'After the Fall' review-VR's best attempt at'Left 4 Dead'-the road to VR

2021-12-14 12:25:35 By : Ms. Tina Zhao

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Daily Roundup is our comprehensive report on the VR industry. It is included in a daily email and sent directly to your inbox. 

Daily Roundup is our comprehensive report on the VR industry. It is included in a daily email and sent directly to your inbox. 

Daily Roundup is our comprehensive report on the VR industry. It is included in a daily email and sent directly to your inbox. 

Daily Roundup is our comprehensive report on the VR industry. It is included in a daily email and sent directly to your inbox. 

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After the Fall is a four-player cooperative shooting game, just like Valve's Left 4 Dead series, which allows you to fight against hordes of zombies in several linear levels, all of which feature safe houses. After the Fall has changed this familiar feeling to a certain extent by introducing a game currency called "harvest", aiming to keep players engaged while permanently upgrading their weapons. The system surrounding this feels a bit old and less immersive than expected, but it may just be to ensure that After the Fall does not go like many similarly well-meaning VR multiplayer games.

Applicable to: Steam, Meta Quest 2, Rift (cross-buy), PSVR Release date: December 9, 2021 Price: $40 Developer: Vertigo Games Review time: Quest 2 (native), Quest 2 (via Steam link)

Note: This review covers my experience with PC VR and native Meta Quest 2 games. Vertigo Games has issued a recommendation to PSVR players stating that the game still needs a patch to make it playable.

After the fall is basically Left 4 Dead in VR, Valve's popular four-player co-op shooter allows you to battle a large number of bad guys along a windy path in multiple set levels. You may be happy to stop reading here and continue reading, because in terms of basic game value, it is essentially a 1:1 experience. Except for After the Fall’s weapon production mechanism, it requires you to obtain a comparison through training. Anything better than the basic version-level entry gun.

In other words, taking a lot of metaphors from a successful tablet game and putting them in VR is not always effective, because the need for sensory immersion brings higher expectations of how the world should behave and react to the player. Despite some complaints, the developer Vertigo Games has done a great job in providing this particular style of unconscious zombie killing action and a social VR experience that requires a cooperative mentality to progress.

To be clear, zombies are very fragile and very bloody. The antiquated enemy classes removed from Left 4 Dead feel a bit too the same and traditional to really threaten themselves, although it is commendable that it does provide more variability than most zombie games. Just like Left 4 Dead, the fun mainly lies in being overwhelmed by the tripping and climbing crowds of undead creatures that are easily dispatched, and After the Fall does a great job in this regard.

Zombies pour in from the cracks in the walls and every corner and crevice imaginable, which really keeps you alert when you pass each level for the first time. The enemy animations on the PC version and Quest 2 version are definitely the focus. On PC, you will enjoy ragdoll physics, lots of splashes and better visual effects. The Quest 2 version lowered it a bit to prioritize gameplay over visual effects, but it is still one of the better-looking games in the store. It looks a bit bulky on Quest 2, full of simplified textures, but the overall packaging is there.

However, the revenue will diminish when you play the level again, because you will naturally start to make a mental map of where the bad guys appear, but the game provides some other things to entice you to return to the level you have already played and advance through a few , But different levels.

Although this basic fun definitely exists at the time of release, it is easy for you to play for several hours continuously, because each task takes about 20-30 minutes to complete, and I hope to see more changes in the future. The single-level boss is a surprise the first time you encounter it. It requires the team to destroy the ice armor and hit a specific point to knock him down, but this quickly gets old. In the six-hour game I have played, if the game wants me to come back and play more, I think more random bosses are definitely needed to keep it fresh.

Although the variation of functional enemies is low, the game fills in the gaps by providing things such as variable difficulty, from "survivor" to "nightmare" mode, the latter provides you with the most gain points, but also Deprive you of benefits. If you die during running, then your hard-won load. I find that I am very suitable for the "veteran" mode that I have designated. Despite having more powerful weapons and an excellent team, you may find yourself replaying the same level again on a more difficult difficulty to maximize the accumulation of harvest.

The rewards for not being killed during the run, completing the levels quickly, and shooting accurately are all there to ensure you do your best so you can convert these harvest points into guns, gun parts, bombs, and healing syringes, etc. s things. Rare and useful extra items scattered in each level, such as floppy disks and guns that you can recycle for harvesting, also make full exploration a must.

Why do you want to suck in all the harvest points that litter the ground after each killing? Of course, in order to attract you back, let you experience weapons and parts more easily every time you play the game. At first you have a standard 9mm pistol. When other players are in front of you, upgrading is definitely a pain. Back in the lobby, you can also upgrade weapons from blueprints unlocked along the way. It is also close to private shooting ranges and gun racks, so you can mix and match loading.

Finally, the most obvious overall benefit of After the Fall is its social interaction. Its cross-platform play is particularly good, because it allows you to build an in-game friend list, when each platform has its own ecosystem, this is basically God sent.

As with all cooperative games, forming a great team of like-minded players can mean having a few hours of fun at a time, or quitting because of someone who is sad or doesn't want to cooperate. The ability to enjoy the game with three other people-they all have their own unique equipment and knowledge about the level-is a clear advantage that makes it more interesting to gank the same zombies over and over again.

Arcade-style games use a lot of narrative shorthand and mechanics to make things easier, but not necessarily better in terms of immersion. We all know why when you shoot the last zombie in a level, a door is magically unlocked: because this is a game with a certain number of bad guys, and there is no real knowledge to explain this obvious undead witchcraft behavior. This is not a curse, it is just the reality of arcade games like After the Fall.

But I think it might be more. For example, a lobby that can accommodate 24 people looks like a place where you want to hang out. There are plenty of sofas and even a simple but fun Easter egg game cabinet.

Despite being a social game, the lobby of After the Fall is actually a rather inhospitable place, despite its visual appeal. In the lobby, all users are muted by default and their avatars are randomly assigned, so you can't tell anyone in the distance through your sight. Although it is large and offers a lot of interesting interiors, it feels like it should be more dynamic, just like the lobby of Echo VR, it provides a lot of reasons to hang out between games for informal chats. This inevitably means that the children scream less and the social area is more hygienic. When you are not actively participating in the game, you may not think twice.

One thing we pointed out in our early preview in 2019 is the immersive reload scheme, which is a single button that activates the character reload animation. Fortunately, the studio has completely eliminated two types of reloading styles, which are not only more immersive, but also better integrated into its game's harvest currency.

You can choose a more arcade-style reloading plan, press the button to empty the magazine, and then push it to your chest to automatically reload the new magazine and mount the slide rail to load the bullet, or you can choose to reload it manually. Increased the realism of reloading (and therefore the complexity), and at the end of your run you get 1.5 times the point of harvest. I like the choice here, although I'm pretty sure I will never master the trick of manual reloading, because the size of the magazine relative to the number of enemies makes it very painful.

Guns are modeled on real-world weapons, equipped with iron sights, etc., so shooting is a very familiar experience. Bullets can also be delivered well: you can see them hit the target, so you can adjust the target on the fly without having to aim the sight correctly. Nevertheless, object interaction is still very basic, because the game puts more emphasis on abstracting things by pressing buttons, and grabbing the ammunition library by shooting or hovering and clicking.

One of the pain points in the game is the lack of melee. I have a feeling that this is a cross-platform issue, and the developers decided to avoid this issue completely, because the enemy relies heavily on scene animation, and sometimes even if you obviously can’t reach it, sometimes it will give out electric shocks.

After the Fall includes various mobility and comfort options that we consider standard to ensure that everyone can play without problems.

Although not an uncomfortable experience, certain parts of the game activate some kind of automatic jump when you reach the ledge, which is harsh because there is no clear indication of when this will happen. There are also some very brief zipline sequences, but if they are completely beyond your comfort zone, you can lighten them in the settings. View the complete list of comfort settings and options below.

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So we can cross-play between computer players and mission players, right?

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Yes, all platforms support cross-play.

In addition, the game is a cross purchase between Quest and Oculus PC.

Wow, if you can't play the bad guy, you can't call it a "left-handed".

Wow, I am glad that Mission 2 got this. So far, I am very impressed with quest 2.

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Thank you for reading our review! Please note the following before commenting so that we can have a thoughtful discussion:

• We set the score for this game at 8/10-"Awesome" based on our linear score.

• Even if the text of the review focuses more on criticism than praise, and vice versa, the score is designed to summarize the reviewer’s overall view of the experience.

• If you have not played the game, please understand the limitations of your knowledge.

• If you have played part of the game, your experience may be different from the experience of fully completing the game.

• Road to VR does not accept payment for comments or any editorial content.

Wow, the 8 on "Road To VR" means it is really a great game... tribute to Vertigo!

To me, the seemingly promising VR game was once again ruined by Facebook and the mobile version of Quest:-/...The game is not finished yet, and the PC graphics don’t look any better than the 2016 Arizona Sunshine! It looks/feel that the port of the game to the mobile Quest got them into trouble last year, the PC version has limited content and graphics skills :-(