Imagine making this game, translating it in 7 languages... And getting 17 reviews on stream. I know they made it for quest 2, but still this is very harsh.
@@MrVRVoice There is a genotype interview on youtube "Ruff Talk VR". They made the game for Quest 2, but launched when Quest 3 launched. So with the visuals some people might have thought it was a Quest 3 exclusive. Also the VR media hype was all about Quest 3 + launch games. The quest store price was $35 at launch (October) but they reduced the price to $25 in November.
In my opinion, as much as the weapons are well made, it is no Ak or AR-15, and let's face it, even half life varies between alien and human weapons, I think this is a very weak point of the game.
@@Kalashinikoveessss I don't think the concepts of the weapons are a weak point, but their implementations are simply poor. They all lack feedback and oomph. Actuations are all linear, mechanical, boring.
You're breakdown of VR game mechanics are simply the best over the entirety of the internet, no question. Already subscribed. Have a Like. I'll also add that you are singularly unique in what you produce and I believe all you need to do is to keep producing what you're already good at and your audience will reach a tipping point. After that you will get the success you deserve. Until then, keep going because you're terrific. :)
I’ve never heard of this game until now, and after watching your review I’m sort of on the fence about it. Maybe I’ll try it on sale one day. Solid video.
I mostly agree with your takes. Except I've been playing videogames forever and actually played Super Metroid back then. Genotype by no means reaches that depth at all, but here's the deal: back then, enemies moved in exactly such simple patterns. I can see how that may unacceptable for players today, but nostalgia kicked in and it clearly didn't bother me as much. It's competently made and given there's nothing like it in VR, it grabbed my attention.
It's more complicated than just the enemies moving in simple patterns though. In Metroid Prime, each enemy typically has a "thing" that defeats it. For example, I believe in Phendrana Drifts there are enemies that must be struck from behind after destroying their shell with a missile, and their back can be exposed by luring them into ramming a wall. There are many other enemy types in Metroid Prime where there is a unique "procedure" to defeat them that must be learned. It's good enemy design. In Genotype, from what I've seen, enemies just... sponge damage until they die. The enemies themselves might do a few different attacks, but the player defeating them is always the same procedure - strafe slowly and shoot until it dies. So the enemy design is like a very incomplete version of Metroid, and I would say it's not very competent. Throughout my entire time watching Mr. V's streams I just kept thinking "this enemy would be so much more interesting to fight if you had to [insert a mechanic here]." And I'm far from god's gift to game designers, so if all I'm seeing is low hanging fruit in terms of missed opportunities, something is wrong. I mention Metroid Prime because it's now over 20 years old. I don't think it's asking very much to at least equal Metroid Prime in terms of enemy design for a game made in 2024.
@@SkeleTonHammerwell, after selling like hot cakes for niche gamers with too high standards, maybe they got enough budget to come back with great combat in Genotype 2... /s
Another good one! Thank you for your service. AI and combat might be *the* most important thing in VR gaming and gaming in general. So I am afraid I'm going to have to pass up on this game. It does seem to have a lot of work put into it, and I am sure there are plenty of people who would enjoy it.
Another great video thank you! I agree with you I got very bored but did like the world and weapons. Have you tried Ghost of Tabor & Into the radius 2? I love how weapons feel in Tabor. I wish more VR games would follow what they are doing.
Wait...the footsteps are fine?? Did they finally fix them because I had to return the game and emailed the deveoper about how horrible the sound was! The footsteps were exactly the same no matter what you walked on. Run on hard floor ...flip flap flip flip. Run on carpets...flip flap flip flap. Run on metal....flip flap flip flap....run in snow....flip flap flip flap....ugh I HATED IT!
It really is a shame. Seems like a lot of love and care went into the project, but they jumped the gun. If they're going to have combat in the game they need to have the game feel down before investing all that time and money into environments. And when they do add environments, they need to be sure to take advantage of a vr player's freedom of movement to be engaging as a vr title. A game can succeed with lower fidelity visuals if it has better game feel.
Imagine making this game, translating it in 7 languages... And getting 17 reviews on stream. I know they made it for quest 2, but still this is very harsh.
Any insight on what you think led to this poor result?
@@MrVRVoice There is a genotype interview on youtube "Ruff Talk VR". They made the game for Quest 2, but launched when Quest 3 launched. So with the visuals some people might have thought it was a Quest 3 exclusive. Also the VR media hype was all about Quest 3 + launch games. The quest store price was $35 at launch (October) but they reduced the price to $25 in November.
In my opinion, as much as the weapons are well made, it is no Ak or AR-15, and let's face it, even half life varies between alien and human weapons, I think this is a very weak point of the game.
@@Kalashinikoveessss I don't think the concepts of the weapons are a weak point, but their implementations are simply poor. They all lack feedback and oomph. Actuations are all linear, mechanical, boring.
You're breakdown of VR game mechanics are simply the best over the entirety of the internet, no question. Already subscribed. Have a Like.
I'll also add that you are singularly unique in what you produce and I believe all you need to do is to keep producing what you're already good at and your audience will reach a tipping point. After that you will get the success you deserve. Until then, keep going because you're terrific. :)
Such a lovely thing to read, thank you for the sentiment Matt 🙏🏻🙏🏻
I’ve never heard of this game until now, and after watching your review I’m sort of on the fence about it. Maybe I’ll try it on sale one day.
Solid video.
I really enjoy the floating hands instead of full body animations
I don't keep looking at my hands or body while in VR. floating hands is something you only see in 2D really
@@VRnamek i know, i said i like them
@@brasileiroloko5375that's usually the number one issue flatlanders have, so I thought you were being sarcastic
I mostly agree with your takes. Except I've been playing videogames forever and actually played Super Metroid back then. Genotype by no means reaches that depth at all, but here's the deal: back then, enemies moved in exactly such simple patterns. I can see how that may unacceptable for players today, but nostalgia kicked in and it clearly didn't bother me as much. It's competently made and given there's nothing like it in VR, it grabbed my attention.
It's more complicated than just the enemies moving in simple patterns though. In Metroid Prime, each enemy typically has a "thing" that defeats it. For example, I believe in Phendrana Drifts there are enemies that must be struck from behind after destroying their shell with a missile, and their back can be exposed by luring them into ramming a wall. There are many other enemy types in Metroid Prime where there is a unique "procedure" to defeat them that must be learned. It's good enemy design.
In Genotype, from what I've seen, enemies just... sponge damage until they die. The enemies themselves might do a few different attacks, but the player defeating them is always the same procedure - strafe slowly and shoot until it dies. So the enemy design is like a very incomplete version of Metroid, and I would say it's not very competent. Throughout my entire time watching Mr. V's streams I just kept thinking "this enemy would be so much more interesting to fight if you had to [insert a mechanic here]."
And I'm far from god's gift to game designers, so if all I'm seeing is low hanging fruit in terms of missed opportunities, something is wrong.
I mention Metroid Prime because it's now over 20 years old. I don't think it's asking very much to at least equal Metroid Prime in terms of enemy design for a game made in 2024.
@@SkeleTonHammerwell, after selling like hot cakes for niche gamers with too high standards, maybe they got enough budget to come back with great combat in Genotype 2... /s
@@SkeleTonHammer "Metroid Prime because it's now over 20 years old." Me remembering playing it in college: 😑LOL
Another good one! Thank you for your service.
AI and combat might be *the* most important thing in VR gaming and gaming in general. So I am afraid I'm going to have to pass up on this game. It does seem to have a lot of work put into it, and I am sure there are plenty of people who would enjoy it.
Another great video thank you! I agree with you I got very bored but did like the world and weapons.
Have you tried Ghost of Tabor & Into the radius 2? I love how weapons feel in Tabor. I wish more VR games would follow what they are doing.
Very good video, deserves more views
you didnt even do one genotype impression. 0/10
Nice, i might just buy it
Wait...the footsteps are fine?? Did they finally fix them because I had to return the game and emailed the deveoper about how horrible the sound was! The footsteps were exactly the same no matter what you walked on. Run on hard floor
...flip flap flip flip. Run on carpets...flip flap flip flap. Run on metal....flip flap flip flap....run in snow....flip flap flip flap....ugh I HATED IT!
You had me so excited to buy this game till I saw the AI and combat. Looks like an okay VR game though.
It really is a shame. Seems like a lot of love and care went into the project, but they jumped the gun. If they're going to have combat in the game they need to have the game feel down before investing all that time and money into environments. And when they do add environments, they need to be sure to take advantage of a vr player's freedom of movement to be engaging as a vr title. A game can succeed with lower fidelity visuals if it has better game feel.