Demonstrates a wealth of hard-won expertise in VR design, primarily due to the studio’s trailblazing work on its most lucrative VR title to date: As an original IP within the action-adventure genre, it takes a familiar yet refreshingly distinct approach to narrative, which would otherwise make it challenging to stand out from the crowd if it were a conventional game. In virtual reality, there are only a select few that deliver such an impressive level of immersion, doing so in a way that leaves users feeling utterly satisfied.
Skydance’s Behemoth Particulars:
Skydance Video games
Quest 2/3: Professional & PSVR 2 (coming to SteamVR)?
Quest 3
December fifth, 2024
$40
Gameplay
As I struggle with the weight of a mysterious and insidious curse, I find myself increasingly tormented by the prospect of succumbing to its malevolent influence, threatening to transform me into a mindless aggressor. It’s a double-edged sword: the curse assures certain destruction, yet also grants superhuman abilities allowing you to move swiftly, strike with greater force, and unleash devastating blows upon all adversaries in pursuit of unraveling the source of the evil that has ravaged a once-mighty kingdom, ultimately putting an end to it yourself.
As you harness the curse’s power and cultivate a suitably sullied sense of unease within yourself, you navigate crumbling fortress ruins and winding pathways choked with numerous beleaguered enemies who, unwittingly bound by some dark force, serve as mere pawns in the fallen world’s chaos – a realm where malevolent giants, akin to trolls in their brutish ferocity, wreak havoc on all that remains. What details are you referring to?
This physics-based fight recreation offers a intense focus on melee combat, where you’d expect to engage in a strike and parry system that rewards creative strategies over reliance on scripted encounters.
Parrying involves intercepting an opponent’s attack with the blade of your sword, creating an opening for counterattacks as they recover from the initial blow. While dashing and smashing around, it’s crucial to conserve your auto-regen stamina, lest you exhaust it prematurely and leave yourself vulnerable; meanwhile, the mid-level enemies you encounter are formidable foes, each boasting unique weaponry and combat styles that demand your undivided attention. With fighters boasting varying speeds, unblockable attacks, and diverse abilities, maintaining a delicate balance between energetic offense and defensive cunning is crucial, as one misstep can spell disaster in this thrilling, high-stakes dance of steel.
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While streamlining encounters can be achieved through various means, one primary approach involves leveraging your exceptional human capacity to obliterate multiple low-level adversaries with a single, decisive strike. Although I didn’t utilize it in the preceding scenario due to its temperature dropping after an intense warm-up, this component actually enables users to inflict greater harm and accelerates movement speed as proficiency improves, allowing for prolonged combos including chain killings.
The second half of the game features heavily armoured enemies, forcing you to utilise your energy efficiently and rely on three legendary weapons scattered throughout – a two-handed sword, an auto-regen arrow-firing bow, and an axe capable of shattering enemy defences – all of which can be upgraded at strategically placed forges using Coloss Alloy, the game’s sole currency obtainable from chests.
With limited health boosts from edible plants scattered throughout the game, it’s surprising that upgrading weapons is the primary crafting focus, rather than exploring alternative sources of sustenance for survival. Did the studio deliberately scrap a potions desk that had potential? Although the medicinal herbs prove largely ineffective, you’ll still find an abundance of health-restoring potions scattered amidst the bodies of your fallen foes.
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Beyond the initial exploration of the few iconic trees offering access to legendary weapons and immense energy reserves, the majority of the core gameplay experience stagnates. Throughout your journey, you’ll come across a diverse array of environmental puzzles that range from quick and simple to complex and demanding, as well as numerous mini-boss battles that typically precede encounters with the show’s main attractions: the formidable Behemoths.
While I revel in the excitement of dispatching foes in creative and captivating ways, my primary motivation for playing this game lies in discovering its four elusive namesakes. While I’ve had extra expectations, I’m generally pleased with the problem progression; however, as Behemoths primarily challenge your increasingly refined expertise by capturing, slicing, climbing, grappling, and dashing – all culminating in epic multi-stage encounters that can equally confound you on how to approach. What kind of monster is this that dares to challenge the mighty skyscraper?
In reality, there is no room for error when it comes to sorting Behemoths, as an inner guiding force, akin to a witch-like companion, propels you forward while simultaneously outlining each step as it unfolds. While navigating this complex system, you’ll need to confront vulnerabilities that are dispersed throughout its vastness, requiring a deliberate approach as you ascend through labyrinthine routes, utilizing strategic handholds and carefully identified grappling points to reach the designated targets. The allure of behemoths! It’s understandable that you’d crave more of these magnificent creatures.
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While exploring the vast array of collectibles, I find myself drawn to the rich storytelling woven throughout, particularly the hidden notes that offer fascinating glimpses into the narrative’s depths; the inventory system, which allows for seamless item management, also deserves praise. While the overall experience delivers as expected from the renowned studio, there’s just one notable exception: the narrative. Unfortunately, its predictability makes it feel more like a formulaic retread rather than an engaging storyline that truly immerses players.
Problem can be fairly excessive. Even in the most basic ‘Tenderfoot’ difficulty setting, behemoths and mini-bosses remain formidable foes, necessitating multiple attempts to decipher assault patterns and uncover exploitable vulnerabilities.
After meticulous analysis and scrutiny of the original text, I revised it as follows:
Throughout nine grueling hours countering the sports marketing campaign, I noticed a striking absence of any significant growth or development on the stalk. Most everything, except for a few random, unnecessary items left out on tables, exhibits a clear purpose. Every narrative encounter holds significance, albeit with a hint of predictability. With each new weapon upgrade, I find myself compelled to scour distant lands for coveted Coloss Alloy chests, zealously smashing every urn in pursuit of revitalizing health potions or the precious shards that collectively yield a single alloy.
As players have the opportunity to revisit previously explored areas, they can embark on a short and sweet adventure to uncover hidden secrets, making the experience feel fresh and exciting rather than like rehashed content.
Immersion
Who as a voiced protagonist goes, with the witchy companion in his head having ulterior motives? Without disturbing the action, neither side has a desire to intervene in disputes or conflicts, allowing you to thoroughly enjoy the game’s non-story elements with minimal interruptions. I abhor the tired ‘useful robotic’ cliché pervasive in many action-adventure video games, likely a consequence of prioritizing explicit direction over fostering exploration and self-discovery. I have the unique ability to effectively manage two distinct voices within my mind, which eliminates any possibility of doubling down on mistakes. This place feels deeply rooted in my emotions, but may not necessarily align with my rational thinking.
Voice acting remains a key factor in determining my level of immersion. While competent overall, one key character’s overly dramatic tone jars with the grim, post-apocalyptic setting of ruined forts and damp crypts, creating an incongruous contrast that detracts from the narrative’s impact. I am intentionally withholding key details, but one aspect that bothers me is surprisingly contrived.
It’s disappointing that the narrative has some noticeable flaws. While the narrative falls short of delivering a truly impactful experience, it still offers more substance than expected, especially considering the game’s impressive visuals, immersive interactions, and physics-based combat. The attention to detail in its rendering is equally noteworthy, with Quest 3 seamlessly handling the demands of such a visually stunning title that could easily pass for a PC VR game in terms of its polish and texture quality.
While the game’s narrative conventions may be familiar, featuring predictable plot twists and an anticipated showdown, the experience is elevated by the engaging and rewarding combat mechanics, as well as the responsive grappling system, which shines particularly bright in intense boss encounters.
Here’s a revised version: My main quibble lies with AI-controlled adversaries, which often fall short of delivering the immersive gaming experience I crave. While the concept of undead beings may seem fragile at times, the zombies themselves are inherently resilient and capable of withstanding significant damage before succumbing to destruction. The overarching gaminess of larger environmental ranges seems particularly unoriginal in its approach. Doors slam shut seemingly at random, only to reopen once a predetermined number of unwanted players stops appearing on the map’s periphery.
The package deal as a whole is spectacular, despite its dull aspects and predictable tropes; I never felt beleaguered by the story, with a constant incentive to progress, as the game presents various ranges to explore and intriguing sets of lumbering Behemoths, teasing upcoming encounters and keeping me engaged. Breaking apart objects into smaller pieces can be surprisingly fun.
Ultimately, if I received a Quest 3 five years prior, fully loaded, it would be fatiguing yet impressive to witness the remarkable progress makers have achieved in extracting value from mobile hardware.
Consolation
As expected, sitting and standing alternatives ensure this physically engaging game remains enjoyable without the risk of exhaustion, allowing for prolonged sessions with minimal fatigue. In the midst of intense two-handed interactions, it’s crucial to secure a sufficient playing space before commencing, as large swings will be required with considerable force.
Here is the rewritten text in a professional style:
A range of conventional virtual reality locomotion options are available, excluding teleportation methods, which cater to both hardcore smooth-turners and snap-turners alike. These choices offer variable energy levels and variable-sized vignettes for optimal user experience. As the snow particles swirl around you, they form a tranquil veil that offers a constant visual anchor, allowing you to maintain a steady perspective while racing through varied landscapes at top speed, serving as an almost imperceptible yet essential frame of reference.
The unsettling jolt I experienced in my stomach originated from a solitary elevator ride whose unsteadiness didn’t quite align with my comfort threshold, otherwise the overall experience proved remarkably smooth throughout.
What Skydance’s Behemoth: Consolation Settings for December 5th, 2024? |
|
Turning |
|
Synthetic turning | |
✔ | |
✖ | |
✔ | |
Motion |
|
Synthetic motion | |
✖ | |
✔ | |
✔ | |
✔ | |
✔ | |
✖ | |
✖ | |
Posture |
|
Standing mode | ✔ |
Seated mode | ✔ |
Synthetic crouch | ✔ |
Actual crouch | ✖ |
Accessibility |
|
Subtitles | ✔ |
Dialogue audio | ✔ |
Adjustable problem | ✔ |
Two palms required | ✔ |
Actual crouch required | ✖ |
Listening to required | ✔ |
Adjustable participant peak | ✖ |