
Pixel Arcade Legacy is a Virtual Reality platformer set in neon cyber space. Prepare to be transported into a world of pixels in one of the hardest platformers to come to VR.
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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
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Gifted to me by the Dev. This does in no way influence my review. For those that know me im honest about my feelings towards this type of stuff. Ok so this game...I came into it expecting very little. I was pleasantly surprised with how well it works! It is simply a fun game that kept me coming back for more. What stands out is just how good the climbing mechanics feel. the physics are on point! It feels natural right from the get go. There is no "getting used to it", right away you know what to do. The velicoty of your throws always *feel right* creating a fun ass climbing game where you legit feel like Tarzan at some points. There are currently 16 levels and it took me about 2 hours and 45 min to beat start to finish but this is entirely based on how much fun you have and how much you suck. At times i found myself just parkouring around not even paying attention to the objective. Or going the wrong way and not even caring lol. Seriously this game is worth it!
(Oculus Rift) Neat idea, worth it for $5, but it was a little buggy and awkward. The game takes a very large space to play. Even with an area large enough to be deemed "Optimal" by Steam and Oculus (2m x 1.5m I think) I ran into problems. Ideally you can reach across your entire space without triggering the chaperone. The game feels like a weightless jungle gym. You grab a spot, pull yourself past it, and grab the next spot. Sometimes you have to throw yourself to the next spot, which takes some practice. Biggest problem was, at the very start of the game, I was completely stuck because all cubes were too far away to be grabbed. By dumb luck, I found a key combination of (Right hand trigger) + (Right hand thumbstick press) that moved me to a better place where I could actually get the game started. The controller hints must be for another system, because the diagram looked nothing like my touch controllers. In another spot, I was standing on a block, but to reach down and grab the block I would have to reach through my own IRL floor. I looked around and was able to find another block to grab and "push" myself down, but this felt like a bug. Generally the space issue means you have to be careful when trying to reach too far. Make sure you hear the "ding" indicating you've successfully grabbed your next spot before letting go of the last one. It's hard to tell if me falling is from lack of skill or vr space issues, which can be frustrating.
This game really is a ton of fun and easily worth it for the price. The courses are fun, the climbing controls feel great and the game had me working up a bit of a sweat in about 45 mins of playtime. I would definitely recommend to anyone looking for a fun climbing, platformy-type game.
[h1]Experienced on the Oculus Rift with Touch Controllers[/h1] This is a very fun, parkour game (not climbing!). However, it has some flaws which keeps it from being in the upper echelon of VR climbing / parkour games / obstacle course games. There's several genre of games that have really benefited from VR, from escape rooms, to wave shooters, to music rhythm games, but parkour brings that mix of challenge and physicality that is almost akin to the boxing VR games. It's not just about figuring out the challenge, but physically executing it. So you feel part of the game, like you're actually in the obstacle course, whereas an outside viewer would just see some fool swinging his arms around like a madman. When this game works, you are bouncing from object to object like you're part Spider-man and part the Flash. The obstacles courses are very well-done and once you get into level 9 and beyond, they start looking impossible (it took me several tries to finally get the 9th course done). Unfortunately, like I mentioned, there are some problems. The biggest problem I experienced is that the grab doesn't always work, which is a fatal problem that would almost sink any parkour game. Luckily, it only seems to only happen after you have already grabbed on to the ledge of the cube and try to readjust your position on the cube. It did happen quite a bit, but there's tactile feedback indicating it's not a good grab so I would just gently push with the other hand that was grabbed and re-grab and that always fixed the issue. Still, it made things a little bit more hairy and difficult so I do have to take off for that. I don't know why it happens, but it is a serious bug, but just luckily one that you can work around. The second issue is that HTC Vive wands are shown instead of avatar hands. That really is third rate there, especially for a parkour game. It would also be great to visually see a grab with avatar hands (whereas now it's just tactile feedback). The game also looks too simple overall. Just cubes floating or lines. Simple color scheme. Some may like it, but I found it rather boring. I could only play about 30 minutes at a time because I did start getting sweaty. I had fun. I just wish the above issues would be fixed. If they were, I would have rated the game higher. [b]Rate 6.5/10. I got this for $4.79 USD during the 2018 Steam Lunar New Year Sale. It's currently on sale for $4.99 USD and I think it's a pretty good deal at that price.[/b]
Looks fun couldn't use it because I don't have a vr headset gonna get one soon anyways
Pixel Arcade ist ein Parcour-Spiel im Neonlook (getestet mit der HTC Vive) Ziel des Spiels ist es, in kürzester Zeit einen Parcour zu überwinden und dabei alle Zwischenstationen abzustottern. Dazu hüpfen wir von Plattform zu Plattform. Mit der Griptaste greifen wir die Plattform, durch Schwingen der Arme holen wir Schwung und katapultieren uns selbst durch die Luft (ähnlich wie bei Climbey). Im späteren Verlauf den Spiels kommen noch bewegliche Plattformen, Laser und andere Hindernisse hinzu, so das ein stetig steigender Schwierigkeitsgrad vorhanden ist. Auf jeder der über 20 Maps gibt es Savepunkte, erreichen wir einen, starten wir nach einem Absturz wieder dort. Wir müssen allerdings alle Punkte einsammeln, um die Map abschließen zu können. So wird vermieden, dass man mit einem "Supersprung" gleich das ganze Level in Rekordzeit abschließt. Die Grafik ist sehr minimalistisch gehalten, erfüllt aber ihren Zweck. Die Hintergrundmusik ist auch passend gewählt. Gelegentlich stotterte das Bild nach einem Respawn kurzzeitig, sobald man einen "Würfel" gepackt hat gibt sich das aber sofort wieder. Ansonsten lief das Spiel sehr flüssig. Das Greifen und Schwingen funktioniert gut, mit etwas Übung fühlt man sich später fast wie Tarzan oder Spiderman. Genug eigene Fitness vorausgesetzt ist das Spiel zu dem Preis einen Blick wert, von daher gibt es einen Daumen rauf. Gruß Ziffi Ziffi´s Spieletipps als Kurator: https://store.steampowered.com/curator/5837414/
A solid 8/10. The platforming has an effective combination of freedom and challenge. It follows the golden game design rule of allowing you to take more risks to go faster. It has problems, but when it works, it feels like being inside Celeste or Super Meat Boy. The core gameplay is enjoyable, but there are some flaws.
I normally am very prone to motion sickness and could never handle a game like this, but the dev seems to have taken extra care in the background motion to "trick" your brain into thinking the motion is natural. Played for 5 minutes straight without so much as a small stomach drop. I've only played for a short time at the time of writting this review but I anticipate I will play more. As far as gameplay goes, it feels like a better version of climbey. You grab blocks and hurl yourself around to try and reach the end without falling or hitting obstacles. The main difference is your character has momentum and this makes things much more fluid and natural. For the price it's a great game. If multi player gets added it will kick the crap out of Climbey and BoxVR as far as game for price goes.
The movement is definitely the selling point of the game. I didnt get nauseous at all even though I was throwing myself between the cubes. Theres a lot of things around the levels to catch you out but only gotten to level 8 so far. Do recommend.
5.0 out of 10 It's okay, but if you own Climbey then this isn't worth owning, it's a lesser experience of the same ilk in neon. I was surprised to pick this up in an indie VR bundle within the same month of release, so lucky to pick this up for relative pennies. These types of climbing games require you to launch yourself between objects, it's quite the effort and takes a lot of practice to get the feel of timing the swing direction, speed and release right. It can be frustrating but at least Pixel Arcade doesn't punish you much, just pushing you back to the last checkpoint. And the only penalty is how long you take to complete the level. The only bug I've found is when you fall and then spawn at the last check point the screen flickers until you grab something. This happens more often than not, but doesn't break the game, but quite surprised this hasn't been fixed in an update yet. Besides the bug everything else operates in a predicable manner. I came away quite warm and sweaty and that's a good thing, it has decent exercise credentials which appeals to me. As a game it's pretty average and doesn't offer anything new hence the middling score.
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