These are the kinds of things that often get taken for granted in non-VR games, but feel so much more immersive and profound when seen first-hand in a VR experience. Blunt force attacks, like shield bashes and kicks also have a lot of force but no real lethal consequences. Damage is all context specific as well, so stabbing them through the head will kill them while a dagger to the shin may just slow them down a bit. This means if I just barely tap an enemy with my sword it won’t do anything, but if I thrust forward hard I can actually stab them through their skin and it can get stuck unless I yank it out. In Blade and Sorcery that’s all changed.Įverything is a physics-based object with mass and momentum. When you swing your weapon it often just passes right through enemy models without any resistance or collision, which not only makes it hard to tell if you’re hitting anything, but it just doesn’t feel as satisfying. For starters, collision, haptics, and physics are often all over the place. If you’ve ever played any melee-combat heavy games in VR before, such as Skyrim VR, Vanishing Realms, Stolen Steel VR, GORN, Deus Vult, or others, then you know that they’ve all got some major issues. Blade and Sorcery is full of moments like this.
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