Skydance’s Behemoth builds upon Saints & Sinners fight foundations effectively with a promising VR fantasy motion RPG. Learn on for our full impressions and developer Q&A.
It is exhausting to disclaim Skydance Video games’ impression on VR gaming. 4 years on, The Strolling Lifeless: Saints & Sinners stays a vital expertise that excels with its tactile melee fight, one that also delivers a refreshing change of tempo from different undead motion video games. Skydance’s Behemoth is a quite completely different beast with its Shadow of the Colossus and Nordic fantasy inspirations, but that physics-driven melee fight stays at the least as attractive.
I not too long ago went hands-on for half-hour, taking part in a PSVR 2 construct with a number of stage changes to raised match a brief demo. Behemoth’s VR-first gameplay design was instantly evident; consolation settings should be chosen earlier than continuing and the tutorial eased me in. It makes use of a magnetic seize to choose up gadgets and a simple on-body stock system with over-the-shoulder holstering for merchandise storage. Important gadgets like door keys robotically seem when wanted and whereas that is not essentially the most immersive strategy, it higher fits gameplay.
Armed with little greater than a sword, I quickly discovered my first human opponent. What adopted was a brief however partaking combat that required sporting down this foe, parrying assaults or swiping again within the opposing route to deplete their stamina and create a gap. Getting hit took a substantial chunk of well being off me, whereas dashing to dodge or sprinting makes use of stamina that slowly regenerates.
Touchdown killing blows feels fairly satisfying, and victories really feel earned; I could not merely “cheese it” and hope for the very best. Behemoth additionally features a dismemberment system for some notably brutal moments, partially impressed by Die by the Sword, Treyarch’s 1998 action-adventure sport that Skydance Video games co-founder Peter Akemann directed. For notably powerful enemies and environmental obstacles, you possibly can activate a short lived ‘Energy’ choice that enhances your bodily energy, which served me effectively in trickier conditions.
I used to be step by step launched to a spread of weapons and gadgets all through this demo, like axes and picket shields. VR archery stays a private favourite, so I largely caught to the bow and arrow for ranged foes. The 2-handed sword creates an fascinating dilemma the place I might prioritize attacking energy over protection; naturally, you possibly can’t maintain a protect alongside it.
I finally discovered a mini-boss, presenting a more difficult human enemy with a quick cutscene that unfolds round you whereas disabling your weapons. “It might be dishonorable when you attacked him whereas he was taunting you,” Skydance advised me. This largely feels much like regular encounters, the large distinction being bigger well being bars and unblockable assaults that pressured me to take evasive motion.
Outdoors of fight, Behemoth seeks to reward exploration with collectible sources. This demo primarily offered herbs used for crafting therapeutic gadgets at stations, which got here in helpful close to the tip. You will not have to go scavenging for meals or heat shelter, although; it isn’t a survival sport. Save factors are additionally scattered throughout the map and supply common therapeutic.
Exploration is not restricted to simply strolling, both. Your character is armed with a grappling hook used for wall operating, climbing as much as new areas, abseiling down out of your location and knocking down obstacles. Utilizing the grapple to drag enemies off a cliff edge to their demise was fairly enjoyable, although this half did not at all times work as supposed within the demo.
There’s appreciable environmental storytelling on show, too. Skydance’s Behemoth takes place throughout a fallen kingdom that succumbed to a curse, and a rot continues plaguing this land. It is an fascinating element that units the tone effectively for this harsh world, contrasting effectively with this generally lovely but lethal icy tundra.
Finally, I encountered one of many titular creatures, and instantly appreciated what VR provides to the expertise. Behemoth’s sense of scale in these fights is staggering. The titan felt significantly extra threatening to me than any Colossi in Shadow of the Colossus. Nonetheless, I did not have a lot time to take this in. I rapidly ran for my life to keep away from being crushed, both by its ft or by the large boulder it dragged on a series.
A difficult combat ensued and my subsequent step wasn’t at all times apparent. Detailing my precise technique would give away gameplay spoilers, however I needed to rigorously assess the behemoth’s weak spots, utilizing a number of methods in my arsenal to ultimately slay the creature. Crafting these medicines beforehand bought me via this combat on my first attempt to taking the win was actually enjoyable.
As soon as the principle demo ended, I briefly tried the sandbox enviornment mode that continues spawning new enemies. I did not play for lengthy, although I respect this letting me get artistic with completely different traps. Springing a set of rolling boulders towards a gaggle of enemies was satisfying, although I am personally feeling extra drawn to the marketing campaign.
I got here away from this PSVR 2 preview extremely impressed – feeling like I had seen a powerful contender for sport of the 12 months shaping up right here. Between an interesting presentation and satisfying but brutal physics-based fight, it is demonstrating sturdy VR-first design with a formidable sense of scale that you simply could not replicate on flatscreen platforms. Skydance’s Behemoth placed on a convincing present.
Following my hands-on, I sat down for a Q&A session with Shawn Kittelsen, Vice President of Artistic for Skydance’s Behemoth. Diving into particulars I did not see on this demo, there will not be any Blade and Sorcery-style magical assaults or “Jedi stuff,” however Kittlesen says you will discover a variety of weaponry, like completely different axes, daggers, swords, and extra.
He did not want to spoil all the things, although I am advised there are three ‘Hero Weapons’ that may be personalized cosmetically and tailor-made to your playstyle utilizing a ability tree.
“If you wish to do plenty of injury, otherwise you’d favor to maintain it at decrease injury however take away the stamina drain, you are able to do both.”
Asking how Skydance Video games went from zombie diversifications to an authentic sport, Kittlesen believes the reception to Saints and Sinners gave the staff “credibility within the VR area.”
“We did not need to be often called simply The Strolling Lifeless, Saints & Sinners studio. We thought, “What’s one thing completely different we are able to do?” We needed to maintain the physics-driven melee fight. Individuals like the texture of it, so retaining that was key, however Walkers should not very good enemies. Right here, you have bought human enemies which are in your stage with meleeing you and that turned the core of the fight system.”
I am advised you’ve the identical avatar choices on your character as Saints and Sinners. Nonetheless, your avatar doesn’t have a canonical gender or pores and skin tone.
“We wish gamers to have the ability to determine along with your character and reside out any aspirational fantasy that occurs within the sport.”
Skydance Video games can be rigorously contemplating the sense of scale. Drawing upon comparisons to Shadow of the Colossus, I am advised they needed to supply one thing in VR that flatscreen video games cannot present.
“You may see a large factor on a flat display screen and it feels large. However seeing a large being inside VR is an entire completely different class of immersion. We needed to try this and construct a world the place you’d combat large monsters.”
Telling Kittelsen I could not think about taking part in Behemoth flatscreen, he agreed and defined that the staff is not interested by making hybrid video games.
“No shade in opposition to hybrid video games as a result of they carry folks into VR, however some video games are simply higher with VR, like Gran Turismo 7. While you play it, you are like, “Why did I ever not play this in VR?” It isn’t simply the expertise of this scale, it is the physicality of preventing and traversal. Having the ability to look over your shoulder, transfer in a single route when you’re wanting in one other route in 360°.”
As for marketing campaign size, I am advised it is roughly 12 hours lengthy. He believes that many VR gamers do not spend longer than 30-40 minutes in a headset, however Behemoth would not take a mission-based strategy like Horizon Name of the Mountain. Because of frequent save factors, this creates a extra seamless journey that also allows you to proceed in bite-sized segments if you want. I am additionally advised issue settings will likely be obtainable.
With platform variations, Kittelsen has one clear message: “From Quest 2 to PSVR 2, you are getting the identical expertise.”
I am advised neither headset makes use of ASW or reprojection. Enhancements like higher-resolution textures will likely be obtainable on Quest 3, although each Quest headsets goal 72fps. On PSVR 2, Behemoth makes use of eye-tracking for foveated rendering alongside headset and controller haptic suggestions. Skydance could not verify efficiency specifics, although I am advised the PSVR 2 model is similar to taking part in on increased efficiency settings in PC VR.
Skydance’s Behemoth at present targets a fall 2024 launch window on the Meta Quest platform, PC VR and PSVR 2.