The developers are very involved with the community and listen to all suggestions. For example the backflip move was added literally ten hours after it showed up on the forums as a suggestion.
You can use a bow, swords, pistols, fully automatic weapons, throwing knives, or combinations - the common denominator is that you get to stylistically carve your way through enemies leaving flying bodies in your wake, feeling like a total badass.
The movement scheme is by far the best in any VR game. Jumping, sliding, wall-running, back-flipping, ground-slamming, slow motion, trackpad or teleport locomotion...it's all there. And there are tons of settings so that you can tweak the movement to your exact liking. Add to that a bow, swords, pistols, shotgun, machine guns, many throwable weapons, and a deep relic system that adds many different abilities and modifications. This game should be held as the golden standard in VR development. And there's so much more coming! The fun never ends with this game.
Simple things like crouching during a slide to slow it down, prediction of moments when you want it, make you feel like slowing time is just a natural power you possess.
No other VR game offers this much freedom in movement, it's truly amazing what you can do in this game. It's still Early Access and you should look forward to the constant stream of updates that come from this team. They are by far the most responsive development team in a VR game in dealing with bugs and taking people's feedback into account and implementing suggestions. If you got an Oculus Rift or HTC Vive and want a game that truly makes you feel badass, this is the one to get.
The whole game has been designed from the ground up to be played with motion controls that allow for immersive movements, making it one of the best Vive games currently available. You can swing your hand to swing a sword, raise your arm to block with a shield, move to hide behind a column when having arrows fired at you. Everything feels natural and intuitive.
Benefit being, it allows for the player to instinctively react through movement while playing, which makes for an experience not many have had with a video game to date.
Storing and using ones inventory is pretty simple to grasp as there is a virtual tool belt like area when you look down. From this items can be placed to be stored for later use, or equipped at that moment for use. This works through the use of the triggers on the controllers and placement of ones hands, while it may be tricky at first, once the player gets accustomed to the 3D spacing of where their actual hands should be, it all comes very naturally and is a great solution on how to handle items and inventory in a VR game.
A good way to describe the looks would be, kid friendly with a cartoonish oriented design that has a clear and professional look. It offers a good amount of detail with good lighting effects, shadows as well as clean textures making it one of the best looking VR games. While not based in any sense of realism, they allow for a comforting and inviting experience that can appeal to anyone while still having enough detail and polish in order to present a game that easily fits in with any AAA title to date.
This game requires a certain amount of free space when playing, and has been set up in that there is a way to maneuver in game, even when having little space in ones house. This of course comes with the caveat that the game itself will feel restricted in that movement will not feel natural. There is a work around for this of course called the blink system, where players point to where they want to move in a level, to the teleport there, but this does not feel as natural as actually moving there by walking.
The game is in early access with only two levels available for play so far. While this does give a good sense of what will be available when finished, there is always the risk that the game will get abandoned or release with many bugs. There is never a guarantee with early access, which means the buyer should beware.
The premise of the game is that you need to ward off waves of zombies coming at you from all sides. What makes this excel as a VR title is the immersiveness of the environment. Sound production in the game is superb, it is multi directional and allows the player to hear each and every creature coming at them with a clear sense of what direction they are. On top of this the visual are quite dark and creepy in that you have to use a flashlight in order to see what is coming at you. So you are constantly trying to reveal what is coming and from where in quite a bit of darkness. The creatures themselves also look quite scary, which just ads to the horror of the game.
When many games for VR are considered tech demos or early access, Brookhaven is actually a finished title, complete with a story and an ending. While normally this is not much of a feat, to sell a finished game, currently VR does not offer a ton of titles that are feature and story complete.
Wave after wave of enemy, while being forced to basically being forced to stand in one place can not only feel a bit unnatural, but also quite repetitive, as there is little to change up this scenario in the game. While the stages can be quite different, offering a good bit change to the scenery, the gameplay itself stays the same throughout.
In one of the modes, the two teams have to paint the ground ahead of them to advance. Teams can teleport (this is the game's movement system) only onto paint of their team color in this mode.
You can equip a short-range paint gun at the cost of having another weapon, so it's a matter of prioritising the objective. Controlling more paint on the field lets your team go closer to the front lines, where better cover and the objective is for that map, but you're vulnerable standing out in the open painting.