There’s a lot of games that do come close though, but never really reach the full potential and kind of still do feel either like proof of concept demos (Lone Echo, Walking Dead: Saints and Sinners), are just a very simplified arcade experience (Beat Saber), sims (which do work great in VR), or ports of non-VR games that can’t by definition fully utilize the full potential of the platform, even with hand tracking added in.
Something with environmentalist and sustainability goals and principles rather than forms of destruction. I don’t want to kill things or chop down trees or blow stuff up. The world is difficult and I am tired.
As someone else mentioned, Terra Nil is exactly this, another good one is Eco. You do chop down trees and mine and stuff but the goal is to be environmentally sustainable. The goal is to stop a meteor from blowing up your planet but you need to sustainably get there otherwise you’ll end up polluting the planet and making stuff worse in the process. Underrated but really good
Community organizing, the game… Movement building, organizer training, etc… It could be something pretty low tech and still be interesting, thinking like Oregon Trail or a MUD.
Personally my peak VR experience has been playing the Outer Wilds with a PC VR mod, but very hardware dependent to get decent framerates.
Wanderer might be a good option for you if you’re looking for a puzzle game with a bit more story meat to it.
I think a lot of VR games end up short and sweet not just for technical & cost limitations but because the extra effort and intensity of the VR experience means players can get burnt out on longer story focused games. I remember Valve talking about how they had to really change up the pacing of their standard formula when they were developing Half Life: Alyx.
Breachers is an amazing vr tactical shooter, kinda a mix between rainbow 6 and counterstrike available on quest and steam. Also skyrim is wonderful in vr (with the wabbajack list).
VTOL VR is my absolute favorite VR game. All you need is a chair, a headset, and two paddles. You don't need to walk around. You are in the cockpit of a fighter jet with a watered town cockpit. It's a lot more approachable than DCS.
If you want your breath to be absolutely taken away, and you've got a top tier gaming rig, Kayak VR will make you cry.
I like Many a True Nerd’s Tale of Two Wastelands series. It’s a mod that merges both Fallout 3 and New Vegas, but the host is a bit of a fallout super fan so he tours obscure areas of the map and explains a lot of weird little facts about the lore, easter eggs, and development of the games.
I’m surprised no ones mentioned No Mans Sky. I put a ton of hrs in that game in VR. Edit: Elite Dangerous if fully playable in VR. Keep Talking and Nobody Explodes is fun in VR as the bomb de-fusser. The Talos Principle is great in VR too.
Interstellar Pilot 2. It’s admittedly a mobile game, but genuinely the best one I’ve ever played.
TLDR: It’s a sandbox spaceship pilot simulator where the “goals” are to dominate laissez-faire capitalism
Essentially, in the game, you start with one small starship, and travel the universe completing missions, buying and selling goods, and fighting off bandits.
Other games have this premise, but they’re mostly point-and-click games that take place universally in menus. Not so for Interstellar Pilot.
In Interstellar Pilot, the UI really matches the thing that you’re doing. When you’re at a station trading, it’s an ordinary menu, but when you’re in your ship, the UI is much more reminiscent of an actual ship’s dashboard, and you can pilot your ship anywhere you like in the 2.5d space, rather than just clicking buttons. Even in stations, where the UI is more menu-ey, the buttons you can select are on the peripheries of your screen, while the center is occupied by a view of the station and the area around it, as it updates in real-time.
Anyway, once you get enough money you can build up your empire sandbox style, buying ships and having them run automated scripts in the background—and eventually building stations that can let you manufacture goods and military ships to further your plans.
And what are those plans? They can be anything! IP is a sandbox game, so you can make as much money as possible, set up a self-sufficient economy, hunt bandits, or attempt to conquer the galaxy to your heart’s content.
And that’s not even getting into how good and layered the combat is. From light but reliable lasers, to stronger but less accurate plasma pulses, to slugthrower-style guns and guided missile, to ECM’s, which interfere with missile guidance, to mines that deter chasing another ship, to the hexagonal shield system, in which you can only take so many hits from each direction before they start to damage your hull, to the fact that your weapons themselves sometimes take damage randomly, to the space dust and cloaking devices that ships can use to hide and the echolocation mines that can be used to find such ships.
That said, for all the complexity the combat has, it never feels overwhelming. At any point, the player can pause the game at any time, freezing the entire universe, but still allowing the player to manage their stuff in it—activating weapons on ships (that will fire right when the player resumes time), buying and selling goods and ships, giving their ships new orders, etc.
Honestly, the game’s combat is both intuitive and spectacular and rarely gets talked about just because of how simple it feels. It’s also integrated perfectly with the trade and cargo systems. If your ship gets hit without it being blocked by a shield, some cargo might fall out of it, and you’ll have to pull it back in with your tractor beam before your opponent grabs it with theirs. Artillery shells, missiles, mines, and ECM’s have to be stored in your cargo bay, so you have to keep track of how many you have and balance that with how much cargo you’d like to carry.
And the ships are crazy customizable. There’s over a dozen different ship models, each with its own stats for things like maximum speed, turning rate, hull strengh, and weapon turret placement. As for weapon variation, each ship model has a couple of different variations with different turret placements, but that’s just the beginning. At military outpost stations, any weapon can be swapped out into any turret (as long as it’s compatible with the ship model), and ships be upgraded with a variety of other components too (better generators and shields, cloaking devices, passenger modules, etc.)
And for what it’s worth, the art and animation kicks ass. (Admittedly the old IP1 models more than IP2, but the creator (yes, singular) is planning to add custom paint jobs in the future, allowing for even more ship customizability). The space scenery looks stunning and seamless, and the ships all feel unique control-wise.
Anyway, Interstellar Pilot is a phenomenal game, and a (rare) credit to the entire mobile gaming industry. If you’re going to get it, I recommend getting Interstellar Pilot 2, which is the one currently in development (by the way, this entire game was made by one person in their spare time). (I think it’s also on Steam now for PC but it did originally start as a mobile game so I’m still counting it as one)
How the heck is this game free? It doesn’t even capture any data (on iOS) except identifies and they aren’t used to track players. Gonna give it a try.
A VN/RPG that has romance and doesn't make it an after thought. Like in most persona games or fire emblem games or even like mass effect. When romance is a thing, once you hit that we're a couple button that's pretty much it.
But then VNs represent the opposite end of the spectrum where you make the decision to pursue someone and that's it, the entire narrative shifts to completely focus on that. I want a middle ground, where there is one structured narrative that asks the question "How might chasing down the big bad change if this person versus this person was the person most important to the main character"
Like for example of you wanted to woo the nerdy tech wizard, following his or her story might involve tracking down parts and materials to improve tech and brace against the coming of the bbeg. On the other hand of you want to romance the overeager hothead it might involve trying to take the fight to the bad guys while saving puppies and children along the way. Completely different paths with the same end goal of defeating the bbeg.
bin.pol.social
Aktywne