Review: Out of Ammo (PSVR)

Review: Out of Ammo (PSVR)

Platforms:

  • PlayStation 4
  • Oculus Rift
  • HTC Vive

Platform/Hardware Used:

  • PSN Download
  • PS4 Pro
  • HDTV

Extras:

  • PlayStation VR Required
  • DualShock 4 None
  • Move Required (2)
  • PS VR Aim Controller None
Title: Out of Ammo
Format: PSN (1.4 GB)
Release Date: January 30, 2018
Publisher: Zen Studios
Developer: RocketWerkz / Zen Studios
Original MSRP: $14.99 (US), €14.99 (EU), £11.99 (UK)
ESRB Rating: T
PEGI: 12
A copy of this game was provided by the publisher for review purposes.
PS Nation Review Policy

Possession is nine-tenths of the law. But you might want to think twice before grabbing this one.

Gameplay:
Out of Ammo is a mixed bag of tower defense and first-person shooting. Both work quite well but the fiddly controls and strange positioning are a detriment to the experience. My first issue is with the turning when in the menu area. More on that a little later.

You begin the game in a tent full of things to do along with is a notice board with polaroids stuck to it. There are three story Missions, eight Survival polaroids, and one Tutorial photo to choose from.

The Survival stages are basically tower defense areas where you’ll strategically place available structures and order the troops to occupy them. At any point, you can take possession of a soldier and use their weapon on the incoming enemy. Otherwise you’ll just let the A.I. do the job. When I was in the normal God-like view, watching over everything from above, I had trouble when changing the view.

I can turn ninety-degrees when I’m possessing a body without any issues. However, when I’m looking down on the square play area I move around the edge of it. This in and of itself is not a problem but when the starting point is dead center of the area, things get a little strange.

I can usually sort things with some headset adjustments and view resetting but it’s a pain. Now, for some strange reason, this view is used in the aforementioned tent area. It causes my perspective to shift into some strange places including in furniture and outside of the darn tent.

There are also three-story Missions, which are both good and bad. Each one puts you in a very different location and you’re already in an unknown soldier’s body. You can move around by teleporting and turning in the same way as I mentioned above unless you’re in the Watchtower stage where you’re in a fixed position with a straight-pull bolt-action sniper rifle.

Speaking of weaponry, each one has to be reloaded in a semi-believable manner. This is often where things get messy. Grabbing the empty magazine or sliding back the bolt is generally fine, but grabbing another mag or bullet rarely works. You have to move the controller near your side and grab but it seems to pick and choose when it works.

This means when you’re up in that tower it takes ages to open the bolt, grab a bullet, put it into the breech, and then close it. By this time the enemies have often been killed already or have murdered one of the people you’re trying to protect.

Another story Mission is situated in a plane wreckage site and you must fire a flare and then survive for eight long and tedious minutes as hordes of enemies encroach on your position. It was all going smoothly for me until I attempted to reach a magazine lying on the ground. I couldn’t pick it up. My height is off.

I had adjusted my height twice as I appeared literally in the camouflaged canopy of a gun emplacement when I took possession of the soldier inside. Another occasion had my head height level with a table and I could only just see the buttons I had to press on the laptop.

I also found it odd when I had to unload two shotgun rounds into an enemy only a few feet away. Moments later another appeared and I had to use the same amount again. I got closer thinking that would make a difference and it didn’t. One of his friends charged me and stood looming over my head, then blew up. It turns out these goons are wearing suicide vests.

My little character had died and I appeared in the sky above the penthouse level. Because of the positioning issues I was behind the menu screens and I could only just hit the button to quit.

All of these issues bother the hell out of me as this game could be so much fun. Even grabbing the weapons in the tent can be frustrating but also helpful as I got to practice reloading and aiming with each one.

When it works, it works well and I can be possessing a sniper to take out an enemy on a distant rooftop then setting a new gun emplacement and ordering a machine gunner to man it. But something always goes wrong and it seems to have a compounding effect on the rest of the stage.

Visuals:
A recent patch seems to have sorted a few problems in the graphical department but not everything. All of what you see, from the enemies to the crashed vehicles, are made out of simple shapes. All of the people, good and bad, are made out of blocks.

The angular characters in Out of Ammo make it easy to target, especially some headshots that often result in one-hit-kills. The square blood makes it feel more comical than gruesome but some younger players still might not like what they see.

Audio:
There is some speech in the game, more so in the Missions than anything else, but it’s nothing special or of note.

Online/Multiplayer:
This game is one player only with no online component. At least that’s how it feels anyway. I couldn’t find anyone to play with even though it’s built for multiplayer.

Conclusion:
Out of Ammo is a rather bland experience overall. If it weren’t for the many issues I had it could have been a fun little game. The mix of genres are good when they work, but most of the time they’re ruined by constant irritations and that waves goodbye to any enjoyment I might have had.

Score:
6.0

* All screenshots used in this review were taken directly from the game using the Share functionality on the PlayStation 4.

Written by Chazz Harrington

Chazz Harrington

You can find me on everything: PSN, Twitter, Wii U, Origin, Steam, etc using my universal ID: ChazzH69

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