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PSVR Review Thread

Tagyhag

Member
The future of what? Roomscale is never going to be the future of home gaming simply because the vast majority of people don't have the room in their apartment necessary to do it, or want the clutter of a big roomscale system in their living room. And if roomscale can't gain a mass-market level of adoption, it will never be the future, other than being a future niche or Laser Tag-esque fad.

Eventually we'll have some sort of device that can jack into your central nervous system and make your brain think it's controlling your arms and limbs, when you're actually still sitting in a chair. But until then (and that's a very very long until), a PSVR type of experience is what we should expect to be accepted in the mainstream.

The future of where VR will be headed, once it's cheaper and more accessible. It won't be mandatory, just like it isn't on the Vive, but it will be available.

Like you said, before we get to the year 2300 when we are doing matrix vr, walking around is the next logical step.
 
For me it was the movement in matches. I felt a bit better using the right analog to turn rather than head tracking but you have the impression of moving at speed. In Eve you can't really tell that you're moving fast. I still want Rigs but I'm going to hold off a bit and play other titles to ease myself fully into VR.

Gotcha.

Yeah, I'm curious how I'm going to handle the various types of movement in these things.

Oh interesting I would have thought headtracking would have been better than the stick as someone susceptible to motion sickness in regular FPS games.
Yeah, Eve sounds great.
 

cakefoo

Member
I quite agree, roomscale, while cool, looses a lot of it's appeal when the game requires you to teleport.
It's awesome for games that take place inside the playspace, but anything more and I found myself finding the borders of the playspace to be "random" enough that i would instead stand in place while using teleport for my movement.

But when you have a game within the borders, it's pretty revolutionary.
I too felt frozen in place with roomscale+teleport initially, but I solved it by turning the Chaperone floor to always on. It also helps to have a game that actually encourages you to stop and examine areas.
 
The future of where VR will be headed, once it's cheaper and more accessible. It won't be mandatory, just like it isn't on the Vive, but it will be available.

Like you said, before we get to the year 2300 when we are doing matrix vr, walking around is the next logical step.

The future is dictated by what the market demands though. If Sony released a PSVR Roomscale at say $500, or even $350, I think it would be a flop simply because most people don't have room for it. So it wouldn't be the 'future' in the same way 3D televisions weren't the future.
 

Tagyhag

Member
The future is dictated by what the market demands though. If Sony released a PSVR Roomscale at say $500, or even $350, I think it would be a flop simply because most people don't have room for it. So it wouldn't be the 'future' in the same way 3D televisions weren't the future.

You're right, which would be a damn shame.

But I believe in its staying power, especially since 3D TV's were gimmicks. While roomscale VR is a meaningful addition to the genre.
 
You're right, which would be a damn shame.

But I believe in its staying power, especially since 3D TV's were gimmicks. While roomscale VR is a meaningful addition to the genre.

I haven't tried roomscale myself, but I agree that it is probably not going away. Though it may end up being more valuable in professional applications than in gaming.
 
Roomscale is never going to be the future of home gaming simply because the vast majority of people don't have the room in their apartment necessary to do it, or want the clutter of a big roomscale system in their living room. And if roomscale can't gain a mass-market level of adoption, it will never be the future, other than being a future niche or Laser Tag-esque fad.

Unfortunately this is likely to be true.

I've played on the Vive and the tech is awesome but apart from the lucky few, a vast majority of people don't have the room to get the most from room scale. It won't go away but it won't be the main focus for VR if something like PSVR proves to be the more mainstream product. History has proven many times that better tech isn't always the most popular.

Walking around in VR can be done by Rift and PSVR too, just on a smaller scale (a few feet) Rise of the Tomb Raider has the feature on PSVR but the more mainstream VR will probably be a seated or standing still experience.
 
Haven't played enough multiplayer to attach a score, but RIGS kinda sucks: http://www.pushsquare.com/reviews/ps4/rigs_mechanized_combat_league

RIGS: Mechanized Combat League may be the posterchild for PlayStation VR, but it's not the headset's MVP. While this future sports sim has a strong art style and some interesting ideas, it struggles to get the business done where it matters – on the pitch. Nauseating action and mushy combat really cause this contender to drop points.

DriveClub VR isn't great either: http://www.pushsquare.com/reviews/ps4/driveclub_vr

DriveClub VR has all of the features and functionality of its PS4 forebear, so you're guaranteed quality handling and plenty of content here. But the compromises made to get the virtual reality working strip the racer of its visual prowess, and its poor image quality can make it hard to see. There's no shortage of effort been invested here, but we can't help but wonder whether the rewards were worth all of the evident exertion.
 
The future of what? Roomscale is never going to be the future of home gaming simply because the vast majority of people don't have the room in their apartment necessary to do it, or want the clutter of a big roomscale system in their living room. And if roomscale can't gain a mass-market level of adoption, it will never be the future, other than being a future niche or Laser Tag-esque fad.

You're making assumptions based off first gen tech. This tech is in its early early stages. What if the system was two wireless sensors you place in the room for tracking? A big room scale system is that because of the tech used today. With how fast tech advances I wouldn't be shocked if a gen 2 vive came out in a year with more advanced and convenient. Stufff just advances much faster than it used too.

As far as the space issue, I'm not sure where you live but outside of a handful of major cities, space isn't always a major concern. Even a lot of smaller apartments have a living room area which could be used for room scale.
 
Jim Sterling thinks RiGs is great - gave it a 8.5

'What I find most interesting about RIGS is how, despite playing it for lengthy sessions at a time, it didn’t make me feel physically sick. To date, every other VR game I’ve played using traditional controls has caused a significant degree of internal unpleasantness, but RIGS is one of the most accommodating virtual reality experiences I’ve had overall.

Whatever it is Guerrilla’s doing needs to be copied by any other game that utilizes regular analog movement because the difference is phenomenal.

RIGS: Mechanized Combat League joins Until Dawn: Rush of Blood as one of the very few virtual reality games I’ve truly come to enjoy. The head-track aiming system works great, the combat is engrossing, and it’s a remarkably comfortable experience even after extended periods of time with the PSVR clamped on.

Guerrilla most definitely gave Sony what it needed – a deserving mech battling game for its virtual reality foray, as well as a damn fine multiplayer frolic to boot.'
 

zoukka

Member
You're making assumptions based off first gen tech. This tech is in its early early stages. What if the system was two wireless sensors you place in the room for tracking? A big room scale system is that because of the tech used today. With how fast tech advances I wouldn't be shocked if a gen 2 vive came out in a year with more advanced and convenient. Stufff just advances much faster than it used too.

As far as the space issue, I'm not sure where you live but outside of a handful of major cities, space isn't always a major concern. Even a lot of smaller apartments have a living room area which could be used for room scale.

It's a valid concern. Even simply having to move furniture every time you play is something most people are not willing to do. Room scale might end up being just a niche feature for tech geeks in the end.
 

KingSnake

The Birthday Skeleton
Here they lie, though:

Here They Lie Review – A Terrible Lie 1/10

When playing Here They Lie, I do not refer to the PlayStation VR by its official title.

Instead I name it The Sickbox, a torture device worthy of Jigsaw himself. When placed upon the victim’s head, they become progressively more unwell, possessed by an unshakeable biliousness that only worsens with continued, ghastly exposure.

I was looking forward to this game. Its announcement trailer was enthralling and I’d been hoping to feel terrified with some up-close, personal monstrosities.

Instead I just felt really, really bad, and the fact I’ll never play it again makes me indescribably happy.
 

FDC1

Member
Jim Sterling thinks RiGs is great - gave it a 8.5

'What I find most interesting about RIGS is how, despite playing it for lengthy sessions at a time, it didn’t make me feel physically sick. To date, every other VR game I’ve played using traditional controls has caused a significant degree of internal unpleasantness, but RIGS is one of the most accommodating virtual reality experiences I’ve had overall.

Whatever it is Guerrilla’s doing needs to be copied by any other game that utilizes regular analog movement because the difference is phenomenal.

RIGS: Mechanized Combat League joins Until Dawn: Rush of Blood as one of the very few virtual reality games I’ve truly come to enjoy. The head-track aiming system works great, the combat is engrossing, and it’s a remarkably comfortable experience even after extended periods of time with the PSVR clamped on.

Guerrilla most definitely gave Sony what it needed – a deserving mech battling game for its virtual reality foray, as well as a damn fine multiplayer frolic to boot.'

In the pushsquare review, they talk about "nauseating action" for Rigs. For the same game, it will potentially vary a lot for each person
 
It's interesting that Jim felt comfortable playing RIGS. Made me want to projectile vomit everywhere to be honest. I felt wretched last night trying to finalise the review.

I guess the real problem here is that it's going to vary per person.
 
It's a good thing this thing comes with a demo disk. One game playing fine for some and making others sick to their stomachs is an impossible thing to account for
 

Soi-Fong

Member
I haven't played it on anything else, but it was nothing to do with the tracking at all, it's just the sensation. Tomb Raider was the same

This is crazy.. Eve of all games?!

I think it'll really vary from person to person. I can do barrel rolls left and right on Eve and make turns on a dime and be fine.
 

Hnetuduft

Member
Rez impressions from Eurogamer:

"Here's a game that, it now seems so wonderfully clear, has always been aching for the VR revolution to arrive - immerse yourself in its ink-black soundscapes and there's a sense of Mizuguchi's original vision being set free. Take to Area X - an all-new area that takes Rez off its rails - and that feeling is made explicit as you float free through the abstract universe. VR's first masterpiece? Quite possibly so. MR"
 

goonergaz

Member
Rez impressions from Eurogamer:

"Here's a game that, it now seems so wonderfully clear, has always been aching for the VR revolution to arrive - immerse yourself in its ink-black soundscapes and there's a sense of Mizuguchi's original vision being set free. Take to Area X - an all-new area that takes Rez off its rails - and that feeling is made explicit as you float free through the abstract universe. VR's first masterpiece? Quite possibly so. MR"

I need to know about Move implementation before buying...
 
Round up (with brief mini reviews but no score) of launch games from Eurogamer.
http://www.eurogamer.net/articles/2...what-doesnt-in-playstation-vrs-launch-line-up

Their overall impression of the launch lineup?

'Sony's certainly putting its back into the launch of PlayStation VR - this is new hardware backed up with a software line-up that would make a new console proud. The new medium might still be looking for its killer app, but there's enough of interest in the initial batch to make it worthwhile. There are some curios, some duds as well as a genuine masterpiece that finds itself right at home on the new medium, and over the next few days we'll be bringing you full reviews of some of the key titles for PlayStation VR's launch.'
 

orioto

Good Art™
I'm pretty amazed how that "horrible gimmicky non good for gaming" tech has a strong line up. That's actually pretty impressive when you think about it, even for a new hardware launch in general.
 
Destructoid scores RIGS 8.5

'I was completely taken aback by how well RIGS comes together. Although it has some issues to work out with future patches (mostly related to a content drought), as a symbol for the tech it's one of the best virtual reality joints out there, and not just for the PlayStation VR. Hell, it might be the most justified virtual reality game I've ever played.'
https://www.destructoid.com/review-rigs-mechanized-combat-league-391594.phtml

Shame about the queasiness some people are having with this game. For those who don't feel sick this looks like being one of the very best proper (full) titles for VR.
 
knJpMOe.jpg


No scored PSVR reviews. but a big feature looking at the games.
 
So on this weeks Bombcast Brad mentioned that he re-set up his home unit using the newer guide Sony put out and it worked a lot better.
For whatever reason him saying that gave me a pretty big sense of relief
 
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