namekuseijin
Banned
So I'm like 4-5 hours into Golem and this is pretty unique. I had no idea what to expect from it other than the fact that it had you doing sword fights. It has you exploring a big area where you need specific masks to unlock doors to get to new areas, which you get from killing harder enemies.
There are secrets and treasures all around to look out for, new weapons to pick up, ect. It's almost a rogue-lite in the sense that you go out and collect things in a single run. And when you die, you start back over with a new Golem and have to equip things you found on the previous runs (which are limited, so you may actually care about losing the sword that's hard to farm).
I found it interesting that the game kinda barely explained anything to you. It's just up to you to go out, explore, and figure shit out. It reminds me in some thematic ways to like a Myst or Last Guardian kind of game with the minimalist approach.
I'm playing with the PS3 Navigation controller and a Move. I can't stand that it doesn't have smooth movement. It's snap turns only. So you ge the typical issue where you can walk down a corridor and are always moving at a diagonal because the snap turns don't line up with the hallway. I fucking hate that! The sword fighting is good and the story is a bit heavy at the beginning, but once the game starts, it's way better than I expected.
still to play Golem, it never released here. Anyway, it was one of the most anticipated psvr games but kinda faded in irrelevancy because devs were locked away in their ivory tower for too long. When they finally stepped away, from interviews their references in VR were still Batman VR
its main gameplay mechanic, the sword fighting with parrying, has been bettered in Until you Fall and also put to good use in Shadow Legend.
I think rogue-lite is perfect for VR indies. It gives replay value that is otherwise lacking in content in budget titles. My favorite rogue-lites on psvr are Until you Fall, Trickster, The Persistence, Stardust Odyssey and Battlezone.