Thirith on 12/2/2020 at 06:46
Quote Posted by Al3xand3r
The ancient deprecated GTAVR mod actually had hand-tracking implemented for using your guns and stuff. I hope someone gets around to converting that function to this new VR mod otherwise it's no different to playing such games with vorpx which isn't my thing :(
The video looks quite a bit better than my (admittedly few and by now years-old) experiences with VorpX, which I never got to work even moderately well. I agree with you that for the gunplay I'd want hand-tracking, but for vehicular fun this looks pretty damn good to me already.
henke on 12/2/2020 at 09:13
Humble has a pretty good VR bundle right now: (
https://www.humblebundle.com/games/vr-bundle)
PWYW, €1 minimum:Cosmic Trip
Smashbox Arena
BTA:GORN
Budget Cuts
Space Pirate Trainer
Beat €13.50:SUPERHOT VR
Moss
Although everyone probably has most of these already. :)
I haven't played Cosmic Trip, Smashbox Arena, or Space Pirate Trainer. Are they any good?
Thirith on 12/2/2020 at 09:43
I've played very little of Space Pirate Trainer, which I wasn't a huge fan of (it's good enough at what it does, but several years after the Rift came out I'm not particularly interested in a simple wave shooter), and I'm afraid I've not played the other ones. Sorry. :( They seem to love Cosmic Trip on Steam, though.
Thirith on 23/2/2020 at 16:00
I just played Boneworks for the first time since the latest patch. Not sure if it's the game itself or GPU driver updates, but everything seems to run more smoothly. More importantly, they've implemented save stations in the levels and this makes a huge difference IMO. I don't know how long the levels down the line will be, but one of the earliest ones, and the first one to feature combat, is roughly 1 1/2 hours long (depending on how much you explore the nooks and crannies). I played them in one go this time around, but it makes a difference just to know that you've just saved five minutes ago.
The level design in Boneworks is a double-edged sword. They've got some neat ideas in terms of physics as well as alternative routes, but the levels are also relatively devoid of personality, at least so far. There are glimpses of stuff that are cool or interesting, but on the whole the level design reminds me a bit too much of a middling Half-Life 2 mod. At the same time, the systems in place are good and fun. Things like climbing work better as well after some patching. There's a lot to like here if you just want to see some ambition in VR gameplay and you're willing to ignore that 90% of the talent went into systems and only 10% into story or aesthetics.
I then spent another 20-30 minutes in Apollo 11 VR, an educational program that gives you a front-row seat in the mission that put men on the moon. It's nothing I'll watch more than once, but for someone who used to love NASA and the Space Shuttle missions as a kid and who's always been fascinated by space, it's pretty cool and split into nice, bite-sized snippets. The sequence I liked best so far is the actual landing: you don't actually see all that much from the lunar module with its tiny windows, but seeing even just a sliver of the lunar surface is pretty damn impressive, and the way they go for realism rather than spectacle makes it all the more impressive for me. Technically, this is pretty simple stuff, but I'm enjoying it a lot.
henke on 16/4/2020 at 18:04
I done it.
I done ordered myself an Oculus Quest.
I started prototyping a new VR game last week so I can tell myself that I need this thing for work. :)
Hey Thirith and other folks with a Quest: do games I've bought for the Rift in the Oculus Store transfer over to the Quest automatically? I know there's a cross-buy thingy, but I'm not sure if it applies to previously-purchased titles, or to what extent. Also, have you tried linking it to PC? How's that working out, and which cable have you used?
Thirith on 16/4/2020 at 18:12
Not all games available both for the Rift and the Quest are cross-buy (it's up to the publishers whether they want the option), but any that are and that you've bought on the Oculus Store already should be available for download in the Quest. I've not tried out the Link myself, since it wouldn't do anything that my Rift S doesn't already do. I have to admit, though, that I've ended up barely ever using my Quest. I mostly bought it for my wife and she's into VR much less than I am.
Thirith on 17/4/2020 at 16:31
I just tried out Tea for God, which is available on itch.io (also for Oculus Quest). While the game confused me at first, once I realised what it was doing I was quite impressed: while in terms of gameplay it's a simplistic first-person shooter, the nifty thing is that it generates a non-Euclidian environment for you based on how big your play area is. You move around by actually moving, so you might go around the corner a couple of times so that you should be in the location where you started, but instead you're somewhere new. There are vertical as well as horizontal elevators, so you might end up moving around quite a bit. There are robots to shoot down, but the cool thing is basically how you're moving around in an impossible space without ever bumping into any walls or the like.
I should really check out how to sideload apps to the Quest, because I can see this procedurally generating pretty cool (if simple) environments if it's got a bit more real space to play around with.
Also, while The Room VR doesn't do anything very different compared to the regular The Room games, I enjoy them enough to enjoy the VR version as well. It's definitely the most polished escape-room-style VR game I've played yet.
Jeshibu on 17/4/2020 at 19:57
Nice, I didn't know Tommy Wiseau got into videogames.
henke on 24/4/2020 at 10:37
I got the Oculus Quest! YAY!
Beat Saber isn't crossbuy but actually costs MORE on Quest. 30 euros! BOO!
Considering what an enormous 2 MILLION COPIES SOLD bestseller success the game was for such a small team you'd think they could afford to give the Quest version free to original owners, or AT LEAST throw us a promo code. :nono:
Thirith on 24/4/2020 at 17:12
I finished The Room VR and greatly enjoyed it. If you've played any of the other The Room games, this is exactly what you expect, just in VR, but it's done very well. Like the other games, it's got great audiovisual design and the puzzles largely have an internal logic that, once you've learnt it, makes them relatively fair - and if you're stuck, there's a good hint system that nudges you in the right direction. The plot, as always, makes little to no sense, but the atmosphere is fantastic. If you're into cosmic horror, mechanical devices and escape rooms, this is probably one of the best ways of scratching all of those itches at once.
I then played through a mildly interactive VR film called The Key, which received some awards. It's partly flight of fancy (ironically), partly fantasy as metaphor, mostly well-meaning but overly trite. I agree with its sentiments, and I like some of the aesthetics, but otherwise it's a fairly generic example of using a fantastic tale to express Something Simple Yet Deep about the present-day world. I liked Aardman Animation's similarly-themed "We Wait" a lot more, both for how it chooses to tell its story and for its use of VR.