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SvennoJ said:

My first impressions after 2 hours of play:

Just kidding, but you can't do that in CoD!

It's awesome when you see and feel the gun in your hands, then look behind you and see your shadow. It took a while to get there though.
The game wants the camera above head height which is a big problem in my game room. A fixed projector screen is on that wall and usually the camera is on a table right under the screen. The only way to get the camera to stay on the small ledge on top of the screen is upside down. (because of the cable) Unfortunately the ps4 can't flip the incoming image so that simply doesn't work, no tracking at all.
Next option, put it on the bookcase on the left wall. Play facing left, why not. Well, can't use headphones (I still need to be able to hear the baby monitor) and now the main speakers are on my right side. When I turn facing the speakers (so the camera looks at me from the left, which works too for tracking) the game ofcourse thinks I'm turned right and rotates the sound with me. It's still coming from my right, yet now through right main and right surround, doh.
I settled on a compromise, balance the Farpoint bundle box on top of the left main speaker with the camera on top and play diagonally.  Sound sorta matches the direction I'm facing, and it tracks fine too if I face the speakers in the room like this:


Next tracking in game. Works ok-ish. First I had a hard time figuring out why I couldn't walk straight. I had smooth turning on, turn speed 11 (max) and that all worked fine. Yet pushing forward made me walk leftish. It took a while until it dawned on me that the gun determines the direction you walk in. Since there's nothing to shoot at the start I was holding it neutrally facing down and to the left... Luckily you can turn that off so forward is actually foward. Unfortunately there is no option to walk in the direction you are looking.

As for aiming, works great! Input lag is very very minimal. Looking through the sights is very natural, I even automatically close my left eye to eliminate the double vision. The gun is a bit jittery in my hands though and tracking tends to drift. A lot of the time the gun in game is not facing in the direction I'm holding the controller, up to 15 degrees deviation. Not a big problem since you always have the feedback right in front of you, yet if you look out the bottom of the headset you can clearly see the 2 guns are not lining up. Sometimes shaking the controller helps, yet the only real way to reset is to turn the headset off and back on. The game could use a reset forward button, why not do that while resetting your position when holding down options. Maybe that can be added in a patch like Thumper did.
I tried it with a normal ds4 too for a bit. It works, feels very akward after the aim controller, and the ds4 had the same rotational drifting issues. Aim controller is much preferred.

Does this game have checkpoints btw? I don't know. It told me I would lose all progress in the level is I left. No clue what a level is. I finally tapped out after a big battle and 2 cutscenes and according to the trophy list I had done 2 missions already. (in 2 hours that is). Some save / level / progress indication would be nice... (You don't see trophy notifications in games in VR, otherwise that would have been a good hint)

I wanted to quit since my back started hurting. Playing while standing still is not that comfortable. Since I had no clue where I was I tried to play sitting. Works fine too. Still a lot more immersive than using a ds4, but you do rely more on fast smooth turning instead of turning your whole body.

Anyway, great fun. Loving it, playing through the babysteps of VR gaming. And it's a nice challenge as well as a shooter (to me at least) Yet gen 2 really needs to fix the tracking and setup issues. Late for bed again, damn VR :)

Great impression. I ended up just leaving the camera on the TV stand, it didn't seem to hurt things in my set-up, but I am also able to have it pitch black in my room. The walking thing bugged me to at first, but I ended up just adjusting where I was pushing the front stick. I will have to check out the options and see if I like the other method you mentioned. The lack of check points, and or check point indicators also bugged me. I can go about 1 1/2 to 2 hours in a full VR expreince like this, so I was feeing the same thing, wondering so, when can I take  a break?

The challanges have been extreamly fun, but quite challenging, at least for me. One star is not to hard, but two and three seem just about insane. I agree it is great going through these baby steps in VR. This is like the PS1/N64 all over again for me, except it is magnitudes better, and the potential is massive. I remember thinking just how amazing games could get one day back then, now with VR, I am like, how amazing will education be in the future, how unbelievably easy and detailed will communication become, is there literally no end to what this medium can achieve? 3D gaming has kept me entertained and informed for over 20 years now, but it has definitly started to reach a point of been there done that, I think VR will stay innovative and exciting for much, much longer. 



Stop hate, let others live the life they were given. Everyone has their problems, and no one should have to feel ashamed for the way they were born. Be proud of who you are, encourage others to be proud of themselves. Learn, research, absorb everything around you. Nothing is meaningless, a purpose is placed on everything no matter how you perceive it. Discover how to love, and share that love with everything that you encounter. Help make existence a beautiful thing.

Kevyn B Grams
10/03/2010 

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