Why Nintendo Hasn’t Made a Real VR Headset Yet

There’s a rumor going around that Nintendo is making a VR headset in partnership with Google. The rumor is still unconfirmed, but when the world’s oldest extant gaming company finally thinks it’s time to make a dedicated XR device, you know it’s going to be something special. Having seen how far the technology has come though, it raises a question: why hasn’t Nintendo made a VR headset yet?

Nintendo basically has a singular MO, and it does it well: create broadly accessible hardware to serve as a vehicle for its exclusive swath of family friendly games. Ok, it’s more complicated than that, but it’s a good starting point to understand why Nintendo hasn’t made a proper VR headset yet, and probably won’t for some time yet to come.

Wait. Didn’t Nintendo have that Virtual Boy thing in the ’90s? And what about Labo VR for Switch? Those were VR headsets, right? Yes, and no. Or rather, no and kind of (in that order). I’ll get to those in a bit.

In short, the reason Nintendo hasn’t made a real VR platform like Meta Quest has a lot to do with risk aversion, since the company generally prefers to wait until technologies are more mature and have proven market potential. Over the years, Nintendo has also become increasingly reliant on big singular projects which, while not always exactly cutting-edge, have allowed it to comfortably exist outside of the PlayStation and Xbox binary.

Lateral Thinking with ‘Withered’ Technology

Much of Nintendo’s market strategy can be attributed to Gunpei Yokoi, the prolific Nintendo designer best known for pioneering the company’s handheld segment. Yokoi is credited with designing Nintendo’s first handheld, Game & Watch, which at its 1980 launch made use of the cheap and abundant liquid crystal displays and 4-bit microcontrollers initially conceived for calculators. Among many other accomplishments, Yokoi is credited with designing Gameboy, creating the D-pad, and producing both Metroid and Kid Icarus. His last project before leaving the company in 1996: Virtual Boy. More on that later.

Yokoi’s career at Nintendo spanned 31 years, covering its transformation from the then nearly century-old Japanese playing card company to worldwide video gaming powerhouse. His philosophy, mentioned in his Japan-only book ‘Gunpei Yokoi Game Hall’ (横井軍平ゲーム館), sums up the sort of thinking that vaulted Nintendo to the world stage; Yokoi coined the phrase “lateral thinking with withered technology,” outlining the company’s strategy of using mature technology which is both cheap and well understood, and then finding novel and fun ways of applying it to games. That’s basically been the case from Game & Watch all the way to Switch and Switch Lite.

And it’s not just handhelds though. Nintendo consoles don’t tend to focus on cutting-edge specs either (as any former Wii owners can attest). For Nintendo console owners across the years, it’s more about being able to play games from a host of recognizable franchises such as Mario, Zelda, Smash Bros, Pokémon, Pikmin, and Animal Crossing. Since the success of Wii, it’s also been about creating new types of games centered around novel input schemes, like how the Wiimote lets you bowl in Wii Sports, or how Joy-Cons let you grove on-the-go in Just Dance. In short, Nintendo is really good at serving people with what they’re already used to and baking in novelty that owners can engage with or equally ignore.

Virtual Boy Failure, Labo VR Experiment

When Nintendo sticks to its principles, we usually get a DS, Switch, Gameboy, Wii, Game Boy Advance, 3DS, NES, SNES, Game & Watch, Nintendo 64—10 of the top 20 bestselling video game platforms in history. When they don’t, we get Virtual Boy.

Accounts hold that Yokoi was rushed to finish up work on Virtual Boy so the company could focus on the launch of Nintendo 64, which is partially why it failed. Timed right at the peak of the ’90s craze, Nintendo released what essentially was no more than a 3D version of Gameboy—a 32-bit tabletop standalone console that just so happened to have stereoscopic displays, making it no more a VR headset than Nintendo 3DS. Besides relying on some objectively useless stereoscopy, being shaped like a headset, and having ‘Virtual’ in the name, that’s where the comparisons between it and virtual reality stop.

Image courtesy Evan-Amos, Wiki Commons

Note: Every time someone refers to Virtual Boy as a VR headset, or pretends to wear it in a YouTube thumbnail, I scream into an empty paint bucket, hoping the residual fumes will calm my nerves.

There was no head tracking, motion controllers, or even games that wouldn’t have played equally as well on a standard Gameboy. Moreover, its red monochrome displays were criticized for giving players eye strain, nausea, and headaches during gameplay. Its awkward tabletop stand also didn’t articulate enough to adjust to each user’s height, making users strain their necks to play. The nail in the coffin: it was priced at $180 at launch in 1995, just $20 less than Nintendo 64 which arrived one year later and promised to deliver true 3D graphics (something which Virtual Boy couldn’t do, despite supporting stereoscopy!).

Still, I don’t think Nintendo tied Virtual Boy’s failure to the larger failure of VR at the time, but rather recognized what happens when it innovates in the wrong direction and abandons its core principles. Nintendo’s successive handhelds focused on keeping the pocketable form-factor, and typically offered a generation or two of backwards compatibility so consumers could easily upgrade. Gameboys to follow were truly portable, and offered all of the games you wanted to play on the bus, train, plane, wherever.

But what about Nintendo Labo VR for Switch? Well, it was a pretty awesome experiment when it was first released in 2019. The DIY accessory pack made of cardboard actually got Nintendo involved in VR for the first time, and it did it with the same family friendly flair the company seems to bring to everything it does.

Image courtesy Nintendo

It’s a fun little kit that uses Joy-Cons in some unique ways, but with only a few high-quality native VR ‘taster’ experiences to play with, it’s basically a one-and-done deal that Nintendo critically hasn’t iterated on beyond its initial release despite a generally good reception from its target market.

Granted, Nintendo did provide Labo VR support for a number of first-party titles, including Super Smash Bros Ultimate, Super Mario Odyssey, and The Legend of Zelda: Breath of the Wild, but this just provides basic 3D viewer support, and doesn’t convert these games into any sort of full VR experience.

To boot, Labo VR actually has Unity support, meaning third-party developers can create games and experiences for it; the fact is the headset and slot-in Switch form-factor just isn’t built for long-term play like a standalone or PC VR headset though. It’s front-heavy, doesn’t have a strap, and just isn’t the basis of a modern VR platform. It’s a toy more than a platform.

Switching It Up with One Big Platform

The big question is: when? When will Nintendo feel like VR is mature enough to enter in full force with something like a standalone headset, replete with a host of beloved Nintendo franchise games? If past performance predicts future outcomes, it’s pretty unlikely we’ll be seeing such a device in the near term.

The company has spent the better part of the last decade recovering from the failure of Wii U, the company’s least successful video game console to date (next to Virtual Boy). Going headfirst into the XR niche soon with a dedicated hardware release doesn’t seem plausible given how focused the company has become on melding both handheld and console product development with Switch.

Fun Labo VR adds-on aside, Nintendo has expressed some skepticism of VR in the past. Speaking to TIME, Nintendo’s Shigeru Miyamoto said in 2014 that VR just wasn’t the sort of broadly accessible player experience the company was trying to crack with Wii U:

“When you think about what virtual reality is, which is one person putting on some goggles and playing by themselves kind of over in a corner, or maybe they go into a separate room and they spend all their time alone playing in that virtual reality, that’s in direct contrast with what it is we’re trying to achieve with Wii U. And so I have a little bit of uneasiness with whether or not that’s the best way for people to play.”

Granted, the technology has changed a great deal since 2014, the same year Oculus Rift DK2 came out. With mixed reality passthrough becoming a standard on standalone headsets such as Quest 3 and Apple Vision Pro, Nintendo would be crazy not keep tabs on the technology, albeit with same hesitation it has mostly shown in the past with its adoption of cutting-edge technology.

Nintendo VR patent | Image courtesy USPTO, via Levelup

In fact, the company is actively creating patents around mixed reality systems that focus on cooperative gameplay using players both in and out of a headset. Above is one such patent from 2022 showing a multiplayer game based on some sort of proposed tabletop platformer.

Unlike a lot of the tech companies out there trying to spin up multiple products and maintain large, interconnected platforms, Nintendo’s main MO is to gamble on one big thing that will probably come with additional functions and a few input quirks. Whether that’s some sort of additional headset peripheral or not… you never know. In the end, the more inclusive nature of mixed reality may change some minds over at Nintendo, although you can bet whatever comes next from the Japanese gaming company will be another experiment, or similar add-on that uses mature hardware in a new and different way.

– – — – –

What is certain is Nintendo isn’t in any rush, as both hardware and software sales of traditional games still far outweigh VR games. Still, you can’t help but wonder what a Nintendo headset might look like, and what a full-throated XR release from Nintendo would do for generations of kids (and adults) to come.

Why Nintendo Hasn’t Made a Real VR Headset Yet

There’s a rumor going around that Nintendo is making a VR headset in partnership with Google. The rumor is still unconfirmed, but when the world’s oldest extant gaming company finally thinks it’s time to make a dedicated XR device, you know it’s going to be something special. Having seen how far the technology has come though, it raises a question: why hasn’t Nintendo made a VR headset yet?

Nintendo basically has a singular MO, and it does it well: create broadly accessible hardware to serve as a vehicle for its exclusive swath of family friendly games. Ok, it’s more complicated than that, but it’s a good starting point to understand why Nintendo hasn’t made a proper VR headset yet, and probably won’t for some time yet to come.

Wait. Didn’t Nintendo have that Virtual Boy thing in the ’90s? And what about Labo VR for Switch? Those were VR headsets, right? Yes, and no. Or rather, no and kind of (in that order). I’ll get to those in a bit.

In short, the reason Nintendo hasn’t made a real VR platform like Meta Quest has a lot to do with risk aversion, since the company generally prefers to wait until technologies are more mature and have proven market potential. Over the years, Nintendo has also become increasingly reliant on big singular projects which, while not always exactly cutting-edge, have allowed it to comfortably exist outside of the PlayStation and Xbox binary.

Lateral Thinking with ‘Withered’ Technology

Much of Nintendo’s market strategy can be attributed to Gunpei Yokoi, the prolific Nintendo designer best known for pioneering the company’s handheld segment. Yokoi is credited with designing Nintendo’s first handheld, Game & Watch, which at its 1980 launch made use of the cheap and abundant liquid crystal displays and 4-bit microcontrollers initially conceived for calculators. Among many other accomplishments, Yokoi is credited with designing Gameboy, creating the D-pad, and producing both Metroid and Kid Icarus. His last project before leaving the company in 1996: Virtual Boy. More on that later.

Yokoi’s career at Nintendo spanned 31 years, covering its transformation from the then nearly century-old Japanese playing card company to worldwide video gaming powerhouse. His philosophy, mentioned in his Japan-only book ‘Gunpei Yokoi Game Hall’ (横井軍平ゲーム館), sums up the sort of thinking that vaulted Nintendo to the world stage; Yokoi coined the phrase “lateral thinking with withered technology,” outlining the company’s strategy of using mature technology which is both cheap and well understood, and then finding novel and fun ways of applying it to games. That’s basically been the case from Game & Watch all the way to Switch and Switch Lite.

And it’s not just handhelds though. Nintendo consoles don’t tend to focus on cutting-edge specs either (as any former Wii owners can attest). For Nintendo console owners across the years, it’s more about being able to play games from a host of recognizable franchises such as Mario, Zelda, Smash Bros, Pokémon, Pikmin, and Animal Crossing. Since the success of Wii, it’s also been about creating new types of games centered around novel input schemes, like how the Wiimote lets you bowl in Wii Sports, or how Joy-Cons let you grove on-the-go in Just Dance. In short, Nintendo is really good at serving people with what they’re already used to and baking in novelty that owners can engage with or equally ignore.

Virtual Boy Failure, Labo VR Experiment

When Nintendo sticks to its principles, we usually get a DS, Switch, Gameboy, Wii, Game Boy Advance, 3DS, NES, SNES, Game & Watch, Nintendo 64—10 of the top 20 bestselling video game platforms in history. When they don’t, we get Virtual Boy.

Accounts hold that Yokoi was rushed to finish up work on Virtual Boy so the company could focus on the launch of Nintendo 64, which is partially why it failed. Timed right at the peak of the ’90s craze, Nintendo released what essentially was no more than a 3D version of Gameboy—a 32-bit tabletop standalone console that just so happened to have stereoscopic displays, making it no more a VR headset than Nintendo 3DS. Besides relying on some objectively useless stereoscopy, being shaped like a headset, and having ‘Virtual’ in the name, that’s where the comparisons between it and virtual reality stop.

Image courtesy Evan-Amos, Wiki Commons

Note: Every time someone refers to Virtual Boy as a VR headset, or pretends to wear it in a YouTube thumbnail, I scream into an empty paint bucket, hoping the residual fumes will calm my nerves.

There was no head tracking, motion controllers, or even games that wouldn’t have played equally as well on a standard Gameboy. Moreover, its red monochrome displays were criticized for giving players eye strain, nausea, and headaches during gameplay. Its awkward tabletop stand also didn’t articulate enough to adjust to each user’s height, making users strain their necks to play. The nail in the coffin: it was priced at $180 at launch in 1995, just $20 less than Nintendo 64 which arrived one year later and promised to deliver true 3D graphics (something which Virtual Boy couldn’t do, despite supporting stereoscopy!).

Still, I don’t think Nintendo tied Virtual Boy’s failure to the larger failure of VR at the time, but rather recognized what happens when it innovates in the wrong direction and abandons its core principles. Nintendo’s successive handhelds focused on keeping the pocketable form-factor, and typically offered a generation or two of backwards compatibility so consumers could easily upgrade. Gameboys to follow were truly portable, and offered all of the games you wanted to play on the bus, train, plane, wherever.

But what about Nintendo Labo VR for Switch? Well, it was a pretty awesome experiment when it was first released in 2019. The DIY accessory pack made of cardboard actually got Nintendo involved in VR for the first time, and it did it with the same family friendly flair the company seems to bring to everything it does.

Image courtesy Nintendo

It’s a fun little kit that uses Joy-Cons in some unique ways, but with only a few high-quality native VR ‘taster’ experiences to play with, it’s basically a one-and-done deal that Nintendo critically hasn’t iterated on beyond its initial release despite a generally good reception from its target market.

Granted, Nintendo did provide Labo VR support for a number of first-party titles, including Super Smash Bros Ultimate, Super Mario Odyssey, and The Legend of Zelda: Breath of the Wild, but this just provides basic 3D viewer support, and doesn’t convert these games into any sort of full VR experience.

To boot, Labo VR actually has Unity support, meaning third-party developers can create games and experiences for it; the fact is the headset and slot-in Switch form-factor just isn’t built for long-term play like a standalone or PC VR headset though. It’s front-heavy, doesn’t have a strap, and just isn’t the basis of a modern VR platform. It’s a toy more than a platform.

Switching It Up with One Big Platform

The big question is: when? When will Nintendo feel like VR is mature enough to enter in full force with something like a standalone headset, replete with a host of beloved Nintendo franchise games? If past performance predicts future outcomes, it’s pretty unlikely we’ll be seeing such a device in the near term.

The company has spent the better part of the last decade recovering from the failure of Wii U, the company’s least successful video game console to date (next to Virtual Boy). Going headfirst into the XR niche soon with a dedicated hardware release doesn’t seem plausible given how focused the company has become on melding both handheld and console product development with Switch.

Fun Labo VR adds-on aside, Nintendo has expressed some skepticism of VR in the past. Speaking to TIME, Nintendo’s Shigeru Miyamoto said in 2014 that VR just wasn’t the sort of broadly accessible player experience the company was trying to crack with Wii U:

“When you think about what virtual reality is, which is one person putting on some goggles and playing by themselves kind of over in a corner, or maybe they go into a separate room and they spend all their time alone playing in that virtual reality, that’s in direct contrast with what it is we’re trying to achieve with Wii U. And so I have a little bit of uneasiness with whether or not that’s the best way for people to play.”

Granted, the technology has changed a great deal since 2014, the same year Oculus Rift DK2 came out. With mixed reality passthrough becoming a standard on standalone headsets such as Quest 3 and Apple Vision Pro, Nintendo would be crazy not keep tabs on the technology, albeit with same hesitation it has mostly shown in the past with its adoption of cutting-edge technology.

Nintendo VR patent | Image courtesy USPTO, via Levelup

In fact, the company is actively creating patents around mixed reality systems that focus on cooperative gameplay using players both in and out of a headset. Above is one such patent from 2022 showing a multiplayer game based on some sort of proposed tabletop platformer.

Unlike a lot of the tech companies out there trying to spin up multiple products and maintain large, interconnected platforms, Nintendo’s main MO is to gamble on one big thing that will probably come with additional functions and a few input quirks. Whether that’s some sort of additional headset peripheral or not… you never know. In the end, the more inclusive nature of mixed reality may change some minds over at Nintendo, although you can bet whatever comes next from the Japanese gaming company will be another experiment, or similar add-on that uses mature hardware in a new and different way.

– – — – –

What is certain is Nintendo isn’t in any rush, as both hardware and software sales of traditional games still far outweigh VR games. Still, you can’t help but wonder what a Nintendo headset might look like, and what a full-throated XR release from Nintendo would do for generations of kids (and adults) to come.

Nintendo Patents Possible Simplified Switch VR Headset

A new Nintendo Switch VR headset has been spotted in patents that could hint at a new product.

Let’s Go Digital first spotted the patent, which was reportedly originally filed in February 2018 and granted last month. It was filed through the Japanese Patent Office, so it’s hard to translate exactly what’s going on. The pictures sort of speak for themselves though.

Switch VR Headset 2

This looks like a simplified version of the base Labo VR headset released earlier this year. Labo VR was essentially Google Cardboard for Switch, housing the main console in front of a pair of lenses you held to your head. You built the headset yourself with instructions and, crucially, also constructed add-ons like a blaster and camera. We thought it offered a crusty but wholesome VR experience.

A New Switch VR Headset?

But this patent instead shows a stripped-back headset with a pair of lenses and a slim case that seems to fit around the Switch. Now it’s very possible this all just details the groundwork for what would become Labo VR. But it could also mean a simplified version of a Switch VR headset is on the way, without the Labo DIY element. It reminds us a little of these fan-made concept images for a Switch VR headset. You still have to hold the thing to your face, though.

Why would Nintendo do this? Well, since launch, a surprisingly large number of Nintendo-made games recieved free VR support. Super Mario Odyssey, The Legend of Zelda: Breath of the Wild and Super Smash Bros Ultimate all got VR support. Plus, other developers can now release Switch VR games, like last week’s launch of Spice & Wolf VR. Nintendo might be planning to launch a cheaper, pre-made VR headset to allow these VR titles to reach more customers.

It’s an interesting idea, though removing the Labo VR element from the headset does take out some of the fun. And you probably wouldn’t be able to play lots of the minigames that came with the Labo VR package. Also, the additional VR support for most of these games is pretty much universally terrible. But, hey, they were free. Would you buy a Nintendo VR headset just to try some of those free VR updates?

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Captain Toad Is Getting Nintendo Labo VR Support Today

The next Nintendo Switch game to be getting Labo VR support is none other than Captain Toad: Treasure Tracker.

Nintendo Japan confirmed the news via the below trailer. A free update today (in Japan at least) adds a handful of levels that you can play with the Switch’s Cardboard headset. From what we can tell, these are existing levels brought into VR rather than all-new content but we might be wrong about that.

In Captain Toad you navigate worlds avoiding enemies, gathering coins and gems. The Labo VR levels seem to keep that gameplay largely intact, although it looks like there’s also an on-rails first-person shooter segment.

Now, historically speaking, Nintendo’s VR updates for existing Switch games have been pretty bad. Super Mario Odyssey was under cooked, Zelda was awkward and Super Smash Bros was pretty horrific. But Captain Toad actually makes a fair bit of sense for a headset of this type. It’s got adorable diorama-sized worlds just like Astro Bot and its puzzle-based gameplay seems perfect for VR.

Granted it’s often Labo VR’s technical limitations that hold experiences back. Switch’s 720p screen only allows for blurry 3D images and the three degrees of freedom (3DOF) tracking often feels limited. The minigames that come bundled with the hardware itself are much better reasons to own Labo VR. Even then, though, it’s only really worth it as a means of introducing VR to kids.

Recently we discovered that Nintendo’s new Switch, the Switch Lite, won’t support Labo VR. The redesigned device isn’t replacing the original, though.

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New Nintendo Switch Lite Is Not Labo VR Compatible

Is the new Nintendo Switch Lite Labo VR compatible? Unfortunately not.

Cnet confirms as much in its hands-on article of the just-announced device. As the name suggests, Switch Lite is a smaller, lighter variation of the original Switch. Due to the difference in size and lack of detachable Joy-Con controllers, it won’t support the company’s range of Labo peripherals. Nintendo hasn’t yet commented on if it could release new versions of existing Labo kits that are tuned to Switch Lite’s new specifications.

It’d be a shame if not. Labo is designed as a family-friendly set of cardboard peripherals you make yourself. Switch Lite is cheaper than the original Switch ($199) and the pair do seem ideally suited to each other. Switch Lite also won’t connect to TVs.

Nintendo released the Labo VR Kit earlier this year. It allows you to slot the original Switch into a cardboard headset, though you need to detach the controllers to do so. The Switch Lite simply wouldn’t be able to fit into the slot in the headset, at least not without breaking the cardboard. Hopefully we’ll see Nintendo Switch Lite Labo VR compatibility in the future, though.

Still, Labo VR isn’t exactly an essential Switch accessory. We’re quite fond of it as a family-oriented device but support for games like The Legend of Zelda: Breath of the Wild and Super Smash Bros Ultimate is, quite frankly, pretty dire. Yesterday, we on comments from Nintendo’s Shigeru Miyamoto insisting that Nintendo had not fallen behind with VR.

If you’re desperate to try out Nintendo Labo VR, then, this new device isn’t for you, at least for now. Switch Lite releases on September 20.

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Shigeru Miyamoto: Nintendo Has ‘Not Fallen Behind With VR’

Nintendo’s Labo VR headset is far from the most advanced VR tech out there. But the company insists it hasn’t “fallen behind” with the technology.

Mario creator Shigeru Miyamoto himself said as much in a recent Nintendo Shareholders Q&A. “We have not fallen behind with either VR or network services,” Miyamoto said. “We worked on them from the very beginning, and have been experimenting with them in a variety of ways.”

For VR, that meant this year’s release of the Nintendo Labo VR Kit. Building on the existing Labo line, it offers a set of make-it-yourself cardboard peripherals, including a VR viewer you slot the Switch into. The experience it offers is undoubtedly creaky – it’s only got three degrees of freedom (3DOF) tracking and a blurry 720p display. But the DIY aspect of the product definitely has its charms.

“Because we don’t publicize this until we release a product, it may look like we’re falling behind,” Miyamoto continued. “In regards to VR, we think that we have created a product that is easy for our consumers to use in the recently released Nintendo Labo Toy-Con 04: VR Kit. Nintendo consumers encompass a wide range of ages, including young children, so we will continue to create and announce products that can be enjoyed by anyone.”

While Labo VR certainly is accessible, the quality of compatible content on the platform, such as the VR support for The Legend of Zelda: The Breath of the Wild and Super Smash Bros Ultimate, is often pretty low. We’d love to see the company come out with a higher-grade device that offered a more palatable experience. We’ll keep out fingers crossed for now.

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Hack Kids In Tokyo Teaches Game Programming Using Nintendo Labo VR

Hack Kids In Tokyo Teaches Game Programming Using Nintendo Labo VR

Nintendo’s cardboard Labo creations have been an avenue for gamers to explore creativity, especially so for those of a younger age. Now, the company is utilizing its Nintendo Labo VR Kit in the Hack Kids in Tokyo special event where parents and children age 6 and up learn to program their own games using Toy-Con Garage VR.

Hack Kids in Tokyo is an event organized by Yahoo and welcomes elementary school children in third to sixth grade along with their parents. Toy-Con Garage VR is a way for Nintendo Labo VR users to take a look under the hood of over 60 games that have been created by Labo’s developers. Hack Kids will use this same program to teach kids and parents how the games are made and help them to develop their own.

The Hack Kids, , ,

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Super Smash Bros Ultimate Just Got Switch VR Support

Super Smash Bros Ultimate Just Got Switch VR Support

Nintendo just added VR support to another one of its tent pole Switch games – Super Smash Bros Ultimate. Yup, really.

Update 3.1.0 for the game brings limited support for the Switch’s Labo VR headset. You won’t embody a fighter in first-person, but you will watch and play from the sidelines as if you were really there. When using Labo you can either face off against one other computer player or watch four other CPU players duke it out. Sadly, there’s no support for bigger battles or online play.

You do get to choose from ‘dozens’ of the game’s stages. You can look around and see areas of each scene you wouldn’t on a traditional display, which is pretty cool. This also technically marks a VR debut for a heck of a lot of game franchises; the chance to see Samus, Solid Snake, Mega Man, Sonic and more in VR is enticing.

We haven’t tried the support for ourselves but we wouldn’t get too excited. Labo VR is a novel piece of kit, mainly intended for kids to use. But the Switch’s 720p display and limited horsepower hold it back from really bringing lots of content to life. We’ve played Super Mario Odyssey and The Legend of Zelda: Breath of the Wild in the headset, for example, and neither really held up.

Still, it’s better than nothing. Nintendo seems to be quite willing to throw VR support into its biggest games, which makes us think this won’t be the last we hear from the headset.

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Unofficial Nintendo Labo VR Headstrap Give Your Arms A Rest

Nintendo Labo VR Headstrap

The Nintendo Labo VR headset is an intriguing piece of kit for the right audience. But, no matter who you are, it’s easy to get fed up with holding the thing up to your face all the time. This Nintendo Labo VR Headstrap package fixes that.

Sweet Proof Gaming last week released an add-on kit that doesn’t require you to modify your Labo. The company mainly makes grips for gaming controllers but clearly spotted an opportunity here. It features two adjustable straps that will fit around your head. As it stands right now, the standard Labo VR headset needs you to hold it up to your face. You either do that with two Joy-Con controllers attached to the side of the Switch or by holding the headset itself. With this unofficial add-on, you’ll be free to give your arms a rest.

The company says the straps will work with Joy-Con plugged into the Switch too. It will also come with cushioned forehead and nose rests so you’re not getting any cardboard paper cuts. Right now you can add your name to a reserve list for when the kit comes into stock. It costs $13.99 and should work with the kit’s Toy-Con add-ons, too.

It’s a cool idea, though not quite as flashy as the awesome Zelda mod we saw for the kit. It’s just a shame that Labo VR’s two biggest games, the VR mode for Super Mario Odyssey and the VR support for The Legend of Zelda: Breath of the Wild, are both pretty lackluster.

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