You might be able to get a used Quest 2 pretty cheap. That was my entryway to VR, and a cheaper way to find out if it’s something you want to invest more in.
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
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.
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.
Ja siedzę na Szmerze no i na swojej instancji Akkomy, gdy już mówimy o social mediach. That’s all, folks. Reszta metod komunikacji to komunikatory + e-mail.
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.
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.
It is very much worth it! It is a great value for what you get. I highly recommend you connect it to a strong pc and purchase your games on steam so that you get the best quality visuals and when you switch headsets in the future your games will be available no matter what headset you choose.
Meta sells a lot of their tech at a loss. You are not buying a VR headset with just your dollars. You are taking a huge kit of cameras and sensors hooked up to the world’s most advanced internet-connected telemetry and strapping it to your face. The data it gleans is how you’re covering a large portion, if not the majority, of the cost.
In my opinion, a PS5 and PSVR2 is the best way into VR for most people right now. I have that and a Valve Index and while the Index is awesome, it’s pretty dated and fiddly and while my computer runs it pretty well, catching up to more modern tech will cost me $2000 in upgrades and the fuss associated with building/upgrading/buying/migrating a PC.
I’m hoping Valve releases their rumored standalone headset sometime before the end of the world.
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