PSVR Review – Light Tracer

PSVR Review – Light Tracer

Back into the land of the virtual.

A long time ago I snagged Light Tracer, back when I owned PSVR for the first time (yes, I stupidly sold it) but never got around to playing it, and had written it off as I no longer had a PSVR.

So I figured may as well blow off the digital dust and dive into this little gem.

Light Tracer is a MC Escher like puzzle game, where by you girl a little princess up a tower (no so unlike the tower of Babel) to the gods residing at the top, in an attempt to save her people from a sickness that put them all into a slumber.

This plays out over 8 levels and about 5 hours of playtime.

The game is both fantastically designed, and a frustrating mess all at once.

The concept was solid, the world itself is made from floating platforms that continue to ascend. It can be turned and manipulated with the left wand, and some items can be pulled, or moved with the same hand.

This works about 70% of the time.

As there is no real sense to the rotation of the level, it can sometimes be frustrating to get the camera in the right place so you an continue or make a jump.

This frustration can be compounded by the fact that the princess is not super responsive.

She is essentially a cat (not literally) that follows you laser pointer from the wand in your right hand. You point a beam of light and pull the T trigger, and she will approach follow the pointer.

This is terribly frustrating at times when you angle is just slightly off, or you lose tracking, and on a key jump she plummets to her death.

This will happen about 200 – 300 times in your play-through.

Now that is not a total bad thing, the game would have been a cake walk outside of VR, but the unique puzzle and angle ideas really worked well in VR.

Just go in knowing you will be cursing under your breath sometimes.

The story itself is kinda cool, nothing ground breaking, and it plays out in between level cut scenes.

It came to a surprising and satisfying conclusion.

And speaking of which, after the game is over, you are shockingly treated to a trailer for the sequel, a game literally no one is talking about. It looked reeeeeeealy rough, but it was nice to know they are moving away from this to a more traditional 3rd person adventure game.

No clue when it is coming or how far along it is.

All in all a fun little weekend romp, I would recommend it to anyone looking for more puzzle games in VR.

A decent 7/10

PS4 Review – FE, ironing out the kinks….

PS4 Review – FE, ironing out the kinks….

So I stepped out of VR for a bit of a brain break and ran through FE last weekend. AS much as I love VR, a man can only take so much in one week.

I had a lot of initial reservations about the game when it came out earlier this year.

Reviews panned it for terrible controls and game play, and I had decided I was going to skip it entirely based on that aspect, as nothing ruins a game for me faster than shoddy controls.

I will tolerate plot holes, shitty graphics, and a myriad  of other issues in a game, but if you give me bad controls you are dead to me.

But this past black Friday FE was marked down to just a few bucks. So I figured even if it is dismal, I can just delete it.

Well color me surprised when it turned out to be MUCH better than I expected.

The game itself revolves around a small woodland creature, it is kinda a mix of a wolf pup and a squirrel for lack of a better description.

You set out on an adventure to save the forest you inhabit from these evil entities hell bent on enslaving all the woodland creatures.

The kicker is, unlike some Disney movie, you cannot actually communicate with them.

You speak squirrel thing, and they speak, bird, or wolf, or elk, etc.

So once you complete a series of tasks to help these creatures, like recovering eggs for the mama bird from said evil creatures, you learn their language.

Thus opening up the abilities in the game.

Once you speak bird, you can talk to the lesser birds and have them fly you all over the game. Or you can commune with some plants to have them open up and give you a seed to throw at enemies.

All of the 6 languages play out this way, each with its own realm and ability to learn that will help you through the world.

It is a solid idea that plays out rather nicely.

The story itself is a little hard to eek out, as it plays out mostly through cave paintings and flash backs found in hidden (and some obvious) stones that put you into the eyes of the evil creatures.

Truth be told, like many indie games, I had to head online to get an explanation to what I just played (one of my major gripes with indie games in general)

It was a heart warming little trip that lasted about 4 hours. But all in all was satisfying front to back.

One thins I will address is the controls.

I can see how some reviews slammed them, but I think that was honestly shoddy journalism.

The controls are different, but never did I find them painful.

Once example I will give is tree climbing, in most traditional games when you latch onto an object to climb it, you move the stick forward to traverse it.

Well in FE once you “stick” to a tree, each press of the jump button moves you up, and when you are on the top, if you press jump again, you jump off.

This is a bit annoying for about 2 mins, til you realize you cannot just hammer jump like crazy. You have to practice a little restraint.

Little gameplay quirks like this is what in my eyes sets FE apart from all the other 3d platform clones out there.

Sound and visual were every nice as well, looking fantastic on the JVC projector. Inky blacks in the forest and shadow detail really pop since my nre calibration.

Sound was amazing too in simulated Atmos, with the wind and environment of the forest coming alive up above.

All in all a great package and a fun game for a quite afternoon.

A reasonable 7/10

PSVR Review – The Inpatient – Avoid at all costs!

PSVR Review – The Inpatient – Avoid at all costs!

So moving down the PSVR road we have Inpatient.

Lets get this out of the way right off the bat.

DO NOT PLAY THE INPATIENT!

Why?

Is it too scary? Nope

Is it too hard to take in VR? Nope

Is it a steaming pile of crap? DING DING DING, give the man a prize.

Warning, I am going to completely spoil the game here, so you dear reader, will not have to endure the torture that it is.

The game had such a solid foundation, it is about the events that preceded Until Dawn (one of my favorite horror games of all time) and was by the original developers (Supermassive Games) and was somehow completely bungled.

My best guess how is that like so many developers, indie and AAA alike, they have no concept of how to make a game in VR.

We are stepping back to the 80’s here in the floundering days of Nintendo and story telling in games.

The game like its predecessor has multiple branching decisions that will lead to 4 different endings.

What it does suffer from though is a completely lousy path to those decisions.

You start off strapped to a chair (in an obvious attempt to capture the restrained feeling of the Resident Evil “Kitchen” demo) whereby you are asked some questions that really lead nowhere.

Trying to regain you memory after some trauma. None of which ever becomes clear start to finish.

It is eluded to you are a Dr, but there is no proof of it.

The game plays out primarily with you locked in a room with you new roommate. Who is also maybe a Dr.

All in all it was hard to tell. Events happen outside the room whereby a bunch of miners turn into Wendigo, and start killing all the staff and patients alike.

How did this happen?

Who knows, it is never explained.

Your door just magically opens one day after what is about 1 week in game, you cell mate, now completely insane, just vanishes, only to show up later in the game perfectly healthy and fine.

Was it all a dream? Was she there? No bloody clue, because IT IS NOT EXPLAINED.

Are you getting a theme here?

That is In Patient in a nutshell.

Lots of small jarring conversation and events, that lead nowhere and have no context or sense to them.

Short of the Blackwell Hospital, and the Wendigo, there is ZERO ties to Until Dawn.

Or so I though.

Apparently if you do a super human series of events, make all the right conversation choices, then you get a special ending, whereby you finish the game as a Wendigo, ultimately finding out you turned into the Wendigo that attacked Beth and her friend encounter at the start of Until Dawn.

What do you get with just normal choices?

A slow ass gondola ride down the mountain, then credits. No wrap up, no “OMG we made it” moment, just a trip in silence and an elation that this turd of a game was over.

Now for the controls.

They were typical VR fare, where you have the ability to go full free rotation (my preference), the issue was primarily with controller detection. I constantly could not grab things I had to in the game, with my “hands” popping around and out of place. Trying to push buttons or turn knobs became a huge chore.

Another major issue was the pacing. This being a walking sim, you had to walk slow like molasses behind NPCs. Now I get pacing in a game, but this seemed like an intentional slog just to garner more time in the game.

The only positive I can offer here is it was over damn fast, lasing only about 2 hours total. Thankfully this was not a 8 hr game to endure.

I sincerely wish The Inpatient was a better game, because its roots were so damn strong.

But instead we have this me too approach to VR where companies feel they can just pop out any piece of crap and we will buy it.

Sadly I did, and the only bright spot here is I get to sell it used to some other sucker.

A dismal 1/10, and I do not recommend any of you play this. Go watch a Youtube video of the playthrough if you are a sucker for punishment.

PSVR Review – Moss

PSVR Review – Moss

So, furthering my deep dive back into VR I checked out the critically acclaimed PSVR game Moss.

This was one of the more refreshing titles I have played in VR.

The attention to detail in the world is outstanding. From the leaves on the trees to the dust particles in the air, you can see that Moss was made with love.

The story narrative plays out via a narrator of a story book, with you in a dusty old library, and a magical book telling of an adventurous little mouse on a quest to save her family.

At the core Moss is an environment puzzle game, solving rather simple puzzle (and a few tricky ones) to go further on your quest.

The entire package is very well crafted, and the story (while WAY too short) actually had me crying out for our little heroine victories.

The controls are spot on and out little heroine with sword and doge combat playing a significant role.

I never felt like I was fighting the controls to move along.

The only small gripe I do have is with VR in general on the PS4. This happens in a lot of games.

The game often seems to assume all us players are just hovering over our sofas. The healing mechanic in the game revolves around you reaching down and putting you hand on your little mouse. Well often times this was below my seat.

I eventually had to re-calibrate, move my camera back, and sit on the edge of the sofa instead of reclined so my hands go down father than my lap.

Now this did not happen often, but it did happen enough to irk me.

As mentioned early, Moss is not particularly long, clocking in at about 3-4 hours, it was over just as the story was starting it seemed. You feel part of a much bigger world (no surprise, you are a mouse after all) but the overlying tale seems pretty great, it is just unfortunate that things end just when you want more.

Guess it is better to keep people wanting than to end on a low note.

This is a must own title for PSVR (or PC VR). It truly showcases just how awesome VR can be when done correctly.

A solid 8.5 / 10.

PSVR Review – Transference

PSVR Review – Transference

So I am taking another dive into VR right now and blowing through a handful of games I snagged recently during the PSVR anniversary sale.

First on the roster is Transference.

I first saw a trailer for this in a stage demo last year during E3. Elijah Wood (of LOTR fame) was backing the project and involved in the development.

This game me a little hope that this game may be something different. With Big Hollywood involved in an indie game, maybe it would be something special.

Well sadly I am there to say, it was not special in any way shape or form.

It totally missed the mark for me.

 

I found it suffered from Indie game syndrome. Whereby someone who does not really know how to write a solid narrative sprinkle some interesting concepts around that never really gel and the story is not fleshed out unless you look under every rock or go online and try to figure out WTF you just played.

 

Now I will preface this with a warning. I am going to completely spoil this games story, so be wary.

 

This is Transference in a nutshell.

 

The game plays out with you in a presumably virtual world, having downloaded your “mind” into a computer, so you and your wife and child could live forever as a unit.

 

The concept is strong, but the game itself plays out in disjointed perspectives and family member “worlds”

 

It all takes place in your apartment in Boston I believe, and you roam around in a walking sim in the same apartment from 3 different “brain” dumps.

 

Now the main issue is, nothing makes sense front to back.

 

Your backstory and family interaction play out by finding old video tapes and cds that will show you a FMV video recording of certain events, from a birthday party, to you as a mad scientist.

 

This is all well and good, but none of it made any sense. You were a dysfunctional family, and you tried to get all of you together to live on forever in “VR” essentially.

 

But Why?

 

None of it was explained.

 

Your kid was not dying, your wife was healthy and sane, so there was no reason I could find that would explain why they did this.

 

Coupled with the fact that you pretty much had to be put on ice, literally, to stop brain function long enough for a mental snapshot to be taken.

 

So you would have had to pretty much bring your family to the bring of death to brain dump them.

 

The game itself shows you pretty much ghosts of your wife and kid and how they are “trapped” in this VR world, your child being terrified as he cannot find his parents, and your wife crushed by depression because you have not showed up.

 

Your purpose I thought was to reunite all of you as a family.

 

But nope, after 2 hours of walking around, you find 4 crystals that do… something? And then the game ends and you get a final video of you talking to you.

 

No family reunion, no payoff, just Meh… then credits.

 

What a waste of 2 hours.

 

The best thing I can say about the story was at least it ended quickly.

 

Also in true VR style, they resort to a few non-sensical jump scare.

 

There is some 8 bit looking monster that will charge you if you go into the dark.

 

Why is it here? What is it? None of that is explained, just some ominous dark force that kills you if you stray from the path pretty much.

 

From a VR perspective I found it frustrating on a technical level as well.

 

The speed for smooth turning (my preferred method) was WAAAAY too fast, even at the slowest speed in the options menu, it was nausea inducing, and I have a strong VR stomach.

 

You would whip around faster than a turn in a FPS like Call of Duty. Totally jarring in VR, even with brain hacks.

 

Additionally I found that item placement was a pain in the ass at times. Where clickable item were too low for standing mode, and too high when crouched.

 

So when sitting you had to bend way forward to maybe get lucky enough to be able to click a drawer to open. Or if you crouched, the draw was face level, but you could not see the contents as you were too low.

 

All in all, this was a terrible game. And if this is what we can expect when actors get involved in games, then please guys, stay on the big screen and let the real game devs tackle VR stories.

 

A horrendous 1/10 and I do not recommend it to anyone under any circumstance.

PS4 Review – Shadow of the Tomb Raider

PS4 Review – Shadow of the Tomb Raider

When Lara Croft came back on the scene in 2013 in the Tomb Riader reboot it took the gaming world by storm.

We got to see a venerable young girl marooned on an island, and the events that started to shape her into the Tomb Raiding woman she became.

It was a title about growth, about survival and about family. You felt like you had to protect her, keep her safe.

Well 5 years later, and now Lara is a full grown woman, and no longer needs protecting, if anything she may need a bit of counseling to help her get over the murdering predator she has become.

Now before I get into the review, there is one thing I did that made Shadow an infinitely better game. The developer added in something I have never seen in a game before.

3 levels of difficulty sliders.

You have one for combat, one for environment and one for puzzles.

What these do if pretty slick. The environmental slide will turn off hints of when to press X button or whatever, but more importantly it turns off the traversal highlights present in so many of today’s games.

Gone are the white painted lines along the path you need to climb. Instead you have to logically look over the area you are in and find the path to travel. This adds way more fun and challenge to the game.

On top of that the puzzle slider turns of Lara’s dialog to help you along. There are no tips for how to solve environmental puzzles, no hand holding at all. Which is a welcome change as well, as it seems most modern adventure games pretty much let you turn on autopilot and just go through the motions.

Sadly though Shadow of the Tomb Raider is a mixed bag.

On the surface, you have one of the best adventure games ever made with the new difficulty mode. But below that you have a bit of a technical mess with a terribly disjointed and at times nonsensical story.

The combat here is completely geared towards stealth and bow use. So much so tha tthe gun combat feels terrible. The aiming is slow, the bullets do not do enough damage, and the ammo is almost non-existent in the game.

You can totally tell the developers wanted you to sneak around and snipe people with the bow, but someone higher up insisted they put in other weapons.

When you play the game like they force you to do, it is damn good, but as with all stealthy games, make one mistake and all hell breaks loose, and in this case, you almost always die due to bad combat mechanics.

The stealth thankfully is very good though. You can cover yourself in mud to hid in the bushes better and not be seen by infra-red googled enemies.

You can punch from trees like a panther, or string up your enemies in tress like a spider.

It is a great system when it works.

The real mess though comes with the story, or really how it is presented. I will give you a non-spoiler idea of one terrible spot.

After a level you meet up with your 2 companions just as a helicopter is leaving damaged, Lara comments she is going to chase after it. She turns to run down the mountainside, and just as she does, as lava and mudslide come crashing down the mountain behind her. She rushes through a village that is getting wiped out, coming to a crashing conclusion as she dives off a waterfall. Where he friend from the top of the mountain picks her up in a boat.

Well…. Your “friend” that you ran away from 10kms away would have been covered in lava and mud as the slide was 5 ft behind you when you set chase to the chopper. And somehow, he magically teleports down to a boat.

It is as if Edios had these great action set pieces they wanted to show off, but had no clue how to include them organically.

Tomb Raider and Rise of the Tomb Raider did a great job of this, but then again those games were much more solo. This title keeps you friend in tow for a lot of the game, him showing up at the end of tombs and villages to add some humanity to Lara.

But in reality he is this magical pawn that can jump anyone on the chessboard and never get hurt, just to further the plot.

All things taken into account, Shadow of the Tomb Raider was a good game, but it had the potential of being a truly great game.

The puzzles and traversal were the best I have seen this generation, but the story presentation and technical issues mar an otherwise perfect title.

An unfortunate 7/10. A must play for fans of the series, but newcomers may be let down by the jarring stroy and the odd plot devices.

PS4 Review – Knack 2

PS4 Review – Knack 2

So when the PS4 launched in 2013 one of the little looked over gems was Knack. In true new console form, there is always one or two games that are a new IP, and seem to show off the new tech, all the while being thoroughly mediocre.

Knack however bucked that norm and turned out to be a bit of a cult classic. Looking like a Pixar movie certainly helped.

And while the game never sold stellar, it did however sell enough to warrant a sequel.

Enter Knack 2, a bigger, bolder and better title all around.

Now to jump in to Knack 2 you really should check out the first one, as the game assumes you know all about Knack and his merry band of human companions. So the story may seem a little jarring to a newcomer as there is no introductions to characters or origins to Knack.

At the core of Knack 2 it a brawler meets platformed, but with a twist.

Knack can take on little pieces of ancient rocks and such and grow bigger and bigger, from the size of a small dog, to a 30ft tall behemoth.

This allows for some really robust game-play changes throughout.

The levels do not all start small and end big as it is directly tied to the pickups you are given, so some levels they may push for a titan like battle with a massive Knack, and others keeping him tiny and having to stealthily sneak through levels.

In addition to this, you have various types of “coating” cor Knack, from metal which will make you super strong, to prismatic glass which makes you die in a single hit, but able to pass through laser grids.

You can really tell this is a passion project for the creators, as there is a lot of little detail and a whole lot of love in how Knack is presented.

The platforming side of things is sadly where the game can fall a little flat.

Level traversal can be a little less than stellar, especially the larger Knack gets, ge can slip off of platforms, miss entirely sometimes, just a few minor annoyances that should have been smoothed out.

Some of these can me mitigated a bit by the skills you unlock, one being the ability to not die when you miss a jump, instead it just pops you back up to the last platform you jumped from.

It seems like this was the devs way of acknowledging the issue, without fixing it.

A decent 7/10 and all in all Knack is a great family game that you can play with the kids via couch co-op if you like.

PS4 Review – Marvel’s Spider-Man – really does whatever a spider can, and more!!

PS4 Review – Marvel’s Spider-Man – really does whatever a spider can, and more!!

So my second most anticipated game for this year behind God of War was Spider-man.

2 years ago we saw the debut at E3 of a CGI trailer. It looked amazing, but usually the CG stuff does, it is damn hard to get a gauge of how a game will be from that initial tease.

Hence why I think so many developers are now showing off in-game footage 1st and foremost, so we all have a rough idea what is being show is real.

So fast forward to last years E3 where we finally got to see Spidey in action, and it looked amazing. Jaws dropped in the auditorium, yet we still held on with a little skepticism, as we have all been burned by companies like Ubisoft before.

But this year, 2018 E3, that was when the curtain truly got pulled back and we had our first real taste of a close to finished product that made all us fanboys drool.

Well the day is finally upon us, and I can tell you up front, after having just hit a Platinum on the game, it 100% lives up to the hype.

I can;t recall a time in recent memory where a game lived up to the hype Spider-Man has built up.

Front to back, this game is nearly perfect.

The story is fantastic, with lots of little unexpected twists and turns. Some are predictable, but it is hard not to be when you have so many years of comic history and movies behind it.

Yet through all that Insomniac still made a very solid entry to the Spiderverse.

The only gripe I can offer about the story is the pacing. for the first 80% of the game, the pace is rather leisurely, you complete missions at your own pace, and that holds true start to finish. But the game goes from just a friendly neighborhood spider doing his thing, to a bullet train in no time.

The final act is 100% action, back to back boss fights.

This is after about 25 hours of build up.

So it just felt a little jarring after the way the rest of the game played out.

When Spider-man really shines though is in the game design. The city traversal is top notch, from web swinging to wall running, the game is just fun. And that is a key element here.

We have had a lot of open world games, that by the 40hr mark you are absolutely sick of running on rooftops or diving into haystacks.

Spider-man never loses that feeling of wonder though, There is just something cathartic about swinging around the city mindlessly. Stopping to take down the occasional thug squad.

As the game progresses you get more and more swing abilities as well, from doing fancy flips in the air for bonus xp. To the ability to drop from the sky like a bomb on a group of enemies.

The only part that falls apart a little is in the later part of the game when you unlock the challenges.

2 of these types of challenges will have you racing after a drone or chasing down bombs in a limited time frame. Completing them requires little effort for a Bronze medal, but if you are trying to unlock all your gadget abilities and suit add-ons, then you need to hit gold on every one of the 14 challenges.

This becomes an issue due to the traversal mechanics.

Because you have to go as fast as possible, the system starts to show its flaws. That nice leisurely swinging, now becomes a frantic button mash, with Spider-man gabbing onto things you do not want.

Like swinging into a wall and now he is crawling up it. Totally breaking the flow, and blowing your chance at a gold medal.

Now the good news is, you only need enough challenge tokens unlock all his suits to get the Platinum trophy, so you can pretty much get bronze on all of the chase challenges, and still end up with enough tokens from the other 2 types, a combat and a stealth challenge.

Those are still timed and tough, but without much effort I was able to get gold on most of them, giving me enough medals to get all the suits, plus some left over to upgrade some gadgets.

Lastly we have the graphics and sound.

The sound is Spider-man is outstanding. The entire theater was filled with New York, from sirens whining in the distance to the bustling crowds. Every little detail fills your room with a Atmos setup. Helicopters whirring overhead, to thugs tossing taunts, I don;t know that I have heard a better sounding game in terms of environmental ambient noise.

When closing your eyes, you would be hard pressed to not know you wern’t in NYC.

The graphical side of things were a sight to behold as well in glorious 4k/HDR.

While I had to adjust my normal HDR levels a bit due to the overall darkness in the game, it was all in all one of the better looking HDR presentations so far.

They really knew how to milk the power of the PS4 Pro to its fullest.

Aside from the HDR, the game overall looked amazing. The trees swaying in the wind in Central Park, the towering video screens in Times Square. All of it looked outstanding.

Another cool little feature Insomniac added in was interior building details.

Most games will show lights and such in building that give you an idea the city is at least awake at night.

BUt here, Insomniac actually added in 3d looking images into windows. So you could see furniture, sinks, offices, you name it.

Now it was all a clever trick as they were all just flat 2d images, but they felt deep, like you were peering into people private spaces. This is just another little nuance that added to the realism in the game, gave it a sense of reality we do not often see.

All in all Spider-man is a masterpiece, you can see the love and care that went into making it in every little detail.

So hats off to Insomniac for a brilliant job, and here’s to hoping we don’t have too long to wait until Spider-Man 2 swings onto our consoles.

A web-tastic 9/10 and a high recommendation for anyone who loves open world games, or NYC.

One last thing, this is hands down the best costume in the game:

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AV Review – EluneVision 4K ALR NanoEdge Screen

So when we first built the Coffin Family Theater 2.0, one of my biggest challenges was finding a screen that would get the job done.

When we planned the room we decided that the projector was going to go into an AV room directly behind the theater, this is rater common practice, it keeps the room cooler and quieter, but at the cost of a very long throw distance.

The farther from the screen a projector is, the less light it will produce, much like when you shine a flashlight into the dark, 2 ft in front of you it is bright like daytime, 20 ft away you cant really see.

So the premise is the same for home theater projection.

The farther you put the screen, the less lumens that will hit the target.

The way that you can compensate for this is with a high gain screen, I previously had a Da-Lite Pearlesence 2.8 gain screen, which was bright as the sun in a light treated room. Sadly the trade-off was losing the inky black levels that my JVC projector is so capable of producing.

What you get is super bright whites, but slightly grey blacks at the very best of times.

So in the age of 4k and HDR, it seemed like a logical step to find a more appropriately suited screen for the theater.

The problem I found sadly is, there is no high gain screens left on the market.

With projector manufacturers having better and better contrast and brightness, the screen industry moved away from making these high gain screens because now the projectors were doing that heavy lifting.

So after many days of searching and researching, I landed on the EluneVision ALR 4k NanoEdge screen.

With a gain of just 1.3, and being silver instead of white, I hoped and prayed it would get the job done, especially since the price tag was insanely high at $4830cdn.

Now before I get into the assembly review (spoiler alert – which was a nightmare), I will talk about the actual picture I get now.

In a word, it is outstanding.

The crispness and clearness of image in darkly lit scenes is amazing. Detail I simply could not see before because it was washed out, is now replaced with subtle black tones and shadow details.

Subtle shades in clouds in HDR will now pop off the screen. Neon lights contracts accurately again the pitch black of night in Ready Player One.

Color looks more natural and not nearly as washed out.

Now all of this is great and all, but getting to that stage, was an absolute mess.

The frame for the unit is made from machined aluminum and weights a ton, about 50lb all told for a 164″ screen.

There are 2 layers to the frame, the actual frame the screen attaches too, and then the nanoedge velvet frame that surrounds it.

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They both work in perfect harmony when installed right.

In my case, installing it right was not possible at all due to a manufacturing error, one that to this day, has not been corrected, and sadly i doubt will ever be. But more on that later.

Once you assemble the frame, you have to tip it up, lay the screen material on the floor face down, then place the frame as carefully as possible on top of it.

This in and of itself is a very challenging 2 man job.

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You must balance a 50lb, 7ft x 10ft frame over what is essentially the worlds most fragile rubber band, and place it down gently enough as to not scratch or crease it.

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Once that pain is behind you, you must pull the screen with a little hook and put on tension springs to make it taut, think of it like stretching saran wrap over some leftovers, just way more tedious and annoying.

 

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Now my problem came in what I can only assume was a manufacturing error. They did not make my screen as wide as it should have been. So while stretching top to bottom worked very easily, stretching it width wise took herculean strength, to the point that the material started to rip at the seams and corner.

And still once I pulled til I was blue in the face, it was not enough.

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That little red knob should be up to the Velcro, missed the mark by about an inch on each side.

Now this may not have been such an issue had I been able to actually get the Nanoedge trim on, but the springs themselves were in the way of the secondary frame attaching. So there was no way to affix the velvet masking on the left and right sides.

What this left me with is the seamed edge showing on the face of the screen, completely unacceptable as this sticks out like a sore thumb when shooting an image on it.

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At this point I contacted the shop who sold it to me, and they put me in touch with EluneVision support.

Who to this day, has not given me a solution, not a replacement piece of screen material.

They suggested I just pull it more… Which at this point is completely impossible. Over and over suggesting I installed it incorrectly…

Let me just say this thing is so tight you could use it as a trampoline, but that is hard to convey in pictures to a man at a desk 3000 miles away.

I jumped through a pile of hoops to do everything they suggested, from completely removing and re-tensioning the screen, none of which helped.

They finally just stopped returning my emails, leaving me with a $4830 problem to solve.

Not at all what I would expect from such a high end piece of AV equipment.

But lesson learned, never will I do business with these hacks again.

I had to come up with my own solution, which pretty much worked out to making my own black trim from plywood, 2×4’s and fabric on the left and right side.

Talk about a trailer trash fix to what should have been the Cadillac of screen.

Once everything was said and done, I am thrilled with the image I am getting, and that is all that matters now.

Just wish I had got what I paid for, instead of the sub par mess.

All I can hope for is that you dear readers, will see this and thing twice before picking up one of EluneVision’s screens.

You are much better off looking into Stewart or someone similar.

AV Review – SVS PB-Ultra 16 – Bring on the BOOM!

So after close to 5 years in our home theater now it has seen many updates and changes. From adding speakers for Atmos, new pre-pros, a few new projectors and a new screen, none have had the literal impact that adding a second sub-woofer has.

Many year ago I grabbed a SVS PB13 Ultra, and it blew me away, we had a small little theater back then, jammed into an old bedroom, so the “little” sub did the job great, it could easily pressurize a 200 sq ft room.

Fast forward 4 years, and drop it into a room almost double in size, and it just lacked that room filling bass I was used to.

I did compensate a bit by having 2 built in Buttkicker LFE in the front row of seats, but there was always something lacking, missing that punch you in the chest bass when something explodes.

So enter the PB16 Ultra, the latest and greatest subwoofer from SVS.

Packing a massive 16″ driver powered by a killer 1500watt Class D Sledge amplifier and with it’s own built in DSP for tweaking (via the SVS app for your tablet or phone).

Weighing in at a whopping 174lbs (more than I weigh for heaven sake!) and bigger than your average dishwasher, it is immediately apparent this sub means business. I could barely get it through the door to the theater while still in the box.

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Unpacking the beast itself even posed a challenge, I have never had such detailed instructions on how to remove something from cardboard box before.

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Now one of the hardest things about putting 2 subs in the same room and getting them to play nice is placement. This was a bit of a challenge as doing a sub crawl with a 175lb sub is just nuts. And there is no way you will be putting this thing into your listening position either. So I pretty much had to decide on where I wanted it and let Audessy hopefully smooth things out.

My original plan was this unit would replace the PB13 Ultra, but after a lot of hours of tweaking and moving the PB13 around, I found a combo that allowed them to play together nicely.

** Not the Final resting place for the PB13, just first pass **

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Once positioned, Audessy32 really did all the heavy lifting, no pun intended. It is hands down some of the most amazing calibration software available to the masses.

Back in the day I used to do it all by hand with a SPL meter. Speaker by speaker, micro adjusting the SPL of each one, it was a half a day process when you made a change.

Now with the addition of Audessy, it takes about 30 mins total to do a full room calibration, which includes full room correction, something that is imperative in a large room with treatments.

Another nice feature that SVS has is a weird analog method of tweaking performance. All the large SVS subs come with foam port blockers, this enables you to move your boxed sub from a ported design to a completely sealed box, or a hybrid in between, with each port blocked dropping the low end bass a few hz while increasing DBs to the lower frequencies.

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So all ports open enable you to get solid performance to 15hz with a 10db hit, with all ports closed though you can take 14hz up by 10db to theater reference levels.

It is an odd little feature that can really make a big impact.

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So with all the tweaks and setup behind me, it was time to check out the performance.

One of my fondest memories of my little PB13 was the first movie we watched, How to train your dragon. When we first watched this many years ago, the PB13 rocked the chairs we were in during the final battle with the uber dragon. The whole room, heck, the whole house shook when he flapped his wings. This was something that has been missing since we build Coffin Theater 2.0.

Well I am glad to say, that feeling is back.

I popped in the HTTYD disk and immediately jumped to the same scene. After a few minor tweak to the SPL level of the sub via the app, I was again enjoying chest pounding bass, something lacking for almost 5 years now.

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The first full length action movie I watched was the fantastic Ready Player One. I invited over all my guys for the subs debut performance and holy heck, it did not disappoint at all.

I have never in my life heard and felt such impactful yet nuanced bass. From the subtle thrums of the soundtrack, to the gut punching wreaking balls, from King Kong’s rampage shaking your eyeballs to Mega-Godzilla’s stomping that made me wonder if my houses foundation would hold up.

This sub is the real deal. With crystal clear bass and enough power to pressurize a 350sq ft room by itself.

About the only thing I could see scaring people away here is the price. Up here in Canada they run a staggering $3999. It is a little better in the US, coming in at $2499.

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If you are down south, you may be able to grab one of these for a deal from 3rd party Amazon.com sellers. I have seen them as low as $2099 for open box returns. Sadly they do not ship to Canada, but that is not to say you could not order one to a border town and go for a drive to pick it up and save yourself a grand or more.

That said though, if you can afford it, it is worth every nickle. You are unlikely to find a better sounding, harder hitting sub on the market today.

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