Virtual reality is a new addition to Sony's gaming repertoire, and with it has arrived a glut of new experiences and games. In fact, PlayStation VR has secured an impressively robust launch lineup with upwards of 20 titles on day one. Sure, not all of them can be winners – but luckily, Thumper is.
A rhythm game described by the two-man team at Drool – both ex-Harmonix employees – as "rhythm violence", Thumper earns that description in spades. It's an on-rails rhythm title in the vein of Amplitude, where you assume the role of a cosmic, chrome beetle, racing through an incredible hybrid of TRON and a Lynchian fever-dream.
The game uses a combination of the X button and the left analogue stick for its controls. This makes the actual act of playing the title surprisingly simple. However, simple and easy are by no means the same thing in this case. After the first three levels, the remaining six – there are nine levels in all – become nothing short of mental. The speed and ferocity with which you will find yourself mashing the X button begins to make the violent aspect of the game very evident; everything begins to happen at such an incredible speed and level of intensity that it will begin to feel borderline impossible to keep up. But once you find yourself working to the rhythm, the speed at which the game flies no longer becomes a problem; moves, and button presses become instinctive. This ends up being enough to get through the game successfully, but getting a high score and nailing every "note" is another challenge.
Now, motion sickness is a very real concern for many people when it comes to VR, and it's actually a pretty widespread problem. Which is why it's even more impressive that given Thumper's speed and intensity, motion sickness is a non-factor. We didn't so much as encounter a twinge of discomfort with this game through our six or so hours with the levels. This is likely due in large part to the way that the camera moves, which also happens to be the biggest difference between the VR and non-VR versions of the game; you don't actually need Sony's headset to play this game, but we can't recommend that version of the game enough.
In the non-VR version, the camera more aggressively whips around corners, and is all-around much more lively. The VR version keeps the camera motion more in check and more closely follows the track. Not only does this help with motion sickness, but it actually makes the game easier to play. Turns and patterns become easier to read in advance, allowing for a higher level of accuracy.
This attention to camera motion becomes even more important in the later levels, as each successive stage becomes faster than the last. It's for the better, though, as, particularly with the last two levels, there is an argument to be made for Thumper providing some of, if not the best rhythm gameplay ever made. The final boss of the entire experience is particularly mental – and we loved every second of it.
Each level actually has a couple of bosses. There are incremental mini-bosses that in the early levels are a culmination of the new mechanics introduced, as well as a final boss. Dubbed Crakhead by the devs, he gets more imposing and elaborately terrifying at the conclusion of each level, culminating in a three-stage final battle that goes so far as to incorporate time-dilation.
We wouldn't advise playing the game straight through in one sitting, however. Not only should your eyes be given a rest from the headset from time to time – especially for those new to the tech – but with Thumper it is a very realistic possibility that your thumb will begin getting sore. The frequency and rapidity with which the X button will need to be pressed makes this a genuine concern.
Even if you opt to pass on the VR version of the game, we highly recommend some really good headphones as well. It's a must for the VR version, and it radically improves the soundscape of the title. There are some things buried in the audio that you'll miss without good cans, and they definitely heighten the experience even further, as the incredible soundtrack is a pretty important component of the game.
Just about everything in the game is presented and plays flawlessly, with one notable exception: switching lanes. After the first couple levels, you'll be tasked with rapidly and precisely moving side-to-side to hit notes and manoeuvre, which is mapped to the left thumb stick. Anything other than a pristine controller gave us some issues in this regard, as controllers that get a fair amount of use tend to have stick drift, making precision a tad harder. It's actually rather unfortunate, as it's really the only problem the game has, and it's not even really a design flaw, but rather contingent on controller durability.
Conclusion
Thumper makes an incredible case for the future of virtual reality. With an incredible level of quality paired with a reasonable price of admission, this should absolutely be one of the first titles that anyone interested in making the most out of their new PlayStation VR headset buys. With blistering speed and intensity to go along with some easy to learn, difficult to master gameplay mechanics, the future of rhythm games – and, by extension, virtual reality – is bright.
Comments 23
Rhythm violence may just be my favourite description of a game ever.
@get2sammyb Yeah! During the first couple levels, I wasn't really sure what that was supposed to mean, and then after that, something just clicked and became "Ohhhhh. That's what they meant!"
I just wish PSVR games weren't so grainy / SDE-y. Haha. It kills the immersion for me. I'm hoping I get used to it over time. Between that and constant tracking issues, I'm not having the smoothest time with it.
I'm actually going to pick this game up as I think it'll help get me over the hump!
You can use the D-Pad to change lanes. Much easier than the stick...
This game is mental on ps vr, the first time I play the game's demo I was like, whoa what the hell, over and over again, if you bough ps vr this game is a must, if your friend come to your house to try vr, put this game first (the next one is until dawn and the london heist).
@glassmusic I have no problem with tracking but ps vr screen is a little bit grainy and some of its game have low resolution, screen door effect is not a problem either compared to gear vr. I really want to know if the experience will better with ps4 pro.
@Drawfull in my original draft, I had actually mentioned the d-pad as an alternative, but I personally don't agree that it's easier. More reliable absolutely, but I find the stick to be a lot faster. But having the option if you have a well-used controller is definitely better than no alternative!
@glassmusic Thumper is one of the games confirmed to have PS4 Pro support, so it's very probable that it'll look a little nicer once the pro launches.
All I've been playing so far is Thumper and Rez. Got a bunch of games, but those two keep calling me back. Both are really well made, simple and most importantly fun.
Thumper is a game that I suspect a lot of gamers would've overlooked had it not been VR compatible. If for nothing else VR offers developers another platform to make a name for themselves. Drool have got themselves a fan and I look forward to what they come up with next.
Back to some Rhythm Violence
Call me crazy but Thumper is my personal game of the year. For a rythm game, it is so new and unseen in its complete package ranging from the industrial sound to the feverish artstyle. And never ever have I had this sense of speed in anything else before (when playing in VR mode). Its a piece of art.
This, REZ and Batman alone make a PSVR worth it, IMO.
I have held off buying anymore VR until the reviews are in but I want this and Rez now.
@glassmusic The funny thing is that Thumper is actuality one of the better looking PSVR titles!
None of that grainy business.
Sounds like it's good in both VR and vanilla flavours! Will definitely be picking this up soon. Love rhythm games, and this looks awesome.
I've got a heap of launch titles, but I've easily spent the most time with this. Absolutely fantastic, and when getting into "the zone" with VR it's borderline hypnotic. Get a good pair of earphones and it's a mind bending assault. Love it.
Dont have VR and didnt like Amplitude so I want to try a demo of this one.
@glassmusic
I started having tracking issues, then googled it and realized sleep mode causes a glitch somehow that screws up tracking. Try a full power down, power on reset and see if that helps. It solved my issues.
@sinalefa
How you didn't like Amplitute, as the biggest rhythm game fan I know, is beyond me.
@JaxonH
Music is meh, aesthetic is boring and controls are not intuitive no matter how I adjusted the button layout.
Guess I am used to the visual zaniness and infectious tracks of Rhythm Heaven and the Miku games. The amount of love and care those games have, I never felt them in Amplitude.
@sinalefa
The controls were simple though- just move left and right to switch tracks, and time your button presses with the rhythm.
The music was OK, but the game play was so incredible it didn't matter. I never cared for the Japanese lyrics and pop of Miku. Like snappy percussion beats where the rhythm is well defined.
@JaxonH
Amplitude's gameplay never clicked with me or felt special or unique. Maybe when it was originally released.
For me the gameplay crown on rhythm games will always belong to RH. You dont have to follow visual cues so you can indeed play with your eyes closed, the game will even hinder your view so you dont rely in visuals. They make you play with the backbeat or throw you off via a trickily timed note instead of just throwing a hundred different button prompts at succession.
Miku games have run of the mill gameplay in comparison but the passion and over the top cheeriness wins me over. At the end of the day my favourite rhythm games are all Japanese.
I wish all TV compatible VR games like Rez and Thumper had a 3D mode for TV use.
3D modes would at least provide a half-step towards VR and get somemore people to buy these games.
As it is, it's all or nothing with these games, I was interested in Rez..but not for $29.
@sinalefa
Well Miku does button prompts too. And I found with Amplitude you need to play on the easy setting until you get good enough to do the harder settings. I was complete lost on normal and hard modes at first. On the easy setting it's identical to Miku in every way, aside from the 4 foot turqoise ponytails, and strategy of switching tracks to find the easiest routes through (or hardest to get best score)
This is one of few VR games that could convince me the thing's a good idea.
@KAPADO I bought it based on Graham's review and your reply to my comment. So glad I did. Easily my favorite VR experience so far. I forgot I was using a headset and actually had a ton of WOW moments. The game is an absolute blast and I'm only a short way in.
@glassmusic That's awesome to hear! Glad you like it. I'd have to say it's my favorite VR experience thus far too. It's incredible!
@JaxonH I'd read the reset thing as well and gave it a shot. It didn't work for me unfortunately.
I believe the problem is somehow software based. When I'm in cinema mode and I hold Options, the screen snaps into place, wherever it's supposed to. When I'm in game, holding down Option doesn't reorient the world. It usually just brings things closer. Sometimes even slightly more to the right, which is the problem I'm running into.
So for example if I play a game for more than a few minutes it starts to drift to the right. I've got to face right in order to face forward, and my move controllers / DS4 are at a weird angle in-game. This makes shooters impossible, really, as the world keeps moving more and more and the aim is more and more off as a result.
So I've been playing game X for ten minutes. It's started to drift, and it's maybe fifteen degrees to the right. I hold Options but that doesn't work. The world snaps to, but only closer, not in front of me. So I back out of the game, which brings me to cinema mode. I hold down Options and snap, things are perfect again. Then I go back into the game where everything is fifteen degrees off again. It's very frustrating as to me it proves that it's a software issue, not hardware. I've yet to find a fix. I've tried everything you could think of.
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