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PSVR2Reviews

C-Smash VRS Review

SEGA released Cosmic Smash on both the Dreamcast and Arcades back in 2001, and C-Smash VRS is bringing the game to the next generation in Virtual Reality twenty-two years later. I was convinced to give the full game a look from how much I played the demo, but, did the full game add enough for it to impress?

GAMEPLAY

C-Smash VRS carries on with the core gameplay of Cosmic Smash, but now in a first-person perspective. Taking on elements of classic games like Atari’s Breakout, but using a racket and hitting the ball back at the blocks, making it have a feeling a Squash.

However, C-Smash stands out to others that have approached this in VR already, as they added extras in to the design to make feel better than it ever has. This is due to the low gravity in the stages, meaning the ball will not always behave as you would expect – giving it a bit of learning curve to start with. You will also be charging your racket as you are hitting the blocks, and once it is charged you will be able to use it at any point – this generates more power on the shot, that will allow it travel through multiple blocks before bouncing back.

At the moment there is two single player modes available, which are Zen and Challenge Mode.

Zen Mode is the more laid back mode, that allows you to plan your journey on the orbit map – picking levels along your journey. These will have different difficulties, time bonuses or upgrades for set levels. You will then play out these levels and the aim is to complete them as quick as possible, meaning you need to try and take out the blocks in the best order or even try and trap the ball behind the blocks making the stage do all the work for you. The reason your time is so important, is you will be getting time bonuses as you go along, which determine how much time you have to defeat the boss at the end of your journey, and having less time makes this a lot more of a challenge.

Challenge mode follows the exact same loop as Zen Mode, but if you fail a level on your journey it’s journey over – where as on Zen mode you can keep trying and restarting the levels. For me challenge mode is the best single-player mode available at launch, as it comes with that risk and makes you plan your shots more.

Outside of single-player there is multiplayer that is broken up into four modes. These are all two player, like popular PSVR title SPARC. These modes are;

Head-to-Head: This has the same gameplay loop as the single-player, but each person will have a wall of blocks behind them, with the aim or clearing the opposite players blocks first.

Body Shots: The aim of this mode is to hit the other player in order to score points. This will see two balls simultaneously on the very narrow stage at the same time. Which is the closest players will get to what SPARC offered.

Firewall: In this mode, the more blocks you have adjoining in your colour the more points you get. This is the most tactical multiplayer mode available and I am sure it will be a popular one.

Quick Shot: A small block will appear in the stage, and the first person to hit it will receive the point. Making this mode for those who like to practice or are very good with the precision of their shots.

Now, there is some glaring issues with the multiplayer that I hope they fix with an update further down the line, as this could reduce the player-base quite quickly. Firstly, when playing there is no in-game VOIP, meaning if you want to talk to the other player you are going to have create a party. Add to this if you want to play a random person via Quickplay, you have to select a single mode to search, meaning you are cutting down 75% of potential players – this would be fixed by adding an All Modes option. Both of these together cause issues with the overall match-making and enjoyment factor.

With the final issue being there is no goal for playing, so once you have finished your match that is it. I think an inclusion of a stats system to see how well you have been performing or even checking your opponents after a match would be a fantastic addition. Also, I think there should be challenges or a progression system of some sort, that will reward players with new skins for their avatar or racket – this just adds some reward for playing the game as well.

With the few single-player modes available at the moment, I think the most pull for returning players will be the multiplayer element of the game. But, the team have announced the CO-OP and Infinity mode are due as updates – and for me CO-OP could be the best addition.

Head-to-Head mode

PRESENTATION

The team at Wolf & Wood have also stayed true to the visual style of Cosmic Smash, using very simple and clean design to the stages – allowing the game to run at a solid 90hz with no re-projection. With blocks being semi-transparent with circles on them, which allows them to show if a block has a set power-up or how many times the block will need to be hit easily by lighting up the circles. With your character models reminding me of SUPERHOT with the low poly glass look to them. Where all this might sound simple, it all comes together perfectly to allow C-Smash VRS to look great.

When it comes to audio, outside of the noises from you hitting the ball, the blocks being hit and the ball bouncing of the stage, you get a great soundtrack. This includes original music from DJ Ken Ishii, who was co-composer on Rez Infinite, adding the extra element to the in-game sounds that were needed.

COMFORT/CONTROLS

With so much variation in power and angles you are going to have to hit the ball, for me standing is the only way to play the game efficiently. However, they have included a crouch button for low down shots, so it could possibly be played seated. Other than this you will be using the analogue to strafe from side-to-side in the stage, with the team adding vignette options for those who need blinders to help with comfort.

TRACKED CONTROLLERS:

gamepad

The Sense controllers do a great job with the haptics to simulate when you hit the ball or have your super-shot charged and ready to go.

LONGEVITY

I really feel C-Smash VRS will get a group of players that will continue to play the game religiously – like the aforementioned SPARC. If you fall into the group you really will get a lot from both the single-player and multiplayer aspects of the game. With more modes that are due to come in updates, this will only increase what the game offers people.

REVIEWED USING PLAYSTATION VR 2

For the purposes of transparency, this review was created using a review code provided by the company or their respective PR company. The use of a press code does not affect my judgement of the product.

REVIEW OVERVIEW

C-Smash VRS is an example of how a simple concept that has been around so long in gaming can be done perfectly. Bringing a re-imagining of the obscure Dreamcast title Cosmic Smash to VR, with everything done so elegantly from the gameplay, visuals and audio. I think the game will resonate with a set audience and will gather a group of hardcore players, but, it might not be for all in its current state. As there isn’t much single-player content, but with Infinity Mode and CO-OP modes coming as updates down the line, this could change it for those who don’t want the competitive element of multiplayer matches.

GAME DETAILS

Release Date: June 23rd 2023
Developer: Wolf & Wood Interactive
Publisher: RapidEyeMovers
Price: US $29.99 / CA $39.99 / €28,99/ £24.49

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