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SvennoJ said:
Zkuq said:

In most cases, VR is more like an entirely separate mode rather than a control method. I guess that's a fair point though.

I see we have another that hasn't played Metal Gear Solid V on PC.

I wish VR would be treated like a control method rather than forcing body inventory, miming actions and opening every drawer into the gameplay! Hence I enjoy Aeon of Ruin so much!

What does MGS V do differently with analog controls than just having 2 or 3 different speeds? TR 1 on PC already had holding shift down to walk. (I haven't played MGS V at all, have it somewhere, never got to it)

I've had little time to explore VR games so far, but I would certainly be open to seeing more VR support in games, including different treatments like you said. I guess price is the main factor hindering VR adoption, but the nausea issues must not help either.

I elaborated on MGSV a bit more in my response to the other quote in my previous post, but basically being a stealth game, the amount of noise you make matters a lot, and it just happens that noise-wise the sweet spot for approaching people from behind is between the speeds allowed by keyboard controls. If I recall correctly, the speeds supported by the keyboard controls aren't useless either, but the game would really just benefit from more control in movement speed. I think I learned this only after playing the PS4 version a good while after I'd played the game originally on PC.