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d21lewis said:
Soonerman said:
Resident Evil 7 in VR is a scary but compromised experience http://www.theverge.com/2017/1/24/14369624/resident-evil-7-ps4-playstation-vr

As Svennoj said, he makes a few valid points. But he's wrong.

 

-When you're peaking around a corner or through a window

naturally, just by moving your head.

-When you hear something just to your right and you glance on that direction

-When aiming in game is as easy as aiming in real life

-When you can stand on your toes or get on your knees to see over/under something (though I played 99% sitting on a sofa...)

 

And that's not too mention the inherent sense of depth and being there that comes along with playing in VR. Using just a standard controller and TV would probably make the game harder.

 

I always wonder about these professional game reviewers/sites that can't even afford all of the systems or hardware. I mean, I'm just some average guy and I have a PS4 Pro but they don't? 

Last night I actually managed to check the hallway ahead by peeking through the tiny crack between the closed door and the wall in VR, moving in close and slightly side to side to scan back and forth. It's a shame the keyholes are fake cause that was my initial thought to peek through. There are lots of instance where you can lean in to get a better look, even places you can stick your head through a window to check if something is outside waiting in front of a door. Especially on MadHouse difficulty, I'm taking every little advantage VR offers.

It seems the reviewer is blaming his discomfort on all the minor issues, plus he played the game without VR first and is comparing it to that, and probably trying to play it like that as well. Anyway most of the stuff he complains about is easily fixed. Turn off the blurring, reset viewpoint while leaning slightly back to make sure the floating arms always stay a little behind, turn subtitles off, don't open the UI with you head in the scenery duh. The other stuff he blames for his nausea is there to make you feel less discomfort, but you can turn on smooth transitions to crouching instead of the instant perpective shift.

But he's right about the cutting to 2D cutscenes and that it diminishes the impact of the cutscenes, because they're not in VR duh. And the shifts in viewpoint when you get into a prerecorded animations when climbing a ladder for example can be intrusive, especially when played standing and you're currently not facing towards the ps camera. In those animations the game you will assume you are, so you're suddenly facing the wrong way.

But this VR may make the jump scares even scarier, but it loses the more slow-burning sense of dread that comes slowly stalking through the house and spotting all of the gruesome little details. Erm, no, just no.