Patrick Anderson, Author at COGconnected https://cogconnected.com/author/patrick-anderson/ Sun, 21 Jan 2024 18:14:42 +0000 en-US hourly 1 Tape to Tape Brings Some Much-Needed Hockey Action to PC https://cogconnected.com/preview/tape-to-tape-preview/ Sun, 21 Jan 2024 18:14:42 +0000 https://cogconnected.com/?post_type=preview&p=346295 Tape to Tape is a hockey game that has some fun, fresh ideas that bode well for its future, even if it still needs some polishing.

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Tape to Tape Preview

If you’ve been dying to play NHL 24 on Steam, then … you’re out of luck. Sorry. But Tape to Tape, now in Early Access from developers Excellent Rectangle, is hoping to fill the void and bring some hard hitting, high scoring hockey action to the PC. From my time so far with it, Tape to Tape has some fun, fresh ideas that bode well for its future, even if it still needs some polishing.

There are three modes to choose from. You can Practice, and learn the game’s controls and hone your stickhandling, passing and shooting skills. There’s Play Now, which lets you take on the CPU or up to three other humans locally. Lastly, there’s a Campaign, in which you lead a motley team of rag-tag grinders through a full season. Campaign is the main draw and the one you’ll spend the majority of your time in.

Fresh Ideas

Tape to Tape brings a twist to the hockey formula that sets it apart from some of the more traditional titles. It’s not trying to be a realistic hockey sim like EA’s NHL series. Instead, it’s a more casual roguelite, in which each playthrough will unfold differently depending on the choices you make. As you progress through a season in Campaign mode, you’ll reach decision points. Here you can choose among various options. Maybe practice, and improve your team’s skills. Or you can rest, and let them heal. Or you might be offered a random story event (told in text form), that brings a surprise outcome. There’s a definitely a feeling of ample replayability in Tape to Tape’s roguelite structure.

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As for the hockey itself, it feels pretty good. Controls are responsive and smooth. Core hockey plays like passing and shooting work well using the controller buttons and stick. Despite the casual and arcade-like presentation, it’s got surprising depth with the ability to aim shots at the net for top-corner goals, and take hard slap shots by holding X. I was even able to pull off a few thrilling one-timers. But maybe my favorite part of the games themselves was the hard hitting. Pressing the B button and laying out an opponent flat on the ice was a highlight that made me consistently smile.

Surprisingly Deep

The depth extends to upgrading your players. Earn points (presented as “pucks”) and spend them in the Blademaster Shop. You can buy improved Attributes like speed or hitting power. You can buy special Skills such as the Spin-O-Rama that allows you to twirl around defensemen with a press of the Y button. Lastly, you can even buy new players to beef up your roster. All in all, there’s lots of layers to this game that will pull you in more than some casual titles.

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Being an Early Access game, Tape to Tape has some things to work on. There’s a Player and Team Creator mode, but it seemed bugged whenever I tried it. I’d get stuck, unable to progress or, worst of all, I was even unable back out. I had to fully restart the game to fix it. There also seems to be no way to access the Shop to spend your points while you’re in the middle of a play through. I was only able to visit the Shop by closing and re-starting my saved game.

The Final Word

This title has some fine-tuning to do. But overall, Tape to Tape has a lot of positives. Its biggest plus is that the basic gameplay — the hockey — is really fun. It’s colorful, humorous and presented in a fresh visual style. It might still need some time in the minors for conditioning but this is a hockey game that’s shaping up to be a contender.

** A Steam game code was provided by the publisher **

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The Last of Us Part II Remastered Review – A Remaster Worthy of a Classic https://cogconnected.com/review/the-last-of-us-part-ii-remastered-review/ Tue, 16 Jan 2024 15:00:31 +0000 https://cogconnected.com/?post_type=review&p=345985 With great new modes, visual upgrades and features, The Last of Us Part II Remastered is a great value for newcomers or returning veterans.

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The Last of Us Part II Remastered Review

Since its release in 2020, Naughty Dog’s The Last of Us Part II has inspired many passionate epithets from gamers. “Violent.” “Astonishing.” “Brilliant.” Even “a betrayal.” But no one, whether a fan or a hater, would ever call it irrelevant.

I think we can all agree that it’s among the most iconic game titles ever made. But still, it seems a tough sell to bring it back for a Remaster so soon. I mean, this is a game that’s less than four years old. Can upgraded current-gen visuals and new modes sweeten the pot enough for gamers to come back for another journey through Seattle? Naughty Dog is certainly hoping so.

Visual Revamp

The visuals in this new Remaster do indeed see a big upgrade if you’ve got the right TV for it. 1440p resolution upscaled to 4K brings a new pop to environments and characters. The unlocked frame rate is a nice addition too. But part of the problem with evaluating the visuals in this latest remaster of The Last of Us Part II is the fact that they were already so good on the PS4. It’s a title that pushed Sony’s previous console to new heights in its level of detail and realism. I re-played the original just 6 months ago and honestly, it still looked and felt like a current-gen title. From what I’ve seen the Remaster is undoubtedly a next-gen visual upgrade, but if you played it on the PS4, it won’t necessarily feel like it.

But The Last of Us Part II Remastered is about more than just the revamped graphics. There’s also a completely new roguelike mode, No Return. And it’s excellent. It has four styles. Assault has you fighting off waves of enemies alone, while Holdout gives you an AI companion to help you. Capture tasks you with getting supplies from a safe. And Hunted is a stealthier experience, where you defend against enemies searching for you. As a returning veteran, this No Return mode was the real draw for me. You have a selection of up to 10 characters, beginning with Ellie and Abby. The rest, including Joel, Dina, Tommy, and your other favorites unlock as you complete run-throughs.

Hunt or Be Hunted

In particular, I found Hunted to be really addictive. I just lived for the stealth combat in my play-through of the original game. Creeping slowly, holding R2 to listen for enemies, and sneaking up on them for a silent kill. It’s a rush that never got old. And now with The Last of Us Part II Remastered, I can indulge as much as I want. As for Assault, well, I found getting rushed by gangs of enemies from all angles way too stressful. But that’s on me. I think there are a lot of adrenaline addicts out there who will be right at home in this mode.

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No matter which type you choose, run-throughs in No Return offer lots of new content to make it worth checking out. And there’s a good amount of variety and replayability too. It’s a roguelike mode, so levels are randomly generated. They feel oddly familiar, taking the environments of the story mode as their basis. But they’re also randomly, confusingly different. You’ll never feel too safe, even after many run-throughs. Plus, each character brings different attributes to the fight — I personally preferred Abby’s close combat skills. You can also unlock the ability to play other characters, even ones — like Tommy — that you couldn’t play in the original game. Playing as different characters, coupled with map variety makes No Return a mode that’s so deep, it feels like a full new game on its own.

Make it far enough in No Return and you face the Final Boss. Even on lower difficulty, these are tough, intense fights. And yes, that includes the Rat King. Remember the Rat King? I honestly don’t know how I beat that SOB the first couple of times. But facing him (it? them?) again in a new arena was really cool. And also revolting, and awful. And I got utterly destroyed. But even if you lose, you earn points to unlock more features. So yes, when you die you lose all your progress. And you die a lot because it’s frickin’ hard and sometimes quite stressful. But it’s still a fun and rewarding gameplay loop. The bottom line is, that returning veterans like me who liked The Last of Us Part II’s combat will really enjoy No Return.

Lots of Extras

There are a bunch of other additions in The Last of Us Part II Remastered as well. As you unlock trophies in the main game or find collectibles, you get points. These points can be cashed in for things like new skins, visual filters, and even cheat commands. You can unlock infinite bullets, one-shot kills, and unlimited crafting materials. Or you can do weird things like flip the view or make it photo-negative. There’s a ton of new ways to customize the main game and tinker with the experience. Going back and playing the story in what is basically God Mode was fun.

An Extra that many might overlook (but shouldn’t) is access to the Developer Commentaries. Enable it, and the cutscenes in Story Mode will include behind-the-scenes details on their creation. I will admit that I was initially dismissive of this feature. But it was actually fascinating to hear the developers reminisce about the actors, the changes they made, and even the motion capture process. For example, it turns out that some cut scenes were changed after the actors improvised their lines and actions. If you’re in any way interested in the gaming industry, the process of game creation, or just storytelling, this is a feature in The Last of Us Part II Remastered you shouldn’t sleep on.

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But wait, there’s more! In addition to all these extras, you can play some Lost Levels (in Beta form), and play the guitar, banjo, or other instruments in free-play mode. And it’s pretty cool too! Honestly, The Last of Us Part II Remastered has a lot. But at the end of the day, does it have enough? Should you pick it up? As someone who played The Last of Us Part II on the PS4 (several times), I don’t have much interest in replaying the story, again. Don’t get me wrong. It was one of the most impactful, memorable experiences of my gaming life. But it was, emotionally, too much to do another time.

Worth the Upgrade

The ability to use cheat commands, change out skins, and add visual filters, all had me curious to try them out in the story. And I tried them for a while. But it didn’t last. Sorry, but even with new developer commentaries, this just isn’t a story I’m ready to fully relive again from start to finish (and don’t get me started on the finish). But what did grab me was No Return. For a $10 upgrade, I get a fun, almost endlessly-repayable roguelike mode. I can test my skills in one of my favorite parts of The Last of Us Part II — the combat. This alone makes The Last of Us Part II Remastered worth the upgrade. And if you get anything out of the other modes, all the better.

And what about those who have never played through the story? Should you buy The Last of Us Part II Remastered? Hell yeah. It’s a PS5 must-buy. There is no question. Looking the best it’s ever looked, beefed up with smoother frame rates, and shorter load times, this is the best version yet of a game that still ranks among the most important ever made, if not among the best. And at $49 it’s a good deal.

The Bottom Line

It does feel a bit too soon for The Last of Us Part II Remaster. And this just isn’t the kind of game whose story I want to experience again. Not yet anyway. But Naughty Dog clearly knows this and has put together a package with enough new modes and features to make the upgrade a winning proposition. And for those looking to play The Last of Us Part II for the first time on PS5, this is a great time to do it. You may love it, you may hate it, but trust me, you’ll never forget it.

** A PS5 game code was provided by the publisher **

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Samba de Amigo: Virtual Party Review – Rhythm and Moves https://cogconnected.com/review/samba-de-amigo-virtual-party-review/ Mon, 30 Oct 2023 14:00:44 +0000 https://cogconnected.com/?post_type=review&p=340958 Samba de Amigo: Virtual Party Review VR and rhythm games go together like salsa and tortilla chips. There’s been some greats on the Meta Quest 2 — Ragnarock and Beat Saber are two that stand out. So can a new rhythm title like Samba de Amigo: Virtual Party stand out from the pack? While the … Continued

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Samba de Amigo: Virtual Party Review

VR and rhythm games go together like salsa and tortilla chips. There’s been some greats on the Meta Quest 2 — Ragnarock and Beat Saber are two that stand out. So can a new rhythm title like Samba de Amigo: Virtual Party stand out from the pack? While the gameplay is nothing revolutionary, it certainly brings some fresh visuals, fun themes and of course, cool music to the party.

Mucho Color

One of the first things you’ll notice when you load up Samba de Amigo: Virtual Party is the colorful and eye-catching presentation. You’re given big, flashy maracas to “hold,” and lots of color and music abounds all around you, including cute cartoon characters such as dancing monkeys. Although this is a title that would probably work just fine as a 2D game on any other platform, the 3D element does enhance the fun with more 360-degree immersion.

Soon you’re shown how to play by hitting all the flying orbs that come at you. Hit all the orbs, and time it right, and you get more points. It’s something we’ve played before many times, going all the way back to Guitar Hero, and right up to Beat Saber today. Samba de Amigo: Virtual Party challenges you with multiple levels — low, middle and high — requiring you to work quickly to keep up at times. It’s a physically-demanding game that will have you on your toes to get all the orbs.

Except for a few small twists, I didn’t see anything in my playthrough that told me Samba de Amigo: Virtual Party is a radically different departure from the tried and true rhythm formula. One way that Samba de Amigo: Virtual Party adds a little jalapeno spiciness to the mix is by getting you to do more than just hit orbs. You also get points for doing extra poses, or even short dance movements during sessions. These moments offer some nice breaks from simply waving your arms up and down. I wished that there was even more of this type of variation. Maybe it’s because I’ve played so many of these games before, but the usual rhythm game experience is just starting to get a bit old at this point.

Dance to the Top

To address this, Samba de Amigo: Virtual Party does offer more than one mode. These extra modes include kind of a campaign, where you have “missions” that are really just challenges to complete, such as a string of successful moves. All of the modes are variations on the basic rhythm gameplay. But they do help to keep your interest for a while. My personal favorite was the online World Party, in which you compete against other humans from around the world. When it works, it’s great. You go through three stages, and the lowest scorers are eliminated, Battle Royale-style.

It was fun to take on other people and see my avatar dance its way to the top of the heap. The only issue with this mode was, it sometimes took a while to get the requisite 20 competitors in order to start the match. I will give credit where credit is due and say that Samba de Amigo: Virtual Party does have a healthy number of online players. That’s not always the case with new games, especially in VR. But the need for 20 to start a match means you’ll sometimes be waiting a while. I’m not sure I’d be willing to do that consistently.

And while Samba de Amigo: Virtual Party presents itself as a Latin-themed game, I was surprised that the songs weren’t more in keeping with that aesthetic. Sure, there’s some I recognized, like “Azukita,” but the game’s soundtrack is quite… eclectic. It runs the gamut from Ricky Martin to J. Geils Band to Bon Jovi. I suppose that does help broaden Samba de Amigo: Virtual Party’s appeal to a wide audience, but I did find it odd given the style of the game’s presentation.

A Short Party

Another gripe I have is one that I have with many musical games. The song list of around 40 songs feels inadequate. At 3-4 minutes per song, you’re going to pretty much play through the entirety of the musical offerings within a few hours. Add to that the time you’d spend tinkering with the various modes, and you maybe have a few hours more. It just doesn’t feel like enough content for the price you pay.

Overall, Samba de Amigo: Virtual Party is a fun VR rhythm game that gets you dancing and listening to some good songs. I welcome the fresh style and colorful, cartoony characters. The gameplay is solid rhythm fare, and while it doesn’t really add much new to the genre, it does deliver a solid and polished experience. I just wish the song list was longer and had more of a Latin flavor.

** A Meta Quest 2 code was provided by the publisher **

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I Expect You to Die 3: Cog in the Machine Brings More Spy Action to VR https://cogconnected.com/preview/i-expect-you-to-die-3-cog-in-the-machine-preview/ Thu, 27 Jul 2023 10:00:15 +0000 https://cogconnected.com/?post_type=preview&p=333400 Despite some irritations, I Expect You to Die 3: Cog in the Machine has lots more of what made the first two titles great.

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I Expect You to Die 3: Cog in the Machine Preview

In 2021 I had the pleasure of reviewing Schell Games’ I Expect You to Die 2. As I noted then, it set a new standard for VR games. It had a level of polish and depth rarely seen on the platform. Now, Schell Games is back with I Expect You to Die 3: Cog in the Machine. I’ve had a chance to preview its first few chapters, and what I see so far is another solid entry. While some of the previous game’s irritations remain, it looks like Schell Games have upped the complexity and production values to deliver more spy-spoofing fun.

Like its predecessors, I Expect You to Die 3: Cog in the Machine will be an escape-room puzzle game. You’re once again in the role of Agent Phoenix. Your old enemies, the evil Zoraxis Corp., are back at it, joining with the brilliant Dr. Roxana Prism to develop an army of killer robots. Placed in a number of seated scenes, you’ve got to solve puzzles and stop their evil plans before it’s too late.

Brain Busting Puzzles

This series is known for tough brain-teasing puzzles, and the third instalment appears to be no exception. After a short and easy starting sequence, I found myself investigating Roxana Prism’s lair. Schell Games has clearly added even more complexity to puzzles this time around, as I experienced first hand. All the parts and clues are there for you to put together. But figuring them out and moving on will require all your wits and ingenuity. If you liked the challenge of I Expect You to Die 1 and 2, be prepared to be right in your element with lots of challenge in this next title.

From what I experienced, scenes are really well done, with quality and polish. Visuals are beautiful, and you’ll love the game’s trademark James Bond-style opening sequence — a series trademark. It even features an Adele soundalike singing the main theme this time around. Voice acting is excellent as always, and little visual touches will be a delight for any fan of spy thrillers like the Bond movies or Mission Impossible.

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Some things I didn’t like about the last games, though, are still disappointingly present. While I Expect You to Die 3: Cog in the Machine is a seated VR game, there’s a lot of awkward twisting, reaching and stretching for you to get items. Many drawers, buttons and other required objects were placed far off to my right or left, or even a bit behind me. It felt cumbersome and a bit tedious after a while. I really wanted the ability to turn my point of view, but it wasn’t available.

A Few Nitpicks

Manipulating objects is also still a bit finicky. Pointing your Touch controller and reeling in works fine, but highlighting the right object can be hard. This is something I noticed about the last game as well. I even encountered the odd bug where items were placed behind other objects. I had to stand up or reach out to target them. This happened in the first level when I had to pick up a martini glass. It started off on the floor and behind a table, requiring me to stretch forward to pick it up.

At its best, the I Expect You to Die series is tough but entertaining. And that’s still the case from what I’ve seen of I Expect You to Die 3: Cog in the Machine so far. In the three levels I tried, the trademark humour, polish and clever puzzling is back and better than ever. I just wish the physical part of being a spy wasn’t quite so awkward. But overall, this third instalment has lots more of what made the first two titles great, and is shaping up to be another VR hit.

I Expect You to Die 3: Cog in the Machine is expected to release on Meta Quest 2 and Steam VR in Summer 2023.

** A Meta Quest 2 code was provided by the publisher **

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The Signifier VR Review – Cool Concept Can’t Quite Deliver https://cogconnected.com/review/the-signifier-vr-review/ Mon, 03 Jul 2023 12:08:47 +0000 https://cogconnected.com/?post_type=review&p=332463 Once you get beyond the initially-cool concept, The Signifier VR tends to be a bit of a slog due to its frustrating game play.

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The Signifier VR Review

The Signifier, a first-person adventure blending crime scene investigation with puzzle elements, first arrived back in 2020 to solid reviews. Its unique game play mechanics and creative ideas were considered refreshing and fun. But is it able to maintain that magic in the move to VR? While I enjoyed the set-up, I’m not always sure The Signifier VR delivered on the promise.

You play as Frederick Russell, a foremost expert in AI and especially a new and experimental technology called the Dreamwalker. It is a machine that allows you to explore people’s memories, both conscious and subconscious. Even after they’re dead. It’s a perfect tool for you to investigate the recent murder of a tech executive, Johanna Kast.

Much of the gameplay in The Signifier involves exploring and analyzing crime scenes, such as Johanna’s swanky apartment. After accessing the victim’s memories, you use the Dreamwalker in an attempt to piece together her last moments in a first-person POV. But the catch is, the memories are fragmentary, fuzzy or even warped like glitches. Solving puzzles makes the memories clearer, until you eventually solve the case.

What a Mind Job

It’s undeniably a clever concept. The feeling of being inside someone’s psyche, seeing representations of their thoughts, their emotions even, is quite trippy. On a meta level, it’s doubly mind-bending, since you’re using VR inside a VR game. The visuals accentuate this weird feeling. Alongside glitching surfaces and fuzzy shapes are Dali-esque touches like melting objects and warped hallways. I also suspect it works as a nice cover for the game’s mediocre visuals.

Sound is mostly well done too. Strange, indecipherable noises haunt the crime scene. Their dissonant and Doppler-inspired cacophony is what many of us would imagine the soundscape of a dream to be like. Or a nightmare. As you’ve probably guessed by now, all this surreal atmosphere is kind of creepy.

While The Signifier’s concept and atmosphere are positives, I can’t say I enjoyed playing it all that much. One reason is that the puzzle solving is frustrating. You’re expected to do many different things, none of which are explained very well. You switch between two states – objective and subjective – but I was never totally clear what the difference was. I eventually figured out that I had to place objects to unlock checkpoints, no thanks to the game.

High Tech Walking Simulator

Those objects are glitches, and they “complete” the memory. Confusingly, they have a compass-like directional controller on them that seems to serve no purpose. Overall The Signifier’s game play is a bit too much like a point-and-click game, with random trial and error rather than logical “detective work.” You’ll spend a lot of time trying this object in that location, failing, then trying something else. I wanted to be a high-tech investigator but in The Signifier I was mostly just a slow guy shuffling around.

Thus, once you get beyond the initially-cool concept, The Signifier tends to be a bit of a slog. That’s made even more so by the inability to fast-walk. Going through the multi-floor crime scene at a slow walking pace is frustrating. The voice acting doesn’t help. Frederick is played in a very flat, wooden way which does nothing to liven up the game play. There might have been lots of opportunity here for cool sci-fi storytelling. But The Signifier offers little beyond basic, monotone statements of the obvious.

I was expecting to like The Signifier VR more than I did. On paper, it’s got a really cool premise that seemed to offer similarities to Heavy Rain or even the best aspects of Cyberpunk 2077. But the move to VR doesn’t seem to have added much other than slightly downgraded visuals. If you enjoy walking simulators and point and click adventures, then this might be your jam. But otherwise, wait for The Signifier VR to go on sale.

** A Meta Quest 2 code was provided by the publisher **

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Razer Adjustable Head Strap and Facial Interface Review – Accessories That Make a Difference https://cogconnected.com/review/razer-adjustable-head-strap-facial-interface-review/ Tue, 06 Jun 2023 14:00:48 +0000 https://cogconnected.com/?post_type=review&p=331090 Razer offers two new comfort accessories that it's hoping will improve on your Meta Quest 2 experience. But do they make a difference?

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Razer Adjustable Head Strap System and Facial Interface Review

Hey, it’s no secret that VR gaming can be uncomfortable after a while. I love my Meta Quest 2, but wearing it on my head for four-hour stretches of gaming takes a physical toll. I think a lot of us have come to accept this reality — you’ve got a big unit strapped to your head and pressing against your face; a mild headache and a pair of “raccoon eyes” are an unavoidable result.

Or are they? If Razer has their way, maybe not. Enter their Adjustable Head Strap System and Facial Interface, two accessories that aim to reduce the physical wear-and-tear brought by extended Meta Quest 2 sessions. I’ve had the chance to try these two pieces of gear out. And while I’m not sure I need both of these pieces of gear in my life, there’s no doubt that they do make a difference.

A Balanced Experience

First, let’s talk about the Razer Adjustable Head Strap System. It’s made of a nice, stretchy material that feels quality. It fits well on your head, snugly but never digging into your scalp like the Quest 2’s built-in band sometimes does. When it’s all set up and on your head, you notice a difference right away. It balances the headset much better. The original band makes the unit feel to me like it’s “holding on” to the back of my head, with most of the weight resting on the front. With the Razer Adjustable Head Strap System, the Quest 2’s weight is more evenly distributed, so it rests on your head.

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At first, this actually feels odd. It is very light, much lighter than I’ve gotten accustomed to with the Quest 2 up until now. Without that pressure I was used to, I had a precarious feeling, like the headset maybe wouldn’t stay on, especially if I moved vigorously. But after a while, I got used to the new lighter feeling. I began to realize that the Razer head strap had an equally good grip; but now without my Quest 2 digging into the back if head to secure the front. And it seemed to stay on pretty well, despite my worries at first.

Razer Close

As for the Interface, it’s a replacement for the Quest 2’s own face padding. It’s made to conform to the shape of your face better and thus make for a more comfortable feeling. It means less light will supposedly leak in from the sides as well. As for the latter aspect, the Facial Interface does indeed deliver. I noticed no light coming in from the sides of the Interface, so the Quest 2’s screen was thus brighter and I had less visual distraction when playing. With that reduced gap, there was also a clearer, closer view of the lenses, since the Facial Interface is a bit thinner than the native headset padding.

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The rubber padding of the Interface does improve comfort. The Quest 2 was not pressing against my face nearly so much. Pressure is more evenly distributed, especially on my cheek bones. But mind you, that close, soft fit is a double-edged sword. With the lack of a gap around the Facial Interface, I got hotter and sweatier a bit faster than usual. I had almost come to like the gap in my original headset. It was a kind of “vent” to allow air flow inside the viewing area. The Razer Facial Interface seals the gaps but also seems to seal in the heat and moisture. I found myself having to quit or take breaks more often as a result.

Final Verdict

Overall, my verdict is mixed on the Adjustable Head Strap System and Facial Interface. The head strap is an improvement on the Quest 2’s own strap. It’s lighter and more balanced, and it feels better to wear (after a period of getting used to it). The Facial Interface, though, is something that might not be for everyone. If you want a much closer, more snug seal on your face when using your Quest 2, then you’ll like it. But if you’re like me, you might find it a bit too effective.

We’ve got to also consider the price here. Both together can be bought for $139.98 US, or you can get them individually for $69.99 US each. That’s a bit pricey if you’re not really feeling a need to upgrade your Quest 2 already. No matter what though, I can say this about these two Razer accessories: they both indeed make a noticeable difference. And If you are among those looking for an upgrade to your Meta Quest 2’s ergonomics, they might be what you’re looking for.

** Accessories provided for review by the manufacturer **

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Crimen – Mercenary Tales Review – A Solid Swashbuckling VR Adventure https://cogconnected.com/review/crimen-mercenary-tales-review/ Thu, 01 Jun 2023 14:00:16 +0000 https://cogconnected.com/?post_type=review&p=330895 Despite some irritations, Crimen - Mercenary Tales is a VR adventure that should be in your Meta Quest 2 library.

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Crimen – Mercenary Tales Review

Crimen – Mercenary Tales, from developers Carbon Studio, is exactly the kind of game the Meta Quest 2 needs right now. It’s got decent visuals, solid writing and fun, sword fighting gameplay. Those are all things lacking in some VR titles of late, and they make Crimen a game you should check out.

I like my Meta Quest 2 but lately, the mediocre visuals have sometimes left me wanting more. So Crimen comes as a breath of fresh air. It’s got a beautiful cel-shaded aesthetic, akin to Borderlands. Character designs are whimsical and well-rendered. And they’re animated with care, unlike some of the uncanny-valley VR experiences I’ve seen lately. There’s also lots of detail in the environments, making Crimen’s medieval environments fun to be immersed in.

I was impressed with the depth of the visual detail as well. Travelling up winding stairs in a vast mountainside castle, I stopped often to admire the moon-lit valley below. While many VR games of late seem to offer simplistic or block Minecraft-inspired graphics, Crimen had me actually looking forward to seeing what came next.

Fun Combat

A first-person adventure game, Crimen – Mercenary Tales has you playing through eight linear stories. Gameplay is almost exclusively sword combat. And it’s swashbuckling fun, especially at first. It employs a nice parry mechanic, whereby you anticipate enemy attacks and block them. Then, you counter-attack in an unguarded spot. It’s intuitive and takes good advantage of physicality as you swing your arms to defeat bad guys.

Voice acting and writing are a strength in Crimen. Characters, each of whom you meet in a hub-like tavern, are a bit flat and stereotyped, to be sure. But they are a colourful and engaging motley crew who help you feel immersed. Body animations are also well done and accompany the spoken lines well.

Needs More Variety

Crimen – Mercenary Tales has its downsides, though. For one thing, the combat, while initially enjoyable, gets quite repetitive and too easy after a while. Enemies change in superficial ways – humans, then werewolves, and zombie humans with red eyes, and so on. But beneath those swapped-out skins are essentially the same opponent over and over. They all use the same moves and despite varying hit points, they are defeated the same way. The one exception are archers. To defeat them, I had to awkwardly hit their arrows out of the air and back at them.

There’s also a disappointing lack of variety of gameplay in the various stories. The settings and main character change, but in each one you’re doing the same thing. You’re moving through a linear path, slashing enemies and sometimes climbing walls (a welcome and well done aspect). Crimen does have a feature where you can “catch” a gun or other weapon from a falling enemy. But even when you’re able to pull it off, their ammo runs out fast. Then it’s back to running sword fights.

Dumb AI

In combats, enemy AI could be better. Their attack moves take some getting used to at first, and you need to pay attention and learn to parry them. But once you do figure it out, you’re set for the rest of the game. And that’s not really a good thing. You realize that enemies telegraph their attacks a mile away, so you’ve got ages to react. After a while, I was frankly bored of the combat, casually blocking and counter-attacking to an almost mathematical pattern.

Crimen – Mercenary Tales seems to sense this one-dimensional shortcoming and tries to add challenge by having AI crowd up close to you in combat. Groups of enemies like to surround you and move out of your field of vision. Yes, it does add some challenge but it mostly just feels annoying. I would have preferred to see more multifaceted challenges like enemies with different move sets.

But despite all of these irritations, I still enjoyed Crimen a lot. It is repetitive, yes, but it’s pretty fun most of the way through. It gets a lot of things right, and it’s a great example of how a VR game can be much more immersive than a 2D game. Carbon Studio have put love into Crimen, and it shows. Fun, action-packed and immersive, Crimen – Mercenary Tales is a VR adventure that should be in your Meta Quest 2 library.

** A Meta Quest 2 code was provided by the publisher **

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Call of the Sea VR Review – The Sea is Calling Once Again https://cogconnected.com/review/call-of-the-sea-vr-review/ Mon, 24 Apr 2023 13:30:02 +0000 https://cogconnected.com/?post_type=review&p=329072 Call of the Sea VR is a good port of a great game, that delivers a memorable and immersive VR experience, despite its flaws.

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Call of the Sea VR Review

Call of the Sea, released in 2020, was a game that stood out for its stunning visual design, captivating storyline, and engaging puzzles. Developed by Out of the Blue and published by Raw Fury, this puzzle-adventure game took players on a journey to an uncharted island in the South Pacific during the 1930s. Now we’ve been given the chance to revisit this great title on VR, and it’s just as impressive … almost. Despite some trade-offs in the move to the Oculus Quest 2, Call of the Sea VR is a solid title and worth the purchase.

The game’s story is centered around Norah, a woman searching for her missing husband, Harry. Norah’s journey begins when she receives a letter from him, after he has been missing for several months. The letter leads her to an uncharted and mysterious island in the South Pacific. There she discovers that Harry was searching for a location that might hold the cure for her own illness. As Norah begins to explore the island, she discovers clues. These help her piece together what happened to Harry and uncover the island’s secrets.

The original game’s visual design was breathtaking, as our reviewer at the time pointed out enthusiastically. Vibrant colors and detailed environments transported players to a lush, tropical paradise. Beautiful use of color and shadow made for a visually delightful playthrough. The game’s art style was also a strength, inspired by the Art Deco movement of the 1930s, and reflected in the game’s fashion and overall aesthetic.

Visually a Bit Flat

Unfortunately, in the move to the Quest 2, I’m sad to say that some of that visual appeal has been lost. It might be due to the technical limitations of the headset, but that lushness is somewhat lacking in VR. Shadows have been sacrificed in favor of a flatter, low-res look. Resolution is PS2-era level of quality, as is most evident when you get close-up to objects. Trees, leaves, crates, and other objects are best viewed from a distance in Call of the Sea VR. In fairness, the original was not a photo-realistic experience. But even with the stylized visuals, depth was achieved with detail, and it’s disappointing to not have that this time around.

I was impressed, though, by the game’s use of space in VR. Looking off in the distance, towering mountains loom over your head, and waterfalls plunge from unimaginable heights. Looking down from the top of cliffs or ladders, you’ll often get that rush (or nausea) of vertigo. It’s something only VR can really convey, and this game nails it. So in Call of the Sea VR, you do get the feeling that you are immersed in a vast and imposing environment. Just don’t look at anything too close.

Intricate puzzles and hidden secrets fill the island, all of which are well-crafted to keep players engaged and challenged. The game’s puzzles are challenging but never too difficult. There’s a good mix of logic and creativity required to solve them. Players must use their wits and exploration skills to uncover the island’s secrets and progress through the game. The puzzles range from decoding messages to manipulating objects to unlock hidden pathways. And each one is unique and satisfying to solve.

Challenging Puzzles

The difficulty can be a bit uneven. An earlier puzzle I solved with ease. But others had me pretty frustrated. There’s a helpful Hint feature that thankfully, can get you past many of the hardest parts if you’re stumped. But in a few cases, I spent an hour or more going back and forth, re-evaluating the scene to get the solution. In VR, this is much more grating than in a “normal” 2D title. Swiveling your head back and forth so many times can get on your nerves and give you a headache.

The actual implementation of VR is solid. But there were a few awkward moments related to reaching and manipulating objects. One big example is when I dropped something on the floor or ground. Even in the game’s “Seated” VR mode, I had a lot of trouble reaching down to pick something up. And this did happen a few times, as Call of the Sea VR requires you to pick up, move and examine objects quite often. Luckily, crucial quest-related objects automatically get added to your inventory when you hold them. So this technical issue was an annoyance but not game-breaking.

Call of the Sea

However, I’m glad to say that one of the original game’s most impressive features, its use of audio, is here in VR and better than ever. The voice acting and writing are excellent, bringing the characters to life and adding depth to the game’s world. Norah’s story, told mostly by her as you progress, is compelling and emotionally engaging, with twists and turns that keep players hooked until the very end. The game’s soundtrack is also noteworthy, with a hauntingly beautiful score that perfectly complements the game’s atmosphere.

Surround Sound

In the 3D environment of VR, all of this works as well as before, and even better. Sounds of insects, birds, waterfalls and other island elements are all around you. This enhances immersion and makes you feel like you are really on an island in the South Pacific. Norah’s dialogue can get repetitive but mostly it’s enjoyable and is a great way to unfold the narrative. Wearing headphones is highly recommended when playing Call of the Sea VR.

As for the game’s pacing, it is mostly good, gradually introducing new elements and mechanics as the player progresses through the game. Each new puzzle and discovery contributes to Norah’s story and character development. The only downside with the pacing is that, again, it can vary quite a bit over the course of your 6-8 hour play-through. Some parts move fast, but in many other parts, there’s a slow pace — maybe too slow sometimes. This of course depends on how quickly you’re able to solve puzzles and move the story forward.

Overall, Call of the Sea VR is a good port of a great game, that delivers a memorable and immersive experience. While it loses some of the stunning visuals of its progenitor, its engaging story and satisfying puzzles make it a game you’ll enjoy. Its use of VR is pretty good and it’s worth a replay if you’ve already finished the original. Despite its flaws, Call of the Sea VR is a well-crafted and enjoyable game that is sure to be a solid addition to your VR library.

** An Oculus Quest 2 game code was provided by the publisher **

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Kill It With Fire VR Review – A Creepy Crawly Good Time https://cogconnected.com/review/kill-it-with-fire-vr-review/ Tue, 18 Apr 2023 14:00:29 +0000 https://cogconnected.com/?post_type=review&p=328687 Kill It With Fire VR takes the tried and true formula of the 2D original and ups the ante with a fun and creepy new layer of immersion.

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Kill It With Fire VR Review

In 2020, publisher tinyBuild gave us Kill It With Fire, an arachnid-extermination simulator. It was a bug-squishing good time, and became an instant classic. Now, those creepy crawlies are back but this time in 3D, with Kill It With Fire VR. The jump to virtual reality takes the original fun and literally adds a whole new dimension, making this a buggy blast of spider-slaying fun that’ll have you itching for more (excuse the pun).

Kill it With Fire VR is a first-person action game that offers an immersive albeit unsettling experience. Developed by Casey Donnellan Games, it takes a novel approach to gameplay by placing the player in the role of hunting down and exterminating various types of creepy crawlies that inhabit their house. Now, you could just grab a vase, or picture frame, and squish the critters if you want. But where’s the fun in that?

Choose Your Weapon

No, the best part of Kill It With Fire VR is all the cool weapons you get to use. These include a revolver that’s unlocked early in the game. But my personal favorite is the game’s namesake, the flamethrower. There’s nothing that beats the satisfaction of just torching a whole part of a room and hearing those eight-legged hell-spawns getting burned up all at once. There are ninja stars, machine guns and also lots of other cool extermination tools to unlock as the game progresses, and that’s one of the fun parts of the game. You’re encouraged to experiment and try different things to get access to that next exciting unlock.

A great feature of Kill It With Fire VR is its use of virtual reality technology. The immersive experience of being in a 3D environment and using the VR controllers to interact with the world adds a layer of realism that can’t be achieved with traditional gaming setups. And while the sound design of the original game was top-notch, with a variety of satisfying realistic spider sounds, the 360-degree soundscape of VR is particularly unsettling. Scurrying and skittering noises behind you, off to the side and around corners will have you swiveling and jerking your headset looking for those darn spiders. This adds a whole new sense of tension and horror.

Kill It With Fire VR

Burn Baby Burn

Another strength of the game is its use of physics-based gameplay. Each weapon has a different effect on the environment and the pests, and the game’s physics engine adds a level of unpredictability to each encounter. For example, players can use a shotgun to blow open doors or walls. This can then cause objects in the environment to fall or collapse, potentially crushing or damaging pests in the process. The game also allows players to use objects in the environment as weapons.  You can, for example, throw objects at pests or use a fire extinguisher to knock them around.

I was particularly impressed with the fire physics. Using the flamethrower (really just a can of hairspray lit on fire), burning objects behave in a realistic way. The fire slowly spreads, and although the blocky visuals lack detail, the flames behave much as real flames would. Speaking of the game’s graphics, they are bright and colorful, with a cartoonish style that suits the game’s lighthearted tone. They do go for the Minecraft style of low-res visuals, but they are fun and pleasant to look at.

Creepy Critters

The pests themselves are detailed and well-animated, with spiders crawling along walls and across floors. Their design, even their size, are uncomfortably realistic, and in VR give the appearance of real spiders. Put that together with the authentic scurrying noises, and you have a game that’s a strange combination of lighthearted and horrifying at the same time.

Kill It With Fire VR

Kill It With Fire VR’s levels are well-designed and offer a good variety of challenges. Each level is set in a different part of the house, such as the kitchen, living room, or bedroom. Players must find and eliminate all of the pests in that area before moving on to the next level. Each level also offers a variety of objectives to complete. For example, finding hidden items or completing tasks in a certain amount of time. I like the balance of anarchical mayhem with specific objectives that will appeal to all different types of gamers.

Lacks Depth

A downside in a game like this is the one-note gameplay. You are killing spiders, and that’s great. But that’s all you do. That can feel repetitive after some time. Luckily, this is not a long game, and can be completed in 3-5 hours. There is some replayability, in that you can revisit levels to try and achieve better scores or complete objectives you may have missed on the first playthrough. The game also offers achievements to unlock, so you could try new strategies and experiment with different weapons and tactics if you’re a completionist.

Overall, Kill It With Fire VR is a fun time and one that is well suited to VR. Taking the tried and true formula of the 2D original, tinyBuild has upped the ante and added a new layer of immersion. While the experience lacks depth after a while, there’s no doubt that it combines gross-out horror with colorful fun in a way that few games these days can match.

** A Meta Quest 2 code was provided by the publisher **

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Fractured Sanity Review – A Good VR Horror Concept That Needs More Work https://cogconnected.com/review/fractured-sanity-review/ Tue, 28 Mar 2023 17:00:15 +0000 https://cogconnected.com/?post_type=review&p=327794 Fractured Sanity is a decent VR horror concept that needs more polishing, and more detail. It feels unfinished.

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Fractured Sanity Review

Fractured Sanity, from developers United Games, has a setup that should be ideal for a VR game. You’re alone in a dark, abandoned insane asylum. You’ve got to survive, with little to help you except your wits. I’ve played similarly-themed games before. And in first-person virtual reality, this should be a pants-crapping good time. But unfortunately, Fractured Sanity fails in its design and execution, resulting in a game that’s a painful slog and just not a lot of fun to play.

The gameplay is essentially escape room puzzling with survival horror elements. After an initial and straightforward escape from your patient room, Fractured Sanity places you in a locked, white office. It serves as a hub around which other patient rooms are situated. You solve various puzzles to unlock doors and discover what the rooms hold. There are keys to find and passwords to discover as you reveal fragments of the game’s backstory.

All of which is fine, except game glitches are a major obstacle. This game, in general, just doesn’t feel like a fully-finished, polished product. One major issue I encountered was on saving and reloading. Reloading a game caused important items such as keys to disappear. This made progressing impossible, so I had to restart. Any progress made up to that point was this lost.

Walking Through Walls

Another issue was in teleport-movement. Many times, I found myself teleporting through walls and into rooms and hallways I wasn’t supposed to be in yet. This caused some untimely deaths from whatever monsters were there. Thankfully, Fractured Sanity also has free movement, so I was forced to use that instead.

Making may way though the game and seeing what it had to offer was therefore very frustrating. At times, I felt like I was missing an important item to progress. Or, by bypassing the intended order of play, crucial narrative events failed to trigger. For example, I figured out that I needed a gun to get past a blockage in the hallway. But I couldn’t get into the safe or cabinet to look for one. I don’t know if a key item like a key was missing due to a bug, or if I just couldn’t find it.

fractured sanity

Speaking of monsters, that brings us to the horror elements. Unfortunately, Fractured Sanity just isn’t all that scary either. That’s in large part again due to poor execution. The game’s developers have certainly created a creepy, claustrophobic place to put you in. But that’s about all. Rooms all look the same. Some have a body on a gurney, or blood on the walls. But low-quality visuals pull you out of the immersion. The blood floats oddly over the surface. A dead body on the floor is in an unnatural, mannequin-like position. It’s like assets were just drag-and-dropped into the scene, without much refinement.

Moonwalking Monsters

The monsters I encountered were the same “mad scientist” looking guy with a hacksaw. He had a cartoonish face, and he floated over the ground as he chased me. He seemed to ignore corners and just ended up doing a continuous, futile moonwalk against a wall. His hacksaw was sticking partway through the wall on the other side. Oh yeah, collision detection is a problem in Fractured Sanity. Between this and monsters’ bad AI and animations, it’s hard to immerse yourself in the experience.

Immersion can also come from narrative. But Fractured Sanity needs more here too. A series of cassette tapes gives audio fragments of a story. A Dr. Simmons has been doing experiments, trying to break patients’ minds into the Freudian ID, Ego and Superego. I will say that the audio clips are voice-acted well. But the sparse, basic game environment just doesn’t fully realize this ambitious narrative premise. Various physical artifacts like patient records add some much needed detail, but Fractured Sanity just doesn’t have enough of these elements to bring the story to life.

Overall I would say that Fractured Sanity is a decent concept that needs more polishing, and more detail. It feels unfinished. I definitely felt uneasy at times, but that was more from the frustrating glitches and general rough edges than actual horror. I would say hold off on picking this one up until it’s updated and fully fleshed-out.

** A Meta Quest 2 code was provided by the publisher **

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Peaky Blinders: The King’s Ransom Review – Crime Pays https://cogconnected.com/review/peaky-blinders-the-kings-ransom-review/ Thu, 09 Mar 2023 17:00:15 +0000 https://cogconnected.com/?post_type=review&p=326793 Peaky Blinders: The King’s Ransom Review I’ll be blunt right off the bat and say it. After a decent start, the Meta Quest 2 is in dire need of some new and interesting games to fill out its library. I’ve had the VR headset from Day 1 and I haven’t seen many new titles in … Continued

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Peaky Blinders: The King’s Ransom Review

I’ll be blunt right off the bat and say it. After a decent start, the Meta Quest 2 is in dire need of some new and interesting games to fill out its library. I’ve had the VR headset from Day 1 and I haven’t seen many new titles in a while that I’d be excited for. That is, except for Peaky Blinders: The King’s Ransom, coming March 9th from Maze Theory. The trailers look good, and the mix of action with the promise of a decent narrative adventure and cool period environments has definitely caught my interest. Now that I’ve had a chance to play it, my reactions are a bit mixed. It’s a good game overall, but not quite as incredible as I was hoping.

In the category of what’s good, Peaky Blinders: The King’s Ransom has a beautifully-rendered world to play in. The time is 1928 and the place is good old Birmingham England (and later London). It was a bleak place back then, to be sure. Modern ideas such as communism were clashing with the old, still-persistent Victorian social order, and social upheaval was the norm. A ne’er-do-well in search of a fresh start, you’re plunked, first-person, in the middle of an ongoing battle between the local communists and the Shelby crime family (which TV fans will know well). Your first job: beat important information out of a poor sod being held in the infamous Garrison Tavern.

A Colorful Cast

The authentic historical immersion is enhanced by nicely detailed environments. Walking through warehouses and alleyways, I marveled at the brick walls with faded posters stuck to them as smokestacks towered overhead. Windows — some broken — give glimpses of oil lamp-lit Dickensian scenes inside houses and shops. The level of detail is better than in Quest 2 games I’ve played before, such as Maze Theory’s own Doctor Who: The Edge of Time.

Mind you, the detail is a bit deceptive. The Garrison itself, as a case in point, looks great. But it is just one small room with nobody else in it most of the time. Go up the stairs and you hit a dead end. So despite the detail there’s a “blocked off” and superficial quality to Peaky Blinders: The King’s Ransom throughout. The surface looks great but it feels like, well … a fake TV set at times. I guess that’s ironically fitting? Overall, the detail is great as long as you don’t dig too deep.

The characters in Peaky Blinders: The King’s Ransom, much like its namesake show, are also a major strength. There are lots of brash blokes and birds populating the game’s story to keep you interested. And their colorful accents and period lingo give the immersive thrill that made previous VR classics like Blood & Truth so cinematic and fun to play. Those who watch the Peaky Blinders show will know many favorites right away: among them Tommy and Arthur Shelby (voiced by the original TV cast members), and Polly Gray. Voice work is great, although as a player who isn’t a veteran of the series, I had to pay close attention at times to make out everything these fast-talking gangsters were saying to me. Thank god for the Journal I could pull from my back that told me what to do next.

Visual Limitations

I do wish that those great voice actors were done better justice by the character models, though. I felt a significant uncanny-valley affect as facial expressions and body movements looked a bit robotic. It’s not that Peaky Blinders: The King’s Ransom is visually worse than other VR titles I’ve played. It’s just that I was disappointed to see that it isn’t any better. Blood & Truth, for example, is a four year old game, and it was on par with Peaky Blinders: The King’s Ransom visually. Maybe it’s the limitations of the cord-free Quest 2 at work here. But it’s a shame that Maze Theory couldn’t find a way to push the medium a bit further with this title.

Gameplay is varied and mostly fun, thankfully. This is an adventure title, so you’re tasked with doing various things to keep the story progressing. Sometimes, you’ll fetch things for people. Then, you might have to defuse bombs while your partner holds off some communist attackers. After that, you’ll make your own bombs out of cans and powder. Then you’ll engage in a gun fight. And so on.

The narrative has a bit of a linear pattern. But you’re doing a lot of different and interesting things to keep things fresh and engaging throughout. And of course, drink a lot of gin. Along the way, the game has collectibles sprinkled about for you to collect. It would have been nice if these led to some sort of upgrade system. But it’s fun to search every corner to find cigarette packs, pocket watches, tarot cards and other treasures nevertheless.

Get Your Hands Dirty

Like any good VR game, there’s a lot of “hands-on” gameplay in Peaky Blinders: The King’s Ransom. And this helps with immersion. To make the aforementioned bombs, you pour the powder into a can, put on a lid, and even stick the fuse in the top. Then, as you toss it, you naturally have to pull out your trusty lighter and light the fuse. Be prepared to crouch down, duck behind boxes, and use your arms and hands a lot when you play this game. This isn’t a great VR game to play lying down in bed or sitting in a chair. And let’s be clear: that’s a good thing. The realistic gameplay in Peaky Blinders: The King’s Ransom makes you feel like you’re a real gangster … or at least, a real TV gangster.

I must mention that there were some bugs and technical blips when I played. One time, an NPC took my gun away before I could enter the Shelbys’ betting parlour, and my gun got stuck to his finger. He took puffs on his cigarette, talking, while my gun went up and down like it was glued to his hand. There were also lots of smaller glitches, like blowing street trash that blew right through people’s bodies. None of these were game breaking. But I must say they took away from the general feel of immersion the game had otherwise done pretty well to establish.

Final Thoughts

I had bigger hopes for this one. But still Peaky Blinders: The King’s Ransom is a fun VR adventure game that you’ll enjoy. You don’t have to be a fan of the TV series to enjoy the game, but it helps. Either way, there’s a solid narrative to experience, first-person. And the gameplay is fun and varied, even if the world feels like a beautiful animatronic amusement park ride at times. If you’re a bloke who fancies a good wallop and a bust up at the local boozer, give Peaky Blinders: The King’s Ransom a look.

** A Meta Quest 2 code was provided by the publisher **

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The Walking Dead: Saints & Sinners Chapter 2: Retribution Review – More of a Good Thing https://cogconnected.com/review/the-walking-dead-saints-sinners-chapter-2-retribution-review/ Sun, 11 Dec 2022 15:00:59 +0000 https://cogconnected.com/?post_type=review&p=322908 If you've played the original, The Walking Dead: Saints & Sinners Chapter 2: Retribution is a great continuation and maybe even a must-play.

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The Walking Dead: Saints & Sinners Chapter 2: Retribution Review

I’m in a rowboat, paddling through a dark, flooded city. I pass by bodies in the water, some twitching and even lunging at me as I pass. It’s dark but the glow of fires in the area gives off a hellish and menacing atmosphere. This is the New Orleans of The Walking Dead: Saints & Sinners Chapter 2: Retribution, and it’s good to be back. Nauseating and terrifying, but … good.

The last time I was here, it was in Aftershocks, the DLC expansion to the original game. And not much has changed since then, for better and worse. Chapter 2: Retribution looks and feels like essentially a continuation of the original, rather than a sequel. Visually and gameplay-wise, it’s basically the same as the first game. There isn’t much to indicate that you’re playing a new, different Saints and Sinners title–aside from the opening sequence, of course.

The actual visuals were not necessarily the strongest part of the original Saints & Sinners. People and walkers had a stylized look and that’s back this time around. But it was always more about the overall atmosphere. The dark, foggy city of New Orleans, and the narrow streets where the danger of walkers lurked around every corner. In The Walking Dead: Saints & Sinners Chapter 2: Retribution, that atmosphere is once again like a character in the story. In fact, it may feel even more cramped this time around.

Welcome Back

Narratively, Chapter 2: Retribution picks up immediately after the original. There’s quick a “Previously On”-style recap, but it’s so brief it comes off as just a memory refresh. If you’re new to this series, you won’t really get much from it. In short, you can play Chapter 2 as a newbie (and there is a tutorial), but it’s clear that this installment is geared towards returning players.

The Walking Dead: Saints & Sinners

You’re still The Tourist and you’re still trying to survive zombies in NOLA while navigating the various human factions. You do go to new areas of the city this time around, which is great. And the scariest monsters of all are still US. This time around, though, the terror is augmented by a new enemy: in addition to walkers and other people, you’re also confronted by a mysterious figure called The Axeman. He’s very well-armored and scary, and his presence in Retribution does admittedly bring a new level of discomfort to the experience.

But don’t get me wrong, the fact that The Walking Dead: Saints & Sinners Chapter 2: Retribution is “more of the same” is quite fine. The first title was a great game–maybe one of the best VR games ever. The visceral, first-person zombie combat is still thrilling. Within minutes of starting this sequel up, you’re hacking walkers with a cleaver and loving it. In VR, the need to physically reach down and grab your weapons, then swing them–and even tug them back out of a zombie’s skull–is as immersive as it gets. And Retribution offers lots more of what made the original so great.

There are also night missions this time around. In these parts, you’re forced to rely on your hearing a lot more than in the first game, since your vision is much more limited even with the help of UV goggles. While Saints & Sinners always leaned heavily on claustrophobia, this time the tight spaces take on new levels of panic when combined with near-blackness. I’d say these parts are a nice addition and may be my favorite part of the game.

Chainsaws Are Cool

In keeping with the picking-up-where-we-left-off presentation, The Walking Dead: Saints & Sinners Chapter 2: Retribution gives you the option to import your first save. But even if you don’t, it still gives you a big head start, with your old school bus base already unlocked and crafting tables–with recipes–ready to go. Your backpack is also stocked with a pretty generous variety of materials, food, and weapons, including guns. It’s a nice welcome, but it might make some hard-core survivalists feel a bit cheated out of earning it themselves.

The Walking Dead: Saints & Sinners

Speaking of weapons, there are a few new weapon types added to The Walking Dead: Saints & Sinners Chapter 2: Retribution. There are lots of cool new guns you can dual-wield. But my favorite for pure thrills was the chainsaw. It brings with it that classic risk-reward temptation, though. On the one hand, using it brings a glorious display of carnage and a rush of power. But on the other hand, the noise it gives off will alert hordes of more zombies to your location. As bodacious as the chainsaw most definitely is, I’ve always been more partial to the melee weapons. They don’t make noise and they don’t need reloading. If only they didn’t degrade, they’d be perfect. But that’s another issue altogether.

On the downside, this second installment felt to me a little less polished than its predecessor at times. Case in point: I saw many a zombie get stuck on invisible obstacles while shuffling toward me. A few times, this resulted in a small group of them bunched together, struggling to reach me but blocked from proceeding. As much as I enjoyed the extra chance to kill enemies from a safe distance, this isn’t the way I wanted it to be. And the graphics in The Walking Dead: Saints & Sinners Chapter 2: Retribution might be a bit limited by the power of the Meta Quest 2. The draw distance is just okay–though the game does a good job of hiding it with its narrow alleyways and streets. Pop-in is prevalent.

Final Verdict

Bottom line, if you haven’t played the original The Walking Dead: Saints & Sinners, I would not recommend you start with this sequel. It’s like starting to watch a movie halfway through. But if you have played it, The Walking Dead: Saints & Sinners Chapter 2: Retribution is a great continuation and maybe even a must-play. It’s got all of what made the first game very great, plus a few improvements and additions. For me, returning to post-zombie-apocalypse New Orleans has been uncomfortable, unpleasant … and fun as hell.

** A Meta Quest 2 game code was provided by the publisher **

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Espire 2 Review – Superb Stealth Action https://cogconnected.com/review/espire-2-review/ Thu, 24 Nov 2022 11:00:26 +0000 https://cogconnected.com/?post_type=review&p=321931 Even with a few imperfections, the super fun stealth game play of Espire 2 makes this one a winner on the Meta Quest 2.

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Espire 2 Review

The variety of experiences on offer for the Meta Quest 2 is steadily growing. From climbing and sports to first person shooters, the range of genres on Meta’s VR headset has matured quite a bit from its early days. And now, stealth fans get something to look forward to, as Espire 2 sneaks its way onto the platform. Combining stealthy spy-thriller intrigue with shooting action, Espire 2 will make you feel like a futuristic James Bond.

I didn’t play the first Espire, but the basics of this second title from publishers Tripwire Presents are easy to pick up in the opening sequence. You’re Poe, an agent working to thwart the evil plans of the shady OPHIS criminal syndicate. Using sci-fi tech, you remotely inhabit robotic bodies (“frames”), allowing you to infiltrate enemy bases and complete missions. The beauty and fun of the frames mechanic is it allows for the use of lots of cool tech toys to get the job done. Reach with your Touch controller over to your arm, and you can pull out a multi tool that does everything from repair your frame’s damage to disabling trip-lasers and enemy gun turrets. On your frame’s arm is a slingshot dart gun. Pull on its handle with your other arm, and it shoots tranquilizer days. Hold your right Touch controller up to your temple, and Espire Vision engages. That lets you see through walls and highlights objects with augmented reality. Playing Espire 2, using all these cool features, I was fully immersed in the action and I felt like a true sci-fi movie hero.

Espire 2 bills itself as a stealth action game. But that claim would be meaningless if the levels gave you no real incentive to use stealth. That’s where the level design comes in. In Espire 2, level design is superb. Using your Espire Vision skill, you can search for and highlight tunnels, air vents and other alternative routes. Crouching, you can avoid combat by staying in these shadowy places.

Excellent Stealth Gameplay

Enemy guards have vision cones that can be triggered if you’re not careful. And you don’t want to trigger them. Because doing so brings reinforcements wearing much heavier armour. This is a shooter game and there are guns, for sure. You can engage in shoot-outs if that’s your thing. But in my experience, a firefight is something to be avoided in Espire 2 — unless you get REALLY good at head shots. Alert levels rise with each kill, eventually overwhelming you.

But sometimes you just can’t avoid a firefight even when you try. In my experience, enemy sight range is way too far. Or at least, it’s not clearly defined. Basically, if you want to avoid being seen by the baddies, you better not be able to see them. Period. So it’s not perfect. But when you can pull off a stealth approach, Espire 2 is a rush that brings back memories of the best Metal Gear moments.

Another stealth aspect — and one that actually works well — is the ability to talk to enemies. You sneak up behind them, then say any number of available phrases. You can say, “hands up,” “put down your weapon” and so on. And Espire 2 makes this mechanic even more realistic by allowing you to actually speak these commands, right into your Touch controller. I’ve never seen a Meta Quest 2 game employ this idea before, and it’s super-cool. It’s not something you’ll want to do with other people in the room (there’s the option to just silently choose phrases from a list as well), but if you use it the immersion factor goes up significantly.

A Few Gripes

Put them together, and of these innovative and immersive mechanics make Espire 2 one of the best VR games I’ve played yet. And that’s saying something, because it definitely has its flaws. The visuals are inconsistent. Some assets, like guns, look pretty detailed. But environments are sometimes basic, with recycled assets and low resolution. Enemies are also lacking variety. Technically, Espire is mostly smooth but I did experience two instances of freezing — once, at the end of a mission which forced me to restart from the last checkpoint.

And while the two single player missions are quite good, multiplayer is disappointingly minimal in Espire 2. You can do Coop with a friend using an invite code, but that’s it for now. No matchmaking. No PvP. Let’s hope that’s something the developer is planning to add later.

No, it’s not perfect but Espire 2 on the Meta Quest 2 is a blast to play. Innovative mechanics, great level design and two really engaging quests more than make up for the few glitches and incomplete multiplayer. If you love stealth games — or you just want to be Ethan Hunt or James Bond for a few hours — pick this one up.

** A Meta Quest 2 game code was provided by the publisher **

 

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Iron Man VR (Meta Quest 2) Review – A Stark Improvement on the Original https://cogconnected.com/review/iron-man-vr-meta-quest-2-review/ Sun, 13 Nov 2022 15:00:35 +0000 https://cogconnected.com/?post_type=review&p=321373 Iron Man VR might be a bit on-rails and the story could be better, but it’s got enough fun elements to make it a great Meta Quest 2 title.

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Iron Man VR (Meta Quest 2) Review

Since the dawn of time, great thinkers – scientists, philosophers, writers, engineers – have all pondered one fundamental, life-defining question: how can I build a rocket suit and fly around in it? And finally, developers Camouflaj have finally achieved what Da Vinci, Curie, Newton and Einstein could not. They’ve made Iron Man VR, a game now on the Meta Quest 2, that lets you be Iron Man. It is truly a wonderful time to be alive.

Iron Man VR places you in a first-person view, playing Tony Stark. He embarks on a twelve-episode adventure, that plays out much like a short movie. In fact, it feels very much like a short add-on to the events of the first Iron Man movie. Battling Ghost, a hacker intent on punishing Stark for his amoral, weapons-merchant past, you’ll travel the globe and play through missions to stop the bad guys and save the world.

The story is … ok. It’s definitely a paint-by-numbers affair that feels ripped off from every superhero action film you’ve seen over the years. It’s also way too predictable. If you’re like me, you’ll guess the identity of the main antagonist right from the start. And things aren’t helped by half-hearted voice acting and oddly-long pauses between lines of dialogue. But still, I found it adequate enough to at least provide a set-up for the action sequences.

Fun Gameplay

So the story could be better. But the missions you’ll tackle are nicely varied. I was worried that I’d be just flying around and shooting. But there is a solid mixture of activities. These include disarming explosives, fixing damaged planes and buildings, flying through obstacle environments, as well as shooting drones and other enemies in the air. Of course, things do get a tad repetitive at times. Over the 6-8 hours of the entire campaign, there are going to be things you do over and over. Like, some different enemies to shoot at would have been nice. But I do commend Camouflaj for putting together a mostly multifaceted narrative and range of gameplay activities.

Iron Man VR Update

And those activities are always really fun. Yes, flying is the core of the experience (naturally), and it is always a thrill and that’s partly due to the excellent controls. Just like the real Iron Man, you hold your palms out and fire your thrusters by pressing the triggers. Swiveling your palms, you control the direction of flight. It’s very intuitive. Mind you, I did take some time to get used to doing simultaneous actions. Additional upgrades, like heat-seeking missiles, added to your suit can become a lot to juggle in the heat of battle. With practice, I found Iron Man VR’s controls to be easy and comfortable.

We reviewed Iron Man VR back in 2020 when it released on the PSVR. And all of the positives my colleague mentioned then still apply. It’s a great game. Plus, the Meta Quest 2 version adds some noticeable improvements. For example, you now have true, full 360-degree movement and field of vision. That’s due to the Meta Quest 2’s better tracking. That’s a game-changer because you can now physically turn your head and look behind you to get a fuller sense of each scene.

Some Nice Improvements

Another improvement is one I only know about second hand. Apparently, the load times for the PSVR version were pretty horrible. On the Meta Quest 2, that is definitely not an issue. Transitions between missions and cut-scenes are almost non-existent. Put it this way: if this game had load times, I didn’t notice them. That’s a massive plus for this new version and one that warrants a look, maybe even if you’ve already played the PSVR version. Lastly, the Meta Quest 2 version doesn’t have the dreaded screen-door effect of the PSVR original. In higher resolution, the game’s level of immersion is much better.

iron man vr

Now, just doing mission after mission doesn’t quite capture the glamour of being Iron Man. Because as we know, part of the experience is also getting to be Tony Stark. You know, the celebrity, the rich playboy with the totally fab waterfront mansion. And Iron Man VR delivers on that too. In between missions, you get to chill in Stark’s geeked-out pad, complete with breathtaking views and the latest high-tech amenities. If I’m honest, his decorator sometimes makes some odd choices. For one, I’m not sure anyone really needs THAT much fresh fruit lying around. But otherwise, it’s fun to explore the house in your downtime after each chapter.

When you’re ready for another mission, you can head to the garage where your power suits are located. Iron Man VR has some upgrades you can install with points earned in missions. I’d like to see more upgrade options, but it is a nice gameplay loop that sees you get more and more powerful as you progress. Plus you’re rewarded with more upgrade points the better you do, giving an incentive to fly faster or kill enemies more efficiently.

Final Verdict

Iron Man VR on the Meta Quest 2 represents the best elements of VR gaming. In first person 3D view, and 360-degree realism, you can get the feeling of truly being a superhero in a way that traditional games can’t match. Sure, it’s a bit on-rails. You’re essentially in a playable movie here. But there’s enough fun and varied experience that you won’t mind. Iron Man VR was already a solid game on the PSVR, but it’s a great Meta Quest 2 title.

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Into the Radius Review – An Incredibly Immersive VR Survival Shooter https://cogconnected.com/review/into-the-radius-review/ Sun, 25 Sep 2022 14:00:47 +0000 https://cogconnected.com/?post_type=review&p=318385 It's not perfect, but if you have been wanting that extreme survival adventure experience on the Meta Quest 2, Into the Radius is your game.

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Into the Radius Review

If you have a Meta Quest 2 and you’ve been hoping for a bleak, post-apocalyptic survival shooter, you’re in luck. Into the Radius, from developer CM Games, brings what is essentially a VR port of 2007’s S.T.A.L.K.E.R. to Meta’s headset. But you don’t need to be a fan of the PC original to enjoy this supremely immersive, detailed survival sim. It has its annoyances, but overall this is a solid addition to any VR gamer’s library.

A word of warning: this is a pretty hard-core survival experience. Into the Radius seems to pride itself on not holding your hand. You get a brief tutorial. But then you’re pushed out into the Pechorsk wasteland of Russia. You’re assigned missions from a computer terminal, and a big objective in every mission is just trying not to die. And there are so many ways to die here. Lots of strange monsters will attack you. So far, I’ve encountered slow, zombie-like shufflers, quicker transparent beings, and even flying spidery creatures. Oh, and there are also deadly anomalies that will zap you if you walk into them. Bozhe moi.

Survival of the Fittest

You have the most meagre tools to protect yourself. There are guns, but ammo is very scarce. As in, you’ve got maybe 20 bullets so you might want to think twice about shooting. Sometimes it’s best to just run, until you find more. Or use stealth and hope the monsters don’t notice you. Spoiler Alert: they usually do. There’s a Fallout vibe to Into the Radius with all of the desperate searching in empty desks and cupboards for bullets or anything else you can use to stay alive. Fallout Survival Mode, anyway. And I guess there’s a Souls-like vibe as well, what with all the dying you do.

into-the-radius-feature

Just when you collect a nice stash of ammo, you find out it doesn’t fit your gun. There’s a variety of gun types in Into the Radius, and they each use different bullets. On top of that, you need to regularly clean and repair your gun, lest it deteriorate and jam on you, or even break. To clean it, you’ll need to find paper, gun oil and a wire rod, and brush out the barrel. I’m not even kidding. Oh yeah, you’ll also get hungry, so make sure to collect food whenever possible. To eat it, you’ll need to physically open a can, and use your knife to feed it into your face.

An Immersive Experience

Needless to say, Into the Radius has a level of immersion that is next-level. The difficulty of this game is discouraging at first, but I’ll admit it grows on you. Especially in VR, it’s just such a thrill to experience this kind of realism in a video game. The slow and painful progress you make in this world feels so rewarding because you really have to earn it. No matter how often I died, I kept wanting to go back and try again. That surprised me.

On missions, you also have a backpack. It uses a similar style to The Walking Dead: Saints and Sinners. You reach behind your back and grab it, placing or retrieving items. What I really liked was how Into the Radius determined space in the backpack. You have to place items and fit them — if there’s no more physical room, that’s it. Again, it’s a lot more intuitive and authentic than most games.

into-the-radius-feature

Successfully completing missions gets you rewards, upgrades, and most importantly, loot. It’s awesome coming back to base and selling your loot. Then, spending that loot on gear, armour, better guns, and attachments. Your security level also rises, unlocking better tiers of equipment as you progress. It’s an addictive loop that rewards all that dying and suffering you’ve gone through.

A Few Flaws

There are some annoyances amongst all the positives, for sure. Sometimes I encountered a bug that prevented me from sprinting, making my travels through the vast wasteland a plodding, frustrating affair. I would also say the visuals could use some polish. Don’t get me wrong — the atmospheric, weird aura given off by Into the Radius is suitably creepy and cool. But you definitely wouldn’t call it pretty. Textures are low-res and muddy. Models are blocky and last-gen. Mind you, there are lots of survival fans who still won’t care.

If you have been wanting that extreme survival adventure experience on the Meta Quest 2, Into the Radius is your game. It’ll have you alone, outgunned and loving every minute of it. But even for the rest of us, there’s a fun time to be had — provided you can weather the initial frustration.

** A Meta Quest 2 code was provided by the publisher **

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Sunday Gold Review – A Criminally Good Point and Click Adventure https://cogconnected.com/review/sunday-gold-review/ Mon, 12 Sep 2022 12:00:36 +0000 https://cogconnected.com/?post_type=review&p=317570 The story won't blow you away but trust me, Sunday Gold is a big game in a little package and it's definitely worth a look.

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Sunday Gold Review

The scene is London in 2070. Crime and poverty are rampant. Technology rules and the line between corporations and criminal syndicates has become as blurry as security cam footage from a liquor store robbery. Point and Click adventure Sunday Gold, from BKOM Studios and Team17, puts you smack dab in the middle of this rather grim little scenario, as you lead a trio of underworld ne’er-do-wells taking on the city’s brash criminal CEO, Kenny Hogan. They’ll need to use all their heisting, problem solving, and even fighting skills to get their latest job done and live to tell about it. Sunday Gold’s combination of excellent combat sequences and clever puzzle solving will leave you gobsmacked, even if its clichéd story falls a bit flat.

Get Ready for a Fight

The meat and potatoes of Sunday Gold is its Point and Click gameplay. You, as your three main characters Frank, Gavin and Sally, play through set-piece chapters with multiple environments to analyze and solve. Whether it be office buildings, dive-bar alleyways or car-parks, you’ve got to find the right things and put them together the right way in order to move on to the next chapter. You also have to use the right person for the right task. Your characters each have unique skills to get the job done. Gavin is a tech wiz, who hacks computers and passwords. Sally is the muscle, who can move dumpsters or pull open stubborn doors. And Frank picks locks, in addition to having some solid skills with a switchblade in a fight.

A fight, you say? Yes, combat is one of the many ways Sunday Gold mixes up the Point and Click formula. Everything you do in a level, whether it be opening doors or flipping a switch, uses up Action Points. Use them all up, and an Alert Meter triggers an encounter with enemies. That’s when Sunday Gold switches genres and basically becomes a JRPG. You battle, Final Fantasy-style, using skills, items, weapons and special attacks. It’s a great way Sunday Gold ups the stakes from the usual find-this, use-that Point and Click loop. While playing, I got nervous when the Alert meter ticked up, and but I was also kinda excited to have another battle and use my combat skills.

sunday gold

You’ll Need to Use Your Brain Too

Sunday Gold borrows leveling and skills trees from RPGs as well. XP is used to improve your skills and unlock special ones that can be really useful (maybe essential) in combat. My favorite one was probably Gavin’s dynamite ability. Tossing explosives at groups of enemies caused random damage and chaos that sometimes made them lose Composure. If their Composure meter dropped enough, they might Panic. Plus, it was just fun to see what random craziness I might cause with each toss. I found that to be a common theme throughout my play time: Sunday Gold is among the most fun Point and Click games I’ve ever played.

But that doesn’t mean it’s an easy game. Sure, sometimes I was able to charge in and just randomly slice and punch my way through low-level security guards. But other times, as with Chapter One’s Boss Battle, solid strategy and perfect execution were a must. It’ll sometimes take you a few tries to get through these bigger battles, and you’ll have to learn from each beat-down to know where to adjust next time. Finally getting it right and overcoming that first Boss was a rush of adrenaline. And it’s a great example of how Sunday Gold challenges you while always making you feel you can do it if you’re smart.

Fun Mini-Games

Besides combat, there are other ways Sunday Gold varies the gameplay effectively. Lockpicking, hacking, and tests of strength add nice mini-game fun to levels. Each challenge is well-designed and has you using your brain, coordination, or both. Hacking is tough, but you learn to predict passwords based on the clues. Lockpicking tests your ability to press the button at just the right time in a rotating lock. Sally’s strength games are maybe the toughest of the bunch. You’ve got to hold a very fiddly arrow marker in the right place, fighting its twitchiness. Sunday Gold seems made for people like me. I’ll be honest: I’m not a fan of pure Point and Click games. The trial and error, the one-note gameplay, just gets monotonous. But Sunday Gold is so much more. It’s many games in one, and they come together in a way that feels great to play.

sunday gold

In the area of production values, Sunday Gold shines. The game is fully voice-acted and the characters come to life believably with solid acting and well-written dialogue. The visual style is like playing a cool comic book, and the smooth musical score accompanies the action nicely. Between the fun gameplay and slick aesthetics, I was (pleasantly) reminded of the great Disco Elysium. That’s high praise indeed. I also found the game’s mechanics to be smooth and reliable, and I never experienced a crash or other issue. For those playing on a Steam Deck, however, I have some bad news. It doesn’t yet work on Valve’s new handheld – yet. We’ll see about the future. But for now this looks to be a Windows-only experience.

Worth a Look

If there is an area I was disappointed in, it was maybe the story. Don’t get me wrong, it was certainly serviceable and the interesting characters had me caring about them. But I found the set-up, the grim dystopian setting and the plot points to be a bit clichéd. We’ve seen this story in many, many heist movies, crime capers and such over the years. Add to that the totally-expected “unexpected twists” and Sunday Gold’s plot won’t leave you lying in bed shook, thinking about it after you’ve finished. But it is more than adequate to glue together the many fun game play sequences.

As I said before, Point and Clicks aren’t usually my thing. Putting things randomly together, making obscure leaps of logic, and cycling through inventories just gets boring for me. But Sunday Gold offers so much more than most Point and Click games. It’s got JRPG-like combat. There’s the fun mini-games. And it’s excellently voice-acted and it looks gorgeous. Sure, the story won’t blow you away but trust me, Sunday Gold is a big game in a little package and it’s definitely worth a look.

** A PC game code was provided by the publisher **

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Wands Alliances Review – It’ll Put a Spell on You https://cogconnected.com/review/wands-alliances-review/ Tue, 16 Aug 2022 14:00:43 +0000 https://cogconnected.com/?post_type=review&p=315573 Despite some technical annoyances, Wands Alliances has thrilling team-based combat and a stylish presentation that make it a must-play.

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Wands Alliances Review

With competitive multiplayer games being so incredibly popular on other platforms, it’s only natural that we’d see them come to the Meta Quest 2 as well. Population: ONE and Rec Room have been standouts so far, and now Wands Alliances arrives to give Meta Quest 2 players another great and addictively fun PvP experience in VR. If you own a Meta Quest 2, this one is a must-play, and not just because it’s an exclusive.

You play as part of a three-person team, facing off against an opposing team for a 6-person arena battle. As the title implies, you’re given magic wands that each have two spells that you switch between as needed. There are many different spells to choose from, some of which are unlocked as you gain experience. Some are attack spells that are shot at enemies much like a gun. Others are defensive, such as putting up a wall of ice. You can also shoot a quick heal spell to help out a teammate.

In many ways, Wands Alliances is a familiar PvP experience. Teams try to win rounds by achieving objectives — for one side, it’s arming an Omega device, which is like a magic bomb. For the other side, it’s by stopping this from happening. You can also win by just killing all three opposing players. That’s often what happened when I played. You play as one of three classes, which are the standard attacker, tank-like support guy, and healer. You get XP in Rounds which you use to unlock new spells for your Battle Kit.

Grab Your Wand

Locomotion is done via warping to pre-set points, not free movement. Although you’re stuck in one place, you can move a lot, by crouching or leaning. In fact, you must do this to survive. In Wands Alliances, using cover is a must. It’s very precise too. I found even a small bit of the top of my head peeking over a box could get me killed quickly. I learned to really watch my body position. For this reason, Wands Alliances can be a bit physically demanding to play.

wands alliances

The rounds in Wands Alliances are short but very fun. It takes some time to learn the ropes. It’s a 360 degree experience, so you’ve got to watch that you don’t get hit from the sides, or from above. You’ll be swiveling your head frantically, trying to stay alive. It’s quite exciting. As with many PvP games, there are some players who are vastly more experienced than others. This is a bit frustrating because currently, Wands Alliances doesn’t match you based on levels. As a newbie, I felt at a big disadvantage with my mediocre spell selection. But after playing for a moderate amount of time, I felt more powerful.

Speak and Spell

So, needless to say, you can’t play Wands Alliances sitting in a chair or laying in bed. You’ll need to be standing, and moving your body a lot. I also recommend you play in a large, open space. I generally liked the movement in the game, except for one thing. Wands Alliances forced me to stand in one, precisely-defined physical spot as I played. If I stepped a foot or two left or right, the screen went black. I couldn’t re-align myself by pressing and holding the Oculus button either, which I can with most games. Wands Alliances had a curious insistence that I adhere to one spot in my predefined Guardian Boundary. It even locked which direction I faced. That felt limiting at times.

And although Wands Alliances doesn’t require that you play with a Mic, you’ll definitely want to. I found that rounds depended heavily on the Squad communicating enemy locations and strategy. You could play as the one silent guy on the squad, but it would be weird. Like playing actual paintball with your friends, but never saying a word the entire time. So again, if you like to play VR games quietly, without disturbing others in the room, this might be an issue. Having said that, the team-based gameplay is great when everyone is talking, laughing and clicking together.

wands alliances

The core of Wands Alliances, the 3-on-3 tactical arena battles, are exhilarating and thrilling. They aren’t as super fast-paced as you might expect, and actually there is a strategic element that is a bit different from some PvP games. People tend to look for a nice spot to place themselves. Then it’s a tactical battle of catching the enemy off guard. The red or green outlines showing you where others are also help. But you also have to know the environment and peer around obstacles to out-flank the other squad.

A Visual Treat

Part of the enjoyment in Wands Alliances is due to the great environments. There are only three levels currently — the Rookery, the Maetropolis, and the Gateway — but they are very well made. Visually, Wands Alliances has a beautiful Victorian Steampunk style, and arenas include lots of detail like gas lamps, brick buildings with faded advertisements, and steam-laden trainyards. Surfaces look good, and not at all last-gen like we see with some VR games. Even your wands have a cool steampunk aesthetic, looking up close more like old-fashioned guns than wands. I guess that makes sense, as when you “cast a spell,” it feels more like shooting a gun as you squeeze the Trigger button rather than wave or swirl your hand like a wizard.

I’ve really enjoyed my time with Wands Alliances, and I strongly recommend it for any Meta Quest 2 player. Despite some technical annoyances, it has fun and thrilling team-based combat and a very stylish presentation that’ll have you coming back for more. Let’s hope that more games like this continue to fill out the Meta Quest 2 roster as the platform’s player base grows.

** A Meta Quest 2 code was provided by the publisher **

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World of Mechs Review – Lean Mean Fighting Machines https://cogconnected.com/review/world-of-mechs-review/ Tue, 21 Jun 2022 14:00:59 +0000 https://cogconnected.com/?post_type=review&p=312013 World of Mechs is a work in progress, but there's enough solid mech battle fun to make this a VR game worth your time.

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World of Mechs Review

World of Mechs, on Meta Quest 2 from developers Studio 369, puts you in the cockpit of a 10-ton giant armoured mech, in arcade-style combat. Who hasn’t seen a movie like Pacific Rim and dreamed of taking part in some Kaiju-battle action? You pilot your mech in online squad-based battles against other people or AI enemies, firing lasers and missiles while using your wits to avoid getting destroyed yourself. Despite some issues, the basic concept works, and it’s pretty fun. And trust me, it’s even more fun in 360-degree, 3D VR.

It’s an easy game to pick up and play. There’s a Tutorial but you don’t really need one. The basics are very intuitive. Your mech has a rapid-fire laser gun, a missile, and a Special Ability. You aim by simply moving your head. You walk (slowly) by pushing the left stick. If you want to sprint, hold down the left stick. I must say the developers nailed the controls in World of Mechs. It feels natural and easy right off the bat. This isn’t rocket science — it’s a robot fight and there’s stuff to blow up.

You have a few game modes to choose from. There’s a Campaign, online Multiplayer, and Single Player with Bots. The Campaign isn’t bad. It’s a series of levels where you and your AI team try to achieve objectives against an enemy team. There’s a light story element, but mostly that’s just a set-up for the action of each level. It has some decent voice acting but levels recycle the same 5 maps. Despite having different objectives each time, the repetition of environments over the Campaign’s 20 levels kills the fun somewhat. At least you earn cash and XP to upgrade and unlock up to 32 Mechs over 8 classes.

Multiplayer Mech Madness

Multiplayer is more fun, but it has the familiar issue of too few human players. There’s also no Lobby system so you can only choose Quick Play to get into a match. There are 4 game modes, but the most frequent match mode I played was Capture the Flag with three capture points. It delivered on the fun, with lots of fast-paced action as I tried to take and hold Capture points and hold off enemy counter-fire. Even with the lack of map variety, these matches are a blast — when you can find a full group of fellow human players.

world of mechs

Having said that, World of Mechs feels a bit basic, or incomplete in some ways. I’ve already mentioned the lack of map variety. Even within maps, environments are visually simplistic and last-gen. The so-called “city blocks” you’re supposedly battling amongst are very toy-like, and lack detail. You can’t interact with or blow up buildings. You never get the feeling that you’re having a giant mech battle in a real downtown core. It’s more like a small laser-tag arena, with artificial trees and backdrops.

Still Work to Do

The systems feel too basic as well. There are currently no Leaderboards. And the upgrading system feels overly simple and unsatisfying. You can upgrade your armor and guns, but the options are limited. There isn’t much to buy at the moment. And only one upgrade can be activated at a time per part. So that means you have to keep going into the Menu and deciding which one to activate. Each one seems to have pros and cons — new upgrades aren’t necessarily better but just different. I suppose that makes for customization but I eventually stopped unlocking new upgrades, knowing that new ones wouldn’t be a step up from what I already had.

The bottom line here is, World of Mechs is a good game that feels a bit unfinished right now. In fairness, the devs have made it clear they’re committed to fleshing out the game in the coming year. Leaderboards are apparently coming in Quarter 3. And they’ve also promised Tournaments and Parties which will no doubt improve things a lot. But in the meantime, just know that it’s a work in progress at the moment.

World of Mechs has the basics down. It’s a fun mech battle VR game that’s got 20-plus hours of fun to offer, especially if you get into the online component. It’s got intuitive, simple controls and the battle mechanics are sound. There’s a lack of depth right now, and there are still a lot of new maps, details and system tweaks that need to be addressed in order to make this a complete experience. But even so, at $20.00 US this is a VR experience that’s worth your time and money.

** A Meta Quest 2 code was provided by the publisher **

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MOTHERGUNSHIP: FORGE Review – Welcome to 3D Bullet Hell https://cogconnected.com/review/mothergunship-forge-review/ Wed, 15 Jun 2022 16:34:11 +0000 https://cogconnected.com/?post_type=review&p=311598 It may lack variety, but If you like bullet-hell survival and you've got a Meta Quest 2, MOTHERGUNSHIP: FORGE is a title to check out.

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MOTHERGUNSHIP: FORGE Review

Back in April, I had the chance to preview a new Meta Quest 2 game from Terrible Posture Games. And I liked what I saw. It had fun gun play, and some cool features that had me curious to see the final product. Now it’s June, and MOTHERGUNSHIP: FORGE is ready for release. And it’s shaping up to be one of the better first-person shooter offerings in VR.

If you like Doom, you’ll feel right at home in MOTHERGUNSHIP: FORGE. You’re placed in a series of dungeons, and given lots of guns. You’ve got to survive continuous levels of bullet-hell mayhem. Shooting at you from many directions are all manner of turrets, robots, and drones. It reminded me of one of Terrible Posture’s older and lesser-known titles, Tower of Guns.

When I said you’re given guns, I meant more that you’re given gun parts. You have a basic shooter, a randomly-chosen gun that might spray lots of fast, scattered shots or a shotgun with fewer, stronger shots. But on each gun are upgrade slots, into which you can attach upgrades, like ammo packs or power boosters — or maybe even another gun. Along the way, MOTHERGUNSHIP: FORGE awards you more parts and upgrades for surviving levels. You can craft yourself into your very own killing machine (literally) as you add more attachments.

Game Changer

So far, you’re probably not that impressed. It’s pretty standard stuff in many ways. But the move to 3D changes everything. Playing MOTHERGUNSHIP: FORGE on Meta Quest 2, you’re swiveling, ducking and contorting your body to avoid the slow-moving bullets flying at you. It’s a rush when you’re in the thick of the game’s tougher levels, and survival relies on your own wits (and agility). You’ve got to constantly prioritize threats on the fly: do I take out that far-away turret, or focus on the stapler-like robot running towards me?

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MOTHERGUNSHIP: FORGE gives you a lot of choice to personalize your nightmare, too. After finishing a level, you choose from a few doors where to go next. One door might offer a reward of money (to purchase upgrades in the shop), and another door might award you a new gun part. You decide what you want to focus on. Then, after surviving a bunch of levels, you face a big bad boss.

Boss fights are tough. Overall, MOTHERGUNSHIP: FORGE is a hard game. Even on Easy mode. There are times when you are facing so many bullets, coming from so many angles, that it just feels like you just can’t avoid them all. I tried my best though, and a word of advice: definitely play this game in a big, clear open space. With all the flailing, bending and arm-waving you’ll do when things get hectic, this is one of those VR titles that could cause an injury or a broken lamp if you’re not careful.

Choose Your Death

So it’s not an easy game. But what I liked was the control I had over things. Yes, bullets were hard to avoid, but they were avoidable. It was a matter of how agile I was, and how much effort I put into surviving. Unlike some 2D buttet-hells, MOTHERGUNSHIP: FORGE will not foist unfair, behind-the-back ambushes upon you. There’s no cheap deaths from enemies you can’t see. So it is difficult but fair. I died a lot, but I didn’t feel as frustrated as I usually would in this type of game.

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Visually, MOTHERGUNSHIP: FORGE is not the most stunning game. The models are blocky — think old-school Doom more than the most recent iterations. Again, it recalled for me Tower of Guns, and that game is 7 years old. But there’s a fun, cartoony vibe to the visuals that appealed to me. I would like to see more color in the levels, though. There’s a dull, monochromatic look to most of them. I get that this limited palette is intentional, to help disguise enemy turrets and cannons and make them harder to see. But the lack of variety grates, and that is amplified when your eyes are already strained from the VR experience.

Same Old Same Old

Levels could use more variety too. MOTHERGUNSHIP: FORGE does throw twists at you, don’t get me wrong. But generally levels are all a big, dark-red room, and it would be nice to see more surprises visually. Overall, I liked that MOTHERGUNSHIP: FORGE offers a unique WAY to play with each run-through, with choice of upgrades and attachments. But I wished for more uniqueness in the types of environments I was placed in.

MOTHERGUNSHIP: FORGE is a lot of fun. One of the best VR bullet-hell games I’ve experienced, it will have you ducking, bending and swiveling like a demon. It may lack variety and is best played in small doses (and big clear rooms), but If you like bullet-hell survival, and you’ve got a Meta Quest 2, this one is a title to check out.

** A Meta Quest 2 code was provided by the publisher **

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Little Cities Review – There’s a New Mayor in Tinytown https://cogconnected.com/review/little-cities-review/ Wed, 11 May 2022 14:00:47 +0000 https://cogconnected.com/?post_type=review&p=309250 Little Cities is a VR city building sim that‘s fun, relaxing and easy. But it might be a bit too simple and easy for some.

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Little Cities Review

Back in the early ‘90s, I got absolutely glued to a little SNES title called Sim City. It was a port of the PC version, it had cheesier visuals – and a repetitive musical score that would drive a Buddhist monk to violence – but damn it was as addictive as crack. Now it’s 2022, and I feel like I’m playing that old classic game again but in VR, with Little Cities on Meta Quest 2.

The familiarity feels great in many ways. Jumping into Little Cities is easy. It’s as easy as putting on your VR headset and starting up the game. Right away, you’re laying down road, your throwing down Residential, Commercial and Industrial zones. Instinctively, you know what to do. Follow the up and down of demand. When housing is needed, you make more green Residential areas. When your growing population needs jobs, then Godlike, you make it so with more yellow Industrial factories.

The interface for Little Cities is intuitive and clean and simple. Just the way it should be. You point at icons floating in front of you, and choose what to build. Then, you hold the Trigger to lay stuff down. Boom. You’re an urban visionary. There isn’t really a Tutorial needed. Little Cities keeps things simple, sticking to the basics of three zones, some utilities and a few extra bonus buildings. And that’s it. I had myself a nice little bustling city after less than an hour of playing.

There isn’t a Tutorial but Little Cities plays almost like a Campaign. You get six islands to build on, that feel like a progression. The first island is basic, just an open space really. But you work your way up to bigger, more complex islands. The game gives you frequent alerts via a virtual “smart watch” on your left wrist. They tell you what you need to do, and announce each time your city hits a milestone. As it grows, new special buildings are unlocked. They might be a university, an observatory, botanical gardens, theme park or some other reward.

A Familiar Gameplay Loop

These special buildings give bonuses, making residential or commercial zones happier. It’s fun to plunk a Stadium down and see nearby residents explode with happy faces. Keep everyone happy, and demand will keep growing. So in this familiar feedback loop, you bring in people, they demand things, and you give them those things. Little Cities is a game you’ve played before in many ways, over many years.

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It’s cute, colorful, and visually it’s gorgeous. Watching the bright green or yellow islands come to life with blue, green and red houses and office buildings dazzled my eyes. Tiny toy-like cars and dump trucks begin to flow through your streets. Cute little jets and hot-air balloons fly right by your nose. And in 3D, it’s exhilarating. You’re looking down as this, well, little city grows up so quickly and easily in front of your very eyes.

So yes, Little Cities is relaxing and easy. And just maybe, it’s a little too easy. After my second or third island (you unlock new islands by maxing out previous ones), I was expecting – even hoping for – a bit more of a challenge. For example, maybe the odd disaster. I remember on the SNES, Godzilla came after a while, and wrecked neighborhoods. Or a tornado. Something to throw a wrench into the works. But Little Cities didn’t have much to offer here.

Easy As Pie

Oh, there are volcanoes. A couple of the islands have huge, erupting volcanoes, right in the middle. But they only shoot out feeble little fireballs once in a while. My fire stations handled them instantly. And on the game’s two desert islands, little sandstorms occurred here and there. But stopping them was as easy as placing one little tree. Voila. End of problem. Little Cities’ challenges feel too small and inconsequential to offer any challenge, and that’s a bit of a downer.

The simplicity is also a double-edged sword. I mean, it’s nice that you can jump in and play, right away. Little Cities is a great casual gaming experience. Got an hour? Put on your headset and build a city. But I was hoping for a bit more complexity. For example, pollution. Remember that from the old Sim City? It was the bane of every builder’s existence. As your city grew, that dreaded cloud of pollution, from factories and roads, crept ever forward. Eventually, property values would drop. And you’d see it. Your nice gleaming towers would devolve into crappy little shacks.

Little Cities has none of these nuances. There’s only the monolithic “Happiness” to worry about. And even this is too simple. If you place a Residential area one space beside a Factory, a Wind Generator or other infrastructure, you get a frowny face. Build TWO spaces away, it’s all smiles. And road noise, or pollution from traffic is not even a thing. People in Little Cities have no issue with living right beside a bustling highway.

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Money Ain’t a Problem

It works the other way too. Remember in Sim City how homes built by water, or forests, were more attractive? Nope, in Little Cities you’ll get the same kinds of homes, the same amount of happiness, from buildings on oceanfront beach property as those in the urban core. And people don’t seem to have any issue with living at the foot of an active volcano – but God help you if you put them one space beside a Cell Tower.

Money is another curiosity. In theory, you’ve got to manage the budget like all building games. But for whatever reason, I never had any money problems playing Little Cities. In fact, I rarely looked at my finances. On rare occasions, I built too fast and had to wait a minute. Then, the funds popped up and I was back to building. It feels like the developers made an attempt at a budgeting mechanic here. But it’s just too generous to ever really limit you, or make you think about any of your decisions.

But you know what? Despite my gripes, Little Cities has sucked a good 20 hours of my life away in the last few weeks. Not bad for a VR title. And it’s easy to see why. It has a lot of the addictive qualities that hooked me in to Sim City in the 1990s. Firing it up, laying out zones, creating bridges to new islands and watching little cars and trucks spring to life on the roads is always a thrill. And even more so in 3D, where you can zoom in and watch them up close. But still, it’s a bit disappointing to find that Little Cities lacks a lot of the depth that that 30-year-old SNES title had.

A Fun Little City Builder

Who knows – maybe the devs will add more in future updates after launch. Until then, Little Cities is a cute, colorful, well-made little city builder that will offer you lots of casual fun. If you can live with a limited city, and a lack of challenge, you’ll enjoy it. Relax, let the urban sprawl take shape, and just build.

** A Meta Quest 2 code was provided by the publisher **

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5 Things I Love About the Steam Deck https://cogconnected.com/feature/5-things-i-love-steam-deck/ Sat, 07 May 2022 14:00:12 +0000 https://cogconnected.com/?post_type=feature&p=308725 I know I don't need to sell many of you on the Steam Deck. But if you're still wondering: yes, it's awesome. And here are 5 reasons why.

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5 Awesome Things That Make the Steam Deck Incredible

I’m among a select few lucky gamers right now, because I possess an actual, real-live Steam Deck. I got mine pretty early, and I’ve been fortunate enough to have had a few solid weeks with Valve’s amazing, miraculous handheld gaming PC. And I love it. So far, it’s not only met my expectations, it has exceeded them by far. And there are a bunch of reasons why. Let me go through just five of them, right now.

 

It’s Got a Huge Launch Game Library

It’s an accepted reality that new game consoles will have a fairly paltry launch game lineup. But the Steam Deck is different. It comes with a launch library of over 2,000 games. That includes the “Deck Verified” group and the “Playable” group of games. Deck Verified games are tested to work perfectly on the Deck without any extra effort on the gamer’s part. It’s a list that’s growing all the time. But as of this writing, it stands at over 1,200 (see this Reddit thread for the list). Playable games are totally fine to play, but you might need to use the Deck’s touchpad or the virtual keyboard. Which is quite easy. In fact, one “Playable” game, Civ V, plays better on my Steam Deck than on any laptop I’ve ever used. Compare the Steam Deck’s number of games at launch to say, the Switch’s 12 titles. Or the PS5’s quite respectable 28. There’s no comparison with the Steam Deck. And the Deck’s lineup is growing every day.

It’s Really Well Designed

I looked forward to using my Steam Deck to game on the go. But I fully expected it to be a bit awkward to actually play. My hands would hurt after a while. I’d have trouble fiddling with the settings, and the small screen. But that has not been the case at all. First of all, the ergonomics of the device are superb. You know that cramp you get in your hands from holding your Switch for more than an hour? That doesn’t happen with the Steam Deck. Its grips fit your hands, and the button placements are excellent. It’s like every physical design choice was very well thought-out, and done with care. The only buttons I do have a bit of trouble with are the L1 and R1 bumpers. But otherwise, the Steam Deck feels great to play, even for a long time. Here’s another good example: the charging port. It’s on the top. You’d expect it to be on the bottom, right? But being on the top is so much better for when you’re playing in bed. And that’s so awesome that Valve thought of that. Add to all of these the intuitive and user-friendly Steam OS, and the Steam Deck is a very easy device to use. It feels like it was made by gamers, for gamers, and I appreciate that.

You Can Seamlessly Integrate Xbox Cloud Gaming

And I don’t mean that you can just use a web browser to access it. That would just be ok, because you’d still have to connect a controller. Which you totally could do, but that’s not as good as what I mean. What I mean here is, you can add the Xbox Cloud Gaming website as a “game” into your Steam library, and use the Steam Deck’s controls as a controller! It’s like the games in Xbox Cloud Gaming are games in your Steam Deck library. And they’re as easily playable as any other titles you own. Provided you have Xbox Game Pass Ultimate, of course. Now, there is a bit of a process to get this set up on your Steam Deck. But if you have around 45 minutes, it is very worth it. I did it, and now in addition to my own game library, I can play Life is Strange: True Colors, Marvel’s Guardians of the Galaxy and any other Xbox Cloud game with the touch of a Steam Deck button.

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It’s an Actual, Real PC As Well as a Console

The Steam Deck has something other consoles can’t match. And that’s the fact that it is a real PC computer. And using it is as easy as switching to “Desktop Mode” with the push of a button. Voila. Your Steam Deck now has a desktop, just like any PC. And you can do all the things. Now honestly, I haven’t explored this side of the Steam Deck much yet. But it is there as an option, and that’s amazing. Attach a Bluetooth keyboard and mouse, and you could, in theory, use the Steam Deck for work. How that would look depends on where you work. You’d either be perceived as a bit odd by coworkers or as the absolute coolest Assistant Marketing Manager at the firm. Either way, you have a freakin’ Steam Deck! Who cares what those people think, am I right?

Valve Provides Great Support to the Steam Deck

I’ve been really impressed with the care and support Valve has provided for the Steam Deck and its users. Not only did the console arrive with a really nice carrying case, it’s received almost daily updates since I got it. All those issues and annoyances you’ve heard about — the fan noise, the bugs, and so on — get constantly addressed and improved. One recent update, for example, reduced my fan’s noise noticeably. There are also performance improvements that continue to optimize the battery life. Speaking of which, another great design choice Valve made is to let you control a lot of the console’s settings — I reduce my framerate on many games to 30 FPS. This greatly increases the Steam Deck’s battery life while causing no noticeable downgrade in visuals and movement.

I know I don’t need to sell many of you on the Steam Deck. With a backlog on already-placed orders sitting around 5-6 months, there are many who are reading articles like this who are in agony right now. You’re hearing all this great stuff about the Steam Deck, and you can’t do anything about it. Except wait. And wait. And check your email for the thousandth time. I feel your pain. But for those of you who are still wondering, yes the Steam Deck is every bit as awesome as you hope.

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MOTHERGUNSHIP: FORGE Lets You Choose How You Want to Die https://cogconnected.com/preview/mothergunship-forge-preview/ Mon, 04 Apr 2022 14:00:25 +0000 https://cogconnected.com/?post_type=preview&p=306355 With exciting gunplay and lots of customization, MOTHERGUNSHIP: FORGE is definitely a VR game to keep an eye on.

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MOTHERGUNSHIP: FORGE Preview

Almost exactly seven years ago, I played and reviewed a game called Tower of Guns, by developers Terrible Posture Games. And it was … alright. I liked the zany, procedurally-generated scenarios. And the hectic bullet-hell gunplay was pretty rad. I wasn’t a fan of the samey-ness and punishing difficulty of the experience. Plus, the drab visuals were just so-so. Now, Terrible Posture is back with a VR version of their 2018 PC game MOTHERGUNSHIP (which I haven’t played), called MOTHERGUNSHIP: FORGE. And you know what? I’m liking it so far.

The move to VR feels like a revelation for this kind of game. Like the PC version and Tower of Guns, MOTHERGUNSHIP: FORGE is a first-person shooter that places you in a series of dungeons. It’s not exactly the same as Tower of Guns, but there are many similar aspects. Again, you are given guns (lots of guns) to fend off attacks from enemy gun turrets, walking stapler-like robots, floating drones, and many more varieties. In its nastiest bullet-hell moments, you’re getting attacked from all sides. And dying — a lot. It’s insane, and like the title I reviewed seven years ago, MOTHERGUNSHIP: FORGE is definitely action-packed.

Virtual Insanity

But in VR it seems to work so much better than in 2D. Getting attacked from behind in Tower of Guns felt unfair when I had to use a handheld controller to swivel around and see everything. And I’d imagine that it was an issue in the original MOTHERGUNSHIP as well. But in VR, you can be so much more aware of your surroundings. Assessing the environment in MOTHERGUNSHIP: FORGE is as simple as looking around. It’s just as tough a game as its predecessors, but I now feel more equipped to tackle it.

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I mean, in VR you can duck! Instead of an awkward series of button-presses and stick movements to dodge bullets, in MOTHERGUNSHIP: FORGE it’s as simple as crouching down. Or maybe tilting your body to the left or right. Whatever. Don’t get me wrong, it’s still fiendishly hard at times. In later levels (my Preview was only of a partial build of the game) I was doing a complex ballet of physical movements to stay alive. But it always felt exhilarating. It feels like this game was made for VR. Maybe more importantly, this game feels like the kind of game VR was made for.

Choose Wisely

Terrible Posture has also wisely kept what worked in Tower of Guns, like choice. In MOTHERGUNSHIP: FORGE, you customize your experience in nearly every aspect. For example, what reward do you want in each level? New gun parts? Extra Health? Better shields? And if you choose, say, gun parts, you then choose again from a number of gun-part options. Then there’s the choice as to how you will connect your new gun part. Yes, even that is customizable. All the choice makes MOTHERGUNSHIP: FORGE feel like a very tailored experience. I felt like every time I died and started over (which I did a lot), I was playing a new game, a fresh experience. That’s a good thing.

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On the not-as-good side, I might point out the visuals (again). They’re a touch brighter and more colorful in MOTHERGUNSHIP: FORGE than they were in Tower of Guns. It’s been seven years, after all. But I wouldn’t call them a standout aspect of the game. Think old-school DOOM, with polygon shapes and low-res textures. I haven’t played hours and hours of MOTHERGUNSHIP: FORGE yet, but I could see the visuals getting on my nerves without some variation later in the game.

Overall, though, I have been enjoying MOTHERGUNSHIP: FORGE. This kind of game just feels so right in VR. There’s exciting gunplay that feels challenging but fair. And there’s lots of customization that keeps the action interesting and fresh despite a lack of story and average visuals. It may not be perfect but MOTHERGUNSHIP: FORGE is definitely a VR game to keep an eye on. MOTHERGUNSHIP: FORGE is set to launch June 16, 2022 on Meta Quest 2 and SteamVR for Valve Index.

** A Meta Quest 2 code was provided by the publisher **

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Meta Quest 2: Five Must-Have Games for Your New VR Headset https://cogconnected.com/feature/meta-quest-2-five-must-have-games/ https://cogconnected.com/feature/meta-quest-2-five-must-have-games/#respond Sat, 02 Apr 2022 14:00:22 +0000 https://cogconnected.com/?post_type=feature&p=306007 So you just picked up a Meta Quest 2. Congrats! Here are five of the best Meta Quest 2 games you need to have in your library.

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Here Are 5 Meta Quest 2 Games to Get Right Away

Congratulations. You just got your hands on a Meta Quest 2 (formerly known as the Oculus Quest 2). Now you’re ready to dive into VR. The good news is the Meta Quest 2 has tons of amazing games to choose from. And all without the need for any extra PC connection. The bad news? With so many offerings, you may not know where to start. But fear not. We at COGconnected have you covered. We’ve picked five of the absolute best VR games to start with. These are all tried and tested, certified quality offerings. Here are five of the best Meta Quest 2 games you need to have in your library.

Beat Saber – Beat Games

If you’ve ever wanted to wield your own lightsaber, and you like rhythm games, Beat Saber will be your new favourite. Swing the lightsaber and chop blue and red boxes to the beat of ever-faster techno music. As a bonus, you’ll work up a major sweat while you do. Like many Meta Quest 2 games, Beat Saber is a great workout disguised as fun. This game has been among VR’s best-selling titles forever, and if you play it you’ll see why.

Beat Saber

Demeo – Resolution Games

Demeo is one of the best translations of a tabletop RPG on any platform, period. It’s a co-op adventure through monster infested dungeons. Choose one of 5 classes and help your team of up to three other humans finish each level and eventually kill the boss for big rewards. It’s no longer a VR exclusive (a 2D version is coming in April), but it is still one the best games on the Meta Quest 2.

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The Walking Dead: Saints & Sinners – Skydance Interactive

Saints & Sinners is a surprisingly-deep and we’ll-written take on The Walking Dead. It’s a survival horror game that takes full advantage of the VR medium. Using motion controls, you battle zombies — naturally. Wielding guns, bottles, bats or whatever else you can find, you try to make it in post-apocalyptic New Orleans. With regular updates including a hefty Aftershocks expansion DLC, this is a title that is a must-buy on Meta Quest 2.

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I Expect You to Die 2 – Schell Games

The first game in this series was good, but I Expect You to Die 2 took the James Bond-inspired escape-room thrills to a new level. Possibly the best VR game of 2021, this is one game that will force you to really use your brain to solve its diabolical puzzles and, well … not die. But don’t worry. Even though you will die A LOT, the snappy writing and spot-on voice acting will have you laughing as well as rage-crying.

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Trover Saves the Universe – Squanch Games

Fans of Rick and Morty will be in heaven playing Trover Saves the Universe. Written and voiced by Justin Roiland, it’s chock full of the same chaotic humour and and improvised dialogue. But even if you’ve never heard of the cult-fave show, Trover Saves the Universe is just a really well made adventure game. It’s got tight platforming, smart puzzles and a hilarious story. Trust me, this is a Meta Quest 2 game that’ll suck you in right from the start.

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Well, now you’re all set. Those are five awesome, must-have games you need to get ASAP for your new Meta Quest 2. And remember to check out our full range of coverage for all things Meta Quest 2 and VR, as we keep an eye out for the fantastic titles set to hit the platform in the coming months and years!

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Rune Factory 5 Review – Straight Outta Rigbarth https://cogconnected.com/review/rune-factory-5-review/ Tue, 22 Mar 2022 10:27:55 +0000 https://cogconnected.com/?post_type=review&p=305488 Rune Factory 5 is many games in one, for better or worse. If you're ok with that, and its technical issues, you'll have fun with it.

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Rune Factory 5 Review

Over the past two weeks, I’ve spent countless hours in Rigbarth, the main town of Rune Factory 5. And I feel like I’ve barely scratched the surface. That’s a double-edged sword. On one hand, it’s a compliment to the massive amount of sheer content that this game delivers. Rune Factory 5 has a lot going on. On the other hand, it also points to a general lack of focus that could bring all those disparate things together.

You see, Rune Factory 5 is a game with many different identities. One of those identities is a JRPG. There’s an overarching story, or main quest if you will. It involves your character waking up, with no memories, and being taken in by Rigbarth’s townsfolk. They decide to make you a member of their civil defense force, called SEED. You gain SEED points by doing various tasks, which range from minor deliveries to solving minor mysteries in town to fighting big bad boss monsters in dungeons.

There’s monster taming, like Pokemon. During combat encounters with enemies, you can give them food or other items. Each time you do, they become less hostile. Eventually, provided you can win them over before they beat you to death, you can make the enemies your pets. They can then follow you around and even defend you from other monsters. You collect them in your special Monster Barn, and you have to groom them and keep them happy.

Rune Factory 5 is also a farming sim, very much like Stardew Valley or Story of Seasons. You’re given a plot of land in town to hoe, plant, water, and harvest. You can make money by selling your produce, or you can cook it using recipes you learn–by eating recipe bread, naturally. The money you earn can be used to upgrade your home, or just to buy supplies like potions or seeds.

rune factory 5

Another facet to Rune Factory 5 is a relationship sim. As you interact with Rigbarth’s citizens, you build relationship points with them. Giving them gifts, talking with them, and performing tasks steadily increases their opinion of you. This can eventually lead to friendship and more–including marriage and children. Plus, a new feature in this fifth iteration of the Rune Factory series is the ability to have same-sex relationships.

There’s just so much to do in Rune Factory 5 that you’ll spend a long time just learning it all. It felt like the first 2 or more hours I played were one big tutorial. I was still learning new things at the third hour, including some pretty crucial aspects like using fertilizer for farming. I didn’t even find out the game had fishing until hour five.

And it’s all pretty fun. Even the fact that Rune Factory 5 is mostly derivative of other games is fine. It feels familiar and easy to get into. The farming is actually almost identical to Stardew Valley, and I love that game. The JRPG fetch quests and monster fighting keep you busy and you know exactly where you need to go and what you need to do to find and beat the bosses. Even the fishing feels literally identical to fishing in Animal Crossing, and it’s just as addictive. You’ve played this game before under various titles over the years.

Something’s Missing

But something lacking in Rune Factory 5 is focus. I said in my preview that it feels like three games in one. And that is, in some ways, good. You get “a lot of game for your buck” here. But it’s also a bit of a problem too. Even after many hours of playing, I never shook the feeling that I was playing three or more totally separate games. My playstyle sure seemed to reflect that. After a few hours of farming, I’d stop and decide to pursue the story a bit more. I’d go fight some monsters, maybe clear a dungeon. Then, I’d move on to doing some cooking, or crafting, mostly just because I felt I had neglected it. And so on.

All of the games, the systems, and the various threads in Rune Factory 5 feel a bit disjointed. And this game is trying to do so much at once that each individual element suffers a bit from a lack of follow-through. The menu system, for starters, seems poorly thought-out. If you want to choose a different tool, such as switching out your hammer for an axe, you’re forced to open the menu, choose the tool, equip it, close out the menu, and press the left D-pad to grab it. You must do this every time you want to switch tools. Every. Single. Time. I refuse to believe this was play-tested by humans and they were okay with it.

Another good example of this is the leveling system. You get progression points for almost everything you do in the game–from using swords and shields right down to chopping wood and even sleeping. But it isn’t made clear how these levels factor into the game. I’m assuming that sword skills helped with my attacks. But what about walking? Did raising my walking level help me in some way? If so, I never learned how. I honestly don’t know what my overall level is right now, and I’ve never felt the need to keep track.

rune factory 5

On a technical level, Rune Factory 5 is also a bit uneven. Visually, the quaint seaside town of Rigbarth is a bright and vibrant place, to be sure. But it feels sterile and lifeless. Maybe that’s due to the visuals. In the move to a 3D environment, the series’ latest title doesn’t feel latest-gen. Textures like grass and bushes are disappointingly low-res and blocky. NPC movement is not smooth, and I hate to say it but Rune Factory 5 looks like a PS2-era title at its worst moments. Maybe there were logistical challenges developing a big title like this during COVID, but the lack of polish and finish in the game suggests that time and resource constraints caused some corners to be cut.

More concerning are the frame rate drops. Especially after a load screen, I experienced stuttering. I found any time I was turning the camera rapidly from side to side, frame rates suffered to various extents. It was never game-breaking but it was annoying. During combat, especially boss battles, it could be quite frustrating. In moments when I needed to run around an enemy to dodge or attack, losing frame rate could be a killer.

Look, I feel like I’ve been spending a lot of time here bashing Rune Factory 5, and maybe I have. But let me emphasize that I still had a lot of fun with it, and I think other players will too. I might be even a bit addicted to it, honestly. There’s just too much here to not like on many levels. But it’s just missing some finish to its technical aspects, especially the visuals and menus. And it needs some follow-through on all its great ideas to make it coalesce into one great experience. Yes, Rune Factory 5 is many games in one, for better or worse. And if you’re ok with that, you’ll have a lot of fun with it. Now, let’s just hope they fix that menu.

** A Switch code was provided by the publisher **

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A Complete Guide to The Lord of the Rings: The Rings of Power https://cogconnected.com/feature/complete-guide-the-lord-of-the-rings-the-rings-of-power/ https://cogconnected.com/feature/complete-guide-the-lord-of-the-rings-the-rings-of-power/#respond Sun, 06 Mar 2022 16:00:16 +0000 https://cogconnected.com/?post_type=feature&p=303639 Here's everything you need to know about Amazon's upcoming TV series The Lord of the Rings: The Rings of Power

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Everything You Need to Know About Amazon’s Upcoming Lord of the Rings Series

Since it was first announced, Amazon’s new series The Lord of the Rings: The Rings of Power has had Tolkien fans burning with excitement and anticipation. Amazon’s tight-lipped approach to revealing any details about the upcoming series has only stoked that fervor even further.

But fear not. We at COGconnected have been collecting all the tidbits and breadcrumbs dropped in the last few months. And we present you with a Complete Guide with everything you need to know about The Lord of the Rings: The Rings of Power (with thanks to TVLine).

When will it debut?

We know that the series will premiere on September 2nd, 2022. It will air exclusively on Amazon Prime, the streaming service that comes with your Prime membership. So, if you already have Prime, then The Lord of the Rings: The Rings of Power is essentially free. If you don’t, then you might want to sign up sometime before September.

When and where will it take place?

The Lord of the Rings: The Rings of Power will be set in Middle Earth during the Second Age. That means it will take place in the same place as The Lord of the Rings trilogy, but thousands of years earlier. It’s important to note that the Rings of Power will condense the events of the Second Age into a much shorter time frame than Tolkien’s original stories. This is so they can fit into a season.

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Which characters will be in it?

The bad news is that no, The Rings of Power won’t feature Frodo, Sam, Merry and Pippin. But, it will have a few characters from The Lord of the Rings Trilogy. Here is a list of the characters we know will appear in The Lord of the Rings: The Rings of Power:

Sauron – while it isn’t clear how much we’ll actually see of the arch-villain, The Rings of Power is confirmed to be about his ascension to power, and his forging of the Nine Rings.

Galadriel – the elven queen of Lothlorien will be a prominent figure in the new series. However, she will be younger and more brash than the character we met in The Lord of the Rings trilogy.

Elrond – the series will partly chronicle Elrond’s rise to fame in the elven capital of Lindon.

Isildur – although he wasn’t a part of the Trilogy, his story was partly recounted in the Prologue of Peter Jackson’s movie. His big moment in the series will be that famous act of cutting the One Ring from Sauron’s finger.

High King Gil-galad – he helps to found the Last Alliance of Elves and Men.

Disa – a dwarven princess, she’ll have the distinction of being the first female dwarf depicted in an adaptation of Tolkien’s stories.

Prince Durin IV – from Khazad-dum, the ruined dwarf kingdom seen in the Trilogy.

Arondir – an elf character who is among the characters created just for the series.

Bronwyn – a human healer, she’ll apparently be involved in a “forbidden” relationship with the elf character Arondir.

Halbrand – another character new for the series, Halbrand will be a fugitive on the run from his past.

Celebrimbor – this is the elf who actually forges Sauron’s Rings of Power, the nine rings that cause so much trouble in the Trilogy.

Elanor “Nori” Brandyfoot – one of the more interesting additions made by the series will be the Harfoots (Harfeet?), a race distantly related to Hobbits. Elanor or “Nori” will be one of this new race.

Sir Lenny Harry – another Harfoot, this time an elder.

The Stranger – we still have not been given any information on The Stranger other than the fact that they will be in The Rings of Power.

** Gandalf (?) – to be clear, our favorite wizard has not officially been revealed as a character in The Rings of Power. But, he is an immortal being and it isn’t a crazy idea that we could see him (at least in some form) by the time the series reaches its final episode.

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What will it be about?

Basically, think back to when you saw the Prologue to Peter Jackson’s The Fellowship of the Ring, and you’ll get the basic idea. The intro outlines Sauron’s rise to power, including his scheme to have nine Rings of Power forged. He gives those rings to nine kings — who would later become the Nazgul, or Ring Wraiths. The Rings of Power will also delve into the Last Alliance of Elves and Men. That was the force that repelled Sauron in an epic battle. Along with these events, of course, we will see many side stories and character arcs related to the main players.

Is it going to be like Peter Jackson’s movies?

Peter Jackson is not involved in The Lord of the Rings: The Rings of Power. But the trailer indicates that it will look and feel a lot like his movie versions. That is good news. One change, though, is that The Rings of Power will include actors of color playing many roles, such as dwarves and elves. Whereas in Jackson’s movies, white actors played all these characters. That seems like a welcome change, honestly. It brings more diversity to the Tolkien universe. It’s also in keeping with what we’ve seen in other franchises, like Thor.

Should I watch it?

You know the answer to this one. Yes, of course you should watch The Lord of the Rings: The Rings of Power. This is shaping up to be one of the biggest, most epic TV series ever made, and we guarantee you’ll regret it if you miss this one. Rumors are that Amazon has shelled out close to $1 Billion for this production, meaning no expense has been spared to bring Tolkien’s fantasy world and characters to awesome life onscreen. Make sure you’re there come September 2nd.

Well, that all we know so far about The Lord of the Rings: The Rings of Power. But stay tuned to COGconnected as we continue to update you on all the latest intel on this epic series. How about you? Are you pumped for The Rings of Power? Let us know in the comments below!

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