
Sword and Shield in hand, fight your way along this sword-fighting experience, exclusively for VR.
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Languages: English**languages with full audio support
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Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game needs work. Unfortunately it is being compared to Vanishing Realms which is a lot to live up to as one of the top games on the vive. I'm very interested to see this go further, but things needs to be fixed before it goes anywhere. 1. Combat needs reworking. Swords feels floaty, specially the first sword you get. The flame one for some reason feels better. 2. Both sword and shield suffer from getting stuck on the environment. 3. One of the biggest problems and frustration was the game not always blocking attacks with the shield. 4. I'm not a fan of the blackout screen when getting hit. I think a flash of red would work better. 5. Teleporting needs work. I'm not sure the reason behind charging to teleport. It just doesn't seem fluid. 6. Lastly, i found interesting that when you die, the game asks you to press F5 to retry. This is a room scale vr game not played with a keyboard. It breaks the immersion if you have to take off the headset to go to your keyboard. On the plus side, it has great graphics and environment so far and it's not another wave shooter.
I wanted to like this game, and honestly, I don't see why others have compared it positively with Vanishing Realms. It looks that way on the surface, but it differs strongly in implementation. First of all, the sword does not feel good, lagging behind your real movements. There doesn't seem to be a purpose to this, and it also defeats the purpose of having the precise, low-latency tracking in the first place. The sword, along with the shield, also has a tendency to flex and bend when it hits objects and walls as if it were attached to your hand with a spring. Not good when using that as your method of picking up gems. Next, the combat is poorly done and does not feel good at all. I imagine a scale from "gamey" to "realistic", with Vanishing Realms squarely on the gamey end, and Spell Fighter closer to the realistic end. Both, in my opinion, do what they do well, and are entertaining and rewarding in their own ways. Acan's Call doesn't seem to be able to decide what it wants, and is often unreliable. Sometimes a block works, other times not. Sweeping you enemy's legs sometimes works, sometimes it does nothing. Enemies can be easily held off by just pointing your shield at them, or defeated just by pointing your sword at them while they impale themselves on it. Actually trying to fight realistically is far too easy, but many simple strikes are not detected, without even a "blocked!" notification. It's also annoying that you'll pass enemies on the ground, yet you can do absolutely nothing to them until their stand up sequence is set off. If I were to compare this with Vanishing Realms, I would say it's the same, lacking story, progression, solid VR mechanics, innovation, good combat, and interesting level design. Pretty much everything. And it's short! Granted, it is free, but I don't think it even stands on its own merits when looked at alone. If they're releasing an Act 2, I would not be interested unless they completely overhauled the game.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
For a free game I recommend it. It's about 5-10 minutes of playtime if you can get it to work. I wouldn't pay more than $0.99 for it though. Below are my honest thoughts. Keep in mind in the latest update, it sounds like the dev is working on a bunch of my CONS already, so keep that in mind. PROS: [list] [*]Looks very nice, one of the nicest games I've seen so far, graphics and models of skeletons are nice, especially the horned guy, he was awesome [*]FREE [*]That's really about it [/list] CONS: [list] [*]No tactile feedback, zero. So when your sword hits the enemy you feel nothing. Same with shields. Such a simple thing, but without it, makes a huge difference. [*]Sword/shield are very laggy. It feels like first gen Wii controls. Not nearly 1:1 at all, very "floaty" [*]Shield doesn't block half of the things even if it's directly in front of you, therefore it turns into just a random swing your sword arm around as fast as you can while holding the shield near you and hope for the best [*]Not sure if this is a bug, but it kept going to black for a second. I'm "assuming" this meant I was hit, but still it was jarring. There must be a better way to accomplish that. [*]No settings panel at all, no way to drop weapons. Basically if you pick the sword up in the wrong hand, you're stuck unless you restart the game [*]The first time I played, I couldn't even pick up the sword and shield. I had no idea what I suppose to do. I pressed every button and nothing worked. Flailed my hands around and finally sword grabbed my left hand. Great. I'm right handed. Shield got stuck on my right after flailing and it was at a 45 degree angle to my hand, very weird. [*]You can pick up gems and rubies, but there are no point to them as they don't do anything [*]Teleporting mechanic I think can use work. I don't mind the "charge" factor at all, but I don't like having to press the trigger to teleport. Simply letting go of the trackpad to move is a much more fluid experience in my opinion [/list] In summary, it's free, check it out. The graphics are very nice. I look forward to seeing what the dev does with this, and if he can polish things up, and make it longer than 5-10 minutes, I'd be happy to pay some $$$ for this.
This game has huge potential. The setting and artwork are great, and it really takes you to another world. I will probably get bashed for this, but I enjoyed the overall feel of this game more than Vanishing Realms, and if refined and extended, it can easily be superior to Vanishing Realms. I really like that the sword doesn't go through objects like Vanishing Realms - it adds a much greater sense of realism. That being said, the issues raised in the negative reviews are valid. The devs need to fix the issue with the sword lagging behind the controller. NVidia Funhouse impelemented the sword flawlessly - it moved as fast as Fruit Ninja, but also didn't go through objects like in this game. The screen turning black when hit is annoying - I didn't even realize that's what it meant until I read one of these reviews, I thought the game was just bugging out. The skeleton animations also need work - the models are nice, but the walking looks amaterurish. The big boss guy has great movement though. As of the time of this review, this is the first iteration of the game and it is free, so it's difficult to complain. I highly recommend you try it, and I'd love to see the devs listen and make updates in response to the unanimous gripes of dozens of players.
Acan's Call: Act 1 — демка рубилова для VR. Ахтунг: без VR игра не пашет, вы предупреждены. Суть: чем-то игрушка напоминает по механике боевку из Dark Messiah of Might & Magic, только перенесенную в VR. Ходим по подземелью, рубим скелетов, отбиваем удары щитом, собираем кристаллы, дабы на них купить ключи и апгрейженный меч под конец. Первый акт по сути демка, проходится минут за 15. Игрушка 2016 года, так что вся сырость VR-игр того периода на лицо, хотя в целом играется оно норм. Второго акта так и не вышло, и разраб судя по всему больше занят раскруткой своей платформы для перемещений на месте под очки виртуальной реальности, нежели играми. Как итог: приятная игрушка, хотя и короткая. Есть комплект VR, можете сыграть, благо бесплатно. Хотя остальных актов этой пьесы мы видимо уже не дождёмся. [i]P.s: если этот обзор был для Вас полезен ставьте лайк, а также добавляйтесь в друзья и подписывайтесь на меня как куратора - [url=http://store.steampowered.com/curator/28776273/] Обзоры онлайн [/url][/i]
[h1]Played On: [b]HTC Vive[/b][/h1] Acan's Call: Act 1 is a short but extremely immersive, and well polished RPG, where the player is tasked with traversing through a dark cavern. Adventurers will find themselves moving from room to room, battling evil skeletons and collecting gems along their way. The gems do serve a purpose, allowing players to purchase keys that are needed to progress, as well as grab the one upgrade weapon that is offered near the end of the game. The graphics are some of the best that I've seen in VR, and the entire experience is extremely captivating. From the detail in the environment, to the large puff of black smoke that overwhelms you when you kill an enemy; you can almost feel yourself breathing it in. There are only a couple skeleton models, plus a deadly boss at the end, but they're all very well crafted and enjoyable to fight against. The fighting mechanics themselves involve blocking with a shield and swinging a huge sword around; they're extremely simple, but they do take time to master if one wants to make it out alive. One element that is in dire need of attention is a tutorial; especially given that this is one of the earlier VR games, having been released in August 2016. I stumbled around for about 5 minutes before I realized that I needed to pick up the sword and shield, as the only two leading texts say to hit a chest and get a key. It took me a little longer to figure out that the gems can be picked up with the tip of the sword. It's definitely not friendly to new VR owners, but it's also not terribly difficult to figure out. Ultimately, I would not bat an eye at dropping $50 CAD for a full-length (8-10+ hour) game of this nature. VR needs more immersive RPG experiences, and Arcan's Call: Act 1 is definitely one of the best that's available. The fight mechanics need a bit more refining, such as added parrying or even the ability to use magic, and the weapons need to be smaller. More often than not, I found my sword getting stuck on things as I attempted to pick up gems or if I was in a claustrophobic area while battling a foe. A tutorial, however small it would be, is another essential element. It's free, it's amazing, and it's worth replaying a few times over; don't miss out on this one. [h1]Rating: [b]5.0/5.0[/b] - An astonishing achievement, this game must be played.[/h1] The Virtual Reality Network [url=http://store.steampowered.com/curator/31311814/]Curator[/url] | [url=http://steamcommunity.com/groups/thevirtualrealitynetwork]Group[/url] Click for More
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I ran to the computer after finishing this game (read demo), I never write reviews but this game bloody deserves one! The presence is there, I was totally immersed and I don't get immersed easy (a total of 3 games have made me immersed including this) The swordplay, blocking, thrusting, dodging and swinging at these undead creatures is phenomenal! The environment surrounding you feels authentic, it got this "bad ass feeling" going on when you take on multiple opponents, successfully parrying and blocking their attacks while dishing out cuts feels reeeeeally awesome! I will support this series with my heart and wallet, WELL DONE!
[h1] Sadly Incredible [/h1] A sad day in gaming, this thing still looks pretty good. Too bad the company downsized their game development team. No longer even referencing the products on their website. Released 6 years ago, still looks like some interesting and top quality design. Controls are still smooth and responsive, and also kinda looks like what the 90s thought VR would look like. There's actually a talking 6 armed Leonardo Da Vinci that tries to spread a virus to your computer, so be warned. [spoiler] There isn't actually, that's a hackers reference [/spoiler]. This game is depressingly good, there on't be a continuation, Cyberith GmbH ended up devoting all resources to working on VR incline treadmills, to help simulate dynamic VR terrain. Although the product is cool, I'm not sure if it would even work with Acan's Call, as Acan's Call was last updated in 2018. [h1] TL;DR [/h1] Rest in piece King.
You don't see much talk about Acan's Call these days. Why? I guess because they never released anything more than a demo. It's not a horrible game, but it's extremely dated with 2016 level game mechanics and kinda mediocre graphics. The thumb up is because it's free, it's short, and you can probably get just a teensy bit of enjoyment out of it, more than just a little if you're brand new to VR and this is one of the first things you see. It's not very polished though, so I'd hate for this to be the first impression of VR. If I showed this to anyone I'd have to do so with the warning that this was an early demo and that games have advanced far beyond what this shows is possible. You can probably blast through it in under 5 minutes if you are speedrunning it. The first time I played, I got about 7 minutes in as I was exploring everything and then it crashed on me. The Second time I managed to go through at a leisurely pace and still only took 9 minutes. Before games like Blade and sorcery and boneworks raised everyone's expectations of melee sword combat, games like this were pretty commonplace. It's less of a "swing your sword at the enemy" and more of a "stick the sword in past their shield and then wiggle it around till they die". I suppose that could work in real life, but I guess I just don't have enough experience stabbing people to death to know for sure. I'll try to work on that. Anyway, this is a free short demo from a game that hasn't materialized yet. They could still be working on it. I would hope they've updated the combat and physics and also maybe add some nice music and a good story. Even with the game as it is, if there was a good story and some engaging scenery I could see paying $5-$10 for it, but if they're looking for the big leagues they would have to do some major work. Ditch the teleport mechanic, make the combat more engaging with maybe real-world techniques being applied to how to attack and defend. Write a good story, make a nice background music score (leaving lots of room for atmospheric sound effects) and 8-10 years later they could have a hit on their hands. We're only a couple of years off from that estimate now if they've actually been working on the game. Anyway, if you're bored and have 10 minutes to spare, give it a look. It's not great but for 2016 I'm pretty sure this looked really promising.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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