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How barfy is Stormlands for someone who doesn't VR much these days?
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# ¿ Nov 19, 2019 00:37 |
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# ¿ Apr 28, 2024 10:12 |
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Jim Silly-Balls posted:Valve has gone on record saying a big part of the reason that they havent made a new half life game (3 or otherwise) is because the first two are looked at as absolute essential classics. They captured lightning in a bottle and they have publicly stated that they wont make another half life game until they're confident that they have it nailed to the quality of the first two.
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# ¿ Nov 20, 2019 19:12 |
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Does Boneworks still have the long sections between saves or did they patch that?
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# ¿ Dec 19, 2019 22:47 |
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Csolo posted:"The overview effect is a cognitive shift in awareness reported by some astronauts during spaceflight, often while viewing the Earth from outer space." I'm mostly looking to feel small and feel as if every problem I face in life is nothing compared to what is really out there. Space Engine has VR support and is pretty impressive if you can get past the limited controls on the touch controllers
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# ¿ Dec 27, 2019 21:45 |
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Moss is a cool cute seated game
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# ¿ Jan 11, 2020 02:53 |
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Hopefully not long, can't wait to play that long boring boat section again but this time it makes me nauseous too
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# ¿ Mar 29, 2020 21:04 |
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vr has a big problem in that setups aren't universal - some people have huge playspaces, some people have small playspaces, some people are playing completely seated, some people have 10 foot ceilings, some people have 7 foot ceilings. How can you hope to settle on a sort of near-universal control language for movement like the joystick and dpad became?Lemming posted:I don't like talking in too abstract terms, so nuts and bolts stuff, like if there's a menu, just don't have it be a floating UI with a laser pointer you bring up by pressing a menu button. Put a little tablet on your wrist or something (like Echo Arena does), that's present in the world. Yeah, it's probably more work, but this isn't something that's like an order of magnitude more different. It just requires understanding about which aspects of the game harm the feeling of presence and which contribute to it, and then focusing on maintaining that feeling. Part of the reason I think it's important because that does filter up to the design of the game as a whole, and it really makes a big difference. This is something that Saints and Sinners did pretty well, including stuff like having a backpack you grab and crafting tables you need to go up to, though I would argue they didn't follow through with it all the way, and Saints and Sinners is pretty widely considered one of the best things in VR, and has been very successful like my favorite VR game by far is Walkabout Mini Golf - the core of the game is putting and it does that very well in a way that 2d video games absolutely can't, but the rest of the experience is streamlined - easy to navigate menus, snap to the ball teleportation, one button to jump to scorecard/course overview and back. Would it be more realistic if i had to grab my ball out of the cup and walk between holes and the set the ball down to putt and pull my scorecard out of my pocket to see my score? Yeah, but that's not really what the focus of the game is, so it lets you skip all that stuff and I think it's better for it. wyoak fucked around with this message at 23:47 on Apr 20, 2022 |
# ¿ Apr 20, 2022 23:36 |
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# ¿ Apr 28, 2024 10:12 |
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Blastinus posted:VR’s l very fun for games involving swords, guns, bows, throwing stuff, and physics-based puzzles It’s one of things that works differently enough with controllers vs real life that it’s never fun in vr (that I’ve found)
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# ¿ Apr 21, 2022 20:58 |