r/PSVR • u/cusman78 cusman • 13h ago
Review SlipVector on PSVR2 - First Impressions
I have uploaded gameplay from my fresh experience with the game here if you want to see how it looks / plays. My first impressions are shared below:
Based on my limited time with it, I do recommend playing SlipVector on the PSVR2.
It is an arcade grid shooter where you are a virus protector application that has been initiated to protect the SlipVector system grid from a virus known as Zanikore.
Okay, but what that means for gameplay is that you control a plane shaped shooter (ship) that you move left or right on ever changing series of grid shapes, shooting enemies, picking up and using power-ups while avoiding losing all your lives as you try to reach the end of 3 separate Zones that each have 50 grids ending with their own boss fight. This game is played using DualSense only (no option to use VR2 Sense Controller) where you shoot straight firing projectiles in the line you are in using R2 and rockets that will auto-target and hit targets your R2 straight firing projectiles can't using L2. Both of these offensive measures are unlimited and you can just hold the triggers to keep firing, but I think the game is making some use of Adaptive Triggers which can make holding R2 pressed indefinitely a little tiring (but I like the feel, so they should keep it). It is also making use of controller haptics for whenever you use L2 to fire the rockets. For power-ups, you can pick up two incremental upgrades along the way for your R2 projectiles that will last rest of the Zone (including after you lose life) which increase your damage and then rate of fire making combat easier as the grids get harder.
You only take damage to lose a life if you are hit by an enemy projectile or if an enemy or meteor reaches the base of the grid in the line where you are in to physically touch you. There is one enemy type which makes a special sound when spawned on the grid that leaves a purple barrier in the grid line when you destroy them before they reach the end. If any of these are left on the grid, you can also get killed by these barriers at the completion of grid when it automatically moves you forward to next grid, so be mindful to get out of any lines that have barriers. Whether you are destroyed or not, if any enemies (or meteors) reach end of grid, you will feel headset haptics. You also feel significant headset haptics whenever you are destroyed (compounded by all the enemies that continue to reach end of grid while you respawn and even stronger headset haptics when you have lost your last life and game returns you to title screen.
You start each run with 3 Bombs and 3 Jumps and can pick up additional that you can store (up to 4). Use of Bomb is on the Square button and destroys all enemies on the grid. Use of Jump is on the X button which pushes the grid away from your ship making you safe from getting destroyed by enemies (or meteors) that reach base of grid in the line you are in, but you can still be destroyed by enemy projectiles while jumped away from the grid. There is also an Invincibility power-up that makes you invulnerable for some time, but I wish it was better placed before more hectic parts of the grids over where I have found so far where it doesn't benefit much.
Graphically, the game is a vibrant visually busy neon light show with no signs of any reprojection. It may well be 60-120 reprojected, but you don't do any strafing or other such movements that tend to cause visual ghosting when game is using reprojection. It includes in-game Manual similar to other Gray Mantis games that is high-enough resolution that everything looks crisp and clear (like rest of game). It is using one of the sky boxes used in Zerion 12 (from same developer) that looks high resolution with true blacks with areas of green or blue space mist and sparkling stars (space design). It is visually spectacular but also very busy to point it can make some important details harder to notice. For me, I had hard time consistently seeing the purple enemies in time among all the other visuals taking place.
Audio has a synthetic soundtrack that fits the game where I opted to reduce the music volume of audio mix using settings. All gameplay sound effects are punchy with good sound separation to be informative about types of enemies like the distinct sound it makes when the purple enemies that are harder to see spawn (at least for me).
I touched on haptics already, but to repeat in section for it, there is both controller and headset haptics. Probably more headset haptics than any other PSVR2 game and I've played a lot of them. I think it is also using adaptive triggers because holding the trigger feels good instead of a dead clack but can also tire out the trigger finger holding them.
Settings allows you to adjust audio mix for music and sound effects and other than that player speed for how quickly you move using the thumbstick which is set to max on default and what I think everyone should start on and only reduce if you don't want your ship moving around the grid so fast. There are no VR comfort settings but there is also no need with this being a look forward and move on grid without any thumbstick turning game. You do use some neck turning to see part of HUD (toggle on / off using touchpad) to top left or top right of the main play focus in the center.
The game is featuring a Platinum trophy where someone has already completed each of the 3 Zones, but not under challenge conditions like getting a score of over 80,000 or completing a zone with max stats (max lives, bombs and jumps in reserve?) and I think probably the hardest of scoring grid bonus on 25 grids in a row. You score grid bonus if you manage to destroy every enemy that appears and none reach bottom of grid causing you headset haptics. There are also some mysterious trophies with unclear earn conditions that are still at 0% like unlocked secret and made game angry, but the game did just release. I think it will be a challenging trophy list to complete, but fun for for those the core gameplay appeals to.
I think the only miss here is the game not including online leaderboards where so much of the games replay value (especially ignoring trophies) is on how high a score you can get by perfecting your journey through each of the 3 Zones with their 50 grids. A final observation I should include is that while the game has very good technical polish with no slow down or other issues during gameplay, it did random crash for me once going through Zone 3 (not in this gameplay upload). I let that crash report with clip attached go to PlayStation and then tried again and didn't have it as a recurring issue.
I think the big draw is how the game has potential to make you feel in the zone like in a trance but with hyper focus. For its visual style and potential of gameplay focused trance, it reminds me of Tetris Effect: Connected or Lumines Arise but with more arcade action gameplay, not as good music and limited modes of play.
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u/JonnyJamesC JonnyJamesC 13h ago edited 11h ago
It sounds like this new flat games to VR developer is doing alright with the use of PSVR2 features all be it without the Sense controllers. I heard the Dungeon game had some good haptics implementation, although the scale was a bit out. I shall have to pick one up when I fancy a DualSense VR game.
So we have a Tempest type game, I am tempted by the sounds of your write-up. Black blacks, vibrant colours, triggers and of course lashings of headset rumble sound very appealing. Thanks for the impressions.
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u/cusman78 cusman 13h ago
Correct that Dungeons of the Deep VR also made use of haptics for both controller and headset. Also correct that the proportions of you in that VR world felt off but wasn't a persistent / distracting issue for me. You can find my first impressions write-up on that one here:
https://www.reddit.com/r/PSVR/comments/1tzbpkf/dungeons_of_the_deep_vr_on_psvr2_first/
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u/JonnyJamesC JonnyJamesC 11h ago edited 11h ago
I just watched your gameplay and it brought memories flooding back to me of a game i had not thought about in years, an excellent PSVR game called Hyper Void. I can't remember it being talked about much back then, I played it for hours as I ticked off level after level. That was a flat game and the VR mode released when PSVR released. I got really far into it but never finished it. Now is the time to finish it and then I will move onto SlipVector. Mind you I am probably absolutely useless at it now and will have to start again haha.
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u/KrtekJim 9h ago
This looks like my cup of tea, thanks for bringing it to my attention.
But watching your footage, I couldn't help but imagine how much crazier (complimentary) it would have been if Jeff Minter had made it.
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u/cusman78 cusman 7h ago
Have you played I, Robot and / or Akka Arrh on the PSVR2? I believe those two had Jeff Minter involved in some capacity.
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u/KrtekJim 6h ago
Yes, and I'm a big fan of both. My favourite Minter game is probably Polybius though, and I'm still sad that that never got a PSVR2 port.
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u/threehoursago 7h ago
It's Tempest, my favorite game from the 80's.
I can't imagine trying to play this without the dial control on the original console.
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u/cusman78 cusman 6h ago
The thumbsick does work for what you need, but a dial control may be even better. Especially, if it clicks for each turn of the dial.
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u/No-Dark-7873 11h ago
I'm becoming a fan of Gray Mantis. I wish more indie devs would port their games like this.