There could be some hard-to-ignore faults, but the experience is fun.How we score: The Destructoid reviews guide.
This might be the end for now, but hopefully now that the groundwork is in place they'll give us something more substantial and non-episodic. You’re led by a number of characters through tight, one-way paths that allow for little improvised exploration, taking momentary pauses for highly scripted action. Star Wars – Vader Immortal: Episode 3 (or, you know, just Vader Immortal 3 ), is the finale to the three-part VR game series put together by ILMxLab that premiered a few months back to promote the launch of Oculus’s new line of VR headsets. I’m usually not a glass half full kind of guy but I thought the review was a little harsh. Despite feeling a bit letdown by the pacing, the world of Vader Immortal feels truly alive, which is a hard feat to accomplish when you’re given practically zero chance to explore on your own. From episode 1, Vader Immortal has included an unusually comprehensive set of comfort and locomotion options for a Quest game.
Blasters are single-use items, which is fine, but you can’t really aim them effectively; there aren’t any iron sights, nor is the blaster’s scope actually functional, so you’ll just have to shoot by intuition alone (insert stormtrooper accuracy joke here). Star Wars: Vader Immortal Episode III Review Final Verdict. It's hard to believe that the inaugural episode of Vader Immortal, a VR (and Oculus)-only experience came out in May. (0). But as I started to see the light at the end of the tunnel, I was obstinately reminded that I would always be a captive until I reached the next teleportation node, which only unlocks when the NPC fulfills their part of the exposition or action.
You can’t make everyone happy and I think that was what the creators were trying to do with this game aiming at an audience with all levels of experience in VR and on that basis it’s definitely mission accomplished.
Although the third episode compounds a few inherent flaws to the series, and possibly even robbed a bit of the fun from its most important battle, it still serves up a nice slice of action with a side order of free-form fun thanks to its ‘Lightsaber Dojo III’, which this time gives you the full range of abilities you learned throughout the series, which includes force grabbing, lightsaber dueling, blaster shooting, and even the chance to toss grenades. Note: Smooth movement is also available, however dialogue is triggered at those specific nodes regardless.
Zooming up on Vader's castle while taking in the sights of Mustafar feels empowering on this portable machine, even if it still never manages to push into "full game" territory. It is true that even with free locomotion, though, you run into some roadblocks and “not standing in quite the right place so everything goes black” issues. All three dojos offer up multiple hours of frenetic action on their own, which somewhat makes up for a less than stellar third episode. It’s somewhere in between, feeling more like an immersive theme park ride than a game or experience proper. Smooth locomotion via thumbstick input is also available, which can be slightly less comfortable, however more immersive. It’s only happened once in my play testing, but the feeling of shocking multiple enemies with lightning is very, very fun.
Now that the full enchilada is out, I can say that ILMxLAB has successfully added to that conversation: even if that conversation is a mere murmur solely in the VR space. Oculus was smart to really push this on the Quest: not only due to how accessible the device is, but to showcase the freedom of movement and how far this thing can push the envelope.
Instead of actually dashing through a fierce blaster battle with stormtroopers and fighting my way through, I was basically a sitting duck in a few different flavors of shooting galleries until an NPC magically allowed me to continue. Adding insult to injury, you can’t actively teleport if both hands are occupied either, and your holsters can’t hold anything besides the single lightsaber in your possession, making your disposable blaster even less appealing as a tool. If this weren’t a Star Wars game it would be pretty unremarkable – the decent lightsaber-on-lightsaber combat is barely used this time, and using Force powers and weirdly unsatisfying blasters to knock down an endless parade of Storm Troopers gets old very quickly. Note for the writer, smooth locomotion is actually an option you can turn on in the game, and for most parts it works really well, but they do make you step on the teleportation squares for major story parts, which still ruins surprises since you know you have to step on something and that something is about to happen.
Review: Vader Immortal: A Star Wars VR Series - Episode 3, Vader Immortal: A Star Wars VR Series: Episode 3 A mostly welcome ending to a mostly excellent series, then.
There's plenty of opportunities to tell stories like Vader Immortal in this post-Disney acquisition era: ILMxLAB and Respawn have proven it. It's hard to believe that the inaugural episode of Vader Immortal, a VR (and Oculus)-only experience came out in May. Solid and definitely has an audience. To me, this ‘choppiness’ is really a byproduct of the story’s default movement scheme. [You can read reviews for Episodes 1 and 2 here.
The second I understood that , it removed all the tension and stress of the game, which I really like to have in the dojo mode. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication.
Here’s how you can start-> earn9kpermonth.bilder.lc. Review: Vader Immortal: A Star Wars VR Series - Episode 3.
I think episode III was really fun even with those negative points you pointed out. There could be some hard-to-ignore faults, but the experience is fun. With an ancient lightsaber by your side and the Force as your ally, you’ll gain an army and launch an all-out assault on Darth Vader’s fortress. Price: $10.
I can’t say I’m the type to play wave-based games for long, no matter how frenetic and engaging the scenarios may be, but I still got plenty of mileage out of the third dojo, as it mashes in bits from the previous two, making it more of a well-rounded combat game. See here for more information.
Keep your finger on the pulse of the XR industry with the Daily Roundup, the most important news in one daily email. If you’ve gotten this far, I’m assuming you’ve already played both Episode I and Episode II of the story, but if not, suffice it to say that Lucas Films’ immersive media skunkworks ILMxLAB have put forth a highly polished cinematic experience that’s neither pure game, nor pure film. There was really only one instance of this at the end, and it was pretty clumsy to say the least.
I get the necessity of the slow build with the first two episodes, especially given that they each have their moments of gravitas, but this is what people wanted all along. I felt like there was a lot more pause for dialogue and scripted action in the third episode, something that stymied the flow of the adventure in a way it hadn’t encroached upon in episodes prior. If I had to play only one dojo, this would be it, as it gives you the most freedom to take out a wide variety of air and land-based baddies. It’s awesome. ILMxLAB has finally released the concluding episode of Vader Immortal: A Star Wars VR Series.
Reviewed On: Rift
Maybe it’s partially because I’m fresh off the far superior storytelling of Star Wars Jedi: Fallen Order, but to put it mildly, this finale was underwhelming.
I desperately wanted to run ahead into the fray, but instead I found myself constantly waiting for that node to appear.
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