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One of the Oculus Rift’s best launch games is basically Top Gun in space

The most defining moment in EVE: Valkyrie — and by extension the Oculus Rift itself — happens just before I play my first round. Strapped in and waiting to enter the fight, I calmly look around and appreciate every detail of my craft: disarmingly small and very utilitarian, built with a clear purpose in mind and every other expense spared. Then the track beneath me lights up, and I feel a real sense of speed as I shoot like a bullet into the vastness of space. Instantaneously, the micro becomes the macro, and I can’t help but feel a sense of insignificance to whatever towering structure is floating in front of me, and whatever nearby planet is obscuring the stars.

It’s a powerful moment for virtual reality, one that repeats itself after every death as I respawn onto the battlefield. It’s a feeling that has yet to lose its luster, thankfully, because I find myself dying quite a lot. You will, too, probably.

The Oculus Rift is launching this week with a few dozen games and experiences, but none are anywhere near as important as EVE: Valkyrie. CCP’s multiplayer space-fighting game is a visually impressive spectacle whose development has operated in tandem with the Oculus and the Rift. The big question for so many VR titles is: what’s the benefit of playing the game in headset vs. a traditional "flatscreen"? EVE: Valkyrie comes the closest to an answer: as traditional as it may feel, I cannot imagine playing the game in anything other than VR.

Field of view is a technical way to say everything you can see at a given moment, and in virtual reality, being able to look around is crucial. EVE: Valkyrie is at all times a first-person experience; you are a pilot in a small fighter craft. You and a handful of squadmates are sent to some derelict location to shoot up a different squad of space pilots. There’s so much going on, so many things whizzing by you, that you benefit from being able to instinctively look up — not with a joystick, but a tilt of your head — and track an enemy's path.

The controls are fairly straightforward, which is good since all I see when looking down is virtual hands working a virtual control panel. The gamepad's joysticks move the ship, agnostic of wherever you’re looking. The short-range gun turrets fire straight ahead. The homing missiles lock onto whatever baddie is maintained in your line of sight. Conversely, a countermeasure is available for when an enemy locks onto you (listen for a particular series of beeps; this part becomes very reflexive). There’s even a button for highlighting a target, so you can try to keep track of one opponent in particular vs. jumping to and from whatever flies past.

I eventually gave up trying to 'right' my perspective and just adapted to chaos

There’s a rhythm to EVE: Valkyrie, a constant pull between moments of calm and intensity. There are times when I felt miles away from the action, my opponents just blips circling through space debris. Seconds later I’m smack dab in the middle of the fight, twisting and turning (both in-game and literally in my chair) to try and get a lock on someone while simultaneously hoping no one targets me.

For the first hour, I had a feeling in my stomach as I pulled more jarring moves like maneuvering through old construction or hiding behind an asteroid, but eventually I adapted to the chaos. The levels you play don’t have a strong sense of what’s up or down, so I eventually stopped worrying about "righting" my perspective.

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Everything about EVE: Valkyrie is built with VR in mind, from the credits that float through the intro level to the menu system that’s mocked up as a hologram interface. Even the game’s premise feels like a nod to the Oculus: a pilot whose body rests in a room of fellow headset-clad squadmates, your consciousness transferring from one doomed clone pilot to another. Or something like that, it’s all a bit hazy and ultimately inconsequential. There’s a campaign you can play that lets you roam around the levels and find audio clips that provide a backstory, but the point of the game isn’t narrative discovery; it’s a chance to be a fighter pilot in space.

Death, be not proud. Or permanent

The game itself is constructed with the traditional gamer in mind, the sort of person who doesn’t just want a relaxing vacation lightyears from Earth. EVE: Valkyrie is not a forgiving experience. It’s a game that’ll happily teach you the basic controls and then let you learn the rest through hours of trial and error. There’s a lot of level grinding — it took me about four hours to unlock a new ship class (there are three different ship classes in all, each requiring very different playing styles). I swore very loudly to no one in particular when I got caught in someone else’s weird laser field of robot spiders (which will take many more hours of grinding to unlock as a weapon of my own). Right now there seems to be only two multiplayer types (deathmatch and capture the base, essentially) and a handful of levels, but CCP plans to "continue to add features to the game long after the Rift hits shelves, at no additional charge."

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It’s hard for me to say how EVE: Valkyrie will fare over time, as it’s a game that will evolve largely based on the community of players — many of whom are only now getting a chance to play for themselves. But as frustrating as it is, I still find myself returning, ready to enjoy that feeling of being jettisoned into battle. It’s a visual spectacle — the closest thing to being immersed in Battlestar Galactica or some weird sci-fi sequel to Top Gun. The experience is transportive. It’s currently bundled with every Oculus preorder but honestly should never be unbundled. EVE: Valkyrie bridges the gap between familiar gameplay and virtual reality. And while it may not be enough to justify every gamer owning a headset, those who do make the investment will be rewarded with a trip unlike anything on this world.


Verge Reviews: Oculus Rift

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