The "down a corridor" linearity definitely let up once I got to the first "city" area...and while there are other sections that are tightly restricted, I would say that while the game is linear (it's a narratively-led adventure game where you collect clues and complete tasks for NPCs in order to progress), the experience of playing it does not feel quite as constrained as I had initially thought it was.
It's weird to me how I had a strong idea that this was a "cyberpunk" game set in a city - but it's just robots instead of people, and the game doesn't feel like that at all to me now. Yes, there's neon and such - but the major cyberpunk (as genre) themes aren't there. It does tell its own story, and it's really quite sad. It's post-apocalyptic in the sense that humans are extinct (or other wise gone as far as we know), but there's also the idea that this is a world that has recovered (in the nature regrowing sense) from whatever it was the apocalypse was about - it's not clear to me why humans holed up in the underground cities in the first place (and they then all died in a plague, oh, and then they unleashed something intended to solve problems but it mutated and has since run amuck - thus trapping all the robots inside the city). And through all this - you - a cat - have not only survived but made it through.
Overall, yes - I did enjoy it, and I appreciated the brevity. But also, in terms of it's game design, it's pretty "light" (by this I mean it doesn't stray far from expectations and it does everything right). So, no special highlights in my mind here - but the navigation and UI work as they should. I guess I could say that I thought I'd get lost a lot easier (there's lots of vertical navigation in addition to horizontal) but it helped that the game's spaces are small even if they are well "dressed" with objects and details.
I think it's now super fair to say that I'm not very good at playing Tetris. Mostly because I make lots of mistakes pressing the "drop now" button instead of rotating a piece or something like that. I've also never been particularly drawn to playing Tetris, even if I've dabbled for years now...almost since it came out.
But, I was curious to play Tetris Effect - in VR - because it was described as such a different experience. And it is. I'd describe it as the Rez version of Tetris. So, it's still Tetris, but it's Rez-like in how the music is a much more integrated part of the experience, in a good way. So, I enjoyed playing the campaign - with different areas with art, sound effects and so on...and the experience really is much more immersive - in a good way - than "vanilla tetris". For me at least!
I'm surprised by how linear the game is in the beginning. I think I only just got to the part where it opens up a bit? It is fun to explore as the cat - but the beginning was just following along (and enjoying how pretty everything looks and wondering -ooh, what happened in this world?).
I wonder if I'll ever reunite with all the cats I was handing out at the beginning of the game before I fell "into" the "city"?
This is an odd game, but I did have fun! (despite stuff)
First, the game includes the game and what they call "episode 2" - the first is called "Gungrave VR" and the second is "Gungrave VR U.N". I did not pay attention to the back of the box, and played the "U.N" one first (for no reason other than perhaps it was on the left side of the PS menu bar?...and it's really short (only three missions! not too hard, which is fine, and it looks pretty bad - even for a VR game.
I was about to move on, when I though, huh..I wonder if the other game was the main game and this one was the "DLC"? (because it was so short!) So, I booted up the main game - and I was forced into doing the tutorial again - it's the exact same tutorial! - and the main menu is also exactly the same! But, when you go into the mission select area, things are different (new missions). AND, the missions in the main game look a lot better! By this I mean there are better character models and textures. It's almost like the DLC was the "prototype art version" with the main game the "final" art. I'm not saying the art was great (though I did like some of the enemy designs), it's just that the difference in quality of the art assets was really noticeable. Wierdly a lot of the geometry in the DLC was destructible, but there was no point/benefit/drawback to destroying stuff...
As for the game - I can lump both together, mostly...
It's wonky, the controls have a weird delayed response, aiming is pretty inexact and imprecise..but, the game is still fun enough (and yes, I was grateful for the brevity - the main game only had 5 areas) despite getting repetitive in terms of goals and enemies.
BUT...and this is where it's a weird game, there are some pretty cool ideas I thought were interesting (and good design choices).
a. The game has a lot of variety in perspective. Sometimes it's first-person, othertimes it's 3rd person, the DLC even has side-scrolling areas, sometimes you're "locked in place", other times your not. This variety kept things fresh AND also reduced the physical strain of playing in VR - mostly because at times I had to do certain movements with the head, and others had different head movements.
b. I thought the sidescrolling levels would be dumb and not work - after all you could only fire left/right (but up/down on the left right if that makes sense). Aiming is with the head (where you look you aim) and if you the character was facing right - it was placed on the left side of the screen which meant you were kind oflooking to the right, so I had to remember to look left a lot because enemies would creep up behind the character (and when looking right you could not see what was on the left too well). So, there was lots of looking left/right (like a tennis match!)...and, this was enjoyable! Here, the looking really gave me more to see (rather than just looking to aim)
c. Some levels I you have to really look up (almost behind as you look up) which I thought was interesting - there's gameplay on the edges of your motion capabilities - which is risky (camera loses sight of headset - this is PSVR!), but interesting as an experience - straining to look up and almost behind felt interesting!
d. I kept on losing the final boss fight - mostly because one of its attacks was to slam you with a giant hand/arm. The game locks you into place - you can't move or dodge...and I didn't see a way to avoid the damage and kept on dying (after getting hit a few times). So, I looked online for a guide - perhaps there's some secret to the dodge and my timing was off? or there's something else I missed? Could not find a find. But, did watch a video - and the person playing in the video lost a few times but eventually barely made it. So, I tried again - maybe I was just too inefficient with my shooting and I needed to do more damage before getting hit? Well, that didn't work - so I went back to the "lets try new things". When the arms swing down they have reticules/targets on them (several) and I had tried shooting one to no effect. So, I decided to try shooting them all - and, IT WORKED! (it was hard to hit them all because there's no feedback of a hit AND the last target is on the hand which is above/behind you when you start shooting (from the shoulder up the arm, elbow, forearm, hand). I don't know if the order matters - it might be easier to start on the hand and strafe to the shoulder? - BUT, I felt really clever/smart to do something better than in the video!
To be clear, the game is quite mediocre in terms of quality, polish, gameplay, etc. BUT - it was still fun enough that I enjoyed it (and here the brevity might be a benefit, since I didn't get tired/bored of it).