![]() ![]() It would have been very easy to just make a very fancy rail shooter, but these extra touches elevate what’s already there.Video games are often enjoyable because they task you with juggling multiple responsibilities at the same time (not unlike other parts of life). There’s some light puzzling involving gas valves that need turning in the right order, and the branching paths allow you to save some helpless folks from mortal peril. Boss battles occur where things take a more traditional shooter turn. There’s more to it than getting scared and shooting moving targets. Partly because I wanted the build to the dread-soaked moment to end, but also because I was quite looking forward to the next dose Switchback had for me. I had to see what other dark delights Switchback had to offer me. I wanted nothing more than to press on with the next bit. ![]() You KNOW something is coming and that anticipation is as exquisite as it is uncomfortable. You hear the frenzied strings of the musical score rising, you see that darkness or fog creeping in. The VR experience of ‘being there’ naturally adds much to this. The manner in which it combines these two is a near-perfect union of popcorn terror. Supermassive not only understands this, but also how funfair rides also elicit similar adrenaline rushes. There’s so many obvious jump scare moments, but they work because they understand the structure of a good jump scare. Yes, you are armed, but you are also at the mercy of where the rails take you and when the ride’s unknown conductor decides you can start and stop. It’s the fine balance of power and vulnerability that does it. It’s an increasing rarity, but credit to Supermassive Games because it got me good on multiple occasions. Probably the best example I’ve seen on PSVR 2 so far, in fact.Īs someone who has feasted on horror for many, many years at this point, I greatly appreciate when a horror game can hit me with a good scare. It’s a fantastic use of the technology for a horror game. It mercifully doesn’t punish you for light flickering of the eyelids, but any significant blink will bring the foes closer. These sections seem to take an eternity to get through, and the game gleefully revels in the knowledge that you have to blink at some point. ![]() Yes, Doctor Who fans rejoice as there are moments when you need to keep your peepers open to stop certain enemies from advancing whenever you close your eyes or look away from them. There are some sections where you come to a stop in an area and a message appears onscreen. The best feature of Switchback is how it utilizes eye-tracking. It has limited use and the light fades out rather quickly, so it induces panic as you fumble in the dark to find those weak spots. The headset haptics play their part in selling impact, and also make a grim appearance during an unpleasant slow procession through one section of the game.Īt one point you can pick up a UV light that highlights weak spots in obstacles as you’re pursued by an unkillable monster. You can physically move your body out of the way of trackside obstacles by leaning left and right or ducking. Supermassive Games has done a fantastic job of showcasing PSVR 2’s toolset to immerse you in Switchback’s ghost train ride from hell. These usually involve a jump scare or shooting a small horde of enemies, but as we’ll get into, Switchback throws in some delightful curveballs along the way.īeing confined to a railcar isn’t as restricting as you’d think. Embracing the funfair mood entirely, the railcar will stop for sections to indulge in a little set piece. You may be on rails, but the action is not constantly on the move. It’s amusing to see the mechanic revert back to its most literal form, and I’m glad to see that it works wonders even when simplified. In keeping with Supermassive Games tradition, there are branching paths that offer up some narrative choices and alternate encounters. Power-ups become available to temporarily offer better weapons, but the pistols do a fine job in most instances. The idea is to blast anything threatening that emerges on the path, and also take out objects with yellow symbols on them to rack up your score. Life Is A RollercoasterĪs for the guns, you’re armed initially with a pair of pistols. It’s as important as anything else for creating Switchback’s immersion. The sound design adds some authentic flair to every movement of the cart and rustle of something in the darkness. VR does wonders for capturing that lurching feeling of riding a rollercoaster straight down after an ascent, or turning corners at speed. The majority of Switchback is about riding the rails and shooting things. ![]()
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