Release Date: March 13, 2018
Genre: Real Time Strategy
Developer(s): Highwire Games
Director(s): Jaime Griesemer, Jared Noftle
Artist(s): Vic Deleon, Travis Brady
Composer(s): Martin O’Donnell
Platform(s): PlayStation 4
Sony has announced ANOTHER delay for Golem PSVR! Boo Sony! But it’s better to have a well polished game than an incomplete release riddled with bugs. Keep doing your thing Sony, but hurry up because we are waiting for this awesome release.
“Update (3/6/18): Just a week before the game’s previously delayed launch date of March 16th, Golem developer Highwire Games has announced that they’re delaying the launch of the game indefinitely, but say they “don’t expect the delay to be very long,” which suggests the game will still safely land in 2018, optimistically still in the first half of the year.
“There’s no single reason for the delay,” the studio shared on their blog, “just a few small things that taken together make it the right thing for the game and for Highwire. We want to release a polished VR experience that we are proud of — there’s still some tuning and optimization to be done […]”
Highwire Games, an indie studio founded by Bungie veterans, say they want to avoid the sort of taxing development crunch they endured with the making of Bungie’s Halo 2 (2004). With today’s poorly received launch of PSVR title Bravo Team, they’re probably feeling like they made the right choice.” — RoadToVR
“Golem is a story-based game about an injured child who learns to explore the abandoned ruins of the Endless City through magical gifts. She has help from her older sister and father along the way.
For movement, Golem uses what the developers call “Incline Control”. This lets you move as you would naturally by slightly learning your body as if you were about to take a step and start walking. Highwire said once you master this Incline Control, you can move effortlessly through the world.
Meanwhile, there’s a cool melee mechanic where every attack and parry is under the player’s direct control. So, if you don’t get your sword above your head in time, you won’t block an overhead smash.” — Eurogamer