Average Playtime: 2 hours

Argos

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About

Irene, a 22-year-old archeology student, is contacted by her father, head of a secret government organization, to meet Professor Jindaal in his lab, intent on following in the footsteps of a strange scientist named Sholme. She is asked to go to the place where the scientist worked to investigate an ancient and unknown lost technology.
At the entrance to the laboratory, however, something unexpected happens.
Platforms
Release date
Developer
PROGRAMMER: LUCA TOCCO
,
3D ARTIST: JACOPO FILO DELLA TORRE
,
Other collaborators: Alessio Tolu
,
Soundtrack: Davide Cuomo
Publisher
PixelsDesign
Age rating
Not rated
Website
http://www.argosvr.com

System requirements for PC

Minimum:
  • OS: Windows® 7 SP1, Windows® 8.1 or later, Windows® 10
  • Processor: Intel® Core™ i5-3450 equivalent or better
  • Memory: 8 GB RAM
  • Graphics: NVIDIA® GeForce® GTX 1060 (VR Ready)
  • DirectX: Version 10
  • Storage: 8 GB available space
Recommended:
  • OS: Windows® 7 SP1, Windows® 8.1 or later, Windows® 10
  • Processor: Intel® Core™ i7 equivalent or better
  • Memory: 8 GB RAM
  • Graphics: NVIDIA® GeForce® GTX 1080 or AMD Radeon™ RX 480, equivalent or better
  • DirectX: Version 11
  • Storage: 8 GB available space
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Last Modified: Aug 28, 2019

Where to buy

Steam

Top contributors

Sinkler

1 edit
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Argos reviews and comments

Translated by
Microsoft from Italian
This is a hot impression of a very early preliminary stage of the game, I am sorry if I write it so in advance but there are shortcomings that unfortunately do not lead me to want to continue it. I believe, so to nose, that the game was built for the first "waves" of virtual reality, namely that VR that a few years ago required hardware components really too high for that generation, maybe even for old DK1 or 2, with lower resolutions. I Assume this because of the really low-resolution textures that we see ingame, which today in 2019 are actually too low, which stands out a lot and a little ' the setting is going to get lost in beauty, all in all but is nice and engaging. We had updated textures for the current period however it would be better, who like me is a VR user from even a year is accustomed to texturing other resolution. Secondly, I say this with respect and without any excessive criticism, we would have to revise, even so, the system linked to the grip/interaction with objects because, already after the first preliminary phase, are highlighted the limits that today are now Outdated in VR. First of all we do not have a system that allows us to store the objects, the lighter if we leave it falls on the ground, we can not put it in his pocket, this leads us to have to carry it back in his hand with a grip button pressed, which becomes very uncomfortable. Then There are problems, obvious and disimmersive, interaction, take an object and splash away all the others that are close, when you have them in your hand, after a while and without reason, come out of the hand and see them levitating near it, the objects of glass exploded Or how they are leaning on a plane. All this, including the textures, which really, remember those that were seen in certain low budget productions of the first Playstation, in the far 1998, causes a sense of disimmersion very but very marked, too, to the point that decays everything else that then maybe it is Pure addictive. It Would be necessary to at least a system of setting of graphics options because it seems a game set at minimum graphics quality. The textures are so low-resolution that they seem "sick", especially those of the wood of the tavoi. It is also lacking a system of wheeling the room, it is not uncommon that Rift users are to have an environment at 180 °, you want because the package includes two sensors, you want that maybe a third sensor would be uncomfortable to install, as in my case, that the Conformation of my room would make it very uncomfortable, this should be assessed in the concept phase of a game VR, I do not say is mandatory but you should at least evaluate that the choice to omit a wheeling the camera would make the game problematic for A slice of potential consumers and these days still the slice of consumers VR is not that it is so high.. The best solution to take would be the ability to choose whether or not to activate the snap, so that anyone can play it to the best of its ability. Anyway, it's nice to find Italian teams to develop titles in VR.
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