Popular zombie-shooting title Arizona Sunshine has sold very well on the PlayStation VR, and its developers and publishers at Vertigo Games and Jaywalkers Interactive are sufficiently pleased that they have announced that all players who own Arizona Sunshine on PlayStation VR will be able to download post-launch DLC for free.
The DLC is planned to launch later on this summer, and will feature two new Horde maps, set in the Old Mine and Undead Valley, a place that requires players to trek across the border to the zombie-infested casinos of Las Vegas, Nevada.
In addition, the developers have announced various updates and bug fixes will be introduced in update 1.02, which the developers say has taken into account feedback from the PlayStation VR community on improvements they wish to see. Though the PlayStation VR version of Arizona Sunshine is, in some ways, more limited than the room-scale version on the HTC Vive, the developers and the community have seen room for improvements such as:
Improved aiming down the iron sights for the PlayStation Aim controller
Co-Op multiplayer support for two-handed mode
A system to stop the floating effect when tracking is lost
New control scheme options for more play style customisation
Full patch notes can be found on the Arizona Sunshine official website. The update is currently live and will be fully rolled out to all regions for the PlayStation 4 and PlayStation 4 Pro in a couple of days.
You can check out the review for the PlayStation VR version of Arizona Sunshine Here.
VRFocus will bring you further news on Arizona Sunshine and other PlayStation VR titles as it becomes available.
For many people, the only real barrier towards ownership of a high-end virtual reality (VR) headset is the cost. So, what if you could get a PlayStation 4 Pro, PlayStation VR and accessories for free? PlayStation have just launched a competition giving consumers the chance to get their hands on a ‘Galactic Giveaway’ bundle.
Residents in Europe have the opportunity to win a bundle of PlayStation products by answering four multiple-choice questions and a tie-breaker. The winner will obtain the following prize:
PlayStation®VR headset
1TB PlayStation®4 Pro console
PlayStation®Camera
Platinum Wireless Headset
Star Trek: Bridge Crew on Blu-ray Disc
Farpoint and PlayStation VR Aim Controller bundle
Star Trek: Bridge Crew was recently launched on PlayStation VR and allows the player to take on the role of a Starfleet officer aboard a Federation starship, exploring the universe and occasionally fighting off hostile aliens. The title allows for cross-platform multiplayer that lets friends each take a position on the bridge such a helm, tactical and engineering. Star Trek: Bridge Crew is also integrating IBM Watson voice command functionality to allow for naturalistic language commands. You can read the VRFocus review of the title here.
Farpoint is a first-person shooter that is notable due to it being the first PlayStation VR title to be compatible with the Aim Controller, a gun-like peripheral that uses the same technology as the PlayStation Move controllers to allow for a more intuitive shooting experience.
The PlayStation Galactic Giveaway is open to European residents only, and can be entered by heading to the PlayStation Competition Page. The competition will close on 14th July, 2017.
VRFocus will continue to report on new offers and giveaways of VR-related products.
Let’s start with a statement: Shooting stuff in videogames is great. You know it is. Whether it’s first-person, third-person, side-scrolling, or anything in between, if a percentage had to be put on the amount of titles that allow you to kill something with a gun it would be high, very high. And that’s no different for virtual reality (VR), in fact VR is dominated by them – generally wave shooters – so even after a year in consumer hands some refreshment is needed, but don’t necessarily expect that from one of the latest titles to be revealed for Sony Interactive Entertainment’s (SIE) PlayStation VR, Bravo Team.
Debuting at the recent Electronic Entertainment Expo (E3) 2017, Bravo Team is one of two titles unveiled at the event by Supermassive Games – the other being The Inpatient. Both go for a high level of realism, then splitting into a team based first-person shooter (FPS) and creepy horror respectively.
Developed for PlayStation VR and it’s Aim controller, Bravo Team will be familiar to anyone who’s played any sort of co-op FPS – especially titles like Army of Two. For the show demo two players had to make their way down a bridge filled with wrecked cars and other vehicles, taking out enemies en-route. This is your usual cover and shoot affair, where movement is limited to running between cover points, designated by half or full shields – a la XCOM. You could then peek out to shoot bad guys, or communicate with your partner to try and flank them.
Using the Aim controller feels very natural and intuitive. The normal face buttons let you reload, switch between cover positions and swap to an emergency sidearm in a pinch, as you might expect. While properly looking down the assault rifle’s red dot sight gives you a much more accurate targeting reticule for getting those head shots. You could also quick turn 180-degrees if you moved too far forward and enemies were behind you – also good for returning to a better defensive position. Additionally, the feature is required due to the tracking system on the PlayStation VR, turning more than 90-degrees away from the camera makes the Aim controller highly erratic and almost unusable.
While the demo only showcased Bravo Team in co-op mode there is going to be a single-player version. If it’s the same as the co-op just without your team mate – or possible AI – then Bravo Team should really be looked at as a purely two-player experience, as that going to be where the most fun will be had. Not only will players have to pick each other up should one go down, they’ll need to carefully manage ammo, as the crates available on route only dispense to the player that opens it.
Currently Bravo Team feels like a safe bet. A by the numbers approach to VR FPS titles, offering more interactivity and tactical opportunities than the stationary John Wick Chronicles, but lacking that special something that makes these early reveals one to watch. The main draw of Bravo Team is going to be its buddy system, whether that’s enough for players remains to be seen.
The Electronic Entertainment Expo (E3) 2017 had its fair share of surprise virtual reality (VR) announcements – no one expected another two VR videogames from Until Dawn developers Supermassive Games, for example. One of their newly announced VR titles is Bravo Team, a new PlayStation VR shooter, and we have the latest screenshots.
Players in Bravo Team can go alone, or with a friend, to fight against waves of enemies in a run-down city in Eastern Europe. Players can play with the PlayStation Aim controller, allowing for an extra level of immersion.
Linares stresses that the game’s design will test players’ skills; “Our levels and enemy situations are designed to test your ability to work as a team. Calling targets, covering fire and constant communication are the difference between success and failure.”
In the screenshots below you can see more of the city in crisis, as well as a firefight and shots of your player character and weaponry. It all looks fascinating, and with the pedigree of the developer taken into consideration, Bravo Team looks set to be an excellent PlayStation VR shooter – especially when played with a friend.
For everything on Bravo Team, PlayStation VR and the best from E3 2017, make sure to keep reading VRFocus.
The Electronic Entertainment Expo (E3) 2017 has introduced us to a brand new wave of PlayStation VR titles, enough to convince us that Sony Interactive Entertainment (SIE) are still serious about virtual reality (VR). Among others, we got treated to two brand-new titles from Supermassive Games, the experienced publisher who have made Until Dawn among others.
Supermassive Games’ latest is Bravo Team, a single player or co-op experience which will see players engaging in heated firefights while calling orders or asking for help from their online co-op partner. These features, coupled with the PlayStation Aim, look to make Bravo Team an exciting and immersive experience.
Bravo Team’s Lead Designer, Keith Linares, has shared his enthusiasm for PlayStation Aim, saying; “Playing Bravo Team with the PS VR Aim Controller offers an even more enhanced experience. The super sharp accuracy and intuitive controls will make you feel as though you are actually holding the weapons in the game. As you play, you interact with your environment intuitively.”
Linares continues; “To get around cover simply lean left or right. To aim your weapon, just raise the controller and line up the iron sights. Pinned down by enemy fire? Lift the controller above your head and blind fire away.”
Below you can find Bravo Team’s official trailer, showing players exploring a city in Eastern Europe while fighting for their lives against vicious assailants.
Bravo Team just might be one of PlayStation VR’s essential shooters, especially if you’re looking into investing in a PlayStation Aim controller.
For all of the latest on Bravo Team and PlayStation VR, make sure to keep reading VRFocus.
VR Visio games have announced their latest virtual reality (VR) videogame, Special Forces VR. Powered by Unreal Engine, the videogame will be releasing on all the big head-mounted display (HMD) devices; PlayStation VR, HTC Vive and Oculus Rift.
Special Forces VR will support a variety of different VR peripherals, including the PlayStation Aim controller, but also special devices such as haptic suits, guns and “locomotion simulators.” VR Visio says this makes the title perfect for esports, though the benefit of VR in esports remains to be seen.
The game plays out essentially like Counter Strike, with players choosing either military or terrorist factions and playing against one another in a variety of game modes – but with the game built from the ground up for VR.
Players will be able to enjoy cross-platform play and wide, open immersive worlds to shoot enemies in – in VR, weapons and tools like riot shields really take on a new dimension when compared to when featured in traditional shooters, with motion controls allowing you to angle and move the shield in different directions, while blind-firing your weapon.
If you’re interested in signing up for beta tests, you can do so on VR Visio’s website here. Beta tests will go live in September 2017.
For more on Special Forces VR, be sure to take a look at the trailer below – everything looks incredibly promising, and by September we’ll know how good it plays. For more on Special Forces VR and everything else PlayStation VR stay on VRFocus.
If you can’t get enough of shooting down hordes of zombies in virtual reality (VR), then you PlayStation VR owners out there might want to take a look at Arizona Sunshine. The game was beloved by critics when it released on HTC Vive and Oculus Rift last year, and now it’s time for PlayStation gamers to get involved.
Vertigo Games’ first person zombie shooter features a full single-player campaign where your player travels through a wasteland filled with swarms of the undead.
As VRFocus said in our preview with the game on PlayStation 4 Pro; “Less of an adventure and more of a shoot-anything-that-moves experience, Arizona Sunshine follows the hugely successful Farpoint as being a first-step into new territory; this isn’t as deep an FPS experience as Destiny nor as engrossing a story as Call of Duty: Modern Warfare 2, but then it shouldn’t be expected to behave as such. The fact that it’s light years ahead of being VR’s Space Invaders is commendable in its own right.”
Vertigo Games’ Arizona Sunshine has been met with significant critical acclaim and commercial success since its launch on PC for Oculus Rift and HTC Vive late last year. Now, the Rotterdam-based studio has turned its attention to PlayStation VR, launching the PlayStation 4 edition of the videogame later this month.
As a first-person shooter (FPS) set in a zombie apocalypse, Arizona Sunshine’s setting may not sound all too original. And it’s not. However, the added benefit of being designed from the ground-up for virtual reality (VR) has allowed Vertigo Games to make an experience unlike many of the videogames that share its premise. Arizona Sunshine stands aside from the run-of-the-mill zombie FPS videogame by immersing the player within its ramshackle depiction of southwestern America through the use of a brand new medium.
As a single-player experience Arizona Sunshine features a campaign that takes the player on a journey through a desert wasteland. Less of an adventure and more of a shoot-anything-that-moves experience, Arizona Sunshine follows the hugely successful Farpoint as being a first-step into new territory; this isn’t as deep an FPS experience as Destiny nor as engrossing a story as Call of Duty: Modern Warfare 2, but then it shouldn’t be expected to behave as such. The fact that it’s light years ahead of being VR’s Space Invaders is commendable in its own right.
Given the illusion of freedom, the player is actually courted along a linear path to ensure a reasonable difficulty curve. The occasional checkpoint will offer a wider box to explore before being funnelled down a specific path once again. This is no bad thing however, as its allowed Vertigo Games to offer some varied gameplay and keep the path interesting. Submachine guns run out of ammo and you’re forced to go for headshots with your pistols; an opening above a ravine grants you a sniper rifle to take out distant foes. Arizona Sunshine’s gameplay loop is familiar, but benefits from this by not raising too many new barriers for those already engaged with the FPS genre.
Using the PlayStation Aim controller with PlayStation VR actually works far better than might be expected with Arizona Sunshine. Performing similarly to Farpoint, the analogue stick is used to move and the front trigger to interact. Reload is located on a rear face button and shoot, quite obviously, is on the trigger. The separation between head-look for movement and PlayStation Aim movement for aiming feels very natural, taking the experience of combat weaponry a step ahead of a more traditional FPS control scheme. VRFocus hasn’t yet had the opportunity to play Arizona Sunshine with a DualShock 4, however it’s already clear that adding the PlayStation Aim to your VR arsenal is a worthwhile investment.
Arizona Sunshine launches on PlayStation 4 and PlayStation 4 Pro this month, with the latter edition of the videogame appearing very close in terms of graphical fidelity to its PC counterpart. If Vertigo Games are true-to-their-word on parity in other areas of the videogame, the PlayStation VR could well be receiving another ‘must have’ title in a matter of weeks.
Vertigo Games’ hugely successful Arizona Sunshine is making its way to PlayStation 4 this month, exclusively for PlayStation VR. The first-person shooter (FPS) has seen huge updates as Vertigo Games adapted the original wave-based experience to a free-roaming zombie wasteland, and on PlayStation VR the studio is promising parity with the current PC edition of the videogame.
Featuring a single-player campaign, co-operative gameplay and a horde mode for up to four players, Arizona Sunshine has seen great commercial success on PC formats for Oculus Rift and HTC Vive. Vertigo Games is hoping to replicate that success on PlayStation VR, including the addition of PlayStation Aim controller support.
Certain exceptions have been made in the PlayStation 4 version of Arizona Sunshine, such as widened windows of contact for grabbing items and opening door; the player need simply look at the object and press the correct input to activate, opposed to physically moving. However, from a visual standpoint the PlayStation 4 Pro version, according to Vertigo Games, is on par with the PC edition of the videogame.
“The game is identical on a gameplay level between PC and PlayStation,” states Richard Stitselaar, Co-founder and Managing Director at Vertigo Games, in an interview with VRFocus. “The only big difference is the [PlayStation] Aim controller, where you can play with two-handed weapons – 11 new weapons – and the game has been fully rebalanced for that.”
Arizona Sunshine will launch for PlayStation VR via the PlayStation Network on 27th June 2017. The videogame will be compatible with DualShock 4 controllers, PlayStation Move and the PlayStation Aim accessory. VRFocus has been hands-on with the PlayStation VR edition of Arizona Sunshine and will bring you more details very soon.
Sony’s new VR peripheral, the PSVR Aim, launches today alongside Farpoint, a sci-fi VR FPS that was specially made with the controller in mind. Those who have been PlayStation fans for many years will remember that this isn’t the first time the company has made a gun peripheral, and those prior attempts didn’t see much success. Can Farpoint and PSVR Aim avoid repeating history? Read on to find out.
Developer: Impulse Gear Publisher: Sony Interactive Entertainment Available On:PlayStation Store (PlayStation VR ) Reviewed On: PlayStation VR + Aim on PS4 Pro Release Date: May, 16 2017
Gameplay
Farpoint opens by introducing players to two astronaut scientists around which the game’s story will revolve. Meanwhile the player inhabits a male character who does a lot more shooting than talking. The opening sequence sets up the mission of the astronauts: study a strange space anomaly.
And we all know what happens with strange space anomalies…. In this case it’s a destabilization of the anomaly which becomes a wormhole and sucks our two astronaut friends inside, along with the player who is piloting a shuttle that was on its way to pick them up. Oh, and the big space station they were stationed on gets pulled in too, presumably with all the crew on board. It all sounds pretty cliche (and it is), but actually it’s relatively well produced and the novelty of VR made it a pretty cool starting point for Farpoint.
After getting sucked inside you’ll find yourself plummeting toward a planet of unknown origin, the alien life of which you’ll soon get to know pretty well. Ejecting in an escape pod let’s you survive the landing on the planet’s surface—which resembles a more rocky mars with some active volcanoes—and you’ll set off on foot to search for those missing astronauts, and any other survivors who might have been inside. Thank the person who decided to make sure the escape pods come equipped with an assault rifle—you’re gonna need it.
As you wander forward looking for signs of wreckage and hopefully survivors, you’ll quickly come to find a holographic beacon of sorts which you can scan to reveal a short holographic recording. Such holographic recordings act as breadcrumbs of the game’s story to keep you trodding along.
There will be lots of trodding; the vast majority of the game will involve you walking from one place to the next and battling enemies along the way. This continuous stick-based locomotion is a departure from most VR games today which use teleportation or another method (like being designed for no movement at all, like Job Simulator). The game doesn’t offer other methods for getting around, but the movement has been carefully designed to maintain comfort, and I was very surprised to find that it didn’t make me nauseous, even for play sessions of an hour or more. I talk more about the locomotion in the ‘Comfort’ section of the review below.
Anyway… now that you’re walking along… you’ll find that the planet’s inhabitants are instantly hostile, you can tell by the way they like to scream as they fling themselves at your face; the first foes you met are nasty little spider monsters which will be very familiar to anyone who has fought Half-Life’s ‘headcrabs’, and though the face-sucker enemy is a well worn sci-fi trope, I can promise you that you will be afraid to see a writhing, screaming, basketball-sized spider-monster flying at your face. What I mean to say is that VR makes these enemies frightening at an instinctual level.
Luckily your assault rifle (which has infinite ammo but can overheat) is up to the task. A holographic scope on top has a convincing look to it where the reticle will fade out if you aren’t looking straight down it. And look straight down it you will: there’s not a lot of hip-shooting in this game and you’ll be encouraged to make your shots count.
Thankfully, wielding a two-handed gun like the assault rifle feels very natural with PSVR Aim. All the guns in the game are designed to make sure your virtual hands are placed roughly where they should be on the aim controller, offering a convincing sense of holding the weapons within the game world. This is backed up by the subtle detail of clicky-clacky sound effects when you move the gun around, as well as the faint creaking of your thick space suit.
Although I was worried about the lack of a shoulder-rest on the Aim controller (meaning you need to hold the gun out in front of you with no support) I ultimately found the game very playable with its design, which seems to have been especially made to make it easy to get your head down to look through the weapons’ scopes without bumping the headset on the controller. This was achieved quite effectively as I don’t recall bumping my headset on the gun even once, and peering down the scope of each gun was easy.
The weapon mechanics are well made. Weapons feel functional and utilitarian without being simple laser pointers of destruction. You can only hold two guns at a time; a gesture whereby you raise your weapon to the side of your head is a quick and immersive way to change between your two guns. You’ll find a standard set at first: assault rifle, shotgun, long rifle, and a few more interesting ones later in the game (though you’ll likely have at least one of the initial three because they are quite flexible). The assault rifle and shotgun each have secondary fire modes which shoot explosives (rocket for the assault rifle, grenade for the shotgun) which bumps up their utility. Since the guns feel so physical, I would have liked to find some upgrades here or there to improve them over time (maybe a better scope that I get to physically attach, or a larger clip, etc), alas the weapons remain static throughout the game.
Opposite your weapons are a number of different different aliens. Early on it’s bug-type creatures you’re fighting which range in size from the little basketball-sized headcrabs I described earlier all the way to truck-sized chargers (and occasionally beyond). Each enemy attacks differently and is best dispatched using different weapons and different tactics.
That means that if you’re battling say, a field full of headcrabs, you’ll want your shotgun handy. If it’s a field full of headcrabs and the mortar-style yellow-back beasts which lob giant projectiles at you, you’ll want your assault rifle to be able to shoot the incoming mortars and get range on their origin while also dispatching headcrabs. With several enemies types at play in one battle, you’ll need to be on the lookout for danger coming from the sky, ground, and sometimes even underground.
Later in the game there’s a shift in the type of enemies you fight and things change fast. I don’t want to spoil much, but I can say that you will come to favor a different set of weapons and your foes will have significantly different tactics.
Ultimately Farpoint has a well made combat sandbox of weapons and enemies; it’s fun to shoot and kill things, and often times fun (or more accurately, frightening) to be shot at. More than once I found myself involuntarily physically bracing for impact as I saw a mortar coming down on my head. And I’m telling you, the spider creatures flying at your face are as scary as they are satisfying to blow away with a shotgun as the last moment.
The weapons are functional, but they always seem to leave the player feeling just a little bit underpowered compared to the threats at hand; this is reinforced by the sound design on the weapons that makes them feel further like they don’t pack that much punch. Occasionally you’ll briefly feel like you have the right tool for the job, but then the enemies will change things up and you’ll be right back to feeling like you’re just able to scrape by with what you got. That makes sense thematically for the game, but I think it would have improved the game to have occasional moments of significant firepower where you get to feel like for once you have the upper hand.
So it’s a lot of relatively satisfying run-and-gun. Sadly there’s essentially no environmental interaction; you won’t push any buttons or pull any levels, or cause the environment to react in any significant way. In fact, there’s no reason to shoot at anything except for enemies, and the PSVR Aim exclusively takes the form of a gun.
Intertwined with the gunplay is both the holographic recordings and more significant cutscenes involving the two astronauts from earlier who we find are alive but standed on the planet. Most of the game involves tracking the path of Eva, the female astronaut, to try to catch up to her so that you can regroup and form a survival and escape plan.
Fairpoint’s single player campaign took me a little over five hours to complete. And while in the traditional world of gaming that’s on the shorter end of things, for VR it’s quite substantial. It’s tremendously refreshing to come to a climactic moment, which would easily be the end of some other VR game—many of which last for only one or two hours—and have the game actually keep going and the story continue to develop.
The solid production values of Farpoint, along with its quality combat sandbox, and enough of a story to keep things moving along, make the game feel like one of the most complete single-player VR experiences on any platform to date, and surely a must-play for PSVR fans, so long as you’re into FPS gameplay.
Immersion
It seems almost silly, but simply holding a tracked-prop that roughly matches the objects you’re holding in VR can be a serious immersion booster. That’s exactly what the Aim controller does, and it also rumbles to offer some nice additional feedback.
Wielding the game’s weapons feels very natural thanks to the Aim controller, and you’d be smart to keep those weapons held tight to the chest.
Farpoint is downright challenging, and occasionally unforgiving. Every enemy in the game is potentially deadly, even the headcrabs (especially when you don’t thin their numbers sufficiently). Which leads to a constant sense of danger which immerses you deeply in the game.
The game uses sound as a crucial signal to alert the player to enemies, and the positional audio feels very accurate. Because of the deadliness of the enemies, you’ll be on edge throughout; every creak and groan of the environment will perk your ears and make you swing in that direction with your weapon at the ready.
Details large and small make Farpoint a very immersive game, though the strings of immersion are unfortunately regularly broken due to the tracking limitations of PSVR. The game is pushing the system’s tracking capabilities to its limits, and you will occasionally see those limits broken (more on this in the Comfort section).
Impressive graphics and detailed sound design help to build a world around you, and so too do interesting and aggressive enemies. At one point in the game you’ll meet an enemy that shoots a high-powered instant-kill laser at you and you may find yourself recoiling in fear as it nearly skims your head.
When it comes to small details, at one moment in the game I was confronted by a character at gunpoint who asked me a question. Although shaking your head yes or no was not a mechanic introduced anywhere in the game, I instinctively nodded to answer. It was ultimately a trivial moment, but I was delighted to find that it actually worked, and it definitely reinforced my belief in the world that I was standing in.
Unfortunately, beyond a pretty environment and strong visual and audio details, the planet and its inhabitants felt somewhat hollow despite their deadliness. Sure, the enemies are fun to fight, but you never learn anything about them, or about the planet you’re on. The enemies are just… enemies. And the planet is just ground and obstacles for you to fight through.
And while there’s some serviceable character development, the character you actually interact with is someone who you know little about (making it especially hard to infer their motivations), which makes the choice to spend so much time developing the other characters quite odd.
Comfort
I’ll come out of the gate and say that I am surprised to report that (for me) Farpoint was comfortable from start to finish. I say I’m surprised because continous stick-based locomotion is generally regarded as a bad design choice for moving players through virtual environments. The key, it seems, is relatively slow movement and no artificial turning.
It’s abundantly clear that the game was made for comfort from the ground up. Throughout the game you’ll cover a lot of ground, but the entire world is designed such that you’re almost only ever walking directly forward or at 45± degrees off-center from forward.
The direction you walk is thoughtfully determined by the direction of your controller rather than your head, which I liked immensely because it meant I could look off to the sides to admire the world (or scan for enemies) while walking in a different direction; the more technical among you will know this as ‘decoupled’ movement.
By default, any artificial turning is disabled which might seem like an odd choice, but for the most part you can navigate the game entirely without artificial turning (and I would say this is actually recommended so that your forward position stays where the developers intended it). Turning around completely was clearly not meant to be part of the game, as the turning options just make for clumsy navigation; the only time you’ll feel the need to do so is when you’re occasionally falling back for cover or trying to kill an enemy that got behind you.
The enemies are pretty clearly designed to come at you from the front and kindly wait until you are looking at them to attack you, which helps eliminate the need to turn around. I actually found it so awkward to turn around artificially that I preferred to simply walk backwards or physically turn at an extreme angle to walk backwards in most cases. And although it happens rarely, it’s still frustrating and discomforting to need to make large movements backwards in the game, not only because you don’t know exactly what’s behind you, but it’s just awkward to need to retreat at a diagonal (to your forward position) but be largely required to stay facing forward.
The game isn’t very instructive as to how it expects players to stand or orient themselves to best play the game. I happen to understand the way the tracking works so I think I utilized the system mostly as intended, but not every player might understand how they are supposed to interact with the game, potentially leading to occlusions and frustration.
Sony has made a big deal in its marketing of the PSVR Aim controller about the “precision,” but the irony is that, while the shape of the device offers a good platform for a VR weapon, it doesn’t feel any more precise than the Move controllers. And that makes sense as it’s fundamentally based on the same tracking tech. And while I’d venture to guess that there’s some improved IMUs inside the Aim controller compared to the 7 year old Move controller, it doesn’t seem to be helping.
I’d say the Aim works reasonably well about 90% of the time. 8% of the time the virtual gun will drift several degrees in horizontal rotation compared to the real controller. The result is that the barrel of the virtual gun and the real controller are misaligned, which leads to the player needing to hold the gun at slightly awkward angles to compensate for the drift in the midst of combat. The remaining 2% of the time is prone to extreme drift where the gun rapidly drifts out of place and doesn’t stop:
You’re supposed to be able to calibrate things by holding the Options button, but this didn’t seem to work for me and only ever resulted in a quick flash of a view showing the virtual PS camera and its bounds. It seemed at times like shaking or swinging your gun around could fix the drift, but other times didn’t seem to help at all. There were times when I wanted to quit and restart the game because of how much the drift was impacting my aiming.
I will say that developer Impulse Gear has done an excellent job of designing a VR FPS around the limitations of PSVR’s tracking system, but even the very best content design can’t fix the underlying imprecision that feels only just good enough for serious VR gameplay.