This is where I track the games that I'm currently playing. I try to update it once per month if I've been playing something new (to me).
I took a break from my new VR setup during June and played some chill games during June. I played another 2 year game of Stardew Valley, built some new bases in Conan Exiles, goofed around in Human Fall Flat with some new people, played some Fortnite and Satisfactory with my nephew, and tried a couple of Humble Monthly titles. I gave XCOM2 and Rise of Industry a try, neither of which did much for me. I was surprised Rise Of Industry didn't hold my attention, usually that kind of game is appealing to me; I guess I just wasn't in the mood for what seemed excessively tedious. The other Humble title I need to try is Jurassic World Evolution. I've got it installed, but haven't tried it yet. The Steam Summer Sale landed, and I now have a serious backlog of games to explore. Among the titles I have in the queue now are Star Trek: Bridge Crew, Subnautica, Transference, and Gorn. I also grabbed a multiplayer VR game called The Forest which I just started playing. I will review it next month, but so far it's decent.
I've played a lot of VR during the coronavirus tyranny, and I feel lucky that I got my headset when I did. I started off with Valve's The Lab, pictured, which is a freebie that serves as a demo; a good way to dip your feet in VR and get your space set up. I expanded my play area to about 13' x 11' which is close to the max you can do with two lighthouses, and it also is close to the realistic limit with the length of the included PC tether. I've had none of the problems with the hand controllers that others have had in the past, and the charge on them lasts me about 3-4 days of play. Other than an occasional glitch where the headset isn't discovered at boot, the system is functioning well. I've played two titles to completion, two more that I'm about half way through and intend to complete, and one more that I probably won't revisit. I've decided to give them all a mention this month.
Hands down, this is the benchmark for a AAA, full price VR game. Valve invested in Half Life: Alyx like they would any other prestige title in their catalog, and the result is the target that all other VR devs should shoot for. The game is set between the events of Half Life and Half Life 2, but you don't have to be familiar with the Half Life universe to have fun in Alyx. The interdimensional alien Combine has humanity under its boot and you have to do your part to help take them down. A pair of gravity gloves help you fling things around and retrieve items, and a small arsenal of upgradeable weapons let you slay the headcrabs, zombies, and Combine soldiers. The environments are creepy, well-planned and designed to work with immersive, room-scale VR. The game's weapons handling mechanics are extremely satisfying, and the movement system is just about perfect. In my limited experience thus far, games seem to REALLY struggle with getting movement right -- and Alyx absolutely nails it. Time to finish, 16 hrs.
It took me about four hours to finish Moss, which makes the value proposition questionable at full price - but I picked it up in a Humble Bundle at a super low price, so that wasn't a factor for me. Having said that, this is an exceptional game. This game is proof that VR isn't going to be limited to FPS's and sims. This is a puzzle game where you thumbstick-control a tiny rodent's movement through miniature scenes, while also interacting with the scene as "full sized you" using the controllers as hands to manipulate objects. Designed exclusively for VR, you can move your head (and body if you want) around to look for hidden items and figure out how to get the mouse from A to B. It's billed as a seated-position game, but I played standing and really liked it. Some of the combat got a little twitchy and tedious, feeling out of place, but it wasn't too bad. I hope that titles like this inspire others to make VR games that don't follow the standard VR formula. Moss gets two thumbs up from me for an excellent use of the technology, and the creators were obviously passionate about turning out a quality game.
I had my eye on this game since I first started pondering getting a VR headset. It's a zombie-killing FPS set (as you might expect) in the Arizona desert. This is one of those titles that is highly rated, but really comes up short if you compare it to games like HL:Alyx. The selection of weapons is fantastic, and the shooting mechanics are satisfying, but the game has a lot of glitches. I've had to re-start chapters to recover from vital items simply vanishing from my inventory or the holster-system simply ceasing to function. The sniper weapons never worked for me either. The environments are well designed, but the dimly lit underground areas can get tedious. This game goes on sale quite often, and can be picked up for less than $10 if you are patient. I highly recommend it at that price. You'll have many hours of zombie-murdering fun with it, just keep your expectations in line with the price.
Doom? In VR? How can you go wrong? As a mega-fan of the DooM franchise, and someone who loved the 2016 release of the game, I thought this would easily be my favorite VR title - having bought it before I even ordered my headset. I was wrong, and very let down. The game is fun, and it could easily be fixed so that it would live up to my expectations. All it needs is a way to rotate your player without physically spinning in the real world and getting your tether wrapped around yourself. Maybe the experience is awesome on wireless sets - but my frustration with the title comes from how insanely close it is to being done right. The player rotation is a fatal flaw, and I can't recommend buying it unless it's nearly free. Even on the easiest setting, it's still too hard if your spinning-in-place is physically restricted by a tethered headset. HL:Alyx got player movement down 100% correctly, Bethesda take note and fix this otherwise awesome game. I'm begrudgingly pushing my way through the title, because DooM.
Distance is a futuristic arcade-style racing game, played in VR in the seated position. I had a blast with it for about two hours, and then got to a point in one of the tracks that was simply too tedious to pass given the games fickle and half-working controls. I played with an XBox controller, and had great difficulty trying to customize the button layout - basically giving up after an hour messing with it. Distance vaguely reminds me of S.T.U.N. Runner, a classic arcade game from 1989, but not as engaging. Head tracking is well done, and VR makes you feel like you are really sitting in your vehicle - but the airborne control system is in desperate need of polish, and probably more tutorial if they want to have such twitchy areas of track. This game is highly rated on Steam, and the few negative reviews echo my own complaints about the game. This was an extra in a bundle for me, though, so I can't complain about the value side of it.
I finally committed to a VR headset and purchased the Valve Index, which clocks in at a hefty $999 -- long story short, money well spent. We're basically at the end of the first-generation of modern home VR systems, and the Index is the high end of the market. It supports high refresh rates (90Hz-144Hz) needed to reduce nausea and headaches experienced by some, and a 1440x1600 resolution per eye which mostly eliminates the screen-door effect that plagues lower res headsets. The Index also features integrated stereo pass-through cameras, a microphone, and high fidelity off-the-ear headphones. It was important to me to have two way audio fully integrated into the solution so that I didn't have to muck with clumsily wearing multiple peripherals. Unlike other sets, the Index also has physical FOV and IPD adjustments -- the latter being very important to me since my eyes are pretty close together. The Index has the best FOV on the market, which really helps with immersion, and well-designed and comfortable hand controllers. The only downside of the Index is that it's still tethered. A single cable integrates display port and USB, and hangs off the back of your head while you play. My GTX 1070 has no problem pushing the titles I've tried so far, several of which I will review next month.
Activision-Blizzard published a free-to-play spinoff 2019's CoD Modern Warfare called Warzone, which features a battle royale mode and a much more arcade-oriented mode called Plunder. My gaming group has been playing quite a bit of Plunder, being our preferred mode, as it lets you get right into the action with your desired loadout of weapons -- and respawning is on a 15 second timer. It's a pretty straightforward loot-and-shoot FPS where you open crates and kill enemies to obtain cash, weapons and special-use items. The team with the most cash at th end of the match wins. We played a bit of the battle royale, but were not too impressed. Warzone is free, and is a redemption title after the miserable Blackout game Activision released in 2018. I paid full price for Blackout and had sworn off Activision games as a result -- now I consider us even. Cheating seems to be mostly under control, the amount of play required for unlocks is not absurd, and the initial grant of in-game currency was generous enough to buy the first Battle Pass which unlocked more items and more in-game currency. A positive experience overall, and everything full-priced Blackout should have been.
Tarkov is a looter wrapped in an FPS. You, and teammates if you have them, are spawned at random places around a map and your primary goal is to make it to your designated exit alive. Your secondary goal is to get as much loot as you can, either by killing players and NPCs or finding loot in the world. It's a decent enough game, conceptually, and the loot is (painfully) detailed -- down to the individual rounds you can load in a magazine. Your "main" character can play any time, but you also have a disposable "scavenger" character that can spawn in every fifteen minutes -- with a random loadout. This gives you a chance to get loot without really risking anything. Again, conceptually this game is pretty solid. The execution is lacking, however. The game runs terribly and the server infrastructure is pathetic given the number of players the developer is trying to support. The player movement is lumbering, the controls are cumbersome, and the "realism" of not having a HUD to see your teammates is zero fun and makes you not want to play with your friends. This was a game hyped by streamers who were paid to hype it, and my gaming group bought into the hype. It was a waste of fifty dollars as far as I'm concerned. It's also not available on Steam or any major platform, and runs in its own launcher, which is another huge negative. This is an unpolished early access title that's selling for full price, and if it doesn't improve I won't be playing it again. I consider it a $50 lesson in why nobody should ever trust YouTube and Twitch "influencers," and how you can be affected by their dishonesty even if you're not a primary party to it. Caveat emptor, no refunds.
Driven away from PUBG by absolutely rampant cheating, my gaming group decided to give Apex Legends another try after first playing it about a year ago. We weren't overly enamored with it previously, and the sentiment more or less holds now, but the game has improved somewhat since our first go-around. Apex is a free-to-play, hero-based battle royale which pits teams of three against each other in a fight to the last team standing. Each player chooses a character for the match, with different heroes having different special abilities -- one on a short cooldown, and one ultimate on a longer cooldown, as well as some passives. The game makes its money via paid faster unlocking of additional heroes and cosmetics. The grind to get unlocks without spending real money is fair, and not too arduous. My team seemed to win our fair share of matches initially, but we seemed to rapidly move into much tougher matches - presumably via the game's matchmaking. Within a couple weeks of play we were no longer winning any matches and we rapidly lost interest. Studies in lab rat play-fighting show that if they don't win at least some of the time, they stop playing, and I guess we aren't that different. Still, it was a nice break from getting hacked in PUBG.
I usually play an hour or two of a Tomb Raider game and then shelve it, but this title drew me in a little more with its immersive setting in the Peruvian jungles and its stunning visuals. (click to enlarge high res image) For those unfamiliar, Tomb Raider games are typically over-the-shoulder adventures chock full of platformer-like jumping, climbing, shooting, looting, and plenty of stealthing around -- with puzzles. The closest I could compare to another series would be a more linear and constrained Far Cry, with a more polished environment. I'm about ten hours into the campaign and I think I'm getting close to finishing it, but I haven't done any side missions or exploring so my completion percentage is probably not that high. Like other Tomb Raider games before it, Shadow suffers from an excess of long cut scenes, and the occasional twitchy sequence that makes you feel like you're playing an 80's laser disc game, guessing the right keys to press at the right time to keep from dying. On the whole, the puzzles are satisfying, the plot is more than tolerable, and the gameplay in general is fun. The game's beautiful environment and the design of tombs and crypts are very well done, and I recommend giving it a shot.