My first impressions after spending a night playing AdminGG's PSVR:
First thought is that it's very comfortable, the weight is really well distributed and it feels like it's sitting on your whole head rather than your face. I like the button which slides the headset in and out, although I did have some trouble getting it close enough to my face, I probably just need to fiddle with it a bit more to get it right.
Resolution is noticeably lower than Oculus or Vive, but once you are in a game it feels fine. Only issue I have with it is that text can be hard to read if you aren't looking right at it, I''ve read that getting the camera to measure your eye distance can make that better though.
I didn't play this one but watched on while my flatmate did (I have played it on a Vive before). Hilarious game and a fun one to watch someone play around in, we had lots of trouble with the tracking of the controllers on this one.
The term that the developers of this game use to describe it is perfect: "Rhythm Violence". This game is intense, put on some good headphones and lose yourself in this experience. After finishing the demo of Thumper I was pacing around the living room trying to calm down, it's a surreal and amazing game.
I never played the original game, but this feels really good in VR. The style of the game makes it feel like you've been transported into the matrix. Only played the first area but the way each hit adds to the music had me grooving away in my own world while my flatmates watched.
I didn't expect much from this, but we had a lot of fun. Some really well designed minigames inside this, my favorite of which has to be the one where the VR player is the giant monster terrorizing the city, while the other players are little robots running away from it and then throwing stuff at them. Some really great ideas in Playroom VR, the asynchronous multiplayer stuff is a great use of the headset (Keep Talking and Nobody Explodes is still one of my favorite experiences of the year).
While the tracking on the controllers has been pretty hit or miss (luckily we haven't had any issues with the headset tracking), the overall design and feel of the headset is impressive. Combine that with a huge potential install base and a good launch lineup of games, plus support for other experiences like watching movies, netflix etc, on the big screen. I'm feeling pretty good about the future of PSVR.
I'd just like to say that I was very disappointed in the recent Multiplayer Beta for Battlefield 1. It pretty much killed all interest I had in the game, until I saw this article. Particularly: "Players will take on the roles of a number of characters as the plot unfolds, including, according to the description, a fighter pilot, an armor crewman, a rebel fighter, and a "message-runner.""
and a "message-runner."
I'm calling it now, this is how that part of the campaign will end:
Hello everyone! First time posting in here. We are Dranya Studio, a small indie game studio come from Hanoi, Vietnam. This is a game project we’re working on called Battle Splash and it’s a third-person shooter based on the theme of water fight with non-violence but competitive gameplay. Although it’s still in development, we want to share our current progress so as to gain feedbacks from you guys and spread the words to everywhere. Currently, we’ve finished our playable build with competitive water arena section and a few maps. We’re planning to make a Greenlight and IndieGogo campaign, as well as making more game contents.
Features in a nutshell:
- Fast-paced Action-packed Third-person shooter with the theme of water fights in colorful and exotic sceneries
- 4 classes with different traits, stats and unique special items.
- A set of 4 basic weapons (available for all classes).
- Water Arena with 3 game modes, including 2 Competitive modes and 1 Objective mode.
- All game modes are playable online and offline with AI bots
- Optimizing for up to 32 players in a server
- Full local network support. Online play is being under experiment.
Things that we’re planned for further development (or maybe not!) - Co-op campaign with the origin story of Battle Splash
- Additional post-release maps and modes
- Full modding support with tools for user-made experiences (expect the unexpected!)
Battle Splash in action (to be updated)
Feel free to give us comments so that we can improve Battle Splash for a better game. Thank you very much and have a nice day!
So the day that got back from my four months of traveling my Oculus Rift arrived, pretty good timing if you ask me. I'll be using this thread to write up small reviews of the games and experiences that I've tried out.
First off I was pleasently surprised with the packaging that the Rift came in, really good quality and clearly built to minimize any movement of the components during transit. The left hand side of the box contains the headset itself, while the right has the sensor on the top and then the Xbox One controller and other bits and bobs under a lift-up flap. I've been using this box to store my Rift since it arrived, with the only slight annoyance being getting the cables for the headset back in. So I've resorted to leaving the cables running out of the box (using a piece of foam to place between the lid and the cable).
Initial impressions of the headset were really good, it fits well and it surprisingly light. After playing around with the lense adjustment and the straps on the side I found a nice sweet spot which seems to be the clearest I can get it. It's not perfectly sharp, but for a first generation of a brand new technology it's really impressive. The Oculus Home setup and configuring the headset it painless and took less than an hour to run through.
I'll split my little reviews up into separate posts below.