The final component of Golem’s gameplay was obvious to anyone that has ever spent any time in VR. As soon as the system is tracking your hand, you want to try and punch someone. And as soon as the game gives you something to swing, you want to swing it at someone. Ideally, the game gives you an 8-foot broadsword with a razor-sharp edge. One-to-one melee combat has always been core to Golem’s gameplay, and it is really only possible in VR. Unlike a traditional game, where each swing is controlled by an animation and blocking is as simple as holding a button, in Golem every attack and parry is under the player’s direct control. If they don’t manage to get their sword above their head in time, they won’t block that overhead smash. And if they miss a cut at an exposed limb, it won’t do any damage. It takes practice, but landing a successful counter-attack is incredibly satisfying.
Golem has been a challenging and rewarding project for us, and we’re happy to announce that it will be available March 13th exclusively on PSVR. We hope you enjoy playing it as much as we have enjoyed making it! And in the meantime, check out the musical prequel to Golem from award-winning composer Marty O’Donnell at “Echoes of the First Dreamer”.