Cool. But, is it a good game, or is it a good VR game? I've recently played it, and it's absolutely incredibly well done, but I feel like the moment you take it out of VR, it loses most of its charm.
I hope they do DLC. Did the devs talk about post-launch support?
Unfortunately, those little robot guys are forever associated with early days of twitch couples and a guy dressed as Batman
Unfortunately not yet. Fingers crossed though. Ideally I would like dlc and then a full blown next gen sequel.
Cool. But, is it a good game, or is it a good VR game?
I've recently played it, and it's absolutely incredibly well done, but I feel like the moment you take it out of VR, it loses most of its charm.
Isn't that besides the point? I'd say it's a great game that's elevated to outstanding status because of how tightly it's weaved around virtual reality.
You can strip away every brilliant game's unique features and argue they'll be worse because of it. The question is: why would you want to do that?
Cool. But, is it a good game, or is it a good VR game?
I've recently played it, and it's absolutely incredibly well done, but I feel like the moment you take it out of VR, it loses most of its charm.
Because virtual reality is an outlier. If you take Mario 64 and put it on a PS1, it doesn't somehow become worse.
my god, you're right
Cool. But, is it a good game, or is it a good VR game?
I've recently played it, and it's absolutely incredibly well done, but I feel like the moment you take it out of VR, it loses most of its charm.
It's hard to imagine even Nintendo doing very much of a better job making a platformer in VR.
See the perfect representation of how a G-Police game would look like. You're welcome by the way.
Thanks for the link! Just tried this out on my Rift and it was a great experience! Would love to see a remake of Blade Runner from Westwood in VR!
PS1 and N64 are in the same revolutionary gen that brought polygon graphics.Because virtual reality is an outlier. If you take Mario 64 and put it on a PS1, it doesn't somehow become worse.
See the perfect representation of how a G-Police game would look like. You're welcome by the way.
Fuckin hell things are going to get crazy in VR in the not too distant future. I'm down for the journey, have been from the beginning. The possibilities blow my mind....
Anytime. It gets me really exited when I find these small nuggets of things to come. It really gets your imagination flying about what VR games will be like shortly.
Yeah, for sure! I hope this Astrobot game wakes people up to the potential VR has. From the moment I played Lucky's Tale I've been dreaming about an excellent VR platformer. I've wanted something like Super Mario VR World ever since.
Cool. But, is it a good game, or is it a good VR game?
I've recently played it, and it's absolutely incredibly well done, but I feel like the moment you take it out of VR, it loses most of its charm.
Thats not how game development normally works. If thats all the info anyone has to go off then it most likely took longer than that.It pretty much had to be since this is based off of one of the demos from the PSVR demo discs amd was greenlighted after the fact
Thats not how game development normally works. If thats all the info anyone has to go off then it most likely took longer than that.
I got to 5-2 tonight. This is the most fun I've had with a game since I was a little kid. Everything about it makes me smile and it's so creative. I love the way it uses the touch pad. It works so well. I can't recommend this game enough to any PSVR owner. Everyone should experience this game. It's going to be one of those where I'm jealous when I see people talking about their first time through it. Amazing experience and hands down my game of the year right now.
It seems like a good game, but what if you took the power outlet out of your PS4, not so great anymore huh?
I strongly disagree with the bolded part. You seem to imply that there isn't depth to the platforming because of the limited number of moves. That's like saying Mario before it went 3D wasn't a platformer worth writing home about because he didn't have as many moves as in 64. Yet it is not the number of moves but the possibilities they open up.That would be pretty pointless. It would just be a middle of the road 3D platformer then, albeit more charming than most.
The actual platforming mechanics of astrobot are nothing to write home about. Astrobot has a Jump, double jump (with Mario sunshine hover), punch and spin punch. He's also quite slow (probably to avoid motion sickness as the camera follows him). There are none of the nuanced control options or feel of momentum that you get with a 3D mario game. There's no side cartwheel jump, no dive, butt stomp, slide, backflip, long jump, triple jump, tornado spin jump, hat throwing, power up suits with new mechanics etc. people saying that it beats Mario odyssey in pure platforming for example are out of their minds imo.
But it doesn't need all of that really, because it uses the strengths and constraints of vr in really clever and fun ways. The game is more about thoughtful, slow progression. About looking around you methodically in 3D space to find secrets and alternate paths. Its about being able to easily navigate your little astrobot through dangerous platforms that are really far away from you, or above/below you, control that is only possible because you can see astrobot in 3D space, and it's intuitive which way to push the stick, because it's in relation to your own head in that 3D space. Controling a character through those same platforms and angles would be frustrating if not impossible on a normal TV. It's a game that is built FOR VR. Playing it on a tv would just not work.
I strongly disagree with the bolded part. You seem to imply that there isn't depth to the platforming because of the limited number of moves. That's like saying Mario before it went 3D wasn't a platformer worth writing home about because he didn't have as many moves as in 64. Yet it is not the number of moves but the possibilities they open up.
Let's take the hover jump, which often is compared to Mario Sunshine, also by you in your post. It actually is also an offensive move, but more importantly, it is like the shadows in two dimensional 3D platformers. Though a vertical shadow only can be seen once you're over the platform, the beam caused by the hover goes all the way down vertically, so in stereoscopic 3D it will give you a very precise visual cue how far you are from a platform you want to land on, even if it is much lower than you're currently hovering.
Astro Boy is more linear than 3D Mario, which puts it closer to 2D and hybrid 3D Mario (Land/World), but the depth of the 3D in Astro Bot makes for more complex platform arrangements, with large dynamics in all directions. It also reverses the Mario logic never jump on a spiked enemy, because thanks to the beam, you should jump over spikes (instead of punching them).
Let's also not forget the teamwork between 1st person player and 3rd person controlled robot. In flat games, we identify by controlling. Giving us more moves to perform, strengthens that bond of identification. But in VR, the bond is of a different nature. You don't have to give all the player options to the avatar, instead you can give some to the player themselves. You can actually create platforms yourself, at different heights. Or cut down bamboo to a certain height. Either way, the verticality of Astro Bot is much more nuanced than in flat 3D platformers.
You made it sound like Astro Bot is not that great a platformer but it is greatly enhanced by being in VR. I would say it isn't just enhanced by being in VR, it actually is one of the greatest platformers but could only be made in VR.
I understand that we are in agreement for the most part. But I feel it is worth pointing out that the only "possible in VR" dimension also does reflect in the mechanics.
Yeah that's pretty much exactly what I did say.
I do think that if they make a sequel, they will give some extra mobility options so that experienced players can reach areas or use skill to skip platforms etc that beginner players can't. Which would add replayability to levels.
As it is, it's design is a brilliant foundation to vr platforming, by using the player perspective in tandem with the control of the character, but it is basic as far as platforming goes.
You mention the original 2d super Mario bros games being invalid if it was all about having more moves for the character, but the fact is that even super Mario bros has areas, secrets and scores that are hidden from the player if they don't develop the skills of using all of Mario's abilities to their fullest. You can get to the flagpole just by walking and jumping, but if you don't hold the run button (most people don't even do that), kick koopa shells, or run and slide beneath blocks, you won't find all the secrets in a level. And that extra level of mastery is what has kept people coming back to those games for decades.
Please don't get me wrong, I do get all of the great things that astrobot does with its level design and interaction, but I do think that it could be built upon, that's all.
lololYeah it seems like a good game, but if you strap on your VR headset backwards it's barely a game to be quite honest.
Yeah it seems like a good game, but if you strap on your VR headset backwards it's barely a game to be quite honest.
It seems like a good game, but what if you took the power outlet out of your PS4, not so great anymore huh?
Astro Bot 2, Astro Bot World, or whatever it'll be called is going to be incredible on PS5, isn't it.