Why Gnomes and Goblins is TERRIBLE and GREAT - Review.
Have you ever seen one of those keebler cookie commercials and felt envious of those cute little elves in that awesome tree house they live in? Neither have I. But while we're on the subject of whimsical beings living in fully furnished tree trunks let's talk about Gnomes and Goblins, the newest VR experience from Wevr Studios.
I first played the demo for this VR application in 2017 and as soon as i got into that HTC Vive my mind was blown by the sheer beauty and immersive nature of it. Needless to say, I came out of the headset salivating for more Gnomes and Goblins.
Now here we are nearly four years later with a full release and I ask myself, was it worth the wait? Gnomes and Goblins is a VR experience created by Jon Favreau, the storytelling genius behind Iron Man, the live-action Lion King, and The Mandalorian.
You start out in a moonlit forest minding your own business when you come upon a humble village of tree-dwelling goblins. Not these kinds of goblins. I'm talking about these. Hit that Like button if you think he's cute. He's like a baby Yoda with a smoother complexion.
Whether or not you're trespassing on goblin property really isn't an issue here. All you know is that there's a cute goblin scurrying around who's timid and afraid of you and understandably so because if you don't watch your step he's goblin goo. After a very sketchy and awkward fruit exchange the goblin loosens up and finally opens the gate to the rest of his forest realm.
You soon learn that these goblins have an enemy: the gnomes. And in the game's main storyline the gnomes will try to pull a fast one on you and your goblin friends and it will be up to you to save the day. Everything, and i mean everything in this visual masterpiece looks good.
The blades of grass actually sway in the breeze. The goblin animations are done so well that they could have been the work of Pixar animators, and the overall look and appeal of the forest around you is vast and breathtaking. Gnomes and Goblins is the best looking vr application i've ever experienced aside from Half-Life Alyx, but those two games are going for such entirely different looks that i'd say that's an apples to oranges kind of comparison. Either way, the view in this game is absolutely breathtaking and one of its greatest qualities. Shortly after your goblin friend shrinks you down to his size he takes you to be a part of their goblin festivities.
A long banquet table of feasting goblins, a live band on stage, and plenty of mini-games all makes you feel like you're now a part of their community. At one point your goblin friend takes you up into your new tree house which is higher than all the rest, for no apparent reason, and the little goblin sits by the edge, pulls out his pan flute, and begins to play a song.
At this part I decided to just sit down with him and listen to him play and even though this is something i rarely do--much less have a reason to do in most VR applications --there were plenty of moments in gnomes and goblins where i chose to stop, sit, and just listen to my surroundings; and that's what i think a VR experience should be like, full of eye candy that someone would otherwise never expect from--well--real life.
Or worse. Right up until the very last moment when all the goblins celebrate your heroism and valor the adventure just feels rich and magical. At the close of the final chapter i was not surprised the creator of gnomes and goblins was a class-A storyteller because that's what the experience is. The kind of thing that Disney or Studio Ghibli might please one day give us.
But no it was Jon Favreau and Wevr and unfortunately the entire main story can be completed in less than one hour, which brings me to its first weakness. It's not uncommon for VR applications to seem brief when compared to traditional video games, which often requires hundreds of playtime hours to complete.
. One of my favorite VR short films 'The Great C' clocks in at only seven, maybe ten minutes tops, but i bought 'The Great C' on sale for 4.99 and i do believe that purchase was worth every penny. Gnomes and Goblins is a brief experience as well.
I completed the main story line in under 50 minutes. After that, an entire forest of hidden objects and activities still awaits. You can plant seeds and grow crops, find hidden objects, and craft furnishings for you and your goblin friend's tree house.
But the reason why you would want to go through the grind of doing all of this is unclear since the storyline ends rather abruptly without any clear direction after that. I explored the forest for maybe 15 to 30 minutes after completing the main storyline and soon lost interest in the goblins daily lives since it seemed more like they were on autopilot and my whereabouts had no impact on their daily routines whatsoever.
Just an idea: Wevr could have scrapped the whole crafting farming gathering elements of the experience, which weren't even necessary to complete the main storyline, and instead they could have focused more on making the main storyline closer to an hour and a half like the length of a full length film.
The idea of experiencing a film in VR sounds enticing to me and gnomes and goblins would have been perfect for it. One gripe i've heard going around is that the game has no physics-based system. See that delicious pot of stew on the fire? You can't take the lid off.
It's stuck there. Gnomes and Goblins gets a lot of flack for this and i suppose that downside could be justified for a game like Job Simulator, where the whole point of the game is to play with objects. But i don't think it's fair to say that gnomes and goblins needs a physics-based system.
After all, my RTX 2080 can barely run the game as it is on low and one of the most intensive things for a VR application to render is objects that can be moved and manipulated with physics. Gnomes and Goblins spends all of its processing power on looking amazing because it's a story--not a gam--it's a movie and you're living in it. I'd hate to see how many beautiful textures and animations the designers would have had to strip out of the game just so that i could pick up a piece of food and eat it in VR regardless of the fact that i can't actually taste it and i'm still hungry even after i've eaten 20 pieces of VR fruit.
I won't complain about this but people have. One thing i will absolutely criticize is how Wevr designed the user's interactions with ladders. i mean, just look at this ridiculousness, you have to basically walk out onto the air and then burn 5000 calories in arm gestures just to climb up or down.
You would think that i'm climbing down several stories here but no, that's just a short distance from one level to the next. So with all that said; was gnomes and goblins worth the wait? Yes. But can i justify its 30 dollar price tag? No. But when the price does come down or it goes on sale i would definitely buy it up for the price of say...
A film on blu-ray. For that price gnomes and goblins is definitely worth it and a must-have vr experience for anyone who's got a pc that can meet the specs coupled with a love for the fantasy genre. If this review was helpful to you don't forget to hit that like button and subscribe to my channel for more vr reviews how to's and let's play videos.