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Good topics to raise. I don't have any fire arm experience myself which has its own 'problems'. No clue where magazines go or how to cock a barrel. The game shows it once for a bunch of guns and then every time I find a new one I'm scratching my virtual head how to reload the thing. Fumbling around while getting eaten by the enemies. I was also holding the pistol wrong for two handed aiming, hand on the barrel, probably a good way to lose some skin while firing :/

But it still leads to fun like this where I end up using the guns as clubs to hit with lol.

I also dropped the gun many times. I played CotM first where R2 is grab, in RE8 R1 is grab. So confusing.

Gun play aside, the biggest nitpick I have with RE8 is how to access the map. It seems to be inside my left ass cheek. To get the map I have to stick my hand partly under my left butt side to get it. At least in RE8 you can set your orientation to body oriented so the holsters etc don't turn when you turn you head.

In TWD S&S when you try to look down where to place equipment, the game interprets the head movement as rotating your body. So if I look down to my left to spot my left holster, the left holster turns away from me. Always staying just on the edge of the fov, in the blurry section you can't really see. I look like a cat chasing its own tail trying to put my knife back in the belt. (It's not like RE8 where it automatically goes to your holster, weapons in S&S fall on the ground and you can lose them) After a few days I got the muscle memory down to put weapons away without looking, broadly placing my hand out a bit from my thighs to the side and watch for the "stored" prompt to appear instead of hearing a clunk from it falling to the ground.

Getting equipment out stays tricky. In RE8 it's still often a crap shoot whether I end up with the side arm or the other gun slot on the right side. In S&S I often end up with the weapon from my back while trying to get the journal (which is on my right upper arm in). Getting the flashlight, might end up with the knife then having to carefully store it again.

These body inventories need a calibration screen where you can adjust the relevant places. Which would also work as a quick reference as in S&S it took me a lot of groping to get my success rate of retrieving the journal over 50%. No clue where to look for it at first.

Btw maybe you can figure out the bow in S&S. I can't seem to find a way to shoot where I look, no matter how I try to line things up (with headset getting in the way of course) the arrow always goes somewhere I didn't expect it to go. So bow is useless to me. The whole aiming seems a bit off as I have resorted to grab enemies by the head, hold their head still while shooting them point blank in the head.

That realism can also be a bit disturbing. Now I'm training my muscle memory to grab and stab, day after day, stabbing/shooting zombies and people in the head up close without thinking about it anymore. It's more horror for how gruesome it is than it ever is scary. Jam a spoon in an eye socket when the knife breaks again. (It's like BotW weapon durability)

I do use an axe a lot every year. Like to do my yard work, culling dead/dying trees from the river bank along our house, by axe. Good workout :) Yet in the game trying to use the axe to hit a plank, so frustrating. No matter how I try to hold the virtual axe, I can't get a good swing going. Takes me well over a minute to break down a barrier of 3 planks. Axe just slowing down or wobbling the wrong way making a dull chink against the plank.

It's a learning curve, both for the players and the developers. VR is in that stage of awkward 3D controls. When 3rd person games all had their own idea how to handle the camera and movement in 3D, resulting in having to adapt to each new game over again. Yet nothing feels better when it all goes right and everything works just as you had in mind. Intuitive solutions that actually work are the real magic. Problem is, physics aren't there yet, so all those things you think off, someone has to have thought off while making the game, to make sure it all works.