Archangel Gets PSVR Price Drop, Rift And Vive Versions Launch

by Jamie Feltham • August 2nd, 2017

When Skydance Interactive’s Archangel launched on PlayStation VR (PSVR) two weeks back it costs $39.99. That’s on the upper-end of what we’ve seen for VR games thus far, and it kept some from picking it up. From today, however, Archangel has a new price.

Skydance is dropping the game to $29.99 on the very day it launches for the Oculus Rift and HTC Vive for the same price. The drop comes surprisingly soon after launch, which suggests it may be a reaction to sales so far, but that’s just speculation on our part. Whatsmore, Archangel is also launching on PSVR in Belgium, Denmark, Finland, the Netherlands, Norway, Poland, Portugal, Russia, Sweden and Turkey today.

The game is an on-rails shooter in which players pilot a giant mech and fight off swarms of enemy units. On PSVR players could use either a DualShock 4 or two Move controllers to control the mech’s arms, aiming projectile weapons and punching nearby obstacles. With the PC VR versions you’ll be able to use the Touch controllers and Vive wands respectively.

Archangel boasts high-production values but is also short in length, lasting anywhere between three or five hours. That made the high price even more of an issue for some. We liked some of the game’s elements but found the story to be overly intrusive of the arcade gameplay.

“Archangel is an ambitious game, just in the wrong ways,” we said in our 6/10 review. “The on-rails gameplay provides a few hours of forgettable fun, but the emphasis on a generic story and cast is to its detriment. VR can blend narrative and interaction together in meaningful ways, but Archangel fails to capitalize on them. Still, this is one of the more polished VR shooters out there at the moment, especially on PSVR, and those of you with itchy trigger fingers will probably find a satisfying distraction here.”

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  • M0rdresh

    It’s about time we distance ourselves from the “length” of games just as we not going to shoot down a good movie just because it’s 90 minutes long instead of 2 hours or more, essential pacing aside. At the same time, it’s about time the VR industry understands that you cannot really go below 90 minutes without falling in the short-movie category and as such require a minimum criteria to belong at the box office and for said audience to spend money. Pardon the analogy, you get the point, I hope.