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Farpoint/PSVR Aim |OT| Survivors Keep Shooting

MattAces

Member
So another shit review from Sam as usual. Alright then.

The light tracking is dated and requires calibration, avoiding light source and reflective material for optimal tracking.
I get that it isn't his responsibility to do all of those because of the hardware limitation, but as a reviewer writing for thousands of people to read, after seeing countless amount of positive feedback and reviews on the Aim controller, can't he just take a few minutes to try and understand why his Aim controller isn't working as intended. If it's a mixed response from reviewers, fine, but every single reviews are saying it works well.
 

zenspider

Member
Ars Technica's review is up. Claims the game is better with the DS4 than with the Aim? What? Anyone care to comment?

That doesn't sound right at all. I think the DS4 uses gyro and/or lightbar to aim, which could still be fun, but lining up shots in the holosight is so sick. The Aim feels so good to use, all I want is more games to support it, and I am seriously considering picking up the ones that do.

Holding the Aim really grounds you in the world, which for me opens up the locomotion options - I get motion sick pretty easy if anything doesn't click, but I feel like the immersion factor makes it really comfortable, and catching a glimpse of your shadow doing roughly the same motions you are is so cool - those moments when you really feel transported - I can't see happening with a DS4.
 

Fisty

Member
This game is like 20 times cooler if you stand on your Tony Hawk Ride skateboard and pretend you are the raddest space dude to ever roll through the dimension

I literally swayed through dips, rode some bowls, and skitted around while blasting bugs. Definitely made it a less nauseous experience lol
 

Freeman76

Member
The light tracking is dated and requires calibration, avoiding light source and reflective material for optimal tracking.
I get that it isn't his responsibility to do all of those because of the hardware limitation, but as a reviewer writing for thousands of people to read, after seeing countless amount of positive feedback and reviews on the Aim controller, can't he just take a few minutes to try and understand why his Aim controller isn't working as intended. If it's a mixed response from reviewers, fine, but every single reviews are saying it works well.

There are a lot of people who have issues with wobble and back and forth movement on the tracking, maybe he is one of those and haf a bad experience when playing. I know with my setup the aim would be all over the place :(
 
Not saying its not a great game, but its not unusual for Gaf to rave about a game on release and then turn on it a week later.

This getting 7's pretty much across the board says more to me than GAF gushing about it. However, we are starved for decent VR experiences and this looks just that, a decent VR experience :)

Reviewers do this for a living, and as with all people who work you get tired. Sometimes they can take a cynical attitude when reviewing games, going through line item after line item, and forget that games should be also judged on how much fun you are having. For this reason I'll take Gaf impressions over review sites any day. Sometimes I just want to know if a game is fun and if it works l. Judge the game by the experience you are having, not compare it to another game that is a difference experience. Why would you compare this to a non vr fps? You can't even play this without vr!
 
Ars Technica's review is up. Claims the game is better with the DS4 than with the Aim? What? Anyone care to comment?

One thing I've always disliked about the glowing orbs is that it's very light dependant no matter how many arbitrary and redundant sensors they add to the device. The lighting conditions need to be close to perfect, and any light interference and make it drift or be a little less precise.

Has that carried over? If so, I don't blame AT for the review.
 

Z3M0G

Member
Any impressions on multiplayer?

I didn't catch many people here mentioning it, but it is pretty great. You start in a room where you and your partner can walk around, then pick a mission and launch into it. The missions are long (watched my buddy who owns the PSVR and he couldn't finish one with his online partner... think he was at it for 15-20 min). They are long levels with different weapon pickups along the way. When your partner goes down, you have limited time to run up and scan their body to revive them, otherwise you both fail the mission. The missions seem quite tough. Oh, and there is friendly fire. :) So it ends up being a very strategic experience. IMO it is where the game truly shines. (If you can handle all the movement, because you can't play this mode just facing one direction. There is shit coming at you from all directions.)
 

Z3M0G

Member

NICE

I will commend them for the dynamic stick direction handling, that is really cool... not sure if anyone mentioned it... but if you hold the gun sideways (at rest), you still press the stick towards the TV to move forward. For instance, if you hold the stick in a locked direction, and turn the gun left to right, it would alter the direction you are walking. VERY cool implementation. Necessary though, otherwise you would need to hold the gun facing directly forward at all times.
 

iratA

Member
Ars Technica's review is up. Claims the game is better with the DS4 than with the Aim? What? Anyone care to comment?

Having just finished the first three chapters with the AIM I fail to see how it could be better with a DS4. The AIM seriously adds a whole lot to the immersion and the accuracy I have with it, well, its just bonkers. This is currently sitting just under RE7 for me as the second best game on the PSVR platform. I would say the gun combat makes up a great deal of the fun I've been having.

Don't take my word for it either I was reading the other day about the Arizona Sunshine Dev talking about how crazy accurate the AIM is in their upcoming PSVR game next month.

Taken from the PS Blog in relation to Arizona Sunshine and PSVR AIM:

Trevor Blom, Vertigo Games

Ever since we started developing for VR, we have prototyped a lot of mechanics and realistic weapon handling is by far our favourite. On PlayStation VR, you can take your first steps into the zombie apocalypse with the use of regular Dualshock 4 controllers, but we’re also supporting the PlayStation Move motion controllers and, even more exciting, the new PS VR Aim controller! Handling your weapons with real-life movements truly is a whole different level of immersion.

Since the game was initially created with dual-wielding guns in mind, we’ve thoroughly tested ways to get the support for it right. And while using the Aim controller limits you to using a single weapon at a time, it makes up for that by increasing accuracy and control, upping your chances for critical, dismembering hits.


Also Farpoint has some nice story telling stuff, nothing too long but the cinematic cut-scenes are immersive and voice acting isn't shabby either. In fact the voice acting has been anywhere from decent to very good.
 

tr00per

Member
Here's a few things that helped me with wobbly problems. Reboot PS4, unplug the PU cable and wait for a few seconds.
The useful one > When you are booting up your PSVR, make sure it is on a flat surface, leave it there for maybe 30 seconds before picking it up. Do not keep restarting your PSVR, if you are facing wobbly issue again, take it off, leave it on a flat surface for another 30 seconds. The reason of this happening is because during the bootup of PSVR, the gyro is calibrating, so leaving it on a flat surface will help a lot.

A cool VR feature this game has (the first time I've seen this in PSVR) is that if you hold down OPTIONS, not only does it recenter your position but it will display the location of the PS Camera relative to you and also draw the camera's field of view around you. A very cool feature that other games should consider adopting. It's almost like having a chaperone system.


Thanks for these. I didn't know that
 

Listonosh

Member
Just coming here to post my quick impressions. I've played through the "first" segment and played a bit of the "second." Not really sure how to name those, but they seem to be separated by story cutscenes and save points.

On its own, this would have been an extremely bland shooter, but in VR it's amazing. It feels like it belongs in a theme park, where I should be waiting 90 minutes in line before I get to play it for only like 5-10 minutes, and then immediately rushing back in line to wait again just to keep playing. The Aim controller might be optional, but it adds so much to the realism of actually holding the gun and the vibration when shooting feels fantastic too. So I'd say it's pretty mandatory to get the "full" experience, but I understand some might not want to spend extra on it. It's also pretty amazing how you literally need to close one eye when aiming down the sights because otherwise, you'd see it duplicate, just like looking down a real gun. The only thing that sort of takes me out of the immersion is sometimes when I aim down the sight and my gun is too in front of my body, the left arm lets go of the gun, while obviously both of my hands are still holding it. But that's a really minor gripe.

Not sure if it's a spoiler or not, but just in case, I had no idea there were
multiple weapons, and the way you switch them is pretty badass.
 
For those wondering about Dick Wilde with the PlayStation VR Aim Controller, I captured a ton of footage for a video, and also used it to show off how the experience differs with the PlayStation Move.

I much prefer playing with the PSVR Aim Controller.

Here's the video if you're interested: https://www.youtube.com/watch?v=ES1DvuWgMoM

Also I did a video talking about the DS4 controls in Farpoint in case anyone's curious about that, too: https://www.youtube.com/watch?v=ni6BVKXuQsQ
 

iratA

Member
about to start this in a few minutes. Do I sit or stand?

I was a bit worried about this also, especially when it asked for my height at the start of the game. I've been playing seated the whole time and having a great time, no tracking problems etc. So I'd say its down to personal preference, but this can be played sitting no problems.
 
Can you use the move controller with the ds4 to aim?

I want to use the ds4 to walk and move controller to shoot is this possible??

I don't have aim controller
 
I was a bit worried about this also, especially when it asked for my height at the start of the game. I've been playing seated the whole time and having a great time, no tracking problems etc. So I'd say its down to personal preference, but this can be played sitting no problems.

Good to hear. I will pretty much need to sit due to space requirements.
 

Sho Nuff

Banned
Oh my god this is so fucking great. Agreed that it'd be generic and bland in 2D, but in VR it's like a theme park experience. Love it. Well worth the 80 bucks. God I hope there are more games for this thing.
 

iratA

Member
For those wondering about Dick Wilde with the PlayStation VR Aim Controller, I captured a ton of footage for a video, and also used it to show off how the experience differs with the PlayStation Move.

I much prefer playing with the PSVR Aim Controller.

Here's the video if you're interested: https://www.youtube.com/watch?v=ES1DvuWgMoM

Also I did a video talking about the DS4 controls in Farpoint in case anyone's curious about that, too: https://www.youtube.com/watch?v=ni6BVKXuQsQ

Nice work, this video proves what I was just talking about with the accuracy of the AIM controller.
 

Z3M0G

Member
Can you use the move controller with the ds4 to aim?

I want to use the ds4 to walk and move controller to shoot is this possible??

I don't have aim controller
You dont need this. You aim with the DS4 (not with the sticks, but with the controller itself)

What you want the Move to do, the DS4 already does.

It must not track quite as well though when you aim directly to your side. Since it doesnt have a ball that is quite as visible.
 

D23

Member
Oh my god this is so fucking great. Agreed that it'd be generic and bland in 2D, but in VR it's like a theme park experience. Love it. Well worth the 80 bucks. God I hope there are more games for this thing.

i highly recommended the dick wilde game. its only $15 and utilize the aim controller really well. Also Arizona Sunshine next month is going to be amazing!!
 

Baalzebup

Member
I got in long enough to get two of those after the intro chat-cinematics. The big fight before the second one was a decent scrap. I even managed to die once. As many others have said, as a shooter, the game is quite basic, but the VR makes it much, much more than that. I'll have to quit for the night as I decided to go nuts and go in with smooth turning from the get go. It definitely works the best for me, but I need build my VR tolerance back up a bit for longer sessions.

Also, TFW the trick of using a red-dot sight with both eyes open translates fully to a game.
 

panda-zebra

Member
Had some fun with this today, incredible how the controller lifts the experience - all very promising for the future of VR games.

I'd been working through the leaning tower of backlog recently and urgh, it wasn't doing much for making me want to switch on the ps4. But then along comes this right after Polybius... faith restored.

but it IS a VR game and it DOES use the Aim, and it's fucking amazing because of it.

Yeah this :) VR really shines when your interactions take a few steps on from pushing buttons on a pad... and I imagine it really helps combat nausea for some, certainly haven't had even a hint of it with smooth movement. Sitting here imagining how some of the best traditional first person games might take advantage of such devices, exciting times!
 

raindoc

Member
I picked up the parcel today. Currently the game is installing and the controller charging... should I wait for it to be fully charged? how long would that take?
 

iratA

Member
Star Wars Battlefront II PSVR on foot missions with iconic Star Wars weapons and Blaster sounds going off all around would be AMAZING with this AIM Controller. Would pay good money for it.

^edit for above, about an hour you should be good to go.
 

Auto_aim1

MeisaMcCaffrey
Incredible game, but when I set the settings to smooth turn, I started feeling lightheaded and now have vomiting sensation. Jesus Chris. The game is so fucking intense.
 
I'm really, really surprised by this game's mixed reception. The campaign itself is obviously quite basic, but the experience of using the PlayStation Aim is just so singularly thrilling. The campaign is oddly well written, too.
 
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