Golem for PSVR is finally out and I've had the chance to play the start of the game. This is my first impressions of it based on approximately 1 hour and 40 minutes of play in the opening sections.
Because of jump-scares and clunky controls it has been a, literally, horrifying experience!
Golem a PSVR exclusive was announced back during the 2015 PlayStation Experience. Developed by Highwire Games an independent developer co-founded by legendary Halo theme composer Marty O’Donnell and Jaime Griesemer who was a game designer on Halo and Destiny. So the studio has a strong pedigree.
As a PSVR owner there is always the feeling that there are not enough games being released that take advantage of the platform. Sure there all those format demos, the ‘experiences’ and the Batman Arkham VR style mini-games, but after that all you want is an honest to god, straightforward game that you can enjoy. This is why Golem has looked so interesting to me.
Set in a Saharan-inspired desert town, patrolled by bullying guards, your character’s father hunts buried relics to sell so he can buy food. You play his daughter, a young girl named Twine, who is confined to her bed after being injured in a terrible accident. using the magical dream stone you gain the power to inhabit a mysterious golem which you use to explore an ancient city, fight enemies and unravel a profoundly personal mystery.
The game has a clever Russian-doll conceit; as the player you wear the PSVR headset and use the Move controller to see through the eyes of Twine and control her. She has a bandage or cloth covering her eyes, she uses the Move-like dream stone to see through the golem’s eyes and control him.
Sometimes you have games that include fourth wall breaking nods or winks that involve the player. This, is a little bit different because there’s no direct reference to the player, but this echoing of player actions in-game actually increases the immersion.
So player, Twine, and Golem are inexorably linked in this action adventure.
But how does it play? Well, that depends on the player and their comfort in using VR. Let me tell you where I’M at. I love VR. I do get motion sick in some games. And I don’t like horror movies or games.
In a VR game the controls are everything. This is played using a single Move controller You can set the tunnel effect to high comfort so that when moving, the screen image is cropped to reduce motion sickness. You can also use quick turn to enable you to look left or right or turn around 180 degrees in large snap increments.
However, a teleport movement option isn’t included, for some people this is not going to be an issue. For me i’m automatically feeling queasy, even with sickness tablets. Worst than that though, is to move forward or backward you hold the T button and then have to physically lean forward or backward and the game will move your character the way you move and look. I regularly saw ‘don’t lean too far’ warnings - but maybe the developers should have interpreted their own warning that the controls needed optimisation. Once you get the hang of it this works fairly intuitively.
However my sickness was compounded by the fact that there is a subtle side to side swaying when moving forward or back. And the game doesn’t always register your movements, so from a stationary position you have to lean harder. So for a platform where it’s a known issue that some people get sick, this game had me rocking forward and backwards throughout!
You can’t play this game motionless, sitting back comfortably in your chair. In part this is Sony’s fault because Highwire likely wanted to simplify the game control by giving it one-handed use and the Move doesn’t have a d-pad or analogue stick.
But also, I think there is a belief that people who play VR games also want their games to be highly physical with plenty of motion control. For games like Beat Saber this might be appropriate, but for this I would have liked the option to use the DualShock 4 in my other hand or instead of the Move.
Also, me buying a VR game is not confirmation I want to be part of a jump-scare horror game. In the very beginning you are in control of a puppet exploring underneath the floorboards, there are these proportionately ‘giant’ hissing bugs. Most of the time there is just a few minding their own business but the hiss, in stereo is scary. And one part I took a wrong turn and a whole swarm of them ran towards me, hissing louder and louder then jumped onto me with their tentacles - I didn’t capture that but I was shouting in horror. Yes, I know this makes me a complete baby!
I found my way around them but it kept happening and, for me, it was a genuinely horrifying experience. I’ve fought enemies in VR before, but I think this was so bad because it was giant insects crawling over my face. I had to take the headset off and I think I’m suffering from Golem PTSD. Some people might love this stuff –maybe you do?! others, like myself, hate it. Whichever camp you fall in the game should be labelled as such. I was expecting a fantasy game and this was jump-scare horror. it was almost enough to put me off VR.
Next day I went back Eventually I got passed the whole insect section of catacombs and took control of a Golem and that’s where the game feels like it begins. Marty O’Donnell’s orchestrations kick in and you can hear his signature strings, telling a story befitting the soundtrack of a children’s Christmas movie. And later those banging drums signalling a call to action that is reminiscent of Halo.
Using the Golem I begun to explore a ruined city. Scattered throughout I found orbs that had helpful messages for me. I was able to find some treasures. And I fought against other automaton like enemies (these didn’t scare me.). Combat is simplistic but functions appropriately for the golem. You can hold your sword up to attack, defend, parry strikes.
So now I’m at the point where the game is just getting going. I had hoped to have completed game, but realistically, I think I will only be able to play this in smaller chunks. But this has definitely left me wanted to use my Golem to explore further.
A new update to the Nintendo Account User Agreement prevents users from filing class-action lawsuits against the company.
its not uncommon but definitely a scummy move.
what this means legaly speaking, is that if a user has a dispute against Nintendo, a neutral Thirdi party will be brought in to evaluate, instead of going to court.
again, not uncommon, but scummy, especially coming from "sues alot" nintendo
A judge should force Nintendo or any other companies that if people want to file a class-action lawsuits they can do so. This is why I always feel that when companies try to fuck over it's customers, I want those people involed who call the shot to be removed from this world. I will never change my stance on this.
Wonder if this is an easy way out of potential Joycon drift.. Screw Nintendo if so. Getting super lazy and cheaping out on hardware at the same time.
We sit down with the legendary Gen Urobuchi to talk about his furry indie adventure.
Spirit of the North 2 features a haunting story about letting go of your pain, with enjoyable puzzles and dungeons.
Appreciate the first impression venom. Not sure yet on if I'm getting it. They've taken so long with the game with no updates to show what gamers will get before release.
I've only been nauseated in two games so far; Dirt Rally which I'll give another shot in the future. And a demo of Here They Lie. Those camera angles were ridiculous. I did at first with Skyrim. But that was from smooth turning. I'm a click turner now and don't do smooth turning in any VR game in the 3 years I've had PSVR.
But when I usually feel it, I stop playing. It's good you're taking your time instead of trying to push through. That would make you feel worse. Respect for effort. Even taking those pills. Glad I don't have to. Enjoy the game.