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Fracked psvr review
Fracked psvr review




Lastly would be the lack of dynamic lighting which honestly doesn’t hurt the game much with the levels often incorporating shadows that match the angle of the sun giving a sense of proper lighting. There is a verticality and sense of freedom in the level design that offers multiple paths you can choose to defend and attack from with the enemies doing the same so you always have to be aware of where they may be coming as they can sneak up on you. When you look at whichever weapon is in a hand, you can see a sort-of x-ray vision of the gun and how many remaining shots you have left which is handy for the temp weapons which don’t have counters on them. These include a shotgun, Magnum and grenade launcher and whenever you see them lying around, expect a big fight up ahead. You’ll acquire a few guns in the game from a stock pistol that never runs out of ammo and a machine gun with some temporary weapons being found in the game that once picked up must be expended as you can’t drop them or store them. The enemy zombie/drones you face only come in a few forms from gun-toting peons in winter gear, weird looking gem encrusted dudes that try to get close to you before they explode, larger monstrosities armed with rocket launchers and 1 or 2 more, leaving the total enemy count quite small, but I never got tired of seeing the purple blood explode out of their bodies after a successful hit. The opening stage takes you on a ski trip down a mountain during an avalanche, followed by an action-packed tour of a nearby mining operation, a climb and ski to a science facility, a battle above a rig and so many more interesting locations that really make this feel like an action film as no 2 set pieces are quite alike. Draw distance seems endless and while those distant objects can look a little blobbish thanks to the art style and headset resolution, the fact that you can as far as you can makes this one of the more impressive PSVR games I have seen in awhile. Everything in Fracked looks like it was inspired and based upon real-world objects and locations, but with a comic-book overlay that just pops in headset. I’ve said it many times before, but some of the best-looking VR games are those that go for a more cartoonish look with the Fracked devs clearly reading my mind as this game looks very similar to Borderlands ‘not-quite’ cell-shaded art style. Depending upon how you play, the campaign probably won’t take more than 3 to 4 hours to get through but for those completionists out there, coins are hidden throughout the game that will require you to explore every nook and cranny to find them, extending game time. Playing on hard only gives you one life so if you die, you need to restart the mission. The campaign is comprised of 8 stages, each playable on easy or medium with hard being locked until you beat the game and I recommend playing on medium 1 st as encounters are challenging, but not too bad with easy being to easy thanks to a laser sight. You will have to also climb around the environment, having to scale walls to get across gaps, ascend ladders and some more extreme sections that hearken back to some of the crazier moments seen in the Uncharted Series, with ziplines scattered throughout the campaign allowing for some quick traversal to lower levels and surprise attacks. If you aren’t walking, you’re skiing which is handled by simple head steering controls, freeing up your hands to shoot the bad guys as you careen down the mountain. Bringing your hand up to that icon and grabbing it will shove the next clip into your weapon, and a quick cocking of the gun or lever pull will have the gun ready for more shooting action. When you want or need to reload, you’ll have to expel your clip and an icon appears where the ammo should be placed. Once the fighting starts, it’ll be up to you to take cover which is handled in a unique way as, to duck or peer around corners, you move into position and grab the environment with your off-hand, anchoring yourself in that spot, but allowing you to drag yourself within arms length of what you are grabbing, making for a very natural way to shoot, take cover and shoot some more. Turning is handled by button presses on your shooting hand with options for smooth and click-turning available as well blinders for those that need them. When walking, simply hold the Move button down and tilt the controller in the direction you want to go with a double tap of the move button allowing you to sprint.

fracked psvr review

It all starts with a scenic trip down a mountain.įracked has clearly been designed with the Moves in mind as one hand is devoted to movement while the other is your gun hand.






Fracked psvr review