A Story of Distres - VR Gameplay HTC Vive

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Published on ● Video Link: https://www.youtube.com/watch?v=kPkMZS_d6K0



Game:
The Take (2018)
Duration: 1:10:42
134 views
4


What happens if you mix Resident Evil level voice acting with Orbus VR art design and throw in a splash of Metal Gear? A Story of Distress...

First the elephant in the room. This game was built using low poly assets that you'll likely find familiar if you've played Orbus VR. it uses the exact same low poly style and even some of the same assets. I don't mind the art style though the NPCs were admittedly very, very ugly. If you're bothered by the low poly art style, no need to read on.

The game is initially fairly fun. Stealthing around in VR isn't something that's been done all that much. The more you're able to get into it and embrace the stealth aspect the more fun you'll have.

If you're like me though... You quickly learn that it's much easier, quicker and all around more efficient to just walk up to enemies and waggle to win in their face. You can easily take on multiple enemies with this "technique" and live to tell the tale. Huge points off for waggle to win being possible.

The game could have used a bit more polish with gaps in the terrain and clipping through some surfaces. Nothing majorly game breaking but noticeable and immersion breaking enough to warrant a mention.

It would have been more enjoyable if the game had been a little less linear as well. When I think of stealth games I generally think more open ended allowing for multiple routes to solve tricky situations. This felt more like backstabbing on rails with a handful of forks in the road where you could bypass a guard or two.

That being said, I did enjoy most of the game. Until I got to the first
general. I was unable to progress farther in the game. Up to this point, everything important to you had been highlighted purple. The game had been training you to look for purple to progress. Even telling you at one point to "follow the purple." However to lure out the general you need to destroy a random barrel by shooting it with an arrow. There's nothing that hints to this. For all intents and purposes the barrel just looks like an ordinary barrel sitting next to the house.

For some reason the barrel then blows up as though it were stuffed with gun powder and the poor abused guard runs out and you can continue with the story.

To train a player on a specific breadcrumb mechanic and then completely abandon it for something entirely random and unintuitive just feels like poor design. Maybe it's the fact that I didn't figure it out. Maybe I'm just salty, but it leaves a bad taste in my mouth. It really did feel like a progress blocking bug.

Between the Waggle to Win and the issues I had with the first general, I can't recommend this game right now even though I did have fun with it early on in the review. Once I discovered Waggle to Win most of the enjoyment went out the window. Learning the trick to get the general to come out left me not really wanting to get back in the game. YMMV.

If you're disciplined enough to play the game as intended without waggling all over then you might be able to enjoy the game.

Discussion on the bug at the end of the video: https://steamcommunity.com/app/791760/discussions/0/1738841319809767765/

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The Take Statistics For Shadow's Thoughts

At present, Shadow's Thoughts has 1,023 views spread across 3 videos for The Take, with the game making up 2 hours of published video on his channel. This is less than 0.23% of The Take video content that Shadow's Thoughts has uploaded to YouTube.