PlayStation VR is now out for the PS4, but after spending hundreds of dollars on the headset, which games should you play? We played lots of them and have some thoughts and some favorites.
BATTLEZONE
Kirk Hamilton: Cool enough premiseātank wars!ābut too much jank for my tastes. I felt imprecise and sloppy when I played, and it suffers more than most games from how PSVR games tend to shudder and move around even when youāre sitting still.
Stephen Totilo: I liked this one more than you. I like VR games that feel vast, and the glass canopy of the tank provides a nice big-sky feel. My biggest issue with the game is actually not the VR part of it. I wanted something more than a procedurally-generated campaign.
Kirk: Iām actually the same. The game itself doesnāt grab me, VR issues notwithstanding. I felt like the difficulty curve was off? Like, I wanted some time to just cruise around in a tank blowing stuff up.
Stephen: Yeah, like so many VR games, itās got a good foundation but needs more stuff!
HERE THEY LIE
Kirk: Itās got blurry graphics, but Iāll admit it made me jump. Iāve only played through the intro. VR horror is a tough sell for me, man.
Stephen: This game, more than any other PSVR game I played, really suffered from the relatively low resolution of current VR graphics. Iād peek out at my TV at the supposedly lower-res āspectator modeā that PSVR outputs to your TV. And even that looked way better than what was in my headset. The graininess of the graphics took me out of the experience.
Kirk: I still found it oppressive and stressful, which seems like what theyāre going for. Horror games are already claustrophobic, and translating that into VR amps everything up a few notches. Not my cup of tea, but possibly will be to othersā tastes. Also strikes me as a game that wouldnāt be notable if it werenāt in VR.
Stephen: Yeah, though there are slim pickings for horror games on PSVR. Unless you count Until Dawnās rail-shooter, this is it. At least, if weāre talking about games that are intended to be horrifying, if you know what I mean.
Kirk: Thereās also the shark [in PlayStation VR Worlds]! All these games should probably just have a shark. But okay, letās do Until Dawn next.
UNTIL DAWN: RUSH OF BLOOD
Stephen: I didnāt like this game. I wanted to! Itās a horror rollercoaster rail shooter, but I just didnāt get much out of doing it in VR. Sometimes enemies might sneak up in your blind spot, but I didnāt feel like I was getting an experience that needed the tech, so it felt gimmicky, like many a Wii game.
Kirk: It just doesnāt respond well enough, imo. The guns donāt feel good, aiming doesnāt feel good. Hitting a target doesnāt feel āright.ā I like a good VR shooting gallery, but the shooting and the gallery both arenāt strong enough here. I do like how it feels like riding through the Haunted Mansion, though. When a huge doorway would loom above my head, I really felt like I was there.
PLAYSTATION VR WORLDS
Kirk: An interesting collection of polished, brief experiences that give a taste of what PSVR could do if Sony invested a lot more time and money in developing games for it. But itās still just thatāa taste.
Stephen: I love the shark dive. Itās barely interactive and itās a shade too long to use it as a VR showcase for anyone who comes over to my house, but it is so well done. So scary!
I was really disappointed with The London Heist, which is a handful of chapters of VR crime drama, much of which is barely any more interactive than having you light a cigar while a mob tough guy to talks to you. It exposes the limitations of actions that VR developers can have you do in these early games. You sit quietly and get berated, lectured at or tortured. Or you can be in sequences where you shoot a lot of guys.
The VR Worlds Luge game looks really rough in the headset, but I did dig the little sci-fi game Scavengerās Odyssey. You hop this mech suit out of crashing spaceship and jump across some asteroids. I was worried it would me sick, but I actually had a fun time with it. Itās a hidden gem!
Kirk: Scavengerās Odyssey was definitely the one that surprised me most, since I wasnāt expecting any of the demos to be so reactive and playable. It works well, the shooting and jumping feels good, and it didnāt make me sick. Score!
I also loved the shark dive. They kept assuring me that the guy working the winch on my shark cage was āthe best in the business,ā but Iām not so sure. The shark encounter is the thing Iāll use to demo this thing for VR newbies, though I do wish it got to the shark a little sooner.
The street luge was pretty whack, I thought. It made me dizzy and wasnāt very fun to play. I kept hitting cars, which made my entire body recoil. In general, Iād call VR Worlds a good demo of VR that should really just be packed in with every headset, not just the $500 bundle.
SUPER HYPERCUBE
Stephen: Now this is a quality game, Kirk.
Kirk: Yeah, this oneās one of my favorites. Very simple, both in its mechanics and its use of VR. But effective!
Stephen: I initially felt like it was a really cool puzzle game that didnāt need to be in VR. But it really does benefit from it. Yeah, the gameplay is simple. You are rotating a clump of cubes so that they fit through a hole in the wall they are hurtling toward, then getting more cubes added to the clump and rotating to get through the next hole. That design has worked outside of VR in a number of games.
But VR doesnāt just let you peek around the clump to see the shape of the hole in the next wall. It also helps you understand the contours of this clump that is hovering in front of you and lets the simulated light in the virtual world play tricks on your sense of what the clumpās actual shape is. I like those perspective tricks. Plus, you feel like youāre standing in a computer world. Really slick, really cool, probably my favorite PSVR game.
Kirk: The visual design and audio design are strong, too. It doesnāt crowd you, which is crucial in a VR game, especially one for a new system. Even when the screen is full of color and motion, thereās this sense of space. My girlfriend is not a big gamer, but I had her play this one and her immediate response was āWell, I could play that all day.ā As ringing an endorsement as I could imagine.
JOB SIMULATOR
Kirk: Itās fine. In my review of the PSVR, I talked about how demonstrably inferior this version of Job Simulator is to the one thatās out on Vive. The PlayStation camera doesnāt really let you enjoy exploring your work space to the extent that the Vive version does, which removes a lot of the playfulness that makes this game special. All the same, I imagine a lot of PSVR players wonāt have played the Vive version and wonāt know what theyāre missing. Itās still funny, itās stilly goofy, and it still often feels like youāre playing around in a physical space.
Stephen: Yeah, the title of this game may turn people off. Who wants to play a job simulator, right? But itās fun slapstick, is sharply written and does a nice job making you feel like youāre in a cartoon world. The VR games that go for realistic graphics are undermined by horsepower limitations, but cartoon stuff like this looks great.
Kirk: Plus you can put your coffee mug in the copy machine and itāll print a second coffee mug! Whatās not to love?
Stephen: Considering I donāt like (most) comedy or (any) coffee, it is a miracle that I really like this game. Itās a winner!
HEADMASTER
Stephen: You were optimistic about this one.
Kirk: I was! Mostly because the core idea is clever. Youāre a prisoner forced to go out to the prison exercise yard and perform ever more elaborate soccer heading drills. You stand in front of the goal and head the ball into the corners, at targets, around the keeper, etc. No hands. Fun premise. Pretty fun game, too, as far as it goes. They definitely lay it on too thick with the humor, though. Iām sick of the āoverly chatty overseerā type of video game humorāitās been almost ten years since Portal came out, and the schtick is getting old.
Stephen: So the control input is all about moving your head to do headers. Did you feel like you had good control of it? Because you donāt actually feel the moment of contact, I found it hard to judge when it thought I was hitting the ball. I had a hard time correcting bad inputs when Iād try again. Of all things, I think it needs rumble feedback in the headset or something. (edited)
Kirk: Ha, I had the same thought. I bet some of these VR headset makers have tried adding rumble, and I wonder what their results have been. I got used to the lack of physical feedback, though the gameās physics do feel a little weird at times. Iād almost rather play with other people, rather than chasing the leaderboards. Seems like itād be a fun one to play at a party, with people trading off the headset to see who can score highest. Itās easy to pick up in the same way Wii Sports wasāmost everyone knows how a soccer header works, after all.
Stephen: Also, while I agree that jokey tutorials are played out, the real problem is just when a tutorial seems to never end. Let me play the damn game! See also: Rigs
RIGS
Kirk: Speaking of that: Iāve only played the tutorial for this game. It was long, though! But⦠yeah. Iām probably not the guy to share too many opinions, other than the fact that the tutorial didnāt do much for me and the basic gameplay makes me feel a little loopy.
Stephen: I played it at Game Developers Conference in March and liked it, but because itās a multiplayer game, I wasnāt able to do much with it pre-release. The tutorial is interminable. Iāve got to see how this plays when the game is out in the wild, but at GDC Iād enjoyed the three-on-three mech basketball/combat/whatever virtual sports action. Juryās out on this.
THUMPER
Kirk: Thumper is probably my favorite of all of these games, in or out of VR. I wrote about it earlier this week. The developers call it a ārhythm violenceā game, which is about right. You zoom forward through this spiraling neon hellscape, assaulted by noise-rock drum riffs, which you must perform to near perfection or else risk destruction.
Stephen: I didnāt like this one at first. Iām not a big rhythm game fan. And I didnāt feel like VR was adding much to this experience. VR isnāt even required, as you know. That was my initial impression several days ago. Then you started raving about the game and I tried it again this week.
Okay, I get it now. Itās minimalist and harsh, but also beautiful. Even better, VR helps the game. Rhythm games require you to get hypnotized, to feel really one with the game and I found that playing more Thumper in VR, immersing myself in its sights and sounds, helped the experience and helped me do better at it. Iām into it!
Kirk: The main thing VR added for me was that sense of scale weāve discussed with other games. The big skull-like boss that comes at the end of each level looks truly menacing, looming up above you. I also found it was a touch easier to track what was coming next in VR, which I didnāt expect. It felt like my perspective was slightly higher and more controlled. Iām glad you gave it another shot! This game kicks ass.
ARKHAM VR
Stephen: Iām glad this game exists, which probably sounds like a backhanded compliment. Rocksteady basically is using VR to see if they can make you feel like youāre Batman. You hold the Move controllers and see them as his hands. You put on the batsuit in first-person. But the game also shows how few bat-actions they can render in PSVR. Youāre almost always standing still, even when investigating the possible murder of someone close to you, even when interrogating the Penguin. I think they were afraid to make the game too active in case that made it too nauseating. But thereās some good surprises packed into this, lots of easter eggs for Arkham series fans.
Kirk: I donāt really dig this game, as I talked about in my PSVR review. I like the idea of putting players into the boots of a well-known comic book hero, but think Arkham VR moves too quickly through different VR ideas. Here youāre scanning bodies; here youāre solving a puzzle. Here youāre examining a crime scene; here youāre doing target practice. It feels like a tour, not a main event. The crime scene investigation sequence is great, though! Iād play the heck out of a full game focused on that.
https://www.youtube.com/watch?v=ABL_hQoMrvo
Stephen: The Riddler challenges that you can try after finishing the story are neat. And Iām a sucker for good audio logs, and there are some fun ones tucked into the game. I also really like the few moments in the game where you can assemble things with our āhands.ā Talk about potential for a full game… Iād love to play a virtual jigsaw/Lego puzzle game where Iām assembling more stuff like the Riddlerās cane or little fan-filled cube contraptions.
Kirk: āIām a sucker for good audio logs.ā – Stephen Totilo, Kotaku.com.
WAYWARD SKY
Kirk: An interesting idea, making a point-and-click adventure game work in VR by having you look down on the world the characters inhabit. Iām not very deep into this game, but I like the tone and the writing. The puzzles are elementary so far. Itās another one where the constant stuttering motion of my controllers really bums me out.
Stephen: I got used to the little bit of shakiness I was experiencing. The puzzles are initially very rudimentary. Lots of turning of bridge segments to create clear pathways. Later, when youāre manipulating the movement of various robots, itās more fun. It is one of those games that doesnāt seem to be getting much out of being in VR, but I do enjoy having some chill third-person VR experiences that let me be inside virtual worlds without being inside a character. Theyāre certainly more physically comfortable to play.
Kirk: Yeah. Itās that interesting secondary consideration for these launch games. Like launch games throughout history, they double as standalone video games and as games that in some way make a case for new hardware. Making that case for VR doesnāt always involve giving people the most mindblowing, immersive experience. Sometimes itās more convincing to show that VR can be a chilled out but still interesting way to experience low-impact genres like adventure games.
REZ INFINITE
Stephen: I figured Rez in VR would be a canāt-miss. Trippy visuals, good music, wrap it all around you in VR. Having played it, Iām underwhelmed, possibly because Rez always was so engrossing that maybe I already was sufficiently immersed in its visuals and soundscape. Iām not crazy enough about Rez to feel like, wow, Iāve got to play it through again in VR. I think a small sampling of it was enough for me.
Kirk: I really liked it, even though itās basically just āRez Again.ā Which is fine. Rez is a good game! Iāve only ever sampled it over the years, despite the fact that based on the kinds of games I like it should be one of my favorite games. VR feels like a neat if inessential format for it. Itās interesting that it launches on PSVR alongside Thumper, which is such a clear Rez descendant as well as an evolution of what Rez does. Iād rather just play Thumper, on balance. Iām also struck by the fact that my three favorite PSVR launch games are all arcade-y, colorful rhythm/puzzle games: Thumper, Rez, and Super Hypercube. Think thereās anything to that?
Stephen: I think you aspire to be on acid.
Kirkās favorite PSVR games:
Super Hypercube
Thumper
Rez Infinite
Stephenās favorite PSVR games:
Super Hypercube
Arkham VR
Battlezone