Compare Pixel Ripped 1995 prices across 50+ stores and find the best deal. Developed by ARVORE. Published by ARVORE Immersive Games Inc.. Released on 4/23/2020. Available on PC. Genres: Action, Adventure, Indie. Metacritic score: 78/100.

Six levels of VR inception, a Nerf gun, a meddling mum, and pitch-perfect chip-tune: ARVORE's love letter to the 16-bit era earns its Metacritic 78 by doing things only VR can.

My favourite thing about Pixel Ripped 1995 is the moment you realise the game is actively working against you finishing it, and that this is entirely the point. You are David, a nine-year-old New Jersey kid in 1995, glued to a CRT. You are also Dot, an armour-plated heroine inside the game David is playing, fighting the Cyblin Lord across six levels that riff on the 16-bit and 32-bit canon. The VR headset makes you both at once, and ARVORE knows exactly what that means: you play a Zelda-style top-down adventure with the d-pad and face buttons while David's overprotective mum circles the room, threatening to pull the plug. You fire a virtual Nerf gun sideways to distract her without dropping the controller. Later, at a video-rental store, you juggle two consoles simultaneously, passing items between a Sonic-style platformer and an Aliens-esque action game to solve puzzles that span both screens. The dual-layer split-focus mechanic sounds exhausting in text. In the headset, it is the funniest and most inventive thing VR has done with the game-within-a-game concept. The homages run deep without tipping into copyright trouble. Six levels cycle through pastiches of Super Metroid, Castlevania, Streets of Rage, Star Fox, Road Rash, and a Crash Bandicoot-style 3D platformer, each tuned to a different genre so the pace rarely flatlines. Boss fights pull elements from every preceding level, forcing rapid style-switches that test reflexes more than anything in the main campaign. Hidden collectibles are tucked into corners of each environment, and finding enough of them unlocks new outfits for Dot. That is the extent of post-completion reasons to return, so manage expectations: the completionist loop is light. Where the cracks show is in depth and duration. Each in-game genre gets a short, curated slice rather than a fully realised stage, and some players will hit the credits wishing they could stay in the Castlevania riff for another ten minutes instead of being shuffled along. Repeat dialogue from the supporting cast, including David's goofball dad and the irritating neighbour kid Mike, compounds the sense of thinness on a second playthrough. The experience is also almost entirely stationary: you sit or stand in place for the full three-to-six-hour run, depending on how quickly the multitasking clicks. For motion-sensitive players that is a genuine comfort benefit; for anyone hoping to physically explore David's world, it is a missed opportunity. The chip-tune soundtrack deserves its own sentence. ARVORE built the audio with the same care the visuals received: every in-game genre carries its own era-accurate soundscape, and the moment the pixelated water starts rising in the room around you during an underwater Dot sequence, the ambient audio shift lands with a quiet, slightly eerie grace that I did not expect from what markets itself as a nostalgia hit. The cartoon art style, somewhere between early Pixar and Saturday-morning television, holds up well. This is a handcrafted production, and the craft shows. For 90s-console-era kids who own a VR headset and have been searching for something that treats the medium as more than a tech demo, Pixel Ripped 1995 is the answer that arrived a few years ago and still holds. It is short, it is linear, and its replay value is thin. It is also one of the most considered uses of VR-as-metaphor in the catalogue: the headset becomes the CRT, the controllers become the gamepad, and for a few hours the whole absurd setup makes complete emotional sense. Kai, Scout Team

Pixel Ripped 1995
ActionAdventureIndie

Pixel Ripped 1995

Apr 23, 2020ARVOREARVORE Immersive Games Inc.
GamerScout Says

Six levels of VR inception, a Nerf gun, a meddling mum, and pitch-perfect chip-tune: ARVORE's love letter to the 16-bit era earns its Metacritic 78 by doing things only VR can.

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About Pixel Ripped 1995

My favourite thing about Pixel Ripped 1995 is the moment you realise the game is actively working against you finishing it, and that this is entirely the point. You are David, a nine-year-old New Jersey kid in 1995, glued to a CRT. You are also Dot, an armour-plated heroine inside the game David is playing, fighting the Cyblin Lord across six levels that riff on the 16-bit and 32-bit canon. The VR headset makes you both at once, and ARVORE knows exactly what that means: you play a Zelda-style top-down adventure with the d-pad and face buttons while David's overprotective mum circles the room, threatening to pull the plug. You fire a virtual Nerf gun sideways to distract her without dropping the controller. Later, at a video-rental store, you juggle two consoles simultaneously, passing items between a Sonic-style platformer and an Aliens-esque action game to solve puzzles that span both screens. The dual-layer split-focus mechanic sounds exhausting in text. In the headset, it is the funniest and most inventive thing VR has done with the game-within-a-game concept. The homages run deep without tipping into copyright trouble. Six levels cycle through pastiches of Super Metroid, Castlevania, Streets of Rage, Star Fox, Road Rash, and a Crash Bandicoot-style 3D platformer, each tuned to a different genre so the pace rarely flatlines. Boss fights pull elements from every preceding level, forcing rapid style-switches that test reflexes more than anything in the main campaign. Hidden collectibles are tucked into corners of each environment, and finding enough of them unlocks new outfits for Dot. That is the extent of post-completion reasons to return, so manage expectations: the completionist loop is light. Where the cracks show is in depth and duration. Each in-game genre gets a short, curated slice rather than a fully realised stage, and some players will hit the credits wishing they could stay in the Castlevania riff for another ten minutes instead of being shuffled along. Repeat dialogue from the supporting cast, including David's goofball dad and the irritating neighbour kid Mike, compounds the sense of thinness on a second playthrough. The experience is also almost entirely stationary: you sit or stand in place for the full three-to-six-hour run, depending on how quickly the multitasking clicks. For motion-sensitive players that is a genuine comfort benefit; for anyone hoping to physically explore David's world, it is a missed opportunity. The chip-tune soundtrack deserves its own sentence. ARVORE built the audio with the same care the visuals received: every in-game genre carries its own era-accurate soundscape, and the moment the pixelated water starts rising in the room around you during an underwater Dot sequence, the ambient audio shift lands with a quiet, slightly eerie grace that I did not expect from what markets itself as a nostalgia hit. The cartoon art style, somewhere between early Pixar and Saturday-morning television, holds up well. This is a handcrafted production, and the craft shows. For 90s-console-era kids who own a VR headset and have been searching for something that treats the medium as more than a tech demo, Pixel Ripped 1995 is the answer that arrived a few years ago and still holds. It is short, it is linear, and its replay value is thin. It is also one of the most considered uses of VR-as-metaphor in the catalogue: the headset becomes the CRT, the controllers become the gamepad, and for a few hours the whole absurd setup makes complete emotional sense. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttier:aaaVR RequiredGame-Within-A-GameRetro HomageChip-Tune SoundtrackMultitasking MechanicsStationary VRBoss Rush FinalesHidden Collectibles

System Requirements

Minimum

OS
Windows 7 (64bit)
Memory
4 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
Nvidia GTX 960 or equivalent
Processor
Intel Core i5 Sandy Bridge or equivalent
Sound Card
Yes
VR Support
SteamVR

Recommended

OS
Windows 10 (64bit)
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
Nvidia GTX 1070 or equivalent
Processor
Intel Core i7 Skylake or equivalent
Sound Card
Yes

Reviews & Ratings

Metacritic
78

Game Info

Developer
ARVORE
Publisher
ARVORE Immersive Games Inc.
Release Date
Apr 23, 2020

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