![]() Getting behind a foe to target its back typically involves stealth, and Zimri can briefly highlight threats through walls and teleport at short range, which carries the additional benefit allowing players to move without making noise. The stem cells needed to upgrade Zimri are mainly found by harvesting spinal fluid from live enemies. An unlocked deck can always be accessed from the spawn room without having to go through the ones preceding it, and collected materials can be used to unlock permanent upgrades to the character’s stats or the equipment that can be purchased from vending machines throughout the ship. Zimri must navigate four decks, completing tasks that will bring the Persistence back online, and the slate (thankfully) isn’t wiped clean with each death. In terms of play, it’s perfectly serviceable. I’m not familiar with Firesprite, but if they’re able to turn out a product this polished on such an experimental platform, I doubt this is the last time I’ll hear of them. Although the environments cycle through variations on the same metallic corridors that we’re always seeing in sci-fi – spaceship interiors just never feel very homey – it’s visually stunning by VR standards, and the voice acting and sound design match. On a purely technical level, The Persistence delivers. The Persistence is a nice reminder that I’m not looking for a workout every time I put on my headset. While many VR devs are doing things that have never been done before, others are perfectly content to use this medium to enhance what was already possible. Players have a cursor in the center of their vision that’s used both to aim weapons and to interact with objects, but otherwise, this handles just like a non-VR title would, and that’s okay. ![]() On PC, nothing’s changed – this is still meant to be played sitting down with a regular controller. It was originally released a couple of years ago on PSVR, where the general unavailability of Move controllers presumably prompted developer Firesprite to design for a standard gamepad. It’s a tense setup, but by VR standards The Persistence is a relatively casual affair. The second is that the ship’s cloning stations have been going haywire, and they’re printing things that… aren’t human! The first is that the Persistence’s “macrostructure configurator” is on the fritz, which explains why the layout of each deck is different every time we set out. It’s our job to get the Persistence back online, and every time we die, Serena will manufacture a new body for us. A voice in our ear – belonging to Serena, who designed the vessel – informs us that while our original body was killed, our conscious mind has been placed inside of a new clone, compliments of the ship’s printers. The campaign begins with our protagonist, Zimri, waking up in a new body aboard the titular spaceship, which is dangerously close to a black hole. This is a combination that should clash, but the fact that The Persistence was built for VR ultimately elevates it to something worth playing. Games are only scary when they take me by surprise or fill me with uncertainty, but roguelikes are all about repetition and seeing the same things in a different order. The Persistence is something I don’t believe I’ve played before – a horror roguelike. WTF An enemy type straight out of Left 4 Dead. LOW Repetition severely dampens the scares.
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