In the review of Edge of Nowhere, I explained how nausea in first-person type games could be solved by moving to a third-person perspective. With Edge of Nowhere this worked very well, and my breakfast remained intact where it should be!
Damaged Core from High Voltage Software(Mortal Kombat X) adds a new spin on first-person VR.
With Damaged Core being the first-person style shooter. How does this work in VR and will it make me nauseous?
Damage Core synopsis:
In a futuristic city under robot rule, you are an aberration: a rogue AI construct fighting to liberate humanity and uncover the truth behind your own existence. Strike quickly and fade away by transferring your consciousness from node to node throughout the city. Snipe at the robot army with a range of exotic and deadly weapon programs. Scan and hack their technology to discover secrets, deactivate their defenses, or turn your enemies into allies! Experience a genuinely immersive first person shooter running at 90 FPS with a full 360 degree stereoscopic view in the Rift. Reprogram the rules, rewrite history, and reclaim tomorrow!
The Damaged Core demo starts off with me standing on the edge of a building looking out onto a street with another building over the other side. The voice-over prompts me to scan targets over in the other building. AI robots start to emerge and shoot at me. Using the XBox controller I can zoom my view, and with the Oculus Rift, I aim my laser, pressing the A button on the XBox controller fires my laser gun. Since my "consciousness" only exists in the node, I cannot move, and all the action is stationary. As someone very accustomed to first-person games this was a little strange to me. I wanted to move left or right to avoid gunfire. Instead, there is a shield option to deploy to protect myself.
The closest way to describe this game would be if you imagine sniping from afar in Halo. It felt very much like that.
After I had killed a few Robots, my "consciousness" transferred to another node where I was under attack by missiles and various other flying targets which I had to destroy.
Although the demo was fun, I am not sure about the long-term playability of the game given the fact I could not move. There needs to be some freedom of movement to make this game a success and I hope the developers can expand on this for its intended release in May 2016. They have plenty of time to make this a great first-person Oculus Rift game.
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