
Cast your memory back to cult games like Manhunt, Postal or even prior to that the original Doom.īut focusing too much on the gore would be a let down in the true representation of Blade and Sorcery. Gore and viscera are starkly missing from the VR library and sadly are big selling points.

The final product even promises decapitations. The game leans into a graphic depiction of violence which has helped its’ legend grow. But where those games were let down by groggy combat and difficulty issues, Blade and Sorcery excels. It’s fair to say the game borrows a lot of cues from Gorn and Skyrim VR. The elusive KospY is probably best known for his work in the Fallout New Vegas modding community. The title impressively comes from first-time developer WarpFrog, a studio recently established by popular modder KospY. One that relies not on a desperate attempt to keep pace with traditional games but to adapt gameplay in a way that suits VR. The implications of the technology are so stringent, that gameplay and level design have to be designed specifically for it.īut now, Blade and Sorcery could offer a glimpse of the future of VR technology. This is the second big issue with the current generation of VR games. Having to combat the issues of the technology first means the game design is a secondary concern. Even success stories like Farpoint would be panned as a traditional FPS title for uninspired design. With the possible exception of Resident Evil 7, the best VR games are still a pale comparison to none VR titles. But other promising games like Crisis on the Planet of the Apes were reduced to buggy rail shooters.

The game was pretty by-the-numbers but crucially it worked.Ĭustomisable viewing control options and predictable front-facing enemy patterns helped eliminate nausea. Farpoint also offered a competent FPS experience on VR.

Resident Evil 7’s entire campaign was playable in VR.Īnd to good effect, perhaps benefiting from the slower pace of gameplay but it generally ran well. Creating full-fledged games that combat the motion sickness issue. Some studios have already pushed the envelope with VR capabilities. The genre needs to get bigger but the ideal technology is almost implausible and that’s the paradox of VR games. It’s hard to imagine people playing Eagle Flight VR or Nintendo Labo VR several years after their release. That doesn’t make them bad games but it does limit their long term appeal and that’s the larger threat to the genre. Most VR titles currently on the market are like glorified tech demos or stationary experiences. Blade and Sorcery could be one of the best representations of future VR games currently on the market. One such title, Blade and Sorcery, has been available in early access since late last year and has been causing a stir amongst gamers. There are some titles either already out there or in development that offer a glimpse at the future of VR games. Motion sickness remains an ever-present concern when developing VR titles, limiting the scope of games.

The genre is still trapped somewhat in the realms of novelty and constrained by the capabilities of the human eye. With improved consoles often comes better games and we expect the same for VR. With PlayStation already confirming future VR support. VR technology seems to come around in cycles for gaming and the current push looks set to reach into the next generation.
