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Forums - Gaming Discussion - Farpoint PSVR Meta 71

Early reviews for Farpoint are out.

Pros:
- AAA production values
- Aim controller feels great
- Addictive co-op survival mode
- Supersampling on ps4 pro

Cons:
- 5 hour campaign
- Terrible DS4 support
- Some tracking issues


https://uploadvr.com/farpoint-shooter-review/ 7.5/10

Farpoint is easily one of the most elaborate VR-only games I’ve played so far that feels like it was designed to appeal directly to core gamers. The package includes a solid five-hour long campaign, replayable single player challenge maps, and an addictive cooperative wave-based survival mode.

The (aim) controller itself, is fantastic. As silly as it looks, it feels amazing to hold, all of the buttons are perfectly placed (and entirely ambidextrous) and I never once felt the need to peek under my visor and see where my buttons were. I held the gun and everything just felt perfect. And if you’re not planning on picking up the Aim, then I might even go as far as saying to wait until you can do so to play Farpoint at all. While it does support the DualShock 4 as an option, its inclusion is atrocious.

Farpoint’s best moments are some of the best slices of entertainment I’ve seen in VR to date. When the action is pumping and the tracking is cooperating, I forget I’m even holding a plastic peripheral at all and truly feel immersed in the world itself. Shooting feels great and the atmosphere is convincing. But then the levels start to feel repetitive, the campaign is a bit brief, and the design limitations rear their ugly head. For better and for worse, based on current capabilities, Farpoint is the game that PSVR deserves — an exhilarating, but flawed, AAA-quality VR shooter.


https://www.polygon.com/2017/5/16/15645182/farpoint-review-playstation-vr-psvr 7.5/10

Farpoint is a pastiche of existing shooters and pop culture; there are long sections where it just felt like I was shooting AT-STs from Star Wars with guns from Halo. It's a game in which you walk from one end of a linear path to the other, while also shooting everything you see in between. You move forward, you shoot things, you continue to move forward. You don’t pick up items, you barely have to explore, and you don’t backtrack. It’s also much better than that description makes it sound, threading the needle between The Martian and Starship Troopers in a way that takes advantage of, and suffers from, the basic design of the hardware on which it plays.


https://www.destructoid.com/review-farpoint-435371.phtml 7/10

From start to finish nearly every campaign hit is just a means to an end, an excuse to get from setpiece to setpiece. But the way the story is told through the lens of VR is interesting in and of itself, as cutscenes allow players to look around and experience what's happening, even if you can't alter the events. It's not a wholly unique world worth diving into on a larger scale, but the little spurts of panache here and there were fun to see.

My enjoyment of Farpoint is inherently tethered to my experience with it in VR. As a shooter it's only slightly above average. But the team was able to incorporate various elements of sight, sound, and touch (by way of the Aim Controller) to elevate it. Here's hoping that more games actually make use of it.


The biggest problem they have with the tracking is that you can't aim behind you. The camera needs to be able to see the gun at all times. While it's in view it works great, yet crouch too low or hold the gun above your head or behind you and the immersion is broken. At least the game includes a visual aid to setup the camera properly. (Shows the safe zone as in Tombraider)

Then there is the price tag $50 standalone, $80 including the (essential) aim controller.

https://uploadvr.com/psvr-aim-controller-review/
Sony’s PlayStation VR Aim Controller is a breath of fresh air for the PSVR platform. While it’s held back by the frustrating technical limitations of the hardware, it brings a much-needed added layer of real immersion to appropriate experiences. If you plan on playing Farpoint or any other game that would benefit from a two-handed rifel peripheral, then it’s a must-buy device.

Although $30 for a controller isn't bad. There's a few more games confirmed so far:
https://uploadvr.com/heres-every-game-supports-psvrs-new-aim-controller/
(Brookhaven experiment update on June 6, ROM: extraction and Dick Wilde)



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Hmm Ars Technica recommends skipping the aim controller and actually prefers the DS4

https://arstechnica.com/gaming/2017/05/sonys-farpoint-falls-just-short-of-being-vrs-best-fps-yet/

The plastic bulb at the Aim's tip is identical to the light sensor found on a PlayStation Move wand, and it lights up when you're mid-game. If you're wondering, there's no Move wand installed here. In fact, the Aim Controller doesn't seem to contain anything in the way of Move-like motion sensors. Its tracking within Farpoint boils down to whether or not PSVR's single webcam sensor notices its glowing tip.

In practical terms, that means you actually have less comfortable motion to work with when holding the Aim Controller than the DualShock 4. And let's be clear: the DS4 pad also works as an aimable "gun" in Farpoint because its glowing light bar is also totally trackable by the PS Camera. The Aim Controller offers a pretty thrilling tangible feeling of real arcade gunplay, and its buttons and joysticks are totally fine. And in short spurts, I really got a kick out of its full-body haptics. But I ultimately grew tired of those sharp rumbles, along with the Aim gun's weight and its reduced trackable space within the PS Camera's small field of view.



Sounds like a solid vr game



Preston Scott

Makes me want a starship trooper vr game. Once that gets announce I'm picking up the PSVR in an instant.



 

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Sounding good so far. Have to pick up my Aim in the morning before I give it a try. The lack of 360 degree tracking of controls is definitly the biggest problem PSVR has. Hopefully more FPS devs will play with this, and get a solid foundation to build on once PSVR2 and PS5 arrive.



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KBG29 said:
Sounding good so far. Have to pick up my Aim in the morning before I give it a try. The lack of 360 degree tracking of controls is definitly the biggest problem PSVR has. Hopefully more FPS devs will play with this, and get a solid foundation to build on once PSVR2 and PS5 arrive.

It seems like it's another PSVR game made first to be comfortable to play. It's basically a long corridor and you never have any need to turn. You can switch on turning in the settings (you can't turn by default) and it should have the same options as RE7. It's a shame that it's not even there for challenge mode. I had zero problems in RE7 running around with full speed turning and aiming with the headset.

I'm still tempted to pick it up, although it's probably north of CAD 100 here after tax :/
Yep CAD 100 before tax, there is a PSVR + FarPoint + Aim bundle for CAD 600. (PSVR standalone price is CAD 550)



I'd try it at a discount. It feels like they are getting closer and closer to a real knock-out (outside of RE7) Hopefully, it makes it's money back and then some to encourage more devs. I've actually seen some TV spots for it in some popular shows so I'm hopeful.



"Trick shot? The trick is NOT to get shot." - Lucian