The only reason I’m not playing more VR is that it’s more involved than playing without. You have to make space to play. If you’re playing from PC (which I would recommend) you have to set that and the games up. And then it’s usually more fun to play standing for which I don’t always have the energy.
My Quest 1 is not logged in to Meta so I only play free games from Sidequest or whatever free games I used to get from Meta. Plenty to play with that and PCVR.
“Smaller” games like Moon Rider are usually more fun. At least in the long run. Full games like Alyx are few and far between. But ports of older games work well. I dare say that VR is the best way to play Doom 3.
I haven’t played the game, so I’m not sure how accurate my help would be. It would be helpful to be able to look at some tooltips from these skills. But to my eye this looks like a talent / build system that’s fairly common in ARPGS.
My most basic assumption is that every so often you’ll level up and be able to pick one of these skills. They’ll provide some kind of effect which is tied to an active skill (Red, Blue, and Purple appear to be likely), or a passive bonus (Orange, Yellow, and Green I’d guesss).
The arrows are throwing me off a little bit because sometimes they point in both directions, and other times they appear to loop. Usually these might mark a pre-requisite skill, so if it shows [A] <-- [B] then that implies that before you can acquire A you must first acquire B.
If I had to guess, [A] <–> [B] implies either you can freely choose between A and B, or perhaps once you select A you must select B before you can select A again.
The loops feel weird though (notably in the yellow block). I guess that means that whatever skill you start with, you must then select clockwise from there.
There’s a great variety in how games will implement this sort of thing, but in general there’s usually a way to get a tooltip with a more complete description of what each thing does. Usually that would be by hovering over the icon, but some games include an encyclopedia of effects if they’re particularly involved.
The order in which you acquire these skills often influences your playstyle. Some people are going to prefer to get abilities that seem powerful quickly, and other people like to strategically synergize their build. For my part, I tend to prefer acquiring passive bonuses that increase my experience/luck/currency to more easily game the system.
I think this is right, I have succeeded in at two of these evolutions using this logic. There is literally no tool tip or guide as far as I can tell. When you first play they say something about carefully choosing your upgrades. So, now I do.
It’s not going to replace flat screen gaming. It’s hard to be in VR for hours, especially when you have to manage battery life, but I’ve had a headset for a year or two now, and it’s still amazing where it’s good. I’m better with smooth moving, but I still prefer teleporting, for headache/dizziness.
Tried Skyrim, couldn’t make it stick - VR just isn’t right for massive open worlds. Halflife Alyx is amazing - it’s the right scale for VR, the attention to manipulatable objects is amazing, and some of the puzzles just couldn’t be done in 2D. Blade & Sorcery is good, too.
Games I keep going back to are Beat Saber, because I’m old and need something to make me stand up and move, and Mini-golf, which is mostly a focus for hanging out with remote friends.
Interesting take regarding Skyrim. In my opinion, open world games are THE thing that VR is perfect for and sadly has way too few options.
I want to be in a virtual world. Seeing the sunset or just sitting down in a tavern in Skyrim and watching the people belong to some of my unforgettable gaming moments.
It is those closed, specialised games that are not fun to me. Give me more Skyrim worlds and less fruit ninja or beat sabre.
I can see that. If you just want to hang out in a space, then VR Skyrim definitely has some cool places to hang, but how long are you really going to spend in that Skyrim tavern?
When OP asks whether VR is a long-term option, that’s what I think. My favorite 2D games I have 500+ hours, probably a half dozen of them; I can still go back to those, some 10+ year old, and sink another 50+ hours. The only VR game I have more than 50 hours is the mini-golf game that’s glorified chat.
For me, VR as an experience has been really amazing. It’s a level of immersion that’s just indescribably better than anything 2D, but each of those experiences has had limited staying power, which I think is because the physical demands of VR constrain my playtime and focus. I can left-mouse-button all day, but my back gets sore if I stand for three hours. So I can handle beat saber because I treat it like a gym session, but the idea of VR walking 7000 steps to Skyrim’s Throat of the World…just no.
A note about battery life, Bobovr makes a great strap that has modular batteries. I don’t think they’ve made a full kit for the q3 that has multiple batteries and a separate charging dock for the batteries like they did for the q2, though… Happy to be corrected on this! Either way, they greatly extend playing time.
The strap itself is really comfortable and the battery helps counterbalance the weight of the quest itself. I know one of the q3 versions has a fan built in and the design lets you lie on your back and just watch movies.
Edit: seems they sell the s3 batteries separately and the charging dock now, nice. Wish it came in a whole kit.
The original RuneScape developers and owners (i.e. Andrew Gower and his brothers) are back with a new game, at a new company, with an industry shattering $5.99/mo subscription price for all content.
No micro transactions, no pay to win, no outrageous DLC pricing, no bull shit … just a fun game with many similarities to OSRS but also modernizations, formula improvements, and lessons learned.
I tried it, and it was really hard to get into. There are some pretty big glaring flaws of the game right now that make it simply unfun to play, in my honest opinion. One of them is the fact that it feels like RuneScape classic, rather than RuneScape 2. For example when you do activities like fishing, you have to click each individual fish over and over again to infinity. Which doesn’t feel enjoyable. Combat is also rather clunky, and there’s little dopamine involved. I also distinctly hate the fact that you cannot do what you want with combat, like you cannot be an archer. You only get like three arrows and then you have to use melee. Also it seems like skills are only usable in one area, once you move on to the next episode, there are no areas to practice those skills anymore. So it’s really not fair in my honest opinion to compare it to RuneScape at all. Once you get into the forest, there is no fishing spot as far as I’m aware… I can respect that people like it but it’s not for me
I mean, fishing is more comparable to mining in RS2, there are other skills (typically refinement oriented skills) that have more down time between clicks.
Combat I definitely feel needs refinement. Though, I actually do like the fact that combat is not “I have a bow and I’m shooting something 1 tile in front of me and/or safe spotting.”
The skills are only trained in one area, but they have interactions across areas. You use resources gathered in the forest in town and in the mines. The weapons you make in the mines can be tuned to any other location (etc…)
A lot of this is to solve the long time MMO issue of “new content is released but it’s only for high level players and long time layers in general have a ton of advantages in the new area.”
lol the problem with Destiny is they turned it into a treadmill and stopped putting the work into character and level design.
Elden Ring can easily take more than 100 hours on your first playthrough, and different builds significantly change your play style.
BG3, similar deal. Subsequent playthroughs are probably going to be accelerated, but there are a bunch of different story choices you can make that feel different, the party members have their own story lines, there’s a special custom character called Dark Urge that’s intended for a later playthrough that has it’s own twist, and you can change the strategy of encounters a lot with different party constructions.
Rimworld calls itself a story generator because you’re going to fail and have people die and whatever, but every game plays out different, there are a good couple scenarios, and there’s expansions and mods you can add on top of that for variety.
Just the first couple that come to mind. I’m not near 1000 hours on any of them, but they all have a lot of content.
I’ve only got a few. Several of them don’t really track hours, but I know I’ve put over 1000 into them. Games like Super Smash Bros. (Melee, Brawl, and 4) and Rock Band 2.
Other than those, the only one I’ve measurably put 1000 hours into is Skullgirls, but Guilty Gear Strive will likely get there in a few years. Skullgirls is a game with so much depth that I can’t imagine ever getting bored of it. If anything, I’d just lose motivation because I can’t see the path to improving, but I’ll definitely never see every permutation of strategies you can employ by combining characters together. Guilty Gear Strive has so many creative ways to use its expanded Roman Cancel system that any Evo highlight reel is full of creative ways out of situations that you’ve never seen before.
Why do they have to be 1000 hours? If you’re getting gaming fatigue you’re not going to fix that by sticking to the same genres you always play. Go onto Steam/gog/eshop/etc during the Black Friday sales next week and buy a big pile of 40 hour games for $3 each
200 hours in for me and I just learned you can put gates over train tracks. 🤯 Found out by reading the in game manual that I was too proud to read beforehand. So uhm… read the manual.
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