The Dark Pictures: Switchback VR Review – Rolling Arcade Horror On PSVR 2

The Dark Pictures: Switchback VR is an exclusive title for PlayStation VR2, available now for PlayStation 5. But does this rollercoaster shooter scare us to death or hit the bullseye? Read on for our full Switchback PSVR 2 review.

Typically, rollercoasters aren’t the best fit for VR experiences. They’re fast moving yet physically stationary experiences that can quickly create a recipe for motion sickness in VR, especially if it’s a first-time experience. Despite this, I came away quite impressed with The Dark Pictures: Switchback VR, a new rollercoaster-based horror shooter and PlayStation VR2 exclusive. It features a 4-5 hour campaign that’s an entertaining and arcade-y romp through some fantastic horror scenarios, with engaging combat and spooky scares.

The Dark Pictures: Switchback VR Review The Facts

Platforms: PSVR 2
Release Date: Out now
Developer: Supermassive Games
Price: $39.99

Switchback is a VR-exclusive entry in The Dark Pictures anthology series, but as someone with zero prior experience with the franchise, I can assure you context isn’t needed. The basic premise is that you’ve been in a train crash and in between intermittent flashbacks, you’ll be transported onto a mystical rollercoaster to trudge through some scary scenarios. There’s a very basic story that plays out across each level, but it’s nothing to write home about and that’s fine. The concept is, by and large, acceptably ridiculous – you’re on a horror-themed rollercoaster with magical guns, so anything goes.

Getting Comfortable

The levels in Switchback take you through a couple of different settings – a decrepit boat, a creepy hotel, an underground ancient tomb and more – which you’ll explore across one or two levels for each. The entire experience is seated and on-rails, with the coaster varying in speed and intensity. Some sections are fast moving, but most are fairly slow. The cart will also often stop at sections of the map during combat or for other environmental interactions.

So while it’s not quite a fun-blown, intense rollercoaster simulator, Switchback is nonetheless a game with near-constant artificial movement. That said, as someone who can be fairly prone to nausea in VR, I felt fine for most of the experience and was able to play for hours at a time with no problem.

This has been a common experience for me when using PSVR 2 and I suspect it’s thanks to the 120Hz framerate offered by many experiences on the headset, including Switchback. There is a subtle (and very tolerable) ghosting effect during lateral movement, suggesting the game runs at 60 frames per second reprojected up to 120Hz. Everyone’s tolerance is different, but running at 120Hz (even if reprojected from 60fps) should hopefully help make this a comfortable experience for as many people as possible. However at present, there’s unfortunately no comfort options, such as vignetting, available at all.

Delightful Terrors

If you feel you’ll be able to play comfortably given the above, then it’s time to sit back, relax and get ready to shoot. On your journey, you’ll be confronted with a plethora of creepy zombies, monsters and undead beings. The variety in enemy design is really fantastic, themed perfectly to each area and often genuinely terrifying in nature. Some enemies will even use eye tracking to determine when you blink, only moving when you’ve got your eyes shut. It’s a well-implemented mechanic, clearly taking inspiration from the terrifying Weeping Angles in Doctor Who.

To combat enemies, you dual wield a pair of pistols with infinite ammo. To reload, all you have to do is shake your guns, which it confirms with a delightful and elastic-y reload animation and sound. It’s incredibly satisfying to use and the first indication that, although this is a scary horror game, it also has many fun arcade elements to it. There’s three difficulties to choose between and during each level, your current score will be displayed in front of you on the cart. Levels can be replayed to achieve a high score and there’s leaderboards to compare with friends online.

The environments themselves are well-designed and offer the player a few extra challenges to deal with while staving off enemies. Obstacles will require you to lean left, right or forward to avoid damage, while pentacle-marked items are scattered across every area and offer a bonus score if you can shoot them before they’re out of sight. Across the campaign, you’ll also come across red boxes that, when shot, transform your pistol into a different weapon type with a limited set of ammo. These range from the basics – shotguns and submachine guns – to more original weapons, such as stun guns or fuse guns that can be used to solve puzzles or enable environment aids.

While the horror elements of the game are quite unsettling and dark, the gameplay itself is a thrill and the guns are super enjoyable to use. Unlimited ammo means that you can go wild and the aiming system is generous. There’s often a rush of enemies in your face or rapidly approaching the cart, meaning that precision is less important than shooting as much as you possibly can. That said, headshots will take down enemies quicker, so there’s some value in taking your time when you’re able to.

The Dark Pictures Switchback VR

The Good, The Bag and The Ugly

Switchback isn’t the longest game, coming in at around four or five hours for one run of the campaign, but there’s likely lots of replayability for those who want to chase high scores across different difficulty levels. That said, even at a fairly short four hour length, the horror elements do start to wear a little thin and feel more predictable as you get towards the end.

In our Resident Evil Village review for PSVR 2, we said that its focus on bursts of high-tension moments and terrifying monsters was VR horror done right. In the case of Switchback, it isn’t  VR horror done bad by any means, but it is often a bit cheap. Expect lots of sudden jump scares, classic horror strings building to shocks, and moments where you’re terrified purely through being overwhelmed with enemies all around you. This is horror in its most basic and raw form – those whose heart can’t take sudden scares will definitely want to sit this one out. At the same time, there’s also a fair share of horror moments that don’t quite land, feeling a little underwhelming and not quite as spooky as the game thinks they are.

The gameplay itself remains mostly engaging throughout the campaign, if also a little repetitive in the latter stages. Likewise, the environments feature some items that can be interacted with or will respond to being shot, but only very specific and clearly marked ones. It would be nice to have more dynamic interactions with the levels that weren’t so clearly signposted. As it stands, the environments often feel like static movie sets, but that’s also part of the charm – the experience is often reminiscent of a Disneyland dark ride mixed with The House of the Dead arcade games.

In terms of visuals, Switchback puts out a presentation that is pretty good but not absolutely stunning. The stylized environments work well and everything feels cohesive, but it’s not the most visually impressive PSVR 2 game we’ve tried by any margin. While performance is generally solid, I did notice quite a bit of pop-in during fast-moving sequences and textures often visibly resolve from low to high resolution as you move along the track. There’s also loading screens in between the limited cutscenes and each level – they’re fairly quick, but it’s somewhat strange to see on a platform where they otherwise rarely exist.

The Dark Pictures: Switchback VR – Final Verdict

The main hurdle with Switchback VR remains the question of comfort. While it’s not as hectic and intense as a fully-blown rollercoaster simulator, it is nonetheless frequent artificial movement without any comfort options to reduce potential nausea. Whether that’s acceptable will vary from person to person.

However, the experience itself is good fun and a mostly engaging horror shooter from start to end. It blends together arcade gameplay elements with intense horror action, bringing some fantastic enemy designs and brilliant settings into the fray. While the visuals might not be the most stunning we’ve seen on the platform, it’s nonetheless competent and what lacks in fidelity it makes up for in style. Though probably not a system seller, The Dark Pictures: Switchback VR is a good PSVR 2 exclusive and an easy recommendation for fans of horror and arcade action.

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UploadVR focuses on a label system for reviews, rather than a numeric score. Our reviews fall into one of four categories: Essential, Recommended, Avoid and reviews that we leave unlabeled. You can read more about our review guidelines here.

PSVR 2 Has ‘Good Chance’ Of Outselling Original PSVR, Claims Sony CFO

Sony believes there’s a “good chance” PSVR 2 can outsell its predecessor, according to its Chief Financial Officer.

Following a high-profile launch late last month, Sony hasn’t released PSVR 2 sales figures yet but it’s already talking up favorable comparisons to the original headset. Launched in 2016 for PS4, Sony last reported that PSVR sold 5 million units as of December 31, 2019 and, unsurprisingly, chief financial officer Hiroki Totoki believes its new PS5-powered headset can exceed this.

Speaking in a fireside chat at the Morgan Stanley Technology, Media & Telecom Conference last week (reported by VGC), Totoki was questioned about PSVR 2 launch and sales expectations. “We are very happy to launch VR2 on PS5,” he stated, not revealing any specifics. “VR1, we sold over five million units, and I think we have a good chance to exceed that amount with PlayStation VR2.”

It may ease fears following Bloomberg’s January report that Sony was disappointed in the headset’s pre-orders, leading to reduced shipments. Sony later denied this report, claiming “we have not cut PlayStation VR2 production numbers” in a prepared statement to UploadVR. While Totoki’s statement about PSVR 2’s chances is vague, it’s worth remembering that the market has changed significantly since 2016.

PSVR 2 arguably targets the higher end VR market from 2023, with features like eye-tracking support and advanced haptic feedback. It also sells for a higher introductory price at $550 – more than the PS5 console itself, which starts at $400. The original PSVR was designed during modern VR’s infancy and developed over last few years of PS4’s lifecycle. It made use of controllers from the PS3 era and initially sold for $400.

The original PSVR headset was cheaper than competing Rift and Vive headsets, and it wasn’t competing with Meta Quest 2, either. Though Meta and Sony are targeting different ends of the market, Meta’s recently leaked internal roadmap confirmed that Quest has sold nearly 20 million units, putting Quest as a platform significantly ahead of PSVR. Most PSVR 2 launch games are also available on Meta’s flagship headset, barring first-party exclusives like Horizon Call of the Mountain, so convincing VR buyers to pick PSVR 2 instead of Quest 2 is challenging task for Sony.

Totoki’s statements didn’t end there. Discussing the wider VR market, he reportedly called it “one of the largest growth areas” in the media and entertainment sector for the first half of this decade. Claiming there’s “good potential” for the VR/AR market, VGC’s report also cites Totoki stating there’s “good potential of technology development in this field as well”.

Resident Evil 8 Village PSVR 2 Review: A Stunning & Engaging Horror Shooter

Originally released for consoles and PC in 2021, Resident Evil Village is one of PlayStation VR2’s major launch titles and an intense but wholly satisfying experience. Read on for our full Resident Evil Village PSVR 2 review.

At this point, the Resident Evil franchise is a staple of virtual reality ecosystems. On Quest, you can play a reimagined VR adaptation of Resident Evil 4 and soon, you’ll be able to play a remake of the same title on PSVR 2. However, the franchise’s VR journey began with Resident Evil 7: Biohazard in 2017, which included full VR support for the original PSVR headset on PS4. The entire campaign was playable in VR, albeit only with DualShock controller support and no motion controls.

Resident Evil Village Review – The Facts

Platforms:  PSVR 2

Release Date: Out now

Developer: Capcom

Price: $39.99

The following installment, Resident Evil Village, was originally released for PC and consoles in 2021. In February 2023, Capcom released a new VR Mode for the game on PS5 that adds support for PlayStation VR2. While Village is still clearly a game designed for flatscreen platforms first, it’s nonetheless an absolute thrill to play on PSVR 2. Capcom strikes a balance that stays true to the original release while also appropriately adapting itself for virtual reality.

It Takes A Village…

Village is the second Resident Evil game based around first-person gameplay, which features frequent in-game ‘cutscenes’. These play out as scripted events where control is taken away from the player, as cinematic sequences play out while maintaining a first-person camera from Ethan’s perspective.

These scripted events are frequent and range in scope from small moments to huge spectacles. They can be as simple as Ethan pushing open a door or as complex as an enemy knocking you to the ground and pulling you across the gothic hallways of Castle Dimitrescu. These moments were clearly designed around flatscreen gameplay, so bringing them into VR is a challenge.

Resident Evil Village

By default, all of the scripted events will play out in full immersive VR from Ethan’s point of view. This means that Ethan will move his hands, body and direction without input from the player, and can be knocked around or suddenly moved by enemies and changes in the environment.

In terms of comfort, it’s an intense proposition – especially for players prone to motion sickness in VR. Games that are designed first and foremost for VR will often go to lengths to avoid this kind of drastic artificial movement, but there would be no getting around it in Village without making huge changes to the entire experience. It’s a similar conundrum to the one in Resident Evil 4 on Quest and similarly, Village also gives you the option to display its frequent scripted events on a 2D screen for comfort.

While the 2D option is nice to have, the scripted events are some of the best and most dramatic parts of Resident Evil Village. If you can stomach it, it’s worth keeping the default immersive view on. It’s not always perfect – there are some frustrating bugs with how the game directs the player’s gaze and orientation – but it’s well worth it. Village will present you with some of the most mind-blowing, indescribable moments that make you feel completely part of its horrifying world.

Bringing A Bang To PSVR 2

Everything else about Village’s approach to VR is an absolute joy. After playing an hour or two on PS5 in 2021, I returned to the game properly on PSVR 2 last week and finished it completely blown away. There’s a level of detail and scale present that I haven’t experienced since Half-Life: Alyx. Every inch of Village’s design – from the environments to the sound to the gameplay itself – feels well considered and thought out.

Visually, Resident Evil Village is stunning. The details and fidelity present in the original flatscreen release mean that the game is immediately striking when brought to life on a VR headset. When compared to the visuals of most standalone VR releases of the last three years, it’s a stark and shocking leap (if also completely understandable, given that PS5 can drive multitudes more power than a mobile chipset).

Resident Evil Village

It also helps that Village has a delicious art style that is dripping with atmosphere. Every corner of the game is unique and interesting to explore, with buildings that feel both grounded in real architectural design and completely fantastical at the same time. There is never a boring moment in Village, even when you’re just walking from one place to another.

The gameplay itself doesn’t disappoint either, making this the third Resident Evil port that feels at home in VR despite never being initially designed for the medium. Village’s pacing is a big factor in why it works so well in a headset. The campaign has an ebb and flow that expertly moves between exploration, high and low tension moments, environmental puzzles, thrilling combat and genuinely terrifying horror sequences.

Exploring the Village

As Ethan, you navigate the environment using stick-based artificial movement (there’s no teleport option) and pick up items with the grab or X button, with a flatscreen inventory menu that translates decently well to VR. A lot of your time is spent collecting items to craft into ammo, unlock new areas or sell to the Duke, the game’s merchant, in exchange for upgrades.

Village is easily one of the most cinematic VR shooters since Half-Life: Alyx. Not only does the game consistently look fantastic, but the weapons feel responsive and impactful to use. Every shot has weight and consequence, with fights gradually building pace in a way that feels perfectly suited for VR. The enemies in Village feel less like scripted robots and more like actual animals with distinct thought processes and patterns.

You’ll gradually unlock weapons across the campaign, which can be used in a retooled combat and item system designed for VR. All weapons must be manually reloaded and readied before shooting and they can be stored on your body – shotgun over your shoulder, sniper on your rear right side, pistol on your right hip and ammo on your left. Other items, such as pipe bombs, mines and your torch, are available on the inside of Ethan’s jacket. It’s a fantastic system that feels natural to use even in the heat of intense combat. It’s so satisfying to yank your shotgun out from over your shoulder or pull open your jacket to grab a pipe bomb.

The game punctuates combat with some of the most jaw-dropping, epic, scary and terrifying sequences you’ve ever seen in VR. Without delving into spoiler territory, some of the campaign’s biggest moments are a complete spectacle to witness inside a headset, showcasing a scale rarely seen in virtual reality releases.

A Fantastic Campaign On PSVR 2

The campaign length will vary depending on what difficulty you choose and whether you focus exclusively on the story or explore every nook and cranny for treasure. Playing on casual difficulty and sticking to the story, it took me just under seven hours, but I can easily see it taking upwards of 10 hours for those who want to explore or play on higher difficulties.

No matter what difficulty you choose, Village features a fantastic narrative-driven campaign that is the perfect blend of horror and action. This is VR horror done right, choosing to focus on terrifying monsters and bursts of high-tension moments over cheap and repetitive scares. It’s enough to make your skin crawl, but rarely so exhausting that you can’t take a bit more. Those who have played the game before can imagine just how frightening the basement sequence of House Beneviento becomes when played in VR.

Resident Evil Village

Village is also a fantastic showcase of PSVR 2’s best features. The OLED screen with HDR makes a huge difference in a game like this, offering deep blacks that really enhance the tension and feeling of presence in low-lit scenes. The game also runs at 120Hz using PSVR 2’s 60FPS reprojection mode. While this can produce some minor blurriness at times, particularly when looking up close at moving character models, it’s largely forgettable and some might not even notice it.

The Sense controllers make good use of the haptics and adaptive triggers with variable resistance for guns. Likewise, headset haptics are used to great effect to convey epic moments or literally ground-shaking action. It all works in tandem with the fantastic sound design and 3D audio, which lets you pin the direction of an enemy before you even see them.

  Reisdent Evil 8 Review – Comfort

Resident Evil Village uses an artificial movement system and puts the player through scripted sequences with intense movement, but also includes many comfort options. Vignetting is on by default when sprinting and during fast movement sequences, with adjustable intensity settings from low to high. There’s also adjustment options for both snap and smooth turning.

As someone who often feels nauseated when playing games with artificial movement, I found Resident Evil Village to be a surprisingly comfortable experience. Despite the intensity of the action, I rarely ever felt discomfort during my seven hours of play. It’s hard to pin exactly why, but it could be the game’s penchant for closed-in spaces or the fact that it’s running at 120Hz (a higher framerate than most other VR experiences, especially on standalone systems). Everyone is different, though, and your comfort level may vary.

Resident Evil Village

Resident Evil 8 Village – Final Verdict

Resident Evil 8 Village is a phenomenal launch title for PlayStation VR2. It’s a thrilling and immersive horror shooter with a campaign that reaches a scale of spectacle rarely seen in VR.

Despite the many clever adjustments made for the game’s transition to VR, there are nonetheless elements that remain distinctly flatscreen-first in their design. That might make it a hard sell for new players or those concerned about comfort, but even so, the Resident Evil franchise is clearly engaging when played in VR and Village is no exception.

The well-paced campaign and satisfying gunplay makes it easy to sink hours into the game without taking off the headset. For new PSVR 2 owners who want a meaty single-player experience, Resident Evil Village is the obvious choice and an absolute thrill.

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UploadVR focuses on a label system for reviews, rather than a numeric score. Our reviews fall into one of four categories: Essential, Recommended, Avoid and reviews that we leave unlabeled. You can read more about our review guidelines here.

Teardown Reveals PSVR 2 Panels Don’t Have Full Number Of Subpixels

iFixit’s PSVR 2 teardown brings a controversial revelation about its display panels.

Shahram Mokhtari took apart the new headset to assess its repairability and inspect its components in a fascinating video we recommend you watch. Mokhtari then took a magnifying glass to the OLED panels, revealing the subpixel arrangement.

 

Each “pixel” in a display is actually made up of primary color subpixels. That’s usually red, green, and blue (RGB) and all modern LCD panels have the full three subpixels for each pixel. Most OLED panels, however, use a different subpixel arrangement called PenTile. PenTile has the full number of green subpixels, 1 for each pixel, but only half the number of red and blue subpixels.

The original PlayStation VR featured a full RGB subpixel arrangement and it was one of the only non-PenTile OLED panels ever shipped in a consumer product. While on paper PSVR 2 has four times as many pixels PSVR, the difference is not so extreme when subpixels are considered.

PlayStation VR PlayStation VR2
Panel Type OLED HDR OLED
Pixels Per Eye 1 million 4 million
Subpixels Per Eye 3.1 million 8.1 million

Alongside the diffusion filter we predicted teardowns would find in our technical analysis, the PenTile subpixel arrangement likely contributes to the perceived “softness” of PSVR 2’s image compared to even lower resolution LCD headsets. The display driver chip uses a technique called subpixel rendering to translate regular RGB input into a PenTile output, but the result is a loss of visual detail compared to full RGB panels.

subpixel arrangement comparison

Image from MobCompany.info showing RGB and PenTile 1080p smartphone panels.

OLED panels provide vibrant colors and unrivaled contrast with true deep blacks, but those advantages come at a cost. Whether that cost is worth those benefits is a controversial question, one that each VR gamer will decide for themselves.

Resident Evil 4 Remake ‘VR Mode’ For PSVR 2 Now In Development

New tweets from a Resident Evil Twitter account indicate that development has started on PSVR 2 content for the Resident Evil 4 Remake, set to release next month.

The tweets in question come from the official Resident Evil account on Twitter and while the content was tweeted in Japanese, running the tweets through online translators does reveal some info. Translations of the first tweet indicate that the studio has “started development” on a “VR mode” for the Resident Evil 4 Remake. Translations of the second tweet indicate that the VR mode will be “distributed as free DLC for PlayStation5 / PlayStationVR2.”

What’s most interesting about these new tweets is that they refer to a ‘VR Mode’, which is the same language used to describe Resident Evil Village’s PSVR 2 support. In the initial announcement, Capcom described VR support for the RE4 Remake as ‘PSVR 2 Content‘, stopping short of saying the entire game would be playable in VR.

All that said, this remains unverified and the unreliable nature of online translators means that we can’t be certain what the ‘VR Mode’ will and won’t include. Regardless of what content is included, it seems fair to assume that the PSVR 2 support might not arrive for the Resident Evil 4 Remake at launch. The remake is set for a March 23 release date – a month away – and according to these tweets, development on VR support has only just begun. Plus, the description of it being “distributed as free DLC” makes a post-launch arrival seem even more likely.

This will be the second version of Resident Evil 4 available on VR headsets. Previously, Meta released a reimagining of the original for the Quest platform, translated and re-worked for VR by Amarture. However, this new version of RE4 coming next month is a full remake and any VR content is likely to look – and play – very differently to that Quest release.

Earlier this week, PSVR 2 supported went live for Resident Evil Village on PS5. Stay tuned for our full review coming next week.