
Do you want to fly a spaceship by your own hands like intergalactic pilot in VR? AI Rebellion gives you this unique opportunity with full support of Oculus Touch and HTC Vive.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Russian, Japanese, German, Simplified Chinese*languages with full audio support
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[h1] AI Rebellion- [i] Pew pew in space with unique controls in this released too soon game.[/i][/h1] This game has a very unique control system that i have only seen in one other place (a docking simulator for a shuttlecraft) where you “physically” grab the sticks with your controllers, for the most part it works really well, until you realise that you have to decide to control your speed (essential for dog fighting) or use secondary fire. Not a comfortable decision to make. When i first tried the game it was in early access and had been out for a week or so, i stated to the developers it would be unfair to review it in the state it was in, it was so buggy and unpolished but that is understandable for an early access game, this was just a little too buggy. There was no checkpoints beyond the very start of a level, sometimes the next level did not load, i flew through a ship i was trying to dock at, laser shots sometimes clipped through windows, there was no real atmosphere to the game. So i was actually very surprised when just 1 week later i got a message telling me that game was not only patched but out of early access. So i live streamed it with my co-host “Mr Mole” I was deeply disappointed, the game is not ready to be out of early access there is still a lot to do, the throttle issue remains, the lack of atmosphere is still there, i found myself again stuck in a black room after the game failed to load a level, and there is still no check points. I got as far as a level that requires you to fly through a tunnel (still pretty early in the game, maybe mission 4 or 5) and due to not being able to control may angle and speed at the same time i just could not do it, each failure blinded me with white light, took me to the menu then right back to the start of the mission, i tried 3 or 4 times and then had no urge to continue. [b]ROOMSCALE / ENVIRONMENT[/b] They are not bad, just missing a bit of polish, they need sparks when hit, dimmed lights when low health, cracks on the glass, all things i expected to be added weeks into the early access. As i say not bad, just could be so much better. The little robot sidekick is cool though, i wish they added more to what he says but i like him. [b]GRAPHICS[/b] The effects are a bit generic, explosions could be better, again all things i was expecting to be improved as the game matures, when a ship dies its band, explosion, gone for example, you would expect in the finished version a wreckage to float off, maybe parts snapped off as it drifts sparking….nope. When you are hit the lasers and missiles hit it did not feel like you are being hit, here is where sparks should of happened, panels smoking, glass cracking, mood lighting….but no too many hits and bright blinding white light….menu...back to the very start of the level...grrrr so much missed opportunity. [b]PERFORMANCE[/b] Crashes on level loading leaving you sat in a dark room hoping beyond hope that it would fix itself and that you would not have to restart from the beginning of the level you just completed were the worse...sadly they are VERY bad and a major bug, again the game just is not ready to be out of early access. [b]INTUITIVENESS[/b] I like the controls (as i said above the speed vs secondary fire issue is a huge negative for them but i still like them) they are pretty unique, as i say only seen them in one other “game”(it was more a tech demo than a game) [b]PROS:[/b] [list] [*] Unique control system. [*] There is a good game hidden in here that has good potential...it just needs a lot more work. [*] The little robot is cool [/list] [b]CONS:[/b] [list] [*] It is not done, not by a long shot. [*] The choice of throttle or secondary fire is weird in a dogfighting game and for that tunnel sequence it was darn annoying. [*] No atmosphere [*] So much missed opportunity. [*] Presently on sale for 40% off but it is still too much unless this game is going to receive more work and to be out of early access suggests to me that it will not receive much. [/list] [b]The videos:[/b] First try: https://www.youtube.com/watch?v=F5PPs7GQhX0 Same night as first try i had the urge to play again: https://www.youtube.com/watch?v=vL2gdGcUccc First try of the out of early access patched version: https://www.youtube.com/watch?v=VfO6QlzguKI [b]VERDICT[/b] Such a shame, there is a really good game lurking in here, it just needs a lot of work to bring it to fruition. It is just not ready to leave early access and i would of prefered to review it after a few weeks of patches, sadly it is out of early access and i have been asked to review it now… right now for that price i can not recommend it, i hate that, as a dev myself i know what it feels like to get a bad review, and i am sorry devs, truly, but i honestly can not recommend it at its present state.
I played the game starting it in Oculus mode with Oculus Touch (i5-3570K 3.4 GHz, GeForce GTX1070). In the transition from one level to the next I got several times a black screen and could only exit by killing the application from oculus home. I really wanted to like the game, but couldn't. The flight conbtrol system is not very bad but also not good enough to be pleased with it. Its hard to explain, but here is a try: You have to grip the virtual flight sticks and hold on gripping (would like to have a grip lock option here) then move your controllers from the center of the grip - more distance to the center means more turning speed! It does not feel very natural. Instead I wish I could have controlled them only using wrist movements, without having to move my whole arm. Actually you can do this but your turning speed will be too slow. And There is no way of calibrating the sensitivity of the controllers - but there should be! And why aren't there several control schemes available? For instance being able to use the sticks on top of my controllers for movement could also be nice. You can find a very nice implementation of an Oculus Touch controller based flight and cockpit control system in the game Ultrawings - currently available only on Oculus Store! Overall the flight & fight feeling is far behind what Elite Dangeous or Eve Valkyrie are offering. And sadly story wise ther isn't also much. The graphics quality (models and textures) is quite low. However, for 10 bucks it could be ok. But 20 Bucks are way to overpriced for what it's offering right now. I would give it a 65% rating overall. Would I recommend it my friends to buy? Sadly no - not for this price and content.
[h1][b]FFFFFFFFIFTY-SSSEVEN MINUTES?!!!![/b][/h1] This game looked so prominsing! It has great visuals, one good voice actor (emphasis on "one") and does a good job of utilizing hand controlers in-game (emphasis on "in-game"). It looked like it had everything to be an amazing story driven space fighter game, a brand new "Star fox VR" that would 1-up [i]House of the Dying Sun[/i] (a game that I believe currently holds that title) and it looked like it was going in the right direction, but then took a complete 180, gave that one well voiced character the Vaudeville Hook, and slamed down the curtine with a "That's all folks!" The only reason I might keep this game is because I got it for a steal on sale at $3, but that's all it's really worth, here's why: [h2]The Menu[/h2] The first problem you encounter is in the menu. You get your standard lazer pointer to select things with the controllers. Everything's well and good until you actually try to change things. The lazer locks on to the sliders you use to change things like brightness and volume, but if you try selecting these things with the triggers, the lazer switches hands. I guess it was meant to be a means of unlocking yourself from the sliders, but it was unnecisarrily confusing. However, once you jump in the game, you'll find that this is the least of it's problems. [h2]Your "Ship"s"[/h2] Like [i]Star Fox[/i], this game has 3 ship types, each with different speeds and weapons. The only trouble is: each is only used once, and NONE OF THEM CAN TURN FOR ♥♥♥♥! This becomes apparent in the first level, where you fight your first enemy fighter. Now most games give you the upper hand in this type of encounter, but this one has you doing loop-da-loops around eachother because neither of you can rotate sharp enough to face one another. What kind of space fighter game doesn't let you thwart your opponents with agile manuvers? I asked myself this question and laughed remembering Jontron's review of Aquaman 64 and his famous line: "Ever wanted to play the most annoying level of 'Star Fox 64,' every time?" That's this game too! [h2]The Final Level[/h2] The final level, a.k.a. LEVEL 3 is just 10 minutes into the game and you are already taking your snarky robot companion into the enemy "planet" to destroy it. Why did it take me 47 more minutes to finish the level? Because the game completely drops it's space fighting genre and becomes a rage game instead! From the beginning of the level, your afformentioned snarky robot companion cuts to the chace and straight up tells you that your new ship is a peice of crap. Hey, that kinda reminds me of what Falco said in that afformentioned [i]Star Fox[/i] level. Take this as a warning because you will get a bunch of insane obsticals thrown at you which wouldn't be a problem if your ship wasn't so big and sluggish. Then when you finally get to your objective, your robot companion, whom you just barely met, decides to do a cliche "best buddie sacrifice" before you even had the chance to bond with him. Then, you gotta do all that rage inducing flying back out of the "planet" accept this time you're under the pressure of his 2 minute fuse! 20 deaths later, it's over an you're rewarded with a credit sequence that feels more broken than the rest of the game as it only shows one line, and then just locks you in this white room with the "ghost" of your robot companion as if we are supposed to still care about him. Long story short, this feels like a demo for an ambitious kickstarter game, and if it was, I would be extatic in anticipation for the full release, I might have even backed it! But NO, this is the whole game as far as I can tell, and it's over before you can grow attached enough to cheer it on! If you missed the sale I jumped on, I guarentee that your $10 is much better spent towards [i]House of the Dying Sun[/i].
great vr space game unlike with other games like this, this one doesnt keep u just shooting in giant space, u need to go inside spacebases and dodge things as well https://www.youtube.com/watch?v=y7RAHGOhWfo
This game is a steal for $2.99. Ignore all the negative reviews. This game's rating should not be mixed. The problem with most reviewers, is that they never update their reviews to indicate updates to the game. Many of the complaints about this game, no longer exist. This game is no longer in early access and from what I can tell, runs great since update 1.3 (those complaining about the polish after release from EA don't even acknowledge 1.1, 1.2, 1.3 update). Also, comparing this $9.99 game to Elite Dangerous is WTF, Elite Dangerous is a $30 base game and $60 game with full DLC. [u]Plus this is a 1 hour game with a linear story (and that's a good thing).[/u] I don't know why more VR games don't use the control scheme of this game. Using the touch controllers as flight sticks just makes the whole game more immersive. Yes, it does take a while to get used to the control scheme. Yes, it can be frustrating. But when you do get it, it is not only immersive, but fun. And getting used to it took me a few minutes. There's a few small missions to start the game, including a dogfight. But once you get inside the base is where the challenge really starts. You will be putting your "VR stick controls" skills to the test. It's a really well done mission. There's enough checkpoints so that it won't be frustrating and your skill will be rewarded. Finishing that last mission, getting out of the base alive, was just a very good feeling; Mission Accomplished, F$#@ yeah! yee-haw Rating 8/10 get this on sale, one of the best $3 you can spend in VR bang for your buck, would only give 6/10 at $9.99 given the 1 hour content
There are better space dog-fight games out there, better to avoid this (for now). Graphics are too basic, explosions are ridiculous and dog fights appear to be in slow motion. Boring and repetitive.
The game had potential but as it stands the controls are sluggish feeling and it is a simple dog fight wave game. for the price i expected a little more than what i got. if you love flight sims and wave games buy at your own risk otherwise you might wish to stay away from this one.
This game is WAY too short to pay anything over $3 The control interface is painful to use, and just when you're finnally getting used to it, the game ends. It's at best a demo, don't buy it expecting a full game.
L'idée est intéressante, mais le contenu ne vaut pas son prix.
I love the game, but i am getting a very strange glitch in the first mission, in which the SteamVR rapidly disconnects and connects, causing me to have about 1 FPS. The game is perfect during the tutorial, but once i enter the asteriod field, the game is non-playable.
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