanoids that move very fluidly (a form of motion capture was probably used) to fantastic creatures like griffins / lions. The enemies are the same neon art style and are sufficiently threatening. Some are as armored knights, others like samurai. The samurai, doing backflips nice to get away from you, have weapons such as ninja stars that look to you leaving traces in your wake. You must block while you fight other enemies.
Gradually, as you progress in a level, you will face several boss battles that introduce new combat mechanics. In addition to blocking, you will have to physically dodge left, right and bottom. It is these types of set of changes that make the game in virtual reality so fun and add to the immersion factor beyond the virtual world in which you play where everything is to scale. Schell Games has done a great job adapting the control options for PS Move controllers, but this is a game where the analog sticks really miss.
Schell Games has forged a winner. The gameplay of the sword seems real and physics makes it a difficult game and quite physically demanding. Add bonuses and abilities that can be added to each weapon and a style of play is available to meet the needs of each player.
Good
Strategic weapon skills trees Super graphics with fluo tones Excellent soundtrack synthwave sound 90 The bad The control scheme takes some time to get used to The game is very difficult at higher levels Can feel a little grindy in the subsequent steps
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