Halloween Gaming: Until Dawn: Rush of Blood
This past week, I tried something a little different for my Halloween Gaming series. I was able to try VR for the first time on the new Playstation VR headset from Sony. When I say “for the first time”, I’m not including the old Nintendo Virtual Boy, which I played a ton after I was able to snag one for cheap when it was discontinued. You want to know something weird? The first time I put on the PSVR headset, I immediately recognized that it smelled like my old Virtual Boy did. I think it’s the foam around the eyepieces (the part that makes contact with the player’s face) that gives the two such similar odors.
Anyway, weird Virtual Boy sense memories aside, one of the PSVR games that I’ve been most eager to try is the spinoff to last year’s excellent PS4 horror title, Until Dawn. Until Dawn was one of the highlights of 2015 for me, and I had a great time writing about it for last year’s Halloween Gaming series. While I’ve been really hoping to see the game get a proper sequel, the announcement of Until Dawn: Rush of Blood, an arcade-action spinoff of the original Until Dawn’s story, naturally had my interests piqued.
I don’t know if I can think of two games more different than the original Until Dawn and its spin-off, Rush of Blood. Rush of Blood replaces the somber tone, slow pacing, and nuanced character development of its progenitor with a bombastic on-rails action experience. The story of Rush of Blood is somewhat abstract and obtuse, but from what I can gather, the game is essentially a nightmare sequence being had by one of the original story’s cast members. It’s never said specifically which character, but those who have seen Until Dawn all the way through should be able to figure out which one.
The game starts with the player character entering an eerily destitute amusement park where a carnival barker implores him to take a ride on a rollercoaster that was once the site’s star attraction. This is one of those rides where the attendees are given toy guns to shoot at targets that line the sides of the tracks, and so it serves as an interesting tutorial for what’s to come. As the ride nears its conclusion, the psychopath from Until Dawn suddenly appears and switches the rails so that the player is separated from the barker and enters the park’s abandoned haunted house, where the psychopath leads a gang of clowns in an ambush. From then on out, the player is facing live targets whose ranks are largely composed of standard nightmare fuel such as clowns, mannequins, spiders, and a particular gang of beasties that Until Dawn fans will immediately recognize. Since the game takes place in a nightmare or a hallucination or whatever it is, the ride becomes increasingly surreal and dangerous as it begins to wind through locations that are clearly beyond the limits of the park, such as a slaughterhouse, a haunted hotel, and an abandoned mine.
Rush of Blood is pretty much a standard House of the Dead-style light gun shooter, outside of the VR hook. The player has two guns which can be aimed independently with two different Playstation Move controllers. The standard DualShock 4 gamepad can also be used as a motion controller in lieu of the Move wands, but in this mode of play, the two guns are always pointed at the same target (since there is only one controller being used). The action side of the gameplay is reasonably competent, although aiming and reloading two guns simultaneously can get a bit hairy sometimes. There were times when I was being rushed by large groups of enemies that I had trouble keeping track of which gun needed to be reloaded, and it resulted in a lot of spastic frustration as the monsters just overwhelmed me. I suppose you could chalk these moments up to my poor skill. The game definitely wants you to replay each of its seven chapters to the point of mastering them. True to the game’s arcade roots, there’s a secondary focus on maximizing score through playing at an expert level, and each chapter features numerous branching paths which encourage replay.
Since the advantage that VR brings to gaming is a greatly increased level of immersion, horror games are something that could hypothetically benefit enormously from the technology. Rush of Blood is half horror game/half arcade-action, so it’s a bit of an unusual sample for what this new hardware can do for the horror genre. Regardless, I think the VR aspect of the game did manage to enhance the title’s atmosphere and immersion. I think it’s the head tracking that really does it. There were several moments when I turned my head to the left or right or maybe upwards and caught a glimpse of something spooky that I wasn’t aware was there before. When you move your real-life head and realize that something was lurking just right outside of your own eyes’ field of view, it’s actually quite creepy and unsettling.
Outside of atmosphere and the creep-factor, Rush of Blood uses a lot of jump scares. Cheap jump scares at that. And they’re usually telegraphed in the most obvious ways. Like, the lights will go off and you just know that something’s going to be standing right in front of you making loud noises when they flip back on. In general, a lot of stuff yells in your face in this game. The first time it happened, I found I was actually kind of fascinated by it, because I reflexively leaned away in my chair, since it was standing right next to me. I would never actually move my body away from something on a TV screen. I was impressed by how the immersion of VR was able to provoke such a “realistic” reaction out of me.
Unfortunately, after the initial excitement, the jump scares wore thin pretty quickly. Like I said, there’s a fair few things in this game which just pop up and scream right into your face, and it’s really unpleasant after the initial novelty. To mitigate the obnoxiousness of it all, I actually decided to unplug the earbuds from the VR headset and just listen to the game audio off the TV, so the jump scares wouldn’t be so overwhelming. Jump scares are one of the simplest and oldest methods that horror games have used to startle the player and create tension. Some would argue that they are a really lazy way of creating cheap scares, but I would specifically argue they have no place in VR, especially to the extent that Rush of Blood likes to use them, simply because they’re just so aggravatingly unpleasant.
Ultimately, I thought Rush of Blood was a fun time. I definitely do have some frustrations with it, such as the aforementioned issue with jump scares. In addition, the game has seven chapters, but will only take about two hours to beat, and the finale is unfortunately rather anti-climactic. But to be fair, the game is only $20 (not including the steep cost of the VR headset, of course), which helps me forgive many of its stumbling points. Beyond those issues I have with it, it is suitably kooky and spooky for a game that is essentially a launch title for a whole new type of gaming experience. And most importantly, it impresses me enough to leave me excited to see how future VR horror games will take advantage of the technology.