SURV1V3 - CHAPTER 1 PART#5 - VR GAMEPLAY - FIGHT TOGETHER Mission - ZOMBIE VRFPS - SANTA CLARA
And so we return to the fog filled world that is SURV1V3...
We rejoin the action somewhere further along the way, as our local hero is attempting to find a way out of the god forsaken town of Santa Clara, and the only way out, is down, and thru the sewers as the army felt it was important to completely cut the town off form the outside world above...
In this mission, we are simply attempting to find a way out of here, and make it out with as much as we can carry.
One Thing I really like about the game design of SURV1V3 is the use of obstacles that need to be Ducked under or crawled thru, it forces the player into a Deeper state of immersion when you have to squeeze thru, or really squat down low for, thats a great way to add to a game, and the Devs really have used that mechanic well thruout SURV1V3, in this case, a cement pipe that must be passed thru several times, just adds a lot to the who feeling of the area, and I for one love the feeling of More Real...just great stuff, and point to a more well thought out over all approach to the design of areas in the game.
As has been the case, a lil more attention could be paid to the Objectives of the missions, again, its a case of having several items without Ids, several Keys for a single lock...and the Inventory/Belt system Realllllllly needs to get smoothed out, its not there yet. It functions, but, thats not enough in todays VR gaming world, more slots so the game isnt a relay race of moving items and weapons, Faster item inclusion into the backpack so the player isnt standing there waiting to see if anything will go in, and items that are Not needing to go in a back pack, should be just Stored...disposable items such as the Magazines used as upgrade tools, Special items such a Keys should to in a Pocket perhaps, leaving the Back Pack for the larger items like the Drill and the Arrows, etc.
Tiny window problem, is still a problem, and was added in the last update from what I can gather from the Dev notes on the last update via Steam, and it still sucks, the only answer? Total Immersion breaking headset removal, window resize once mission loads, and then back into VR...Very Lame, and must be fixed asap.