Bill Loguidice's Blog, page 25
November 2, 2021
Vote for your favorite entry in the Build Your Own Legends (BYOL) Season 2 contest, win a prize!
It’s time for you to vote for your favorite entry in the Build Your Own Legends (BYOL) Season 2 contest. Check out this link for full details and your chance to win a prize of your own!

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October 29, 2021
HTC Vive/VIVEPORT VR Review: Escape!VR – Above the Clouds
This review was originally created in May 2018 for HTC, targeted to their Vive/Vive Pro (VIVEPORT). It is reproduced here without alteration.
Escape rooms, or escape games, are physical adventure games where a team of players solves a series of puzzles using clues and strategy. If the players don’t solve all the puzzles and escape the themed room in the given time, they lose. These days, this type of experience is typically played at a retail location, but Escape!VR -Above the Clouds-, brings an amped up version of that experience to a single player in the comfort of their own home through the power of virtual reality.
Developed by five person team, Sourcenity GmbH, Escape!VR -Above the Clouds-, is their second creation after Escape!VR -The Basement-. Their experience in this area really shows. Beyond moving the environment from the confines of a basement to a mile-high penthouse, the team further upped the ante by creating a larger play space of 800 square meters, 250 interactive items across three different major areas, more than a dozen logic puzzles, and even a built-in hint system. The latter in particular is a nice touch for this type of game, because one person’s logical puzzle might be another person’s nightmare, helping negate the possibility of getting irreparably stuck or having to hope you find the needed hints on the Internet. With that said, as with any good escape room, none of the puzzles should prove particularly insidious given enough time and thought.
As you might expect, Escape!VR -Above the Clouds-, requires you to be standing within a room-scale setup. Control is through both Vive motion controllers. Each controller represents one of your hands, which you use to manipulate various objects as you try and escape from the locked penthouse. An object with a green glow represents something that can be taken or interacted with, while an object with a red glow represents something that may be usable in the future or with another object.

The sheer number of interactive objects is impressive, with the clever hook that levels of the penthouse itself are still under construction, creating some unexpected situations and a great excuse both for the puzzles and their solutions. You can have quite a bit of fun in this type of environment just manipulating many of these objects in interesting ways. Of course, playing with these objects in this manner can also help to solve some of the more challenging puzzles. It’s important to keep in mind that the game doesn’t always take itself particularly seriously, and neither should you.
Visually, the game is appealing, with its realistic graphics really helping to set the scene. Audio is a bit sparse, but features effective, lifelike sound effects for many of the objects you interact with. As yet another example of the care put into the game’s production, audio even plays a part in some of the solutions to the puzzles.
Escape!VR -Above the Clouds-, proves a more robust experience than you typically get with this type of puzzle-based game. While there’s minimal replay value since the solutions are always the same, this is not an experience you’ll be able to blow through in a few minutes. Although you start out in a locked closet as a controlled way of learning how to work within the game’s environment, as soon as you escape that modest challenge, you’re presented with multiple floors of interactive wonder.
For less than the cost of a typical escape room visit, you can play through a more involved and personalized adventure. And when you finally escape the penthouse and launch yourself to safety, you’ll definitely have a real sense of accomplishment. Escape!VR -Above the Clouds-, sets a high bar for how future escape rooms should both be presented and work in virtual reality.
Score: 5 out of 5 stars.
Escape!VR -Above the Clouds- is available on Viveport or with a Viveport Subscription.
The post HTC Vive/VIVEPORT VR Review: Escape!VR – Above the Clouds appeared first on Armchair Arcade.
October 25, 2021
HTC Vive/VIVEPORT VR Review – Dead Ground: Arena
This review was originally created in September 2018 for HTC, targeted to their Vive/Vive Pro (VIVEPORT). It is reproduced here without alteration.
Dead Ground: Arena is an action-heavy virtual reality first person shooter meant to provide a stand-alone sampling of what to expect in the upcoming Dead GroundZ (aka, Dead Ground Zero), which is presently in Early Access on Steam. As its name implies, Dead: Ground: Arena focuses on arena play, which is a sub-genre of first-person shooters. With arena play, the experience is tailored to the use of projectile weapons against hordes of enemies. While arena shooters typically emphasize online multiplayer, the designation also applies to computer-controlled bots that try and mimic play against human opponents, which is what’s found here.
Even though a more involved story mode and more in-depth missions are being reserved for Dead GroundZ, the basic premise remains the same: Take on the role of a secret agent for Blackrain as you’re sent into a range of challenging zombie-infested scenarios. You’ll battle more than 30 different shuffling, running, crawling, and jumping zombies, as well as oversized bosses. A variety of weapons are available to help in your fight, including shotguns and grenades, as well as more exotic fare like freeze and gravity guns. And like any first person shooter worth its salt, dual-wielding weapons is a given, starting you out with pistols and then letting you pick up additional weapons, ammunition, and health upgrades as each scenario unfolds and you deal with wave-after-wave of ever more aggressive zombies.
Dead Ground: Arena is designed for Vive, Vive Pro, or Oculus Rift and can be played seated or standing as a room-scale experience. Movement can be achieved through walking around within your own real-world environment, smooth locomotion (sliding) to simulate movement, or standard teleportation, so the game offers plenty of options for rooms of all sizes. And since the “arenas” are relatively small, and where you’re allowed to move within the larger environment is even smaller, most other movements beyond shifting position in relation to the enemies is rarely required.

Controls are relatively straightforward and intuitive, although it can be a challenge to manage and swap out different weapons when under duress. Fortunately, practice does make you better, if not necessarily perfect, when it comes to changing out weapons.
For most of the games I played, I didn’t feel particularly over-matched or scared by the zombie hordes. I did, however, gasp and get suitably startled every time an enemy got too close for comfort, which is indicative of how subtly immersive the game becomes. It doesn’t hurt either that Dead Ground: Arena‘s audio-visuals are also top-notch, with well-rendered enemy models and quality environmental effects like realistic fire. And unlike many other overly “grimdark” first person shooters, Dead Ground: Arena isn’t afraid to set its scenarios within the occasional well-lit, tropical environment. That’s certainly one way to know that the developers are proud of how their game looks.
While not the deepest of experiences – hopefully Dead GroundZ can provide more of that – if you just want to be a badass zombie killer, Dead Ground: Arena has all the straightforward fun that you need. Even meant as a proof of concept for a more involved game, Dead Ground: Arena delivers a lot of value for those looking for a good virtual reality first person shooter.
Score: 5 out of 5 stars.
Dead Ground: Arena is available on Viveport or with a Viveport Subscription.
The post HTC Vive/VIVEPORT VR Review – Dead Ground: Arena appeared first on Armchair Arcade.
October 20, 2021
Missile Command X RepliCade mini arcade cabinet by New Wave now available for pre-order
New Wave’s latest mini arcade cabinet, Missile Command X RepliCade, is now available for pre-order on NewWaveToys.com. Officially licensed by Atari, New Wave is offering two fully playable, 1/6-scale versions of the classic game Missile Command. The Standard Edition features the original look of the iconic arcade game, while the special Field-Test Edition is a little-seen, flashier version of the cabinet that Atari designed before mass-producing the game.

Here’s the full press release:
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FOR IMMEDIATE RELEASE
Pre-orders Now Live For New Wave’s 1/6-Scale Missile Command Arcade Cabinets
LOS ANGELES — October 20, 2021 – New Wave is proud to announce that pre-orders for the next entry in its line of collectible mini arcade cabinets start today. Missile Command X RepliCade packs in all the original thrills of Atari’s arcade classic in a fully playable 1/6-scale reproduction. It will be available in two editions: The Standard Edition is a replica of the machine found in your local arcade or bowling alley, while the special Field-Test Edition recreates Atari’s pre-production model of the cabinet before Missile Command went into mass production.
Missile Command is a legendary arcade fixture, and it’s been referenced in films including Fast Times at Ridgemont High and Terminator 2: Judgment Day. It was created by legendary Atari programmer Dave Theurer, who also designed Tempest. New Wave’s reproduction brings the same premium-quality materials and attention to detail that it’s known for, making both versions of Missile Command X RepliCade must-have collectibles for fans of classic games and retro enthusiasts.
Missile Command X RepliCade Standard Edition is a faithful recreation of the 1980 arcade original, featuring a Trak-Ball interface, illuminated Volcano-style buttons, and striking cabinet art. A unique CRT FX lens transforms the built-in LCD to look like a CRT display from the era — scanlines and all.
The Missile Command X RepliCade Field-Test Edition includes everything from the Standard Edition along with some additional flourishes. Most notably the cabinet features an oversized marquee panel that lights up and blinks, helping to sell the fantasy that players are the last line of defense against an incoming nuclear attack. The taller cabinet also features rarely seen pre-production artwork on the control panel and cabinet — a special treat for old-school gamers.
Standard Features
Replica Missile Command arcade machine miniaturized in 1/6-scaleTrak-Ball XL, a free-spinning, extra-large Trak-Ball that provides smooth and accurate controlCRT FX, a convex, transparent lens that transforms the LCD screen to look like a CRT television screenPlays the original arcade Missile Command ROMArcade Operator’s menu with customizable dip switch and cabinet settingsCabinet constructed from traditional materials: wood, metal, and plasticAtari Volcano Lighted ButtonsRepliCade signature amplified mono audio reproduction with volume controlHigh-resolution cabinet art reproduction on quality 3M vinyl overlaysHigh score saving with non-volatile memoryBuilt-in, high-capacity rechargeable batteryPremium LCD color screen 4:3 aspect ratio (horizontal orientation)Officially licensed by AtariLimited EditionMissile Command: Field-Test Edition
Includes everything in the Standard Edition, plus:Field-Test Edition Illuminated Marquee PanelField-Test Edition pre-production Control PanelAtari’s Triple Slot diecast metal coin doorField-Test Edition professionally reproduced cabinet artLimited Edition / Individually numberedPre-orders are open today on NewWaveToys.com and will continue until November 5. Pre-order pricing for Missile Command X RepliCade Standard Edition is $139.99 (MSRP: $149.99). The Missile Command X RepliCade Field-Test Edition can be pre-ordered for $159.99 (MSRP: $169.99). Both editions are expected to ship Q1 2022.
About New Wave
Since 2016, New Wave has been dedicated to licensing and recreating classic and culturally significant memorabilia in all forms – from arcade games to retro electronics, books, curios, and collectibles. Exclusivity, accuracy, and that all-important cool factor – it’s all there in the name. No matter the medium, New Wave has a way of embracing the future by preserving the best parts of what’s past; they spare no expense to deliver unparalleled quality and detail while capitalizing on their technological mastery to prime their products for modern relevance. A tight-knit team that first set out to make the items they wish they had growing up, New Wave understands nostalgia as more than an aesthetic, not cannibalizing but canonizing those most enduring tokens of our collective memory. Follow New Wave on Facebook, Instagram, and Twitter. For more information, please visit newwavetoys.com.
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October 19, 2021
HTC Vive/VIVEPORT VR Review: Cutlass
This review was originally created in June 2018 for HTC, targeted to their Vive/Vive Pro (VIVEPORT). It is reproduced here without alteration.
Interest in pirate legends and folklore has had a major resurgence since Johnny Depp first took on the role of swashbuckling scallywag, Captain Jack Sparrow, 15 years ago, in Disney’s Pirates of the Caribbean: The Curse of the Black Pearl. Over five films, that franchise has earned more than $4.5 billion at the box office. It’s no surprise then that quite a few videogame releases have tried to capture some of that same fictional pirate mystique, giving players control of their own ships and setting them off on high adventures.
Cutlass takes the concept to virtual reality, casting you as a buccaneer on a small ship of your own. In the game’s Survival mode, you sail around an archipelago, sometimes evading, and often fighting, rival pirates. In the game’s Time Trial mode, you race against time to get through various checkpoints.
The first thing to note about Cutlass is that this is a standing, room-scale experience. Unlike some games with those requirements, Cutlass needs a lot of space to work correctly. Since there’s no warp function within the game, if your play area is too small, you’ll have trouble reaching the ship’s cannons and sailing controls.
The entire game is controlled with both HTC Vive controllers, one in each hand. Bizarrely, your left hand is depicted as what you would expect a peg leg to look like, while your right hand is depicted as a hook. Despite how they’re depicted, your hands function normally when sailing the ship or when you’re loading, aiming, and firing the cannons. Control is intuitive, although it can be difficult to perform many of the actions quickly enough in the heat of the action.
Cutlass is strictly a solo game, so you’ll have to learn how to effectively multi-task between sailing and shooting. There’s no crew or life of any kind onboard your ship, which makes for something of a lonely experience. In short, if you’re too distracted fighting off enemy pirates, no one else will be keeping an eye on your course, meaning your ship is in danger of crashing. This hectic pace definitely makes for a high stress experience.

Visually, Cutlass delivers, with clean models and well-lit environments that feature weather and day and night cycles. The animation is similarly well-done, with the swaying of the ship a particular stand-out. Audio-wise, the sound effects match well with actions like turning the wheel or firing the cannon. There’s also persistent, gentle background music, which sounds exactly like you’d expect lyric-free pirate shanties would sound like.
For better or worse, Cutlass doesn’t set out to present a complete pirate experience. There are no real objectives or goals other than to fend off waves of identical enemy ships. Because of the need to multi-task between steering and maintaining proper speed, as well as shooting, which involves the loading of, adjusting pitch and yaw for, and then firing of the cannon, the challenge level is quite high. You’ll have to respawn often, and sometimes you’ll be placed into a scenario with little to do other than sail about. Of course, the inverse is true, where you might respawn into a sea full of enemies.
If you don’t mind doing all of these shipboard actions in isolation, there is quite a bit fun to be had with this game. With such a solid core in place, it’s just a shame that the developers weren’t able to design Cutlass for more room-scale setup sizes. As it is, you need a very large room to be able to play properly. It’s also unfortunate that with such a fun core experience, where the basics of sailing and firing cannons is handled so well, that the developers didn’t try for something a bit more ambitious in terms of scope.
Score: 3 out of 5 stars.
Cutlass is available on Viveport or with a Viveport Subscription.
The post HTC Vive/VIVEPORT VR Review: Cutlass appeared first on Armchair Arcade.
October 12, 2021
HTC Vive/VIVEPORT VR Review: Crystal War
This review was originally created in October 2018 for HTC, targeted to their Vive/Vive Pro (VIVEPORT). It is reproduced here without alteration.
As yet another entry in the extremely popular virtual reality first-person wave shooter genre, where masses of enemies descend upon your position that you then need to fight off with skillful use of various weapons, Crystal War already starts off at something of a disadvantage. The questions around these types of games in crowded genres like this is always the same, is it fun, and, perhaps most importantly, does it do enough to stand out against its plentiful competition?
To begin, the tired sci-fi back story doesn’t give a great first impression. After playing the game and deciphering the rough English translation of the official story provided by Chinese developer, Mechrevo, I think I was able to figure out the premise. In 2517, the earth’s resources were exhausted, so the only option was to look to other planets for alternative energy sources. Mining prospectors found just such a source of energy on the planet Marcus in the form of LALU Crystal. Unfortunately, the miners have been attacked by an indigenous race of insect-like beings, called Bugs, and their minions. Now it’s up to you as a marine accompanying the miners to resist these attacks and help the mining mission succeed in its objective.
Crystal War is designed for the Vive or Vive Pro as a standing, room-scale experience. As is typical for this type of game, you’ll want plenty of room to move about to target the enemies that surround you, as well as to evade incoming fire. The maximum play space supported is a generous 5 x 5 meters, or roughly 16 x 16 feet.

Controls are simple. You use both Vive controllers to dual wield guns. You aim your weapon, then shoot by pressing the trigger button. A click of the trackpad is used to select the ammo for your weapon among four types: Laser Gun, Plasma Gun, Healing Bomb, and Induced Bomb. With no guidance on what weapon to use when or why, there’s definitely some trial and error here as the swarms of enemies try to break down your base’s defensive barriers and start to deal you damage.
Outside of the main game, where you goal is to let the miners finish 100% of their mission by fending off waves of enemies, there’s also an active training mode at the main menu, where you can become familiar with the different types of weapons and some of the attack patterns you’ll encounter. Beyond that, there’s not much more to the experience, although the developers do say to get in contact with them about a more feature-packed multiplayer version. However, what’s actually present is strictly single player and definitely on the limited side.
So, to go back to the original questions, is Crystal War fun and does it do enough to stand out against its competition? Unfortunately, while the game can be fun, other games do what it does better. And its by-the-numbers sci-fi story, average audio-visuals, and short play time do nothing to elevate the experience. While Crystal War might be worth a play or two for those looking for a simple, approachable shoot ’em up, there’s just not enough here for anyone else to really bother.
Score: 2 out of 5 stars.
Crystal War is available on Viveport or with a Viveport Subscription.
The post HTC Vive/VIVEPORT VR Review: Crystal War appeared first on Armchair Arcade.
October 10, 2021
Review: HomeSpot Ethernet Media Docking Station for Nintendo Switch
The HomeSpot Ethernet Media Docking Station for Nintendo Switch is incredibly compact and has a ton of features. You get four USB-A ports, an Ethernet port, USB-C power input port, HDMI out, and a 3.5mm AUX audio port.

In the box, you get the dock and instructions. You’ll need to use your current Switch AC adapter or get a good USB-C power adapter to make use of the dock. There’s actually an additional port and depression on the dock for the HomeSpot NSwitch Bluetooth Adapter – an adapter I have and actually like quite a bit – but with the recent Switch firmware update you no longer need a dongle to use accessories like wireless Bluetooth headphones (I use Apple AirPods).

The nice thing with this dock is that it’s very easy to insert the Switch, with zero chance at scratches, unlike Nintendo’s own dock. The dock keeps the Switch stable and leaves the screen fully visible for desktop play. Switches on the front let you go between portable and TV modes, as well as output sound to an external device using the 3.5mm AUX audio port.

This dock is fantastic. Other than not including a USB-C power adapter, this dock has all of the features you could possibly want. You get a bunch of extra USB ports, and, with the built-in Ethernet port, don’t even need a USB-to-Ethernet adapter to hardwire your network.
The post Review: HomeSpot Ethernet Media Docking Station for Nintendo Switch appeared first on Armchair Arcade.
October 9, 2021
Review: SSHEMO NFC Amiibo Tags for Zelda (24 pcs)
These SSHEMO NFC Amiibo Tags provide Amiibo-like functionality without having to collect all of the figures. Although Amiibos aren’t much of a thing these days, they’re still the only way to unlock certain features in games. Although these 24 cards are specifically designed for use with The Legend of Zelda: Breath of the Wild on the Nintendo Switch, they should also work on other Nintendo NFC-capable systems and games like The Legend of Zelda: Link’s Awakening and Hyrule Warriors: Age of Calamity.


For my testing, I tried it the Switch version of The Legend of Zelda: Breath of the Wild. First, I registered the card using the Register Owner and Nickname under the amiibo option in System Settings. I then activated the NFC option in The Legend of Zelda: Breath of the Wild. Simple.


You get two bonus analog stick covers in the package. I’m not a fan of these, so won’t be using them, but they’re still a nice free gift. The 24 cards come in a tiny plastic case. They’re quite convenient to carry around and store, although the stats side of the card has very tiny details, so it’s all but impossible to make out the text.


Overall, this is a nice value. It saves you the trouble of tracking down all of those expensive – and very difficult to find these days – physical Amiibos. If this is something you can find useful, it definitely works.

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October 5, 2021
HTC Vive/VIVEPORT VR Review: Cosmic-Attack VR. Blast from the past.
This review was originally created in May 2018 for HTC, targeted to their Vive/Vive Pro (VIVEPORT). It is reproduced here without alteration.
Cosmic-Attack VR. Blast from the past., which is referred to by a variety of other names, including the simpler Cosmic Attack VR, had its origins as a failed Kickstarter. Fortunately, despite that initial setback, the developers were still able to bring their vision for a neo-retro shooter to market.
Gameplay is like a mash-up of Space Invaders, Galaxian, and a simple first-person shooter. It’s a fast-moving game that can be played standing or seated, although for the latter you’ll still need to have enough freedom of movement to shoot behind you as you advance from the early stages.
To start, you arm yourself with your choice of two powerful handguns, one for each motion controller. While you can choose just one gun for a more masochistic challenge, most players will need both weapons to effectively battle the later alien waves.
Each handgun doesn’t just shoot either. With a press of a button, you can change your gun to a shield, which both blocks and deflects incoming laser blasts. With another press of a button, you can use your gun to build a shield wall, block-by-block, although much like the barrier in Space Invaders, this protection gets broken down by both enemy laser blasts and your own shots. As a final evasive measure, you can quickly teleport either left or right away from danger.

The crisp, pixelated enemies and sprawling environments are colorful, aesthetically pleasing, and even support the higher VIVE Pro resolutions. The lack of textures make the colorful, chunky polygons really stand out. You’ll have no trouble eyeing the alien baddies or their incoming shots.
These blocky, retro-inspired 3D graphics are complemented by music that is suitably bouncy and intense, and which blends in nicely with the robotic synthesized voice and laser and other sound effects. The audio really does a great job of recalling classic arcade shooting games, but ups the ante with a type of layering and depth that is really only possible in modern creations.
Use of the Vive motion controllers is smooth and precise, conveying an effective illusion of using one of these futuristic handguns. That’s a good thing, because there’s a surprising amount of strategy for a shooting game of this type. You really have to learn when and how it’s best to quickly use the features of the guns, either individually or in tandem, particularly as the waves of enemies grow in both type and flight patterns. Dozens of in-game power-ups, like POWER LASER BONUS and TIME DILATION BONUS, are available to aid you in your fight through all 50 levels.
If you think a reverential, but not slavish, update to classic arcade shooting games that’s designed around the many enhancements that only VR can make possible sounds like fun, then Cosmic Attack VR is definitely the game for you. It’s a literal blast to play.
Score: 5 out of 5
Cosmic-Attack VR. Blast from the past is available on Viveport or with a Viveport Subscription.
The post HTC Vive/VIVEPORT VR Review: Cosmic-Attack VR. Blast from the past. appeared first on Armchair Arcade.
September 29, 2021
Review: miadore 2 Pack Retro N64 Controllers
The product page description for the miadore Retro N64 Controller doesn’t have much confidence in its own creation, more or less pushing these as additional, secondary controllers rather than replacements for originals or more premium options. Despite the fact that it’s a two-pack and really ups its value proposition if you want to create a fun multiplayer original Nintendo 64 (N64) console gameplay environment without breaking the bank, there are some serious issues with the controller.

You can definitely pay more for more premium options – even wireless solutions – but most of us these days don’t play with multiple people on a local multiplayer console on a regular enough basis to justify the extra investment. And while these controllers don’t mimic the unique original Nintendo controller design, they do a good job of at least superficially mimicking the modern trend of going with a more traditional layout, with the analog stick on the upper left instead of the d-pad, and in turn the d-pad in the center rather than the analog stick. This design concept does away with the triple handles of the original and is definitely easier to pick up for modern hands used to today’s controller designs. Again, while this layout is not perfect for every N64 game, it can arguably work better for many of the games in the library.
My two pack was a translucent green and opaque yellow, which matched how they looked on the product page. The feel of the green plastic seemed a bit slippier than the yellow. I also noted the yellow’s d-pad was more recessed than the green’s, and a slightly different feel from the triggers. I don’t know if it’s up to manufacturing variances or simple quality control, but the green felt like a better overall performer. Unfortunately, even at this competitive price point for the pair, I was really expecting more consistency, especially since these are sold as a pair.

The analog stick feels fine and is responsive. The face buttons similarly performed well. The two sets of triggers were too recessed for my liking, resulting in mishits. The thin controller cables, which are approximately 6 feet in length, are done well and remained tangle-free.
Despite mirroring more modern designs and having a memory card/rumble pack slot, these controllers are difficult to recommend because they just don’t perform like an original or slightly more expensive modern replacement controller. The poor d-pads and trigger pairs are simply unacceptable.
Bottom line, there are better options out there (including one from miadore themselves), so even if you’re looking for an inexpensive controller addition for occasional local multiplayer battles on your original console – and you don’t want to upset your friends and family – you’re likely better off looking elsewhere. Fortunately, there are plenty of alternatives out there.
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