Yeah I definitely plan to revisit it with VR, as well as a few other titles such as Evochron: Legacy. I’ll give Squadrons a whirl of course, but I’m not expecting it to change my mind about the game.

This is a bit reductionist. There’s a significant difference between the room-scale experiences developed for the Quest, and the “mobile-level” experiences available for Oculus Go or the Google Daydream. Room-scale VR itself provides a qualitative difference. E.g. Beat Saber is not a ‘mobile level’ experience because it’s not at all possible on a mobile phone–it’s room scale VR. I think the Quest is almost worth it for Beat Saber alone, not to mention Moss, The Climb, Pistol Whip, Superhot, Audica, and several others I’ve enjoyed.

That actually looks like a very cool game, Brian. Ever since I tried out Aircar on my Rift, I kept hoping someone would take that world and put some gameplay into it. Sounds like Low-Fi might be that game!

Yeah a friend showed me Aircar a while back which got me intrigued, but I also wanted gameplay as well.

Low-Fi was mentioned way up thread. It was supposed to be releasing on Steam this quarter - to Early Access I would gamble…

Not sure it’s even a game yet, more a really early alpha where all you can do is fly/move around. But it’s been a year since I checked, maybe they’ve added a bunch of gameplay now!

They have VR mode for that?

Yarp!

https://www.starwraith.com/forum/viewtopic.php?f=27&t=13031

It’s 1993 goddammit!

Can NVidia DLSS 2 help with VR frame rates?

Yes, but no VR games support it yet.

Oh right, yeah I should know my classics. Silly me. Well never mind then.

Also pretty much all of this. ;)

I finished Mare. I wanted to write a positive write-up to help the devs, given I won it in a giveaway, but… I really can’t do it.
It’s a game with a pretty art style and… yeah that’s it. There is barely no gameplay and barely no story.

About the second point, I’m sure the devs will refer to it as ‘minimalist environmental-driven story’ or some other euphemism to make up some BS about it. The true is there is no dialog, no world building, and also nothing worth mentioning happens for 90% of the game, with the exception of the start, the end, and a point in the middle. More about the story later.

The gameplay is based on clicking some 3-4 hotspots on screen. In fact, that’s how the movement works too, clicking those hotspots to direct yourself there. Around 70% of the game is the equivalent of a walking simulator, where you have go forward, or the solution of what you have to do to go forward is so trivial (just a pair of clicks) that is hard to call it ‘puzzle’. Only the other 30% is slightly more complicated. Here it’s how the puzzles works, and the entire game is like this, there is no variety really: your companion, the little girl, follows you around, but she can’t fly like you, so her path is slightly or very different. So because of that, clicking on point C being on A is different than clicking on point C being on B. So you have to guess the correct order of clicking the hotspots, that serve to guide the little girl. Near the end there is a pair of points that serve to scare the child, instead of attracting her.
That’s it.

So what’s the game about?
You are some kind of magical-steampunk? mechanical bird, some kind of sentry part of an automated defense system? You shot down some aerostatic globes. There is a globe you don’t totally shot down and there is an accident that grounds you with it. From the globe there is a little girl that doesn’t seem to know anything.
Dunno how little girls make up for good explosive ammunition but hey, imagine there is a wizard-alchemist that uses slaves living energy as living bombs or some shit… This, like the rest of the whys you have to make it up on you mind because there is no explanation.
So you advance with the girl through an abandoned city, guiding her.
And here it’s the kicker (what my theory was at 60% of the game)

I don’t think you are guiding the girl, helping her, which is why most people would think looking at the marketing material or taking similar games as reference (ie Ico, The Last Guardian). You are using her, because you need her to open some doors for you. There is a point where if you think about it, you are using her as a bait and have to hold doing nothing while she is attacked to progress. On the next level she doesn’t follow you around, like she lost her trust, in fact, you have to engineer a situation where she is in danger to ‘save’ her and then she starts following you again.
To cement this concept, the devs put on that level a zone where you have to scare away some wild horses to manipulate them to open the doors. The horses are a temporal replacement for the girl. Because… that’s it, that’s what the girl is for you, just like a mare (title drop!), a work horse. A tool that can look beautiful, but that’s it.

and the ending

you were indeed using her, I was right. Because: plot twist: the mechanical bird was possessed by the same (malevolent? is a black smoke tentacle, that’s a visual shortcut for evil right?) entity that were the smoke spirits and the smoke crows. The game shows you a kind of strange flashback of previous areas seen from the pov of the entity, which was looking from the strange orbs you find sometimes. It seems you used the girl to reach a point with a strange device. You attack it by possessing a bigger mechanical entity found in your way, and it finally explodes in a super big (thermonuclear like) explosion.
Obviously it kills the girl. And you? Maybe it doesn’t because you were a spirit? Dunno. The end.

I think there is a secret ending if you do a collecthaton, but I only did 70% of them.

Has anyone been able to stomach the continuous movement mode of a game like Skyrim VR or Half Life Alyx? I don’t think I tried the mode in Alyx yet, but in Skyrim I immediately felt bizarre. I felt like I was going to lose my balance/ I never got nauseous, [probably because I didn’t stick with it past a couple minutes. It would be so cool if there was a way to make continuous movement bearable. I’m glad teleport mode works as well as it does, but it isn’t the ideal way to move throughout these cool worlds.

Two thoughts: first is that if you are just getting into VR, that’s perfectly normal and will pass. Second is that some people never get over it. You gotta tell us where you’re at. I used to get carsick until puberty, I still get seasick, I had the swimmy head after starting VR, but I quickly had no problem. Inner ear, baby.

I was fine with Skyrim VR. I found walking in place whenever you move the joystick helps any weird feelings. Some people sit on a bar stool while playing which helps them.

Its the only way I play all VR games (where its an option). First thing I do is disable the teleport alternative. With everyone I know, the sensation will pass with repeat exposure.

I can assure that it doesn’t pass for some unlucky souls.

Absolutely, I don’t play any other way.

I find Minecraft one of the tougher ones for the free movement, but not enough to make me turn it off…

This is my first VR headset, so I am new. Games like Beat Saber don’t bother me at all. I immediately felt weird trying continuous move mode in Skyrim and felt like I was going to fall.

I did try that and it didn’t help me in my brief attempt because it made sense it would help.

So any suggestions on how I can try to get acclimated to continuous movement? Should I expose myself to it a couple minutes each day or something?