Star Wars Battlefront: Rogue One X-Wing VR Mission – Review

It’s silent out in space, I’m squeezed into the cockpit of a T-65 X-Wing Starfighter and my only company is a little red Astromech Droid who seems to feel the isolation as much as I do. Something has gone wrong, wherever we are, the fleet is somewhere else… Then in a sudden eruption of light and noise, rebel ships drop out of hyperspace around me. A Rebel Blockade Runner glides above, and I know I am back in the Star Wars Universe.

 

 

In reality I am playing the absurdly titled Star Wars Battlefront: Rogue One X-Wing VR Mission, a label that has obviously been passed through every marketing department at EA, Sony, LucasArts, and Disney, with each being allowed to shove another word in somewhere. Ostensibly a tie in to Rogue One, opening this month, we all know what the X-Wing VR Mission exists for. Sony needs to sell the VR headset and Star Wars is a bankable property these days. Throw in a dash of nostalgia and the promise that you’ll really feel like you’re flying an X-Wing, and the game sells itself. As a bonus, it’s free to anyone who already owned Star Wars Battlefront.

 

Star Wars VR mission At-AT

 

The mission itself is another short, guided experience that slots neatly between the more arcade style shooting of Call of Duty’s Jackal Mission, and the non-interactive, scripted experiences of Playstation VR Worlds. It’s narrative driven and totally focused on giving the player an authentic Star Wars adventure. While you have the freedom to roam around and check out classic ships from whatever angle you like, the mission progresses under a very tight set of circumstances that take you from navigating asteroids, to escorting a damaged ship, and finally to taking on a Star Destroyer. By the end you’ll enjoy a lot of authentic Star Wars moments along with a fully voiced and well written cast of peers, culminating in the familiar end music while you check your scores.

The ties to Rogue One are minimal, with one character from the film making his first appearance here, as well as a new ship, but for the most part this is about a rag-tag, anonymous flight of Rebel pilots doing what they do best. The story, such as it is, works well enough for the length of the mission, and creates a good sense of a wider conflict going on while the pilots themselves have good chemistry, with both voice actors representing the male and female player avatar doing an amazing job of capturing the player’s inner enthusiasm.

 

X-Wing Vr cockpit

 

Gameplay is pretty strong too. This is just a first person equivalent of Battlefront’s third person dogfighting, but it works really well; gunning down Tie Fighters feels appropriately challenging but never impossible, and just flying around is a smooth and satisfying experience. During the asteroid sequence, weaving in and out of the belt is awe inspiring, as giant rocks threaten to crush your ship at any moment. Battlefront’s flight controls wouldn’t seem up to the challenge, but you always feel in control of the craft, even if your manoeuvrability options are limited. Everything is kept simple so you can focus on watching your squadmates duck and weave while sharing Rebel banter. It’s a nice atmosphere throughout.

 

VR cockpit Blockade Runner

 

Attention to detail seals the deal though, with every button in the X-Wing’s cockpit accurate and interactive, every ship you fly past looking practically film perfect. It draws you in so perfectly, even in places you don’t expect. The mission opens with an X-Wing sat in a VR hanger room surrounded by white space, should you speak during these scenes, the VR headset mic will take your voice and add an echo to the room’s ambient noise. Just one of the little ways the developers have tried to move your further into the game’s world, and utterly stunning the first time you hear it. So much of making VR work is about this little illusions that blur the line between your game and the real world, so every time you experience a new one, it’s a real pleasure.

 

Red Leader in X-Wing Vr mission

 

If there are problems with the X-Wing VR Mission (besides the title) it’s more about the climate it has launched into. As much as I enjoyed the mission on its own merits, there’s still a feeling that this is too little to really sell anyone on a unit. It’s certainly fun, but it still requires a PS4, VR, Camera, and copy of Star Wars Battlefront to get through the door. It’s asking an awful lot for 20 minutes of gameplay. Worse still, if you own the VR, this is probably the third free (ish) cockpit shooting demo you’ve played in the last few months. With EVE Valkyrie’s demo and the Call of Duty Jackal Mission filling the same niché. X-Wing is the best of the lot, but it’s still an experience we’ve had a lot of right now, with only EVE Valkyrie offering a full length (though very pricey) title if you want it. What the X-Wing VR mission did the most was convince me we need a real VR Rogue Squadron game. This really feels like a mission straight out of Rogue Leader, with its jump in controls, and focus on set pieces and authentic feel, but as soon as you begin, it ends. If it had launched standalone alongside the headset, this would be the standout VR launch title, as it is, it feels like just one more all-t00-brief proof of concept, with nowhere to go once you’re sold on the idea.

 

Fighting a Star Destroyer in VR

 

At the end of the day though, the content is so good while it lasts that it just shines through those concerns. So far it’s the only piece of VR software that I’ve found myself returning to over and over again just to live in its world, and unlike some VR launch titles, it screams effort from the moment you put the headset on. Short lived or not, this is the kind of game VR was made for.

9/10

The Legend of Zelda – The Wind Waker – Review

Hey guys, this is another review carried across from my old DooYoo account. I believe this is the last of my Zelda reviews, but I like to save the best ’til last. This was written before Wind Waker HD hit WiiU.

Zelda WWNintendo’s Legend of Zelda series is easily one of the most well designed and superbly executed series of games around. They are, to me, the definitive adventure, puzzle and RPG titles; offering superb gameplay and excellent characterisation that has something for everyone. While the gameplay style is fairly consistent from game to game, we rarely see more than one or two titles a generation and so it doesn’t get old as you’d think. Often, playing a new Zelda title is more like slipping into an familiar old jumper. I suppose what I’m saying is that if you’ve played a Zelda game before, you know what to expect. Usually, excellence. While the series has branched out a bit in recent years with sequels and side stories on the DS, Nintendo’s home console is always the place for the main adventure, the significant chapters that contribute most to the overall story. This is definitely one of those chapters.

The Wind Waker was the first Zelda title released for the Gamecube and presented a major change in direction from its predecessors, Ocarina of Time and its direct sequel Majora’s Mask. From the start Nintendo seem intent to push the series into new ground, the influence of Ocarina of Time is never far off however. As the game opens, we are informed that many centuries have passed since the Hero of Time defeated the evil Ganon and sealed him away in a magical prison; referencing the events of Ocarina. Since then, the world has changed a great deal and thanks to a great catastrophe, much of it is underwater. Here we find Link on his tenth birthday, he and his family live on a small island surrounded by a vast ocean. To mark the special day, he is given an outfit resembling Link’s usual green gear, complete with his famous pointed hat. Young Link isn’t too impressed with this dorky getup but his grandmother politely reminds him that all boys are dressed like the famous hero on their tenth birthday, it’s tradition. Trouble soon erupts on the island as Link’s sister is abducted by a giant bird, rumours that other young girls have been snatched leads Link out into the wide ocean to save the day. Along the way, he strikes up a friendship with a talking boat, visits the flooded land below and even faces off against an ancient enemy. It’s a vast world to explore and the story is great; a good foundation for any Zelda game.

The Wind Waker distinguishes itself from other entries in the series somewhat with its distinct style. The most obvious element of this is the unique artistic direction taken with the visuals. Unlike the more realistic Ocarina of Time, Nintendo developed Wind Waker to resemble a living cartoon. Using early but excellent cel-shading techniques they have created a game in which the very environments seem to have been formed up out of acrylic paint. It’s very effectively done and is probably one of the most beautiful games ever made. Stylised art also dates far more favourably than realism in the video game world and so Wind Waker is still easily one of the best looking games around.

Wind Waker SailingThis visual approach suits the games back to basic approach very well. We are following a Link that is very young, similarly to earlier titles such as A Link to the Past and Link’s Awakening. While the game inherits the stronger puzzle elements of Ocarina of Time, it really strives to play on different sides of the series’ heritage. It’s an approach that works very well, creating a Zelda story that is more accessible for younger players while still being deep and challenging.

Unfortunately, Zelda is a long running and very successful series which leaves it contending with its own fans. The Wind Waker suffered from a great deal f criticism from these fans before it even saw release. Despite a history of varying styles, Wind Waker’s more stylised graphics and colourful story were attacked as selling out. Nothing could be further from the truth, this game is absolutely excellent throughout and produced with a real caring hand. Still, it performs the biggest crime in the eyes of fandom, it attempts to be different.

While Zelda titles released on the Gamecube and Wii since have reverted back to the style of the Nintendo 64 games, it’s nice to see that Wind Waker’s influence is carried on in a series of titles for the Nintendo DS. These offer a lot of new gameplay ideas but maintain the cel shaded style that suits the system very well.

If you’re a newcomer to the Zelda series or just missed this one the first time around, The Wind Waker is an easy one to recommend. It’s as long lasting and intelligent as other entries in the series but has a nice feel to it that sets it apart. It’s easily one of the best home console versions and much better than Twilight Princess a few years ago.

This title will also play on a Nintendo Wii, however it will require a Gamecube controller to play. It is, unfortunately, a little hard to get a hold of and will set you back around £15. It’s as good as any new title though and well worth the investment.