In a comeback that no one really saw coming, SEGA’s arcade Cosmic Smash series has made the jump to the modern age, with a fully reworked and rebranded PSVR2 title. C-Smash VRS will thrust players into a minimalistic world to play games of squash in virtual reality. On paper it might not sound like it is up to much, but delve into its mechanics and you’ll discover a bare yet impressively entertaining package.
The game is simple: loading into a small level with a paddle in hand, you’re tasked with swiping a ball into varying targets on the other side of a room. With a pull of the left analog stick you’ll move left or right, but everything else is down to you. Quite quickly we forgot where we were as we tried to angle the paddle just right to hit that pesky target in the top left corner.
It’s immediately apparent how well designed C-Smash VRS is for the PSVR2. The Sense controllers feel finely tuned to the whole experience, where the slightest angle of our wrist would impact where the ball would fly off to. Granted it takes a little bit to get used to, especially since we aren’t quite squash connoisseurs in real life, but once you get it down it feels fantastic to play. It’s another great example of Sony’s tech fading into the background, allowing the game itself to shine.
The game will gradually introduce smaller targets and blocks, which make the angle of your strikes all the more important. And with a time limit on most levels, there was an element of pressure there that kept us coming back. We never experienced SUPERHOT or Beat Saber levels of intensity, but C-Smash doesn’t really reach for that. It’s a far more chilled out experience than we had anticipated, but a welcome one that allows you to enjoy the simplicity of its design.
One thing that hampered our chilled-out time with C-Smash though was space. If you’re a veteran PSVR2 player, then you’ll know you can get away with a smaller-than-recommended space with most games. Not C-Smash VRS though, which eats up all of that minimum two-by-two metre room, and then some. We were barely 20 minutes into the game before we’d smashed our hands off of walls and ceilings on multiple occasions. We moved into a spacier living room with all the furniture stuffed to the sides – which certainly helped – but unless you have pretty high ceilings, we suspect you’ll get a couple of bruised fingers or knuckles during your time with this game. There's thankfully an option to play the game seated so it's not a total write-off, but we felt that playing in this manner meant we never quite reached the heights of the “full-body” C-Smash experience.
In part, it is a compliment to developer Wolf & Wood Interactive, as more often than not the game would suck us in to the point that we’d forget about our surroundings. It didn’t help that we were going hell for leather with a Andy Murray styled serving slam. However, in our last couple of hours with C-Smash VRS we had started to miss out on those far reaching shots in fear of damaging the Sense Controllers, the walls, or ourselves.
Besides punching walls, there isn’t actually a whole lot to C-Smash VRS. There is a challenge and Zen mode version of the solo campaign, which works you through various challenge types — and this is where the majority of our time with the game was spent. It helps you get to grips with the game's mechanics, and fine-tune your squash game, but you’ll stick around for the challenge modes. Not only will it ask you to get better scores, but it'll also ask you to do them without failure. This gives off a pretty intense “one more try” energy, as we strove to perfect our performance. It’s not as dense as we’d like, but for those happy to swing away for a better score, the core experience is entertaining enough.
Then comes the online component, which truthfully is what drew us into C-Smash in the first place. Playing a back and forth game of digital tennis in VR sounded just about as fun as it actually is. It's almost therapeutic as we played with friends, discussing our week while trying to slam the ball into a specific spot. With four modes to play around with, it was only ever good for short sessions, but mix its chilled out atmosphere into the equation and we always had a good time.
However, there were two big caveats to that. For one, if our internet decided to dip in quality somewhat, the matches suffered greatly. That’s to say that the online experience is entirely internet speed dependent, which might be an obvious statement to make, but it misaligns the finely-tuned aspect of its gameplay to an almost unplayable level. However, even without internet issues you're left with a seemingly dead matchmaking system. We tried a lot over the course of the opening weekend to matchmake with other players to no success. There is a warm-up room to practice in while you're waiting — and we have just about as much gameplay time in that space as we did in the rest of the game.
Conclusion
C-Smash VRS is a brilliantly restorative VR experience. With finely tuned motion controls, sparklingly simple visuals, and a chilled-out electronic score, it’s yet another fine addition to Sony’s roster of VR titles. We can even see it becoming a go-to with friends who just want to game and have a catch up. Yet while the core experience is fun enough, its lack of content and currently empty matchmaking experience leaves it feeling like an unfulfilled promise — especially if you're playing solo. We’d love to see an improvement to matchmaking and servers, but until then, C-Smash VRS will leave more of an impact on our battered walls than it will our memories.
Comments 18
Why do you refer yourself to ‘we’?
Maybe I haven’t noticed it before, just stood out in the review
Not really my thing. Any chance of reviewing Hubris?
Sounds like this may come to plus soon.
@PsBoxSwitchOwner It's a style we've always used on the site. Just gives our writing / reviews a broader-sounding perspective, rather than being boiled down to one writer's opinion (even though that's technically still the case!).
@ShogunRok I guess I hadn’t noticed it, and now it’s something I’ll not be able to see
I've tried the demo a few times, a few months after the PSVR2 launched, but could never find a match. I don't if the matchmaking is bad, or it's dead, but it just seems like a bad deal for an online game. I get the chicken and the egg, but the demo doesn't give any eggs and that's a problem.
I played the demo and loved it. Reminded me of the game that came with PSVR1, Danger Ball. No chance of me buying it just yet what with the heatwave
@ShogunRok
I thought it was like the Royal 'We'.
Thank goodness I have a room dedicated to psvr2. Saved me from falling over myself during Pavlov.
Wait...how are you smashing your hands into ceilings?? What kind of Sasquatch are you?!
@ShogunRok Referring to yourself as "we" is totally normal.
If you're Gollum.
@NEStalgia I am 6'4 so I am on the tall side!
@AaronBayne haha but still... What's the standard ceiling height on that side of the pond? 8' here even at NBA heights the ceiling should be safe!
@NEStalgia We keep @AaronBayne in the Video Producer room, away from the writing staff, as is only natural.
It's basically just a box with a TV in it. The PS5 is wired through the wall because it's too big to fit inside.
@ShogunRok Totally understandable! 😂
A very good review. It's the issue with the Dreamcast original too is lack of content (besides controls I guess, they work but eh it feels part tennis part breakout in controls which I don't like as your moving a human like character not a paddle like breakout).
Cosmic Bus 747 also because why not it's memorable from the game.
Controls to me of tennis games (old ones I'd say I haven't played many only the PSP Virtua Tennis and I think a bit of a PS2 one but I remember them looking movement wise and playing well enough to dart across the other side of the court to the ball besides how Wii Sports does it it's way) or even fighting games just don't flow the way I want them to they feel too segmented/tip toe almost of movement and I find it janky.
I get why they do it and it makes sense why they do to move that way I just never liked it so besides their content they fall flat for me.
Content matters but controls I can get behind maybe I play enough janky fifth/sixth gen platformers, puzzle and otherwise to deal with awkward camera and buttons/other factors but still.
(which Virtua Tennis did provide some good fun modes of blocks/fruits I remember vaguely, tournaments and such besides the many pitching machines and controlling better than Cosmic Smash. Fighting games it varies) the controls yeah put me off in Cosmic Smash on Dreamcast with the stick and the moves on the buttons were fine but not always clear or were slow to react even for the quick hit option besides the powerful hit or whatever the third hit option was I could never work out a time to use it.
It makes sense back then I guess for the standards of arcade games content (even Tank Tank Tank has what a few amounts of reskinned/we added 2 bosses instead of 1 and minions besides tank levels/using with each tank medals) but even then the content was light.
I was assuming around the same content as the original arcade/Dreamcast version, maybe a difference in content (more modes, which online is fair but I thought more challenges or yeah practice, tornuament, some more sci-fi spins on modes, some things popping out of the walls to add more to level design or maybe a 'here is a blocks only challenge, a pitch machine only one, a power ups only one or something, variety you know', but I haven't tried the demo or seen footage so I can only over speculate what the game offers of course and then set my expectations correctly which is fine but I will check just encase) while improving the controls that I did not like as much in the original but the stick movement and mostly motion I think makes sense for this game as far as your review says.
Being Squash/any type of racket based sport but with a sci-fi twist which is why I like it as a not into sports games type other than racing (sim (road, dirt, snow, mix of), arcade (any vehicle types), less kart racer, combat (OnRush, Twisted Metal), arcadey silly modes (GTI Club with tomatoes XD), sci-fi hoverships and more devs are willing to put effort into) and more fantasy takes on sport then realistic or street approaches.
VR does take some space. Just extend your arms to each side and spin in a circle and then add a good margin to that and you will see how much space you need for the most physical games.
I've got a somewhat low ceiling here and I managed to punch my ceiling light yesterday when trying to climb a ladder in Vertigo Remastered. Luckily both me and the light survived.
Took 30 seconds for me to find an opponent
I use a little trick with this game, since my space is quite limited: I stand on a memory foam pillow, which makes it very hard to move my feet.
This way, I'm sort of planted on the ground which leads me to rely on the sticks for lateral movement. I also never physically move front or backwards, since it's unnecessary afaik.
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