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Max Mustard: Toast extends its VR legs from plank to floorboard

Following the release of Ricie’s Plank Experience, one of early VR’s most memorable and important experiences, Toast Interactive is expanding its virtual legs into new territory.

The Australian-based studio is moving away from the room model to something different: a VR platform. It makes Max Mustard, the studio’s upcoming release that combines first-person and third-person platforming, feel like a surprising but welcome twist. We’ve known for quite some time that Toast was working on something “much more ambitious”, but I don’t think anyone predicted it would be an experience like Max Mustard.

Perhaps that speaks to the passion evident in the game from the start. When I entered the world of Max Mustard at Gamescom, it was clear that the genre was not going to be easy at all. The world has attention to detail and beautiful visuals, with gameplay clearly inspired by similar VR platformers (think everything from Astro Bot to Moss to Lucky’s Tale) while still trying to create unique mark for this genre.

Richie’s Plank Devs reveal new VR platform Max Mustard

Max Mustard is a new VR platformer from Richie’s Plank Experience developer Toast Interactive. Details and trailer here:

This is not an idea the studio is working on to please existing fans of Richie’s Plank Experience. By contrast, Max Mustard seems like the game the studio feels most passionate about making, regardless of the expectations of any current fans. Who knows how much crossover there will be between Richie’s Plank and Max Mustard fans. Regardless, at least Toast is aiming for something of quality instead of something cheap that only aims to capture the thrill of walking the same board a second time.

More than one platform

The platforming genre in VR is at a turning point. With the advent of the viral multiplayer game Gorilla Tag, there have been a series of releases since then that used similar movement to focus on first-person VR platformers, such as No More Rainbows and Upcoming releases Toss! and Outta Hand.

On the other hand, games like Astro Bot and Lucky’s Tale represent the ‘old’ approach, turning the existing flat screen format into an immersive medium. These titles take the basics of third-person 2D and 3D flat-panel platformers, then attempt to integrate that format into VR while also adding mechanics or interactions that take advantage of the immersive feeling of virtual reality.

Max Mustard falls into the latter category, which isn’t necessarily a bad thing – neither approach to VR platforming is better than the other. It mainly depends on the execution and perhaps, what the title can do to make a difference. In the case of Max Mustard, it has a few things going for it. The biggest highlight is how it tries to support traditional third-person, stick-based platforming sequences with some first-person elements that will also affect the world around Max Mustard as you move around. Move her through the levels.

As seen in the first trailer, you’ll use VR motion controls to wield tools like guns in a first-person perspective, which can influence the environment and open up new platforming paths .

Max Mustard also tries to rethink some of the assumptions from traditional platform games. For example, collectible coins aren’t as worthless as they are elsewhere – in Max Mustard, you’ll spend them on upgrades between levels, which unlock new abilities for Max and hopefully let you Aim for a unique playing style. The third-person camera isn’t static either – it will slowly move across the environment as you move Max around, as opposed to the fade-in, fade-out camera positions in a game like Moss. There are also mid-level power-ups to explore and special mini-game rounds between platforming levels to break things up.

All of the above forms a solid basis that positions Toast well for its second major VR title. The real test will be whether the experience holds interest – and has enough – in the 40-level campaign. The level I tried felt a bit easy to get through, but it’s also an earlier level and a game that, by the nature of its visuals, seems aimed more at a general audience than a truly competitive.

In any case, the level of passion expressed in the headphones makes the Max Mustard instantly appealing. The visuals are stunning and a huge step forward in style and art direction from the fairly basic presentation of Richie’s Plank Experience. If nothing else, the game promises to be extremely beautiful and you’ll be looking down at the world from a third-person perspective, which is an important element to pay attention to.

With Richie’s Plank Experience, the studio has captured the pure thrill and fear of immersing yourself in a horrifying scene in VR. With Max Mustard, the studio is instead aiming for a different style, moving away from the scale of the room and instead designing a world with much more complex and playful visuals. Tracking something similar to the previous was expected. Instead, presenting something different like this demonstrates a rare restlessness. It really feels as though Toast Interactive is trying to grow as a creative team and challenge itself to create something new, which is commendable.

What we tried at Gamescom was a positive initial look – we’re excited to try more when Max Mustard releases on VR platforms early next year.

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