Half Life Alyx and Boneworks - The two VR games that dare to be different. Okay maybe just one, but still. AKA Floop’s shill thread.

Is VR the big gay?

  • Yes

  • No


Results are only viewable after voting.
Fuck VR, it's a shitty gimmick and will always be motion controls 2.0. I'm glad this is just a prequel, if this was HL3 I'd be legit mad; as it is I'm just hoping this perform poorly enough to put the final nail in VR coffin.

Someone's mad they're not getting an Index for Christmas.
 
That game boneworks is gonna be shown more in a couple hours. Who knows how they’re gonna top HLA.
 
Someone's mad they're not getting an Index for Christmas.
If I got an Index for Christmas I'd thank them politely and get rid of it. Zero interest in motion control crap. It's a step in the wrong direction for video gaming and I don't care how many people think I'm mad at the internet for thinking so.
 
If I got an Index for Christmas I'd thank them politely and get rid of it. Zero interest in motion control crap. It's a step in the wrong direction for video gaming and I don't care how many people think I'm mad at the internet for thinking so.

You're like a spoiled 16 year old girl crying that they got a car in the wrong color for their birthday present.
 
If I got an Index for Christmas I'd thank them politely and get rid of it. Zero interest in motion control crap. It's a step in the wrong direction for video gaming and I don't care how many people think I'm mad at the internet for thinking so.
So have you actually tried it out or are you just dismissing it on the basis that the wii & kinect were shit?

I wasn't into it either until I got a cheapo headset for Elite Dangerous (headtracking is important, but having to turn my head while still looking at a monitor for it is bullshit, fuck TrackIR). Motion controls on a screen that isn't strapped to your face just don't have what this has: a feeling of presence, the idea that you're actually in that space and interacting with it instead of waggling a dildo to make the little man on the screen move.
 
Last edited:
  • Thunk-Provoking
Reactions: Floop
Yes, briefly. I was not impressed. As I've said, it's just motion controls 2.0. Same flaws and limitations.
Those being? I find the 1:1 hand and head tracking with a 3d monitor strapped to my face nicely clear up all my issues with previous motion control efforts.

I want to know so I can baader-meinhoff my way into hating VR.
 
As if a gamepad or kb+m aren't immersive.
Once you're into a good game they feel perfectly natural and become an extension of yourself.

People are so obsessed with new graphics and input technology but I can start up an old game like Doom and be more immersed in it than any fancy modern game because Doom is actually fun.
 
As if a gamepad or kb+m aren't immersive.
Once you're into a good game they feel perfectly natural and become an extension of yourself.

People are so obsessed with new graphics and input technology but I can start up an old game like Doom and be more immersed in it than any fancy modern game because Doom is actually fun.
I really want to say it. It’s overused, and the meme’s not funny and dead, but I REALLY wanna say it.
 
Those being? I find the 1:1 hand and head tracking with a 3d monitor strapped to my face nicely clear up all my issues with previous motion control efforts.

I want to know so I can baader-meinhoff my way into hating VR.
Pointing and shooting works fine. The problem is any genre of game that doesn't involve shooting things. Consider an RPG. You can be the sneaky fast guy with light fast weapons, or the slow hulking brute with the two handed axe, but with 1:1 motion control how are you going to balance that out? If my character is using a slow weapon, there's nothing stopping me from flailing my arm wildly in real life. How do you balance for that without going back to the Wii method where you do a waggle and the game plays out a swing animation? And if you're going to do that, just have it control like a normal game and stop trying to reinvent the damn wheel. I play a lot of games like Devil May Cry and God Hand, how you gonna do that in VR? With a normal damn controller, that's how, only now you've got your monitor strapped to your face and you might get nauseous if you play too long.

Most video games are about doing things you can't do in real life. Trying to tie them to the limitations of what you can do with your human body feels very backwards to me. Don't even get me started on games that want you to actually walk around to move the character. My real body should not affect my ability to succeed at the game beyond what is necessary, i.e my fingers and thumbs.
 
My real body should not affect my ability to succeed at the game beyond what is necessary, i.e my fingers and thumbs.
Fatty. Play Beat Saber.
Also who wants a VR RPG???
Also, there is such a thing as having VR weapons with actual weight to them.
 
  • Autistic
Reactions: DanteAlighieri
Fatty. Play Beat Saber.
Also who wants a VR RPG???
Also, there is such a thing as having VR weapons with actual weight to them.
1. I'm not fat, but I am unathletic. Beat Saber? Eh, I got my fill of those kind of games somewhere around the billionth entry of Guitar Hero.
2. C'mon, you know the next Elder Scrolls game is gonna have a VR version. VR weapons with actual weight, so now I need a weighted peripheral axe so I can play the game properly? When I decide to change classes do I just order one on Amazon?
3. God Hand is one of the greatest games ever made.
 
  • Like
Reactions: RadicalCentrist
So is there a section of this heavily edited 20 minute video of a tech demo where the guy who is play acting to sell the product stops pretending the hammer is actually heavy then?
He’s not pretending. Look at the face cam. He’s not moving it at all when he’s holding it up with one hand.
 
As if a gamepad or kb+m aren't immersive.
Once you're into a good game they feel perfectly natural and become an extension of yourself.

People are so obsessed with new graphics and input technology but I can start up an old game like Doom and be more immersed in it than any fancy modern game because Doom is actually fun.
Oh god yeah, VR isn't the be-all and end-all for immersion and either the technology isn't quite there or games are squandering it, but it basically gives a free bonus to immersion in the same way a true 3d game like quake feels like a more believable space than wolfenstein 3d, for example.
Pointing and shooting works fine. The problem is any genre of game that doesn't involve shooting things. Consider an RPG. You can be the sneaky fast guy with light fast weapons, or the slow hulking brute with the two handed axe, but with 1:1 motion control how are you going to balance that out? If my character is using a slow weapon, there's nothing stopping me from flailing my arm wildly in real life. How do you balance for that without going back to the Wii method where you do a waggle and the game plays out a swing animation? And if you're going to do that, just have it control like a normal game and stop trying to reinvent the damn wheel. I play a lot of games like Devil May Cry and God Hand, how you gonna do that in VR? With a normal damn controller, that's how, only now you've got your monitor strapped to your face and you might get nauseous if you play too long.

Most video games are about doing things you can't do in real life. Trying to tie them to the limitations of what you can do with your human body feels very backwards to me. Don't even get me started on games that want you to actually walk around to move the character. My real body should not affect my ability to succeed at the game beyond what is necessary, i.e my fingers and thumbs.
For waggleswording, most melee games I've seen are taking care of that by making the weapons physics objects with weight to them, and having the player avatar lag behind if you try to move your controllers faster than it can move the object it's holding. Blade & Sorcery's weapons have a great feeling of weight to them, the claymore and maul will twist your virtual wrist if you try to 1-hand them and require you to take big swings and work up momentum to deliver optimal blows, while the dagger and buckler will move just as fast as you can move your controllers. In Gorn, the weapons all sorta behave like rubber, the handle moves 1:1 and the head lags behind. They'll bend if you swing them too fast and again won't deliver optimal blows.

Admittedly I haven't seen many games that try to do anything like DMC or God Hand but if we're just talking about superhuman feats, that can be achieved by setting up a similar system to what I said up there for waggleswording prevention but giving the player avatar a higher strength modifier. Things still have weight and behave according to the physics system, but that doesn't apply (as much) for the player.

My real body should not affect my ability to succeed at the game beyond what is necessary, i.e my fingers and thumbs.
For the most part it doesn't, beyond the ability to hold up the controllers and move them at moderate speed, the rest is just how much the game wants to make you pretend it's real.
 
Last edited:
Back