Ok. The price makes more sense then.
it just looks a lot like the original.
they should port those...
They gave us Part 2 a while ago, and I presume that Part 1 wasn't redone due to heavy use of FMV overlays.
Ok. The price makes more sense then.
it just looks a lot like the original.
they should port those...
Getting closer to samba de amigo vr which I've been wanting for years!
IS this just PSVR or PCVR too?
Edit NVM: its coming to PC "Soon"
ugh
the ugh wasnt just for VR, is PC games in general. It's getting old being 2nd class when it's such a huge market.I'm happy it's coming to other platforms period. I'm fine with a PC delay if it's worth it. We miss out on so many PSVR gems that I'll take it, even if it's late.
Audica makes me feel like I'm playing a mix of this and Ouendan/EBA.
The campaign weighs in at 27 minutes, and it's broken up into four levels. I didn't go into SC5VR expecting an epic campaign, since the first two games in the series ran at roughly 90 minutes, but the brevity isn't just a bummer from a bang-for-buck standpoint. When a game is this short, its scant selection of music is far easier to scrutinize. These four songs are a far cry from the catchy original games, played back mostly in low-grade MIDI, and some of them cling tightly to a low-resolution sample of the original game's theme.
Between all of the above issues and a lack of storytelling to explain the original series to newcomers, I struggle to recommend SC5VR to anybody who owns PlayStation VR. The worst part is that the game's solid core gameplay is a clear sign that its dev team could have made an excellent and unique VR rhythm game instead of rushing this scant disappointment out for $40.
Well, it's not that surprising. SC5 without Mizuguchi is like Lumines... well, without Mizuguchi.It's not good? I'm really sad to hear that. Had high hopes for this.
It's also really short.$40 is a big ask for a VR game based on a cult IP from nearly 20 years ago. I can't see how VR would really enhance this experience that much either.
I wish them the best of luck though. I never thought we'd see another Space Channel 5.
At least, that might be what I'd say if I were reviewing it on different hardware. Unfortunately, the PSVR's Move controllers aren't always up to the task. I'd sometimes find myself confused at why Space Channel 5 VR wouldn't recognize what I was convinced was the right action. And this isn't exactly Dance Central or Beat Saber. I'm generally talking about just moving a single Move controller in cardinal directions. This is pretty rough when the game makes you restart a level if you miss three motions.
I suspect this is both a hardware and software problem. Space Channel 5 VR was initially shown off on the HTC Vive, which has much more precise tracking. But I've played more technically demanding PSVR games without running into the same issue. In any case, this PSVR version did not work 100 percent reliably for me, which is a little bit of a buzzkill when you're trying to get into the alien-zapping groove. I am pretty sure I would be much more into this game on the Oculus Quest, which is apparently happening but doesn't yet have a timeframe.
I will say that through the story I never had an issue with my move controllers misjudging my motions. I am surprised if the reviewer actually failed out of the story because it was rather painless. I have yet to do the 100-stage dance battle, though.Space Channel 5 makes a funky return in VR
A Dreamcast classic returns in virtual reality.www.theverge.com
Not cool. I'll play it on Oculus Quest then.