wants to be VR’s end-all be-all 1v1 sword-fighting game, and its one-of-a-kind approach to combat is a strong sell. This new ported version arrives to the PlayStation VR2 with an additional playable character, but otherwise seems comparable to its previous VR platforms, with some limited training gameplay that sets things up for the main event of its online PVP. While its scant singleplayer content and limited bells and whistles may strain first impressions, primarily succeeds thanks to its limited comparable competition in the space and idiosyncratic gameplay, which is certainly not cut out for all-comers.
Developer Trebuchet have released a few different VR games ahead of, and their experience in this niche is apparent in their most recent release. The game plays very well on Sony's console, with full eye-tracking for menu selection and very smooth tracking in almost all cases, which is doubly important for a product seeking to emulate a competitive sword fight, with matches that can suddenly end in a single stroke.
The game’s visual style features an attractive pastel palette that seems summoned from a pack of Smarties or Necco wafers. The environments are all styled as per the selected fighter, and range from rundown castle bridges to temple-side piers, though detail is generally minimal and simplified. Characters are presented as animated legless statues in somewhat familiar VR fashion, but there’s a distinct overall vision employs that primarily works for the methodical game at hand.
In what feels like a first, clashes cannot devolve to frantic slap fights, instead requiring players to employ a steady and deliberate set of moves and flourishes to prevail. Each character is surprisingly distinct from one another,
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