Showing posts with label PS VR. Show all posts
Showing posts with label PS VR. Show all posts

Wednesday, July 27, 2022

Lucky's Tale (PS VR)


Though I had played both versions of Super Lucky’s Tale before, I had not previously played the original Lucky’s Tale, as it was released for a VR platform (Oculus Rift) that I did not have. By chance when looking at the listing for Moss: Book II, I spotted a digital-only listing for the PlayStation VR version of Lucky’s Tale, which is a port of the Oculus Quest 2 remaster with updated graphics to match the sequel. Although I liked the game after finally getting to play it and thought it held up as a good example of third-person VR, one major issue made it nearly unplayable for me.

Wednesday, June 15, 2022

Moss: Book II


From its initial announcement, I was hooked on the world of Moss (Book I), which I found to be an amazing showcase of third-person VR. When the ending of the game revealed itself to be an episodic release and that what I had played was Book I, I eagerly awaited for the next chapter in Quill’s journey. This would not happen until the release of Moss: Book II four years later, as a digital-only title despite Book I getting a physical release, though I made sure to play it as soon as possible so I could continue the story and get more mileage out of the PlayStation VR. While I found it to be quite the step up from the original game that takes more advantage of the PS4’s power, I wasn’t entirely sure it was quite worth the $40 price tag.

Wednesday, June 2, 2021

Astro Bot Rescue Mission


After managing to get a PS5 at launch, the first game I played was the pre-installed Astro’s Playroom, a fun introduction to the system and the new DualSense controller. I enjoyed it so much that I soon sought out a copy of Astro’s debut title, the PlayStation VR exclusive Astro Bot Rescue Mission, partly to have an excuse to get more mileage out of the headset. When I got around to playing it, I found it very charming and a great example of third-person VR.

Tuesday, October 6, 2020

Resident Evil 7 Teaser Demo: Beginning Hour (+ Kitchen Demo)


The first info I saw about Resident Evil 7: Biohazard intrigued me enough that when PlayStation Plus subscribers got early access to the Beginning Hour demo, I figured I’d give it a shot. My experience at the time left me wanting more, but then, in a surprising twist, the demo updated twice and I returned both times to witness the changes. These updates, Twilight Ver. and Midnight Ver., gave me a greater idea of what to expect and convinced me to take the plunge on the full game. Now, as part of a deep dive into Resident Evil 7 for a proper review, I decided to look back on Beginning Hour Midnight Ver. to not only get back into the story, but also see just how effective it still is.

Wednesday, April 8, 2020

Moss - Twilight Garden (DLC)


Last year, a year and a few months after the release of Moss for the PlayStation VR, a free update was released that added access to a special level known as Twilight Garden. I will admit that I honestly did not know about this new content until recently, however once I learned about it, I booted up the game again so I could check it out. After doing so, I felt that, while short, it was an interesting way to expand on the story and gameplay.

Wednesday, April 1, 2020

Second Look - Jopo Saves the Universe (PS VR)


Following the announcement of Jopo Saves the Universe, from the mind of Rick and Morty co-creator Justin Roiland (and developed by his studio, Squanch Games), I wasn’t sure exactly what to make of it. I did, however, warm up to it over time once I got a better understanding of its plot and characters, which made it sound as though I might get an experience similar to Rick and Morty. Upon actually getting to play the game, I can safely say this game met those expectations and possibly more.

Wednesday, March 25, 2020

Concrete Genie


When Concrete Genie was first announced, I found its concept of a street artist whose drawings come to life intriguing, as well as its appropriately sketchy art style, though what hooked me was the fact it was compatible with PlayStation VR. Among other games, I would receive this one as a Christmas gift, and so wanted to check this one out as quickly as I could. After finally getting to see what the game is like, I quickly found out it’s not 100% playable in VR, however this did not detract from what I found to be an overall worthy experience.

Saturday, November 16, 2019

Accounting+ (PS VR)


In 2016, Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist (Dr. Langeskov) developer Crows Crows Crows released a VR game for PC called Accounting, in collaboration with Justin Roiland’s studio Squanchtendo (Squanch Games). In 2017, an updated version known as Accounting+ was released for PS VR, which is when I became more interested in actually playing it, even more so after experiencing Trover Saves the Universe. It wasn’t until a physical version was offered via Limited Run that I was actually able to get my hands on a copy of the game; upon getting around to playing it, I found the wait to be worth it.

Saturday, June 8, 2019

Trover Saves the Universe (PS VR)


Following the announcement of Trover Saves the Universe, from the mind of Rick and Morty co-creator Justin Roiland (and developed by his studio, Squanch Games), I wasn’t sure exactly what to make of it. I did, however, warm up to it over time once I got a better understanding of its plot and characters, which made it sound as though I might get an experience similar to Rick and Morty. Upon actually getting to play the game, I can safely say this game met those expectations and possibly more.

Wednesday, May 8, 2019

Ghost Giant


As VR technology evolves, it has become a place for game developers to experiment with some interesting gameplay mechanics and storytelling opportunities. This, combined with its visual style, are what attracted me to Ghost Giant by Swedish Fe developer Zoink, as it presents an interesting diorama style and attempts to immerse the player by incorporating them into the story. The game delivers on these promises in a unique way that makes it one of the most interesting VR experiences I have played.

Monday, April 1, 2019

Sly Cooper and the King of Thieves


Note: This review contains spoilers related to Sly Cooper: Thieves in Time.

While I enjoyed Sly Cooper: Thieves in time in spite of its faults, it wasn’t until years later that I found out developer Sanzaru games was not going to follow up on its cliffhanger ending, a statement made in 2014. Around the same time, I also discovered that this soured the reputation of the developer amongst Sly Cooper fans, a sentiment shared by Tron fans with the game Tron RUN/r, also by Sanzaru. Years later, however, Sanzaru seems to have come to their senses, releasing a long-awaited surprise sequel to Sly 4 that attempts to address issues players had with said game, chief among them the infamous plot twist and cliffhanger ending, with a simultaneous release on PS4 and Vita. After getting to play it upon launch, I can safely say that the Sly Cooper franchise has gotten back on track and is better than ever.

Monday, January 7, 2019

Tetris Effect


Following Ubisoft’s exclusivity contract with Tetris Ultimate, it seemed like there wouldn’t be any new Tetris games released in the US for some time until Sega managed to find a loophole regarding Puyo Puyo Tetris, though they could only import the Switch and PS4 versions, the latter physical only. I’m unsure of the current status of Ubisoft’s contract, however I was excited to see a new Tetris game, the Monstars and Resonair-developed Tetris Effect, announced for PlayStation VR at last year’s E3 press conference. Tetris seemed like an interesting title to explore VR with, as the preview material made it clear that the platform would make the backgrounds more immersive than ever. Upon finally getting a chance to play it after getting it for Christmas, I thought it was a good Tetris game on its own as well as a great VR experience.

Basic gameplay is similar to previous Tetris games, though there are some new game modes found in this version. The primary game mode is Journey Mode, a campaign that allows you to play through different levels in sets of 3-5. In this mode, you have access to the Zone mechanic, which builds up as the player clears lines. Activating Zone allows the player to temporarily freeze time and clear beyond four lines and score additional points. As potentially cleared lines move to the bottom of the matrix before all of those are cleared at once, this mechanic can also be used as a way to clean out the matrix and make things easier for you, especially as the game speed increases. Another interesting feature about Journey is that the music is also affected by your plays, increasing immersion; the music can also influence how you play, as the game speed can be affected by the tempo of the music. The tetrominos are also themed based on the backdrop, although among the game’s plethora of options is the ability to revert them into classic colors if you feel like it.

Example of gameplay outside VR.

Other game modes can be found under Effect Mode, which features classic Tetris modes as well as some new ones organized to reflect your mood. The Zone mechanic is not accessible here, though each mode has their own rules that shake things up a bit. One of the newer modes involves having to clear 300 lines while enduring random conditions that affect what you do, ranging from simply flipping the board to turning the matrix upside down and reversing controls at the same time. Some options are also designed for when you want to relax, wherein there is no Game Over. Some modes also allow you to toggle whether they go on forever (that is until you fill up the matrix), which can be useful for the relaxation options. Effect Mode also features an optional leaderboard, though you can see everyone’s level represented by an in-game avatar as it orbits the Earth.

The music of Tetris Effect is thankfully good, with each track designed to suit the visuals and tone of the level. Some tracks can even stick with you, as can the gameplay, if the game’s namesake is anything to go by. The backgrounds are also stellar with or without VR, though especially in VR, with each of them evolving as you advance through the stage. If you just want to enjoy your favorite backdrops without having to actually play the game, finishing Journey Mode unlocks the ability to do just that, in addition to allowing you to select your favorite one(s) in some Effect Mode options.

Tetris Effect is one of the best Tetris games I have played in recent years. The backgrounds and music are both very well coordinated and executed, plus the new Zone mechanic puts an interesting twist on things. The visuals are amazing and the game is perfectly playable without VR, though it is best experienced in VR if you are able to afford the headset. Either way, the game is a must-play for Tetris fans as well as a good experience for casual fans and newcomers.

Tuesday, December 18, 2018

Thumper




Back in 2016, the two-man studio Drool released Thumper, a new type of rhythm game dubbed “rhythm violence.” This concept and the initial trailers hooked me on the idea, but I didn’t get around to playing it until I received a physical copy of the game through Limited Run. Within a few hours, Thumper provided an unforgettable experience that’s hauntingly breathtaking, even more so in VR.

In Thumper, you play as a beetle and guide it along a track across a series of uniquely horrific worlds spread out over nine levels. Each level, divided into up to 30 sub-levels, contains a handful of bosses, culminating with a boss that resembles a screaming, flaming human skull.

There’s no real story to Thumper, at least not one that’s obvious. This lack of a story is actually for the better, since it allows the player to come up with their own interpretation of what each iteration of the final boss is. From my playthrough, the narrative seemed to gradually veer into cosmic horror, as the final boss continued to evolve in its appearance until it resembled something that was difficult for the human mind to comprehend.

The gameplay is simple at first. You tap X over white thumps, bank turns and slide through red bars to a beat until you reach the boss. During later levels, however, you have to also jump into blue rings and above strips of red spikes, switch between multiple lanes and survive laser sentries, all while moving to an increasingly faster tempo. While the first few levels introduce new mechanics one by one, including the need to break shields during a boss fight, later levels emphasize the need to keep up with the beat while mastering increasingly irregular beat patterns. On top of all this, you can only take two hits before you die.

The only thing that keeps the game from becoming impossibly difficult is the fact that when you die, you start over at the beginning of the sub-level you died on, meaning you only have to redo up to about a couple minutes of progress. A nice quality of life addition is the fact that boss patterns will repeat until you get them right, but this is balanced by the fact that death means restarting the boss from the beginning.

Because the tempo change is gradual, I was able to easily adjust to the difficulty and lower reaction times to the point where I didn’t notice how fast the game was until I later viewed the final stretch of Level 9 out of context. It felt very rewarding when I realized what I had accomplished, but the game was also physically demanding. Tapping X countless times over the span of a few hours hurt my thumb and I had to occasionally take a break to recover.

Thumper marries unique gameplay with haunting imagery.

Of course, it wouldn’t be a rhythm game without music and Thumper delivers. Dark and oppressive electronic music is generated procedurally by the game, according to the layout of each sub-level, and reacts appropriately to the player’s input. Without any marked meter on the track, as in other games like Guitar Hero or Rock Band, the game’s own beat acts as a guide to how the player may react to incoming obstacles, which works fairly well, though later levels have so many obstacles that it more often comes down to the player’s instinct. Of course, it does help to have a natural sense of rhythm.

The composer, Brian Gibson, had also arranged the tracks separately to be listenable as a more traditional experience. From listening to it this way, I was still able to picture the proper moments from the game, including the track itself, which speaks to its effectiveness.

Complimenting the soundtrack is a matching sense of visual design. The smooth and polished design of the beetle helps it stand out from the dark, jagged and writhing elements of the world around it. The track itself twists and turns as though it were a living being, a feeling aided by the tentacle-like designs that protrude from the sides. Bosses are usually some abstract shape, like a triangle or hexagon, often with tentacles of their own, and Final Bosses evolve from a flaming, screaming skull to a Lovecraftian nightmare of eyes, spikes, jagged tentacles and teeth. As noted before, the final form of this boss more resembles an Elder God whose form is otherwise too difficult for the human brain to comprehend, though the boss that comes afterwards has a more elegant design that may otherwise be left open to interpretation.

The experience of Thumper is also enhanced when played in VR, as I did for this review, especially with a good pair of headphones. VR brings the player much closer to the action, removing the physical space between them and the TV. As such, the beetle is placed more or less directly in front of you and obstacles are easier to react to. I’ll admit, however, that this seemed to make the Final Boss of Level 9 more frightening during a certain segment after its defeat.

From my experience, once I played Thumper in VR, it was next to impossible for me to play it any other way. For one thing, I now had what felt like a barrier of physical space between me and the TV, which made everything feel much further away from me, an adjustment I found too difficult to make. I also experienced a small, but noticeable input lag when attempting to play this way, something that I didn’t really worry about while wearing the headset. I have no idea if this lag is something all players experience outside of VR or if it was some combination of specific circumstances. Either way, it’s something to keep in mind when deciding to play Thumper traditionally.

Thumper is a unique rhythm game experience that I would highly recommend. It manages to find a new twist on the genre through the “violence” component and becomes highly memorable through its combination of dark visuals and matching soundtrack. The game can get very challenging, to the point of injuring thumbs, but is also very rewarding. I would also tell you to play it in VR if you can, but with the warning that it might be impossible to adjust back to playing it outside of that setting.

Thursday, July 12, 2018

Moss


When Moss was initially announced for the PlayStation VR, I was intrigued by the concept of aiding a mouse named Quill on her quest by manipulating the environment in certain ways. The art style and Quill’s general design also got me interested in playing, though I ended up waiting until a physical copy of the game was announced before eventually picking up the game. While short, the price is definitely worth it and may leave you waiting for a sequel.

A young mouse named Quill has been chosen by a Reader (the player), who is reading a story in a library. Shortly after Quill tells her uncle about this, her uncle tries to take care of things himself, only to get captured by the evil Sarfogg, who has taken control of the kingdom the story takes place in. Upon learning about this, aided by the Reader and equipped with a magic sword via mysterious Glass she found earlier, Quill sets off to rescue her uncle from Sarfogg.

Quill (bottom left) on her journey.

The game is immersive in its own way compared to other PS VR games/demos I have played. The game encourages you to begin in a sitting position, although the environment can be freely explored by you looking around, usually by leaning or standing up to see things that may be obscured from the default view. This not only gives a great view of the amount of detail in the level design, it can also help in locating hidden scrolls that give you collectible fragments to complete an image found in the library. In addition to manipulating specific parts of the environment, the player is also able to control enemies by grabbing them, as well as restore Quill’s health by grabbing her backpack (the color of the backpack acts as an indicator); you can also destroy some objects via grabbing.

Because the default view is just close enough to the action, you may also be able to sort of connect with Quill and your emotions are heightened during certain moments. You can interact with Quill at certain points by giving her a high-five, which actually nets you a Trophy, and the general intimacy of the design caused me to feel sad for her at one point. The immersive nature of VR also makes the final confrontation with Sarfogg more terrifying that it might have been otherwise (although at some point it was replaced with frustration over multiple deaths).

Example of an environmental puzzle in the game.

The game generally sports some really good level design, featuring highly-detailed environments that can often make you want to look around and even behind you to view more. Many levels also consist of environmental puzzles that are just challenging enough to give you a feeling of satisfaction upon solving them and can put your multitasking abilities to the test. The narration by Morla Gorrondola helps sell that you are experiencing the events of a storybook, aided by the fact she has some good vocal range, and the music by Jason Graves adds to this well.

Moss is a PS VR game I would highly recommend for adventure and puzzle fans as well as those seeking to get more out of the system. The immersion factor of the game is impressive, as is the level design, providing a perfect example of what third-person VR games are capable of if done right. The game also heavily hints that Quill’s journey is only just beginning, however the execution of the concept was done so well that I’m actually looking forward to whatever sequel that developer Polyarc has planned. At $30 New (at time of writing), Moss is one of the more affordable PS VR games on the market and should not be missed.

Thursday, May 24, 2018

Rick and Morty: Virtual Rick-ality


I admit I did not watch Rick and Morty when it first came on in 2013, however I did watch it for the first time following an infamous April Fool’s Day prank on [adult swim] (I was one of those who actually wanted the next Samurai Jack episode) and liked it, then later got into it through reruns, which ended up adding some levity to a family trip. Though Rick and Morty has its share of tie-in merch, among them a mobile game (Pocket Mortys), a browser game (Rick and Morty’s Rushed Licensed Adventure) and an ongoing comic book from Oni Press (including a comic based on Pocket Mortys), not to mention a toy replica of Rick’s portal gun, they’ve recently entered the world of VR with Rick and Morty: Virtual Rick-ality, originally released for HTC Vive and Oculus Rift with a more recent port for PlayStation VR (the version covered here).

Rick creates a Morty clone to help him do the laundry. This menial task quickly blows out of proportion as the Morty clone is dragged into a typical Rick and Morty adventure. Though simple, the plot is executed in true Rick and Morty fashion, essentially playing out like a two-hour episode that works for the VR platform.

The gameplay is similar to that of Job Simulator, also developed by Owlchemy Labs, with some Rick and Morty twists thrown in. Since the game is not simulating various jobs, the levels are connected by a single narrative (though a free-play option becomes available upon completion), most of which takes place within Rick’s garage. The garage is laid out such that the Morty clone can teleport between three spaces that provide different needs, though done such that it works within a compact space; at certain points you can also use Rick’s portal gun to teleport to new locations, designed to work within a small yet very immersive space, helped by the graphics being a very faithful translation of the series art style in three dimensions. As the play area is limited even within the garage, a modified Mr. Meeseeks from the show is provided to assist in reaching objects in spaces you can’t easily reach within the garage. There’s also some funny easter eggs in some areas, related to the first three seasons of the show, that fans will enjoy.

The art style is translated faithfully into VR.
(Pictured: Rick Sanchez (Justin Roiland))

Returning characters from the show retain their original voice actors, lending to some authenticity, however Justin Roiland steals the show just as he does in the main series. As he voices both Rick and Morty, the banter between them is often hilarious and you can tell that some amount of dialogue may have been improvised much like in the show. Though not as prominent, Spencer Grammer as Summer shows her talent and ability to keep up with Justin Roiland’s improvisational style thanks to her three seasons of experience with her character.

While the game is overall enjoyable, there were a few issues I experienced while playing. At times I felt as though I needed to recalibrate my position just to avoid some frustrating connectivity issues, though this may have had more to do with my setup than anything. Somewhat related is the playability of the aforementioned Mr. Meeseeks (here called Mr. Youseeks), which involves throwing it to get it to land in the right spot; this requires lots of precision with player instinct being the only aiming tool, so it may take a few tries to get the Mr. Youseeks in the right spot (though thankfully you can get rid of a badly-placed one by pulling off its VR goggles). A more legitimate issue I had was with a shooting section, where there was some brief lag after every few successful hits, something I did not experience in any other section of the game, though this was more minor in the long run.

Rick and Morty: Virtual Rick-ality is an enjoyable VR game that fans of Rick and Morty should not miss. Non-fans may get some enjoyment out of it, particularly if they are also fans of Job Simulator, however having knowledge of Rick and Morty’s first three seasons helps greatly in getting all the easter eggs and in-jokes (including some meta humor) within the game. The amount of effort put into recreating the show’s style and humor shows, making this an offering that, alongside the Oni Press comic, may help tide series fans over until [adult swim]’s 70-episode order starts getting filled.

Monday, June 19, 2017

Job Simulator


Originally released for the HTC Vive, Job Simulator is an early VR title with the rather interesting premise of an interactive simulator recreating menial jobs based on how a robot understands them in the future. After hearing about this title and seeing gameplay footage, I became curious as to how I would feel while playing it, and picked up a physical copy that had been released for the PlayStation VR. The game itself turned out to be quite entertaining, as well as proving to be what I think is a good introduction to VR.

The plot is fairly simple: You are a human in 2050 after robots have taken over jobs, and the robot Jobbot walks you through simulations exploring what (they think) having a human job was like. There are 4 jobs to pick from (Office Worker, Gourmet Chef, Store Clerk, Auto Mechanic), though the entertainment value comes from how the robots seem to not completely understand how various human activities work, such as burning CDs and baking a cake. Various bits of dialogue from Jobbot and posters featured in the 2050 archives help to flesh out what exactly happened prior to the events of the game, however you are only given enough information to leave the rest to your imagination. The visuals are fairly simple, however they work for the setting and are rendered well enough to immerse the player in its world.

Now you, too, can experience the life of an office worker in the comfort of VR.

The controls are very simple, in that you use the Move controllers to perform various tasks as given on a board. The game levels are designed well, making it so that everything you need to do is within arm’s length while still featuring a lot of things to discover within your surroundings. While you are told what to do in order to advance a stage, the game will at points give you some freedom to accomplish these tasks as you please, including a chance at the end of each stage to do as you please until you decide to leave the chosen job. There is also some replay value in the ability to add mods to the jobs once you’ve completed all of them (among them having lower gravity), though whether they really add to the experience is up to the player. As a side note, each level also features references to pop culture, though not such that they are in your face, and the type of reference made seems to differ between levels.

Job Simulator is a great example of an early VR title, though it’s original $30 price tag is not exactly worth it, since the entire game can be beaten within a couple of hours (I got it at a discount of $20, which seemed more worth it to me). Still, it has a great sense of humor and is a good way to get one acquainted with the realm of VR. The experience may not last long, though it’s still well worth giving it a shot.

Sunday, June 18, 2017

Batman: Arkham VR


One of the earliest titles available for the PlayStation VR was Batman: Arkham VR, developed by Rocksteady as part of the Batman: Arkham universe. The idea behind the game is to use the relatively new VR technology to make you feel like the Dark Knight himself. For the most part, it works really well, but it still falls a little short as an experimental title.

Bruce Wayne (Kevin Conroy) is informed by his butler, Alfred Pennyworth (Hugh Fraser), that Robin (Tom Austen) and Nightwing haven’t reported in for an unusual length of time. As this is cause for concern, Batman must go out and investigate their whereabouts, finding that both of them are in unusual locations. When he sees that Nightwing is dead, the investigation turns into finding out the identity of the killer as well the location of Robin.

The story is fairly easy to follow and, in true Arkhamverse fashion, grows darker and creepier as the game continues. This all leads to a very tense and frightening finale, which takes full advantage of the VR environment and shows a lot of potential for the technology. Unfortunately, while the story is well-written and engaging, and ties in well with Batman: Arkham Knight, it only lasts about thirty minutes to an hour and that’s if you’re not looking for secrets. At that point, it doesn’t completely feel worth the MSRP of $20.

What also doesn’t help is the general lack of replay value. After completing the main story, you gain the option to search most of the levels again for the obligatory Riddler trophies. Finding these trophies unlocks additional character models and bios you can view in the Batcave, as well as additional vehicles, the latter of which has no real effect on gameplay. These vehicles are drawn from Batman’s television and film history, including as recent as the Batmobile from 2016’s Batman v Superman and as old as the Batmobile from the 1966 Adam West series. Apart from Riddler trophies, there are also a number of destructible objects and optional easter eggs related to Batman lore, as well as some foreshadowing to Arkham VR’s ending and Batman’s mental state in Batman: Arkham Knight. Unfortunately, even if you did take the time to check every nook and cranny to find or destroy every single object, the entire game is still only about three to four hours long at the most.

One of the puzzles is recreating the crime scene for Nightwing's death.

That said, the gameplay is rather impressive for an experimental VR title. Arkham VR does an excellent job of making you feel like Batman, especially since you go through a phase at the beginning where you have to put on the Batsuit. Over the course of the game, you have access to three gadgets on Batman’s utility belt: the throwable Batarang, the Grapnel Gun and the Forensic Scanner. Using these gadgets at the right moments will allow you to solve puzzles during each of the game’s nine chapters and get Batman one step closer to finding Nightwing’s killer. It feels really cool to be able to throw a Batarang with your own motions and to control each object in the game with 1:1 movement.

However, there are some limitations to the gameplay, likely due to its experimental nature and the relative infancy of the VR market. You are not allowed to move around freely throughout each environment, as movement is restricted to teleporting to predetermined locations in your line of sight. Despite this, you are still able to use your own physical movements to move a couple steps around you, as well as look around objects or lean in for a closer look (Tip: looking around digital objects with physical movement is required to access a couple of Riddler trophies). Additionally, there isn’t much to speak of in the way of action. Instead, you spend much of your time using Batman’s gadgets to solve puzzles in a 360° space. While this does emphasize Batman’s role as a detective, it may leave fans of his action side wanting more. Also, while the game does generally do a good job of telling you what you can and can’t do, it doesn’t explain that you can zoom in on the environment by holding the Move controller to your head and pressing the Trigger button.

On a technical note, the graphics are very impressive, fully capturing the look and feel of the Batman: Arkham universe down to the color palette and level of detail. The environmental sounds also help to sell that you’re within the world of Gotham and the voice acting is top notch, seeing as you get to hear more Kevin Conroy and Mark Hamill among others.

While by no means perfect, Batman: Arkham VR is a very solid experimental title. The game does an excellent job of pulling the player into the world of Gotham and making them feel like the Caped Crusader. In exchange, the player has to contend with restricted movement, a lack of combat and a heightened emphasis on detective work and puzzle solving. Even with the game’s shortcomings, it’s worth playing for the ability to feel like Batman and become a true part of Gotham’s dark atmosphere. However, its short length, about three to four hours at the most, and lack of long-term replay value barely justifies the $20 price point. If you can get it at a good price, it’s one VR title worth picking up.