Tempo di gioco:
293 minuti
My Specs: nVidia RTX 3090; Ryzen 7 5800X; 32 Giga Ram; SSD hard drives; Oculus Rift CV1 at 1.65 Supersampling.
Vertigo Remastered is above all a well-designed game. The developers have been able to make all interactions in VR fluid and natural. VR allows a sense of presence that isn't possible with traditional games. Often, however, the limitations in development make the virtual world paradoxically frustrating.
Let me explain: some games are too ambitious and in VR the choice to favor richness and sumptuous graphics, if not accompanied by perfect resource optimization, makes everything a bit slow, with stuttering and loss of frames. Or it may happen that our virtual alter ego does not behave as we expect or as we would like. I'll give just a few examples that may seem trivial or irrelevant to many: in many VR games, our character's elbows don't move coherently and the movement of the arms doesn't follow ours. Or when we try to grab a handle or open a drawer, our hand is magnetized towards an object other than the one we would like to interact with. Or, if we go up a ladder, the moment we have to go down becomes a kind of confusing nightmare. Or if we try to load a weapon, the hand gets stuck on some other obscure useless mechanism. Or the various small differences in level of the ground make the camera vibrate, generating a sort of effect similar to the stuttering. Or if we use two hands to manipulate an object, a sort of movement is created in which the pivot on which the object turns is not natural. Often in VR even just opening a door becomes stressful. There are many examples of VR games that are a jumble of inconsistent interactions. Many are also critically acclaimed, perhaps because they are sold by the developers as believable physics simulations. For me, however, if in VR I can't open a locker with a single gesture, there is a serious problem for the game and for the developers. Anything that is not intuitive and immediate in VR generates a sort of general malaise or at least a frustration.
For all these reasons the developers' choice of Vertigo Remastered should be taken as an example of success first and foremost for game planning: the graphics are simple and don't weigh too much on the PC. Everything flows smoothly, without any slowdown. And this pleasure for me is worth a thousand times more than a pleasant appearance but accompanied by a constant loss of frames. Interactions with the environment are rewarding. At every juncture, whether we're climbing a ladder or loading a weapon or opening a drawer or pressing a button, without a hitch or strange glitch we do what we want. In short, the basis on which Vertigo Remastered was conceived is solid and alone is worth a more than positive judgment.
The story is only suggested. It is the environment that traces it and it is the levels that create an increasingly clear imprint and character, giving Vertigo Remastered a completely original charm.
I would have liked to feel less of the weight of the Planck Institute and have more "open air" schemes. The overall tone and textures are quite similar and a little more variety would have been nice. Even the simplicity of the models is perhaps, in certain points, excessive, despite the undoubted advantages it offers in terms of performance, which I have already remarked as a positive element.
All in all Vertigo Remastered can aspire to be a classic and in many ways it is far superior to much better known and awarded titles. I have finish the game in 4 hours.
👍 : 0 |
😃 : 0