Republished on Wednesday 30th August 2017: We're bringing this review back from the archives following the announcement of September's PlayStation Plus lineup. The original text follows.
It's got all of the ingredients needed for a title charge, but RIGS: Mechanized Combat League never quite escapes the doldrums of a mid-table finish. Guerrilla Cambridge's virtual reality shooter has it heart in the right place, but its nauseating action never quite comes together like its future sports contemporaries, and it falls apart as a result.
While the likes of Rocket League reward skilful play and strategy, you'll mostly find yourself mauling the triggers in this mech-based battle arena. Presented a little like FIFA and its kin, your career here will see you working your way through the leagues, raising your pilot profile and unlocking new cosmetics as you go.
The structure's strong enough: winning matches will earn you currency, which can be re-invested into better RIGS. But depending on the competency of the teammates that you hire, you'll have to stump up a percentage of your prize money, creating a kind of risk/reward dynamic; do you cheap out and depend upon your own skill, or cough up for better wingmen?
There are three game types: Team Takedown, Endzone, and Powerslam. The first fixture is your standard team deathmatch type affair, while the second is a Rocket League-esque ball carrying mode. It's the Powerslam ruleset that's the flagship of the MCL, though; you'll need to enter Overdrive by completing team objectives, before hopping through a hoop in the centre of the stage to score.
Each map – of which there are four wholly unique layouts in the game – includes different lanes, platforms, and spawn points. You'll be able to access different areas of the arenas depending upon which mech you select; smaller classes will be able to sprint beneath walls, for example, while bigger RIGS will have to make do leaping over them.
In addition to class, there are also several special abilities that your mech will be augmented with. These include the Engineer (who can heal) through to the Carapace (who has a rear-facing shield) and more. It means that you have a lot of options on the field, and will want to build your team around different offensive or defensive strategies.
Well, in theory, at least. The real problem with RIGS is that it never feels like tactics come to the fore, with much of our time spent haplessly exercising our trigger finger in the hope of landing a lucky break. We can count the number of quality plays that we made on one hand, including one last minute pass to a teammate in Endzone that guaranteed a goal. These are the exceptions to the rule.
Even worse is that the combat isn't all that entertaining. Many of the weapons are woolly, whether they're beam lasers or homing missiles, and the aiming system – which follows your gaze – is one of our least favourite things about virtual reality thus far. Honestly, playing the game is both exhausting on the eyes and a source of neck strain – it feels like hard work at times.
And the rewards just aren't there. There are trials which test your combat and speed capabilities, as well as sponsorships which unlock new cosmetic upgrades for your character – but with the core controls so cumbersome, it's going to take someone with a more cheery outlook and a stronger stomach to see them all through.
To be fair, you can customise the experience to best meet your needs, tweaking the turn speed and applying your rotation to the right analogue stick. There's also a toggle for a peripheral vision mask, which is supposed to reduce motion sickness, but made us feel even more queasy when it was turned on.
The game does warn you to only play in short bursts at first, and it's for good reason; even as virtual reality veterans now, we came away from longer sessions feeling downright sick. In its defence, the game does look good, channelling F1 and American sports in order to settle upon an eye-catching art-style, but repetitive pre and post-match rituals will begin to grate after the second time of viewing.
Which leaves the multiplayer to rescue the package. Unfortunately, the game's been unable to sustain a sizeable community since launch – though an unexpected PlayStation Plus giveaway in September 2017 could help. The servers are sturdy when they're full, but the gameplay is still woolly, and even with real opponents it fails to realise its full potential.
Conclusion
RIGS: Mechanized Combat League may be the posterchild for PlayStation VR, but it's not the headset's MVP. While this future sports sim has a strong art style and some interesting ideas, it struggles to get the business done where it matters – on the pitch. Nauseating action and mushy combat really cause this contender to drop points.
Comments 25
Any questions, I'll happy to address them. Just copy me in.
Damn, seems I made some absolutely terrible decisions picking my day one VR games
I played RIGS on more than one occasion and I knew what I was signing up for though, but for me it felt like a game I had to back. Lots of money and care went into making it and it surely shows, but mostly I wanted to see if my brain would indeed adapt to VR as I believe it will, or that games like RIGS simply need more horsepower to get right.
This also makes me wonder if the PSP would add anything to the experience...
No question just a comment. This is a little worrying as is game is on a lot of peoples lists as the first game they will buy for PSVR. This would have been a day one purchase for me if I had not cancelled my PSVR order. The few games that have come in for review on PSVR have not favoured very well.
@Boerewors A lot of people seem to really like it, but it made me feel wretched. Maybe it didn't sit with me. I need to play multiplayer properly before drawing any final conclusions; the combat didn't feel great to me, but Rocket League would also be half the game it is if you only played it alone.
@get2sammyb
I played a pretty early build and it had me feeling sick for hours. Recently I had another go at it and while it was way better, it still made me feel uncomfortable. But where I'm positive the first time was due to input lag, I believe the second time it was just some sort of a sensory overload; it was like I've just seen a 3 hour IMAX 3D movie.
So for me this game is more to see what my own, or maybe PSVR's, limits are; will I be able to adapt to the current tech like I once stopped being nauseous playing Wolfenstein 3D after endless tries, or will tech have to catch up with me?
@dryrain
This!! I'm worried too. I really want VR to catch fire, and normally I'm a day 1 purchaser. Right now, my decision to wait till Xmas is looking like a good bet. It sounds to me like it's still searching for it's 'system selling' game.
My fingers are crossed that by Dec we have that. I have no doubt, even though I've never tried VR, that this is the future. It just needs to catch fire NOW....not in 6 months. It will be too late
It seems a lot of people will have different experiences in VR especially when it comes to motion sickness. As everyone's tolerance level is different. So although the reviewer is reviewing from there owe experience the next man might have a completely different experience so PSVR has already got a bad rap as it were because as ever the negative is being far more covered than the positive. I only have to say !giant bomb! for example so I now feel PSVR is doomed to fail. As a bad experience is far mor covered than a good and because people can't see what's going on its very hard to convey the good aspects.
It's the multiplayer anyway that I'm mainly looking forward to. If I can pick it up next year on the cheap I'm sure I'll be plenty happy. Looking forward to the full review. My main concern now is that the whole thing just won't be snappy enough. Meh.
Face it, nearly all the stuff coming to PSVR at the moment are glorified tech demos, Still has not shown me one killer app. People keep saying its launching with loads of "games" NO it is not, this thing could have done with being delayed till it had content worth getting, not just £15 demos aka Batman.
@Boerewors Jimquisition and destructoid rate this game 8.5, I think it's a case of try before you buy. I don't plan to buy it though since I don't like multiplayer (or with bots) only titles, but I do want to try the demo
@wiiware
I don't do demos: I buy and regret later! 😂
@Boerewors Good lad, me too. I've bought all the flops so far
@Boerewors Haha, on the contrary, my plan to buy some ps vr launch game is cancelled because I want to try all 18 games on the ps vr demo first
I'm disappointed by the offerings so far, seems to me like its interesting - but lets wait for 6 months. In the meantime we've got loads of cool games on the PS4 without VR so I will play them instead.
I've said this in another of the VR threads or articles; with VR you don't need gimmicks - put us into a walking simulator with a touch of interactivity, which is well made and it will blow us away.
If you get motion sickness then why even review a VR game like this? I've heard nothing but good things about this game and it's definitely gonna be a day one buy
@get2sammyb How does this game tie into the big rigs lore?Is it a direct sequel or part of the expanded universe?
Looks neat as VR games go.
The game is great. To be honest, I saw your gameplay on Youtube, and I think the game is just a bit too much for you. Not trying to insult you, it's going to be like this for VR games for many people, but you seemed completely disoriented, confused and out of your element.
I absolutely love this game, it's what VR is all about. I
Like the fact as a launch game the combat and gameplay is not too OTT, it lets you get the hang of everything. It's just great fun, the feeling of getting shot into the air is incredible. For me it's also one of the games that leaves me not feeling sick.
@get2sammyb Will this review get a final score?
@Sinton Hmmm. To be honest, I'd forgotten about it. Maybe.
This review has been updated with a score.
@get2sammyb
It's about time!
Ha ha! I'll take it as a free Plus offering, but I played the demo (very poorly) and it turned my stomach. There aren't many PSVR games that have managed that.
@lacerz Only took about 10 months! XD
Tried the demo last night and made me feel sick so won't be playing the full game
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