Announced back at E3 2017 this year came the arrival of Bravo Team, the first-person PlayStation VR exclusive currently being developed by Supermassive Games — the brains behind PlayStation hits such as Until Dawn, and its soon to be released virtual reality brethren, The Inpatient.
Bravo Team’s manifesto offers heart-pumping and tactical first-person action, where you and your team mate are thrust into a hostile environment, and must survive by all means necessary. It would be safe to assume, then, that we were a little excited to take a few tangos down. Unfortunately, the demo didn't really deliver.
You start out by being pulled from the floor, presumably wounded from an injury that happened moments prior. As you're thrust back into combat, you must continue driving forward to reach your end goal — though that goal is vague, you keep moving forward nonetheless.
In essence, Bravo’s gameplay is relatively simple. You zig-zag from one end of the map to the other, using the PlayStation VR Aim Controller (or either the Move controllers or DualShock 4) to point at areas of cover your wish to travel to. The immediate problem we encountered, though, is that most of these movements would not register, forcing you to fumble between cover-to-cover until you reach a comfortable vantage point.
When you do manage to get to the suitable position, you have the ability to peer over objects you’ve currently taken cover behind. It’s in this stance where you can peel over car bumpers and land a couple of shots, before swiftly moving onto the next area. If executed correctly, this can feel fairly rewarding, but we found those instances to be few and far between.
With the aid of a second player, Bravo Team could potentially become a lot more fun, as its core gameplay relies on constant communication to successfully grapple the upper-hand in a situation. Hesitating too long will leave you exposed to open fire in most situations — and for all intents and purposes, this isn’t good when you’re also battling Bravo’s uncooperative controls in this instance.
We found it more than a little tricky to shoot someone from afar when using the PlayStation VR Aim Controller, as most of your shots don’t land unless you’re in close proximity to your targets. It wasn’t until reaching the enemies up close, where we felt like our shots were doing damage — and the pay off felt just that little bit more rewarding.
Suffice to say that If we learned anything from Bravo Team during the short demo is that, despite its navigational difficulties encountered, it is a game that will require fast reaction times, clear communication with your team mate, and strategy in order to succeed during your time playing it.
At this moment, though, due to the continued clunky cover-to-cover combat and aiming issues, it doesn't feel like this project has come together yet. There's still time to give the title the polish that it needs, however, and we're looking forward to revisiting it when it releases on 5th December.
Will you be giving Bravo Team a miss? Do you reckon that PlayStation VR is crying out for a good military-based first-person shooter? Gun us down in the comments section below.
Comments 12
This is unfortunate. I hope they're able to tidy it up before launch.
I was but thia dosent sound to promising
Hmmm worrying. This was on my wish list. If there are issues they should pull the release to get it right as they need good Aim and VR titles.
To late time if so much is still not working good.
@hadlee73 Farpoint worked perfectly so i think i the problem lies with the game.
...I'm one of the few who didn't go for Farpoint... it just didn't justify the price-tag... and the few games that have tried to shoe-horn using it haven't been successful... and now this... it's sad, but I think it was way too ambitious (dare I say silly / greedy) to release such a pricey and niche accessory in an already tiny / niche market... it's just bonkers...
@1ManAndHisDroid Except Farpoint has been very popular and barely been in stock since launch.
@get2sammyb - it has undoubtedly been popular with the VR community - but it was clearly under-manufactured, because it's still hard to get (I'm in a few VR groups and it's still a complaint - so clearly it was a small production run). But honestly, one five-hour game for such a pricey peripheral, so soon after the initial cost of the PSVR - was a really bad move (controllers?) in my humble opinion... I don't feel like I'm missing out on much not having played it - and that's the worry really, it doesn't feel like an essential purchase which might in turn end up killing support for the aim controller (and I can't be the only one thinking that) - this preview doesn't bode well either... :/
I played this a couple of weeks ago and had a very different experience. The aim controller seemed to work as well as it does in Farpoint (which I think is an amazing AAA VR experience and well worth the admission price).
The problem you have with VR impressions and reviews, is the amount of variables. Setups and nausea are two huge hurdles which massively vary form person to person.
Its a shame that folks are still having problems sourcing an Aim Controller. I got mine a week after launch, and the only problems I've had were quickly corrected by adjusting my cam along with the level of room-lighting and by turning off all ceiling fans in the area because they cause a strobe effect on the cam that causes it to track much less accurately.
When its setup correctly, Farpoint on the Aim Controller is one of my favorite games because of how it plays --especially the areas beyond the first encounter with alien robotic drones... the firefights get pretty insane.
Its disappointing to hear that there were issues during the reviewed demo, but I'll take that as a subjective experience that may be just reflective of the per-player calibration (or lack there-of), light polution causing reduced tracking accuracy, or the need of the system to be rebooted... it helps my PS4's performance noticably to reboot it at least twice per week, mainly because not every game is perfect and tends to often leave tmp-file remnants behind... after all, the PS4 is running an OS that uses a BSD-Unix kernel, and both Linux and Unix when used on embedded devices need the occasional flush to clean out and refresh the runtime environment.
Anyway, regardless, I'll still put this game to the Pepsi Challenge when it hits.
If you are in the U.S. military or know someone who is, the Farpoint bundle has sometimes appeared on the Exchange and similar platforms.
Well, I had a feeling this isnt going to become a hit ...
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