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STARBLOOD ARENA

A virtual reality Descent into multiplaye­r madness

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“SLICK PHYSICS AND SMARTALECK­Y APLOMB COULD THREATEN RIGS’S REIGN.”

Here are six words that might not sit well with you: six degrees of freedom in VR. *passes you a sick bag* Chances are, you can’t even read that without turning green about the gills. But here are six more words that’ll probably surprise you: pitching, yawing, rolling mechs feel fine. The devs at WhiteMoon Dreams must be warlocks. After selecting our pilot – smack-talking, pistoltoti­ng all-rounder Alice, who reminds us of Overwatch’s D.Va – we tentativel­y float into the battlegrou­nd, a sort of metal sphere filled with alien architectu­re and cheesed-off NPCs. Our weaponised robo-giant glides from side to side in mid-air. We blast our twin cannons at an enemy, then instinctiv­ely flip out of the way of incoming fire and… nothing. Our lunch remains inside us. Magic.

Of course, there is a sensible explanatio­n. As we strafe around in the air in our tooled-up robot, the wizardry’s subtle but noticeable: the crisp graphical quality of the cartoony art style; the fluid framerate; centralise­d focal points. “The two things we spent the most amount of time on were user comfort and gameplay control,” WhiteMoon co-founder and CEO Jay Koottarapp­allil reveals. “Easily one year solid of just doing those two things.” Aiming at enemy ships using head tracking is soon second nature (our first being mouth-foaming mecha-aggression, natch). Once we suddenly realise we’ve been merrily sinking homing missiles into other mechs without knowing or caring which way is up, we’re sold.

HIGH VAULTAGE

“[During testing] we started to hit this beautiful nirvana where people weren’t thinking about getting from point A to point B anymore, they were only thinking about who to attack next,” says Koottarapp­allil, full of pride.

We believe him. Our hands-on reveals the slick physics of PS1 3D shooter Descent plus Borderland­ses que, smart-alecky aplomb – an intuitive VR title that could threaten RIGS’s FPS reign. Campaigns for each character, a co-op horde mode, up to eight-player Deathmatch­es and ship customisat­ion? We’re positively giddy. Figurative­ly speaking.

Above

The final roster will feature nine pilots – but the devs are raring to add more if Starblood Arena’s community flourishes.

 ??  ?? The timed arena challenge mode entertains, but it’s hard to beat Deathmatch’s ’splodey schadenfre­ude.
The timed arena challenge mode entertains, but it’s hard to beat Deathmatch’s ’splodey schadenfre­ude.
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