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Title: Protonwar
Genre: Action, Indie
Developer:
Outer Planet Studios
Publisher:
Outer Planet Studios
Release Date: 15 Mar, 2018
Minimum:
English
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great visuals and controls scheme but v early access A great start, better than battledome because it allows teleporting and analog movement!!. This is an initial early review from a short period of gameplay (will edit review after more gameplay). This is the kind of gameplay style that is needed to fill the old-school competitive shooter hole in VR gaming (think Quake and UT). My impression is it is inredibly good casual (or competitive) fastpaced fun. The envirnonments are beautiful, framerate is great (caveat, see below) and the variety of guns are fun to shoot. I have yet to play a match without bots.
Note that when playing with bots, I noticed performance decreasing over time throughout the game (framerate drop, latency increase). This could only be fixed by restarting the match.. First "UNREAL TOURNAMENT" in VR
Sad thing there are not many players.. Protonwar has a lot of features that no other Vive game currently has. Free movement that's not tied to the touchpad (using left controller to move directionally), giving the "run and gun" movement much more of a natural and intuitive feeling than it's touchpad counterpart. The game has a variety of weapons to use, all of which perform differently. There are not a ton of levels at the moment, but the provided 4 levels are plenty to keep you occupied being that it's just days into it's EA release. Vive also has a "wave" based coop shooter mode that can be fun (though it's currently in a testing phase and is pretty buggy). The multiplayer also supports bots, so getting populated games when there are only a couple players is plenty easy. Currently, Vive standing mode supports death match and team death match. Developer has stated that there are many more game modes to come.
There are certainly some bugs and non-refined features here and there, but no more than what you'd expect from EA. The developer is also very quick to take customer input regarding VR immersion and is quick to try different things and even provide "test builds" for those who want to try out experimental features. With that level of involvement, I see this game getting quite big and a whole lot of fun.
I have not referenced anything "steated" related, as I have no interest in playing the seated game play modes... although the vive should support it when using a mouse\/kb.. Highly recommended for FPS players. This game has all the VR movement options we've been asking for - free locomotion or teleport. Smooth turning optional, and it's easy to play sitting down. It has unique weapons and competent bots when needed.
Would love to see this developer rewarded for this work.. I dont understand why this game isn't talked about more. This game is awesome if you like Unreal Tournament \/ Quake. Remember when you were young and played UT with InstaGib? You can do that here, but this time in VR!
It is fast paced with alot of different game modes.
The reason i dont have more playtime is because what others have pointed out... Empty servers!
I hope it gets as much attention eventually as Onward or Pavlov does. Cuz this game deserves it!. Protonwar has a lot of features that no other Vive game currently has. Free movement that's not tied to the touchpad (using left controller to move directionally), giving the "run and gun" movement much more of a natural and intuitive feeling than it's touchpad counterpart. The game has a variety of weapons to use, all of which perform differently. There are not a ton of levels at the moment, but the provided 4 levels are plenty to keep you occupied being that it's just days into it's EA release. Vive also has a "wave" based coop shooter mode that can be fun (though it's currently in a testing phase and is pretty buggy). The multiplayer also supports bots, so getting populated games when there are only a couple players is plenty easy. Currently, Vive standing mode supports death match and team death match. Developer has stated that there are many more game modes to come.
There are certainly some bugs and non-refined features here and there, but no more than what you'd expect from EA. The developer is also very quick to take customer input regarding VR immersion and is quick to try different things and even provide "test builds" for those who want to try out experimental features. With that level of involvement, I see this game getting quite big and a whole lot of fun.
I have not referenced anything "steated" related, as I have no interest in playing the seated game play modes... although the vive should support it when using a mouse\/kb.. I got this game just for the VR (vive and track controllers) and it is by far the best fps shooter for the vive (and track controllers) out there atm.
Honestly if this game wasn't Vive and track controller compatible i wouldn't have given it a second look.
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