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EVE: Valkyrie Review: The Cockpit Was the Whole Point

EVE: Valkyrie review: CCP's VR space shooter nailed flight combat but shipped a thin plot, weak solo mode, and a cross-platform plan that never arrived.

By mitch·6 min read
A spaceship fires lasers through an asteroid field in the depths of space.

EVE: Valkyrie asks one question of every player who straps on a headset: what if the cockpit was the whole point? CCP Games built its dogfighter from the ground up for virtual reality, and the answer, for a while, was convincing enough to make the case for the hardware itself.

Trailer, via IGDBcom.

A Cloned Pilot and the Guristas Breakaway

EVE: Valkyrie is a multiplayer dogfighting shooter set deep in the lawless regions of the EVE Online universe. Players take the identity of a cloned ace pilot, ostensibly remembering previous deaths and failures — a conceit that turns respawning from a menu function into something closer to a character trait.

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The Valkyrie themselves are a breakaway mercenary faction formed from the infamous Guristas pirate organization. Led by the enigmatic Ran, they are guns for hire, seeking profit or vengeance and preying on other pirate factions who get in their way. Immortalized through stolen clone technology and genetically enhanced for combat, Valkyrie pilots fly without fear and without mercy.

That is the fiction. It is thin, and the reviews said so. What holds the frame together is Ran Kavik, one of the plot’s central characters, voiced by Katee Sackhoff. Sackhoff is the only name the game has, and the casting is doing real work: a recognizable voice gives the mercenary outfit a face and a reason to listen to the briefing.

Chronicles, Combat, and Eight-on-Eight

The structure splits early. After the opening missions, Valkyrie divides into two mode options. Chronicles can be played in single player. Combat runs eight-on-eight player-versus-player missions.

As of September 2016, the game was primarily focused on PvP dogfighting matches. Single player existed for tutorials and several exploratory levels, and that was roughly it. The criticism landed hardest here: reviewers generally faulted the limited plot and the limitations of the single-player mode.

That verdict is fair, and it is also beside the point of what CCP built. EVE: Valkyrie is not a campaign game wearing a VR headset. It is a team-based action game that happens to be the most complete argument for the headset at the time.

The June 2016 Patch and the Trench Run

In June 2016, a free patch added a “trench” fighter pilot feature with new gameplay. The headline addition was Carrier Assault, a game mode with three gameplay stages. The final stage sends players on a “Star-Wars-like trench run” into the center of a ship.

The same update brought Boost Gates, which increase speed when flown through, a new Crossroads multiplayer map, new game modes, and a new bonus feature awarded to each player at the end of matches. The main menu was revised, and a new tactical menu was added showing all active players and their stats during multiplayer matches.

That tactical menu is the quiet, important part of the patch. A dogfighter lives or dies on whether a player can read the match, and giving pilots live visibility into who is on the field and how they are performing is the kind of change that shapes how a community plays.

“arguably the best VR experience currently available for the [Oculus Rift] platform.”

That is PC Powerplay’s line, and it is the standard the game was held to. The described arcade experience was praised for intuitive controls and exhilarating dogfighting features — praise that lands on the flying, not on the story.

Cross-Platform Play and the Headset Question

EVE: Valkyrie launched in March 2016 for Microsoft Windows for use with the Oculus Rift. CCP Games announced plans to enable cross-platform play between the three major VR systems: the Oculus Rift, the HTC Vive, and the PlayStation VR.

The game shipped across Oculus VR, PlayStation 4, PlayStation VR, PC, SteamVR, and Oculus Rift, and it launched day and date with the Oculus Rift on PC and with Sony’s “Project Morpheus” on PlayStation 4 — the headset that became PlayStation VR.

As of September 2016, though, the game was only available to players with the Oculus Rift headset through PC, and players with the PSVR headset on PlayStation. The promised cross-platform future was announced, not delivered. That gap matters more than any single patch note, because a multiplayer dogfighter’s health is a function of how many people can fly against each other.

What the Cockpit Actually Delivers

The game’s own pitch is the fantasy and thrill of being a real spaceship pilot in the midst of combat, and the immersive VR technology puts you right in the cockpit. You command a heavily armed fighter. The action is team-based and visceral.

CCP Games’ Newcastle studio developed it, and the studio’s bet was that immediacy and tactical depth could coexist. The Boost Gates, the Carrier Assault stages, the eight-on-eight format — these are the tactical layer. The cockpit view is the immediacy.

The result is a game that is accessible and immersive in equal measure, which is a harder balance than it sounds. Intuitive controls are what let a new pilot fly on day one. The depth is what keeps them flying after the novelty of the headset wears off.

The Score and What It Measures

EVE: Valkyrie holds a 7.7 out of 10 critic aggregate across eight outlets. That number is the right one, and it is the right one for reasons the game’s own marketing never quite admitted.

The 7.7 measures a game that solved the hard problem and left the easy one unfinished. VR space combat is genuinely difficult to make legible — depth perception, motion, targeting, all of it. EVE: Valkyrie made it legible, and made it exhilarating. What it did not make was a reason to stay when the servers were thin and the single-player mode was a tutorial with ambitions.

The plot is the weakest part. A cloned pilot who remembers dying is a good hook, and Ran Kavik is a good character, but the game does not build a story around either. Chronicles is a container, not a campaign. Reviewers said so at launch and the September 2016 state of the game confirmed it.

The Trench Run and the Case for the Headset

The June patch is the strongest evidence that CCP understood the assignment. Carrier Assault’s three stages, ending in that trench run into the center of a ship, is exactly the kind of set piece a VR dogfighter needs — a physical, spatial objective that makes the headset earn its place. Boost Gates do the same work in miniature: a mechanic that only feels right when you are inside the cockpit.

Cross-platform play is the part worth watching, and the part that never arrived on schedule. Announced support for the Rift, the Vive, and PlayStation VR is a promise about population. A dogfighter with eight-on-eight matches needs eight players on each side, and a player base split across three headset ecosystems is a player base that can starve. Until cross-platform play shipped, the game’s best feature — team-based combat — was also its most fragile.

So the 7.7 is not a knock on the flying. It is a measurement of how much of the game was actually there. What shipped was the best VR experience available for the Oculus Rift at the time, per PC Powerplay, and that is not a small thing. What shipped was also a multiplayer game with a single-player mode nobody defended and a cross-platform plan still sitting in the announcement stage.

KEY FACTS
– Release: March 2016
– Platforms: Oculus VR, PlayStation 4, PlayStation VR, PC (Microsoft Windows), SteamVR, Oculus Rift
– Developer / Publisher: CCP Games (Newcastle studio)
– Genre: Simulator — action, science fiction
– Modes: Single player, multiplayer; Combat is eight-on-eight PvP
– Cast: Katee Sackhoff as Rán Kavik
– Critic aggregate: 7.7/10 across 8 outlets

Verdict: 7.7 of 10. EVE: Valkyrie proved that VR dogfighting works. It did not prove that a thin plot, a tutorial-grade single-player mode, and a delayed cross-platform plan were enough to keep a multiplayer game alive. Fly it for the cockpit. The 7.7 is the cockpit’s score, and the game around it never quite caught up.

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