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Thrasher

Thrasher

Written by Eric Hauter on 7/24/2024 for QW3  
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When I heard that Thrasher was the follow-up from the developers the VR cult classic Thumper, I expected another oppressive, vaguely threatening rhythm game. Thumper had a unique vibe all its own, one that made the player feel that when they lost, not only would they lose their life, but perhaps their very soul would be forfeit to some malevolent digital elder god. There was no story to speak of; Thumper was all vibes, needing no narrative to scare the hell out of VR players with music and lights.

Thrasher dispenses with the rhythm gameplay – though music is still very much a part of the experience – in favor of something new and unique. But the “this game kind of hates me” vibes are all intact; each level is a heady mix of a lost 1970's Journey or Boston album cover, the digital polygonal relentlessness of Tempest, and the sort of 80’s technicolor AI murder images that would go through your head after watching The Lawnmower Man on acid while listening to death metal.

You float in the middle of a Heavy Metal lightshow. Giant floating brain-heads hover in the distance, judging your performance and threaten to unleash…something bad if you fail. Neon geometric shapes pulse rhythmically below you, looking like the landscape of a planet that long ago gave up on any sort of natural world in favor of carpeting the ground with a digital nightmare. So yes, visually, this game is a lot.

But Thrasher's gameplay…this is something else entirely. It’s arcade-y,  but too thoughtful and deliberate to simply dismiss as twitch gameplay. There’s an element of puzzle solving here, but it also demands that you solve puzzles fast. Think, but think fast, now think faster, and react, react, react.

So get this: you are controlling some sort of scaley future space fish. Your space fish is dangling at the end of a line, which is controlled by your dominant hand (you can use a controller, or your hand, both work fine). So, you move your hand and point your line where you want your fish to go, and your fish obligingly swim-flies over there.

The game puts some breakable geometric objects in your path. Swim-fly through them with your fish, and they shatter. Shatter all the objects, and you get to move onto the next level. The faster you break all the objects, the better your score, and the higher your ranking on the leaderboard. 

But then a few levels in, the objects start moving. And your fish has momentum, and reaction time. He doesn’t instantly appear where you are pointing – you have to guide him where you want him. Sure, he’s fast, but there is still an instant of time between when you point to where you want him to go, and when he actually gets there.

And then the game starts putting objects into the mix that you can’t break – red objects that you have to avoid, because they subtract seconds from the countdown that is constantly clicking away in the background. So now you’ve got to guide your space fish to break some stuff, but avoid other stuff. And your fish keeps getting bigger. And you realize that not only can he hit bad stuff, but bad stuff can hit him too. 

Then the game adds power-ups. And new space-fish abilities. And more, more, more objects, which swirl faster and faster, in more devious configurations. And the music is pulsing, and the brain-heads are leering, and the digital-nightmare-world is convulsing, and the screen keeps lighting up because your space-fish keeps getting hit by red objects because he won’t stop growing, and it seems like it is all going to come crashing down on you. And before long you are looking at what Thrasher is presenting you, and you are yelling “That’s f-ing impossible!” because it is all too much and it is all too fast, and then you go ahead and do it anyway.

Thrasher is intense, and it constantly builds in the best possible ways. I didn’t invoke the name of Tempest up above for nothing; though the gameplay is entirely different, that’s immediately where my head goes when I play a game of this intensity level. Tempest, Robotron, anything past level 20 of Galaga. You know the feeling – the seat of your pants “I don’t think I can do this, can any human really do this” palm-sweating arcade feeling. You get it.

Interestingly, Thrasher feels like a game that could only exist in the VR space. Thumper was translated reasonably well into a “flat” game, but Thrasher is so gesture-based and overwhelming that I wonder if it will have the same impact when it is less immersive. A question for another day, I suppose.

VR fans shouldn’t hesitate to hop into Thrasher. It isn’t terribly expensive, the gameplay is utterly unique, and the experience is primo VR goodness (if you like being oppressed by your electro-God masters). Grab a line, grab a space-fish, and get on board.

Thrasher is something entirely new, both in video games and in the VR space. Not for the faint of heart, and you are going to have to practice. You don't just want to play Thrasher, you want to play Thrasher well. And Thrasher wants to pound on your eardrums and heart while you try. A digital geometric nightmare-scape, that is also one hell of a good arcade game. Video games don't get much more creative than this one. 

Rating: 9 Excellent

* The product in this article was sent to us by the developer/company.

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About Author

Howdy.  My name is Eric Hauter, and I am a dad with a ton of kids.  During my non-existent spare time, I like to play a wide variety of games, including JRPGs, strategy and action games (with the occasional trip into the black hole of MMOs). I am intrigued by the prospect of cloud gaming, and am often found poking around the cloud various platforms looking for fun and interesting stories.  I was an early adopter of PSVR (I had one delivered on release day), and I’ve enjoyed trying out the variety of games that have released since day one. I've since added an Oculus Quest 2 and PS VR2 to my headset collection.  I’m intrigued by the possibilities presented by VR multi-player, and I try almost every multi-player game that gets released.

My first system was a Commodore 64, and I’ve owned countless systems since then.  I was a manager at a toy store for the release of PS1, PS2, N64 and Dreamcast, so my nostalgia that era of gaming runs pretty deep.  Currently, I play on Xbox Series X, Series S, PS5, PS VR2, Quest 3, Switch, Luna, GeForce Now, (RIP Stadia) and a super sweet gaming PC built by John Yan.  While I lean towards Sony products, I don’t have any brand loyalty, and am perfectly willing to play game on other systems.

When I’m not playing games or wrangling my gaggle of children, I enjoy watching horror movies and doing all the other geeky activities one might expect. I also co-host the Chronologically Podcast, where we review every film from various filmmakers in order, which you can find wherever you get your podcasts.

Follow me on Twitter @eric_hauter, and check out my YouTube channel here

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