![]() It can be easy to get lost in the lavish labyrinth and cherubs in particular have a nasty habit of appearing right behind you for cheap hits, but it's still a lot of fun to play the role of ordained executioner. Cathedral architecture is elaborately laid out amongst the clouds and we found that being mobile and aggressive worked best on the armies of flying cherubs and grounded witches. Still, returning to the previous level, Paradise Lost, wasn’t all bad. Gating is probably intended for players’ own good, but when we’d nearly finished the final level and died it was annoying to learn that we’d need to backtrack and earn 7% more in order to spawn there for an immediate second crack of the whip. opting to begin from two at the menu instead of clearing one to get back there) requires hitting an arbitrary overall completion percentage first. They’re an absolute must during boss encounters as well bosses annoyingly spawn in waves of minions, so your best bet is to end the fight before it has a chance to really begin using your heaviest artillery.Įmerging victorious will grant you access to the next level, though being able to start a run from that level (i.e. Special arrows can save your afterlife in these situations, doing things like freezing enemies in place and sticking them with explosives, channelling the iconic Gears of War Torque Bow. The AI is pretty exploitable if you pull enemies gradually, though things get hairy when you mess up and they bombard you all at once. You can best use it to your advantage in attracting enemies’ attention and then retreating slightly to draw them into choke points. Regardless of your preferred settings, a short-range teleportation shard also occupies your arsenal for clutch dodges and quickly popping around corners or through doorways. Firing teleportation arrows is probably the best movement option to match, though there is also a free locomotion setting available at launch. If space is at a real premium, you can even opt to play stationary and seated. It’s possible to briefly trigger slow motion by bringing up the real-time arrow switching menu, which helps if you’re in a small play area and need to be careful with regards to how you move. The Quest’s lack of wires can really help out here. There’s a defensive shield (which can also be turned to offence with a close-range shield bash), though it often pays to physically dodge incoming projectiles and melee strikes so as to not obscure your vision. Solid motion tracking on the Oculus Touch controllers makes things painless, which is handy, as combat requires juggling way more than just archery. At first you’ll be whiffing shots at close range, before eventually hitting headshots over long distances like it’s nothing. ![]() Aiming takes genuine finesse without crosshairs or any form of aim assist, and getting a feel for the gradual drop of an arrow or bolt also takes some time. ![]() Since unlocks aren’t a complete crutch, developing your physical skill is key. Killing large numbers of specific enemy types will summon their meaner counterparts, which prevents you from just snowballing in, power unchecked. In addition to receiving these tangible benefits, your manual skills should also develop over time the result is an engaging sense of progression that helps to take the edge off permadeath.Įarning some unavoidable achievements can work against you, however. Landing a certain number of headshots in one run rewards you with a permanent boost to headshot damage, for example. As you play, you’ll unlock a variety of in-game achievements (unfortunately, they don’t appear on a system level in the Oculus Scoreboards app) which grant different buffs. In a VR market stuffed with lite “experiences” it can be bruising to begin with, though dying does actually facilitate progress. Levels do adapt somewhat to mirror player proficiency, but there’s no getting around the fact that In Death: Unchained is difficult. Each time you’ll head back to the start and face an altered challenge, your choice of longbow or crossbow in hand. You’ll die over and over again until you finally get proficient enough to reach a level’s boss encounter, then probably die again. You battle through purgatory, heaven and hell - in that order - whilst confronted by challenging enemies and randomised level layouts. ![]() The additional Abyss level takes the game’s total to a healthy three, while its hellish theme makes for a more complete tour of what may lie beyond the mortal realm.Īs far as a storyline goes, that’s about the extent of it. Though the game might look ever-so-slightly worse without a PC or PS4 powering it, it’s not hard to argue that this is the definitive version. Porting In Death to Quest has been handled by Superbright, in place of original developer Solfar.
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