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Astro Bot - PSVR - best game of all time?


dumpster
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There's some very clever design in the challenges.....   Needed to get a whole 15 seconds knocked off my time on the Hookshot level when I realised that 

 



the last wall has hookshot platforms in a stairway pattern, but you can just hook the top one then run up the rope and ignore all the steps!

 

I'd have been retrying over and over again had I not puzzled that out.

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Do you reckon they'll patch in a timer for the against the clock challenges so you can actually see how close you are to doing them?

 

Seems a bit bizarre that there isn't one. 

 

I'm holding back from doing some of them at the moment, which I want to do because game is fucking aces.

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22 minutes ago, Fatsam said:

Do you reckon they'll patch in a timer for the against the clock challenges so you can actually see how close you are to doing them?

 

Seems a bit bizarre that there isn't one. 

 

I'm holding back from doing some of them at the moment, which I want to do because game is fucking aces.

I reckon it's a deliberate design choice . There's so much tension on the podium when he jumps into the second position, kicks the robot then.... Is he going to jump up another step? You don't know your time until right at the end. When he starts dancing on the second step you know you have to try again. Such a relief when he jumps up one extra step 

 

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8 minutes ago, df0 said:

I’d rather see the countdown timer reduced from 3 to 1 after you restart a challenge. Also, just give me the item required already, no need to have me do the gesture every time I restart a challenge.

 

It only makes you do the gesture on the first attempt.

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9 minutes ago, df0 said:

I’d rather see the countdown timer reduced from 3 to 1 after you restart a challenge. Also, just give me the item required already, no need to have me do the gesture every time I restart a challenge.

 

I do think that the opening sequence, brilliant as it is, should be skippable after a few goes. For a game that is so simple and straightforward in its execution the opening menu has so many cute animations before you actually get to a level select, it's frustrating because it keep you waiting for the pure goodness to follow.

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12 hours ago, dumpster said:

I reckon it's a deliberate design choice . There's so much tension on the podium when he jumps into the second position, kicks the robot then.... Is he going to jump up another step? You don't know your time until right at the end. When he starts dancing on the second step you know you have to try again. Such a relief when he jumps up one extra step 

 

 

 

I get what you are on about on the podium, but I feel that not having a timer ticking away actually removes tension from the efforts I'm making. 

 

I'd rather a timer.

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Finished up the last few levels and the final boss. Just a brilliant game. There may be some criticism that the platforming component is too easy but that misses the point somewhat and, at least in some senses, isn't true. In later levels you find yourself jumping at odd angles onto tiny platforms or dodging intricate laser patterns that, in a conventional platformer, would be extremely difficult. What makes it fairly straightforward is VR. High frame rate, stereoscopic vision and the ability to move your position as an observer renders what would be nightmarish level design relatively trivial - and that feels empowering rather than just easy. The real challenge of the game, however, is finding your wee robot chums and that's all just wonderful. From hearing their little squeals (sometimes) and then trying to zero in on where they are and how to get to them, to them finally flying into your controller - it's all joyous and exactly why I play videogames. Hasn't been a game that's put a smile on my face like this since Galaxy and it's straight into my top three games this generation.

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Agree with all the above - finished the last couple couple of stages and the boss

Spoiler

and then the real final boss which was incredible

 

Looking forward to returning and hopefully this is my first platinum trophy but we shall see.  Hopefully we get another game before the end of this gen now they have the engine in place.

 

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14 hours ago, Darwock said:

I think a sequel might become too much of the same?

 

Surely you could say that about any game though and I'm really not sure that more of the same in this instance would be too much. They introduced a lot of ideas that were only really used once and while you obviously lose the wow factor of a new mechanic the first time it's not like they will suddenly become rubbish. Take 2-1 as an example the scale of that level and the way it opens up as the beanstalk moves up is incredible, and they don't do it again, which was something I really hoped they would.

 

Additionally I think there is a lot of scope to make a bigger game (not that this one is in any way small) that becomes more challenging. While this does have it's challenge levels they are very much time based as opposed to being fiendishly difficult in the way that some Mario levels become.

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  • 2 weeks later...

First platinum trophy I've ever bothered to get. What a game. Wouldn't change a thing.

 

...Actually, the mothership could've had more fun things to do inside it. Getting all the toys from the claw machine was the only thing I found tiresome. I would've preferred fewer toys and a skill-based element. That part was optional but really dragged.

 

Loved everything else and envious of those just embarking on the journey.

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It's an astonishing thing. I was playing the underwater level the other day, and I had the little chap swim over my head, and whilst I was looking up at him, he looked down, and then realising I was there, he did that stupidly enthusiastic wave he does - right in my face. You can see exactly how it works, but when it does it this well it is properly amazing. So very good. Everyone should play this. EVERYONE!

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  • 4 weeks later...

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