Too often VR games seek (and fail) to
replicate the feel of traditional games. Their inability to translate the
smooth gameplay we’re used to–as opposed to working with the strengths of the
hardware to create something new–often sours the experience. Moss, a new
PlayStation VR exclusive from developer Polyarc, does the complete opposite.
With its careful use of the hardware it’s running on, Moss is a platformer that
isn’t just full of charm and surprises, but one that wouldn’t feel at home
outside of VR.
Moss stars Quill, an incredibly adorable white
mouse with an aptly tiny sword and satchel on her back. Quill lives within folk
tale, the sort of whimsical fantasy that comes to life from the watercolours of
a story book and narrated over with a single personable voice. Due to a
terrible war years earlier, Quill and an adorable city of similar rodents live
on the outskirts of a castle that kisses the horizon. There’s mysticism and
magic at play around every corner, different factions controlling parts of the
thick forests surrounding you, and dangers that have everyone keeping their
heads down.
Quill doesn’t seek to change this balance, but
like in all good fantasy tales, fate doesn’t share that opinion. It doesn’t
take long for her to stumble upon a magical item that introduces a second
protagonist: you. You control Quill with a standard DualShock 4, but you also
play the part of the Reader, a ghost-like figure with a mask that only Quill
can see. You do double duty as an ever-present deity, actively observing
Quill’s adventure and aiding her where you can.
Your relationship with Quill and the
investment in her journey are paramount to why Moss entangles itself in your
heartstrings. Using motion controls, you’re able to give Quill a little head
scratch, which she reciprocates with an appreciative smile and wave. At certain
times, Quill will gesture for a high-five after completing a difficult task or
gesture toward the solution of a puzzle when you’re stuck. Quill is almost
unbelievably animated; her motions give her personality and entice you to just
watch as you control her scamping about. The way she kicks her legs at the end
of a climb or communicates through sign are both contextually fitting and
wondrous in both minute detail and fluidity, and never ceases to bring a smile
to your face.
Moss is all about multitasking. You handle
Quill’s platforming in small, bite-sized areas, with the thumbsticks and face
buttons for control. As the Reader, though, you interact with objects within
Quill’s world with the use of motion controls and single button holds. At the
same time you’re able to peer around every nook and cranny the space has to
offer, manipulating your view to discover new routes, spy on well hidden
secrets, and just keep up with Quill’s fast movements. Moss doesn’t feel like a
game that would work without VR. It combines its many input options eloquently,
using them to inform and drive the design of its puzzles instead of the other
way around. It’s a joy to engage with in ways that so many other VR titles
struggle to achieve.
Moss requires you to interact with specific
objects in Quill’s world. You can move large stones with small motion gestures
to shorten a gap for Quill to hop over or pull staircases from the ground that
lead to doorways above. You can even load a ballista for her to fire with a
lever nearby. These interactions are enacted with simple motion controls and
single button holds to grab onto items. Moss does a good job of gently
increasing the difficulty of its challenges as you go but always understands
the limitations of its control scheme. It’s rare to run into puzzles where deft
timing is the only way to succeed. Instead, Moss requires you to understand how
to work together with Quill, and its challenges are designed around that rather
well.
Often, puzzles involve moving elements in each
area to create paths for Quill to traverse. Gates might be controlled by a
pressure pad nearby, forcing you to keep it pressed down as Quill rushes to
slink beneath it. Other times it’s a simple matter of spacial awareness. Quill
can scale ledges demarcated with white paint, but reaching them might involve
moving a platform along a small rail of track and blocking it at just the right
time to make the jump possible.
Enemies punctuate this in a clever way, making
up what would in any other game be additions to Quill’s inventory. Quill never
gets access to anything more than a sword, leaving her with just a simple
string of attacks and a useful dodge in her repertoire. As the Reader, though,
you can take direct control of three distinct enemies. For example, one will
simply rush Quill with dangerous swipes of its arms, while another will sit
atop a ledge and fire off balls of energy in your direction. The latter just
explodes in a fountain of green, smelly goo, with its blowback proving useful
in making space during combat or knocking down walls impeding your progress.
Alone they are pieces to a puzzle: taking
control of a projectile-based enemy lets you trigger switches from afar, while
a well-timed explosion can remove a fragile wall blocking the way. In
combination–specifically in the limited combat arenas you will find yourself
in–it becomes a tricky dance of control. Quill is fragile, with only a handful
of hits spelling death. It’s up to you to keep her dodging around the
battlefield while locking down enemies for her to strike, or better still,
using their abilities against each other to level the field in imaginative
ways.
It’s a pity that you aren’t given a lot of
time to truly experiment with these combinations in more ways. Moss is almost
criminally short. Quill’s adventure abruptly ends after about three hours, with
a tease that Quill’s story isn’t yet complete. It’s heartbreaking in the way
that finishing any good game is, but Moss could certainly have benefited from a
little more finality after such an emotionally engaging journey.
Slight hiccups in performance also detract
from what is otherwise an impressive VR achievement from a technical
standpoint. Quick movements with the motion controls are difficult for the
PlayStation Camera to pick up reliably and can often result in the wrong
enemies being locked-on to. But while it’s inconvenient, death is hardly
punishing, so these stumbles are easier to swallow. As are the infrequent
technical issues, which resulted in some enemies clipping through walls and
being unable to move–a small fracture in what is otherwise a captivating and
rich technical showcase.
Moss thrusts you deep into its whimsical world
with a variety of different locales throughout Quill’s journey. The sense of
scale that VR affords lends the world a lot of weight. A stirring deer in the
distance might be a throwaway movement in another game, but its tremendous
sound and size in comparison to Quill make it an earth-shaking moment. Later in
the game, glowing sentinels and a suffocating infestation of metal vines wrap
around a city long forgotten, acting as a strong change of scenery after
extended trips through damp catacombs and sandy beaches. Quill might be small
in stature, but she takes you on a riveting trip through some truly beautiful
scenery.
It’s a testament to just how well Moss
understands PlayStation VR and works with the device instead of trying to bend
it to a will it was never designed for. Moss wouldn’t feel right without it at
all, and its many strengths are married to the interactions that only full
immersion can manufacture. Unsurprisingly, then, Moss is easily one of
PlayStation VR’s best titles to date, even if it’s a little too eager to get
you in and out of its world.
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