EVE: VALKYRIE
In space, no one can hear you yawn
The sense of anticipation as you sit in your ship’s cockpit, waiting to be flung out of a tube into the vacuum of space, is intoxicating. It’s matched by the wave of excitement that engulfs you after launch, when you find yourself cruising among city-sized starships in the piercing glare of an unfamiliar star. 1 As wish fulfilment goes, EVE: Valkyrie’s sci-fi fantasy is potent. But while the initial hour is a rush, the sheen wears off as a shallow, competitive shooter emerges from beneath the surface polish.
There’s satisfaction to be had from the ship’s handling, which exhibits a satisfying inertia that makes each craft feel substantial yet manoeuvrable. There are three flavours of ship: fighter, heavy and support. The first is an all-rounder that can handle itself mid-dogfight, while the other two represent tank and medic classes. Armed with guns and homing missiles, they’re upgraded and customised using the salvage you collect from fallen craft. CCP hasn’t adjusted the game’s free-to-play Oculus Rift structure, however, despite the game costing £ 54.99 on PS VR, and the resulting grind to acquire everything is spirit-sapping.
The three multiplayer modes, Team Deathmatch, Control and Carrier Assault, offer some variety. 2 The first two are twists on familiar FPS modes. The third sees you capturing relay points to weaken a carrier ship’s shield before striking at its weak points, avoiding turret fire and enemies. After that, you fly to the core and destroy it (reminding me of another sci-fi story I can’t quite place). But with the initially enjoyable combat lacking depth, Valkyrie ultimately reveals itself to be a lot like space: beautiful, but mostly empty.