Playtime:
102 minutes
The sequel to VR: Vacate the Room is sadly an over produced inconsiderate annoyance. The puzzles just don't justify the issues in the game unlike its predecessor.
The opening is LONG and drawn out. Everytime you start the game you have to wait for the room to slowly light up, the title to slowly scroll in, and then the credits to slowly scroll in, and then the start button to slowly raise up. And once all that is done, you can wait for an elevator to slowly take you to the room you will be playing in. It feel it's about 5 minute to start the actual game. Which is worse considering a later issue.
Next, let's talk room scale. The requirements for room scale are even larger than before. I had a decent size space, but it wasn’t enough, i had to move more furniture to make it work. But there really would not be a need for this if a movement mechanic was implemented. No teleportation or walking. I found this just inconsiderate. A small change that nearly every other room scale game support “ruins immersion” as the developer says.
There is one movement mechanic, a open rotating elevator. This is horrific. 2 things vr shouldn't be doing vertical movement and spinning, this elevator does both at the same time. It would be quite nauseating if it wasn’t for the fact you need to push yourself up against the buttons to even use it. This happened to be next to my real life wall, so multiple times i had to basically hug my wall to even press the button. Why does this even exist? A normal sliding door elevator would have achieved the same thing without the motion sickness. Moreover, its slow moving and you need to use it a lot. A teleportation mechanic could have saved so much time. Also, this elevator is rather small, because you need to transfer items from different locations you need store items in its small space, leaving you digging through a pile of junk seeing what you might need.
There is a physics engine implemented and it ruined my play through. Objects collide, bounce and roll. Sounds fun for VR, but in an escape the room in just makes managing items annoying. Worse is at one point there was a key and a fuse next to each, i picked up the fuse and placed into my pile, i turned back and there was nothing there. I thought i may have just been seeing things in the dark room and continued playing for over half an hour looked for clues and found nothing. I was stuck finally looked for a walkthrough, and i was right, there was a key. The physics engine clipped the key. I had to start over wasting nearly hour of game play. Repeating the slow start all over again. Grabbing the next playthrough i found it might as well have been buttered. Holding it was a struggle it caught on to any object it passed, i dropped it in the open elevator when it touched the side as it moved. Overall, it completely kill the immersion and fun.
There is no save, so expect to play the whole game in one go. Once i unlocked another room with the fuses, i realised i wasn't having fun and gave up. The glitches, bad design, over drawn out play it was all just too much and killed the game for me. In the previous game its brevity made the issues tolerable, no so with its sequel.
Overall, i can't recommend this at any price point. Even when everything is going well the puzzle aren't really puzzles it just noticing things in darkness or behind things. The demand for immersive room scale killed the game.
👍 : 11 |
😃 : 2