Triggering power-ups close to environmental traps can make for deadly moments like this
I'm going to kick this review off with a quick word of warning. Do
not, whatever you do, play Sprint Vector right after an all you can eat
carvery. Because I played Sprint Vector for the first time after an all
you can eat carvery, and it made me feel wonky for the rest of the
night.
That's why, before I even get into how the game works, it's well
worth pointing out that Sprint Vector is one of the most intensely
physical PSVR games I've played to date. If you're not a fan of titles
that require you to stand up and get sweaty then it's safe to say this
is not the game for you.
The same can also be said to those of you out there with limited VR
playspace. Although the setup blurb suggests you can play the game
seated, Sprint Vector relies on full upper-body movement in order to
work properly. That's all well and good in theory but when I tried to
play it in a seated position the controls were so unresponsive it made
the game unplayable.
Fast-forward half an hour or so and, after moving around a bunch of
furniture, I was finally able to create just enough space for the PSVR
to track my arm movements correctly. Yes, it was a mission to get it all
up and running but the results were well worth it. I walked away from
my first session dizzied, out of breath and (thanks to a nearby,
immovable shelving unit) sporting a couple of bruised knuckles. Despite
all that I was incredibly keen to go back in and play it again; the
adrenaline rush that Sprint Vector administered had left me thirsty for
more.
Think of Sprint Vector like a cross between Mario Kart, Jet Set Radio
Future and Mirror's Edge. It's an arcade racer, on rollerblades, where
winning depends on finding the best routes possible in order to flow
through your environment without losing speed. The setup is familiar
video game fare; you're a contestant on a futuristic game show where
success is success and failure - well, that's death. The VR twist here
is that you must use your own bodily movements to propel yourself around
multi-level, multi-route race tracks that are full of deadly traps,
bottomless pits and aggressive, power-up wielding opponents.
To get yourself moving along said tracks takes more than a small
amount of physical effort. To increase your speed you need to quickly
swing your arms up and down, a bit like how speedskaters might move
their arms if they were stood upright rather than hunched over. At the
height of your swing you squeeze the trigger button on your Move
controller and then you release it at the bottom; almost like you're
grasping at an invisible rope in order to pull yourself forwards.
Reaching maximum speeds isn't all about how fast you can pump your arms
though - keeping a steady form and rhythm is the key to achieving top
lap times.
If that sounds tiring you'd be right, but thankfully each race
takes only around 2 to 3 minutes to complete. That's enough time to
break a sweat after a couple of goes, but it'll never leave you feeling
like you've over exerted yourself.
Once you've got your head around the basic concept of movement,
things start getting infinitely more tricky. Sprint Vector has an
incredibly steep learning curve and there's a lot to take in as you
careen round the tracks; from chaining together double jumps and flying
in order to cross large chasms, through to activating the many
collectable power-ups. Learning how to drift turn correctly is one of
the many advanced maneuvers you'll need to master. By holding down the
brake button on the side you want to turn to and pumping with the other
arm your character will take tight bends without the need for you to
physically turn your body in real life.
The game comes with around 12 tracks for competitive racing,
although most maps do tend to reuse or reverse sections from existing
levels. The first track, Winter Rush, is relatively gentle but as you
progress through the game, the layouts become much more complex. Later
races introduce a lot of verticality that will stop you dead in your
tracks unless you've mastered how to climb walls correctly. By jumping
at a wall and pulling the trigger on your controller at the right time
you'll grab onto a green handhold. Then by raising your hand above your
head and pulling it down rapidly while releasing the trigger you'll
catapult yourself upwards. I found that movement in particular to be
quite awkward to pull off correctly, the game would often fire me
backwards away from the wall necessitating a frustrating reclimb. During
the times when it did work, throwing myself up tall walls at speed was a
great sensation; I felt like a super-powered Agent scaling skyscrapers
in Crackdown.
Keeping a forward momentum is imperative if you want to win medals
in Sprint Vector and there are plenty of boosts pads and nitro power-ups
dotted around to help you do this. Conversely, there are so many
hazards littering the tracks that crashing into objects and coming to an
abrupt, jarring halt is only a matter of time. This is especially true
in the early hours of the game when you are still feeling your way
around each track.
Surprisingly, with all this extreme movement going on, Sprint
Vector really nails the comfort factor when it comes to reducing nausea
in VR. Falling down a big hole or launching yourself into a particularly
powerful jump are things that will occasionally turn your stomach, but
it's never that extreme. By using actual, physical movements to control
your character, it grounds you in the world and it means you're less
likely to experience that out-of-body jolt that can cause tummies to
turn.
During solo play your fellow competitors, a colourful bunch of
aliens, humanoids and holograms, will be controlled by AI. Whilst these
opponents offer a slight challenge to anyone familiar with the tracks,
if you continually fail a section of a race they will often stop and
wait for you to catch up. That's ever so nice of them, but it looks and
feels a bit odd, especially when they decide to race back along the
track to see how you're doing.
For an actual test of your skill you'll need to go for online
multiplayer and race real life people. I had a few problems finding
opponents in the EU server but on the US side there were plenty of
people to race with. Most of them had live mics but instead of being
toxic, anyone who spoke was friendly and happy to offer help to
newcomers, giving the lobbies a welcoming atmosphere.
If you fancy taking some time out from all that competitive racing,
there are a number of exclusive challenge maps on offer that'll test
your speed and ability to navigate the environment. Whether it be a time
trial or an item collection run, nailing those top speeds and
perfecting those routes can be quite addictive. In my mind these
challenges felt very much like playing a VR version of Mirror's Edge.
While most of my races, competitive or otherwise, went off without a
hitch, I did have the occasional calibration issue. These could have
been down to my tiny play area, or my own unwieldy movements but either
way, every so often I'd boost wildly and unexpectedly to the left or
right when trying to run forwards. More often than not this would put me
at the bottom of a pit, forcing an aggravating restart at the nearest
checkpoint.
With all this in mind my recommendation comes with a few caveats.
If you're a VR enthusiast with a decent sized games room and a good
stomach for intense action then you're in for a treat. If however you're
a VR beginner, or someone with a cramped gaming area, you do run the
risk of feeling like you've wasted your money.
Don't expect to just pick up this game and ace it straight away
either. Getting to a point where you're actually good enough to sprint
around a course without crashing every 30 seconds or so will take a lot
of practice and perseverance. The learning curve really is punishing and
it's imperative that you play through the four lengthy tutorials if you
want to stand any chance of winning a race. Once that unique method of
locomotion finally clicks though, the amazing feeling of physically
powering your way through each level just cannot be matched by any VR
game on the market.
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