We have another game review for today, Dark Legion VR.
I actually don't remember how this game got into my library, I think I must have picked it up on a freebie. It's a shame I couldn't find out for sure, because when you can get your money's worth out of this game depends on whether you paid a very small amount or got it for free.
Which doesn't bode well I know. However, this game does have some redeeming features that at least might merit some further interest if you can pick it up for a steal. It's not as bad as some other rock-bottom VR titles, like the awful Marlene Act 1 Betwixt I reviewed in my last post.
Dark Legion VR - The Plot
Orange leather doesn't stop her from getting left behind. |
As is often the case with Indie VR titles, the plot for dark legion VR is quite thin. I've seen worse, however.
You appear to be some kind of space mercenary. You start off the game in your main ship, in a training arena, with your ridiculous orange-leather-bound female companion there also. Your companion takes you on a walk around the area showing you all the features, and then there is an achievement for completing certain tasks in the shooting range and other areas.
Actually, as far as tutorials go, it's quite well done. There was only one thing I wasn't sure about, because there were not any visual cues as to whether I was doing the exercise right, but otherwise it's a great introduction into using the weapons.
So you go on your first mission and, whilst you are in your shuttle, something goes wrong. You crash land and need to find a spare part to fix your shuttle and move on.
Whilst looking for a spare part (in the middle of nowhere) you start getting attacked and you apparently quickly forget about your shuttle (and companion) and go wondering off trying to find the source of the aggression.
The Game Mechanics
Thankfully, I found the core gameplay for Dark Legion VR to be very enjoyable. Weapons work well and you soon get into a rhythm of managing shots left and reloading. Combat is urgent but geared such that you aren't forgetting yourself and running into your real world walls trying to dodge projectiles. As you get further into the game you can slip into a well-worn cover and shoot mechanic to battle most of the enemies, and every so often the game tosses into something slightly different to shake up the gameplay, such as snipers you can't simply shoot from far away, riot shields that block standard bullets, and bosses where you are forced to get out of cover and take on much more directly.
So despite some depressingly familiar bugs, which is why this game doesn't actually get a thumbs-up rating (explained later) the core game entertained me well enough that I stuck with it through the bugs and to the end. It's about 3 hours gameplay and so, if you are picking this up for a pittance, not bad value.
More Details
The pistol is great fun to use, and the iron sight works well. |
The ugly first:
- The game crashes on every level transition, including when defeating the last boss. Normally, it autosaves right before the crash so you can just reload the game, jump back in and carry on. On killing the end boss however, the game crashes instantly (again) and when you reload, it dumps you in an empty boss room with no way to progress, so.... you don't actually get to see the end game movie/credits/whatever.
- It bears repeating, on top of crashing in-between every level, I persevered through the crashes and my reward was to know I beat the game but never get to see the ending.
- As many others have stated, the dumb little flying robot is idiotic, it frequently gets right in the way of where you want to shoot whilst you are getting shot back.
- The graphics in the game are pretty good. They aren't outstandingly beautiful, and they are a little basic, with a lot of flat surfaces. However, the graphics do work well, particular for seeing and aiming at things at reasonable distances. Visual cues are also apparent without standing out like a sore thumb.
- I actually quite like the main duck/cover and shoot mechanics on how you do most of the fighting. It's a bit contrived, with extremely basic enemy AI particularly, but nonetheless I quite enjoyed ducking in and out, popping off a few shots and reloading.
- Weapon selection and reloading is again nicely done for the most part. You can pick up weapons off your belt in either hand and use the other hand to pull clips from the back of your belt, pop the clip in the gun and, depending on the gun, also pull the lever to prime the gun and start shooting.
- In particular the pistol, which is the first weapon you get, is great fun to use (although that is also a bad thing).
- The bow as well is quite well done. It's been done well in other games too but it works well here also.
- Depth perception is spot on, which means you can shoot from the hip, shoot round corners, but also use iron sights very effectively for well placed headshots.
It's a shame this robot is bullet-prood, stupid little git. |
- Although the graphics are quite good, the sound is a little lacking. Sound effects are basic although monster noises do a good job of alerting you of what's around the corner. The music is quite dreadful however. Mostly it is background noise, but the overly dramatic music on boss fights grates after you hear the one minute song on loop for the fifth time.
- The controller-trigger activity depends on the context of what your hand is pointing at, and the game can get very confused. If you are struggling to pick up a gun from your belt, it's probably because your hand is pointing at something on the floor or wall you can interact with.
- Weapon balancing is iffy. I spent most of the time using the pistol because it is a) easy to reload b) has no spread, c) the iron sights are extremely accurate and d) the pistol has infinite ammo. The shotgun is little more than useless, the automatic rifle has too much spread, you only use the bow when you need to because drawing arrows takes time, and the rocket launcher is squandered if you use it on anything except bosses.
- The sniper rifle is worth singling out. It has a top-mounted zoom display so you can try those round-the-corner shots. However, the zoom level is quite high and my hands are just not steady enough to use the rifle effectively. There has to be a way to solve a lack of steadiness for long-range weapons in VR games, it's not like you can lean on anything to steady yourself.
- Your female companion, who helps you through the initial tutorials, is ridiculously dressed. The arse-tight leather and pointy nipples will appeal to the young lads I'm sure.
Just wanted to mention that this was the first FPS I downloaded for my WMR headset, and I didn't encounter that level loading bug at all. So my experience was better. Also, I ran it start to finish on a GeForce 960 and it ran without a hitch, which is a big plus in my book. Anyone using a mid-range GPU to power their VR experiences will be happy with this game.
ReplyDeleteI appreciate that you took the time to write up a full review for this tiny, bargain bin game!
Your welcome, Tielman. I really appreciate your comments because I mainly write these posts for fun and for an ethusiast-level look at VR games. So I'm glad to see people like reading them too!
DeleteI got this for PSVR, I really wanted to like it. I had to struggle to get through the tutorial for two reasons- 1. While I loved my female counterparts attire ;), I wanted to scream when she kept repeating "hurry up" every 2 seconds while I was getting my bearings... She never ever stopped talking!!! 2. I think there were too many controls and they were extremely wonky, especially when trying to access my 'utility belt' as-it-were, I am wide around the middle, and I don't know if they designed the game with only thin people in mind, but when I looked down, the belt was not only constantly out of my reach, when I attempted to grab something off of it, I would inevitably hit my belly with my move controller, and still not reach the object. Perhaps they could update it with a feature that allows you to adjust such a thing? -- When I finally did get started in the game, maneuvering during combat was horrifically obnoxious, turning to face enemies became a constant chore ( maybe this was solved by using teleport, I prefer smooth motion because teleporting makes me want to vomit instantly ), so I'm not 100% sure this was true if I used that method. I could only play for about 15 minutes before I had to quit. It had a lot of promise, but bad controls in my opinion can destroy an otherwise awesome experience. I am hopeful they will add a dual-shock controller option with modified controls, because the Move controllers make it impossible to play without wanting to turn your rocket launcher on yourself. I know that may sound harsh, but the irony is, I thought it was pretty cool! Just too frustrating to enjoy.
ReplyDeleteThanks for your comments about playing this on PSVR. You raise an interesting point about the waistbelt mechanics. I've had the same problems before with objects on the ground on room scale, which you can read on my other reviews, but it seems developers do tend to overlook players's height and weight. I guess VR is too early a technology for developers to consider accessibility.
DeleteI also appreciate your comments on moving around in PSVR. I am lucky to have room-scale in HTC Vive so that is one problem I didn't have, but even on PC, players that don't have room scale may well have the same issues!