4 people found this review helpful
Not Recommended
0.0 hrs last two weeks / 2.3 hrs on record (0.7 hrs at review time)
Posted: 13 Aug, 2016 @ 2:43am

I really, really want to like this. It can still be improved. But even after the most recent update, very basic, glaring problems remain unfixed. Perhaps it's because the Vive is the platform they have prioritized? I play it on my Rift CV1 and there are ugly pixellated white visual artifacts around the edges of my field of view. Not in the opening area with the neon grid and palm trees, only once I am in the actual arcade.

The other big problem is that the scale of many objects has been changed. The gameboys are now too small. They look like keychain toys. The cassette tapes have also shrunk for some reason since the demo. Correct scale is one of the things VR does very well and what sells you on the realism of it. Why did you change it for the worse between the demo and this version?

I don't want to just ♥♥♥♥ on it, so I will include some praise. Many additions are extremely good ideas. Skeeball, the little robot, functional 80s electronic toys, VHS tapes, etc. Contrary to some of the criticism, putting SNES games on a realistic period TV is an improvement over the big screen from the demo, although a pull down overhead projector screen would be a nice option.

I'd also appreciate being able to change what console it is. What if I want it to be a Genesis? Or a Turbo GrafX 16? A room with more than one console would be cool. I'd also like to be able to eat the food, and have a simulated drunkenness effect if I drink the beers. Actual playable Virtual Boy instead of just using it to visualize where your head is would also be cool. The light gun games are probably the most crucial and brilliant addition, well done.

That said, those visual artifacts and tiny itty bitty cassettes and Gameboys need fixing asap. The old demo was smoother, more natural and had more accurate scale than this. Even just fixing those two issues will change my vote to a thumbs up. Please vindicate the faith I have placed in you as a developer. I had very high hopes after the demo.
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2 Comments
LegoRobot 14 Aug, 2016 @ 12:19am 
Yes, that's the issue. It doesn't look quite like that for me but I think it's the same. Having the scale of objects change depending on whether you're using Rift or Vive seems doable.
echo 13 Aug, 2016 @ 8:51am 
Hi LegoRobot, echo from DCC here. I’m sorry to hear you’re experiencing this issue.
I believed this is a known bug and is being resolved at the moment, could you confirm whether the issue is as depicted here: https://trello.com/c/PZZdZbJ7 I’m sorry that this has had a detrimental impact on your experience of the game; it will be resolved as soon as possible.

The scaling of objects was arbitrary in the demo and is now accurate in Neon - the objects were scaled to a ‘good for Oculus’ size. The GameBro, for example, was over a foot long in the original demo. Having correct real-world sizes on items was a necessity for Vive as players can pick objects up with the motion controllers. It’s also important in a more general sense that all the game props seem to make sense in relation to one another.

We’re working hard to improve the experience for all of our players, regardless of what device they’re enjoying the Arcade with.

DCC echo