![]() Don’t wear a pony tail or eventually your VR headset will hurt your head.Wear pants with pockets for the battery pack.(We were in the VR headsets extra long because of all the resetting.) Tips For Players It was not a problem to wear them for 90 minutes. On the plus side, our status saved, so we didn’t need to replay too much after each reset. We had to reset a number of times during the playthrough. ➕/➖ The software was glitchy, which was quite frustrating. ➖ The ending of the story didn’t make a ton of sense. ![]() Disappointingly, the boss battle didn’t use our weapons at all. There were missed opportunities to lean into that type of collaborative environmental solving. ➖ We wanted to use the weapons and their powers even more. ➖ The automated hints only reminded us to “work together” or to use one of our weapons. Cutting some of the repetition to shorten the game would have been a good call. In one instance, we had to iterate on the same action 4 times. The Dagger Of Time overused some of the less exciting interactions. It was incredible when we figured out how one weapon impacted the world, and subsequently how this created a stepping stone to the next aha. ![]() ➕ The environmental puzzles and their ahas were immensely satisfying. It would be possible for a less-skilled player to be forced into this weapon with hardly any onboarding, creating a frustrating experience for the whole team. We received The Dagger of Time early in the experience. Then there was a weapon for bashing, which was enjoyable, but not as important… and clearly not memorable because I cannot recall its name.The Sand Sword was the most fun weapon to use, but was a bit finicky to aim.It wasn’t intuitive to use, but once we’d figured it out, it was very powerful, which was exciting. The Dagger of Time was the most complex weapon.We couldn’t trade weapons, which forced collaboration (and participation!) from all the players, but also made the individual player’s experiences unbalanced. That said, the weapons weren’t balanced in challenge or appeal. ➕/➖ The weapons added depth and challenge through their unique magical powers. But on a personal note, it is strange when your wife doesn’t sound like your wife and your father doesn’t sound like your father. This was initially a bit confusing, but once we got used to it, it was cool. ➕ A filter of some sort was applied to our voices when we spoke. It was truly bizarre to climb in VR, with our feet on the ground, but our character way up in the air scaling walls. ➕ We loved climbing through this game world. We had no trouble teleporting, picking up objects, or climbing. ➕ The basic gameplay was pretty simple, even for VR novices. Every direction we looked was detailed, ornate, and captivating. She then gave us the Dagger of Time, which would be essential for completing our mission. We had been summoned to the Fortress of Time by Kaileena to stop an evil Magi. Puzzles that aren’t possible in a real-life escape room.The massive, beautiful, and detailed world.Any experience level with escape rooms or VR, but we recommend you play Escape the Lost Pyramid and Beyond Medusa’s Gate first, to familiarize yourself with the mechanics.I recommend checking out all of their titles. If you’re into VR, this game can be played at roughly 700 locations worldwide. These games are fantastic and there is so much more opportunity within them. I hope that the Ubisoft Escape Games line continues both with new games and ongoing support for the existing ones. Fortunately the ability to reload us to specific points in the game kept this from becoming a nightmare… but it has left me wondering how alive this line of business is for Ubisoft. The hardware was fine, but the software was busted. My second note was that it felt like this game needed a stability patch as we encountered a number of issues where the game would break, but continue running. This was abundantly clear when the special items became essentially irrelevant in the endgame. However, this strength was also the weakness of The Dagger Of Time because it felt like this new direction wasn’t pushed far enough. And all of this was done in a way that (mostly) maintained the accessibility of the Ubisoft Escape Games.
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