

It definitely made all the backtracking a little more interesting and of course all the classic comfort options are available to cater to both new and veteran VR heads. Movement around the world is great though, everything feels super smooth and I'm a huge fan of the way you can climb up any surface and then jump off and glide back down by simply spreading your arms out. Without any feeling of impact, the continuous chopping soon became rather tedious, even once I'd unlocked a couple of power moves. The melee combat worked well, my swings felt accurate and blocking enemy attacks was nice and satisfying but I was disappointed by the lack of feedback to the hits. I spent my time playing as a Blade Master, using twin swords to slash vertically and horizontally at my prey. There is a third class on the way at some point in the future but as of right now, the lack of variety means the majority of the player characters out there look remarkably similar to one another. I was a bit surprised that there were only two classes to choose from as well, the melee focussed Blade Master and the Essence Mage who deals ranged attacks. I played as a Blade Master but in hindsight, the dual wielding Mages who were zipping around with their wrist-mounted spell guns looked like they were having way more fun.Ĭharacter creation is of course a thing, but once again the options at this early stage of release are incredible limited. Maybe this is the way things are done in the classic MMORPGs that Zenith is trying to emulate (I can't claim to know for sure), but in VR this kind of thing just sucks the immersion out of the room like a nuclear powered vacuum cleaner.

These living statues do have a couple of lines of dialogue that they repeat over and over again, but other than that all your mission details are delivered via a wall of text on a cold blue slate. They don't blink, their mouths don't move when they speak and, unless they're waving in response to you, they just kind of stand there, swaying gently in the breeze. What few quest-giving NPCs there are in the first couple of areas do look nice at first, but after a while you'll realise they lack all but the most basic animations. The world map itself is huge but there are large expanses of emptiness in there - areas devoted to the farming of cut and paste monsters that roam across featureless fields or gather in monotonous mine shafts. At the same time though, the details in those visuals are also incredibly basic, which is no doubt a sacrifice that has been made in order to make crossplay between PSVR and Quest headsets possible. The visuals for instance are nice and colourful with big, chunky enemies and this gives Zenith a lovely, bright, anime-come-to-life vibe.

While the game itself does boast a lot of features and one of the largest open world maps in a VR game, the majority of those features do seem to be very bare bones indeed and to me it made that massive world feel rather bland. Zenith: The Last City launched into Early Access last week and impressively, it supports crossplay and cross progression across all VR platforms including PSVR and Quest. In it, you'll get a taste of some of the early missions, a lot of the melee combat and also maybe a little bit of romance too. You can watch me bumble my way through the first few hours of this epic online quest-em-up in the video below.

Nevertheless, this incredibly ambitious VR exclusive from indie developers Ramen VR has been creating quite a buzz over the last week or so, so I decided to see what all the fuss was about for this week's VR Corner. I've put about as many hours into MMORPGs as I have fingers on both hands, so perhaps I'm not the best person to pass judgement on Zenith: The Last City.
