LegitHyperbole said:
SvennoJ said:
Same, I would love to get absorbed in a new world again.
Maybe new traversal methods, packing trucks to the max.
![](https://gdb.rferl.org/5EB4B566-ECC3-4B76-B52D-99E922D33412_w1080_r0_s.jpg)
More challenging terrain and more styles of bridges and making roads. And a November-December release as I only have the kind of time to devote to games like this in winter holidays.
And Low Roar was indeed a fantastic choice. I never heard of them before but often left the game running as a music player with Sam Porter lounging inside.
Death Stranding 2 can get me back out of VR (for a while). But a game like that in VR (3rd person) would be incredible. |
Pretty sure it'll be out this year right in time for your holidays. Yeah, if AAA publishers would make games of the scope in VR it'd change gaming for ever but Var tech needs to catch up, not to go off topic but it's still too inconvenient, needs to be brought down to the size of swimming googles and battery tech needs an evolution. If it can run all day at the size of swimming googles and also games would need to be streamed to the headset from a portable device, no wires. Only then will VR be ready for mass adoption enough to get AAA scope games. |
The wire is not a problem, we played with wired controllers for decades!
The insistence on 1st person with all motion controls is what's holding VR back imo. I prefer sitting down to relax with a game, not stand and contortion myself trying to access body inventory slots. RE8 is about enough VR interaction for me. You can chose to pick up items with your hands, or just press X. You can climb ladders hand over hand or just press X and up on the thumb stick. RE4 has less interactions in VR, suits me fine. But I still prefer RE8 for having less action, RE4 can be exhausting, same as TWD S&S 2. Killing zombies isn't fun anymore when you're going through the same repeated motions over and over and over.
The games I keep coming back to in VR are the comfortable ones. GT7, sit down with the dualsense. Puzzling Places, sit down with movement all in front, using the sticks to turn when needed. CyubeVR sit down with point controls and other ways to keep all motion close to you. Space Docker VR, Ultrawings 2 and other cockpit games that support analog controls (rather than holding virtual sticks) get my preference.
Sure it's fun to do some room scale games now and then, but those are the exception for me and I never play them very long.
Anyway a game like Death stranding wouldn't work in 1st person anyway. You can't balance what you can't see nor feel. Driving and zip lining can be 1st person, yet walking, running etc would need to be in 3rd person.
As for mass adoption: Price, convenience (indeed smaller, easier fit, easy on/off, adjustable lenses), less isolating (link your phone, pip, wireframe surroundings when some one comes close, transparency mixing external view) and AAA games.
Mostly people need to have easy access to their phone while playing, secondary screen is a must when I look at my kids playing games. Plus the stigma of always having to stand around and flap your arms about needs to go. VR works perfectly fine sitting down with a regular controller. The benefit of 3D plus freely looking around while in the environment is already a massive game changer.