curl-6 said:
SvennoJ said:
That's how I would describe going back to non VR gaming. At least for the titles that allow full locomotion (teleporting is crutches in vr) I wonder if part of the resistance to VR (on PC) is the reliance on mouse aiming, the one control method that is least suited to VR. Yet once you have stopped relying on cross hairs it all feels much more natural.
I used the IR pointer in Red Steel on the Wii. While aiming was good, I missed the second analog stick for turning. I had the same problem in Killzone 3 with move. Using the pointer for both aiming and turning is something I could not get used to. Perfect for sniping, not so good for run and gun. VR fixes that problem, headtracking for aiming leaves both analog sticks for movement, or the aim controller which has two analog sticks on it and you can shoot one way while looking another way to see what else is coming. Sony should have added analog sticks on the move controllers from the beginning. I hope they'll be replaced soon. Dual wielding in Rush of blood and Superhot is great, but in Arizona Sunshine moving around is a hassle with dual move.
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I can only speak for myself, but the reason VR doesn't appeal to me is I don't like the idea of wearing the headset, and the reports of stuff like motion sickness, headaches, eye strain, etc make it sound rather uncomfortable.
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The FUD got to you... It's a try before you buy, although there's still an adjustment period just like going from mouse to controller or vice versa. I hardly notice the headset anymore once I'm playing yet perhaps I'm blessed with immunity to all the bad stuff.
I just played AZ Sunshine again for 2.5 hours, continued with my dual move save. I got the hang of it now and am not continuously dropping my ammo anymore lol. For movement it's like going back to arrow keys, except no strafing, only forward movement, square turn left, triangle turn right, x move forward, o eject magazine (hence I kept dropping my ammo). The only thing the other move adds is sprint if you hold both x buttons down. I wish the left move would handle strafing and backwards movement when x is only pressed on that one, that would make the game a lot better.
As it is now, I would give it a 7 or 8 with the aim controller (aiming and movement is great, picking up stuff can be a mess) and a 5 with dual move because of the movement restrictions, reload issues (machine gun won't reload unless I push the move into my stomach...) and terrible mounted gun implementation. (It's perfect with aim since you simple pick it up as any other 2 handed weapon, with move you have to physically crouch down in a very uncomfortable position)
So aim wins from all other motion based aiming solutions simply because you still have 2 analog sticks to freely move around. Oculus touch controllers should beat the aim since they also have analog sticks, better tracking and can be used for dual wield.
Ahh, I see you should actually be able to move backwards by pointing the right move backwards while moving. I had figured out that you can sorta strafe upto 45 degrees by pointing the right move left or right (since it's kinda impossible to turn the exact way you want to go with buttons), but had not tried pointing it behind me. It all just feels really akward :/