Surv1v3 (Zombie mutilation at its finest?) - VR Gameplay HTC Vive
This was a lot better on a smoother patch. I'd definitely play this again.
That being said, there are still some rough edges keeping it in Early Access.
The text and menu system in general is kinda bad. The recoil on the pistol makes it hard to rapidly cycle through options. It's cute, but it's not a very good user experience.
The backpack is still a tad on the clunky side though with practice I'm getting more used to it. The biggest frustration is with putting things in the bag and having to somewhat hunt around for the right zone. Retrieving things seems to be better.
Melee weapons have a much better durability this go around and feel useful and valuable. They have the obvious disadvantage of not being able to attach lights to them and require zombies to get in close so I think they have sufficient down sides to be balanced. RIP my katana... It's very satisfying to slice up a zombie. There did seem to be a bit of lag, or a delay on swings. I felt like I needed to pause for a second after a swing to let the swing register and then swing again or it wouldn't count the first swing. Was hard to say if this was a bug or by design to prevent spam swinging weapons. With the katana it felt more, samurai-ish but in heated fights, feeling like some hits didn't register wan't fun.
I would like to see an angle adjustment for the melee weapons or at least make the grip of the weapon in line with the Vive wand. As it currently stands melee weapons are angled too far back towards the player making it a little awkward to swing.
The chest setup feels awkward with the magazine placement. I had a few sidearm miss-grabs when trying to get a magazine to reload. I'd like to see some separation there.
I'm not the biggest fan of the artificial recoil. I don't have a better solution though... Maybe drop weapon smoothing for a second after each shot? Outside of haptics there is no good solution here.
The atmosphere and tension the game can build is wonderful. The speed at which things can go from nice and quiet to Oh Sh!t is great. The car alarm went off, I knew what was coming, I was in control for a minute... Then something ran out of ammo and it was a mad scramble in melee, nearly dying, get a health kit, reload, take a breath and run like hell... It got the blood pumping, that's for sure.
I also liked the variety of zombies. Civilians, police, fire fighters, military and hazmat personnel would all be on the scene, so seeing them mixed in was a nice touch. It also makes sense why cops and military would be harder to kill. Not sold on the firefighters but we can roll with it.
The very subtle ambient music really works well to amp up the tension and takes a back seat to the moaning, groaning and shuffling of the zombies. I think this works well to set the atmosphere and adds to immersion. The sound effects could be better on the melee but the firearms are pretty well done. The voice acting on the other hand sounds like the dev is doing the lines himself. It's decent but it could be better.
The multiplayer features are nice but SteamSpy does show that there is a lack of a population. A peak of 10 concurrent users over the last 3 weeks. Grab a buddy and convince them to buy the game if you want MP.
If the story is about 10 hours long then it's well worth the $25 especially since more story content is still being added as recently as December. There are also trials which from the little I've looked into them appear to essentially be wave shooter gameplay. This adds to the longevity of the game somewhat but really, I wouldn't spend any time here so I'm just looking at the main campaign.
PvP is also supposedly on the way which could increase both the popularity of the game and stretch that $25 even further. Though population might be a tad too low for that already. Who knows, in the end it could give the game a nice population boom.
So, in the end, I had fun and will likely continue the story.
Thumbs up. A much different review than just a week and a half ago.
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