It is simply not good enough. With Sports Interactive offering Football Manager Touch - the streamlined version of their game, for the same price, and without any explicit micro-transactions - any incentive to recommend Club Soccer Director PRO 2020 is severely curtailed.
In some ways, Siegecraft Commander works well for the VR medium; it introduces an apt and engaging control mechanism with the structure flinging. In addition, the control of the map and units and the touches of love in the UI all are positive things. The disappointing part is that the main gameplay on top of those things is just simply not anywhere near engaging or interesting enough to make for a great experience. Battles, whilst having a touch of strategic thought, more often than not descend into a boring slog of tower-defence mechanics. Similarly, the campaign is not interesting or lengthy enough to pull the rest of the game up to standard. It's not the cheapest VR strategy title on the market, either, and with multiplayer effectively dead, the chances of having a long-term relationship with Siegecraft Commander looks rather unlikely.
The fact that there are a number of quirks still to work out with this kind of title is not really a surprise. This is a new medium; the early adopters are jumping on a virtual reality journey that will take many years to realise its full potential. That said, developers have a responsibility to do everything they can to make the experience as smooth and rewarding as possible. Alice VR fails to do this, with a movement setup that does nothing to persuade the player to endure the discomfort. For the price, if being judged as a non-VR title, the content and quality is extremely lacking. It is only the natural immersion that VR brings that elevates the experience. There is a very pleasant looking world here, and the outside sections are the best bits, but that alone isn't enough - gameplay is still paramount.
For a title that is both modestly priced and was also developed by just a small team, The Guise is a valiant attempt at making a Metroidvania-esque title in a gaming world packed with similar efforts. It is a visually striking world that is memorable, with an enjoyable but maybe not so complex fairytale story. While the abilities Ogden can collect do mix things up a bit when it comes to combat, the patterns of enemies make things just a little too simplistic, while at the same time frustrations around the fluidity of controlling Ogden increase that. There is some good fun to be had here, and the boss battles are a highlight among a story that is simple but enjoyable. However, it is possibly not a game likely to stick in the mind over other better executed attempts.
Detached is a tricky experience to make an individual conclusion on and the verdict given might not reflect what a lot of people may feel when they experience it themselves. As with so many VR titles, and as referenced above, the physical experience of the title reflects a lot of what shapes the opinion. Some people are better versed to cope with the demands that the movement and physics place on them. It is also fair to give props to Anshar Studios for taking a risk like this and not compromising on their vision. For some, that will give them a lot of goodwill. However, even accepting this debate, it still stands true that the experience of Detached is only ever compelling in a few all-too-fleeting moments, and the full potential is yet to be unlocked.
Virtual Rides 3 doesn't do anything majorly wrong, and it strikes the right tone in creating a realistic portrayal of a theme park or fairground. The issue is that sometimes a mere tone isn't enough and there has to be another few layers on top. The VR experience is on point generally, but the optimisation could use work, and there are a good few rough edges visually that could do with extra care. Additionally, there is not a great deal of content, with only the barebones existing; admittedly, though, genre enthusiasts possibly are not too concerned and appreciate the detail in ride operation. Ultimately, this is a perfectly reasonable budget title at a modest price, but doesn't reach beyond that.
The real trick of making a game work in this style is to ground it in some sense of normality. Where the Musou series excels, and indeed how it has survived for such a long time, is that for all the Japanese humour and charm, the core story is a simple one of warring kingdoms fighting battles. It is awesome when a story doesn't hold back on its vision and complexity and does not abandon its world. However, Fate/Extella: The Umbral Star gets lost in this vision at the expense of its Western audience. With that said, where it does succeed is in making a fun, if forgettable, action title that has plenty of content to work through, even if it does tend to get a little predictable and stale after the first few hours. There is definitely something to work on here for future titles, though, and it is great to see the Warriors style reimagined by another developer.
The Final Station is a short and ultimately unsatisfying, uncreative journey. It is a short trip, sitting at around four hours to completion, with no incentive for additional exploration or replays. It is priced a reasonably modest rate, to reflect this playtime and that is possibly what turns what may have been a sour experience into a forgettable one. The gunplay on show is fairly entertaining and the game looks interesting enough, but each of the stations do not present enough challenge or lore to make them rewarding or memorable.
Colonial Conquest is a fair attempt at making an approachable strategy game. It does tend to play mostly like a game of fast paced Risk, which, for certain types of people, will be a very fun experience indeed. What cannot be disputed is that it is possible to play very quick rounds, and this makes it an ideal title for when friends get round and are looking for some strategy action that does not require a dedication of many hours from some other titles. With that kind of mind-set, and especially the very reasonable price, it ticks all the boxes. However, the overriding impression is just one of too much simplicity, from diplomacy to the battle system, as well as the economy. It is no surprise a portable tablet version of the title is being considered, as it feels like a natural fit for those platforms, especially with the neat and tidy user interface. On PC, though, it lacks a compelling reason to keep playing beyond a few hours, especially as a single-player experience.