The BoneWorks launch trailer is pretty sweet. Almost making me wish I had a VR headset again.
LockerK
3375
Somehow the dev completely dropped the ball on WMR controller support, even though it’s listed on the store page. Definitely on my short list once they fix it!
Wonder how much game there is, I read 6 hours but it seems like a physics sandbox and I don’t see much enemy variety.
Still, I am pretty keen to check it out!
People says it’s a 7 hour game. However, lots of people are complaining of needed an iron stomach for it. It’s a game for ‘VR experts’, which is a funny term, as if you could ‘git good’ as not puking.
Matt_W
3378
I’ve become less susceptible to VR sickness the more I’ve used it.
There seems to be some tolerance that you can built with motion sickness. But from what I’ve read, that’s it: some extra tolerance from your starting point. People that start being super sensitive to it won’t reach a point where they can play games where they are flying around with fast movement and turning.
KevinC
3381
Games are getting better at offering different control schemes to address that. Most people I know of that are sensitive to VR sickness find sitting works better and I know Boneworks has a Seated option.
rowe33
3382
Also sometimes helps to have a fan blowing on you. That’s helped me a bit in the past.
schurem
3383
Axually… you can. It’s like getting your sea legs. You ease into it, and as your brain gets used to the experience, you can go longer and harder without a trip to the vomitorium, or worse, days of splitting headache.
Cockpit games are the way in. Nice and steady flight. Try this:
I’m not surprised at all as I was wondering how people would handle a lot of the jumps, falls, and pulls that were shown in the trailer. Like the falling and sudden stop via suction. That type of stuff is on a whole different level I think than a lot of what people have gotten used to in the past.
Hey, seems VR is going to be a success - according to SuperData Research!
Or at least, Oculus Quest has helped boost VR revenue by 31% over last year:
Nielsen’s SuperData Research says VR hardware revenue is on pace to hit $2.1 billion by the end of the year, up 31 percent from $1.6 billion in 2018
“This gain is largely driven by consumer adoption of Oculus Quest and steady growth in enterprise usage,” SuperData Research states.
Quaro
3386
The Quest is so close. I think a Quest 1.5 could really break VR into the mainstream. And the biggest thing it needs is ergonomic improvements, stuff they could improve just by changing the straps and weight I distribution.
stusser
3387
It also needs to cost $199.
Matt_W
3388
I tried out hand tracking on the Quest today. It’s experimental for a reason. It works, but it’s still a bit clunky. You have to have your hands out in front of you and they have to be separated from each other. But the headset will recognize them and draw an outline of them in VR space. You can wiggle your fingers and your VR hands wiggle too. In order to point, you pinch your forefinger and thumb together. This works inconsistently because you have to hold your hands very still to get it to work. I suspect if they turn down the sensitivity there, it’ll work just fine. Cool feature, but I still prefer the Touch controllers.
Also new Beat Saber update with a Green Day music pack and the long-promised 360° charts.
I tried to check this out this morning before work, but Oculus’s infuriating update system (you can’t manually update your software) hadn’t gotten around to updating my Beat Saber install yet.
I was playing Pistol Whip for good part of the evening, and while fun, it screams ‘the sequel is where the game will shine’.
-I want to reload the weapon with the dead hand, so it feels more active.
-I want civilians/targets to avoid shooting.
-I want a pair more of enemy types. Maybe someone with a uzi able to do bursts, maybe another enemy that throws grenades that you can blow up in the air/redirect shooting them.
-I want alternating paths to choose in specific points, like in some light gun games.
-While the game has different scenarios, they feel very same-y, with just different decoration. Maybe they could do something like an airport assault, with planets taking off, or a bank heist, going through rooms and vaults.
-More weapons, obviously. Maybe a shotgun to blast enemies with prejudices.
-More optional modifiers, like random enemies (it would screw the music rhythm part of the game, I know, hence as an optional thing) would be nice.
Matt_W
3391
Or make bespoke dual wield charts with a bunch more dudes in it. TBF, I think the plan is to implement some of these ideas. There’s an update coming out next week with a new song:
Yeah I’ve been hovering over the ‘buy’ button on this one myself. What’s holding me back is that it’s apparently short, shallow, and repetitive.
The solitary negative review on the store mentions it’s all canned animation based (rather than physics like Thrill of the Fight), and you have to wait for the enemy flinch reaction to finish before you can punch again otherwise your hand goes straight through them. This makes it sound more like a timing puzzle than a fighting game.
It also doesn’t take into account any swing forces, your hand position is basically triggering enemy animation by proximity.
I don’t know, somebody talk me into it! :)
TurinTur
3393
I’ve watched some videos, and although I won’t talk you into buying it (it’s true it seems short and simple), I will say it would be silly not buying because it uses canned animations. The whole point of the game is a retro fighting arcade game… but in VR first person. The style is totally cartoon, the enemies use silly attacks like the kick dash, they flinch and pause with your attacks exactly the same as in Streets of Rage or Double Dragon, etc. Under that premise, not having exact 1:1 mapping to your punches isn’t an important issue, being accurate at 95% is enough. And a system with canned animations is enough with that if it recognize enough poses and directions.