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Monday, October 12, 2020

Review: Blood and Truth (PSVR)

 I got the PSVR several years ago, but until recently never got around to actually finishing a game on it. Part of it is that the medium doesn't work well for long games, and AstroBots rescue mission was just too long and hard --- we never got past the 3rd boss. When Sony had a sale on Blood and Truth over labor day week, however, I realized that The Heist by London Studios was one of the better demos on the PSVR Worlds disc. After finding out that the play time was only 5 hours I went for it.

The game puts you in the perspective of Ryan Marks, a former special forces soldier, engaged in a one man battle with a rival family that tries to take over his family's business after his father dies. The story and tropes are well worn and one-note: this is a game that relies heavily on cliches and the technology to keep you engaged.

The technology does keep you engaged: the game is immersive in ways that no other normal shooter is: the feeling of presence in cutscenes and in the on-rails shooting sections are nothing short of amazing. The ability to turn your head and point your guns at what you intend is amazing. That's not to say that the technology is perfect: I had to restart the game several times whenever the PSVR control calibration drifted, resulting in your hands pointing the wrong way. One particularly frustrating situation was that the act of sheathing your automatic weapons over your shoulders was so clumsy that I could never sheathe my weapons without firing off a few shots, one time killing myself with a rocket launcher. It is a testament to the immersion of the medium and the effectiveness of the game play that I put up with all the clumsiness in order to play.

The reload mechanism, snapping off a magazine from your bandolier and then slipping a clip into your other hand feels intuitive and perfect, as do the "bullet time" sequences that you get to trigger with a cool down. The sections where you pick locks, cut wires, or do other simple puzzles are also excellent examples of integrating haptic feedback, immersion, and interaction design together to make everything feel natural. Kudos to Sony for pulling off a AAA-style game in VR, crude resolution and all, and making it playable. If they can fix the drifting issue, the PSVR will be an engaging medium for many.

Recommended.


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