
BEACHHEAD - IT'S NOT JUST A GAME, IT'S THE FUTURE OF REALITY. BeachHead 2000 changed the gaming paradigm by bringing a new gaming experience to life. 20 + years later, the original creators are doing it again. Try the new BEACHHEAD experience (VR or Desktop) and see for yourself.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
To start off, the Beachhead series is great. I am a big fan of the original arcade games. When I saw Beachhead 2020 being released I was hoping for the same shocking experience that I had when I first played the original Beachhead 2000 VR arcade at Dave and Busters. But, for some reason I feel this version falls short. Currently the VR and controls and menu options are very basic. There are many graphic issues when panning left and right with the turret (the graphics distort into a swirling fashion while moving back and forth and then clears up when you stop moving). Its not a fast clean smooth movement that you experience when panning around in the original arcade game headset from 2000. Some of the objects in the turret look like you can interact with but, do nothing. You cannot pickup and throw hand grenades, dynamite, use a pistol, or use fire extinguisher to repair or put out fires, or render first aid with medical kit. Maybe this is something that will be added in future but, as of now they are just non-interactive objects found within your turret. There is nothing to interact with in the game except for the turret gun itself. The sound effects of impact of bullets on the turret sound pretty good but, the sounds of the gun you are actually firing doesn't sound realistic at all (like I don't really feel like I am firing from a heavy belt fed machine gun). I found this to be very disappointing. The charging handle on both sides of the receiver is for looks only. If you try to pull or rake the weapon to reload it does nothing. So, during the gameplay you don't need to reload ammo boxes or clear any gun jams. You just fire infinitely at enemies and shoot at ammo drop boxes to rearm cannon rounds and missles (which I believe was the same experience as the previous versions of the game). There are no animations for ejected shell casings or the ammo belt feeding ammo into the gun. Again, the VR experience feels very basic. (like VR felt when it first came out when developers were experimenting with VR) Most of the animations occur outside the turret with soldiers, helicopters, armored units, and planes. I feel there could have been so much added to the BeachHead 2020 experience. When VR first came out this is one of the first games I thought would be great title to develop for VR. But, for some reason I do not feel the urge to continue playing this particular title in its current state. I look forward to updates and see where developers go with this title. As I really enjoy the Beachhead series and playing the original VR Arcade version of the game at Dave and Busters.
Wow. I cant believe I supported this garbage in early access. The VR support is absolutely broken. There is zero justification for a game with this level of graphics to run like an absolute dumpster fire on a 4070ti. Its completely unplayable. Runs at 45fps and has tons of graphical glitches. Lesson learned here is to never support early access games. Great job devs.
Great game with good tactical mechanics and approaching different types of enemies. Squads seek coverage and advance accordingly. Gameplay has a great way to teach how to use different weapons and face different types of enemies. Good variety of enemies and good quality in their graphics.
For being in early access, I'm already keeping this one. Fail a level? You can retry the same level again using different strategies without losing your progression. The future content to be released looks great. Oops! I forgot my patented saying... WRECKOMENDEAD.
BEACH HEAD 2020 is a fantastic spin on the franchise , Adding vr support sets you smack bang in the thick of the invasion Beach head has been a favourite game of mine over the years . Immersive , fun , and hard to stop playing ... This will keep you going for hours Here is a link to my Review INSIDE VR https://www.youtube.com/watch?v=18c7BgnPxyE
I cautiously recommend this game, when it's on sale. As a nostalgic return to the classic Beach Head 2000, it's great, particularly in VR. Trouble is that this game seems to have had its heart set on integrating its own cryptocurrency: Beach Head Dollar. All of the stuff promised on the store page is planned to be sold on an in-game marketplace using said token. I have no idea what the future holds for this game now that Valve has made its stance against blockchain games. There has been no indication since then that the company intends to continue developing this game.
PROS: + The gameplay is fun and nostalgic. + The graphics are beautiful. + There are many upgrades and weapons. CONS: - 3rd party launcher (it's worse than Ubisoft Connect and Rockstar Launcher). - Doesn't work offline while an offline game. - You can never complete the achievements of this game to 100% if you didn't buy it on early access. - Sounds of cash on every kill is super annoying. - You can destroy tanks and armors with any weapon. - Doesn't support controller! - Even the thumbnail in Steam library looks like a cheap free game compared to BeachHead 2000. ( Thank you Steam for adding the ability to change it :p )
The most disappointed I've ever been in a game. All I wanted was a VR version of the 2003 experience. I wanted to show my dad this, and relive those arcade moments. But this isn't the spirit of the original cabinet game. This is an asset flip with stock effects and half life sounds, constant stuttering, sluggish controls, confused menus, a failed NFT for some reason, and a bare minimum amount of effort put in to call it a game. I wanted to be excited for this so bad, even ignoring the constant red flags on researching reviews and start up. Some nit picks: *Rip this NFT junk out, wtf are you thinking. I have no intrest in your crypto scheme, or your stupid real-e-state story, I just want to sit on a dual 30 and blast waves of factionless storm troopers. *The game crashed on my first level complete in "Arcade" mode. *Why is the game in full release, but the launch window is still labeled as an Alpha? *I made it to tank spawns in "Survival" before realizing the "switch weapons" control wasn't going to become available any time soon. If ever. *Graphics settings default to "PCVR" instead of Fast - Beautiful and changing it crashed my game, thanks. *Not sure why there's a need to put me on a moving vehicle for the "classic" experience- I was content with sitting ontop of the hill perfectly entrenched in the original- neat gimmick but we're not ready for gimmicks here. *Went back to Arcade and was disappointed that the minigun sounded like... the HL2 SMG. *I was annoyed by the laser pointer on all the guns and kinda just wanted to aim with my tracers like a normal heavy weapon shooter (and the original). *OMG WHY AM I USING THE ANALOG STICK TO AIM THE BOFORS GUN. This was the final straw. Looking at the open seat next to the wheels, wishing I could at least sit next to the thing and have a simple handle bar grip made me uninstall. That am being INSIDE the Bofors gun for no reason. *Constant little bugs with the hand tracking like needing to grab the handles in order instead of just being allowed to hold the gun with whatever hand at will was obviously, unacceptably jarring. Playing with random items in the lobby, which was uneeded btw, found more ghost objects and weird hand behavior. Why do i need a random door to a shelf? Did you want me to stack cans in my field of view? Is this where I store my NFT chips for my Beachhead wave defense game? This game honestly came so close, even with all tacky extra nonsense stapled on. But there is so little attention to detail or polish or follow through with the traditional game modes- which SHOULD have been the main focus. Unfortunately, I don't think it can be saved. I was optimistic at first that just while longer in the oven, some more optimizations, control updates, some basic love and care could show off a real perfect VR gem. But I think the rot is set too deep and the only solution is to start a new- with a simpler ambition. All I want is the most amateur made, back to basics version of Beachhead 2003 in VR possible. This isn't even close.
I've been a fan of the series for a while now, I even played the original beachhead on Atari, but mostly I was familiar with the standing arcade system that had the helmet mount. You used to see it at random arcades alot, it had all the original games in it, was pretty cool. I had an original copy of 2002 on CD-ROM and when I heard about the game I was excited to see what they would do to improve upon the original concept. I've tried all the seperate games atleast breifly, although I spent the most time in Arcade mode. Theres definately a lot of new ideas and content being thrown around, I just eagerly await all the new weapon systems and content they've been teasing. Still what I've seen is really cool, the new weapons they have added, add a lot of variety to the game, the ability to switch between positions actually improves your survivability. They have a lil vehicle with a top mounted minigun that drives around the map for close up killing, and you can jump back to different spots whenever you are in danger. Overall the concepts are there I just cant wait to see it develop further. It gets a thumbs up from me.
Enjoyed earlier versions of this title which kept me entertained for hours. This is more like an arcade machine where you get about 5 minutes of play and you're at game-over.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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