Note: Distortion and blur in the screenshots is a side effect of the Oculus Rift display mode, it doesent look like that in actual play!
Finding myself to be a “VR enthusiast” having obtained an Oculus Rift via Mysterious Circumstances™ I’m doing that thing of downloading absolutely everything (within the realms of non-WTFGTFOeww) I can find for it to experience. That inexorably led me to finding Pixel Rift – an absolute delight of an indie project by the immensely talented Ana Ribeiro and her team. The game is still very much in early development, but the premise is not only clever and original, but also hugely appeals to the RetroGaming fan that I am too. It also contributes to Donna’s and my own love of indie Kickstarter projects 🙂
The game is played from a first-person view, from the perspective of Nicola, a gamer who’s a huge fan of the fictional game “Pixel Rift”. What follows is a progression for both Nicola and the “game within a game” as she gets older, and the game “upgrades” through generational hardware changes… e.g. Atari console, to Gameboy, to SNES, and beyond. The clever framing mechanism for this is the virtual representation of the environment, and Nicola’s “growing up”
In the alpha demo, the menu screen sees you as a baby toddler, sat on the floor, with an old telly looming in front of you in an appropriately “giant” living-room. There’s an advert in creaky old 70’s style on the tv for Pixel Rift – watch it long enough and you get a pseudo-augmented-reality explosion of colour from it, delighting both you, and your virtual infant representation. In front of you are the various consoles, delineated by year, with their representation of the virtual Pixel Rift game. In the demo, you can only play the 1989 “Gamegirl” version, the others are “locked out”.
Selecting the Gameboy… er, Gamegirl, you find yourself in a primary-school classroom, sat at a desk covered in paraphernalia relating to Nicola’s Pixel Rift obsession. Your classmates surround you, fooling around, whispering at you and each other. At the front, next to the blackboard, your very hoary strict school teacher/school mistress (a la “Misty” comic, those of you old enough to know what I’m talking about) talks at the class in a very thick Northern accent, dryly talking about the subject (Biology, I think!) and –depending on you, and the class’s behaviour – either turning her back to write on the blackboard, or shouting/being exasperated at you and the other children. With her back turned, you can look down to sneak your Gameboy out from under the desk, using the gamepad to control the virtual game, within the game.
Pixel Rift for the “Gameboy” – is a mono platform game, the objective being to get to the end and fight the end-of-level boss. Play is interrupted by having to drop the Gameboy back under the desk when the teacher turns around, or risk her wrath. However – there is MUCH more to explore beyond playing the game-within-a-game. You’re also armed with a paper spitball launcher, which you can use to torment classmates, the teacher, or somewhat more modestly fire into the bin in the corner – the results of which are somewhat fantastical, but hilarious.
Get to the end-of-level-boss on the Gameboy, however, and you are treated to an explosion of virtual augmented reality, as the boss and your player avatar leap out of the confines of the game, out in front of you, as the reality of the classroom fade into the background. Its gorgeous as the characters appear as their 2D chunky pixelized selves, but huge, capering and clambering about in front of you and over your books and desk, whilst the 3D world of the classroom still resides hazily in the background. Defeating the boss requires a blend of the 2D play mechanics, and the “real” world.
The potential for this game is HUGE, and I *love* its quirky fun little nature. The promise of going through different ages and years, Nicola growing up, the games becoming more advanced just really appeals to me. I really like the pseudo-personal nature of the premise, but also how it appeals to my nostalgia. However… I don’t know how much the game will appeal when played in a purely 2D non-VR realm , and VR is the only way to play it at the moment. Suffice to say it is very much a niche product at present. I think there might be an audience for Ana’s game were she to make it 2D compatible too, but the game most definitely achieves the wow-factor when played with an Oculus Rift.
It’s got some glitches, some oddities, and some of the animation is buggy, or at least unfinished – but for a prototype game for a prototype device, it’s immensely entertaining, and has a lot of potential. It might be a bit of a British gamer thing in particular, but I’d love to see posters and assorted other paraphernalia of the eras shown in the various scenes, e.g. movie posters, “Look-in!” pinups, etc. From the screen shots on their page, it seems that there might be some other expanded stuff beyond the classroom/living room environments, so maybe we’ll see that kind of stuff later.
With a relatively small audience available for VR projects at the moment, I hope it is successful in its bid for Steam Green Lighting, or if they decide to kickstart it, though again I think they could help themselves a bit by making a non-VR play option too, it would certainly appeal to the RetroGamers out there.
It’s been a long time since I played a Castlevania game: in fact, I think I was in a training bra and Steps were in the chart. So when my other half downloaded Castlevania: Lords of Shadow from Xbox Demos I was quite intrigued. Since he is more familiar with the series, I duly let him play it first (while secretly canvassing him for opinions).
My first impression was a soft, low whistle: it looks good. Water trickles and glistens, lightning flashes and enemies explode in showers of gore like kamikaze tomatoes.
But is a pretty face enough? Mr Neety certainly didn’t think so. His gaming melting pot consists of a goulash of puzzlers and platformers with a sprinkling of FPS whereas my pot is chock-full of action-adventure and RPG goodness. So he was a little surprised when performing a move took him into a 15-second cutscene: something we both encountered in other games such as Resident Evil 5’s interactive cutscenes. While he believes “cinematic gameplay” such as this is unnecessary padding, I find it helps play flow.
Attack range was another dividing line: as it was a demo, you begin with just a sword and whip. The sword creates a nice mid-range swipe but the whip can reach a ridiculous length, snaring enemies right across the field. Again this wasn’t at all a problem for me who is long used to full-scope attacks from Kingdom Hearts and Final Fantasies alike, but the Mister found having instant access to such a long-range attack cheapened initial gameplay.
At the end of our experience, I will be downloading the full game and playing it, whereas the Mister would happily ignore it. The same occurred with Bit.Trip Runner for the Wii: it sits in the Wii menu, glinting at me forlornly when I ignore it to play Super Paper Mario.
Maybe there’s something I’ll never fully understand about why certain games divide people in such a way, but isn’t that what makes it all the more fun? I could get the same headache asking why certain people like dark chocolate better than milk. I’ll only drive myself and you guys up the wall. Until then, I’m quite happy to stick to my favourites as the Mister is happy to stick to his.