The former ‘examine’ function is an inclusion that harks directly from the original game, but nonetheless feels odd when used in VR. You aim this cursor around like a laser pointer, using it to examine items or touch/take them. However, instead of physically interacting with the world, Colossal Cave equips players with a raycasted cursor extending out from one controller. As you move through the depths of Colossal Cave, you’ll come across items and elements that you can interact with. However, if you manage to get past the baffling movement options, the next misstep is the game’s interaction system. This means players who are susceptible to motion sickness and nausea will have to proceed with caution. No matter which control scheme you go for, there’s no further options for vignetting, teleport movement or other comfort settings, besides an option to change movement speed. It’s the closest option to what you’ll find elsewhere, but still different enough to be frustrating. You can snap turn mid-movement or move diagonally with the thumbsticks, but the entire scheme ultimately still doesn’t feel quite right to use. Even if you look in a different direction while in motion, you’ll keep moving in the original direction. In this mode, forward movement follows the direction of your head, but not continuously – it only moves forward in the direction your head was facing when you began pressing the thumbstick forward. You move forward and back with the left thumbstick, while snap turning is handled by the right thumbstick. It’s feels completely unintuitive to use.Ĭlassic Locomotion is more akin to a traditional thumbstick-based movement system. You can change direction by physically moving the controller (like a rudder), or through thumbstick snap turning when stationary. Despite the names, neither of these options are industry-standard, comfortable nor intuitive to use.Ĭomfort Locomotion is the ‘preferred’ option that is ‘designed to reduce comfort sickness.’ With this option selected, you walk forward with the left Touch controller’s trigger and backwards with the grip button. Loading the game up for the first time, you’re presented with two movement options – ‘Comfort Locomotion’ and ‘Classic Locomotion’. However, Colossal Cave’s VR implementation completely misses the mark with several fundamental flaws that create an overwhelmingly tedious experience. The significance of such a release is certainly not lost. The adaptation process would be tricky no matter what approach you take, and the effort to both preserve and update a piece of gaming history is commendable. On a conceptual level, it’s remarkably cool to see such an iconic and landmark game be reimagined in 3D, both for flatscreen and VR platforms. In our hands-on preview last year, we said that experienced Colossal Cave players would probably feel like this new 3D version of the game is “a bit like watching a movie adaptation of a novel you’ve read to pieces.” Control Conundrums However, instead of interacting through text responses and imagining what’s being described to you over text, the game now features a whole 3D world to explore. This reimagining features the exact same puzzles, solutions, points system and content as the original. Ken and Roberta Williams have been very clear in communicating with the community that the new VR release of Colossal Cave has fundamentally not been changed in a design sense. Platforms: Quest Pro, Quest 2 (Review conducted on Quest Pro) Reimagined in 3D for the first time, this new version of Colossal Cave is available on consoles, Quest 2 and Quest Pro, with a PSVR 2 release coming in March as well. Almost 50 years later, adventure game legends Roberta and Ken Williams have brought the title to life on modern platforms. The original Colossal Cave released in 1976 as one of the first all-text adventure games for computer systems. Read on for our full Colossal Cave Quest 2 review. Unfortunately, we can’t recommend the end result. The recently released VR remake of Colossal Cave attempts to translate the original 1970s text adventure into a brand-new medium, while retaining the design of the original.
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