The EARTHBENDING VR game deserves better.

108,809
0
Published 2024-03-09
If you’ve ever wanted to FEEL like an Earthbender from Avatar: The Last Airbender, no game comes THIS close to fulfilling that power fantasy. From its incredibly immersive control scheme, to the hidden complexity of its physics-based mechanics, this game undoubtedly deserves your attention.

But for as much praise as this game has received, I think its popularity is severely held back by one crucial flaw. Which we will talk about.

You see, Rumble VR is one of those games that takes full advantage of motion controlled inputs. Similar to how in Broken Edge, you have to strike a character specific pose to activate your abilities, the same is true here. There are no buttons to push, only physical gestures to perform. Except, unlike Broken Edge, every player has the same move set and inputs, making for, in my opinion, a much more balanced experience. Although, that doesn’t necessarily mean EASIER. You’ll find that these moves require an intense level of accuracy and focus to input properly. SIMILAR to flatscreen fighting game inputs, these also require you to be decent at memorizing patterns, but UNLIKE flatscreen fighting games, the slightest deviation in your wrist angle or body position will have helplessly flailing your arms in front of you while your opponent hurls stone slabs at your head.

This need for near perfect physical accuracy means that, similar to a real life sport, hand-eye-coordination, repetition, and muscle memory are the keys to consistent results. If you’re having trouble performing a specific move, the only real solution is…practice. Thankfully, a lot of the moves are intuitive to remember. Summoning a wall has you lifting your arms straight up, throwing a disk has you making a circular motion with your arms, punching any rock surface feels like…well, punching. So even though remembering a bunch of specific gestures in the heat of battle sounds difficult, well it is, but its not impossible. Soon you’ll be able to execute moves faster than the game can keep up with. But the winner is rarely decided by who can spam moves the fastest, it comes down to who can use the right moves at the right time in the right way.

VIDEOS REFERENCED:
The Unintended Complexity of a VR Fighting Game
   • The Unintended Complexity of a VR Fig...  
An Interview With The Rumble Developer
   • An Interview With The Rumble Develope...  

Special thank you to my Virtual Bros and Virtual Supporters on Patreon, who voted to have this video made! :)
patreon.com/VirtualBro

Also, check out my merch below!
virtual-bro-shop.fourthwall.com

#avatarthelastairbender #virtualreality #rumblevr #pcvr #earthbender #steamvr #gamerecommendations #gaming #multiplayer #pvp

All Comments (21)
  • @Numbskulli
    The skill ceiling and evolution of this game is insane. Seeing people do basic earthbending at first and then watching the community evolve towards FLIGHT is actually insane. This game is goated with so many little techniques or combinations that it’s truly a unique experience.
  • @Seanythecool1
    To make a quick point, yes the game community is rather small, however in the official and unofficial discord servers there are loads and loads of people willing to help, play with, or teach any new player. Like literally the whole community is awesome, and if you ask someone to show you a move in the middle of a game, or to go easy, 90%+ players will do it.
  • @noahthecrazy1632
    The skill ceiling is still evolving, Flick: the highest level move was deemed useless until recently when people started experimenting and finding insanely high skill techs.
  • @bblvrable
    It's worth noting that the game is still in Early Access, so it makes sense to keep it PC exclusive until they finish the game. People playing it right now are, essentially, beta testers. If they launch the game on Quest right now, there's a risk of it flopping (or at least, the devs likely perceive that), because the game isn't where they want it to be yet. The Quest audience is huge, so they want to have the best launch on Quest possible. If it flounders on Steam, it's not like there were more than about 4 million possible sales there to begin with, while on Quest, there's >20 million. So I think you'll just need to be patient. When the release version comes out, I'm sure it'll hit Quest shortly thereafter, and you'll see the player count explode.
  • @galaxer2024
    Some people may have commented essentially this, but I'll drop my two cents really quick. As someone who's played Rumble a lot (450 hours), the biggest problem with the game is definitely the progression and the content, not the lack of a Quest version or player base. As is, the game essentially ends once you hit black belt, other than extrinsic rewards. For some, getting better and training will keep them going, but for many the lack of actual content will, and has, turned them off. This wouldnt change if a quest port dropped today. It makes more sense, in my opinion, to update the game, and get it to the point that it's better at retaining players than to hard focus on a quest port, release it, and end up with half or more of those new players leaving after they get black belt (essentially the game's end state currently). We've had surges in the player base in Rumble before, and they’ve followed the trend of a few days or a week of a ton more players and then back to 15 people online. Id hate for the quest version to essentially become the same story if it was released too soon, before the game feels more complete for a large portion of players
  • @shoeless_man
    Cheers for the shout-out! If you ever need a sensei just let me know ;) P.S. as a long-time viewer gotta say the new branding looks sick!
  • @billybobjrb818
    Even though the player base may be smaller than the game deserves, this is one of the best communities I’ve seen so far. Every game I’ve been in with a black belt (I’m yellow rn) and I’ve been messing up my moves, they would always take the time and help me get better, and show me different combos I didn’t know existed. Great community for a greater game
  • @aswd1979
    glad people are finding this game it seems like a lot of new creators are looking at it.
  • @simonreed8986
    0:55 is the kind of moment that hooks you on a game. I can’t wait to get VR and try this game out
  • i actually like the fact that you need to wait between matches and i absolutely love how hard it is in the beginning. this keeps people who have no patience and can't handle frustration away from it. and the few times that no one is on the servers at all, i just train some combos
  • @sdrawkcabmiay
    You get xp for winning or losing. You get the moves way faster than you think. You can get max level in about 30 matches or 70ish is you NEVER win. The quest can't handle this game currently, but it's not because of the graphics. Its literally everything else that was programmed before the quest was even a thing. It was made for pcvr because that's what people played at the time. The time between matches is the perfect time to practice and I never have to wait more than a couple minutes if that to find a match in the US east server. I make some tutorials for RUMBLE. This game is VR done right! This game feels SO good, and it's definitely been my favourite since its release! Thanks for bringing it to more peoples attention👍
  • @overseergamesyt
    I remember seeing about this game and watching videos about it back in around 2020 or so and I was so excited and I will be here to support you all the way
  • @Wily_Wendigo
    There's a more underlying issue than the low player count. It's the fact that the servers are exclusively pier to pier. This means computers are connecting directly to each other, so whoever's computer is doing all the physics calculation (the host) has a huge ping advantage on the other person. This means that if you aren't the host all your moves will be significantly delayed, meaning you're disadvantaged from the beginning of the fight.
  • @Blu_Bear
    So glad this incredible game is getting the recognition is deserves!
  • @The_Beerex
    Quest development gets considerably more difficult even when the game is already fairly simple graphically. Content development on games from smaller studios (A Township Tale comes immediately to mind) slows down drastically as more time needs to be put into optimizations for the game to run smoothly on the hardware. While it would be great for the game to come to quest asap, it’s probably for the better that Rumble stays on PC for now while they develop features they believe will be more valuable to the core experience of the game before digging into the beast that is Quest development.
  • @BubiYouTube
    Okay, I need to get a source for that wired quest catapulting fail. I can't stop laughing 😂
  • @gemshards6062
    Rumble exclusively is not the problem of rumble. And by adding it in quest store you wont solve the problem THE problem of small player count - that usual player will immediately drop the game because of frustration, after trying to summon disc for 20 minutes in tutorial zone