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Alvo PSVR Review: Surprisingly Rewarding Barebones Shooter

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Alvo isn’t going to blow your mind with an original theme or unique mechanics. It’s more of an “anything you can do, I can do better” sort of affair — eventually, anyway. There’s no getting around the fact that Alvo isn’t quite finished yet. The build numbers don’t even hide it: it’s version 0.2.027 as of the PlayStation Store release. But what Alvo lacks in content it makes up for in good foundations. This game has excellent bones, even if there isn’t very much to do.

Right now, Alvo gives players the choice between four original maps, with the fifth choice being a night variant of the Monastery map. Each map can be played via three different modes: 10-player Free For All (deathmatch), 5v5 Team Deathmatch, and 5v5 Search and Destroy (team and objective-based). Three additional choices will be available in the near future once development has finished: Zombies, Domination, and private match.

Each map is multi-tiered and offers plenty of places to hide or take cover behind, although only one of them is close to the size you’ll find in similar titles like Contractors or Onward — neither of which are available on PSVR, anyway. The largest map, simply called “IndustrialMap”, is a much more tactical experience compared to the others, which are often quite small and can feel a bit crowded in a full Free For All game. The biggest negatives here are the quantity and variety of maps, not the quality.

On the surface, Alvo — a Portuguese word meaning target — seems to take aim at one of the biggest classics in the PSVR library: Firewall Zero Hour. While similar in theme, Alvo eschews the slower, tactical nature of Firewall and, in its place, delivers a formula that’s more akin to Pavlov or Counter-Strike in pacing. Getting shot is quite unforgiving and you’ll find that you die within fractions of a second if an enemy spots you first. Loading times, likewise, are blazing fast, and the multiplayer matches I joined all took mere seconds to go from sitting in a lobby to shooting enemies.

It’s a refreshing pace when compared to Firewall’s wait times, which can be a buzzkill to the excitement that you might otherwise have for the next round. Like Counter-Strike, players will vote on the next map at the end of each round and scoreboards will show who did the best. Unlike Counter-Strike, however, players will earn Alvo Coins based on how well they played. Skilled players will find themselves unlocking an arsenal of weaponry in no time, while other players will need to put in more practice time before they can get a shiny new gun or add-on.

Sensible Upgrade System

While some games in this genre give players access to everything up-front, Alvo gives everyone the same starting weapon collection and rewards players who put time into the game with additional firepower. Players start off with an AK-47-like gun (called an Annihilator) and a pistol, and can also choose between three grenade types, as well as a pick of 13 character models. Six additional primary weapons and one additional secondary weapon must all be unlocked with the aforementioned in-game currency, Alvo Coins.

In addition to the standard weapons, players can earn two types of attachments — a laser and a bayonet — as well as a rather impressive set of seven different types of scopes, and a slew of different skins for each weapon. Since Alvo Coins are earned and cannot purchased with real cash, only the most dedicated players will be running around shanking you with bayonets or shooting you with shotguns.

It only took me a few rounds before I was able to buy a scope (for reference, there are no scopes at all in Firewall Zero Hour), helping long-range shooting substantially. A few rounds more and I had my second primary weapon, which helped me play more to my personal style. That’s the kind of upgrade path I can get behind, as it persuades players to spend time in the game rather than coercing them to spend more money.

A perks category is also listed as “coming soon”, but no additional information on those items is available just yet. As you upgrade your arsenal, you’ll be able to customize four individual load-outs for quick selection in future matches.

Alvo on PSVR Review — Comfort

Alvo fits squarely into the “intense” category for comfort. This is a game where you’ll be using the joystick to virtually look and move, just as you would on a standard first-person shooter on your TV. Because of the PSVR’s limited range of physical movement tracking, you’ll be using the right stick to turn your character — either by tapping to move in incremental degrees or holding to smooth turn. Jumping and sliding could add additional discomfort for some players as well. There are some vignetting options enabled by default to dim the edges of your view and help with motion sickness, but players who suffer from these effects will likely prefer taking a seat instead of standing while playing. Options for using the DualShock 4, Move controllers, or Aim controller also help provide a range of custom options to aid in suppressing motion sickness.

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Source: https://vrarnews.com/details/alvo-psvr-review-surprisingly-rewarding-barebones-shooter-607afce03187131b05780783?s=rss

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