[b]BE WARNED![/b] These developers originally appeared here to develop a Minecraft style game called Metaverse. Abruptly, without warning, they abandoned development of that game (after taking in quite a few sales) to develop this game - a game that has nothing at all to do with Metaverse. To try and mollify their agrrieved customers, they offered us a free copy of XLR (hence, how I'm able to write this review), but are not offering refunds. Metaverse has now gone nearly the entire year without any further update and XLR, as a game, is in a totally different (and, for me, completely uninteresting) genre. And XLR? Updated almost never (as you'll be able to see from it's Store News page), and not at all since August. One can only assume they're moving on to yet another game that tickles their short-attention span. Shonky developers like this should not be allowed to discredit and tarnish the Early Access program, without which a number of quite fine games would never have happened. ...
XLR
- Release Date:
- Apr 5, 2016
- Developer:
- Metaware Limited, LLC
- Publisher:
- Metaware Limited, LLC
- Platforms:
- Windows
Game Tags
About This Game
Most simply put, XLR is a multiplayer team based arena shooter.
In the world of XLR, a future humanity is fighting for its survival as companion AI has become the dominant life form. Some AI have deemed humanity a scourge worth wiping out, while other AI have deemed humanity an endangered species worth preserving and honoring as the AI progenitors. Most remaining human factions have banded together under a new super banner called the Earth Recovery Consortium (ERC) to pool resources and form strike teams for continued survival. Their most frequently pressing objectives are to raid hostile AI-controlled facilities for energy, technology, and supplies. While most of humanity agrees that ERC goals must always be met for continued survival (ERC goals coming soon to matches), invariably every sub-faction has its own side agendas for each mission, in hopes of one day wresting control from the other side of the AIER war.
You’ll party up into factions (with friends, or just join a random match), then land in a drop ship with your strike team at an enemy facility. After selecting a metaframe for your consciencess to intertwine with symbiotically, your team will deploy to various battlegrounds.
Don’t worry, If you need some training, you can always go up against some simulated enemy combatants in singleplayer training mode.
Choose to play as any of 9 player classes:
- Hawk: Like to plan and strike from afar? Then this is the metaframe for you. Keep tabs on the enemy by tagging them with your binoculars, then take them out from a distance with your sniper rifle. Or deploy your holodouble to mislead the enemy, then silently strike from behind with your knife.
Locomotion: slide
- Slayer: Are you a tried and true Soldier at heart? If so, get down to brass tacks with your laser rifle and laser pistol. Engage in close quarters combat with your machete, or toss out a timed grenade to break up a fight.
Locomotion: slide
- Bliss: A monk that seeks the answer to one question: “Why are you hurting yourself?” (coming soon)
- Shadow: Are you like ninja? Move about with stealth, using your zipline baton. Then Cut down your enemies with your katana. If need be, slow them down at range with your throwing knives (coming soon), or vanish in a puff of smoke with one of your smoke bombs (coming soon).
Locomotion: slide or zipline
- Logi: A futurist who is going to be a LOT of fun. (coming soon)
- Tang: Take an aggressive stance with your minigun and shotgun. Then incite a little mayhem and confusion with your gravity knuckles (coming soon) and gravitronic grenade (coming soon).
Locomotion: slide
- Thermo: Feeling a little moody? Burninate everything in sight with your flamethrower. When things get too hot, flip the barrel around to activate your freeze pistol (coming soon). Throw in an incendiary grenade for good measure, and finish up with a dash of thermo mace (coming soon).
Locomotion: slide
- Ballisto: If you love calculating angles and bounce shots then this is the metaframe for you. Wreak havoc with your grenade launcher, then charge in with your plasma pistol (coming soon). Don’t forget to maximize damage with your warhammer (coming soon) and proximity mine (coming soon).
Locomotion: slide
- Zoner: When you're in the mood for some good old fashioned flow state, just pull out this metaframe’s dual pistols. All the while confounding the enemy by rapidly using short range teleportation to jump to new vantage points. Defend or attack with your energy shield (coming soon), and turn the tables on the enemy’s plans with a swap grenade (coming soon).
Locomotion: teleport
Many of XLR’s player classes use a slide mechanic for locomotion. We’ve done a lot of experimentation and testing, and we believe we have found a reasonable solution for reducing motion sickness (or even eliminating it completely for many players). Please let us know in the forums what your experience with it is.
We recognize that some players are more prone to motion sickness than others, so we’ve taken steps to ensure that you never have to use the slide locomotion mechanic if you don’t want to. All interactive elements before you enter the combat arena are positioned to fit inside your play area. And during combat, choosing the Zoner class will result in only using teleportation.
Screenshots
User Reviews
Cancelling this idiots review who got it for free and hated on the dev for needing a VR headset, wtf: http://steamcommunity.com/id/justx2/recommended/447100 I get my Vive on Monday and I'll give an honest review then. This looks pretty awesome! Edit: Okay so I might've got trapped in Audioshield for like two weeks but I finally got round to trying this out. It shows heaps of promise with a really solid idea which needs some fleshing out. The teleport through minimap mechanic is awesome. Teleport mechanic needs some polish (an arc instead of a laser point would really help). Player weapons feel very wimpy right now and quite difficult to aim (shots are FAST but still take time to traverse the huge landscape). Walls are a particular pain to build and when you fail the game just stops so there's no way to measure how well you did just yet. At time of writing, there's a lot of work needs doing so don't buy in without watching a recent video but I've got pretty high hopes for this one.
Not good yet. Like others have said, it has potential. But right now it is not good or fun. There is absolutely no structure to the game. You are plopped down into an open space, given some guns and turrets then baddies come at you. The controls are bad, the guns track badly, the reloading mechanism make you want to just forget that the game has guns to play with, it is so low rez that you cannot tell what is going on. This is alpha state, maybe even pre alpha. Give the developers time to actually produce a game and not just proof of concept for friends to play, then maybe it will be worth selling to people.
NOT YET, this game has amazing potential, balance for single player is overwhelming. What is the point of a wall in tower defense that enemy's can walk over? The control's are still buggy, in the heat of battle. I love the concept, and I have every intention of coming back to this game if they fix the issues it has.
I understand that this game is still in early access, but it seems to have several fundimental flaws. The bigest flaws I take issue with are the wonky controls and for me personally, the fact that the game assumes you are only 5'8". I'm quite a bit taller than that and this makes it very difficult to use the game's weapons in any effective way when the avatar's shoulders comes out of where my sides are. Not to mention how disconcerting this is. The developers need to work on scale and overall weapon handling. Maybe take a page from Raw Data and let you calibrate your height when setting up the game.
Honestly, this game isnt good. The weapons lag behind your hands so far that it is difficult to be accurate, but with the way guns operate, im not even sure the developer wants you to be accurate. Using the grips to pick up/drop everything feels sloppy to me, but thats more of a preferance really. The way you open your inventory and teleport is just bad. Text lags behind movement and blur, so if you want to read it you have to be perfectly still. I wanted to do a Pro/Con system for this review.... but I honestly cant think of any pros! I've owned the game for a month and I haven't seen a single improvement. Can't recommend this game until MAJOR changes are made. Edit: 7/23/16 Well they have made major changes to the game and it's so much worse now. They have made it into a multiplayer arena shooter, that no one plays.
No updates since august... Well it was cheap but it still feels like a mistake. There's not much to do ingame in solo other than trying the locomotion methods and testing all the weapons on the small spidey bombs. It gets boring after 20-ish minutes...
No updates in yonks - it's dead.
After the update, it's a new game. Still WIP now (buggy too) but is going to support lot of features missing in other multiplayer shooters for Vive: a better locomotion (it seems comfortable too), a better weapon management (inspired by H3VR), classess of soldiers, a better graphics.
Note: This is an Early Access review. I've always been a fan of tower defense games, and have played the crap out of them ever since I discovered them in WC3. As soon as I got my Vive, I made it my mission to check out XLR as soon as I could. My initial impression was that it was pretty good. It is really a combination of a FPS and a TD, and it combines the two well. The game starts with you in a central command room, and you are given moments to assess your environment in a globe that lets you peer in and out of, before waves of enemies start approaching your location. You can either start building towers from the overview, or teleport right into the action by twisting your controllers 90% to a side and pulling the trigger. You are equipped with a building tool that lets you drop towers where you are pointing, and also a gun – something you will almost certainly need to use as the game starts. There is also an option to dual wield, by dropping your controllers to your waste and ...
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System Requirements
Minimum
- OS *: Windows 7, Windows 8, Windows 10
- Processor: Intel Core 2 Duo, AMD Athlon X2, or equal at 2.0 GHz
- Memory: 2 GB RAM
- Graphics: GTX 970 or better
- DirectX: Version 10
- Storage: 1 GB available space
- Sound Card: DirectX 9.0c-compatible, 16-bit
- VR Support: SteamVR. Standing or Room Scale
- Additional Notes: Requires Vive controllers
Recommended
- OS *: Windows 8, Windows 10
- Processor: QuadCore 2.0 GHz +
- Memory: 4 GB RAM
- Graphics: GTX 980 or better
- DirectX: Version 11
- Storage: 1 GB available space
- Sound Card: DirectX 9.0c-compatible, 16-bit
- Additional Notes: Requires Vive controllers
FAQ
How much does XLR cost?
XLR costs $4.99.
What are the system requirements for XLR?
Minimum: Minimum: OS *: Windows 7, Windows 8, Windows 10 Processor: Intel Core 2 Duo, AMD Athlon X2, or equal at 2.0 GHz Memory: 2 GB RAM Graphics: GTX 970 or better DirectX: Version 10 Storage: 1 GB available space Sound Card: DirectX 9.0c-compatible, 16-bit VR Support: SteamVR. Standing or Room Scale Additional Notes: Requires Vive controllers Recommended: Recommended: OS *: Windows 8, Windows 10 Processor: QuadCore 2.0 GHz + Memory: 4 GB RAM Graphics: GTX 980 or better DirectX: Version 11 Storage: 1 GB available space Sound Card: DirectX 9.0c-compatible, 16-bit Additional Notes: Requires Vive controllers
What platforms is XLR available on?
XLR is available on Windows PC.
Is XLR worth buying?
XLR has 29% positive reviews from 17 players.
When was XLR released?
XLR was released on Apr 5, 2016.
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