PlayStation VR - PSVR Starter Pack - Out Now - Only £259.99

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chalkitdown
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PostRe: PlayStation VR - Almost ONE MILLION SOLD p61
by chalkitdown » Sat May 20, 2017 8:50 pm

There's no lower body movement required either way so unless you're walking around your living room while playing it, there's no difference in immersion between turning your head & arms while standing as there as to turning them while sitting. :lol:

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PostRe: PlayStation VR - Almost ONE MILLION SOLD p61
by HSH28 » Sat May 20, 2017 9:24 pm

chalkitdown wrote:There's no lower body movement required either way so unless you're walking around your living room while playing it, there's no difference in immersion between turning your head & arms while standing as there as to turning them while sitting. :lol:


The game picks up which way your whole body is facing. Basically you can take the right stick out of the equation and leave turning completely down to body positioning, there is the caveat that the game can't track you when you are completely turned around so you have to take that into account...but for me its definitely worth it for the extra immersion it definitely does give you over not bothering with it.

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PostRe: PlayStation VR - Farpoint is good! (p63)
by Rex Kramer » Sat May 20, 2017 9:25 pm

Argos reservation got! Interesting to see how it plays tomorrow.

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chalkitdown
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PostRe: PlayStation VR - Farpoint is good! (p63)
by chalkitdown » Sat May 20, 2017 10:46 pm

Pete and I spent an hour in co-op tonight. Bloody hell this is not easy. :lol: We had to knock the difficulty down to easy as well and we still couldn't get past the final section of the first mission :fp:. Co-op is very different to the main game, certainly more fast & frantic.

Will try it again tomorrow. Might even pass the first mission this time.

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Peter Crisp
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PostRe: PlayStation VR - Farpoint is good! (p63)
by Peter Crisp » Sat May 20, 2017 10:50 pm

I'm going to make sure I have my VR fired up and properly calibrated next time so I can be a bit more accurate.
It's great fun though and not a hint of motion sickness.

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sawyerpip
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PostRe: PlayStation VR - Farpoint is good! (p63)
by sawyerpip » Sun May 21, 2017 2:05 pm

Does anyone here have Headmaster and have any tips for the game? Apparently there is going to be a PSVR booth at the Champions League festival in Cardiff with a Headmaster competition and the chance to win tickets. I'm tempted to practise the demo all week to try and win :lol:

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Rex Kramer
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PostRe: PlayStation VR - Farpoint is good! (p63)
by Rex Kramer » Sun May 21, 2017 2:45 pm

First thought on farpoint, was expecting a bigger box.

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Lagamorph
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PostRe: PlayStation VR - Farpoint is good! (p63)
by Lagamorph » Mon May 22, 2017 5:35 pm

I really need to get used to Farpoint. I played for about 10-15 minutes and my stomach was churning like I've never felt before with any other VR title.
What turn mode do people recommend? I was using smooth but I might try the others to see if they help.

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PostRe: PlayStation VR - Farpoint is good! (p63)
by HSH28 » Mon May 22, 2017 6:07 pm

Lagamorph wrote:I really need to get used to Farpoint. I played for about 10-15 minutes and my stomach was churning like I've never felt before with any other VR title.
What turn mode do people recommend? I was using smooth but I might try the others to see if they help.


Like I said, try it with turning disabled, but standing up and actually turn to turn.

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Peter Crisp
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PostRe: PlayStation VR - Farpoint is good! (p63)
by Peter Crisp » Mon May 22, 2017 10:52 pm

Lagamorph wrote:I really need to get used to Farpoint. I played for about 10-15 minutes and my stomach was churning like I've never felt before with any other VR title.
What turn mode do people recommend? I was using smooth but I might try the others to see if they help.


I tried smooth and even though I've had no problem with nausea (I think this may be due to my rather high tolerance for dizziness due to my eye problem) smooth turning made me feel strange within 10 seconds so I dread to think what prolonged usage would be like.
I use the small steps option with turn rate about 7 or 8 as that seems to give a good compromise between fluid movement and not throwing up after 10 minutes which would be less than ideal. Chalky and I played for well over an hour on Sunday and I think we both survived fine.

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chalkitdown
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PostRe: PlayStation VR - Farpoint is good! (p63)
by chalkitdown » Mon May 22, 2017 10:58 pm

Smooth turning in any VR game is vomit-inducing.

I use the small step option and I can handle it just fine.

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Rex Kramer
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PostRe: PlayStation VR - Farpoint is good! (p63)
by Rex Kramer » Tue May 23, 2017 7:33 am

I tried turning my body to turn but it just felt like I was strafing all the time. No nausea but didn't really feel part of the game, almost like I was floating. Going to try the small step option tonight. Only had 30 minutes to play last night and the 12 minute install and then intro movie meant I haven't even shot anything yet. Little bit too much wandering around a desert at the beginning. Like the Aim controller though, nice weight distribution and like others have said, feels well made.

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Preezy
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PostRe: PlayStation VR - Farpoint is good! (p63)
by Preezy » Wed May 24, 2017 11:34 am

Decent offer for those interested in getting PSVR:

http://www.shopto.net/video-games/ps4/PS4AC240-sony-playstation-vr-psvr

Headset + Farpoint for £299.84.

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Lagamorph
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PostRe: PlayStation VR - Farpoint is good! (p63)
by Lagamorph » Wed May 24, 2017 1:30 pm

Small step mode made a huge improvement for me when playing this again. Still a bit nauseating but I think it's just a matter of getting a tolerance for VR FPS games.

Also just noticed the pack in version if Farpoint with the controller has no barcode and a bit for resale label on it to stop you trading it in. Cheeky twats.

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Cheeky Devlin
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PostRe: PlayStation VR - Farpoint is good! (p63)
by Cheeky Devlin » Wed May 24, 2017 1:35 pm

Preezy wrote:Decent offer for those interested in getting PSVR:

http://www.shopto.net/video-games/ps4/PS4AC240-sony-playstation-vr-psvr

Headset + Farpoint for £299.84.

I'm looking at it. I'd probably need to finance it though as I don't have the cash available..... Still hard to justify though. :?

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Rex Kramer
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PostRe: PlayStation VR - Farpoint is good! (p63)
by Rex Kramer » Wed May 24, 2017 1:35 pm

Isn't that pretty much standard on pack-in versions?

Played a bit more last night, like Laga I went with small step mode and it's definitely an improvement. Pity the game isn't that great but playing with the aim controller elevates it quite substantially. If the support is there for future games then I can imagine some pretty decent stuff (a Dead Space remake would be top of my list).

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PostRe: PlayStation VR - Farpoint is good! (p63)
by Saint of Killers » Wed May 24, 2017 4:07 pm

Sony Santa Monica are said to be working on a big, mainstream VR project.

I can picture E3 2017 now: everything was VR :cry:

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PostRe: PlayStation VR - Farpoint is good! (p63)
by HSH28 » Wed May 24, 2017 6:09 pm

Rex Kramer wrote:I tried turning my body to turn but it just felt like I was strafing all the time. No nausea but didn't really feel part of the game, almost like I was floating.


Was this standing up and did you turn your whole body (not just the upper half)? It will track the actual direction you are facing (as long as it isn't completely away from the camera).

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Lagamorph
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PostRe: PlayStation VR - Farpoint is good! (p63)
by Lagamorph » Wed May 24, 2017 6:30 pm

I've found my biggest complaint with the game. Checkpoints are only at the start of each level. If you quit the game mid-level then when you come back to it you have to start the level all over again.

That's terrible design, especially when the information isn't communicated to you at all.

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PostRe: PlayStation VR - Farpoint is good! (p63)
by HSH28 » Wed May 24, 2017 6:40 pm

Lagamorph wrote:I've found my biggest complaint with the game. Checkpoints are only at the start of each level. If you quit the game mid-level then when you come back to it you have to start the level all over again.

That's terrible design, especially when the information isn't communicated to you at all.


I'm sure it tells you when you go to quit the game.

Its not even that those are the only checkpoints either, because it doesn't throw you back that far if you die, its just that it doesn't save except for between levels.

Having said that the only time it caught me out was the first time I played and I didn't realise what broke up the levels (basically you only know a new level has started when you get to the sections where you are looking at what happened to the two scientists).


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