I also never played Resident Evil Village before my VR demo experience (sorry!), but Capcom's PSVR 2-exclusive adaptation truly feels like a video game fully adapted to VR without any loss. I've since played Resident Evil 4 on the Quest 2, and gotten less worried about VR jump scares. I kept away from Resident Evil 7 in VR because I was terrified of it. The sensation I get is massive and theatrical, and while the demo ends sooner than I'd like, Call of the Mountain is clearly an experience to get lost in.Īccording to the developers, eye tracking is used subtly later on in the game (perhaps to allow characters to make eye contact with me), but the advantages of eye tracking only show up otherwise to create enhanced graphics with foveated rendering - something the other games I played also have in common.Įnvironments in Resident Evil: Village really looked this good in VR. I notice the impressive controller feedback when climbing ledges and shooting arrows, and the rumbling headset haptics kick off when large creatures move around me. The landscapes are gorgeous, colors vivid. The game then becomes about wandering around wilderness camps, climbing cliffs by grabbing ledges in a similar way to the VR game The Climb, and shooting arrows at enemies and secret targets with a bow and arrow. The demo put me on a boat heading on a Jurassic Park-like river ride past familiar Horizon creatures: raptor-like Watchers, and a massive lumbering Tallneck that towers overhead. Set in the same far-future universe as Horizon Zero Dawn and Horizon Forbidden West, this one's a standalone game that's made for newcomers to enjoy, too, with some overlap with the PS4/PS5 games. Sony's flagship exclusive PSVR 2 game was announced earlier this year. Sony Interactive Entertainment Horizon: Call of the Mountain, Guerilla/Sony When holding weapons or climbing VR cliffs, it feels convincing.īows and arrows feel great in Horizon: Call of the Mountain. Sometimes the controllers feel like Valve's Index "knuckle" controllers, that way, where I start gripping my entire hand versus just three fingers to do things on the Quest 2. The grips become things I grab or let go of. The controllers feel light too: The rings that are part of their design sit back behind my hands, and I feel like they float around my knuckles. Triggers are on each, plus secondary clickable grip buttons below that. An analog stick and two buttons line each one, in a smaller layout than the way things are placed on the Quest 2 controllers. The 2016 PSVR borrowed older PlayStation Move controllers that lacked analog sticks and felt primitive compared with other VR gear, but the PSVR 2's controllers, just called Sense, have a design borrowed from newer input devices like the Oculus Touch. They also might be my favorite VR controllers right now. Sony has finally made a pair of real VR controllers.
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