Compara los precios de ALICE VR en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Carbon Studio. Publicado por Klabater. Lanzado el 27/10/2016. Disponible en PC, Linux. Géneros: Adventure, Indie. Puntuación Metacritic: 55/100.

A sci-fi Carroll riff with genuinely striking alien vistas and a moody EON Sounds score, let down badly by motion-sickness traps and puzzle design thin enough to see through in three hours flat.

I want to like ALICE VR more than the evidence allows me to. There is something quietly ambitious about transplanting Lewis Carroll's logic-defying universe into a desolate sci-fi planet, waking you from cryo-sleep aboard a malfunctioning ship, and then asking you to scavenge liquid graphene from a world whose citizens simply vanished. The premise has texture. The electronic ambient score by EON Sounds has real atmosphere, the kind that wraps around you when you first step out of the ship and onto that alien terrain, all fractured geometry and surrealist imagery. Sharks float through the sky. Black-and-white forests loom. A robotic Cheshire Cat materialises to offer cryptic hints before dissolving again. On a flat monitor, without a headset, there are genuine moments of mood here that a smaller, stranger game could have built something lasting from. The trouble is that ALICE VR was designed with VR in mind first, and on that front it stumbles in ways that matter. The core mechanics centre on shrinking and growing to squeeze through scale-shifted spaces, shifting gravity to walk on walls and ceilings, and collecting graphene by solving environmental puzzles or draining abandoned machinery. In concept those ideas suit the Carroll source material perfectly. In practice, the free-gliding locomotion and the wall-walking sections in the game's second half create serious motion-sickness risk, with no snap-turning option and no genuine VR comfort mode to fall back on. Reviewers across the board flagged this, with some having to pull the headset off entirely to finish certain levels. On a flat screen the discomfort goes away, but so does much of the intended magic, leaving an experience that feels neither optimised for VR nor satisfying without it. The puzzle design sits at the heart of the disappointment. Over roughly three to four hours of play, you will mostly cycle through a small handful of puzzle types: throwing objects at switches, shrinking to access blocked passages, flipping sequences to unlock doors, and repositioning crane-like devices. None of them are obtuse, which is something, but very few of them are interesting enough to repeat across an entire playthrough. The difficulty barely rises from start to finish, and the story, which gestures at a planetary mystery and multiple endings, wraps up without the revelation it keeps promising. There are twelve hidden playing cards scattered through the world that unlock a Steam achievement if collected, and audio logs tucked off the main path that add flavour, but the collectible layer is thin padding over a short experience. What the game genuinely earns is its visual identity and its soundtrack. The indoor spaces are polished, the city sections carry real presence, and EON Sounds' pulsating electronic score does quiet, patient work that a dedicated headphone listen rewards well beyond what the gameplay itself delivers. If you are someone who can sit inside a strange atmosphere and let it settle, there is a haunted quality to the abandoned planet that lingers. But ALICE VR carries a Metacritic score of 55 and a Steam user rating that sits mostly negative, and those numbers reflect the honest experience of a first VR production from Carbon Studio that over-reached technically while under-building mechanically. It is a game that knows what it wants to feel like but does not fully know how to get there. Play it flat, headphones on, expectations tuned down. The three-to-four hour runtime is honest about what it is. If the score and the aesthetic hook you, there is a brittle, flickering thing worth seeing here. Just do not go in expecting the puzzle depth of Myst or the VR comfort of a title built by a studio with more headset hours under its belt. Kai, Scout Team

ALICE VR

ALICE VR

27 oct 2016Carbon StudioKlabater
GamerScout opina

A sci-fi Carroll riff with genuinely striking alien vistas and a moody EON Sounds score, let down badly by motion-sickness traps and puzzle design thin enough to see through in three hours flat.

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Acerca de ALICE VR

I want to like ALICE VR more than the evidence allows me to. There is something quietly ambitious about transplanting Lewis Carroll's logic-defying universe into a desolate sci-fi planet, waking you from cryo-sleep aboard a malfunctioning ship, and then asking you to scavenge liquid graphene from a world whose citizens simply vanished. The premise has texture. The electronic ambient score by EON Sounds has real atmosphere, the kind that wraps around you when you first step out of the ship and onto that alien terrain, all fractured geometry and surrealist imagery. Sharks float through the sky. Black-and-white forests loom. A robotic Cheshire Cat materialises to offer cryptic hints before dissolving again. On a flat monitor, without a headset, there are genuine moments of mood here that a smaller, stranger game could have built something lasting from. The trouble is that ALICE VR was designed with VR in mind first, and on that front it stumbles in ways that matter. The core mechanics centre on shrinking and growing to squeeze through scale-shifted spaces, shifting gravity to walk on walls and ceilings, and collecting graphene by solving environmental puzzles or draining abandoned machinery. In concept those ideas suit the Carroll source material perfectly. In practice, the free-gliding locomotion and the wall-walking sections in the game's second half create serious motion-sickness risk, with no snap-turning option and no genuine VR comfort mode to fall back on. Reviewers across the board flagged this, with some having to pull the headset off entirely to finish certain levels. On a flat screen the discomfort goes away, but so does much of the intended magic, leaving an experience that feels neither optimised for VR nor satisfying without it. The puzzle design sits at the heart of the disappointment. Over roughly three to four hours of play, you will mostly cycle through a small handful of puzzle types: throwing objects at switches, shrinking to access blocked passages, flipping sequences to unlock doors, and repositioning crane-like devices. None of them are obtuse, which is something, but very few of them are interesting enough to repeat across an entire playthrough. The difficulty barely rises from start to finish, and the story, which gestures at a planetary mystery and multiple endings, wraps up without the revelation it keeps promising. There are twelve hidden playing cards scattered through the world that unlock a Steam achievement if collected, and audio logs tucked off the main path that add flavour, but the collectible layer is thin padding over a short experience. What the game genuinely earns is its visual identity and its soundtrack. The indoor spaces are polished, the city sections carry real presence, and EON Sounds' pulsating electronic score does quiet, patient work that a dedicated headphone listen rewards well beyond what the gameplay itself delivers. If you are someone who can sit inside a strange atmosphere and let it settle, there is a haunted quality to the abandoned planet that lingers. But ALICE VR carries a Metacritic score of 55 and a Steam user rating that sits mostly negative, and those numbers reflect the honest experience of a first VR production from Carbon Studio that over-reached technically while under-building mechanically. It is a game that knows what it wants to feel like but does not fully know how to get there. Play it flat, headphones on, expectations tuned down. The three-to-four hour runtime is honest about what it is. If the score and the aesthetic hook you, there is a brittle, flickering thing worth seeing here. Just do not go in expecting the puzzle depth of Myst or the VR comfort of a title built by a studio with more headset hours under its belt.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Walking SimulatorVR OptionalFlat-Screen PlayableExploration PuzzlerAtmospheric SoundtrackShort PlaythroughMultiple EndingsSci-Fi SurrealismCollectibles

Requisitos del sistema

Mínimos

OS
Windows 7 SP1 / 8.1 / 10 (64 bit)
Memory
8 GB RAM
DirectX
Version 11
Storage
12 GB available space
Graphics
NVIDIA GeForce GTX 660 / AMD Radeon HD 7870
Processor
Intel i5 4590
Sound Card
DirectX compliant
VR Support
SteamVR or Oculus PC

Recomendados

OS
Windows 10 (64 bit)
Memory
8 GB RAM
DirectX
Version 11
Storage
12 GB available space
Graphics
NVIDIA GeForce GTX 970 / AMD Radeon R9 390
Processor
Intel i7 4770
Sound Card
DirectX compliant

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Reseñas y valoraciones

Metacritic
55

Información del juego

Desarrolladora
Carbon Studio
Distribuidora
Klabater
Fecha de lanzamiento
27 oct 2016

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¿En qué plataformas está disponible ALICE VR?

ALICE VR está disponible en PC, Linux.

¿Cuándo se lanzó ALICE VR?

ALICE VR se lanzó el 27 de octubre de 2016.

¿Quién desarrolló ALICE VR?

ALICE VR fue desarrollado por Carbon Studio y publicado por Klabater.

¿Merece la pena comprar ALICE VR?

ALICE VR tiene una puntuación Metacritic de 55/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.