Eve Valkyrie Warzone Vr Review
Reviews generally criticised the limited plot and limitations of single player mode. Released EVE: Valkyrie - Warzone on PC and PlayStation 4, removing the VR. In October 2017, CCP ceased all VR development for EVE Valkyrie and other. Eve: Valkyrie – Warzone is an expansion to Eve: Valkyrie and a re/release of the popular VR title that shipped originally with the Oculus Rift. The game is set in the Eve universe and puts you into the cockpit of a fighter flying for the Valkyries, a squadron of elite pilots that wage battle across New Eden.
Surely every sci-fi fan has dreamt of being able to sit in the cockpit of a real space ship, getting to swoosh around in the emptiness of space, pulling off cool manoeuvres and shooting down enemy ships at will. Developer CCP Games is familiar with this longing and means to quench our thirst for it with, which on paper is the perfect game for virtual reality. The game has been out on Oculus Rift for some time, but it gets a second birth by way of Sony's PlayStation VR - which is the version we've played for the purposes of this review (we never had the opportunity to play the PC version, so we can't compare). Is, fundamentally, a team based multiplayer game in which you command a space ship, and thanks to the VR headset you can look around inside and feel like you're actually there.
The feeling of immersion is its biggest and best selling point. There's been plenty of games that let you fly a ship in the first-person before, but it's with VR tech that it actually feels like we're really strapped in and ready for combat. Unfortunately the resolution you get with the PSVR isn't the sharpest, and in particular it's objects in the distance that appear quite blurry. Age of empires online free play.
Your eyes have to adjust before the right sense of presence is achieved.has proven to be a challenging game to review. Suffering from some motion sickness has meant that we've had to play CCP's space shooter in short sessions, because although going forwards in a straight line is mostly okay, the moment you have to start twisting and turning around, things would get a little choppy.There's three ship classes to choose from. The standard vessel comes with vanilla machine guns that fire in a straight line in the direction that the ship is facing, and has homing missiles can lock-on to enemy ships by aiming at them with your head.
The heavy class has more powerful projectiles that follow head-tracking, and a mini hyperdrive that makes it easier to quickly make your way to control points on the map or to get out of a sticky situation. And then there's the support class, and that one fires a weak but auto-aiming laser, but has the means to heal friendly ships.Within these classes there's different variations of ships with, for instance, better damage output and weaker armour (or vice versa). Though it's a shame that the process of unlocking these classes feels way too grindy and we felt stuck with the first ship for a bit too long. Because of this the microtransactions sting a little extra. It doesn't feel good at all that a full price premium game lets players pay real cash for beefier ships and it's obvious when you go up against a player that's sitting in a ship that can dish out more damage than you.
That microtransactions are making their way into AAA games more and more is inevitable, and in some cases where it's just cosmetic items (and when, as in, you get maps and other stuff for free) it feels like an acceptable compromise, but it's not like that here. In terms of modes there's a classic Team Deathmatch, which hardly needs explanation; it's you and your team fighting to drain your opponent's resources (which is achieved by taking down enemy ships). Also comes with Control, a mode where three letter-marked control points need to be captured and held. It's fairly standard stuff.
The more intricate mode on offer is Carrier Assault and here the mission is to destroy the enemy's carrier, something that takes several phases to pull off. Power relays needs to be destroyed, shields needs to be brought down, and in the end it's all about focusing fire on the carrier's weak point, all while you make sure that the enemy team doesn't destroy your own carrier. It's a little hard to keep track of everything that's going on to begin with, but it's here that the game's more memorable battles happen.The user interface in the menus is also a little hard to grasp at the start and overall the game is not the most didactic. To actually control the ship isn't all that complicated, though.
You can shoot, change direction, accelerate, brake and rotate. The physics feel more on the arcade side of the spectrum, and the ships lack a little weight. If you bump into debris or an asteroid it almost feels like you just bounce off it, unless you collide with it at high speed and explode as a result of the impact.Carrier Assault doesn't save the game from feeling a little light on content. The other modes are very basic in their execution, and mechanically there isn't enough depth to support consistently interesting dogfights. Often it just culminates in you and the enemy trying to shoot each other down as you endlessly circle each other because neither wants to give the other an advantage in terms of position. Doesn't have the marvellous sound design that DICE blessed with (which dramatically elevated the bare bones flying in that game) and instead the audio is kind of measly.There isn't much of a campaign here. You get to take part of a training simulation or three in which you'll learn the basics of flying, and then there's a handful of short story missions that end as quickly as they begin.
The voice acting isn't necessarily bad, but arguably it's a little on the wooden side, and for those not familiar with the lore of the Eve universe you'll have a hard time grasping what's happening, what's at stake, who you are, and who you're at war with.hasn't made a lasting impression on us, neither narratively nor mechanically. That said, it's hard to deny that the sense of place, of feeling like you're actually sitting in a space ship looking around at the different instruments and seeing incoming bogeys from the periphery of your vision, is really cool.
That is, again, the biggest draw to, which in the end is a competent action-focused flight sim that unfortunately is held back by performance enhancing microtransactions, a slow progression system and, in our case, a tendency to make the player feel sick.
What is it Oculus Rift launch game set in the Eve universe, letting you take control of a dog-fighting space ship.Publisher CCP GamesDeveloper CCP GamesReviewed on I7-5820k, 16GB RAM, NVIDIA GeForce GTX 970Expect To Pay Free with Oculus RiftMultiplayer 1-8 playersLinkIt’s proper gasp-out-loud stuff, seeing enemy ships zoom past and being able to follow them with real life head turns as they go. The most immediately arresting, and perhaps surprising thing about all this, especially considering its foundation in the famously complex Eve Online universe, is just how intuitive it all is. Holding a gamepad in your hand and using the sticks to control the pitch and yaw of your vessel is a breeze, while your weapon systems are tied to the two triggers.
Lasers fire straight forward, requiring active tailing of foes and proper positional awareness in order to fire just ahead of them in time-honoured flight-fighting fashion. Missiles meanwhile are where all that VR innovation suddenly becomes a much more active ingredient.Pressing left trigger then eyeballing foes and following their trajectory up, down, and all around allows time for your missiles to achieve lock-on. The longer you’re able to keep a bad ‘un in view, the more of your missiles you can unload on them at once. Get yourself in a prime position, free of nearby debris and with an open view of your quarry. Hear the beeping indicator alerting you of a lock-on, and then release your left trigger to let loose the payload.
It’s intensely satisfying stuff, and the sort of videogame joy that’s immediate and clear. The thrill of having the Kill indicator popping up in front of your face as you wheel away from a hard-earned barrage of death ‘splosions to your rear is something everyone can appreciate. I even tested it on some non-gaming relatives—it’s easier to show people what the Rift is than to explain why there is now a mountain of cables and hardware taking over your living room—and it had them gasping, cooing and ahhing. I couldn’t get my Dad into bowling on the Wii yet here he was happily downing spaceships in an Eve game. Who knew?Valkyrie, by its nature, is an arcade experience.
Those of us weaned on the likes of Elite: Dangerous or prior to that, Freespace, will find their cockpit stripped back and built for shorter, shallower, yet more bombastic combat experiences. Having sunk hundreds of hours into both of those aforementioned games, I invariably found myself looking around my Valkyrie cockpit and wishing I could interact with the myriad levers, buttons and flashing doo-dads that fill the space. I couldn’t.And yet for all the essentially useless tat on display there’s a respectable efficiency to certain individual elements of the cockpit’s design. Shield and hull armour meters hang in front of you to either side, and as you go about the task of not blowing up you find yourself actively looking around whenever a red emergency light’s glow extends into your missile firing vision. Which, again, feels cool, giving your gaze yet more agency.When it comes to the world outside of your cockpit there are further appreciable design tweaks to enable or reinforce your probably soon-to-be aching neck’s influence on proceedings. Enemy ships leave a very clear red tail behind them, much more so than would normally be found in your typical dog-fighter, just to make it that little bit easier to crane your view in their direction.
Hull integrity can be boosted by picking up floating armour packs—I did say it was an arcade experience—which glow tell tale green against the backdrop of explosions and general space chaos ensuing around them.The Oculus Rift store rates Valkyrie’s comfort level as ‘Intense’ for a very good reason.But for all the depth in design Valkyrie remains a fairly shallow experience. There’s a levelling up and ship upgrade system, which through play allows you to tinker with your load outs. It’s a lamentably slow process. It might take hours to even gain access to your first upgrade, and this is only an incremental stat boost which I could hardly even notice the effects of once equipped. It takes even longer to earn yourself a new ship, and unfortunately, by that point you’ll have repeated the same stages, and the same actions, tens of times over and it’s easy to feel like you’ve seen all that Valkyrie has to offer.Partly this is down to the game’s heavy multiplayer reliance. After an initial opening mission which sets up the tone of the story, Valkyrie splits into two game modes. There’s Chronicles, which can be played in single player, and Combat, which is where you go for up to 8v8 PVP kicks.Chronicles shoots you out into one of the game’s maps, to either explore them all comfortable like, sans enemies, collecting salvage and listening to audio logs, or to tackle waves of AI controlled bots in a Survival mode.
There’s a story here, but it’s told in a disappointingly disengaged way.You are in control of a clone of a dead pilot (and that’s not a spoiler, you start the game dead), and these levels have, according to the whisperings of Katee Sackhoff (Battlestar Galactica’s Starbuck) been reconstructed from the databanks and memories of other pilots who have died there. All that we’re seeing play out across these stages happened long in the past. It’s all already over. I know the whole clone thing is supposed to explain why we’re allowed to die repeatedly again and again, but there’s no escaping that the framing device burdens the whole affair with a veneer of futility.Over in multiplayer you play through those same maps endlessly, as part of an eight strong team. With no narrative to hold things back, and with combat boiling down to spectacle over legitimate tactical warfare, things get old fast. Loading times exist, though are not deal-breakingly long.
The main menu UI is woeful, however, with the recognition of which element of the HUD you’re looking at patchy at best. It occasionally takes multiple tries to select things. I found that a lot of online matches were populated by bots, even after launch, implying that servers might be a little underpopulated.Every lump of praise and nugget of criticism I’ve fired at Eve: Valkyrie might all be completely irrelevant for a certain group of players, however. The Oculus Rift store rates Valkyrie’s comfort level as ‘Intense’ for a very good reason. Despite CCP working some design magic to limit nausea as you barrel roll through space—ensuring no maps have a natural horizon line for your inner ear to throw a wobbly at, for example—there’s no escaping the game’s ability to cause tummy upsets for some.
Me included.While playing, I had to rip the Rift off every 20 or so minutes in order to let my stomach calm down. I’ve never suffered from motion sickness before, but found myself susceptible to it here.
There’s an element of physical endurance to the whole affair of playing Valkyrie, from that nausea, to the slowly heating up tech that’s wrapped around your face. It’s just not built for sustained play.So while Eve: Valkyrie attempts to herald in a new era of VR gaming, deep down it feels very much like a behemoth of yesteryear. It would fit in perfectly in an arcade on your local pier, between the Time Crisis 2 machine that refuses to die and a Star Wars Battlepod.
It’s an incredible experience, and one which in 20 minutes will convince you of VR’s gaming future. But beyond that initial foray you’ll have too many excuses to disembark. And that’s if you don’t throw up in your mouth.Because of difficulties capturing shots of EVE: Valkyrie in VR, we have used press shots for this review.