
Pixel Ripped 1989 is a wacky multi-dimensional homage to the early days of gaming. The player embarks on a journey into the screen of a classic videogame and beyond.
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About

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 40 reviews with recorded playtime.
Reviews
Themes across 40 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
No Oculus SDK, had to buy Oculus store version
Phenomenal Game, had 0 issues during my play to which it was the embodiment of quality over quantity. Can't wait to experience the sequel and soon to be joined by their upcoming third release in the series.
[h1]WHERE IS THE DAMN OPTION TO CHUCK THE F*&%ING CONTROLLER?!?[/h1] Jokes aside, a damn awesome VR experience with a late 80s charm! Brilliantly done! VERY difficult at times just like an old GameBoy & NES game [spoiler]especially those damn red dragons at the final boss! F&*K those guys!![/spoiler] Loved (and hated) every bit of this game, from beginning to end! I beat it in one sitting which does say something of how the game pulled me in and kept me entertained. If you are looking for a retro GameBoy/NES VR experience, get this game! Actually, just get it no matter what! It really is an awesome experience that every VR player should play! Looking forward to the sequels!!
Ótima experiência. É um jogo dentro de um jogo, você controla um aluno que se passaria no final dos anos 80, quando, na era dos games, estávamos vendo passar a era do 8-bits, com consoles como o Nes e Master System. Eu não peguei muito dessa época, comecei a jogar pra valer mesmo na geração seguinte, do Super Nintendo e Mega Drive e tem um título posterior focado nessa época que é o jogo Pixel Ripped 1995 que tem muitas referências nostálgicas e estou adorando, mas voltando a este, o mesmo se repete neste aspecto, mas, por não ter vivido essa geração com tanta ênfase, peguei menos referências que em seu título posterior. Mesmo assim, algumas deu pra sacar muito facilmente, como Alex Kidd do Master System. Algumas das partes mais divertidas é em uma sala de aula, que você está com um console estilo game boy (em gráficos) em mãos, rodeado de alunos e uma professora estilo "vó" que, se você não aprontar alguma coisa, vai reclamar diretamente com você. Essa parte de aprontar é bem engraçado, pois você pode interagir neste ambiente 3D (somente o joguinho do seu console que é graficamente da época) e dá, por exemplo, para derrubar diversos itens na sala, transmitir uma caricatura zoada da professora num telão, mudar o canal de uma transmissão de vídeo-aula para algo completamente aleatório (que nada tem a ver com a aula) e por aí vai. Embora não esteja disponível em português, dá pra entender quase tudo se você entender o básico do inglês. É engraçado você ouvir, por exemplo, os alunos por perto falando "look this graphics" com você com um console portátil com gráficos do primeiro game boy. A experiência base vai gastar em torno de 2 horas, mas para conquistar tudo, vai tomar um pouco mais de tempo. No geral, recomendo o jogo, bom preço e vai dar certa nostalgia para quem viveu essa era dos consoles na infância (que no meu caso marcou mais no título posterior, que também recomendo e está em PT-BR, que é de 1995 que mencionei anteriormente, farei uma análise deste também quando completar o jogo).
If asked a week ago then I'd definitely not recommend it. The game has not been updated and does not fair well on modern systems. Drop the refresh for the app to 80 and do not use your VR controllers - use an XBox or other game controller. Also, just know that the volume settings do NOT save. So every time you start the game it goes back to 100. It also restores and takes itself out of a maximized state very often, and full screen isn't an option. There are no settings to speak of. So set to 80, use a controller. After I set it to 80 it stopped stealing it's own focus and pausing. At 90+, it would actually pause constantly because it pauses if it loses focus, and it was doing that to itself. With that out of the way: Once I got it to play, it was enjoyable. The music is great, and outside of some things like my character being a fetus and everyone else being full adults (just judging from heights), it was a good deal of fun. I loved having a Gameboy back in my hands and feeling like I was playing old games again. BA mode was fun when I got it, and I enjoyed targeting and shooting through the screen like it was Augmented Reality inside my Virtual Reality. :) Definitely okay to spend some hours. However, the final fight... the final fight was horrific. If I had people around who had seizure issues, this fight would have straight up killed them. There was so much on the screen that I was constantly losing my character, I'd see it - a giant flash of multicolored light would blind me, my character would get hit, mix in the with the pixels, and then get hit again and thrown off a ledge. Right before that, I'd be jumping and couldn't get through things because the camera view was really off and I couldn't just get up and walk around due to the size of the board. I got annoyed, but got past that. The final fight really almost made me drop though. I was feeling slightly ill and I don't even have issues with flashing colors, but it was just so constant and so bright. It was like getting hit in the face with a multi-colored strobe light every few moments. Whoever designed that should be ashamed. I get this game is done, but this fight needs to be re-evaluated and patched out of the game. Remove that flashing light or put a warning before going into it. It's insane that this passed testing. With all that, would I recommend it? Yes. use a controller, enjoy the music and the games. But just be aware of the end and prepare yourself. If you have ANY issues with bright flashing colors, stop right after you take the big lady out. The next stage is the bad one.
Wow, what a unique experience! This is by no means a realistic game, its more, its a vivid dream that made me relive so many feelings i had as a kid about video games. What a great example of immersion. Thanks to the developers and creators of this game. If i had read about the concept i wouldnt have expected it would make a fun game. When i saw the graphics of the class room in the trailer they didnt look like much. However, its not state of the art 3d graphics, its the attention to detail that made the surroundings work so well for me. The background chatter and dialogue, the teachers sermons, the hints and gimmicks. Its while i was focused on other things, when i suddenly realized i relived moments of a past life. Loved the music, sound and all the nods to the original 8-bit games, which styles were nicked. Great wordplay and humor. When i finished i was raving to my wife about it like i was 11 years old... The only downside was the missing option for custom button layout. I would never choose to press a thumbstick to jump, when there is buttons to use and i would love to see a custom button layout update. To this day i still play 8 and 16 bit games and their recreations, but this one is just something else, its next level.
Jouez-y (si vous comprenez un minimum l'anglais). C'est une petite pépite. Je viens de passer à la VR, j'ai dû tester une vingtaine de jeu, celui-là sort clairement du lot. Je veux pas spoiler, mais si vous avez vu la bande-annonce, vous avez une idée de ce à quoi vous en tenir.
The game puts you in the shoes of a student who plays video games in class and has to hide it from her teacher. It's funny, clever and relatable. It's not only challenging to progress in the game we're playing in the virtual console, but especially to do so while paying attention to what's going around in your environment. I loved it, it was an experience like no other, and I can't wait to play the other games from the series. And it feels a bit ironic to play a 2D retro-inspired game with a VR headset, which makes the experience somewhat funny.
Pixel Ripped 1989 is a remarkably inventive virtual reality adventure that combines retro gaming nostalgia with modern VR immersion in a way few titles have managed to achieve. Developed by ARVORE and published by ARVORE Immersive Games Inc., the game takes players back to an era when handheld gaming devices, pixel graphics, and school-day distractions defined the childhood experiences of many players. Rather than simply recreating an old-school game, Pixel Ripped 1989 builds an entire adventure around the culture and excitement that surrounded gaming during the late 1980s, creating a heartfelt tribute to a generation of players while delivering a genuinely unique VR experience. The story centers on Nicola, a young student who becomes connected to Dot, a heroic character from a video game world threatened by an evil force known as the Cyblin Lord. What makes the narrative stand out is its dual-layered structure. Players are simultaneously controlling Dot within a retro-style handheld game while existing as Nicola in the real world. This creates a fascinating dynamic where success depends on paying attention to both realities at the same time. The storyline may appear simple on the surface, but it effectively captures the imagination of childhood, blending fantasy, adventure, and humor into a memorable journey that feels both nostalgic and surprisingly creative. One of the game's most compelling features is the way it transforms everyday situations into engaging gameplay mechanics. During school sequences, players must secretly play their handheld game while avoiding detection from teachers and classmates. This creates a constant sense of tension and excitement that mirrors the experience of sneaking in gaming sessions during class. The game repeatedly asks players to divide their attention between the virtual adventure and their real-world surroundings, resulting in gameplay that feels fresh and distinctive throughout the campaign. This concept could easily have become repetitive, but the developers continuously introduce new scenarios and challenges that keep the experience engaging. The retro game sections themselves are enjoyable and cleverly designed. Dot's adventure features platforming, action, obstacle avoidance, and arcade-inspired mechanics that deliberately evoke the style of classic 8-bit games. While the pixelated world may appear simple visually, it is carefully crafted to celebrate the design philosophies of the era. These sequences successfully capture the charm of old-school gaming without feeling like a shallow imitation. Instead, they serve as an important component of the overall experience, constantly interacting with the surrounding VR environment in meaningful ways. Visually, Pixel Ripped 1989 excels by blending two completely different artistic styles. The game seamlessly transitions between colorful pixel-art gameplay and fully realized 3D environments, creating a unique aesthetic identity. The contrast between these worlds strengthens the illusion that players are participating in two realities simultaneously. The classroom, bedroom, and other real-world locations are filled with nostalgic details that reinforce the game's setting, while the retro game world remains vibrant and charming. The visual presentation demonstrates a strong understanding of how nostalgia can be used effectively without relying solely on sentimentality. Sound design plays a major role in establishing the game's atmosphere. The soundtrack embraces classic chiptune influences while maintaining enough variety to feel modern and engaging. Sound effects accurately mimic vintage gaming hardware, enhancing immersion whenever players interact with the handheld console. Combined with environmental audio cues from the real-world sections, the soundscape helps strengthen the connection between both layers of gameplay. The result is an audio experience that feels authentic to the period while still appealing to contemporary audiences. Despite its many strengths, the game is not entirely without flaws. The campaign is relatively short compared to some larger VR adventures, and certain sequences may occasionally feel more demanding than enjoyable due to the need to constantly monitor multiple objectives. Some players may also wish for additional levels or expanded gameplay systems. However, these shortcomings are relatively minor when compared to the originality and creativity on display. The concise length also prevents the concept from overstaying its welcome, allowing the adventure to maintain a strong pace from beginning to end. What truly elevates Pixel Ripped 1989 above many other VR titles is its commitment to using virtual reality as an essential part of the gameplay experience rather than simply a visual enhancement. The game's mechanics, storytelling, and world design all depend on the immersive capabilities of VR. Every interaction, from hiding a handheld console to physically looking around a classroom, reinforces the fantasy that the game is trying to create. This design philosophy makes the experience feel purposeful and memorable. Pixel Ripped 1989 is ultimately a celebration of gaming history, childhood imagination, and the possibilities of virtual reality. It successfully combines nostalgia with innovation, delivering an experience that feels both familiar and refreshingly original. Through its inventive dual-world gameplay, charming presentation, and heartfelt appreciation for classic gaming culture, it stands as one of the more distinctive VR adventures available. While its short runtime prevents it from reaching the highest tier of VR epics, its creativity and execution make it an easy recommendation for fans of retro games and virtual reality alike. Rating: 8/10
I would give this a neutral rating if I could. I found it funny enough to play through once, but I would recommend playing 1995 instead. It does nearly everything this game does but it feels much better. It lets you spend more time playing games than trying to distract the teacher. I could also see myself replaying parts of that game to find collectibles unlike in this one where you just wanted to finish the level.
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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