Though a great means of fast evasion, hammer on the jet movement for even a second too long and you’ll send yourself hurtling off from your intended landing zone. Balancing the unwieldy heft of a thousand-ton death machine with the reflexes and control needed to avoid frustration is a difficult task and certainly not for the impatient, but Vox Machinae often captures the sensation of stomping through warzones and unleashing a payload of missiles whilst keeping you in command.
Predictably, this isn’t always the case. The interactive cockpit is, broadly speaking, very well mapped out, but there are times — particularly in the heat of battle — that you’ll grab the wrong dial or yank the wrong handle, which is largely owed to the fact you’re not getting any tactile feedback about where your hand is currently hovering.
Combat is a similarly considered affair, equal parts sensory assault and tricky to grasp. Weapons are prone to overheating, too much of which will leave you immobile in vital moments, whilst classes will see you find the right balance of firepower and endurance. This isn’t the ammunition-emptying, heavy metal nausea of something like Hawken or Titanfall but instead something much more deliberate and attritional, which extends to a dismemberment system that lets you target specific machine parts like weapons and legs before taking out an opponent in full.
Vox Machinae isn’t a game of instant gratification, then. Early on, encounters can feel like two overly-enthusiastic kangaroos trying to pelt each other with water balloons as they learn how to hop for the first time. But as you come to learn its intricacies you’ll grow a level of familiarity that grounds you inside your vehicle and makes you feel one with it.
Moreover, it’s the extra touches that make Vox Machinae a particularly rustic delight. The game has wonderful stagecraft, from the sight of enormous cranes lumbering their way round to meet you when you return to your bunker, or being dwarfed by the shadow of your vehicle as you travel up and down the elevator between missions. Trucks busy themselves like ants around you and practically every model in the game has some tiny detail to admire if you spend long enough looking at them.
Vox Machinae is incredibly good at capturing the scale of its star players in relation to your own size, much in the way the behemoth mechs of the Evangelion series stand head-and-shoulders above the cityscapes they protect. It goes some way to offsetting the otherwise understandably barren landscapes, especially on Quest where mushy textures offer a sea of blur until you’re up close.
This carries through to the game’s single-player campaign, which has had a huge amount of attention paid to it, often in ways you might not expect.
Story, for example, is a huge emphasis in Vox Machinae’s campaign. Not only do you have fully-voiced squadmates to build a bond with, but between missions you’ll head back to your ship to talk with members of the crew and complete smaller side-objectives alongside interacting with your AI, Blue. On the one hand, it’s great to see an indie developer tackle such a direct means of narrative in VR, and not relegate the plot to cinematics in virtual windows or loading screen text dumps.
But the game’s eye for patchy visuals filters through to the story, often in less favorable ways. The character animations, for example, are stiff, with NPCs moving more like twisted tubes of toothpaste. They’re prone to placing their hands inside their torsos when speaking, or twisting around so far that cosmetic details clip into other models. But each of the crew’s designs and voice work is distinctive and diverse, and they have their own personalities that make up for their buggy movements. Well, they would do if it wasn’t for the teeth. My god the teeth; sickly-straight arrays of tiny gnashers. They’ll give my nightmares nightmares.
Delivery of the narrative itself zig-zags between some interesting ideas and unnecessary padding to an extreme degree. A side plot involving Blue struggling to find her place in this new crew is a curious little distraction, for example, backed up by humorous dialogue dryly delivered by auto speech (“I’ve entered my rebellious stage”). But there are times when the often 15+ minute ship sections get in the way of what you’ve really come here to see.
You regularly have to speak to every crew member before you’re allowed to progress to the next mission, meaning you have to sit and do nothing but listen to them. It doesn’t matter how fleshed out your characters are nor how interesting your story is; sitting in VR and watching other people talk for anything more than a few seconds without some level of interaction is just never an enaging process. Sometimes even that doesn’t reveal exactly what you’re meant to be doing next.
Combined with the slow-pacing of some of the game’s actual missions, the campaign can be sluggish. If you already know how to play the game, you’re likely to struggle with the opening few levels that don’t show you the ropes so much as drip feed them to you. Worse still, even later levels feature large chunks of trudging between checkpoints, waiting for your fuel meter to ever so slowly fill up and provide you with another boost.
Vox Machinae Review – PC vs Quest
I’ll be surprising exactly no one by saying that Vox Machinae looks a lot better on PC over Quest. The environments are consistently crisp and your cockpit is much sharper. But Space Bullet appears to have made smart choices when it comes to prioritizing Quest assets. Whereas the ugly meshy textures that populate planets suffer from pop-in, being inside your cockpit means they’re often left at arms length. Mech models and panels, meanwhile, still look really good, right down to the scratches and rusting between buttons or covering armor panels. Given this is a seated experience, this is one time you should definitely choose the higher fidelity if you have the choice, but Vox Machinae is by no means a slouch in the context of Quest hardware.