4 people found this review helpful
Recommended
0.0 hrs last two weeks / 18.2 hrs on record (7.4 hrs at review time)
Posted: 10 Feb, 2018 @ 3:04am
Updated: 11 Jan, 2020 @ 6:05am

It's been 2 years, I decided to revisit this game. All the bugs I identified in the prior review have been fixed. It is now completely playable without any jank. If it still falls short in any area it's the level design. The maps are geometrically less complex than many original Quake 1 levels. Very basic 3D solids smooshed together.

I think the most egregious example of this is the fusion of two wooden walkways at a 15 degree angle in the subterranean section where the power core/gate lifting puzzle is. No effort was made to joint them believably. They just kind of phase into each other at the tips. The caves and tunnels themselves also look very..."Quake engine"-ish. Big angular faceted surfaces with repeated textures rather than organic shapes.

It is less of a problem in the city environment or park, or hospital exterior. But the interior environments in this game are extremely basic. They look like a a first attempt at level design from somebody just beginning to learn the engine. The doorknobs aren't even properly modeled. They are faceted cylinders on top of smaller faceted cylinders.

There's a security camera in a hallway in the nightclub that's just an extruded hexagon, and the stairs are often just an orthogonal zigzag construction of rectilinear solids with the same parallax mapped grating texture applied, no alpha channel, just opaque black "holes". This is weird given how cool looking some of the assets are (like the meat television, character models, bosses, furniture and weapons).

Mechanically speaking this game has advanced by leaps and bounds. I'm now able to play all the way through without softlocking anywhere or encountering any blatant bugs. It just looks really rough in some indoor spots, and as before, it takes forever to load. I sense from your replies that you're stretched thin working on "Guilt". But a bird in the hand is worth two in the bush.

i.e. It's well worth the time it would take to polish up the game you already published before trying to knock out a new one. A big part of how people decide what games to buy is the reputation of the developer and their experiences with past games from that dev. Spending the time to remaster Organ Quarter with more polished, less slapdash level design would put it over the top from "pretty good for a VR game" to "objectively great, regardless of platform".

Now for the spoonful of sugar which may help the medicine go down: Some environments, like the lobby of the Cronen theater, look excellent. Lore is dispensed in a very concise, organic way which doesn't bore or confuse the player. The monster design is vastly more creative than the norm, where most horror games just have the same generic pale, veiny, nude old man with a monster face over and over (I call this cliche horror game monster the "spoopyman"). The bosses are intuitive and fun to fight, on top of being creatively designed from a visual standpoint.

The puzzles are very well designed & engaging, especially the backstage peephole puzzle & sliding rod puzzles where you navigate a meat maze. I'd even have been down to do that once more on a much larger scale than the prior few. I also greatly enjoyed how carefully hidden bonus ammo and health is throughout the environment. "Treasure hunting" is a non-trivial component of my enjoyment of this game, and locking health/ammo you'll need late game behind the crusty coating which must be removed with acid was a very clever way to ensure item availability towards the end.
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3 Comments
outerbrainstudios  [developer] 15 Feb, 2018 @ 8:46pm 
Hey LegoRobot,

The latest patch (1.05) adds a check for missing guns and a floor-height setting in the main menu. The game should spawn your missing pistol in the final save room even on an older save, so in theory it should allow you to complete the game. Wish we could have fixed this earlier!

Best,
Dmitry
Jenx 14 Feb, 2018 @ 4:07am 
The floor height is kind of Oculus' fault for not specifying whether the height you set is how tall you are, or how high the HMD is from the ground. Developers have to do a little guess work.

To fix this issue, all you have to do is take 2 inches off the specified height in the Oculus settings (in Home). No re-calibrating needed Adjusting the settings in Steam VR won't make any difference. To adjust height in desktop mode: open Oculus Home, go to Devices, and then choose the option from the drop down menu in the top right of the screen. Can't remember exactly which one it is, but I'm not in front of my PC to check.

Fixed the issue in multiple SteamVR games for me anyway, hopefully it might help someone else in the future :)
outerbrainstudios  [developer] 10 Feb, 2018 @ 4:11am 
Hey LegoRobot,

Thanks for the detailed review. We really value your endurance to be able to push through all those game-breaking issues and somehow still get all the way to the last boss.

We're working on releasing a small patch soon and I hope that it can fix the most frustrating issues you encountered. At the very least, I hope that it allows you to get the closure that you and others in your position deserve.

All the best,
Dmitry